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ftl13's Introduction

FTL13

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Website: http://www.ftl13.com
Code: https://github.com/FTL13/FTL13
Wiki http://ftl13.com/wiki/index.php/Main_Page
Discord: http://www.discord.me/ftl13

DOWNLOADING

There are a number of ways to download the source code. Some are described here, an alternative all-inclusive guide is also located at http://www.ftl13.com/wiki/index.php/Downloading_the_source_code

Option 1: Follow this: http://www.ftl13.com/wiki/index.php/Setting_up_git

Option 2: Install GitHub::windows from http://windows.github.com/ It handles most of the setup and configuraton of Git for you. Then you simply search for the tgstation repository and click the big clone button.

Option 3: Download the source code as a zip by clicking the ZIP button in the code tab of https://github.com/FTL13/FTL13/

First-time installation should be fairly straightforward. First, you'll need BYOND installed. You can get it from http://www.byond.com/. Once you've done that, extract the game files to wherever you want to keep them. This is a sourcecode-only release, so the next step is to compile the server files. Open ftl13.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 ftl13.dmb (DEBUG mode)
ftl13.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. If problems persist, ask for assistance in irc://irc.rizon.net/coderbus

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, except Extended, as they have various issues and aren't currently being tested, so they may have unknown and bizarre bugs. Extended is essentially no mode, and isn't in the Secret rotation by default as it's just not very fun.

You'll also want to edit config/admins.txt to remove the default admins and add your own. "Game Master" is the highest level of access, and probably the one you'll want to use for now. You can set up your own ranks and find out more in config/admin_ranks.txt

The format is

byondkey = Rank

where the admin rank must be properly capitalised.

Finally, to start the server, run Dream Daemon and enter the path to your compiled ftl13.dmb file. Make sure to set the port to the one you specified in the config.txt, and set the Security box to 'Safe'. Then press GO and the server should start up and be ready to join. It is also recommended that you set up the SQL backend (see below).

If you'd like a more robust server hosting option for tgstation and its derivatives. Check out our server tools suite at https://github.com/tgstation/tgstation-server

UPDATING

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

Then, extract the new files (preferably into a clean directory, but updating in place should work fine), copy your /config and /data folders back into the new install, overwriting when prompted except if we've specified otherwise, and recompile the game. Once you start the server up again, you should be running the new version.

MAPS

/tg/station currently comes equipped with three maps.

All maps have their own code file that is in the base of the _maps directory. Maps are loaded dynamically when the game starts. Follow this guideline when adding your own map, to your fork, for easy compatibility.

The map that will be loaded for the upcoming round is determined by reading data/next_map.json, which is a copy of the json files found in the _maps tree. If this file does not exist, the default map from config/maps.txt will be loaded. Failing that, tgstation2 will be loaded. If you want to set a specific map to load next round you can use the Change Map verb in game before restarting the server or copy a json from _maps to data/next_map.json before starting the server. Also, for debugging purposes, ticking a corresponding map's code file in Dream Maker will force that map to load every round.

If you are hosting a server, and want randomly picked maps to be played each round, you can enable map rotation in config.txt and then set the maps to be picked in the maps.txt file.

Anytime you want to make changes to a map it's imperative you use the Map Merging tools

AWAY MISSIONS

/tg/station supports loading away missions however they are disabled by default.

Map files for away missions are located in the _maps/RandomZLevels directory. Each away mission includes it's own code definitions located in /code/modules/awaymissions/mission_code. These files must be included and compiled with the server beforehand otherwise the server will crash upon trying to load away missions that lack their code.

To enable an away mission open config/awaymissionconfig.txt and uncomment one of the .dmm lines by removing the #. If more than one away mission is uncommented then the away mission loader will randomly select one the enabled ones to load.

SQL SETUP

The SQL backend requires a MySQL server. SQL is required for the library, stats tracking, admin notes, and job-only bans, among other features, mostly related to server administration. Your server details go in /config/dbconfig.txt, and the SQL schema is in /SQL/tgstation_schema.sql and /SQL/tgstation_schema_prefix.sql depending on if you want table prefixes. More detailed setup instructions are located here: http://www.ftl13.com/wiki/index.php/Downloading_the_source_code#Setting_up_the_database

IRC BOT SETUP

Included in the repository is a python3 compatible IRC bot capable of relaying adminhelps to a specified IRC channel/server, see the /bot folder for more

CONTRIBUTING

Please see CONTRIBUTING.md

LICENSE

All code after commit 333c566b88108de218d882840e61928a9b759d8f on 2014/31/12 at 4:38 PM PST (https://github.com/FTL13/FTL13/commit/333c566b88108de218d882840e61928a9b759d8f) is licensed under GNU AGPL v3 (http://www.gnu.org/licenses/agpl-3.0.html).

