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[MDB IGNORE] Makes outpost ingame mapsize match the mapped size, allows larger outpost maps, kind of - #6265
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thank you so much |
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Made this better to resemble static overmap objects better |
Erikafox
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This is jank and weird and it needs to not be so we don't have weird mapgen problems. Just make the outpost explicitly use a whole z level or something.
| main_template.width, | ||
| main_template.height, | ||
| ALLOCATION_QUADRANT, | ||
| QUADRANT_MAP_SIZE |
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The allocation and quadrant size need to actually match the size of the outpost. I suggest you just make the outpost spawn an entire z level for itself so it's not a weird annoying pain in the ass.
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As the borders are mapped in with the map, it IS matching the outpost map size
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| var/turf/spawn_turf = locate(vlevel.low_x,vlevel.low_y,vlevel.z_value) | ||
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| main_template.load(vlevel.get_unreserved_bottom_left_turf()) |
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why not just use this proc?
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get_unreserved_bottom_left_turf() is for getting the most bottom left non-border turf, since we map in the border with the map, we need to get the true bottom left of the vlevel to load the map on
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This PR has been inactive for a month. This means it is at risk of being auto closed in a week, please address any outstanding review items and ensure your PR is finished, if these are all true and you are auto-staled anyway, you need to actively ask maintainers if your PR will be merged. Once you have done any of the previous actions then you should request a maintainer remove the stale label on your PR, to reset the stale timer. If you feel no maintainer will respond in that time, you may wish to close this PR youself, while you seek maintainer comment, as you will then be able to reopen the PR yourself |
Co-authored-by: Erika Fox <94164348+Erikafox@users.noreply.github.com> Signed-off-by: rye-rice <58402542+rye-rice@users.noreply.github.com>
This reverts commit 62004ed.
…into overmap_patch
To be honest, I probably should have said this when review was sent, but I think thats out of scope, it's not that i disagree with you, but this was meant to be a small and quick improvement; it is now is absolutely much better than how outposts are handled ingame rn; if you look at agini's map edge on live you will notice a lot of empty space as the game generates map borders wayyy outside the map's height. This tries to make outposts have parity with how punchcards load maps, hence some of the changes seeming odd |
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This PR has been inactive for a month. This means it is at risk of being auto closed in a week, please address any outstanding review items and ensure your PR is finished, if these are all true and you are auto-staled anyway, you need to actively ask maintainers if your PR will be merged. Once you have done any of the previous actions then you should request a maintainer remove the stale label on your PR, to reset the stale timer. If you feel no maintainer will respond in that time, you may wish to close this PR youself, while you seek maintainer comment, as you will then be able to reopen the PR yourself |
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This pull request has conflicts, please resolve those before we can evaluate the pull request. |
About The Pull Request
This in short, fixes some weird mapzone stuff to prevent some deadspace inbetween the outpost map ending and the border. This means you can have larger outpost maps, in theory. However, one would have to prevent the map from loading if FULL_INIT isnt on to prevent errors when loading on a local build. But it should now load without any bugs.
Why It's Good For The Game
This has always bugged me and i heard rumors that maybe someone wanted a larger sized outpost.
Changelog
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fix: Outpost maps should no longer have space in between their borders and edges.
/:cl: