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Since we have an auth DB set up, any chance we can transmit back to the DB
how many times you've been traitor, if you've been successful or not, and
other random facts?
Original issue reported on code.google.com by [email protected]
on 22 May 2008 at 1:40
I'd really like, by default, the command field to populate with:
say "
Even if you want to type a command it's lesskeypresses to backspace [say "]
than to type [say] every friggin time you want to talk.
If you want to get fancy make it a checkbox!
Original issue reported on code.google.com by [email protected]
on 22 May 2008 at 2:15
Among other things, the current "pretty much all icons are in one file"
system makes changing the icons much harder - I can't submit a patch for
items.dmi until I know whether or not all current patches to items.dmi have
been accepted or not, since it basically breaks the entire patch system
(being binary rather than text). This is bad.
Original issue reported on code.google.com by [email protected]
on 23 May 2008 at 5:58
We've played this a reasonable amount with admins, and everyone seems to
love it. It probably wouldn't be that hard to implement, although it does
depend a lot on the honor system (not going away from the station, for
instance). Still, it'd be nice to have as an actual builtin mode.
Original issue reported on code.google.com by [email protected]
on 22 May 2008 at 2:48
that way, they can observe and will possibly be less assholish
Original issue reported on code.google.com by [email protected]
on 21 May 2008 at 3:51
Attachments:
A broken station near the main station, of which the main station's crew
needs to rescue the crewmembers on the broken station before it is too
late.
Original issue reported on code.google.com by [email protected]
on 22 May 2008 at 2:26
Oh no I already fixed it:
/mob/verb/adminhelp(msg as text)
if (config.logooc)
world.log << "HELP: [src.name]/[src.key] : [msg]"
msg = cleanstring(msg)
msg = html_encode(copytext(msg, 1, 128))
if (!msg)
return
var/yep = 0
if (!src.muted)
for(var/mob/M in world)
if (M.client && M.client.holder)
M << "\blue <B>HELP: <A
href='?src=\ref[usr];priv_msg=\ref[usr]'>[src.name]</A>/([src.key]):</B> [msg]"
yep = 1
if (yep)
src << "\blue <B>Your message has been broadcast to administrators.</B>"
else
src << "\blue <B>Sorry, no administrators are on to hear your plea for
help.</B>"
Original issue reported on code.google.com by [email protected]
on 20 May 2008 at 8:58
It just doesn't seem very reasonable. Likewise with eyedroppers.
If someone needs to force a pill someone's throat, or use an eyedropper on
them, they should have to remove the target's mask/glasses (as appropriate)
first.
Original issue reported on code.google.com by [email protected]
on 22 May 2008 at 4:42
People using adminhelp command as a form of spam like jerks!
never fear here is a fix! lol
Original issue reported on code.google.com by [email protected]
on 21 May 2008 at 2:19
Attachments:
This is a potentially major issue, because a lot of the code seems to work
off of the assumption that rnames are unique. Determined griefers could
join the game with the same name as existing people and cause things to
fuck up unpredictably.
Original issue reported on code.google.com by [email protected]
on 22 May 2008 at 2:42
I approve of blocking radio broadcasts from within lockers, but it
shouldn't block speaking. At the very least you should be able to make
muffled noises, perhaps randomly replace characters with periods?
..h..lp me... BANG BANG
This would make muzzles more valuable as well.
Original issue reported on code.google.com by [email protected]
on 22 May 2008 at 5:16
I'd really like a working toilet that can flush small items. maybe even
hook it up to pipes as a secondary feature.
But it'd be awesome to drown people in toilets.
Original issue reported on code.google.com by [email protected]
on 22 May 2008 at 5:17
seeing as tasers aren't all that good in melee any more, we need something
to fill the gap for security
STUN BATONS
Original issue reported on code.google.com by [email protected]
on 21 May 2008 at 9:27
Attachments:
Similar to Meteor mode, but a comet would be an invincible rock that moves
on a specific trajectory across the map, destroying a 1-tile-wide swath
through the station. Should move slightly faster than, or at running speed.
Make it super hot to help cause explosions and ignite fuel and such.
Original issue reported on code.google.com by [email protected]
on 22 May 2008 at 1:51
[h]This is a stupid way to transmit radio stuff
[h]We should replace it with a verb like rsay or hsay or something
Original issue reported on code.google.com by [email protected]
on 22 May 2008 at 2:16
I doubt it is too easily implemented, but any chance we can make it so you
can't be traitor 4 or 5 times in a row? How Rand is Rand() anyway?
