Delta Station White Ship

Mapping Ideas and Sprite Galleries

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Mark9013100
 
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Delta Station White Ship

Postby Mark9013100 » Wed Sep 20, 2017 3:19 pm #339282

As of now, Delta Station is one of two maps without a White Ship, so I decided to try and make one for it. After a few weeks worth of mapping, I've come up with the BYO whiteship, complete with snazzy star-trek next jumpsuits.
I want to get feedback on this before I try PR'ring it.
Spoiler:
Image
Image


To do:
Add docking ports. - DONE
Testing - check derelict/lavaland ports. - DONE
Hell test fucking everything
Last edited by Mark9013100 on Sat Nov 04, 2017 2:50 pm, edited 8 times in total.
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Re: [WIP] Delta Station White Ship

Postby Deitus » Wed Sep 20, 2017 3:26 pm #339283

looks pretty neat, but add some phat loot to reward the good goys that claimed it first
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Re: [WIP] Delta Station White Ship

Postby Yakumo_Chen » Wed Sep 20, 2017 7:56 pm #339401

Retro laser is a required spawn. Highpop means it could do with an extra SSU.
Could use a boozeomat and maybe a few botany seeds
The science room kind of lacks and could probably benefit from one of the science machines, maybe a chemmaster and a exofab to encourage fleshing it out

Honestly I don't really like the design though, it doesn't have much that sets it apart from meta and I don't know what you could add that could stand out.
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Re: [WIP] Delta Station White Ship

Postby Gun Hog » Wed Sep 20, 2017 11:10 pm #339459

Here is the Metastation White Ship by comparison. It is not very different...

Spoiler:
Image


You could perhaps take this chance to make a portable mini-station! Plop down an autolathe in the Engi section for facilitating Engineering and Atmos autism! Hide boards in the Science section (R&D console, chem dispenser, circuit printer)!

Basically, leave the bare minimum of things around so people who find it can turn it into a second station given enough time and effort. Heck, you could base a super low-pop map on this concept.

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Re: [WIP] Delta Station White Ship

Postby Mark9013100 » Thu Sep 21, 2017 1:39 am #339493

Deitus wrote:looks pretty neat, but add some phat loot to reward the good goys that claimed it first

Will do.

Yakumo_Chen wrote:Retro laser is a required spawn. Highpop means it could do with an extra SSU.
Could use a boozeomat and maybe a few botany seeds
The science room kind of lacks and could probably benefit from one of the science machines, maybe a chemmaster and a exofab to encourage fleshing it out

Honestly I don't really like the design though, it doesn't have much that sets it apart from meta and I don't know what you could add that could stand out.


Thought I mapped in the boozeomat, I'll add that and the other suggestions, though I'll definitely be trying Gun Hog's suggesstion.

Gun Hog wrote:Here is the Metastation White Ship by comparison. It is not very different...

Spoiler:
Image


Had the idea of making it a barebones ship before I started mapping it, so I'll give that a go.
You could perhaps take this chance to make a portable mini-station! Plop down an autolathe in the Engi section for facilitating Engineering and Atmos autism! Hide boards in the Science section (R&D console, chem dispenser, circuit printer)!

Basically, leave the bare minimum of things around so people who find it can turn it into a second station given enough time and effort. Heck, you could base a super low-pop map on this concept.


Barebones ship was an idea I tossed around, I'll give that a try in a few days.
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Re: [WIP] Delta Station White Ship

Postby Bawhoppennn » Thu Sep 21, 2017 8:14 am #339533

Mark9013100 wrote:
Yakumo_Chen wrote:Retro laser is a required spawn. Highpop means it could do with an extra SSU.
Could use a boozeomat and maybe a few botany seeds
The science room kind of lacks and could probably benefit from one of the science machines, maybe a chemmaster and a exofab to encourage fleshing it out

Honestly I don't really like the design though, it doesn't have much that sets it apart from meta and I don't know what you could add that could stand out.


Thought I mapped in the boozeomat, I'll add that and the other suggestions, though I'll definitely be trying Gun Hog's suggesstion.


Don't add stuff just because something else has something. Not everything should be identical and draining away anything unique from other stuff.
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Re: [WIP] Delta Station White Ship

Postby Mark9013100 » Thu Sep 21, 2017 12:53 pm #339563

Good point, definitely going with the BYOS route.
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Re: [WIP] Delta Station White Ship

Postby D&B » Thu Sep 21, 2017 1:05 pm #339572

Yeah don't add machines aside from what you have for medbay.

The point of the ships is fleshing them out yourself, not having them come prebuilt at some degree.
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Re: [WIP] Delta Station White Ship

Postby Cobby » Fri Sep 22, 2017 4:44 pm #340014

D&B wrote:Yeah don't add machines aside from what you have for medbay.

