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Author Topic: Ironhand's Graphics Set (on Hiatus)  (Read 1233570 times)

Baughn

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Re: Ironhand's Graphics Set (little break)
« Reply #2730 on: September 12, 2010, 02:52:16 pm »

Nobody's going to be playing with a partial tileset after this is done, is what I mean.

The '@' in a CP437 tileset will be linked to "humanoid.dwarf", colorized versions will be linked to the professions, and that's all there is to it. There should be no distinction between a tileset of 256 tiles that happens to match up with CP437 and one of fifty, or five hundred.
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Deon

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Re: Ironhand's Graphics Set (little break)
« Reply #2731 on: September 12, 2010, 03:07:38 pm »

So what about that "question mark" you mentioned then? When will it appear?
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Baughn

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Re: Ironhand's Graphics Set (little break)
« Reply #2732 on: September 12, 2010, 03:43:18 pm »

If all else fails. If someone misspells the tag name, or the tileset's broken, or.. whatever.

Definitely not in ordinary play.
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Deon

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Re: Ironhand's Graphics Set (little break)
« Reply #2733 on: September 12, 2010, 03:44:37 pm »

Okay, I am still nervous about that one (I just hate uncertainity in placeholders :D) but let's consider that it's fine.

Anyway it's some time till it's done, and if it works bad there's a chance to fix it later, right? ;)
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Baughn

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Re: Ironhand's Graphics Set (little break)
« Reply #2734 on: September 12, 2010, 03:46:21 pm »

True. Heck, I've yet to get Toady's opinion on this option. He's got the proposal, but no reply as yet.
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diriel

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Re: Ironhand's Graphics Set (little break)
« Reply #2735 on: September 12, 2010, 05:52:55 pm »

Hey Deon,

http://en.wikipedia.org/wiki/Code_page_437
-- Look at this, then...

http://en.wikipedia.org/wiki/Liberation_fonts
-- Look under Characteristics for the liberation link. I do not mean to push Liberation like a broken record, but it so happens I personally found this page the easiest to really get a mental grasp on. It was just a lot more clear cut as to what it supports CP wise ect.

http://www.aggressivesoftware.com/simple/latin1.php
-- Finally have a look here as a cross reference sir.

This new system looks like it will be pretty slick,
Diriel
P.S. Just to re-iterate, I am not trying to push Liberation. Of all the myriad of fonts I looked up, it was the first one to say up front, exactly, what it supports.

P.P.S. Much <3 to Baughn and crew for all this work!
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LucasUP

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Re: Ironhand's Graphics Set (little break)
« Reply #2736 on: September 12, 2010, 06:33:22 pm »

Who else looks at that Code page 437 image and INSTANTLY thinks "Oh hey, That's Dwarf Fortress!" before /ANYTHING ELSE/
(before things like "Oh hey, those are just the original ASCII characters a computer could/can display!"

Awww...  :-[ it sort of makes me want to play DF in original ASCII again...
P.S. Stop pushing your biased Liberational views on us! :P
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diriel

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Re: Ironhand's Graphics Set (little break)
« Reply #2737 on: September 12, 2010, 08:01:52 pm »

/grin

Lucida is proprietary and with Bitstream I was having problems finding For Sure where it said that it supports CP437 fully ;) I am sure others do fully support it. I am just too lazy to dig any deeper, I spent the better part of 3 hours one night researching fonts. Some of them did support the CP but the letters were such that I personally would spend more time trying to figure out some of them than playing the game! I did find some "cool" looking fonts however.
One font I prefer when I am writing, is Bitstream Charter, but again I could not find For Sure that is has full CP437 support. It is otherwise a Very Nice Font! Looks great small, Large, and all points in between. So, if I could really have my preference it would be the Bitstream Charter, but I am just too lazy to figure out for sure if it would work.
Besides, CP says it wants a mono space font. So, I am unsure if a variable TT would work well. That is why I kept finding people saying Use Lucida Console for CP437. Liberation, btw, was one of the replacement fonts (metric's wise) for Lucida. The other was Bitstream, but...  8)
Such a simple thing as a font, can be a bit of a pain in the keester! Then of course, you want to make sure that the License is compatible....

Have Fun,
Diriel
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Harmonica

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Re: Ironhand's Graphics Set (little break)
« Reply #2738 on: September 13, 2010, 12:25:22 pm »

I thought I was out of my depth with the shader talk a few weeks back, but fonts is a whole other kettle of fish :D

Glad we have clever graphical types to handle all this stuff for us peons.
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kendo

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Re: Ironhand's Graphics Set (little break)
« Reply #2739 on: September 13, 2010, 04:25:25 pm »

I just installed this mod



why is my ore showing up like this? Also microline walls show as trees, its very odd.  ???
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Deon

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Re: Ironhand's Graphics Set (little break)
« Reply #2740 on: September 13, 2010, 05:13:30 pm »

Did you get the RAWs too?
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kendo

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Re: Ironhand's Graphics Set (little break)
« Reply #2741 on: September 13, 2010, 06:22:55 pm »

Seems I needed to regen a new world to fix, lucky I had only just started anyway.
« Last Edit: September 13, 2010, 06:39:48 pm by kendo »
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Aklyon

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Re: Ironhand's Graphics Set (little break)
« Reply #2742 on: September 13, 2010, 06:41:06 pm »

run savegame updater?
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Ironhand

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Re: Ironhand's Graphics Set (little break)
« Reply #2743 on: September 13, 2010, 07:10:48 pm »

Yeah, you forgot to edit the raws within your savegame.
You don't actually need to regenerate a world.
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kendo

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Re: Ironhand's Graphics Set (little break)
« Reply #2744 on: September 14, 2010, 04:59:02 am »

I replaced the whole raw folder in my savegame with the one from the mod, so I didnt forget. It just went screwy for some reason
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