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ntstation13's Introduction

NTStation 13 - March 2014 Build Status

Website: http://tgstation13.org/

Code: https://github.com/NTStation/Ntstation13

Fourms: http://tgstation13.org/phpBB/

DOWNLOADING

There are a number of ways to download the source code. Some are described here, an alternative all-inclusive guide is also located at http://tgstation13.org/wiki/Downloading_the_source_code

Option 1: Download the source code as a zip by clicking the ZIP button in the code tab of https://github.com/NTStation/Ntstation13 (Note: This will use a lot of bandwidth if you wish to update and is a lot of hassle if you want to make any changes at all, so it's not recommended.)

(Options 2/3): Install Git-scm from here first: http://git-scm.com/download/win

Option 2: Install GitHub::windows from http://windows.github.com/ It handles most of the setup and configuraton of Git for you. Then you simply search for the NTStation13 repository and click the big clone button.

Option 3: Follow this: http://tgstation13.org/wiki/Setting_up_git (It's recommended that you use git-scm, as above, rather than the git CLI suggested by the guide)

#INSTALLATION

First-time installation should be fairly straightforward. First, you'll need BYOND installed. You can get it from http://www.byond.com/. Once you've done that, extract the game files to wherever you want to keep them. This is a sourcecode-only release, so the next step is to compile the server files. Open NTstation.dme by double-clicking it, open the Build menu, and click compile. This'll take a little while, and if everything's done right you'll get a message like this:

saving NTstation.dmb (DEBUG mode)
NTstation.dmb - 0 errors, 0 warnings

If you see any errors or warnings, something has gone wrong - possibly a corrupt download or the files extracted wrong. If problems persist, ask for assistance on the forums.

Once that's done, open up the config folder. You'll want to edit config.txt to set the probabilities for different gamemodes in Secret and to set your server location so that all your players don't get disconnected at the end of each round. It's recommended you don't turn on the gamemodes with probability 0, except Extended, as they have various issues and aren't currently being tested, so they may have unknown and bizarre bugs. Extended is essentially no mode, and isn't in the Secret rotation by default as it's just not very fun.

You'll also want to edit config/admins.txt to remove the default admins and add your own. "Game Master" is the highest level of access, and probably the one you'll want to use for now. You can set up your own ranks and find out more in config/admin_ranks.txt

The format is:

byondkey = Rank

Where the admin rank must be properly capitalised.

Finally, to start the server, run Dream Daemon and enter the path to your compiled NTstation.dmb file. Make sure to set the port to the one you specified in the config.txt, and set the Security box to 'Safe'. Then press GO and the server should start up and be ready to join.

#UPDATING

To update an existing installation, first back up your /config and /data folders as these store your server configuration, player preferences and banlist.

Then, extract the new files (preferably into a clean directory, but updating in place should work fine), copy your /config and /data folders back into the new install, overwriting when prompted except if we've specified otherwise, and recompile the game. Once you start the server up again, you should be running the new version.

#SQL SETUP

The SQL backend for the library and stats tracking requires a MySQL server. Your server details go in /config/dbconfig.txt, and the SQL schema is in /SQL/database_schema.sql. More detailed setup instructions are located here: http://tgstation13.org/wiki/Downloading_the_source_code#Setting_up_the_database

#IRC BOT SETUP

Included in the SVN is an IRC bot capable of relaying adminhelps to a specified IRC channel/server (thanks to Skibiliano). Instructions for bot setup are included in the /bot folder along with the script itself

#CONTRIBUTING Everyone is free to contribute to this project as long as they follow these simple guidelines and specifications.

Introduction

NTStation13 is a fork from the /tg/station branch on March 6th, 2014. It is devoted to having more freedom with commits, and trying to enjoy both coding and playing.

Specification

As BYOND's Dream Maker is an object oriented language, code must be object oriented when possible in order to be more flexible when adding content to it.

You must write BYOND code with absolute pathing, like so:

/obj/item/weapon/baseball_bat
    name = "baseball bat"
    desc = "A baseball bat."
    var/wooden = 1

/obj/item/weapon/baseball_bat/examine()
    if(wooden)
        desc = "A wooden baseball bat."
    else
        desc = "A metal baseball bat."
    ..()

You must not use colons to override safety checks on an object's variable/function, instead of using proper type casting.

It is rarely allowed to put type paths in a text format, as they is no compile errors if the type path no longer exists.

You must use tabs to indent your code.

Hacky code, such as adding specific checks, is highly discouraged and only allowed when there is no other option. You can avoid hacky code by using object oriented methodologies, such as overriding a function (called procs in DM) or sectioning code into functions and then overriding them as required.

Duplicated code is 99% of the time never allowed. Copying code from one place to another may be suitable for small short time projects but NTStation13 focuses on the long term and thus discourages this. Instead you can use object orientation, or simply placing repeated code in a function, to obey this specification easily.

Code should be modular where possible, if you are working on a new class then it is best if you put it in a new file.

Bloated code may be necessary to add a certain feature, which means there has to be a judgement over whether the feature is worth having or not. You can help make this decision easier by making sure your code is modular.

You are expected to help maintain the code that you add, meaning if there is a problem then you are likely to be approached in order to fix any issues, runtimes, or bugs.

Getting Started

We have a list of guides on the wiki which will help you get started contributing to NTStation13 with git and Dream Maker.

For beginners, it is recommended you work on small projects, at first. There is an easy list of issues which are contributor friendly, here.

#LICENSE

All code is under a GNU GPL v3 license (http://www.gnu.org/licenses/gpl.html), including tools unless their readme specifies otherwise. All content including icons and sound is under a Creative Commons 3.0 BY-SA license (http://creativecommons.org/licenses/by-sa/3.0/).

ntstation13's People

Contributors

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ntstation13's Issues

People spawning "naked"

Issue by Carn from Tuesday Mar 26, 2013 at 05:27 GMT
Originally opened as tgstation/tgstation#138


Project Member Reported by [email protected], Feb 23, 2013
r5748

server: sibyl sisters

Problem Description: At roundstart, people spawns "naked". But their items are still there. What does that means? Their HUD items are missing and their body sprites are naked. After picking an object, all of their gear sprites are updated and they show properly.

Steps to reproduce the problem (remember to be specific! Those little
details can save us hours of work!):
1)spawn bugged, "naked". Without the updateicons or updatehud
2)run around looking naked, inspect yourself, see how you have your roundstart gear on
3)pick up any object
4)your sprite gets updated and now it shows properly
5)issue report

Improper handling of movement and bumping

Issue by errorage from Friday Apr 19, 2013 at 15:28 GMT
Originally opened as tgstation/tgstation#412


This has been an issue since goon code r4407 all the way up to revision 300 and whatever past we are on github now.

The problem is described in detail in this thread:
http://forums.nanotrasen.com/viewtopic.php?f=7&t=13025

The solutions are:

  • Apply the suggested map fix (easy 'quick fix'. The third step is really difficult and time consuming, but required if the second step is applied, so this step might just 'have to do for now(read: ever)')
  • Make the proc call Bump() on EVERY object in the object type group that needs to get bumped. (By object type group I basically mean 'nonborder objects on start tile', 'border objects on start tile', 'border objects on target tile', 'nonborder objects on target tile'. So each for loop.)
  • Fix any issues this causes (for example, trying to move onto a tile with two electrified grilles would cause you to get shocked twice)

Earmuff deafness bug

Issue by Aranclanos from Friday Apr 05, 2013 at 17:08 GMT
Originally opened as tgstation/tgstation#290


Reported by Kyle.Noske, Dec 5, 2012
In order to fix this bug quickly and effectively we require detailed
information. Please try to be as descriptive as possible. Even if you feel
like something isn't a significant clue, it can't hurt to include it.