All code before commit 333c566b88108de218d882840e61928a9b759d8f on 2014/31/12 at 4:38 PM PST (https://github.com/FTL13/FTL13/commit/333c566b88108de218d882840e61928a9b759d8f) is licensed under GNU GPL v3 (https://www.gnu.org/licenses/gpl-3.0.html). (Including tools unless their readme specifies otherwise.)

See LICENSE-AGPLv3.txt and LICENSE-GPLv3.txt for more details.

tgui clientside is licensed as a subproject under the MIT license. Font Awesome font files, used by tgui, are licensed under the SIL Open Font License v1.1 tgui assets are licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.

See tgui/LICENSE.md for the MIT license. See tgui/assets/fonts/SIL-OFL-1.1-LICENSE.md for the SIL Open Font License.

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

ftl13's People

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ftl13's Issues

No gibber in kichen

Problem Description:No gibber in kichen

What did you expect to happen: I expected there was a gibber in the kichen

What happened instead:There was no gibber in the kichen

**Why is this bad/What are the consequences:**Now I can't make human monkey meat.

Steps to reproduce the problem:
adding the gibber to the map

Possibly related stuff (which gamemode was it? What were you doing at the time? Was
anything else out of the ordinary happening?)
: There was no frier too

when opening cargo console but did not dock with station x button for window closing disappearing

Problem Description:
when opening cargo console but did not dock with station x button for window closing disappearing

What did you expect to happen:
i expected to see empty window WITH x button for closing window

What happened instead:
empty window WITHOUT x button for closing window

Why is this bad/What are the consequences:
Can't close window so i have to walk away without seeing anything for windows to close

Steps to reproduce the problem:
make x appear

Some air alarms start unlocked.

This is my fault, I copied instances from tgstation map when adding atmos and must of used the unlocked versions of the air alarms.

yellow pipes in atmos

Problem Description:
they are useless only thing they do is send gases into scrubbers pipe and gases will be filtered again so gases won't go anywhere and stay in chambers

What did you expect to happen:
there should be mixing chamber and pumps leading to air supply pipes

What happened instead:
yellow pipes are useless

Why is this bad/What are the consequences:
traitors can't fuck up ship

Ship needs fire extinguishers.

Problem Description:
Ship needs fire extinguishers. Maybe in main hallways for easy access.

What did you expect to happen:
Why do you think this is a bug?

What happened instead:
How is what happened different from what you expected?

Why is this bad/What are the consequences:
Why do you think this is an important issue?

Steps to reproduce the problem:
The most important section. Review everything you did leading up to causing the issue.

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

Missing a sink in kitchen

Problem Description:
missing a sink in kitchen

What did you expect to happen:
Why do you think this is a bug?

What happened instead:
How is what happened different from what you expected?

Why is this bad/What are the consequences:
Why do you think this is an important issue?

Steps to reproduce the problem:
The most important section. Review everything you did leading up to causing the issue.

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

Whenever the lasers are fired, the enemy ship absorbs it and extends the shields BEYOND the max capacity.

Problem Description
What is the problem? Look at title

What did you expect to happen:
Why do you think this is a bug? Because everyone and their mom thinks that, and I believe the developers would not have the intent to make it impossibly difficult to take down a ship.

What happened instead
How is what happened different from what you expected? I expected the shield percentages to come down, then we would fire the torpedoes, then we could have a happy-go-lucky time looting the shit out of the syndies.

Why is this bad/What are the consequences:
Why do you think this is an important issue? Because you can't even destroy the ship you're after, and also it leads to the point where you cannot escape the ship (that's a whole different bug though)

Steps to reproduce the problem:
The most important section. Review everything you did leading up to causing the issue.

We jumped planet to planet, star system to star system trying to reach syndie territory, the torpedoes were pre-loaded, though, and then we fire the lasers onto the ship's shield, it gets stronger, and then we're fucked.

Possibly related stuff (which gamemode was it? What were you doing at the time? Was
anything else out of the ordinary happening?)
: Anything else you can tell us. The gamemode was extended, and also hallucinations were happening, and I GUESS there was a lighting glitch whenever the ship went to FTL speed and whenever it stopped.

also I know that the devs know but they told me to report it ;(

Access is screwed up across the board.

