Yes. I made some crude sprites for the feature to be merged, but it desperately needs better quality sprites.Iatots wrote:Do you still need those animated things?phil235 wrote:batsignal
Search found 133 matches
- Sun Nov 06, 2016 2:36 am
- Forum: Spriting and Mapping
- Topic: Sprite Requests
- Replies: 679
- Views: 321790
Re: Sprite Requests
- Sat Nov 05, 2016 1:28 pm
- Forum: Coding Feedback
- Topic: Why are projectiles so slow?
- Replies: 19
- Views: 5159
Re: Why are projectiles so slow?
I made a pull request to make projectiles faster: https://github.com/tgstation/tgstation/pull/21366
- Fri Nov 04, 2016 2:03 pm
- Forum: Coding Feedback
- Topic: Minor Feedback
- Replies: 695
- Views: 252838
Re: Minor Feedback
Bug. Create an issue on github about it.Deitus wrote:had a round the other day where an activated/anchored nuke was destroyed by teslium. is this a bug? i thought the nuke was supposed to be indestructible.
- Wed Oct 19, 2016 11:11 pm
- Forum: Coding Feedback
- Topic: Clothing Damage
- Replies: 61
- Views: 25943
Re: Clothing Damage
fun fact with the new system swarmers can break clothes if they shock you enough times. So the new swarmer meta is to stunlock someone until all their clothes break and only then teleport them away
Will be fixed by https://github.com/tgstation/tgstation/pull/21089
Remember to report issues on ...
Will be fixed by https://github.com/tgstation/tgstation/pull/21089
Remember to report issues on ...
- Thu Oct 13, 2016 12:19 pm
- Forum: Spriting and Mapping
- Topic: Sprite Requests
- Replies: 679
- Views: 321790
Re: Sprite Requests
I need animated sprites (3-5 frames) for various attack effects that would appear on the attacked mob/object. I need a punch, a kick, a claw attack, a smash attack (for hulk & hostile animals), a disarm attack, a bite attack(larva & monkey), a mech melee attack when using fire damage melee and toxin ...
- Thu Oct 13, 2016 11:48 am
- Forum: Coding Feedback
- Topic: Clothing Damage
- Replies: 61
- Views: 25943
Re: Clothing Damage
It's a good feature, it's just horrible right now and needs serious tweaking.
Outer layers need to protect inner layers, and certain items need to be more durable.
This.
Inner layers getting burned while wearing fireproof exterior clothes shouldn't happen, it's a bug I need to fix.
Everything ...
Outer layers need to protect inner layers, and certain items need to be more durable.
This.
Inner layers getting burned while wearing fireproof exterior clothes shouldn't happen, it's a bug I need to fix.
Everything ...
- Mon Oct 03, 2016 12:33 pm
- Forum: Ideas
- Topic: Quality of Life Improvements
- Replies: 24
- Views: 7111
Re: power creep Improvements
It's already in, but only happens when a xeno is gibbed. We can't make xeno lose a limb while alive because of the multiple sprites used for different stances (resting, unconscious, ready to pounce, etc...).The Ultimate Chimera wrote:Dismemberment of xenos.
- Tue Sep 13, 2016 1:18 pm
- Forum: Coding Feedback
- Topic: Talk Wheel PR feedback.
- Replies: 13
- Views: 4252
Talk Wheel PR feedback.
https://github.com/tgstation/tgstation/pull/20488
This isn't merged yet but I need some feedback on this experimental PR. It adds a wheel with preset common messages (Hi, Thanks, Stop, Help, etc). This would mean you no longer have to stop moving and go in chat mode to say very simple and short ...
This isn't merged yet but I need some feedback on this experimental PR. It adds a wheel with preset common messages (Hi, Thanks, Stop, Help, etc). This would mean you no longer have to stop moving and go in chat mode to say very simple and short ...
- Tue Sep 13, 2016 12:09 am
- Forum: Coding
- Topic: 'Please murder me slowly' pieces of code
- Replies: 85
- Views: 34477
Re: 'Please murder me slowly' pieces of code
Some code I fixed recently in the dismember PR, in the proc /obj/item/weapon/storage/book/bible/attack(mob/living/M, mob/living/carbon/human/user)
if (M.stat !=2)
if(M.mind && (M.mind.assigned_role == "Chaplain"))
user << "<span class='warning'>You can't heal yourself!</span>"
return
if ...
if (M.stat !=2)
if(M.mind && (M.mind.assigned_role == "Chaplain"))
user << "<span class='warning'>You can't heal yourself!</span>"
return
if ...