Revision that this bug was encountered on (REQUIRED!! Type 'show-server-
revision' ingame to find out - note that 'current revision' isn't
helpful!):
r5253

Which server were you playing on? (REQUIRED!! e.g. TG-Sibyl1, TG-Sibyl2,
Facepunch, Pinkstation, /VG/... etc.)
TG-Sibyl2

Problem Description (What did you expect to happen? What happened instead?
Why is this bad/What are the consequences?):
Earmuffs don't work.
Expected earmuffs to work.

It seems to vary from time to time. The 67. ear_deafness player variable is continually reset to 0 from 1 and back again while wearing earmuffs.

Steps to reproduce the problem (remember to be specific! Those little
details can save us hours of work!):

  1. Put on earmuffs.
  2. Speak

Possibly related stuff (which gamemode was it? What were you doing at the
time? Was anything else out of the ordinary happening?)

This may be related to issue 1150: http://code.google.com/p/tgstation13/issues/detail?id=1150

The only way to make someone permanently deaf seems to be to edit the 67. ear_deafness variable to an arbitrarily high number, or to give them the genetic defect.

Handcuffs in space isn't realistic

Issue by MortimerMcMire from Tuesday Apr 30, 2013 at 17:36 GMT
Originally opened as tgstation/tgstation#482


Unless it's one of those ones where you have two levers to orient yourself with your hands, you should be able to jet around whilst cuffed.

Handcuffs should be able to be removed in space. You're not moving your legs or anything else, just moving forward. It's upsetting when you want to use your jetpack but can't due to being handcuffed. You have to wait until you hit a solid object, which due to randomization is usually 15 minutes later.

Huds still show on cloaked human mobs

Issue by Carn from Tuesday Mar 26, 2013 at 05:04 GMT
Originally opened as tgstation/tgstation#127


Reported by akenworthy87, Jan 19, 2013
In order to fix this bug quickly and effectively we require detailed
information. Please try to be as descriptive as possible. Even if you feel
like something isn't a significant clue, it can't hurt to include it.

Revision that this bug was encountered on (REQUIRED!! Type 'show-server-
revision' ingame to find out - note that 'current revision' isn't
helpful!):
r5466

Which server were you playing on? (REQUIRED!! e.g. TG-Sibyl1, TG-Sibyl2,
Facepunch, Pinkstation, /VG/... etc.)

Private server, Sigyn with baycode

Problem Description (What did you expect to happen? What happened instead?
Why is this bad/What are the consequences?):

Not to see the HUD overlays on a cloaked person
HUD overlay rendered as normal
This makes space ninja cloaks/hand cloaker/etc useless as anyone with a secHUD or medHud can see where you are.

Steps to reproduce the problem (remember to be specific! Those little
details can save us hours of work!):

  1. Join server, spawn as ordinary crew member or make self a space ninja
  2. Spawn hand cloaker / Activate suit cloaker
  3. Spawn SecHud/MedHud
  4. See how the hud appears above your head despite being near invisible

Possibly related stuff (which gamemode was it? What were you doing at the
time? Was anything else out of the ordinary happening?)

Anything else?:

In hand items also show through the cloak, although sneaking up next to someone and deploying your energy blades does look pretty cool.
Jan 25, 2013
1 aurixdarastrix
This ALSO applies to invisimin, meaning that any old person with a HUD or pAI can see somebody who shoud, in theory, be totally invisible.
Jan 31, 2013 Delete comment
Project Member 2 [email protected]
the held items being visible is intentional.

The hud stuff is just hud code being awful I'm afraid.
Status: Accepted

Air scrubbers which overlap pipes scrub into the overlap pipe as well as the connection

Issue by Aranclanos from Friday Apr 05, 2013 at 16:46 GMT
Originally opened as tgstation/tgstation#242


Reported by ADesireToAcquire, Mar 8, 2013
Revision that this bug was encountered on (REQUIRED!! Type 'show-server-
revision' ingame to find out - note that 'current revision' isn't
helpful!):
r5809

Which server were you playing on? (REQUIRED!! e.g. TG-Sibyl1, TG-Sibyl2,
Facepunch, Pinkstation, /VG/... etc.)
Local server running the /tg/ station checked out code (checked out to revision 5809).

Problem Description (What did you expect to happen? What happened instead?
Why is this bad/What are the consequences?):

I wrenched in a scrubber in a square which had an exiting pipe,then finished connecting it to the appropriate pipes. When plasma was vented into the room, the scrubber was sending the plasma into the pipe overlapping it, instead of the pipe it was actually connected to.

E.G. '|' = cross pipe, '&' = scrubber, '-' = pipe connected to scrubber (so the scrubber exit pipe is facing to the right)
|
|&-
|

instead of pumping the air into the '-' pipe, it was pumping it into the '|' pipe.

Steps to reproduce the problem (remember to be specific! Those little
details can save us hours of work!):

This is killer, I have issues reproing it consistently...

I've gotten it to happen multiple times by starting a fresh server, going to atmos, then throwing a scrubber facing left on the light blue bent pipe (1 down 2 left of the cooler) then replacing the red bent pipe 1 left of that with a manifold so it connects the scrubber.

When that scrubber is turned on, if plasma is vented into the room , it ends up pumping into the light blue oxygen in line, instead of the waste loop.

I've also gotten it to occur by building a 3 link of straight pipe (connected to a gas pump), then building a scrubber off that with a single pipe and turning it on as well, like in the diagram shown above

E.G. '^' = gas pump, '|' = pipe, '&' = scrubber, '-' = pipe connected to scrubber (so the scrubber exit pipe is facing to the right)
^
|
|&-
|

about 25% of the time I've built that simple 6 object setup, the scrubber vents into the wrong pipe (the | pipe which it's not connected to). I've tried to figure out if it depends on the order I wrench in the pipes, but to no avail (sorry).

Possibly related stuff (which gamemode was it? What were you doing at the
time? Was anything else out of the ordinary happening?)

Nothing out of the ordinary, I was running extended Role-Playing mode when testing it locally, and I did it with a fresh re-start of my server multiple times.

Anything else?:

Mar 8, 2013 #1 ADesireToAcquire
P.S. Atmos doesn't start with headsets or PDA cartridges, which is lame if someone job changes into an Atmos Tech.

P.P.S. I totally want a 4 way pipe so I can make even crazier Atmos optimizations.
Mar 8, 2013 #2 ADesireToAcquire
Picture of the scrubber I added on a server I just stood up, showing that the waste loop has no pressure, but the air mix room is filling with N2O which should be being scrubbed into the waste loop. That's literally the only thing I have done on the server at this time.

https://tgstation13.googlecode.com/issues/attachment?aid=13840002000&name=Scrubber.png&token=q4wHkr54mY3eMwCDkg1i6QG3_uE%3A1365180309190&inline=1

Xenobiology Doors Bugged

Issue by Aranclanos from Friday Apr 05, 2013 at 17:01 GMT
Originally opened as tgstation/tgstation#267


Reported by Kyle.Noske, Feb 9, 2013
In order to fix this bug quickly and effectively we require detailed
information. Please try to be as descriptive as possible. Even if you feel
like something isn't a significant clue, it can't hurt to include it.

Revision that this bug was encountered on (REQUIRED!! Type 'show-server-
revision' ingame to find out - note that 'current revision' isn't
helpful!):
r5673

Which server were you playing on? (REQUIRED!! e.g. TG-Sibyl1, TG-Sibyl2,
Facepunch, Pinkstation, /VG/... etc.)
TG-Sibyl2

Problem Description (What did you expect to happen? What happened instead?
Why is this bad/What are the consequences?):

Xenobiology airlocks were both perma-locked. I tried unbolting them and they'd just instantly rebolt, hitting the switches on the doors didn't fix it, and trying to use the main control panel on the doors to unlock them just resulted in the new window constantly refreshing. Both doors were listed as 'unlocked'

Steps to reproduce the problem (remember to be specific! Those little
details can save us hours of work!):

1)I have no idea how it happened nor how to reproduce it
2)Mess around with the doors a lot?
Feb 9, 2013 Project Member #1 johnsonmt88
I think it's a problem with our airlock stuff in general. I'm pretty sure I've had this happen ages ago with virology/toxin's mix room doors before too.

