## What's going on here Kept you waitin huh! This pr resprites most all walls, windows and other "wall adjacent" things to a 3/4th perspective, technical term is "tall" walls (we are very smart). If you're trying to understand the technical details here, much of the "rendering tech" is built off the idea of split-vis. Basically, split a sprite up and render it on adjacent turfs, to prevent seeing "through" walls/doors, and to support seeing "edges" without actually seeing the atom itself. Most of the rest of it is pipelining done to accommodate how icons are cut. ## Path To Merge Almost* all sprites and code is done at this point. There are some things missing both on and off the bounty list, but that will be the case forever unless we force upstream (you guys) to stop adding new shit that doesn't fit the style. I plan on accepting and integrating prs to the current working repo <https://github.com/wall-nerds/wallening> up until a merge, to make contribution simpler and allow things like bounties to close out more easily This pr is quite bulky, even stripping away map changes it's maybe 7000 LOC (We have a few maps that were modified with UpdatePaths, I am also tentatively pring our test map, for future use.) This may inhibit proper review, although that is part of why I am willing to make it despite my perfectionism. Apologies in advance. Due to the perspective shift, a lot of mapping work is going to need to be done at some point. This comes in varying levels of priority. Many wallmounts are offset by hand, some are stuck in the wall/basically cannot be placed on the east/west/north edges of walls (posters), some just don't look great good in their current position. Tests are currently a minor bit yorked, I thought it was more important to get this up then to clean them fully. ## What does it look like?       ## Credits <details> <summary>Historical Mumbojumbo</summary> I am gonna do my best to document how this project came to be. I am operating off third party info and half remembered details, so if I'm wrong please yell at me. This project started sometime in late 2020, as a product of Rohesie trying to integrate and make easier work from Mojave Sun (A recently defunct fallout server) with /tg/. Mojave Sun (Apparently this was LITERALLY JUST infrared baron, that man is insane) was working with tall walls, IE walls that are 48px tall instead of the normal 32. This was I THINK done based off a technical prototype from aao7 proving A it was possible and B it didn't look like dogwater. This alongside oranges begging the art team for 3/4th walls (he meant TGMC style) lead to Rohesie bringing on contributors from general /tg/, including actionninja who would eventually take over as technical lead and Kryson, who would define /tg/'s version of the artstyle. Much of the formative aspects of this project are their work. The project was coming along pretty well for a few months, but ran into serious technical issues with `SIDE_MAP`, a byond map_format that allows for simpler 3/4th rendering. Due to BULLSHIT I will not detail here, the map format caused issues both at random with flickering and heavily with multiz. Concurrent with this, action stepped down after hacking out the rendering tech and starting work on an icon cutter that would allow for simpler icon generation, leaving ninjanomnom to manage the project. Some time passed, and the project stalled out due to the technical issues. Eventually I built a test case for the issues we had with `SIDE_MAP` and convinced lummox jr (byond's developer) to explain how the fuckin thing actually worked. This understanding made the project theoretically possible, but did not resolve the problems with multi-z. Resolving those required a full rework of how rendering like, worked. I (alongside tattle) took over project development from ninjanomnom at this time, and started work on Plane Cube (#69115), which when finished would finally make the project technically feasible. The time between then and now has been slow, progressive work. Many many artists and technical folks have dumped their time into this (as you can see from the credits). I will get into this more below but I would like to explicitly thank (in no particular order) tattle, draco, arcanemusic, actionninja, imaginos, viro and kylerace for keeping the project alive in this time period. I would have curled up into a ball and died if I had to do this all myself, your help has been indispensable. </details> <details> <summary>Detailed Credits</summary> Deep apologies if I have forgotten someone (I am sure I have, if someone is you please contact