-
-
Notifications
You must be signed in to change notification settings - Fork 257
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
[Port] Hardsuit Tails #2715
base: master
Are you sure you want to change the base?
[Port] Hardsuit Tails #2715
Conversation
Why do my journeys always take me into icon renderer code. I want OUT. Adjusts mutant bodypart renderer via duct tape, ports suit tail sprites, semi-ports code by replicating it in our implementation, suffers insanity.
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Since this is NSV13, can we also add tail color combinations for our own suits? They should all be in nsv13/icons/mob/suit.dmi, if you need a color reference. I feel like the skinsuit, radsuit, and regular EVA suit (and pirate eva suit) would all also make sense (even more so than the actual hardsuits) to give tails.
On top of this, the current "colored" part of the ERT suit tails seems a bit oversaturated, maybe you can just pick a color from the actual suit for those (I assume the colors are different because Skyrat has some more vibrant suits)
The rest looks fine, originally I was surprised to see code instead of sprites, but it's executed quite nicely here.
That is the intent, I just spent hours thinking about how to translate that implementation from their more bespoke overlay
Note to self.
We can certainly adjust values if needed since the handling was made for that.
It certainly is a useful implementation since it makes it easy for compat for new suits, albeit at some slightly lower (visual) variance, but it suffices unless someone decides to sprite tails for days. |
This is great. And it adds more character recognition with one of the most anonymizing pieces of gear in the game. |
About The Pull Request
Some talk on NSV led me to remember I saw armored tails on hardsuits somewhere somewhen. In turn, I did manage to remember where I remembered that from, tracked down where they ported it from, and, in turn, ported that here.
This essentially ports Skyrat-SS13/Skyrat-tg#2183, albeit without Vulpine sprites (We don't have Foxes. Except Renault.), aswell as doing some mildly "funky" implementation stuff because our mutant bodypart overlay proc (and especially accessory backend) vary, even relative to the point of time this is from.
For now has the same color setups as the base PR (luckily, as opposed to bee, most of our hardsuits still have "old" sprites).
However, that also means that some NSV-unique suits do currently lack this, like Pilot Hardsuits.
I've spent enough of today's brain power on this for now though, so we'll see at some point.
See screenshots section for included suits.
The Felinid tails are also kind of, big, compared to how they look without a suit, but eh better than them being like three pixels wide (maybe the suit is just thick!). Do tell if you prefer them this way or crammed into the suit, no big feelings in either direction (except it not being very comfy to have a tail in there aswell as the rest of you).
Why It's Good For The Game
Bluespace Tail Storage is expensive.
Having your tail just vanish when you put on a hardsuit has been a minor recurring annoyance across servers for me. Now they do not, and you have some more distinction even in hardsuits.
Testing Photographs and Procedure
Screenshots&Videos
Base suits (minus RD and HOS because I oopsied):
RD & HOS suit (because I oopsied):
Special suits:
Changelog
🆑 NotRanged, Azarak, DeltaFire15
add: Tails should now be visible in hardsuits that support them.
imageadd: Tails in hardsuits.
/:cl: