Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 19 20 [21] 22 23 ... 31

Author Topic: Zombie Mod: version 0.91 Now With WORKING Graphics!  (Read 80769 times)

Earthquake Damage

  • Bay Watcher
    • View Profile
Re: Zombie Mod: version 0.85
« Reply #300 on: June 02, 2009, 09:20:49 pm »

Any chance the rest of us could see at least a preview of what the new sprites (will) look like?  Inquiring minds want to know (and how!).
Logged

magikarcher

  • Bay Watcher
  • Competent Poster
    • View Profile
Re: Zombie Mod: version 0.85
« Reply #301 on: June 03, 2009, 02:42:03 am »

I made a modification of my own, and BTW I have NOT played the mod without this. I added copper layers so that my fortress had endless streams of ammo, and I don't rely on luck for finding metal.
Logged

Neoadept

  • Bay Watcher
  • Would you look at that hat?
    • View Profile
Re: Zombie Mod: version 0.85
« Reply #302 on: June 03, 2009, 01:49:42 pm »

I added landfills on the surface, which can be mined for garbage, which can be sifted at the smelter to get plastic, a low quality metal.  It makes sure people have enough material to get going when the fortress starts up.

Incidentally, I'm thinking of adding aluminum and glass to what can come out of landfills, at a lower frequency than plastic.

And here are the graphics Gnawer put together:


They look great in game, I just need weapon sprites for business men and the military, and a child sprite now that I think of it, and then I can roll out the next version with graphics.
Logged

Earthquake Damage

  • Bay Watcher
    • View Profile
Re: Zombie Mod: version 0.85
« Reply #303 on: June 03, 2009, 10:54:20 pm »

I like the little flies around the standard zombie.  The MIB-looking dude would be great for corporate champions.  The hulking brute could use a bit more definition (i.e. darker outlines for his arms and such).
Logged

Braingnawer

  • Bay Watcher
    • View Profile
Re: Zombie Mod: version 0.85
« Reply #304 on: June 04, 2009, 04:18:03 pm »

Just finished a new batch of characters
Logged

Neoadept

  • Bay Watcher
  • Would you look at that hat?
    • View Profile
Re: Zombie Mod: version 0.85
« Reply #305 on: June 04, 2009, 08:06:39 pm »

Very nice!  You can all look forward to a new version this weekend!
Logged

Neoadept

  • Bay Watcher
  • Would you look at that hat?
    • View Profile
Re: Zombie Mod: version 0.9 Now With Graphics!
« Reply #306 on: June 07, 2009, 09:37:08 am »

And here we are!

NEW Version 0.9
-Graphics, courtesy of Braingnawer.
-Added Aluminum and Glass to the things you can find in garbage.
-Lowered value of aluminum.

Installation instructions are in the read me file.

I'll see about getting you guys a screen shot later.
« Last Edit: June 07, 2009, 10:21:52 am by Neoadept »
Logged

Braingnawer

  • Bay Watcher
    • View Profile
Re: Zombie Mod: version 0.9 Now With Graphics!
« Reply #307 on: June 07, 2009, 11:38:38 am »

AWESOME!!!!
Logged

moghopper

  • Bay Watcher
  • The not quite as great as Toady or Three toe
    • View Profile
Re: Zombie Mod: version 0.9 Now With Graphics!
« Reply #308 on: June 07, 2009, 03:49:35 pm »

How do you combine the graphics with those from the mike mayday graphics set?
Logged

Neoadept

  • Bay Watcher
  • Would you look at that hat?
    • View Profile
Re: Zombie Mod: version 0.9 Now With Graphics!
« Reply #309 on: June 07, 2009, 04:30:15 pm »

The tileset, you mean?

Open the init file and do a find/replace, replacing "curses_800x600.bmp" with "maydayMIX.png".  Without the quotes, obviously.  That should give you the tileset and the zombie graphics, but I'm not entirely sure if there isn't something else that would need to be done.

Try it and tell my how it goes.
Logged

moghopper

  • Bay Watcher
  • The not quite as great as Toady or Three toe
    • View Profile
Re: Zombie Mod: version 0.9 Now With Graphics!
« Reply #310 on: June 07, 2009, 06:27:46 pm »

Didn't work, but this IS Dwarf fortress. Things have to be mysterious and prone to failure at the worst of time ;D
Logged

Neoadept

  • Bay Watcher
  • Would you look at that hat?
    • View Profile
Re: Zombie Mod: version 0.9 Now With Graphics!
« Reply #311 on: June 07, 2009, 06:55:47 pm »

Hm, try re-downloading Mayday, and don't use the init file replacement step when installing the mod.  It has Graphics on already and I don't have any tiles for creatures it has, so it shouldn't conflict if we just use Mayday settings there.
Logged

Keita

  • Bay Watcher
  • Easily Confused
    • View Profile
Re: Zombie Mod: version 0.9 Now With Graphics!
« Reply #312 on: June 08, 2009, 03:21:31 am »

I'm just getting a blank screen when it starts up, I've got sound but can't see anything
Logged
Gravity is a government conspiracy to keep us down

Neoadept

  • Bay Watcher
  • Would you look at that hat?
    • View Profile
Re: Zombie Mod: version 0.9 Now With Graphics!
« Reply #313 on: June 08, 2009, 04:01:27 pm »

Alright, fixed it.  There's a new version up, grab that and follow the new read me instructions.

Instead of mucking around with overwriting the init, you just open it and set graphics to yes.  That should work.

Keep reporting any problems or suggestions!
Logged

Heliman

  • Bay Watcher
  • I knew you were coming. Nonetheless, welcome.
    • View Profile
Re: Zombie Mod: version 0.91 Now With WORKING Graphics!
« Reply #314 on: June 08, 2009, 06:19:18 pm »

also, readme still states the wold zombies don't attack due to bug, but the changelog says you fixed it?

Great work on this btw
Logged
Pages: 1 ... 19 20 [21] 22 23 ... 31