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Author Topic: Ironhand's Graphics Set (on Hiatus)  (Read 1215838 times)

Baughn

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Re: Ironhand's Graphics Set (New walls! Come get 'em)
« Reply #3765 on: March 29, 2011, 03:42:58 pm »

Actually - ironhand, Toady doesn't seem to feel the truetype support is ready to be on by default.

This doesn't mean it isn't a heck of a lot better than in .25, but there are still occasional glitches, like the unit list. Not much I can do about them from here, unfortunately..

So you'll need to tell people to explicitly turn it on, I guess.
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Morwaul

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Re: Ironhand's Graphics Set (New walls! Come get 'em)
« Reply #3766 on: March 29, 2011, 04:03:38 pm »

Ironhand

I want to start a new game with your .25 but not if I have to start another new game when you release the new graphics this weekend.  Will I have to gen a new world and start over or be able to just update it and keep going?
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Baughn

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Re: Ironhand's Graphics Set (New walls! Come get 'em)
« Reply #3767 on: March 29, 2011, 04:06:36 pm »

Bonus new feature, possibly for .27:

I'll use the space tile as background image for text. Because otherwise the menu just doesn't look that nice at all. Geez.
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Baughn

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Re: Ironhand's Graphics Set (New walls! Come get 'em)
« Reply #3768 on: March 29, 2011, 04:07:16 pm »

Ironhand

I want to start a new game with your .25 but not if I have to start another new game when you release the new graphics this weekend.  Will I have to gen a new world and start over or be able to just update it and keep going?
You should basically never need to regen for a minor update, certainly not a *graphics* update. Just copy over the savegame, and off you go.
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Theodolus

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Re: Ironhand's Graphics Set (New walls! Come get 'em)
« Reply #3769 on: March 29, 2011, 04:21:56 pm »

Since I'm a bit confused Baughn... You keep referencing versions that aren't out yet. Does that mean that you've already submitted your visual fixes for the next release and are now starting to work on options for the release after?
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Baughn

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Re: Ironhand's Graphics Set (New walls! Come get 'em)
« Reply #3770 on: March 29, 2011, 05:49:16 pm »

Yes.
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AD

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Re: Ironhand's Graphics Set (New walls! Come get 'em)
« Reply #3771 on: March 29, 2011, 06:28:05 pm »

Actually - ironhand, Toady doesn't seem to feel the truetype support is ready to be on by default.

This doesn't mean it isn't a heck of a lot better than in .25, but there are still occasional glitches, like the unit list. Not much I can do about them from here, unfortunately..

So you'll need to tell people to explicitly turn it on, I guess.

Can I ask if the cause for the TTF (linux) segfault on the aimed attack menu has been discovered?
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Baughn

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Re: Ironhand's Graphics Set (New walls! Come get 'em)
« Reply #3772 on: March 29, 2011, 07:12:14 pm »

I couldn't make it happen. What are the conditions, precisely?
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Saiko Kila

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Re: Ironhand's Graphics Set (New walls! Come get 'em)
« Reply #3773 on: March 30, 2011, 05:24:21 am »

Everyone's talking about walls, and I have a question about critters. It seems the updated version (56->57) has assigned many different critters the same tile (249). For example foxsquirrel was 170 in previous version, now it's 249, like in original DF. Now I don't know whether to keep raws from 56, or use the new set.
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AD

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Re: Ironhand's Graphics Set (New walls! Come get 'em)
« Reply #3774 on: March 30, 2011, 06:22:17 am »

I couldn't make it happen. What are the conditions, precisely?
Interesting.  Let me get a fresh install of 10.04 to isolate some variables.

...and done.

Ubuntu 10.04
 -VirtualBox guest extensions installed
 -libSDL_image-1.2  installed
 -libSDL_TTF-2.0  installed


DF version .25
 - [TRUETYPE:YES]
 - Launch via command line
 - World gen, default
 - New game, Adventure mode
 - Stats don't matter, just hit enter until you're in-game
 - Walk up to the first person you see
 - "A"
 - select a target (Alt+y as needed)

Poof, segmentation fault.
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Vince

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Re: Ironhand's Graphics Set (New walls! Come get 'em)
« Reply #3775 on: March 30, 2011, 06:38:35 am »

Oh oh, new walls? :D
Anyone mind posting a screenshot? I'm at work right now with no access to DF.

<Also posting to follow>

Hope the image isnt too large..
Edit: Image quality better now (though much bigger file size :/ ) Thanks for the tips Japa!

Wow, that's gorgeous! Can someone post a screenshot with non-diagonal walls, please? I'd like to see that.
(Yes, I'm one of the few that can't really stand the tiny bits of floor on the "wrong" side of the wall. ;D )
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Baughn

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Re: Ironhand's Graphics Set (New walls! Come get 'em)
« Reply #3776 on: March 30, 2011, 01:50:05 pm »

In lieu of making truetype on by default, I'm letting you turn it on and off while the game is running, probably by pressing F12. Should be fine, yes?
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Lysabild

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Re: Ironhand's Graphics Set (New walls! Come get 'em)
« Reply #3777 on: March 30, 2011, 01:58:17 pm »

In lieu of making truetype on by default, I'm letting you turn it on and off while the game is running, probably by pressing F12. Should be fine, yes?
Sounds fine to me :)
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forsaken1111

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Re: Ironhand's Graphics Set (New walls! Come get 'em)
« Reply #3778 on: March 30, 2011, 02:02:55 pm »

In lieu of making truetype on by default, I'm letting you turn it on and off while the game is running, probably by pressing F12. Should be fine, yes?
Sounds fine to me :)
I also demand that F11 cause my computer to dispense cookies.
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KillHour

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Re: Ironhand's Graphics Set (New walls! Come get 'em)
« Reply #3779 on: March 30, 2011, 05:05:17 pm »

How do you make engravings show up properly?  I tried making them 50% transparent, but they show up when the wall isn't engraved, and don't show up when the wall is.  >:(

Here's what I have so far:

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