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The /tg/station branch of SS13.

Home Page: https://www.tgstation13.org/

License: GNU Affero General Public License v3.0

DM 90.17% Shell 0.07% HTML 0.07% CSS 0.04% JavaScript 3.07% Batchfile 0.01% Python 0.73% C# 0.04% C++ 0.03% PowerShell 0.02% PHP 0.08% Dockerfile 0.01% SCSS 0.39% TypeScript 5.24% Lua 0.02%
memes space role-playing corgis dreammaker byond ss13 game dm tgstation

tgstation's Introduction

/tg/station codebase

Build Status Percentage of issues still open Average time to resolve an issue Coverage

resentment technical debt forinfinityandbyond

Website Link
Website https://www.tgstation13.org
Code https://github.com/tgstation/tgstation
Wiki https://tgstation13.org/wiki/Main_Page
Codedocs https://codedocs.tgstation13.org/
/tg/station Discord https://tgstation13.org/phpBB/viewforum.php?f=60
Coderbus Discord https://discord.gg/Vh8TJp9

This is the codebase for the /tg/station flavoured fork of SpaceStation 13.

Space Station 13 is a paranoia-laden round-based roleplaying game set against the backdrop of a nonsensical, metal death trap masquerading as a space station, with charming spritework designed to represent the sci-fi setting and its dangerous undertones. Have fun, and survive!

DOWNLOADING

Downloading

Running a server

Maps and Away Missions

Compilation

The quick way. Find bin/server.cmd in this folder and double click it to automatically build and host the server on port 1337.

The long way. Find bin/build.cmd in this folder, and double click it to initiate the build. It consists of multiple steps and might take around 1-5 minutes to compile. If it closes, it means it has finished its job. You can then setup the server normally by opening tgstation.dmb in DreamDaemon.

Building tgstation in DreamMaker directly is deprecated and might produce errors, such as 'tgui.bundle.js': cannot find file.

How to compile in VSCode and other build options.

Contributors

Guides for Contributors

/tg/station HACKMD account - Design documentation here

Interested in some starting lore?

LICENSE

All code after commit 333c566b88108de218d882840e61928a9b759d8f on 2014/31/12 at 4:38 PM PST is licensed under GNU AGPL v3.

All code before commit 333c566b88108de218d882840e61928a9b759d8f on 2014/31/12 at 4:38 PM PST is licensed under GNU GPL v3. (Including tools unless their readme specifies otherwise.)

See LICENSE and GPLv3.txt for more details.

The TGS DMAPI is licensed as a subproject under the MIT license.

See the footer of code/__DEFINES/tgs.dm and code/modules/tgs/LICENSE for the MIT license.

All assets including icons and sound are under a Creative Commons 3.0 BY-SA license unless otherwise indicated.

tgstation's People

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tgstation's Issues

APCs do not automatically recharge after being drained by a powersink

Project Member Reported by [email protected], Nov 17, 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!):
r5095

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

Problem Description (What did you expect to happen? What happened instead?
Why is this bad/What are the consequences?):
What used to happen is that the APCs would start recharging shortly after the powersink was removed. However, APCs currently need to have their Charging setting toggled to Off and Auto again, or else it would remain "full" at 0% charge.

Steps to reproduce the problem (remember to be specific! Those little
details can save us hours of work!):
1)Set up the engine properly
2)Powersink the station
3)Remove the powersink

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

Anything else?:
SMES were configured correctly outputting 150k each., so it wasnt an issue with the engine.

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

Jan 31, 2013 Delete comment
Project Member 1 [email protected]
they get disconnected from the powernet as far as i can tell.
cutting the wire connecting them to the powergrid and adding it back again will cause the apc to reconnect to the powergrid.
Labels: -Priority-Medium Priority-High

Automatic shuttle call not triggering

Revision
r5849

Which server were you playing on?
Sibyl1

Problem Description:
I expected that when the world is likely in an unfinishable state that the shuttle is automatically called. Specifically, when there is no AI to call the shuttle, no communication consoles or boards with which to call the shuttle, and it's not rev or a similar situation, the shuttle is called.

On a recent round on Sibyl1, we encountered such a situation, but did not observe the shuttle being called.

As far as I can tell, the checks are only performed when an AI dies (see: /mob/living/silicon/ai/death), and not when a console/board is deleted.

Steps to reproduce the problem:

  1. Destroy any non-CentComm AIs in the world
  2. Destroy all non-CentComm communication consoles and boards in the world
  3. Observe lack of automatic shuttle call

Anything else?
Shouldn't happen often, but it was very frustrating, even as a spectator, to see it happen.

