[POLL] Diagnostic HUDs!

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Would you like to see Diagnostic HUDs added to the game?

Yes
24
25%
Yes
23
24%
Yes
23
24%
No
3
3%
No
3
3%
No
3
3%
Abstain
6
6%
Abstain
6
6%
Abstain
6
6%
 
Total votes: 97

Gun Hog
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[POLL] Diagnostic HUDs!

Post by Gun Hog » #54576

I have had this idea for a while - a new heads-up display, worn just as a Medical or Security item would be, that instead of giving you the health or arrest status of humans, this HUD would be focused on many types of machinery!

ALPHA CODE: https://github.com/GunHog/-tg-station/t ... ostic_HUDs

How it works:
Simply wear the HUD item, and receive a graphical readout of a machine's operating state, and if anything may be dangerous or wrong with it.
My current idea of what the diagnostic HUD would cover are most machines that take power from an APC, with more detail readouts for:
- Airlocks: most possible dangerous or inoperative states. (except possibly safety or electrify)
- Cyborgs: health, battery, and operative status (You could tell if the borg is AFK/ghosted, for example)
- Bots: health, wireless, status.
- Mechs: Health, battery, internal damage and if it is beaconed.
For most other machines, there is simply a display of if the machine is depowered, broken, or EMP'ed.

Who gets these:
- These items would be of most use to Roboticists for the borg, mech and bot readings.
- Engineers would find use in the airlock and general machine diagnostics.
- Silicons would especially be interested in cyborg and airlock diagnostics.
That being said, I think I would give a total of four on the map: One for the RD, a Roboticists, an Engineer, and finally the CE. Like the other HUDs, they would also be an item in the protolathe.

Balance concerns:
It should achieve the following goals:
- Make Engineers more efficient in performing repairs to things such as airlocks, cameras, and other machines.
- Provide the Roboticist information on bots/mechs/borgs for the purpose of repairing or charging them, much in how a health HUD is used by a doctor.
- Show non-harmful information on things not made obvious by the sprite, such as beacons on mechs, or something with a broken power cell.
- Reduce confusion on things that cause a machine not to work (No power supply vs EMP, for example).
- Anything that would show up in a machine's examine text should show up on the HUD.

It must not allow easy identification of antagonist behavior.
Obvious things, such as emagged airlocks, which should show as "broken". Another example would be emagged arcades - they should not show up on the HUD. Another example would be vending machines - it should be fine to show bad hack jobs or if they are about to rise up, but maybe not show if someone used an emag on them.
While it may give players a tactical advantage against borgs and mechs, I do not believe it would cause any more harm than someone using a health HUD to know when a target is down. Still, it may have some concerns.

I currently lack sprites for this, so I made super ugly codersprites as an incentive for a real spriter to provide me some things. My sprites should NOT be used as a reference.
Here is how the HUD currently looks in my Alpha version:
Screenshot 2014-12-30 21.08.03.png
If you have suggestions or additions, please do let me know!
Last edited by Gun Hog on Wed Jan 07, 2015 3:32 am, edited 2 times in total.
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Re: Diagnostic HUDs!

Post by miggles » #54611

They should definitely not be able to tell if something is emagged or shocked.
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DemonFiren
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Re: Diagnostic HUDs!

Post by DemonFiren » #54612

It could spell hell for malf AIs.
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Gun Hog
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Re: Diagnostic HUDs!

Post by Gun Hog » #54622

Thank you for your input. I agree with not wanting to disadvantage antagonists with tools such as an emag or a rogue silicon. I have updated my OP accordingly. I do still want to show things that result from common tool usage or things that break from more common causes. I also want things such as a crit failed power cell to show up. Also, an AI knowing if its borg is AFK is greatly useful. Please continue to point out other such potential errors in judgement!
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Re: Diagnostic HUDs!