me). I've done my best to collate from the git log/my memory. Thanks to (In no particular order): Raccoff: Being funny to bully, creating threshold decals for airlocks aa07: (I think) inspiring the project ActionNinja: Laying the technical rock we build off, supporting me despite byond trying to kill him, building the icon cutter that makes this possible ArcaneMusic: Artistic and technical work spanning from the project's start to literally today, being a constant of motivation and positivity. I can't list all the stuff he's done Armhulen: Key rendering work (he's the reason thindows render right), an upbeat personality and a kick in the ass. Love you arm Azlan: Damn cool sprites, consistently Ben10Omintrix: You know ben showed up just to make basic mobs work, he's just fuckin like that man BigBimmer: A large amount of bounty work, alongside just like, throwing shit around. An absolute joy to work with Capsandi: Plaques, blastdoors, artistic work early on CapybaraExtravagante: Rendering work on wall frames Draco: SO MUCH STUFF. Much of the spritework done over the past two years is his, constantly engaged and will take on anything. I would have given up if not for you Floyd: Early rendering work, so early I don't even know the details. Enjoy freedom brother Imaginos16: A guiding hand through the middle years, handled much of the sprite review and contribution for a good bit there Iamgoofball: A dedication to detail and aesthetic goals, spends a lot of effort dissecting feedback with a focus on making things as good as they can be at the jump Infrared: Part of the impetus for the project, made all the xenomorph stuff in the MS style Jacquerel: A bunch of little upkeep/technical things, has done so much sprite gruntwork (WHY ARE THERE SO MANY PAINTING TYPES) Justice12354: Solved a bunch of error sprites (and worked out how to actually make prs to the project) Thanks bro! Kryson: Built the artstyle of the project, carrying on for years even when it was technically dying, only stopping to casually beat cancer. So much of our style and art is Kryson KylerAce: Handled annoying technical stuff for me, built window frame logic and fully got rid of grilles. LemonInTheDark: Rendering dirtywork, project management and just so much fucking time in dreammaker editing sprites Meyhazah: Table buttons, brass windows and alll the old style doors Mothblocks: Has provided constant support, gave me a deadline and motivation, erased worries about "it not being done", gave just SO much money to fill in the critical holes in sprites. Thanks moth MTandi: Contributed art despite his own blackjack and hookers club opening right down the road, I'm sorry I rolled over some of your sprites man I wish we had finished earlier Ninjanomnomnom: Consulted on gags issues, kept things alive through some truly shit times oranges: This is his fault Rohesie: Organized the effort, did much of the initial like, proof of concept stuff. I hope you're doin well whatever you're up to. san7890: Consulting on mapper UX/design problems, being my pet mapper Senefi: Offsetting items with a focus on detail/the more unused canidates SimplyLogan: Detailed map work and mapper feedback, personally very kind even if we end up talking past each other sometimes. Thank you! SpaceSmithers: Just like, random mapping support out of nowhere, and bein a straight up cool dude Tattle: A bunch of misc project management stuff, organizing the discord, managing the test server, dealing with all the mapping bullshit for me, being my backup in case of bus. I know you think you didn't do much but your presence and work have been a great help Thunder12345: Came out of nowhere and just so much of the random bounties, I'm kind of upset about how much we paid him Time-Green: I hooked him in by fucking with stuff he made and now he's just doin shit, thanks for helping out man! Twaticus: Provided artistic feedback and authority for my poor feeble coder brain, believed in the project for YEARS, was a constant source of ❤️ and affirmation unit0016: I have no god damn idea who she is, popped out of nowhere on the github one day and dealt with a bunch of annoying rendering/refactoring. Godspeed random furry thank you for all your effort and issue reports Viro: A bunch of detailed spriting moving towards 3/4ths, both on and off the wallening fork. If anyone believed this project would be done, it was viro Wallem: Artistic review and consultation, was my go-to guy for a long time when the other two spritetainers were inactive Waltermeldon: Cracked out a bunch of rendering work, he's the reason windows look like not dogwater. Alongside