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Author Topic: Zombie Mod: version 0.91 Now With WORKING Graphics!  (Read 80741 times)

Braingnawer

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Re: Zombie Mod: version 0.91 Now With WORKING Graphics!
« Reply #360 on: June 17, 2009, 10:39:07 am »

Koplio. Those sprites are bad ass!
I hope they get implemented soon
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Neoadept

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Re: Zombie Mod: version 0.91 Now With WORKING Graphics!
« Reply #361 on: June 17, 2009, 11:08:20 am »

I'll look into adding those.  I'd like to have them all in one file, so give me a few days to photoshop them together.

Well, it's how I make Bloaters explode, so it either works or there is something very wrong here :P

Though it does have a few weird caveats to it.  For instance, the fixed temp works only on the stone itself, so you can't use to affect other things, like freezing water or igniting grass or other rocks.  It does affect other things when it boils though, so a boiling stone with a high fixed temp will damage anything caught in the vapor.

Wouldn't just settings the boiling temp low work on its own, what are the differences between the two ?

By just setting the boiling temp low you get room temperature gas, which does absolutely nothing other than look neat.
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koplio

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Re: Zombie Mod: version 0.91 Now With WORKING Graphics!
« Reply #362 on: June 17, 2009, 12:11:52 pm »

Your too nice Braingnawer, especially since your characters have soo much more feel than my :)

I'd be glad Neoadept.

If you got any requests for objects or some more military to draw just point me names and il'l get my fat arse on it!
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Keita

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Re: Zombie Mod: version 0.91 Now With WORKING Graphics!
« Reply #363 on: June 17, 2009, 02:01:00 pm »

Been watching this mod since some time and wished for some nice graphics for it, and shazam! Graphics were added but i find (IMHO) the military a bit not my taste (although the authors method of drawing is very nice), soo i thought... damn i could post my own idea. So here it is.



My concept was
from top left: sniper, knife-fighter(?), engieneer with a wrench, blowtorch, welder (both go as some sort of a replacement for smiths), worker, MG, trooper, recruit, red berret (?), miner, officer (replaces mayors?)

Yea, soo... what do you think?

wow those look pretty awesome
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Braingnawer

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Re: Zombie Mod: version 0.91 Now With WORKING Graphics!
« Reply #364 on: June 17, 2009, 02:16:30 pm »

I like how i can recognize what the guns are. My gun if i recall was a pipe thing
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Kittah_Khan

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Re: Zombie Mod: version 0.91 Now With WORKING Graphics!
« Reply #365 on: June 17, 2009, 05:41:53 pm »

By just setting the boiling temp low you get room temperature gas, which does absolutely nothing other than look neat.

Wasn't having a boiling temp near 0 cause for freezing deaths ?
Either way, thanks for the info, now thinking on how to get something capable of lighting other things on fire without lighting dwarves on fire, I'm afraid it's not leading anywhere though, as far as I know you cannot set the temperature of something that is burning, so you can't have a perpetually burning rock without burning your dwarves.

perhaps using your method but with a higher boiling temp and a fairly high fixed temp, then laying a trail of these stones and igniting one side with magma could work.
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Poojawa

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Re: Zombie Mod: version 0.91 Now With WORKING Graphics!
« Reply #366 on: June 17, 2009, 09:06:00 pm »

I'm having a strange issue... there are no bodies anymore when something is killed. SO hunting is useless.

Very strange to have my hunter go out and kill a goat, then go wtf?! as the corpse just vanishes on the spot, tis like it doesn't spawn at all. Same goes for the infected, but yet small critters like rats, roaches, etc. aren't affected by this.

upon watching my fortress as I write this, it seems to have a random chance of spawning the body.
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Neoadept

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Re: Zombie Mod: version 0.91 Now With WORKING Graphics!
« Reply #367 on: June 18, 2009, 08:59:36 am »

Try getting a clean download of DF and playing vanilla on that.  If the issue doesn't show up there, install the mod over that version.  I only deal with the raws, so it shouldn't be possible for my mod to cause that sort of thing.

It may also be something in the save, so you may want to try a new fortress before going through what I posted above.

perhaps using your method but with a higher boiling temp and a fairly high fixed temp, then laying a trail of these stones and igniting one side with magma could work.
Fixed Temp is exactly what it says on the tin.  If you set the fixed temp below any state change temps, that stone will stay the same whether you gas it or drop it in magma.  I'd suggest just using a fairly high boiling temp if you're going with that.

