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Author Topic: 30 Days of Modding - Day 30 - Done!  (Read 69992 times)

Meph

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Re: 30 Days of Modding - Day 6 - Human Buildings
« Reply #150 on: June 24, 2014, 02:20:41 pm »

Sorting stuff alphabetically is not really what I would call genius. :P Its more... tedious? Lots of "read, cut, scroll, paste, scroll back, rinse, repeat". :P
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

palu

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Re: 30 Days of Modding - Day 6 - Human Buildings
« Reply #151 on: June 24, 2014, 02:52:40 pm »

I've been waiting for this. Please do it!
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Hmph, palu showing off that reading-the-instructions superpower.
The internet encourages thoughtful, intelligent discussion and if you disagree I hate you.

burrito25man

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Re: 30 Days of Modding - Day 6 - Human Buildings
« Reply #152 on: June 24, 2014, 10:32:09 pm »

Yes, that includes the stone stocks screen, which will get category titles just like the workshop menu has. I will also delete most of these weird entries, if I can. I already have 28 entries removed. :)


 :D :D That is absolutely fantastic!
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It's a slippery slope.  You start out modding, then move on to hard DFHacking, and next thing you know you're making your own games...

LUA Script: Workaround for butchering Sentients
 - http://www.bay12forums.com/smf/index.php?topic=165414.0

Gamerlord

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Re: 30 Days of Modding - Day 6 - Human Buildings
« Reply #153 on: June 25, 2014, 12:01:45 am »

Hell yeah Meph!

Meph

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Re: 30 Days of Modding - Day 6 - Human Buildings
« Reply #154 on: June 25, 2014, 12:02:31 am »

Right on, I'll continue with that then. Its also cross-race, so all playable races get the benefits.
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

cephelo

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Re: 30 Days of Modding - Day 6 - Human Buildings
« Reply #155 on: June 25, 2014, 01:08:22 am »

Hey Meph, what text editor do you use for this? You should try an editor with split view (like Sublime Text) if you don't already -- you can keep the same file open on the left and right sides of a screen, scrolled to different positions. It's a lifesaver when refactoring code -- probably for raws, too.
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Meph

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Re: 30 Days of Modding - Day 6 - Human Buildings
« Reply #156 on: June 25, 2014, 01:20:50 am »

Notepad++, but I use BeyondCompare for split screens. It can even compare pngs or .dll or hex entries in a compiled exe.
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

Boltgun

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Re: 30 Days of Modding - Day 6 - Human Buildings
« Reply #157 on: June 25, 2014, 02:39:12 am »

As a suggestion, can the item tilesets receive a neutral background? The checkerboard does not really match the stockpile and it's a bit hard to read on 16x16.

By the way, rendermax does not work anymore. This is not surprising that text will be text crashes it.
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Meph

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Re: 30 Days of Modding - Day 6 - Human Buildings
« Reply #158 on: June 25, 2014, 02:43:12 am »

Rendermax doesnt work even outside of TwbT ?

The items do have exactly the checkerboard that is used by stockpiles in the default tileset/phoebus. Just the color differs, because they take on the color of the item.

I tried a neutral black background first, but people said: No, we want something else.
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

Boltgun

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Re: 30 Days of Modding - Day 6 - Human Buildings
« Reply #159 on: June 25, 2014, 03:21:11 am »

Rendermax doesnt work even outside of TwbT ?

The items do have exactly the checkerboard that is used by stockpiles in the default tileset/phoebus. Just the color differs, because they take on the color of the item.

I tried a neutral black background first, but people said: No, we want something else.

I did not try outside of TwbT, it's too awesome to read punctuation again.

If the people said no, then it's no.  :P The checker board seems twice as large as an empty slot but maybe it is because of the size difference. Nope I was not looking close enough.
« Last Edit: June 25, 2014, 03:29:51 am by Boltgun »
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Meph

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Re: 30 Days of Modding - Day 6 - Human Buildings
« Reply #160 on: June 25, 2014, 03:39:15 am »

I tried floor tiles first, was hard to identify. Then I used solid black, which was very clear, but people said "no, we want some background". So I tried the stockpile background, because the items will most likely be displayed inside of stockpiles anyway...

If you play with a 24x tileset it should be much, much clearer. I plan to make one at some point.
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

Boltgun

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Re: 30 Days of Modding - Day 6 - Human Buildings
« Reply #161 on: June 25, 2014, 03:44:40 am »

A 24 tileset would be nice, it will probably take ma a year to make 24x succubi sprites considering how meh I am at graphics.  :P

Stonesense sprites might be easier for me to do as I will piece them together from other sprites. (human + horns + hooves, there you go, next!)
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Meph

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Re: 30 Days of Modding - Day 6 - Human Buildings
« Reply #162 on: June 25, 2014, 03:46:48 am »

I thought about taking a 16x16 tileset and cleverly upscaling it :P
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

Meph

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Re: 30 Days of Modding - Day 6 - Human Buildings
« Reply #163 on: June 25, 2014, 05:30:41 am »

Dev Log - Day 7

Today I updated Roses scripts to 1.1 and fixed all the syntax in the raws for that.

I sorted the stockpiles, removed more inorganics, all of which falls under the category of Raw Cleanup. I added some balancing changes and fixes and made another mod update. :) I dont want to post the changelog twice, so just have a look at the update thread: http://www.bay12forums.com/smf/index.php?topic=139625.msg5402333#msg5402333
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

dukea42

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Re: 30 Days of Modding - Day 6 - Human Buildings
« Reply #164 on: June 25, 2014, 08:10:40 am »

I like the checker background shifting color. Helpful on the small items like ammo to see the difference between the bone ammo vs metals.
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My posts are probably based on Masterwork DF mod
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