##
#
#
There was something wrong with your dwarf. I fixed it.
(http://img12.imageshack.us/img12/9468/59098809.png) [/silly]
These are awesome! They have a lot of character.They need more sassy-ness. ;)
Gosh, you're so pushy.Chill dude, they're just suggestions. If it sounded like orders, that's because I was wriitng quickly since I forgot to put any important content in the post. :P
Keep your pants on. This is harder than it looks.
Perhaps just giving it a beard soaked with beer foam? Or leiderhosen?
Hats!
(http://i42.tinypic.com/2i9d6v.png)
Dyer, tanner, butcher, chef, brewer.
Also, I've updated the main sheet.
Check out the bottom-left noble.
That's the first of the new beards!
And yes, by the way, I do love mutton chops.
How about laurels?
(http://i44.tinypic.com/2irqexh.png)
On a happier note,
(http://i39.tinypic.com/2crt0tw.png)
The dyer now has a tie-dyed bandanna.
Heh. Maybe I should dye his beard, too.
Slave dwarf.
(http://i42.tinypic.com/c3pn6.png)
Stripped of his possessions,
overworked by his harsh goblin overlords,
with only his conveniently long beard to keep him warm.
His beard should be ragged/hacked short.As he has no clothing, a short beard would introduce... other complications.
Lightening them helps too:That's a pretty neat bow he has thar.
(http://i40.tinypic.com/1127d4h.png)
Hey, check out this one!
(http://i43.tinypic.com/2hnqe82.png)
That sprite doesn't have a quill... I'm not sure what you're seeing.
What do people think about walls? Square or diagonal?Definitely square for me.
Rounded ones are sweet.Blasphemer! Curves? In a dwarf fortress? You must be mad!
There are only a handful of actual minerals in the game that should have any colour other than grey.I respectfully disagree. I'd rather have easy-to-identify minerals than realistic ones. Particularly, I'd like valuable ores - copper, iron, gold - to have very distinctive colors.
Personally, i can't wait until we can assign them graphics tiles...There are only a handful of actual minerals in the game that should have any colour other than grey.I respectfully disagree. I'd rather have easy-to-identify minerals than realistic ones. Particularly, I'd like valuable ores - copper, iron, gold - to have very distinctive colors.
There are only a handful of actual minerals in the game that should have any colour other than grey.I respectfully disagree. I'd rather have easy-to-identify minerals than realistic ones. Particularly, I'd like valuable ores - copper, iron, gold - to have very distinctive colors.
...the SDL/OpenGL/40d# merge is underway...
and making sure the raws point to the right tiles.This is important.
[TYPE:40D_STONE]
[FILE:matgloss_stone_mineral.txt]
[OBJECT:MATGLOSS_STONE]
[TILEDATA:TILE:COLOR]
Animals are on the list, yeah. Just not that list.
They're under "eventual goals", right above that.
MAGIC ^^
It almost makes me want to start using a botany mod,Wow... I cannot describe how awesome is it.
just so I can play with all my colorful plants.
Anyway,
vermin magic!
(http://i39.tinypic.com/27yd0rl.png)
Snakes, squirrels and frogs.
Okay, now THIS is fun!I will add a mushroom for almost each combination for you :P.
(http://i41.tinypic.com/otzo00.png)
The new underground is gonna be pretty.
Almost 200 different mushrooms from 1 tile.
Also mind if I suggest you to use a darker tile with some visible waves for the sand/water texture (tiles 126 and 247) to make them a)look like sand/water; b)make them better distinguishable from walls.
P.S. You're awesome. You idea is really creative, I wonder why nobody has used it before. I tried and it works perfectly:
*** Spider/ant on the same tile:
(http://i41.tinypic.com/nva8uq.png)
Thank you :).
P.P.S. On your pics it looks like the both colors are shaded. How do you achieve it? AFAIK one of them should be unshaded purple.
Semi-transparent black pixels.Ah I forgot that's it for the merged version :). I thought that it's some visual trick on bmp which makes an eye to see them shaded (I didn't zoom yet).
That's the beauty of using a .PNG
I designed the critters sheet!
There's four tiles per critter, for
adult, child, zombie and skeleton.
[OBJECT:GRAPHICS]
[TILE_PAGE:CRITTER] This is what you are calling the page
[FILE:critters.png] This is the name of the image file from which you're pulling sprites
[TILE_DIM:18:18] This is the size of each sprite (width:height)
[PAGE_DIM:40:20] This is the number of sprites on the page
[CREATURE_GRAPHICS:CAT] This has to be the same as the creature tag in the RAWs
[DEFAULT:CRITTER:0:0:AS_IS:DEFAULT] (CRITTER is the name of the page)
(0:0 is the location on the page; here, top-left),
(AS_IS just means you don't want the game to do any coloring for you)
[CHILD:CRITTER:1:0:AS_IS:DEFAULT] Kitten
[ZOMBIE:CRITTER:2:0:AS_IS:ZOMBIE] and undead
[SKELETON:CRITTER:3:0:AS_IS:SKELETON]
[CREATURE_GRAPHICS:DOG]
[DEFAULT:CRITTER:0:1:AS_IS:DEFAULT]
[CHILD:CRITTER:1:1:AS_IS:DEFAULT]
[ZOMBIE:CRITTER:2:1:AS_IS:ZOMBIE]
[SKELETON:CRITTER:3:1:AS_IS:SKELETON]
[TRAINED_HUNTER:ANIMAL:0:2:AS_IS:DEFAULT]
[TRAINED_WAR:ANIMAL:1:2:AS_IS:DEFAULT]
etc.
Professions are the same deal,
but it's all under the same definition:
[CREATURE_GRAPHICS:DWARF]
[STANDARD:DWARVES:0:0:AS_IS:DEFAULT]
[DEFAULT:DWARVES:0:0:ADD_COLOR:DEFAULT]
[CHILD:DWARVES:1:0:AS_IS:DEFAULT]
[BABY:DWARVES:2:0:AS_IS:DEFAULT]
[SLAVE:DWARVES:3:0:AS_IS:DEFAULT]
...
etc.
(http://i39.tinypic.com/35bt8xh.png)The dog looks a bit off. The mouth, mostly.
Yeah, those dog mouths are funky.
Also I have absolutely no problem with the undead creatures. You still may try making it more obvious (green rotting flesh maybe?) for the benefit of people with crummy monitors, or whatever hangups.
The priority right now is the core/raw stuff.
I was really hoping for the graphics merge today so I could play with your tile set all weekend :(Also was I, even though only today heard of it was.
Looks like he's holding a rock in his right hand.He must've been an Adventurer. who else would keep a rock instead of storing it?
assemble sprites procedurally based on description and equipment. ;DThat would be interesting.
Also, maybe a unique 'seed' for the nobles and unique positions.. dungeon master, philosopher, etc.
What do you think of doing a horizontal flip for some of them? Perhaps the soldiers
...also, all the soldiers are now lefties.Yay! (lefty is i)
Except the archer
dwarves are more likely to be left-handed.(totally unbiased seconding by a lefty.)
Ummm... thanks.The bags he's holding look to me like bottles of potion or summat.
Everybody's favorite noble: (http://i43.tinypic.com/ftllk6.png) The tax collector!
Make the bags bigger and make this dwarf female.That is a perfectly natural size for bags. You may be fond of enhanced bags, but there simply isn't space for for such baggage within the tileset.
Maybe I'll use them for the alchemist instead...
What's up with that, anyway? Is that sprite ever used?
Ummm... thanks.
Everybody's favorite noble: (http://i43.tinypic.com/ftllk6.png) The tax collector!
I was kind of hoping that the tax collector would be a really well dressed macedwarf, although I like the anti-Santa concept.Why not both? As in a superbly dressed dorf with a big money bag on his back?
This is what my mind's eye conjures up when someone says "tax collector"Oh, that's awesome! If he can 'dorfitize' that, it would be perfect! I think the hat does a lot, that could be the big identifying factor.
(spoilered for size)Spoiler (click to show/hide)
I have the DF equivalent of blue balls.
I am 20 years old today!HAPPY BIRTHDAY YOU MAGNIFICENT BASTERD
Let's see if I get a merge for my birthday.
That would be pretty awesome.
Happy Birthday! I hope you get everything you want (including the merge)!
O .o...if you know what I mean.
You might want that looked at.
For what it's worth, leaving graphics off and just setting the font file to the graphics set bmp is working (mostly) for me, using Mayday. The tiles all work, but the dwarfs are slightly simplified. Mouse designation is also working fine for me.
But that says nothing about .png sets. has anybody tryed that with a PNG?For what it's worth, leaving graphics off and just setting the font file to the graphics set bmp is working (mostly) for me, using Mayday. The tiles all work, but the dwarfs are slightly simplified. Mouse designation is also working fine for me.
Found this in the thread on .04... also, Baughn seemed to think that the graphics issue might be solved shortly, so that's good!
I'm waiting until I can use your tiles before I allow myself to play again.I also am.
I am concerned by the completely-purple, blue and green dorfsHow else would you do them without graphics? :)
Aw, my baby's off playing with other mods.All you need to know about trees:
How do you specify background color for trees, Deon?
I looked at the tree tokens on the wiki and couldn't find one.
Do you just use shrub_color or whatever? Or is there a different one?
Looks awesome, but I suggest darkening the . and , tiles ever so slightly, just to get a great balance between visibility and aesthetics.Well, I've taken them from gold plated tileset because Ironhand's floor is too dark so you cannot tell the difference between it and the open space, but it's easy to change.
What I can do, though, is give you guys a tile version of 0.31.04. Just without graphics.
Or you can wait about a month and I'll release the graphics and the tileset and everything at once.
Any chance you could put this release on a not shit file hosting service that doesn't expire after 10 downloads?or at least Mediafire.
http://dffd.wimbli.com/ Perhaps the Dwarf Fortress File Depot?
Nice stuff here Ironhand, keep it up.
(sidenote: Graphics sets always make me wish that anyone could set up text to read off of a different graphics set, so as to have text remain as text...and not ground tiles.
Yes I know the game doesnt desern whats text and whats not, because it's ACII.)
I'm going to have to wash my jeans now.Me too.
I'd try replacing your data and raw folders with Ironhands and see if that works.
Why are the champion marksdwarves called "Elite crossbowmans"?
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.
It's really dark, but I really enjoy this tileset.It would be a bit nicer if you brightened them a bit.
I can't see doors.I randomly not see doors.
It's really dark, but I really enjoy this tileset.It would be a bit nicer if you brightened them a bit.
It's all packaged together...
But the only things I changed are the raws and the tileset.
You can just switch out those if you want (make sure to update your save folder, too).
It's all packaged together...Never updated saves before can you tell me what to do?
But the only things I changed are the raws and the tileset.
You can just switch out those if you want (make sure to update your save folder, too).
Yes, from .23 all the way to .30 is .07 versions skipped correct?
I came in here looking for more info on this fairly awesome graphics set, and end up reading a page worth of discussion on version numbering....Not really. It was related to the versioning of the graphics set, which is still talking about the graphics set in someway.
Derail much?
We got the same explanation like three times in a row.People like the repetition. They think if they say something after another man, it will sound more menacing or real.
I gotta little teaser for you guys!
Guess what you're gonna get in 0.30...
(http://i47.tinypic.com/2d2f793.png)
I kinda want to give them hair. Thoughts?
The raws say they have red/pink/purple hair.
Maybe I'll just give it to nobles, or something...
Thanks guys! Glad you like the goblins.
@Hippoman: Yeah it's SDL. SDL is great.
I didn't do anything. Honestly. It is fast.
Thanks guys! Glad you like the goblins.
@Hippoman: Yeah it's SDL. SDL is great.
I didn't do anything. Honestly. It is fast.
You did something. You're missing a ton of files and it still runs super fast.
If I download a vanilla SDL df, i'll have a fps of 6-14.
@Cheddarius: I'm not sure I understand.Well, I'm playing 0.31.06, the newest version of DF, I think. Will this package work with that version, or will I have to wait a bit?
The most recent Ironhand release (0.23)
has a sprite for everything (I think). The
next one (0.30) will as well, but it will be
DF 0.31.06 (at least). I suppose 0.23 will
work with 0.30 if that's what you want.
Just move the graphics, init and raw stuff
into the new version. If there's any RAW
changes in the new version, you'll miss
out on those. That's why I'm going to
package it myself for 0.30.
@Cheddarius: I'm not sure I understand.Well, I'm playing 0.31.06, the newest version of DF, I think. Will this package work with that version, or will I have to wait a bit?
The most recent Ironhand release (0.23)
has a sprite for everything (I think). The
next one (0.30) will as well, but it will be
DF 0.31.06 (at least). I suppose 0.23 will
work with 0.30 if that's what you want.
Just move the graphics, init and raw stuff
into the new version. If there's any RAW
changes in the new version, you'll miss
out on those. That's why I'm going to
package it myself for 0.30.
Do it yourself!Huh?
I think I unrar'd ironhands, then unrar'd .06 on top of that, then put my save in place.
So does Genesis work for you now? All you have to do is to replace the ironhand's file with the changed one from my mod.I'm not sure, I'll try it.
So does Genesis work for you now? All you have to do is to replace the ironhand's file with the changed one from my mod.
Grag, this is really confusing. Can someone explain exactly what I need to do to add Ironhand graphics to .31.06?
Ta-da!
0.30 (http://dffd.wimbli.com/file.php?id=2511)
; P
Whoops, I just realized that I forgot to re-add llamas to the new RAWs.
You first three people missed out on those, if it matters to you.
The file is updated now, though.
Hippoman, check the init settings. SDL versions performs differently based on those. Use them in other mods.
Also now I will have to update your tileset for my mod :P. Hehe, good looking stuff.
I redid his face a bit: (http://i49.tinypic.com/2qmet04.png)Yes, it looks better!
...Well, mostly the fact that Civ Forge modifies a whole bunch of the standard raw files, and I'm going to have to go through and "harmonize" things. That said, once I'm done I'd be willing to post the modified version up for download to simplify people's lives.
@Adamantine Fist: Thanks! I'm rather partial to it as well.
As for Civ Forge, I've said I'm planning on taking a look at popular mods eventually.
But that's a very distant goal for me right now. What is it that doesn't work well?
I prefer ore that looks like ore.
(http://i49.tinypic.com/210znh2.jpg)
@Jiri: You're right, the walls and floors are hard to distinguish...I've made floors darker and a separate tile for the ore which looks close to the gem tile. It looks better.
I think what I'll do is make the walls brighter. Also, I'm gonna make
a tile for ore and I'll put the floor texture behind stone while I'm at it.
@Aklyon: I suppose I could, but it's more than just the graphics folders and the llamas.ok. I'll just have to be more careful,then.
A bunch of the raws are changed, to specify tiles for stone layers and plants, for example.
My thought was, the package I've got up there now has everything you could need.
Just take out the parts you want and stick them into your game?
I see most people are having the same issue as I am, the floor/wall thing. Though I'm glad to hear the walls will likely be changed rather than the ground tiles, because they are great. I also have a manager who ends up using a baby dorf graphic for some reason. The other nobles (not real nobles, but appointed ones) look normal so it's confusing. This is from using the previous sets though, I'm assuming it's the same in this one. Other than that, I had a couple goblin thieves show up that were just "g"s. After checking the raws, they seem right so I don't know why it comes out that way. Anyway, they're expertly done and I find it hard to play with any other graphics now.
Glad you like them!
Yeah, I'm confounded by the humanoid raws, too...
I haven't really done any modding before, but I thought I'd hacked them together pretty well.
I might go and play a quick game (or just find some goblins/elves in adventurer mode) to see what's going on.
Anyway, new fluid tiles! Check this out:Spoiler (click to show/hide)
I really like them for sand.
But I don't know if maybe they're too dark as water:Spoiler (click to show/hide)
What do you guys think?
By the way, I made a granite floor hatch.
It's completely black. (no racist innuendos intended)
Check this out!Nice. Its a lot more vibrant, I like it. Even though I've been using Phoebus' pack lately, I still appreciate "happier" colors in my DF, like in Maydays pack.
Delete graphics_example from the saveFunny enough, that didn't fix anything but it did lead me to the reason behind the missing gobs, so thanks. I'll just have to deal with a toddler giving the others orders.
(Yes, I'm Canadian, deal with the U's)I thought colour and such were british,not canadian...
Unlike the rest of the former Empire, the Canuks still long for the comforting reach of the monarchy to keep them warm at night. Well, except for the Quebecois, who I personally rank somewhere below elves, but higher than shock (i.e., extremist) talk radio hosts.(Yes, I'm Canadian, deal with the U's)I thought colour and such were british,not canadian...
Hey. I tried to put a save file from a raw 0.31.06 game into an Ironhand game, and it didn't work. It said "Missing material template: STONE_TEMPLATE". How do I fix this?Since I just did it, Cheddarius, here is how to update your raws:
(http://i50.tinypic.com/14vi51f.png)
Ironhand, I'm not actually using your tileset because I don't have the resolution for it
Looks great to me. What's the problem?no, that just replaces .07 with .06 w/Ironhand graphics.
Maybe your monitor is too dark.
- Baalak called Good Intentioned.
EDIT: So, how do I install again? The updates and bugfixes in .07 have inspired me to I got a new copy of DF, the SDK version. I unpacked it to a folder on my desktop, then I opened your rar and copied it over all the files in the Df folder. Is that all I need to do?
The Bearded Land, even though you had no Dwarven Civs on you, I will miss you.I know DF makes random names, but a place called The Bearded Land not having any dwarves makes no sense!
I know DF makes random names, but a place called The Bearded Land not having any dwarves makes no sense!My thoughts exactly!
I'm something of a DF noob so I've been trying out various tile sets and I really like yours, looking forward to 0.40! :)
One thing though; Miners show up as Minors - Children that is.
I also notice Carp look like chicken drumsticks, is there a fix for that too?They've learned to disguise themselves to make up for the weakening! run away!
Really?
That's weird... they show up fine for me.
Is anybody else having that problem?
Check out the screenshot of the day:Spoiler (click to show/hide)
I haven't had a chance to actually play the game since I started my set.
I hope you'll all grant me this weekend. = P
Although, I am using the opportunity to look for problems and inconsistencies.
How do you guys like the color scheme in that shot? I think that's what I'll be using from now on.
Here it is, if you want to play with it:Spoiler: 0.40 Colors (click to show/hide)
Ah thanks Hippoman that worked :)
I also notice Carp look like chicken drumsticks, is there a fix for that too?
This probably has to do with the TILE being used by carp and quite possibly, other fishies in the raws. You might want to gve the latter a see-through and make sure that the tile in the raws matches the one that looks like a fish in ironhand.png.
I would also enjoy that. I keep unzipping it just to delete everything but graphics and the one thing in art.Really?
That's weird... they show up fine for me.
Is anybody else having that problem?
Check out the screenshot of the day:Spoiler (click to show/hide)
I haven't had a chance to actually play the game since I started my set.
I hope you'll all grant me this weekend. = P
Although, I am using the opportunity to look for problems and inconsistencies.
How do you guys like the color scheme in that shot? I think that's what I'll be using from now on.
Here it is, if you want to play with it:Spoiler: 0.40 Colors (click to show/hide)
That's looking really good! I also dig the changes in the wall tiles.
May we have a shot of water and sand as well, either in the world map or in fortress mode? One of the biggest issues with the previous coloring was that the fluid tile was too dark.
Anyway, I'm looking forward to the next release!
By the way, it would help us Mac/Linux users out if you could also release a package with just the raw, init, and art folders, so that we're not downloading a Windows copy of the game every time we update. It would also make it clearer what folders need to be installed in order to make the tileset work in Macs.
Isn't that what i suggested before?I would also enjoy that. I keep unzipping it just to delete everything but graphics and the one thing in art.Really?
That's weird... they show up fine for me.
Is anybody else having that problem?
Check out the screenshot of the day:Spoiler (click to show/hide)
I haven't had a chance to actually play the game since I started my set.
I hope you'll all grant me this weekend. = P
Although, I am using the opportunity to look for problems and inconsistencies.
How do you guys like the color scheme in that shot? I think that's what I'll be using from now on.
Here it is, if you want to play with it:Spoiler: 0.40 Colors (click to show/hide)
That's looking really good! I also dig the changes in the wall tiles.
May we have a shot of water and sand as well, either in the world map or in fortress mode? One of the biggest issues with the previous coloring was that the fluid tile was too dark.
Anyway, I'm looking forward to the next release!
By the way, it would help us Mac/Linux users out if you could also release a package with just the raw, init, and art folders, so that we're not downloading a Windows copy of the game every time we update. It would also make it clearer what folders need to be installed in order to make the tileset work in Macs.
Ironhand, would you mind having a download version thats just the graphics folders and the llamas? that would make it simpler to update for the people who don't want the whole prepackaged thing (or the people like me who keep accidentally overwriting their mini-mods with your package and have to re-copy them)@Aklyon: I suppose I could, but it's more than just the graphics folders and the llamas.
A bunch of the raws are changed, to specify tiles for stone layers and plants, for example.
My thought was, the package I've got up there now has everything you could need.
Just take out the parts you want and stick them into your game?
This probably has to do with the TILE being used by carp and quite possibly, other fishies in the raws. You might want to gve the latter a see-through and make sure that the tile in the raws matches the one that looks like a fish in ironhand.png.
Sorry I'm a noob, I dont quite get what you mean...
Edit: Also, is it possible to make mist/miasma/etc. transparent?
Isn't that what i suggested before?I would also enjoy that. I keep unzipping it just to delete everything but graphics and the one thing in art.Really?
That's weird... they show up fine for me.
Is anybody else having that problem?
Check out the screenshot of the day:Spoiler (click to show/hide)
I haven't had a chance to actually play the game since I started my set.
I hope you'll all grant me this weekend. = P
Although, I am using the opportunity to look for problems and inconsistencies.
How do you guys like the color scheme in that shot? I think that's what I'll be using from now on.
Here it is, if you want to play with it:Spoiler: 0.40 Colors (click to show/hide)
That's looking really good! I also dig the changes in the wall tiles.
May we have a shot of water and sand as well, either in the world map or in fortress mode? One of the biggest issues with the previous coloring was that the fluid tile was too dark.
Anyway, I'm looking forward to the next release!
By the way, it would help us Mac/Linux users out if you could also release a package with just the raw, init, and art folders, so that we're not downloading a Windows copy of the game every time we update. It would also make it clearer what folders need to be installed in order to make the tileset work in Macs.Ironhand, would you mind having a download version thats just the graphics folders and the llamas? that would make it simpler to update for the people who don't want the whole prepackaged thing (or the people like me who keep accidentally overwriting their mini-mods with your package and have to re-copy them)@Aklyon: I suppose I could, but it's more than just the graphics folders and the llamas.
A bunch of the raws are changed, to specify tiles for stone layers and plants, for example.
My thought was, the package I've got up there now has everything you could need.
Just take out the parts you want and stick them into your game?
spoiler=0.40 Colors
I'm something of a DF noob so I've been trying out various tile sets and I really like yours, looking forward to 0.40! :)
One thing though; Miners show up as Minors - Children that is.
Ironhand has yet to listen to my previous posts.
DELETE GRAPHICS_EXAMPLE.
Fixed.
That's looking really good! I also dig the changes in the wall tiles.
May we have a shot of water and sand as well, either in the world map or in fortress mode? One of the biggest issues with the previous coloring was that the fluid tile was too dark.
Anyway, I'm looking forward to the next release!
By the way, it would help us Mac/Linux users out if you could also release a package with just the raw, init, and art folders, so that we're not downloading a Windows copy of the game every time we update. It would also make it clearer what folders need to be installed in order to make the tileset work in Macs.
I think the word you're looking for is pastel.
Anyway, is that a bad thing? Or just a comment?
If you see the carp look like the tile you wanted, congrats! A modder is you!Yay me, Carp and a couple of other fish no longer look like drumsticks :)
Is anyone else getting this error? I'm trying to run the 36.07 SDL version. Should I have downloaded the non SDL copy? Um...The 0.32 may not work with other version than 36.06 - in 36.07 & 08 there may be changed raws, so we must wait for Ironhand to make a compatible version.
I just checked the main page, and 36.08 is out, so I'll try that. Maybe this was Toady's issue and not yours, Ironhand... Hmm, no, still missing or corrupt. Dammit. I don't know what to do now.
So then why, I wonder, is the index file missing/corrupt?
I'll wait for .40. I wanted for 2010, I waited for 32.07, and I can wait a bit longer for a working version. No worries.
- Baalak called Corrupted.
.......
I'm thinking I might work on the 24x24 tiles in conjunction with my new 18x18 ones.
Maybe someday I'll get a 1920-pixel monitor, or maybe somebody rich would like my set.
The 32 pixel thing is totally out of the question now.
I wish there were a way to switch graphics sets when you scroll...[offtopic]
Still, I think it looks pretty sweet.
Why do all my miners look like minors?Delete GRAPHICS_EXAMPLE.
I don't recall hearing anything about it recently, I'm afraid. It's likely fallen by the wayside, as he couldn't test it, what with it not fitting on his monitor.
- Baalak called Guessing.
I'm sure it's, like, glittery and everything.Well there's yer problem! What self respecting Dwarf wants to be all glittery when they wash their hands?
I hope you don't mind, but I had an idea for a woodburner dwarf:
That file is already removed from my archive.
The reason people are getting it back is that they're merging the folders instead of replacing it.
Since I don't have a graphics_example file in mine, it just keeps the one they already have.
If you DELETE the raw folder and REPLACE it with mine, you shouldn't have any of those problems.
Will this work as a furnace operator?
(http://i49.tinypic.com/10igd37.png)
It's supposed to be a protective mask. I don't think they would wear full helmets for simple furnace operating though.Will this work as a furnace operator?
(http://i49.tinypic.com/10igd37.png)
Haha I'd like it better if it was a full helm instead of just goggles.
Full face masks are quite rare. You don't care about your face so much. The eyes are what you want, so you wear goggles to protect them. If you're wearing a full face mask, you're probably wearing a full body suit or something because you're working with Ebola or whatnot.
Do you mean your fully grown beard, or your... *cough* fully grown "beard" *cough*?
....what's your point?
I hope you don't mind, but I had an idea for a woodburner dwarf:
(http://img.photobucket.com/albums/v238/torawashi/My%20stuff/woodburner.png)
I hope you don't mind, but I had an idea for a woodburner dwarf:
(http://img.photobucket.com/albums/v238/torawashi/My%20stuff/woodburner.png)
I fixed it for you.
(http://img31.imageshack.us/img31/4128/downwiththenobles.png)
Down with the nobles! ;D
I don't understand your point at all.I said that in almost all professions, goggles prevail over full face masks. This is because eyes are much, much more valuable than faces. Welding is unique because it has sparks flying at you; you have to cover your entire body with either fabric or mask. However, furnace operating is not. In modern times, steel furnace operators operate with a full body silvery heat-resistant suit to protect themselves. In dwarven times, dwarves being reckless and not having the technology to make such suits, they would likely only have goggles and very long sticks.
I'm not a dwarf? I don't get it.
Pixel art really isnt my thing, but here is my humble attempt at a lever: (http://i.imgur.com/uqqLl.png) - (http://i.imgur.com/1sZfp.png)
And a barrel:(http://i.imgur.com/PjHQG.png)
You should copy all my raws (graphics and objects), and also my init folder and ironhand.png from the data/art folder.Can't its genesis mod, it'd screw everything up.
I love the ideas for the lever. Maybe I'll fiddle with that later...
Levers need to be fatter. It's hard to seem them even now.
The reason the lever is showing up so dark is that it is overlaying that red overtop of microcline blue.
If that were a marble lever, it would look the way you intended for it to look.
Amazing.
Amazing.
Amazing.
Amazing.
Could I have a favour? :P
Make a tileset that just uses the same font that Phoebus uses?
@Nabobalis & Xelnag - You could probably do this yourself, easily enough. Just open the two tilesets in pretty much any editor that supports .png (careful with paint, don't think it saves transparency... I advise GIMP) and copy/paste the letter tiles from one into the other. If they don't fit, either resize them, or just try to get them centered in the tile. You can set up a grid in GIMP to show you where each tile is, I think the default grid is actually 10, so you could see where the center is too on a 20x20 tileset....
Am I wrong? Do you really like a rough background better?
I think usually there are a lot more rough than smoothed tiles visible so the rough background is going to match more often?
And my pillars look like this, hehe:
(http://i47.tinypic.com/34y5j87.jpg)
you know what that symbol stands for?
i dont think thats funny.
(http://i46.tinypic.com/6f5oi9.png)That's pretty amazing stuff, cool idea Iranhand... I just wonder how that will look like blending with other kinds of rock.
Check out those transitions from smooth to rough walls.
Pretty freaking epic, right? I am enormously pleased with them.
Could I have a favour? :P
Make a tileset that just uses the same font that Phoebus uses?
The same tile is always used for smoothed floors and engraved ones.
Smoothed floors have a black background, and engraved ones have a white background.
In traditional tilesets, (and as I did for my walls), the artist punches holes in there so that the white shows through.