Huds still show on cloaked human mobs

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

AI is hit by the lasertag beam in the chest!

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

Alien bursting in scanner is buggy

Project Member Reported by will94john, Jan 3, 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!):
xeno station v0.3

Which server were you playing on? (REQUIRED!! e.g. TG-Sibyl1, TG-Sibyl2,
Facepunch, Pinkstation, /VG/... etc.)
kitten-shack xenostation official (v0.3)

Problem Description (What did you expect to happen? What happened instead?
Why is this bad/What are the consequences?):
bursting in the cloner should leave the cloner empty and open
it leaves the icon in its filled state, and you cannot enter it because of items being stuck in the cloner, apparently.

Steps to reproduce the problem (remember to be specific! Those little
details can save us hours of work!):
1)put alien infected person in cloning scanner
2)wait for him to burst
3)cloner still appears filled despite the bursting
4)try to enter cloner to no avail

INGAME FIX: disable and reenable the computer via screwdriver, then enter and leave cloner to fix visually.

Possibly related stuff (which gamemode was it? What were you doing at the
time? Was anything else out of the ordinary happening?)
xenostation 0.3, so it may not apply to TG since aliens may have had some changes. doesn't hurt to look into it, right?

Anything else?:
players who are not aware on how to fix this bug may find themselves completely unable to sue the cloner, as such it is labelled medium due to its rarity.

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

Jan 5, 2013
Project Member 1 johnsonmt88
The scanner looks full because it is. There's now an alien living inside the cloner. Ejecting the alien larva doesn't change the sprite though, it still 'looks' full but in reality it's empty.
Labels: -Priority-Medium Priority-Low

Player Panel troubles : wrong player linking due to change of name/race

Reported by [email protected], Sep 28, 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!):
r4737

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?):
Player Panel issue : clicking on the options of one profile lead to another profile due to an ingame action. This can have issue for banning, as it is easy to misfire a ban due to this.

Steps to reproduce the problem (remember to be specific! Those little
details can save us hours of work!):
1)Open up the player panel
2)Monkeyise a player.
3)Without refreshing the general player panel, click on the options link to that player
4)Watch as the options links to a wrong, random player panel.
5)Refresh the panel, it now works normally again.

Possibly related stuff (which gamemode was it? What were you doing at the
time? Was anything else out of the ordinary happening?):
Happened during the permaban of Jimbo Wimbo, as he monkeyed himself.

Anything else?:
No.
Nov 13, 2012 Delete comment
Project Member #1 [email protected]
(No comment was entered for this change.)
Status: Accepted

Invisible MMI

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

Traitor objective target name doesn't match current clown name

Reported by Kortgstation, Aug 24, 2012
Revision that this bug was encountered on (REQUIRED!! Type 'show-server-
revision' ingame to find out - note that 'current revision' isn't
helpful!):
r4524

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?):

http://i.imgur.com/97IEK.png

Steps to reproduce the problem (remember to be specific! Those little
details can save us hours of work!):
1)Get traitor objective to kill (default name) the clown
2)Clown chooses new name
3)Objective no longer matches target

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

Had a similar issue with the medical/security records/manifest which I think was recently fixed.

Aug 27, 2012 Delete comment
Project Member carn
(No comment was entered for this change.)
Status: Started
Owner: carn
Sep 4, 2012 Delete comment
Project Member carn
Gonna leave this for now.
Status: Accepted
Owner: ---
Dec 4, 2012 Delete comment
Project Member carn
Solution:

Make objectives specify the targets mind (iirc they do already)
Append mind.name to the objective text when showing the objective to the player, rather than having it as part of the objective text from the get go. That way it will always be up-to-date.

Borgs not syncing with AI properly

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.

Using someone else's PDA from the other side of the map

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

Server: local copy

Problem Description: If you get a PDA and open the interface window and then, make another mob get the PDA, you'll still be able to use the PDA functions, even if you are not next to the mob or even close to the PDA.
For example, making someone else's ID pop out of the PDA or sending kinky messages

Steps to reproduce the problem (remember to be specific! Those little
details can save us hours of work!):
1)Open PDA interface
2)wait until someone picks up the PDA or handle it to a mob
3)use the PDA from the other side of the world
4)get banned for bug abusing

Fire spreads through resin membrane

Project Member Reported by will94john, Jan 3, 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!):
xeno version 0.3

Which server were you playing on? (REQUIRED!! e.g. TG-Sibyl1, TG-Sibyl2,
Facepunch, Pinkstation, /VG/... etc.)
kitten-shack official (v0.3)

Problem Description (What did you expect to happen? What happened instead?
Why is this bad/What are the consequences?):
fire should not spread through the resin membranes.
fire spreads through resin membranes.

