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License: GNU Affero General Public License v3.0

Batchfile 0.01% Dockerfile 0.02% Python 0.96% DM 94.18% HTML 0.20% Shell 0.10% CSS 0.04% JavaScript 2.07% PowerShell 0.03% TypeScript 1.63% SCSS 0.55% C# 0.05% C++ 0.04% PHP 0.11%

mojave-sun-13's Introduction

/tg/station codebase

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

resentment resentment forinfinityandbyond

Mojave Sun is a post-apocalyptic SS13 server based on modern /tg/station.

DOWNLOADING

Downloading

Running on the server

Maps and Away Missions

❗ How to compile ❗

On 2021-01-04 we have changed the way to compile the codebase.

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 now 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

Documenting your code

Policy configuration system

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 API 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 icons under the mojave directory are under a Creative Commons 3.0 BY-NC-SA license. All DMI files are also licensed under GNU AGPL v3.

All other assets, including icons and sound, not inside the mojave directory are under a Creative Commons 3.0 BY-SA license unless otherwise indicated.

mojave-sun-13's People

Contributors

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mojave-sun-13's Issues

Bleeding turfs need to be figured out Desert/Snow/Cave

The current implementation scar added busted a bunch of stuff. Shifts decals around and just scuffs up the whole map. On the plus side, we know that the turfs look good now, at least. So there's a positive. Scar mentioned the solution of using it as an overlay instead, but I brought up the fact that it'll give our maps on average about a ten seconds longer in initialize times.

Shutters lack sound

As per the title...

Shutters should have sound. They don't play it though for some reason. fix it!!

Ghost PA

It's mentioned in #520, but basically the PA icon stays on your HUD in very weird circumstances even after you exit it and until you put something else on in your suit slot. It can no longer be interacted with to duplicate, thank God, and it doesn't seem to have any effect from what I could see, but it looks very strange and we should fix it whenever possible.

No storage icon for melee on belt, possibly on back too

Once again basically title. Melee weapons shart out because they try to search for a non-existent belt slot storage sprite. Potentially also applies to back and suit slot.

Not even sure we have sprites for these. If we don't have them by closed beta testing we should just boof the melee trying to search for storage entirely.

Reproduction:

Spawn melee weapon, put it on your belt. Observe GMod checkerboard error texture.

Guns slowdown while in belt slot or on back

Basically the title, not intended at all. We may have to change how we handle gun slowdown AGAIN.

Reproduction:

Put a gun on your back or belt, walk. Thankfully doesn't apply to suit storage.

Disassembling items in inventory causes weirdness to happen.

Reporting client version: 514.1589

Round ID:

140

Testmerges:

Reproduction:

I had an alarm clock in my backpack, and had used a screwdriver on it to disassemble it. What happened was all the components from the alarm clock were forced into 1 inventory square (effectively keeping a 1x5 square of resources into one slot) and then when the components were dropped, they had the inventory sprites still on them.

  1. Get object that can be disassembled for scrap (in my case, i had used an alarm clock)
  2. Disassemble said item in your backpack (I had used a military dufflebag in my case)
  3. See the weirdness for yourself.

Randomise character button dosent work

The Randomise character button and potentially the "always randomise on start" buttons do not work, they do nothing but refresh the screen when pressed.

Tested on multiple older branches, same issue.

Suggestion: New Raider role Cook(Honorary Cook-Cook)

A raider role specifically for gathering/cooking food.

It's actually pretty hard getting random raiders to go out and gather/cook food so it'd be nice to have a Raider role specifically for it.
Maybe even give them a Flamer like weapon when those come.

Bullets can Fill Space with Nothing inside Storage

Round ID: Most recent test(I dunno the ID)

Testmerges:

Reproduction:

Grab a single bullet, place it into backpack. Grab another single bullet so it's in-hand.
Create a stack by using the in-hand bullet on the single bullet in the backpack.
You now have a stack of 2 bullets in-hand, and a Filled Empty space in the backpack where the bullet was.
You cannot put anything on the empty space, but you can fix this by splitting the bullet stack back up.

Implement rolling upstream updates

Mirror-bot is unsustainable for our small team (Kosh is the only person doing it, because he beautiful man)

New solution

New branch - "Upstream-Staging"
Every month (week if PR is automated):

  • Merge Master into Upstream-Staging
  • Pull TG into Upstream-Staging, with full commit history.
  • Fix any conflicts and hopefully catch any bugs that arise
  • Tag Master branch with format YY.MM.AB.R (Year, month, Alpha/Beta, Revision)- i.e 21.12.A.2 is the second revision for the alpha release, in December 2021
  • Make a PR from Upstream-Staging to Master, SQUASH (full history is kept in U-S branch)

To get to this stage, we need to

  • Nuke Mirror-Bot
  • Nuke Mirror PRs
  • Configure Github Actions for rolling weekly updates (optional)
    • This should make instability more manageable
  • Hopefully nothing else

Edged Weapon Sounds

Currently (from what I tested) edged weapons only one one type of attack sound, but this also happens to be a fleshy type sound, which would make sense if you were stabbing someone, however it also plays the same sound for any other instance, e.g., attacking a wall or door. I also noticed that it plays both the generic sound and the flesh penetration sound when you attack an object.

Radios are quite bugged

I wish I could offer more in depth details, but radios will seemingly cease to work at random points in a round for random reasons and the radios affected are fairly random.

Examples include the BoS being unable to contact the person inside the gatehouse on the radio from literally right outside the gatehouse. The NCR LT being unable to contact their away team or radiomen. Messages seemingly just get sent into the void and then everyone is left confused and frustrated because they think they're being ignored or that everyone else is dead.