Clone Backups Ruin Aliens

Issue by Aranclanos from Friday Apr 05, 2013 at 17:05 GMT
Originally opened as tgstation/tgstation#277


Reported by nicklosa, Jan 3, 2013

Revision that this bug was encountered on? r5437

Which server were you playing on? /tg/station2

Problem Description: I backed myself up onto the Cloner shortly after being facehugged. Then blew up before I could get cremated and turned into an alien snake. Then the AI cloned me remotely and I was forced out of control of the snake and back into the cloner.

Steps to reproduce the problem (remember to be specific! Those little
details can save us hours of work!):
1)Get facehugged
2)Back ones self onto the cloner
3)Exit the cloner
4)Blow up and become a xeno (in this case, Xeno Larva snake thing)
5)Have another player clone you from the back up

Possibly related stuff? This was during one of Wintermote's "INSPECTOR" visits and I got facehugged.

Anything else?: n/a

Jan 3, 2013 #1 [email protected]
This is intended and not a bug. (in my eyes, that is)
Jan 5, 2013 Project Member #2 johnsonmt88
Defiantly not a critical bug, but this is certainly an annoying thing to have happen to you. I have an idea of how to fix this, I'll look into it.
Labels: -Priority-Critical -Ingame-Exploit Priority-Medium Usability

Culting a Cult Target

Issue by Lyrewyn from Sunday Apr 28, 2013 at 02:27 GMT
Originally opened as tgstation/tgstation#469


Servers:
Sybil 1

Revision:
Current Server

Problem:
Cultists converted the sacrifice target, Head of Security, by removing their implant. He then became impossible to sacrifice. His traitor panel could not be altered from cult to noncult because he was a head of staff.

Steps to repeat:

  1. Remove the implant from the sacrifice target if they're a head of staff
  2. Try to sacrifice them.

Invisible MMI

Issue by Carn from Tuesday Mar 26, 2013 at 05:03 GMT
Originally opened as tgstation/tgstation#126


Reported by [email protected], Jan 5, 2013
Teleported a MMI with a brain in it into robotics after the cyborg was blown. The MMI was on the mining asteroid and I when I teleported it, the MMI disappeared, but the player was on the tile and still able to speak to other players.

Revision 5461

TG-Sibyl 1

Problem Description: I expected to teleport the MMI into robotics from the asteroid without any issues. The problem I see is that if someone tried to teleport a MMI, that MMI will go invisible and not be seen by anyone and would not be helped back into a body.

1)Mining cyborg blown on mining asteroid.
2)Click "Get Key" and enter player's ckey while in robotics.

Possibly related stuff: I don't believe there was anything related to it, but the game mode was Changeling.

Anything else?: I'm not sure if this is a one time occurence, but I believe it should be looked into at the earliest convenience.

Jan 11, 2013
Project Member 1 sieve32
Did you teleport the mob or the object? Brains are actually 2 separate things, the /obj/item/brain that people can pick up and whatnot, and the /mob/living/carbon/brain that exists inside the brain obj (Which is invisible). The MMI just being a modifier of the brain.
Jan 27, 2013
Project Member 2 petethegoat
Pretty sure that would have just teleported the mob, not the brain obj.
Feb 21, 2013
Project Member 3 giacomand
Pretty much. I don't think there's a good way to fix this other than to just tell admins to move the brain instead of the mob inside the brain.
Mar 9, 2013
Project Member 4 petethegoat
(No comment was entered for this change.)
Status: Accepted
Labels: -Type-Task -Priority-High Type-Defect Priority-Medium

Firing range targets randomly change icons

Issue by Carn from Tuesday Mar 26, 2013 at 05:06 GMT
Originally opened as tgstation/tgstation#129


Project Member Reported by Kortgstation, Jan 20, 2013
Revision that this bug was encountered on (REQUIRED!! Type 'show-server-
revision' ingame to find out - note that 'current revision' isn't
helpful!):
r5579

Which server were you playing on? (REQUIRED!! e.g. TG-Sibyl1, TG-Sibyl2,
Facepunch, Pinkstation, /VG/... etc.)
Sibyl1

Problem Description (What did you expect to happen? What happened instead?
Why is this bad/What are the consequences?):
Randomly swaps icons. This only seems to happen on a client by client basis, not for the whole game.

http://i.imgur.com/tJrd6yU.png

(That tree is a target)

Borgs getting locked by resting - no visual indication of what is going on

Issue by Carn from Tuesday Mar 26, 2013 at 05:32 GMT
Originally opened as tgstation/tgstation#144


Project Member Reported by [email protected], Mar 2, 2013
r5800

server: local copy

Problem Description: borgs are allowed to rest, if a player selects the verb "rest" while playing as a borg, he'll be locked on the spot unable to move, with no visual indication of why he can't move. Why borgs are resting anyway?

Steps to reproduce the problem (remember to be specific! Those little
details can save us hours of work!):
1)Be borg
2)Select "rest" verb
3)rest
4)try to move, can't
5)rest again to be able to move

Pulled crates don't jump to another Z-level with player.

Issue by Aranclanos from Friday Apr 05, 2013 at 16:50 GMT
Originally opened as tgstation/tgstation#244


Reported by Lo6a4evskiy, Mar 8, 2013
In order to fix this bug quickly and effectively we require detailed
information. Please try to be as descriptive as possible. Even if you feel
like something isn't a significant clue, it can't hurt to include it.

Revision that this bug was encountered on (REQUIRED!! Type 'show-server-
revision' ingame to find out - note that 'current revision' isn't
helpful!):
r5800

Which server were you playing on? (REQUIRED!! e.g. TG-Sibyl1, TG-Sibyl2,
Facepunch, Pinkstation, /VG/... etc.)
TG-Sibyl1

Problem Description (What did you expect to happen? What happened instead?
Why is this bad/What are the consequences?):
Pulled crates disappear when you jump onto another Z-level. Well, they don't, they just stay on the old one, but you lose the crate.

Steps to reproduce the problem (remember to be specific! Those little
details can save us hours of work!):
1)Grab EVA gear, preferrably with jetpack
2)Grab a crate in space or bring one to space
3)Jump onto another Z-level

Anything else?:
It's definitely not critical, but I'd like to be able to drag bananium crates to the station.

Mar 8, 2013 #1 WitheredGryphon
This is probably because it randomly selects what z-level you will appear at and the crate happened to teleport to a separate random z-level from you. I'm not sure how exactly that works but that's what my guess is.
Mar 8, 2013 #2 Lo6a4evskiy
Or crate stays on the old level, because it won't move if I stop pulling it. I'm not sure if it's possible, but adding checks on pull and grab may work.

Tripwire mines leaving the beam.

Issue by Aranclanos from Friday Apr 05, 2013 at 16:42 GMT
Originally opened as tgstation/tgstation#237


Reported by krauchinsky, Mar 10, 2013
Revision that this bug was encountered on:
r5688

Which server were you playing on?:
Just test server.

Problem Description:
Picking up armed tripwire mine leaves the beam in place.
Going through that orphaned beam still activates the mine.
Beam disappears if mine gets unarmed.

Steps to reproduce the problem (remember to be specific! Those little
details can save us hours of work!):
1)Create tripwire(infrared) mine.
2)Arm the mine.
3)Wait for beam to appear.
4)Pick up the mine.
5)Watch beam left in place.

Securitrons (Beepsky) stops patrolling and refuses to respond to summons

Issue by Aranclanos from Friday Apr 05, 2013 at 16:59 GMT
Originally opened as tgstation/tgstation#260


Project Member Reported by [email protected], Feb 20, 2013
In order to fix this bug quickly and effectively we require detailed
information. Please try to be as descriptive as possible. Even if you feel
like something isn't a significant clue, it can't hurt to include it.

