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desertrose-old's Issues

Lavaland seeds still spawn in seedspawns

[Priority]: #not awfully important, does nothing wen planted

[PR]: # Check seedspawn lootpile hting

[Reproduction]: # Sometimes factions with farms like Legion get a seed called "lavaland seed" in their roundstart seed pile, when planted it does nothing and renders the plant pot useless until shovel is used on plot and plant is killed or admin deletes plot and makes new plot.

[For Admins]: # nothing special, just a buggy seed

Pitchfork flag bug

Issue reported from Round ID: 1622 (Desert Rose 2)
You can use pitchforks to warp flags around from up to 2 tiles away. Must be wielding the fork, did it in the Ranch with an NCR flag.
Reporting client version: 513

A really annoying bug

Issue reported from Round ID: 1700 (Desert Rose 2)

Reporting client version: 513

So as I was playing on a server, CEV Eris, I got bored and quit, I then joined my favorite CM server, and a strange bug popped up, I can do anything with left click, it wont even point my character in the direction I clicked, I thought it was just with that server so I joined Fallout 13 and it didn't go away, It also popped up on CEV Eris after to.

Spraypaint cans don't do anything.

Issue reported from Round ID: 1368 (Desert Rose 2)

Reporting client version: 512

Spray cans haven't worked for me in any capacity. They have not shown any graffiti, neither letters nor any images. Further they don't seem to change the color of objects. However attempting to use them in these tasks does reduce the number of uses of paint in the spraycan.

Runtime in walls.dm

[00:21:01] Runtime in walls.dm, line 72: Cannot create objects of type null.

Ballistics - Not Good

= THE BULLETS MAN =
So right now, from the looks of it there are only three ways of fighting that can get you any results. Those being;
An overpowered gun, a melee weapon or a bomb.
If you are not using a Pancor, Assault Rifle, Energy Weapon or Fire axe - chances are anyone you fight that is using such a weapon, will cream you instantly without even trying. To me that is not particularly fair, it's quite punishing to those of us who roleplay and don't go around trying to kit out, especially when we spend the round building a settlement only to have everyone get killed by 1 or 2 guys. This I recommend, you remedy very much.

The reason being for things like the Assault Rifle and Sledgehammer, is that these weapons avoid an issue with ranged combat that a lot of people deal with, which is that projectiles are very slow. Incredibly slow, which having been discussed on the server I've yet to encounter any opposition towards this notion, it's actually such a problem that if you shoot at a person from a distance of 5+ tiles or less, it's really up to them whether or not whether they get shot.

I myself have seen to this, exchanged fire with a legionnaire and we shot maybe 20+ bullets in each other's direction, I think I was hit once in that whole firefight. Most of it was close range fighting too, it's just too damn easy to dodge bullets on DS. Same happens with most of my fights, if I got a bumper sword and someone is shooting at me with a revolver or a rifle, that person is just screwed.

Anyway, simple fix is you make bullets go faster and also subsequently lower the amount of damage that the Burst Fire weapons deal - since they already kill in a single burst. The Pancor Jackhammer also, I would say is extremely broken and it's been used to wipe out entire factions by many a solo player.

It should also hopefully create a balance between energy and projectile weaponry, because the whole point of those in Fallout was that they shot slower and were less accurate in exchange for more damage. Which is not the case at all, energy weapons don't have a downside to them right now. It's kind of a weird pyramid of balance, where whoever is using the top tier gear is indestructible and anyone stuck with a hunting rifle or a revolver is just cannon fodder.

Once again - reminder, if you make bullets go faster you need to nerf;
Pancor Jackhammer + ANY other burst fire weapon, just like Obsidian did. I remember modding New Vegas myself, if you look at the numbers they understood the same issue - automatic weapons in that game deal much less damage then their semi-automatic counterparts.

Tile with questionable name in reachable location

Found the tile known as "What the fuck mappers? why is this here", was told by it to report this, it is located in the Pahrump map, behind a breakable rock wall in the structure with all the supermutants inside the sewer. Hope this wasn't a joke I didn't understand
attached image should (Hopefully?) show it.
broken

Runtime in radio.dm

[00:29:05] Runtime in radio.dm, line 207: undefined proc or verb /obj/machinery/door_timer/IsUnconscious().