If there was a way to smelt things other than vermin, I'd make a ridiculously slow creature that drops a boiling rock on death, give it just a head and a "shaft" and call it a match, but that doesn't seem to be in the cards.
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koplio

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Re: Zombie Mod: version 0.91 Now With WORKING Graphics!
« Reply #368 on: June 18, 2009, 10:33:11 am »

Hey guys, since you gave me nice feedback on the pixelworks yesterday (really appriciated) i felt like finishing what i started :)

Soo ya! Here we go, left to right:


Elite marksman (elite sniper?)
knife fighter or ranger
Mechanic
Welder (a replacement for smiths, since i just can't imagine the military pulling of a Tony-Stark-from-Ironman movie jig with the hammers and anvils :D)
Welder extended (maybe for some bigger projects?)
Worker (for everything that comes to mind with work but doesn't yet have a sprite)
Cook (becouse raw vermin tastes very bad :D)
Radio operator (did for fun but might be useful)
Woodworker (Greenpeace's biggest enemy)
Quartermaster (bookkeeper, manager anything that shouts number-geek)
Fisher-troop (yea :D comes with an fishing net! Goddamnit!)
Farmer (thats what you get when you join the military  ::))
Kitchen worker (same as worker, but in the food bussines)
MG
Trooper
Recruit

Special forces (elite trooper)
Miner (EXPLOIT THE MANPOWER!)
Officer (noble?)
Stoneworker (for smashing them rocks)
Artillarist (aside from my horrible spelling...siege engine operator?)
Butcher/crazy stabber (Pixels of gore)
Drill instructor (Captain of castleguard?)
Special force baddass with a goddamn knife (self explainatory, some sort of an elite knife-fighter, big lol)
Marksman (becouse you don't go elite marksman from the start :))

Hope it will come in handy with your awsome mod :) and sorry for the suggestions that came in the package - just couldn't resist  ;)

PS.
Object below the characters are an effect of me being ill and not going to work. A table, some ammo-cases, a welding machine, more boxes, a military bed, weapon rack, a "stool" but somewhat more retarded and a combat-gear stand.
Wanted to say - the bed, stool and the armorstand were remade from Mayday's becouse theyr bloody awsome and hes bloody polish which is awsome aswell, so i dunno... copyright to Mayday?
« Last Edit: June 18, 2009, 10:35:46 am by koplio »
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MathijsBuster

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Re: Zombie Mod: version 0.91 Now With WORKING Graphics!
« Reply #369 on: June 18, 2009, 11:56:48 am »

It took me a while to notice this thread is active again.  :)

Glad to see there are still updates to the zombie mod; and also that graphic packs are still being made. I like yours Koplio!
Everyone feel free to use/edit the one I made for an earlier version as well. It's discontinued now though:



It blends in well with Mike Mayday's graphic pack, as it's mostly just a shameless edit of it.  ::)
« Last Edit: June 18, 2009, 12:03:24 pm by MathijsBuster »
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Dwarves: Death from Below!

Braingnawer

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Re: Zombie Mod: version 0.91 Now With WORKING Graphics!
« Reply #370 on: June 18, 2009, 12:22:15 pm »

With us all Collaborating this is going to be sooo bad ass.
I'm going to try some new sprite stuff too.
I have been inspired!
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Keita

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Re: Zombie Mod: version 0.91 Now With WORKING Graphics!
« Reply #371 on: June 18, 2009, 04:13:55 pm »

haha maybe if I can find my dump of sprites folder on my PC  and leaf thruogh it I might remember how to sprite and get some done as well
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koplio

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Re: Zombie Mod: version 0.91 Now With WORKING Graphics!
« Reply #372 on: June 19, 2009, 06:00:39 am »

Onwards brothers! For the glory of the z-war!  ;)
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Byakugan01

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Re: Zombie Mod: version 0.91 Now With WORKING Graphics!
« Reply #373 on: June 19, 2009, 12:20:51 pm »

Just something I noticed, but maybe 1 out of 4 or 5 gens the infected seem to go extinct early on. Nothing major, if it happens I just regen, but thought it was worth mentioning.
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Keita

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Re: Zombie Mod: version 0.91 Now With WORKING Graphics!
« Reply #374 on: June 19, 2009, 01:09:03 pm »

a main factor in DF is luck so thats to be expected really
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