Posts: 2,022
Threads: 68
Joined: Jun 2016
BYOND Username: NateTheSquid
Character Name: Nathan Dunkleman
last time i checked (which was a while ago, my internets been too shit to play lately) it just straight up did not smoke.
i tried good ol' blood smoke, and also at some point i think i tried cryostylane smoke, in the medbay lobby on cog2, a big, open space with no walls or lockers or whatever, and neither of them did anything
Posts: 758
Threads: 43
Joined: Jul 2014
If I'm not mistaken, a change was made to explosions recently in regards to area of effect. Something with walls now funnelling explosions down halls instead of the wide spread explosions that ignored all objects in its path.
Perhaps this had something to do with it.
Posts: 2,050
Threads: 65
Joined: Nov 2014
BYOND Username: Zewaka
Character Name: Shitty Bill Jr.
Now that smoke is fixed, I'll look into implementing this next patch round.
Posts: 770
Threads: 157
Joined: Jul 2015
BYOND Username: ErikHanson
Posts: 2,050
Threads: 65
Joined: Nov 2014
BYOND Username: Zewaka
Character Name: Shitty Bill Jr.
Okay, I'll need this in a branch compare form if you want this to be implemented.
Posts: 770
Threads: 157
Joined: Jul 2015
BYOND Username: ErikHanson
(09-06-2017, 10:27 PM)ZeWaka Wrote: Okay, I'll need this in a branch compare form if you want this to be implemented.
The changes themselves can fairly easy be fished from the patchfile, but i'll see if i can get this done