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halospacestation13's Introduction

baystation12

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LICENSE

The code for Baystation12 is licensed under the GNU Affero General Public License v3, which can be found in full in LICENSE-AGPL3.txt.

Code with a git authorship date prior to 1420675200 +0000 (2015/01/08 00:00) is licensed under the GNU General Public License version 3, which can be found in full in LICENSE-GPL3.txt.

All code where the authorship dates are not prior to 1420675200 +0000 is assumed to be licensed under AGPL v3, if you wish to license under GPL v3 please make this clear in the commit message and any added files.

If you wish to develop and host this codebase in a closed source manner you may use all commits prior to 1420675200 +0000, which are licensed under GPL v3. The major change here is that if you host a server using any code licensed under AGPLv3 you are required to provide full source code for your servers users as well including addons and modifications you have made.

See here for more information.

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.

GETTING THE CODE

The simplest way to obtain the code is using the github .zip feature.

Click here to get the latest code as a .zip file, then unzip it to wherever you want.

The more complicated and easier to update method is using git. You'll need to download git or some client from here. When that's installed, right click in any folder and click on "Git Bash". When that opens, type in:

git clone https://github.com/Baystation12/Baystation12.git

(hint: hold down ctrl and press insert to paste into git bash)

This will take a while to download, but it provides an easier method for updating.


INSTALLATION

First-time installation should be fairly straightforward. First, you'll need BYOND installed. You can get it from here.

This is a sourcecode-only release, so the next step is to compile the server files. Open baystation12.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 baystation12.dmb (DEBUG mode)

baystation12.dmb - 0 errors, 0 warnings

Under Linux it is invoked with:

$ DreamMaker baystation12.dme
DM compiler version 511.1385
loading baystation12.dme
loading interface/skin.dmf
loading maps/area_holders/overmap_ship_area_holder.dmm
...
loading UNSC_Bertels_Deck_1.dmm
loading SDV_Vindicative_Infraction.dmm
loading maps/CCV_Star.dmm
loading maps/CCV_Slow_But_Steady.dmm
saving baystation12.dmb (DEBUG mode)
baystation12.dmb - 0 errors, 0 warnings (9/18/18 1:15 pm)
$

If you see any errors or warnings, something has gone wrong - possibly a corrupt download or the files extracted wrong, or a code issue on the main repo. Ask on IRC.

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, as they have various issues and aren't currently being tested, so they may have unknown and bizarre bugs.

You'll also want to edit admins.txt to remove the default admins and add your own. "Game Master" is the highest level of access, and the other recommended admin levels for now are "Game Admin" and "Moderator". The format is:

byondkey - Rank

where the BYOND key must be in lowercase and the admin rank must be properly capitalised. There are a bunch more admin ranks, but these two should be enough for most servers, assuming you have trustworthy admins.

Finally, to start the server, run Dream Daemon and enter the path to your compiled baystation12.dmb file. Make sure to set the port to the one you specified in the config.txt, and set the Security box to 'Trusted'. Then press GO and the server should start up and be ready to join.

Under Linux it is invoked with:

DreamDaemon baystation12 <port_number> -trusted


UPDATING

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

If you used the zip method, you'll need to download the zip file again and unzip it somewhere else, and then copy the /config and /data folders over.

If you used the git method, you simply need to type this in to git bash:

git pull

When this completes, copy over your /data and /config folders again, just in case.

When you have done this, you'll need to recompile the code, but then it should work fine.


Configuration

For a basic setup, simply copy every file from config/example to config.


SQL Setup

The SQL backend for the library/stats and bans requires a MySQL server. Your server details go in config/dbconfig.txt.

For initial setup and migrations refer to sql/README.md


IRC Bot Setup

Included in the repo is an IRC bot capable of relaying adminhelps to a specified IRC channel/server (thanks to Skibiliano). Instructions for bot setup are included in the /bot/ folder along with the bot/relay script itself.

halospacestation13's People

Contributors

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halospacestation13's Issues

Movement feels choppy in game.

Reason: TICKLAG var is set too high.

In ./config/config.txt
Set:
TICKLAG 0.5
TICKCOMP 1

However, I am unsure of its effects on the game tickrate, might make things process faster.

However, if movement is too fast/slow,
Tweak in ./config/game_options.txt

These values get directly added to values and totals in-game. To speed things up make the number negative, to slow things down, make the number positive.
RUN_SPEED
WALK_SPEED

Multitile airlocks are see-through

Some multitile airlocks are meant to be transparent, but the opaque ones can actually be seen through. I think this is a Byond issue as the main atom turf correctly blocks visibility, but all others don't. Needs testing.

Big fighter on overmap

When you are in a fighter and your overmap coordinates match your sector coordinates, a big fighter image will appear on the overmap flying along as though the overmap were a sector. This image is visible only to the pilot (maybe passengers as well?).