I'm gonna do that for floors eventually; I just haven't gotten around to it yet. Maybe for the next version, we'll see.
I've got a fort up using this tileset at DFMA, if you're curious how it looks in an established fort. Here you go. (http://mkv25.net/dfma/map-9033-splatterhammers)
I was also sorta bugged by the fact that turtles and gems share the same tile. I made this wonky-looking dude:
(http://img.photobucket.com/albums/v238/torawashi/My%20stuff/turtlesprite.png)
And assigned tile 158 to turtles in the raws. (It's the one right next to the splint/rope reed graphic).
EDIT: Ingame shot:
(http://img.photobucket.com/albums/v238/torawashi/My%20stuff/ingame.gif)
Skulls are cool! I'm now using this one for corpses: (http://i.imgur.com/v4n0S.png)
Also "toys" being displayed as the super mario coin block made no sense to me? How about a shiny little gift box instead?: (http://i.imgur.com/BWdwM.png)
izzyryu: I dont see any turtles or gems in that screenshot? :)
Maybe if you make the head and legs a different colour to the shell?
I just noticed I've been copy-pasting the wrong background onto all my tiles so they didnt mesh with all Ironhand's :S
I've been experimenting with 3/4 perspective and tweaking some of the tiles I already made, here are some screenshots:Spoiler (click to show/hide)
I've got a fort up using this tileset at DFMA, if you're curious how it looks in an established fort. Here you go. (http://mkv25.net/dfma/map-9033-splatterhammers)
I've been experimenting with 3/4 perspective and tweaking some of the tiles I already made, here are some screenshots:
If you can get some icons like phoebus's ones for the minerals
I also hope that Ironhand will leave the stone walls realistic, as they are (maybe improving them even more). Copying Phoebus walls to Ironhand tileset is more than easy, if you wish to do so. Use for example http://www.getpaint.net/It's not that easy. The raws are different.
But I still don't know if I liked the dirt/grass background a bit better...
Maybe you could release alternate versions? So everyone would be happy.
Harmonica: Thats the tile for "prepared food" - It's also listed as being for a dozen other things (http://df.magmawiki.com/index.php/Tilesets) too, so not sure if it will actually work...
They do show up randomly in un-revealed ground.Spoiler (click to show/hide)
37 - "%"
Prepared meal, unexplored underground, screw pump in action
* Siltstone*, Slate*, Brimstone*, Kimberlite *, Bismuthinite*, Realgar*, Stibnite*, Marcasite*, Olivine*, Orthoclase*, Microcline*, Petrified wood*, Brimstone*, Pyrolusite*
Source: http://df.magmawiki.com/index.php/Tilesets#ixzz0sCoKXCoQ
Having tried it out, I do think they look better side on with a bit of perspective:Why is there dotted lines outlining the walls? it looks weird.
(http://i.imgur.com/Z5JuU.png)
Probably means it's engraved.Having tried it out, I do think they look better side on with a bit of perspective:Why is there dotted lines outlining the walls? it looks weird.
(http://i.imgur.com/Z5JuU.png)
Always has.Probably means it's engraved.Having tried it out, I do think they look better side on with a bit of perspective:Why is there dotted lines outlining the walls? it looks weird.
(http://i.imgur.com/Z5JuU.png)
Anyone got a request for a tile they badly want replacing?
Do these look like a traps?
(http://i.imgur.com/zoTE4.png)
I've been staring at the same few pixels for so long now I cant even tell O.o
I think traps should remain a bit abstract. I mean, you can load a weapon trap with 10 spears or 10 serrated discs. would those things look even remotely alike?
I prefer the pronounced brickwork but I guess that depends... what else does the well represent... ant nests? I can live with that... :) Anything else?
09 ○ Well, bracelet, ant colony, millstone, quern, bottomless pits in the local embark map screen (if enabled)(None of which are changeable)
I like the brickwork.Now this is a job for ... Dwarfio !
Now this is a job for ... Dwarfio !
(http://img94.imageshack.us/img94/299/dwarfio.png)
Looking good worm, is there a way to make the 'rack' of the weapon rack stand out a bit more? To my untrained eye it looks like weapons lying on the ground unless I squint :D
Keep up the awesome work *high five!*
Cage / Vertical bars? (And "on fire"...)
(http://i.imgur.com/JSV1C.png)
All credit to Ironhand, he hand crafts each pixel where I rely on an i7 and insane amounts of anti-aliasing! :)
That cage would make a nice hatch.Indeed.
(http://i49.tinypic.com/2hyflz9.png)*Boatmurdered Dwarfs scream in fear*
*trumpet*
I like the brickwork.Now this is a job for ... Dwarfio !
(http://img94.imageshack.us/img94/299/dwarfio.png)
How do you make so few pixels look like an elephant?
Needs to be more isometric.
I think you just get the general outline of an easily recognizable elephant pose then just colour it in with a square brushYeah, but... but...
I think you just get the general outline of an easily recognizable elephant pose then just colour it in with a square brushYeah, but... but...
(http://i49.tinypic.com/5prler.png)
Never mind my poor drawing skills, it seems like there has to be something special to put so much detail in it. I looked at it up close. The elephant's tusk is three pixels. Three friggin' pixels! How do you do that?! It's got curve and everything - how do you make such a detailed tusk from three pixels?
Yeah, but... but...
(http://i49.tinypic.com/5prler.png)
Never mind my poor drawing skills, it seems like there has to be something special to put so much detail in it. I looked at it up close. The elephant's tusk is three pixels. Three friggin' pixels! How do you do that?! It's got curve and everything - how do you make such a detailed tusk from three pixels?
the gems in ironhand's tiles would need some sort of way to make them more noticeable, maybe a bit bigger, or instead of 1 round gem, a few ones
It's based on their value. Maybe he meant that the smaller ones are a bit too small.the gems in ironhand's tiles would need some sort of way to make them more noticeable, maybe a bit bigger, or instead of 1 round gem, a few onesThis is already the case. Im not sure if its not applied to all gems (if thats possible?) or if its based on their value but heres the proof
*THUNDA CLAP*
Okay, let me go down through the list and give some responses:
Ore doesn't stick out from stone.
I guess I tend to gravitate towards gritty, similar, blending stone tiles.
I like a realistic wall enough that I sacrifice playability for it...
Now that I've figured out how to paint transparent tiles better,
I will go back and repaint a bunch of my old ore and stone tiles.
I think if they've got some real transparencies to them, they'll be way better.
Not for this release, though.
Eh, I think everybody else wants value-differentiated ores too.Hehe, ok then.
So I'll probably end up doing that myself anyway.
And... I hope they're aligned. I thought I fixed that.Yes, the horizontal alignment. But not the vertical.
Maybe if you made it a rough stone texture instead of a block texture...
Looking forward to 0.42 today !
Vince: I slid the capital letters sideways a bit so that
there wouldn't be gaps at the beginning of words.
Kind of a band-aid for the monospaced font.
Do you not like it? Should I move them back?
I was just going to show off a slightly smaller version of the chest :)
(http://i.imgur.com/mUEjQ.png)
Also new mechanism gears:
(http://i.imgur.com/NdONp.png)
A tweaked Masonry Workshop/Kitchen tile that blends a lot better with the generic workshop (counter?) tile:
(http://i.imgur.com/BgC22.png)
And ever-so subtly different, but totally redone Levers:
(http://i.imgur.com/wtAvr.png)
(Bane of my life now! lol!)
And yeah I will probably revisit the cabinet in the near future! :)
By the time this reaches v1, It'll probably be batter than Mayday's for showing new people Dwarf Fortress.
HAHA my furnace operator strikes again.
Awesome.Nah, I have not started. Going to see if I can get four statues that are about you or Lamas and going to make them visible at my entryway.
I am honored.
IRONHAND IS A GODCan't think of anything but that.
WE MUST GIVE HIM PROPER TRIBUTE
WE SHOULD GIVE HIM OUR PRETTIEST MAIDENHE IS ALREADY MARRIED TO THE PRETTIEST MAIDEN AND HAS ALREADY HAD 3 KIDS!
DON'T HOG THE MAIDENS MEANMELTER
/capslock is cool yo
I think I prefer the one with drawers but I'm still open to suggestions and will mess with it some more later.
Cages: Revisited... Still flat but with a subtle hint of depth?
(http://i.imgur.com/ZshnG.png)
WHY CAN'T EVERYTHING HAVE IT'S OWN TILE?!Always wanting to do it the easy way ehh?
It's pretty dark. Is it void enough for you?
Or should I just go back to plain black?
I would love to be able to use different sets for different parts of the game. Doesn't work that way, though.A gorilla that needs to be put into a cage ?
Don't give WormSlayer a rough time. He's awesome.
But yeah, that cage isn't your best work.
GORILLA (http://i45.tinypic.com/2czxac5.png)
Yeah, me too. I think.Yeah, that's sufficiently voidy. Can you show us how will text look on that?
So... here's what I've got right now:
(http://i50.tinypic.com/14lrama.png)
It's pretty dark. Is it void enough for you?
Or should I just go back to plain black?
It's pretty dark. Is it void enough for you?
Or should I just go back to plain black?
It IS plain black, on my screen. I've been annoying about how dark the tileset was before, but might I take this moment to recommend lowering the brightness of your screen while you tile?
Any chance of providing a version with transparent backgrounds for the ones with the smoothed tile background such as the meat, leather, brackets, parentheses and such?
Same with the text/numbers just a basic font without drop shadow or any nonsense like that. Please :D
psd/xcf would be just as good (if you do have backgrounds and text effects as separate layers that is) if you don't want to bother messing about for the minority(?) that prefer clean fonts and backgrounds.
Tile magic punctuation!That's pretty awesome.
When text is drawn white-on-black,
all the commas and quotes and everything show up.
And again bundled with the game... :DIronhand! don't forget to make the separate version! (you told us to remind you of that)
By the time this reaches v1, It'll probably be batter than Mayday's for showing new people Dwarf Fortress.
Excuse my boldness, but I think it already is.
Cage in game:
(http://i.imgur.com/e3Tfi.png)
New beds?
(http://i.imgur.com/MNNoX.png)
Though really they should just have a single pillow because only one dwarf can sleep at a time?
A gorilla that needs to be put into a cage ?
That's a job for someone superdwarvenly strong ... Superdwarf !
(http://img339.imageshack.us/img339/694/superdwarf2.png)
New beds?
(http://i.imgur.com/MNNoX.png)
Though really they should just have a single pillow because only one dwarf can sleep at a time?
Just checked out the new version quickly, looking awesome.Yeah, I tried it out, it looks like it works the other way around, when it's black on white.
One thing quickly: I don't see the tile-magic punctuation when text is white-on-black (like on main menu screen)
Used the upgrade versionNew beds?
(http://i.imgur.com/MNNoX.png)
Though really they should just have a single pillow because only one dwarf can sleep at a time?
I like the look of the base of the bed, but the small two pillows make it very hard to identify as a "bed". Looks more like a empty slab of rock. Make the pillows bigger, or yeah, just make one (big) pillow.
Have the raws changed at all in the latest version? I usually just replace the raw graphics and Art folders, just want to make sure I won't be missing out on anything else, as I use modified raws and can't be arsed to keep changing them ;)not unless you count the llamas that have been included since the beginning.
Cheers.
Cage in game:Love the cage.
(http://i.imgur.com/e3Tfi.png)
New beds?
(http://i.imgur.com/MNNoX.png)
Though really they should just have a single pillow because only one dwarf can sleep at a time?
not unless you count the llamas that have been included since the beginning.
Even though they are actually shorter now, with a bit of perspective the beds look longer?
(http://i.imgur.com/zgXUt.png)
Little doorknobs and keyholes?
(http://i.imgur.com/R5QPd.png)
Slightly smaller cages :)Say 'Camel Cheese!'
(http://i.imgur.com/cF3wf.png)
I swear that little dude can tell when I'm going to take a screenshot! He wasnt even dropping off a cage or caring for the animals, he just came and stood there! :P
Slightly smaller cages :)
(http://i.imgur.com/cF3wf.png)
I swear that little dude can tell when I'm going to take a screenshot! He wasnt even dropping off a cage or caring for the animals, he just came and stood there! :P
Funny you should say that Harmonica, I was just actually trying to figure out WTF is up with doors... They seem to use either the foreground colour, or the alpha channel depending on which material they get made from?i think the cobaltite doors look cool.
As they are currently in our tileset, doors mostly work except with certain materials...
(http://i.imgur.com/k9yC9.png)
(Like Cobaltite in the middle there.)
Also I *REALLY* like how the Z level below the one your looking at is more visible in that tileset! May have to "borrow" that idea :D
The raws for Ironhand/Wormslayer GFX set depends upon heavily modified raws. To make it work you would have to hand edit the raws to fit.
Quick hack, but I think it has potential?last set I was using was DLG, and this was a feature that gave amazing depth, but wasn't really noticed unless you suddenly didn't have it. It looks amazing too! But thos blank spots are always a let down, cant wait to see what you can do with this effect. *holds breath in anticipation*Spoiler (click to show/hide)
Quick hack, but I think it has potential?Spoiler (click to show/hide)
Is it just me or are iron cages completely black ?
Is it just me or are iron cages completely black ?
Probably, it seems there are a few palette issues to sort out :D
(http://i.imgur.com/tmLdl.png)
Slightly smaller cages :)
(http://i.imgur.com/cF3wf.png)
I swear that little dude can tell when I'm going to take a screenshot! He wasnt even dropping off a cage or caring for the animals, he just came and stood there! :P
Quick hack, but I think it has potential?Spoiler (click to show/hide)
My cobalite doors don't seem to look like yours. The upper right is cobalite, the lower two are microline. Which also dosen't quite look exactly like yours either.
My cobalite doors don't seem to look like yours. The upper right is cobalite, the lower two are microline. Which also dosen't quite look exactly like yours either.
Theres something I was trying to do either those lines, that mean weapons. Can't we make them LOOK like weapons? Not just sticks?
It's a tad too dark, but I love it.
Ironhand has yet to work his magic upon them, but these basic gem shapes are more obvious?Spoiler (click to show/hide)
Well to be fair, rough gemstones are pretty much different coloured rocks :PI know, hehe :D It's always realism vs. playability!
But yeah just trying some stuff out :)
There seem to be a few inconsistencies between various background tiles, a symptom of how many times Ironhand has tweaked them I think. I'm sure when he gets back he will whip them all into shape!Nice to hear!
Not really sure which tile you mean... :D
Two-tone doors based on material foreground and background colours?
(http://i.imgur.com/MiQdO.png)
(Claystone / Microcline / Cobaltite / Orthoclase)
Hmm, come to think of it, basically everything could use this method...
The bottom tile in the left shop, the middle tile in the middle two. I think it's some sort of equipment pile?
91 [ Clothing, armor, item stack opening tag, text
93 ] Floor tile in workshops and furnaces, item stack closing tag, text, clothing?, armor?
wow, if you can two tone the doors to make them match the background colour, could you make the backgrounds on the dwarves and such dynamically match the ground to satiate the people who find that annoying? Personally I don't mind it at all but some seem to :)
Was just wondering if anyone knew this:
With every graphics pack I have used so far, metal doors always look metal-like until you actually place them, then they look like the regular stone doors. Whats up with that?
I LOVE THAT LAST DOOR. The orthoclase one.
Was just wondering if anyone knew this:
With every graphics pack I have used so far, metal doors always look metal-like until you actually place them, then they look like the regular stone doors. Whats up with that?
I've spent ages trying to figure this out... I'm guessing its a bug?
I also try to use rational material when I build/make stuff. Who wants a chalk or limestone floodgate? They would just melt.
The road between my surface entrance and the gate in my outer wall is now lined with the skulls of my enemies!How did you do that?
(http://i.imgur.com/xV9xB.png)
I like the idea of irregularly shaped boulders, rather than perfectly round, but they need to take up more of the tile rather than having the empty spaces. :)
I'm not sure about the ore it kinda looks... spiky? like a furball :D
As with everything its entirely subjective, no matter what I do some people will like it, others will hate it :)
What about we make an installer/setup program that lets us choose different tiles for beds, then pillars and so on?
I just copy and paste the tiles that I like to the png with some graphical program, but it certainly would help some computer beginners.
I just downloaded your graphics set and tried to play DF. What I got was your material tiles without anything else. wolves were 'w's, bears were 'B's, cabinets were 'n's, etc etc.
Halp?
I just downloaded your graphics set and tried to play DF. What I got was your material tiles without anything else. wolves were 'w's, bears were 'B's, cabinets were 'n's, etc etc.
Halp?
Gems are still under construction, we shall see what can be done...Was checking google images for examples, and looks like there can be some pretty crazy natural formations... I know this is a 'crystal' instead of a 'gem', but... still.
I shrunk down some 4 post bed images, do you think any of these are useful?
http://imagebin.ca/view/vwnACq.html
Halp?
Is there any way to update the graphics without having to use .08 of DF? Because I really like custom adventurer reactions but I also really like seeing the game en detail.
Was checking google images for examples, and looks like there can be some pretty crazy natural formations... I know this is a 'crystal' instead of a 'gem', but... still.
I shrunk down some 4 post bed images, do you think any of these are useful?
I don't remember anyone asking for star shaped gems, I believe it was diamond shaped ;) Maybe I'm mistaken :D
Is there any way to update the graphics without having to use .08 of DF? Because I really like custom adventurer reactions but I also really like seeing the game en detail.
I *think* you may be able to just copy over the raws and stuff from .08 without DF asploding but make a backup copy before trying it!
Doesn't the 'pile of equipment' tile also get used whenever some dumb dorf drops clothes on the floor? Or when you burn the burnable parts of a goblin with magma?
One small request, though: Could you make the arrow symbols into pine trees? And the gamma symbol into a palm tree? It's really strange to look at a beautifully rendered world map and see a forest of blocky letters. And if you could use your Tile Magic somehow to make the letters 'n' and 'V' more hill and valley-like, I would truly love you forever.
Edit, The dye works looks amazing but I have to say I wouldn't really enjoy the look if all the workshops had the red or colored stones in them.
I guess we will all have to wait a few days before we can play the latest version with this tileset! :F
One small request, though: Could you make the arrow symbols into pine trees? And the gamma symbol into a palm tree? It's really strange to look at a beautifully rendered world map and see a forest of blocky letters. And if you could use your Tile Magic somehow to make the letters 'n' and 'V' more hill and valley-like, I would truly love you forever.Er... I have another request: please cancel the above request.
Hey WormSlayer. I'm totally loving that green-on-brown floor, bottom left corner.
Is that something I did, or did you mix some stuff up there? Or am I seeing things?
Hey, one thing we could use would be a generic pile of rags/clothes.
To be used for armor, clothing, and everything that can be grouped there.
That's also boots, gloves, hats... but I think a bundled up cloth would work.
Love the new stone/ore tiles. For uncut gems though, it would definitely be nice to have a similar tile. Maybe something like the one in Spreggo's (http://df.magmawiki.com/images/3/3f/Autonomous_Font.png) tileset?
May as well just mirror the gem cutters workshop tile?
(http://i.imgur.com/Cion9.png)
You could, I suppose... but I feels like it's wasting a space that could be used for greater variety. Eh, maybe I'll whip something up when my next adventurer dies.
I'm posting because I have a question/idea regarding Tile Magic...
... Words ... :D
Does 31.08 work for 31.10?You may be able to get it working if your not adverse to getting your hands dirty, but Ironhand should have a new version up soon!
I'm not so used to this tile thingy :)
Ironhand already does this with a few tiles like frog/squirrel but I dont know how well it would work for everything, the game is funny about where it allows you to specify colours. Your best bet is to go vote up "full graphics support" (http://www.bay12forums.com/smf/eternal_voting.php) :)
Maybe it could just be a generic sack looking thing? I mean, if you're gonna carry around a pile of clothing you're not gonna be, like, holding a shirt at arms length... :P Plus you could use that same sack for other, you know, sack-ish things, or just as a generic "this contains various objects" tile.Hey, one thing we could use would be a generic pile of rags/clothes.Curse you! I've been putting off this one because its so many different things! I'll have a go though, the current one is looking more and more out of place...
To be used for armor, clothing, and everything that can be grouped there.
That's also boots, gloves, hats... but I think a bundled up cloth would work.
&
Psh.
(http://i29.tinypic.com/2enn71i.png)
As far as I know, the only way to change the colour of a non-custom workshop tile is to change the numbers in data/init/colors.txt. I guess those are dark gray by default.
And yeah, Ironhand said .43 would be compiled in a day or two.
The ore still looks too much like regular stone, to me. To differentiate the two, perhaps make one lumpy on the right and the other lumpy on the leftUuuh, it might just be me, but that sounds like it'd look really silly. :P
The ore still looks too much like regular stone, to me. To differentiate the two, perhaps make one lumpy on the right and the other lumpy on the leftUuuh, it might just be me, but that sounds like it'd look really silly. :P
I fiddled around a bit with some creature graphics; what do you think?
(http://i14.photobucket.com/albums/a349/Igfig/dwarves_tenative.png)
(engraver, planter, milker)
Should be a hoe.
At first I interpreted that as "The tax collector should take a hoe out of his bag" and I was extremely confused. Extremely.
And totally remade ore once again:Spoiler (click to show/hide)
How about just colorful rocks?
For uncut gem clusters, I mean.
(http://i30.tinypic.com/f5acyf.png)
How about just colorful rocks?That's great. But maybe it can be improved? Can you try adding a little glossiness, shine, or sparkle? While neat, they look like technicolor egg fossils at the moment.
For uncut gem clusters, I mean.
(http://i30.tinypic.com/f5acyf.png)
How about just colorful rocks?
For uncut gem clusters, I mean.
How about just colorful rocks?
For uncut gem clusters, I mean.
They look a bit too round and smooth to me. I did my own version of coloured rocks a few pages back but they didnt receive a very warm reception :D
Looking forward to starting a new fort with new DF and new tiles! My current one has ground to a halt since I started expanding into a layer of caverns :(
In other news; I just turned my PC on and one of my monitors isnt working, and of course it's the one that all the controls for my graphics programs are displayed on... FFFFFFFFFFFFFFUUUUUUUUUUUUUUUUUUUUU!
Will be a few days before I can afford a replacement and I dont know if I can be bothered to reconfigure every program I use for a different monitor setup, only to have to put it all back when I get a new screen... O.o
This is how I usually roll in case anyone is interested :PSpoiler (click to show/hide)
Hi there... so I have a noob question...Well, you'd be playing without most of the fixes, since your region's raws would still be .08, not .10's more fixed raws. But yeah, you could do that.
I have a region I want to keep using in the new version. Do I just copy the save from the old 31.08 to the new 31.10 and I'm good to go?
Thanks...
@flatlander: Haha, your amazement suits your name. Not familiar with the z-axis, are you? ;D
No, don't generate a new world.Actually Toady made alot of changes to the RAWs in this version. Basically of the metals have had their values updated as well as a few weapon raws were changed. Just checked and saw that you hadn't touch them and kept the old RAWs :-(
Not if you want to use your old one.
Do those other two, though.
And I don't think you'll lose much at all.
Most of the changed Toady makes aren't in the RAWs.
Unless they have variable colors depending on which type of stone they're made of; in that case, making them all brown would mess it up.
Stools are the only thing that works though since you can't dictate directionality when placing an object. Anything else will cause it to look bad.
For the one guy who really wanted support for custom workshops; (http://i.imgur.com/HW3Pz.png)HELL YES
IH - If you load up the last .PSD I sent you, there is a layer in the "Z-Level" group called "seed / fly" - just hide that one. :)He strikes again.
Square stools?
(http://i.imgur.com/Udy94.png)
Or round?
(http://i.imgur.com/lpuxQ.png)
I was gonna vote for your original square mini-table chairs until I saw the new round stools. Nice! They do look taller than the tables, though. They're showing too much leg. :P The difference makes the tables look flat to the floor in comparison.
Why add more work for Iron and Worm? I propose that if there is some tile a person dislikes that they can edit the files themselves to fit what they want. i am more than happy to use this tile set without placing any undue burden on it's creator/sI already volunteered to do it some pages ago, after proposing the idea. ;P
Why add more work for Iron and Worm? I propose that if there is some tile a person dislikes that they can edit the files themselves to fit what they want. i am more than happy to use this tile set without placing any undue burden on it's creator/sTechnically, you could make that argument for submitting a tileset as nothing but the regular DF ASCII tileset.
Why add more work for Iron and Worm? I propose that if there is some tile a person dislikes that they can edit the files themselves to fit what they want. i am more than happy to use this tile set without placing any undue burden on it's creator/sI already volunteered to do it some pages ago, after proposing the idea. ;P
Programming is not the work of Iron and Worm, after all.
And that's why I think a custom make-your-own-tileset install helper would be great! :)
Square benches for me btw.
Great work!
BTW: Because no one commented on it, I post it again:
(http://img267.imageshack.us/img267/2484/vincecustomstoneores.png)
http://www.bay12forums.com/smf/index.php?topic=53180.msg1396828#msg1396828
What do you think? Tile magic is missing at this point, though.
Not that we can't program.Not that I wanted to imply that! :)
Vince, it's difficult to picture them in game in contrast to the current ones, which is probably why not much response. If you can get them as a screenshot in game people are going to be more likely to comment on itTrue, but I lack the skill/time to add tile magic to them.
I couldn't figure out how to change the pebbles so that they work like the gems in the gem tile.
Also: I just installed the latest tileset, but when I embark the ground is littered with weird flashing tiles constantly changing material? O.o
From some forum searching this seems to be a problem relating to duplicate entries in the raw files?
(http://img267.imageshack.us/img267/2484/vincecustomstoneores.png)
http://www.bay12forums.com/smf/index.php?topic=53180.msg1396828#msg1396828
What do you think? Tile magic is missing at this point, though.
(http://img267.imageshack.us/img267/2484/vincecustomstoneores.png)I really dig that style you've got going on, everything looks very natural and yet detailed.
http://www.bay12forums.com/smf/index.php?topic=53180.msg1396828#msg1396828
What do you think? Tile magic is missing at this point, though.
I'm also starting a new fort with 31.10 for testing purposes.
Here is a little interim release with less glowing objects to save you from eye strain! :)Spoiler (click to show/hide)
In the init.txt , if you see
[PRINT_MODE:2D]
change it to
[PRINT_MODE:STANDARD]
It will allow you to zoom more, so even in a lower resolution you can get (though slightly deformed as after a specific level of zoom, the tiles are not square anymore but become rectangular) a bigger view.
hi thanks for the fast replay thetipp with zooming works wonderfull on my 40" TVHah, that should be fun.
A quick mock-up to see what rounded corners would look like:That looks good.
(http://i.imgur.com/uteSa.png)
And messing about with tables and chairs some more:Don't like that much, though. The chairs and tables don't match at all now. Also, the tables look like they have beveled edges, which is weird. Why not just go back to your last set of round stools, shorten the legs a bit, and call it a day?
(http://i.imgur.com/u08aC.png)
Hey Star Weaver, shouldnt all those " symbols outside be showing a plant graphic?
(http://i157.photobucket.com/albums/t52/pyra18/whitegrout.png)
That last screenshot reminded me to have a fiddle with the "remains" tile. How about a pile of generic offal with a bone sticking out?omg you can totally mix that with one of the levers, just add a skull or something O.o(Bone and bits of bone tinted by foreground colour, offal tinted by background colour; but I dont have any exotic bits laying around :P)Spoiler (click to show/hide)
For those of you who like the white grout here is a variation that occurred to me: If you can paste this into the tilesheet with the alpha channel intact, smooth floor tiles will have black grout and engraved floors white/coloured grout: (http://i.imgur.com/eXcfH.png)
Example:
(http://i.imgur.com/ZdxAC.png)
The new tables and chairs are a not so much for me.The problem, I think, is that you can't have the tables and chairs fill their tiles, and yet have the tables look taller than the chairs.
If you can, though, I think the tables and chairs could
do with a little bit sharper of an edge.
And I think they should fill their tiles.
so you mean if i want every floor with white sprites i need gimp to change there the color?
I also played with the walls, with mixed results. I converted the black in the middle 8 pixels of each wall to transparency, which didn't do much to the microcline in the previous picture, but looks good on the lignite and kaolinite in this one:
(http://i14.photobucket.com/albums/a349/Igfig/engraving2.png)
What do you think?
I think I would actually prefer some kind of pattern on the wall (sort of like the engraved floors are now) rather than the dotted outline...
I think I would actually prefer some kind of pattern on the wall (sort of like the engraved floors are now) rather than the dotted outline...4 times! thats like more than last time!
Big bevelled tables with different stools, but now both using the same fake perspective.
(http://i.imgur.com/eXXns.png)
(Why the hell do dorfs stand on tables all the time? The kitten at least could be underneath the table...)
Yeah it would be great to get some more critters, races and professions.
Dungeon Master should really look kind of like this? :PSpoiler (click to show/hide)
Female graphics would be good, watching 2 little bearded dudes make babies is always a bit O.o
Shrugging McKhan, the one true king of Akkad demands the completion of the 31.11 release of the IGS! He will then, for the first time, use it instead of square ASCII!
