Search found 36 matches
- Wed Feb 17, 2016 6:01 pm
- Forum: General Chat
- Topic: Explosion changes
- Replies: 67
- Views: 18888
Re: Explosion changes
ITT: Robustin fails to comprehend the ideal gas law and fluid dynamics.
- Fri Feb 12, 2016 7:20 am
- Forum: Closed Policy Discussion
- Topic: Robotocists making unslaved borgs fnr
- Replies: 77
- Views: 20260
Re: Robotocists making unslaved borgs fnr
Its a wire... Gimping access for unslaved borgs would be cooler and would preserve the existing wire.
- Thu Feb 11, 2016 10:20 pm
- Forum: Ideas
- Topic: Plasmaman, Playable race.
- Replies: 56
- Views: 11978
Re: Plasmaman, Playable race.
Nuke op plasmamen are forced to be humans (as is any other race with the 'unsafe' flag. However this is only plasmamemes for now).VincVsVincent wrote:Cant you just disable nukeops for plasmaman and tell people its bugged and youre actively working on it but in reality you aren't, sounds good right?
- Thu Feb 11, 2016 4:46 pm
- Forum: General Chat
- Topic: Simple Questions Thread
- Replies: 2095
- Views: 537758
Re: Simple Questions Thread
This is incorrect, I believe pipenets do react now. It is correct that they never burst, but that will be fixed in the future. Here is the relevant code: /datum/pipeline/process() if(update) update = 0 reconcile_air() update = air.react() Holy shit you're right! When was that added back in? I think...
- Thu Feb 11, 2016 5:56 am
- Forum: Coding Feedback
- Topic: The new chatbar.
- Replies: 9
- Views: 2484
Re: The new chatbar.
Nah it was because I played on goon and it inspired mepalpatine213 wrote:It's flat because neersighted didn't like how the old version looked in win10
- Wed Feb 10, 2016 11:54 pm
- Forum: Coding Feedback
- Topic: Fucking StickyBan Keeps Going Rogue
- Replies: 8
- Views: 2221
Re: Fucking StickyBan Keeps Going Rogue
Its a BYOND system. Its a black box and we have no insight into the internals. I believe a BYOND bug is open but I wouldn't hold your breath.
- Wed Feb 10, 2016 6:01 pm
- Forum: General Chat
- Topic: Simple Questions Thread
- Replies: 2095
- Views: 537758
Re: Simple Questions Thread
This is incorrect, I believe pipenets do react now. It is correct that they never burst, but that will be fixed in the future. Here is the relevant code:
Code: Select all
/datum/pipeline/process()
if(update)
update = 0
reconcile_air()
update = air.react()
- Wed Feb 10, 2016 5:26 pm
- Forum: Coding Feedback
- Topic: REVERT SHITTY WIRE CHANGE
- Replies: 21
- Views: 5259
Re: REVERT SHITTY WIRE CHANGE
No we had a revolution. The british are gone now.Wyzack wrote:Is lightgrey and lightgray still a thing?
- Mon Feb 08, 2016 11:29 pm
- Forum: Coding Feedback
- Topic: machine override/overload UI
- Replies: 21
- Views: 3627
- Mon Feb 08, 2016 11:19 pm
- Forum: Coding Feedback
- Topic: machine override/overload UI
- Replies: 21
- Views: 3627
Re: machine override/overload UI
ohw wait it ALSO adds a menu option under right click, why does that list exist in the first place then? In the upper right corner, there is a filter box. Y'know, for search. no? Ah, you're on no frills. Search requires fancy :p No its on fancey. WHY WOULD ESSENTIAL INTERFACE FEATURES BE LOCKED BEH...
- Mon Feb 08, 2016 10:59 pm
- Forum: Coding Feedback
- Topic: machine override/overload UI
- Replies: 21
- Views: 3627
Re: machine override/overload UI
Ah, you're on no frills. Search requires fancy :pCPTANT wrote:no?neersighted wrote:In the upper right corner, there is a filter box. Y'know, for search.CPTANT wrote:ohw wait it ALSO adds a menu option under right click, why does that list exist in the first place then?
- Mon Feb 08, 2016 10:39 pm
- Forum: Coding Feedback
- Topic: machine override/overload UI
- Replies: 21
- Views: 3627
Re: machine override/overload UI
In the upper right corner, there is a filter box. Y'know, for search.CPTANT wrote:ohw wait it ALSO adds a menu option under right click, why does that list exist in the first place then?
