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Update, 12JUL2016 #562

Merged
merged 48 commits into from Jul 18, 2016
Merged

Update, 12JUL2016 #562

merged 48 commits into from Jul 18, 2016

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skull132
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@skull132 skull132 commented Jul 12, 2016

TODO:

  • Test airlock hatches
  • Test alcohol - Read Alcohol Tweaks #530 for more details
  • Test meteor event
  • Test held mobs further
  • Map in Chauncey
  • Break markup and report issues with it
  • Test the notification/welcome screen functionality

Any player is free to go onto the testing server and test stuff that's noted above. Once you have suggestions, issues, or positive reports, please reply here or create a new issue on the Issues tab. (Leave a comment if everything works as intended, but report an issue in case something is broken.)

skull132 and others added 30 commits June 27, 2016 18:48
Makes it possible to undo suit buttons
Makes several lorefriendly changes to chargen.
Permits numbers in chargen naming for the benefit of IPCs.
Permits chargen fluff to be viewed via employment record consoles and ID cards.
Made unique sprites for each race on the AMI (Research Director) and Industrial (Mining) RIGsuits.

I shan't be closing any more of these now.
Porting some unique alcohols from the old code.
90% of the work here was Skull's since I had no idea how to access and pull information from the DB.
It's also a semi-fix for #433
Welding tools can now be used to burn paper
The upgraded and experimental welding tools will now fit in a toolbelt. Upgraded renamed to advanced.
Fixed and implemented the Experimental Welding Tool, which has a regenerating fuel supply. Can be produced in R&D, requires 4 research in engineering and materials.
Pepperspray no longer makes a spraying sound when the safety is on
Spraybottles can now be locked with an alt click
Display CCIA Records and Actions on the Employment Computer.
Adds radio jammers for antags and improvised version as well.
Vaurca filtration bit organ added. When destroyed or removed, oxygen becomes poisonous to the Vaurca.
Vaurca lungs have been made organic.
Vaurca take 3x toxin damage, as a result of their rather alien biology.
Vaurca lose additional blood when an opportunity to lose blood presents itself, due to their open-circulatory system.
Vaurca organs are no longer all robotic, except for the neural socket and filtration bit.
Vaurca organ surgery is now possible.
Everything always comes along for the ride.
Porting the contained sprite var from old code, allowing for less problems with icon storages in the future.

Custom items added:

Antique Pocket Watch - Eric Derringer - xelnagahunter
Mendoza's cap - Chance Mendoza - loow
Ziva's Bandana - Ziva Ta'Kim - sierrakomodo
Fancy Jacket - Zubari Akenzua - filthyfrankster (req_titles: Security Officer, Warden, Head of Security, Detective, Forensic Technician)
Heirloom Unathi Mantle - Sslazhir Yinzr - alberyk
Chich Eyewear - Roxy Wallace - nebulaflare
Data Chip - Roxy Wallace - nebulaflare
Sharpshooter Gloves - Hawk Silverstone - nebulaflare
Data Drive Pendant - Kyyir'ry'avii Mo'Taki - nebulaflare
Graphite's chassis - Grap..Null - dreamixpl
Skrell Purple Head Cloth - Shkor-Dyet Dom'Pesh - mofo1995
Pocket Altar - Kiara Branwen - nursiekitty
Brown Hat - Avery Bell - serveris6
Pinned Brown Coat - Avery Bell - serveris6

Also, adding old custom synth sprites from old code.
Chainswords can be turned on and off, with sprite and damage changes. Also, adding more swords, with some flavor and stats differences.
Swords cannot go inside bags anymore.
The idea is to consolidate all of the spam that you see on the lower right panel into one concrete, semi-persistent pop-up window. Utilizing bootstrap, it'll show you a neat welcome screen, the message of the day, staff memos (if accessible), and a personalized set of notifications. The system is set up for easy future expansion, as well.
This allows you to print hardsuit modules in robotics, if you have enough tech and materials.
Foxes are great and we need them.
Antags now get AOOC, as do mods. Admins and mods can also mute people from AOOC if they're being silly.
Characters are no longer hard deleted from the database.
This makes it so that persistent records about characters can't be fucked up.
Adding the sprites missing from #534 .
skull132 and others added 2 commits July 12, 2016 07:16
# Conflicts:
#	code/modules/mob/living/carbon/human/species/station/station.dm
Reverts baystation12.int that I fucked up
Adds a config toggle to host the dev server without clogging up SQL tables
@skull132 skull132 added 🚫 Do Not Merge Feedback Required The PR requires a feedback topic and feedback on the forum. labels Jul 12, 2016
@Code2200
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Emergency shutter icon lags during opening - The bottom clip thing is the last thing to open when the shutter is opened.

@Aurum22
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Aurum22 commented Jul 12, 2016

Meteors properly begin striking 3 minutes after the event starts.

A hull shield (100m, 0.1 Renwick, Max Rate Capacitor), seems to prevent the overwhelming majority of the damage.

I ran three meteor events on one shield without taking it down and the most that happened was a hit on the unshielded toxins test area, a single broken airlock door & window at arrivals, and a hit on an external airlock near security.

You can audibly differentiate shield impacts from hull impacts.

Shields themselves barely decrease in strength, even after a multitude of hits (they show as unstable in the generator but are essentially just as effective) since they recharge fast. Turning the shield off and then on shows the shield as stable again.

I encountered one anomalous event: A meteor seemingly struck mining, causing shutters to drop and atmosphere to vent, however, when I investigated via aghost, no damage to any of the walls or windows could be found in that area or any adjacent areas. Atmosphere was restored via the air alarm and the replaced air did not vent.

Also, when repairing airlocks associated with a control panel such as the ones in arrival, doors that have their electronics replaced or repaired lose their connection to the control panel. I do not know if this is a known bug.

@Aurum22
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Aurum22 commented Jul 12, 2016

The new hatches on the airlocks work well. They are fast and do not impede movement. They work whether a door is bolted or not.

They do not seem to transfer atmosphere (so a drone can safely enter a vented room without an inflatable).

The sound effect appears to trigger properly.

The hatch disappears from the door sprite when opening- I do not know if this is just a WIP or intentional.

@Bedshaped
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#474 isn't working correctly. It's connecting okay but it isn't compiling the list of templates properly.

@Arrow768
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Arrow768 commented Jul 13, 2016

I´ll look into #474

Arrow768 and others added 10 commits July 14, 2016 01:46
* Various Bug Fixes:
Fixed: #537
Fixed: #474
Fixed: NL2BR for CCIA Actions/Records
Fixed: CCIA Actions / Records not showing up on printed record
Fixing some wrong path in robotic modules and missing right ear slot contained sprites.
The original ones are somewhat messy, this will fix them
Zipguns won't start with flash and stun rounds anymore, since it is a one shoot weapon and those rounds do little in that situation, just making them more useless.
Credit to Mloc from Baystation12. I have no clue why the commit didn't co-author properly after cherry-picking v.v
Fixed hatch overlay not being cut when a firedoor opens
Fixed firedoor hatches drawing ontop of office/blast shutters when both are on the same tile
Drones can now bump open windoors
added attack logs for meteor impacts
slightly increased volume of meteor shield impact sound
fixed meteor event end announcements
@skull132 skull132 added Awaiting Merge Changelog Required and removed 🚫 Do Not Merge Feedback Required The PR requires a feedback topic and feedback on the forum. Changelog Required labels Jul 18, 2016
@skull132 skull132 merged commit ba5f026 into master Jul 18, 2016
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10 participants