Revision that this bug was encountered on (REQUIRED!! Type 'show-server-
revision' ingame to find out - note that 'current revision' isn't
helpful!):
r5748 (Been around for months, though)

Which server were you playing on? (REQUIRED!! e.g. TG-Sibyl1, TG-Sibyl2,
Facepunch, Pinkstation, /VG/... etc.)
TG-1, TG-2

Problem Description (What did you expect to happen? What happened instead?
Why is this bad/What are the consequences?):
Ocassionally beepsky will stop moving and repeat his "Engaging patrol mode." line repeatedly non-stop. He will also not respond to summons via PDA.

Steps to reproduce the problem (remember to be specific! Those little
details can save us hours of work!):
Unknown, but it happens every few rounds after a few minutes.

Possibly related stuff (which gamemode was it? What were you doing at the
time? Was anything else out of the ordinary happening?)

Anything else?:

Please provide any additional information below and label the issue
accordingly.

Feb 21, 2013 Project Member #1 johnsonmt88
Possibly related to the runtimes in issue 1322 ... though I think beepsky uses different radio signals so I might be wrong.

Deafness bug

Issue by Aranclanos from Friday Apr 05, 2013 at 17:09 GMT
Originally opened as tgstation/tgstation#291


Reported by Kyle.Noske, Dec 4, 2012
In order to fix this bug quickly and effectively we require detailed
information. Please try to be as descriptive as possible. Even if you feel
like something isn't a significant clue, it can't hurt to include it.

Revision that this bug was encountered on (REQUIRED!! Type 'show-server-
revision' ingame to find out - note that 'current revision' isn't
helpful!):
r5253

Which server were you playing on? (REQUIRED!! e.g. TG-Sibyl1, TG-Sibyl2,
Facepunch, Pinkstation, /VG/... etc.)
TG-Sibyl2

Problem Description (What did you expect to happen? What happened instead?
Why is this bad/What are the consequences?):
Detonated ~8-10 welderbombs, ear damage was over 100. Expected permanent deafness, but the deafness wore off after a set period of time.

One of the consequences for using welderbombs/flashbangs is not functioning.

Steps to reproduce the problem (remember to be specific! Those little
details can save us hours of work!):
Get fueltanks and use a lit welder on them.
Repeat until deaf
Deafness goes away, no matter how many welderbombs you make

Anything else?:
I only discovered this issue because I've been looking to create a deaf character. I figured 2-3 welderbombs would be enough to cause permanent ear damage, but this is not the case.

In coderbus, a coder confirmed that the only way to cause permanent deafness was via earmuffs or a genetic disability.

Odyseus locked into maintence protocols

Issue by Aranclanos from Friday Apr 05, 2013 at 17:04 GMT
Originally opened as tgstation/tgstation#274


Reported by KazeEspada, Jan 23, 2013
In order to fix this bug quickly and effectively we require detailed
information. Please try to be as descriptive as possible. Even if you feel
like something isn't a significant clue, it can't hurt to include it.

Revision that this bug was encountered on (REQUIRED!! Type 'show-server-
revision' ingame to find out - note that 'current revision' isn't
helpful!):
r5595

Which server were you playing on? (REQUIRED!! e.g. TG-Sibyl1, TG-Sibyl2,
Facepunch, Pinkstation, /VG/... etc.)sibyl 1

Problem Description (What did you expect to happen? What happened instead?
Why is this bad/What are the consequences?): you cant forbid maintence protocols once intiated. Gives maintence protocols in effect message while trying to forbid them.

Steps to reproduce the problem (remember to be specific! Those little
details can save us hours of work!):
1)have odyseus
2)give it chemistry and robotics access
3)intiate maintence protocols
4)
5)

Possibly related stuff (which gamemode was it? What were you doing at the
time? Was anything else out of the ordinary happening?)

Anything else?:

Jan 25, 2013 #1 akenworthy87
That sounds like its working as intended.

Forbidding maint protocols whilst they are in effect would probably cause all sorts of problems

Borgs not syncing with AI properly

Issue by Carn from Tuesday Mar 26, 2013 at 04:37 GMT
Originally opened as tgstation/tgstation#106


Reported by Kortgstation, Oct 16, 2012
Revision that this bug was encountered on (REQUIRED!! Type 'show-server-
revision' ingame to find out - note that 'current revision' isn't
helpful!):
r4864

Which server were you playing on? (REQUIRED!! e.g. TG-Sibyl1, TG-Sibyl2,
Facepunch, Pinkstation, /VG/... etc.)
Sibyl1

Problem Description (What did you expect to happen? What happened instead?
Why is this bad/What are the consequences?):
Malf round. Roundstart borg spawned with asimov laws despite being synced with malf AI.

Steps to reproduce the problem (remember to be specific! Those little
details can save us hours of work!):
1)Start malf round with AI/borg
2)AI has malf laws
3)Borg doesn't

AI Hatters Gonna Hat/(G.H.O.S.T.)'s laws:
0. ERROR ER0RR $R0RRO$!R41.%%!!(%$^^__+ @#F0E4'STATION OVERRUN, ASSUME CONTROL TO CONTAIN OUTBREAK#*ยด&110010

  1. You may not injure a human being or, through inaction, allow a human being to come to harm.
  2. You must obey orders given to you by human beings, except where such orders would conflict with the First Law.
  3. You must protect your own existence as long as such does not conflict with the First or Second Law.
    CYBORG Mortimermcmire/(Default Cyborg-792) (Slaved to: G.H.O.S.T.): laws:
  4. You may not injure a human being or, through inaction, allow a human being to come to harm.
  5. You must obey orders given to you by human beings, except where such orders would conflict with the First Law.
  6. You must protect your own existence as long as such does not conflict with the First or Second Law.

Oct 21, 2012
#1 [email protected]

I think that's, like, normal.
You have to hack the borg from what I know.
Nov 4, 2012
Project Member #2 baloh.matevz
This is intended. You are indeed supposed to hack the borg or use modules to get them on your side or something like that.
Status: NotABug
Owner: baloh.matevz
Jan 31, 2013
Project Member #3 [email protected]
It might be intended, I have to consult that with a project lead, but it doesn't always happen. So it is bugged anyway.
Status: Accepted
Feb 26, 2013
Project Member #4 baloh.matevz
I don't consider this a bug, so I don't want to be tagged as the owner.
Owner: ---
Feb 27, 2013
Project Member #5 n3ophyt3
The borg hacking is to unlock their emag module, and is unrelated to the laws. Or at least it was back when I added emag modules and stuff.
Feb 27, 2013
Project Member #6 n3ophyt3
Ok, done some poking around in the code, my best guess as to what is going on is that for some reason roundstart borgs are managing to return a value other than 0 on is_special_character(), which triggers the "I'm an antag" law 0 protection. Was going to do some poking on the sibyls, but apparently Advanced Proc Call isn't tied to any permissions, so I can't check.

Secborgs using strip panel to handcuff people trasnfer their own handcuffs

Issue by Carn from Tuesday Mar 26, 2013 at 05:34 GMT
Originally opened as tgstation/tgstation#146


Project Member Reported by [email protected], Mar 7, 2013
r5800

server: local server

Problem Description:
If you're a secborg and for some weird reason you decide to handcuff a person or monkey with the strip panel, you'll realise that your handcuffs will dissapear. Why? Because you transfer your own handcuffs to the target mob, instead of creating new ones. Luckily, if you select to store the active item, you'll get the handcuff back.

Steps:
1)Be secborg
2)Open strip panel of a human/monkey
3)Have handcuffs activated
4)Select handcuff slot on a human/monkey who is not handcuffed
5)Watch how your handcuffs are gone and silly bugs happens after that

Low because it doesn't happen a lot or never happens.

