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Author Topic: Ironhand's Graphics Set (on Hiatus)  (Read 1215856 times)

Maldevious

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Re: Ironhand's Graphics Set (come try out 0.21!)
« Reply #570 on: June 06, 2010, 09:04:56 pm »

It seems as if shrubs aren't displaying properly in the newest version, they're just showing up as dark green tiles. I'll try and post a screenshot once I get into my photobucket account (forgot my password too many times so I have to wait).

But looks great, in general.
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Maldevious

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Re: Ironhand's Graphics Set (come try out 0.21!)
« Reply #571 on: June 06, 2010, 10:22:49 pm »

Here is the aforementioned screenshot, with two miners, a wood cutter, a leader, a doctor, a grower and a peasant:

Spoiler: Screenshot (click to show/hide)

For an example of where the shrub should be, see this screenshot. Yellow circles are a few of the spots where there should be shrubs.

Spoiler: No shrubs? (click to show/hide)
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kirvoq

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Re: Ironhand's Graphics Set (come try out 0.21!)
« Reply #572 on: June 07, 2010, 01:37:41 am »

I took a backup save, added [TRADE_CAPACITY:1500] (copied from donkeys) to the llamas, and when the dwarven caravan showed up, the llamas were carrying some stuff.

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Ironhand

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Re: Ironhand's Graphics Set (come try out 0.21!)
« Reply #573 on: June 07, 2010, 07:25:58 am »

Adultratedhydra: that is REALLY weird. Yeah, that RAW code looks fine.
I really have no idea what to tell you. It sounds like some kind of internal issue,
but I have no idea why something like that would happen. Maybe try forcing the
game to re-parse the sprites, by toggling graphics off and then back on again...

Maldevious: thanks! Yeah, that's gotta be just a bad RAW tile designation.
That will be fixed for version 0.22.

Kirvoq: Awesome, thanks! I will add that into my llamas right away!


Expect an update tonight sometime.
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Prastary

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Re: Ironhand's Graphics Set (come try out 0.21!)
« Reply #574 on: June 07, 2010, 07:57:03 am »

The no-shrubs is because Ironhand has cleared the shrub tile in ironhand.png - it is easy to repair with any graphic program.
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Ironhand

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Re: Ironhand's Graphics Set (come try out 0.21!)
« Reply #575 on: June 07, 2010, 09:44:01 am »

Naw, you don't want to do that.
That tile is also used on maps.

I'm specifying shrub tiles for 0.22.
You'll actually be able to tell which
plant is which before you pick it!
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Deon

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Re: Ironhand's Graphics Set (come try out 0.21!)
« Reply #576 on: June 07, 2010, 10:13:34 am »

That's what I did in genesis mod long time ago, your "tile magic" really helps it. I think I showed that pic earlier:


Also your new ground rocks!

And may I suggest this for a water tile?



I love how it's clearly identifiable as "water" and "sand" with good enough borders. Your current sand sometimes looks like "walls" in comparison to the darker ground.
« Last Edit: June 07, 2010, 10:18:11 am by Deon »
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Ironhand

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Re: Ironhand's Graphics Set (come try out 0.21!)
« Reply #577 on: June 07, 2010, 11:36:39 am »

No offense, but that's boring!  :P
I'll make a new water tile eventually...
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HLBeta

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Re: Ironhand's Graphics Set (come try out 0.21!)
« Reply #578 on: June 07, 2010, 05:55:10 pm »

I've noticed that caged creatures and corpses still show up as letters or symbols instead of their normal graphic tiles. I'm not certain this can be fixed, but I thought I'd mention it.
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Ironhand

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Re: Ironhand's Graphics Set (come try out 0.21!)
« Reply #579 on: June 07, 2010, 06:01:54 pm »

Yeah, that's not something I have control over... sorry.
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Hippoman

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Re: Ironhand's Graphics Set (come try out 0.21!)
« Reply #580 on: June 07, 2010, 06:03:48 pm »

It's really dark, but I really enjoy this tileset.
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Moontayle

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Re: Ironhand's Graphics Set (come try out 0.21!)
« Reply #581 on: June 07, 2010, 07:04:42 pm »

Did you fix the minerals (like petrified wood) that would show up as barrels?
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Harmonica

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Re: Ironhand's Graphics Set (come try out 0.21!)
« Reply #582 on: June 07, 2010, 07:06:47 pm »

I usually make petrified wood a wood tile but orange.

I've noticed that caged creatures and corpses still show up as letters or symbols instead of their normal graphic tiles. I'm not certain this can be fixed, but I thought I'd mention it.

In my experience that only happens when they've been captured but not installed in a stockpile or pitted. Once stored somewhere they will pick up their graphic. Usually.
« Last Edit: June 07, 2010, 07:08:19 pm by Harmonica »
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Deon

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Re: Ironhand's Graphics Set (come try out 0.21!)
« Reply #583 on: June 07, 2010, 07:18:28 pm »

They are like that in built cages too. A DF quirk.
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Aklyon

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Re: Ironhand's Graphics Set (come try out 0.21!)
« Reply #584 on: June 07, 2010, 07:19:57 pm »

It's really dark, but I really enjoy this tileset.
It would be a bit nicer if you brightened them a bit.
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