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Delta Station White Ship

Posted: Wed Sep 20, 2017 3:19 pm
by Mark9013100
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

Re: [WIP] Delta Station White Ship

Posted: Wed Sep 20, 2017 3:26 pm
by Deitus
looks pretty neat, but add some phat loot to reward the good goys that claimed it first

Re: [WIP] Delta Station White Ship

Posted: Wed Sep 20, 2017 7:56 pm
by Yakumo_Chen
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.

Re: [WIP] Delta Station White Ship

Posted: Wed Sep 20, 2017 11:10 pm
by Gun Hog
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.

Re: [WIP] Delta Station White Ship

Posted: Thu Sep 21, 2017 1:39 am
by Mark9013100
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.

Re: [WIP] Delta Station White Ship

Posted: Thu Sep 21, 2017 8:14 am
by Bawhoppennn
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.

Re: [WIP] Delta Station White Ship

Posted: Thu Sep 21, 2017 12:53 pm
by Mark9013100
Good point, definitely going with the BYOS route.

Re: [WIP] Delta Station White Ship

Posted: Thu Sep 21, 2017 1:05 pm
by D&B
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.

Re: [WIP] Delta Station White Ship

Posted: Fri Sep 22, 2017 4:44 pm
by Cobby
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.

Re: [WIP] Delta Station White Ship

Posted: Sat Sep 23, 2017 2:13 pm
by Mark9013100
Here's what I have as of now:
Image
Image

Re: [WIP] Delta Station White Ship

Posted: Sat Sep 23, 2017 2:35 pm
by Gun Hog
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!

Re: [WIP] Delta Station White Ship

Posted: Sat Sep 23, 2017 3:18 pm
by Mark9013100
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.

Re: [WIP] Delta Station White Ship

Posted: Tue Sep 26, 2017 2:23 am
by D&B
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.

Re: [WIP] Delta Station White Ship

Posted: Tue Sep 26, 2017 4:53 pm
by Mark9013100
This is on hold until I can get local server to boot up.

Re: [WIP] Delta Station White Ship

Posted: Tue Sep 26, 2017 5:16 pm
by Wyzack
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

Re: [WIP] Delta Station White Ship

Posted: Tue Sep 26, 2017 6:46 pm
by D&B
I've read somewhere those are a huge no-no for mapping. Which is why they often get removed from maps.

Re: [WIP] Delta Station White Ship

Posted: Tue Sep 26, 2017 6:55 pm
by TribeOfBeavers
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.

Re: [WIP] Delta Station White Ship

Posted: Tue Sep 26, 2017 6:59 pm
by Wyzack
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

Re: [WIP] Delta Station White Ship

Posted: Tue Sep 26, 2017 7:10 pm
by TribeOfBeavers
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.

Re: [WIP] Delta Station White Ship

Posted: Wed Sep 27, 2017 12:03 am
by Mark9013100
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.

Re: [WIP] Delta Station White Ship

Posted: Sat Sep 30, 2017 12:44 pm
by cocothegogo
make a room thats got a breach idk repairing shit can be fun just dont make it a requirement

Re: [WIP] Delta Station White Ship

Posted: Fri Oct 06, 2017 10:24 am
by Mark9013100
Gotten extremely busy with things recently, plus haven't been able to get a local server up, so this might take a while.

Re: [WIP] Delta Station White Ship

Posted: Mon Oct 09, 2017 2:05 am
by Cobby
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.

Re: [WIP] Delta Station White Ship

Posted: Mon Oct 09, 2017 12:16 pm
by Thunder11
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.

Re: [WIP] Delta Station White Ship

Posted: Mon Oct 09, 2017 7:50 pm
by Mark9013100
I'm going to need some help with this, dreamdaemon has a stroke every time I boot up a server with deltastation.

Re: [WIP] Delta Station White Ship

Posted: Tue Oct 17, 2017 9:46 am
by Okand37
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!

Re: [WIP] Delta Station White Ship

Posted: Tue Oct 17, 2017 1:10 pm
by Gun Hog
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.