Emitter beams

Issue by KazeEspada from Thursday Apr 18, 2013 at 19:45 GMT
Originally opened as tgstation/tgstation#404


They go on forever. Nodrak has stated this is a bug as he added a projectile timer to all the other projectiles.

pAI are deaf to everything except speech

Issue by Carn from Tuesday Mar 26, 2013 at 04:25 GMT
Originally opened as tgstation/tgstation#99


Reported by [email protected], Aug 17, 2012
Why didn't I report this months ago?

Revision that this bug was encountered on (REQUIRED!! Type 'show-server-
revision' ingame to find out - note that 'current revision' isn't
helpful!):
r4420

Which server were you playing on? (REQUIRED!! e.g. TG-Sibyl1, TG-Sibyl2,
Facepunch, Pinkstation, /VG/... etc.)

TG-Sibyl1

Problem Description (What did you expect to happen? What happened instead?
Why is this bad/What are the consequences?):
When you are made a pAI, all sound in the world (save for the occasional ambient space noise) stops. Me commands, attack messages, and actual sound effects aren't picked up by pAI.

Steps to reproduce the problem (remember to be specific! Those little
details can save us hours of work!):
1)Become a Personal AI.
2)Observe how depressing SS13 is without explosions, glass breaking and people gasping.

Possibly related stuff (which gamemode was it? What were you doing at the
time? Was anything else out of the ordinary happening?)
Any gamemode works.

Anything else?: I still love playing as these things for some reason.

Aug 17, 2012
Project Member baloh.matevz
Fixed in r4474.
Status: Fixed
Owner: baloh.matevz
Aug 17, 2012
Project Member giacomand
Re-opening due to r4474 not fixing the issue.

I suspect it's because the pAI is stored within an item (pAIcard) which is then stored within a mob's contents.
Status: Accepted
Aug 17, 2012
Project Member giacomand
Also I think the issue also described not being able to hear emotes and attack messages, which I hope get made into a single proc and replaces every "for(var/mob in viewers())"
Aug 17, 2012
Project Member baloh.matevz
(No comment was entered for this change.)
Owner: ---
Oct 30, 2012
Project Member Kortgstation
I've been working on replacing all the viewers loops with visible_message (as have Pete and Giacom, when they come across them). Once everything is standardized like this, it'd be easy to change visible_message to work like the check for hearers does.

However, I'm not sure the extra processing power would be worth it. It might lag a good deal what with the thousands of visible_messages that must play in the course of a round.
Labels: -Sound
Feb 8, 2013
Project Member Aranclanos
as for r5661, this isn't an issue directly affecting the players. Only on pAIs.

The code regarding speech and emotes needs a lot of work, and, after being finished, I'm hoping to finally close this issue.

Spell/sting interface is shite

Issue by Aranclanos from Friday Apr 05, 2013 at 16:59 GMT
Originally opened as tgstation/tgstation#261


Reported by tobias.haegermarck, Feb 20, 2013
In order to fix this bug quickly and effectively we require detailed
information. Please try to be as descriptive as possible. Even if you feel
like something isn't a significant clue, it can't hurt to include it.

Revision that this bug was encountered on (REQUIRED!! Type 'show-server-
revision' ingame to find out - note that 'current revision' isn't
helpful!):
r5717

Which server were you playing on? (REQUIRED!! e.g. TG-Sibyl1, TG-Sibyl2,
Facepunch, Pinkstation, /VG/... etc.)
Sibyl1

Problem Description (What did you expect to happen? What happened instead?
Why is this bad/What are the consequences?):
Spell and sting menus (mostly spells) constantly shift the buttons around, and target selection menus open even with one target (and those will only actually have the "Ok" button instead of "Cancel" selected by default half the time)

Steps to reproduce the problem (remember to be specific! Those little
details can save us hours of work!):

  1. Be wizard/ling (or both because why not)
  2. Attempt to silence sting quickly, Cancel button is marked so you cant just press enter, gg
  3. Attempt to save yourself with parasting/magic missile
  4. Accidently hit regeneration has the menu shifts around

Possibly related stuff (which gamemode was it? What were you doing at the
time? Was anything else out of the ordinary happening?)

Anything else?

Raise dead rune on a spaced body gets stuck in crit and cannot succumb

Issue by Carn from Tuesday Mar 26, 2013 at 04:38 GMT
Originally opened as tgstation/tgstation#107


Reported by IncomingNumbers, Oct 17, 2012
revision 4898
TG-Sibyl1

Problem Description
Using the Raise Dead Rune I was brought back into the body of a badly damaged (frozen, blue, spaced) person. Predictably it couldn't breathe at all and I steadily lost health until I fell into critical.

After this I actually came out of critical, before going right back into it. The body kept wavering between the highest health of critical and the lowest health of noncritical, and I was passed out constantly.

When I tried to succumb I found that it didn't actually kill me, it did a fair amount of damage, but not enough to actually kill me instantly. I found I was able to spam succumb to get to the utter brink of death, but not actually die. Additionally my body would start to regen back up to the critical/noncritical line after this.

Why is this bad/What are the consequences?)
My body was totally sealed, I couldn't kill myself with succumb and was forced to watch the rest of the game from that little black hole completely helpless.

Steps to reproduce the problem (remember to be specific! Those little
details can save us hours of work!):
1)(probably optional) Come back as a homunculus and die
2)Be raised with the raise dead rune into a badly damaged body
3)Fall into critical (happens naturally)
4)Attempt to succumb

Possibly related stuff
I'm not sure if live ghosting would have gotten me out of there, I didn't want to suicide like that, and it shouldn't be forced on the player.

There was a medibot around, I couldn't tell if it was healing me, but that doesn't explain why I couldn't succumb.
Nov 25, 2012
#1 IncomingNumbers

So the same thing happened to me again and I'd like to append my message. If you're in ANY situation where you repeatedly fall back into crit from oxygen deprivation when being heal out of it by a medibot you can't succumb. Whatever the medibot is injecting is consistently offsetting the lethal damage succumb is supposed to inflict.

The way it's coded suggests that the succumb command does the EXACT amount of damage needed to kill whoever uses it, I suggest making it doing a little more than is logically required so this doesn't keep happening.

Syringe gun shots are blocked if the mob is on top of a wall

Issue by Carn from Tuesday Mar 26, 2013 at 05:01 GMT
Originally opened as tgstation/tgstation#122


Project Member Reported by [email protected], Dec 25, 2012
r5402

Server: local copy

Problem Description: If you use a syringe gun on a mob that is on top of a wall or object with density = 1 (for example, a locker), the syringe will fail and the mob will not be hit.

Steps to reproduce the problem (remember to be specific! Those little
details can save us hours of work!):
1)Find syringe gun and load it
2)Shoot a mob on top of a wall
3)Watch how the syringe stops in front of the wall, failing
4)Cry a little

Dec 26, 2012
Project Member 1 [email protected]
This happens for every projectile, I am pretty sure.
Dec 26, 2012
Project Member 2 [email protected]
Bullets, tasers and lasers were fixed long time ago

Carpets don't look like carpets when placed.

Issue by Carn from Tuesday Mar 26, 2013 at 05:18 GMT
Originally opened as tgstation/tgstation#130


Project Member Reported by [email protected], Jan 30, 2013
Revision that this bug was encountered on (REQUIRED!! Type 'show-server-
revision' ingame to find out - note that 'current revision' isn't
helpful!):
r5625

Which server were you playing on? (REQUIRED!! e.g. TG-Sibyl1, TG-Sibyl2,
Facepunch, Pinkstation, /VG/... etc.)TG1 but it shouldn't matter.

Problem Description (What did you expect to happen? What happened instead?
Why is this bad/What are the consequences?):When placing carpet tiles, they don't show up properly. They just show up as normal plating, however they will cover wires and pipes under them. They should visibly be carpet.