The point of the ships is fleshing them out yourself, not having them come prebuilt at some degree.


If only the actual maps were built like this.
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Re: [WIP] Delta Station White Ship

Postby Mark9013100 » Sat Sep 23, 2017 2:13 pm #340216

Here's what I have as of now:
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Re: [WIP] Delta Station White Ship

Postby Gun Hog » Sat Sep 23, 2017 2:35 pm #340221

That is great! All you need now is to put all the dirt and grime back down, and you have yourself a BYOS White Ship!

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Re: [WIP] Delta Station White Ship

Postby Mark9013100 » Sat Sep 23, 2017 3:18 pm #340230

All that's left now is to test it ingame then make the PR, though Dream Daemon is being difficult to work with right now.
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Re: [WIP] Delta Station White Ship

Postby D&B » Tue Sep 26, 2017 2:23 am #340902

Honestly speaking adding science boards to it takes away the fun of building your own RnD lab.

If someone wants to claim it they can very easily ask for extra boards from RnD or loot them from maint. Putting them in like that feels like hand feeding.
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Re: [WIP] Delta Station White Ship

Postby Mark9013100 » Tue Sep 26, 2017 4:53 pm #341018

This is on hold until I can get local server to boot up.
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Re: [WIP] Delta Station White Ship

Postby Wyzack » Tue Sep 26, 2017 5:16 pm #341021

Would it be possible to get those fan thingies down at the shuttle's exterior doors or is that too hugboxy? It was always mildly irritating that the ship so quickly depressurizes if you disembark in a space area
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Re: [WIP] Delta Station White Ship

Postby D&B » Tue Sep 26, 2017 6:46 pm #341037

I've read somewhere those are a huge no-no for mapping. Which is why they often get removed from maps.
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Re: [WIP] Delta Station White Ship

Postby TribeOfBeavers » Tue Sep 26, 2017 6:55 pm #341038

There's a way to link airlocks so when one opens the other closes, they're on the bridge doors on most maps. Those could be added to help with the depressurizing thing.

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Re: [WIP] Delta Station White Ship

Postby Wyzack » Tue Sep 26, 2017 6:59 pm #341039

Unless you have a way to pump air back in to the airlock after it is depressurised it will still just leech air from the adjacent room every time the airlock cycles to interior
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Re: [WIP] Delta Station White Ship

Postby TribeOfBeavers » Tue Sep 26, 2017 7:10 pm #341041

You'll always lose a bit of air unless you make an actual airlock (which could be a project for whoever found the ship) or cheat and use the little fans.

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Re: [WIP] Delta Station White Ship

Postby Mark9013100 » Wed Sep 27, 2017 12:03 am #341133

TribeOfBeavers wrote:There's a way to link airlocks so when one opens the other closes, they're on the bridge doors on most maps. Those could be added to help with the depressurizing thing.

Didn't know those existed, I'll edit the airlocks when I get the chance tomorrow, still need to get a local server up though.
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Re: [WIP] Delta Station White Ship

Postby cocothegogo » Sat Sep 30, 2017 12:44 pm #342267

make a room thats got a breach idk repairing shit can be fun just dont make it a requirement
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Re: [WIP] Delta Station White Ship

Postby Mark9013100 » Fri Oct 06, 2017 10:24 am #344325

Gotten extremely busy with things recently, plus haven't been able to get a local server up, so this might take a while.
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Re: [WIP] Delta Station White Ship

Postby Cobby » Mon Oct 09, 2017 2:05 am #345079

D&B wrote:I've read somewhere those are a huge no-no for mapping. Which is why they often get removed from maps.


For the station.
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Re: [WIP] Delta Station White Ship

Postby Thunder11 » Mon Oct 09, 2017 12:16 pm #345143

ExcessiveJMadison wrote:
D&B wrote:I've read somewhere those are a huge no-no for mapping. Which is why they often get removed from maps.


For the station.

The station doesn't need them because it has atmos to replace the lost air, they're for when something that doesn't have room for atmos needs to keep the air in.
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Re: [WIP] Delta Station White Ship

Postby Mark9013100 » Mon Oct 09, 2017 7:50 pm #345251

I'm going to need some help with this, dreamdaemon has a stroke every time I boot up a server with deltastation.
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Re: [WIP] Delta Station White Ship

Postby Okand37 » Tue Oct 17, 2017 9:46 am #347805

Looks pretty neat! Might I suggest trying to follow the theme of deltastation's shuttles in terms of floor patterns to help keep the look going? If you need any help, let me know!
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Re: [WIP] Delta Station White Ship

Postby Gun Hog » Tue Oct 17, 2017 1:10 pm #347837

Mark9013100 wrote:I'm going to need some help with this, dreamdaemon has a stroke every time I boot up a server with deltastation.