- Thu Aug 25, 2016 9:31 pm
- Forum: Coding Feedback
- Topic: Disposal Units And Handcuffs
- Replies: 19
- Views: 5925
Re: Disposal Units And Handcuffs
It happened more than a year ago, and this change was not intended. The problem lies in the fact that we use the do_mob() proc for many things, including stuffing mob in bins, and for most of these things it makes sense to prevent the action for handcuffed people so the proc was standardized by me ...
- Sat Jun 11, 2016 4:32 pm
- Forum: Ideas
- Topic: Gimmick names
- Replies: 8
- Views: 2529
Re: Gimmick names
Special names like clown or chaplain need to be changed in the Setup Character menu before the roundstart. Otherwise changing your name after the round has started causes issues, because a traitor that has you as their target will see your old name in their objective instead of the new name.
If you ...
If you ...
- Sat Jun 11, 2016 10:04 am
- Forum: Coding Feedback
- Topic: Cherry bombs could use a small nerf
- Replies: 58
- Views: 17574
Re: Cherry bombs could use a small nerf
There's also the issue of the plant bag dropping plenty of cherry bombs on a tile, then you trigger one cherry bomb. You end with 50+ explosions happening simultaneously, this is a source of lag.
- Fri Jun 10, 2016 6:05 pm
- Forum: Ideas
- Topic: Tele-Gulag. For faster, and safer dealing with grey tide.
- Replies: 46
- Views: 13515
Re: Tele-Gulag. For faster, and safer dealing with grey tide
I like the idea. You can even make the system faster by having the machine create and equip the bluespace prisoner ID directly on the prisoner just before teleporting them to gulag. All you'd have to do is put the criminal in the machine, set the point limit on the computer and push the "send to ...
- Mon Jun 06, 2016 9:36 pm
- Forum: Coding Feedback
- Topic: Botany Analyzers are "normal sized" now
- Replies: 5
- Views: 2335
Re: Botany Analyzers are "normal sized" now
this is a bug, make an issue report about it on github. This is due to an oversight in a recent fix involving plant analyzer.
- Sun Jun 05, 2016 12:21 pm
- Forum: Coding
- Topic: why i code the way I code
- Replies: 56
- Views: 17175
Re: why i code the way I code
Most people who play this game will never contribute to it, so why should they complain about the people who do?
There is such a thing as spamming PRs. Goof made ~320 PRs in the last 1.5 years and only ~130 got merged, that's a 40% merge rate, one of the lowest of all coders who ever coded for ...
There is such a thing as spamming PRs. Goof made ~320 PRs in the last 1.5 years and only ~130 got merged, that's a 40% merge rate, one of the lowest of all coders who ever coded for ...
- Mon May 30, 2016 2:46 pm
- Forum: Coding Feedback
- Topic: Pull and Grab Merged
- Replies: 38
- Views: 12460
Re: Pull and Grab Merged
you used to be able to instantly get people in a chokehold with sleeping carp, can you do that still?
You used to be able to because of an exploit using hotkeys. With the new system sleeping carp can still give you an instant agressive grab (which restrains the victim, making them drop the stuff ...
You used to be able to because of an exploit using hotkeys. With the new system sleeping carp can still give you an instant agressive grab (which restrains the victim, making them drop the stuff ...
- Mon May 30, 2016 12:25 pm
- Forum: Coding Feedback
- Topic: Pull and Grab Merged
- Replies: 38
- Views: 12460
Re: Pull and Grab Merged
If you're pulling a cuffed person and someone (you included) bumps into them you'll lose the pull/grab and they'll dart off - this is a major sec nerf.
Can't reproduce this bug, a pulled handcuffed person cannot be pushed or position swapped by a person other than the puller. But that other person ...
Can't reproduce this bug, a pulled handcuffed person cannot be pushed or position swapped by a person other than the puller. But that other person ...
- Mon May 30, 2016 12:17 pm
- Forum: Coding Feedback
- Topic: Pull and Grab Merged
- Replies: 38
- Views: 12460
Re: Pull and Grab Merged
Remember that being able to get aggressive grab nearly instantly in the old system was due to an exploit with hotkeys. People who didn't use hotkeys in the old system had to wait 2 or 3 seconds to get their aggressive grab.
- Mon May 30, 2016 11:44 am
- Forum: Coding Feedback
- Topic: Pull and Grab Merged
- Replies: 38
- Views: 12460
Re: Pull and Grab Merged
1 second is too much for you?ShadowDimentio wrote:I despise how long it takes to aggressive grab now. Make it instant and usable with the action key, I want tabling to be a thing again.
