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A repository for Space Station 13. Tegu Station is based on BayStation 12 codebase, with modifications, of course.

License: GNU Affero General Public License v3.0

Dockerfile 0.01% DM 95.99% JavaScript 0.44% CSS 0.36% HTML 1.35% Shell 0.13% Batchfile 0.01% Python 1.35% Java 0.35% Awk 0.01%
ss13 roleplay game space station space-station

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tegustation-bay12's Issues

[Runtime] sound_player.dm,229

Description of issue

N/A, runtime report

Difference between expected and actual behavior

N/A, runtime report

Steps to reproduce

N/A, very very very broad errors across different types of flooring.

Specific information for locating

## ERROR: Cannot read null.x - sound_player.dm - 229
## ERROR:

## ERROR: Cannot read null.x - sound_player.dm - 229
## ERROR: proc name: PrivUpdateListenerLoc (/datum/sound_token/proc/PrivUpdateListenerLoc)
source file: sound_player.dm,229
usr: null
src: /datum/sound_token (/datum/sound_token)
call stack:
/datum/sound_token (/datum/sound_token): PrivUpdateListenerLoc(the sparks (/obj/effect/sparks), the plating (113,103,4) (/turf/simulated/floor/plating), null)
Moved (/decl/observ/moved): raise event(the sparks (/obj/effect/sparks), the plating (113,103,4) (/turf/simulated/floor/plating), null)
the sparks (/obj/effect/sparks): forceMove(null)
the sparks (/obj/effect/sparks): forceMove(null)
the sparks (/obj/effect/sparks): Destroy(0)
the sparks (/obj/effect/sparks): Destroy(0)
the sparks (/obj/effect/sparks): Destroy(0)
the sparks (/obj/effect/sparks): Destroy(0)
qdel(the sparks (/obj/effect/sparks), 0)
/datum/callback (/datum/callback): InvokeAsync()
Timer (/datum/controller/subsystem/timer): fire(0)
Timer (/datum/controller/subsystem/timer): ignite(0)
Master (/datum/controller/master): RunQueue()
Master (/datum/controller/master): Loop()
Master (/datum/controller/master): StartProcessing(0)

Length of time in which bug has been known to occur

Likely multiple rounds or revisions, can check logs if necessary.

Client version, Server revision & Game ID

Runtime logs, cdt-auxL

Issue bingo

  • Issue could be reproduced at least once
  • Issue could be reproduced by different players
  • Issue could be reproduced in multiple rounds
  • Issue happened in a recent (less than 7 days ago) round
  • Couldn't find an existing issue about this

"wildlife simulation" on emagged holodeck doesn't work

Description of issue

After emagging the holodeck console and trying to use the "wildlife simulation" option that appears, nothing happens. Loading a different default preset and then pressing the wildlife simulation button appears to reset the holodeck to it's default "off" state.

Difference between expected and actual behavior

I'm new to traitoring on baycode so I'm not sure what exactly this is supposed to do normally, but I'd assume it's supposed to actually have an effect. Worth noting that other aspects of an emagged holodeck, namely holo weapons doing real damage, seem to be functioning correctly.

Steps to reproduce

Just emag the holodeck and try to use the "wildlife simulation" option that appears.

Length of time in which bug has been known to occur

Unknown, only tested it the first time earlier yesterday.

Client version, Server revision & Game ID

Client version 514.1571

Issue bingo

  • Issue could be reproduced at least once
  • Issue could be reproduced by different players
  • Issue could be reproduced in multiple rounds
  • Issue happened in a recent (less than 7 days ago) round
  • Couldn't find an existing issue about this

Crew transfer vote factor does not work with one person

Description of issue

Because the crew transfer factor is below 1 when the round is less than 2 hours long, if only one person is on the server and they vote to transfer, the game will not consider it as a vote and so continue the round.

Difference between expected and actual behavior

Since the only person on the server wants to transfer, it should count their vote and initiate said transfer, otherwise they are stuck until 2 hours have passed.

Steps to reproduce

Self-explanatory.

Specific information for locating

/datum/vote/transfer/handle_default_votes in code/datums/vote/transfer.dm.

Length of time in which bug has been known to occur

Judging by the git blame, 3 years.

Client version, Server revision & Game ID

Current versions across the board; game ID irrelevant.

Issue bingo

  • Issue could be reproduced at least once
  • Issue could be reproduced by different players
  • Issue could be reproduced in multiple rounds
  • Issue happened in a recent (less than 7 days ago) round
  • Couldn't find an existing issue about this

You don't fall when walking on a catwalk in high heels.

Description of issue

You don't fall when walking on a catwalk in high heels.

Difference between expected and actual behavior

You don't fall when walking on a catwalk in high heels.

Steps to reproduce

  1. Wear high heels.
  2. Step on the catwalk.
  3. Anger.

Specific information for locating

Catwalk.

Length of time in which bug has been known to occur

For eternity

Client version, Server revision & Game ID

Everything.

Issue bingo

  • Issue could be reproduced at least once
  • Issue could be reproduced by different players
  • Issue could be reproduced in multiple rounds
  • Issue happened in a recent (less than 7 days ago) round
  • Couldn't find an existing issue about this

OOC input box has wrong text

Description of issue

The input box for an OOC message has "Toggle Dead OOC.", which is likely not intentional.

image

Difference between expected and actual behavior

It should not have such a description.

Steps to reproduce

Self-explanatory.

Specific information for locating

A cursory search in the repository shows that the only text match is /datum/admins/proc/toggleoocdead(), which makes little sense. However, it may be related.

Length of time in which bug has been known to occur

Unknown exactly, but I have always seen it and only cared now to post it.

