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port lighthouse real #883

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merged 17 commits into from
Apr 6, 2024
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deltanedas
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@deltanedas deltanedas commented Feb 22, 2024

About the PR

bring lighthouse back with some major changes:

  • redid all of epi
  • replaced meme ai room with an actual theatre for doing plays real
  • logi reworked, cargo shuttle and not telepad!!!!
  • bringing it up to speed in most places its old
  • cryooooo
  • ai core with airlocks and disposals entrance
  • atmos has teg
  • armoury has mines so its not completely piss easy to break into it
  • replaced broadway med outpost with psychologist office
  • random stuff

still needs more test

Media

station map
17:59:40

render
Lighthouse-0

Changelog
🆑

  • add: Lighthouse is BACK!

@deltanedas
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@IamVelcroboy if you have any big concerns rn id like to hear them, before anything else is finalized

@IamVelcroboy
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No concerns until I get a chance to look it over. You'll also need to add it to the map pool located in the prototype folder and the postmapinittest before it's merged.

Also if you could get a render that would be nice. If not, I'll try to get one tomorrow.

@deltanedas
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ill try render it when im awake

@IamVelcroboy
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No rush. I'm off to bed soon too. I was told you are not on Discord, so, here is the list of changes we've made since the Rebase. It looks like you got most of them already. Just wanted you to have it if it helps.

  • Add the glass box in captain's quarter/office. Do not map the closet containing the antique laser.
  • 1 prisoner cryo bed in Perma
  • 1-2 standard cryobeds in medical(optional for smaller maps).
  • Max 4 cryobeds in a public cryo room on most maps. Max 6 on very large maps. These are where latejoin go.

(IMPORTANT-Rotation of cryobeds matters. Players emerge from direction rotated. So, don't send players into walls.)

  • Map the spare ID cabinet in bridge or vault
  • APCs/Substations/SMES all need to be named now. They show up on the Power Monitoring Console.
  • All heads have specific dressers now. These need to be mapped in their rooms as they contain all the drip.
  • Warp point beacons were replaced by physical entities that need to be remapped.
  • There is a thief target for Tropico the pet. We are giving this to the detective not atmos.
  • Map more "screens" around public halls. They now broadcast command announcments.
  • Map the metempsychotic machine in place of the cloner.
  • Add Detective room/spawner/closet/update proto
  • Make sure Mantis has correct airlock and remove forensic items
  • Combine salvage and cargo, add LO Office/room
  • Add Salvage shuttle/cargo shuttle
  • Swap out QM stuff for logistic tech stuff
  • Move robotics, circuit imprinter, and RE machine to Epi.
  • Add ID terminals to every Head office
  • Add paramedic room(optional)
  • Add intern roles(Service worker, Tech Ass, Medical, Research), update proto
  • Add borg chargers throughout station
  • Update appropriate external airlocks w/ easy-pry
  • Link external airlocks
  • Make sure head lockers contain hardsuits or map a hardsuit storage
  • Add TEG or Singularity Gen(all maps should have 2 sources of power not including solar.)
  • Do not map Tesla
  • Add Cryogenics in medical(optional but recommended)
  • Generators require fuel now. Map a few jr. pacs in maints
  • Add ninja bomb targets(not in Epistemics, arrivals, or evac)
  • Add grills in kitchens
  • Update Prototype file with Job ID Name changes
  • Bomb testing room w/ test bombs in sec(optional)
  • Hologram for command(optional)
  • Add Chemists role/airlocks
  • Update O2/N2 gas miners appropriately
  • Remove plasma miners. Give atmos a caniser or 2
  • Chem labs need condensors, electrolysis, and centrifuge machines
  • Add the vault freezer inthe vault
  • Remove any Vectors from the map
  • Epi should have protolathe and circuit board printer
  • Engi should only have autolate
  • Add Corpsman(optional but recommended)
  • Jani/Psych/Court signs
  • Add CuraDrobe in library
  • Ideally every map has a reporter and psychologist(Optional but heavily desired)
  • Lawyer has their own access now. Make sure they can get into sec general area but not open cells.
  • Do not map the Throngler

@stellar-novas
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I tried doing it, got
[ERRO] map: Error in map file: found local entity UID '0' which does not exist. Exception:

@IamVelcroboy
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IamVelcroboy commented Feb 22, 2024

I tried doing it, got [ERRO] map: Error in map file: found local entity UID '0' which does not exist. Exception:

Looks like there's a borked toy sword and the cargo console is still trying to link to the telepad. Easy to fix. Run the tidy tool if you can. Otherwise I can do it tomorrow.