floyd and action spent a TON of time speaking to lummox/unearthing how byond rendering worked trying to make this thing happen ZephyrTFA: Added directional airlock helpers, dealt with a big fuckin bugaboo that was living in my brain like it was nothing. Love you brother And finally: The Mojave Sun development team. They provided a testbed for the idea, committed hundreds and hundreds of hours to the artstyle, and were a large reason we caught issues early enough to meaningfully deal with them. Your work is a testament to what longterm effort and deep detailed care produce. I hope you're doing well whatever you're up to. Go out with a bang! </details> ## Changelog 🆑 Raccoff, aa07, ActionNinja, ArcaneMusic, Armhulen, Azlan, Ben10Omintrix, BigBimmer, Capsandi, CapybaraExtravagante, Draco, Floyd, Iamgoofball, Imaginos16, Infrared, Jacquerel, Justice12354, Kryson, KylerAce, LemonInTheDark, Meyhazah, Mothblocks, MTandi, Ninjanomnom, oranges, Rohesie, Runi-c, san7890, Senefi, SimplyLogan, SomeAngryMiner, SpaceSmithers, Tattle, Thunder12345, Time-Green, Twaticus, unit0016, Viro, Waltermeldon, ZephyrTFA with thanks to the Mojave Sun team! add: Resprites or offsets almost all "tall" objects in the game to match a 3/4ths perspective add: Bunch of rendering mumbo jumbo to make said 3/4ths perspective work /🆑 --------- Co-authored-by: Jacquerel <hnevard@gmail.com> Co-authored-by: san7890 <the@san7890.com> Co-authored-by: = <stewartareid@outlook.com> Co-authored-by: Capsandi <dansullycc@gmail.com> Co-authored-by: ArcaneMusic <hero12290@aol.com> Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com> Co-authored-by: SomeAngryMiner <53237389+SomeAngryMiner@users.noreply.github.com> Co-authored-by: KylerAce <kylerlumpkin1@gmail.com> Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com> Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com> Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com> Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com> Co-authored-by: Runi-c <5150427+Runi-c@users.noreply.github.com> Co-authored-by: Roryl-c <5150427+Roryl-c@users.noreply.github.com> Co-authored-by: tattle <article.disaster@gmail.com> Co-authored-by: Senefi <20830349+Peliex@users.noreply.github.com> Co-authored-by: Justice <42555530+Justice12354@users.noreply.github.com> Co-authored-by: BluBerry016 <50649185+unit0016@users.noreply.github.com> Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com> Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: SimplyLogan <47579821+loganuk@users.noreply.github.com> Co-authored-by: Emmett Gaines <ninjanomnom@gmail.com> Co-authored-by: Rob Bailey <github@criticalaction.net> Co-authored-by: MMMiracles <lolaccount1@hotmail.com>
UpdatePaths
How To Use:
Drag one of the scripts in the “Scripts” folder onto the .bat file “Update Paths” to open it with the .bat file (or use the Python script directly depending on your operating system). Let the script run to completion.
Use this tool before using MapMerge2 or opening the map in an map editor. This is because the map editor may discard any unknown paths not found in the /tg/station environment (or what it builds after parsing tgstation.dme).
Scriptmaking:
This tool updates paths in the game to new paths. For instance:
If you have a path labeled /obj/structure/door/airlock/science/closed/rd and wanted it to be /obj/structure/door/airlock/science/rd/closed, this tool would update it for you! This is extremely helpful if you want to be nice to people who have to resolve merge conflicts from the PRs that you make updating these areas.
How do I do it?
Simply create a .TXT file and type this on a line:
Tried and True - Part One
/obj/structure/door/airlock/science/closed/rd : /obj/structure/door/airlock/science/rd/closed{@OLD}
The path on the left is the old, the path on the right is the new. It is seperated by a ":" If you want to make multiple path changes in one script, simply add more changes on new lines.
Putting {@OLD} is important since otherwise, UpdatePaths will automatically discard the old variables attached to the old path. Adding {@OLD} to the right-hand side will ensure that every single variable from the old path will be applied to the new path.
You'll want to save your .TXT file with a name that is descriptive of what it does, as well as the associated PR Number to your PR. So, it would look like PRNUMBER_RD_AIRLOCK_REPATH.txt. Both of these are for book-keeping purposes, so that intent is clear to anyone who looks at the file. They can also easily reference the PR number that the script was made in to determine why it was made, and if it is still needed.
