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Author Topic: Ironhand's Graphics Set (on Hiatus)  (Read 1233874 times)

Clover Magic

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Re: Ironhand's Graphics Set (new dig-designations!)
« Reply #4440 on: March 31, 2012, 08:24:29 am »

I like the diamond patterns, they make my trade depot look awfully nifty:


As well as the grey border around the game. XD

You can see one of the "built unfinished doors" on that dude's office, though.  Little disconcerting, that.  I checked and it's properly built, almost all doors look like that.  A few escape, but they're the exception.

Edit: ....Actually the savegame transfer must have gone wonky sonmewhere.  Those gray patches are supposed to be mined out bauxite.  Uh.  How'd that happen?
« Last Edit: March 31, 2012, 08:28:08 am by Clover Magic »
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Ironhand

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Re: Ironhand's Graphics Set (new dig-designations!)
« Reply #4441 on: March 31, 2012, 11:11:58 am »

Uh... that would be bad mapping on my part.
The diamonds meant not using double-colored tiles for most walls,
so I ended up using brown and grey for most of them.

I can put them back to bright red if that would be better.
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shovelmonkey

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Re: Ironhand's Graphics Set (new dig-designations!)
« Reply #4442 on: March 31, 2012, 11:23:36 am »

I'll be the first to say I hate your tileset! This combined with Dwarf Therapist have taken an interesting game and turned it into a life crushing obsession!  8)
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Clover Magic

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Re: Ironhand's Graphics Set (new dig-designations!)
« Reply #4443 on: March 31, 2012, 12:30:45 pm »

It might be best to take a look at it, bauxite isn't the only one affected.  Kaolinite is now white, and gypsum is now this odd dark orange color.  Galena has gone from a pretty silver-blueish shade to being white, and a lot of the minerals now have the rough wall rock texture instead of the mineral one they had before.  It doesn't look as clean as the tileset used to.

Un the upside your gems are fine lol. XD
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MiniMacker

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Re: Ironhand's Graphics Set (new dig-designations!)
« Reply #4444 on: March 31, 2012, 01:01:53 pm »

I recall back in an Ironhand version (before the Vampire introduction), Bauxite looked gorgeous. They appeared like the veins of the earth, dark red with blood.

And to honour the older versions, where Bauxite was the only magma-safe stone.
Keep it red.
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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.

NTJedi

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Re: Ironhand's Graphics Set (new dig-designations!)
« Reply #4445 on: April 01, 2012, 08:58:26 pm »

It might be best to take a look at it, bauxite isn't the only one affected.  Kaolinite is now white, and gypsum is now this odd dark orange color.  Galena has gone from a pretty silver-blueish shade to being white, and a lot of the minerals now have the rough wall rock texture instead of the mineral one they had before.  It doesn't look as clean as the tileset used to.
There's definitely some bizarre color changes... this is what I'm seeing within my game:
  Limestone Doors and Walls are black... instead of white
  Olivine Doors are blue... yet walls are still green
  Lignite Stones are white... instead of black
  Gabbro Bridges and Walls are grey... instead of white


My once bright white fortress of good... now looks like a black sinister fortress of evil.

« Last Edit: April 01, 2012, 09:57:51 pm by NTJedi »
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NW_Kohaku

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Re: Ironhand's Graphics Set (new dig-designations!)
« Reply #4446 on: April 01, 2012, 10:21:29 pm »

My once bright white fortress of good... now looks like a black sinister fortress of evil.

So you're saying "thanks for fixing it for me", right?
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Saiko Kila

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Re: Ironhand's Graphics Set (new dig-designations!)
« Reply #4447 on: April 02, 2012, 02:49:14 am »

There's definitely some bizarre color changes... this is what I'm seeing within my game:
  Limestone Doors and Walls are black... instead of white
  Olivine Doors are blue... yet walls are still green
  Lignite Stones are white... instead of black
  Gabbro Bridges and Walls are grey... instead of white

And my favourite ugly microcline stuff like doors is now pleasant blue. Can't hate  it now.

Walls remain about the same as  they were though.
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Goncyn

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Re: Ironhand's Graphics Set (new dig-designations!)
« Reply #4448 on: April 03, 2012, 07:20:34 pm »

Ironhand, may I use your dwarf graphics in a new DF utility I'm working on? And if so, do you happen to have a version of the dwarf tile page that's more suitable for display on a white background?
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Ironhand

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Re: Ironhand's Graphics Set (new dig-designations!)
« Reply #4449 on: April 03, 2012, 09:12:48 pm »

Sure. Just give me credit.

Here's some without backgrounds:
Spoiler (click to show/hide)
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NW_Kohaku

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Re: Ironhand's Graphics Set (new dig-designations!)
« Reply #4450 on: April 03, 2012, 10:10:47 pm »

Say, Ironhand, I was looking at some bug reports recently, talking about how the game is modded by having Ironhand when they are uploaded as saves on DFFD, and it occurs to me that it might save Toady or other people some trouble if there were some sort of reverse-savegame-updater, so that it changes people who only have installed your graphics pack's savegames to be compatible with the ASCII again.

Do you have something like this already, or have already considered this? 
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Rose

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Re: Ironhand's Graphics Set (new dig-designations!)
« Reply #4451 on: April 04, 2012, 05:44:31 am »

I don't know what the savegame updator does, but it's actually possible to make a script that will cleanly apply or remove any mod, irregardless of what other mods are there, using diffs.
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wyrdness

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Re: Ironhand's Graphics Set (new dig-designations!)
« Reply #4452 on: April 06, 2012, 09:25:57 am »

Okay, so I finally managed to get around to uploading a picture to show that "diamonds in the walls" problem I was having.

Spoiler (click to show/hide)

I was wondering if anyone else was getting this, whether it was intentional, and if not how I could stop it without reverting to a previous version. This screenshot is from LFR with Ironhand pre-installed, but I get the same effect from having a plain Ironhand install sitting in a separate folder.
« Last Edit: April 06, 2012, 09:31:11 am by wyrdness »
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Vanaheimer

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Re: Ironhand's Graphics Set (new dig-designations!)
« Reply #4453 on: April 06, 2012, 01:28:39 pm »

Love the new designations and such man, MUCH easier to see what being dug out. Awesome!
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narhiril

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Re: Ironhand's Graphics Set (new dig-designations!)
« Reply #4454 on: April 06, 2012, 01:53:43 pm »

Okay, so I finally managed to get around to uploading a picture to show that "diamonds in the walls" problem I was having.

Spoiler (click to show/hide)

I was wondering if anyone else was getting this, whether it was intentional, and if not how I could stop it without reverting to a previous version. This screenshot is from LFR with Ironhand pre-installed, but I get the same effect from having a plain Ironhand install sitting in a separate folder.

I found the problem.  It seems that the inorganic raws for the pre-packaged Ironhand were updated to accommodate the new diamond patterns, but the ones in the upgrade pack were not.

This fixes the issue.  I'll go ahead and patch that into the pre-installed version of LFR as well.
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