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rogue-star's Introduction

ROGUE STAR

Website - Forums - Wiki

Going to make a Pull Request? Make sure you read the CONTRIBUTING.md first!

Rogue Star is a fork of VOREStation, which is a fork of Polaris, which itself is a fork of the Baystation12 code branch, for the game Space Station 13.


LICENSE

The code for Rogue Star is licensed under the GNU Affero General Public License version 3, which can be found in full in LICENSE-AGPL3.txt.

Code with a git authorship date prior to 1420675200 +0000 (2015/01/08 00:00) are licensed under the GNU General Public License version 3, which can be found in full in LICENSE-GPL3.txt.

All code whose authorship dates are not prior to 1420675200 +0000 is assumed to be licensed under AGPL v3, if you wish to license under GPL v3 please make this clear in the commit message and any added files.

If you wish to develop and host this codebase in a closed source manner you may use all code prior to 1420675200 +0000, which is licensed under GPL v3. The major change here is that if you host a server using any code licensed under AGPLv3 you are required to provide full source code for your servers users as well including addons and modifications you have made.

See here for more information.

All assets including but not limited to icons and sounds files located in the following locations are only to be used with permission of their creator, VerySoft, and may not be used for any purpose without permission. rogue-star/icons/rogue-star rogue-star/sound/rogue-star

Any files located in the rogue-star/goon, rogue-star/icons/goonstation, or rogue-star/sound/goonstation directories, or any subdirectories of mentioned directories are licensed under the Creative Commons 3.0 BY-NC-SA license (https://creativecommons.org/licenses/by-nc-sa/3.0)

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

Attributions and other licenses with links to original works are noted in ATTRIBUTIONS.md.

GETTING THE CODE

The simplest way to obtain the code is using the github .zip feature. If you do this, you won't be able to make a Pull Request later, though. You'll need to use the git method.

Click here to get the latest code as a .zip file, then unzip it to wherever you want.

The more complicated and easier to update method is using git. You'll need to download git or some client from here. When that's installed, right click in any folder and click on "Git Bash". When that opens, type in:

git clone https://github.com/TS-Rogue-Star/Rogue-Star.git

(hint: hold down ctrl and press insert to paste into git bash)

This will take a while to download, but it provides an easier method for updating.

INSTALLATION

First-time installation should be fairly straightforward. First, you'll need BYOND installed. You can get it from here.

This is a sourcecode-only release, so the next step is to compile the server files. Open vorestation.dme by double-clicking it, open the Build menu, and click compile. This'll take a little while, and if everything's done right you'll get a message like this:

saving vorestation.dmb (DEBUG mode)

vorestation.dmb - 0 errors, 0 warnings

If you see any errors or warnings, something has gone wrong - possibly a corrupt download or the files extracted wrong, or a code issue on the main repo. Ask on IRC.

Once that's done, open up the config folder. You'll want to edit config.txt to set the probabilities for different gamemodes in Secret and to set your server location so that all your players don't get disconnected at the end of each round. It's recommended you don't turn on the gamemodes with probability 0, as they have various issues and aren't currently being tested, so they may have unknown and bizarre bugs.

You'll also want to edit admins.txt to remove the default admins and add your own. "Host" is the highest level of access, and the other recommended admin levels for now are "Game Admin" and "Moderator". The format is:

byondkey - Rank

where the BYOND key must be in lowercase and the admin rank must be properly capitalised. There are a bunch more admin ranks, but these two should be enough for most servers, assuming you have trustworthy admins.

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


UPDATING

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

If you used the zip method, you'll need to download the zip file again and unzip it somewhere else, and then copy the /config and /data folders over.

If you used the git method, you simply need to type this in to git bash:

git pull

When this completes, copy over your /data and /config folders again, just in case.

When you have done this, you'll need to recompile the code, but then it should work fine.


Configuration

For a basic setup, simply copy every file from config/example to config.


