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Brainmed Update


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Posted
7 hours ago, Seeli said:

The medHUD is not colorblind friendly, whether in-game or OOC, and are not very responsive. You have to take a LOT of damage for it to show on the HUD it seemed. Might need the addition of the old bar to show that something is wrong.

The medhud is based on pulse, not damage.

I'm sorry but I can't address the colorblind issues other than saying that the sprite's "beating" speed changes too when pulse rises.

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Posted

Right here is my 10 cents on this.

 

This PR isn't good. It's coded well enough, it has effort put into it, but it's not a good PR for Aurorastation. The side effects for chemicals are some of the worst shit, balance and sanity wise, that I've ever seen in a game and is probably worse than whatever /tg/ did to their medical system and side effects. I legitimately thought that the medicine was traumas and I made a bug report in the dev discussion thread when an admin said I shouldn't be receiving traumas anymore due to the system.

It turns out that those weren't traumas, but just "side effects" from consuming medication. Not overdosing, but side effects. Like I get that this is an HRP server and that medicine needs to be realistic, but none of this is realistic at all. I would completely understand if these were experimental medication with phoron mixed into them or something to make it, but we're talking about extremely basic healing chemicals that everyone knows and love.

Like, I really don't want this to come off as bragging, boasting, or anything, but I coded for 4 different servers. I have coded my own server from scratch that 20+ people actively play when it's hosted. I've been considered a contributor on all of them, and a dev on this one. I've made almost 100 PRs for Aurorastation and I've played here for 2 years, almost 3. I went to fucking University and have my certificate in computer science framed to the wall, but despite my concerns said in the dev channel they were ignored because I didn't know what I was talking about and was made fun of for the mistake.

Like it's funny that I thought a feature was a bug, but the fact that I thought a feature was a bug should be pretty concerning.

 

Posted (edited)

1.The body scanner does not report blood volume in exact numbers, not does it count dylovene as a chemical, merely as other. Ideally it shouldn't report any chemical unless there is more than 1, and report all medical chems in the blood stream and non medical chems as other.

2. the surgical operation computer sucks. it does nothing at all and is worse then a health scanner, I would apprecaite if it was the health scanners statistics but updated every second so it was useful.

3. Synthblood is cool.

4. The chems confuse the fuck out of me. but thats okay.

5. I hate the confusing necrotic organ situation, how are we supposed to fix them?

6. You cant be on the same tile of IV's and it makes me mad

Edited by Warbidon
Posted
3 hours ago, Warbidon said:

1.The body scanner does not report blood volume in exact numbers, not does it count dylovene as a chemical, merely as other. Ideally it shouldn't report any chemical unless there is more than 1, and report all medical chems in the blood stream and non medical chems as other.

2. the surgical operation computer sucks. it does nothing at all and is worse then a health scanner, I would apprecaite if it was the health scanners statistics but updated every second so it was useful.

3. Synthblood is cool.

4. The chems confuse the fuck out of me. but thats okay.

5. I hate the confusing necrotic organ situation, how are we supposed to fix them?

6. You cant be on the same tile of IV's and it makes me mad

I'll address these when I'm home, but you should use a scalpel to fix necrotic organs.

Posted

I have a request for you, not 100% related to brainmed, but you are currently so in it, you might want to consider it.

When someone is hooked up to an IV and is being examined, it should say that they are currently hooked at an IV. Even if red, maybe. It happens so often that people/doctors, whoever, do not see or notice that someone is being hooked up (it can be really hard to see sometimes, depending on the tile the IV stands on) and it always causes a bleeding wound, if the needle is ripped out (this is fine).

To avoid this, a line of text could help. Thank you, otherwise, brainmed is a solid 8/10, when the bugs are fixed at least a 9/10. Would recover my organs again.

Posted
11 hours ago, Warbidon said:

1.The body scanner does not report blood volume in exact numbers, not does it count dylovene as a chemical, merely as other. Ideally it shouldn't report any chemical unless there is more than 1, and report all medical chems in the blood stream and non medical chems as other.

2. the surgical operation computer sucks. it does nothing at all and is worse then a health scanner, I would apprecaite if it was the health scanners statistics but updated every second so it was useful.

