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Can't CAS reinforced glass on Sorokyne Strata #6869

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cm13-issue-bot opened this issue Aug 3, 2024 · 1 comment · Fixed by #6071
Closed

Can't CAS reinforced glass on Sorokyne Strata #6869

cm13-issue-bot opened this issue Aug 3, 2024 · 1 comment · Fixed by #6071
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Testmerges

#6334: 'Xenomorph Endgame' by Git-Nivrak at commit 8d2cc8fb83
#6071: '[V] Sorokyne Strata: Expanded Small corridors, removed 3000 unused tiles, allow LAZ for CAS inside most structures, Xenos can now weed everything except LZ's and surrounding of LZ's.' by Venuska1117 at commit 9d5e6d4658
#6248: 'New Map: LV-759 Hybrisa Prospera' by Zenith00000 at commit 9c657a6ba3
#6712: 'Use DVIEW' by Doubleumc at commit f4b53dd614
#6692: 'Use RANGE_TURFS' by Doubleumc at commit 834383bfa0
#6682: 'Hugged changes' by zzzmike at commit 901f664a71
#6652: 'autoclimbable handrails on harm intent' by cuberound at commit 7952d21d5d
#6860: 'Mentor New Player Markers' by realforest2001 at commit 6dacc271a5
#6561: 'CRAWLING !!!!' by Diegoflores31 at commit 902c0ffa09
#5876: 'remote dropship computers are no longer hard coded to dropship id' by mullenpaul at commit cd66420484

Round ID

23352

Description of the bug

Whilst playing GP, some areas of reinforced glass (if not all) were UNCASABLE. That included an area in FOB, which- upon trying to go for paradrops there, said that the area was "obscured".

What's the difference with what should have happened?

Why... would FOB be obscured for CAS? Why is reinforced GLASS not visible from high altitudes? And why am I still here, only to suffer?

How do we reproduce this bug?

  1. Get Soro.
  2. Play GP.
  3. CAS reinforced glass.
  4. Profit.

Attached logs

N/A

Additional details

  • Author: MarpleJones
  • Admin: Forest2001
  • Note: None
@cm13-issue-bot cm13-issue-bot added the Bug Admin events aren't bugs label Aug 3, 2024
@Git-Nivrak
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#6071 is to blame for this one

github-merge-queue bot pushed a commit that referenced this issue Sep 29, 2024
…les, Xenos can now weed everything except LZ's and surrounding of LZ's, allow LAZ for CAS inside structures with light blue Areas on Tacmap (glass ceiling hallways) (#6071)

# About the pull request

This PR clean Sorokyne Strata file from excessive lines of code caused
by APC's and small light fixture.
It changes some small rooms with have 1x1 hallways, now if possible,
they are 2x2 (minimum).
Replaced 80% of indestructable walls with heavy reinforced walls, i dont
see need for indestructable walls if they are not critical (for example,
map edge)
Shortened river by half (south west near LZ) and placed invisible wall,
i tough of preventing (in future) for burrowers to getting there and
re-evolve to queen in spot where marines have no access because of
invisible wall.
It "removes" walls with are 2tiles or more thick, i don't know why there
are 2 tiles thick walls, but i believe they are not important.
Removes around 3000 unused tiles.



Edit: 08.08
- Allow xenos to weed everywhere (except LZ's)
- Allow marines to use LAZ for CAS inside most structures that have
light blue colored areas (hallways made of glass ceiling)

Fixes: #6869

# Explain why it's good for the game

Less lines of code allow for quicker groundsite loading, even if its
second faster, and also allow for more map destruction with less chockes
caused by 1x1 tunnels, they don't appear much but they are "annoying",
allow marines to use LAZ for CAS inside most structures (not all of
them) and xenos can now weed 90% of areas except LZ's

# Testing Photographs and Procedure

<details>
<summary>Screenshots & Videos</summary>


![img1](https://github.com/cmss13-devs/cmss13/assets/89580971/dd995604-8141-40eb-b6a2-702868667bd4)


![img2](https://github.com/cmss13-devs/cmss13/assets/89580971/050f13ee-057d-4d6f-bdbd-8dccbf24aadd)


![img3](https://github.com/cmss13-devs/cmss13/assets/89580971/50fc2692-3429-414b-bd3b-37fca09030eb)


![img4](https://github.com/cmss13-devs/cmss13/assets/89580971/00265e18-b9a7-444e-8ae4-4ed0e3812ad1)


![img5](https://github.com/cmss13-devs/cmss13/assets/89580971/f064ad40-f6ac-46ec-bee1-fdc3d0bab54b)


![img6](https://github.com/cmss13-devs/cmss13/assets/89580971/bda1b51a-84e8-4397-89cf-badf81cfe9a0)


![img7](https://github.com/cmss13-devs/cmss13/assets/89580971/245ee13c-48a0-4630-aee7-fa7ce9172b5d)


![img8](https://github.com/cmss13-devs/cmss13/assets/89580971/f0847b36-6c7d-486a-a1e7-9cf82dcc2daa)


![img9](https://github.com/cmss13-devs/cmss13/assets/89580971/179f0fe4-31c0-47a5-b0dc-24f058d9bd40)


</details>


# Changelog

:cl: Venuska1117
maptweak: Sorokyne Strata - made most indestructable walls destructable.
maptweak: Sorokyne Strata - changed rooms/hallways with have 1x1
hallways to be wider.
maptweak: Sorokyne Strata - replaced some small light fixtures with
normal light fixtures.
maptweak: Sorokyne Strata - reduced 2 tiles or more thick walls to 1
tile thick walls.
balance: Made most areas weedable, except LZ's zones and surrounding
LZ's sub-variants.
balance: Allow LAZ inside Outposts (mining and normal ones) as long as
they aim at light blue areas (glass ceiling hallways).
code: Changed pixel offset for "tube" lights to be closer to "floor".
/:cl:
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