SQL Setup

The SQL backend for the library and stats tracking requires a MySQL server. Your server details go in /config/dbconfig.txt, and the SQL schema is in /SQL/tgstation_schema.sql. More detailed setup instructions arecoming soon, for now ask in our Discord.

rogue-star's People

Contributors

arokha avatar novacat avatar mistakenot4892 avatar very-soft avatar comma avatar psiomegadelta avatar anewbe avatar heroman3003 avatar neerti avatar mwerezak avatar spadesneil avatar atermonera avatar cameron653 avatar virgobot avatar wishmandible avatar verkister avatar leshana avatar mloc avatar caelaislinn avatar yoshax avatar ccomp5950 avatar cib avatar ginjaninja32 avatar killiankirilenko avatar abi79 avatar datraen avatar itsanjonth avatar nullsnapshot avatar rykka-stormheart avatar tastyfish avatar

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rogue-star's Issues

[GENERAL] Medium Screen Circuit output visible while unconscious / dead

Brief description of the bug

The medium screen circuit's output is visible while unconscious or dead

What you expected to happen

You should not be able to read a screen while dead, just like you can't see much anything else.

What actually happened

Able to read just fine.

Steps to reproduce

  • (Step 1) : Create circuit device with a microphone hooked up to a medium screen to display what's spoken around you
  • (Step 2) : die (or anesthesize)
  • (Step 3) : Watch someone else talk near you, and their output visible on the medium screen. You can now "hear" what they're saying while deaf.

[GENERAL] The box of Chicken Wings is presently unmakable.

Attempting to make the box of fried chicken wings instead produces General's Chicken

The recipe to produce a box of chicken wings would produce chicken wings.

As mentioned, the recipe instead produces just a serving of General's Chicken instead. I'm pretty sure the cause is the recipe on lines 21-29 in recipes_fryer_vr which is almost all of the same ingredients but producing General's Chicken instead of the box of wings just overriding the other ones.

Steps to reproduce

Fill fryer basket with 4 pieces of meat, 5 capscaicin, and 10 batter, stuff it in the fryer, observe as it turns into general's chicken.

[GENERAL 515] Runtime in asset_cache_item.dm

515 Bugs with asset icons, likely the reasons for the double examins and various others.

Runtime in code/modules/asset_cache/asset_list.dm,125: The specified procedure could not be found. 
 proc name: log debug (/proc/log_debug)
Runtime in code/modules/asset_cache/asset_cache_item.dm,19: invalid asset sent to asset cache

Runtime in code/modules/asset_cache/asset_list.dm,147: Cannot execute null.Width().

[GENERAL GITHUB] Resolve beautifulsoup4 issues for changelog errors

Since it's tg code, someone should do:
https://tgstation13.org/wiki/Guide_to_Changelogs#Updating_the_Changelog

because 'bs4' isn't being installed properly:

  File "tools/GenerateChangelog/ss13_genchangelog.py", line 93, in <module>
    from bs4 import BeautifulSoup
ModuleNotFoundError: No module named 'bs4'
Error: Process completed with exit code 1.

from bs4 import BeautifulSoup

[GENERAL] Adranol's been broken for 7 years

Brief description of the bug

Adranol causes jitters

What you expected to happen

Adranol stops the jitters

What actually happened

Adranol increases jitters exponentially

Steps to reproduce

  • (Step 1) Drink covfefe
  • (Step 2) administer adranol
  • (Step 3) Become perpetual motion machine as your jitters never cease

Code Revision

  • all of them

Anything else you may wish to add:

M.make_jittery(max(M.jitteriness - 25*removed,0))

This should be M.make_jittery(min(-25*removed,0)) because the current code actually just takes the amount of jitters they have, subtracts it by 5, and then adds it to them until they hit the cap of 1000.

If you're wondering why I haven't just fixed this myself it's because I cannot remember how to get gitkraken or github to work so we work with what we got. Also submitted to vorestation's github here.

[MAPPING] Ventilation is broken in the Talon medical

Brief description of the bug

Original issue -> VOREStation/VOREStation#15762
When I decided to assemble a body scanner in the Talon medical compartment, I noticed a strange ventilation, I unscrewed the tables and checked the pipes. I saw that the ventilation and pipes were in different places

What you expected to happen

the ventilation is in place and it works

What actually happened

image
image
image

Code Revision

Server revision: B:release D:
Commit: bdbfcb8d9c5488e0473a1fefabef762e1420936a

Anything else you may wish to add:

Talon medbay

[REQUEST/BUG?] Bump noms not present on most mobs who should have it, probably

Brief description of the bug

The thing is I'm not clear on if this is a bug or was an intentional feature.