Based on some of the adminhelps I got and personal experienced, there are some really crazy things happening with access. The boozemat was fixed, but I noticed some others, there may be more

-Kitchen public doors don't open for the CMO
-Security doors don't open for the captain
-HoP desk doesn't open for the captain

There are probably more.

Permissions panels admins are not saving

Problem Description:
Permission panel admins are not saving on MySQL

What did you expect to happen:
For permissions panel admins to save on the mysql database

What happened instead:
I have to readd the admins every round

Why is this bad/What are the consequences:
Because then admins can't do admin things

Steps to reproduce the problem:

  1. Add admins with perms panel
  2. Restart server
  3. They're not there next round.

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

Detectives closet access is broken.

Problem Description:
Not even the captain had access to detectives closet.

What did you expect to happen:
Why do you think this is a bug?

What happened instead:
How is what happened different from what you expected?

Why is this bad/What are the consequences:
Why do you think this is an important issue?

Steps to reproduce the problem:
The most important section. Review everything you did leading up to causing the issue.

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

Engineering Vendor won't vend for engineering

Problem Description:
What is the problem?
Engineering Engivendor does not allow engineers access to it by default
What did you expect to happen:
Why do you think this is a bug?
The engineering vendor should work for engineers
What happened instead:
How is what happened different from what you expected?
^
Why is this bad/What are the consequences:
Why do you think this is an important issue?
It makes us have to hack it and make it work for everyone
Steps to reproduce the problem:
The most important section. Review everything you did leading up to causing the issue.

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

Pipenet errors

## WARNING: build_pipeline(): /obj/machinery/atmospherics/pipe/simple/supply/hidden added to a pipenet while still having one. (pipes leading to the same spot stacking in one turf) Nearby: (125, 100, 1)
## WARNING: build_pipeline(): /obj/machinery/atmospherics/pipe/simple/supply/hidden added to a pipenet while still having one. (pipes leading to the same spot stacking in one turf) Nearby: (123, 100, 1)
## WARNING: build_pipeline(): /obj/machinery/atmospherics/pipe/simple/supply/hidden added to a pipenet while still having one. (pipes leading to the same spot stacking in one turf) Nearby: (126, 100, 1)
## WARNING: build_pipeline(): /obj/machinery/atmospherics/pipe/simple/supply/hidden added to a pipenet while still having one. (pipes leading to the same spot stacking in one turf) Nearby: (124, 100, 1)
## WARNING: build_pipeline(): /obj/machinery/atmospherics/pipe/simple/supply/hidden added to a pipenet while still having one. (pipes leading to the same spot stacking in one turf) Nearby: (122, 100, 1)
## WARNING: build_pipeline(): /obj/machinery/atmospherics/pipe/simple/supply/hidden added to a pipenet while still having one. (pipes leading to the same spot stacking in one turf) Nearby: (127, 100, 1)
## WARNING: build_pipeline(): /obj/machinery/atmospherics/pipe/simple/supply/hidden added to a pipenet while still having one. (pipes leading to the same spot stacking in one turf) Nearby: (121, 100, 1)
## WARNING: build_pipeline(): /obj/machinery/atmospherics/pipe/simple/supply/hidden added to a pipenet while still having one. (pipes leading to the same spot stacking in one turf) Nearby: (128, 100, 1)
## WARNING: build_pipeline(): /obj/machinery/atmospherics/pipe/simple/supply/hidden added to a pipenet while still having one. (pipes leading to the same spot stacking in one turf) Nearby: (120, 100, 1)
## WARNING: build_pipeline(): /obj/machinery/atmospherics/pipe/simple/supply/hidden added to a pipenet while still having one. (pipes leading to the same spot stacking in one turf) Nearby: (129, 100, 1)
## WARNING: build_pipeline(): further messages about pipenets will be supressed

@Vivalas @Ecolli

Link robotics/cloning consules.

Problem Description:
Robotics and medical consoles are not connected properly. Also robotics is missing a "brain" holder for borging.

What did you expect to happen:
Why do you think this is a bug?

What happened instead:
How is what happened different from what you expected?

Why is this bad/What are the consequences:
Why do you think this is an important issue?

Steps to reproduce the problem:
The most important section. Review everything you did leading up to causing the issue.

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

Supply request console in Cargo fails to load.

