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Author Topic: Ironhand's Graphics Set (on Hiatus)  (Read 1233446 times)

connard

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Re: Ironhand's Graphics Set (0.31.18 version out!)
« Reply #3150 on: December 22, 2010, 12:58:49 pm »

I have the same screen as you have on detailed informations. I guess it's a converted savegame that created this (from a previous version)... :/
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Ironhand

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Re: Ironhand's Graphics Set (0.31.18 version out!)
« Reply #3151 on: December 22, 2010, 01:00:53 pm »

Hay guise, I was just playing this graphics set again and all my font looks funny.
There are like wells and things instead of letters. What should I do? It looks bad!

Seriously, though, I added the special characters back in a couple versions ago.
Because I thought the truetype would cover them.
But I was wrong.

Hopefully it will get fixed soon...


Also, I totally haven't gotten anything done in a couple days.
I'm sitting around with a cold, and I'm having trouble getting inspired to sprite.

So everybody tell me one animal or monster that I haven't done yet that you want.
I'll see how many of them I can get to before the next release.
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Theodolus

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Re: Ironhand's Graphics Set (0.31.18 version out!)
« Reply #3152 on: December 22, 2010, 05:04:48 pm »

My vote is for Unicorn, so we can all see the horror on their faces as we harvest them for their bones! Also, there is the added benefit of doing tile magic on them and turning them into a generic horse. :) Of course, I've never actually seen a unicorn in the game, so if you've already done them then raccoon, because they seem to be fairly common in the embark locations I frequent.

Above all, though, get better, and Merry Christmas, Happy New Year, etc!
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connard

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Re: Ironhand's Graphics Set (0.31.18 version out!)
« Reply #3153 on: December 22, 2010, 07:55:28 pm »

Thanks a lot Ironhand for the great work! :)

About the question that everyone is asking (my problem is not related to this however, it worked on your previous versions), maybe you should show a screenshot on first post with a "warning, you will get these in text descriptions, but the rest of the game is way way better with real icons". That would have avoided all the same question :)
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MiniMacker

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Re: Ironhand's Graphics Set (0.31.18 version out!)
« Reply #3154 on: December 22, 2010, 08:06:51 pm »

Surprisingly, I've been playing with the Ironhand Graphics set for so long, I read the symbols fluently.

You can't remove them! They are the niche of your pack! WUAGH!
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It isn't a new Dwarf Fortress version until we're made to fear some kind of regular creature.  Carp, Elephants, Unicorns, Badgers, and now Mosquitos.  I've got 5 dorfBucks on the next one being plagues of groundhogs.

Igfig

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Re: Ironhand's Graphics Set (0.31.18 version out!)
« Reply #3155 on: December 22, 2010, 10:27:42 pm »

My vote is for Unicorn, so we can all see the horror on their faces as we harvest them for their bones! Also, there is the added benefit of doing tile magic on them and turning them into a generic horse. :)

Oh wow, that just made me realize something.  There's a whole world of Tile Magic we've been neglecting: graphics tiles.  If you change AS_IS in a creature's graphics token to ADD_COLOR, it applies the colours defined in the creature's raws to the graphics tile instead of the ASCII tile.  You could totally do that unicorn thing, or, say, make black panthers visually distinct from regular leopards and jaguars.  All your tile magic tricks, but with an unlimited number of tiles.

(That said, there already are graphics for unicorns.)

therahedwig

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Re: Ironhand's Graphics Set (0.31.18 version out!)
« Reply #3156 on: December 23, 2010, 09:50:20 am »

I think we have been ignoring it because we don't actually need it.
If we want a black panther be different from a leopard, it can just be completely drawn differently.

Tilemagic is just to deal with the limited amount of tiles we have within the ascii set. Ideally(or perhaps not, it is a lot of work) we wouldn't have a limited amount of tiles, allowing us to make every tree look visually distinct, every ore and mineral look different and have colouring that doesn't necessarily go from base colour to black, but perhaps base colour, to slightly reddish darker colour to black.

It would be way too much work though, stonesense allows for each freaking tile to be visually distinct, but nobody has actually had the courage to make a darker variation on the stonesense standard, mostly because it would be hard. (I'm trying to take a stab at it, but right now I first need stonesense to do happy funtimes with the new df)
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Stonesense Grim Dark 0.2 Alternate detailed and darker tiles for stonesense. Now with all ores!

Wavecutter

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Re: Ironhand's Graphics Set (0.31.18 version out!)
« Reply #3157 on: December 23, 2010, 10:32:36 am »

A Llama! Oh wait. How about a mason dwarf?
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Rose

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Re: Ironhand's Graphics Set (0.31.18 version out!)
« Reply #3158 on: December 23, 2010, 10:43:12 am »

Well, stonesense IS able to show the terrain of the current DF. it just won't show creatures for a while.
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Tjalling

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Re: Ironhand's Graphics Set (0.31.18 version out!)
« Reply #3159 on: December 26, 2010, 09:15:05 pm »

Hey, excuse my newness here, but I was wondering how to get a legacy version of this awesome graphics pack. I can't play without it, but I'd also like to use a tool that only supports DF up to 0.31.16. Thanks in advance.
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connard

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Re: Ironhand's Graphics Set (0.31.18 version out!)
« Reply #3160 on: December 27, 2010, 12:52:42 pm »

Ironhand, what about replacing the symbols of megabeasts ? S with a big serpent, B by blob etc. Of course I know some have wings and some not, but it would look more exciting than a letter ... Is that technically possible ?
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Myrmec

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Re: Ironhand's Graphics Set (0.31.18 version out!)
« Reply #3161 on: December 27, 2010, 02:01:25 pm »

How do I get my dwarves to show up all cool looking like that?  They all look the same with a colored glaze over them

Ironhand

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Re: Ironhand's Graphics Set (0.31.18 version out!)
« Reply #3162 on: December 27, 2010, 02:08:51 pm »

Did you install the graphics set yourself?

Check two things for me:
First, make sure your init.txt file says "GRAPHICS:YES",
and second, make sure you've updated your savegame(s).


As far as megabeast graphics go, they're still hardcoded for now...
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Myrmec

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Re: Ironhand's Graphics Set (0.31.18 version out!)
« Reply #3163 on: December 27, 2010, 02:11:37 pm »

ah, I installed the bundle, but pasted my savegame into the directory.

I run the batch file to update my savegame right?  where does the batch file need to be located?

I think i figured it out
« Last Edit: December 27, 2010, 02:22:25 pm by Myrmec »
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Ironhand

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Re: Ironhand's Graphics Set (0.31.18 version out!)
« Reply #3164 on: December 27, 2010, 02:25:36 pm »

Awesome.

So, I wish I knew what new animals Toady's including,
so that I could start drawing them for my next release...

Does anybody know if he's released a list of the new critters?
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