Continuation of dismemberment and limb layers

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paprika
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Continuation of dismemberment and limb layers

Post by paprika » #222485

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:

Image

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?

Image

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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Re: Continuation of dismemberment and limb layers

Post by PKPenguin321 » #222514

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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Re: Continuation of dismemberment and limb layers

Post by TheColdTurtle » #222518

Rocket punch?
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Re: Continuation of dismemberment and limb layers

Post by paprika » #222535

PKPenguin321 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
Done
TheColdTurtle wrote:Rocket punch?
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)
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Re: Continuation of dismemberment and limb layers

Post by Ricotez » #222642

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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I've come a long ways from asking how to switch hands.
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Re: Continuation of dismemberment and limb layers

Post by Steelpoint » #222649

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.
That's the beauty of it, its taking it a step above in depth.
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Re: Continuation of dismemberment and limb layers

Post by MisterPerson » #222764

Steelpoint wrote:
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.
That's the beauty of it, its taking it a step above in depth.
So you want to make it more work to implement and upkeep for no actual benefit? Fuck that.
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Re: Continuation of dismemberment and limb layers

Post by Thunder11 » #222845

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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Re: Continuation of dismemberment and limb layers

Post by Wyzack » #222879

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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Re: Continuation of dismemberment and limb layers

Post by TheColdTurtle » #222881

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

Post by Gun Hog » #222953

TheColdTurtle wrote:But will this lead into some sort of augmentation code? Like rocket punch and megaman arm.
Arm cannons already exist in the code! There is just no way to get them.
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Re: Continuation of dismemberment and limb layers

Post by WJohnston » #222967

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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Re: Continuation of dismemberment and limb layers

Post by MimicFaux » #222999

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.
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Re: Continuation of dismemberment and limb layers

Post by ThanatosRa » #223093

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.
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Re: Continuation of dismemberment and limb layers

Post by IcePacks » #223219

MisterPerson wrote:
Steelpoint wrote:
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.
That's the beauty of it, its taking it a step above in depth.
So you want to make it more work to implement and upkeep for no actual benefit? Fuck that.
there's actual benefit in that limb loss is actually visible, which might cause people to actually react to it

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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Re: Continuation of dismemberment and limb layers

Post by Ricotez » #223232

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
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.
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.
Spoiler:
#coderbus wrote:<MrPerson> How many coders does it take to make a lightbulb? Three, one to make it, one to pull the pull request, and one to fix the bugs
Kor wrote:The lifeweb playerbase is primarily old server 2 players so technically its our cancer that invaded them
peoplearestrange wrote:Scared of shadows whispers in their final breath, "/tg/station... goes on the tabl..."
DemonFiren wrote:Please, an Engineer's first response to a problem is "throw it into the singulo".
tedward1337 wrote:Donald Trump is literally what /pol/ would look like as a person
CrunchyCHEEZIT wrote:why does everything on this server have to be a federal fucking issue.
Saegrimr wrote:One guy was running around popping hand tele portals down in the halls before OPs even showed up and got several stranded out on lavaland.
The HoP just toolboxes someone to death out of nowhere, then gets speared by a chemist who saw him murder a guy, then the chemist gets beaten to death because someone else saw him kill the HoP.
Tele-man somehow dies and gets its looted by an atmos tech who managed to use it to send two nuke ops to lavaland, who were then surrounded by several very angry people from earlier and some extra golems on top of it.
Captain dies, gets cloned/revived, lasers the guy holding the disk into crit to take it back.
Some idiot tries to welderbomb the AI hiding out at mining for no discernible reason.
Two permabans and a dayban, i'm expecting a snarky appeal from one of them soon. What the fuck.
ShadowDimentio wrote:I am the problem
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