Consider yourselves honoured, oh modders, that your work is appreciated!
If it was not of the high quality it presented with so far, you would certainly have been fed to the dogs already.
Plus, biting an iron hand might not be the best idea.Shrugging McKhan, the one true king of Akkad demands the completion of the 31.11 release of the IGS! He will then, for the first time, use it instead of square ASCII!
Consider yourselves honoured, oh modders, that your work is appreciated!
If it was not of the high quality it presented with so far, you would certainly have been fed to the dogs already.
Don't feed yourself to the dogs by biting the hand that feeds...assuming that Ironhand is a dog and not a llama :P
Shrugging McKhan, the one true king of Akkad demands the completion of the 31.11 release of the IGS! He will then, for the first time, use it instead of square ASCII!
Consider yourselves honoured, oh modders, that your work is appreciated!
If it was not of the high quality it presented with so far, you would certainly have been fed to the dogs already.
Sorry if this is a silly question, but i've been using pheobus's mod and i wanted to check yours out so I moved my savegame over BUT some of the sprites have been carried over so it looks halfway between both mods. When i start a new game everything is as it should be but I don't know how to get my old save to use your graphic set entirely.
thanks for any help.
I like those tables... one nitpick would be the pattern needs a little more (less?) noise so it doesn't seem to tile so badly. That could just be me though. :) I really wish the tables could be used by two dwarfs at a time.
I'm liking the new set! Not sure if it's me or my monitor (different one than what I normally use) but the colors seem to be better as well. Did you tweak the color settings? They appear lighter.
Your savegame folder probably has copies of the raws from Pheobus' set inside it, if you replace them with our raws you should be golden :)
Did you also replace the main DF raws?
Hrm... I'm a bit stumped then - Pushing pixels around is more my area of expertise... :(
Is your d_init.txt pillar tile 199?
I'm getting palm trees for pillars. I did a complete exchange in the raws for my saves (delete old copy new). Changing from Mayday if that helps.
Obsidian:Spoiler (click to show/hide)
(Still not really sure why they are orange, there doesnt seem to be any way to change it either...)
Ore Tile - Version 347895623563456.3 :D1st pic: good
Everything looks very nice.
Am i supposed to see boxes in the unrevealed earth?
However I think that engraving stone makes everything un-readable, even if the idea of showing what's engraved is actually great. Here's a screenshot where you can see the middle room engraved,
It would actually be kind of awesome if engraved walls had a little faint icon of whatever the main theme of the engraving was?
Furnace/Sink? version 2.0 :)
(http://i.imgur.com/2twTj.png) (http://i.imgur.com/IeQht.png) (http://i.imgur.com/ysdSa.png)
Furnace/Sink? version 2.0 :)
(http://i.imgur.com/2twTj.png) (http://i.imgur.com/IeQht.png) (http://i.imgur.com/ysdSa.png)
The idea for ore this time was a bright blob of ore with dark bits of stone stuck to it, rather than stone with ore sticking out. Again its complicated by not being able to use any tile magic :(You misunderstood my incoherent ramblings. :)
So my wife asked me last night to show her Dwarf Fortress.+1
After checking her for fever and/or demonic posession, I downloaded Ironhand's graphics set, knowing nothing less would do.
I went to sleep around 11 p.m. after showing her a few basics and pointing her to the complete and utter newby tutorial.
When I woke again at about 4:30 a.m., she was still playing, laughing about how she couldn't get a farm properly irrigated so her dwarves were going to die.
Her callous overlord mentality brought a tear of joy to my eye.
Thanks, Ironhand and WormSlayer. I couldn't have warped her fragile psyche without you.
Why do game keep resizing tiles down?
It's like they are native size first launch, but as soon as yout touch window, it size down.
Can't find any setting in init for this. (Blackspace is on)
It don't let me zoom in, only zoom out.
It shows only ~16*16 or smaller instead of 18*18.
But right after the launch, before you touch the window, it's 18*18. (It's just don't fit the screen so I have to move it).
It don't let me zoom in, only zoom out.you can stretch the window before trying to do any zooming.
It shows only ~16*16 or smaller instead of 18*18.
But right after the launch, before you touch the window, it's 18*18. (It's just don't fit the screen so I have to move it).
Right now, I'd like to see Trolls get a make-over but I have caves full of them and every Gobbo attack comes with a bonus pack of the buggers :Deasier to see this time ^^
Obsidian?Spoiler (click to show/hide)
You can zoom in, but the horizontal width of your screen can never be below 80 tiles.
So if you don't have a horizontal monitor resolution of 1440 or higher,
you won't be able to see the tiles in full resolution.
Sorry...
Hey Ironhand, 1,024 pardons if this has been asked and answered already, but is there a fairly convenient way to check out how a tile will look in-game with a certain color scheme without having to try to check it out in-game? Like, color-replace this or that in GIMP, or do this or that with the alpha...?
(I'm working on converting large numbers of plants into the graphics scheme, and herb bushes and such are resistant to easy and quick in-game testing because of the way they work. Any tips would be great.)
I'm still not feeling the sack of clothes or the refuse, though.
Totally unrelated lulz: My Legendary Strand Extractor took a break from years of processing raw Adamantine to produce this:Spoiler (click to show/hide)
Obsidian?Spoiler (click to show/hide)
Not sure if you're aware of this guys, but some tiles are a little too obscured when tagged for digging. Below shows some schist rock which is almost entirely black and thus blends with the floor tiles. At a glance it's hard to tell what's what (you can also see in the pic some gems which are simply black and don't stand out as being tagged at all).
'Unseen' rock is fine, because it takes the full opacity tagged tile. And I love the gold glowing effect which shows when a tile becomes the active job.
Is there any way to just make known rock take a high opacity brown overlay?
If I redraw them or edit them to include more transparent pixels, that will look way better.
Maybe I'll take a look at that today, when I get tired of drawing wolves and war elephants.
Yeah, I know what's going on there.
Hmm, every time you post that I re-read it, stare at it a bit, try to make the picture match up to the words, and every time I draw a complete blank on what you're saying!
???
Yeah, I know what's going on there.
When I made all those stone tiles, I hadn't really figured out the transparency thing yet.
As a result, those tiles are all just white-on-black, with a very few semi-transparent pixels.
If I redraw them or edit them to include more transparent pixels, that will look way better.
Maybe I'll take a look at that today, when I get tired of drawing wolves and war elephants.
Thanks for the love, guys. Hopefully I'll have a 0.31.12 version for you all by this evening.
Know, though, that your pleas do not fall on deaf ears.Knowing that brings a grown man to tears.
I dunno. Maybe I'll rework them eventually, if other people complain too.I can't be the only one! :D (I hope...)
Well, the good news is that Baughn is working on separating text from graphics (Toady approved) so there's a good chance in the next few months you'll get a lot more tiles to work with.
(http://i32.tinypic.com/7bt0.png)
Well, the good news is that Baughn is working on separating text from graphics (Toady approved) so there's a good chance in the next few months you'll get a lot more tiles to work with.
http://www.bay12forums.com/smf/index.php?topic=60554.msg1427645#msg1427645
Not sure, I migrated it over with no apparent problems. The .11 and .12 releases didn't seem to change the .10 raws, so you should be safe to copy everything over...
http://www.bay12forums.com/smf/index.php?topic=60554.msg1427645#msg1427645
Which I'm not sure is true. The changelog for .12 mention this :
Other bug fixes/tweaks
(*)adjusted skill rates up a bit on indiv training and demonstrations
(*)made att/skill rate loader treat 0s like NONE instead of the fastest rate
That doesn't change raw values? Confused.
What about just a little broken bone and a splat of blood for "generic remains"?
(http://i.imgur.com/QsG91.png)
Uh, doesn't mayday have a tile for rough gem thats different from that symbol?
What about just a little broken bone and a splat of blood for "generic remains"?
(http://i.imgur.com/QsG91.png)
What about just a little broken bone and a splat of blood for "generic remains"?Ah, that's a lot better! It looks quite good now.
Like I said, I refuse to use any other tileset for the time being. I'll be waiting patiently for the update.
My only gripe about it is that most things represented by it have no bones in them, remains generaly boneless, chinks no bones, shell well not an internal bone, teeth and fingers arn't femurs... I dont know what would remedy this the best, ive been imagining something that looks like a tumor, something fleshy that would best fit the tile.
tossed this together, not your pallet or skill but I think it looks kind of like a ball of mangled flesh
with crappy spatter
(http://i35.photobucket.com/albums/d188/Bloogonis/Dwarf%20Fort/chunk.png)
without
(http://i35.photobucket.com/albums/d188/Bloogonis/Dwarf%20Fort/chunk2.png)
meh it sucks, but maybe it gives you ideas
My only gripe about it is that most things represented by it have no bones in them, remains generaly boneless, chinks no bones, shell well not an internal bone, teeth and fingers arn't femurs... I dont know what would remedy this the best, ive been imagining something that looks like a tumor, something fleshy that would best fit the tile.
Farms are red, actually.
Er, are those all yours, or is it the left was before and the right was your replacement, or something?They are all his; left: spring/summer/autumn, right: winter
Here is my first attempt at replacing the current trees:
Here is an in-game shot:
The dead trees look less like trees to me than they did last night :F
But the one species of living tree in the shot looks pretty sweet?
I'm definitely going to tweak the sapling, for some reason I thought it could have a separate trunk colour but thats not the case. Will also redo willow and broadleaf 3.
Here are some amusing numbers:
Broadleaf 2
--------------
Pixels: 384
Source Polygons: 121,514
Poly's per Pixel: 312.5
Anti-Aliasing samples: 320,000 (1024 per pixel)
Will also redo willow and broadleaf 3.
Awooºººooo...
(http://i32.tinypic.com/34gvdqs.png)
How is his head odd?
Can you specify a bit?
Here they are as ice wolves:
(http://i29.tinypic.com/qo95oh.png)
How is his head odd?It looks like a llama's head, if that makes any sense... sort of... snout-like?
Can you specify a bit?
How is his head odd?It looks like a llama's head, if that makes any sense... sort of... snout-like? I'll try to explain it with a picture, it's hard to put into words.
Can you specify a bit?
The wolves are the little doggies in the main post, not the big, orange-yellow abomination on the left side of the screen... ;)Yes, I understand that.
The head is horse-like, not dog-like. The pose is great.
The wolves are the little doggies in the main post, not the big, orange-yellow abomination on the left side of the screen... ;)Yes, I understand that.
Or was that a joke?
How is his head odd?
Can you specify a bit?
Here they are as ice wolves:
(http://i29.tinypic.com/qo95oh.png)
Whip up a War Wolf and throw in a moon, and we got us a t-shirt!
What about me? Did you mean offense to me?
What program are you using there?
How is his head odd?
Can you specify a bit?
Here they are as ice wolves:
(http://i29.tinypic.com/qo95oh.png)
Whip up a War Wolf and throw in a moon, and we got us a t-shirt!
This thread is now about wolfshirts...
Nice animals! Zoomed in and it does indeed look like the confusion is caused by the uh.. Wolf-Beard. Is there a more proper word for hair growth on the face of a Wolf at any rate. It's more like sideburns. :-p
---
Are these better? (http://i31.tinypic.com/20l02vd.png)
Are these better? (http://i31.tinypic.com/20l02vd.png)Yes, very much so! I like the wolf pup especially, it's very cute.
I have soo many rope vines on my current map I had to make a vine-like tile:
For now, it's going to replace the ↔ character unless that one is actually used somewhere?
(Also made the special tree a bit thinner.)
Edit: Like this :D
(http://i.imgur.com/l8JpU.png)
Plain - Leafy - Fruiting
Indeed, I think how many of us out here are late 30-somethings and early 40-somethings would be shocking to you spring chickens. :P
Trees:
(http://i.imgur.com/RQqh4.png)
Broadleaf 1, 2, 3 - Conifer - Willow - Cacti - Spore Tree using Willow - Dead 1 & 2 - Bloodthorn - Featherwood - Highwood - Glumprong
Making all these tiny sprites has been quite nostalgic for me too. First game I modded was in about 1986 - Repton on the BBC Micro
Indeed, I think how many of us out here are late 30-somethings and early 40-somethings would be shocking to you spring chickensGreat to see there are many fellow middle aged guys that are as addicted to Dwarf Fortress and Bay12 as i am ;)
QuoteIndeed, I think how many of us out here are late 30-somethings and early 40-somethings would be shocking to you spring chickensGreat to see there are many fellow middle aged guys that are as addicted to Dwarf Fortress and Bay12 as i am ;)
Yeah, I don't think I can really relate to all this old people talk. = Pvery gazelly
When I came into the world, there were already three Final Fantasies.
Anyway, check this out:... it's a gazelle! (http://i29.tinypic.com/24xhy0g.png)
[ . . . ] By messing around with the colours the vine tile may work for seaweed and stuff?
(http://i.imgur.com/5sniT.png)
Are the other sentient races represented in the set yet?
Also, and I might be jumping the gun, But how does glow tile work? and how would it effect the critters you are making?
Edit: did you shrink the bones remains tile?
Will these trees render on the Worldmap? That'd look awesome.
p.s.:
Could tile magic make the "/" look like a sword? Tile magic hilt?
p.p.s:
Today I looked at some 3 year old tilesets I had saved on a backup, and I think those oldschool ones had the best basic iconic design for the "remains" tile.
Anyway, check this out:... it's a gazelle! (http://i29.tinypic.com/24xhy0g.png)
Is that a fresh install or an existing game? Looks like you have some raw files from a different tileset or something....
On the subject of archery: I'm also thinking of replacing the ( character with a little bow.
...
But not so quite great in the few places its used for text:
(http://i.imgur.com/vo1PM.png)
(http://i.imgur.com/mbmqS.png) | White / White Red / White White / Black Green / White Green / Black Red / Black Black / White |
I was simply wondering if you thought about having animals like wolves become shadowy wolf shapes with bright yellow eyes when my adventurer trips over them at night? Im not sure what extent the glow tile can be used since it is rarely used.This would be pretty cool. I don't think " is used much anymore, so it'd probably be easy to make it slightly more eyelike and add an indistinct dark shape behind it. And same for ' , I guess.
Update: Or of course you could just put a totally different image on each red, green, blue and alpha channel:
I admire your dedication towards dwarven aesthetics.
Also all the characters are shifted too high and left in your clean set, most noticeable with the "l", whose top is inside the "\" tile. And the characters in the glowing tileset aren't arranged perfectly too, as already noted.
Why only in 2D though?Because it's easy. Rendering the same text via OpenGL has all kinds of possible performance/memory tradeoffs, and I can't decide which is best without seeing it in action.
Because it's easy. Rendering the same text via OpenGL has all kinds of possible performance/memory tradeoffs, and I can't decide which is best without seeing it in action.
Godspeed you beautiful crazy gardening person.Thanks!
All those EPIC new trees by WormSlayer!fabulous!
Water/magma will be differentiated by depth!
Blood/vomit/mud splats will be a brand new tile!
Bins/stairs/floodgates/etc/etc will be a new (bin) tile!
Supports, glass doors, zzzs for sleeping, os for workshops,
ns and stuff for world maps, COFFINS (finally!), and more!
Sprites, I meant. I thought there were only a limited amount? Some creatures, and the baby/zombie/skeleton versions of each... yeah, mods could add a lot.
I'm asking because I'm wondering how far we are from a true unique Ironhand set, where every tile used is made completely from scratch by either Ironhand or Worm Slayer.
Could be a bushel of pretty much anything
Not sure why I have such a basket-like mental image...I think it's because in this tile format, the bottom is rounded, like a basket, or an upside-down dome, while an actual bushel has an edge, like a upside-down conic frustum.
one question about walls
is it posible too give them a 3d look? or would this look bad?
Weapon-rack doesn't match the artstyle of the rest of the tileset.
Put it next to a Table, and a Well, you'll see what I mean.
What about a bloody and ripped-up "g"?
If you use white as the tile foreground colour, you can show a full range of RGB colours and still have background free for whateverCould you share any more info about that?
QuoteIf you use white as the tile foreground colour, you can show a full range of RGB colours and still have background free for whateverCould you share any more info about that?
How..full-range...
Eh, I'll probably just keep calling it Ironhand's Graphics Set,
unless WormSlayer wants his name in there too.
People are used to my name on it by now...
I just wanted to give him some credit on the banner.
Want to see something devastatingly awesome?Spoiler: Brace yourself (click to show/hide)
I'm thinking a sort of embossing
for the transparency map...
I'll keep you posted.
Weapon-rack doesn't match the artstyle of the rest of the tileset.
Put it next to a Table, and a Well, you'll see what I mean.
I made them both so the style should be fairly similar - You mean the angle they are drawn at? The whole set is a mix of perspective, top-down and side views :F
I imagine that a professional game art team making a commercial game would do this kinda thing during the design phase,This is so fail..
Ironhand, could you please only include the files that have been changed in the Upgrade version, or a list of files that have been changed?
If you compare the weapon rack tile to the workshop tiles, the "edge" technique is totally different.
The game "dungeon crawl stone soup"
Uh... yeah. I can do that.
In the next version, though,
I think no RAW will be safe from
the PURGE that is True Type Font.
Speaking of font...Yes, sorry. It hurts my eyes. :(Does it still look blurry? :-\Spoiler (click to show/hide)
Speaking of font...Yes, sorry. It hurts my eyes. :(Does it still look blurry? :-\Spoiler (click to show/hide)
And I prefer gray letters.
Cool!
Here it is in grey, with the original texture overlaid:Spoiler (click to show/hide)
Better? Worse?
I was about to give you a 'meh' until I saw the depth. It appears my head has gone *a-pop*.
I'm gonna stick with the shiny one for now (the one that most of you are saying you like).That's not a super accurate representation of how it's working. It's actually significantly better than that sounds. We are moving away from graphical fonts entirely, and instead will be using TrueType. A .ttf, and not something that's recognizable as a sheet, in the sense that we know it. A whole 'nother kettle of fish for folks that want to make things, with vectors and kerning and all that jazz. Unless that option is disabled in init.txt, of course. But it essentially means that you have all the tiles which were previously used as letters to play around with, and text will be determinable entirely separate from tilesets, and will look better. And it will also enable the switching out of fonts independent of tilesets.
But the thing about the new version is that we'll be using a completely different sheet for text.
So if I'm right and that's how it's gonna work, you'll be able to switch out the font set
for whichever one you like (some people like Sphr's font, or whatever),
without having to mess with my tileset.
Oh... so I won't actually be using my font after all.I reckon most folks will just want to use an established typeface anyway. I know personally I'm thinking of trying out Baskerville, seeing how that looks.
Darn. I spent a lot of time making that. But it's pixel art.
I have no idea how to make vector art or .ttf font files...
We are moving away from graphical fonts entirelySorry for asking, but when exactly this may occur?
Ironhand, try the excellent and open source InkscapeThat tutorial doesn't account for the effects he'd applied, though.
http://www.inkscape.org/
Then give a look to this simple tutorial :
http://www.makeuseof.com/tag/convert-images-to-svg-format-with-inkscape/
Works very well to convert bitmap image into vector image
The next version, I believe. My understanding is that Baughn's done with it, and thus it will be part of DF the next time Toady does a full compile and gives it to us.QuoteWe are moving away from graphical fonts entirelySorry for asking, but when exactly this may occur?
(i am instantly thinking about this insane vision of having ~30 free-to-use tiles)
Also, I just realized. Are these ttfs going to be tile-based?
I'm guessing not, which means they don't have to be
monospaced any more! Which will be very nice, I think.
Yeah, we've been promised that for the next release.You are correct.
Which yes, allows us a whole pile of new tilespace.
We're gonna have
corpses for dead animals...
Bins that look like bins...
So much new stuff.
You have no idea.
(probably won't get all of it into 0.50, but there will be a lot)
Also, I just realized. Are these ttfs going to be tile-based?
I'm guessing not, which means they don't have to be
monospaced any more! Which will be very nice, I think.
http://fontforge.sourceforge.net/Just because Freetype 2 supports something does not mean that DF will be able to utilize that support. Baughn has only talked about TrueType fonts, and thus I strongly suspect we will only be able to use TrueType fonts. It's entirely possible that this is not the case, of course, but I suspect that if we have access to a wider variation of filetypes, we would know about it. Unless you have some information here that I don't?
The new DF is using Freetype2, so it does support bitmap fonts.
You won't have to redraw them on a pixel level, but all your alpha/inversion/etc techniques will need to be redone.
You just need to use a tool like FontForge to make the actual font file.
Look here for a list of the font formats that ft2 supports.
http://www.freetype.org/freetype2/index.html
Also Baughn posted this teaser screenshot..jawdrop(if what do i see means potentially method for more space for text in i.e. trade window, etc FINALLY).
and thus I strongly suspect we will only be able to use TrueType fontsBasically it means VERY simple support for dozens thousands of fonts and it's GREAT(from end-user perspective, of course, i can understand Ironhand POV(making TTF's is just ennerving...).
Just because Freetype 2 supports something does not mean that DF will be able to utilize that support. Baughn has only talked about TrueType fonts, and thus I strongly suspect we will only be able to use TrueType fonts.
Oh. Also, I love that water. How would you like to be able to animate it?
Oh. Also, I love that water. How would you like to be able to animate it?
If you can make water animate in a way that logically shows flow direction, my brain will liquify.
Man, water doesn't even do that in real life most of the time.Oh. Also, I love that water. How would you like to be able to animate it?
If you can make water animate in a way that logically shows flow direction, my brain will liquify.
Man, water doesn't even do that in real life most of the time.Neither does water come with gigantic marks saying "7" and "6" and such; however, it is included. It's not reality that matters, it's making the game enjoyable.
Nonedit: Yep, I'm also altering the text-sizing functions, so a proportional font means you get more text into the same horizontal space, not more blank space to the right.
I'm going to have to stress again that this code will not work properly in the next version.
Oh. Also, I love that water. How would you like to be able to animate it?
Nonedit: Yep, I'm also altering the text-sizing functions, so a proportional font means you get more text into the same horizontal space, not more blank space to the right.wow... :o Does this mean the 80 tile lower bound can be trashed too so we can make bigger tiles without needing huge screens? :D
Not sure why I have such a basket-like mental image...
Such a useful tile though - Could be a bushel of pretty much anything with the right colours :D
Like Dimple Cups or Plump Helmets? ;)
(http://i.imgur.com/74tFR.png)
Not just yet. It's something Toady has shown a little interest in doing (though not in quite those words), but I very much doubt it'll happen anytime soon. Eventually, though.Nonedit: Yep, I'm also altering the text-sizing functions, so a proportional font means you get more text into the same horizontal space, not more blank space to the right.wow... :o Does this mean the 80 tile lower bound can be trashed too so we can make bigger tiles without needing huge screens? :D
Yeah, I want to put something like that back in.
I liked the concept, but it wasn't very good.
So I'll make you a better one!
Unless WormSlayer beats me to it.
I'd LOVE to have animated tiles/creature graphics in general!couldn't this already be done with the [alt tile] tag? it gives purring maggots an animation.
Two-step animated dwarves would be hilarious to watch, especially when paused and forwarding time only with the . key (like I do in battles sometimes).
And you could make gems sparkle a bit. Or an animated fly-swarm. Or...
Animated tiles can be implemented so that the artist only has to use one single tile entry. You would not have to "use up" N tiles to make something which is animated.
Because the actual rendering is not the problem. The problem is that Toady is only providing enough information to specify "index 114". What the renderer chooses to do with that index is another story. It could cycle through four frames representing "index 114". The tileset could even be four .pngs, one for each frame.
Of course, that index could be ambiguous, like in the case of the spiderweb/currency tile. And you could not use this ability to cheat and get more actual unique tile entries, cause we're still stuck with the original tileset index #'s coming from Toady.
I just mean to say: There could be a shimmering animated coin, but it would have to be a shimmering/animated web as well.
-z
http://www.effectgames.com/effect/article.psp.html/joe/Old_School_Color_Cycling_with_HTML5
http://www.effectgames.com/effect/article.psp.html/joe/Old_School_Color_Cycling_with_HTML5
So, I'm implementing animation.Well like I mentioned before, if we could choose for an animation to just display a single frame, we could use one animation to display several different still images, increasing the number of images we have to work with without increasing the indexes. If we could also have the computer pick a random still image out of the animation, that would allow, for example, to have several slightly different tree sprites (or grass, water, sand, whatever), without changing any of the basic code for dwarf fortress.
What features would you like?
Yes, that's a completely open-ended question; I don't want to make you assume certain things are or aren't possible, though you would probably do well not to request anything that requires changes to DF proper.
You don't like nobles?Is he a rice farmer?.
I'm actually really looking forward to them.
I think it'll be fun to make fancy clothes and hats.
Anyway, check it out. I made some more stuff:
(http://i43.tinypic.com/5l9a1f.png)
I'm not sure I like the soldiers yet.
Skullcap-dwarf in particular doesn't do much for me.
I like the headband a lot better. Thanks for the suggestion!
My peasants are pretty nice, though, I think.
Check out that farmer hat. I'm proud of that one.
The problem is, we'd need some way to specify what frame to use, and I don't think that's currently possible.So, I'm implementing animation.Well like I mentioned before, if we could choose for an animation to just display a single frame, we could use one animation to display several different still images, increasing the number of images we have to work with without increasing the indexes. If we could also have the computer pick a random still image out of the animation, that would allow, for example, to have several slightly different tree sprites (or grass, water, sand, whatever), without changing any of the basic code for dwarf fortress.
What features would you like?
Yes, that's a completely open-ended question; I don't want to make you assume certain things are or aren't possible, though you would probably do well not to request anything that requires changes to DF proper.
Baughn: Just to clarify; All you get passed for rendering purposes is an ascii tile number and colours, no context as to what the tile is actually being used for?Correct.
Also, when you say your implementing animation, in what capacity? tileset.png will have multiple frames? Or every tile will be a separate .png with its own frames or what?Well, that depends on exactly what is required. Making each frame of each tile a separate PNG, with a separate animation descriptor for the whole thing that lets you specify e.g. cycle speed, all stored in a tarball.. is an option. It really depends on what you ask for.
I guess the perfect ideal would be (the option of) separate animated sequences for every character and item, and every possible state.Right. As mentioned, I don't actually get any state information at the moment. That might change later, of course, but right now all I get is "that's a hammerdwarf". I'm also inclined to think that using opengl shaders to generate the animation will probably give better results in a lot of cases.
But realistically, small looped animations of trees swaying and water rippling sort of stuff would be a good start.
Is he a rice farmer?.
I used to use mayday exclusively,but after trying your set i kinda prefer it,though i miss the bigger images esp dwarfs.
I think I can get Toady to pass me the absolute map location, which would translate to knowing the absolute location of any given tile. If we use *that* as an index, things should look good. It would be on a separate axis from animation, though, essentially meaning we'd have (potentially) 4D tiles.Ah, that'd be pretty cool. Even if you couldn't choose a frame of context, you could at least have a random set of tiles for things and stop big open areas from looking so, well, tiled.
Speaking of which, I just spent way too long making new versions of the rough ground tiles and tweaking almost every single tile. Everything has outlines now, even totally remade a couple of things - Check it out and let me know what you think:Spoiler (click to show/hide)
I Love the new tiles, WormSlayer, and agree to HeliumFreak.I don't even need absolute tiles for that. Sure, why the heck not?
And Baughn, if you've got the absolute tiles:
Would it be possible to have tile transitions or at least "surrounding aware"-tiles?
Like discussed here:
http://www.bay12forums.com/smf/index.php?topic=43260.3630
I don't even need absolute tiles for that. Sure, why the heck not?
Sure, why the heck not?
The skull looks silly, like some talking head from Planescape Torment. The ground tiles are ugly blurry, I miss the original rough ground tiles. The coffins are super ugly, like cut from paper.
And there is still this ugly toy-crown in the tileset.
The skull looks silly, like some talking head from Planescape Torment. The ground tiles are ugly blurry, I miss the original rough ground tiles. The coffins are super ugly, like cut from paper.
And there is still this ugly toy-crown in the tileset.
I think the ground tiles should be brightened up a bit, looks fine otherwise :)
I don't even need absolute tiles for that. Sure, why the heck not?Now that would be a sweet new feature!
separate backgrounds, with objects overlaid on top of them.
Technical stuff...
The main problem with conditioning on surrounding tiles is the inevitable combinatorial explosion.there are ways around it.
It's going to be an opengl 3.2-capable and above card only thing, though, because I'm not feeling like supporting half a dozen incomplete drivers anymore. :Pis there a way to check what opengl version your computer is capable of?
People with old hardware can use 2D mode. That's what it's there for.
The main problem with conditioning on surrounding tiles is the inevitable combinatorial explosion.
This means we have to generate the combinations in realtime, which is impossible in 2D mode and.. hard, in most of the opengl modes. In practice, it'll pretty much have to require shader mode, and probably also involve bundling shader code with the tileset in question. Not really a big deal, but more work than you're used to; I'll help, of course.
