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Let us put bodies in curator displays

Posted: Sat May 06, 2017 4:57 am
by DrPillzRedux
title

Re: Let us put bodies in curator displays

Posted: Sat May 06, 2017 10:59 am
by FantasticFwoosh
They should be seperate full size displays or skeleton racks. I want to show people my taxidermied ashwalker.

Re: Let us put bodies in curator displays

Posted: Sat May 06, 2017 11:42 am
by onleavedontatme
Wouldnt work. Humans are built out of overlays visually and since we use dummy objects for the displays they dont have the code to rebuild that image. It'd just be an empty standard torso.

Re: Let us put bodies in curator displays

Posted: Sat May 06, 2017 12:57 pm
by Remie Richards
Kor wrote:Wouldnt work. Humans are built out of overlays visually and since we use dummy objects for the displays they dont have the code to rebuild that image. It'd just be an empty standard torso.
False.

it uses getFlatIcon() which combines an object's sprite + underlays + overlays into one /Icon object, that can be used itself as an overlay/underlay on the display case.

Re: Let us put bodies in curator displays

Posted: Sat May 06, 2017 1:01 pm
by onleavedontatme
Remie Richards wrote:
Kor wrote:Wouldnt work. Humans are built out of overlays visually and since we use dummy objects for the displays they dont have the code to rebuild that image. It'd just be an empty standard torso.
False.

it uses getFlatIcon() which combines an object's sprite + underlays + overlays into one /Icon object, that can be used itself as an overlay/underlay on the display case.
But these are persistent display cases. It wouldnt work the next round when loading from the save file to create a dummy object and setting an icon state, at least not as it is set up currently.

Re: Let us put bodies in curator displays

Posted: Sat May 06, 2017 1:03 pm
by Remie Richards
Kor wrote:
Remie Richards wrote:
Kor wrote:Wouldnt work. Humans are built out of overlays visually and since we use dummy objects for the displays they dont have the code to rebuild that image. It'd just be an empty standard torso.
False.

it uses getFlatIcon() which combines an object's sprite + underlays + overlays into one /Icon object, that can be used itself as an overlay/underlay on the display case.
But these are persistent display cases. It wouldnt work the next round when loading from the save file to create a dummy object and setting an icon state, at least not as it is set up currently.
It's simple.
You take the human mob and put them inside.
You clean out their Ckey/Key/Client refs, etc.
You put the ENTIRE HUMAN in the save file (yes this works) and then next round you load the entire human.

Re: Let us put bodies in curator displays

Posted: Sat May 06, 2017 1:31 pm
by FantasticFwoosh
Remie Richards wrote:
Kor wrote:
Remie Richards wrote:
Kor wrote:Wouldnt work. Humans are built out of overlays visually and since we use dummy objects for the displays they dont have the code to rebuild that image. It'd just be an empty standard torso.
False.

it uses getFlatIcon() which combines an object's sprite + underlays + overlays into one /Icon object, that can be used itself as an overlay/underlay on the display case.
But these are persistent display cases. It wouldnt work the next round when loading from the save file to create a dummy object and setting an icon state, at least not as it is set up currently.
It's simple.
You take the human mob and put them inside.
You clean out their Ckey/Key/Client refs, etc.
You put the ENTIRE HUMAN in the save file (yes this works) and then next round you load the entire human.
What if you raised the glass higher to support a entire human, and could pose them while they were already in there, like a terracotta warrior the person would crumble to dust in the next round if removed.

Re: Let us put bodies in curator displays

Posted: Sat May 06, 2017 2:51 pm
by kevinz000
no people will kill me and put me on display for the memes :(

Re: Let us put bodies in curator displays

Posted: Sat May 06, 2017 2:53 pm
by Remie Richards
You're already on display on the table.

Re: Let us put bodies in curator displays

Posted: Sat May 06, 2017 3:11 pm
by BeeSting12
correct me if I'm wrong but this would be a way to permanently kill people with no chance of cloning. of course only librarians can do it and i guess they'd get bwoinked if they did it as a nonantagonist

Re: Let us put bodies in curator displays

Posted: Sat May 06, 2017 4:37 pm
by Not-Dorsidarf
That would be pretty awesome, especially if lings could burst out of their glass coffin

Re: Let us put bodies in curator displays

Posted: Sat May 06, 2017 5:16 pm
by Thunder11
It doesn't actually store the item though, it's a dummy item. The original idea was to store the actual item, but it was pointed out that could be dangerous with some items.

