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Author Topic: RantingRodent's Graphical Overhaul [40d] - [New thread to be opened for 0.31]  (Read 123709 times)

RantingRodent

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RantingRodent's Graphical Overhaul 1.07 Released!
« Reply #360 on: December 14, 2009, 01:18:34 am »

Sorry for the long wait, guys. DFFD has been updated, and at the request of several people, I've also uploaded the mod bundled with 40d. Anyone using 40d# will still need to integrate it into their game manually.

Release notes:
1.0.7
General
- Restructured all of the graphics to prepare better for the next release and races becoming more distinct
Creatures
- Added sprites for hunting horses and war horses, but didn't actually enable them. Add the [trAINABLE] tag to Horses to be able to see these
Tileset
- New water/sand/etc sprites
- New chair sprites
- Modified the lever sprites to make it more clear whether a lever is on or off
- Modified the coffin/0 sprite so that it interferes less with the readability of numbers
- Modified the clothing sprites to be less confusing
- Modified the well sprite to look less ridiculous when it's used as an ant hill
- Modified the "special" mineral tile to eliminate the flat colour background
- Desaturated the bed and statue sprites to remove the forced colouring
- Changed the tile number for the pile of bones so that they don't show up in the ballista
Dwarves
- Added Physician (will not appear in-game until the next version of DF)
- Added Head Physician (will not appear in-game until the next version of DF)
- Added Quartermaster (will not appear in-game until the next version of DF)
- Removed mismatched Champion sprites
- All military units are now facing the same direction
- Changed all military sprites to use more realistic colours
- Changed the visual style of Siege Engineers and Siege Operators to be distinct from other engineering professions
Gnomes
- Work-in-progress. Basic sprites are present, but only a patchwork of military and civilians. No positions.
Goblins
- Added basic royal guard and royal guard champions
- Removed the mismatched Champion sprites
Humans
- Removed mismatched Champion sprites
- All military units are now facing the same direction
- Changed the visual style of Siege Engineers and Siege Operators to be distinct from other engineering professions
Bugs
- Fixed Rock Crystal
- Fixed Rose Quartz
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Graphical Overhaul 0.31 DFFD | Bundle |  Thread (beta3)
Raw Patcher DFFD  | Thread (1.0)
Graphical Overhaul 40d DFFD | Bundle
ASCII Tileset 40d DFFD  | Thread (2.0)

Mraedis

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Re: RantingRodent's Graphical Overhaul
« Reply #361 on: December 14, 2009, 09:53:17 am »

I start it up and all seems well at first, but I start pulling up worldgen to do a test run and the wierdest thing happens. The entire program seems to have some sort of graphical lag. That is, it keeps flashing between current and previous frame states. Example, moving the cursor on the main menu to highlight other options makes whatever I touch change rapidly from grey to white. Or when I get all embarked, and move around, its like the entire viewable area is blinking between one frame and the previous frame shown.

I don't have any problems with vanilla DF or Mayday's graphics, so I don't think its a driver issue.

This.

I'm using an ATI Radeon HD 4870, what are you using?
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GENERATION 30:
The first time you see this, copy it into your signature on any forum and add 1 to the generation. Social experiment.

Footkerchief

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Re: RantingRodent's Graphical Overhaul [1.0.7+Bundled Released][Too Many Updates]
« Reply #362 on: December 14, 2009, 11:35:14 am »

You two are probably using 40d16 and need to either a) update your graphics drivers or b) fiddle with the PRINT_MODE in /data/init/init.txt.
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RantingRodent

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Re: RantingRodent's Graphical Overhaul [1.0.7+Bundled Released][Too Many Updates
« Reply #363 on: December 14, 2009, 08:04:19 pm »

You two are probably using 40d16 and need to either a) update your graphics drivers or b) fiddle with the PRINT_MODE in /data/init/init.txt.

That was my thought as well.


I've added this to the first post of the thread, for easy reference:

"Special Ores" encompasses Bituminous Coal, Lignite (Fuels) and Bauxite (Magma-Safe)
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Graphical Overhaul 0.31 DFFD | Bundle |  Thread (beta3)
Raw Patcher DFFD  | Thread (1.0)
Graphical Overhaul 40d DFFD | Bundle
ASCII Tileset 40d DFFD  | Thread (2.0)

Hippoman

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Re: RantingRodent's Graphical Overhaul [1.0.7+Bundled Released][Too Many Updates]
« Reply #364 on: December 14, 2009, 08:43:37 pm »

Looks really great.
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THPÆCROSSISM
ΘπÆ┼ - Rise up against our superiors! Let all dwarves be equal!
KHDownloads