It'll also be useful to have textures that aren't associated with individual tiles, in order to blend them with ones that are.
So, ignoring graphics-mode's extra tiles for the moment, I'm envisioning a system something like this:
- Instead of a tileset, you supply a tarball/zipfile containing lots (and lots) of numbered PNGs. 0.png, 1.png, etc. Current tilesets would still be readable (backwards-compatibility is nice), but wouldn't get the extra bonuses.
- You can supply *any number* of those numbered PNGs.
- In the shader, you have four inputs:
* The current time (in milliseconds since DF start)
* The absolute location of the current tile, i.e. relative to the entire map
* The relative location of that tile, i.e. to the window
* The background/foreground color and CP437 index of *all* the visible tiles. You'd access the data for your current tile by using the relative tile-location as an index.
Additionally, you have access to a texture array, where each texture in that texture array matches up with the same numbered texture in the supplied tileset zipfile.
At that point.. well, you can do pretty much whatever you want. There will be a default set of shaders in data/art that act about the way it works today, which are overridden by any shaders in the zipfile; I'll be using both vertex and fragment shaders, as anything that's calculated the same way for every pixel in a tile (like, its foreground/background color and texture index) shouldn't be calculated per-pixel.
Sound good? This way, you won't get a slowdown almost no matter what you do. :)
... so for example X won't be used to display 3 different things], or that still won't be possible?
The red of the mushrooms matches the black of the ground? :) I had to set the contrast and brightness of my monitor to maximum to even see that there was anything there at all. Although I am using a rather old monitor still.I think the ground tiles should be brightened up a bit, looks fine otherwise :)They should be about the same relative brightness as before, but now they dont have as much contrast. Should help foreground objects stand out a bit more. The tiling is also still pretty seamless, look at this shot where the red mushrooms match the colour of the ground tile:
(http://i.imgur.com/UaqkI.png)
The red of the mushrooms matches the black of the ground? :) I had to set the contrast and brightness of my monitor to maximum to even see that there was anything there at all. Although I am using a rather old monitor still.
... so for example X won't be used to display 3 different things], or that still won't be possible?
Still wont be possible :(
(I'm actually trying to do something with X right now... It's not pretty...)
What Vince said, but more politely :PSorry, I didn't mean to be rude. :(
is there anyway i can use a graphics pack preferably yours on the mixmod? the ascii isdriving me insaneturning me into a dwarf
I didn't see it as rude, I really do need to get a new monitor. :) It works well enough other than at distinguishing darker shades apart.What Vince said, but more politely :PSorry, I didn't mean to be rude. :(
The skull looks silly, like some talking head from Planescape Torment. The ground tiles are ugly blurry, I miss the original rough ground tiles. The coffins are super ugly, like cut from paper.
And there is still this ugly toy-crown in the tileset.
My new #1 fan? Love you too man!
That all sounds quite different to how it currently works... Care to drop a couple of examples of what we could do with your proposed system?Well, you could for example have each tile look up the colors of itself and its neighbour, and make them merge softly - for tile combinations where that makes sense.
The real problem with tile borders right now is the abrupt colour change rather than the actual tile graphics.
Or you could make water-next-to-soil use a different image to water-next-to-water.
Don't take it personally, WormSlayer. Next time I will post something positive with all this criticism, like a picture of something nice:
(http://sungrubbies.net/Web%20images/HappyFaceSun.jpg)
Sorry, I didn't mean to be rude. :(
Does this mean you could possibly draw a small shoreline on the water-mud tiles so they dont look like squares?
It's an exciting time for DF graphics :D
As part of last nights overhaul, I also remade every tree so they look less crappy when marked for felling :PSpoiler (click to show/hide)
I mean, my laptop has a pretty solid Radeon card and it's a dual core, it can do the graphics, it just tends to overheat when things get very busy.
Really like that boulder. Very bouldery.
Farm Workshop:
(http://i.imgur.com/7p2sB.png)
The thing in the bottom left is one of *those* tiles that I'm not sure what do do with...
"Trade depot post, glass portal, Tile in Farm Workshop"
Farm Workshop:
(http://i.imgur.com/7p2sB.png)
The thing in the bottom left is one of *those* tiles that I'm not sure what do do with...
"Trade depot post, glass portal, Tile in Farm Workshop"
Make it into a wheel from a cart. That would look okay as a glass portal as well and also for the trade depot.
Don't trust the wiki page for the tile usage that much, the O is also used for single pieces of constructed/smoothed walls and the ends of those. I guess there are a few more things missing.
Best would be if someone would build every workshop/building/construction and write down what tile is really used for which building and then update the wiki.
Don't trust the wiki page for the tile usage that much, the O is also used for single pieces of constructed/smoothed walls and the ends of those. I guess there are a few more things missing.
Best would be if someone would build every workshop/building/construction and write down what tile is really used for which building and then update the wiki.
Sounds great! *pats you on the back and hands you the proper tools to do it* :P
Don't trust the wiki page for the tile usage that much, the O is also used for single pieces of constructed/smoothed walls and the ends of those. I guess there are a few more things missing.
Best would be if someone would build every workshop/building/construction and write down what tile is really used for which building and then update the wiki.
Sounds great! *pats you on the back and hands you the proper tools to do it* :P
I would, but i am currently at work ;)
....the O is also used for single pieces of constructed/smoothed walls and the ends of those.
Best would be if someone would build every workshop/building/construction and write down what tile is really used for which building and then update the wiki.
Speaking of which, constructed objects get highlighted with a capital C* when you designate things. How about a tile for that?
What about the trade depot accessibility screen - weren't there letters, too?
We could really use something new for o, as well.
It shows up in the mason's workshop and furnaces...
I'm thinking maybe just a pile of bars/bricks.
Whoops.Spoiler (click to show/hide)
Well, I can't split tiles myself, but -
Shader-mode will allow you to select tile graphics based on color, if you want. Would that be useful?
What about the trade depot accessibility screen - weren't there letters, too?
So I made a little wheel thingy:Not sure what it looks like as a glass portal...Spoiler (click to show/hide)
Also not really sure what to do for the flashing green construction designation - suggestions welcome! :)
eye-searing
Hum. It's not exactly as nice as fixing it in DF, but here's a nice trick.
There are some tiles that occur both as components of certain workshops and elsewhere, right?
Well, in shader-mode you can differentiate between those two cases by grabbing the values for the tiles *next* to your ambiguous tile, and deciding based on that.
I can hardly wait. :P
..I'll try to hurry up so I can get it back in for next release. Should work.
Or are you not testing Depot access?
I think I'm actually gonna go back to pure black for underground tiles, if nobody's opposed.
That was mostly just for when I was playing around with text, which is now a moot point.
Errr, wait a second. Does this mean we can use ANY TILE for ANY OBJECT now?
That can't be right, can it? Is this really a fix for EVERYTHING? Can we use it to differentiate X?[/color]
I use Genisis Mod. And I updated the Ironhand tileset.
Now alot of my dwarfs is just a black box, no art whatsoever.
in shader-mode you can differentiate between those two cases by grabbing the values for the tiles *next* to your ambiguous tile, and deciding based on that.
Sounds great Baughn! How much of a processor hit do you think the tile checking will have?
A single large tileset image plus a file telling DF how many tiles there are in the file
Okay, opinion poll time.
Indeed, though older GPUs might have problems.
Okay, opinion poll time.
To support all this, I'm going to replace the current 16x16 tileset with a directory, as previously mentioned. So, which would you prefer? A single large tileset image plus a file telling DF how many tiles there are in the file, or one file per tile, for a minimum of 256 distinct image files?
I think the last parsed is picked.I use Genisis Mod. And I updated the Ironhand tileset.
Now alot of my dwarfs is just a black box, no art whatsoever.
that is most likely because genesis has it's own dwarves and graphics for them.
which brings a nooby question: what happens if multiple graphic definitions exist for creatures?
Yep. That's a necessity, to make shaders work reasonably.So that would be "legacy mode" and we can use 256 onward - splendid!
Non-shader modes will just use tiles 0 through 255, so you should /try/ to make those work on their own, but in the shader you just get a linear array of textures; you can mix and match them any way you like, using multiple tiles at ones if that's what fits.
And 1 it is, though I should mention that lots of little files are only inefficient on older filesystems. Btrfs or.. btrfs handles it fine. So would reiserfs, I suppose, if anyone still used that.True, my comment was based on NTFS. I really need a proper linux machine! :D
A big sheet is easier on us, though.
Yay... I'm so excited.
Still a little fuzzy on how it all works, though.
I'm hoping you can give us an example of it in action.
That's a necessity, to make shaders work reasonably.
hazy on what he means by using shadersme too, you know, i am trying to imagine ogl shaders on device that processes it 400x SLOWER, than my desktop.
using a newer techniqueyeah, this equals more cash, not optimisations and proper coding, usually;/
well i meant that since just drawing quads has become depreciated in ogl 3+ he might just be using the new recommended technique in shader mode or he might be trying something fancyQuoteusing a newer techniqueyeah, this equals more cash, not optimisations and proper coding, usually;/
is there a map legend for this tileset anywhere?
To be honest - any person that played ANY rpg like chrono trigger should know that using gfx doesn't need 800$ gfx card. It just needs proper coding.Quoteusing a newer techniqueyeah, this equals more cash, not optimisations and proper coding, usually;/
Dude i do not like you;To be honest - any person that played ANY rpg like chrono trigger should know that using gfx doesn't need 800$ gfx card. It just needs proper coding.Quoteusing a newer techniqueyeah, this equals more cash, not optimisations and proper coding, usually;/
You can get a card that supports the needed shaders for <100€ (Though you can't upgrade most of the laptops)
Sadly, unless Toady implements it, we can only work around the current limitations - an that would be too CPU heavy, which is why you need shaders.
And to be honest: DF was never a game that went easy on your hardware.
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Hey, this is my threadSorry for damaging your easy-going-ego, man.
I will not have it become a battleground.You should be aware how problematic it is going to be. You craved font thingy just to hear it may be not used like that anymore lately. You lost your time then.
Hey, take it easy.
I'm removing nothing. Everything that works now will continue working, and I'm arranging the new graphics setup such that it should be easy to write tilesets that work both with the new and old system, to the point where one that doesn't can be considered broken.
So what's the downside, exactly?
Yeah. I don't really know what he's on about, either.That's clear. minus to respect for ya, dude from my side.
A 7900GS won't cut it? Wait, why do you need to use 3.0 shaders? I, er... don't quite understand why it would make them so preferable to 2.0+ shaders. 2.0 model shaders are supported by cards as far back as Radeon 9600. Some old PCs that are otherwise adequate for playing DF (with a 2.something GHz single-core and a gig or two of RAM, for example) wouldn't be able to make use of what you're doing. Why go for high-tech? Are the features you're trying to do completely impossible with an older shader model?
A 7900GS won't cut it? Wait, why do you need to use 3.0 shaders? I, er... don't quite understand why it would make them so preferable to 2.0+ shaders. 2.0 model shaders are supported by cards as far back as Radeon 9600. Some old PCs that are otherwise adequate for playing DF (with a 2.something GHz single-core and a gig or two of RAM, for example) wouldn't be able to make use of what you're doing. Why go for high-tech? Are the features you're trying to do completely impossible with an older shader model?
aren't 3.0 shaders more efficient then the 2.0 ones?
What's my problem:I can answer on that one, as can a lot of other people around here. Right now, (lack of) graphics support is what keeps the DF's playerbase from expanding. But graphics were never a central part of this game. Expansion of the playerbase through drastic measures such as graphics engine overhauls will only happen if the support of the playerbase ever becomes insufficient for the developer. Given the numbers you provided, it's still sufficient. Ergo, effort will be spent on improving the game itself, not its looks - which many find quite appealing, I must say.QuoteJuly Donations: $3345.83
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I assume this is a problem.
Gigantic amount of cash is flowing while all i can see so far is GREAT aspect of game and almost noobish methods for maintaing engine that drives it.
All logical, simple methods for changing gfx aspect is just skipped, all that saves situation is Ironhand, Mayday, and some people that said nothing about real problems related to actual gfx handling aspect so far.
Well, yes. But the question is - are they SO much more efficient that the boost is enough to offset the fact that half the playerbase won't be able to use it at all?A 7900GS won't cut it? Wait, why do you need to use 3.0 shaders? I, er... don't quite understand why it would make them so preferable to 2.0+ shaders. 2.0 model shaders are supported by cards as far back as Radeon 9600. Some old PCs that are otherwise adequate for playing DF (with a 2.something GHz single-core and a gig or two of RAM, for example) wouldn't be able to make use of what you're doing. Why go for high-tech? Are the features you're trying to do completely impossible with an older shader model?
aren't 3.0 shaders more efficient then the 2.0 ones?
graphics support is what keeps the DF's playerbase from expanding.
Ergo, effort will be spent on improving the game itself, not its looksI like your way of explaining things, Sean;
Maybe in perfect world it is ok to burn 400 watts of energy for 10+ hours gaming, i cannot do that.Your GPU has a power-savings mode, probably several. Running DF's shader-mode on it is not going to make it power up very far, unless you're using a really badly written custom shader. On my laptop, it skips from the lowest power-saving mode to the second lowest, and that's just because, being a laptop GPU, the lowest-power mode has the shaders entirely offline.
Dude i do not like you;Read again, I did not tell you to buy anything. I just commented on your claim that running shaders would need a 800$ gfx card.
i saw your moronic comment about buying monitor i other topic and i exactly know your kind;
do not tell me about buying anything, i am in computers for 24 years.
My main problem is, that with 0.12 i AM ABLE to use DF for fort >5 yrs old on my 2 yr old laptop without GFX CARDAnd you WILL BE able to in the future.
i hear i may buy gfx card for <100 whatever from you, and you seem to miss i am talking about LAPTOP.I said that you are unable to upgrade the gfx card on most laptops.
I just got feeling, that we may need ubermachine just for displaying something i saw 20 yrs ago(2d tiles).DF already pushes the CPU to its limit, where are we supposed to get the number-crunching done, if not on the GPU? And you can't utilize the GPU without shaders.
allright, you know, i see slate stonesense 5 TIMES SLOWER than earlier one(while real advantages/differences for end-user are none);
if DF tends to be like that, i just wanted to be cleared about it, nothing more :( .
allright, you know, i see slate stonesense 5 TIMES SLOWER than earlier one(while real advantages/differences for end-user are none);
if DF tends to be like that, i just wanted to be cleared about it, nothing more :( .
Sorry bout that.
I'm pretty much to blame for this
What do you mean by 16x2? You can use PNG with as many colors as you ever need.Deon, Deon... where can i get info about whole palette ways then;
What do you mean by 16x2? You can use PNG with as many colors as you ever need.
What do you mean by 16x2? You can use PNG with as many colors as you ever need.
Aren't the fore-and background colors tinting/overwriting everything?
that's wrong question for conscious ones...man. it IS that's the additional prob, lol!~.
ok, now lemme stfme, i really do not want to bew banned just for way i am trying to get information in crowd of very happy people(i can see clearly incoming woes, just that).
Ironhand, sorry for unexpected way of adding to your big topic...gl.
that's wrong question for conscious ones...man. it IS that's the additional prob, lol!~.
ok, now lemme stfme, i really do not want to bew banned just for way i am trying to get information in crowd of very happy people(i can see clearly incoming woes, just that).
Ironhand, sorry for unexpected way of adding to your big topic...gl.
Your concerns are valid.
Just rest assured, that you will be able to play DF like you can do now. Just some eye-candy is not available.
And until we have full graphics support (http://www.bay12forums.com/smf/eternal_voting.php) we have to work around it (e.g. with shaders).
Just rest assured, that you will be able to play DF like you can do nowThat's what i wanted to hear, really...
Sorry for being rude, and useless. i would add to the community, but i just have nothing for you, guys...
I'm not depending on a particular shader model, I'm depending on particular extensions, because they speed things up.Wait, isn't what you're doing basically a graphics engine addon anyway? If so, DF won't receive a performance hit even if you make everything run in software. Well, most of the times. As long as the machine running it is dualcore, which even the lowliest laptops in shops around here are, netbooks excluded. What do you think? Would it be possible to swap out parts of your engine that are not supported, and replace them with software emulation on the fly?
At the moment, those are EXT_texture_buffer_object and EXT_texture_array.
You can use GLView (http://www.realtech-vr.com/glview/) to check whether your computer supports those or not.
Later, however, I will attempt to make things also work without them. Just not before I've got something that works at all. It may not even be possible to make shader-mode work fast without texture-buffer-object (couldn't make it do so before), but given that it's now got more features than just raw speed, I will certainly try to make it work.
Wait, isn't what you're doing basically a graphics engine addon anyway? If so, DF won't receive a performance hit even if you make everything run in software. Well, most of the times. As long as the machine running it is dualcore, which even the lowliest laptops in shops around here are, netbooks excluded. What do you think? Would it be possible to swap out parts of your engine that are not supported, and replace them with software emulation on the fly?
Partially true, partially false. It would be possible to do the neighbour testing in software; however, composing tiles would not work, so that removes most of the point.Wait, isn't what you're doing basically a graphics engine addon anyway? If so, DF won't receive a performance hit even if you make everything run in software. Well, most of the times. As long as the machine running it is dualcore, which even the lowliest laptops in shops around here are, netbooks excluded. What do you think? Would it be possible to swap out parts of your engine that are not supported, and replace them with software emulation on the fly?
You mean doing unsupported features in software?
This will bring the game to a crawl in most cases.
THE OUTLINE THING Like this:
(http://i38.tinypic.com/i3i5jl.png)
(http://i38.tinypic.com/i3i5jl.png)
P.S. The idea is to leave most of the stuff to your "imagination" (which is broken by overly detailed sets by some ASCII-elitist opinions) but to make it still beautiful enough and to let it deliver enough info.
BTW Would you like that DF be a full 3D game, with super-realistic graphics?no, but 25 y.o method for symbolism(final fantasy, i .e.) would make people FREE ;/
THE OUTLINE THING Like this:
(http://i38.tinypic.com/i3i5jl.png)
Eh, you know me.
I'm pretty much just a "gritty" art advocate.
I do an absolutely AWFUL job of actually PORTRAYING stuff.
So yeah, I'd kinda rather have natural-looking sprites than helpful ones.
That said, I'm curious to see how other people feel about this.
Change can be good.
Eeehehe, have you guys seen those new screenshots Toady's tossing around?Please link?
I'm getting pretty pumped about this upcoming version...
I like the small dwarfs sprites. I think there is more variety in whole bodies than just portraits :)
http://www.bay12games.com/dwarves/
Click any of those links in the post for today.
Mostly I mean the farms and cottages stuff.Yes, I'm also very interested how it will look in your tileset!
http://www.bay12games.com/dwarves/
Click any of those links in the post for today.
Nothin's here i couldn't see using PerfectWorldDF, but all right, you are tuned, super.
A test tileset
base.png 16 16
extras.png 8 4
dwarves.png 4 10
The first line of the descriptor is the title, for use in the in-game tileset switching dialog. (Yes, you'll be able to do that while it's running, including a hotkey to reload it..)Although, I am curious. Does this all just apply to the floor/furniture tiles, or will creatures and dwarves screw it up.
Like, if a creature is standing on a table, will it render the nearby tables and chairs as though that table were not there?
Oh, here's one more question for Baughn:
Will this thing be able to see what tile is actually being used for an object (/the ones around it),
or will it just be able to see a sort of vanilla DF view of the thing. (tile 123, color 3:2:1, or whatever)?
(http://i38.tinypic.com/331dkja.png)
Do you have a link to your new tileset with the outlines and stuff? It looks so much better to me, and I'd like to use it now! =)
Baughn, you've really outdone yourself this time. Honestly, I'd like to go against the grain here, and support one tile per image. This would be easier for me, because I could just replace the file if I wanted, say, the door from another tileset. Of course, with the support for tile checking adjacent squares, there might be more than one door, so maybe there could be a "door" picture that's 3x3 or whatever with all the doors on it.
As for animation, having the glowing pits pulse would be pretty awesome, as would ice randomly shimmering. Walls being dug out could look like there are rocks falling off of it, or something, as well.
If you go back to page 142 there is a beta version of the newer changes. Use at your own risk! ;)
Here's another thing. Couldn't you actually light tiles based on their proximity to light sources? Outdoors = full bright, indoors less so. If a wall is engraved, maybe it could be considered to hold a sconce, thus lighting tiles around it.
Here's another thing. Couldn't you actually light tiles based on their proximity to light sources? Outdoors = full bright, indoors less so. If a wall is engraved, maybe it could be considered to hold a sconce, thus lighting tiles around it.
In theory we can do all kinds of funky things, but there is no way to tell if a tile is outdoors from just tile number and colour :F
I think that it's a cool idea but I'm not sure whether dwarves would consider using graveyards.
I was actually wondering if you could create a workshop that was a graveyard, which required x number of coffins and produced a vampire. Ie, like Dungeon Keeper used to do it.
I think that it's a cool idea but I'm not sure whether dwarves would consider using graveyards.
I think that it's a cool idea but I'm not sure whether dwarves would consider using graveyards.
Yeah, would look bad inside mountains... You got the general dump for emergencies. The Sarcophagus visualization is a must have, IMHO.
---
I personally like the idea of statues instead of coffins OR headstones :) Or yes, a sarcophagus like Thundrim said. Damn, that's what I'm going to add in to my game later.
My entrance ramp will be lined with these eery upright sarcophaguses (sarcophagii?)
You can use almost arbitrary code (though if statements are slow and to be avoided)How should we test the neighborhood of tiles without a considerable amount of if statements?
..hello, i'd like to apologize eveyone for my yesterday's posts. I'd like you to know i respect you guys, even if it looks different sometimes..Apology accepted! :)
That would be all.
How should we test the neighborhood of tiles without a considerable amount of if statements?Well, first off, you can use if statements. "Slow" is not the same as "doesn't work", though it might end up the same on some older/laptop GPUs.
Or am I overlooking something here?
int left = get_tile(x-1, y);Instead of writing that, which would be rather slow, you can do this:
int here = get_tile(x,y);
int right = get_tile(x+1, y);
out_tile = here;
if (here == DOOR) {
if (left == DOOR && right == DOOR)
out_tile = DOOR_CENTER;
else if (left == DOOR)
out_tile = DOOR_RIGHT;
else if (right == door)
out_tile = DOOR_LEFT;
}
int left = get_tile(x-1, y);That's still got an if, but much fewer of them, and it's probably entirely possible to remove that one as well - I just haven't. Illustrative, I hope.
int here = get_tile(x,y);
int right = get_tile(x+1, y);
out_tile = here;
if (here == DOOR) {
int candidates[4] = int[](DOOR, DOOR_LEFT, DOOR_RIGHT, DOOR_CENTER);
out_tile = candidates[(left == DOOR) + (right == DOOR)*2];
}
Well, first off, you can use if statements. "Slow" is not the same as "doesn't work", though it might end up the same on some older/laptop GPUs.I know :)
Gah, that was it! *slaps forehead* Boolean arithmetics! I KNEW there was something I did not think about. I feel so stupid now. :DQuoteif (here == DOOR) {That's still got an if, but much fewer of them, and it's probably entirely possible to remove that one as well - I just haven't. Illustrative, I hope.
int candidates[4] = int[](DOOR, DOOR_LEFT, DOOR_RIGHT, DOOR_CENTER);
out_tile = candidates[(left == DOOR) + (right == DOOR)*2];
}
And sure, something as simple as drawing a dragon across multiple tiles would be trivial.
Heck, you could use a geometry shader and do actual 3D. (Subject to input limitations. You don't get any more data to work with.)
Though I don't know what the performance of that would be. :P
xxx
xXx
xxx D
The thing is, don't creatures usually move into their target's square to fight them?Let me do this in pseudocode:
I feel like that will mess me up...
Sadly, we don't /get/ creaturecount.I know, I know. Just kidding around. :P
Such is life.
I think he's referring to this:
http://www.bay12forums.com/smf/index.php?topic=53180.msg1474500#msg1474500
The thing is, don't creatures usually move into their target's square to fight them?
I feel like that will mess me up...
Heck, you could use a geometry shader and do actual 3D. (Subject to input limitations. You don't get any more data to work with.)
So, if we are going to have the ability to overlay tiles, would it be possible to overlay weapons on a dwarf?
You know.. on the whole dragon thing..
You could in theory draw the wing tile over the dwarf/ground/whatever tile since you are just adding the wing and not reading it directly from DF.
You could also swap the actual dragon tile to have the wings folded when there are walls on either side...
Heck, you could get a flying animation going when the dragon has nothing but open space around him :o
when it's on the dwarf's tile, it'll be like
"oh, there's a dragon to my left. Draw a wing over me."
But if we limit the multi-tile thing to just dragons at first maybe it wont be too much of a pain.
All you need to do is alter the Z-value of the dragon tile in the vertex shader, putting it "above" the rest of the tileset.
You're absolutely, horribly wrong.
(Shaders run on the GPU. They have no access to CPU memory, or ability to run dfhack even if they did.)
If you still play Genesis, I release 3.0 in 2-3 minutes with all correct tiles.Hell, yeah!
thought of multi-tile megabeasts is quite tantalizing.Well..my thread from march about that..for some time i was thinking that it may happen soon, but...
We can do the overlay thing. Baughn's already said we can use as many tiles as we want.Well, if you can check if any tile is adjacent, you could make it an onion thing, like I said? Tiles directly in sun get 100% light. Tiles adjacent to a 100% tile get 80%. Tiles adjacent to a 80% tile get 60%, and so on. Of course, it'd be tricky to turn that light back off again... I guess you could (if possible) set all illumination tiles to have a small % chance of self-destroying, which would make the light flickery, and destruction of the light source would eventually put out the light.
But yeah, the problem is figuring out how much light there's supposed to be on a tile.
but the one farther down is not. It's just used for the adventurer on the map.
Yes but the difficulty I think is working out what tiles are even in the sun.
Hey guys,It's normal.
I'm extremely new to the game and I already love it.
I have a quick question about the way text is displayed with Ironhand's tileset. Is it normal that periods are rendered as blank textures? This is what I see on my main menu:
http://dl.dropbox.com/u/36633/b/dfironhand.png
Sorry for the noob question. I couldn't find a faq and couldn't find it in search. :-/
Want to talk about sterile?
This is my hospital (using .48)...Spoiler: Not so sterile... (click to show/hide)
Note the troll corpses, body parts, spatterings of mud, and pools of blood. Now I wonder why all my dwarfs die of infection...
everything is so much less cluttered---
WOW i realy like the water in your post @mcbeer
could someone try to put it in and lets see how it will look like?
A reworkWow, nice job.
While its a little too contrasted for my tastes (you may have noticed I like lots of smooth shading? :P) I do like the wavy style :)
Also, your dwarves have crafted a prototype Ballista, it menaces with pixels of opengl shaded awesome!
(http://i.imgur.com/ZbdH1.png)
While its a little too contrasted for my tastes (you may have noticed I like lots of smooth shading? :P) I do like the wavy style :)
Also, your dwarves have crafted a prototype Ballista, it menaces with pixels of opengl shaded awesome!
(http://i.imgur.com/ZbdH1.png)
Jesus. That's beautiful. I wonder if that level of layering complexity is doable.
Absolutely beautiful!
A shame, that trees don't have the correct size in DF to begin with.
Hm... Maybe we could do the same "semi-multitile" thing for trees, too?
So that the "tree tile" from Vanilla DF just represents the trunk and we display a 2x3 or something tree at that place?
I'm moving DF over to a layered output engine in general (to deal with truetype), so don't count your dooms until they.. hatch? Er.. right.
At any rate, it probably wouldn't be too much work for Toady to run multiple passes over the dwarf/adventure-mode map, giving us both the ground tile and the dwarf on top.. or the ground, the chair, the dwarf and the miasma. It'd probably be at most four layers (plus the text, which doesn't count), and shaders can handle at least sixteen, so yeah. :P
That's very much future planning, pure wishful thinking really, but I'm starting to think it'd be a reasonable request. :)
It sounds great. I know a lot of us, especially the modders, are excited. Do you anticipate this will impact performance very much? One of the biggest complaints of DF how taxing it can be on a system, particularly in light of how low-tech the graphics are. But... yeah, I know you are keenly aware of this. Just a concern. I'm sure I'm not alone here.I'm moving DF over to a layered output engine in general (to deal with truetype), so don't count your dooms until they.. hatch? Er.. right.
At any rate, it probably wouldn't be too much work for Toady to run multiple passes over the dwarf/adventure-mode map, giving us both the ground tile and the dwarf on top.. or the ground, the chair, the dwarf and the miasma. It'd probably be at most four layers (plus the text, which doesn't count), and shaders can handle at least sixteen, so yeah. :P
That's very much future planning, pure wishful thinking really, but I'm starting to think it'd be a reasonable request. :)
Indeed! :)
Do you anticipate this will impact performance very much? One of the biggest complaints of DF how taxing it can be on a system, particularly in light of how low-tech the graphics are. But... yeah, I know you are keenly aware of this. Just a concern. I'm sure I'm not alone here.