What does it look like?
Alright, so we've already made the script. So, let's say we have this example map key in the TGM Format.
Tried and True - Part Two
"a" = (
/obj/structure/door/airlock/science/closed/rd{
dir = 4;
name = "RD Airlock"
},
/turf/open/floor/iron,
/area/science/rd),
Now, after you drag and drop your script onto the Update Paths.bat file, it will look like this:
"a" = (
/obj/structure/door/airlock/science/rd/closed{
dir = 4;
name = "RD Airlock"
},
/turf/open/floor/iron,
/area/science/rd),
It worked! Great!
On Variable Editing
If you do not want any variable edits to carry over, you can simply skip adding the {@OLD} tag. This will make the script change the path, and discard all variables associated to the old path. So, continuing with the same example mentioned above, lets run the following script:
Discarding Old Variables
/obj/structure/door/airlock/science/closed/rd : /obj/structure/door/airlock/science/rd/closed
On this example map key:
"a" = (
/obj/structure/door/airlock/science/rd/closed{
dir = 4;
name = "RD Airlock"
},
/turf/open/floor/iron,
/area/science/rd),
You will then result the following:
"a" = (
/obj/structure/door/airlock/science/closed/rd,
/turf/open/floor/iron,
/area/science/rd),
As expected, all variables were discarded. This is only really useful in certain edgecases, and you shouldn't do something like this trivially in case someone has lovably named a variable special since it'll just nuke it.
There are also a bunch of neat features you can use with UpdatePaths variable filtering, with it all documented here: https://github.com/tgstation/tgstation/blob/master/tools/UpdatePaths/__main__.py#L9. However, let's spin it all out for you here as well:
Deleting Entire Paths
Alright, you did a large refactor and you got rid of some shoddy paths. Great! So, let's make a script to delete that old path from all of our map files. Let's say we want to delete /mob/living/deez_nuts. We can do that by simply adding the following to our script:
/mob/living/deez_nuts : @DELETE
So, now when you have the following example map keys:
"a" = (
/turf/open/floor/carpet,
/area/meme_zone),
"b" = (
/mob/living/deez_nuts{
goteem = 1;
desc = "these jokes are still funny"
},
/turf/open/floor/carpet,
/area/meme_zone),
And you run the script, you will get the following:
"a" = (
/turf/open/floor/carpet,
/area/meme_zone),
Presto, like it never existed. Note how both the "a" and "b" files were able to combine into the same dictionary key, since the "b" key was deleted entirely, and since "a" and 'b" now matched, UpdatePaths was able to just clean that up for you. It'll also update the map itself to reflect this as well. Now that is something your Search & Replace tool can't do!
Multiple Path Output
UpdatePaths has the powerful ability to output multiple paths from a single input path. Let's say that you have a snowflake turf (/turf/open/floor/iron/i_like_spawning_mobs) with some behavior that you atomize out into some spawner /obj/mob_spawner that can work on every single turf. So, let's script that out.
/turf/open/floor/iron/i_like_spawning_mobs : /obj/mob_spawner, /turf/open/floor/iron
So, now when you have the following example map keys:
"a" = (
/turf/open/floor/iron/i_like_spawning_mobs,
/area/station/kitchen),
Running the script will mutate this into:
"a" = (
/obj/mob_spawner,
/turf/open/floor/iron,
/area/station/kitchen),
Remember that this is a kind of silly example, but this is one of the things that UpdatePaths was built to do- help coders fix shitty code without having to bug out over how maps don't compile.