- Mon May 30, 2016 12:28 am
- Forum: Coding Feedback
- Topic: Pull and Grab Merged
- Replies: 38
- Views: 12460
Re: Pull and Grab Merged
It basically doesn't affect sleeping carp, I made sure not to change any functionality or gameplay balance.
ctrl+click pulls, which is technically a passive grab now. You can't aggressively grab with ctrl+click, it might be possible to change.
ctrl+click pulls, which is technically a passive grab now. You can't aggressively grab with ctrl+click, it might be possible to change.
- Sun May 29, 2016 3:25 pm
- Forum: Coding Feedback
- Topic: Pull and Grab Merged
- Replies: 38
- Views: 12460
Re: Pull and Grab Merged
I made the grab upgrades faster: https://github.com/tgstation/tgstation/pull/18038
The second between ctrl+clicking and the grab actually happening is really throwing me off. It should be instant, plus the sound effect and red text makes people freak out.
That shouldn't be happening, and it ...
The second between ctrl+clicking and the grab actually happening is really throwing me off. It should be instant, plus the sound effect and red text makes people freak out.
That shouldn't be happening, and it ...
- Sun May 29, 2016 2:24 pm
- Forum: Coding Feedback
- Topic: Pull and Grab Merged
- Replies: 38
- Views: 12460
Re: Pull and Grab Merged
i'd also like upgrading with the hotkey back if that's possible
Pretty much impossible since there's no longer an actual item in your hand when grabbing.
Could it be that the grab """refactor""" made xenomming impossible?
It should work fine, I tested xeno devouring a human.
If people want ...
Pretty much impossible since there's no longer an actual item in your hand when grabbing.
Could it be that the grab """refactor""" made xenomming impossible?
It should work fine, I tested xeno devouring a human.
If people want ...
- Sat May 28, 2016 11:05 pm
- Forum: Coding Feedback
- Topic: Pull and Grab Merged
- Replies: 38
- Views: 12460
Re: Pull and Grab Merged
Cheridan your changes have been fucking shit lately.
The changes are mine, Cheri only merged my PR.
It doesn't matter if it was meant to or not, it's still a significant change to anything grab related in combat
With this, there is now no reason to ever use a grab in combat, it can take an ...
The changes are mine, Cheri only merged my PR.
It doesn't matter if it was meant to or not, it's still a significant change to anything grab related in combat
With this, there is now no reason to ever use a grab in combat, it can take an ...
- Sat May 28, 2016 6:19 pm
- Forum: Coding Feedback
- Topic: Pull and Grab Merged
- Replies: 38
- Views: 12460
Re: Pull and Grab Merged
Actually I haven't fixed this particular case yet, will do asap.Cik wrote:it's really buggy. i seem to lose passive grabs for no reason. it took me about 5 minutes to move the AI through security because it would randomly ungrab every 2-5 tiles
pls fix
- Thu May 26, 2016 8:25 pm
- Forum: Coding Feedback
- Topic: Minor Feedback
- Replies: 695
- Views: 252838
Re: Minor Feedback
Done. https://github.com/tgstation/tgstation/pull/17955Takeguru wrote:Librarian's book binder should be wrenchable to move it
- Fri May 06, 2016 11:38 pm
- Forum: Coding Feedback
- Topic: Dismemberment feedback
- Replies: 65
- Views: 15291
Re: Dismemberment feedback
Half of the limb's damage is transfered to the chest actually.Shaps wrote:Cutting off someone's limb removes all the damage that they had on that limb which basically heals them for like 75 damage upon losing the limb. That probably shouldn't happen
- Thu May 05, 2016 7:55 pm
- Forum: Coding Feedback
- Topic: Dismemberment feedback
- Replies: 65
- Views: 15291
Dismemberment feedback
The PR will be merged soon. Post your feedback in this thread.
- Tue Apr 05, 2016 5:45 pm
- Forum: Coding
- Topic: Good Things To Port
- Replies: 106
- Views: 29810
Re: Good Things To Port
https://github.com/ParadiseSS13/Paradise/pull/3734
This looks fucking sweet.
Someone port this it looks sick as hell
Good idea, bad implementation. Not gonna happen because there's no clean way to add this unless we force everyone to have this feature (making it a player preference makes the ...
This looks fucking sweet.
Someone port this it looks sick as hell
Good idea, bad implementation. Not gonna happen because there's no clean way to add this unless we force everyone to have this feature (making it a player preference makes the ...