@DangerRevolution
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DangerRevolution commented Feb 22, 2024

My discord isn't loading so I'm just gonna leave it here.

I know it's a case of "you snooze, you lose" but @IamVelcroboy might be worth holding a little as last I checked, RK and ODJ are finishing up a compete remaster of Lighthouse. Might be worth comparing 1:1.

RK did say they were burnt out recently and weren't working on it, but then came back to working on it??

TLDR:
I don't know what progress they've made, maybe it's still unfinished, just wanted to make a note of it.

@deltanedas
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@OldDanceJacket are you finishing a port if so ill close

and ill clean up the evil uids now

@github-actions github-actions bot added the Changes: C# Changes any cs files label Feb 22, 2024
@DangerRevolution
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@OldDanceJacket are you finishing a port if so ill close

and ill clean up the evil uids now

RK was the main one working on it and I've asked them abt it, I'll let you know :O

@deltanedas deltanedas marked this pull request as ready for review February 26, 2024 18:13
@deltanedas
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it has no bomb testing room but idk where to put it

@stellar-novas
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Assuming you mean space, it could be separate from sec proper like on Submarine.

Could also not include it, it is an optional thing.

@DangerRevolution
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it has no bomb testing room but idk where to put it

some maps which don't have a dedicated room just stick it in the armoury and let Sec figure it out

@stellar-novas
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add techie spawns
it's called a tech ass smh

@IamVelcroboy
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Got an update from ODJ for ya
image

@deltanedas
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door naming ops i thought it was bad, will have to do a pass of naming everything :trollface:

@OldDanceJacket
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door naming ops i thought it was bad, will have to do a pass of naming everything :trollface:

Naming doors is fairly important for Lighthouse, players have cited it as a very good feature of the map that they did use.

@Bonktrauma
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door naming ops i thought it was bad, will have to do a pass of naming everything :trollface:

Naming doors is fairly important for Lighthouse, players have cited it as a very good feature of the map that they did use.

Not to you jacket,
Also, why did you choose to make the top outpost into psych rather then bottom? The top was actually used unlike the bottom

@deltanedas
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deltanedas commented Feb 27, 2024

the top was used by tiders that break in and cook meth

the engi minimed is used reasonably often when engi gets bombed or whatever (its also near epi and evac which are also more heavily injured than, laser tag)

@deltanedas
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22:49:07

game tweaking when i try to connect to server and do stuff :trollface:

@DebugOk
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DebugOk commented Mar 6, 2024

game tweaking when i try to connect to server and do stuff :trollface:

You've pissed off the networking gods, its over

@IamVelcroboy
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Just letting you know I didn't forget about this. Trying to find time to do a proper review. Should be soon™.

@IamVelcroboy
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  • Missing spawnpoint for Research Assistant
  • I'm not going to force it but we have the better looking asteroid rocks and
  • non-mineable mountain rock can be used to prevent spacing depts
  • Maint airlock between chapel/library makes no sense
  • lightpost on left side of chapel courtyard is unpowered
  • Maybe put small maint lights in confession booth
  • overlapping carpets(2 dif colors) in chaplain's room
  • 1 of the lights linked to the switch in the chapel is not linked
  • Kinda feel like chaplain should be able to access crematory from room
  • Various fire alarms not linked to anything. And spaces not effectively controlled by alarms/sensors
  • Re-route scrubber pipe between chapel and library to not pass through so many walls
  • Move lights off windows in robo lab
  • Robo lab has 2 cameras, remove the one on the shutters, move the other off the window
  • Disposal unit in Epi not connected and pipes deadend
  • floating cameras/cameras on windows
  • Conveyor belts and lights in cargo dock not powered
  • need tiny fans under cargo dock airlocks
  • LOTS of lights need to be culled in the halls
  • Remove obsolete cargo shuttle console and salvage shuttle console
  • More lights on windows in cargo
  • "Side Dock" needs tiny fans
  • Cables in conference room not attached to any APC
  • Tile missing under medical exit airlock(cloning room)
  • Botany APC not powered or attached to LV
  • Kitchen APC not powered or attached to LV
  • Psych office is kinda lacking for light but they do have a lamp so....
  • CMO needs ID console
  • Jani room not connected to APC
  • Some surveillance cameras not capitalized(most others are)

@IamVelcroboy
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Example of too much lighting
Screenshot 2024-03-20 123221

@deltanedas
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pretty sure thats from before big light prune

@IamVelcroboy
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Just checking, did the commits above address the list of issues? Is it ready to be reviewed again? Or do you have more to do yet?

