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License: GNU Affero General Public License v3.0

Batchfile 0.02% Dockerfile 0.02% DM 85.20% HTML 4.38% JavaScript 5.06% Shell 0.10% CSS 0.18% TypeScript 3.25% SCSS 0.84% Python 0.59% C++ 0.06% PowerShell 0.03% Java 0.28%

cmss13-pve's Introduction

CM-SS13


Discord Code docs Website Game Wiki


Important

CM-SS13-PVE cannot be compiled exclusively using BYOND - you must use our build tool. Firstly, you need to install BYOND, and run the bin/server.cmd file to start the server. You can learn more in our Installation Guide. Building colonialmarines in DreamMaker directly is now deprecated and will cause errors.

CM-SS13-PVE is a fork of CM-SS13 based on Space Station 13, made in BYOND. CM-SS13-PVE has wildly adapted the SS13 model into a tactical roleplay-based players-versus-AI game. AI code from: https://github.com/Watermelon914/cw-ss13

Useful Links

Tip

Want to contribute for the first time but unsure where to start? Take a look at our community maintained Guide to Contributing!

This guide will get you set up with a Visual Studio Code development environment, complete with BYOND debugger, which will allow you to contribute back to this repository.

This is our canonical, maintainer-maintained contributing guide, which contains information on our maintainer team structure and pull request rules.

Our standards documents details how to structure your code to comply with CM-SS13 code standards, and provides some information on DreamMaker quirks.

The styles document tells you how to style your code to match the rest of the code in our codebase.

All new interfaces in CM must be created using tgui - this document will help get you set up for tgui development.

Licenses

AGPLv3 license

The code for CM-SS13-PVE is licensed under the GNU Affero General Public License v3. All code is assumed to be licensed under AGPL v3 unless stated otherwise by file header, or this document.

Creative Commons 3.0 BY-SA

Assets including icons and sound are under the Creative Commons 3.0 BY-SA license unless otherwise indicated. Authorship for assets including art and sound under the CC BY-SA license is defined as the active development team of CM-SS13-PVE unless stated otherwise (by author of the commit).

GPLv3 license

Commits before 9a001bf520f889b434acd295253a1052420860af on Mon, 14 Sep 2020 09:13:32 +0000 are assumed to be licensed under GNU General Public License v3 and can be used in closed source repositories.

cmss13-pve's People

Contributors

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cmss13-pve's Issues

Maintinance jack has no attack cooldown when attacking resin walls

Testmerges

bf56402

Round ID

1583

Description of the bug

Maintenance jack has no click cooldown when it comes to resin walls allowing them to instantly destroy them
https://youtu.be/7vlosS-8KJc

What's the difference with what should have happened?

I should not be able to destroy a wall in 2 seconds

How do we reproduce this bug?

  1. Grab a maintenance jack
    2.attack a resin wall fast

...

Issue Bingo

Dummies show up on radio backpack

Testmerges

#64: 'Hotfix canmove' by morrowwolf at commit 84db018ff2
#72: 'Projectile smooth movement' by Doubleumc at commit 52c021137b

Round ID

229 on red

Description of the bug

image

What's the difference with what should have happened?

they shouldn't be there

How do we reproduce this bug?

  1. get radio backpack
  2. go to marine section
  3. look
    ...

Issue Bingo

Scooped up mobs can't hear anything from their environment

Testmerges

Doubt those are relevant

Round ID

Ditto

Description of the bug

Sune said he couldn't hear anything around him when he played as a cat and got scooped up
Probably because held mobs get put in a holder item that then gets put in the mob
Locker code has a proc that could be used here, but I don't quite know how to replicate this bug by myself on a local host to try and fix it so I'll leave this here as a reminder

What's the difference with what should have happened?

Should be able to hear

How do we reproduce this bug?

  1. get picked up
  2. ???
  3. Hearing loss

Issue Bingo

AI impacts server performance when can't reach target

Testmerges

N/A

Round ID

No response

Description of the bug

When an AI-controlled xeno is unable to reach its target it consumes a very large chunk of server performance.

image
image
image

What's the difference with what should have happened?

Three AI xenos should not consume an outsized amount of server performance.

How do we reproduce this bug?

  1. Place a target in an isolated, unreachable location.
  2. Place an AI xeno such that it cannot reach the target, but has a large area to pathfind in.
  3. Observe performance impact.

Issue Bingo

Carrier AI issue

Testmerges

There were a few but I do not recall which besides Rock's new game mode being one of them

Round ID

No response

Description of the bug

Bug discovered in on-going rounds where the carrier AI has been utilized (although they are rare). Clicking on the carrier as a observer allows you to take control of a human facehugger. I noticed this in an on-going round on Rock's new map and was in fact able to take over as a facehugger in an on-going PVE round, though I made sure to die immediately as it is unintended.

What's the difference with what should have happened?

We don't want human xenos unless it's a pre-planned GM thing, obviously.

How do we reproduce this bug?

  1. Observe in an on-going round
  2. Sprite click on a carrier
  3. Accept to become a player controlled hugger
  4. You are now gaming harder than intended

Issue Bingo

Walkman is not work

Testmerges

i forgor

Round ID

i forgor

Description of the bug

It won't play anything

What's the difference with what should have happened?

it shouldve played music

How do we reproduce this bug?

1.buy walkman
2.insert caset
3.yes
...

Issue Bingo

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