Post by miggles » #54624

in regards to vending machines it would be neat to have status icons for the various states of being hacked
i.e. if its shooting things out or has the ID wire cut, but not if it's dispensing contraband
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DemonFiren
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Re: Diagnostic HUDs!

Post by DemonFiren » #54625

Turret health will be displayed, yes?

(We need a way to repair and disassemble turrets, it has occured to me.)
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Re: Diagnostic HUDs!

Post by 420weedscopes » #55062

have an sprites
dmi: https://www.dropbox.com/s/ufww1h9usky84 ... g.dmi?dl=0
Image

personal changelog:

- Airlocks: most possible dangerous or inoperative states.
- Mechs: internal damage and if it is beaconed.

health done
wireless done
battery done
cyborg operation status done??? (live and braindead, not sure of any others since death = brain is expelled)
no idea what mech internal damage means so i am not bothering with those
door w/ most dangerous states and working states done

note i don't like the icon for the door being shocked. it's the red one with the terrible lightning bolt.
wasn't sure if i should animate the wireless icon. give me thoughts, i think it would make the whole deal look Too Beepy And Flashy
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Re: Diagnostic HUDs!

Post by Bombadil » #55169

Make it look like Jordie's glasses from The Next Generation and I'm in
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420weedscopes
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Re: Diagnostic HUDs!

Post by 420weedscopes » #55184

Bombadil wrote:Make it look like Jordie's glasses from The Next Generation and I'm in
believe it or not but there's already a laforge sprite in I think glasses.dmi
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Re: Diagnostic HUDs!

Post by rockpecker » #55188

Since this is intended for engineers, can it also replace the T-ray scanner? It's annoying to have a toolbelt slot taken up just for that.
Remove the AI.
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Re: Diagnostic HUDs!

Post by cedarbridge » #55192

420weedscopes wrote:
Bombadil wrote:Make it look like Jordie's glasses from The Next Generation and I'm in
believe it or not but there's already a laforge sprite in I think glasses.dmi
Don't tell certain people or they'll cut that too.
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Re: Diagnostic HUDs!

Post by Cipher3 » #55247

RnD should also have an advanced meson diagnostic HUD just as there are NV SecHUDs.
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Re: Diagnostic HUDs!

Post by Vekter » #55289

As RD and Roboticist extraordinaire, a heavy +1. Would love to see these.
rockpecker wrote:Since this is intended for engineers, can it also replace the T-ray scanner? It's annoying to have a toolbelt slot taken up just for that.
Some people actually use those tho
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Re: Diagnostic HUDs!

Post by MMMiracles » #55292

T-Ray scanner is 10/10 useful if you're an atmos tech/engie lookning for breaks in piping or wires under floors.
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Re: Diagnostic HUDs!

Post by Aleph » #55299

Cipher3 wrote:RnD should also have an advanced meson diagnostic HUD just as there are NV SecHUDs.
They should. Right now most of the fun late game toys are firearms, not much in any other field like medical or engineering
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Re: Diagnostic HUDs!

Post by rockpecker » #55367

MMMiracles wrote:T-Ray scanner is 10/10 useful if you're an atmos tech/engie lookning for breaks in piping or wires under floors.
I know. I mean the diagnostic HUD should function as a T-ray scanner.
Remove the AI.
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Re: Diagnostic HUDs!

Post by Whoisthere » #55826

Please make it function as a T-ray scanner.
Also should maybe show which wires are powered and which aren't.
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Gun Hog
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Re: Diagnostic HUDs!

Post by Gun Hog » #55887

T-ray scanner might be a bit hairy to code. See: https://github.com/tgstation/-tg-statio ... ers.dm#L37
I would be happy with this if I could do it with better, nicer code. It needs to be a passive scan, not a per-tick thingy as it stands now.

