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[MDB Ignore] Monkey to species, take 2 #10943
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This pull request has conflicts, please resolve those before we can evaluate the pull request. |
This pull request has conflicts, please resolve those before we can evaluate the pull request. |
I'm willing to merge with explicit approval from bacon regarding their prior concerns. |
This pull request has conflicts, please resolve those before we can evaluate the pull request. |
AAAAAAAAAAAAAAAAAAAAA |
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I want to put approval on this, but this height displacement solution is honestly just... bad. TG has a far better approach, instead of trying to have a single height map for squishing everything, they have a displacement filter for stretching/squishing legs and stretching/squishing the body. They don't need to do any janky code for direction displacement maps at all, which if possible I would much, much prefer if this could use that. It might need some changes to the monkey sprites to accomodate but if they are sprited like humans and squished afterwards (same way TG's are) then it shouldn't cause an issue.
Until byond gets support for directional heightmaps, we should avoid them where possible and TG has shown that it is possible to avoid them.
Worst comes to worst, how do monkeys look using the old method for displacement maps, or a displacement map that doesn't use directional states? I would rather have a single heightmap that looks good enough in most scenarios even if it is imperfect than have a complete mess trying to deal with the directional code.
I don't really like TG's approach, actually. I understand we could expand ours to have a similar feature, but I believe for the most part, the basis of this approach is far better. If and when we get directional displacement maps, this will be easy to bring over. Overall, I believe this solution is far more flexible and capable than what TG has. |
Bringing over TG's solution would be a complete overhaul of our mob filters and displacement. The John Fulp code? Sure, that'd be workable, but this is planting a tree we really do not have any of the roots or ground for. Thats an additional 6 months of work on an already 6 month old pr. Going back to effectively square one for the actual mob handling. I'd much rather see what has been done so far brought to its conclusion, rather than more months of dev time and waiting for reviews |
This PR has been marked as stale due to being in an unmergable state for 7 days. Please resolve any conflicts and add testing evidence, then contact a project maintainer to have the stale label removed. |
Oh well. Guess that was months for nothing. |
About The Pull Request
Title.
closes #8376
closes #9120
Recoup of #10156
Reverts #6694, #8962 as they are now obsolete.
Basically, monkeys are species, with all that entails. We are throwing the shitcode away that needed like 10 different refactors over 3 years to deal with, cause the code is fundamentally garbo.
Humans and Monkeys are already interconnected, no way out of it, so we might as well make the code sane.
Basically, we can make monkeys functionally identical to humans, but we need several explicit drawbacks.
Lmk if theres any others that tickle your noggin that you think would make this change make them "OP"
TODO
monkeyize()
&humanize()
Ports:
Why It's Good For The Game
No more aheals when changing race
Hunger is persistent when changing between monkey and humans
All stat vars are not reset inbetween transformations
woaw, genetics dont SUCK
Monkey organs dont runtime the fuck out when they try and do species stuff (who put HUMAN organs inside CARBONS!!!?!)
Testing Photographs and Procedure
Screenshots&Videos
Roundstart monkey ---> human
dreamseeker_Tra1IvQGA8.mp4
Roundstart human ---> monkey
dreamseeker_4IPYBkJiVb.mp4
Monkeys can hold and use two handed weapons, but they do not have the upper core strength to use both arms as a human would.
dreamseeker_q0DYwJi9r9.mp4
Changelog
🆑 DrDuckedGoose(species design & appearance) rkz(balancing and mass conversions), qustinnus, coiax, IndieanaJones, itseasytosee
add: monkeys are now species
add: monkey tails are now handled like actual tail organs, rather than just being a sprite. They apply and are subtyped the exact same way catgirl tails are, minus a wag animation.
balance: Monkeys can do a lot more things
code: converted mob ventcrawling into flags/traits
/:cl: