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This project forked from baystation12/baystation12

14.0 14.0 29.0 640.69 MB

Rules to contribute: Do NOT edit icons/mob/items_lefthand and items_righthand. If you have in-hands you need to add, do so in the icons/mob/in-hand relevant sub-folders, in the relevant dmi. This is due to a BYOND limitation in dreammaker.

Home Page: http://80.244.78.90/phpBB3

License: Other

Shell 0.03% C++ 0.02% Python 0.84% DM 88.69% CSS 0.20% JavaScript 0.26% PHP 9.97%

oldparadise's People

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abi79 avatar alex-gh avatar asanadas avatar bone-white avatar caelaislinn avatar ccomp5950 avatar cib avatar coderofthecode avatar comma avatar d3athrow avatar fox-mccloud avatar hawk-v3 avatar kilakk avatar meyar avatar miniature avatar mistakenot4892 avatar mloc avatar mvanalphen avatar mwerezak avatar n3x15 avatar necaladun avatar ravingmaniac avatar regen1 avatar s-cr avatar segrain avatar spamcat avatar tastyfish avatar walter0o avatar wishmandible avatar zomgponies avatar

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oldparadise's Issues

Replacement legs and can_stand

When someone who was in a wheelchair gets replacement robo legs, can_stand is still 0, so they...can't stand.

Editting it via VV fixes it.

Animals are able to use text 2 speech

Animals are able to use text to speech and retain their exact human voice settings. It would be nice if there were animal specific settings for voices, for instance pitch could be lowered to make them distinct from humans, or just remove it altogether.

Cooking bugs

  1. Using a knife on a rolled flat dough should give dough slices, but makes a personal pizza instead
  2. Roburgers use old code, so they use the 'flour' reagent instead of the flour item. There's no possible way to get flour reagent, so roburgers can't be made. This goes for the 'dough ball' reaction as well.
  3. Meat harvested from monkeys is just plain meat, and not monkey meat, so cooking it with a bun results in a normal burger. Further, some recipes require a monkey burger, so this makes those recipes undoable.
  4. Named human meat does not transfer the name over properly to supporting food items, causing them to just be ' - burger' or such.
  5. (Bug/Feature?) Lamaar can be fried in the fryer if you pick them up after they headhump you, and they are able to resist out of the fryer during frying. This results in an animated frying container in the shape of lamaar.
  6. Maintnence drones can stuff their things in the fryer and cereal maker.
  7. you require berries to make wine and not grapes?? Also, juicing oranges creates no orange juice and deletes the oranges.
  8. Recipies that use poppy, require poppy in seedpack form. While this makes sense, it's also a bit counter intuitive and weird.
  9. Tearing condiment packets over custom food causes the condiment packet itself to become part of the food. same for the salt and pepper shakers, and condiment bottles. And syringes. Etc.
  10. The Nuclear authentication device can be placed in a container, say a cheese wheel or a bible, and fried. Put the fried object in another and fry it again. Repeat this enough times and you'll have the nuclear disk buried in a lot of containers. Then have a Diona pick it up and get worn as a hat, and throw the object while being worn as a hat. The object will go into null space, and the game won't properly detect that the nuclear authentication disk is in null space due to how many containers it's buried in. Or something. I dunno I'm not a coder.

Cannot produce bananium sheets

nevermind, it just doesn't werk. fix it

It's a total clown holocaust to not be able to make bananium sheets.

It is a requirement to make that sweet music with the honk cannon.

Borg radio not working

The borgs common channel radio is not working, when set on broadcast mode it is impossible to talk in the common channel. Frequency is 145.9 but it just doesn't work.

AI cannot read status update/centcomm messages.

Unfortunately I haven't been following closely enough to notice exactly when this happened but I think I might have come when communications computers were updated to NanoUI...

AIs lost the ability to log in and read messages on the console.

Health Scanner breaking

Rarely, the health scanner breaks. Clicking on it opens no window.

Sadly I haven't been able to get any pattern to this, and it's rare too. It affects all of them when it happens.

Some silly map bugs

That medical laptop still stands in the way of latex gloves for security, can't find a box of fingerprint cards anywhere as a forensic tech, and the airlocks on the research station sometimes get stuck in some quasi-open to exterior mode where it quietly and gradually empties the entire outpost's air supply and renders the airlock unusable normally.
Also: for the last couple of revisions, cardswipe vending machines have been unusable because they can't find account info.

Centcom opening locked crates for Cargonia

If a secure crate requiring unlocking (virus crate, weapons crate) is sent back to Centcom, then back to the station, the crate will be gone, leaving just the dangerous items on the floor.

pAI Isssues

if a pAI is inside a closet changing into mobile form will spawn the pAI in mobile form over the closed container instead of inside it

Security Cyborg's malfunctioning cuffs.

It seems that the Security Cyborg's cuffs are not working properly.
They will work for a while, then when you store and attempt using them again, they will not come in the bar.
It also seems like it still counts the cuffs as selected, since it drains tremendous amounts of power. Even with nothing selected.
I believe this has been happening since the NanoUI update. Although i may be wrong.

ID Bug

Arrivals Announcement Computer [145.9] states, "Nicholas Purro, SurgeonBotanist=Hydroponicist, has arrived on the station."

Person also spawns naked without an actual ID.

Station Blueprints

Brief description of the issue: Station Blueprints unable to define new area.

What you expected to happen: Using blueprints in confined area in space should create a new area.

What actually happened: Area is created... Somewhere. Not where you want it though.

Steps to reproduce:Grab Station Blueprints, go to space, make airtight room, use blueprints, create new area.

