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clothes port January-February 23 #8921

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Greenjoe12345
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@Greenjoe12345 Greenjoe12345 commented Feb 2, 2023

Ports a number of clothing items from skyrat, aurora, bay and urist.
Some new utility jumpsuits
New headphone variations, plus replacing the sprites of the old headphones with recolorable ones
Some winter gear; mittens, wooly hats, ear warmers
Waist bags that can be worn on the belt slot
A hide oversuit that offers protection against the cold

@Cerebulon
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Cerebulon commented Feb 2, 2023

I'd very much suggest at least re-describing the "utility uniforms" because:
The old old old "utility uniform" that the description is based on is actually a turtleneck utility thing which is probably based on Mission Impossible or something. Frankly it shouldn't be called a utility uniform but 'tactical turtleneck' was taken.
These on the other hand, are not turtlenecks with utility pants. The slightly less old "utility uniforms" (blue and grey) are the same as what these are, which is like cargo pants and cargo jacket (military style I guess) and should be what you're basing the descriptions on. "Utility shirt and trousers" maybe? Whatever they are it isn't turtlenecks.
Personally I think they look less "utility" than the newer basic jumpsuit sprites so would call (and path) them something like "[department] accented uniform" and that the old "utility" uniforms are only called that because they were meant to be military fatigue style uniforms.

I'm also a little meh about the earphones/earbuds on the basis of them being ultra-2020s and the existing headphones being the same retro-bulky concept as Jumpsuits but apparently that's a losing battle on my part and not up 2 me ultimately. But at least "earphones"->"earbuds" and "earbuds"->"wireless earbuds"??

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A few changes needed, and I'm kind of wanting to keep the colored musical notes for the on-mob sprites for headphones. I specifically changed it in the past due to complaints about readability.

code/game/objects/items/weapons/storage/belt.dm Outdated Show resolved Hide resolved
code/modules/clothing/ears/ears.dm Show resolved Hide resolved
code/modules/clothing/under/miscellaneous.dm Outdated Show resolved Hide resolved
@Sypsoti Sypsoti added the Sprites [PR] This modifies dmi assets or dmi asset use. label Feb 2, 2023
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Imo the belts should definitely still cost 2 and 3 minimum, not 1.
2 is the relatively standard cost for a thing with mechanical advantages and these are literally Universal Belts with potentially more capacity than simple webbing. Which costs 2. Given half the station don't always have job belts (which have a restricted list of things you can put on them!!) there needs to be literally any reason not to take these and have 4+ extra pockets which is some potentially dumb loadout power creep.
I'm not going to get into huge arguments about how it should be higher and the big ones should be maint/wilderness spawns because loadout balance is a mess so the standard 2 is probably all I'm going to get.

@Spookerton Spookerton marked this pull request as draft February 4, 2023 20:43
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Drafted. Needs CR and conflict resolution.

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From the staff meeting on 5th Feb:
Waist packs are a little too power creep-y, so:

  1. Small waist pack and fannypack should cost 2 points
  2. Large waist pack should be removed from loadout and added to maintenance random-spawners alongside dufflebags.

@Atermonera
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@Greenjoe12345 merge conflicts

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Yeah gonna see about getting to fixing when I can

@Spookerton Spookerton added the Stale [PR] This requires additional work and appears abandoned. label Aug 23, 2023
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5 participants