The supply request console opens a window that says 'Loading...', and never completes.
Furthermore, no window elements exist to close the window during this moment.

The window can be resized, but not moved or closed.

example_problem

Supply console further up displays the exact same behavior.

Lacking flooring

Beneath the upper Munitions Access door, there is no floor tile, only pipes and plating.

Brig access buttons do not work for Sec Officers

Problem Description:
The brig access buttons do not work for normal sec officers

What did you expect to happen:
Click the button to open the door

What happened instead:
Click the button. Get Access Denied message

Why is this bad/What are the consequences:
The security font desk is not very useful

Steps to reproduce the problem:
Click the brig access buttons as a sec officer

Medical need a "exit medical" door button.

Problem Description:
Medical need a "exit medical" door button.

What did you expect to happen:
Why do you think this is a bug?

What happened instead:
How is what happened different from what you expected?

Why is this bad/What are the consequences:
Why do you think this is an important issue?

Steps to reproduce the problem:
The most important section. Review everything you did leading up to causing the issue.

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

More runtimes!

runtime error:
[13:49:08]bad icon operation
[13:49:08]proc name: Scale (/icon/proc/Scale)
[13:49:08]  usr: Evsey9 (/mob/new_player)
[13:49:08]  src: /icon (/icon)
[13:49:08]  usr.loc: the plating (8,174,2) (/turf/open/floor/plating)
[13:49:08]  call stack:
[13:49:08]/icon (/icon): Scale(5120, 3072)
[13:49:08]/datum/preferences (/datum/preferences): update preview icon()
[13:49:08]/datum/preferences (/datum/preferences): ShowChoices(Evsey9 (/mob/new_player))
[13:49:08]/datum/preferences (/datum/preferences): process link(Evsey9 (/mob/new_player), /list (/list))
[13:49:08]Evsey9 (/client): Topic("_src_=prefs;preference=be_spec...", /list (/list), null)

Lighting glitches

These I noticed during our long test round today. Some random black squares popping up around the map. I confirmed with a player that it wasn't just me. When right-clicking the tile there were two instances of "light" and I only noticed these late into the round (possibly happens after multiple jumps)

Phase cannon faces one way but shoots the other

This is a weird one I noticed today. After you guys upgraded it, the sprite was facing east but the bolts were being shot south. I don't know how to reproduce it or what causes it, just that I believe it was related to being upgraded.

Infinite loop

Infinite loop suspected--switching proc to background.
If it is not an infinite loop, either do 'set background=1' or set world.loop_checks=0.
proc name: repair tick (/datum/subsystem/ship/proc/repair_tick)
  source file: ships.dm,99
  usr: null
  src: Ships (/datum/subsystem/ship)
  call stack:
Ships (/datum/subsystem/ship): repair tick(syndicate skirmisher (/datum/starship/skirmisher))
Ships (/datum/subsystem/ship): process ships()
Ships (/datum/subsystem/ship): fire(0)
Master (/datum/controller/master): RunQueue()
Master (/datum/controller/master): Loop()
Master (/datum/controller/master): StartProcessing()

@Vivalas

need higher Sec windows on bridge and captain office.

Problem Description:
bridge is too easy to break into, captain office is missing electrified windows.

What did you expect to happen:
Why do you think this is a bug?

What happened instead:
How is what happened different from what you expected?

Why is this bad/What are the consequences:
Why do you think this is an important issue?

Steps to reproduce the problem:
The most important section. Review everything you did leading up to causing the issue.

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

Missing ammo in weapons storage.

Problem Description:
either replace ammo for smg with correct or downgrade smgs to pistols.

What did you expect to happen:
Why do you think this is a bug?

What happened instead:
How is what happened different from what you expected?

Why is this bad/What are the consequences:
Why do you think this is an important issue?

Steps to reproduce the problem:
The most important section. Review everything you did leading up to causing the issue.

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

Sec Checkpoint windoor not working

Problem Description:
Sec Checkpoint Windoor not work

What did you expect to happen:
Sec should have access
What happened instead:
I thought i could enter
Why is this bad/What are the consequences:
Sec should be able to access that area
Steps to reproduce the problem:
I worked into the door and said no access
**Possibly related stuff (which gamemode was it? What were you doing at the time? Was
anything else out of the ordinary happening?)**Just need to allow officers access

Engineering needs a few more air control monitors

Problem Description:
What is the problem?
There is only one air control monitor in engineering
What did you expect to happen:
Why do you think this is a bug?
it's not a bug
What happened instead:
How is what happened different from what you expected?
N/A
Why is this bad/What are the consequences:
Why do you think this is an important issue?
Slightly, but it would be nice to have at least one in the SM room to toggle depending on the situation.
Steps to reproduce the problem:
The most important section. Review everything you did leading up to causing the issue.

