Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 40 41 [42] 43 44 ... 329

Author Topic: Ironhand's Graphics Set (on Hiatus)  (Read 1246350 times)

Cheddarius

  • Bay Watcher
  • Hrm.
    • View Profile
Re: Ironhand's Graphics Set (0.23; soon to be 0.30!)
« Reply #615 on: June 10, 2010, 01:02:20 am »

Yeah, you don't actually always see people incrementing in .1 or .01 every time. Actually, I think I've almost never seen something that had a perfect version thing like that, +.1 every single time... and +.01 every time is just ridiculous, you'd have to have at least a hundred increments. Much better just to package many improvements in a larger package.
Logged

Hippoman

  • Bay Watcher
    • View Profile
Re: Ironhand's Graphics Set (0.23; soon to be 0.30!)
« Reply #616 on: June 10, 2010, 06:34:57 am »

Well i've never released anything so I wouldn't know. Thanks for telling me.
Logged
THPÆCROSSISM
ΘπÆ┼ - Rise up against our superiors! Let all dwarves be equal!
KHDownloads

Cheddarius

  • Bay Watcher
  • Hrm.
    • View Profile
Re: Ironhand's Graphics Set (0.23; soon to be 0.30!)
« Reply #617 on: June 10, 2010, 09:01:31 am »

I haven't either, but look at, for example, the versions for Mozilla Firefox, or really, any software you download with versions. It's 2, then 3, then 3.5, then 3.6. And 3.0 just went up to 3.0.19, then it leaped... four hundred versions or so to 3.5.
Logged

carebear

  • Bay Watcher
    • View Profile
Re: Ironhand's Graphics Set (0.23; soon to be 0.30!)
« Reply #618 on: June 10, 2010, 11:03:48 am »

It's all about what has changed. V1.0 would be a full release. Calling the next 1.001 would be appropriate for a small fix/addition. Maybe 1.01 for several fixes/additions. 1.1 has some significant changes. 2.0 is a large overhaul over the 1.x versions.

But for incomplete releases I wouldn't know. But it doesn't really matter. Going from 0.2x to 0.3 sounds logical for something such as having a new Dwarf Fortress release in your package.


Anyway this pack is looking good. Now that RantingRodent is taking a long break I'm rooting for this one!  ;D
« Last Edit: June 10, 2010, 11:07:16 am by carebear »
Logged

Ironhand

  • Bay Watcher
  • the llama is laughing
    • View Profile
Re: Ironhand's Graphics Set
« Reply #619 on: June 10, 2010, 12:16:05 pm »

Thanks guys!

Bad news, unfortunately: I probably won't be getting 0.30 out this weekend.
I'm kinda getting behind in a (real) project. So I'm gonna focus on that this weekend.

Sorry.

Look forward to something next week, though.
Logged

Martin

  • Bay Watcher
    • View Profile
Re: Ironhand's Graphics Set (0.23; soon to be 0.30!)
« Reply #620 on: June 10, 2010, 12:17:35 pm »

Yes, from .23 all the way to .30 is .07 versions skipped correct?

Version numbers aren't usually linear that way. Typically each digit, or maybe each pair, constitute a series of revisions within a larger revision block. So for instance with the DF numbers:

0.31.06

The 0 refers to the major version. This is alpha, so Toady is still working toward the first version.

31 refers to the major features (arcs, bloats, whatever system he's worked out). Going from 2D to 3D was an increase of one in this count. Between releases, there might be 3 or 4 major additions, so it might jump from .31 to .35. To Toady, this is a linear increase as he's got .32 and .33 and .34 versions, but they weren't released.

06 refers to the minor features. This is like the one above, but these usually increment approximately with each successful build. Again, not every one may get released so it could jump to .08 if .07 was problematic.

Each developer has their own way of doing this. Knuth is using pi for his versioning for TeX so his current version number is 3.1415926. The next release would be 3.14159265. Each release adds a digit. Version numbers aren't even slightly user-friendly - they're entirely for the benefit of the developer.

BlackRogue

  • Bay Watcher
    • View Profile
Re: Ironhand's Graphics Set
« Reply #621 on: June 10, 2010, 01:40:56 pm »

that's pretty much my understanding of how versioning numbers works
Logged

Hippoman

  • Bay Watcher
    • View Profile
Re: Ironhand's Graphics Set
« Reply #622 on: June 10, 2010, 03:52:52 pm »

You learn something new in each random thread.
Logged
THPÆCROSSISM
ΘπÆ┼ - Rise up against our superiors! Let all dwarves be equal!
KHDownloads

gtmattz

  • Bay Watcher
  • [PREFSTRING:BEARD]
    • View Profile
Re: Ironhand's Graphics Set
« Reply #623 on: June 10, 2010, 04:04:32 pm »

I came in here looking for more info on this fairly awesome graphics set, and end up reading a page worth of discussion on version numbering....