Steps to reproduce the problem (remember to be specific! Those little
details can save us hours of work!):
1)be alien
2)make resin membrane
3)have a human throw an incendiary grenade
4)fire goes through membrane

Possibly related stuff (which gamemode was it? What were you doing at the
time? Was anything else out of the ordinary happening?)
this occured on the xeno station so there may have been some code changes that do not apply here. still, wouldn't hurt to look into it.

Anything else?:

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

Jan 3, 2013 Delete comment
Project Member 1 [email protected]
Here's the code that needs changing

/obj/effect/alien/resin/CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
if(air_group) return 0
if(istype(mover) && mover.checkpass(PASSGLASS))
return !opacity //<--- this I think. membranes are not opaque so fire may pass.
return !density
Jan 7, 2013
Project Member 2 giacomand
(No comment was entered for this change.)
Owner: giacomand
Feb 8, 2013
Project Member 3 giacomand
Sorry, don't know how to fix this.
Owner: ---

Cigarette's not updating when 'Burnt' with weldfuel

Reported by [email protected], Dec 18, 2012

Revision that this bug was encountered on (REQUIRED!! Type 'show-server-
revision' ingame to find out - note that 'current revision' isn't
helpful!):
r5313

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

Problem Description (What did you expect to happen? What happened instead?
Why is this bad/What are the consequences?):
When I ignite (and thus destroy) a weld-fuel injected cigarette, the sprite remains on my mob sprite, but the item disappears.
I expected the cigarette on my mob sprite to disappear as well.

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

  1. Inject a cigarrete or packet of cigarrete's with welding fuel (other explosive chems, if any exists, have not been tested).
  2. Place weld-fuel cigarrete in your mouth (or hand)
  3. Ignite via any method (I personally have done this with Zippos, plastic lighters, matches, and welding tools)
  4. Tiny explosion occurs, you get the message as normal.
  5. You are left with a phantom cigarette in your mouth until you change what is in your mask slot.

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

Anything else?:
It will end up like this: no cigarette in mask slot, but one on sprite.
http://imageshack.us/f/19/houseruledaspietradepos.png/

Dec 18, 2012
1 [email protected]
This wasn't meant to be priority medium, this was meant to be priority low.
Dec 20, 2012
Project Member 2 giacomand
(No comment was entered for this change.)
Labels: -Priority-Medium Priority-Low
Dec 20, 2012 Delete comment
Project Member 3 [email protected]
The item must be dropped (in the code) before it is deleted. This will trigger an overlays update for the mob.
Status: Accepted

Chemsprayers (currently only admin-spawnable) duplicate chemicals

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

Failing to cavity implant C4 plants the explosive instead, triggering the timer

Revision:

r5787

Which server were you playing on?

Running .dmb file locally

Problem Description:

I wanted to put C4 into the other character's chest so I could remotely detonate it when I needed to. But when my character screwed up the insertion, they began to plant the C4 instead, leading to other character gibbing.

When my character screwed up, I should have been able to try the implant again instead of the planting the C4 on their body and triggering the timer.

My Character begin to insert the plastic explosives into Other Character's chest.
My Character screws up!
Planting explosives...
My Character is trying to plant some kind of explosive on Other Character!
My Character finished planting an explosive on Other Character!
Bomb has been planted. Timer counting down from 10.
ADMIN LOG: Explosion with size (-1, -1, 4) in area Locker Room Maintenance (72,128,1)

Steps to reproduce the problem:
  1. Make yourself a traitor
  2. Order C4 from your uplink
  3. Perform ghetto cavity implant surgery on someone
  4. When the time comes to insert the implant, use the C4.
  5. Screw up.
  6. Your character will plant the explosive instead, gibbing the other character and ruining your plan to blackmail them into doing your bidding.
Anything else:

You can work around this problem by moving away from the victim when your character begins to plant the explosives. This isn't always practical though.

Surviving an electric chair leaves you unable to move or interact with objects

Revision:

r5814

Which server were you playing on?

Locally run .dmb file. I first witnessed this glitch on Sibyl 2 though.

Problem Description:

I expected that if I was shocked by an electric chair and then brought out of crit, I'd be able to move around and pick things up.

