Continuation of dismemberment and limb layers
- paprika
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Continuation of dismemberment and limb layers
I've talked to phil235 a bit about this, but I'd just like to raise the issue (and my solution) to both a longstanding issue and a recent one with dismemberment.
Everyone that has sprited for ss13 knows that the jumpsuit sprites look like this:
Which makes sense, when we had a static image for humans/races underneath it. Now however, /tg/code has an opportunity to patch these holes, while ALSO fixing a bug with frankenlimbs: https://github.com/tgstation/tgstation/issues/20603
My solution (and many others') is to chop up legs and arms into feet and hands. Mind you, this will not effect dismemberment or combat, as arms will simply have two parts to them, instead of having hand and arm dismemberment. Nobody wants another 2 fucking zones to pixel-hunt click on for the zone sel. What I'm proposing is that all 'hand' layers render ABOVE the clothing layer, except for specific suits (mostly all space suits) which have built-in gloves and shoes which will have a flag dedicated to rendering the hands/feet underneath them when building the icon. Additionally, the naked human/species sprite will be built and cached 4 times, for each different direction, determined by a dir layer list. Example of this is the left leg is on 'top' of the sprite when facing west, but 'behind' the sprite when facing east. This will also solve frankenlimbs because we can sprite full legs and don't have to 'cut out' any bit of the leg for it to look better.
This way, we can finally start patching the jumpsuit holes, have dismemberment that looks good when arms come off (no more holes in clothing east/west) and have better looking human sprites. I'm not proposing anyone patch jumpsuit holes just yet, but I'm sure the task will be done by someone down the line. It's also an excellent excuse to fix up old/ugly clothes if necessary, but everyone knows how anal I get about that 2d spessman fashion so I won't say any more.
But paprika, who will do the annoying task of chopping up arms and legs into hands and feet?
Done! Now get out there /tg/ coders, because even if I could I have no clue how to code this shit.
Everyone that has sprited for ss13 knows that the jumpsuit sprites look like this:
Which makes sense, when we had a static image for humans/races underneath it. Now however, /tg/code has an opportunity to patch these holes, while ALSO fixing a bug with frankenlimbs: https://github.com/tgstation/tgstation/issues/20603
My solution (and many others') is to chop up legs and arms into feet and hands. Mind you, this will not effect dismemberment or combat, as arms will simply have two parts to them, instead of having hand and arm dismemberment. Nobody wants another 2 fucking zones to pixel-hunt click on for the zone sel. What I'm proposing is that all 'hand' layers render ABOVE the clothing layer, except for specific suits (mostly all space suits) which have built-in gloves and shoes which will have a flag dedicated to rendering the hands/feet underneath them when building the icon. Additionally, the naked human/species sprite will be built and cached 4 times, for each different direction, determined by a dir layer list. Example of this is the left leg is on 'top' of the sprite when facing west, but 'behind' the sprite when facing east. This will also solve frankenlimbs because we can sprite full legs and don't have to 'cut out' any bit of the leg for it to look better.
This way, we can finally start patching the jumpsuit holes, have dismemberment that looks good when arms come off (no more holes in clothing east/west) and have better looking human sprites. I'm not proposing anyone patch jumpsuit holes just yet, but I'm sure the task will be done by someone down the line. It's also an excellent excuse to fix up old/ugly clothes if necessary, but everyone knows how anal I get about that 2d spessman fashion so I won't say any more.
But paprika, who will do the annoying task of chopping up arms and legs into hands and feet?
Done! Now get out there /tg/ coders, because even if I could I have no clue how to code this shit.
Last edited by paprika on Sun Oct 30, 2016 10:42 pm, edited 1 time in total.
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- PKPenguin321
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Re: Continuation of dismemberment and limb layers
consider rehosting that dmi to something other than puush, since those expire after a while and if nobody does this now but some futurecoder finds this thread he wont be able to use it
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- TheColdTurtle
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- paprika
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- Byond Username: Paprka
- Location: in down bad
Re: Continuation of dismemberment and limb layers
DonePKPenguin321 wrote:consider rehosting that dmi to something other than puush, since those expire after a while and if nobody does this now but some futurecoder finds this thread he wont be able to use it
Yes, possible with this, I just don't know if /tg/ wants to go full dismemberment and have feet and hands be separate 'limbs' because it gets REALLY fucking annoyingly complex in the fast combat of ss13 (see: baystation)TheColdTurtle wrote:Rocket punch?
