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Sign upAdd hair and skin colours (done but awaiting a possible error-trap) #27821
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I-am-Erk
added some commits
Jan 22, 2019
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You can replace all 4k of cancels with |
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Please, do this. |
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It will require some coding, but hair styles and colors must be separated. So instead of |
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paulenka-aleh
commented
Jan 24, 2019
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Can these be applied to the player character as well? Even if randomly! |
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Great suggestion. Maybe we should even add some new entity instead of using traits, e.g. |
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So this appearance can be divided into different slots, and new entities will work more like mutations (with mutual requirements and exclusivity), but only inside their slot. Something like
or
Because updating appearance is the most important thing in the apocalypse. |
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The professions thing seems to have been carried over from the mod, not sure why they have that. Should be safe to remove.
What do you mean? It's described even within the PR. That's a flag mlangsdorf added a little while ago that hides the trait from the list of mutations in the player status window. It will definitely be used. |
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It would be really nice to be able to decouple appearance elements, but I'm not sure they need a whole separate system from traits. There isn't much about them that differs from other traits to merit their own system, and trait groups work perfectly for what we want. While it would be great to have such a system, I'm hampered in NPC development without being able to set their appearance, and nobody has been jumping at the idea of coding anything. If someone wants to do it, and can suggest a rudimentary way I could get NPC traits rolling until then that they could build on, that would be neat. |
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Didn't know that, sorry. But is it already in the game? I initially just searched yesterday's source code for |
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I think that adding them as traits works for now and leaves room for upgrade. |
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It should be This is the only occurrence of Cataclysm-DDA/data/json/npcs/Backgrounds/scavenger_merc_1.json Lines 175 to 182 in b5b2770 |
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It should already be, but apparently I didn't push my last fix to GitHub before bed. |
I-am-Erk
added some commits
Jan 24, 2019
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Also I didn't realize that Merc whisky still had that effect style. I took it down everywhere else last week... Thanks for the catch. |
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And now JSON is broken after your last commit. |
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As it says on the last commit, it's not a completed update. There was just too much changing to do for me to get it done before going to work, so I uploaded what I had so I could finish it here. This may be the most active pr I've made. Add fifty NPC backstories, nobody reads the code ... Add hair styles, and each commit is getting checked with a fine tooth comb. |
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Ah, Mutation |
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Interesting, I wonder why zet had it in the mod. I would rather leave it to mutation.json then, I have plenty of caucasian skin colours. Some thoughts I had on my way to work today:
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ZhilkinSerg
added
<Enhancement / Feature>
NPC / Factions
labels
Jan 24, 2019
I-am-Erk
changed the title
Mainline zet's hair and skin colours
Add hair and skin colours
Jan 24, 2019
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This pull request has been mentioned on Cataclysm: Dark Days Ahead. There might be relevant details there: https://discourse.cataclysmdda.org/t/new-appearance-system/18549/1 |
I-am-Erk
added some commits
Jan 26, 2019
I-am-Erk
changed the title
Add hair and skin colours
Add hair and skin colours (done but awaiting input from Kevin)
Jan 26, 2019
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you forgot to mainline tattoo mod |
I-am-Erk
added some commits
Jan 26, 2019
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Btw the feedback from me out-of-band was that it should be possible to add a random hairstyle to old characters instead of setting them to bald. |
I-am-Erk
changed the title
Add hair and skin colours (done but awaiting input from Kevin)
Add hair and skin colours (done but awaiting a possible error-trap)
Jan 27, 2019
kevingranade
added
the
0.D Freeze
label
Jan 29, 2019
Vasyan2006
reviewed
Feb 4, 2019
| @@ -3913,7 +3913,8 @@ | |||
| "description" : "Your skin is rather pale.", | |||
| "changes_to" : ["ALBINO"], | |||
| "leads_to" : ["TROGLO"], | |||
| "category" : ["LUPINE"] | |||
| "category": [ "LUPINE" ], | |||
| "types": [ "skin_tone" ] | |||
| },{ | |||
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Vasyan2006
Feb 4, 2019
Contributor
Remove PALE with all references from here and move it to cosmetic mutations, it will simplify a lot of things. There is even an open issue about it somewhere.
