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Author Topic: Ironhand's Graphics Set (on Hiatus)  (Read 1246069 times)

Deon

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Re: Ironhand's Graphics Set (little break)
« Reply #2745 on: September 14, 2010, 05:29:50 am »

You probably replaced it in a wrong savegame or extracted it wrong, because otherwise it would work.
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Ironhand

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Re: Ironhand's Graphics Set (new version soon?)
« Reply #2746 on: September 15, 2010, 09:23:52 am »

Awww... come on. Bad timing.

Toady just released a new version.


I might be able to glue it together today,
but no promises. My classes are killing me,
and I'm skipping half of them anyway because I'm sick.

On the other hand, as long as I'm stuck in bed, I might as well get some modding done.
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Maldevious

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Re: Ironhand's Graphics Set (new version soon?)
« Reply #2747 on: September 15, 2010, 09:55:00 am »

I'll be interested to see how this new version runs... Toady seems somewhat hesitant about it. Keep up the good work, though!, and feel better!
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Randomtask

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Re: Ironhand's Graphics Set (new version soon?)
« Reply #2748 on: September 15, 2010, 12:07:58 pm »

So, I know the release is mere moments old, but now that we have the long-awaited True Type, I gotta ask:


Is it everything you guys hoped for? Can you do all those ridiculously awesome things we saw a few dozen pages back?
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Classico

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Re: Ironhand's Graphics Set (new version soon?)
« Reply #2749 on: September 15, 2010, 12:12:25 pm »

So, I know the release is mere moments old, but now that we have the long-awaited True Type, I gotta ask:

Is it everything you guys hoped for? Can you do all those ridiculously awesome things we saw a few dozen pages back?

Wondering this myself. As I think I understand it, this is only the first implementation of the framework and isn't fully functional...?
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Ironhand

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Re: Ironhand's Graphics Set (new version soon?)
« Reply #2750 on: September 15, 2010, 12:16:12 pm »

If you're talking about the multi-tile creatures and stuff, no, that's not in yet.
(although, I HAVE come up with some pretty sweet ideas for it (for world maps))
Anyways, we're nowhere near that. What we do have is some semi-functional ttf.

It's kinda nice. But when I'm running this there are a number of significant bugs,
and it seems to be way slower than what the old ones ran at...
That was just an adventure mode run, but still.

I think I'll actually wait until another official release with a few less bugs.
You guys seem to be happy enough with the current graphics set for now.
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Randomtask

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Re: Ironhand's Graphics Set (new version soon?)
« Reply #2751 on: September 15, 2010, 12:42:22 pm »

If you're talking about the multi-tile creatures and stuff, no, that's not in yet.
(although, I HAVE come up with some pretty sweet ideas for it (for world maps))
Anyways, we're nowhere near that. What we do have is some semi-functional ttf.

It's kinda nice. But when I'm running this there are a number of significant bugs,
and it seems to be way slower than what the old ones ran at...
That was just an adventure mode run, but still.

I think I'll actually wait until another official release with a few less bugs.
You guys seem to be happy enough with the current graphics set for now.

Yeah, the set as it stands is fantastic.

I was just excited to hear if having ttf meant more freedom in tile design.

But if it ain't in yet, it ain't in yet.


Also, hope you get well soon, old chap.
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Baughn

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Re: Ironhand's Graphics Set (new version soon?)
« Reply #2752 on: September 15, 2010, 01:07:09 pm »

It should be in to the extent that you can build a tileset based on it, if you're okay with the graphical issues - it's playable, right?

Providing correct justification etc. etc. is more work, but it should be usable from .14 on from my side, and possibly entirely usable; depends on Toady.

And yeah, .14 will also have the shader mode. I've got that basically working now, just didn't quite make it in time.
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Randomtask

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Re: Ironhand's Graphics Set (new version soon?)
« Reply #2753 on: September 15, 2010, 01:39:32 pm »

That's pretty damn exciting.

I haven't tried the new version yet, found out about it after PT this morning, and I don't think I should be running DF on a government computer. D:

Unless, of course, I kept it in ASCII mode. Then I'd just tell them it was work.
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Deon

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Re: Ironhand's Graphics Set (new version soon?)
« Reply #2754 on: September 15, 2010, 01:52:18 pm »

That's what we all do :P.
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Aklyon

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Re: Ironhand's Graphics Set (new version soon?)
« Reply #2755 on: September 15, 2010, 01:54:43 pm »

How good of a computer is the one you shouldn't run it on?
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Crystalline (SG)
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Dearnen

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Re: Ironhand's Graphics Set (new version soon?)
« Reply #2756 on: September 15, 2010, 02:32:13 pm »

Certain government entities have computers that are better than anything available to the general public now and for the next several years, or so I hear.  Of course, being classified double top pinky-swear super-secret, I'm sure such rumors are just that.  Nothing to see here folks; move along.   ;D
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Randomtask

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Re: Ironhand's Graphics Set (new version soon?)
« Reply #2757 on: September 15, 2010, 04:29:23 pm »

How good of a computer is the one you shouldn't run it on?

Turrible. Well... not so turrible, really. It can run DF fairly quickly. My home PC runs it a lot faster, though.

Quote
Certain government entities have computers that are better than anything available to the general public now and for the next several years, or so I hear.  Of course, being classified double top pinky-swear super-secret, I'm sure such rumors are just that.  Nothing to see here folks; move along.

Some government entities, but unfortunately not the Marine Corps.
I'm lucky they don't expect me to email using pidgeons and an abacus.
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Baughn

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Re: Ironhand's Graphics Set (new version soon?)
« Reply #2758 on: September 16, 2010, 04:20:58 am »

The computers they have which are good are.. not PCs. They can't run DF.

They're also massively multicore; the individual cores are probably a good deal worse than a typical PC core.
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carebear

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Re: Ironhand's Graphics Set (new version soon?)
« Reply #2759 on: September 16, 2010, 01:07:54 pm »

Does this new DF release also already add the ability to use depth sensitive water graphics?


Looking forward to the update! :)
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