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test runner#1

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DangerRevolution wants to merge 576 commits intomasterfrom
danger-multiz-nv
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test runner#1
DangerRevolution wants to merge 576 commits intomasterfrom
danger-multiz-nv

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DangerRevolution and others added 30 commits February 16, 2026 18:14
fuel storage + some areas for it + road palette for future use
rename map + add necessary files for map to function
Credits for the USASF patch to BonniePandora,
More props coming eventually(Tm)
Credits to EldritchSack for the original basic brassard sprite.
fixes conflicts
Puckaboo2 and others added 30 commits February 23, 2026 19:30
…chosen', + more spellchecks (cmss13-devs#11474)

# About the pull request

If the words 'transferred', 'transferring', 'suppress', 'modifying', and
'chosen' were misspelled, now they are not. Plus, more spellchecks.

# Explain why it's good for the game

Spellchecks is good.

# Testing Photographs and Procedure
<details>
<summary>Screenshots & Videos</summary>

Put screenshots and videos here with an empty line between the
screenshots and the `<details>` tags.

</details>


# Changelog
:cl: Puckaboo2
spellcheck: 'transferred', 'transferring', 'suppress', 'modifying', and
'chosen' are no longer misspelled, among other words.
/:cl:
# About the pull request
They got split into 3 versions partial, full, and normal
Most places should use partial or normal(which is mostly just a little
less than partial for the normal autolathe, but the other subtypes come
empty on normal
Admin/ERT should/can use full without balance concerns.
<!-- Remove this text and explain what the purpose of your PR is.

Mention if you have tested your changes. If you changed a map, make sure
you used the mapmerge tool.
If this is an Issue Correction, you can type "Fixes Issue #169420" to
link the PR to the corresponding Issue number #169420.

Remember: something that is self-evident to you might not be to others.
Explain your rationale fully, even if you feel it goes without saying.
-->

# Explain why it's good for the game
# Testing Photographs and Procedure
<details>
<summary>Screenshots & Videos</summary>

Put screenshots and videos here with an empty line between the
screenshots and the `<details>` tags.

</details>


# Changelog
:cl:
del: Removed a UpdatePath script for lathes
/:cl:
This pull request updates the TGS DMAPI to the latest version. Please
note any breaking or unimplemented changes before merging.

Co-authored-by: cmss13-ci[bot] <180991813+cmss13-ci[bot]@users.noreply.github.com>
# About the pull request

Adds in a toggle for the minimap which displays a different color coded
minimap, one that relates to each area's ceiling tier. The darker the
color, the tougher the ceiling (white = open, cyan = glass, dark grey =
metal, black = caves). Has an action button next to the Minimap.

Ceiling toggled off
<img width="190" height="104" alt="image"
src="https://github.com/user-attachments/assets/e339b43e-05b4-4aed-8b96-2f8a8a7a476b"
/>

Ceiling toggled on
<img width="181" height="102" alt="image"
src="https://github.com/user-attachments/assets/0a1e2681-ff7c-4e13-850a-c8948a624e9b"
/>

# Explain why it's good for the game

This was actually a feature of the old tacmap before we got our PvE one,
where it was a whitescale map that showcased ceiling tiers. This was
actually super helpful tactical wise, as it gave JTAC players an actual
understanding on what areas can withstand what type of bombardment for
planning. As opposed to how it currently is, where you have to
meticulously examine every tile and remember what area has what roof.

This will hopefully also encourage more new players to give a hand at
JTAC, now that there's a way to visualize the map's ceilings in-game
again. It works with every map.

