-
Notifications
You must be signed in to change notification settings - Fork 146
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Port Height Sliders #458
Port Height Sliders #458
Conversation
what was I thinking??
I've setup a simple solution to the doors problem. Now, regardless of what the height sliders set the sprite scale of an entity to be, it will never adjust the fixture to a radius equal to or greater than 0.5f. This acts as a sanity check making it so that player characters will never be so large that they cannot fit through an airlock door, regardless of how much their sprite is adjusted. |
Signed-off-by: VMSolidus <[email protected]>
width.slider.mp4I've made it so that the height and width sliders in character selection now display an abstraction of your character's height and (shoulder-to-shoulder) width. These specific numbers have no ingame effect(that comes from the Fixtures Component, all characters are secretly a sphere with a radius of 0.35 meters). However since the relevant numbers are stored in a character's components, I can actually use this later for in-game systems that will let people look up a characters statistics! I'm excited to re-use this for Fugitives whenever I get around to rebasing & reworking them. Additionally, two new CVars have been added thanks to feedback from Deep Station 14. These are HeightAdjustModifiesHitbox and HeightAdjustModifiesZoom. These both toggle on or off the two main "Balancing" features for height sliders. Which, while I strongly do not recommend turning them off, some servers may not care much about gameplay, and primarily want "Cosmetic-Only" height sliders. |
HeightWidthAndWeight.mp4After even more feedback, Weight is now listed alongside the height and width sliders, which also accurately reflects the real Mass a character will have ingame. Players now get to visually see that their Diona are ungodly heavy, while Harpies are ridiculously light. |
UIUpdating.mp4My last update of the night fixes the UI scaling issue. |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Just minor changes but it's worth discussing if uh, CM/KG are the best way to go here? Maybe there's an IC way; maybe there's some way to make it toggleable for NA/EU servers? (aside from searching for all instances and replacing it), maybe something in the options?
To follow up on this, I (American Joe) shouldn't have to google a feet to CM converter to make a character or something is all. |
Co-authored-by: Danger Revolution! <[email protected]> Signed-off-by: VMSolidus <[email protected]>
Skill issue, we're American too. |
All measurements in the game are given in Metric, since it takes place in space(scifi setting), and in the distant far future the Imperial system is an equally distant memory. It wouldn't really make sense to give your character's statistics in non-metric if everywhere else its exclusively metric. It's pretty easy to get used to anyhow. |
This is definitely the distant sci-fi future then 😭😭😭😭😭 |
This pull request has conflicts, please resolve those before we can evaluate the pull request. |
Signed-off-by: VMSolidus <[email protected]>
Co-authored-by: DEATHB4DEFEAT <[email protected]> Signed-off-by: VMSolidus <[email protected]>
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Couple extra nitpicks, but looks good.
Co-authored-by: DEATHB4DEFEAT <[email protected]> Signed-off-by: VMSolidus <[email protected]>
# Description Part of Issue #467 This is a complete re imagining of the Nyanotrasen Mass Contest System(Long since removed from the game). This system adds a highly flexible function that outputs a ratio of a given entity's mass, that is optionally relative to another entity. I've primarily written this system to be used in conjunction with PR #458 , as it adds several new implementations of variable player mass to the game. How this differs from the original Mass Contest system is that it is configured via hotloaded CVars, and is inherently clamped so that character mass only modifies functions by a finite amount rather than providing infinite scaling. This essentially means that while an Oni is 25% better at shoving a Felinid to the floor thanks to their different masses, a 2000kg Lamia is also only 25% better at shoving a Felinid to the floor, rather than 50000% better. The inverse is also true, a small player character can only be 25% better or worse at a given implementation. These implementations are not handled directly by the ContestSystem, and are instead handled directly by other systems that call upon it. This percentage limit can be modified by a new CVar at any time. Additionally, the entire MassContest system can be optionally toggled off completely at any time via CVar, without needing to modify any code that calls upon it. At this time, I have included three different implementations to serve as suitable examples for how MassContest can be used. 1. Weapon recoil is now modified by an entity's mass relative to the human average baseline. Smaller characters experience more recoil, larger characters experience less recoil 2. Disarm/Shove is now modified by Mass Contests. Entities that are sized differently from their target have their shove/disarm chance modified based on the ratio of performer and target mass. 3. Certain types of handcuffs(such as Cablecuffs and zipties) are now faster to slip out of if you are smaller than the average. # Changelog :cl: - add: Mass Contests have returned in a new reworked form. - add: Weapon Recoil is now resisted by character mass. More massive characters take less recoil, less massive characters take more recoil. - add: Disarm and Shove actions are now modified by relative character mass. It is easier to shove people around if you're bigger than them. - add: Cablecuffs and Zipties are now easier to escape out of if you're smaller. --------- Signed-off-by: VMSolidus <[email protected]> Co-authored-by: DEATHB4DEFEAT <[email protected]> Co-authored-by: Danger Revolution! <[email protected]>
Description
Ports Simple-Station/Parkstation-Friendly-Chainsaw#45
This feature adds a height and width slider system to character creation, allowing players to change how tall(or chunky) they want their character to be. This change doesn't necessarily exist in a vacuum, and is made to have more complicated interactions with other systems such as combat, Space Wind, and anything in the future that we deem necessary to care about the Mass of an entity.
That's right, this height slider system actually directly modifies the Fixture of player characters, causing small characters to have less mass, while larger characters have more mass. There is an inherent balancing factor to this, thanks to the Space Wind Rework PR, since the smaller your character is, the harder of a time they have when physics systems get thrown at them. Additionally, smaller characters have their maximum view distance slightly reduced, to help further balance them against having a smaller hit-box.
Media
🆑