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[PTBF] Hallucination: The Backrooms #27710

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@pwbokie pwbokie commented Dec 22, 2024

What Does This PR Do

Adds a new Major hallucination: the Backrooms. It has a weight of 1, meaning one in every (currently) 41 Major hallucinations will be this one.
This is a new area on the centcom z-level.
A player that experiences this hallucination sees that they are in the Backrooms: a strange, liminal area. While inside, their actual body onstation moves the same way that their body in the backrooms does. This lasts for ten seconds.

Why It's Good For The Game

Rare new hallucination spices up gameplay and is a cool reference to a pop culture thing.

Images of changes

image

Testing

Triggered the hallucination with VV, joined as an observer and made sure that the original body was also moving. Threw items around in the backrooms, we leave no trace upon the backrooms themselves.


Declaration

  • I confirm that I either do not require pre-approval for this PR, or I have obtained such approval and have included a screenshot to demonstrate this below.

Changelog

🆑
add: Added a very rare Major hallucination
/:cl:

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pwbokie commented Dec 22, 2024

I've created this PR so that I don't miss the deadline, but it has some cosmetic issues that I'm not going to be able to fix in time. The vast majority of the gameplay work itself is done and ready for review. I am also noticing this is failing automated tests as I'm typing this so that's fuuuun.

I am quite confident I can fix all of these problems on Monday, but if it's in poor taste to submit a PR with this many issues in order to meet the deadline, please let me know and I can withdraw it and submit it as its own thing later.

  • The four rotations of corner walls are not working and just appear black. I don't know why, I have done some investigating and the sprites seem fine to me. You can see the issue in this image.

image

  • Player movement back on the station (or wherever the original is) is a bit scuffed. I adapted the human relaymove function to actually work properly and relay movement (it was just originally just 100% some vore stuff contingent on being in someone's stomach, sir this is a Wendy's), but I'm using the wrong Move proc and I don't know how to access the normal glide movement, so the original player body moves more like a mech than a person. I dug for this for a WHILE and couldn't figure it out.

  • I want to use a different carpet texture, here is the mockup I did a bit ago that fits a lot better IMO. This would be a quick fix.

image

  • Was thinking of making the lighting dimmer, using small bulbs, that'd be contingent on how it looks with new carpet.

The goal is to make it as smooth of a transition there and back as possible to make it a fairly immersive and seamless experience. The following issues are interfering with that.

  • The player clone itself has some problems. Right now I clone the player into the backrooms with the same logic as Envy's Knife, which is... not perfect and kind of breaks the illusion. I spent a while trying to find a better analog somewhere else in the code and couldn't come up with anything quite right. Not sure if there is a better solution than just manually cloning a ton of player attributes (hair, skin color, racial features etc.)

  • I included code for copying item attributes on the clothing items that are cloned onto the player, but joining ingame with a default jumpsuit reveals pretty quickly that items aren't cloning correctly either (dye rerolls, which I'm sure has farther reaching implications).

Hopefully this all makes sense, I am taking this down as notes for myself when I can get back to working on it on Monday, but I am running on fumes right now.

@ParadiseSS13-Bot ParadiseSS13-Bot added -Status: Awaiting type assignment This PR is waiting for its type to be assigned internally Map Edit This PR will modify a map Sprites This PR modifies the game sprites -Status: Awaiting review This PR is awaiting review from the review team and removed -Status: Awaiting type assignment This PR is waiting for its type to be assigned internally labels Dec 22, 2024
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pwbokie commented Dec 23, 2024

image

New carpet, I'm going to leave the lights as-is

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pwbokie commented Dec 24, 2024

@BeagleGaming1 suggested a different method of doing the backrooms clone which is much simpler and solves a few problems. I'll update the original post to better reflect the current state of the PR

@pwbokie pwbokie marked this pull request as ready for review December 24, 2024 01:59
@ParadiseSS13-Bot ParadiseSS13-Bot added -Status: Awaiting type assignment This PR is waiting for its type to be assigned internally and removed -Status: Awaiting review This PR is awaiting review from the review team labels Dec 25, 2024
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Cool idea, but I'm not fond of using up z1 space for it, since that's a limited resource.

@ParadiseSS13-Bot ParadiseSS13-Bot added -Status: Awaiting review This PR is awaiting review from the review team and removed -Status: Awaiting type assignment This PR is waiting for its type to be assigned internally labels Jan 1, 2025
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@Burzah Burzah requested review from lewcc and BiancaWilkson January 15, 2025 17:35
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@pwbokie pwbokie requested a review from DGamerL January 15, 2025 22:12
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pwbokie commented Jan 18, 2025

2025-01-15.14-31-47.mp4

Added a nice fade to this at the suggestion of DLG which increased the complexity of the code but also made the transition less jarring.

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