So there's a lot of mobs that should probably have bump vore which don't. That is because over in this part of the code

var/faction_bump_vore = FALSE // Don't bump nom mobs of the same faction
faction_bump_vore defaults to FALSE and nothing changes that anywhere in the code. Now mappers can set individual mobs to have bump noms by changing this var from a 0 to a 1 but it doesn't look like anyone has actually done that anywhere.

"But Ace!" I hear you say. "Deer and seagulls and gaslamps and fennecs and probably other vore mobs do bump noms just fine! And they are neutral to the player!" Correct. However, their faction is not actually the same as the player's faction = "neutral" and because the factions are different it can pass this check in the code. Also that's also why if you grab these mobs who aren't really neutral, they get very upset with you most of the time and will retaliate or run away.

This is an easy fix. The reason I haven't fixed it is because I don't know which mobs should have bump noms on by default. Usually this is something left to the mapper but that can probably be very tedious to change. But if you are a mapper, especially in redgate worlds, you should consider setting all of your normally hostile mobs to at least have faction_bump_vore set to 1.

What you expected to happen

When walking into a mob with bump vore on, and that mob is normally hostile, it should do bump noms.

What actually happened

faction_bump_vore is set to 0 and because we're both "neutral" faction bump noms is prevented.

Steps to reproduce

  • Find any vore mob that can do bump vore.
  • Set its faction var to "neutral"
  • Attempt to bump them

This is actually intended functionality according to the code, it just might not make sense to players who are used to it being another way, hence me not being sure if this is a bug or an intentional feature that's just too broad or mappers don't know about.

Code Revision

7cff99b

Anything else you may wish to add:

I'd be happy to meticulously go through the code myself and check every single mob who is set to do bump noms and attempt to change them. I'll even add a toggle to the PET system to allow players to set it when they get their pet, so they can have their pet mob do bump noms if the mob is able to do bump noms in the first place. This could create lots of Fun™ for the server. And if it turns out to be not fun, it'll be easy to remove also.

So why don't I do this? You see I am a dunce and need to re-learn how to pull code off github to edit it.

Also I wanna make sure the changes are actually wanted before I start fiddling.

Walls have wrong girder type set[GENERAL]

Brief description of the bug

Eris/Bay type walls break into classic type girders when broken from damage or welded down

What you expected to happen

Bay walls break into bay girders, so when fixings walls, you dont need to take the whole girder down and rebuild it from scratch

What actually happened

Recent event left alot of girders, thought I could just re-steel them quickly but this made classic walls, which did not fit the rest of the ship's look

Steps to reproduce

  • Break down eris or bay wall type
  • re-apply steel sheet
  • classic wall

Anything else you may wish to add:

the right click sprite for the girders is champagne too
2024-06-14 20_20_56-Rogue Star_ Gronchy Mischief within the Vorelands

[BUG] Bluespace harpoon does not update vore bellies on mobs

Brief description of the bug

I tried to bluespace harpoon myself inside a fennec and it didn't update its tummy.

What you expected to happen

For the tummy to be full.

What actually happened

The sprite stayed the same.

Steps to reproduce

  • Set bluespace harpoon to transmit
  • Click fennec
  • Probably also a problem on other mobs, this is just how I noticed it

Code Revision

83b809a

Intercom Convo verb does not function as expected.

Brief description of the bug

Intercom Convo does not correctly relay conversations, regardless of conversation length.

What you expected to happen

Enter example text:
Some Guy|Hello guys, what's up?
5
Other Guy|Hey, good to see you.
5
Some Guy|Yeah, you too.

And then see it post appropriately to the selected radio channel

What actually happened

You passed 10 segments (senders+messages+pauses). You must pass a multiple of 3, minus 1 (no pause after the last message). That means a sender and message on every other line (starting on the first), separated by a pipe character (|), and a number every other line that is a pause in seconds. - Error from the game.

