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Author Topic: Ironhand's Graphics Set (on Hiatus)  (Read 1245394 times)

Morwaul

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Re: Ironhand's Graphics Set (OOPS)
« Reply #3825 on: April 01, 2011, 01:11:25 pm »

LoL, I had to DL it just to see what it looked like.  Very cool Ironhand, and funny.
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LucasUP

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Re: Ironhand's Graphics Set (OOPS)
« Reply #3826 on: April 01, 2011, 03:54:43 pm »

Llove it.

For those a little lazy: (I'll remove this if you want me to)
Spoiler (click to show/hide)

Edit:
On a serious note: Ironhand, one thing that annoys me is that I expect the large mushroom graphics to be underground trees (Like phoebus has), but right now there's no way to tell the difference visually from underground bushes and underground mushroom trees, would you ever consider making it so only cut-able fungi look like huge mushrooms?
« Last Edit: April 01, 2011, 03:57:36 pm by LucasUP »
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Hammerstar

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Re: Ironhand's Graphics Set (OOPS)
« Reply #3827 on: April 01, 2011, 04:33:10 pm »

So that's what DF looks like on acid.
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DrKillPatient

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Re: Ironhand's Graphics Set (OOPS)
« Reply #3828 on: April 01, 2011, 05:50:58 pm »

I've got a mac so the prepacked version doesn't work correctly, how can I install it myself? I somewhat got it, but there are some odd things going on, like periods being replaced with blocks and color distortions (sort of like compression artifacts) in the intro movies.
« Last Edit: April 01, 2011, 05:55:14 pm by DrKillPatient »
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Ironhand

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Re: Ironhand's Graphics Set (OOPS)
« Reply #3829 on: April 01, 2011, 07:32:35 pm »

For Mac users, the easiest way is to download the official Toady version, and my upgrade pack, and merge the two.
Replace all the files in Toady's pack with the corresponding ones in the upgrade pack, and it should work like a charm.
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Deon

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Re: Ironhand's Graphics Set (OOPS)
« Reply #3830 on: April 01, 2011, 07:49:58 pm »

And get your awesome trippin' llamas while you can :D.
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Morwaul

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Re: Ironhand's Graphics Set (OOPS)
« Reply #3831 on: April 01, 2011, 09:47:42 pm »

Figured I would ask this here since you were able to change the colors for your Mario Fortress remake :)

Not sure if this is possible  but if it is, how can I change the colors in the Relative Elevation Legend?  I find it very difficult to read.  It would be much better if the elevation went from darker to lighter or through different colors or anything other than the dark to light dark to light all shades of blue lunacy.


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Greendogo

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Re: Ironhand's Graphics Set (OOPS)
« Reply #3832 on: April 01, 2011, 10:14:43 pm »

yeah, that scale is a huge pain in the ass.  I wonder if there's a logical reason it was designed that way?
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devek

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Re: Ironhand's Graphics Set (OOPS)
« Reply #3833 on: April 01, 2011, 10:18:05 pm »

I can't remember the word for it, but there is a name for that.

That type of scale is better at showing differences and is common.
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KillHour

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Re: Ironhand's Graphics Set (OOPS)
« Reply #3834 on: April 01, 2011, 10:41:09 pm »

Bit the bullet and did the transition tiles.  I'm not 100% with them, but I'm happy enough.  I may get OCD later, but this is pretty much it for now.

As always, feel free to use these any way you like.



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Svenstaro

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Re: Ironhand's Graphics Set (OOPS)
« Reply #3835 on: April 02, 2011, 06:07:53 am »

I'm getting a segfault on 0.57 when I use k to look at a certain tile in front my main entrance. It works on vanilla. I'm on Arch Linux x86_64 and use DF 0.13.25.

Code: [Select]
[svenstaro@smith df_linux-ih]$ dwarffortress-ih
Loading bindings from data/init/interface.txt
New window size: 1440x450
Font size: 18x18
Resizing grid to 80x25
Resizing font to 18x18
Picked font at 15 points for ceiling 18

Resetting textures
New window size: 1272x450
Font size: 18x18
Resizing grid to 80x25
Resizing font to 15x15
Picked font at 13 points for ceiling 15

Resetting textures
Asked for nonexistent texture data
Segmentation fault

Screenshot: http://i.imgur.com/w2wjd.png

The tile in question is a Muddy Dense grama with some Cyclops blood on a small pile of mud.

Do you need my savegame to debug this?
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Baughn

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Re: Ironhand's Graphics Set (OOPS)
« Reply #3836 on: April 02, 2011, 06:11:45 am »

That's the first time someone ran into that assert, I believe.

I could make the game stop crashing by arbitrarily substituting some other texture, but it's really a problem with the texture pack - namely, missing texture. This way, it's noticable. What do you say?
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Svenstaro

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Re: Ironhand's Graphics Set (OOPS)
« Reply #3837 on: April 02, 2011, 06:19:35 am »

I think the default behavior for missing textures shouldn't be a segfault but a dummy texture just as you suggested. This would at least not crash the game and possibly ruin some progress (which it thankfully didn't for me but only by chance since I saved). Some annoying pinkish texture perhaps that makes it clear the texture is simply a substitute.
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Marble_Nuts

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Re: Ironhand's Graphics Set (OOPS)
« Reply #3838 on: April 02, 2011, 07:45:26 am »

Hello guys,

I got a mac and since last update 31.25, it seem I can't get the game merge with a graphical set (mayday or Ironhand). Here is the message I get each time.

Main index file missing/corrupted. The file ''index'' must be in the ''data'' folder. Make sure DF decompressed into it's folder properly.

What is the problem? What files should I copy from ironhand folder to the game folder? Usually it's all but the exe application. Could you modder still put the graphical set not merged to the game on your web site? It make the files cleaner for mac user...
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Ironhand

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Re: Ironhand's Graphics Set (OOPS)
« Reply #3839 on: April 02, 2011, 08:07:18 am »

If you download the update pack, it will be separated into folders.
There are corresponding folders in your actual game that you downloaded.

Just make sure that you put ALL the files from the update pack into the corresponding places in the vanilla pack.

Although, the index file should be there from the start. Maybe you should check to make sure the game works out of the box first.
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