3. Synthblood is cool.

4. The chems confuse the fuck out of me. but thats okay.

5. I hate the confusing necrotic organ situation, how are we supposed to fix them?

6. You cant be on the same tile of IV's and it makes me mad

1. As far as I can tell this is intended. I did not change it. Will address blood volume.

2. Looking into ways to change it.

6. Pretty sure I didn't do this either.

Posted

Fixes in latest commit:

- body scanner displays blood pressure instead of volume

- buckets and mixing bowls no longer shatter upon being thrown

- added saline instead of potassium hydrophoride (0.4u sugar 1u water 1u salt)

- operating computer now displays blood pressure/oxygenation/brain activity

- RMT works properly (not that it's ever used)

- surgery message fixes

- runtime fixes

Posted

Could you also have it report information like the healthscanner would, in terms of how much damage each body part has as well as the chemicals in their blood? It really helps out for keeping a patient on the meds they need.

 

I also noticed several cases where patients would naturally recover from brain damage while on dylovene, or norepineprhine, I am not sure.

Guest Marlon Phoenix
Posted

The font should be tweaked to look more like the old system. The font size and style makes it appear really huge.

The old advanced scanner's font let you digest a lot of information in a more compact space. The new advanced scanners are really difficult to read.

On top of that the health scanners are also tending to get totally lost because they fit the format and spacing of the regular chat.. I've scanned people and didn't even realize it for a few moments because of how mundane the font is.

I haven't encountered anything else really outside the UI difficulties I've been having.

Posted

I just watched a guy get tapped once with a stun baton and sprayed with a little bit of pepperspray.

He had a heart attack and was braindead with organ failure before Medical could show up at the Security lobby to pick him up.

What even is this, pepperspray grenades are now WMDs.

Posted (edited)

I have some misgivings about headshots in general and how they're way too easy to pull off for extreme amounts of reward. There's very little accuracy penalty for headshots, it seems, and a single bullet is enough to blind you for the rest of the fight and basically end it for you. You're gimping yourself if you don't aim for the head.

@Electric Kitty can probably testify to this. A bullet somehow pierced their combat hardsuit helmet and instantly blinded them, opening them up to additional burst-fire assault rifle attacks to the head and pushing them further to the brain death threshold. They were pretty much dead just by a single bullet, despite the armor that was supposed to protect them.

The fact you can aim for the head in every single altercation and get better payoff than anyone else is a serious balance and roleplay problem.

Edited by Scheveningen
Posted

New commit:

- fixed pepperspray giving people heart attacks

- fixed ondansetron and other chem recipes not working

- head should be harder to hit

- toxloss threshold for the liver to start gaining damage is now 100 instead of 60

Posted
8 hours ago, Marlon Phoenix said:

The font should be tweaked to look more like the old system. The font size and style makes it appear really huge.

The old advanced scanner's font let you digest a lot of information in a more compact space. The new advanced scanners are really difficult to read.

On top of that the health scanners are also tending to get totally lost because they fit the format and spacing of the regular chat.. I've scanned people and didn't even realize it for a few moments because of how mundane the font is.

I haven't encountered anything else really outside the UI difficulties I've been having.

The font is basically unchanged on the advanced scanner, which is odd. Which part do you mean, exactly?

 

16 hours ago, Warbidon said:

Could you also have it report information like the healthscanner would, in terms of how much damage each body part has as well as the chemicals in their blood? It really helps out for keeping a patient on the meds they need.

 

I also noticed several cases where patients would naturally recover from brain damage while on dylovene, or norepineprhine, I am not sure.

Intended if the brain damage is lower than 20. Organs regen damage by themselves as long as said damage is under 0.1*max_damage, which for the brain is 0.1*200.

Posted

Bug report, hello again! Thought I would add this here so coders can look into it, in case it is braindmed.

So, I played xenobiologist two(?) days ago, prior to the recent brainmed testmerge, for three or four rounds in a row. I had no trouble with the slimes feeding, splitting and becoming friendly, except for the first round, when I joined late (there was an adult slime loose before I joined, so it instantly valided me, so unrelated to this bug).

Today, I played two rounds and both times the slimes refused to eat the monkeys completely. They stopped eating before the monkey lost consciousness, would grow to adulthood sometimes (some got stuck on baby), and then in all cases they would follow the monkey around the cell, with feeding expressions. I was able to remove the monkeys, add a fresh monkey and ran into the same problem with the new ones. I was able to split a slime once deliberately, but the slimes were aggressive still, despite me being present throughout feeding. It seems they were starving by watching their food and maintaining aggression.