C-REG makes a broken frame when disassembled

Brief description of the bug

When disassembling a C-REG (hamster wheel generator), it produces a weird, broken frame.

What you expected to happen

When disassembling the C-REG, I expected it to become a normal frame, with the sprite and push object in the same space.

What actually happened

When placing a C-REG (hamster wheel generator) one space left of the yellow square on Rascal's Pass, it placed the C-REG too far to the left. After fully disassembling the C-REG, the sprite for the machine frame was to the left of an invisible object that appears to be the push center of the frame. To work on the machine frame, I still had to click on the frame sprite, but to move the frame around, I had to push or pull on the invisible object to the right of the sprite.

Steps to reproduce

  • (Step 1) Create C-REG (click steel in hand > frame parts > machine frame > C-REG chip, etc.)
  • (Step 2) Disassemble C-REG (screwdriver > crowbar > continue disassembling until just a frame)
  • (Step 3) Observe the weird broken frame. Play with it, mess with it, figure out WHY
  • Note: This may have to be done on Rascal's Pass after placing the frame for the C-REG one space to the left of the yellow box.

Anything else you may wish to add:

[GENERAL] Lattice + base plate floor causing pressure loss

Brief description of the bug

During construction, building the "floor tile" base plate required for laying down floors over lattice causes the room (or maybe general area) to lose pressure considerably for a split second, enough to cause vacuum related injuries. (I ruptured a lung, and took brute damage to limbs). This occurred on deck 3 above the bar, as well as the maints just south. Did not test if it happens on other decks. It does not reoccur when placing additional flooring over the plating. It does reoccur when deconstructing, and reconstructing the lattice + plating.

What you expected to happen

Not getting spaced while doing chill construction.

What actually happened

When placing down the lattice, nothing strange happens. When placing the base plate floor onto the lattice, the kpa drops for about a game tick and then returns to normal. See above for extra detail.

Steps to reproduce

  • (Step 1) Place lattice indoors, probably over a room.
  • (Step 2) Place base plate onto lattice
  • (and so on) die, or have a hardsui

[Investigate] Autosleever may not sanity check character selection

Brief description of the bug

(Observed on slightly older code, may have been fixed. Needs confirmation)
After death/digestion, if you have another character loaded in your player panel, and use the autoresleever, you will be resleeved as the currently selected character, not the character that died. This can be used to bypass job restrictions and gain unintended access, as well as permanently locking the job slot without an admin releasing the position.

What you expected to happen

When respawning, autosleever should perform a sanity check on the in-round character that died and attempt to revive them, rather than pulling from the player's currently-loaded slot.

Steps to reproduce

  • Play a character
  • Open your player preferences to load another character
  • Die via any means
  • Attempt to autosleeve
  • Respawn as the selected character, not the character you first joined in/died as

[GENERAL 515] Runtime in code/_helpers/logging.dm,160: The specified procedure could not be found.

Runtime in code/_helpers/logging.dm,160: The specified procedure could not be found. 
   proc name: log misc (/proc/log_misc)
   src: null
   call stack:
   log misc("Adding game mode Calamity (cal...")
   /datum/configuration (/datum/configuration): New()
   load configuration()
   /datum/global_init (/datum/global_init): New()
   world: ()
Runtime in code/_helpers/logging.dm,9: The specified procedure could not be found. 
   proc name: start log (/proc/start_log)

Runtime in code/_helpers/logging.dm,45: The specified procedure could not be found. 
   proc name: log debug (/proc/log_debug)

Runtime in code/_helpers/logging.dm,196: The specified procedure could not be found. 

[GENERAL] vore belly turned out to be united for everyone

Brief description of the bug

Vore bellies have for some reason combined for all characters, regardless of the new or old character

What you expected to happen

Each character has different settings of vore belly

What actually happened

vore belly turned out to be united for everyone

Steps to reproduce

Code Revision

Server revision: B:release D:
Commit: bdbfcb8d9c5488e0473a1fefabef762e1420936a

Anything else you may wish to add:

  • (Location if it's a mapping issue, screenshots, sprites, etc.)