Unfortunately, after being healed you are stuck lying on the ground. People cannot shake you up. If someone buckles you into a chair and then unbuckles you, you stand up, but still cannot walk.

Obviously this is bad because you can't play the game without being able to move and interact with things.

Other people can drag you around and completely grab you (i.e. x has tightened their grip on your neck!), so it's not like it's a problem your character becoming anchored.

Steps to reproduce the problem:
  1. Build an electric chair.
  2. Buckle your victim to it.
  3. Electrocute them.
  4. Unbuckle them.
  5. Heal them.
  6. Attempt to stand them up. It won't work.
  7. Buckle them into a chair and then unbuckle them. They will be standing, but still unable to move or interact with things.
  8. Buckle them into the electric chair and then unbuckle them. It won't change anything.
Anything else?

This glitch could be exploited by players wanting to prevent other players from being able to move and interact with things.

Turning a chair with wheels into an electric chair and then removing the helmet-electropack assembly from it turns the chair into a regular chair. Regular chairs cost one metal, wheeled chairs cost five.

I think the issue was created when electric chairs were changed to only electrocute people who are buckled into them, and not people standing on top of them.

pAI are deaf to everything except speech

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.

Carp attacking through R windows

Reported by Mad.Dee.Cale, Sep 12, 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!):Server Revision: 4665

r

Which server were you playing on? Sybil 2

Problem Description (What did you expect to happen? What happened instead?
Why is this bad/What are the consequences?): I wanted to kick out all the grilles along a line of hull-windows and see if I can lead the carp along them to an airlock. However when I kicked out the first grille and entered the space between the two windows, the carp chewed on my butt THROUGH a reenforced window that was intact, in the frame, screwed down and such.

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

Sep 17, 2012
#1 [email protected]

Same happened to me with a metroid once. It attacked me through the inner glass-door of science's metroid pen. The difference though is that metroids jump at people they attack, so mine jumped through a glass door.
Dec 23, 2012 Delete comment
Project Member #2 [email protected]
Due to how Enter() works.
Status: Accepted
Dec 23, 2012 Delete comment
Project Member #3 [email protected]
To be specific, Enter calls CanPass for the window. the window then does something like
if(turn(direction_youre_moving_in,180) == window.dir) return 0 //can't enter

If I'm remembering that correctly, replacing == with & should be sufficient for it to be able to catch diagonal movements by carp/metroids/parrots etc too.

pump shotgun ammo issue

Combat shotguns don't expend shells when fired, they won't let you fire a second time on the same shell but if you pump it out it gives you a fresh unspent shell that can be loaded right back in. Tested with slugs, Darts, beanbags, and stun shells and with both types of pump action shotgun, both failed to actually expend their shells. The double barreled shotgun was tested too with the same shells. All shells were ejected spent.

Medibots getting stat = 2.

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?

Carpets don't look like carpets when placed.

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: ---

You can push people into walls with bodybags

Project Member Reported by petethegoat, Nov 25, 2012
r5170

sibyl 1

Problem Description (What did you expect to happen? What happened instead?
Why is this bad/What are the consequences?):
By putting someone in a bodybag and then opening and closing it repeatedly, while walking into them, you can push them into a wall.

Steps to reproduce the problem (remember to be specific! Those little
details can save us hours of work!):
1)Put a human in a bodybag
2)Put the bodybag next to a wall
3)Repeatedly open and close the bodybag while moving towards the wall
4)Push them into the wall

Anything else?:
Tested on Centcomm with unsimulated walls, but reported by a player who was presumably on the station
Nov 25, 2012
Project Member 1 petethegoat
Note that this almost certainly applies to closets as well
Nov 27, 2012
Project Member 2 petethegoat
better steps to reproduce are:
1)get human, set it to harm
2)put it over an open closet next to a solid thing (anything, turf, mob, obj)
3)run into the mob
4)close the closet while you're still trying to move into it

happens with closets, all mobs that are capable of pushing/closing closets

Repair Droid doesn't work properly in a H.O.N.K. mech

Reported by barre.unal, Sep 13, 2012
Revision that this bug was encountered on (REQUIRED!! Type 'show-server-
revision' ingame to find out - note that 'current revision' isn't
helpful!):
r4665

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?):
I activated the repair droid on my H.O.N.K. mech and a window with some kind of error message in it popped up. While the window was up I was unable to interact with the game in anyway and closing it made a new one instantly pop up again. The only way to stop these messages from popping up was to detach the droid which was hard as hell.