Roles that are not well placed in the Manifest

The roles that show in Miscellaneous are

should go in oasis:
Shopkeeper & Citizen (settler)
should go as follower
Practitioner
should go as wasteland
Outlaw
Detective
should go as tribal
villager, chief, shaman

A stove change into microwave

Depend if you like to be baffled

Well i do know that the sprite originally from a microwave

If you clean up a stove in kitchen/ bar at oasis using a soap, it will change into microwave. it's not game breaking but change the RP and makes people baffled if you someone did that

Flavor text requires proximity to examine

Priority: Low-Medium

/mob/living/carbon/human/canUseTopic(atom/movable/M, be_close=FALSE, no_dextery=FALSE)
if(incapacitated() || lying )
to_chat(src, "You can't do that right now!")
return FALSE
if(!Adjacent(M) && (M.loc != src))
if((be_close == 0) || (dna.check_mutation(TK) && tkMaxRangeCheck(src, M)))
return TRUE
to_chat(src, "You are too far away!") //Bug: this is preventing flavor text from being seen except when adjacent. See print_flavor_text() in preferences.dm
return FALSE
return TRUE

In mob/living/carbon/human/human.dm: his is preventing flavor text from being seen except when adjacent. See print_flavor_text() in code/modules/client/preferences.dm.
(Confirmed- if you have TK, you can read flavor text at range.)
I don't know href stuff well enough to fix this one. Short version? You can't read people's in-depth flavor text (past 40 characters) except when adjacent because of it calling canUseTopic() when you attempt to open the ref.

Wrench on Electric Chair Gives Free Chair

[Priority]: #high if you got a electric chair

Wrench an electric chair, gives free chair while untouching the electric chair.
[For Admins]: # (Oddities induced by var-edits and other admin tools are not necessarily bugs. Verify that your issues occur under regular circumstances before reporting them.)
Could be used for infinite metal GTA dupe hack.
[Notes]: # (Other notes.)

Runtime in unsorted.dm

[23:18:18] Runtime in unsorted.dm, line 1244: The grille taking damage after deletion
proc name: stack trace (/datum/proc/stack_trace)

[23:24:33] Runtime in unsorted.dm, line 1244: The window taking damage after deletion
proc name: stack trace (/datum/proc/stack_trace)
usr: [[Im redacting the player name and ckey for privacy, but thats what was here]] (/mob/living/carbon/human)
usr.loc: The desert (76,154,2) (/turf/open/indestructible/ground/outside/desert)

proc name: stack trace (/datum/proc/stack_trace)
usr: [[Im redacting the player name and ckey for privacy, but thats what was here]] (/mob/living/carbon/human)
usr.loc: The floor (159,33,2) (/turf/open/floor/f13/wood)

Runtime in mech_fabricator

Runtime in mech_fabricator.dm, line 152: Undefined variable /obj/mecha/working/ripley/var/materials

usr: [[Redacted due to prviacy] (/mob/living/carbon/human)
usr.loc: The floor (44,163,4) (/turf/open/floor/plasteel/dark)

Runtime in _component.dm

[23:20:43] Runtime in _component.dm, line 126: Cannot read null.comp_lookup

proc name: UnregisterSignal (/datum/proc/UnregisterSignal)

usr: [[Redacted player name and ckey for privacy]] (/mob/living/carbon/human)
usr.loc: The floor (153,85,2) (/turf/open/floor/f13)

Craftable sniper rifle magazines.

Its been an issue for a long while and since we are starting to implement craftable snipers it might be good to finnally implement craftable magazines.

Switch_gathering_mode icon doesn't appear plant bags when...

[Priority]: # NULL

[Reproduction]: # Plant bags that are part of a load out or made with cloth don't show up the Switch_gathering_mode icon on the top left corner of the map. Plant bags that are in the map and taken from vendors work properly.

The item paths are all the same /obj/item/storage/bag/plants too.

The catch is that when dropped and picked back up, the bags now show the icon. I am unable to find why but that's the fix.

If you ever get an ahelp saying "the plant bag is broken" tell the player to drop the bag and pick it back up. That will show the item

Unable to set occupation preference of FoA members above NEVER

[Priority]: It's not game breaking, can reduce number of FoA players.

[PR]: No idea how that part of code works. Would need to jump into code to check that myself.

