Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 23 24 [25] 26 27 ... 39

Author Topic: GemSet v1.41 [42.04]  (Read 345863 times)

Max™

  • Bay Watcher
  • [CULL:SQUARE]
    • View Profile
Re: GemSet v1.32 [40.24]
« Reply #360 on: June 14, 2015, 08:39:18 am »

All sorts of variety there, looks great... maybe could use some more viking helmets though.
Logged

Kromtec

  • Bay Watcher
    • View Profile
Re: GemSet v1.32 [40.24]
« Reply #361 on: June 14, 2015, 11:23:48 am »

WOW! They look beautiful! :D

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: GemSet v1.32 [40.24]
« Reply #362 on: June 14, 2015, 07:52:27 pm »

I am certain Meph is working at it if he hasn't already, as he loves it.
It will be added, but not till I'm back in Germany and working on DF again. I'm currently just browsing the forums. Still cycling around Asia, heading into Kazakhstan soon.
Logged
::: ☼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 :::

Max™

  • Bay Watcher
  • [CULL:SQUARE]
    • View Profile
Re: GemSet v1.32 [40.24]
« Reply #363 on: June 14, 2015, 09:43:44 pm »

Ah, international hitman, say no more. *places my index finger alongside my nose, winks, nudges you with my elbow, nods, winks again, another nudge, and then a 'kik-kik' sound*
Logged

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: GemSet v1.32 [40.24]
« Reply #364 on: June 14, 2015, 10:12:46 pm »

Ah, international hitman, say no more. *places my index finger alongside my nose, winks, nudges you with my elbow, nods, winks again, another nudge, and then a 'kik-kik' sound*
Things like this will get you killed.
Logged
::: ☼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 :::

Max™

  • Bay Watcher
  • [CULL:SQUARE]
    • View Profile
Re: GemSet v1.32 [40.24]
« Reply #365 on: June 15, 2015, 05:07:47 am »

Ah, international hitman, say no more. *places my index finger alongside my nose, winks, nudges you with my elbow, nods, winks again, another nudge, and then a 'kik-kik' sound*
Things like this will get you killed.
Carp, I knew it was three nudges and one wink.
Logged

Kromtec

  • Bay Watcher
    • View Profile
Re: GemSet v1.32 [40.24]
« Reply #366 on: June 15, 2015, 06:09:22 am »

However you can add this to overrides.txt until buildings are done.
Spoiler: Buildings (click to show/hide)

Thanks, fricy! Works like a charm!
The only single-tile buildings I found, that still use ASCII, are nest box, lever and well.

Clatch

  • Bay Watcher
    • View Profile
Re: GemSet v1.32 [40.24]
« Reply #367 on: June 15, 2015, 09:24:11 am »

Thanks, fricy! Works like a charm!
The only single-tile buildings I found, that still use ASCII, are nest box, lever and well.

Yeah.  No wonder anyone has put together this extensive of a package before.  That's quite a bit of scripting.

GodGivenDeath

  • Escaped Lunatic
    • View Profile
Re: GemSet v1.32 [40.24]
« Reply #368 on: June 15, 2015, 12:36:56 pm »

Am I just too retarded to use this or something? I try to play it, and...

Spoiler (click to show/hide)
Logged

Max™

  • Bay Watcher
  • [CULL:SQUARE]
    • View Profile
Re: GemSet v1.32 [40.24]
« Reply #369 on: June 15, 2015, 01:14:55 pm »

You have dfhack installed and twbt right?
Logged

GodGivenDeath

  • Escaped Lunatic
    • View Profile
Re: GemSet v1.32 [40.24]
« Reply #370 on: June 15, 2015, 01:21:30 pm »

That explains it.

Failed to read all the READMEs and didn't have that set up right. Or at all, really.

Thank you, would never have thought to look at that, despite the fact that is what that is.