Client version, Server revision & Game ID

Client Version: 513
Server Revision: Revision Unknown
Game ID: cdQ-c802
Current map: SEV Torch

Issue bingo

  • Issue could be reproduced at least once
  • Issue could be reproduced by different players
  • Issue could be reproduced in multiple rounds
  • Issue happened in a recent (less than 7 days ago) round
  • Couldn't find an existing issue about this

Head of staff hardsuits do not fit Unathi

Description of issue

The head of staff hardsuits available in the auxiliary EVA storage do not fit unathi because of their digitigrade legs, and are thus unwearable. It is possible this also extends to skrell.

Difference between expected and actual behavior

Given that unathi can be heads of staff now, it makes sense that they can wear the hardsuits intended for them.

Steps to reproduce

Self-explanatory.

Specific information for locating

Likely the issue that the boots are not designed for digitigrade feet. The medical EVA hardsuit works for plantigrade and digitigrade, and the appropriate behavior can likely be taken from there.

Length of time in which bug has been known to occur

Probably forever, but only became an issue after #12.

Client version, Server revision & Game ID

Client Version: 513
Server Revision: Revision Unknown
Game ID: ccB-de4c
Current map: SEV Torch

Issue bingo

  • Issue could be reproduced at least once
  • Issue could be reproduced by different players
  • Issue could be reproduced in multiple rounds
  • Issue happened in a recent (less than 7 days ago) round
  • Couldn't find an existing issue about this

Markup is not properly sanitized in records

Description of issue

If you don't properly close a markup in one section of your crew records, it carries on to the rest of the record beneath it, including other sections. Example, where there is no closing [small] tag after the artist credit:

image

This can also happen to any nanoUI window, though it is the most pronounced here.

Difference between expected and actual behavior

Markup should be sanitized/closed at the end of each section to avoid things like this.

Steps to reproduce

Create records/a nanoUI window. Make an opening markup tag like [small] and don't close it. Watch the chaos.

Specific information for locating

Length of time in which bug has been known to occur

Probably forever, given the nature of the bug.

Client version, Server revision & Game ID

Client Version: 513
Server Revision: Revision Unknown
Game ID: ccI-aQpF
Current map: SEV Torch

Issue bingo

  • Issue could be reproduced at least once
  • Issue could be reproduced by different players
  • Issue could be reproduced in multiple rounds
  • Issue happened in a recent (less than 7 days ago) round
  • Couldn't find an existing issue about this

giant spiders are able to leap in space

Description of issue

Giant spiders can perform their leap attack in space, despite otherwise lacking any EVA movement capabilities.

Difference between expected and actual behavior

Ideally there'd be a check for solid ground beneath the mob before the leap is performed. If you're trying to kite the mob out a window or door into space (like on the yacht away site), them being able to reverse course and attack you is very counterintuitive.

Steps to reproduce

Just go to an area with giant spiders in space (the yacht away site is the best for this) and let them aggro on you. At any point you're in space, they'll try to chase and float away until they leap at you while floating in vacuum.

Length of time in which bug has been known to occur

Unknown, but as I don't believe simple mob behavior has been changed anytime recently, probably for quite some time.

Client version, Server revision & Game ID

Client version is 514.1571
Server revision unknown

Issue bingo

  • Issue could be reproduced at least once
  • Issue could be reproduced by different players
  • Issue could be reproduced in multiple rounds
  • Issue happened in a recent (less than 7 days ago) round
  • Couldn't find an existing issue about this

Improve turbolift documentation

Description of issue

https://github.com/vlggms/tegustation-bay12/blob/dev/code/modules/turbolift/_turbolift.dm
this documentation sucks; namely it doesnt point out two things you have to codedive/check debug logs and runtimes for when it breaks after the fact.

  1. each floor needs a different area type or it wont work with a runtime thrown
  2. each area needs to be a subtype of /area/turbolift or it wont work with a debug log thrown
  3. its kind of obvious but it should be more clear that you have to varedit in the map the areas_to_use and depth of the turbolift_map_holder for it to work

Departmental memo descriptive text is black

Description of issue

When examining a department memo, the text is black instead of colored like it should be.

Difference between expected and actual behavior

The text should be white, or some readable color.

Steps to reproduce

Examine a departmental memo.

Specific information for locating

maps\torch\items\memos.dm

Length of time in which bug has been known to occur

Unknown.

Client version, Server revision & Game ID

Client Version: 513
Server Revision: Revision Unknown
Game ID: cdH-dfx0
Current map: SEV Torch

Issue bingo

  • Issue could be reproduced at least once
  • Issue could be reproduced by different players
  • Issue could be reproduced in multiple rounds
  • Issue happened in a recent (less than 7 days ago) round
  • Couldn't find an existing issue about this

c4 doesn't detonate welding fuel tanks

Description of issue

C4 doesn't detonate welding fuel tanks, either when placed on the same tile or directly adjacent.

Difference between expected and actual behavior

Given that a single pistol round will immediately detonate a welding fuel tank, I would expect C4 that can destroy walls and doors to do the same.

Steps to reproduce

Just place C4 by a welding fuel tank. At the time I was only messing with signaler-triggered C4, but I can't imagine detonating via timer would change anything.

Length of time in which bug has been known to occur

Unknown, only tested it earlier today.

Client version, Server revision & Game ID

Client version is 514.1571, server revision shows unknown for me.

Issue bingo

  • Issue could be reproduced at least once
  • Issue could be reproduced by different players
  • Issue could be reproduced in multiple rounds
  • Issue happened in a recent (less than 7 days ago) round
  • Couldn't find an existing issue about this

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