Engineering Pupdozer lacks a crowbar

Engineering pupdozer borg module lacks crowbar

What you expected to happen

Select engineering borg, fix damage to ship

What actually happened

Select engineering borg, realise a lack of crowbar, sad emoji

Steps to reproduce

  • (Step 1) Select Engineering module
  • (Step 2) Crowbarless

[GENERAL] Space Deer lose belly interactions past first multi-stage stomach

Brief description of the bug

Despite having variables for escape and transfer chance in the code for space deer, only the rumen actually has those interaction chances. Struggling in any belly past the rumen only provides struggle text with no "You make no progress in escaping the space deer's [x]." text.
https://github.com/TS-Rogue-Star/Rogue-Star/blob/master/code/modules/mob/living/simple_mob/subtypes/vore/deer.dm

What you expected to happen

To be able to wiggle out at SOME point - code implies that it was intended to be escapable.

What actually happened

Every belly past the first lacks the "You make no progress in escaping the space deer's [x]." text which only shows up when interactions are enabled, resulting in the stomach being totally inescapable if you have digestion turned off (or using OOC escape).

Steps to reproduce

  • Turn digestion pref off, for demonstration purposes
  • Get ate by space deer
  • Wiggle until transferred or wait for autotransfer
  • Deer jail

Code Revision

[GENERAL] Skull Face markings not showing

Brief description of the bug

The Vulpkanin Skull Face and Unathi Skull Face body markings are not showing on characters. They are also not listed in the "Head and Face" section of the body markings.

What you expected to happen

The markings should be expected to show on characters.

What actually happened

The Unathi Skull Face marking has not been showing on a character that has had it previously, both in the character creator and in round. When I tried to apply it and the Vulpkanin Skull Face to a totally blank character with no features, it also did not show. Both times, the mark is applied in the body markings list but does not show any effect.

Steps to reproduce

  • (Step 1): Open the character setup.
  • (Step 2): Apply the Unathi Skull Face body marking or the Vulpkanin Skull Face body marking.
  • (Step 3): Watch as it does not show on the character.

[GENERAL] Sticking a "Pulsing Fruit" into a CondiMaster breaks it.

Brief description of the bug

Sticking a "Pulsing Fruit" into a Condimaster breaks it.

What you expected to happen

To stick the food in and be able to see what reagents it had, like I've done with foods and CondiMasters before.

What actually happened

I'd found a "Pulsing Fruit" from harvesting one of the glowing trees in that room above the Rascal's Pass bar/kitchen area, and I didn't want to eat it without knowing what was in it, so I decided to try sticking it in the CondiMaster.

Upon doing so, I received 2 messages:
You add the pulsing fruit to the machine.
You tear the pulsing fruit's sac open, pouring it into CondiMaster 3000.
When I then opened the CondiMaster's interface, it displayed like there was nothing in the machine, the "eject beaker" buttons were greyed out, there was no reagents in either buffer, etc.

But I couldn't stick another beaker in there because A pulsing fruit is already loaded into the machine. So it wasn't usable, and required an admin to delete and replace it.

Steps to reproduce

  • Find a glowing tree, and harvest it with a kitchen knife for a "Pulsing Fruit".
  • Try and stick it into the CondiMaster.
  • Try and interact with the now-bugged CondiMaster.

Code Revision

Server revision: B:release D:
Commit: af02a7fd801f5f36357c16bdbab3426f5ff72182

Anything else you may wish to add:

  • Looking at the code now, it seems that the fruit in question has a similar interaction to an egg when clicked on a container (which apparently the condimaster counted as); being broken open and the reagents inside being added to the container. Which then apparently makes you drop the fruit and deletes it, so that's why the condimaster didn't have anything...
  • Only partly related, but there was a "wabback tendrils" plant in the same area that also showed as "harvestable", which gave me an invisible undefined fruit.

[MAPPING] RD and HoP have access problem to EVA (Rascal Pass)

Brief description of the bug

It was experimentally found that for some reason, HoP and RD with access to Eva cannot open EVA room. Only Gateway room

What you expected to happen

RD and HoP can open EVA in Rascal Pass

What actually happened

RS and HoP can't open EVA in Rascal Pass

Code Revision

  • (Found using the "Show Server Revision" verb under the OOC tab.)

Anything else you may wish to add:

  • Rascal Pass map

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