Describe your problem in more detail, please.

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Re: [WIP] Delta Station White Ship

Postby BeeSting12 » Tue Oct 17, 2017 4:18 pm #347873

Mark9013100 wrote:I'm going to need some help with this, dreamdaemon has a stroke every time I boot up a server with deltastation.

You need to have deltastation and basemap checked. That's probably your problem.
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Re: [WIP] Delta Station White Ship

Postby Mark9013100 » Wed Oct 18, 2017 12:44 am #348056

BeeSting12 wrote:
Mark9013100 wrote:I'm going to need some help with this, dreamdaemon has a stroke every time I boot up a server with deltastation.

You need to have deltastation and basemap checked. That's probably your problem.


Thanks, I'll tick those both then test.

Okand37 wrote:Looks pretty neat! Might I suggest trying to follow the theme of deltastation's shuttles in terms of floor patterns to help keep the look going? If you need any help, let me know!


Will do, and thanks!
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Re: [WIP] Delta Station White Ship

Postby Mark9013100 » Wed Oct 18, 2017 1:23 am #348064

Well, I managed to get the local server up, but dreamdaemon just keeps giving me this after it starts:
runtime error: bad list
proc name: Error (/world/Error)
source file: error_handler.dm,20
runtime error: bad list
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Re: [WIP] Delta Station White Ship

Postby Mark9013100 » Wed Oct 18, 2017 4:23 am #348115

Also, replaced all the flooring, here's what I got now:
Spoiler:
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Re: [WIP] Delta Station White Ship

Postby Okand37 » Wed Oct 18, 2017 4:34 am #348118

Looks interesting! For the rooms, instead of leaving them *completely* blank, I'd suggest having them filled with half-built machine frames, computers, tables, and the supplies to build stuff in that room spread around in it instead of a convenient single crate. It leaves the ability to highly customize and change while keeping it aesthetically pleasing.

You're also using the science door when you might want to use the research one (the purple is more of a mild colour as opposed to that deep royal purple.)

I'd suggest looking at MetaStation's white shuttle to see the kind of loot you should have (black gloves, armor vests, swat helmets and a retro pistol, specifically) and try to follow the Delta theme of having it somewhat luxurious and extravagant. With Delta, you'll notice all over the place, from maintenance to other, are a lot of fun and cosmetic items that can be used to help fuel gimmicks, which is what I'd suggest aiming for when you consider the loot table.

EDIT: Another thing is I'd suggest trying to add warning lines around some of the equipment stuff like you'll notice around Delta. It's good to keep the theme of a place consistent with its artistic style.
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Re: [WIP] Delta Station White Ship

Postby Mark9013100 » Wed Oct 18, 2017 5:12 am #348121

Do you any recommendations for the flooring in the upper part of the ship? Feels like I could put more colored tiles instead of the neutral ones.
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Re: [WIP] Delta Station White Ship

Postby Okand37 » Wed Oct 18, 2017 6:17 am #348125

I'd suggest taking a look at rooms like hydroponics for an example of how you might be able to the hydroponics/kitchen area (and maybe take some influence from the service department as a whole, really.)
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Re: [WIP] Delta Station White Ship

Postby Mark9013100 » Wed Oct 18, 2017 6:38 am #348130

Alright, I'll work on it more tomorrow, I'll still need to figure out what's with the runtimes though.
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Re: [WIP] Delta Station White Ship

Postby Okand37 » Wed Oct 18, 2017 6:43 am #348131

I suggest asking Jordie, he's got a good head when it comes to computer stuff (I also suck at computer stuff.)
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Re: [WIP] Delta Station White Ship

Postby Mark9013100 » Wed Oct 18, 2017 11:30 am #348156

Runtime was dealt with by updating to latest branch of the code, now I just have to figure out how docking ports work
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Re: [WIP] Delta Station White Ship

Postby Okand37 » Wed Oct 18, 2017 6:36 pm #348262

Do note, I haven't actually mapped anything proper in over a year, so my memory is dodgy/foggy at best, but if it serves correctly here's this, hope it helps.