Original issue reported on code.google.com by [email protected]
on 22 May 2008 at 1:40
When clubbing someone 50 times over the head with a toolbox, if enough
damage is inflicted it should start saying something in the clubbing
message that the victim is, quite obviously, dead.
This would be a message that shows up probably after 2x deadly damage is
applied so it would not be an instant indicator of life or death, but
merely a "yes his brain is now seperated from his skull you can stop
swinging now" message.
Original issue reported on code.google.com by [email protected]
on 22 May 2008 at 1:45
Once we have blood in the game we'll need to clean it up. Enter BLEACH.
This will open the door to janitorial closets (might want to throw bucket
and mop in there too, maybe some slippery when wet signs, wet floor tiles
that knock people over with chance to stun?)
More jobs equal happier population and more depth.
Original issue reported on code.google.com by [email protected]
on 22 May 2008 at 1:11
on isno, when you call the shuttle and get in it and wait for the stuff to
end, it calls check_win() indefinitely (which prints out "Bob was the
traitor! He failed!" or whatever) and the shuttle just stays where it is.
This is probably not the desired behavior.
Original issue reported on code.google.com by [email protected]
on 23 May 2008 at 1:15
that would be so fucking incredible i mean jesus
Original issue reported on code.google.com by [email protected]
on 21 May 2008 at 1:52
probably people shouldn't be able to attack at all before spawn, i really
don't see any good side effect from it
Original issue reported on code.google.com by [email protected]
on 21 May 2008 at 3:45
Is BS that shuttle doors don't respond to leftclicks and must be rightclicks!
Original issue reported on code.google.com by [email protected]
on 20 May 2008 at 8:54
this makes checkers significantly more one-sided, since the red player
can't move his pieces or do anything at all really
Original issue reported on code.google.com by [email protected]
on 23 May 2008 at 1:30
CSI can do it, why can't forensic techs? It'd make their jobs more
interesting and add a lot of depth to murder, I think. Of course, this
would work best with timestamps in the chat window on the right, so people
could easily tell about when they last met someone.
Original issue reported on code.google.com by [email protected]
on 22 May 2008 at 2:44
Put together a system for a circular shaped map so the map doesn't only
extend to the west.
Original issue reported on code.google.com by [email protected]
on 22 May 2008 at 2:27
While asleep/unconcious you can currently hear people. This should be
disabled.... buuut
I don't like the idea of it disappearing completely. Can we replace it with
some italicized:
.. You hear faint voices ...
?
Original issue reported on code.google.com by [email protected]
on 22 May 2008 at 5:04
The user preferences should be saved on the client side so that it will be
available for use on servers that support it. This should of course
include validation of the save data.
Original issue reported on code.google.com by [email protected]
on 22 May 2008 at 2:28
It's really frustrating not knowing if you're dead, dying, unconscious, or
blind. Can we make 'blind' people have a vision ability of one tile (your
own)? That might be a good workaround for the blind thing. It would emulate
you feeling around and knowing that your standing on a floor tile or open
space.
Original issue reported on code.google.com by [email protected]
on 22 May 2008 at 5:09
Self explanatory.
Original issue reported on code.google.com by [email protected]
on 22 May 2008 at 2:25
this patch makes bio suits, fire suits, etc not do that any more (isno only)
Original issue reported on code.google.com by [email protected]
on 21 May 2008 at 6:28
Attachments:
they shouldn't be able to, it's bad
Original issue reported on code.google.com by [email protected]
on 23 May 2008 at 2:01
BUT HERE IS A PATCH
Original issue reported on code.google.com by [email protected]
on 23 May 2008 at 7:08
Attachments:
DO NOT WORRY I HAVE A SOLUTION
big red letters solve everything
Original issue reported on code.google.com by [email protected]
on 21 May 2008 at 12:18
Attachments:
The mob code is a mess, and partially due to this, the AI can be subject
to drugs and other things.
To fix this, we need to break up the existing code better, eg
/mob
/mob/carbon/human
/mob/carbon/monkey
/mob/robot/ai
etc...
Original issue reported on code.google.com by [email protected]
on 22 May 2008 at 2:18
If you hit someone adjacent to you with a taser, they get stunned but the
taser doesn't use any charges. This makes tasers really good melee weapons,
which is probably not a good thing.
The attached patches (for isno and trunk) remedy this by making tasers use
up charges at close range, as well as giving them a total of 4 charges
rather than 3. This is so they are not quite as bad at long range against
moving targets, and also because that works better with the five-state (0%,
25%, 50%, 75%, 100%) icons for the taser.
Original issue reported on code.google.com by [email protected]
on 20 May 2008 at 7:46
Attachments:
Right now, you can easily detect a false wall by hitting all walls with an
object (like a toolbox). Only false walls will respond with "you push the
wall but nothing happens." This patch fixes that.