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

Mapping suggestion

You not using space in middle of the ship i know i makes it look cool but it will be more efficient to put some stuff there like incinerator, virology with proper isolation rooms, mixing chamber, etc

Wrong Mag for Sec Auto Rifle

Problem Description:
Wrong Mag

What did you expect to happen:
It won't fit
What happened instead:
It don't work
Why is this bad/What are the consequences:
I need to shoot shit
Steps to reproduce the problem:
Someone Dun Goof'd Here is how to fix https://gyazo.com/18dd748d178ba4b86357de29acfcc02e replace the brown mags with the one below me to fix this issue
Possibly related stuff (which gamemode was it? What were you doing at the time? Was
anything else out of the ordinary happening?)
: Anything else you can tell us.

Genetics

Problem Description:
there is no anti-toxin, disks and mirror(hair often falls out) in genetics

SuperMatter Bug

Problem Description:
The Emitter does not shoot when the shutters are closed, we are forced to leave them open.

What did you expect to happen:
It ruins the game. Everybody starts to hallucinate

What happened instead:
I expected the emitter to have a spot to shot through.

Why is this bad/What are the consequences:
It semi-ruins the game.

Steps to reproduce the problem:
Setup the supermatter. Turn shields on.

Possibly related stuff (which gamemode was it? What were you doing at the time? Was
anything else out of the ordinary happening?)
: No

Cargo console JS error

Line: 8
Char: 26375
Error: Unable to get property 'get' of undefined or null reference
Code: 0
File: tgui.js

I suspect it's the one in the assets directory, not src.

Continuation and cause of #43.

@monster860

Test issue

A test issue, to test the github announcer bot.

Cameras when you jump

Problem Description:
What is the problem?
As an AI when you jump the camera feed breaks
What did you expect to happen:
Why do you think this is a bug?
It shouldnt do that
What happened instead:
How is what happened different from what you expected?
Static
Why is this bad/What are the consequences:
Why do you think this is an important issue?
Makes life as AI hard
Steps to reproduce the problem:
The most important section. Review everything you did leading up to causing the issue.
Jump the ship, be AI
Possibly related stuff (which gamemode was it? What were you doing at the time? Was
anything else out of the ordinary happening?)
: Anything else you can tell us.
Relogging fixes it

Slime Management Console issue

Problem Description:
Stuck on Slime Magnent Computer
What did you expect to happen:
It will not let me exit it
What happened instead:
I thought it would work but did not
Why is this bad/What are the consequences:
It's game breaking

Steps to reproduce the problem:
The most important section. Use the consule

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

Too Many Cargo Roles

Too much 'Cargo' staff. Only two miners and one Quartermaster is needed, having multiple cargo techs in a small area all trying to order stuff becomes very hectic and annoying.

not enough hardsuits!

Problem Description:
What is the problem?
not enough hardsuits for shaft miners
What did you expect to happen:
Why do you think this is a bug?
i was expecting at least 2 or 3
What happened instead:
How is what happened different from what you expected?
there is only one
Why is this bad/What are the consequences:
Why do you think this is an important issue?
miner+no hardsuit=space is bad
Steps to reproduce the problem:
The most important section. Review everything you did leading up to causing the issue.
just ad another hardsuit storage
Possibly related stuff (which gamemode was it? What were you doing at the time? Was
anything else out of the ordinary happening?)
: Anything else you can tell us.

Jumping not working

Problem Description:
When jumping, instead of charging to jump it will immediately jump and when at the destination you can't change as it is stuck at full charge saying it can't jump.

What did you expect to happen:
I expected the ship to charge up then jump and when done go back to the map with an empty charge meter.

What happened instead:
Instant jump and when you reach the destination it will lock you as it is 'still charging' but it's full of energy.

Why is this bad/What are the consequences:
It locks you from jumping anywhere else forcing you to hard restart to happen again.

Steps to reproduce the problem:
Go Captain and head to the Navigational Controller and select a location to jump. When at the destination try to jump somewhere else but it won't do anything.

image

Possibly related stuff (which gamemode was it? What were you doing at the time? Was
anything else out of the ordinary happening?)
: That's pretty much it.

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