Old Tac Map below

<img width="341" height="462" alt="image"
src="https://github.com/user-attachments/assets/fec8503e-031b-474b-aa60-35b5f8820231"
/>

# Testing Photographs and Procedure
This actually turned out to be a bit more complicated than I initially
thought, since currently everyone shares a single minimap, which means
when one person toggled the overlay, it would change it for everyone. I
then ran into the issue where someone toggling ceiling protection on the
CIC minimap would also apply those overlays to everyone else's minimap.
I fixed it by pre-generating the ceiling overlays during the initial
tacmap creation, and then making unique tacmap instances to apply the
filter to. They don't generate new minimaps from the ground up, so I
don't believe this will cause lag, but if there's a cleaner way to do
this I'd be willing.

I tested it with multiple clients, CIC map, Dropship map, everyone can
toggle their own minimap freely. Drawings and blips also appear above
the ceiling overlay like the regular minimap.
<details>
<summary>Screenshots & Videos</summary>

LV
<img width="958" height="1216" alt="image"
src="https://github.com/user-attachments/assets/6a0c33af-a752-4a5f-8a62-66841e877ca4"
/>

LV Ceilings
<img width="974" height="1229" alt="image"
src="https://github.com/user-attachments/assets/e163fa14-e1bf-4832-bff8-df3f2b3f7358"
/>

Big Red
<img width="1241" height="1168" alt="image"
src="https://github.com/user-attachments/assets/33386815-8ff6-4978-ab0c-2e069d93d690"
/>

Big Red Ceilings
<img width="1235" height="1166" alt="image"
src="https://github.com/user-attachments/assets/9df6417d-141f-4e07-8748-96b3a5f7ffaf"
/>

Chance's Claim
<img width="1071" height="1134" alt="image"
src="https://github.com/user-attachments/assets/39a7e320-f568-45a4-b041-b6edf66c7a50"
/>

Chance's Claim Ceilings
<img width="1066" height="1130" alt="image"
src="https://github.com/user-attachments/assets/c955b030-c0c0-4b07-842a-3c3a54c757bf"
/>

</details>


# Changelog
:cl:
add: Topographical data has finally been linked to the USCM's Tactical
Map readings. A system update has began to be rolled out fleet wide!
ui: Added a 'Toggle Minimap Ceiling Overlay' preference underneath UI
that showcases a new overlay for the minimap, one that color codes areas
based on the tier of their ceiling. The darker the color, the harder the
roof is to penetrate.
ui: Added an action button for it next to the Minimap button. The red
version toggles the ceiling area mode on or off.
/:cl:
…mss13-devs#11625)

<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
not be viewable. -->

# About the pull request

Adds a new north attack path for LZ1 north comms array. 

Fixes a duplicated area (the sniper off-map spawn) that is duplicated in
two areas.

Image of change below.

# Explain why it's good for the game

The change to this comms area is designed to make it more challenging
for the Marines to defend. The current setup makes this incredibly hard
for Xenos to attack, as it is surrounded by hull walls, meaning
Xenomorphs have only one viable attack path, which is easy for Marines
to defend.

This change not only makes it more challenging to defend the comms
array, it opens up a new attack path for both factions in this area.


# Testing Photographs and Procedure
<!-- Include any screenshots/videos/debugging steps of the modified code
functioning successfully, ideally including edge cases. -->

<!-- !! If you are modifying sprites, you **must** include one or more
in-game screenshots or videos of the new sprites. !! -->

<details>
<summary>Screenshots & Videos</summary>
<img width="894" height="882" alt="newchance"
src="https://github.com/user-attachments/assets/1c68e954-d943-472a-98a1-e66df1450001"
/>


</details>


# Changelog

<!-- If your PR modifies aspects of the game that can be concretely
observed by players or admins you should add a changelog. If your change
does NOT meet this description, remove this section. Be sure to properly
label your changes in the changelog. Please note that maintainers freely
reserve the right to remove and add tags should they deem it
appropriate. You can attempt to finagle the system all you want, but
it's best to shoot for clear communication right off the bat. -->
<!-- If you add a name after the ':cl', that name will be used in the
changelog. You must add your CKEY after the CL if your GitHub name
doesn't match. Maintainers freely reserve the right to remove and add
tags should they deem it appropriate. -->