Also, now that false walls are a turf, the transparency where the floor
tile went doesn't work any more, so here's a new doorf.dmi that fixes the
issue. (You'll have to do a clean compile to have the new icon recognized,
or delete the RSC file.)
Original issue reported on code.google.com by [email protected]
on 20 May 2008 at 8:04
Attachments:
Right now, if a player joins in the middle of a custom game mode or a game
with non-standard laws (like if a captain outlaws wearing gloves, for
instance), they have no way to know. An "info sheet" that can be updated by
the captain and admins that pops up when people join would be a good way to
fix this. Players could also bring it up midgame with an "info sheet" verb
or something.
Original issue reported on code.google.com by [email protected]
on 22 May 2008 at 2:39
There should be an additional MOTD section for after a user authenticates,
for 'secure' information (such as the link to IRC) wuold be placed here.
Original issue reported on code.google.com by [email protected]
on 22 May 2008 at 2:00
they just do stupid things like vote to restart all the time for no reason,
fuck that
Original issue reported on code.google.com by [email protected]
on 22 May 2008 at 2:38
NOT ANYMORE
(art courtesy of nuclearmailman, thanks bud)
Original issue reported on code.google.com by [email protected]
on 22 May 2008 at 1:24
Attachments:
In the editor I mean
Original issue reported on code.google.com by [email protected]
on 20 May 2008 at 8:54
Every job should start with a radio on the hip (if necessary) and simply
replace with a traitor radio if you are THE ONE.
Possible implementations of this: As part of the YOU ARE THE TRAITOR
message, store a SECRET CODE that the traitor can dial in to the radio to
get the command prompt.
OR make it so only the traitor can see the dialogue that pops up. I'm not
too partial to this because I like the idea of interrogating the traitor to
get the secret code.
It's really unfair that the traitor can be found out 2 minutes into the
game because of a random inspection due to security report.
Original issue reported on code.google.com by [email protected]
on 22 May 2008 at 12:50
It would be neat if you could overcharge batteries (hook them into a
generator or something) so that when someone pops it into an APC terminal
it fries all the room 'lectronics. Perhaps permanently? Or fixable with
some tool?
It would be a complicated enough process to not be abused by griefers. It's
already hard enough to get the batteries out.
Original issue reported on code.google.com by [email protected]
on 22 May 2008 at 1:58
It sure would be nice if meteors could come from any direction. Even even
"targeted mode" from the admin panel.
Original issue reported on code.google.com by [email protected]
on 22 May 2008 at 1:49
This patch makes thermals only see mobs, not turfs, so they aren't strictly
better than mesons (although they're still probably better in general,
since they see through cloaks and things).
This could also allow more thermals to be placed around the station without
breaking the game, which'd make the cloaking device less overpowered.
Patches for isno and trunk are attached.
Original issue reported on code.google.com by [email protected]
on 20 May 2008 at 8:51
Attachments:
also rearranges things so it's Bob (2) [person disguising as bob] rather
than Bob [person disguising as bob] (2)
Original issue reported on code.google.com by [email protected]
on 22 May 2008 at 2:07
Attachments:
seriously, who needs pens or signallers? NOBODY THATS WHO
patches attached
Original issue reported on code.google.com by [email protected]
on 20 May 2008 at 11:29
Attachments:
Blood splatter when hitting other people with objects, should apply to
both the weapon, clothing of both the suspect and victim, as well as on
the ground if the hits are hard enough.
Blood splatters should include the DNA of the victim.
Original issue reported on code.google.com by [email protected]
on 22 May 2008 at 2:29
This patch makes it so that pressing the throw button puts you in throw
mode, and you click on a place to throw your active item at. It also fixes
the old "space inertia" bug where throwing an item while moving in space
would cause you to completely change direction, even if it was just a piece
of paper - now, throwing an item moves you one square back, but you keep
your old inertia. There are also various small bugfixes and other changes
related to throwing.
With this, 1/3 of the uses for the "direction" variable are gone. Once I
rework the wall creation and wire placement methods, we'll be able to
eliminate the movement panel entirely (just leaving "run").
This also has updated screen.dmi and screen1.dmi, with the "active throwing
mode" icon thing.
Original issue reported on code.google.com by [email protected]
on 21 May 2008 at 9:07
Attachments:
Right now, if you have two piles of 50 sheets and attack one with the
other, the first will end up with 5 sheets and the second with 95. This
patch fixes that to the desired behavior (they both stay at 50).
Original issue reported on code.google.com by [email protected]
on 22 May 2008 at 11:13
Attachments:
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