Mało zabawne.Do you anticipate this will impact performance very much? One of the biggest complaints of DF how taxing it can be on a system, particularly in light of how low-tech the graphics are. But... yeah, I know you are keenly aware of this. Just a concern. I'm sure I'm not alone here.
Probably it will not impact performance on hi-tech 400W graphics monster with all required shaders...
any concerns about eventual performance hit is around: laptops with intel chips, netbooks, umpc's, etc. - anything that uses integrated gfx card;It will be more likely that it won't work at all on those machines.
I am not using that device for DF, i explained my reasons already.Are you sure that beast has not some decent kind of power saving?
Absolutely beautiful!
A shame, that trees don't have the correct size in DF to begin with.
Hm... Maybe we could do the same "semi-multitile" thing for trees, too?
So that the "tree tile" from Vanilla DF just represents the trunk and we display a 2x3 or something tree at that place?
Shame that it wont be possible to make trees this way...Spoiler (click to show/hide)
For all of those with laptops, check something called Undervolting. Allows you to reduce your core temperature without a performance hit. Which in turn allows you to overclock/ run things on high performance.Only if you're really, really lucky.
And you have to make sure that the tiles are rendered from top left to bottom right, so other trees are placed above the shadow of the ones on the left/above.No need for this. Use the alpha channel of the tree (if you aren't using it for something else; you could also use one of the channels of some other tile for five channels total, in which case you'd want to bundle four tiles' worth of extra channel into a fifth.. get it?) as a Z-level offset, and let OpenGL's usual Z occlusion testing deal with getting the shadow right.
Pretty sure OpenGL doesn't guarantee anything about rendering order anyway.*nods* Transpancy and draw order. That topic is worth it's own chapter! ::)
Do not beat me, but imagine now overlay with "bubble" over head oftroubledDwarf with selected(in prefs) data displayed there + kbd shortcut to turn it on/off..things like: "I catched a fish lately", "I ran away from Aligator", etc, etc. or stats, whatever is hooked.
...
maybe a green/red/orange bubble to show hapy/sad/meh-ness?Do not beat me, but imagine now overlay with "bubble" over head oftroubledDwarf with selected(in prefs) data displayed there + kbd shortcut to turn it on/off..things like: "I catched a fish lately", "I ran away from Aligator", etc, etc. or stats, whatever is hooked.
...
Can't do any of this, currently.
Well, we should at least be able to animate dwarves that happen to be in the middle of workshops. Pretty unambiguous, that case.
Hm. I could also add in a feedback texture, to let you store a bit of data between frames, but.. we'll see how it works without that first, 'kay?
You can check as far afield as you like, of what's currently being displayed. There are memory bandwidth and cache limits, but you probably won't ever see them; you're more likely to hit cycle limits, with if statements and such. Try not to use those. :PWell, we should at least be able to animate dwarves that happen to be in the middle of workshops. Pretty unambiguous, that case.
For some workshops but it will depend if they have specific tiles in them that we can fix on with 100% certainty every frame?
Ironically the dwarf himself will be obscuring the centre tile that identifies a lot of workshops!
Will we limited to checking immediately adjacent tiles or can we look farther afield?
For example, storing the amount of time a dwarf has been standing in a workshop (so the animations don't all match up, and he doesn't start in the middle of the animation cycle when he first enters it), or to deal with the aforementioned problem by remembering what tile was under the dwarf. Though that might be troublesome and glitchy to do.Hm. I could also add in a feedback texture, to let you store a bit of data between frames, but.. we'll see how it works without that first, 'kay?This would be used for...? :)
You can check as far afield as you like, of what's currently being displayed. There are memory bandwidth and cache limits, but you probably won't ever see them; you're more likely to hit cycle limits, with if statements and such. Try not to use those. :P
For example, storing the amount of time a dwarf has been standing in a workshop (so the animations don't all match up, and he doesn't start in the middle of the animation cycle when he first enters it), or to deal with the aforementioned problem by remembering what tile was under the dwarf. Though that might be troublesome and glitchy to do.
modded graphically ONLY and still actually be just one tile for the calculations and such?
I can see the newb's demise now:
"ha, that 5 tile big dragon will never get through my 1 tile wide hallway, I am safe forever."
*dragon walks through the hallway and proceeds to kill most of the dwarves*
"WTF!! noooooooo!!"
^this shouldn't be able to happen, either I don't understand it fully, or many newbs with this graphics set will be very confused and angry.
In this image I have highlighted a region of the plains to demonstrate what it would look like when
displayed within the embark square.
Something that no one has seemed to mention with this whole multi-tile business is that now when we make double wide walls, they won't have those weird looking "holes" in them because we will be able to extrapolate and make them all smooth and pretty looking.
An example tileset title
# Lines starting with # are ignored
array base 1.0
base.png 16 16
# As are empty lines
array large 2.0
large.png 2 4
more_large.png 3 7
array variant 8.0 mipmap
barbarbaz.png 8 8
The basic idea is that you get to specify multiple texture arrays, and explicitly specify the a tile size for each one. "texture foo 1.0" creates a texture array, each texture(tile) in which is the same size as a standard on-screen tile; 2.0 makes them twice as large in each dimension, and if the size you'll render them at varies you can additionally specify "mipmap" to, well, mip-map the tile. Doing so doubles its size, mind you. :PI thought that was a problem until I stopped touching the window after it loaded so it stopped downsizing the tiles.
I thought that was a problem until I stopped touching the window after it loaded so it stopped downsizing the tiles.
You can touch it, just change [RESIZABLE:YES] to [RESIZABLE:NO], so it will not downsize.
Oh man, so that's it. Thank you so much :).I thought that was a problem until I stopped touching the window after it loaded so it stopped downsizing the tiles.
You can touch it, just change [RESIZABLE:YES] to [RESIZABLE:NO], so it will not downsize.
The only reason I'm hesitant to say "Hell yeah keep working on it!" is that it may not play nice with whatever Baughn is doing?
What do you guys think? Is this at all worth pursuing?Excellent, if you could add netcf gui for shader edit/change(something like MGE for Morrowind, if i remember right) when idea consolidates.
The only issue with day/night outside I could see is that, well the days and nights would literally be seconds each. It'd be like those seizure-causing Pokemon cartoons.Not really.
Well, there's always the "read gamelog.txt" option...
Hmm.
Well, there's always the "read gamelog.txt" option...
Hmm.
Assuming we can figure out some way to tell which tiles should be lit up... But we could do things like put little torches on smoothed walls every few tiles? (Like DK :P)
Also more than walls casting shadows, I wanted to do this:
(http://i.imgur.com/vW5XC.png)
DK is the only one for me, and it's a trial to run it - badly - on XP, and impossible on later OSs. It basically only runs perfectly on Win95, even Win98 doesn't handle it properly.
Also more than walls casting shadows, I wanted to do this:
(http://i.imgur.com/vW5XC.png)
Excellent, if you could add netcf gui for shader edit/change(something like MGE for Morrowind, if i remember right) when idea consolidates.
You are very near to adding visual candy like torch light ambient areas, if only (1 of)shader(s) would work for exact(set) tile on given world area...omg.
Extraploating idea - you are close to make night/day OUTSIDE possible(if you could hook time lapse in some way + above about light sources), are you aware of that?
Also more than walls casting shadows, I wanted to do this:I would REALLY love it.
(http://i.imgur.com/vW5XC.png)
The full download for KeeperFX seems to be dead :(
Ummm... Just thinking out loud here... If you (Baughn) can get the tile information for the OpenGL engine, could you bypass the gfx altogether and just emit an array of descriptors? Which could then be transmitted over a network or recorded in a file and rendered by a stand-alone viewer?Yes, sure, that would be pretty easy. I'll accept patches. ^_^
Ummm... Just thinking out loud here... If you (Baughn) can get the tile information for the OpenGL engine, could you bypass the gfx altogether and just emit an array of descriptors? Which could then be transmitted over a network or recorded in a file and rendered by a stand-alone viewer?Yes, sure, that would be pretty easy. I'll accept patches. ^_^
But seriously, that's what text mode is for. Though I suppose graphics might be a handy ability, it'd take a lot of gruntwork.
But how much info is passed via text mode?
The full download for KeeperFX seems to be dead :(
//off topic
that mirror (http://www.keeperklan.com/downloads.php?do=file&id=56) is not dead
but be sure to get the patches (http://keeper.lubie.org/html/dk_keeperfx_dwnld.php) that are always up too, that fixes some problems of the main release.
//off topic
Just got an idea:That's actually an awesome idea. It would require lots of work, but being able to change 18px dwarves into 6px dwarves would be awesome for quick zooming without weird resizing by the program. That's what all modern games do with 3d objects.
Different tiles for different zoom levels? Would that be possible?
So we could have something like this (http://img842.imageshack.us/img842/3940/interiortest733612.jpg) if we really wanted (minus the perspective perhaps)?
in vec3 tile; // Don't worry about the 3D-ness of these coordinates. It'll be obvious when you see the full code.
uniform sampler2DArray normal;
uniform sampler2DArray iconic;
===
if (DISP_X <= 8)
gl_FragColor = texture(iconic, tile);
else
gl_FragColor = texture(normal, tile);
What is it good for? Man.
Try to zoom out on ANY tileset. What do you see? Blurry round images. If we could replace creature tiles with smaller versions we could make similar but more recognizable images and even ICONS when everything is zoomed out.
So you could have maximum details when zoomed in, medium details on overview zoom and icons on far zoom. It would be awesome.
Actually, good strategy games do this too, or at least try.
Example: Civilization 4 resizes units when you zoom with a wheel, and when you zoom out it turns cities into icons and map into a flat texture, plus you can see icons representing units; upcoming Elemental turns the world map into "paper" map with drawn images instead of models when you zoom out, etc.
P.S. A crazy idea which could be done using this method: you could (either by swapping images on different zoom levels or certain hotkeys) switch graphics with ASCII without quitting the game, It could be good for planning/quick overview etc.
He mentioned Elemental :)
OKay, I get the idea. :)
Still, I'll implement this once there's a tileset capable of demonstrating its usefulness, and not a moment sooner. :P
The only argument against it right now is that I'm not sure DF really warrants that level of time investment. Rarely do you need to zoom out in order to do anything.
Not by this method, but in general sure, yes. We discussed it a few pages back.
Oh, and the number of tiles aren't unlimited; they're limited by available graphics memory. Given that they take four bytes per pixel, this might be more of a limit than you think. It won't be a problem given sane artists, though. :P
As for pre-mipmapped images.. sure, that's trivial to implement, if you want it.
Different tiles for different zoom levels? Would that be possible?
The scaling on zoom thing is one of the reasons I'm thinking about making a 3D tileset. While it wont help so much with tiny, zoomed out tiles being hard to distinguish, it should mean any mid-large tile size will look nice without having to make multiple versions of every tile.
Maybe you could just take more detailed control over filtering?
And personally, I'd be excited about the possibilities that would be opened up by adding depth maps to the tiles.
That would require some way to provide additional texture inputs to the pixel shader beyond the current color/alpha tile maps. Baughn, have you thought about that at all? I know you're making a bunch of changes to the texture atlasing...Assuming I can get texture arrays to work (I will, by hook or by crook, but I'm really annoyed by the lack of good opengl debugging options in linux right now), then yes. Discussed it a little while back, but you can define tilesets to include any number of 2D texture arrays, each containing any number of tiles.
Assuming I can get texture arrays to work (I will, by hook or by crook, but I'm really annoyed by the lack of good opengl debugging options in linux right now), then yes. Discussed it a little while back, but you can define tilesets to include any number of 2D texture arrays, each containing any number of tiles.
Meanwhile, you get any number of sampler2DArrays, each of whatever tile-size and layer-count you like.
That's sufficient, right? Or did you have something else in mind?
Only things I can think of are stuff like dorfs standing in ground mist and shallow water sort of situations?
Only things I can think of are stuff like dorfs standing in ground mist and shallow water sort of situations?
My head is obviously too deep in lighting and shadow stuff! I was imagining various lighting effects that become possible with depth information. Ground mist effects are a neat idea, though! I bet I could do really cool miasma as an overlay...
My head is obviously too deep in lighting and shadow stuff! I was imagining various lighting effects that become possible with depth information. Ground mist effects are a neat idea, though! I bet I could do really cool miasma as an overlay...
Miasma/dust/etc. is also something I was thinking about - At the very least we can add some semi-transparent edges to it even if we cant tell whats underneath.
That is not what soft particles are for.
Oh, by the way. Simple explanation of shader-mode constraints: It requires directx 10-capable hardware.
It requires directx 10-capable hardware.All right guys, maybe let's forget about it then.
That's Toady's part and it will be done. And you certainly won't need DX10 Hardware for it.QuoteIt requires directx 10-capable hardware.All right guys, maybe let's forget about it then.
It's becoming ridiculous a bit now.
Actually, my only need is having nonrestricted tile assignement(any number OF TILES) system.
It looked like this:
(D)esigner: This car can have a TV!
(C)rowd: Yay!
(D): Also it will have a rocket engine!
(C): Yippee!
(D): Also it can fly and swim underwater!
(C): Awesome!
(D): It will cost 10 million dollars.
(C): ...
I don't say that it's bad, it just looked like that :). I have DX10 compatible cards on 2 PCs but my Laptop won't handle it, so it's not critical but a bit sad.
It's becoming ridiculous a bit now.
I figure it's better for some people to be able to use them than nobody.I agree. It will leave an option to find a working hardware rather than just dream about graphics :).
The problem here is that DF still looks like a game from the nineties, so we don't see the hardware hunger justified.
So, i am afraid, because, shining dx10 DF is not exactly main thing to do, while whole lots of things are needed to be done first:Well, no one here can do anything about this.
- soap fixes,
- new GUI for handling i.e. 45 types of plants in LOGICAL way(SORTING! - absolutely neccesary, imo),
- new GUI/overlay elements - i need MORE pernament info in screen(mood of chosen being, statuses etc) - i am aware how many things are going on ingame - problem is - i CANNOT READ about it(that's why i was horny about idea of bubbles AND question about how much can we log), cannot see it, etc.
masses of brainless consumersAs if they would have fun with DF, where losing is fun. :D The gameplay will not change.
don't see a reason of your post at all.
If your laptop cannot handle this lushness (which is an added feature) just stop reading this thread.You know what, it's good idea.
something you said about "He can't do as much as you want" and deleted before I could quote.Nope. He has NO ACCESS to this information. That's how programming works - encapsulation.
Hmm.
I don't usually post, as I prefer lurking, but for the few posters lamenting the need for a more powerful gx card; I don't understand what the problem is.
If your laptop cannot handle this lushness (which is an added feature) just stop reading this thread.
What you don't know, will not hurt you in this case.
For you, there will be no difference in terms of hardware because the current system will still be supported.
For the majority of people using DF, they won't even be aware of this thread and it will not affect them.
I use DF on my Desktop PC with its 1.5 kilowatt psu and my NETBOOK with intel GX chip using under 150 watts, personally, whilst on the laptop, I prefer using ascii, and have occasionally used Ironhands or Maydays gx pack.
An example new-style tileset
# The first array specified *always* sets the base tile size.
# More specifically, the first .png file in that array.
# Oh, and this is a comment. Blank lines work too.
array base 1.0
base.png 16 16
# And here's a double-size copy of the same tiles, which is admittedly ignored by this fragment shader.
array extra 2.0 mipmap
base.png 16 16
#version 140 // -*- Mode: C++ -*-
// Default vertex shader. It uses 6 vertexes per tile; depending on profile results, it might be
// better to use a single one (a point), and convert that to triangles in a geometry shader.
// Inserted by DF:
// GRID_X: Number of tiles (horizontally)
// GRID_Y: Number of tiles (vertically)
// DISP_X: Horizontal tile size, in pixels
// DISP_Y: Vertical tile size, in pixels
// vec4[16] colors: colors.txt
#line 9
// Inputs from DF. DO NOT RENAME!
in vec4 screenpos; // Normalized device location for this vertex
in ivec2 rel_tile; // rel_tile.xy = screen location.
in int gl_VertexID;
uniform uvec3 abs_tile; // abs_tile + rel_tile = fort location
uniform float time; // Seconds since DF was started
// Buffer containing DF screen data
uniform usamplerBuffer tile_array;
// Output defined by OpenGL
out vec4 gl_Position; // Location to actually draw the vertex at
// Output to fragment shader. Feel free to use whatever.
flat out vec4 color_fg, color_bg;
// Three-dimensional texture position. The actual tile to use is in z,
// but we also need texture coordinates ranging from 0 to 1.
smooth out vec3 texpos;
uint get_data(ivec2 loc) { return texelFetch(tile_array, loc.x * GRID_Y + loc.y).r; }
uint get_tile(uint data) { return data & 0x00ffffffu; }
vec4 get_fg(uint data) { return colors[int((data & 0x0f000000u) >> 24u)]; }
vec4 get_bg(uint data) { return colors[int((data & 0xf0000000u) >> 28u)]; }
void main() {
// Write the position through.
gl_Position = screenpos;
// Compute the foreground and background colors
uint data = get_data(rel_tile);
color_fg = get_fg(data);
color_bg = get_bg(data);
// Compute the texture position. Notice how we prefer a bit of extra calculation to ifs..
// Though TODO: We can save quite a lot of work with a geometry shader.
vec2 coords[6] = vec2[](vec2(0,0), vec2(0,1), vec2(1,0),
vec2(1,0), vec2(0,1), vec2(1,1));
texpos = vec3(coords[gl_VertexID % 6], get_tile(data));
}
#version 140 // -*- mode: C++ -*-
uniform float time; // Seconds since DF was started
flat in vec4 color_fg, color_bg;
smooth in vec3 texpos;
// Texture array according to the tileset
uniform sampler2DArray base;
void main() {
// gl_FragColor = color_fg;
vec4 color_tex = texture(base, texpos.yxz);
gl_FragColor = mix(color_bg, color_tex * color_fg, color_tex.a);
}
Mein Führer! I can walk! :DHuh?
Just a note, about only 1 in 5 gamers (http://store.steampowered.com/hwsurvey/) do not have DX 10/11 compatible cards, the first of which were released 4 years ago. (Heck I just bought a card to replace one that died, and it was only ~$30 (http://www.newegg.com/Product/Product.aspx?Item=N82E16814125251), fully DX10 compatible).My card costs 10$ (Geforce 9800) and it supports it too. My previous card (Geforce 8600 which died) served me a few years before that and it had dx10 support too. Honestly, you can miss one movie in iMax and buy yourself a Directx10 card. Well, unless you're like me spending all your money on your son and wife. But I've bought the card before so that's okay :D.
Huh?
My card costs 10$ (Geforce 9800) and it supports it too. My previous card (Geforce 8600 which died) served me a few years before that and it had dx10 support too. Honestly, you can miss one movie in iMax and buy yourself a Directx10 card. Well, unless you're like me spending all your money on your son and wife. But I've bought the card before so that's okay :D.
Mein Führer! I can walk! :DHuh?Just a note, about only 1 in 5 gamers (http://store.steampowered.com/hwsurvey/) do not have DX 10/11 compatible cards, the first of which were released 4 years ago. (Heck I just bought a card to replace one that died, and it was only ~$30 (http://www.newegg.com/Product/Product.aspx?Item=N82E16814125251), fully DX10 compatible).My card costs 10$ (Geforce 9800) and it supports it too. My previous card (Geforce 8600 which died) served me a few years before that and it had dx10 support too. Honestly, you can miss one movie in iMax and buy yourself a Directx10 card. Well, unless you're like me spending all your money on your son and wife. But I've bought the card before so that's okay :D.
Huh? You probably meant $100 at least. :P
Back to the theme - Ironhand you could throw us some graphical bone or you will have another few pages of offtop :)
We don't have all the tile info, though, so blending cloud effects like that is kinda silly. At least until we can talk Toady into making multiple passes as mentioned earlier.
How about this?
(http://i36.tinypic.com/2lu7w2o.png)
No I've bought it for 10$ because I've got it in a "used computer parts" shop where people sell hardware when they upgrade. You can buy new one for around 80$, but you don't need 9800 for this case because there're other much cheaper cards with DX10 support. And you can get AGP cards with DX10 support, but usually they are expensive, around 75 bucks, so yeah...
I'm.. continually amazed that people actually run DF on computers that old.DF can run on a crappy 225MB RAM, 6-year-old laptop if you have the patience for constant <=5 FPS. (If you think thats oddly specific, its because thats how my previous computer was. Ugh.)
Don't you get really low framerates?
(http://img94.imageshack.us/img94/299/dwarfio.png)
I'm.. continually amazed that people actually run DF on computers that old.
Don't you get really low framerates?
I'm.. continually amazed that people actually run DF on computers that old.
Don't you get really low framerates?
It's not that old...
I've got a 2GHz dual-core with 3GB RAM and a Geforce 7900 GS. I can run 3v3 Supreme Commander on not-lowest settings, but the card lacks the extensions you specified and the motherboard uses AGP so I can't upgrade any further. My framerate in DF is fine, though I've yet to hit the 200 dwarf population cap...
Since everyone hates on the skull corpses, how about cliché skull n crossbones? :P
I have athlon3200+ with 1Gb ram and geforce9800. :) So yeah. I find it nice because most games run fine.I'm.. continually amazed that people actually run DF on computers that old.
Don't you get really low framerates?
It's not that old...
I've got a 2GHz dual-core with 3GB RAM and a Geforce 7900 GS. I can run 3v3 Supreme Commander on not-lowest settings, but the card lacks the extensions you specified and the motherboard uses AGP so I can't upgrade any further. My framerate in DF is fine, though I've yet to hit the 200 dwarf population cap...
I can top that. 32b CPU (Athlon XP 3000+) with 2GB and a 7600GT. I play Oblivion with 230+ active mods (including OBSE-mods) and a handpicked set of texture upgrades - not perfectly fluid, but 15-25 fps, which I consider perfectly playable. But the GPU won't run OGL3.x either - and I prefer food on the table over a roguelike on steroids. :P
*Edit* And yay for pirate skulls'n'bones.
How about this for water?Could you show it in the game?
(http://7237057187903391082-a-1802744773732722657-s-sites.googlegroups.com/site/shadow516/DFWater.png)
(http://7237057187903391082-a-1802744773732722657-s-sites.googlegroups.com/site/shadow516/ironhand.png)
Since everyone hates on the skull corpses, how about cliché skull n crossbones? :P
(http://i.imgur.com/0pfWN.png)
Better than the talking-skull-from-Planescape :) But I still think it looks out of place in a realistic set. Maybe you could make a proper 'pile o' bones' that looked like a picked over corpse.I agree.
Could you show it in the game?
I noticed in the tileset there is a tile used for some rock in the process of being destroyed that could maybe render good as water/blood too.Spoiler (click to show/hide)
If you want to try and see how the animation of the water render, here is the 0.48 tileset with the 2 water tiles setup :Spoiler (click to show/hide)
Actually could you make this one a little less "intense" blue? I maybe like this one betterArent colors decided by the colors.txt located in your DF\data\init\ ?
I finally got around to including this set, and making it easy (I think) to switch between Ironhand/Mayday/Phoeb, in my Lazy Newb Pack.
I'm not really playing much DF lately, but I'm exclusively playing with this set now.
I wonder if in newer DF versions, graphics will be separated a bit better from the raws and easier to switch between/install. Sounds like it will be to some degree.
Is there a key anywhere that shows what each ironhand tile is?
Adding a geometry shader increases framerate by 50%, from 330 to 485, so I think I'm just going to do that by default. It's a win because it means the vertex shader gets run once per tile instead of six times in duplicate; that's using my very simple default vertex shader on an 8600GTM, which is pretty much the worst case for this geometry shader optimization. :P
(And the framerate is normally limited to 50. I don't think we're going to run into GPU speed issues anytime soon.)
Adding a geometry shader increases framerate by 50%, from 330 to 485, so I think I'm just going to do that by default. It's a win because it means the vertex shader gets run once per tile instead of six times in duplicate; that's using my very simple default vertex shader on an 8600GTM, which is pretty much the worst case for this geometry shader optimization. :P
I'm.. continually amazed that people actually run DF on computers that old.
Don't you get really low framerates?
I'm.. continually amazed that people actually run DF on computers that old.
Don't you get really low framerates?
Considering clock speeds haven't increased in a few years, and DF really only uses one core, I'm not surprised. I'm running a three year old E6750, but it's overclocked to 3.2 GHz. I'm guessing it runs DF about as well as any i7 at the same clock speed. 40-50 fps with a full fort (assuming I don't get the dreaded spatter replication bug, which I try very hard to avoid).
Just look at the P4's. The general consensus is that the architecture was designed around getting large numbers for Ghz, no matter the actual performance.I'm.. continually amazed that people actually run DF on computers that old.
Don't you get really low framerates?
Considering clock speeds haven't increased in a few years, and DF really only uses one core, I'm not surprised. I'm running a three year old E6750, but it's overclocked to 3.2 GHz. I'm guessing it runs DF about as well as any i7 at the same clock speed. 40-50 fps with a full fort (assuming I don't get the dreaded spatter replication bug, which I try very hard to avoid).
Surprisingly, from the fps test thread (http://www.bay12forums.com/smf/index.php?topic=62372.50), you can clearly see that while GHz does matter for similar chips, between architectures it means almost nothing. As an example, my i5 750 @ 2.56 GHz got 10-20 more fps than someone with your cpu running at 2.66, and I normally overclock it to 3.8.
Download the upgrade pack and just drag all of that into your game, merging folders and replacing whatever files get overlapped.Sorry, but I tried that and it didn't work :(. My animals show up as letters, and my dwarves show up kinda looking like these guys (http://df.magmawiki.com/index.php/Graphics_sets#Chariot.27s_Full_Graphics_Set_.28v0.97.29) (but not exactly, I think they're from a tileset that I can't find on the wiki).
..I can't believe I'm saying this.Heh, yeah, it'd turn out mangled. I shudder to think what a japanese translation would look like.
Yes, it's theoretically possible with what we've got now, or are about to get, at least.
Given the generated text, though.. it would *not* look good. You'd probably be better off passing those bits through babelfish in realtime.
Download the upgrade pack and just drag all of that into your game, merging folders and replacing whatever files get overlapped.Sorry, but I tried that and it didn't work :(. My animals show up as letters, and my dwarves show up kinda looking like these guys (http://df.magmawiki.com/index.php/Graphics_sets#Chariot.27s_Full_Graphics_Set_.28v0.97.29) (but not exactly, I think they're from a tileset that I can't find on the wiki).
Keep in mind that I get this when I continue a game that I started yesterday with the default tileset.
EDIT: Derp de derp. All I had to do was run the savegame_updater! It works perfectly now, thanks guys.
Yeah, whenever it asked me if I wanted the files to merge, I said yes, and I told it to copy and replace whenever possible. It's not a problem anymore though, since it's working perfectly in the game I already started.Download the upgrade pack and just drag all of that into your game, merging folders and replacing whatever files get overlapped.Sorry, but I tried that and it didn't work :(. My animals show up as letters, and my dwarves show up kinda looking like these guys (http://df.magmawiki.com/index.php/Graphics_sets#Chariot.27s_Full_Graphics_Set_.28v0.97.29) (but not exactly, I think they're from a tileset that I can't find on the wiki).
Keep in mind that I get this when I continue a game that I started yesterday with the default tileset.
EDIT: Derp de derp. All I had to do was run the savegame_updater! It works perfectly now, thanks guys.
Uh... are you making sure you're keeping ALL the files that are in the upgrade pack?
You should be clicking "move and replace" or whatever is the equivalent in your OS.
the raw folder should merge with your raw folder, and the data folder with your data folder.
Does anybody know if tile 219 (the solid block) is used anywhere other than the trade depot? If not, I think it could stand to get a new, less wavy makeover. Big square tiles with beveled edges and some fine cracks might look good.hm, that's interesting, worth a try;
I'm gonna take a little break.Take care.
Does anybody know if tile 219 (the solid block) is used anywhere other than the trade depot? If not, I think it could stand to get a new, less wavy makeover. Big square tiles with beveled edges and some fine cracks might look good.
I know it says "Any solid color tile", but I couldn't think of any other places where it appeared. Thanks, Harmonica. A smooth tile would work for dig designations, so that's okay... miasma less so. Then again, the current wavy tile isn't so great for miasma either.It may also be the tile for windows.
I know it says "Any solid color tile", but I couldn't think of any other places where it appeared. Thanks, Harmonica. A smooth tile would work for dig designations, so that's okay... miasma less so. Then again, the current wavy tile isn't so great for miasma either.It may also be the tile for windows.
The amount of awesome being generated in this thread is stupendous.
That being said I have a nit pick. On the embark screen plains are displaying as solid black.Spoiler (click to show/hide)
In this image I have highlighted a region of the plains to demonstrate what it would look like when
displayed within the embark square.
It still makes a difference how we make the tiles.
We just have to make the backgrounds partially transparent.
is there are a way to make empty stockpiles a bit more visible?