Re: Let us put bodies in curator displays

Posted: Sat May 06, 2017 7:52 pm
by Jacough
> HoS requisitions a new art piece for his office
> It's a dead mime in a display case with its tongue cut out.

Re: Let us put bodies in curator displays

Posted: Fri Jul 28, 2017 12:13 pm
by FantasticFwoosh
Just to contribute while im passing over looking for other threads, it'd be nice if we could have consistent body storage
  • For example having a human corpse pre-loaded in map maker containers in order to populate contents by being held inside the display case (disguised as a sarcophagus?) with ashen skeletons and the like on lavaland ruins, perhaps throw a few into the necropolis temple.
  • Also would apply i guess to putting ckeyless bodies inside of ghost role spawners etc, so that the occupants burst out when the container is broken.
  • To the above point, feasibly this would also render saving the state of a ckey between rounds if like on bay-features people want to eject their ckey for the current round as a IC ghost by entering a sleeper, use our existing blackbox system and have them be able to pop back into their body (with relevant omissions/changes) the next round

Re: Let us put bodies in curator displays

Posted: Fri Jul 28, 2017 12:27 pm
by Remie Richards
Fwoosh that's literally the 'corpse' system we already have (atleast the first two points, the third point is just nonsense fwoosh-speak)
Almost (most ghost roles are a human mob, even if they're lizards, ie: a swarmer shell isn't a corpse, but a sleeper or a ash lizard egg) Anything you can click as a ghost that turns you into a 'ghost role' is a corpse object (even sleepers in the plant ruin are 'corpses')
Their ORIGINAL purpose was to just be corpses, ie: 'dead sec officer' spawns a human body, pre-dead, and attaches a security outfit to them.

Re: Let us put bodies in curator displays

Posted: Fri Jul 28, 2017 12:44 pm
by FantasticFwoosh
But to my original point, once the spawning object is destroyed (say you bash it with a toolbox till it breaks) the object vanishes without a trace along with the ghost role's slot and actually putting the corpse inside and locking the 'container' rather than prompting the object would be a more immersive use of the corpse system.

In simple speak, something silly as the corpse dropping out without a ckey because its held physically inside (removing the need for the spawner object except to prompt ghosts to get inside the occupant) would be more immersive. I meant my second point literally.
  • ok fair enough, my memory slipped on the corpse systems functionality on the first point but using case like containers for bodies like other discussion on the thread may yet be amusing for keeping it without clutter and maintain form rather than spill out on the floor without changing the container to be bucklable. (upright mummies wrapped in bandages standing upright in a sarcophagus on display)

Re: Let us put bodies in curator displays

Posted: Fri Jul 28, 2017 1:05 pm
by Remie Richards
Right, see, the first post was Fwooshspeak.
The second post, says you want the bodies to fall out of these things REGARDLESS (in english), ie: if you smash a plant person sleeper (corpse) you actually get a dead plant person.

Which yes I agree with, that makes good sense.

Re: Let us put bodies in curator displays

Posted: Wed Aug 02, 2017 7:20 am
by MisterPerson
Remie Richards wrote:
Kor wrote:
Remie Richards wrote:
Kor wrote:Wouldnt work. Humans are built out of overlays visually and since we use dummy objects for the displays they dont have the code to rebuild that image. It'd just be an empty standard torso.
False.

it uses getFlatIcon() which combines an object's sprite + underlays + overlays into one /Icon object, that can be used itself as an overlay/underlay on the display case.
But these are persistent display cases. It wouldnt work the next round when loading from the save file to create a dummy object and setting an icon state, at least not as it is set up currently.
It's simple.
You take the human mob and put them inside.
You clean out their Ckey/Key/Client refs, etc.
You put the ENTIRE HUMAN in the save file (yes this works) and then next round you load the entire human.
You can do that, but you can also just save the mutable appearance directly (I think, I'll test this if you want to confirm). At the very least I would suggest a basic /obj with appearance = mob instead of the actual human. The best part is that saving an object flattens the icon automatically, so the issue Kor mentioned about how loading wouldn't work isn't true as far as I know.