Sorry for not getting back with you sooner, 420weedscopes, I like the sprites so far, especially the battery ones, top notch! If possible, would you mind making the health indicators into bars or something similar? It should be the most prominent of all indicators. And to answer your question about borgs, their states are - Normal, AFK, Unconscious (for borgs, this is having no power cell or similar), and Dead. I would like to ask for one more battery icon from you, one to represent "No Cell Installed".

If you want some code to better show you how it works so far (it is currently really bad, sorry), look here: https://github.com/GunHog/-tg-station/t ... ostic_HUDs
Emag stuff is still in the code, to be removed before PRing.

Quick rundown of the CURRENT (highly likely to change) possible states:
Power cells: high, medium, low, warning, empty, no cell
Generic, all machine set: maintenance, depowered, emped, and broken. No other HUD sprite should overlap with this set!
Airlocks: Broken (emagged), ID scan, bolted, welded, safety off, timer off, ai wire cut
Borgs: Normal, Locked down, AFK, Unconscious (no cell), Dead
- Also borg health bar and power cell tracker
Bots: Health, Wireless state (on/off), Patrol mode
Mechs: Health, Power Cell, Has internal damage, tracking beacon attached
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Re: [POLL] Diagnostic HUDs!

Post by 420weedscopes » #55925

personal notes

Airlocks: ID scan, safety off, timer off, ai wire cut (i don't know why it needs to be this in-depth also i don't know where to fit individual wire status)
Borgs: AFK (what does this mean, braindead? there's already a sprite for braindead jeez)
Mechs: Has internal damage (still no idea what this means)

here's the dmi:
Image
https://www.dropbox.com/s/ufww1h9usky84 ... g.dmi?dl=0
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DemonFiren
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Re: [POLL] Diagnostic HUDs!

Post by DemonFiren » #55926

Internal damage means shit like "HOLY FUCK MY AIRTANK IS BUSTED".
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Re: [POLL] Diagnostic HUDs!

Post by cedarbridge » #55961

DemonFiren wrote:Internal damage means shit like "HOLY FUCK MY AIRTANK IS BUSTED".
Most common is the gyro/motivators getting fucked and causing the thing to constantly walk forward until fixed.
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Re: [POLL] Diagnostic HUDs!

Post by cedarbridge » #56103

Its one of the few things that is visible on the airlock icon already. Really no reason for it to be on the hud too.
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MisterPerson
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Re: [POLL] Diagnostic HUDs!

Post by MisterPerson » #56148

I'm going to make a pull request in the near future that'll change the t-ray scanner slightly. Just a heads up. My goal was just to keep it functional as-is, not improving it, so it'll still be an active scanner.
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Re: [POLL] Diagnostic HUDs!

Post by Gun Hog » #56192

MisterPerson wrote:I'm going to make a pull request in the near future that'll change the t-ray scanner slightly. Just a heads up. My goal was just to keep it functional as-is, not improving it, so it'll still be an active scanner.
If you make it into a proc high enough on the tree that I can use it in the HUD item, that would be fantastic! I can meet the T-ray scanning request and control it from an on-screen button! I will look forward to it!
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Re: [POLL] Diagnostic HUDs!

Post by MisterPerson » #56292

It'll still be on scan(), I'm just changing the way it displays things from making them visible with transparent icon states to making them visible with half alpha.
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Re: [POLL] Diagnostic HUDs!

Post by Gun Hog » #56465

That is unfortunate. I would have to either move the proc up in the tree or copy-paste it. In any case, I would rather have a way to alter the mob's vision instead of changing the state of the objects instead. It is not that important, though.
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Re: [POLL] Diagnostic HUDs!

Post by MisterPerson » #56474

All you'd have to do is change the stuff I'm doing from the object itself to a replacement image for it.

The scanner basically needs to be redone anyway. The mining scanner is clearly a memory leak since it makes images and doesn't delete them.
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Re: [POLL] Diagnostic HUDs!

Post by Gun Hog » #60045

I still have this in the works. If you have suggestions or ideas for this HUD, let me know! (And critique my code)
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