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Re: cave dwarves (lavaland ghost-role)

Posted: Thu May 11, 2017 5:23 pm
by iamgoofball

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.

Re: cave dwarves (lavaland ghost-role)

Posted: Thu May 11, 2017 5:25 pm
by MMMiracles
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.

Re: cave dwarves (lavaland ghost-role)

Posted: Thu May 11, 2017 5:27 pm
by iamgoofball
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

Re: cave dwarves (lavaland ghost-role)

Posted: Thu May 11, 2017 5:30 pm
by bman
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

Re: cave dwarves (lavaland ghost-role)

Posted: Thu May 11, 2017 5:32 pm
by iamgoofball
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

Re: cave dwarves (lavaland ghost-role)

Posted: Thu May 11, 2017 5:34 pm
by Armhulen
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:

Re: cave dwarves (lavaland ghost-role)

Posted: Thu May 11, 2017 5:34 pm
by MMMiracles
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.

Re: cave dwarves (lavaland ghost-role)

Posted: Thu May 11, 2017 6:06 pm
by Wyzack
I dunno i think the greyscale sprite Remie showed looks pretty good in terms of stoutness and broad shoulders

Re: cave dwarves (lavaland ghost-role)

Posted: Thu May 11, 2017 6:35 pm
by bman
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

Re: cave dwarves (lavaland ghost-role)

Posted: Thu May 11, 2017 6:36 pm
by bman
maybe it needs a neck hm

Re: cave dwarves (lavaland ghost-role)

Posted: Thu May 11, 2017 6:38 pm
by FantasticFwoosh
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.

Re: cave dwarves (lavaland ghost-role)

Posted: Thu May 11, 2017 6:43 pm
by Wyzack
I dunno i think that one looks more fat than stout, but that might be by design i dunno. Its not bad

Re: cave dwarves (lavaland ghost-role)

Posted: Thu May 11, 2017 6:43 pm
by Remie Richards
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.

Re: cave dwarves (lavaland ghost-role)

Posted: Thu May 11, 2017 6:50 pm
by bman
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

Re: cave dwarves (lavaland ghost-role)

Posted: Thu May 11, 2017 6:50 pm
by FantasticFwoosh
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

Re: cave dwarves (lavaland ghost-role)

Posted: Thu May 11, 2017 6:54 pm
by bman
the outlines on the horns are so extreme and that white stripe has no shading
edit: not really big of an issue tho

Re: cave dwarves (lavaland ghost-role)

Posted: Thu May 11, 2017 7:13 pm
by FantasticFwoosh
This a little better i guess?

Image

Re: cave dwarves (lavaland ghost-role)

Posted: Thu May 11, 2017 7:20 pm
by bman
ye it's cool

Re: cave dwarves (lavaland ghost-role)

Posted: Thu May 11, 2017 8:47 pm
by FantasticFwoosh
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)
Spoiler:

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
Image

SOUTH
Image

WEST/EAST (in yellow so the front nose detail is easier to see)
Image

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.

Re: cave dwarves (lavaland ghost-role)

Posted: Thu May 11, 2017 9:54 pm
by MMMiracles
PR up here. Might as well put it up while I work on it.

Re: cave dwarves (lavaland ghost-role)

Posted: Fri May 12, 2017 3:40 pm
by bman
so

do you like my dwarf sproit or not

Re: cave dwarves (lavaland ghost-role)

Posted: Fri May 12, 2017 4:34 pm
by MMMiracles
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.

Re: cave dwarves (lavaland ghost-role)

Posted: Fri May 12, 2017 5:05 pm
by bman
aye, pick how FAT dwarves be

Image

Image

Re: cave dwarves (lavaland ghost-role)

Posted: Fri May 12, 2017 5:07 pm
by Wyzack
1

Re: cave dwarves (lavaland ghost-role)

Posted: Fri May 12, 2017 5:25 pm
by MMMiracles
1 is good.