I've tried to debug this one but I'm stumped. It's probably got to do with the way byond handles client views, and suggests I need to rethink then retool look-out-to-space verb.

Add new fusion reactor using the custom sprites

We have an existing reactor, but the mechanics don't fit with the sprites so we may as well tweak the functionality to make a slightly different one. It will be interesting to have a couple of different methods of power generation. The one for this issue will probably be independant of a much larger multitile central reactor I'm planning to add later.

Umbilicals

Docking via an extendable airbridge between capital ships, or capital ships and stations.

New map: NPC 2 deck civilian cargo transport

Doesn't need to be anything fancy, just a bunch of empty rooms and some lights or passages. In theory players could use it as well, but we'll need to setup a few other things before playable civilian roles are a thing.

Lobby music too loud. (sound clipping)

The quality of some of the lobby music is being affected by its high volume. In loud parts of the music, there is audible clipping.

Fix: Get better music samples.

ZAS zones not equalising at expected rate

Issue discovered on overmap-controller just after merging #13

The ship covered 4 zlevels and was entirely sealed (the top floor is just plating and formed the "roof") except for a 2x2 doorway on the highest indoors level which led to a shuttle. The shuttle didn't have a roof, and was consequently vented (correct behaviour for both, individually). This meant there was 10 tiles inside the shuttle, all adjacent to space (above).

What happened: When the airlock to the shuttle was opened, the main ship drained very slowly (about 0.05 moles per second, or 0.5 kPa).

Expected behaviour: the main ship should have drained much faster, perhaps at a rate of 5-25 kPa per second.

Note that this may not be a bug, just the ZAS settings not being set appropriately.

QA pass for all fighters on HUDs and components

  • Miscellaneous HUD buttons need to have generalised layouting so they aren't all individually positioned.
  • All overmap_vehicles use the same HUD... vehicles without weapons (like shuttles) need to have the various weapons and weapons fire HUD elements removed.
  • Setup starting loadouts for Sabres and Pelicans
  • Ensure the HUD works ok with the loadouts for Sabres and Pelicans.

Add in roundstart fluff for a UNSC fighter squadron

Roundstart code that picks a random squadron name and logo then applies it to all UNSC pilot players, longswords, pelicans and miscellaneous other stuff like noticeboards, uniforms and propaganda.

eg "209th Hellcats" with the logo of an angry bobcat
"45th Flying Tigers" with the logo of a tiger prowling in the jungle
"174th Red Aces" with the logo of an ace of hearts.

NPC transport shuttles

Basic shuttles with a couple of basic NPCs to randomly fly around the system and look busy. They don't need to do anything more.

SAW Can't be reloaded

I probably set the ammo type to the wrong thing or something. If someone could take a look at it that would be great!

aghost appears to break player HUDs

Eek. Thankfully this won't affect many players. It's likely the issue is caused by or related to how I implemented vehicle HUDs so that would be a good place to look first.

Fighter logistics - Ammo, Power and Fuel

This one should be a smallish one. Weapons currently consume ammo, but there's no way to resupply them apart from actually replacing the weapon so there needs to be an external loading machine which can do that.

Fuel consumption also needs to be added whenever the vehicle thrusts, and possibly also a way of tracking power usage/storage/consumption. An idea I had for fusion fuel cores was that they would function as a sort of "battery" for fighters, giving a big dose of power for as long as they last. A machine needs to be added to refuel fighters, and possibly a way to charge up batteries as well.

Walking speed too slow?

Extension of the issue: #137

Movement isn't choppy anymore, but diminishing the TICKLAG makes movement slower.

Tweak:
RUN_SPEED
WALK_SPEED

Change those values until there is an appropriate speed.

NPC trade hub maps

These can be filled with placeholdery type rooms and content. All they need are a few rooms with magic lighting, infinite power and basic NPCs so that other NPCs can fly up and dock to 'pretend' to trade, or hang around in the bar "chatting."

unsc_frigate-2.dmm assorted wiring issues

Thanks to Discord for the tips:

Just north of auxiliary reactor 2
http://prnt.sc/dlp178
https://gyazo.com/173c36be41a74ba0b770679874300d18

In the main corridor south west of tcomms
http://prnt.sc/dlp39z

SMES feeder array adjacent to auxiliary reactor 1
http://prnt.sc/dlp9sp
This last one is odd. In dreammaker it appears to be mapped correctly, but apparently power wasn't flowing and it got fixed after the corrections were made in that screenshot. Needs testing

Fighters occasionally shoot backwards a whole sector at a time

I'm not 100% about reproducing this, but I believe it happens when you get inside the spacetravel zone around the edge of a map.

Due to the speeds involved in cruise engines and the way atoms cross over zlevels, I think the ideal way to fix this is splitting off fast travel from sector travel by removing cruise engines and preventing sector view when in fast travel mode.

