Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 17 18 [19] 20 21 ... 31

Author Topic: Zombie Mod: version 0.91 Now With WORKING Graphics!  (Read 80801 times)

Maverick

  • Bay Watcher
  • Ragle-fraggle, zip zop zoobity bop.
    • View Profile
Re: Zombie Mod: version 0.85
« Reply #270 on: April 22, 2009, 12:02:40 pm »

Just got the mod, liking the premise already. However, I did notice a weird bit on the embark screen: gobber silk items are free. Possible issue?
Logged
The +green glass screen+ explodes!
The flying green glass shard hits Maverick in the head!
It is badly gashed!
Maverick cancels Learn Dwarf Fortress: Job object lost or destroyed.

scuba

  • Bay Watcher
    • View Profile
Re: Zombie Mod: version 0.85
« Reply #271 on: May 02, 2009, 09:54:41 am »

i get fatal error matgloss brimestone missing :s help?
Logged

Earthquake Damage

  • Bay Watcher
    • View Profile
Re: Zombie Mod: version 0.85
« Reply #272 on: May 02, 2009, 03:48:53 pm »

It appears Zombie Mod renames BRIMSTONE to SULFUR.  The simplest fix for this is to delete everything in the data\objects directory (DF auto-generates these from the raws when it runs).  If that doesn't work, the slightly harder fix for this is to go to tweak two files in raw\objects.  Change all instances of SULFUR to BRIMSTONE in both matgloss_stone_mineral.txt and reaction_zombie.txt.  That should do it.
« Last Edit: May 02, 2009, 03:50:34 pm by Earthquake Damage »
Logged

scuba

  • Bay Watcher
    • View Profile
Re: Zombie Mod: version 0.85
« Reply #273 on: May 03, 2009, 05:32:07 pm »

alright i will change it asap
Logged

scuba

  • Bay Watcher
    • View Profile
Re: Zombie Mod: version 0.85
« Reply #274 on: May 03, 2009, 07:35:54 pm »

ok so i did that and now i says fatal error missing sulfur :s
Logged

scuba

  • Bay Watcher
    • View Profile
Re: Zombie Mod: version 0.85
« Reply #275 on: May 03, 2009, 07:40:12 pm »

so i created a sulfur stone in order to shut it up and it works phew
Logged

chaoticag

  • Bay Watcher
  • All Natural Pengbean
    • View Profile
Re: Zombie Mod: version 0.85
« Reply #276 on: May 05, 2009, 07:24:15 am »

Damn, this mod is pretty hard... Already lost two forts. Air rifles seem pointless, as their best hope of killing something is by hitting the heart and lungs. As it is now, you cannot tell your people to go for the head, so I made them bleedable.

Maybe you should have another flavor for this mod, like 28 days later zombies instead of the john romero zombie.
Logged

Earthquake Damage

  • Bay Watcher
    • View Profile
Re: Zombie Mod: version 0.85
« Reply #277 on: May 05, 2009, 09:26:18 am »

Maybe you should have another flavor for this mod, like 28 days later zombies instead of the john romero zombie.

I can only hope that DF will eventually allow fully functional Thriller zombies.
Logged

moghopper

  • Bay Watcher
  • The not quite as great as Toady or Three toe
    • View Profile
Re: Zombie Mod: version 0.85
« Reply #278 on: May 05, 2009, 11:31:24 am »

did anyone ever finish making the graphics set for this?
Logged

chaoticag

  • Bay Watcher
  • All Natural Pengbean
    • View Profile
Re: Zombie Mod: version 0.85
« Reply #279 on: May 05, 2009, 11:55:24 am »

DJ muffinman said he would, but I'm not too sure of the progress.
I'd do it, but I'm not too sure how to go about it.
Logged

moghopper

  • Bay Watcher
  • The not quite as great as Toady or Three toe
    • View Profile
Re: Zombie Mod: version 0.85
« Reply #280 on: May 05, 2009, 01:15:40 pm »

DJ muffinman said he would, but I'm not too sure of the progress.
I'd do it, but I'm not too sure how to go about it.

Stick figures would be best ;D
Logged

Earthquake Damage

  • Bay Watcher
    • View Profile
Re: Zombie Mod: version 0.85
« Reply #281 on: May 05, 2009, 07:14:50 pm »

Given that he hasn't logged in since February, I wouldn't expect it to be completed any time soon.  As for how you go about finishing it, just open the image in MSPaint and have at it.
Logged

LegoLord

  • Bay Watcher
  • Can you see it now?
    • View Profile
Re: Zombie Mod: version 0.85
« Reply #282 on: May 05, 2009, 07:27:02 pm »

It's actually a bit more complicated than that; graphics have their own .txt files that apply to the actual images that are seen in game.
Logged
"Oh look there is a dragon my clothes might burn let me take them off and only wear steel plate."
And this is how tinned food was invented.
Alternately: The Brick Testament. It's a really fun look at what the bible would look like if interpreted literally. With Legos.
Just so I remember

Earthquake Damage

  • Bay Watcher
    • View Profile
Re: Zombie Mod: version 0.85
« Reply #283 on: May 05, 2009, 09:40:26 pm »

Obviously.  And in the case of the Zombie Mod graphics pack on DFFD (which is AFAIK the latest version of DJ's sprites), the text file is complete.  It already has graphics entries for all military jobs and such (well, it uses just the same sprite for pretty much all civilian jobs).  The Zombie Mod-specific sprites, however, are incomplete.
Logged

scuba

  • Bay Watcher
    • View Profile
Re: Zombie Mod: version 0.85
« Reply #284 on: May 06, 2009, 07:53:19 pm »

:o someone needs to create Left 4 dead zombies in here!. like the smoker boomer and hunter. and for a megabeast. the witch!
Logged
Pages: 1 ... 17 18 [19] 20 21 ... 31