EDIT: Nope, everything seems like it should be, I think... What could I be doing wrong?
« Last Edit: June 15, 2015, 01:28:18 pm by GodGivenDeath »
Logged

Button

  • Bay Watcher
  • Plants Specialist
    • View Profile
Re: GemSet v1.32 [40.24]
« Reply #371 on: June 15, 2015, 01:30:49 pm »

Whew, that should be just about it. All of the plants are now drawn. They just need to be decolorized, stuck in a sheet and added to the game. There were more than I expected, and I'd just like to run these by Button to make sure everything looks good. I got all of my references off of Google Images, and I've learned in the past that it can be a dubious source at best. Some of these plants might be in the incorrect stages and others might be wrong entirely.

Spoiler: Plants (click to show/hide)

In the upper-left are the standard plants and in the upper-right are the crops. At the bottom are the garden plants and next to each plant is it's corresponding shrub/withered tile. I've got a hard limit of 256 unique plant graphics (including shrubs) so many of the shrubs are recolors to save space. In total we've got 112 plants and about 13 shrubs, so things are looking good as far as extra space goes.

Spoiler: Guide (click to show/hide)

OK, just to make sure we're on the same page - by "crop" you mean "plant growing in a farm plot", and by "shrub" you mean "whole, picked shrub", right?

Because if so, a number of these plants will never show up as a picked shrub. The following is a non-definitive list of plants that are never picked whole:


Even when these plants are grown in a farm plot, when they are harvested they drop a usable item, not a whole bush. The exception is papyrus sedge, which is not currently farmable/harvestable at all, as it has no use in vanilla DF.

The smaller ones are the crops, and the bigger ones are the shrubs, right? That's the terminology I'll be using for the rest of this post.

As for graphic accuracy, while I'm a sort of authority on how plants work in DF, my knowledge of how these plants work in real life is, for the most part, confined to this table. But I'll do my best to critique.

The oat shrubs look kind of weird - they're a cereal, so though I know they have hanging heads, I think there should only be one head per stalk?

You've got muskmelon and watermelon shrubs looking weirdly like cabbage/lettuce, due to how you've got them centered. When I got to muskmelon I was sure I must have lost track of where I was. Maybe if they were less symmetrical?

The wild carrot shrub looks kind of weird as well.
Logged
I used to work on Modest Mod and Plant Fixes.

Always assume I'm not seriously back

DragonDePlatino

  • Bay Watcher
  • [HABIT:COLLECT_WEALTH]
    • View Profile
Re: GemSet v1.32 [40.24]
« Reply #372 on: June 15, 2015, 02:17:23 pm »

Thanks for the feedback, Button! The bigger sprites are the ones you see growing on farm plots and the smaller ones are the shrubs. In ASCII, the former is usually a colon and the latter is usually a pair of quotation marks. None of these are picked items, just the plants while they are tiles.

Yeah, the oats were one of those things I was talking about. I might've used the wrong plant as a reference so I'll fix that one along with the melons and wild carrots. They do look pretty odd...
« Last Edit: June 15, 2015, 02:29:23 pm by DragonDePlatino »
Logged

Button

  • Bay Watcher
  • Plants Specialist
    • View Profile
Re: GemSet v1.32 [40.24]
« Reply #373 on: June 15, 2015, 02:45:06 pm »

Oh, good. Glad we'll be seeing those little guys growing out in the wild! Are you going to put flower/fruit graphics on the wild-growing shrubs?
Logged
I used to work on Modest Mod and Plant Fixes.

Always assume I'm not seriously back

DragonDePlatino

  • Bay Watcher
  • [HABIT:COLLECT_WEALTH]
    • View Profile
Re: GemSet v1.32 [40.24]
« Reply #374 on: June 15, 2015, 03:29:15 pm »

Maybe...I have a hard limit of 256 tiles (changing a plant's ASCII tile makes it a different override) and I want to be as generous as possible with leaving extra space. Having separate stages for each shrub will double or triple the amount of space they take up. I know I did that a while ago but now that each plant has a unique graphic, I'm more hard-pressed for extra space for mod/update support and such.
Pages: 1 ... 23 24 [25] 26 27 ... 39