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Author Topic: The 31.02 Mayday Port  (Read 10752 times)

Huggz

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Re: The 31.01 Mayday Port
« Reply #30 on: April 03, 2010, 06:05:10 pm »

And my other points, about the weird hue on the doors and the like? Marble isn't purple.

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Tellemurius

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Re: The 31.01 Mayday Port
« Reply #31 on: April 03, 2010, 06:30:56 pm »

err does anyone knew what happened to this?
i can see it now, the masons dorfrushing some demon only to be engulfed in flames. also im getting undetermined lang issues.

Cr9

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Re: The 31.01 Mayday Port
« Reply #32 on: April 03, 2010, 06:59:23 pm »

And my other points, about the weird hue on the doors and the like? Marble isn't purple.
The door hue is just due to the way I had to port over the graphics. The transparent brown on the door overlapped with the magenta background, causing dark purple and I didn't notice it before release. It's easy to fix by just editing mayday.bmp in Paint but I didn't release a new version because I didn't consider it such a major issue. My bad.
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Maldevious

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Re: The 31.01 Mayday Port
« Reply #33 on: April 03, 2010, 07:01:35 pm »

Hmm... I have the Masons as my military sprites as well. Don't know about how to even begin dealing with that. I looked at the graphics files and they point to the correct sprites, it seems. Someone will have to actually train up a military and see if they display as masons.
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GutsyTurtle

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Re: The 31.01 Mayday Port
« Reply #34 on: April 03, 2010, 07:47:59 pm »

Hmm... I have the Masons as my military sprites as well. Don't know about how to even begin dealing with that. I looked at the graphics files and they point to the correct sprites, it seems. Someone will have to actually train up a military and see if they display as masons.

Attempting a military now.  Recruits appear as normal, just on the status screen they appear as masons. 
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alxcote

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Re: The 31.01 Mayday Port
« Reply #35 on: April 04, 2010, 09:54:45 am »

I also had the missing letters. It sorta fixed itself after restarting. Now I can't assign jobs to my dwarves because I can't see the jobs highlighted.
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Cr9

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Re: The 31.01 Mayday Port
« Reply #36 on: April 04, 2010, 10:47:40 am »

You're using the wacky fake-PNG version I made as sort of a joke! That sh*t had problems. If you're dead-set on that brown background, there's an upload of a better tileset I made which looks a little rough but will at least let you assign jobs and see your dig designations.

http://www.mediafire.com/imageview.php?quickkey=mnwg3zkttgx&thumb=4

Throw it into your data/art folder and update your init file accordingly.
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jh42

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Re: The 31.01 Mayday Port
« Reply #37 on: April 04, 2010, 01:17:40 pm »

This might be a stupid question, or one that's been answered a thousand times already (and if so, please forgive my ignorance), but is there a way to disable engraving-specific icons? In the previous version of the game, my engraved rooms looked like this:

Spoiler (click to show/hide)

..Which was nice, because you could tell at a glance what was engraved, but it was still clear what was what. Now, my engraved rooms look like this:

Spoiler (click to show/hide)

..Which is really sort of messy, and makes it difficult to keep straight what I'm looking at (what's a floor, what's a wall, etc.).

Is there a setting I can change somewhere that controls this behavior?

Thanks!  :)
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Kalrirr

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Re: The 31.01 Mayday Port
« Reply #38 on: April 04, 2010, 01:45:21 pm »

I wouldn't mind knowing that either. =D
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TheCze

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Re: The 31.01 Mayday Port
« Reply #39 on: April 04, 2010, 01:45:51 pm »

Press [d] and then [v] to toggle engravings, then select the area where you want the simple style instead of the pictures.

I also think you can set a default somewhere in the init
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soul4hdwn

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Re: The 31.01 Mayday Port
« Reply #40 on: April 04, 2010, 01:55:25 pm »

This might be a stupid question, or one that's been answered a thousand times already (and if so, please forgive my ignorance), but is there a way to disable engraving-specific icons? In the previous version of the game, my engraved rooms looked like this:

Spoiler (click to show/hide)

..Which was nice, because you could tell at a glance what was engraved, but it was still clear what was what. Now, my engraved rooms look like this:

Spoiler (click to show/hide)

..Which is really sort of messy, and makes it difficult to keep straight what I'm looking at (what's a floor, what's a wall, etc.).

Is there a setting I can change somewhere that controls this behavior?

Thanks!  :)
in data/ini/ ini.txt   

[ENGRAVINGS_START_OBSCURED:NO]

change that to yes then what the cze said above me
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jh42

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Re: The 31.01 Mayday Port
« Reply #41 on: April 04, 2010, 02:14:47 pm »

Thanks much!  :D
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pluckcitizen

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Re: The 31.01 Mayday Port
« Reply #42 on: April 04, 2010, 03:37:40 pm »

I figured this was the problem. Is there a way to set a 'zoomed in' view in the init file? Every resolution I pick gives me the same screen spacing/size. Running the ASCII version works just fine in terms of 'zoom'.

I think what you want to mess with are the Grid setting in the init.txt file. 

For your resolution of 1024x600 you'd want a grid setting of [Grid:65:37].  I do believe that should fix that issue.  Someone correct me if I'm wrong. 

Thanks!
« Last Edit: April 04, 2010, 03:39:27 pm by pluckcitizen »
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Legislature

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Re: The 31.01 Mayday Port
« Reply #43 on: April 04, 2010, 03:56:14 pm »

What do I need to do if I have a 1280x720 resolution?
I try and start it up and it's all wierd, and since I haven't played in forever I can't remember what to do & I can't find it anywhere on the wiki.
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Cespinarve

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Re: The 31.01 Mayday Port
« Reply #44 on: April 04, 2010, 04:10:39 pm »

I think I'l just stick with the DF2010v2 version for now, as I prefer the birghter colours. Is there going to be a new version of the Mayday set in the enar future, or is this all its going to be?
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