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Author Topic: Ironhand's Graphics Set (on Hiatus)  (Read 1245678 times)

Ironhand

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Re: Ironhand's Graphics Set (0.51 now! Just new critter art, mostly)
« Reply #3420 on: February 18, 2011, 10:21:44 pm »

Any chance of getting corpses for each creature/animal?

We don't have free tiles sitting around because of the TTF issues.
But once we get those back, we could definitely make a few generic dead things.
Then all dead birds would look the same, and all dead humanoids, etc etc. But it would still be better, I think.
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Verdian

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Re: Ironhand's Graphics Set (0.51 now! Just new critter art, mostly)
« Reply #3421 on: February 19, 2011, 02:20:07 am »

I notice in the notes for your download that it says, "With the following new sprites
(adults, babies, zombie [placeholders], and skeletons for each)"

Could you just have dead objects use the associated skeleton or zombie sprite?
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OasiS

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Re: Ironhand's Graphics Set (0.51 now! Just new critter art, mostly)
« Reply #3422 on: February 19, 2011, 04:39:36 am »

I am relatively new to dwarf fortress, so i downloaded the latest full version of this graphics set, but now i've got a problem.
When I try to embark and prepare for the journey carefully, I can't choose plants, drinks or seeds as starting items.
This problem bugs me quite a lot, so does anyone know a solution?
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Haekel

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Re: Ironhand's Graphics Set (0.51 now! Just new critter art, mostly)
« Reply #3423 on: February 19, 2011, 05:10:07 am »

Have you tried this on multiple worlds / with different civilisations?   While it may sound rather odd, it may be the case that your mountain home just doesn't have any soil in their vicinity and no access to an underground cavern for farming.
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OasiS

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Re: Ironhand's Graphics Set (0.51 now! Just new critter art, mostly)
« Reply #3424 on: February 19, 2011, 05:13:07 am »

Have you tried this on multiple worlds / with different civilisations?   While it may sound rather odd, it may be the case that your mountain home just doesn't have any soil in their vicinity and no access to an underground cavern for farming.

I have tried this on multiple worlds, not with different civilisations thought. When I embarked without any seeds drinks or plants, I could still just harvest the plants on the surface and use their seeds to farm. Underground there was plenty of soil to farm on.
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Haekel

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Re: Ironhand's Graphics Set (0.51 now! Just new critter art, mostly)
« Reply #3425 on: February 19, 2011, 05:29:58 am »

Different worlds mean different civilisations, I was referring to the dwarven civs, of which there can be more than one on each world. You can see them on the site finder screen.

Also, by "underground soil" do you mean a cavern? Your world needs a cavern layer to support the dwarven crops. Without an underground cavern next to your mountain home, there will be no dwarven crops to embark with.
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OasiS

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Re: Ironhand's Graphics Set (0.51 now! Just new critter art, mostly)
« Reply #3426 on: February 19, 2011, 05:37:35 am »

There is a cavern layer in the worlds I have generated, so I don't think that's the problem.
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Ironhand

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Re: Ironhand's Graphics Set (0.51 now! Just new critter art, mostly)
« Reply #3427 on: February 19, 2011, 09:00:39 am »

I notice in the notes for your download that it says, "With the following new sprites
(adults, babies, zombie [placeholders], and skeletons for each)"

Could you just have dead objects use the associated skeleton or zombie sprite?

No, unfortunately. Dead creatures (and creatures in cages) use the TILE associated with that creature.
It is silly that they don't use graphics, but they don't. So we'd be limited to a couple group tiles for all dead creatures...

I guess that's another big thing we can look forward to if Toady ever implements full graphics support.


I am relatively new to dwarf fortress, so i downloaded the latest full version of this graphics set, but now i've got a problem.
When I try to embark and prepare for the journey carefully, I can't choose plants, drinks or seeds as starting items.
This problem bugs me quite a lot, so does anyone know a solution?

The only thing I can think of is that your mother civilization is crap.
When you are choosing an embark location, you can use TAB to scroll through different information menus.
When you get to the one called "CIVILIZATION", and it has a list of dwarf civs, you can use + and - to choose one.
If you pick one on a wide selection of biomes (usually I just go with the largest civ), it'll provide more trade goods.
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Deon

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Re: Ironhand's Graphics Set (0.51 now! Just new critter art, mostly)
« Reply #3428 on: February 19, 2011, 09:03:19 am »

A simple workaround to "v's all over my trade depot after a vulture attack" is to make two tiles - "big pile of bones" and "small pile of bones" - and associate all creatures with appropriate tiles. Thus on death they will leave bone piles, I use it in Genesis.
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Valience

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Re: Ironhand's Graphics Set (0.51 now! Just new critter art, mostly)
« Reply #3429 on: February 19, 2011, 09:48:15 am »

A simple workaround to "v's all over my trade depot after a vulture attack" is to make two tiles - "big pile of bones" and "small pile of bones" - and associate all creatures with appropriate tiles. Thus on death they will leave bone piles, I use it in Genesis.

I like this idea. +1 and all that.
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Antsan

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Re: Ironhand's Graphics Set (0.51 now! Just new critter art, mostly)
« Reply #3430 on: February 19, 2011, 09:55:56 am »

A simple workaround to "v's all over my trade depot after a vulture attack" is to make two tiles - "big pile of bones" and "small pile of bones" - and associate all creatures with appropriate tiles. Thus on death they will leave bone piles, I use it in Genesis.

I like this idea. +1 and all that.
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dennislp3

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Re: Ironhand's Graphics Set (0.51 now! Just new critter art, mostly)
« Reply #3431 on: February 19, 2011, 03:11:37 pm »

A simple workaround to "v's all over my trade depot after a vulture attack" is to make two tiles - "big pile of bones" and "small pile of bones" - and associate all creatures with appropriate tiles. Thus on death they will leave bone piles, I use it in Genesis.

I like this idea. +1 and all that.

you would need to make it +2 lol...and I make it +3
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Antsan

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Re: Ironhand's Graphics Set (0.51 now! Just new critter art, mostly)
« Reply #3432 on: February 19, 2011, 03:18:47 pm »

Not really, as when he says +1 and I say +1 it is +2 to whatever it was before either way. The way you do it we are at +6 now. ;D
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ammy55

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Re: Ironhand's Graphics Set (0.51 now! Just new critter art, mostly)
« Reply #3433 on: February 19, 2011, 04:26:10 pm »

i'm having a problem with text showing as tiles heres a picture how do i fix this
Spoiler (click to show/hide)
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Antsan

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Re: Ironhand's Graphics Set (0.51 now! Just new critter art, mostly)
« Reply #3434 on: February 19, 2011, 05:00:42 pm »

This is a problem with how the text is displayed. Originally the tileset is used to display text, ttf-support is new. Some screens still use the tileset, so because tilesets are used to display text and graphics something like this happens.
Short: This is expected behaviour and can only be fixed via replacing some graphics with letters.
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