cave dwarves (lavaland ghost-role)

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Bother making?

Yes
35
78%
No
5
11%
Needs tweaks (explain)
4
9%
Abstain
1
2%
 
Total votes: 45

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iamgoofball
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Re: cave dwarves (lavaland ghost-role)

Post by iamgoofball » #292272

Bottom post of the previous page:

I'll work on brewing and shit. I've got code for a brewing station from ye olde goofkitchen back on NT.
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Re: cave dwarves (lavaland ghost-role)

Post by MMMiracles » #292275

iamgoofball wrote:I'll work on brewing and shit. I've got code for a brewing station from ye olde goofkitchen back on NT.
As long as the resulting reagent is a child of ethanol, that'd be great.
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Re: cave dwarves (lavaland ghost-role)

Post by iamgoofball » #292277

Yeah, I've been meaning to do a rework of beer code for awhile. Xhuis's was a great start but half the fucking reagents in the game are bartender drinks, literally
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Re: cave dwarves (lavaland ghost-role)

Post by bman » #292282

ill sprite a real dorfy dorf for you

do you want dorfs to have gender cause i dont think that's needed

plus they'll look very similar anyways they're both too plump and stout to differentiate
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Re: cave dwarves (lavaland ghost-role)

Post by iamgoofball » #292285

yeah i mean unless we plan to port dorf babbies too the gender distinction is irrelevant

SHITTY IDEA:

what if we make a 3x3 area around the spawner ASCII With some ASCII tendrils spewing out or something, it'd look cool visually
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Re: cave dwarves (lavaland ghost-role)

Post by Armhulen » #292288

iamgoofball wrote:yeah i mean unless we plan to port dorf babbies too the gender distinction is irrelevant

SHITTY IDEA:

what if we make a 3x3 area around the spawner ASCII With some ASCII tendrils spewing out or something, it'd look cool visually
:+1:
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Re: cave dwarves (lavaland ghost-role)

Post by MMMiracles » #292289

bman wrote:ill sprite a real dorfy dorf for you

do you want dorfs to have gender cause i dont think that's needed

plus they'll look very similar anyways they're both too plump and stout to differentiate
If stout and plump dwarves are an option, I'll happy take it. I've already started moving over the method drones use for shifting in_hand icons.
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Re: cave dwarves (lavaland ghost-role)

Post by Wyzack » #292312

I dunno i think the greyscale sprite Remie showed looks pretty good in terms of stoutness and broad shoulders
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Re: cave dwarves (lavaland ghost-role)

Post by bman » #292334

Wyzack wrote:I dunno i think the greyscale sprite Remie showed looks pretty good in terms of stoutness and broad shoulders
it looks more like a goblin tbh
Image

what about this

it's missing a beard so it looks different
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Re: cave dwarves (lavaland ghost-role)

Post by bman » #292335

maybe it needs a neck hm
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Re: cave dwarves (lavaland ghost-role)

Post by FantasticFwoosh » #292336

iamgoofball wrote:Yeah, I've been meaning to do a rework of beer code for awhile. Xhuis's was a great start but half the fucking reagents in the game are bartender drinks, literally
If you don't mind me asking a question will this brewing action need something along the lines of a yeast reagent a a catalyst?
flour & enzyme (catalyst) = yeast?
That is unless you're speaking of just making a separate machine or a function for a resprited grinder.

> Grind it, Juice it, Mix it, Brew it, Twist it, Bop it

Finally a reason to retire enzyme reagent catalystic/consuming bar drinks.
Fat sprites, lol, sort of reminds me of a generic ogre/large humanoid monster if you increased the size into a 64x64, actually that would make a really good human giantism genetic trait model actually.

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Re: cave dwarves (lavaland ghost-role)

Post by Wyzack » #292340

I dunno i think that one looks more fat than stout, but that might be by design i dunno. Its not bad
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Re: cave dwarves (lavaland ghost-role)

Post by Remie Richards » #292341

bman wrote:
Wyzack wrote:I dunno i think the greyscale sprite Remie showed looks pretty good in terms of stoutness and broad shoulders
it looks more like a goblin tbh
Image

what about this

it's missing a beard so it looks different
you just invalidated all helmets, masks, glasses, hair and facial hair.
this is why my mock up reused the human parts.
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Re: cave dwarves (lavaland ghost-role)

Post by bman » #292349

Remie Richards wrote:
bman wrote:
Wyzack wrote:I dunno i think the greyscale sprite Remie showed looks pretty good in terms of stoutness and broad shoulders
it looks more like a goblin tbh
Image

what about this

it's missing a beard so it looks different
you just invalidated all helmets, masks, glasses, hair and facial hair.
this is why my mock up reused the human parts.
nope!

sure, human equipment will look less fitting on dwarves, but isnt that the point?

other than that their heads are very similar
Image
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Re: cave dwarves (lavaland ghost-role)

Post by FantasticFwoosh » #292350

Okay, for reference there is this hat inside the hat clothing dmi file listed under 'Viking' that you could possibly use.