Additional info: Using Jump-to-Area will show the new area in a list, but jumping to it yields a random location. Here's an open issue for Baystation12: Baystation12#5796

Two R&D design related issues

Any machine frame recipe that uses cable coils in it cannot be completed, as cable coils cannot be placed into them.
Also, the robotics R&D console is actually just a core r&d console with special map defines to make it robotics access with the robotics wing of the design server. This means that it cannot be reconstructed by a player. Even just screwing it offline and screwing it back online will turn it into an R&D core console that requires tox access and uses the R&D wing of the design servers.

src.timeofdeath is always 0

Like the topic says, src.timeofdeath is always equal to 0 due to terminology changes between the changes made to the code between the original transition of Baystation12 to Paracode itself. Many headers appear to have changed and while src.timeofdeath is not an invalid define, it will always set itself to 0 as defined in death.dm.

While this is not necessarily game-breaking, it does prevent respawn from ever being used with a time limiter until it has been resolved.

UI Error

summary
When using the CentCom Identification Computer at Central Command, in the Head of IA office, near the supposed Deathsquad Area, the following error happens ;

ERROR : An error occurred while rendering the UI: 'allowed' is undefined

Map edit pull requests need guidelines

Notifying @Fox-McCloud.

The repo really needs guidelines on map edits. Pull request #471 caused about 13,000 line changes to the map file (which is basically the entire file) even though it only changed three areas. This means that anyone else making map changes will have their work discarded completely due to the merge conflicts this causes, which has happened to me twice now.

As such, every map change needs to be done using the mapmerge tool, which was built to fix this issue, and otherwise should be denied. For more information: http://www.ss13.eu/wiki/index.php/Map_Merger

This can't be applied retroactively easily either, making it critical that people use the tool.

Moving trough walls with table's

If a Table is on the same tile as a Wall and is visible you can drag yourself onto it and climb onto it and inside the wall where you can then walk off the other side

Ambulance (paramedic cart) non-functional

The title pretty much reveals the issue. Whether you're holding the key or not, you cannot move the ambulance. You can only rotate it, like a chair.

This issue is relatively new and probably related to the wheelchair code.
ambulance bugged

I don't know if the janitorial cart works.

Edit:

I tested it on a local server. The segway doesn't work either, nor does the janicart. Snowmobiles also don't work.

Space Debuffed

Since the new space changes, it's extremely debalanced.
Lack of pressure means nothing anymore. It'll take ages for someone to go down, IF they go down. A simple internals system and you are good to stroll through 0 KPA for near forever.
With that, Space only deals radiation and burn damage.
Hence, an IPC with a firefighter hat can stroll through space. Forever.
This is something that puts yet another strain on nuclear operatives (if they didn't have enough already), renders fixing breaches near meaningless if you realize this issue exists and allows IPCs to do near what they wish in space.

Personal Lockers Can Be Locked from Inside

As the title states, you are able to lock and unlock personal lockers, such as the ones in the dorms changing room, while inside the locker. This essentially allows you to lock yourself inside and people cannot get you out with anything short of using an emitter.

Changeling Regeneration

Possibly affected files

code/game/gamemodes/changeling/changeling_powers.dm
LINE 451

When using the Return To Life verb, all damage types are healed as expected and the Chemical amount (20) is removed as per expected. Yet the previously removed verbs at line 532 are not given back, and the player cannot get back up.

Telescience Layout Problems

After the telescience layout change several things are not working correctly.

  • The windoor cannot be opened with a scientist ID
  • The air control computer for the scrubbers still lists 4 instead of 2

It would also be nice if the teleporter could be moved in front of the room.

Pneumatic bug or two

Stuff launched out of the pneumatic cannon can't hit low density things like maint drones or people on the ground..
Even when you're in agro mode and walk up and point the gun at them executioner style.
The debug text will say you shot at them/etc all proper but the object will just harmlessly slide to either the ground below the target or the next dense object, whichever comes first.
Note: i've only tested this live with glass shards.

Can not target a UI spot with any item.

This is the error message and the stack trace:

runtime error: undefined variable /obj/item/weapon/tank/emergency_oxygen/var/rig_restrict_helmet
proc name: attack ui (/mob/proc/attack_ui)
source file: mob.dm,113
usr: Patrick Fischer (/mob/living/carbon/human/human)
src: Patrick Fischer (/mob/living/carbon/human/human)
call stack:
Patrick Fischer (/mob/living/carbon/human/human): attack ui(15)
the storage1 (/obj/screen/inventory): Click(null, "mapwindow.map", "icon-x=16;icon-y=12;left=1;scr...")

This error applies to more than just oxy-tanks, no item can be placed in a UI spot.

This issue does not seem to affect the live server, so I should suspect that it's from the recent changes to hardsuits.

Projectiles deal double damage because of broken pooling

I noticed sometimes guns deal double damage to mobs and structures like windows.
For example a beam with 40 damage delt 80, a bullet with 15 damage delt 30, etc.
After some more experimentation it appeared this bug does not always happen, so i suspected the object pool system not properly recycling the beams and bullets sometimes,
which in turn impact twice into the target then.
I disabled object pooling for all projectile objects and it fixed the issue.
I wanted to report it to the /vg/ devs who wrote the object pool, but it appears they reverted their pooling already :

vgstation-coders/vgstation13@7243a36

This being said, i don't think pooling will help much with anything considering the BYOND devs are working on fixing the inefficiency of spawning and deleting objects, and more unexpected behaviour could occur from the pool and create more hard-to-track bugs.

So i completely removed it from my build, simply replacing the procs in code__HELPERS\experimental.dm :

/proc/getFromPool(const/A, const/B)
    return new A(B)

and

/proc/returnToPool(const/A)
    if (!istype(A, /atom/movable))
        return -1
    del(A)

Feel free to do so too, but atleast merge the /vg/ commits so your players don't get oneshotted because of bugs.

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