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Minor Tcomms Update: Decrufts Syndicate Comms, Removes Station Frequency Names, and Expands Usable Frequencies #3835

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merged 6 commits into from
Dec 3, 2024

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firebudgy
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@firebudgy firebudgy commented Nov 26, 2024

About The Pull Request

Telecommunications was obtuse and adding a faction's custom frequency required codediving or knowledge ahead of time when working with machines. Additionally, departmental comms (including Command) have been dead for years at this point and won't make a return. This correctly mataches frequencies to their factions and reflavors Command to an Emergency Frequency (a reference to https://en.wikipedia.org/wiki/Aircraft_emergency_frequency). Pirates are now only listed as "Unidentified" rather than Pirates.

Updated channels listed here.
image

Another major change is the removal of special treatment for syndicate comms. No longer can they listen in on every frequency, nor are they prevented from having their frequency tuned into. Theirs is the exact same as everyone else's, now.

This also expands the list of usable frequencies by a decent margin in order to make it significantly less likely that you can accidentally tune into someone else's comms, as well as specifically make it so certain powergaming strategies are no longer feasible. Wideband has been moved up to compensate.

Why It's Good For The Game

Removes a large amount of residual references to station content and makes Syndicate communications not blatantly able to monitor every single channel. Makes tcomms easier to work with when adding channels, and organization within servers easier. Stops certain powergaming strategies from being feasible while reducing the constant frequency overlaps from only having 24 bands (dating back to the existence of stations).

Changelog

🆑 Cloudbreak
del: AI Private frequency
balance: Syndicate communications are no longer able to monitor all other factions.
balance: Syndicate communications are no longer unable to be monitored.
balance: Nanotrasen has modernized their handhelds. Possible radio frequencies adjusted from 144.1-148.9 to 144.1-168.9.
add: Reflavored set channels to properly ID their faction.
fix: Vox sprite compatibility in a single sprite.
/:cl:

@github-actions github-actions bot added TGUI Code change Watch something violently break. labels Nov 26, 2024
@Orchidthederg
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FINALLY. THANK YOU. THANK YOU SO MUCH. AUGHGHHH THANKYOUTHANKYOUTHANKYOU I'M CRYING

@meemofcourse
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you should change the minutemen frequency to CLIP (or just C-MM), because i believe their full name is CLIP Minutemen

@firebudgy
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firebudgy commented Nov 26, 2024

you should change the minutemen frequency to CLIP (or just C-MM), because i believe their full name is CLIP Minutemen

Done, changed to Minutemen. In line with their channel in-game which is labeled as "Minutemen".

@thgvr
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thgvr commented Dec 3, 2024

Mark approved it and I'm not brave enough to gaze into tcomms code

@thgvr thgvr added this pull request to the merge queue Dec 3, 2024
Merged via the queue into shiptest-ss13:master with commit f4213f2 Dec 3, 2024
16 checks passed
MrCat15352 pushed a commit to MrCat15352/MrCat that referenced this pull request Dec 27, 2024
…ncy Names, and Expands Usable Frequencies (shiptest-ss13#3835)

Telecommunications was obtuse and adding a faction's custom frequency
required codediving or knowledge ahead of time when working with
machines. Additionally, departmental comms (including Command) have been
dead for years at this point and won't make a return. This correctly
mataches frequencies to their factions and reflavors Command to an
Emergency Frequency (a reference to
https://en.wikipedia.org/wiki/Aircraft_emergency_frequency). Pirates are
now only listed as "Unidentified" rather than Pirates.

Updated channels listed here.

![image](https://github.com/user-attachments/assets/6114b99e-73d2-4cac-aa90-618f632bc809)

Another major change is the removal of special treatment for syndicate
comms. No longer can they listen in on every frequency, nor are they
prevented from having their frequency tuned into. Theirs is the exact
same as everyone else's, now.

This also expands the list of usable frequencies by a decent margin in
order to make it significantly less likely that you can accidentally
tune into someone else's comms, as well as specifically make it so
certain powergaming strategies are no longer feasible. Wideband has been
moved up to compensate.

Removes a large amount of residual references to station content and
makes Syndicate communications not blatantly able to monitor every
single channel. Makes tcomms easier to work with when adding channels,
and organization within servers easier. Stops certain powergaming
strategies from being feasible while reducing the constant frequency
overlaps from only having 24 bands (dating back to the existence of
stations).

:cl: Cloudbreak
del: AI Private frequency
balance: Syndicate communications are no longer able to monitor all
other factions.
balance: Syndicate communications are no longer unable to be monitored.
balance: Nanotrasen has modernized their handhelds. Possible radio
frequencies adjusted from 144.1-148.9 to 144.1-168.9.
add: Reflavored set channels to properly ID their faction.
fix: Vox sprite compatibility in a single sprite.
/:cl:
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6 participants