Image

But i took some initative and cut it down a little bit more so its not so exaggerated as to get a little dorf hat of

Image

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Re: cave dwarves (lavaland ghost-role)

Post by bman » #292352

the outlines on the horns are so extreme and that white stripe has no shading
edit: not really big of an issue tho
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Re: cave dwarves (lavaland ghost-role)

Post by FantasticFwoosh » #292368

This a little better i guess?

Image

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Re: cave dwarves (lavaland ghost-role)

Post by bman » #292373

ye it's cool
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Re: cave dwarves (lavaland ghost-role)

Post by FantasticFwoosh » #292424

Open a project PR thing on github MMI miracles and ill donate the item hat, description & worn to you by submitting to it. It'll probably be easier to keep check of your checklist that way too. (Oh wait is that a maintainer thing only? i honestly forget)
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Code: Select all

/obj/item/clothing/head/dwarf
	name = "dwarven helmet"
	desc = "A <i> +finely crafted+ / <i> dwarven helmet"
	icon_state = "dwarf"
	itemstate = "dwarf"
	flags_inv = HIDEHAIR
NORTH
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SOUTH
Image

WEST/EAST (in yellow so the front nose detail is easier to see)
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EDIT - small alteration to the height of the horn, the helmet blocks hair using invisibility tags
Image
The sprite is red crusader armor by the way, already in the code its a little bit shoddy. The helmet loses a significant amount of fidelity when its equipped onto a manlet just be warned.

Image

I noticed your pr.
Last edited by FantasticFwoosh on Thu May 11, 2017 10:06 pm, edited 2 times in total.

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Re: cave dwarves (lavaland ghost-role)

Post by MMMiracles » #292460

PR up here. Might as well put it up while I work on it.
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Re: cave dwarves (lavaland ghost-role)

Post by bman » #292768

so

do you like my dwarf sproit or not
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Re: cave dwarves (lavaland ghost-role)

Post by MMMiracles » #292792

bman wrote:so

do you like my dwarf sproit or not
I thought a lack of neck might be odd but then I remembered they'd be sporting beards as well so ye, it good.
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Re: cave dwarves (lavaland ghost-role)

Post by bman » #292805

aye, pick how FAT dwarves be

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Image
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Re: cave dwarves (lavaland ghost-role)

Post by Wyzack » #292807

1
Arthur Thomson says, "Since there are no admins I would loging with another account and kill you"
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Arthur Thomson catches fire!
tusterman11 wrote:Can you stop lying? I just asked you and you are was a piece of shiit on me!!!
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Re: cave dwarves (lavaland ghost-role)

Post by MMMiracles » #292820

1 is good.
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Re: cave dwarves (lavaland ghost-role)

Post by FantasticFwoosh » #292824

Bman, like remie's advice having a unique body type will really mess up being able to wear clothes without actually having to make a var & attach it to each piece of clothing generally just to lock dwarves out from using it since its very articulately done to human body proportions. (The RD director cardigan specifically follows the shape of the human neck)

"This clothing is too big for you to wear"

I've sprited a entire dwarf clothing set too, the below picture is a human with a dwarf hat, dwarf gauntlets (recycled crusader gauntlets), dwarf armor (a cropped & touched over crusader armor), a bare cloth & trouser green peasant clothing (for medieval setting, no sensors) plus a explorer satchel & regular mining workboots.

Image

and without the armor with the satchel removed (because that specifically comes across the right hand side of the neck resting upon the green peasant collar.

Image

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Re: cave dwarves (lavaland ghost-role)

Post by bman » #292885

FantasticFwoosh wrote:Bman, like remie's advice having a unique body type will really mess up being able to wear clothes without actually having to make a var & attach it to each piece of clothing generally just to lock dwarves out from using it since its very articulately done to human body proportions. (The RD director cardigan specifically follows the shape of the human neck)
wrong we use race clothing WHITELISTS not BLACKLISTS

golems already exhibit such behavior, they can wear boxing gloves but no other gloves.

and the head is compatible with most facial hair and wear
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Re: cave dwarves (lavaland ghost-role)

Post by FantasticFwoosh » #292894

That's a good point.