Let's see if I can remember... you'll need both a obj/docking_port/mobile and a obj/docking_port/stationary within the same location with a shared ID. If you want the shuttle to be downward facing with the cockpit at the bottom, just set: dir = 2, port Angle = 90, preferred_direction = 2(?) Setting the shuttle boundaries, however, is a bit more tedious. When you go through the properties, you'll see four distinct values you want to pay attention to:
dheight, dwidth, height, and width. dheight and dwidth are used to determine where on the shuttle co-ordinates the actual docking port is. As an example, here's deltastation's shuttle:
Image

On deltastation's shuttle, the values in order are: dheight = 0, dwidth = 11, height 18, width 30. If you keep the same direction values, you can work off of what you know rather easily.
dheight = 0, if we considered this an x,y graph dheight would be negative x and dwith would be positive y. There are 0 spaces to the left, or "negative" of the pinpointer, so we input 0 for dheight. For dwidth, we look at the spaces above the pinpointer, and we can count that there are a total of 11 spaces above the pinpointer, so we input 11 for dwidth. Height and width, on the other hand, are the total dimensions of the shuttle. If we count starting from the pinpointer's position as 1, we can see its a total of 18 across. Due to the dir we have inputted, this will be the height, so height = 18. Lastly, we start from the top of the shuttle and count in a similar fashion til we reach the bottom. We can count 29 squares in total (which probably means I goofed and put 1 over) so width = 29 (or in this case, 30 as its 1 over.) Now we can see how we got all of our dimensions, and hopefully this helps.
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Re: [WIP] Delta Station White Ship

Postby Bawhoppennn » Wed Oct 18, 2017 7:28 pm #348268

Shuttles have been changed and those rules don't necessarily apply. You can even have multiple areas in them now.
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Re: [WIP] Delta Station White Ship

Postby Okand37 » Wed Oct 18, 2017 7:45 pm #348273

oh neat
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Re: [WIP] Delta Station White Ship

Postby Mark9013100 » Thu Oct 19, 2017 2:53 am #348413

Thanks for the docking port info, a bit confusing but hopefully I'll have this PR'd within a few days, also, screenshots:
Spoiler:
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However, the ship can't dock at the Soviet station, too big.
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Re: [WIP] Delta Station White Ship

Postby Mark9013100 » Thu Oct 19, 2017 5:50 am #348449

ADMIN LOG: Shuttle White-Ship cannot dock at Deep Space, error: height_too_large

Getting this now, not exactly sure what I missed, unless the height and weight vars are inverted as well.
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Re: [WIP] Delta Station White Ship

Postby Mark9013100 » Thu Oct 19, 2017 11:16 am #348469

Okay time to get some final questions out of the way, in the map editor each whiteship has it's own file, while also having an exact copy on the station map as well. How exactly does the ship's placement work?

Also I keep getting errors about the docking weight/height being too large. The currents vars I have for the ship's docking port are: dheight 14, dir 2, dwidth 20, height 15, and width 28.
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Gun Hog
 
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Re: [WIP] Delta Station White Ship

Postby Gun Hog » Thu Oct 19, 2017 6:05 pm #348607

Mark9013100 wrote:Okay time to get some final questions out of the way, in the map editor each whiteship has it's own file, while also having an exact copy on the station map as well. How exactly does the ship's placement work?

Also I keep getting errors about the docking weight/height being too large. The currents vars I have for the ship's docking port are: dheight 14, dir 2, dwidth 20, height 15, and width 28.


Call WJohnston down to give you tips. My solution to this would be to try to var-edit the docking port during runtime until it works.

I wish we had rusted/damaged shuttle walls. They look too clean. Consider removing a few floortiles, and maybe give it a compelling backstory told through the debris and damage. Why is this ship abandoned in space? What happened to the crew?

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Re: [WIP] Delta Station White Ship

Postby Mark9013100 » Thu Oct 19, 2017 7:28 pm #348621

I'll try and flag him down today or tomorrow, but is there a page on docking ports anywhere?
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Re: [WIP] Delta Station White Ship

Postby Mark9013100 » Sat Oct 21, 2017 11:37 pm #349372

Having too much trouble from the vertical design, going to remap the ship horizontally.
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Re: [WIP] Delta Station White Ship

Postby Mark9013100 » Fri Oct 27, 2017 7:30 pm #351370

Going to wait on this https://github.com/tgstation/tgstation/pull/31942 to be merged before I continue working on the ship.
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Shezza
 
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Re: [WIP] Delta Station White Ship

Postby Shezza » Sat Oct 28, 2017 10:30 pm #351665

Had a go at the white ship a while ago too

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Re: [WIP] Delta Station White Ship

Postby Mark9013100 » Sun Oct 29, 2017 3:16 am #351693

Shezza wrote:Had a go at the white ship a while ago too

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Unique layout, looks nice. Pipes under the walls might be problematic for engineers though.
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Re: [WIP] Delta Station White Ship

Postby Mark9013100 » Sat Nov 04, 2017 8:12 am #353743

Just need to do a little more testing and it should be ready.

Edit: PR is finally up, https://github.com/tgstation/tgstation/pull/32414, many thanks to Wjohn and Okand for helping with the technical side of things. Ships decals had to be cut though.
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