- Mon Feb 08, 2016 10:19 pm
- Forum: Coding Feedback
- Topic: machine override/overload UI
- Replies: 21
- Views: 3627
Re: machine override/overload UI
You know there's a filter right? Anyway I didn't make cargo techs give reasons because usually they should approve requests. that's a one line change though. And I'm switching the UI to be tabbed so it loads faster.
- Mon Feb 08, 2016 3:08 pm
- Forum: General Chat
- Topic: OFFICIAL SERVER IS DOWN THREAD: MSO GOT HIGH!
- Replies: 508
- Views: 229606
Re: OFFICIAL SERVER IS DOWN THREAD: RETURN OF THE CRASH
A combination of very big BYOND bugs, and running on the 510 beta. Also, minimaps leaking memory.InsaneHyena wrote:What's wrong with this fucking server lately.
- Mon Feb 08, 2016 3:02 pm
- Forum: Town Hall
- Topic: TRIALMIN REVIEW: Bgobandit
- Replies: 11
- Views: 3624
Re: TRIALMIN REVIEW: Bgobandit
He's helpful in coderbus and codes...
Always helpful when debugging an issue.
Always helpful when debugging an issue.
- Fri Feb 05, 2016 9:07 pm
- Forum: General Chat
- Topic: PUBLIC LOGS PART 2: GAME/ATTACK LOGS
- Replies: 29
- Views: 31316
Re: PUBLIC LOGS PART 2: GAME/ATTACK LOGS
They are currently disabled due to a security issue. It is not a BYOND bug, merely unfortunate behavior. Regular and attack logs may return, but runtime logs are permanently disabled.
- Fri Feb 05, 2016 8:52 pm
- Forum: Coding Feedback
- Topic: Minor Feedback
- Replies: 693
- Views: 232420
Re: Minor Feedback
Looks like some sort of issue with minimap generation or with your connection. Open an issue on GitHub please.
- Fri Feb 05, 2016 6:30 pm
- Forum: Coding Feedback
- Topic: Security Cameras 2.0
- Replies: 31
- Views: 6410
Re: Security Cameras 2.0
I'm working on a better interface, based on a clickable minimap. Expect it whenever, its very incomplete and doesn't have an actual minimap yet (tgui needs minimaps first). \ So basically what paradise already runs? Good luck getting it working with map rotation. Its trivial. Not sure why you think...
- Fri Feb 05, 2016 3:35 pm
- Forum: Coding Feedback
- Topic: Security Cameras 2.0
- Replies: 31
- Views: 6410
Re: Security Cameras 2.0
Given a better way to cycle cameras would be fine. Giving them AI eye would not be. GIve them a new camera hud that can cycle back and forth to cameras, as well as jump-to command. I'd even be in for a camera upgrade in that installing a scanning module (any tier) in a camera would allow said camer...
- Fri Feb 05, 2016 4:37 am
- Forum: Coding
- Topic: Dream maker not compiling 1.1.0
- Replies: 11
- Views: 6233
Re: Need help, dream maker not compiling
You're running code that is compatible with 509 on 510. Please update to the latest master, which is capable of running on both 509 and 510.
- Thu Feb 04, 2016 3:03 pm
- Forum: Ideas
- Topic: Bold names/job titles in chat & linkified AI door requests
- Replies: 6
- Views: 2140
Re: Bold names/job titles in chat & linkified AI door reques
In terms of actual code this is pretty difficult. When I rewrite the output control I plan to add highlighting of arbitrary strings.
- Wed Feb 03, 2016 11:25 pm
- Forum: Coding
- Topic: Paid code [200USD] - new voting type, better voting ui
- Replies: 10
- Views: 3627
Re: Paid code [200USD] - new voting type, better voting ui
Sounds fun. Is there any deadline?
- Thu Jan 28, 2016 1:27 pm
- Forum: Coding Feedback
- Topic: tgui
- Replies: 18
- Views: 8625
Re: tgui
The "Set" buttons on pumps/other interfaces do not work. Hitting min on a SMES freezes all possible values to 0. The set buttons appear to work, however there was a bug preventing you from setting them to 0. A fix is up. The SMES bug is not an interface bug, the SMES were being constructe...
- Thu Jan 28, 2016 6:04 am
- Forum: Coding Feedback
- Topic: tgui
- Replies: 18
- Views: 8625
Re: tgui
NanoUI that doesnt update correctly to represent the true state of the game. >Canister menu with a tank inserted and valve opened. >Click "Close" valve button. >Button responds, indicating the new state. >BONUS STEP: You click remove tank. >Suddenly the UI reverts to the previous state. >...