[Reproduction]:
The bug is easy to spot. In "Join Game!" window there's an option to join as Follower of the Apocalipse member (pic below).
Bez tytułu
((that part I presume works since I can see one person playing as Partitioner))

The "Set Occupation" window looks for me like that:
Bez tytułu

The problem is that the occupation for FoA faction is set to NEVER, and I cannot rise them ((both right click and left click doesn't work)). Every other occupation that is not locked, can be set to every single occupation preference level (low/medium/high).

Additionally, if any occupation is set to high, right-clicking any of the FoA occupation ((that would normally set it to high)) sets the original occupation to medium ((bcs there can be only one occupation set to high. The code executes the "onclick" command and sets the rest of "High" priorities to medium. When setting any occupation to high, and then right-clicking the FoA occupation, the original high priority changes to medium if done the second time, the same happens. What means the problem is not about the UI not changing "NEVER" to "High". It just never updates to High)).

[Notes]:
Operating system: Windows 10
Byond Version: 513.1527
Server Status:
Bez tytułu

Bottle Code is Still Cans

[Reproduction]: # Can crush empty bottles of nuka cola and other bottle code softdrinks on head, creating an invisible crushed sprite. (Also dosent smash when thrown because its technically a can.)

Trays can be eaten

Issue reported from Round ID: 1513 (Desert Rose 2)

Reporting client version: 513

I accidentally threw a tray full of potato wedges into the deep fryer, trying to eat off the fry batter actually ended up consuming the entire stack, and the tray itself. May be a bug that could affect other items.

Chickens do not lay eggs

Happened once, the denouncer said it fed the chickens constantly for 2 hours and a half with no avail.
Has it been reproduced? More reports about it?

Zulius couldn't craft combat leather jacker.

[Priority]: # medium. If this happens ofter? that's wack.

Direct quote: "Was unable to craft a combat leather jacket at a workbench despite having all of the materials for it (leather, gecko skin, brahmin skin, leather jacket)."

Runtime in Carbon.dm

[00:19:53] Runtime in carbon.dm, line 561: undefined variable /obj/item/reagent_containers/food/snacks/grown/ambrosia/gaia/var/lighting_alpha

usr: [[Redacted for user privacy]] (/mob/living/carbon/human)
usr.loc: The floor (34,246,4) (/turf/open/floor/plasteel/barber)

Craftable Dildos.

Requested by Jando himself.
I regret my doing this,

Presentation by your truly, Elite Rice Farmer.

/datum/crafting_recipe/Dildo_Plastic
name = "Plastic Dildo"
result = /obj/item/dildo
reqs = list(/obj/item/stack/sheet/plastic = 5
/obj/item/lighter = 1)
time = 20
category = CAT_MISC

/datum/crafting_recipe/Dildo_Tribal
name = "Wooden Dildo"
result = /obj/item/dildo
reqs = list(/obj/item/stack/sheet/mineral/wood = 3)
time = 85
category = CAT_MISC

contact

Hey @judgex
I want to contact you. My email is on my GitHub profile. Do you mind sending me an email I want to ask you something?

Combat Jacket not craftable in some instances?

This was initially reported by a player, then replicated by myself. But it seems like unless you aspawn each of the ingredients for a combat jacket, you can't make it, as if there's something wrong with the source that i comes from naturally.

When one of our other devs tried this with all aspawned items, the problem doesnt seem to persist.

Guitar and eGuitar are not working

[Priority]: # Low

[Reproduction]: # Trying to input notes into the guitar results in no sound, while the same notes work fine in the glockenspiel.

[Notes]: # This has been an issue for a while I'm told.

Trail Ranger hat makes you balding

[Priority]: # Low

[PR]: # /obj/item/clothing/head/f13/trailranger

[Reproduction]: # Put it on and look left or right, a long strip of flesh shows

Runtime in generic_negative_events.dm

[23:30:20] Runtime in generic_negative_events.dm, line 137: undefined variable /datum/component/mood/var/faction_

proc name: add effects (/datum/mood_event/saw_many_unburied_faction/add_effects)
usr: [[Redacted for privacy as it has ckey info]] (/mob/living/carbon/human)
usr.loc: road (232,115,2) (/turf/open/indestructible/ground/outside/road)

usr: [[Redacted for privacy as it has ckey info]] (/mob/living/carbon/human)
usr.loc: sidewalk (186,179,2) (/turf/open/indestructible/ground/outside/sidewalk)

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