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What's your standing to the mod?

I play it
I didn't play it but I'd play it with the new version
I don't play it and I won't play it

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Author Topic: ☢☢☢ Fallout mod ☢☢☢ [ 2.0 IS CLOSE YAY ] !!!  (Read 113665 times)

Deon

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Re: .: Fallout mod :. (post-apocalyptic DF) [beta 0.97]
« Reply #105 on: August 23, 2008, 06:42:16 am »

If you open the graphic_example.txt there'll be full list of professions at the end. If you manage to make pictures for all of them, it'd be great :).

creature:type are in creature_***.txt files in raw/objects folder.
However the most desired ones are VD, mutants, ghouls, savages and animals present on the 1st page. You don't need to know their exact tags actually since I can map them by myself as I told you.
Don't replace all trees, leave a usual tree. Actually I'd like you to replace the "mushroom" tile with scrap pile.

http://www.dwarffortresswiki.net/index.php/Image:Flying_Mage_square_16x16.png

You see, the tile with x=6;y=0 is a mushroom. You can replace it.
Other tiles mainly are used in different situations but you can replace the tree in the last raw (x=4;y=15) to place a road sign picture.
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eddyg86

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Re: .: Fallout mod :. (post-apocalyptic DF) [beta 0.97]
« Reply #106 on: August 27, 2008, 01:18:10 am »

i am on it, got a prototype working in my game. it's pretty rough and unpolished, i got women to deal with atm so i need to put it on hold til the weekend. that's what i needed through, thanks brother.

any plan to port this to 40c? i've played 40c vanilla and while it's always cool, i actually havn't noticed anything new in the slightest, so perhaps it's not worth it.
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Deon

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Re: .: Fallout mod :. (post-apocalyptic DF) [beta 0.97]
« Reply #107 on: August 27, 2008, 11:14:34 am »

Well, isn't it working as it is? I thought that 40-version was about bugfixes and interface only without raw changing.
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mizipzor

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Re: .: Fallout mod :. (post-apocalyptic DF) [beta 0.97]
« Reply #108 on: August 31, 2008, 07:28:39 am »

Does anyone have suggestions for a color theme? The "Another theme" on http://www.dwarffortresswiki.net/index.php/Color_schemes seems kinda dark and broody. But is there something more fallout-fitting?  :)
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Deon

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Re: .: Fallout mod :. (post-apocalyptic DF) [beta 0.97]
« Reply #109 on: August 31, 2008, 10:04:40 am »

Well, I leave color themes for you to decide yourself.

But since there's no feedback on graphics I started to make mine. I will release it soon.

Recruits:
Spoiler (click to show/hide)

Civillians:
Spoiler (click to show/hide)


I take inspiration (and his child/baby models) from Sphr :).
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mizipzor

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Re: .: Fallout mod :. (post-apocalyptic DF) [beta 0.97]
« Reply #110 on: August 31, 2008, 10:38:55 am »

Looking good.  :)

Although I have lately been more and more leaning towards using just plain old ascii for graphics, that is, no graphics at all really. :P And instead try to find a color scheme that fits the setting for the mod.

This is mainly since I then can pick a small character set and have a big grid onscreen, like to see alot.  ;D

There are very few color schemes on the wiki, maybe I try to wip up something fallout-ish.
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Deon

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Re: .: Fallout mod :. (post-apocalyptic DF) [beta 0.97]
« Reply #111 on: August 31, 2008, 10:40:42 am »

That would be great.
Also many people here asked for graphics so I'm making it now :)

Spoiler (click to show/hide)
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Zironic

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Re: .: Fallout mod :. (post-apocalyptic DF) [beta 0.97]
« Reply #112 on: August 31, 2008, 10:41:22 am »

Remove the anvil for god's sake!
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Deon

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Re: .: Fallout mod :. (post-apocalyptic DF) [beta 0.97]
« Reply #113 on: August 31, 2008, 11:14:09 am »

Well, I will leave it for now :).
When I complete everything else I may remove it. For now it makes metalworkers distinguishable. And they DO need anvil :).
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mizipzor

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Re: .: Fallout mod :. (post-apocalyptic DF) [beta 0.97]
« Reply #114 on: August 31, 2008, 11:41:19 am »

Isnt it possible to "rename" the anvil using som fancy gloss-token to have it be referred to as something else?
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Deon

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Re: .: Fallout mod :. (post-apocalyptic DF) [beta 0.97]
« Reply #115 on: August 31, 2008, 11:52:29 am »

Sadly it's hardcoded.

By the way, here goes the full list.

Spoiler (click to show/hide)

Some art/color ideas belong to Sphr.
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mizipzor

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Re: .: Fallout mod :. (post-apocalyptic DF) [beta 0.97]
« Reply #116 on: August 31, 2008, 12:16:52 pm »

The graphics seems kinda... blurry, almost. But I guess thats because thats a jpg file, would it be possible to upload the original bmp? Or a png of the same quality? So the file makes your art justice.  :)
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Deon

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Re: .: Fallout mod :. (post-apocalyptic DF) [beta 0.97]
« Reply #117 on: August 31, 2008, 01:16:42 pm »

They look nice ingame. It's an image hosting site which makes them pale and blurry.

Anyway I've added most mod creatures.
New creatures' artwork and dwellers' artworks are mine.

Spoiler (click to show/hide)

Also I thought that it'd be cool to have some "zombies" in the game too.

They go this way:

Tainted survivor (madman) -> infected -> zombie -> rotten zombie -> sponged zombie.

The graphics are in (zombies by Sphr).
Sponged zombies spawn a vermin worm on death which bites.
Also note that while infected carry a usual unknow virus which will make you ill and stun a bit, the zombies carry mutated virus which will paralize you if they bite you... forever.


This is the original file:
http://savefile.com/files/1761027

Here's in-game example:

1) ol'good spore plants and me.
2) OMG DEAD (fire geckos are terrible)
3) Mantis bashing
4) Random savage travelling group I've met in deserts (there were 5 of them, I checked in legends and now I know that their village was destroyed by mutants).



P.S. Don't afraid, they do not move :).
Sadly there's no projectile attack but fileball.
« Last Edit: August 31, 2008, 02:03:26 pm by Deon »
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mizipzor

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Re: .: Fallout mod :. (post-apocalyptic DF) [beta 0.97]
« Reply #118 on: August 31, 2008, 02:12:28 pm »

Nice things on the adventure side... but I play only fortress mode, does the mod have anything for that? Or I mean, of course all roaming creatures will show up in the fortress as well but...

Trading with the mutants (they were the elves, right?), can it be done? Will it be different?
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Deon

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Re: .: Fallout mod :. (post-apocalyptic DF) [beta 0.97]
« Reply #119 on: August 31, 2008, 02:18:57 pm »

Ghouls are new elves. And they have bad metals, not wood.

Well, mutants are instead of goblins, and much more tougher.

Also there's almost no water so pick an undeground river or take a challenge.

Wood now is not such a problem since you can use "scrap piles" which are new types of wood and road signs.
You actually see them on picks, they look like gems. They will be changed when I tweak tileset.

Also this is a small movie which tells you "use the weapon you're proficient in and don't try to learn on mutant towers [bunkers]".
http://www.mkv25.net/dfma/movie-820-df-falloutfallingfromatower
« Last Edit: August 31, 2008, 02:21:09 pm by Deon »
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