- Thu Jan 28, 2016 5:49 am
- Forum: Coding Feedback
- Topic: tgui
- Replies: 18
- Views: 8625
Re: tgui
one time as a nuke op i shortened my PDA screen then dragged it near the top of my screen, then closed it. later i reopened it and it resized back to full size, causing the bar to resize it + all the buttons to lock it and shit were off the top of my monitor and i could no longer interact with it p...
- Wed Jan 27, 2016 1:31 pm
- Forum: Coding Feedback
- Topic: tgui
- Replies: 18
- Views: 8625
Re: tgui
Can we get drag and drop functionality on items with tgui interface? Very important for when you have upgraded the old PDA design - but also for headsets: you actually have to have your headset in your hand now to access its interface. Pre-tgui, you could just drag n drop it onto your sprite to mes...
- Wed Jan 27, 2016 12:45 am
- Forum: Coding Feedback
- Topic: tgui random airlock wires
- Replies: 51
- Views: 10923
Re: tgui random airlock wires
All web development to DM devs it seems.PKPenguin321 wrote:snip
- Tue Jan 26, 2016 10:53 pm
- Forum: Coding Feedback
- Topic: tgui
- Replies: 18
- Views: 8625
Re: tgui
I don't like it, but there's an option to cut it off, so my argument is invalid. This is how you code new features ladies and gentlemen: OPTIONAL. For me the options are "Primary" and "All", so for things like the syndikit [aka the only tgui that actually lags my game even with ...
- Tue Jan 26, 2016 7:06 pm
- Forum: Coding Feedback
- Topic: tgui
- Replies: 18
- Views: 8625
Re: tgui
That's also a pref.Malkevin wrote:I don't like that you can't drag the window off the edge of the screen.
- Tue Jan 26, 2016 6:50 pm
- Forum: Coding Feedback
- Topic: tgui random airlock wires
- Replies: 51
- Views: 10923
Re: tgui random airlock wires
Colors are here to stay unless someone provides me with a better list. They need to be named CSS colors, and I need around ~25 of them. I asked for a list before but no one replied, so I just used all of them. APCs have dud wires as do many things. I believe I kept the numbers about the same as bef...
- Tue Jan 26, 2016 6:03 pm
- Forum: Coding Feedback
- Topic: tgui random airlock wires
- Replies: 51
- Views: 10923
Re: tgui random airlock wires
I plan to include some sort of 'text' overlay that can be enabled via prefs. Like I said, its a lot of work and a ways off.
- Tue Jan 26, 2016 4:50 pm
- Forum: Coding Feedback
- Topic: tgui random airlock wires
- Replies: 51
- Views: 10923
Re: tgui random airlock wires
The UI is temporary, we're working on a 'clickable' interface based on wire graphics. The main issue is coloring wires; I need to write code to do it serverside because of IE8.
- Tue Jan 26, 2016 4:47 pm
- Forum: Coding Feedback
- Topic: tgui
- Replies: 18
- Views: 8625
Re: tgui
The custom titlebar and resize.DemonFiren wrote:What frills?
- Tue Jan 26, 2016 9:15 am
- Forum: Coding Feedback
- Topic: tgui
- Replies: 18
- Views: 8625
tgui
What is this? tgui is /tg/'s new interface system, as designed and implemented by me. tgui is a fork of Baystation's (originally /tg/'s, actually) NanoUI. While it shares much in common on the server-side, the client is all new code. It supports IE8+ and the webclient, and is designed with the goal...
- Tue Jan 26, 2016 8:58 am
- Forum: Coding Feedback
- Topic: tgui random airlock wires
- Replies: 51
- Views: 10923
Re: tgui random airlock wires
Next time you see a bug, please report it so it can get fixed. :D I have a pull request up now to hopefully fix these issues. Well, could us plebs get some info on what stays and what is unintentional? Is wire randomization intended? Are the dumb names and colours going to stay? Why are there now l...
- Tue Jan 26, 2016 3:35 am
- Forum: Coding Feedback
- Topic: tgui random airlock wires
- Replies: 51
- Views: 10923
Re: tgui random airlock wires
Next time you see a bug, please report it so it can get fixed.
I have a pull request up now to hopefully fix these issues.
I have a pull request up now to hopefully fix these issues.