CobaltKobold

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Re: RantingRodent's Graphical Overhaul [1.0.7+Bundled Released][Too Many Updates]
« Reply #365 on: December 15, 2009, 03:47:23 am »

Special ore = from RM2K, and that 50+ value would be Lufia2?
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OCEANCLIFF seeding, high z-var(40d)
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RantingRodent

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Re: RantingRodent's Graphical Overhaul [1.0.7+Bundled Released][Too Many Updates
« Reply #366 on: December 15, 2009, 07:47:58 am »

Right on the first one. Honestly, I am having a hard time remembering where the 50+ came from, or if I sprited it myself.
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Graphical Overhaul 0.31 DFFD | Bundle |  Thread (beta3)
Raw Patcher DFFD  | Thread (1.0)
Graphical Overhaul 40d DFFD | Bundle
ASCII Tileset 40d DFFD  | Thread (2.0)

Mraedis

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Re: RantingRodent's Graphical Overhaul [1.0.7+Bundled Released][Too Many Updates]
« Reply #367 on: December 15, 2009, 10:49:21 am »

You two are probably using 40d16 and need to either a) update your graphics drivers or b) fiddle with the PRINT_MODE in /data/init/init.txt.

I was using the full download, but I turned off partial print and it's fixed. :)
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Lord Herman

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Re: RantingRodent's Graphical Overhaul [1.0.7+Bundled Released][Too Many Updates]
« Reply #368 on: December 16, 2009, 11:35:27 am »

You two are probably using 40d16 and need to either a) update your graphics drivers or b) fiddle with the PRINT_MODE in /data/init/init.txt.

Thanks, Footkerchief. I just had the same problem, but fiddling with PRINT_MODE fixed it.
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RantingRodent

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Re: RantingRodent's Graphical Overhaul [1.0.7+Bundled Released][Too Many Updates
« Reply #369 on: December 16, 2009, 12:40:31 pm »

I'll add a note to the DFFD page and readme when I get home.
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Graphical Overhaul 0.31 DFFD | Bundle |  Thread (beta3)
Raw Patcher DFFD  | Thread (1.0)
Graphical Overhaul 40d DFFD | Bundle
ASCII Tileset 40d DFFD  | Thread (2.0)

RantingRodent

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Re: RantingRodent's Graphical Overhaul [1.0.7+Bundled Released][Too Many Updates
« Reply #370 on: December 17, 2009, 09:59:40 pm »

I just noticed that the tile for cut gems is now the tile for a dead kobold.

As much as the idea of dwarves cutting all their gems to look like dead kobolds amuses me, I should probably fix that.

I also noticed that the human trade guild rep is using the zombie sprite for some reason.
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Graphical Overhaul 0.31 DFFD | Bundle |  Thread (beta3)
Raw Patcher DFFD  | Thread (1.0)
Graphical Overhaul 40d DFFD | Bundle
ASCII Tileset 40d DFFD  | Thread (2.0)

Hippoman

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Re: RantingRodent's Graphical Overhaul [1.0.7+Bundled Released][Too Many Updates]
« Reply #371 on: December 17, 2009, 10:01:11 pm »

Only humans can be zombies. So all traders are zombies.
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THPÆCROSSISM
ΘπÆ┼ - Rise up against our superiors! Let all dwarves be equal!
KHDownloads

CobaltKobold

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Re: RantingRodent's Graphical Overhaul [1.0.7+Bundled Released][Too Many Updates]
« Reply #372 on: December 17, 2009, 10:20:56 pm »

Trade Agreement with Eeoooogrrghh
Meat/Fish          Brains      200%  ---|0
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Neither whole, nor broken. Interpreting this post is left as an exercise for the reader.
OCEANCLIFF seeding, high z-var(40d)
Tilesets

carriontrooper

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Re: RantingRodent's Graphical Overhaul [1.0.7+Bundled Released][Too Many Updates]
« Reply #373 on: December 17, 2009, 11:59:00 pm »

What if a vegetarian becomes a zombie?
"MUST... EAT... GRAIIINNNSSSSS..."
or
"MUST... EAT... BRANNNSSSSS..."
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I am wretched, but I am STRONG!
I am the future... I AM ZERG!
LIVE FOR THE SWARRRRMMMMMMMM

Koolaidmanohya

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Re: RantingRodent's Graphical Overhaul [1.0.7+Bundled Released][Too Many Updates]
« Reply #374 on: December 18, 2009, 12:38:06 am »

you Forgot...

"Greeeeennns".... "Must...Eat...Greeeenns"!!!
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