Poll: Are you in the Ass?
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I would like to submit a patch
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22 42.31%
This is bad, I dont want this
1.92%
1 1.92%
This is good, but I won't help
55.77%
29 55.77%
Total 52 vote(s) 100%
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[EVENT] An SS13 Game Jam this way comes!
#16
(06-18-2019, 12:16 PM)Gerhazo Wrote: https://drive.google.com/open?id=1_PuxkA...B8JvGhlWGy
powers.dm from code/datums/genetics/bioEffects/powers.dm
My first baby code from some time back: a genetic ability that makes you convulse and then spontaneously don a new set of random clothes, with more slots affected if it's empowered
in action! https://streamable.com/wkcwl
It doesn't make much sense to be an actual thing but should fit fine in here
uses the polymorph icon to avoid having to mess with .dmi states

Can't merge this, can you give me *just* the parts you need added and/or removed?

(06-17-2019, 07:45 PM)Kubius Wrote: ROUND ONE

FIGHT

Icarus map
https://www.dropbox.com/s/ldf36g3tpm88jp...s.zip?dl=0

Prison artifact rework
https://www.dropbox.com/s/ncg2v1wjs5vh5a...2.zip?dl=0

code\WorkInProgress\assjam\kubius_PrisonArtifacts2_Standalone.dm:113:error: RL_Lighting: undefined var
code\WorkInProgress\assjam\kubius_PrisonArtifacts2_Standalone.dm:120:error: RL_AmbientRed: undefined var
code\WorkInProgress\assjam\kubius_PrisonArtifacts2_Standalone.dm:121:error: RL_AmbientGreen: undefined var
code\WorkInProgress\assjam\kubius_PrisonArtifacts2_Standalone.dm:122:error: RL_AmbientBlue: undefined var
code\WorkInProgress\assjam\kubius_PrisonArtifacts2_Standalone.dm:128:error: RL_AmbientRed: undefined var
code\WorkInProgress\assjam\kubius_PrisonArtifacts2_Standalone.dm:129:error: RL_AmbientGreen: undefined var
code\WorkInProgress\assjam\kubius_PrisonArtifacts2_Standalone.dm:130:error: RL_AmbientBlue: undefined var
code\WorkInProgress\assjam\kubius_PrisonArtifacts2_Standalone.dm:136:error: RL_AmbientRed: undefined var
code\WorkInProgress\assjam\kubius_PrisonArtifacts2_Standalone.dm:137:error: RL_AmbientGreen: undefined var
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#17
(06-18-2019, 06:43 PM)John Warcrimes Wrote:
(06-18-2019, 12:16 PM)Gerhazo Wrote: https://drive.google.com/open?id=1_PuxkA...B8JvGhlWGy
powers.dm from code/datums/genetics/bioEffects/powers.dm
My first baby code from some time back: a genetic ability that makes you convulse and then spontaneously don a new set of random clothes, with more slots affected if it's empowered
in action! https://streamable.com/wkcwl
It doesn't make much sense to be an actual thing but should fit fine in here
uses the polymorph icon to avoid having to mess with .dmi states

Can't merge this, can you give me *just* the parts you need added and/or removed?


https://pastebin.com/0xb2XrQ9
A paste of just the power itself. Works at least on the 2016 version.
If too much changed(because I'm certain some things got added to genetics over time) then  it's okay, he'll be up again before you know it
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#18
"Venture" alternate departmental jumpsuits, with an achievement reward as an (albeit kludgy) way to introduce them non-destructively.

https://www.dropbox.com/s/clwluujyv5vep9...s.zip?dl=0
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#19
Instant noodles, from the sprites subforum courtesy of Jaimsey: https://forum.ss13.co/showthread.php?tid=12408

in code\datums\chemistry\tools\food_and_drink.dm
add following code: https://pastebin.com/4KaVDqei  inside /obj/item/reagent_containers/food/drinks/bowl 's attackby(obj/item/W as obj, mob/user as mob) function

in code\obj\item\food\snacks.dm
add following code: https://pastebin.com/3Y9Fk9Fp anywhere

in code\obj\machinery\vending.dm
add
product_list += new/datum/data/vending_product("/obj/item/instant_noodles_packet", 20, cost=2)
at /obj/machinery/vending/snack next to the other vendor products added similarly to have it appear in the snacks vendor.

Two .dmi files for the sprites in attachments:


icons\obj\foodNdrink\food_snacks.dmi  has new iconstates: instantnoodles_open, instantnoodles_closed, instantnoodles_noodles
and
icons\obj\foodNdrink\food_meals.dmi  has a new iconstate: noodles_bowl
(edit: oops I just noticed the request for a single dmi on submissions, if it's not too much trouble try to just incorporate these but otherwise if it is too much screwing around do reply/ping me and I'll dump them into a new dmi and change the code to reference that instead)

https://github.com/goonstation/goonstati...s?expand=1 git compare


Attached Files
.dmi   food_snacks.dmi (Size: 20.13 KB / Downloads: 231)
.dmi   food_meals.dmi (Size: 32.75 KB / Downloads: 214)
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#20
Upgrade to the default bee sprites (affected: petbee, petbee-wings, petbee-sleep, petbee-dead)

https://www.dropbox.com/s/tm3cycqs5no1tm9/bee.dmi?dl=0
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#21
Upgrade to the default staff assistant uniform sprite (replaces icon state "assistant" in worn_js_rank.dmi). Should be integrated differently if added on a permanent basis.