- Fri Mar 25, 2016 12:02 pm
- Forum: Ideas
- Topic: Nutriment and Vitamin (food) rework
- Replies: 5
- Views: 3572
Re: Nutriment and Vitamin (food) rework
Nutriment:
- Other than the passive "healing" it is supposed to provide over time, it should also increase over time a value that increases brute damage both dealt and received, this value (Could be "Muscle" for example) will increase as long as nutriment is in the body and metabolizing, and ...
- Thu Mar 24, 2016 5:34 pm
- Forum: Ideas
- Topic: Nutriment and Vitamin (food) rework
- Replies: 5
- Views: 3572
Re: Nutriment and Vitamin (food) rework
Vitamin
- It doesn't provide any healing anymore, instead it increases a value (could be "Healthiness") that when high decreases the chances of viruses entering the body through touch and air (not injections) by up to 90%
Err, vitamin already does this... It reduces the chance of contracting ...
- Sat Mar 19, 2016 9:20 pm
- Forum: Coding Feedback
- Topic: What the fuck happened to hunger?
- Replies: 65
- Views: 17940
Re: What the fuck happened to hunger?
Question, since hungers been fiddled with, cold Still makes your nutriment burn faster? It was an interesting mechanic, meaning people from cloning/cryo often had to chow down afterward, which... made sense to me. Which is also good because then you can feed someone a burger of their former body ...
- Thu Mar 17, 2016 11:38 pm
- Forum: Coding Feedback
- Topic: Same tile mob stripping.
- Replies: 22
- Views: 6277
Re: Same tile mob stripping.
I made a PR fixing it just now. So the bug will be gone soon.
- Mon Mar 14, 2016 12:54 pm
- Forum: Coding Feedback
- Topic: What the fuck happened to hunger?
- Replies: 65
- Views: 17940
Re: What the fuck happened to hunger?
I'm the guy who refactored hunger and I didn't realise it was off, lol. I noticed that it was slower than usual but had no clue it wasn't working at all.
The main reason is that hunger is indeed pretty slow. When the refactor was introduced I had to nerf it big because of all the people complaining ...
The main reason is that hunger is indeed pretty slow. When the refactor was introduced I had to nerf it big because of all the people complaining ...
- Tue Mar 08, 2016 6:56 pm
- Forum: Ideas
- Topic: Ideas for more fullscreen overlays
- Replies: 5
- Views: 2171
Ideas for more fullscreen overlays
We've recently refactored vision and how fullscreen overlays (red circles when you're hit, vision impairements when wearing a welding helmet, the whole darkness thing when blind). This means that adding new fullscreen overlays is now pretty easy. This is why I'm making a thread to explore new ...
- Sat Mar 05, 2016 12:45 pm
- Forum: Ideas
- Topic: Change where falling off Mining/Gulag shuttle teleports you
- Replies: 35
- Views: 9710
Re: Change where falling off Mining/Gulag shuttle teleports
How about adding a 5 second timer and warning sound playing whenever someone orders the shuttle to move?
edit: or even better delay the shuttle launch by a couple seconds and play the escape shuttle's launch sound during this delay.
edit: or even better delay the shuttle launch by a couple seconds and play the escape shuttle's launch sound during this delay.
- Thu Feb 25, 2016 12:48 pm
- Forum: Ideas
- Topic: Security cameras
- Replies: 10
- Views: 3292
Re: Security cameras
The problem with Cameras is that it takes ten years to get out of the screen and by then you've already been sacrificed to NarNar.
This problem has been fixed by my vision refactor. Leaving the camera computer view and changing cameras is now instantaneous. It still a shitty menu to select which ...
This problem has been fixed by my vision refactor. Leaving the camera computer view and changing cameras is now instantaneous. It still a shitty menu to select which ...
- Wed Feb 24, 2016 12:33 pm
- Forum: Ideas
- Topic: Dark vision cone behind your back
- Replies: 37
- Views: 10329
Re: Dark vision cone behind your back
Sure, we can make the darkness be progressive, we can even make the cone not match the tiles and make the border of our vision a straight line.
Just need a good spriter :)
I offered to do this.
You can still create a new cone if you're up for it. As I said, this post is just a proof of concept ...
- Tue Feb 23, 2016 10:34 pm
- Forum: Ideas
- Topic: Dark vision cone behind your back
- Replies: 37
- Views: 10329
Re: Dark vision cone behind your back
Would it be possible to see it as a more gradual change (like unconsciousness and lack of oxygen/low health) rather than be somewhat jarring dark and black squares?
Sure, we can make the darkness be progressive, we can even make the cone not match the tiles and make the border of our vision a ...
Sure, we can make the darkness be progressive, we can even make the cone not match the tiles and make the border of our vision a ...