Steps to reproduce the problem (remember to be specific! Those little
details can save us hours of work!):
1)Build a H.O.N.K. mech
2)Build a Repair Droid
3)Attach the Repair Droid to the H.O.N.K. mech
4)Activate the Repair Droid
5)Suffer

Possibly related stuff (which gamemode was it? What were you doing at the
time? Was anything else out of the ordinary happening?)
I have no idea what the gamemode was, as I latejoined and all the antags seemed to be dead. Nothing out of ordinary was happening.

Anything else?:
This probably won't help much as it is in finnish but I figured I might as well include it. http://puu.sh/14JBa that's the window that kept popping up everytime I activated the Repair Droid.

Sep 17, 2012
Project Member #1 petethegoat
The popup in english: http://i.imgur.com/coBuq.png

Now, I reproduced the error by

  1. spawning a HONK
  2. spawning and attaching a repair droid
  3. activating the repair droid
  4. spawning and attaching the air horn
  5. using the air horn.
  6. if you haven't got the error yet, attempt to activate or deactivate the repair droid.

It seems to be when you have two things at once. No runtimes in dreamdaemon. The line 30 that's referred to is this: http://pastebin.com/VZLMgvXa

I have no idea what it does, so that's all I can do for this issue.
Status: Accepted
Sep 18, 2012
#2 barre.unal

I probably should have included this in the issue report but I also had a energy relay installed and activated in my H.O.N.K.
Sep 26, 2012
#3 nohrakittstalkur

I just want to note, you can prevent the error from popping up if the repair drone is the selected module while it's active.
Oct 12, 2012
Project Member #4 petethegoat
This isn't high priority. Really it's medium at absolute best.
Labels: -Priority-High Priority-Medium
Nov 28, 2012
#5 nohrakittstalkur

So, I -just- noticed today, apparently the HONK is different in that you can actually select repair droids/energy relays as activated modules (like weapons). On a Durand, they don't have a hyperlink, just activate/deactivate options.

Hacked laws and admin logs

Where is the template ;_; well it's not important for this
Please add the uploading of hacked laws to the admin log. I previously thought it wasn't displayed simply because hacked laws were only available to traitors and thus valid almost no matter what the actual law was, but I tried to check something in the server logs earlier regarding a hacked law, couldn't find it at all.
Pls fix

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

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.

Firing range targets randomly change icons

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)

Borg hud not updated when power runs out and removes module items

Reported by [email protected], Oct 24, 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!):
r unknown (using updated SVN software) - Last changelog entry is dated the 18th of October

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

Problem Description (What did you expect to happen? What happened instead?
Why is this bad/What are the consequences?):
Trying to click items to use them, but can't. Meanwhile you are dead because "lol borg rouge, wun open door 4 me".

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

  1. Be a securiborg (likely happens for other borgs)
  2. Run out of power
  3. Cannot use your module items as they are removed from your 'hands'. But the icons remain

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

Anything else?:
I hate you all

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

Gold core logging issue

As it stands when a gold core is activated it becomes used, Unfortunately when it becomes used it looses all fingerprints etc and the logging system only lists the fingerprints on the used core, So if you say...drop the core before the reaction finishes or throw it in a grenade it makes it impossible to track which seems a bit counter productive to logging gold core reactions in the first place.

Portals can be used to block lasers/tasers

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

Server: local copy

Problem Description: If you create a portal with a hand teleporter on the same turf than your mob, you can use them to block lasers/tasers. Please see image on how they should work: http://i.imgur.com/YHXp8.png

Steps to reproduce the problem (remember to be specific! Those little
details can save us hours of work!):
1)Find hand teleporter
2)Create portal on your same location
3)Don't move, watch how you created a magic shield that stops tasers/lasesr from hitting you

Anything else: Don't critique my amazing art

Dec 25, 2012
Project Member 1 [email protected]
Oh, and, the shots of syringe guns have the same effect, failing to hit the mob
Dec 25, 2012
Project Member 2 johnsonmt88
Same thing happens when you stand on a full-tile window or wall

Cryo freezer is invisible and you can't interact with it

Revision:

r5985 (according to Show-Server-Revision, not sure how reliable that is anymore)

Which server were you playing on?

Sibyl2

Problem Description:

http://puu.sh/2kJe1
http://puu.sh/2kJis

The cryo freezer is invisible from the beginning of the round. It's still listed in the right click menu, but you can't click it to bring up its window.

Steps to reproduce the problem:
  1. Connect to Sibyl2
  2. Join the game
  3. Go to cryogenics
Anything else:

Our trial admins are shit

Air alarm panic syphon status gets stuck on.