https://www.dropbox.com/s/jglq3fpenwp0oj...k.dmi?dl=0
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#22
https://pastebin.com/pmUSsBdy
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#23
(06-23-2019, 01:15 PM)qwertyquerty Wrote: https://pastebin.com/pmUSsBdy


Code:
Superlagg beat you to that punchline :DDDD
Sorry :DDDDDD
Try Againe :DDDDDDDDDDDD
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#24
https://pastebin.com/0k9RkcpM

attempt dos

Also an actual game jam where people make SS13 related little minigames could be cool. Might be something to try
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#25
Bee Implant

Stick the implant in someone, and upon death 5 bees will explode out of their body! Be careful, they may be thirsty for the sweet nectar of revenge.

also the implants stack

[Image: unknown.png]
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#26
[Image: unknown.png]

https://drive.google.com/open?id=149NwW1...ibNeiDRAGt link to the specialoperative.dm file

Contains:
Tranquilizer pistol and ammo for it, using the safari kit sodium thiopental darts and borrowing the existing pistol sprites.
A new gimmick human mob, similar to how macho-man works. They are given a random name, carry the aforementioned equipment, sneaking suit as well as have the special passive ability to counterattack people in melee trying to punch him or disarm and knock down people trying to attack him with objects or weapons. Remains fully vulnerable to projectiles however and cannot counter attacks when stunned on the ground.

Bringing him into a round involves spawning the /mob/living/carbon/human/specialoperative mob with admin commands and swapping a player into the body.

note: The close quarters combat counter attacks affect status effects(weakened specifically) which have been overhauled since the 2016 version. With some consultation I've adjusted the code to fit the new system. I believe it should work as it is currently but in case there's some sudden issues that could be a reason for them and please yell at me. This also means that it won't compile on the 2016 code(but should on modern one, hopefully) without doing some minor changes that are described in the comments.
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#27
kind of an update to my things:
fixed a bunch of runtimes and missed bugs from brief testing on a temporarily ran server from all three patches and also made it so that every patch is a separate independent .dm/.dmi as they should be

random clothes genetic power: https://drive.google.com/open?id=1vXTMpN...91VfCZsACj

special operative: https://drive.google.com/open?id=1Gd8w7e...aCGiHJnFn2
notes: some of the sounds were missing as they're not present/their paths have changed(more likely) in the modern version, comments have been put in appropriate places to note which sound should be played where

instant noodles:
dm - https://drive.google.com/open?id=1G5SyF-...1haxuGPbzb
dmi - https://drive.google.com/open?id=1UkgnEG...Hy-pmuO4BL
notes: by default icon for the noodle-related items is set to icons\obj\foodNdrink\instant_noodles.dmi, should be changed accordingly if the .dmi is placed somewhere else. Also would require either a single line addition to snack vendors to add it to their stock or spawning on the map to be present.
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#28
If you don't have any proper materials and don't care about your life, bottle bombs are the thing for you! High risk & reward bomb making solution.

Features:
Nice looking sprites! (Subjective)
A great way to make a bomb in a pinch!
Effective suicide bomb!

Cons:
Instant explode chance - Using welding tool to ignite severely increases that chance.
Requires two hands to ignite.

Video: https://streamable.com/km34r

Sauce: icons/obj/poliShit.dmi - https://puu.sh/DMhEN/64bb3c35bd.dm
code/poliShit.dm(or name it whatever you want, i don't care) - https://puu.sh/DM9ZB/7d5c536826.dm
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#29
Ok, here is my first addition.

It's a display case for showing off unused community sprites. 
It auto generates a list of all the sprite names inside the dmi file and randomly selects one when spawned.

You can either spawn a /obj/item/showpiecespawner to just get the item with a sprite 
or /obj/cover/showpieceshowcase for it to spawn a glass top, wood case and the sprite item inbetween.
The sprites are just a child of obj/item and have no special procs or uses.

Please place a few of these /obj/cover/showpieceshowcase /obj/showpieceshowcase_fullset around the map. 
They use 4 dummy walls to prevent people grabbing items through the case.
Edit 05.07.:
Removed the dummy walls, made the glass breakable and turned the case itself into a child of tables.
Items spawned inside the case will be anchored and cant be picked up until the glass is broken.
This will require you to replace the old showcase.dm and replace already placed cases with the new object path.
The cases are based on /obj/cover, which should be in /code/WorkInProgress/wizardset.dm and their sprites in icons/turf/adventure.dmi

I may eventually send an updated showcase.dmi file, which wont need anything but a replacement. 
The code is made to auto generate and not need any changes for new sprite additions.

[Image: 5a70e3ca62def06268665b093d391c38.png]

[Image: fc1a57bff5ebddab8c31b8dcfb8cf5e9.gif] [Image: 3c642e62e53210070ae96ce4baf15f0a.png]

https://drive.google.com/file/d/1uTMDgZK...sp=sharing

And here is addition number 2!

I made a pair of squeaky boots, like the ones from the Sponge Bob episode. 
I will just link to my already existing post for it here: https://forum.ss13.co/showthread.php?tid...#pid137191

There is a small problem with implementing these, though. I had to add 3 lines to sound.dm and dont know how I would circumvent this.
I marked the 3 lines by adding a //THIS LINE at their end. Tell me how to handle this the best way.

Also I am absolutely sure that this file will have changed since 2016, especially now that all shoes make sounds.

Thanks to 2027 this shouldn't be a problem anymore. File has been updated and line 9 in clothing.dm replaced with the needed list.

https://drive.google.com/file/d/1dxTKBxJ...sp=sharing
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#30
I'm gonna be upset if legman doesn't get in
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