Re: [WIP] Delta Station White Ship

Posted: Tue Oct 17, 2017 4:18 pm
by BeeSting12
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.

Re: [WIP] Delta Station White Ship

Posted: Wed Oct 18, 2017 12:44 am
by Mark9013100
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!

Re: [WIP] Delta Station White Ship

Posted: Wed Oct 18, 2017 1:23 am
by Mark9013100
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

Re: [WIP] Delta Station White Ship

Posted: Wed Oct 18, 2017 4:23 am
by Mark9013100
Also, replaced all the flooring, here's what I got now:
Spoiler:
Image
Image
Feedback?

Re: [WIP] Delta Station White Ship

Posted: Wed Oct 18, 2017 4:34 am
by Okand37
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.

Re: [WIP] Delta Station White Ship

Posted: Wed Oct 18, 2017 5:12 am
by Mark9013100
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.

Re: [WIP] Delta Station White Ship

Posted: Wed Oct 18, 2017 6:17 am
by Okand37
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.)

Re: [WIP] Delta Station White Ship

Posted: Wed Oct 18, 2017 6:38 am
by Mark9013100
Alright, I'll work on it more tomorrow, I'll still need to figure out what's with the runtimes though.

Re: [WIP] Delta Station White Ship

Posted: Wed Oct 18, 2017 6:43 am
by Okand37
I suggest asking Jordie, he's got a good head when it comes to computer stuff (I also suck at computer stuff.)

Re: [WIP] Delta Station White Ship

Posted: Wed Oct 18, 2017 11:30 am
by Mark9013100
Runtime was dealt with by updating to latest branch of the code, now I just have to figure out how docking ports work

Re: [WIP] Delta Station White Ship

Posted: Wed Oct 18, 2017 6:36 pm
by Okand37
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.

Re: [WIP] Delta Station White Ship

Posted: Wed Oct 18, 2017 7:28 pm
by Bawhoppennn
Shuttles have been changed and those rules don't necessarily apply. You can even have multiple areas in them now.

Re: [WIP] Delta Station White Ship

Posted: Wed Oct 18, 2017 7:45 pm
by Okand37
oh neat

Re: [WIP] Delta Station White Ship

Posted: Thu Oct 19, 2017 2:53 am
by Mark9013100
Thanks for the docking port info, a bit confusing but hopefully I'll have this PR'd within a few days, also, screenshots:
Spoiler:
Image
Image
However, the ship can't dock at the Soviet station, too big.

Re: [WIP] Delta Station White Ship

Posted: Thu Oct 19, 2017 5:50 am
by Mark9013100
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.

Re: [WIP] Delta Station White Ship

Posted: Thu Oct 19, 2017 11:16 am
by Mark9013100
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.

Re: [WIP] Delta Station White Ship

Posted: Thu Oct 19, 2017 6:05 pm
by Gun Hog
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?

Re: [WIP] Delta Station White Ship

Posted: Thu Oct 19, 2017 7:28 pm
by Mark9013100
I'll try and flag him down today or tomorrow, but is there a page on docking ports anywhere?

Re: [WIP] Delta Station White Ship

Posted: Sat Oct 21, 2017 11:37 pm
by Mark9013100
Having too much trouble from the vertical design, going to remap the ship horizontally.

Re: [WIP] Delta Station White Ship

Posted: Fri Oct 27, 2017 7:30 pm
by Mark9013100
Going to wait on this https://github.com/tgstation/tgstation/pull/31942 to be merged before I continue working on the ship.

Re: [WIP] Delta Station White Ship

Posted: Sat Oct 28, 2017 10:30 pm
by Shezza
Had a go at the white ship a while ago too

Image

Re: [WIP] Delta Station White Ship

Posted: Sun Oct 29, 2017 3:16 am
by Mark9013100
Shezza wrote:Had a go at the white ship a while ago too

Image
Unique layout, looks nice. Pipes under the walls might be problematic for engineers though.

Re: [WIP] Delta Station White Ship

Posted: Sat Nov 04, 2017 8:12 am
by Mark9013100
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.