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PR#10818 PIXEL PROJECTILES (Goofball)

Posted: Fri Jul 24, 2015 4:32 pm
by Steelpoint
A PR by goofball that majorly changes how projectile's works in game, I feel it would be a good idea to present this to the forums and see what people's reactions/thoughts are on this proposed system.
AtlasStation/AtlasStation#50
this is a port

the code works

it's prolly shit tho

no webm from us because my recording software crapped out

here's a webm from them
http://puu.sh/hFXpX/294fe4345d.webm
IGNORE THE SHITTY WALLS, THAT'S THEIR SHIT

18:44 Joan explain
18:44 sawu its pixel projectiles joan
18:45 sawu they use pixel tracing instead of bump/cross for hitting and they move per-pixel not per-tile
18:45 sawu so yes you can shoot past someone, yes you can shoot through a door etc

no i don't know the license on the sounds i don't know where they're from i don't want to know

ported Atlas's projectile icons because ours looked like absolute horseshit when coupled with pixel projectiles, they look better now, if you give me any "iconic" crap i'll shove that iconic crap back where it came from
Image

ignore any dupes you see in there i accidentally forgot to remove a few, they're removed in this copy tho

if you dislike these new icons, feel free to resprite them yourself
Link to PR: https://github.com/tgstation/-tg-station/pull/10818

Re: PR#10818 PIXEL PROJECTILES (Goofball)

Posted: Fri Jul 24, 2015 4:51 pm
by Steelpoint
I took the liberty of making a webm showing how this works in game.

http://webm.host/1392a/vid.webm

Re: PR#10818 PIXEL PROJECTILES (Goofball)

Posted: Fri Jul 24, 2015 4:55 pm
by Amelius
The sound is TERRIBLE (edit: on the first video).

On a serious note, the more important things are to check are things like: can you still shoot around corners, or do you have to fully expose yourself like a twat, so using cover in maintenance no longer means jack shit? I feel like this also makes guns much easier to dodge. Figure out the major differences, gameplay-wise.

It also looks off to have non-cardinal munitions when people can only move in cardinal direction.

Re: PR#10818 PIXEL PROJECTILES (Goofball)

Posted: Fri Jul 24, 2015 4:56 pm
by Steelpoint
Amelius wrote:The sound is TERRIBLE.
What sound is terrible?

Re: PR#10818 PIXEL PROJECTILES (Goofball)

Posted: Fri Jul 24, 2015 4:58 pm
by WJohnston
Keep in mind that the sound in the video is like that because they have some sort of echo with EVERY sound on their codebase. I don't think we'll have that but I could be wrong.

Re: PR#10818 PIXEL PROJECTILES (Goofball)

Posted: Fri Jul 24, 2015 5:03 pm
by darkpaladin109
I like the look of the projectiles, but can't really say anything else, since I'm not as well versed in combat as other people. The sounds also seem fine to me, at least.

Re: PR#10818 PIXEL PROJECTILES (Goofball)

Posted: Fri Jul 24, 2015 5:23 pm
by Falamazeer
Me and you goofball, best friends, just happened, congratulations.

I'd have to try it myself in game, but from the look of steels video, this makes my sec boner ROCK HARD!!!
I didn't see the Ecrossbow or any fluke ops weapons, am I right in assuming those are getting a change too?

Re: PR#10818 PIXEL PROJECTILES (Goofball)

Posted: Fri Jul 24, 2015 11:26 pm
by MisterPerson
Please keep in mind that this is a visual effect only. Bullets are still going to work exactly as they always have (roughly).

Re: PR#10818 PIXEL PROJECTILES (Goofball)

Posted: Fri Jul 24, 2015 11:45 pm
by Saegrimr
MisterPerson wrote:Please keep in mind that this is a visual effect only. Bullets are still going to work exactly as they always have (roughly).
That's even worse. Now we don't even have a visual representation of what is actually being hit.
For example this is what we'll be seeing?
Image
(Thanks some random singulo dude for the image)

Re: PR#10818 PIXEL PROJECTILES (Goofball)

Posted: Fri Jul 24, 2015 11:45 pm
by Takeguru
Well, it'll make it more annoying to dodge shots, which I'm not sure if I'm a fan of.

Re: PR#10818 PIXEL PROJECTILES (Goofball)

Posted: Sat Jul 25, 2015 1:42 am
by Steelpoint
Here's a example of how corner shooting works for both the current system and the new proposed system.

Old System
http://webm.host/55158/vid.webm

New System
http://webm.host/20851/vid.webm

TL;DW: Corner shooting is not really practical to do under the new system, however you can now fire out of a 1x1 corridor with a good range of motion whereas prior if you stood in a 1x1 corridor you could only shoot straight.

Re: PR#10818 PIXEL PROJECTILES (Goofball)

Posted: Sat Jul 25, 2015 2:50 am
by Amnestik
Saegrimr wrote: For example this is what we'll be seeing?
Image
Nope. Clicking the girl on the end hit the one two in. But clicking above the girl on the end's head a bit got her instead.

Image

Re: PR#10818 PIXEL PROJECTILES (Goofball)

Posted: Sat Jul 25, 2015 3:48 am
by Amelius
Steelpoint wrote:Here's a example of how corner shooting works for both the current system and the new proposed system.

Old System
http://webm.host/55158/vid.webm

New System
http://webm.host/20851/vid.webm

TL;DW: Corner shooting is not really practical to do under the new system, however you can now fire out of a 1x1 corridor with a good range of motion whereas prior if you stood in a 1x1 corridor you could only shoot straight.
Not fond of the new system for this reason alone. Yes, you can shoot angularly through doors, but that's really really useless, when no one is going to be next to a door frame for long, since you can't corner-shoot.

Corner shooting does add quite a bit of depth, generally speaking, in maintenance fights especially. It grants the defense (typically an antag defending v.s. a security guard) an advantage.

Re: PR#10818 PIXEL PROJECTILES (Goofball)

Posted: Sat Jul 25, 2015 4:25 am
by Septavius
either than looking cool, does it really radically change anything else?

Re: PR#10818 PIXEL PROJECTILES (Goofball)

Posted: Sat Jul 25, 2015 4:37 am
by Takeguru
It enables corner shooting, makes it more finnicky to dodge.

Re: PR#10818 PIXEL PROJECTILES (Goofball)

Posted: Sat Jul 25, 2015 8:20 am
by MisterPerson
Takeguru wrote:It enables corner shooting, makes it more finnicky to dodge.
Dodging is gonna be the same. The only 'real' change is the path the bullet takes will be more in tune with logic. Which is where changes to corners and obstacles in general come in. And of course a visual transitions but those are visual only. There's no actual changes as a result of them.

Re: PR#10818 PIXEL PROJECTILES (Goofball)

Posted: Sat Jul 25, 2015 9:54 am
by Steelpoint
There is a big change as a result of this.

Corner shooting is now impossible to do, as I demonstrated in the above webm's I posted.

Re: PR#10818 PIXEL PROJECTILES (Goofball)

Posted: Mon Jul 27, 2015 8:33 am
by callanrockslol
I'm really conflicted on it, it looks cool but I don't like the idea of shooting people I don't want to shoot, also the taser electrodes not moving smoothly isn't too good remove taser delay.


Plus its a port, so its going to break everything for a while.