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 BYOND Username:  ErikHanson
	 
 
	
		
		
		04-24-2016, 10:44 AM 
(This post was last modified: 04-24-2016, 11:20 AM by Erik. Edited 2 times in total.
 Edit Reason: IM DUMB
)
	
	 
	
		This patch fixes the old fog machine, and re-adds it as a 6TC traitor item.   
Preview:  https://totallynotmy.website/_NA-.webm
Patch:  https://gist.github.com/Chnkr/5870b1f656...41e424329f
	 
	
	
	
	
 
 
	
	
	
		
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		Was this originally removed because the smoke was laggy? I can't wait for ice spider fog.
	 
	
	
	
	
 
 
	
	
	
		
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 BYOND Username: Totheark
	 
 
	
	
		I'm hoping by fix you mean make it not a horrible lag machine. Seems interesting though
	 
	
	
	
	
 
 
	
	
	
		
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 BYOND Username: Zewaka
 Character Name: Shitty Bill Jr.
	 
 
	
	
		That secret add in of a fantasia reference for the apprentice hat though.   
	 
	
	
	
	
 
 
	
	
	
		
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 BYOND Username:  ErikHanson
	 
 
	
	
		 (04-24-2016, 11:10 AM)zewaka Wrote:  That secret add in of a fantasia reference for the apprentice hat though.   
That used to be there already, seems that something went wrong when merging some local branches back and forth, the patch has been updated to reflect this.
	  
	
	
	
	
 
 
	
	
	
		
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 BYOND Username: Powmonkey
	 
 
	
		
		
		04-24-2016, 05:24 PM 
(This post was last modified: 04-24-2016, 06:08 PM by Noah Buttes. Edited 1 time in total.)
	
	 
	
		Does it also fix the botanical mister as well? 
 
Nevermind, that's not supposed to be a fog machine. 
 
Can't wait to see this monstrosity back. I've had sinister plans for its return for ages now.
	 
	
	
	
	
 
 
	
	
	
		
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		 (04-24-2016, 05:24 PM)Noah Buttes Wrote:  Does it also fix the botanical mister as well? 
No, but i'll see what i can do.
	  
	
	
	
	
 
 
	
	
	
		
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		Giving this a very friendly bump, wizards please   
	 
	
	
	
	
 
 
	
	
	
		
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		The botanical mister actually works properly now, so please disregard my question.
	 
	
	
	
	
 
 
	
	
	
		
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 BYOND Username: Superlagg
	 
 
	
	
		Are they resistant to acid?
	 
	
	
	
	
 
 
	
	
	
		
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 BYOND Username: Zewaka
 Character Name: Shitty Bill Jr.
	 
 
	
	
		smoke is currently broken sometimes when it feels like so this might not be good to add until that is fixed
	 
	
	
	
	
 
 
	
	
	
		
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		 (07-27-2017, 07:10 PM)ZeWaka Wrote:  smoke is currently broken sometimes when it feels like so this might not be good to add until that is fixed 
what's broken about it? I could perhaps submit a patch to fix it   
	 
	
	
	
	
 
 
	
	
	
		
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 BYOND Username: NateTheSquid
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		it only smokes the tile it reacts on instead of an area so its useless. 
 
most of the time
	 
	
	
	
	
 
 
	
	
	
		
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 BYOND Username: Superlagg
	 
 
	
	
		 (07-28-2017, 03:02 PM)NateTheSquid Wrote:  it only smokes the tile it reacts on instead of an area so its useless. 
 
most of the time 
I've played with smokepowder fairly recently and found that it isn't so much bugged as it is just super finicky to use.
 
Smoke seems to respect line of sight and the density of objects with which is interacts, stopping when it hits something that would normally block movement. You can test this by mixing a beaker of carbon and stabilized smokepowder, placing it on the ground, spreading a few lockers around it (but not on top of it!), and setting it off with a dropped welder. The smoke will dirty up the floors around it and under the lockers, but not the floors behind the lockers.
 
Triggered from inside your inventory or hand, it will affect only the tile you're standing on. I guess it counts players as solid and thinks that it is blocked on all sides, resulting in it affecting the only tile it considers valid, the one you're standing on.
 
Thus, in order for the smoke to work, it must be triggered on a tile that does not contain anything remotely solid. I've tested this by smoking a bunch of acid in the monkeypit, resulting in lots of dead monkeys and melted objects.
	  
	
	
	
	
 
 
	
	
	
		
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		 (07-29-2017, 08:48 AM)Superlagg Wrote:   (07-28-2017, 03:02 PM)NateTheSquid Wrote:  it only smokes the tile it reacts on instead of an area so its useless. 
 
most of the time  
I've played with smokepowder fairly recently and found that it isn't so much bugged as it is just super finicky to use. 
 
Smoke seems to respect line of sight and the density of objects with which is interacts, stopping when it hits something that would normally block movement. You can test this by mixing a beaker of carbon and stabilized smokepowder, placing it on the ground, spreading a few lockers around it (but not on top of it!), and setting it off with a dropped welder. The smoke will dirty up the floors around it and under the lockers, but not the floors behind the lockers. 
 
Triggered from inside your inventory or hand, it will affect only the tile you're standing on. I guess it counts players as solid and thinks that it is blocked on all sides, resulting in it affecting the only tile it considers valid, the one you're standing on. 
 
Thus, in order for the smoke to work, it must be triggered on a tile that does not contain anything remotely solid. I've tested this by smoking a bunch of acid in the monkeypit, resulting in lots of dead monkeys and melted objects. 
Huh. 
 
I guess we have an explanation now. The whole idea of smoke respecting line of sight seems dumb though.
	  
	
	
	
	
 
 
	 
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