Revision
6ff935e

Which server were you playing on?
Sibyl 2 & Local test server

Problem Description:
When panic syphons are activated on an air panel, the status line for syphoning remains stuck after it's deactivated. The deactivate button is also nonfunctional.

AirPanel

Steps to reproduce the problem:

  1. Go to any air panel and unlock it.
  2. Either mass activate syphons or switch a single one to syphon by switching it's mode or hitting the activate button beside Panic Syphon.
  3. Deactivate button by Panic Syphon label doesn't work, but mode switching does. Status remains stuck.

Hide Runes not hiding runes

Reported by limitbreaker9999, Oct 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!):
r4966

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

Problem Description (What did you expect to happen? What happened instead?: Hide Runes don't hide surrounding runes when activated.
Why is this bad/What are the consequences?):
Because cult is unable to hide runes without removing them.

Steps to reproduce the problem (remember to be specific! Those little
details can save us hours of work!):
1)Make a rune.
2)Make a hide rune next to it.
3)Use the hide rune.
4)The hide rune disappears (consumed), but the surrounding runes remain.

Possibly related stuff (which gamemode was it? What were you doing at the
time? Was anything else out of the ordinary happening?): Gamemode was cult, with some admin-created traitors.

Anything else?: The rune I was attempting to hide was a teleport rune (Travel Self WORD).

Jan 3, 2013
#1 [email protected]

Are you sure the runes were on the same orange area?
Jan 22, 2013
#2 limitbreaker9999

Orange area?
Feb 24, 2013
#3 KazeEspada

I tried this with three hide runes one two spaces away, one adjacent, and one on top they all didnt work

Mining Ore Satchel [content rendering issue?]

Reported by Destroyer2319, Nov 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!):
r4987 (or somesuch, around the 4990 mark)

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?):

Having a mining satchel's (assumed whilst moving) content interface open causes rendering issues on my computer, resulting in high processing usage and the eventual crash of SS13 due to instability, often with a downgrade in rendering quality before it happens.

It's bad because being able to view the contents as if it were a container is nice, but having it cause such problems is obviously not desirable. Assumed that it's the text (Number of ores, in this case) specifically causing issues.

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

  1. Acquire a mining satchel.
  2. Put any amount of ore into the mining satchel.
  3. Drag the mining satchel onto the character to open the container interface.
  4. Move around for a while, perhaps performing tasks such as mining.
  5. Observe any instability.

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

Mining, sometimes grabbing a single metal ore from a stack of ten in the satchel to throw when slipping on the exterior of the asteroids. Having the interface open while acting normally first caused the issue to be noticable. Happened on more than one round of various gametypes.

Anything else?:

Nope.
Nov 4, 2012
Project Member 1 sieve32
Replicated it just now, var-edited myself to move faster and for the Satchel to hold 500x more. VRAM usage would get to around 20% (of 2GB) after a few minutes, and then Dream Seeker would crash at that point. Using the most recent BYOND version as well
Nov 5, 2012
Project Member 2 [email protected]
This issue was closed by revision r5010.
Status: Fixed
Nov 9, 2012
Project Member 3 [email protected]
Still not fixed, re-opening.
Status: Accepted
Dec 29, 2012
Project Member 4 johnsonmt88
(No comment was entered for this change.)
Owner: baloh.matevz
Labels: User-Interface
Jan 4, 2013
5 SuperSayu
I modified another storage item to use the numbered display and it's causing the same issue, often immediately or very fast. That code is buggy in other ways and may not be helpful in nailing this down, but I firmly believe it's related.
Feb 26, 2013
Project Member 6 baloh.matevz
But's somewhere in that standard_align_to_hud() proc, or whatever it's called. Untagging myself, keeping a start on to continue getting notified.
Owner: ---

Players can spam papers on cameras making playing as AI impossible

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

server: local copy

Problem Description: Each time that a player uses a paper on a camera, the AI will get a pop-up window with the paper text, if this paper is spammed, the AI will be unable to play.
It could use a cooldown or, instead of a pop-up window, a link on the chat.

Steps to reproduce the problem (remember to be specific! Those little
details can save us hours of work!):
1)Be butthurted after being permabrigged
2)spam papers on the cameras
3)AI starts adminhelping
4)everyone ends up butthurted

Dec 20, 2012 Delete comment
Project Member 1 [email protected]
You can minimise the window to stop it popping up.