Oldman Robustin wrote:It's an established meme that coders don't play this game.
- Ricotez
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Re: Continuation of dismemberment and limb layers
There's no functional difference between missing a hand and missing an entire arm, so I don't see a reason to separate them for dismemberment. Would just make everything more complicated.
MimicFaux wrote:I remember my first time, full of wonderment and excitement playing this game I had heard so many stories about.
on the arrival shuttle, I saw the iconic toolbox on the ground. I clubbed myself in the head with it trying to figure out the controls.
Setting the tool box, now bloodied, back on the table; I went to heal myself with a medkit. I clubbed myself in the head with that too.
I've come a long ways from asking how to switch hands.
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- Steelpoint
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Re: Continuation of dismemberment and limb layers
That's the beauty of it, its taking it a step above in depth.Ricotez wrote:There's no functional difference between missing a hand and missing an entire arm, so I don't see a reason to separate them for dismemberment. Would just make everything more complicated.
- MisterPerson
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Re: Continuation of dismemberment and limb layers
So you want to make it more work to implement and upkeep for no actual benefit? Fuck that.Steelpoint wrote:That's the beauty of it, its taking it a step above in depth.Ricotez wrote:There's no functional difference between missing a hand and missing an entire arm, so I don't see a reason to separate them for dismemberment. Would just make everything more complicated.
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Re: Continuation of dismemberment and limb layers
I think the idea is simply to put hands on a seperate layer to get rid of the jumpsuit holes you see when people use arms
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- Wyzack
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Re: Continuation of dismemberment and limb layers
Yeah did any of you even read Paprka's post? He literally says that it is not for adding more dismember bits but to clean up spriting and stuff
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- TheColdTurtle
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Re: Continuation of dismemberment and limb layers
But will this lead into some sort of augmentation code? Like rocket punch and megaman arm.
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Re: Continuation of dismemberment and limb layers
Arm cannons already exist in the code! There is just no way to get them.TheColdTurtle wrote:But will this lead into some sort of augmentation code? Like rocket punch and megaman arm.
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Re: Continuation of dismemberment and limb layers
Or we could just bite the bullet and clean up these sprites. It's two files. Save us a ton of pain down the road.
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- MimicFaux
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Re: Continuation of dismemberment and limb layers
Speaking as someone who's clown shenanigans regularly get their arms blown off; the clown's oversized jumpsuit makes these wholes particularly noticeable. I'm really glad this is getting looked at.
- ThanatosRa
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Re: Continuation of dismemberment and limb layers
Am I terrible for considering the possibility of this even cosmetically for the sole benefit of cosmetic accuracy when taking the hands of thieving greyshirts?
Other than that I can see the point of cleaning up the sprites.
Other than that I can see the point of cleaning up the sprites.
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- IcePacks
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Re: Continuation of dismemberment and limb layers
there's actual benefit in that limb loss is actually visible, which might cause people to actually react to itMisterPerson wrote:So you want to make it more work to implement and upkeep for no actual benefit? Fuck that.Steelpoint wrote:That's the beauty of it, its taking it a step above in depth.Ricotez wrote:There's no functional difference between missing a hand and missing an entire arm, so I don't see a reason to separate them for dismemberment. Would just make everything more complicated.
stop trying to impede a user-friendly ss13 you silly gooses
EDIT: look i know le fuck paprika memes but this is an actual concept worth pursuing
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- Ricotez
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Re: Continuation of dismemberment and limb layers
I specifically said there's no reason to separate them for dismemberment. That means codewise, for the system. The sprites will make human icon generation yet more complicated (we should probably be a bit more careful with this, carn didn't put a warning at the top of the file when she wrote it for nothing), but it doesn't mean hands are going to be able to be separated from arms.Wyzack wrote:Yeah did any of you even read Paprka's post? He literally says that it is not for adding more dismember bits but to clean up spriting and stuff
MimicFaux wrote:I remember my first time, full of wonderment and excitement playing this game I had heard so many stories about.
on the arrival shuttle, I saw the iconic toolbox on the ground. I clubbed myself in the head with it trying to figure out the controls.
Setting the tool box, now bloodied, back on the table; I went to heal myself with a medkit. I clubbed myself in the head with that too.
I've come a long ways from asking how to switch hands.
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