Remove Nuclear 14 related bloat.#253
Conversation
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RSI Diff Bot; head commit a452895 merging into d12702e Resources/Textures/_Nuclear14/Structures/Decoration/cave_decor.rsi
Resources/Textures/_Nuclear14/Structures/Doors/SlantedDoors/fence_barbed.rsi
Resources/Textures/_Nuclear14/Structures/Furniture/televisions.rsi
Resources/Textures/_Nuclear14/Structures/Storage/Closets/closetenclave.rsi
Resources/Textures/_Nuclear14/Structures/Storage/Crates/woodencrates.rsi
Resources/Textures/_Nuclear14/Structures/Wallmounts/vdu.rsi
Resources/Textures/_Nuclear14/Structures/Wallmounts/walldecor.rsi
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Test fails are valid you are deleting things we use in maps. |
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Some of these prototypes are still used in some of our maps and some are sometimes placed down by admins, please be mindful with what you are removing and add map migrations for the removed stuff. |
JFerrix
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This is not a good idea. The contents do not negatively impair the game in any way other than marginally increasing its size. The texture folder has a size on disk of 6.64MB, freeing this space while removing a substantial amount of potential mapping content is both not required and not beneficial.
I personally found the nuclear14 assets of great use when building a derelict ship for the shipyard event. These tiles and objects had no equivalent in the current codebase and removing them would greatly hinder creative expression of mappers and admins.
I explicitely disapprove of this request due to these reasons.
Alright. Admittedly this is why I keep asking people for what specifically to restore and what to ditch. |
The faction flags are fine to go honestly, the branded containers are, at least from my POV good to go aswell. But for example when it comes to tiles or things like storage tanks, walls, the rusted pipes, broken tables, all that stuff, those can be used to very great effect should we ever make maps or things like this that focus on exploration or general derelict or abandoned places. |
Actually, they DO negatively affect the game. Each N14 rsi has to be packed into the sprite atlas and kept loaded in the memory at all times. It wastes VRAM and RAM. 7 mb is the size of these textures in their compressed format (png); when uncompressed, they take 5-20 times more. Also, SS14 generates sprite outlines and click maps on the cpu, which wastes a lot of cpu time (though I forgot whether that's done on-demand or during game loading. I'm pretty sure click maps are generated during loading for each sprite.) |
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Going through my changes with a clear mind now: I have to stand by what I'm pitching to remove |
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I am going to defer to Dunrab on this one. Mapping isn't my thing, but I am always of the policy of having content should we need it. I am also for the removal of bloat. I personally think we should remove the things Dunrab says are okay to, and keep the rest. |



































































About the PR
Why / Balance
There is a heap of content from Nuclear 14 that is either duplicates of pre-existing items, does not fit the lore (because it's from Fallout), lacks functionality, or would be better off being replaced by functional versions already in the game.
I'm removing that bloat content.
If there is ANYTHING specifically that you'd like me to restore, please say so.
Technical details
Removals of prototypes, files, textures, etc from the _Nuclear14 folders. This time I'm NOT going to touch the map files because last time I FUCKED my PR up so hard that HERE WE ARE on ATTEMPT 2.
Requirements
Licensing:
Breaking changes
Changelog
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