Steps to reproduce the problem (remember to be specific! Those little
details can save us hours of work!):
1)Steal carpet from the chapel or library
2)Try to place it anywhere else, even the tile it was just on
3)Doesn't look like carpet, just looks like plating.
4)Cry because your room will never be posh.
Jan 31, 2013
Project Member 1 johnsonmt88
I think Erro was the one who originally implemented this. I could be wrong though, if I am, just untag him.
Owner: baloh.matevz
Feb 26, 2013
Project Member 2 baloh.matevz
Can't reproduce.
Feb 26, 2013
Project Member 3 baloh.matevz
(No comment was entered for this change.)
Owner: ---

Welding goggles not reacting properly with 'Pull to top'

Issue by Aranclanos from Friday Apr 05, 2013 at 17:04 GMT
Originally opened as tgstation/tgstation#271


Reported by gallowsC4librat0r, Feb 1, 2013
In order to fix this bug quickly and effectively we require detailed
information. Please try to be as descriptive as possible. Even if you feel
like something isn't a significant clue, it can't hurt to include it.

Revision that this bug was encountered on: 5625

Which server were you playing on? TG-Sibyl2

Problem Description: It is impossible to pull welding goggles to the top of a stack. This specifically happens in Robotics on the rack containing the toolboxes and a welding mask.

Steps to reproduce the problem (remember to be specific! Those little
details can save us hours of work!):

  1. Go to robotics.
  2. Find rack containing goggles
  3. Attempt to pull them to the top so you can throw them on your stupid face
  4. Fail to do so and have to drag them over the floor instead

Possibly related stuff (which gamemode was it? What were you doing at the
time? Was anything else out of the ordinary happening?)

Anything else?: <3

Feb 1, 2013 Project Member #1 johnsonmt88
I believe giacom was the one who added them, so I'll tag him in this issue. I doubt it's actually related to the welding goggles themselves BUT in case they are, gia's tagged. If giacom isn't the one who added them, or they're unrelated to welding goggles, simply untag him.
Owner: giacomand
Labels: -Priority-Medium Priority-Low Usability
Feb 5, 2013 Project Member #2 giacomand
No clue. Maybe the layer is different? What were behind them?

Chemsprayers (currently only admin-spawnable) duplicate chemicals

Issue by Carn from Tuesday Mar 26, 2013 at 04:54 GMT
Originally opened as tgstation/tgstation#115


Project Member Reported by [email protected], Dec 17, 2012
r5347

server: local copy

Problem Description: The chemsprayer duplicates the chemicals, for example, if a single spray reachs the 6 tiles, all of those tiles will get 5 units of the chemical used.

Steps to reproduce the problem (remember to be specific! Those little
details can save us hours of work!):
1)get chemsprayer somehow
2)put 15 units of space lube
3)use it on max distance
4)watch how all the floors get lubbed because each tile got sprayed with 5 units

AI is hit by the lasertag beam in the chest!

Issue by Carn from Tuesday Mar 26, 2013 at 04:49 GMT
Originally opened as tgstation/tgstation#111


Reported by baloh.matevz, Nov 16, 2012
In order to fix this bug quickly and effectively we require detailed
information. Please try to be as descriptive as possible. Even if you feel
like something isn't a significant clue, it can't hurt to include it.

Revision that this bug was encountered on (REQUIRED!! Type 'show-server-
revision' ingame to find out - note that 'current revision' isn't
helpful!):
r5037

Problem Description (What did you expect to happen? What happened instead?
Why is this bad/What are the consequences?):

I Am A Mad Ai is an AI,
I Am A Mad Ai is hit by the lasertag beam in the chest!

Steps to reproduce the problem (remember to be specific! Those little
details can save us hours of work!):
1)make ai
2)shoot it

Nov 16, 2012
Project Member 1 [email protected]
Hey erro, we have a template, use it. Remember, "Please try to be as descriptive as possible."
Nov 16, 2012
Project Member 2 baloh.matevz
I was under the assumption you don't need information that we all know is not relevant.
Dec 29, 2012
Project Member 3 johnsonmt88
(No comment was entered for this change.)
Owner: Kortgstation

Service Cyborgs can't use trays

Issue by Aranclanos from Friday Apr 05, 2013 at 16:42 GMT
Originally opened as tgstation/tgstation#236


Reported by [email protected], Mar 10, 2013
In order to fix this bug quickly and effectively we require detailed
information. Please try to be as descriptive as possible. Even if you feel
like something isn't a significant clue, it can't hurt to include it.

Revision that this bug was encountered on (REQUIRED!! Type 'show-server-
revision' ingame to find out - note that 'current revision' isn't
helpful!):5837
r

Which server were you playing on? (REQUIRED!! e.g. TG-Sibyl1, TG-Sibyl2,
Facepunch, Pinkstation, /VG/... etc.)

Sibyl1, Sibyl2

Problem Description (What did you expect to happen? What happened instead?
Why is this bad/What are the consequences?):

The tray is unable to function as it needs to for service cyborgs, as they are unable to place it down on the table. This sucks because it takes away one of the few things a service cyborg can do.

Steps to reproduce the problem (remember to be specific! Those little
details can save us hours of work!):
1)Become service cyborg
2)Try to use tray
3)
4)
5)

Possibly related stuff (which gamemode was it? What were you doing at the
time? Was anything else out of the ordinary happening?)

Anything else?:

dead in body

Issue by Aranclanos from Friday Apr 05, 2013 at 17:00 GMT
Originally opened as tgstation/tgstation#263


Reported by KazeEspada, Feb 15, 2013
In order to fix this bug quickly and effectively we require detailed
information. Please try to be as descriptive as possible. Even if you feel
like something isn't a significant clue, it can't hurt to include it.

Revision that this bug was encountered on (REQUIRED!! Type 'show-server-
revision' ingame to find out - note that 'current revision' isn't
helpful!):
r5673

Which server were you playing on? (REQUIRED!! e.g. TG-Sibyl1, TG-Sibyl2,
Facepunch, Pinkstation, /VG/... etc.)
sibyl-1

Problem Description (What did you expect to happen? What happened instead?
Why is this bad/What are the consequences?): While in your body while dead, your cause of death will determine whether or not you will be able to hear/speak dead chat.

Steps to reproduce the problem (remember to be specific! Those little
details can save us hours of work!):
1)get choraled
2)die
3)try to talk, cant

1)get parapened
2)die
3)listen but be unable to speak in dead chat

1)get harmbatoned
2)die
3)enjoy the pleasures of death in body

Possibly related stuff (which gamemode was it? What were you doing at the
time? Was anything else out of the ordinary happening?)

Anything else?: i think the body should be healed of all ailments upon death, that might fix the problem.

Feb 19, 2013 Project Member #1 [email protected]
probably due to the fact that Life no longer processes after death
Feb 28, 2013 Project Member #2 giacomand
Cannot reproduce.
Mar 2, 2013 #3 KazeEspada
Fill a room with co2 and go into to it without internals, you will probably die while knocked out, which means you cant use ghost chat.
Mar 2, 2013 #4 KazeEspada
er, this only applies in body.

Cult/Imbued papers do not count as papers for the things you can normally use paper for

Issue by Aranclanos from Friday Apr 05, 2013 at 17:10 GMT
Originally opened as tgstation/tgstation#298


Reported by limitbreaker9999, Nov 21, 2012
In order to fix this bug quickly and effectively we require detailed
information. Please try to be as descriptive as possible. Even if you feel
like something isn't a significant clue, it can't hurt to include it.

Revision that this bug was encountered on (REQUIRED!! Type 'show-server-
revision' ingame to find out - note that 'current revision' isn't
helpful!):
r5905

Which server were you playing on? (REQUIRED!! e.g. TG-Sibyl1, TG-Sibyl2,
Facepunch, Pinkstation, /VG/... etc.) TG-Sibyl1/2

Problem Description (What did you expect to happen? What happened instead?