Subtype Handling
This is one of UpdatePaths' more recent features. It allows you to specify a generic base path that you've done a major refactor on, and then easily specify the gamut of subtypes you want to swap it to. Let's say you have a /obj/item/weapon/big_chungus base path that you want to refactor to /obj/item/big_chungus. However, you also have subtypes like /obj/item/weapon/big_chungus/funny, /obj/item/weapon/big_chungus/really_large, etc. You can do that by simply adding the following to your script:
/obj/item/weapon/big_chungus/@SUBTYPES : /obj/item/big_chungus/@SUBTYPES{@OLD}
So, let's assume we have the following map file:
"a" = (
/obj/item/weapon/big_chungus,
/obj/item/weapon/big_chungus/funny{
name = "funny big chungus"
},
/obj/item/weapon/big_chungus/really_large{
name = "really large big chungus"
},
/turf/open/floor/iron,
/area/station/maintainence/fore/greater),
Running the script will update this into:
"a" = (
/obj/item/big_chungus,
/obj/item/big_chungus/funny{
name = "funny big chungus"
},
/obj/item/big_chungus/really_large{
name = "really large big chungus"
},
/turf/open/floor/iron,
/area/station/maintainence/fore/greater),
Note how since you kept in {@OLD}, it was able to retain the re-named variables of the subtypes.
Old Path Variable Filtering
Alright, there's a few subsections here. This is how you are able to filter out old paths to ensure you target something precise. Let's just go through them one by one.
Property Filtration (feat. @SKIP)
Method: Open Mind To All Possibilities
Alright, you saw something cool in a map that you wanted to expand upon codeside. So, you make the new path /mob/living/basic/mouse/tom with all sorts of nice behavior. However, you don't want to just replace all of the old /mob/living/basic/mouse paths with the new one, you want to only replace the ones that have a name variable of "Tom". You can do that by simply adding the following to your script:
/mob/living/basic/mouse{name="Tom"} : /mob/living/basic/mouse/tom{@OLD;name=@SKIP}
In this test example, you already set the name of the Mob to "Tom", so you don't need to worry about that, so first you'll insert @OLD, because you want to retain all the other variables, and then add @SKIP in order to skip adding that variable to the new path. Its important that '@OLD' goes before '@SKIP', otherwise the script won't see the variables to skip and will just keep all of them anyway. So, let's assume we have the following map file:
"a" = (
/mob/living/basic/mouse{
name = "Tom";
desc = "A mouse named Tom";
pixel_x = 12
},
/mob/living/basic/mouse{
name = "Tina";
pixel_x = -12
},
/turf/open/floor/iron,
/area/station/prison),
Running the script will update this into:
"a" = (
/mob/living/basic/mouse/tom{
desc = "A mouse named Tom";
pixel_x = 12
},
/mob/living/basic/mouse{
name = "Tina";
pixel_x = -12
},
/turf/open/floor/iron,
/area/station/prison),
Notice how since you @SKIP'd the name, it doesn't need to re-apply itself, and since you added (the global) @OLD, it was able to keep the desc and pixel_x variable. Also, cute little mouse named Tina goes unfazed through this change.
Method: I Don't Care About Soulful Var-Edits
That's cool, but let's say you have this same example, but let's say that you don't want to carry over the desc variable either (because you did that code-side). In fact, you don't want to carry over any variables beyond the pixel_x. You can choose to only copy over one variable with the following script entry:
/mob/living/basic/mouse{name="Tom"} : /mob/living/basic/mouse/tom{pixel_x = @OLD}
The following is also supported, but it's not recommended since it's harder to read because it doesn't really mesh with the TGM format:
/mob/living/basic/mouse{name="Tom"} : /mob/living/basic/mouse/tom{@OLD:pixel_x}
So, let's assume we have the following map file:
"a" = (
/mob/living/basic/mouse{
name = "Tom";
desc = "A mouse named Tom";
pixel_x = -12
},
/mob/living/basic/mouse{
name = "Tina";
pixel_x = 12
},
/turf/open/floor/iron,
/area/station/prison),
You would then get the following output:
"a" = (
/mob/living/basic/mouse/tom{
pixel_x = -12
},
/mob/living/basic/mouse{
name = "Tina";
pixel_x = 12
},
/turf/open/floor/iron,
/area/station/prison),
As you would have wished, only the pixel_x variable copied through. This is pretty constraining and might not match up to certain needs of the repository (or other repositories), so recommend using the first example when possible.
Method: Keep All The Soul!