QA pass on capship flight mechanics

I noticed some major issues with capship flight a few months and forgot about them. Gotta test them and make sure control is working and the mechanics aren't bugged. Also todo: mock up UI designs for helm control, fighter control, gunnery control.

Reloading shotguns locks up the server

This is probably related to the old bug of firing weapons in the armoury locking up the server. Todo: grab the proper bay12 fix for proc/visible_message instead of the tempfix I put in a while back.

Expand overmap radio comms so that they work outside of the faction bases

When I integrated tcomms with overmap, I didn't add in the ability for players to cart around radio relays so they can use their comms in places outside their some base sector. This is a fairly big thing.

For marines they have the signalmen, who will get a backpack tcomms relay. To sabotage it just kill him or get him to drop it, then disable it.

For insurrectionists, they will have portable relays on their shuttles.

QA pass on mob zlevel traversal

I haven't done a full testing pass to work out all the issues here, and the actual traversal code is a yucky spaghetti else-if chain. Notes:

  • Stairs work fine in normal use cases (mapped properly, nothing blocking either end with mobs just moving as normal).
  • Ladders work fine when manually clicked on (from either end).
  • Travel upwards/downwards verb works as expected for stairs and ladders.
  • Ghosts using travel upwards/downwards appear to be incorrectly blocked by floors.
  • The traversal code is messy
  • Overmap vehicles appear to be working correctly in the standard use cases (might need more testing).
  • Stuff placed at the top of stairs isn't bumped when someone tries to move up it (ie, open an airlock at the top of stairs). After trying and failing to do this, the travel upwards verb no longer works.
  • Players can move up and down zlevels if there is open space.

Basic ingame job guides

As the jobs are all pretty new, and most of the jobs are partially unimplemented or actually don't have anything to do, we should setup a small blurb for round start and player memory which explains to them their basic duties (if they have any).

QA pass on fighter combat

There might be some tweaks made to iron out fighter movement, and we also need to do loads of testing on dogfighting. I'd like to build up a bit of a fun meta around which loadouts are effective, so different weapon types need to be bugtested and ensure they all work.

Look out to space verb sometimes locks client view to incorrect atom

Looks like there are some signfiicant unhandled edge cases for the look-out-to-space verb so that sometimes, the client view will actually get locked to the overmap object and not return to the mob properly. Cancel-camera-view verb also has a slight delay when being used sometimes, as opposed to when it's being used in other SS13 instances.

The verb probably needs to be rewritten to be more robust and more safely handle resetting to the mob.

New map: Navy Patrol Clipper (1 deck)

Just a small NPC crewed ship which patrols around the sector checking for smugglers or pirates. Only needs 1 zlevel as well as some placeholder rooms.

Old Marine Armor Sprites

The Marine armor sprites are still using the outdated ones, we have newer ones made by firestorm.

Fix obsolete map accesses

Several things placed on the map use standard SS13 access perms which are not granted to UNSC players so those (either perms added or restrictions stripped, most likely through code):

  • Welding and electrical supplies secure closets in main engineering.
  • APCs
  • Security lockers in the NavSec compound
  • Gun lockers in the armoury
  • ID computer (not placed on map yet...)

Issue with BYOND 510

Seems that your view doesn't update at all if you're using the latest 510. I got stuck on a white screen that was called "flash" twice, and one other time I got an actual view of the game but it didn't update when I moved.

Disable Event Controller

Just do eeet, it's long overdue. Events are far too tied into the old Bay12 map setup and would all need to be individually rewritten.

Forward unto dawn

I've done the base of the map, what it needs

Atmos

Power that isnt just a godcell, and that reaches all Z levels

Maybe some tweaking needed, but meh

Boop

Make turrets work with overmap

Overmap turrets are purely cosmetic, the bullets don't actually do anything. Code needs to be written for overmap traversal so that the projectiles can actually be seen fired from the ship, travel to other ships/overmap objects, then collide and do damage.

Subclasses of the turret also need to be setup for other capship weapon types like archer/ares missiles and the MAC Cannon etc.

New map: Asteroid Mining Hauler (1 Deck)

Just a simple map 1 zlevel map with a few placeholder rooms and small hangars. The idea is that this one acts as a sort of mobile base by flying out to asteroid fields with shuttles and EVA pods so that miners can harvest minerals and drop them off back here. Then when it's full or a shift ends, the hauler flies back to a trade station to sell or drop off the minerals.

Can't walk up stairs

Attempting to walk up one of the stairwells near the arrivals shuttle greets you with an invisible wall and a message saying your way up is blocked by stairs. This might be a map issue.

Drivable ground vehicles

These could be based off /overmap_vehicle /mech or even the B12 vehicles (the latter is probably best).

Drivable ground vehicles won't be needed until the Colony feature arc but the sprites are there and it will probably be easy to code in.

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