I would say use the skin-based browser but erro 'removed' it.
By 'removed' I mean shifted the button off the screen and didn't remove it at all so it flips out and looks fugly if something uses it.
Labels: -Priority-Medium Priority-High Ingame-Exploit

Pressure tanks need much much more volume

Reported by [email protected], Sep 2, 2012
It seems pressure tanks have too little volume. I am not sure whether I understand the code correct, but line 326 looks like they only have a volume of 1620 liters.

I've noticed pressure tanks running out pretty quick - faster than air pumps.

From what I've gathered this is a list of high volume objects:
Scrubber: 750
Canister: 1000
Pressure Tank (stationary) 1620
Air Pump 2500
Stationary scrubber 30000

Compared to scrubbers, canisters and air pumps pressure tanks, being static and unable to do anything (I think) other than storing gases, pressure tanks seem weak. They should have more than stationary scrubbers (or stationary scrubbers less) - those can at least scrub.

While I'm at it.. canisters should maybe have more volume than air pumps (or air pumps less) for exactly the same reason. I'm don't know whether canisters have any advantages that pumps don't have, so I'm not sure about that one.
Dec 23, 2012 luketpeters
Pressure tanks have a maximum volume of 2000 litres (see line 339 of the same file).

The trick with pressure tanks is temperature because basic laws of physics dictate:

Pressure x Volume = moles x Boltzmann's constant x Temperature of Gas

The volume is 2000 litres (justification in code is 1m x 1m x 2m for size).

At the moment I don't think those tanks are used in the main branch of /tg/station13 and the whole point of a 'pressure' tank is for pressurised gases so I don't see any need in messing around with the volume of those objects.

Of course, I could be completely wrong and someone else will come along and correct me?
Dec 24, 2012 [email protected]
That one was changed some time ago. I think there's still some very odd values around, but from what I know those are all on Number's ToDo.

SVN show revision stuff should be removed. An alternative can be found later if needed.

Currently it will do nothing (because we're not using SVN!)

Git has commands for getting the commit-count from history. Although a fair bit of research needs doing before we can use that. Alternatively, we could simply try using the SHA-1 commit identifiers (they're not very human-readable though).

I don't mind doing it, I'm at work all week though, so it'll take me a few days.

Negative Material stacks

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?):
Stacks with negative amounts of sheets. A QM adminhelped and showed me the stacks. They'd come from mining. When a -95 metal stack was combined with a 10 metal stack it became -85. I have no other information. The stacks couldn't be used to build anything.

Jan 21, 2013
Project Member 1 johnsonmt88
Would it be possible to fish up the runtimes from that round? I'm curious to see if there was any admin influence there. Not by you of course, but perhaps by an admin before you logged in or something?
Jan 21, 2013
2 SuperSayu
It might be related to the new sheetsnatcher code, as that deals with sheet stacks in a nonstandard way, but I don't see anything obvious.

Project name "-tg-station" appears to cause a bug in GitHub Git Client UI

Since our last time here, GitHub has released its own client which is very dumbed down and handles a lot of the configuration stuff for the user. This would probably be ideal for people whom are intimidated by having to use gitbash etc to set up TortoiseGit.

I tried it out and could pull various projects (like baystation), but was unable to pull -tg-station.

After trying to pull -tg-station using git and realizing that the CLI sees the - as denoting a flag, I suspect that out projectname could probably be causing the problem.

I believe it is possible for a repo-owner to change the project name to rectify this issue. It would however, probably mean that everyone needs to update their bookmarks and such :s

Syndie Shoes and why dying them causes a bug.

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

Discussion: Git-compatible alternatives to SVN getrev

@tgstation/commit-access
I've done some experimenting and it seems like we have 2 real options and one...omg this is a bad idea option:

Option 1:
Each maintainer will copypaste a pre-commit hook into their git settings which would run a git command to write a human-readable version number to a textfile which the game could read. Basically, when you click 'commit' it would print something like "[last_tag]-[commits_since_last_tag]-[first_4_characters_of_the_commits_hash]" as a means of identification.

Option 2:
I -think- git may have the data logged in a plaintext file within the hidden .git directory located inside each repo. The only info I'd probably be able to get out of it is the commit-hash and -maybe- the commit message/committer. This is pretty much how we did it with SVN.

Option 3:
Call shell() from inside the game and somehow locate git.exe (this is the omg wtf this is a bad idea bit). Then call the same commands which would be used in Option 1 to return the revision identifier.

Tensioner still not re-added as antagonist spawner panel/round info panel

Reported by Xenusicelon, Sep 14, 2012
When the tensioner was removed, it was said that someone would add it back as an antagonist spawner panel/round info panel

This would be appreciated.

