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Author Topic: Ironhand's Graphics Set (on Hiatus)  (Read 1215947 times)

Deltaway

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Re: Ironhand's Graphics Set
« Reply #4155 on: February 05, 2012, 10:51:50 pm »

Have you seen this from today's dev report?

"I think I'm going to incorporate Baughn's SDL changes tonight."

What does that mean for Ironhand?
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Aklyon

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Re: Ironhand's Graphics Set
« Reply #4156 on: February 05, 2012, 11:07:04 pm »

It means either fully fixed TrueType, or closer to it by a lot. And some other things.
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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.

Blah

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Re: Ironhand's Graphics Set
« Reply #4157 on: February 06, 2012, 02:55:02 am »

Small detail that annoys me: hammerdwarves are wielding something that's too massive to be a war hammer. Actual war hammer: http://en.wikipedia.org/wiki/War_hammer

We can also see how they were intended to be from the raws:
[ITEM_WEAPON:ITEM_WEAPON_HAMMER_WAR]
[NAME:war hammer:war hammers]
[SIZE:400]
[SKILL:HAMMER]
[TWO_HANDED:37500]
[MINIMUM_SIZE:32500]
[MATERIAL_SIZE:3]
[ATTACK:BLUNT:10:200:bash:bashes:NO_SUB:2000]

[ITEM_WEAPON:ITEM_WEAPON_MACE]
[NAME:mace:maces]
[SIZE:800]
[SKILL:MACE]
[TWO_HANDED:37500]
[MINIMUM_SIZE:32500]
[MATERIAL_SIZE:3]
[ATTACK:BLUNT:20:200:bash:bashes:NO_SUB:2000]

Mace size 800, war hammer size 400. Mace contact area 20, war hammer contact area 10.
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Ironhand

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Re: Ironhand's Graphics Set
« Reply #4158 on: February 06, 2012, 09:48:53 am »

...What does that mean for Ironhand?

It means an awful lot, potentially.
If TTF support is fixed, it means we suddenly have
some fifty new tiles to play with.

The largest complaint I get about this set is that
the text and tiles don't play well together.
And they don't.
But that's because we've been getting a head start on THIS.

All of a sudden, the text and tiles are going to be separate things.

So we'll have a .ttf file for fonts, and all those spaces in the ASCII sheet are freed up.

Which would be TOTALLY AWESOME.
Everybody cross your fingers.

warhammers!

Cool, thanks for the science.

The priority right now is the new stuff for the new release, but
I've never quite been happy with the warhammers anyway.
So I'll put this on the list!
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Ironhand

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Re: Ironhand's Graphics Set
« Reply #4159 on: February 06, 2012, 10:10:45 am »

Oh, speaking of which, does anybody know where I can find a list of features for the next version?

I'd like to get a head start on it now, so there's less turnaround time when it's released.
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dennislp3

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Re: Ironhand's Graphics Set
« Reply #4160 on: February 06, 2012, 11:07:43 am »

Oh, speaking of which, does anybody know where I can find a list of features for the next version?

I'd like to get a head start on it now, so there's less turnaround time when it's released.

https://docs.google.com/document/pub?id=1u8jibE1TV7BAwAI2b4TzRkWFlBboLiXMrVBhYmDYPhI&pli=1
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Ironhand

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Re: Ironhand's Graphics Set
« Reply #4161 on: February 06, 2012, 02:47:52 pm »

Sweet! Thanks!
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Tecknojock

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Re: Ironhand's Graphics Set
« Reply #4162 on: February 09, 2012, 01:13:42 am »

All of a sudden, the text and tiles are going to be separate things.

So we'll have a .ttf file for fonts, and all those spaces in the ASCII sheet are freed up.

Which would be TOTALLY AWESOME.

Not only that, but DF supports extended ANSI, which will leave roughly 55 open character slots once all the characters necessary for DF are allocated, so those 55 characters could be used as tiles as well, albeit they can't be as fancy because characters only allow for on and off, with no partial shading (well hatching and half toning can be done).

Quote
Just tested it, it seems DF supports ANSI, but not Unicode, so that means that 0-129 ,141-144, and 157-158 are reserved for the numbers, letters, punctuation, and OS while 192-255 are reserved for accents. That leaves 130-191 (minus those listed above) (55 characters) that can be used as tiles. So, the max tiles available once true type is working are 255 full alpha graphics in the graphics file, and 55 characters (2 bit) that can be embedded in the font file.
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Baughn

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Re: Ironhand's Graphics Set
« Reply #4163 on: February 09, 2012, 11:47:33 am »

Yeah, roughly.

The TTF support isn't flawless yet, but it's a lot closer than it used to be.

Unfortunately I can do a strictly limited number of improvements between DF versions, since I don't have the source code to DF as such and it starts crashing if it gets too much out of sync, so this release will also mark the point where I can start working again.

I don't really remember everything I did, but going by the commit list..
- Some improvements/bugfixes to macro functionality. Meh.
- The TTF code has been.. rewritten? That's terribly vague.. well, never mind. I'm sure it's good.
- TTF has acquired a notion of tab-stops, otherwise known as colons, which makes the menus look much better.
- You can toggle TTF on and off in-game with F12.
- Strings are abbreviated in a TTF-aware manner, so they don't get truncated when the TTF usage would leave a big blank space on the right.
- TTF has acquired an 'auto' mode in addition to on/off, where it'll turn itself on if the tileset is large enough. 14 vertical pixels, by default.
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Ironhand

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Re: Ironhand's Graphics Set
« Reply #4164 on: February 09, 2012, 03:26:22 pm »

Is it to the point where you don't need to rely on letters from the tileset?

Before, for example, the dwarf description screen didn't use TTF text...
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Baughn

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Re: Ironhand's Graphics Set
« Reply #4165 on: February 09, 2012, 05:21:18 pm »

I can't answer that. But not to my knowledge, sorry.

You can at least toggle them on and off quickly, which would help if you want to develop a theoretical tileset. The existence of which might push Toady. :P
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C++ makes baby Cthulhu weep. Why settle for the lesser horror?

jamesadelong

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Re: Ironhand's Graphics Set
« Reply #4166 on: February 14, 2012, 04:54:34 am »

Question: will ironhand work with the new version?
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Dwarf Fortress: where good advice confuses new players and bad advice makes the Geneva Conventions scream out in pain.

recluser

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Re: Ironhand's Graphics Set
« Reply #4167 on: February 14, 2012, 06:13:56 am »

Question: will ironhand work with the new version?

Answer: Provided there is justice in this world - yes. (eventualy)
Spoiler (click to show/hide)
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jamesadelong

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Re: Ironhand's Graphics Set
« Reply #4168 on: February 14, 2012, 06:20:06 am »

Answer is no for now. I just loaded a fortress and got madness instead. HUMAN MADNESS!
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Quote from: Oliolli
Quote from: Dohon
Dwarf Fortress: where good advice confuses new players and bad advice makes the Geneva Conventions scream out in pain.

recluser

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Re: Ironhand's Graphics Set
« Reply #4169 on: February 14, 2012, 06:27:14 am »

I just loaded a fortress and got madness instead. HUMAN MADNESS!

Your forts name wouldnt include words like ''sparta'' now would it?  ;)
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