:cl:
maptweak: The LZ1 northern communications array on Chances Claim has had
a new path opened up to its north. The intention for this change is to
make holding the array more challenging for the Marines, and to give
Xenomorphs a new attack route to siege the array. This new path also
opens a new attack route for both factions to use.
maptweak: Fixes a duplicated multiz room on Chances Claim (the off-map
sniper spawn).
/:cl:

<!-- Both :cl:'s are required for the changelog to work! -->

---------

Co-authored-by: Steelpoint <[email protected]>
)

# About the pull request

This PR adds several major changes, it remaps LZ1 slightly to open up
certain areas for xenomorphs to probe/siege from, and it pushes back one
of the LZ1 comms to be slightly further from the LZ.

The PR also opens up the medical podlock, in an effort to remove this
area becoming a hellchoke.

(Images of changes below)

# Explain why it's good for the game

The medical podlock change has been made in an effort to remove this
area as becoming a hellchoke for the Marines to push through. This area
is currently mapped in such a way it is fairly easy for Marines to be
stuck here trying to push out the xenomorphs, often requiring heavy use
of CAS or OB strikes to clear a path, which even then is not guaranteed
to remove the xeno threat. Considering this area is directly adjacent to
the LZ, it feels inappropriate for such a powerful choke point to be
placed right next to the Marine LZ, an area the Marines should have an
advantage in.

The LZ changes are multifaceted. So I'll explain piecemeal.

- The south LZ1 comms relocation has been done to make it harder for
Marines to hold comms against a full xeno siege. Currently, this comms
is almost impossible for Marines to lose control of, due to it being
directly adjacent to the landing zone AND having an extremely powerful
hellchoke xenos are forced to push through. If Marines lose this comms,
then they are likely 5 minutes from losing the game. Moving the comms
slightly south-east means Marines have to put more effort into holding
it, akin to the alt North-East comms spawn this LZ uses.
- The central-east and north-east changes have been mapped to force
Marines to expend more materials to construct FOB defenses AND to offer
xenos more attack paths. The currently mapped area is fairly Marine
favored, with a lot of hull walls that funnel Xenos into a kill tunnel,
these changes open the area up slightly and give Xenos more attack
routes.
# Testing Photographs and Procedure
<details>
<summary>Screenshots & Videos</summary>

Medical podlock.
<img width="901" height="656" alt="kut1"
src="https://github.com/user-attachments/assets/3a96153d-b70b-455f-b3de-24c31d73c930"
/>
North-east entrance.
<img width="970" height="769" alt="Kut2"
src="https://github.com/user-attachments/assets/69f869b0-46e1-4100-8bb9-9b0b8b923bc4"
/>
Eastern entrance.
<img width="779" height="1056" alt="Kut3"
src="https://github.com/user-attachments/assets/cd0e005d-f1cd-42f6-8d59-9c0cebb5da11"
/>
Southern entrance and comms array.
<img width="770" height="774" alt="Kut4"
src="https://github.com/user-attachments/assets/0d32d470-ee51-44d2-8d26-842dcb94374e"
/>

</details>


# Changelog
:cl:
maptweak: The medical podlock on Kutjevo has been opened up, this should
make this area less of a choke point for the attacking Marines.
maptweak: The east, north-east and south entrances to LZ1 on Kutjevo
have been opened up via removing some hull walls and creating new attack
paths. This should make the LZ more challenging to defend but also give
Xenomorphs more attack paths.
maptweak: The south communications array spawn for LZ1 on Kutjevo has
been moved slightly south-east, as part of an extended cave network. The
aim of this change is to make holding the array more challenging and to
give Xenomorphs more options to siege the communications array, instead
of being forced into a small chokepoint.
/:cl:

---------

Co-authored-by: Steelpoint <[email protected]>
APC Area + Json Fix + R-Wall Hospital + Comms-2 + Larger CAS-Proof Areas
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