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I-am-Erk
Feb 4, 2019
Author
Contributor
Pale is so far defined as a mutation, with visibility and ugliness stats and everything, and is connected to developing further mutations. I'm reluctant to move it around at the moment, particularly as I have no shortage of caucasian skin tones.
Vasyan2006
reviewed
Feb 4, 2019
| @@ -4,7 +4,7 @@ | |||
| "id": "NC_NONE", | |||
| "name": "No class", | |||
| "job_description": "I'm just wandering.", | |||
| "traits": [ { "group": "BG_survival_story_EVACUEE" }, { "group": "NPC_starting_traits" } ], | |||
| "traits": [ { "group": "BG_survival_story_EVACUEE" }, { "group": "NPC_starting_traits" }, { "group": "Appearance_demographics" } ], | |||
| "skills": [ | |||
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Vasyan2006
Feb 4, 2019
Contributor
You can add politically incorrect demographics to NPC_starting_traits instead of adding it to every class.
And dont forget mutant NPCs from the mod, they want new look too.
Vasyan2006
reviewed
Feb 4, 2019
| @@ -13,7 +13,7 @@ | |||
| "worn_override": "REFUGEE_Jenny_worn", | |||
| "carry_override": "REFUGEE_Jenny_carried", | |||
| "weapon_override": "REFUGEE_Jenny_wield", | |||
| "traits": [ { "trait": "PACIFIST" }, { "trait": "Exp_Eng_Mechanical2" } ], | |||
| "traits": [ { "trait": "PACIFIST" }, { "trait": "Exp_Eng_Mechanical2" }, { "group": "Appearance_Caucasian" } ], | |||
| "skills": [ | |||
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Cant wait for this! It would be cool for characters to close their eyes when they sleep too. I can do it now, with one skin collor, but with multiple collors i dunno... You know, we would need different eyelids depending on character skin color. I guess i can make skin sprite with closed eyes and when character sleeps eyes should disappear from the character revealing closed eyes on body sprite. But i will need your help with this. When character sleep their eyes sprite should become invisible, thus revealing closed eyes drawn on "skin" of the character. |
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I've actually coded sprite id's in here already. Most work well but the curly hair I'm using for a 'fro isn't very puffy, a real big seventies afro would be awesome. Also I think skin_tan and skin_lightbrown could both be a bit darker. Otherwise, not much art change needed yet. Soon I'll be doing another pr with more colours and maybe more styles depending on interface limits |
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Merged into master, I resolved the tileset conflict in favor of master, i.e. the tileset changes have been ignored and need to be re-added. |
I-am-Erk commentedJan 24, 2019
•
edited
Summary
SUMMARY: Features "Adds hair and skin colour traits"Purpose of change
As I add more NPCs it is increasingly clear that they look pretty ridiculous as clones of each other.
Describe the solution
Zet's Hair Extensions adds a huge number of hair and skin colour traits that are already supported by the livepeople tileset. edit: After going through Zet's stuff I just don't think it follows a reasonable pattern. I've made my own settings. Probably existing sprites can still be used but will need indexing to the new names. The skin colours are still largely unchanged.
The major problem of the mods for hair style in the past is that they clutter the mutations list, but now we can disable that by setting player_display to false, which I have done. It is now also much easier to tell what kind of hair style you're selecting during character creation.
Describe alternatives you've considered
I could remove some of the hair styles, since I am only really interested in the colours, but if we're adding variety we may as well add variety.
I considered adding the eye colours, freckles, and unnatural hair colours, but this is already much much longer than I want in one PR.
Problems I'm aware of
Next wave features
Appearance traits should probably get their own tab in character creation instead of cluttering the interface.
add eye colour, beards, freckles, and possibly tattoos if I feel artistic
Import skin and hair colour code from Zet's mod
Completely rewrite hair code
Update mutation ordering
Fix out-of-date mutation replacements with much more concise 'types'
add trait flags to hair and skin colours so that hairdresser can recognize them
rename hair styles to useful player-readable names instead of numbers
add trait groups to assign appearances randomly to NPCs according to real demographics
If the PR isn't too long at that point, add eye colour too. - it's too long.
fix a typo where I said "grey" instead of "gray"