Your complaining in the wrong place McBeer - Thats all down to Toady, not us....
i am not complaining("complaining"<-usual word used for make someone lesser and ridiculous - i'd like to use words: conscious user observation here). I am not 9 y.o. Tibia player, you know.QuoteThats all down to Toady, not usi can agree, but try to realize my pain - you are the boss here, i am too small to discuss with GOD.
And what's important - you are aware what i am talking about, if you have access to newest betas.
look, i am not lamer. i know who is able to tell our prayers to the ONLY God.
Now - i am certain, that you know what i am talking about - this moment of breaking 80x60 MUST come at some time. Maybe it IS the time(again - look at trade screen, it is obvious, right?).
We are FAR above 80x60 now, and whole thing is still restricted to that, let's be honest here.
Now, risky part - God is a man that earns gigantic amounts of money, skipping hard coding GUI matter for YEARS.
Please, do not ban me for that.
I am conscious user - and it is clear for me. He is closer to make human fields fun more, than GUI remake.
Maybe it is time to ask, what is more important?
80x60 and 3/4 of screen empty at feeble 1680x1050(like on your sshot)? please.
I'd give away my last money for food to God, if only GUI was modernized, rich kids may have different POV here(which killed whole thousands of good projects already, you should know that).
You know, some of you may think i am asking for weird things, for me, these are obvious questions and concerns..
McBeer cancels writing - off for beer search. g'night.
Sorry Ironhand for writing my post there, i hope you understand.
Furthermore, nobody is too tiny to discuss anything with him.You just showed opposite POV in your post, but nvmd.
Ironhand probably doesn't have any more connection to ToadyAgain, I was not talking about Ironhand at all. About Baughn, rather, yes.
Also, you should probably stop calling him god.Typical hypocrisy. It is my free will what i name and how.
Well, it is rather rude to put such matter into a thread it doesn't belong in, specifically when there's threads and topics in General discussion and the suggestions forum that are about these things.
Architect or demiurge would probly be a better term for Toady anyway...
Anyway, I can't wait for the new font implementation. It'll be a treat to have better spaced text in DF.
Right, the CP437 is converted to unicode internally; you just need a unicode font that covers the CP437 letters, and it should work.
The android one I picked doesn't, obviously, but it'll suffice for development. :P
Spoilered is a list of the exact letters required, if you want to get a jump on it.Spoiler (click to show/hide)
Joanne Kelly is so fine, she is almost the only reason I continue to watch Warehouse 13!
Sand/blood/etc. tile used to be the same brightness as other ground tiles, but then people complained and IH made it lighter.
Of course they were wrong and I keep trying to sneak dark sand back in but IH spots it every time :P
Thanks. Another question: why is the height of the window fixed even when I enlarge the application?isn't it obvious?
Actually, this'll get fixed with the next version.Hmm, no more shiny water?
In the past, I've only kept bright sand for the brighter water.
In the next release, we'll be using the old numeric tiles for water,
so sand (and subsequently mud and vomit) can be nice and dark.
Hmm, no more shiny water?No. Much MORE shiny water. If I understand correctly, Ironhand is replacing the tiles for 1-7 with different water-tile symbols, which change/swirl as the water level changes.
Hmm, no more shiny water?No. Much MORE shiny water. If I understand correctly, Ironhand is replacing the tiles for 1-7 with different water-tile symbols, which change/swirl as the water level changes.
This can be done since we are moving to true-type fonts: the game won't actually need these tiles to display numbers in the game.Spoiler (click to show/hide)
He's got a point there.
Integrating graphics-mode well is an issue, but one I think will get handled. Which is to say, it might end up nonexistent. :P
How's "humanoid.dwarf.carpenter" sound for a tile ID? Better than "dwarves:2:5"? You'll have to map the former to the latter in your tileset, though, since it still has a physical location of some sort in a .PNG..
Yeeah.. I really don't know how it'd work. Whichever way works best, really, which is why I'm posting this here. It's very much at the request for comments stage.
The basic idea, I guess.. creatures (from the raws) have a tile tag in that hierarchical form, such as "humanoid.elf.carpenter".. tilesets contain tiles, specified somehow, which have fully qualified names such as "humanoid", "humanoid.elf" or "humanoid.elf.carpenter". The exact way tilesets specify this has not been defined yet, but is reasonably trivial; I'll come up with something simple.
Conceptually, when trying to display this carpenter, it'd first look for a "humanoid.elf.carpenter" tile. If that's missing, it'd look for a humanoid.elf tile; if that's missing, humanoid... if that's missing too, I guess displaying a question mark would be better than picking some other humanoid or an entirely unrelated tile.
Naturally, this would be optimized by doing the lookups/mappings at load time, but that's beyond the scope of what affects you.
Any questions? Comments? Please comment.
The basic idea, I guess.. creatures (from the raws) have a tile tag in that hierarchical form, such as "humanoid.elf.carpenter".. tilesets contain tiles, specified somehow, which have fully qualified names such as "humanoid", "humanoid.elf" or "humanoid.elf.carpenter". The exact way tilesets specify this has not been defined yet, but is reasonably trivial; I'll come up with something simple.
Conceptually, when trying to display this carpenter, it'd first look for a "humanoid.elf.carpenter" tile. If that's missing, it'd look for a humanoid.elf tile; if that's missing, humanoid... if that's missing too, I guess displaying a question mark would be better than picking some other humanoid or an entirely unrelated tile.
Any questions? Comments? Please comment.
Yeeah.. I really don't know how it'd work. Whichever way works best, really, which is why I'm posting this here. It's very much at the request for comments stage.
The basic idea, I guess.. creatures (from the raws) have a tile tag in that hierarchical form, such as "humanoid.elf.carpenter".. tilesets contain tiles, specified somehow, which have fully qualified names such as "humanoid", "humanoid.elf" or "humanoid.elf.carpenter". The exact way tilesets specify this has not been defined yet, but is reasonably trivial; I'll come up with something simple.
Conceptually, when trying to display this carpenter, it'd first look for a "humanoid.elf.carpenter" tile. If that's missing, it'd look for a humanoid.elf tile; if that's missing, humanoid... if that's missing too, I guess displaying a question mark would be better than picking some other humanoid or an entirely unrelated tile.
Naturally, this would be optimized by doing the lookups/mappings at load time, but that's beyond the scope of what affects you.
Any questions? Comments? Please comment.
Which letter, exactly?Ugh, I mean that currently there're letters for creatures in ASCII mode and they are replaced by graphics if the game finds an appropriate tile.
The CP437 tiles are part of the tileset. If you can identify a particular letter, that means you did find the tile.
I guess displaying a question mark would be better than picking some other humanoid or an entirely unrelated tile.
So, I know the release is mere moments old, but now that we have the long-awaited True Type, I gotta ask:
Is it everything you guys hoped for? Can you do all those ridiculously awesome things we saw a few dozen pages back?
If you're talking about the multi-tile creatures and stuff, no, that's not in yet.
(although, I HAVE come up with some pretty sweet ideas for it (for world maps))
Anyways, we're nowhere near that. What we do have is some semi-functional ttf.
It's kinda nice. But when I'm running this there are a number of significant bugs,
and it seems to be way slower than what the old ones ran at...
That was just an adventure mode run, but still.
I think I'll actually wait until another official release with a few less bugs.
You guys seem to be happy enough with the current graphics set for now.
How good of a computer is the one you shouldn't run it on?
Certain government entities have computers that are better than anything available to the general public now and for the next several years, or so I hear. Of course, being classified double top pinky-swear super-secret, I'm sure such rumors are just that. Nothing to see here folks; move along.
Does this new DF release also already add the ability to use depth sensitive water graphics?
Looking forward to the update! :)
@Kregoth: Your problem is "ITEM_FOOD_MASH", actually.
It's one of the foods that I added to the set ages ago by accident.
If you want to use Phoebus' graphics set, it shouldn't be a problem, though...
@Verdian: DT has a problem with the current version of DF, not of my graphics.
Also...
Have you guys played this Minecraft game?
It is totally epic. It's like first-person 3-D Dwarf Fortress.
This is why I haven't gotten the new graphics set out yet:Spoiler (click to show/hide)
Ooops haha I don't know where i keep getting ironside. Must be something else that making mix up the words I will fix thanks for the info.transformers?
Ooops haha I don't know where i keep getting ironside. Must be something else that making mix up the words I will fix thanks for the info.transformers?
Been playing MC too. 2nd story bedroom. Also, you're living like a true dorf, Iron.
(http://img801.imageshack.us/img801/7004/66212757.jpg)
Wow, is this a mod or something, because my Minecraft doesn't look like this?
It is spreading like AIDS.chimps had it first? :o
I tried Minecraft during the free to play / server down days, and I don't like it as it is now. Too much LARPING and too few actual interaction with the game world.The multiplayer is very much like this, but Its incredibly early. The singleplayer has much more interesting interactions and gameplay, although I'd agree it needs alot more. Luckily more are planned!
This thread needs moar ironhand/wormslayer updates and less minecraft imo... 8)
If you don't like the ,.`' ground, try setting this to NO. The ground will turn into periods only.
[VARIED_GROUND_TILES:NO]
If you'd like your engravings to start off looking the same (you can toggle them on individual later), set this to YES.
[ENGRAVINGS_START_OBSCURED:YES]
Hear ye all and be appeased:
Your pestersome pleas fall not on deaf ears.
I'mma make you a new version of Ironhand now.
It should be up shortly.
This is my first time trying ironhand, so I have a question: is this tile set just dark or did I install incorrectly? Some of the tiles are extremely dark and I can't see them, they just blend in with the default black of unexplored tiles. Is that intended to simulate the darkness of underground or...something?The tileset is much darker then usual
Barring all the quirks, things are starting to look REALLY NICE. Great work Ironhand and Wormslayer!Still, the dwarf names are messed up :/
(BTW Update the OP to have the right version number!)
@fivex:
Yeah, this tileset is designed for TTF turned ON.
The TTF support is incomplete, so there are a few little quirks. Some text (embark text for example) still uses the tileset. But this will be fixed eventually, and it's not really a problem.
For the SQUARES in the TTF, that could be that the font does NOT support all the required special characters, OR that its just another TTF incompleteness.
The tileset is much darker then usual
There IS a different color scheme that comes with the tileset. If you use the default, everything is really dark.Er... how do you enable it thne?
Poky: That's because it's a ttf.
That's what this release is all about.
And yeah, that's not a problem with our sets;
it's a problem with the release in general...
I agree that things could stand to be lighter. The trees on the world map look super-dark, with bright trunks.
Also on the world map, I don't suppose you could make small n and big V look more like hills and badlands, respectively? Everything else blends in nicely.
Other than that, looks great! I especially like how the fields look.
Well your not alone, "too dark" is probably our most common complaint :D
I would recommend calibrating your monitor / graphics card levels - If these are set correctly you should be able to clearly see even the darkest things in our set.
I think he means the Z level display when you are in the games proper (Bottom right of the screen). It is just a black square where the numbers should be. Mine is the same way.
If it helps I am running DF 31.14 with Genesis 31.13 graphical dumped on top (using deons instructions) and then with IH .49 dumped on top of that.
p.s. Cool Coffins!
I think he means the Z level display when you are in the games proper (Bottom right of the screen). It is just a black square where the numbers should be. Mine is the same way.
If it helps I am running DF 31.14 with Genesis 31.13 graphical dumped on top (using deons instructions) and then with IH .49 dumped on top of that.
p.s. Cool Coffins!
Lighter color schemes should do wonders for you guys, though, if ours looks too dark for your liking.
I saw a post back a page or 2 on the colors.txt fileIf I'm not mistaken (and I could be since I am completely guessing) the Colors.txt file contains the standards for basic colors in the game (magenta, cyan, black, etc.), using the R/G/B notation. So if you adjusted the values and made all the colors a little lighter, perhaps the game would be brighter?
Lighter color schemes should do wonders for you guys, though, if ours looks too dark for your liking.
Ironhand (or anyone who knows)
Is there a way to change the color scheme to a lighter one on your graphics set? If so, how do I do it? I saw a post back a page or 2 on the colors.txt file but when I compared mine with his they were identical. If it is just a matter of swapping out this file can you recommend one for me. If not just point me in the right direction.
I really like the Ironhand graphics and want to continue using them but if there was a way brighten it easily this dwarfs happy meter would go right up to ecstatic.
Anyone else experiencing crashes when loo[k]ing at certain things in Fortress Mode? Currently it happens when looking at a smear of cyclops blood. It never happens when not using True Type so it could be a vanilla bug.
It's a shame that TTF isn't implemented for each menu yet. The dwarf individual pages are hideous, as are the history pages for the most part.
But what about the accented characters? Why are they turning into blocks?
I haven't even seen a cyclops yet :)
I haven't even seen a cyclops yet :)
Keep an eye out for them...
31.14 is pretty unstable. I got several crahses from looking at certain parts of Legends, changing my fortress name and embarking.
*sticks to 31.12*
31.14 is pretty unstable. I got several crahses from looking at certain parts of Legends, changing my fortress name and embarking.
*sticks to 31.12*
I agree! However, I was between fortresses when I installed the new version and have since deleted the old version. Now I can't find it anywhere!
Is there anywhere to download one of the earlier, more stable versions of this set until the various crashing and text issues are gone?
31.14 is pretty unstable. I got several crahses from looking at certain parts of Legends, changing my fortress name and embarking.
*sticks to 31.12*
Yeah, this is because the o-circumflex character is causing some sort of weird line ending or code interrupting error, instead of turning into a block like the rest of the diacritics. I made a bug report when 0.31.13 came out. Sounds like based on what Baughn said earlier in the thread that it'll be fixed in the next patch.Was wondering which character was eating the rest of the text after it. D: Makes job cancellation messages even more aggrivating.
Only issue I have is that the pillars look like the wheel symbol also used on the trade depo. Can't seem to find how to use the nice
square ones from the set.
Text is being replaced with things like skulls and wells.
Also also, check out our most recent Minecraft project.
It's a nice boat. Three and a half decks. Portholes, gun windows, storage, three masts, crow's nest, the whole nine yards.
We lit it on fire. (http://www.youtube.com/watch?v=O9K-zIU93IM)
This thread could use some more screenshots of the latest release. I might be able to make a few.
So it continues to burn below the waterline? I'll be glad when fluids are modeled properly. Very nice btw, any interior shots?
Hre is a pic of the latest Ironhand version on my 40 inch flat screen.Spoiler (click to show/hide)
Is it just me, or is the text supposed to be doing this? I looked at the dwarfs in question with Dwarf Therepist, and it seems like it happens on the special characters (ä, í, î, etc.).That's normal; special characters are not correctly integrated. It'll be fixed sooner or later.Spoiler (click to show/hide)
Is it just me, or is the text supposed to be doing this? I looked at the dwarfs in question with Dwarf Therepist, and it seems like it happens on the special characters (ä, í, î, etc.).That's normal; special characters are not correctly integrated. It'll be fixed sooner or later.Spoiler (click to show/hide)
It's not a problematic thing for me :). I usually (always) play without special characters.
http://dffd.wimbli.com/file.php?id=2158It's not a problematic thing for me :). I usually (always) play without special characters.
How does one go about removing the special characters? I find them very annoying, even when they work.
http://dffd.wimbli.com/file.php?id=2158It's not a problematic thing for me :). I usually (always) play without special characters.
How does one go about removing the special characters? I find them very annoying, even when they work.
I tried this, but when i try to load a game, it says missing definitions.How does one go about removing the special characters? I find them very annoying, even when they work.http://dffd.wimbli.com/file.php?id=2158
Hi.. maybe someone already asked that question and get answer, but..Is this normal? i mean that... sumbols instead letters.. if not - how 2 fix it?Spoiler (click to show/hide)
Is it normal for graphic packs to sometimes mess up the text? like random letters are turned into skulls and crossbones, or other various tile things.
Just something I've noticed that kinda bugs me.
You wouldn't happen to be building stuff outside in the cold, would you?
The same thing happened to me and I was like "What's going on?" before I checked the walls and found out that they were simply covered in snow. So it's possible that might be what's happening.
..to get my hands on them dorfs again..
gtmattz, did you get a save before you started? if you didnt post the first save you have anyways (the adamantine looks fun for insta uber adventurers)
helo.
new guy here, so sorry for stupid questions.
I installed the mod and the mod CTD wn the name chooser of the fortress on the letter C (the page undet "castle"). any ideas?
Also the special lettering in the dwarf alphabet are missing
If nothing sooner, I'll make you guys an extra super special fabulous Christmas release.
Was there going to be a non TTF package? I hate the special character issue....ruins it for me right now. Nothing wrong with the graphics set and I know Baughn is working on it....but til its fixed I would love a solution
Go into the language files and change the special characters for their normal equivalent.
http://df.magmawiki.com/index.php/Utility:Accent_Removal (http://df.magmawiki.com/index.php/Utility:Accent_Removal)
the old world had something that is now missing from your raws.Ah, but it's my saves I want to fix.
make a new world and it shouldn't have a problem, since it didn't start with that thing.
Hello, I'm having a slight font problem. Does anyone know what's causing it?
The descriptions do not use ttf fonts (yet). It should be fixed later (when Toady One and Baughn make it happen).
The descriptions do not use ttf fonts (yet). It should be fixed later (when Toady One and Baughn make it happen).
Actually when I disabled the ttf font my pregame menu got fucked up as well. Whereas while it was on the pregame menu was just fine.
It's not like me to tl;dr, but 200 pages... wow.I only see 120.
I was just wondering if you were ever planning on making the text more readable. On my last install I was running a pretty old graphics set which seemed to have no trouble having both an icon for wells and the letter "o".
Hopefully it happens soon, so we don't get that question 3 times per page anymore. :PI was just wondering if you were ever planning on making the text more readable. On my last install I was running a pretty old graphics set which seemed to have no trouble having both an icon for wells and the letter "o".
The problem you are describing is not something that is under the control of Ironhand, it is Baughn and Toady who are working on the TTF implementation, and as such is something that Ironhand is waiting for just like everyone else.
It's not like me to tl;dr, but 200 pages... wow.I only see 120.
Anyway, I'm also wondering if the ttf support has been bettered yet too.
Anticipation bump. ;D
+3Anticipation bump. ;D
+1
+3Anticipation bump. ;D
+1
-65535+3Anticipation bump. ;D+1
+5?
+ -4578213-65535+3Anticipation bump. ;D+1
+5?
Buffer overflow :/
What does TTF require? Is it something Toady has to incorporate into the base code first?
Well, technically, I guess it could be modded in and that's what Baughn is doing. Since the code in question id the bit that Toady has made available to the public.What does TTF require? Is it something Toady has to incorporate into the base code first?
Yes, it is something that Toady and Baugh are working on, it is nothing that can be modded in.
I am going to assume that it requires going into the code and everywhere that text is used, changing from using the tileset image for the text, to using TT fonts. Along with this is a lot of formatting to do that would not have been needed when using the fixed size tiles.
In short, it is a lot of work, and Toady and Baughn are taking care of it as they can.
It looks like this for you?I have the same problem.Spoiler (click to show/hide)
Is someone else handling packaging fonts into it?
I mean HERE IT IS (http://dffd.wimbli.com/file.php?id=2511).Thanks :)
Sorry again for the delay...
Everybody enjoy adventure mode!
It's supposed to be awesome and exciting and stuff!
I'm hoping to get a chance to check it out myself!
Cheers!
That totally shouldn't be the case...Toady did not hardcore anything >.<. It's just a palm which is mapped to the "gamma" symbol.
I feel like maybe toady's hardcoding
trees under certain conditions or something.
All the tree definitions should be just like before...
You probably didn't run save game updater.Didn't even know it was needed... fixed it all up, thanks :D
Ooooh...
Yeah, sorry about that. That is my fault.
You should gen a new world for all the new night creature stuff anyway. = P
If you want to know what the problem is,
I forgot to include the words for "llama" in human, dwarvish, goblin, and elvish.
They were just the words for "mountain-lord" from the respective language.
I'll put them back in later... sorry again.
It is not an issue specific to this tileset, any flavor of DF set to use true type fonts exhibits this behavior.
The reason this thread is 200+ pages long IS BECAUSE OF POSTS LIKE YOURS...
...
The reason this thread is 200+ pages long IS BECAUSE OF POSTS LIKE YOURS...
Advice for new people:
You don't need to read everything, but at least look at the last few pages.
Tada! (http://dffd.wimbli.com/file.php?id=2511)
As an extra special gift on this one, from me to you...
- There is once again a word in every language for "llama".
(and now it makes sense. Most mean "mountain king")
- All accents and special characters have been removed.
(hermano made that ridiculously easy. I love him)
Cheers all!
Then why is everything still messed up...it looks more messed up then it did before...(from a fresh download default setting)
If you want to try and see how the animation of the water render, here is the 0.48 tileset with the 2 water tiles setup :Of course, then some in game items will be replaced with letters, such as some parts of certain workshops and whatnot. But at least your text won't be covered in wells and various other stuff. I haven't tried this myself so if they shuffled around tiles things may be confusing in other ways as well, but I think it will be okay for the most part. Or you can just take the text tiles off of the above set and merge them into the new tileset.Spoiler (click to show/hide)
I'm aware of the whole TTF issue, but are you sure there isn't any way to make it so my sentences aren't covered in wells? At least until TTF is properly implemented.
I tried turning TTF support off but that just made it worse.
I'm aware of the whole TTF issue, but are you sure there isn't any way to make it so my sentences aren't covered in wells? At least until TTF is properly implemented.
I tried turning TTF support off but that just made it worse.
it works fine, make sure ur set to 2D mode
I'm aware of the whole TTF issue, but are you sure there isn't any way to make it so my sentences aren't covered in wells? At least until TTF is properly implemented.
I tried turning TTF support off but that just made it worse.
it works fine, make sure ur set to 2D mode
It doesn't, and yes I'm set to 2D mode. TTF support isn't properly implemented yet- there are text screens without it, meaning there are text screens covered in wells and such.
Try going into data/init/init.txt and change [SHOW_FLOW_AMOUNTS:NO] to [SHOW_FLOW_AMOUNTS:YES].
Sorry, that was my bad. I forgot to change it over in this version.
Is there really any reason to use newer versions yet?
Of course not, as long as you don't mind not having the new features. But in that case, why did you even switch from .40d?
Try going into data/init/init.txt and change [SHOW_FLOW_AMOUNTS:NO] to [SHOW_FLOW_AMOUNTS:YES].
Sorry, that was my bad. I forgot to change it over in this version.
Of course not, as long as you don't mind not having the new features. But in that case, why did you even switch from .40d?
Well obviously there's new features in 2010 DF! But the recent changelogs haven't really done much for me. Adventure Mode not being my 'thing', cool as it is.
Of course not, as long as you don't mind not having the new features. But in that case, why did you even switch from .40d?
Well obviously there's new features in 2010 DF! But the recent changelogs haven't really done much for me. Adventure Mode not being my 'thing', cool as it is.
stop being a dick to others and if you dont like the newest versions dont install them :P
Of course not, as long as you don't mind not having the new features. But in that case, why did you even switch from .40d?
Well obviously there's new features in 2010 DF! But the recent changelogs haven't really done much for me. Adventure Mode not being my 'thing', cool as it is.
stop being a dick to others and if you dont like the newest versions dont install them :P
There is one thing that bothers me:Spoiler (click to show/hide)
What material are the doors made out of?
IIRC, wood doors use the same tile as walls, and there's nothing you can really do about it.
Whats with the REALLY dark water and magma now, its so darn annoying, i cant tell what level its at.Go in the d_init.txt file in the data folder, and you'll see the option to show water level as a number (must be SHOW_FLOW or something). It was inadvertently turned off for this version, so no, no particular reason.
Any particular reason it was changed?
i think you misunderstand, i mean the brightness of the tiles. not anything to do with numbers.Well, before I turned [SHOW_FLOW_WHATEVER] back on, all water tiles were looking the same no matter their actual content, and therefore were dark. Same for magma. After I fixed it, my eyes hurt from how bright the water tiles had become in comparison. And no, despite what the description of the option may tell you, in that graphic pack, the red and blue numbers that tell you how deep magma/water is in vanilla ARE replaced by their corresponding tile.
they used to be very bright now theyre quite dark.
Is this what you mean?
Nah, Id say stick with one icon for ore, or maybe two.Three and we have a deal. ;D
Maybe if ores had high contrast tiles and regular rocks had low? That would make the differences really obvious, but in a subtle way. You could do it by keeping some tiles for ore and others for stone, but you could also do it just by setting mineral colours so that ores have one light and one dark, whereas stones have two lights or two darks.
Dedicated tiles for obsidian/flux/coal/gypsum/etc. would be nice too, but you could just shuffle around some existing tiles for that instead of making new ones.
have you modded anything?No, I haven't changed anything, just extracted it and created a new world.
[GRAPHICS:YES]
[GRAPHICS_WINDOWEDX:800]
[GRAPHICS_WINDOWEDY:600]
[GRAPHICS_FONT:ironhand.png]
[GRAPHICS_FULLSCREENX:0]
[GRAPHICS_FULLSCREENY:0]
[GRAPHICS_FULLFONT:ironhand.png]
[GRAPHICS_BLACK_SPACE:YES]
[SOUND:YES]
[VOLUME:255]
[INTRO:NO]
[WINDOWED:YES]
[WINDOWEDX:80]
[WINDOWEDY:25]
[FONT:curses_640x300.png]
[RESIZABLE:YES]
[FULLSCREENX:0]
[FULLSCREENY:0]
[FULLFONT:ironhand.png]
[BLACK_SPACE:YES]
[GRAPHICS:YES]
[GRAPHICS_WINDOWEDX:0]
[GRAPHICS_WINDOWEDY:0]
[GRAPHICS_FONT:ironhand.png]
[GRAPHICS_FULLSCREENX:0]
[GRAPHICS_FULLSCREENY:0]
[GRAPHICS_FULLFONT:ironhand.png]
[GRAPHICS_BLACK_SPACE:YES]
[PRINT_MODE:2D]
Mode examples:
PRINT_MODE:2D
PRINT_MODE:TEXT
PRINT_MODE:FRAME_BUFFER
PRINT_MODE:PARTIAL:0
[SINGLE_BUFFER:NO]
[TRUETYPE:YES]
[TOPMOST:NO]
[FPS:NO]
[FPS_CAP:100]
[G_FPS_CAP:50]
[ARB_SYNC:NO]
[VSYNC:NO]
[TEXTURE_PARAM:LINEAR]
[PRIORITY:NORMAL]
And then other non-important stuff
graphics_dwarves
[OBJECT:GRAPHICS]
[TILE_PAGE:DWARVES]
[FILE:dwarves.png]
[TILE_DIM:18:18]
[PAGE_DIM:16:20]
It's TrueType Font again. No, it's not Ironhand's fault. No, we can't fix it until Toady or Baughn does.
It's come up a lot. Please don't post it again. :v
I don't get it. Why are there wells? Can I drink from them?
-begins licking his monitor-I don't get it. Why are there wells? Can I drink from them?
yes
NO!Well, then we must be out of booze!
for the sake of Armok, someone stop him!
he's drinking WATER!!!
It's TrueType Font again. No, it's not Ironhand's fault. No, we can't fix it until Toady or Baughn does.
It's come up a lot. Please don't post it again. :v
Its pretty easy to answer a question without being a jerk!
We just get the question a lot, so some people react negatively. Those people are awful, socially inept human beings.
I don't even see how I was being a jerk. :v
I've tried to skim through all of this post, but its just really REALLY long, heh. I also posted something in the modding forum (because I imagine my problem stems from the graphics pack, since vanilla seems to work fine), but I never got an answer.
So to start from the beginning, I'm on x64 Arch Linux and I have the dwarffortress package from multilib installed. I then downloaded Ironhand's pack (the latest version, .495 I believe) and just unzipped all of it into the folder, of course overwriting the init from the vanilla installation and using Ironhand's init. I then generate a large region and embark and everything seems peachy. However, after several sessions, I'll eventually run into the problem (this can happen the first time after I come back to a new game, or the fifth time, it eventually happens every time I've made a new game). The problem is that whenever I use 'k' to look around, it crashes with a segmentation fault tell me that there is a texture that can't be found (can't remember the exact wording), I can get it for you guys if you really need it. This also happens when I try and build a workshop, or if I sometimes try and use 'q' to manage a workshop (that was already built before this starts). Basically any variety of actions can cause a crash and it almost always says missing texture or something like that.
The only way it seems I can fix this is if I reinstall the multilib dwarffortress vanilla package and then re-install Ironhand's graphics pack. But then the same problem crops up of course some time afterwards.
So not quite sure what to do and any help would be appreciated!
Thanks for the answer. But I have no idea of what you are saying! :-XWell there are 2 ways to render text, one is using the artset, the same one used to draw ground and water and stuff. The newer way is to use the truetype font. Since there are many extended characters used in the artset to visualize other objects it can get confusing. So there're 2 ways, one is to convert the characters to plain ASCII characters which's properly rendered with just the art set, the second way is to tell the game to render with truetype font. Ironhand assume the latter so it's more elaborate on artset use then some other tilesets like say, phoebus or mayday.
