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From 0.G stable to latest experimental, every character loses their "mutation" hair. Everyone is Bald. #72391

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LucioMagno opened this issue Mar 14, 2024 · 11 comments
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(S2 - Confirmed) Bug that's been confirmed to exist

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@LucioMagno
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Describe the bug

All characters lost their hair "mutation" and now they are bald. something to do with the refactor of how hair works maybe?

Attach save file

N/A

Steps to reproduce

  1. make a player with hair in 0.G
  2. Update the game to latest experimental.
  3. Alopecia ensues.

Expected behavior

I expected that every npc kept their hair.

Screenshots

No response

Versions and configuration

  • Windows 10
  • English
  • "dda", "no_npc_food", "personal_portal_storms", "no_fungal_growth", "package_bionic_professions", "mindovermatter", "railroads".

Additional context

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@LucioMagno LucioMagno added the (S1 - Need confirmation) Report waiting on confirmation of reproducibility label Mar 14, 2024
@RedMisao
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RedMisao commented Mar 15, 2024

The hair json styling was changed at some point during 0.G experimentals, before they were individual mutations for each hair style and color iirc. They were changed into hairstyles containing hair colors (as variants).
Maybe the obsoletion process didn't or can't visually "port" the old appearances to the new ones, if this is what you mean by refactor.

@harakka
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harakka commented Mar 15, 2024

or can't visually "port" the old appearances to the new ones

Not breaking hair from stable was a requirement for that PR to be accepted, so this definitely should be working.

@ZhilkinSerg
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Is it true for all tilesets in your game version? It is possible that only some tilesets are affected - see I-am-Erk/CDDA-Tilesets#2237

@anoobindisguise
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or can't visually "port" the old appearances to the new ones

Not breaking hair from stable was a requirement for that PR to be accepted, so this definitely should be working.

All of the classic hairstyles no longer exist, creating an error on game load followed by everyone being bald. Only thr "new style" hair muts are in the game now.

@harakka
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harakka commented Mar 18, 2024

ping @MNG-cataclysm

@MNG-cataclysm
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MNG-cataclysm commented Mar 18, 2024

This is not good. I guess migrating the mutations could fix this? I'll experiment today.

EDIT: Come to think of it, I didn't change the mutation IDs for hair in my second PR, so I don't know why that would cause the disappearance of traits. This was probably caused by some earlier change of JSON style to hair, like @RedMisao mentioned, when individual color was ported from full mutations to variants.

@LucioMagno
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I can think of a simple solution to this: keep the old hair style format in-game but obscured. and only apply the new format to new npcs.

@anoobindisguise
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Yeah tilesets are looking for the name of the mutation, so it's probably important to just keep these legacy mutations in a separate file and make them not be choosable. It doesn't do much harm, even with a migration people may have to manually edit 3rd party tilesets.

@harakka
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harakka commented Mar 22, 2024

I guess it was this that broke it? Can anyone confirm #70017
Nope, definitely not this.

@harakka
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harakka commented Mar 22, 2024

/confirm
Tested going from 0.G to 2dbf12c. Bug reproduces on both Ultica and MSX+
5a22c1c is good
f255964 is good, so not in danger of being a release blocker for 0.H

Repro save: New City-trimmed.tar.gz
Seems to depend on exact hairstyle?

@github-actions github-actions bot added (S2 - Confirmed) Bug that's been confirmed to exist and removed (S1 - Need confirmation) Report waiting on confirmation of reproducibility labels Mar 22, 2024
@Night-Pryanik
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Can't confirm on 0.G-12522.
изображение
Closing until reconfirmed.

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