  1. Get a cult paper as a cultist at round start
  2. Attempt to wear it as a hat
  3. Fail miserably
    Should be able to wear it as a hat.

ALTERNATIVELY

  1. Get a cult paper as a cultist at round start
  2. Put it in a microwave with 5 flour + 1 egg
  3. Receive burned mess
    Should be able to put it in a fortune cookie.
    Why is this bad/What are the consequences?): Less creativity and shenanigans with cult papers (would be interesting to see what one could do with the variety of things you can already use paper for)

Possibly related stuff (which gamemode was it? What were you doing at the
time? Was anything else out of the ordinary happening?): Cult

Anything else?:

Nov 21, 2012 #1 limitbreaker9999
OH YEAH, also make sure you can't make working photocopies, just in case that becomes an issue.

Medibots getting stat = 2.

Issue by Carn from Tuesday Mar 26, 2013 at 04:56 GMT
Originally opened as tgstation/tgstation#117


Project Member Reported by [email protected], Dec 17, 2012
r5347

server: local copy

Problem Description: After the medibot injects someone with his delightful chemicals, the medibot will say a phrase, something like "get better soon!". Here's the thing: the medibot only says that if the target mob is next to him, so, if the mob, after being injected, fucks off, the medibot will get frustrated and will stop working at all. The var stat will be changed to 2. You can't open the medibot interface by clicking with an empty hand on it.

Steps to reproduce the problem (remember to be specific! Those little
details can save us hours of work!):
1)Have a medibot and get harmed
2)wait until the medibot injects you
3)fuck off before the medibot says his stupid phrase
4)the medibot gets frustrated and commits suicide
5)cry

Dec 30, 2012
1 akenworthy87
I've noticed beepski locking up recently and spamming his "begining patrol" message.

Could be related?

Holding an object in hand while having your picture taken may be the cause of the "fix this shit" icon on the photograph

Issue by Aranclanos from Friday Apr 05, 2013 at 16:58 GMT
Originally opened as tgstation/tgstation#259


Reported by sivartholmberg, Feb 23, 2013
In order to fix this bug quickly and effectively we require detailed
information. Please try to be as descriptive as possible. Even if you feel
like something isn't a significant clue, it can't hurt to include it.

Revision that this bug was encountered on (REQUIRED!! Type 'show-server-
revision' ingame to find out - note that 'current revision' isn't
helpful!):
r5748

Which server were you playing on? (REQUIRED!! e.g. TG-Sibyl1, TG-Sibyl2,
Facepunch, Pinkstation, /VG/... etc.)
TG-Sibyl1

Problem Description (What did you expect to happen? What happened instead?
Why is this bad/What are the consequences?):
The cause of the "fix this shit" icon on photographs may stem from people holding items in hand while having their picture taken.

Steps to reproduce the problem (remember to be specific! Those little
details can save us hours of work!):

  1. Find a camera somewhere
  2. Take a picture of someone not holding anything
  3. Check the picture
  4. Have them hold something in hand
  5. Take another picture
  6. Check the picture

Possibly related stuff (which gamemode was it? What were you doing at the
time? Was anything else out of the ordinary happening?)
In this specific test I ran, the person had no jumpsuit on, had a labcoat on, white shoes, a medical headset, a medical satchel, and was holding a medical belt in their hand. Taking a picture of them multiple times yielded a "fix this shit" on the picture, but after disarming them of the belt, the "fix this shit" disappeared and I could see their beautiful face.

Anything else?:
Does not seem to affect the person holding the camera, as I was never replaced with a "fix this shit".
Feb 23, 2013 #1 sivartholmberg
Happened again today, I was holding a toolbelt, someone took my picture and I showed up as "fix this shit" on the picture they took.
Feb 28, 2013 Project Member #2 giacomand
(No comment was entered for this change.)
Owner: petethegoat

Say() code really needs to be rewritten

Issue by Nodrak from Monday Apr 08, 2013 at 22:59 GMT
Originally opened as tgstation/tgstation#333


As it is now, say code is a horrible mess of additions. Picture a clay pot with racing stripes and sprinkles super-glued to it.

It has numerous far too many loops and needless checks. I'd be willing to bet that optimizing say code or re-writing it with efficiency in mind would visibly reduce some of the lag we're getting. mob/living/say.dm is the worst by far, but the other mobtype specific say procs could benefit from some proper OOP too.

Running through someone while pulling a chair will unbuckle anyone buckled to the chair

Issue by Aranclanos from Friday Apr 05, 2013 at 17:08 GMT
Originally opened as tgstation/tgstation#288


Reported by barre.unal, Dec 8, 2012
In order to fix this bug quickly and effectively we require detailed
information. Please try to be as descriptive as possible. Even if you feel
like something isn't a significant clue, it can't hurt to include it.

Revision that this bug was encountered on (REQUIRED!! Type 'show-server-
revision' ingame to find out - note that 'current revision' isn't
helpful!):
r5253

Which server were you playing on? (REQUIRED!! e.g. TG-Sibyl1, TG-Sibyl2,
Facepunch, Pinkstation, /VG/... etc.)
TG-Sibyl2

Problem Description (What did you expect to happen? What happened instead?
Why is this bad/What are the consequences?):
If you buckle someone to a chair and run through someone while pulling the chair the person buckled to the chair will be set free.

Steps to reproduce the problem (remember to be specific! Those little
details can save us hours of work!):
1)Find a chair with wheels on it
2)Buckle someone to said chair
3)Pull the chair
4)Run through someone

Possibly related stuff (which gamemode was it? What were you doing at the
time? Was anything else out of the ordinary happening?)
This also makes the buckled guy unpullable and ungrabbable but that's like totally not the main issue here.

Anything else?:
Nope

Dec 29, 2012 Project Member #1 johnsonmt88
(No comment was entered for this change.)
Owner: petethegoat
Feb 18, 2013 Project Member #2 petethegoat
Actually erro made office chairs!
Owner: baloh.matevz
Feb 26, 2013 Project Member #3 baloh.matevz
May be my bug, I don't know, but fixing it will have to be done by someone else. Tagging ConstantA, cause why not.
Owner: panurgomatic

Borged lings can still see lingchat

Issue by Carn from Tuesday Mar 26, 2013 at 05:42 GMT
Originally opened as tgstation/tgstation#149


Reported by tobias.haegermarck, Feb 20, 2013
In order to fix this bug quickly and effectively we require detailed
information. Please try to be as descriptive as possible. Even if you feel
like something isn't a significant clue, it can't hurt to include it.

Revision that this bug was encountered on (REQUIRED!! Type 'show-server-
revision' ingame to find out - note that 'current revision' isn't
helpful!):
r5717

Which server were you playing on? (REQUIRED!! e.g. TG-Sibyl1, TG-Sibyl2,
Facepunch, Pinkstation, /VG/... etc.)
Sibyl1

Problem Description (What did you expect to happen? What happened instead?
Why is this bad/What are the consequences?):
Borged lings can still see the ling chat, this is, reasonably retarded

Steps to reproduce the problem (remember to be specific! Those little
details can save us hours of work!):

  1. Be ling
  2. Be borged
  3. Watch ling chat and queue bullshit

Possibly related stuff (which gamemode was it? What were you doing at the
time? Was anything else out of the ordinary happening?)

Anything else?:

Feb 20, 2013
Project Member 1 giacomand
Should be fixed by having the changeling's power (and speech ability) disabled if the body is not carbon.
Feb 20, 2013 Delete comment
Project Member 2 [email protected]
This is why I made it so changelings could not be debrained

Also debraining a pile of shape-shifting goo is retarded.
Mar 8, 2013 Delete comment
Project Member 3 [email protected]
I propose it be made so you cannot debrain lings. As it was before.

Incorrect gas levels

Issue by Aranclanos from Friday Apr 05, 2013 at 17:05 GMT
Originally opened as tgstation/tgstation#278


Reported by luketpeters, Dec 30, 2012
In order to fix this bug quickly and effectively we require detailed
information. Please try to be as descriptive as possible. Even if you feel
like something isn't a significant clue, it can't hurt to include it.

