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feat: make laboratory doors automatically open#432

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Luiluix wants to merge 1 commit intoglacier-modding:mainfrom
Luiluix:AutomaticLabDoors
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feat: make laboratory doors automatically open#432
Luiluix wants to merge 1 commit intoglacier-modding:mainfrom
Luiluix:AutomaticLabDoors

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@Luiluix
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@Luiluix Luiluix commented May 26, 2025

Sort of experimental, restores the feature for the biolab doors to open automatically when near, and additionally makes the airlock doors automatic too

Sort of experimental, restores the feature for the biolab doors to open automatically when near, and additionally makes the airlock doors automatic too
@Ocean-Minnow
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I think this is a neat feature, but is it really a bug that they don't do this normally? If not, then it might be a bit out of scope for this particular mod.

Also, how does this affect them with them being keycard doors?

@Luiluix
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Luiluix commented May 26, 2025

  1. The logic is still present in the template, it used to work in the Alpha version and the textures of the doors read "automatic"

  2. I created parameters to change the size and transform of the boxes to make sure keycard doors wouldn't be affected negatively, the doors can only automatically open from the inside while the outside requires the keycard to be used, the two doors in the security room also have different sizes and placements of the boxes to ensure they don't open when dragging a body too close (mostly important for the one next to the table)

The only freedom I took was making the airlock doors also automatic as the logic was never present in those ones, but as they also have "automatic" texts on them it just made sense

@VoodooHillbilly
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If it only worked in the Alpha and not any released versions of the game, I'm not sure about considering it a bug. They could have easily chosen to disable the automation and simply failed to update the textures.

This could be a good candidate for another poll on the Discord.

Also I think this should be a toggle option instead of a small fix.

@Luiluix
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Luiluix commented May 26, 2025

If it only worked in the Alpha and not any released versions of the game, I'm not sure about considering it a bug. They could have easily chosen to disable the automation and simply failed to update the textures.

From experience there is many things that have changed between all the different versions of this game that don't have much sense, including between Alpha -> 2016

I can't see them forgetting or failing to update the texture to remove the "automatic" text considering the doors were changed at least once during development

engine_9I0tA1LIpQ
image

The only thing missing is the event that triggers the opening, my thought was that they probably disabled it because of the keycard or players accidentally opening them when trying to drag bodies, and it was never fixed/re-added because it wasn't that important

I knew this feature was going to be controversial but a cool feature nonetheless that just makes sense to have
I also worked on the feature to make it the least inconvenient possible (as I explained by moving the boxes and etc..) so it doesn't necessitate a toggle

@VoodooHillbilly
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I can't see them forgetting or failing to update the texture to remove the "automatic" text considering the doors were changed at least once during development

I can, when considering all the other problems with the games.

my thought was that they probably disabled it because of the keycard or players accidentally opening them when trying to drag bodies, and it was never fixed/re-added because it wasn't that important

Which would indicate it's intentional and not a bug.

I knew this feature was going to be controversial but a cool feature nonetheless that just makes sense to have
I also worked on the feature to make it the least inconvenient possible (as I explained by moving the boxes and etc..) so it doesn't necessitate a toggle

It's a good mod and makes sense with the door textures. But it's adding functionality to those doors that wasn't active in the released games. So I think it does necessitate a toggle if it gets included in the patch.

@Ocean-Minnow
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Ocean-Minnow commented May 26, 2025

I always assumed "automatic" in this context meant something to do with the sliding. I guess it was just my mind filling in the blanks :p

I do agree that I would want a toggle on this if it goes in. Will be making a poll in the Discord whether to include it at all, as per VH's request there :]

@VoodooHillbilly
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I always assumed "automatic" in this context meant something to do with the sliding. I guess it was just my mind filling in the blanks :p

Me too. I viewed it as 47 pressing a button to make the doors slide open.
The handles being there for emergencies.

@Ocean-Minnow
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The poll has concluded and it is decided that more voters considered this within scope, and so it can be included as an optional toggle :]

image

@VoodooHillbilly
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The range for opening the door between the changing room and the showers seems too far. It opened when I tried dragging a body from the center of the room to the closet between the shower and tunnel doors.

And this still needs to be converted to a toggle-able option. Maybe discuss the wording on Discord?

@Luiluix
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Luiluix commented Jun 29, 2025

iirc the size of the box for this door is close to original, only moved and scaled so that it can only be used from the inside, my logic for not making it smaller like in the "staff" room is that there is no direct line of sight with NPCs that could compromise you, I guess it doesn't eliminate the risk of the door opening/being opened during a kill/illegal action which could attract the scientist nearby

@VoodooHillbilly
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It's only an issue here because the corner of the volume box for Door_Biolab_B_Normal sticks out right in front of the closet in the corner. Very easy to walk past this spot accidentally.
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@Ocean-Minnow Ocean-Minnow marked this pull request as draft September 4, 2025 08:09
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3 participants