Okay, let's say that you want to change all instances of /obj/structure/sink that have dir=2 to dir=1 for a laugh. However, there's an issue. You see, 2 is SOUTH in DM directions, (1 is NORTH), and code-side, /obj/structure/sink has dir = 2 by default and doesn't show up in the map editor. You would have to do something like this:
/obj/structure/sink{@UNSET} : /obj/structure/sink{dir=1}
@UNSET will only apply to the change to paths that do not have any variable edits. So, let's assume we have the following map file:
"a" = (
/obj/structure/sink,
/turf/open/floor/iron,
/area/station/bathroom),
"b" = (
/obj/structure/sink{
dir = 8
name = "Money Hole"
},
/turf/open/floor/iron,
/area/station/bathroom),
You would then get the following output:
"a" = (
/obj/structure/sink{
dir = 1
},
/turf/open/floor/iron,
/area/station/bathroom),
"b" = (
/obj/structure/sink{
dir = 8
name = "Money Hole"
},
/turf/open/floor/iron,
/area/station/bathroom),
Note how we keep the "Money Hole" intact, while still managing to extrapolate the dir variable to 1 on the sink that had absolutely no variables set on it. This is useful for when you want to change a variable that is not shown in the map editor, but you want to keep the rest of the variables intact.
Methods: Any Value Fits All and Naming Conventions
But what if you just want to rename the variable maxHealth to good_boy_points for all instances of /mob/living/github_user? Using the @ANY parameter after a variable name, you can capture any instance that has it edited in a map. While, to set the value of the newly named good_boy_points to that of the old maxHealth, we can use @OLD:maxHealth, put after the name of the new variable to achieve that. The result'll be something like this:
/mob/living/github_user{maxHealth=@ANY} : /mob/living/github_user{good_boy_points=@OLD:maxHealth}
Though, If you read about the previous methods, you'd know that without the @OLD parameter (the one without colon), every other variable edit will also be discarded, so it's important to add that BEFORE any other parament, as well as maxHealth=@SKIP following that since we're renaming that variable. So, take two:
/mob/living/github_user{maxHealth=@ANY} : /mob/living/github_user{@OLD; maxHealth=@SKIP; good_boy_points=@OLD:maxHealth}
Perfect, so now let's assume the following map:
"a" = (
/mob/living/basic/mouse{
maxHealth = 15
},
/turf/open/floor/iron,
/area/github),
"b" = (
/mob/living/github_user{
name = "ShizCalev";
desc= "Has more good boy points than a megafauna has health.";
maxHealth = 2083
},
/turf/open/floor/iron,
/area/github),
You would then get the following output:
"a" = (
/mob/living/basic/mouse{
maxHealth = 15
},
/turf/open/floor/iron,
/area/github),
"b" = (
/mob/living/github_user{
name = "ShizCalev";
desc= "Has more good boy points than a megafauna has health.";
good_boy_points = 2083
},
/turf/open/floor/iron,
/area/github),
As an addendum, you don't have to use both @ANY and @OLD:prop_name together. I'm merely providing a single example for the both of them and their most practical usage.
Blend it all together
All of the examples provided within are not mutually exclusive! They can be mixed-and-matched in several ways (old scripts might have a few good examples of these), and the only limit here is your imagination. You can do some very powerful things with UpdatePaths, with your scripts lasting for years to come.
Why should I care?
UpdatePaths is an incredible valuable tool to the following populations:
- Mappers who have mapping PRs that take a long time to create, and that will need to be updated as progression goes on. Having an UpdatePaths file makes it much more simple to get them to compile their map properly, and not lose paths.
- Downstreams who have additional maps to the ones we have. You obviously can't Search & Replace fix for a whole downstream, but you can give them the ammunition (UpdatePaths script) for them to quickly and easily resolve that problem.
- You! As you've seen, you can do a lot of clever and powerful tools that respect the TGM format, from Old Path Filtering to Multiple Path Output- and you can do it all with a simple text file! Otherwise, you would be stuck in absolute RegEx hell, and still end up missing on several potential edge cases. UpdatePaths is built on the same framework that builds the TGM format, so it's incredibly reliable in finding and replacing paths.