Made as issue because it's been a pretty long time since this was said, and it's still not back.
Sep 14, 2012
Project Member #1 Xenusicelon
Added usability label because it's a usability thing for admins
Labels: Usability
Sep 14, 2012
Project Member #2 baloh.matevz
changed to high, because this feature is pretty badly needed for effective administration.
Labels: -Priority-Medium Priority-High
Sep 14, 2012
Project Member #3 johnsonmt88
Ah yeah, I said I'd re-add the functionality. I'm not sure how it is "badly needed" though. Admins were able to do this before the feature was added, and can still do it now. It just takes an extra click or two...

Anyway most of the code was just copy/pasted out of game-mode stuff, half of it was buggy anyway, i.e. spawning client-less mobs. I'll see about re-adding it and attempting to fix the problems.

Moving this to medium because admins already have this functionality, this feature just makes it a easier. It is also not a game-breaking problem.
Status: Started
Owner: johnsonmt88
Labels: -Priority-High Priority-Medium

Turrets made with the Captain's antique laser fire electrodes

Revision:

r5814

Server:

Locally run .dmb file

Problem Description:

Turrets created with the Captain's antique laser should fire lasers, but they fire electrodes.

Steps to reproduce the problem:
  1. Build a turret
  2. Use the Captain's antique laser as the weapon
  3. Use an appropriate ID to unlock the turret controls
  4. Turn on "Neutralize All Non-Security and Non-Command Personnel"
  5. Either have someone who fits that description stand within firing range of the turret or remove your ID.
  6. Watch as either they or you are tased instead of lasered into critical.
  7. Wonder why someone would waste this gun on a turret

Sprites buggeed on UI

Project Member Reported by [email protected], Dec 20, 2012
r5313

Server: sibyl 1

Problem Description: Now, this bug is a tricky one and kinda annoying. What is it exactly? Well, in a simple way, lets say that we have the person A with a taser. Now lets say that we have a person B who sees the taser position on his UI, with the sprite of the taser.
So we have two sprites of the same object on the UIs of both players, but only the player A can use it. As far as I know, this is just a sprite-UI bug.
How to reproduce it? It's easy, one form is having a backpack on the floor with an object. Now, two players will see this backpack open, standing besides it. Player A will take the object. Player B will see the object on his hand, both of them see the sprite on their UIs and only player A has the object on his hand.

Steps to reproduce the problem (remember to be specific! Those little
details can save us hours of work!):
1)Get two players next to a backpack
2)Both of them will open the backpack without picking it up
3)One of them will take an object
4)Both players will see the object on their UIs
5)Cry a little, but just a little

Anything else?:
Continuing the previous case, if the player A changes the position of the object, the sprite will also update on the UI of the player B. How so? If the player A switches the object between his hands, player B will see this happening.
The bugged sprites will not replace the correct sprites. Both will appear on the UI, stacking.

Dec 20, 2012 Delete comment
Project Member 1 [email protected]
Please, never become a writer.
Dec 20, 2012 Delete comment
Project Member 2 [email protected]
It's simply missing a check to make sure the tazer is still in the bag. Or, the check is happening after client.screen += Tazerobj (haven't looked at the code but it's clear what's wrong).

All the other anomalies are simply a result of the way client.screen works.
Labels: Rendering
Dec 21, 2012
Project Member 3 [email protected]
What, do you, mean, with, never, become a wri, ter?
`

(Important) Invisible freezer

Sibyl 2, r5895

The cryogenics / atmos freezers are invisible, thus cryogenics is absolutely unusable with Giacoms new change.
Please regard with high priority as this massively gimps medbay and cloning.
The one that spawns in medbay is:
icon = /icon (icons/obj/Cryogenic2.dmi)
icon_state = "freezer"
The one I tried to spawn with admin tools is
icon_state = "freezer_0"

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

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

Can't put an empty donut box in a trash bag

Revision:

r5895

Which server were you playing on?

Sibyl2

Problem Description:

The game assumes you're trying to put the bag into the box:
The donut box cannot hold the trash bag.

It's minor, but it means you have to put the box into your bag, wasting a bag slot.

Steps to reproduce the problem:
  1. Get a trash bag
  2. Get a donut box
  3. Try to pick up the donut box with the trash bag
Anything else?

I just discovered the donut box is too big for the trash bag, so I suppose this doesn't matter. It'd be nice if you could flatten the box so it would fit though.

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