My vote is for Unicorn, so we can all see the horror on their faces as we harvest them for their bones! Also, there is the added benefit of doing tile magic on them and turning them into a generic horse. :)
If you are looking for the giraffe, rhinoceros or any of a number of domestic animals, they are already in the game for next time!Giraffe, rhino
Your dwarves can shear sheep and other woolly beasts now. There are sixteen new domestic animals. Eggs, vegetable oil and clay upcoming.Probably sheep.
since the beginning of using dwarf fortress, for somone reason certain dwarfves of mine will randomly start flashing gey and continue to forever, apparently not showing anything to do with their status. for instance in my current 7 year fortress about 6 of my 200 dwarrfves are constantly flashing grey, all kinda random and not related.
only thing i can think of is some kind of coverng(although tons of dwarfves are covered in stuff and dont flash), never bothered to ask before as it has no impact in game, its just kinda there. any particular reason?
ah, probaly. didnt know that.since the beginning of using dwarf fortress, for somone reason certain dwarfves of mine will randomly start flashing gey and continue to forever, apparently not showing anything to do with their status. for instance in my current 7 year fortress about 6 of my 200 dwarrfves are constantly flashing grey, all kinda random and not related.
only thing i can think of is some kind of coverng(although tons of dwarfves are covered in stuff and dont flash), never bothered to ask before as it has no impact in game, its just kinda there. any particular reason?
Are they legendary in any skill? Because that's how the game shows that...
Current version: 11.17.10: 0.495 for DF 0.31.18
-snip-
next version: 0.492!
Also on the world map, I don't suppose you could make small n and big V look more like hills and badlands, respectively? Everything else blends in nicely.
The n and V on th Mapare *so* getting changed thoughhave now been banished! :)
(http://i.imgur.com/2yITf.png)Spoiler (click to show/hide)
Yeah my reaction was also "argh! demons attacking from the river!" :P
Speaking of rivers, I quite like combo swirly water and numbers?
Also Back to colourful ore:Spoiler (click to show/hide)
Just want to say that apart from having to save my game and switch back to 2D for TTF every time I need to trade (=P not really your fault you got overeager) Ironhand's graphics are always the best!Unless I am mistaking, it also looses its blue colour as (unsmoothed) floor and loose rock. It looks identical to the gabbro.
Please keep it up!
p.s. can we switch smoothed Kimberlite to retain its blue colour please? Right now it turns from sexy blue to a dull light grey.
Adding a visual value indicator will just bring up that whole debate again.A visual value indicator does not have to be an icon.
the grayish teal rock seems really out of place in that water.
Just want to say that apart from having to save my game and switch back to 2D for TTF every time I need to trade (=P not really your fault you got overeager) Ironhand's graphics are always the best!
Please keep it up!
p.s. can we switch smoothed Kimberlite to retain its blue colour please? Right now it turns from sexy blue to a dull light grey.
(http://img690.imageshack.us/img690/2590/ore.png)
Without this, I'm at a loss when it comes to quickly analyzing an embark position or a new tunnel.
Valuable gems? I can see an an instant if it's ok do dig 'em and make my tunnel a bit curvy out or not and keep it straight.
Ores? Check the wiki, if it's not something like platinum or gold. It's tedious.
the grayish teal rock seems really out of place in that water.It does, but it's one of those things we cant do anything about :(
You might be interested in the TILE_COLOR, BUILD_COLOR, and BASIC_COLOR tokens (http://df.magmawiki.com/index.php/Material_definition_token). I think they do what you're looking for.can we switch smoothed Kimberlite to retain its blue colour please? Right now it turns from sexy blue to a dull light grey.Kimberlite is another one of those things... To get that particular shade of blue, we are mixing blue foreground with grey background colour. But floors use the background colour to indicate the smoothed/engraved status so you only see ... well grey apparently, though I would have expected it to use the blue foreground colour... :S
I totally understand what you mean, and I have to do the same thing myself sometimes. One problem with doing this in the past was the lack of tile slots, but more/more obvious ore tiles were something we discussed for our post-ttf plans.We have ... roughly 14 tiles for stones in general now.Spoiler (click to show/hide)
Nah, don't worry about it.
You've been very patient about this for way too long.
It's high time I told Wormslayer to do something about it for me.
= P
-4 Economic types(Flux, Plaster, Coal, Obsidian)I would kinda like this too.
Is one of your ore types to cover economic stone? Because my mental list is basically identical:Argh, I totally forgot the economic and layer types!
-Sand
-Soil
-4 layer types
-4 Economic types(Flux, Plaster, Coal, Obsidian)
-Ore with 4 or 5 value levels
Update: This hasnt come out very well, but it sort of conveys the idea for ores that I'm going to run with, which is: The more valuable tiles are mostly rock with thin veins of metal running through them, while the less valuable ones are more ore than rock. (Value = Rarity?)
(http://i.imgur.com/K9F2Z.png)
(http://i.imgur.com/K9F2Z.png)
(http://i.imgur.com/hiUYB.png)I'm not quite familiar with ironhand development but that cyan stuff look like devilish grinny faces
I'm not quite familiar with ironhand development but that cyan stuff look like devilish grinny faces
Whats the green mossy things?
I like the 'value=rarity' system. One little request, though: could you make the iron ores visually distinct from the hybrid ores, tile-wise? Just a thought.
I re-made the badlands cracked tile to make it actually tile seamlessly, here's what it looks like when applied to slate, shale and slade:
(http://i.imgur.com/hiUYB.png)
Attempting to combine IH's ore tile, which I really like, with last nights attempt:Be careful using correct material colours. I'm working on some better stones for stonesense, and I've already discovered that kimberlite and cobaltite are grey stones in real-life. That means that there's no actual blue stones in df :/ (well, okay, gabbro can be dark blue, but so can marble)
(http://i.imgur.com/J5nOF.png)
(Also using the correct material colours.)
Attempting to combine IH's ore tile, which I really like, with last nights attempt:
(http://i.imgur.com/J5nOF.png)
(Also using the correct material colours.)
Is it possible to make it so the chair tile is not used in bridges?
Attempting to combine IH's ore tile, which I really like, with last nights attempt:
(http://i.imgur.com/J5nOF.png)
(Also using the correct material colours.)
Kobolds in DF are "A small, squat humanoid with large pointy ears and yellow glowing eyes." and they have brown skin according to the raws.I love the cutebolds! :>
None of the graphics sets actually reflect this. You might want to consider changing it, unless you don't wish to annoy the cute!kobold fans :/
(Or maybe there should be a seperate kobold-like race modded called 'cutebolds')
Ahh, I love it :D
The view of veins that cross the whole tile needs getting used to, I imagined differently - but I think it is great.
The difference between lowest value and medium value could be a little stronger, though.
Adamantium and copper are absolutely stunning and perfect! :DQuote from: therahedwigKobolds in DF are "A small, squat humanoid with large pointy ears and yellow glowing eyes." and they have brown skin according to the raws.
None of the graphics sets actually reflect this. You might want to consider changing it, unless you don't wish to annoy the cute!kobold fans :/
(Or maybe there should be a seperate kobold-like race modded called 'cutebolds')
(http://img249.imageshack.us/img249/9034/koboltleader00.gif)(http://img829.imageshack.us/img829/3711/kobold100.gif)(http://img840.imageshack.us/img840/2627/kobold200.gif)(http://img146.imageshack.us/img146/6613/kobold300.gif)(http://img833.imageshack.us/img833/2369/koboldarcher00.gif)
Not really. These guys are from ragnarok online, for example.
EDIT: fixed image location
I could be wrong, but i think D&D switched kobold styles from 2nd ed. to 3rd. 2nd they were doglike, 3rd reptile/dragon?
-snip-What's that from?
THESE are MY Kobolds. (http://www.urealms.com/forums/Smileys/default/kobold.gif)
-snip-What's that from?
THESE are MY Kobolds. (http://www.urealms.com/forums/Smileys/default/kobold.gif)
THESE are MY Kobolds. (http://www.urealms.com/forums/Smileys/default/kobold.gif)
(http://i56.tinypic.com/2zee986.png)
Damn you Japa! I keep seriously considering making a set of stonesense graphics, the extra capabilities and resolution are... seductive :P
In unrelated news, we have now got chickens: (http://i56.tinypic.com/2zee986.png)To quote Despicable Me: It's so fluffy I'm gonna dieeeeee! (http://www.youtube.com/watch?v=82utG7Q3G_k)
In unrelated news, we have now got chickens: (http://i56.tinypic.com/2zee986.png)
In unrelated news, we have now got chickens: (http://i56.tinypic.com/2zee986.png)
IH on a roll :D
I had another go at precious ore veins and it came out more like what I have in mind:
(http://i.imgur.com/aAcIk.png)
The result of tonight's fiddling around in photoshop:
(http://i.imgur.com/UWJPH.png)
The result of tonight's fiddling around in photoshop:Adamantine looks a bit strange when tiled. I keep seeing ":F :F :F :F" :D
(http://i.imgur.com/UWJPH.png)
Yeah, I will probably try to stick with Toady's descriptions.Great, this hen is adorable! Mind if I use it in Genesis before you release it? I love it much more than mine.
Although, I refrained from giving my goblins pink hair.
In unrelated news, we have now got chickens: (http://i56.tinypic.com/2zee986.png)
You can help yourself to my stuff anytime, Deon.That doesn't sound like innuendo or anything. :)
So I recently tried to "upgrade" to Adobe CS5...
But CS4 failed to uninstall properly, leaving GB's of shit all over the computer, and now both CS4 and CS5 both refuse to install; I think because they can still see some trace of the old install that I cant find O.o
It's a known problem and Adobe even make a tool for cleaning up broken installs. But I've spent days trying to fix it now, and it's starting to look like I have to reformat and reinstall :S
Ouch!
Good luck!
My pen tablet doesn't work with Windows 7.
But I think you have it worse.
Hello, I updated my Mac OS X version of DF with Ironhand's graphics. The game runs but the graphics are all messed up.
In unrelated news, we have now got chickens: (http://i56.tinypic.com/2zee986.png)
You've got popular chickens, Ironhand.
You've got popular chickens, Ironhand.
He's popular with chicks! Ahahaha! Hahaha! Haha... Ohgodpleaseslapme.
I only slap babies.
(If you don't get the reference, I suppose that might be rather disconcerting.)
In unrelated news, we have now got chickens: (http://i56.tinypic.com/2zee986.png)
Om my lawdy, that is the best thing ever.
Ironhand, Wormslayer what is your policy on having your stuff stolen from you? (http://mayday.w.staszic.waw.pl/gobticons3/scheming.gif)
I guess it would be nice if it actually would get fixed then.It's not only Baugn, it's also Toady. But yeah, until Baugn comes back to it, it's unlikely that anyone else could work on it. So it is impossible right now to "fix" it.
What's up with Baugn anyway? Did he get swallowed by google again?
Totally off-topic: @forsaken: I love your avatar! Did you make it?No, I found it while looking around on the internet. I'm not actually sure who made it, but it made me laugh so I decided to use it for a while.
Hello, [snip]
Hey, png of ore veins please? :D
This is by far the very very best looking tileset in dwarves and goblins. The Trade Depot is ugly though, I almost don't want to build it :b
This is by far the very very best looking tileset in dwarves and goblins. The Trade Depot is ugly though, I almost don't want to build it :b
You mean the wheels in the corners? Bearing in mind that the tile is also used for several other things besides the trade post, what do you think it should be?
This is by far the very very best looking tileset in dwarves and goblins. The Trade Depot is ugly though, I almost don't want to build it :b
You mean the wheels in the corners? Bearing in mind that the tile is also used for several other things besides the trade post, what do you think it should be?
This is by far the very very best looking tileset in dwarves and goblins. The Trade Depot is ugly though, I almost don't want to build it :b
You mean the wheels in the corners? Bearing in mind that the tile is also used for several other things besides the trade post, what do you think it should be?
What else is it used for? I don't remember seeing it elsewhere, but yeah well it just feels wrong looking at it imo. I seem to remember having used a tileset where the wheels were like single pieces of wall, which looked good.
Thank you! I was waiting for this :)Hey, png of ore veins please? :D
Sorry man, been a bit busy, being ill and miserable! :P
Here is the most recent test sheet I have:
(http://i.imgur.com/wYHIJ.png)This is by far the very very best looking tileset in dwarves and goblins. The Trade Depot is ugly though, I almost don't want to build it :b
You mean the wheels in the corners? Bearing in mind that the tile is also used for several other things besides the trade post, what do you think it should be?
What's wrong with text in my version? You can clearly read it.
Is it different from the screenshot a few pages back? Some things there are... well, just not text :P. So I decided to play the ASCII version for once, after playing Phoebius for a while.
EDIT: This is the pic I meant:I know you can read it but I like reading my dwarves thought without getting a headacheSpoiler (click to show/hide)
Yes it is different. I would suggest to look at something before judging it.What's wrong with text in my version? You can clearly read it.
Is it different from the screenshot a few pages back? Some things there are... well, just not text :P. So I decided to play the ASCII version for once, after playing Phoebius for a while.
EDIT: This is the pic I meant:I know you can read it but I like reading my dwarves thought without getting a headacheSpoiler (click to show/hide)
2) F*CKING LLAMAS!Say what? Llamas are awesome! :P
If Truetype is still buggy in some menus as before, will it be disabled for the next update of this tileset?Important Question is important.
Okay, guys, here's a quick temporary fix for the critter issue:
In raw/graphics/graphics_critters.txt, it says [PAGE_DIM:25:20].
It should say [PAGE_DIM:29:20]
Change that one number and you'll be all set.
B) I'm gonna have to wrench myself away from the game myself to get any spriting done.
It would be really cool to have a configuration tool that would allow people to customize this set with different options, mixing and matching things from previous versions. I know I personally liked the older Ore better than the new one.
I'm thinking of something along the line of the customizer for the painterly pack for minecraft. http://painterlypack.net/customizer.php (http://painterlypack.net/customizer.php)
And as for your dwarfs not showing up... I really have no idea.
The only explanation I have is: you forgot to update your savegame properly,
or you downloaded the upgrade pack instead of the full package, and put it in the wrong place.
Try starting with a fresh install of the complete package, and let me know if it still looks funny.
Kian: What you're missing is that the RAW files in your save game won't be correct for the IH graphics pack. I've never personally done it, but there is a saved game updater that you should be able to run on your save to change the RAW files so your graphics are mapping to the tileset properly.
Edit: Unless I'm mis-reading what you meant by a "Clean DF 31.18". I'm assuming you mean a non-graphical version of that version.
Yeah, everybody's who complaining about stuff: update your savegames.You should add that to the OP whenever you update it next, IH.
that was a pretty foul pun. :)
Hey, guys! I made some sprites!national bad pun day was last week man but that was... PUNNY!!
(http://i56.tinypic.com/35avsw2.png)
They are pretty fowl.
In case anyone was wondering what I've been wasting my time with when I should be making tiles instead;Spoiler (click to show/hide)
Is it just me, but do fully installed wooden doors show up as just black tiles with a weird dashed edging on the right and left borders? The stockpile image looks fine, as does the 'To be built here' icon shows up as well. (31.19 full Ironhand install pack, graphics_creature.txt fix applied 29:20)
(http://i51.tinypic.com/wlrsx5.png)
Actually, I'm bored enough that I think I'm going to give writing a configurator a shot. I've got some ideas that would allow for mixing things together from several different tilesets.
RHIfreakingNOCEROS (http://i55.tinypic.com/29c77yg.png) .
They are trainable, ladies and gentlemen.
just started playing and I want it to look pretty. How exactly do I get this installed? I've got 0.31.19, but not sure how to install a tileset, it doesn't seem like it would be too tough, just not sure what to do, I downloaded the new file mentioned in the first post, but what do I do with it.
Any chance of getting corpses for each creature/animal?
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 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?
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?
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.
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.
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.
i'm having a problem with text showing as tiles heres a picture how do i fix thisSpoiler (click to show/hide)
Hey, png of ore veins please? :D
Sorry man, been a bit busy, being ill and miserable! :P
Here is the most recent test sheet I have:
(http://i.imgur.com/wYHIJ.png)This is by far the very very best looking tileset in dwarves and goblins. The Trade Depot is ugly though, I almost don't want to build it :b
You mean the wheels in the corners? Bearing in mind that the tile is also used for several other things besides the trade post, what do you think it should be?
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.
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.
Yeah this is basically what I going to do when TTF support came along but obviously thats still a bit transitional and then things got all sidetracked with talk of new file formats and shaders...
+9001 internets to Ironhand for cranking out all these great sprites, but when are you going to finish the Dwarf classes? ;)
Edit: BatLlama! :DSpoiler (click to show/hide)
We have no guarantees of backwards compatibility... sorry.
But that doesn't mean you can't try.
It might take a little bit of raw-digging.
I see!Dropbox (http://db.tt/0tpYyzW)? Put them under your public folder and share the links.
So... which version is it that people want?
I have all the old versions on my computer, but I don't know of an easy way to share them...
That would mean that everybody else would have to get a dropbox account, though... wouldn't it?As I said, you put the file into your public folder and share the public link here and people can download it. Like this: http://dl.dropbox.com/u/9910241/Report1.PNG
Or is there some kind of easy, read-only access I can grant?
Using dropbox may be easy, but I'm fairly certain that your files will eventually be automatically deleted by the site due to "inactivity". (Have you read all the fine print on their "Terms of Service" page?) Another words, those files must be downloaded at least once every few weeks. Nearly all free file hosts that I'm aware of do this - it's an extremely common policy. Something to keep in mind.Considering how dropbox works (ie, you have a folder on your computer which is mirrored to dropbox's server) I doubt they will delete anything. The image I linked earlier hasn't been viewed or used for months and is still there. In fact I still have some files in there from September, which is when I first started using dropbox.
The only free file host I'm aware of that promises not to delete your files for inactivity is host-a.net (http://www.host-a.net/). The only catch is that the total space available for your files is pretty limited. But it works great for small files and there should be plenty of room for numerous copies of Ironhand (minus the full DF package).
Using dropbox may be easy, but I'm fairly certain that your files will eventually be automatically deleted by the site due to "inactivity". (Have you read all the fine print on their "Terms of Service" page?) Another words, those files must be downloaded at least once every few weeks. Nearly all free file hosts that I'm aware of do this - it's an extremely common policy. Something to keep in mind.Have you ever actually used Dropbox? It's not actually a file-sharing service such as the link you shared seems to be. First and foremost, it's a system for syncing file between your own computers. It just so happens that any files you choose to make public have a public URL. Wouldn't make sense for Dropbox to delete those files so far as their business model goes.
Dropbox reserves the right to terminate Free Accounts at any time, with or without notice. Without limiting the generality of the foregoing, and without further notice, Dropbox may choose to delete and/or reduce: (i) any or all of Your Files if your Free Account is inactive for 90 days; and (ii) previous versions and/or prior backups of Your Files.
In the past I have actually found dead links to downloads that were hosted on Dropbox. But I do not blame Dropbox. From what I recall, the files in question were some obscure mods for a rather old game, so I would not be surprised if over 90 days had passed since the last download. If blame is deserved, it would be the file hosting industry for setting the standard. After all, the industry just wants to encourage users to pay for file hosting, instead of leaching bandwidth and space for free.That would most likely mean that the person that owned that Dropbox account had deleted the files on their local machine and the change automatically propogated to Dropbox. Makes sense, particularly if they were, as you said, old files.
Unless you set it to not start automatically when Windows boots up.Yes... if you set it not to run then it wouldn't, obviously. Even if that happened, and you went 90 days and they deleted your data... the minute you actually ran it, the app would start uploading all of the stuff still in the mirrored folder again.
So, it includes an app that runs in the background all the time.AFAIK it only runs when it something changes in the mirrored folder, not all the time. At least I don't have it running right now and I never closed it myself. I just dropped a file into the folder though and it popped up, synced, and vanished. Something must run at a low level to monitor the folder I suppose.
Question 1: Does it leach any of your bandwidth in the background?Well of course, it uses your bandwidth to upload/download any files which need to be synced. It isn't a p2p network, it only sends files to their server. I didn't know that about skype though, not that it matters to me so long as it doesn't throttle my own use of the internet.
There is a method to monitor the usage of your Internet connection to see if that is the case. I know the Skype app runs in the background all the time and it leaches away unused bandwidth and CPU cycles from users in order to carry around the VoIP messages of other users - utilizing a P2P network similar to the way torrents work.
Question 2: How much CPU cycles does the app require and what is the program priority set to?I just tested it by removing a folder from the synced area and then re-adding it. The application popped up but shows as using not even 1% of my cpu, so... I guess not much?
I ask because having too many background apps running (even merely sitting in your system tray as an icon) while also trying to play Dwarf Fortress can have a measurable impact in reducing your FPS and lead to early FPS death in Fortress Mode.
I love this set! The water is a bit dark for my tastes though. Any easy way to modify that?use water tiles from an older version?
I love this set! The water is a bit dark for my tastes though. Any easy way to modify that?use water tiles from an older version?
I love this set! The water is a bit dark for my tastes though. Any easy way to modify that?use water tiles from an older version?
Go to init/colors.txt
There you go.
use water tiles from an older version?
If you changed it in the DF/Raw folder, you need to do savegame updater so it copies the changed raws to the individual world's raws.
minor issue here ... i just downloaded the .51 full version .. changed show_flow_ammounts to yes (was set to no) but ingame now i just get numbers .. no more cool watergraphics as in the versions before
am i doing something wrong?
sure :) but i am too dumb to figure out myself and let it do other people :)Sent you a PM.
Hey, guys! I'm starting to work with a significantly brighter color scheme.Thanks, my eyes are very grateful.
Here's a NEW TILE SET (http://dl.dropbox.com/u/10973218/ironhand.png) if you want to test it out. Right click, save as.
The colors.txt is gonna get changed a little bit as well.
Is the current version that is meant for .19 compatible with .18? Cuz I've been advised to wait for a bug fix before using .19, and I just cannot wait. :P
You can fix the black text problem by turning TRUE TYPE FONT to NO in data/dinit.txt.
But that will mean that EVERYTHING is displayed with the chunky font instead of the narrow one.
Right now we can't choose what uses TTF fonts and what doesn't. It's either all on or all off.
And all on doesn't actually mean all on yet. We just have to deal with it for now.
I've been tootling around a bit in Adventure Mode of late, and I noticed a couple of tile inconsistencies.
Tile 34, the double-quote, is the hard-coded symbol for farmland on the adventure map, as well as the glowing eyes of certain creatures. Right now, though, it's a bunch of woodworking tools (the tile is also used in the carpenter's workshop). Would you be able to put together a tile that suits all three of its functions? With a bit of Tile Magic, I bet you could make a pair of short vertical lines into crops, eyes, and tools hanging on a wall.
Tiles 137 (ë) and 154 (Ü) represent military elves and humans, respectively, but appear as ore tiles. This means that dead human and elven soldiers turn into weird reddish splashes when they die.
Tiles 147 (ô), 148 (ö) and 153 (Ö) represent cauldrons, rings and bracelets, but appear as trees and ore.
Tile 196 (─) looks fine as an axle, but clashes with the other single-line tiles when used as part of a road, river, or border for something.
Tile 239 (∩) represents both hills and slabs, but resembles neither.
They should be in data/save. There should be a folder in there called "region1".or region2, 3, etc.
I've been tootling around a bit in Adventure Mode of late, and I noticed a couple of tile inconsistencies.
Tile 34, the double-quote, is the hard-coded symbol for farmland on the adventure map, as well as the glowing eyes of certain creatures. Right now, though, it's a bunch of woodworking tools (the tile is also used in the carpenter's workshop). Would you be able to put together a tile that suits all three of its functions? With a bit of Tile Magic, I bet you could make a pair of short vertical lines into crops, eyes, and tools hanging on a wall.
Tiles 137 (ë) and 154 (Ü) represent military elves and humans, respectively, but appear as ore tiles. This means that dead human and elven soldiers turn into weird reddish splashes when they die.
Tiles 147 (ô), 148 (ö) and 153 (Ö) represent cauldrons, rings and bracelets, but appear as trees and ore.
Tile 196 (─) looks fine as an axle, but clashes with the other single-line tiles when used as part of a road, river, or border for something.
Tile 239 (∩) represents both hills and slabs, but resembles neither.
Reposting since I think this was missed.
Also, noticed that bogeymen need a change of both tile and graphic. Right now they're just gems.
That's my job.
I do sprites. WS does tiles.
I'll get on it this afternoon.
No guarantees, though. This week is gonna be crazy for me.
New version is out! 31.20
@schussel: Salt cubes go in, sprites come out! (http://i54.tinypic.com/2zefb5u.png)
@schussel: Salt cubes go in, sprites come out! (http://i54.tinypic.com/2zefb5u.png)
wow so letme get some automatic belts prepared with massive amounts of empty bottles and aquire morelaunchers :)
where does it come out exactly? :)
and yay to new version
@schussel: Salt cubes go in, sprites come out! (http://i54.tinypic.com/2zefb5u.png)
wow so letme get some automatic belts prepared with massive amounts of empty bottles and aquire morelaunchers :)
where does it come out exactly? :)
and yay to new version
Here? :P
Go and get it. (http://dffd.wimbli.com/file.php?id=2511)
And yeah, this forum is the organ through which I excrete pixels. Read that as you wish.
And here's some dwarfs:
(http://i51.tinypic.com/286s6pw.png)
I think you can download the .21 and the Ironhand update and install it this way, and get it working, since .21 didn't change the raws, I think, just some bug fixing in the hard coded part. At least that's what I'm doing and it's working like a charm.
While I really enjoy this tileset, I just found something that's quite annoying for me. Labor categories that have only some activated labors(i.e. a default migrant with Healthcare - Feed Patients/Prisoners and Recovering Wounded activated) are the exact same shade as labor categories with absolutely no labors whatsoever activated. So when I look go to the labor page it's really hard to tell what dwarves have what labors activated unless the whole category has been enabled.
I think scionreaver's referring to the text-colours for assigned labour-categories, rather than the actual graphics/colour of the sprites.
My own reply would go thusly: "Wait, you don't use Dwarf Therapist, scionreaver?"
Seriously. For anything over 7 dwarves, it's almost essential for me. Makes assigning/checking labours and skills a doddle.
No offence, mate, but that sounds masochistic :/.
--
But does any of you guys know anything about animals? The wiki claim that animals do not require food, but my animals are dying like mad of starvation.. "Stray Buck Rabbit (Tame) has starved to death.", it's not just rabbits mind you.. And I just captured 4 horses and tamed them.. Really cool!
Alright, I did some bugfixes. Here's Ironhand 0.53 (http://dffd.wimbli.com/file.php?id=2511).
Also, new greens and greys, with the intention of being more distinguishable in menus.
Let me know what you think!
--
But does any of you guys know anything about animals? The wiki claim that animals do not require food, but my animals are dying like mad of starvation.. "Stray Buck Rabbit (Tame) has starved to death.", it's not just rabbits mind you.. And I just captured 4 horses and tamed them.. Really cool!
Alright, I did some bugfixes. Here's Ironhand 0.53 (http://dffd.wimbli.com/file.php?id=2511).
Also, new greens and greys, with the intention of being more distinguishable in menus.
Let me know what you think!
Haha, I'm surprised how quickly you solved my little labor issue. Even though I'm completely reliant on Dwarf Therapist now, I think it looks great.
Edit: Also, for this guy:--
But does any of you guys know anything about animals? The wiki claim that animals do not require food, but my animals are dying like mad of starvation.. "Stray Buck Rabbit (Tame) has starved to death.", it's not just rabbits mind you.. And I just captured 4 horses and tamed them.. Really cool!
I used to have the same problem back in .19. I think that I just didn't have enough animal caretakers to feed the animals. However, as soon as I updated to .21, I immediately made a pasture (i --> n) and then Set Pen/Pasture Information (N) and assigned all the big animals (horses, cows, etc.) to it. I don't think a single one has starved since.
Why?
Because we all love Ironhands graphics and cannot conceive of playing without them, thats why!
He has to wake up still though ;D
He has to wake up still though ;D
No excuse!
He has to wake up still though ;D
No excuse!
I got 6 Dwarves with missing Legs lying in my hospital. Without this update they will never walk again.
I am SO VERY close to just lock the doors ... you could help them ... you really could. You know you want to.
Hmm, if we kidnap Ironhand we can force him to update it as soon as a new version is released... [/pondering]
Oops! Did I type that out loud?
Also, right click picture, copy image location, open new tab, paste in address bar. You'll see that apparently, someone playing kobold fortress actually got their kobold to equip panties on their head. And it made him so proud too!No he didn't. He just made a hat called "panties".
Also, right click picture, copy image location, open new tab, paste in address bar. You'll see that apparently, someone playing kobold fortress actually got their kobold to equip panties on their head. And it made him so proud too!No he didn't. He just made a hat called "panties".
Also, right click picture, copy image location, open new tab, paste in address bar. You'll see that apparently, someone playing kobold fortress actually got their kobold to equip panties on their head. And it made him so proud too!No he didn't. He just made a hat called "panties".