The second split I managed was spontaneous, when the aggressive adult lost interest in a farwa it was staring at and pounced. It did not attach, but pouncing caused it to split. Again, they maintained aggression, as I was immediately jumped by the new slimes, which is unusual. Something seems to be getting stuck in their coding and preventing them from becoming friendly, so I am wondering if it is related to the changes to monkey health from BrainMed.

Posted
21 hours ago, Seeli said:

Bug report, hello again! Thought I would add this here so coders can look into it, in case it is braindmed.

So, I played xenobiologist two(?) days ago, prior to the recent brainmed testmerge, for three or four rounds in a row. I had no trouble with the slimes feeding, splitting and becoming friendly, except for the first round, when I joined late (there was an adult slime loose before I joined, so it instantly valided me, so unrelated to this bug).

Today, I played two rounds and both times the slimes refused to eat the monkeys completely. They stopped eating before the monkey lost consciousness, would grow to adulthood sometimes (some got stuck on baby), and then in all cases they would follow the monkey around the cell, with feeding expressions. I was able to remove the monkeys, add a fresh monkey and ran into the same problem with the new ones. I was able to split a slime once deliberately, but the slimes were aggressive still, despite me being present throughout feeding. It seems they were starving by watching their food and maintaining aggression.

The second split I managed was spontaneous, when the aggressive adult lost interest in a farwa it was staring at and pounced. It did not attach, but pouncing caused it to split. Again, they maintained aggression, as I was immediately jumped by the new slimes, which is unusual. Something seems to be getting stuck in their coding and preventing them from becoming friendly, so I am wondering if it is related to the changes to monkey health from BrainMed.

Should be fixed now.

New commit:

- Slimes should work properly now, I tested them and it seemed to work

- Changelog should be clearer on side effects now

Posted

My experience ghosting over combat situations with the brainmed testmerge has been largely negative. Putting someone down for the count is a lot harder when they dont have a fixed health bar. It means officers and antags keep getting back up to fight for a little bit more despite absurd and grievous injuries. Added to that it feels like its a bit harder to die and even if you do we still have cloning. I do not mind combat being made harder to get killed from but cloning absolutely needs to be removed from that equation. I also feel like this is an indirect nerf to every antag because antags as a whole are less likely to be traeated for by the chain of healthcare we have. 

 

Posted
7 hours ago, Garnascus said:

My experience ghosting over combat situations with the brainmed testmerge has been largely negative. Putting someone down for the count is a lot harder when they dont have a fixed health bar. It means officers and antags keep getting back up to fight for a little bit more despite absurd and grievous injuries. Added to that it feels like its a bit harder to die and even if you do we still have cloning. I do not mind combat being made harder to get killed from but cloning absolutely needs to be removed from that equation. I also feel like this is an indirect nerf to every antag because antags as a whole are less likely to be traeated for by the chain of healthcare we have. 

 

Cloning will be removed.

Guest Marlon Phoenix
Posted
2 hours ago, MattAtlas said:

Cloning will be removed.

Wtf explain. -1

Posted

Cloning has to go, be reworked or changed something that fits brainmed. Brainmed makes death takes far more time. People can take a lot more of damage before starting to die. Killing someone takes far more effort.

Posted

My issue is more perma-death of characters and now psych being totally useless. Dying in round is fine. Having a character perma die to the sheer number of possible hazards would suck.

 

Likewise it's not as if people get back into the round after being cloned anyway. They then tend to be in medical until the shift finishes.

Posted
6 minutes ago, Lemei said:

They then tend to be in medical until the shift finishes.

Not entirely correct, most patients get released eventually. They do not have to stay in medical nor does medical force people to stay. But that's shit. Cloning someone, talking to them for 30 minutes and then sending them off "yeah you died but you are fine now I guess, bye" is also shitty. Removing cloning would also remove the need to extremely suspend your disbelief here. I always hated it, kind of. I don't know what the best solution here is.

Posted

On some servers (like Halostation), advanced medical kits come with autoinjectors containing "necrosis inhibitors", which stop the brain from dying and suspend the damage of all internal organs from oxyloss for a set amount of time.

Similarly, TriAdrenaline is also a thing. Used to restart the heart when a defib isn't available. It's a chemical mixture.

Just add these instead. Gibbing will kill you, losing your head will keep you dead. If your body is left in a gutter for too long, you're dead. If you're shot down in a firefight and someone with a medical kit jumps on you, you stand a good a good chance of surviving.

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