Page 1 of 1

Literal Map Rotation

Posted: Wed Jul 22, 2015 4:49 pm
by Incoming
So we've had some recent work on shuttle code that allows them to change orientation in flight, but there's nothing special that really limits this to just shuttles. Once the shuttle version has its bugs worked out why not go the extra mile and allow the orientation of THE ENTIRE STATION to be randomized at round start?

People have complained that maps go stale, but no matter how many maps you make they all eventually fall to that same boredom. Randomizing orientation essentially turns every map into four map (more if we can also throw mirroring in!). Ask an admin to set your client.dir to 2 some time, it's a completely different station.

The best part is that you could balance just the one version and the other three would remain mostly balanced FOR FREE. Sure there'd be edge cases to fix, and some things REALLY need to look better when facing north, but FREE CONTENT MAN. FREE CONTENT!

Started as a really dumb idea, progressed to a somewhat dumb idea, now verging on what may yet be a decent idea.

Re: Literal Map Rotation

Posted: Wed Jul 22, 2015 4:59 pm
by Scones
Why would I want to be entirely unfamiliar with a station every round?

Re: Literal Map Rotation

Posted: Wed Jul 22, 2015 5:07 pm
by Incoming
People want more map variations apparently, I'm offering an avenue to add more map variations without actually increasing work load for map editors.

Re: Literal Map Rotation

Posted: Wed Jul 22, 2015 5:14 pm
by THE MIGHTY GALVATRON
Scones wrote:Why would I want to be entirely unfamiliar with a station every round?
What? You don't like mirror tracks in racing games either?

Re: Literal Map Rotation

Posted: Wed Jul 22, 2015 5:19 pm
by Atticat
Make it so the map rotates in real time :burger: :burger:

Re: Literal Map Rotation

Posted: Wed Jul 22, 2015 6:09 pm
by Not-Dorsidarf
This works really well wow. Smoothing doesnt work right because MSO reverted that PR but it's not bad

Re: Literal Map Rotation

Posted: Wed Jul 22, 2015 7:16 pm
by Saegrimr
I remember one of the other admins did this to a guy we caught streaming to his buddies to fuck with him. Shit was wacky to watch.

Re: Literal Map Rotation

Posted: Wed Jul 22, 2015 7:51 pm
by Luke Cox
I don't think this is what we meant when we said we wanted variety. It would get really annoying really quickly. Still cool from a technical perspective though.

Re: Literal Map Rotation

Posted: Thu Jul 23, 2015 6:39 pm
by Jacough
Add a console that controls the rotation of the station. Also anyone who's not buckled in gets thrown in the opposite direction the station is turning.

Re: Literal Map Rotation

Posted: Fri Jul 24, 2015 7:56 am
by kevinz000
Jacough wrote:Add a console that controls the rotation of the station. Also anyone who's not buckled in gets thrown in the opposite direction the station is turning.
"BUCKLE IN GUYS WE'RE TURNING THE STATION AROUND TO MINIMIZE DAMAGE FROM THAT METEOR SHOWER"
Why are meteor showers not directional?

Re: Literal Map Rotation

Posted: Fri Jul 24, 2015 8:32 am
by Incoming
the way the system would work probably wouldn't make it practical as a mid round thing, have to imagine cataloging the whole dang station and transposing it to new tiles might lag like a bitch. Not something you'd want to do in the middle of a round.

Re: Literal Map Rotation

Posted: Fri Jul 24, 2015 9:55 pm
by kevinz000
Use the lag as tactical combat advantage

Re: Literal Map Rotation

Posted: Sat Jul 25, 2015 2:21 am
by MisterPerson
Incoming wrote:the way the system would work probably wouldn't make it practical as a mid round thing, have to imagine cataloging the whole dang station and transposing it to new tiles might lag like a bitch. Not something you'd want to do in the middle of a round.
for(var/client/C in clients)

C.dir = turn(C.dir, 90)

#woah

Re: Literal Map Rotation

Posted: Sat Jul 25, 2015 2:28 am
by Incoming
The way a lot of the station works means that just dir-ing clients wouldn't be practical, a lot of things look screwy if your dir is wrong. You're talking about moving the eyes in relation to the station, I was talking about moving the station in relation to the eyes.

Re: Literal Map Rotation

Posted: Sat Jul 25, 2015 2:30 am
by MisterPerson
I know, I was being a bit of a dick.

But I do want to support client.dir so if you can compile a list of shit that Goes Wrong, that would be nice.

Re: Literal Map Rotation

Posted: Sat Jul 25, 2015 2:41 am
by Incoming
Tiles that do not look right in other client dirs because the icons shown are based off the objective tiling of the station and not a client's dir:

Tables
Rugs
All walls

Things that do not tile correctly because they are hardset to appear in a certain order:

The space station 13 sign above the bridge
The derelict sign
UFO walls
Shuttle walls (I think?)

Things that look weird because they're larger than one tile and thus "hang off the side of the wall" if turned 90 degrees
Bar signs
Station Maps (I think?)

The only way I could see that these things could be allowed to be set by a client's dir is to have a global client.dir and then build everything around that, making sure the players client.dir all match the global. Additionally there's something of a problem of client dirs reseting if the client is ever touched again.

Re: Literal Map Rotation

Posted: Mon Jul 27, 2015 10:08 am
by Tornadium
It would be pretty awesome for the station to rotate if for example it was hit by meteors or an explosion while the gravity generator was off.