Unlikely if you make it as square as your proposed sprite, golems have perfect human shape & proportions to make it possible though and their external clothing is determined by permanently attached invisibility and slot restrictions. If by a case by case basis they can't fit into most of the jumpsuits and suits (nessecary things, like spacesuits and simple jumpsuits to hold pockets, etc) not by design without causing uninentional sprite overlaps with the loss of fidelity due to sprite shrinking then i guess it matters a lot more than a selection of specially chosen hats.

Same goes if other races want to wear dwarven clothes, is it going to awkwardly blow up, looking ugly on them or require a seperate sheet of small sized clothing minature DMI's to put on dwarves specifically (which is the likely route im taking with a different body shape in just WIP phases of my ogre idea)

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Re: cave dwarves (lavaland ghost-role)

Post by bman » #292918

no it's just vice versa races cant wear each other's clothing cause they dont fit?
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Re: cave dwarves (lavaland ghost-role)

Post by MMMiracles » #293009

Stumpy dwarves are in, thanks to bman. Didn't even have to do any special adjustments to in-hand items since they line up pretty well.
Image

Backpacks seem decently fitting as well, everything else will probably need a dwarf variant (makes sense anyway).
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Re: cave dwarves (lavaland ghost-role)

Post by Armhulen » #293010

F A T
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Re: cave dwarves (lavaland ghost-role)

Post by MMMiracles » #293012

big-boned
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Re: cave dwarves (lavaland ghost-role)

Post by bman » #293013

feel like the beard needs to be a bit more down and they also need special beards
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Re: cave dwarves (lavaland ghost-role)

Post by Armhulen » #293014

more face, yes
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Re: cave dwarves (lavaland ghost-role)

Post by MMMiracles » #293017

Looking into splitting the hair y_value into facial hair and regular hair, as currently it moves both.
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Re: cave dwarves (lavaland ghost-role)

Post by bman » #293022

should be very very easy
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Re: cave dwarves (lavaland ghost-role)

Post by MMMiracles » #293029

If it is then I'm too dumb. It uses an overlay created by the head bodypart that takes everything from the HAIR_LAYER. Dunno how to do it while keeping a consistent visual on the mob and on the decapitated head.
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Re: cave dwarves (lavaland ghost-role)

Post by bman » #293038

just create a new var/hair_offset = 0 and when it applies the face offset change the var
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Re: cave dwarves (lavaland ghost-role)

Post by bman » #293039

dont worry about limb visuals i think those sort themselves out
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Re: cave dwarves (lavaland ghost-role)

Post by Qbopper » #293041

s t o u t
Limey wrote:its too late.
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Re: cave dwarves (lavaland ghost-role)

Post by cocothegogo » #293154

ligger dwarfs when? :ugeek: :honkman:
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Re: cave dwarves (lavaland ghost-role)

Post by Qbopper » #293166

cocothegogo wrote:ligger dwarfs when? :ugeek: :honkman:
normally I don't care for the ligger racism memes (for or against), but this is too far
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Re: cave dwarves (lavaland ghost-role)

Post by confused rock » #293235

this would work WAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAY better as a gamemode imo
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Re: cave dwarves (lavaland ghost-role)

Post by FantasticFwoosh » #293262

You may want to talk to remie about that in regards to scenarios.

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Re: cave dwarves (lavaland ghost-role)

Post by iamgoofball » #293397

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Re: cave dwarves (lavaland ghost-role)

Post by MMMiracles » #293417

i want this to also be used on-station for botanists but you also made the system in the first place so how about we compromise and make it have like a 5-10% chance to use that icon when the barrel is made
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Re: cave dwarves (lavaland ghost-role)

Post by Anonmare » #293424

cocothegogo wrote:ligger dwarfs when? :ugeek: :honkman:
Those are called Kobolds
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Re: cave dwarves (lavaland ghost-role)

Post by FantasticFwoosh » #293523

How about we give dwarves some minecarts to ride around in by recycling kors Maglev rail PR ( Maglev Rails #16844 )

Plasteel (because steel tracks) laid down, with a craftable minecart made out of logs and metal, basically re-use the mechanics for the conveyorbelt in order to yank up minecart tracks, and wrench them to change NSWE directions, as long as the minecart is on the tracks, it works like a limited direction movement vehicle, and will collide with people knocking them out of the way at high velocity.

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Re: cave dwarves (lavaland ghost-role)

Post by bman » #293593

im improving dwarf body sprites dont make any clothing yet
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Re: cave dwarves (lavaland ghost-role)

Post by bman » #293610

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Re: cave dwarves (lavaland ghost-role)

Post by PKPenguin321 » #293687

is this just an elaborate scheme to reintroduce fatsprites
i play Lauser McMauligan. clown name is Cold-Ass Honkey
i have three other top secret characters as well.
tell the best admin how good he is
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