Telecomms may be a reason/cause for this, and having an actually properly set up telecomms would probably do us good. Otherwise I'm not really sure where to begin with fixing this as the issue itself is hard to fully understand.

It's worth pointing out this bug has been present since at least our first closed Alpha Test, so basically like 5-6 months. Which means the most recent TG radio refactor is not, at least directly, the cause for the buggy behavior most likely.

Bandages can be cut into TG cloth due to being a gauze subtype

Just as the title says.

/obj/item/stack/medical/gauze/attackby(obj/item/I, mob/user, params) if(I.tool_behaviour == TOOL_WIRECUTTER || I.get_sharpness()) if(get_amount() < 2) to_chat(user, span_warning("You need at least two gauzes to do this!")) return new /obj/item/stack/sheet/cloth(user.drop_location()) user.visible_message(span_notice("[user] cuts [src] into pieces of cloth with [I]."), \ span_notice("You cut [src] into pieces of cloth with [I]."), \ span_hear("You hear cutting.")) use(2) else return ..()

Sick formatting

Pop up windows not working on BYOND 515.1621

Reporting client version: 514.1589

Round ID:

251

Testmerges:

Reproduction:

  1. Download and install BYOND 515.1621 at https://www.byond.com/download/
  2. Launch Mojave Sun
  3. Click the "Character Setup" Button
  4. Ta-da! An empty white window will appear (Normal), but then instead of loading into the character setup, it will dissapear.

-I believe the BYOND version is to blame because I reinstalled 514.1589, ran it with that, and it works fine.

Roundstart spent bullet casings missing storage Sprite

Round ID:

Been like this for a couple tests now, but still in the most recent test.

Testmerges:

Reproduction:

Find spent shellcasings that spawn roundstart. They seem to be generic and don't belong to any caliber.
Pick one up.
Realize there is no storage sprite and it's invisible.
Accidentally place it into your backpack and wonder why you can't put an item over a space.

Gun reload icon states don't appear at all

As the title says, regardless of loading state, the icon remains the base icon. I haven't looked into this at all yet, and i've tested about a half dozen guns as I was playing around and they were all busted.

Ghosts jitter uncontrollably if you orbit once

Round ID: N/A

Testmerges: N/A

Reproduction:

Step 1: Be a ghost
Step 2: Click on anything that makes the ghost orbit
Step 3: ???
Step 4: Congratulations, now your ghost permanently has a seizure!
image

T-51 Power Armor Duplication Bug

Reproduction

  1. Take off the power armor.
  2. Although my character is not wearing power armor anymore, power armor icon is still there in inventory.
  3. Alt click the power armor icon in inventory.
  4. Gets teleported to location of OG power armor and now you are wearing power armor without helmet, while OG power armor is still there.

Crafting element is broken!

As the title says, it's nonfunctioning. Set up correctly, according to Scar.

It will play the sound, but spit out an error on the do_after_interactive proc /obj/item/ms13/component/cell/var/do_afters

[19:18:38] Runtime in interactive.dm, line 16: undefined variable /obj/item/ms13/component/cell/var/do_afters proc name: do after interactive (/proc/do_after_interactive) usr: ProfessorPopoff/(Max Hegarty) usr.loc: (wasteland (146,122,3)) src: null call stack: do after interactive(the fusion cell (/obj/item/ms13/component/cell), 100, the light bulb (/obj/item/light/ms13/bulb), 0, 1, null, the light bulb (/obj/item/light/ms13/bulb), 1, 10, "mojave/sound/ms13effects/craft...", /obj/effect/hallucination/simp... (/obj/effect/hallucination/simple/progress_focus/skillcheck)) the light bulb (/obj/item/light/ms13/bulb): StartCraftingAtom(Max Hegarty (/mob/living/carbon/human), the fusion cell (/obj/item/ms13/component/cell), /list (/list)) the light bulb (/obj/item/light/ms13/bulb): craft recipes(the fusion cell (/obj/item/ms13/component/cell), Max Hegarty (/mob/living/carbon/human), /list (/list), null) the light bulb (/obj/item/light/ms13/bulb): craft(Max Hegarty (/mob/living/carbon/human), the fusion cell (/obj/item/ms13/component/cell)) the fusion cell (/obj/item/ms13/component/cell): melee attack chain(Max Hegarty (/mob/living/carbon/human), the light bulb (/obj/item/light/ms13/bulb), "icon-x=16;icon-y=18;left=1;scr...") Max Hegarty (/mob/living/carbon/human): ClickOn(the light bulb (/obj/item/light/ms13/bulb), "icon-x=16;icon-y=18;left=1;scr...") the light bulb (/obj/item/light/ms13/bulb): Click(the sidewalk (146,121,3) (/turf/open/floor/plating/ms13/ground/sidewalk), "mapwindow.map", "icon-x=16;icon-y=18;left=1;scr...") ProfessorPopoff (/client): Click(the light bulb (/obj/item/light/ms13/bulb), the sidewalk (146,121,3) (/turf/open/floor/plating/ms13/ground/sidewalk), "mapwindow.map", "icon-x=16;icon-y=18;left=1;scr...")

World Icon Overlays

Blood overlays (and maybe other overlays) do not update properly when used with the world_icon component, parts of that need to be put into the blood decal element by someone who knows what theyre doing.

Medical supply/element runtime

I can't exactly explain it because I don't necessarily understand it. But as you can see in the pastebin , Compilation spits our errors for medical supplies in regards to the world icon element.

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