@deltanedas
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deltanedas commented Mar 29, 2024

everything should be done, besides warp point stuff

@IamVelcroboy
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everything should be done, besides warp point stuff

Great! Here's how we are mapping our WPs now

Map the beacons for what you want to show on the map.

Map Warp Points and/or Bomb Targets where you want Ghost Warp to show up in the menu.

If you want to map a Warp Point for a dept but want to put the Bomb Target in a different place or more than one, then remove the WP comp from it.

I'll try to get the re-reviewed early next week and possibly added to the pool again. Thanks!

@IamVelcroboy
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So, I still think there are a few too many lights in some places but I'm going to merge anyway. Maybe I'll do a pass later when I have some time and adjust those spots.

@IamVelcroboy IamVelcroboy merged commit 37c0bc8 into DeltaV-Station:master Apr 6, 2024
11 checks passed
@deltanedas deltanedas deleted the lighthouse-ops branch April 6, 2024 23:44
@UnicornOnLSD
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UnicornOnLSD commented Apr 7, 2024

ANGLE LIGHTHOUSE IS REAL :o

nearlyNonexistent referenced this pull request in nearlyNonexistent/Horizon-Station Apr 14, 2024
* port lighthouse and dosome work

* fix evil things

* add to pool and test

* most of the logi rework, replace viro with some cryo beds

* more reworks

* fixes

* updatey

* more fix

* techie spawn and more suit storage

* actually add the techie spawns

* name every door

* gaming

* mostly fix/add cameras

* warp point gaming

---------

Co-authored-by: deltanedas <@deltanedas:kde.org>
VMSolidus added a commit to Simple-Station/Einstein-Engines that referenced this pull request May 5, 2024
## Mirror of PR #883: [port lighthouse
real](DeltaV-Station/Delta-v#883) from <img
src="https://avatars.githubusercontent.com/u/131613340?v=4"
alt="DeltaV-Station" width="22"/>
[DeltaV-Station](https://github.com/DeltaV-Station)/[Delta-v](https://github.com/DeltaV-Station/Delta-v)

<aside>PR opened by <img
src="https://avatars.githubusercontent.com/u/39013340?v=4"
width="16"/><a href="https://github.com/deltanedas"> deltanedas</a> at
2024-02-22 02:45:04 UTC</aside>
<aside>PR merged by <img
src="https://avatars.githubusercontent.com/u/39013340?v=4"
width="16"/><a href="https://github.com/deltanedas"> deltanedas</a> at
2024-04-06 23:38:40 UTC</aside>
<sup>

`37c0bc87956767359471b3ba159f9d8aa89a3256`

</sup>

---

PR changed 0 files with 0 additions and 0 deletions.

The PR had the following labels:
- Status: Needs Review
- Changes: Map
- Changes: C#


---

<details open="true"><summary><h1>Original Body</h1></summary>

> ## About the PR
> bring lighthouse back with some major changes:
> - redid all of epi
> - replaced meme ai room with an actual theatre for doing plays real
> - logi reworked, cargo shuttle and not telepad!!!!
> - bringing it up to speed in most places its old
> - cryooooo
> - ai core with airlocks and disposals entrance
> - atmos has teg
> - armoury has mines so its not completely piss easy to break into it
> - replaced broadway med outpost with psychologist office
> - random stuff
> 
> still needs more test
> 
> # Media
> station map
>
![17:59:40](https://github.com/DeltaV-Station/Delta-v/assets/39013340/f566707e-6e83-4843-9f75-2d59b8becc28)
> 
> 
> render
>
![Lighthouse-0](https://github.com/DeltaV-Station/Delta-v/assets/39013340/68c46f45-d68c-4973-b63b-169499293f18)
> 
> **Changelog**
> 🆑
> - add: Lighthouse is BACK!
> 


</details>

Co-authored-by: deltanedas <[email protected]>
Co-authored-by: VMSolidus <[email protected]>
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8 participants