Updated marking point maximum to 10 for most markings.#1164
Updated marking point maximum to 10 for most markings.#1164MsEpic59 wants to merge 4 commits intoHardLightSector:masterfrom
Conversation
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I'll inform you now of the side effects this will cause. Any marking category that previously hid limbs underneath them, such as tails, for example, will no longer do that. Limbs are only hidden if the maximum number of slots available in a category are used. What this means in translation is that any species that could previously only use one marking in a category and also previously hid the limb that marking was attached to, will no longer do that if you've increased the marking limit to 10. |
I see, thank you for informing me Livy. I'll let decisions about it be decided upon by admin team, I can make edits as requested. |
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Is there any way we could make it not do that or is that legacy hardcoded spaghetti? |
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I also don't think this should be merged for the reasons Livy indicated. Many markings, such as ones I just PRed (#1144) are predicated on being the only one applied in that slot, and having the part underneath hidden, and many slots don't really look good with more than the limited number of markings applied. I'm sure there may be a slot or two that could do with a raised number, but a blanket raising to 10 is, to put it bluntly, a bad idea.
To my knowledge it is likely the latter, and would require a rewrite of the marking system. I do not believe it is worth the effort. |
Ah, fun. Although I could've sworn multiple marking slots for some things for? I think tails are okay with having multiple, I know Coyote has the option for multiple tails which works fine; wings are in the same category over there, too, and they don't seem to hide the default tail. We'd have to port ARF-SS13/coyote-frontier#957 and ARF-SS13/coyote-frontier#963 to get wagging working properly. Although now that I think of it. We should do that anyway; that code I wrote is a lot better than the default one... |
Most slots can accept additional markings, yes, what livy is saying is that if you want to hide the base sprite of a bodypart then every slot needs to be used. The best example I can give is my aforementioned PR- someone wanted the "four ears" head (top) marking most species have ported to Avali. In doing so I noted that it did not hide the original lower pair of ears, so I renamed it to "six ears." If I assigned it to head (side) however, then it did in fact hide the lower pair of ears as those are the part that marking slot correlates with, and every slot (1) was used by the marking.
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As one who was wanting for more marking slots, specifically for the Head (Top) and Head (side) markings, could we perhaps give a couple extra slots in places that are limited to only a single marking? I understand that a low limit is required to hide certain things, but would it still be a major problem for people, if that limit was increased to only 2-3? |
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I will hold off on adjusting the PR until an official stance is provided, to avoid having tons of adjustments. I am willing to adjust whatever is needed, and I know there will be adjustments needed. Alternate idea, having invisible markings that can be used to fill to cap if you only want one, and having the cap set to five instead of ten? Edit:my preferred number would be 5, not 3, any increase would be good though |
That’s called bloat and is an even worse idea. |
The only solution I can think of aside from rewriting how the marking system handles default markings, would be to remove default markings, which would cause its own large issues with existing characters. |
Default markings are how characters look like characters. If you removed default markings, sprites would just be a torso and half of a head. |
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Will rewrite PR when im not so dizzy i can barely stand to only modify categories that don't use the hiding function of maxing out the points. |
This reverts commit 99775f4.
…s not having default markings in category. also improved comments.
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forgot to comment, updated PR such that it only effects categories without a default marking. |
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Error is at loading layer RSI '/Textures/_Starlight/Mobs/Species/Thaven/displacement.rsi'. Exception: |
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This pull request has conflicts, please resolve those before we can evaluate the pull request. |


About the PR
Changed yml code to have higher limits for marking points on any species I could find. did not touch skrell headdress marking count or any that were set to zero.
Why / Balance
Balance non-relevant, only cosmetic.
Why: People love customization, I've heard many complaining about the lack of customization slots, and it should not lower performance much if at all compared to a few extra physics entities on the map.
How to test
go into character customization as any species, scroll through markings, click on any, see it is now 10 in most cases.
No breaking changes can be foreseen, runs perfectly fine in my local environment. no errors found in files or runtime.
first PR ever!
Changelog
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