- Tue Feb 23, 2016 9:36 pm
- Forum: Ideas
- Topic: Dark vision cone behind your back
- Replies: 37
- Views: 10329
Re: Dark vision cone behind your back
That actually looks pretty interesting. It helps maintain immersion, allows ambushes to succeed more easily, and isn't too restrictive for peripheral vision.
How does it interact with x-ray vision and optical meson scanners? How about natural darkness behind your back - is that amplified to make it ...
How does it interact with x-ray vision and optical meson scanners? How about natural darkness behind your back - is that amplified to make it ...
- Tue Feb 23, 2016 9:13 pm
- Forum: Ideas
- Topic: Dark vision cone behind your back
- Replies: 37
- Views: 10329
- Sun Feb 07, 2016 10:52 am
- Forum: Ideas
- Topic: Some ideas: Department interplay and dependence
- Replies: 47
- Views: 11994
Re: Some ideas: Department interplay and dependence
I agree with all these proposals, except for cryo. If you can't heal people not in crit then you can't heal cellular damage on cloned patient.
- Wed Jan 20, 2016 5:12 pm
- Forum: Coding
- Topic: Best code comments
- Replies: 78
- Views: 39115
Re: Best code comments
Code: Select all
if("close" in href_list)
usr.reset_view(null)
usr.unset_machine()
current = null
return // I do not <- I do not remember what I was going to write in this comment -Sayu, sometime later
- Fri Jan 01, 2016 9:53 pm
- Forum: Coding Feedback
- Topic: Kor's shield nerf
- Replies: 11
- Views: 3202
Re: Kor's shield nerf
At least put a link to the relevant PR. People can't discuss anything if you don't even tell them what the nerf is about.
- Sun Nov 29, 2015 5:31 pm
- Forum: Ideas
- Topic: Mountable Mobs
- Replies: 12
- Views: 3134
Re: Mountable Mobs
Technically mountable mobs are already in the game but it's admin only and you're just buckled to the mob, you can't control it.
- Sun Nov 01, 2015 8:19 pm
- Forum: Spriting and Mapping
- Topic: DiscStation Thread: Out of Rotation for Maintence
- Replies: 162
- Views: 57645
Re: DiscStation Thread: Slowly fixing everything
I think there is no mice anywhere in maint.
- Sun Oct 25, 2015 11:15 am
- Forum: Coding Feedback
- Topic: put a nutriment into jerky and raisin
- Replies: 14
- Views: 3722
Re: put a nutriment into jerky and raisin
you used to be able to eat a jerky and a raisin to heal your 1.3333 damage to one body part and it was nice because then you didn't have to bother medbay. now you have to either bother medbay or hope the chef didn't suicide roundstart cuz he didn't get antag.
Junk food does have nutriment in it ...
Junk food does have nutriment in it ...
- Thu Oct 15, 2015 11:43 pm
- Forum: Coding Feedback
- Topic: Cryosting is OP
- Replies: 26
- Views: 7632
Re: Cryosting is OP
Or doctors could give you calomel to purge your reagents.
- Fri Sep 25, 2015 1:21 pm
- Forum: Ideas
- Topic: Gang converting sec/snowballing
- Replies: 116
- Views: 25958
Re: Gang converting sec/snowballing
How about splitting loyalty implants into two kinds: a strong one (the implant that sec and heads start with) and a weak one (the implant that is in armory and can be ordered by cargo). The implant breaker can only break the weak loyalty implants so that gangs can counter security implanting ...
- Thu Sep 24, 2015 1:07 pm
- Forum: Coding Feedback
- Topic: Cooking makes absolutely no sense.
- Replies: 17
- Views: 6980
Re: Cooking makes absolutely no sense.
Now, to start things off, I don't have anything against the table crafting system. What irks me, however, is how some of the cooking recipes, and the procedures to create them, are completely illogical. How exactly does a plain loaf of bread and BOILED EGGS create banana bread? How does throwing ...
- Mon Sep 14, 2015 11:24 am
- Forum: Coding Feedback
- Topic: Styptic Powder and Silver Sulf (idk how to spell it entirely
- Replies: 8
- Views: 3055
Re: Styptic Powder and Silver Sulf (idk how to spell it enti
So, with the 2 chems you can use patches and they work fine, but!
You can also use syringes filled with them but they give you toxins damage, can they be made to not give toxins damage if injected with? I mean injecting yourself, is basically the same as applying a patch.
There's plenty of other ...
You can also use syringes filled with them but they give you toxins damage, can they be made to not give toxins damage if injected with? I mean injecting yourself, is basically the same as applying a patch.
There's plenty of other ...