Derail much?

NOW FOR THE ON TOPIC PART!

SUPER AWESOME GRAPHICS SET MR. IRONHAND, KEEP UP THE GOOD WORK, I AM LOOKING FORWARD TO SEEING THE FINISHED PRODUCT!
 8)
Logged
Quote from: Hyndis
Just try it! Its not like you die IRL if Urist McMiner falls into magma.

Aklyon

  • Bay Watcher
  • Fate~
    • View Profile
Re: Ironhand's Graphics Set
« Reply #624 on: June 10, 2010, 04:38:15 pm »

I came in here looking for more info on this fairly awesome graphics set, and end up reading a page worth of discussion on version numbering....

Derail much?
Not really. It was related to the versioning of the graphics set, which is still talking about the graphics set in someway.
Logged
Crystalline (SG)
Sigtext
Quote from: RedKing
It's known as the Oppai-Kaiju effect. The islands of Japan generate a sort anti-gravity field, which allows breasts to behave as if in microgravity. It's also what allows Godzilla and friends to become 50 stories tall, and lets ninjas run up the side of a skyscraper.

Ironhand

  • Bay Watcher
  • the llama is laughing
    • View Profile
Re: Ironhand's Graphics Set
« Reply #625 on: June 10, 2010, 06:35:00 pm »

It really was kinda unnecessary.
We got the same explanation like three times in a row.

But whatever. Back on topic and all that. Thanks, gtmattz!
Logged

Deon

  • Bay Watcher
  • 💀 💀 💀 💀 💀
    • View Profile
Re: Ironhand's Graphics Set
« Reply #626 on: June 10, 2010, 06:37:32 pm »

Quote
We got the same explanation like three times in a row.
People like the repetition. They think if they say something after another man, it will sound more menacing or real.

And I look forward for 0.3 :). Oh wait, 0.30. Or will it be 0.301?
Logged
▬(ஜ۩۞۩ஜ)▬
✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

HLBeta

  • Bay Watcher
    • View Profile
Re: Ironhand's Graphics Set
« Reply #627 on: June 10, 2010, 10:37:19 pm »

I'm trying to get this working on my Mac and have run into a bizarre difficulty. I can get the tileset working just fine in windowed mode but as soon as I switch to fullscreen the color values go all wonky. Most of my creatures are now blue, the beds are green and any bluish color seems to shift into the red-orange range. I have no idea as to what could causing this so I must appeal to your greater knowledge of the init files.

I would also appreciate it if some manner of installation guide was made available, I have yet to find one that works with the v0.31 releases.
Logged
... and then it explodes!

Ironhand

  • Bay Watcher
  • the llama is laughing
    • View Profile
Re: Ironhand's Graphics Set
« Reply #628 on: June 11, 2010, 05:32:58 am »

That is weird!

You shouldn't have to install anything... it's all packaged together already.
It's probably easier to just move your save into my version of the game.
Make sure to update the raw files within your save folder too, though.

As for the Mac thing, I really have no idea... for future versions (0.30+),
I said I was going to package a Mac version as well, but I'm not there yet.

I had at least one guy (Hummingbird, back on page 37) that got a Mac
version to work. He said he had to copy shader.vs and shader.fs from
the Mac package from a separate download (because I removed them
from the PC version because I thought they were unnecessary). They
will be left in all future versions, but for now see if adding those helps.
Logged

Hummingbird

  • Bay Watcher
    • View Profile
Re: Ironhand's Graphics Set
« Reply #629 on: June 11, 2010, 06:12:26 am »

For Ironhand tiles on Mac:

I've found that it's definitely simplest to copy the raw, art, and init folders from the Ironhand DF into your Mac DF folders. This has worked with each version of Ironhand that I've tried thus far.

Just drag the raw folder from the Ironhand folder into the Mac version's main folder, and the art and init folders from the Ironhand data folder into the Mac data folder. This way you get to have the same DF folder across different versions of Ironhand, and you don't have to copy any saves.

Hope this helped.
Logged
But Elves aren't Vegetarians. They eat people.
So they are humanitarians.
Pages: 1 ... 40 41 [42] 43 44 ... 329