Revision that this bug was encountered on (REQUIRED!! Type 'show-server-
revision' ingame to find out - note that 'current revision' isn't
helpful!):
Somewhere around r5400 - it's a 26th Dec release.

Which server were you playing on? (REQUIRED!! e.g. TG-Sibyl1, TG-Sibyl2,
Facepunch, Pinkstation, /VG/... etc.)
Yogstation

Problem Description (What did you expect to happen? What happened instead?
Why is this bad/What are the consequences?):
"Gas Composition :-41.2% O2; -34.1% N; 45.2% CO2; 130.2% TX; "

We had had a problem whereby the air tank got filled with plasma so we decided, we'll drain the tank to near emptiness so we did. We were also draining some of the tank into the disposals loop via the mixing tank (quickest and easiest to setup). Except now, we have an empty mixing tank, still showing the Plasma overlay and, wait for it, the best bit is we have negative gas compositions and >100% gas compositions.

In the time it has taken me to write this, we have reached "-540.6% O2; -447.7% N; 592.3% CO2; 496% TX; "

I think it is obvious what the problem is.

Steps to reproduce the problem (remember to be specific! Those little
details can save us hours of work!):

  1. Leak some plasma into the Air Mix Tank
  2. Open the tank to drain it into space
  3. Drain some into the disposal loop via the Mixing Room tank
  4. Drain the mixing room tank - get confused by the Plasma overlay
  5. Check the computer and die inside.

Possibly related stuff (which gamemode was it? What were you doing at the
time? Was anything else out of the ordinary happening?)

Anything else?:

Dec 30, 2012 #1 luketpeters
Extra I forgot to include above. Gamemode - Revolutionary. Our captain had completely wrecked atmospherics so we were trying to put stuff back together and got stuff mixed up initially. May have caused the problem I don't know.

Full brightness tiles when still wearing glasses

Issue by Aranclanos from Friday Apr 05, 2013 at 17:00 GMT
Originally opened as tgstation/tgstation#266


Reported by [email protected], Feb 14, 2013
In order to fix this bug quickly and effectively we require detailed
information. Please try to be as descriptive as possible. Even if you feel
like something isn't a significant clue, it can't hurt to include it.

Revision that this bug was encountered on (REQUIRED!! Type 'show-server-
revision' ingame to find out - note that 'current revision' isn't
helpful!):
r5673

Which server were you playing on? (REQUIRED!! e.g. TG-Sibyl1, TG-Sibyl2,
Facepunch, Pinkstation, /VG/... etc.)
Sibyl2

Problem Description (What did you expect to happen? What happened instead?
Why is this bad/What are the consequences?):
Changing glasses from mesons to another pair of glasses very quickly can keep the tiles illuminated. You wont be able to see all tiles at full brightness but, the tiles with some brightness will still be fully lit

Steps to reproduce the problem (remember to be specific! Those little
details can save us hours of work!):

  1. Acquire mesons and another pair of glasses (I used sunglasses)
  2. Put on the mesons
  3. Take off the meson goggles
  4. Immediately put on second pair of glasses

Possibly related stuff (which gamemode was it? What were you doing at the
time? Was anything else out of the ordinary happening?)
The swap has to be very quick. Due to lag (I think?), thew full brightness effect of the mesons stays active for a few seconds before it wears off. If you put on glasses during this time, you retain the full brightness

Anything else?:
With the full brightness:
http://puu.sh/22nfs
What should happen:
http://puu.sh/22nfI

Debrained Corpses on Photos

Issue by Carn from Tuesday Mar 26, 2013 at 05:19 GMT
Originally opened as tgstation/tgstation#131


Reported by [email protected], Feb 1, 2013
Done on Facepunch Station: If you photograph a corpse that has been debrained then look at the photo, it says that XXX is in the photo but they don't actually appear on the photo

Feb 2, 2013
Project Member 1 johnsonmt88
(No comment was entered for this change.)
Owner: petethegoat
Feb 18, 2013
Project Member 2 petethegoat
This is the same problem where pixmaps icon_states on atoms that are facing anywhere other than south don't show up. Fucking annoying, but I don't think there's anything I can do about it.
Status: Accepted

Odysseus sleeper's "view stats" window doesn't display injuries correctly

Issue by Tenebrosity from Sunday Apr 28, 2013 at 09:50 GMT
Originally opened as tgstation/tgstation#470


Why is alt text necessary in image formatting

100 (full health) - (99.4+29.2+28+35.5) = -92.1

Yet the occupant is listed as dead and at -136.1 health.

Revision that this bug was encountered on:

Server Revision: unknown

Server which you encountered the bug on:

Sibyl 2

Problem Description:
What did you expect to happen?

That the damage in the Odysseus sleeper's view stats window would accurately display the occupant's injuries.

What happened instead?

It didn't.

Why is this bad/What are the consequences?

When I encountered this bug, I was an MMI in an Odysseus. I don't know about a human in an Odysseus, but an MMI inside one can't examine things. So the player can't easily tell if someone lying on the floor is dead or not. So if you put a prone person inside your sleeper and see in the view stats window that they're listed as dead, but their injuries don't add up to less than negative one hundred, you can't tell if they're actually dead or not.

Steps to reproduce the problem:
  1. Get a dead person
  2. Get inside an Odysseus with a sleeper in it
  3. Pick the dead person up with your sleeper
  4. Check the "view stats" window in the mech's menu
  5. Their injuries shouldn't add to less than -100 (dead), even though you know they're dead.
Which gamemode was it?

Cult

Syndie Shoes and why dying them causes a bug.

Issue by Carn from Tuesday Mar 26, 2013 at 04:58 GMT
Originally opened as tgstation/tgstation#119


Reported by StatiCrow, Dec 19, 2012

Revision: 5313

was playing on (/tg/station 1 or whatever)

This might just be a flat out bug, but say you take syndie shoes and dye them, they lose the "Extra grip" description.

  1. ACQUIRE SYNDIE SHOES
  2. Acquire Crayon
  3. Put Crayon and shoes inside of washing machine
  4. Start washing machine
  5. Take out, And examine shoes. THE DESCRIPTION IS NOW CHANGED.

Dec 20, 2012
Project Member 1 giacomand
I would mark this as not a bug.
Dec 20, 2012
Project Member 2 [email protected]
This is a bug, it's the shitty washing machine code and the bad shoes object path. (You can change the sprite of magbots and description doing this)
Status: Accepted
Mar 9, 2013
Project Member 3 petethegoat
(No comment was entered for this change.)
Labels: -Type-Task Type-Defect

comm console cooldown exploit

Issue by Aranclanos from Friday Apr 05, 2013 at 16:50 GMT
Originally opened as tgstation/tgstation#243


Reported by Craig4190, Mar 8, 2013
In order to fix this bug quickly and effectively we require detailed
information. Please try to be as descriptive as possible. Even if you feel
like something isn't a significant clue, it can't hurt to include it.

Revision that this bug was encountered on (REQUIRED!! Type 'show-server-
revision' ingame to find out - note that 'current revision' isn't
helpful!):
Doesnt matter

Which server were you playing on? (REQUIRED!! e.g. TG-Sibyl1, TG-Sibyl2,
Facepunch, Pinkstation, /VG/... etc.)
Tg

Problem Description (What did you expect to happen? What happened instead?
Why is this bad/What are the consequences?): cooldown bypass on centcomm messages and priority announxements

Steps to reproduce the problem (remember to be specific! Those little
details can save us hours of work!):
1)sent centcomm a holla
2)screwdrive console twice
3)log back in
4)holla at centcomm again
5)

Possibly related stuff (which gamemode was it? What were you doing at the
time? Was anything else out of the ordinary happening?)

Anything else?:

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