Re: cave dwarves (lavaland ghost-role)

Posted: Fri May 12, 2017 5:37 pm
by FantasticFwoosh
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

Re: cave dwarves (lavaland ghost-role)

Posted: Fri May 12, 2017 7:16 pm
by bman
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

Re: cave dwarves (lavaland ghost-role)

Posted: Fri May 12, 2017 7:45 pm
by FantasticFwoosh
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)

Re: cave dwarves (lavaland ghost-role)

Posted: Fri May 12, 2017 8:10 pm
by bman
no it's just vice versa races cant wear each other's clothing cause they dont fit?

Re: cave dwarves (lavaland ghost-role)

Posted: Sat May 13, 2017 2:05 am
by MMMiracles
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).

Re: cave dwarves (lavaland ghost-role)

Posted: Sat May 13, 2017 2:11 am
by Armhulen
F A T

Re: cave dwarves (lavaland ghost-role)

Posted: Sat May 13, 2017 2:15 am
by MMMiracles
big-boned

Re: cave dwarves (lavaland ghost-role)

Posted: Sat May 13, 2017 2:18 am
by bman
feel like the beard needs to be a bit more down and they also need special beards

Re: cave dwarves (lavaland ghost-role)

Posted: Sat May 13, 2017 2:19 am
by Armhulen
more face, yes

Re: cave dwarves (lavaland ghost-role)

Posted: Sat May 13, 2017 2:27 am
by MMMiracles
Looking into splitting the hair y_value into facial hair and regular hair, as currently it moves both.

Re: cave dwarves (lavaland ghost-role)

Posted: Sat May 13, 2017 2:36 am
by bman
should be very very easy

Re: cave dwarves (lavaland ghost-role)

Posted: Sat May 13, 2017 3:12 am
by MMMiracles
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.

Re: cave dwarves (lavaland ghost-role)

Posted: Sat May 13, 2017 4:12 am
by bman
just create a new var/hair_offset = 0 and when it applies the face offset change the var

Re: cave dwarves (lavaland ghost-role)

Posted: Sat May 13, 2017 4:13 am
by bman
dont worry about limb visuals i think those sort themselves out

Re: cave dwarves (lavaland ghost-role)

Posted: Sat May 13, 2017 4:15 am
by Qbopper
s t o u t

Re: cave dwarves (lavaland ghost-role)

Posted: Sat May 13, 2017 2:30 pm
by cocothegogo
ligger dwarfs when? :ugeek: :honkman:

Re: cave dwarves (lavaland ghost-role)

Posted: Sat May 13, 2017 3:00 pm
by Qbopper
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

Re: cave dwarves (lavaland ghost-role)

Posted: Sat May 13, 2017 6:25 pm
by confused rock
this would work WAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAY better as a gamemode imo

Re: cave dwarves (lavaland ghost-role)

Posted: Sat May 13, 2017 7:17 pm
by FantasticFwoosh
You may want to talk to remie about that in regards to scenarios.

Re: cave dwarves (lavaland ghost-role)

Posted: Sun May 14, 2017 12:37 am
by iamgoofball
Image

Re: cave dwarves (lavaland ghost-role)

Posted: Sun May 14, 2017 1:37 am
by MMMiracles
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

Re: cave dwarves (lavaland ghost-role)

Posted: Sun May 14, 2017 2:09 am
by Anonmare
cocothegogo wrote:ligger dwarfs when? :ugeek: :honkman:
Those are called Kobolds

Re: cave dwarves (lavaland ghost-role)

Posted: Sun May 14, 2017 3:08 pm
by FantasticFwoosh
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.

Re: cave dwarves (lavaland ghost-role)

Posted: Sun May 14, 2017 7:33 pm
by bman
im improving dwarf body sprites dont make any clothing yet

Re: cave dwarves (lavaland ghost-role)

Posted: Sun May 14, 2017 8:18 pm
by bman

Re: cave dwarves (lavaland ghost-role)

Posted: Mon May 15, 2017 1:10 am
by PKPenguin321
is this just an elaborate scheme to reintroduce fatsprites