Wait. Wait wait wait wait wait wait.
They aren't hats?
Everything anime has taught me is wrong!
Hey guys!
THIS (http://dffd.wimbli.com/file.php?id=2511) should hold you for now.
Sorry it wasn't sooner (and it doesn't have new graphics for the new critters!)
But I really don't have time right now (and maybe not even this weekend) to work on it.
However, over the next week I'm going to spend all my free time catching back up
with the new critters and also some old critters, and doing some other graphical fixing
(like brightening the backgrounds on critter tiles to match the new brighter tile set).
So get ready! In about a week, I will be releasing a major graphical update.
Jesus. I'm normally a Phoebus-user. But this new version looks so spiffy, I may very well switch!
Hey guys!*sets up sugarsaltcube-launcher and pulls trigger* yay for the bestestest llama ever! Thank you 1000times 8)
THIS (http://dffd.wimbli.com/file.php?id=2511) should hold you for now.
Sorry it wasn't sooner (and it doesn't have new graphics for the new critters!)
But I really don't have time right now (and maybe not even this weekend) to work on it.
However, over the next week I'm going to spend all my free time catching back up
with the new critters and also some old critters, and doing some other graphical fixing
(like brightening the backgrounds on critter tiles to match the new brighter tile set).
So get ready! In about a week, I will be releasing a major graphical update.
Hey, don't dis Phoebus. His graphics set is what got me going in the first place.And he has the savegame updater.
Plus, he releases versions way faster. Like, bizarrely fast. It's kinda weird, really. = P
Anyway, thanks for all the compliments! They mean the world!
I wish this amazing graphic set had diagonal walls.
I wish this amazing graphic set had diagonal walls.
I have thought this at times as well.
Get psyched!
Alright, here's what diagonal walls look like.
I personally like the square ones better, but these will be included as a separate sheet from now on!
(http://i55.tinypic.com/20a55if.png)
(http://i55.tinypic.com/20a55if.png)
\|
-o
I'd also like to request a pic of the walls with them double thick...
Some of those diagonals look pretty odd...
What do you guys think of having flat floors?
The old tiles for smoothed floors look like constructed floors. If I wanted someone to smooth solid stone for me, I'd be pissed if they added in slab/paver like grooves aswell. Actually, does the smoothed tiles affect the constructed floor ones?
What do you guys think of having flat floors?
These smoothed floors look a bit too bland. The old ones are just fine. I prefer the old engraved floors as well (read: the ones in reply #3639).
With the amount of blood, vomit, pus and ooze in a normal fortress, those grooves might be there for traction! Those floors are probably slippery.The old tiles for smoothed floors look like constructed floors. If I wanted someone to smooth solid stone for me, I'd be pissed if they added in slab/paver like grooves aswell. Actually, does the smoothed tiles affect the constructed floor ones?
What do you guys think of having flat floors?
These smoothed floors look a bit too bland. The old ones are just fine. I prefer the old engraved floors as well (read: the ones in reply #3639).
I second that. The rest is superb!These smoothed floors look a bit too bland.
What do you guys think of having flat floors?
No, the old ones were definitely better.
Yeah, we didn't get to pick what tile was used for pots when Toady added them.
I think that's the same tile as we're using for Traction Benches.
That's like... the perfect balance between straight and angled I've ever seen! What does the column end up like tho?I've not done the Ts, the + or the column yet. I've not done the engravings either.
(http://i.imgur.com/Dz23s.png)I love this!
Square is definitively better.
Ironhand has completed Sexywalls, the Magical Pixels of Stone.
(http://i56.tinypic.com/6elxeo.png)
(http://i.imgur.com/vPHSG.png)
Here's my first attempt at floor engravings.
Only the stone surface is engraved, not the filling inbetween.
Engravings can't remove color, they can only add some.
Putting engravings in the cracks will make the cracks either brighter or of a similar brightness to the stones, and that I think that would be an eyesore. (It's also hard, and I'm tired. :P )
You think so, huh?
They look so messy! Don't they?
(http://i.imgur.com/vPHSG.png)Nice!
By the way, I like the new smooth floors, though I wish they'd be a bit brighter. I could barely see them on my monitor because they looked black. It was only when I copied the pic and zoomed in that I could make them out.
(http://i.imgur.com/vPHSG.png)Ironhand, please steal this. :D
Here's my first attempt at floor engravings.
Only the stone surface is engraved, not the filling inbetween.
Engravings can't remove color, they can only add some.
Putting engravings in the cracks will make the cracks either brighter or of a similar brightness to the stones, and that I think that would be an eyesore. (It's also hard, and I'm tired. :P )
Holy crap, look at all the stuff I've missed!Yes, it is a tileset, it's just not complete and it's easier to work on while it's placed that way, but it is a 18x18 customizable multi-layered tileset.
Phoebus! Gah! Welcome! I'm humbled.
Also, those walls are beautiful.
But it's not a real tileset, is it?
It won't be possible to make a black outline
without a black dot in the middle of multi-walls.
So I'm gonna try it without the black outlines and see how it looks.
Still, that is five kinds of awesome! Thanks so much for the lesson!
Also, those engravings are uber hot, too. You are the freaking DWARF.
I agree there could be some texture to the walls. I'll get on it tonight.
I gotta run!
I like Phoebus', but the walls look a bit odd with the crennellations or whatever (the little dents that make it look curvy-ish).I know of 3 solutions for those corners:
I think they're sexier without holes.
Those gaps between the magma and the walls would get my OCD raging if I had to play with it like that.
I wasn't aware some players hated diagonal walls that much. :-\Those gaps between the magma and the walls would get my OCD raging if I had to play with it like that.
I'm even worse. What drives me nuts about diagonal walls is the floor they make on the level above is still square. Before using Ironhand I would mod Phoebus's to have square walls just so that their tops and sides would be the same shape. I could not even deal with it long enough to notice the problem with fluids.
I wasn't aware some players hated diagonal walls that much. :-\Those gaps between the magma and the walls would get my OCD raging if I had to play with it like that.
I'm even worse. What drives me nuts about diagonal walls is the floor they make on the level above is still square. Before using Ironhand I would mod Phoebus's to have square walls just so that their tops and sides would be the same shape. I could not even deal with it long enough to notice the problem with fluids.
I'm super psyched that you guys have worked together. I love the new look. Any idea on when we'll be able to download this pack?or at least the walls portion?
I don't believe this sentence will make near as much sense out of context...I think they're sexier without holes.
I'm super psyched that you guys have worked together. I love the new look. Any idea on when we'll be able to download this pack?or at least the walls portion?
Works perfectly now, near as I can tell. :D
So the black on black highlighted unit in the unit list bug is fixed, baughn?Sure, now it's grey on grey.
This appears to be a problem with TTF/ToadyUI interaction. Most likely fix is a two-line change on Toady's side, so let's hope for the best.So the black on black highlighted unit in the unit list bug is fixed, baughn?Sure, now it's grey on grey.
...
I'll get right on that. Nobody ever tells me anything.. *blush*
I don't believe this sentence will make near as much sense out of context...I think they're sexier without holes.
Ironhand, you are ridiculous if you drew that in four minutes and seventeen seconds.
Are you and Phoebus teaming up for some kind of superpack?
Just got back inside from a dorm fire drill. = P
It seems that the fates are conspiring against this release.
But we are almost there!
I'm downloading the new version now and updating raws.
Then I just need to make the new smooth-rough transitions, and we'll be good to go!
Spoiler: Ironhand hugging Yuno Gasai (click to show/hide)
Yes, hug Recette instead. She's fine with it. ^_^
The shaders, eh..
I'd say half done? I had a prototype working, but it got so completely unmaintainable (and not TTF-compatible) that I pretty much have to rearchitecture the drawing code entirely. This is not a major problem, however, and does not mean you'll have to wait another year. I'll have it out within a month, probably sooner.
I also think I'm going to cut the drawing modes down to just 2D and shader. It's been a while since last time, and basically everything supports shader mode now, including the in-CPU shading units in my new laptop. :P
Oh oh, new walls? :D(http://img.ie/507b6.png)
Anyone mind posting a screenshot? I'm at work right now with no access to DF.
<Also posting to follow>
Yes, hug Recette instead. She's fine with it. ^_^
The shaders, eh..
I'd say half done? I had a prototype working, but it got so completely unmaintainable (and not TTF-compatible) that I pretty much have to rearchitecture the drawing code entirely. This is not a major problem, however, and does not mean you'll have to wait another year. I'll have it out within a month, probably sooner.
I also think I'm going to cut the drawing modes down to just 2D and shader. It's been a while since last time, and basically everything supports shader mode now, including the in-CPU shading units in my new laptop. :P
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>Spoiler (click to show/hide)
Hope the image isnt too large.. And no matter how I try and save it, the image looses quality.. Argh!
Interesting design you got there :) too many stairs for my liking but nice enough. Also there is a diagonal version of the walls which might look a bit better on that screen.
Honestly, this pack has changed me from "Holy cow this game's ugly" to "Gosh I love my fat little dwarves."
Notice the crate/"barrel"/%-tile in the stonewall next to the coffin, down in the middle. It's misaligned, too.That is because I pasted the tomb in the picture from a different Z level using GIMP.. So the % are fine..
Hope the image isnt too large.. And no matter how I try and save it, the image looses quality.. Argh!
Cheers Japa, picture updated. It's a little better, though the file size is doubled!Hope the image isnt too large.. And no matter how I try and save it, the image looses quality.. Argh!
Step one: save the image as PNG.
Step two: Read my sig.
Hi, love this tileset! Finally started playing DF again after a long break, and there are so much to re-learn. Used to use MayDay's tileset, but will use this from now on. But I have a problem with it. Special characters like ò and é does not show up.Replace all language_*.txt files, it should fix it.
(http://dl.dropbox.com/u/9583738/Dwarf%20Fortress/missingletters.jpg)
As you can see, they show up as a square, and one name there is totally cut off after the missing letter. Whenever there is something with that dwarf in the announcements, the entire line is gone. Anyone know how I can fix this?
I tried my save both in my "tileset only" folder of DF, and a newly downloaded "full download". Can it be a file I need to fix in my save? I do not know much about tilesets, so all help is appreciated really.
Is there a purpose for the tile in row 3, column 1 in the tileset? It's just a black box. It makes certain text have annoying black spaces between them. I edited it out, it looks fine and I'm not noticing any ill effects.That would be the space tile. It's used everywhere in the game.
Hi, love this tileset! Finally started playing DF again after a long break, and there are so much to re-learn. Used to use MayDay's tileset, but will use this from now on. But I have a problem with it. Special characters like ò and é does not show up.This is a bug in libgraphics, which was fixed in .26
(http://dl.dropbox.com/u/9583738/Dwarf%20Fortress/missingletters.jpg)
As you can see, they show up as a square, and one name there is totally cut off after the missing letter. Whenever there is something with that dwarf in the announcements, the entire line is gone. Anyone know how I can fix this?
I tried my save both in my "tileset only" folder of DF, and a newly downloaded "full download". Can it be a file I need to fix in my save? I do not know much about tilesets, so all help is appreciated really.
Is there a purpose for the tile in row 3, column 1 in the tileset? It's just a black box. It makes certain text have annoying black spaces between them. I edited it out, it looks fine and I'm not noticing any ill effects.That would be the space tile. It's used everywhere in the game.
For some reason Ironhand decided to make the tile pure black instead of transparent. That I do not understand why.
I always keep that tile with the same background as letters for the reason you listed.
Your action should not cause any problems.
Was fixed? .26?Hi, love this tileset! Finally started playing DF again after a long break, and there are so much to re-learn. Used to use MayDay's tileset, but will use this from now on. But I have a problem with it. Special characters like ò and é does not show up.This is a bug in libgraphics, which was fixed in .26As you can see, they show up as a square, and one name there is totally cut off after the missing letter. Whenever there is something with that dwarf in the announcements, the entire line is gone. Anyone know how I can fix this?Spoiler (click to show/hide)
I tried my save both in my "tileset only" folder of DF, and a newly downloaded "full download". Can it be a file I need to fix in my save? I do not know much about tilesets, so all help is appreciated really.
This is a bug in libgraphics, which was fixed in .26
IronhandYou should basically never need to regen for a minor update, certainly not a *graphics* update. Just copy over the savegame, and off you go.
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?
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.
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.
Oh oh, new walls? :D(http://img.ie/507b6.png)
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!
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.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 :)
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. >:(If you don't want to go insane you'll need to use layers.
Here's what I have so far:
(http://i.imgur.com/CybBy.png)
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?
Phoebus' solution
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?
That seems rather good, Baughn. Turn it off for the unit list so they're visible, then turn it back on for everything else.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?
Quite fine, sir or madam, quite fine indeed.
It menaces with spikes of elegance.
I still wish he'd just fix TTF. Honestly, I'd rather the game catch up with itself for a month before it goes running off after new goals...
Also, then I would have a chance of catching up, too. = P
If you don't want to go insane you'll need to use layers.
Put your non-engraved wall layer on top of a black layer, and reduce the opacity of the wall layer slightly (75% is nice.)
Then, to create your engraving, you just need to delete black pixels from the underlying black layer.
You'll need to edit the raws to fix that. Find the correct material in the raws and make sure the color isn't 0:?:0 (Black), 7:?:0 is dark grey so that should be a fine replacement.If you don't want to go insane you'll need to use layers.
Put your non-engraved wall layer on top of a black layer, and reduce the opacity of the wall layer slightly (75% is nice.)
Then, to create your engraving, you just need to delete black pixels from the underlying black layer.
Thanks, this works great. Only one problem, the Morian clusters in the middle show up as black on black. Any idea how to fix this?
Why wasn't this a problem with the other walls then?It is a problem with the other walls; That is one of the (many) reasons why graphic sets come with modified raws.
That's odd, since I'm using the most recent full package from Ironhand.You've probably never smoothed morion gem walls before while using Ironhand's.
I sorely miss the swirly waters, I would love if they came back. If it is an issue with people, it could even be an alternate choice, kinda like diagonal walls are now.
Does anyone think it will ever be possible to have multiple graphics for the same tile type, say a wall, that would correspond to each possible set of surrounding tiles? For instance, you have a wall that is diagonal with that visible jagged edge on the outer side in the unexplored area underground. It would be nice, then, if the program selected the graphic that had black filling in that side toward the unexplored part.
It would be useful for all sorts of things, like curving the ground rim of a river or softening the change in grass colors. It would basically allow people like Ironhand and Phoebus to eliminate all the square edges.
I could do a mock-up if anyone is confused about what I mean.
Anyways, progress! I only have the transition tiles left. Not really happy with the pillar tile, though. Any suggestions?
PS: I hope Ironhand doesn't mind me hijacking his thread for this. I'm only doing walls, or I'd make a new thread.
I sorely miss the swirly waters, I would love if they came back. If it is an issue with people, it could even be an alternate choice, kinda like diagonal walls are now.
Just add them in yourself, it's easy to do.
Just use a program that can edit png's with alpha layer (eg; photoshop with the SuperPNG plug-in) and just replace the 1-7 number tiles with the ones you want (go back a few pages).
Also enable the show flow amounts in one of the int files.
Does anyone think it will ever be possible to have multiple graphics for the same tile type, say a wall, that would correspond to each possible set of surrounding tiles? For instance, you have a wall that is diagonal with that visible jagged edge on the outer side in the unexplored area underground. It would be nice, then, if the program selected the graphic that had black filling in that side toward the unexplored part.
It would be useful for all sorts of things, like curving the ground rim of a river or softening the change in grass colors. It would basically allow people like Ironhand and Phoebus to eliminate all the square edges.
I could do a mock-up if anyone is confused about what I mean.
Baughn was talking about doing just this with "shader mode". Unfortunately, he's been really busy lately and it's a ton of work to do something like that.
Anyways, progress! I only have the transition tiles left. Not really happy with the pillar tile, though. Any suggestions?
(http://i.imgur.com/zI5F2.png)
PS: I hope Ironhand doesn't mind me hijacking his thread for this. I'm only doing walls, or I'd make a new thread.
Baughn was talking about doing just this with "shader mode". Unfortunately, he's been really busy lately and it's a ton of work to do something like that.
Anyways, progress! I only have the transition tiles left. Not really happy with the pillar tile, though. Any suggestions?
(http://i.imgur.com/zI5F2.png)
PS: I hope Ironhand doesn't mind me hijacking his thread for this. I'm only doing walls, or I'd make a new thread.
I really like the floors and the engraving design but the pixel gaps in the walls are a bit of an eyesore. I guess it's just a matter of taste but I don't like it.
Just a suggestion for something you might try to help make the pixel gaps blend better with the walls is adding low alpha borders around the wall tiles. It should look something like this:
(http://img.photobucket.com/albums/v662/Lemunde/alternative.png)
Anyways, progress! I only have the transition tiles left. Not really happy with the pillar tile, though. Any suggestions?
(http://i.imgur.com/zI5F2.png)
Baughn was talking about doing just this with "shader mode". Unfortunately, he's been really busy lately and it's a ton of work to do something like that.
Pretty much agree with this guy, I do.Anyways, progress! I only have the transition tiles left. Not really happy with the pillar tile, though. Any suggestions?
(http://i.imgur.com/zI5F2.png)
I love the clear and "runed temple walls" and D&D-ish look. Although I dislike those crenelation gaps.
Very nice! And I like the pillar.
Now I wish you could have several floor types in DF, so you can alternate between several styles (yours and Ironhand's) and thus tilesets. :D
I sorely miss the swirly waters, I would love if they came back. If it is an issue with people, it could even be an alternate choice, kinda like diagonal walls are now.
Just add them in yourself, it's easy to do.
Just use a program that can edit png's with alpha layer (eg; photoshop with the SuperPNG plug-in) and just replace the 1-7 number tiles with the ones you want (go back a few pages).
Also enable the show flow amounts in one of the int files.
Gotta pimp my TileGenie program here... It was designed to do exactly this. Link is in my signature.
Awwww, man! Sorry guys... (http://dffd.wimbli.com/file.php?id=4105):o ...must see what has changed...
Awwww, man! Sorry guys... (http://dffd.wimbli.com/file.php?id=4105):o ...must see what has changed...
Umm... look at the dwarves.png and critters.png
(and the colors are obviously all messed up, just run the game itself...)
Umm... look at the dwarves.png and critters.png
(and the colors are obviously all messed up, just run the game itself...)
Well I only took a look at the tileset png's, which is what I meant by a glance. No need to be hostile about it! A Simple 'yes, theres modified content' would have been a much nicer reply.
Nice work Ironhand :D
Okay, now it just looks like a Super Mario level.
[svenstaro@smith df_linux-ih]$ dwarffortress-ih
Loading bindings from data/init/interface.txt
New window size: 1440x450
Font size: 18x18
Resizing grid to 80x25
Resizing font to 18x18
Picked font at 15 points for ceiling 18
Resetting textures
New window size: 1272x450
Font size: 18x18
Resizing grid to 80x25
Resizing font to 15x15
Picked font at 13 points for ceiling 15
Resetting textures
Asked for nonexistent texture data
Segmentation fault
I can't remember the word for it, but there is a name for that.
That type of scale is better at showing differences and is common.
It's hardcoded. (Just Toady)I can't remember the word for it, but there is a name for that.
That type of scale is better at showing differences and is common.
Yes, maybe, but for me I just hate it. If they had made each of the 4 dark to light sections a different color sure. Anyway, is it possible to change this or is that something only Toady can do?
On a serious note: Ironhand, one thing that annoys me is that I expect the large mushroom graphics to be underground trees (Like phoebus has), but right now there's no way to tell the difference visually from underground bushes and underground mushroom trees, would you ever consider making it so only cut-able fungi look like huge mushrooms?(http://i.imgur.com/BXc5m.gif)
The only other ones are plump helmets.I think the point is that non-tree plants shouldn't look as large as tree plants to differentiate easily which you can cut down for lumber. I've had this problem too though I usually just area-designate to catch em all.
What would you rather plump helmets look like?
The only other ones are plump helmets.Yeah, I like the tiles you have. Maybe if plump helmets/bushes either used a smaller mushroom graphic, or was otherwise easier to differentiate. I love the tile you are using for the plump helmets, but maybe use it for something else for some variety of cutable fungi instead?
What would you rather plump helmets look like?
You could potentially sacrifice one of the other tree tiles in the tileset to give yourself another tile to work with. You already are using multiple different tiles for cave "trees", anyway.Could also make edible/pickable mushrooms look like a small group of mushrooms rather than a single big one
Having certain tiles always mean "tree", and just having them different colors, while other tiles always mean "shrub" or the like make it much easier to find those items. You could move towards having a tile where the "trunk" of the wood mushroom is very visible, while edible mushrooms are a different tile where the object is smaller in general, and the cap of the mushroom is more visible.
Thats what I was thinking. Dont mind if plump helms looked like a group, I think it could look pretty neat as a cluster(and real edible mushrooms tend to grow in clusters rather than as loners)You could potentially sacrifice one of the other tree tiles in the tileset to give yourself another tile to work with. You already are using multiple different tiles for cave "trees", anyway.Could also make edible/pickable mushrooms look like a small group of mushrooms rather than a single big one
Having certain tiles always mean "tree", and just having them different colors, while other tiles always mean "shrub" or the like make it much easier to find those items. You could move towards having a tile where the "trunk" of the wood mushroom is very visible, while edible mushrooms are a different tile where the object is smaller in general, and the cap of the mushroom is more visible.
That might look pretty cool with farms. Do you think you could try something like this Ironhand?Could also make edible/pickable mushrooms look like a small group of mushrooms rather than a single big oneThats what I was thinking. Dont mind if plump helms looked like a group, I think it could look pretty neat as a cluster(and real edible mushrooms tend to grow in clusters rather than as loners)
Edit: mockup
(http://img.ie/a533c.png)
"I find that smooth and rough walls look too similar. I would prefer to be able to tell them apart more easily."
Really? Like, even with the new update? I'm pretty sure they look nothing alike now... unless I'm misunderstanding you.
Hitting K while underground persistently causes crashes while using this graphics set. Likewise, trying to build things like kitchens and walls also causes a crash. I found briefly that I could view stuff underground if I shrank the window substantially but even that wasn't a consistent fix.OS would be useful too. I think there's a crash with k under linux currently. Try looking back a couple pages, I think Baughn and someone else were briefly touching on it.
For reference: proc=Core i7 Q720, RAM=6 gigs, video=ATi Mobility Radeon HD 4830, resolution=1920x1080
Hitting K while underground persistently causes crashes while using this graphics set. Likewise, trying to build things like kitchens and walls also causes a crash. I found briefly that I could view stuff underground if I shrank the window substantially but even that wasn't a consistent fix.
For reference: proc=Core i7 Q720, RAM=6 gigs, video=ATi Mobility Radeon HD 4830, resolution=1920x1080
Hitting K while underground persistently causes crashes while using this graphics set. Likewise, trying to build things like kitchens and walls also causes a crash. I found briefly that I could view stuff underground if I shrank the window substantially but even that wasn't a consistent fix.OS would be useful too. I think there's a crash with k under linux currently. Try looking back a couple pages, I think Baughn and someone else were briefly touching on it.
For reference: proc=Core i7 Q720, RAM=6 gigs, video=ATi Mobility Radeon HD 4830, resolution=1920x1080
In other news:
Now that you've fixed my two biggest complaints about the set (ugly walls and impossible to tell apart unless my eyes are touching the screen smooth/engraved floors) I feel like I could offer my bromance to you.
I do like the idea of harvestables being groups while trees are singular. It makes more sense to me as well since nearly all farmable/gatherable items can grow in stacks of many while trees will always give one lumber.
In other news, I tried using paint.net to hax that pot graphic someone made into the current tileset, but i seem to have lost all the alpha channel information when i saved it. Any suggestions? I do just save it as a 24bit png right? If nothing else, maybe add that pot for the next release and if possible edit tables and traction benched to use the same graphic (personally i like the traction graphic)? :D?
I've found that removing the special accent characters from the language raws helps keep down TTF related crashes, if it helps narrow down the issue.Oh! Of course, I should have realized.
Either way, I already fixed that bug so it should be fine next release.
Are all the ores supposed to look like a angry samurai, the 11th icon on the top row? Just curious if its just meLooks like a multicolour blob to me.. Wish I saw a samurai in it.. I found the ore to be quite colourful and out of place at first, but am used to it now.
Are all the ores supposed to look like a angry samurai, the 11th icon on the top row? Just curious if its just me
Yeah, the mushroom cluster idea is awesome. I'll totally take a look at that when I get a chance.
Hope noone minds.. Just thought i'd try some different combos and help ironhand decide on grouping arrangments when he tries out some different cluster combos.Alpha transparency is the ratio between the current layer and what is behind.
(http://img.ie/5c0ab.png)
Those are buttons, with some king stropharia in the bottom right corner. I could try some more slender mushrooms also, but they probably wouldn't fit the 'plump' part of the plump helm name. Could look cool though.
@Ironhand: If you do manage to update the tile magic thread, I might have a go at making up some real tiles, im abit confused by the alpha layer use though, and engravings, I dont understand how those work, they make my brain splode.
Hope noone minds.. Just thought i'd try some different combos and help ironhand decide on grouping arrangments when he tries out some different cluster combos.
(http://img.ie/5c0ab.png)
Those are buttons, with some king stropharia in the bottom right corner. I could try some more slender mushrooms also, but they probably wouldn't fit the 'plump' part of the plump helm name. Could look cool though.
Looking forward to that release! Although, it's a real pity constructions aren't flammable yet...Bah, we'll just have to wall the gates and fill it with magma. *dreamy eyes*
So, until the next release on the weekend (the one immediately coming up?), there is no way to use the proper version with 31.25? I just switched, and would love to use this one...
I have a problem with none of my savegames working that were saved using this graphic set, and I prefer it to the others.One reaction name was changed by Toady a few updates ago, so saves from before that update will break when updated to recent versions.
I see that you can download an update for the files.. So I did. I am using the Lazy Newb Pack V9.1 and I copied the files from this graphic set over the ones that came with LNP. I told it to change to Ironhand and update the saves, but I still can't load. I just get "Missing Reaction Definition". They only load when I use Phobus graphic set. None of the others will work whatsoever.
Fresh install of everything... Anything else I can do?
Alright, I have to know-- What did you do to the DF files to make the colors all acid-trip like that?init colors I would assume
Alright, I have to know-- What did you do to the DF files to make the colors all acid-trip like that?init colors I would assume
I'll just wait till next patch before downloading, see if any TTF fixes make my poor awesome fortress playable again :P
Though I suppose I could get dfhack to clear off all blood spatters... does that effect blood on creatures, too? Because it's mostly my kittens coated in layers of game-crashing blood...
Hey, guys. Sorry I haven't updated ANYTHING recently.WHAT THE...
I've been busy since the weekend...
If you didn't see it yet, though, check this out:Spoiler: Toady's made CITIES!!! (click to show/hide)
Looking forward to that release! Although, it's a real pity constructions aren't flammable yet...
I went into d_init and changed ENGRAVINGS_START_OBSCURED to NO - same freeze/error spam. :/Your original problem could be fixed by toggling engravings. Your new problem has been caused by your attempt to fix your first problem.
A friend of mine is running a Mac, and would like to use this great tile-set. Any tips on how to install it? I assume that the file linked on the main page is Windows-only.
A friend of mine is running a Mac, and would like to use this great tile-set. Any tips on how to install it? I assume that the file linked on the main page is Windows-only.
I installed the mod no problem on my Mac. My last fortress had no graphics glitches at all, it's only now with the pre-generated world I'm playing.
Aye, just copy over the raws from the df folder to the save folder.
I went into d_init and changed ENGRAVINGS_START_OBSCURED to NO - same freeze/error spam. :/Your original problem could be fixed by toggling engravings. Your new problem has been caused by your attempt to fix your first problem.
You'll need to fix your savegame's raws.
Are you sure the pregenerated world is compatible with 31.25?
Do new worlds that you create after you installed Ironhand's graphic pack now also crash ?
Try to only copy "inorganic_stone_layer.txt" and "inorganic_stone_mineral.txt".I went into d_init and changed ENGRAVINGS_START_OBSCURED to NO - same freeze/error spam. :/Your original problem could be fixed by toggling engravings. Your new problem has been caused by your attempt to fix your first problem.
You'll need to fix your savegame's raws.
Are you sure the pregenerated world is compatible with 31.25?
Do new worlds that you create after you installed Ironhand's graphic pack now also crash ?
I was doing that with a copy of DF. After I got the freezes, I just trashed the copy and went back to playing the glitched original 31.25.
Currently, I'm playing the premade world, and have the graphic glitches, but no freezes, etc. So I quit, went to d_init, and set engravings to NO. Note: in this DF, I have not copied the raws to my save folder. When I started the game back up, I still have the glitched walls (including areas that my dwarves have never touched like cliff faces).
Are you sure the pregenerated world is compatible with 31.25?
Try to only copy "inorganic_stone_layer.txt" and "inorganic_stone_mineral.txt".
From "/df/raw/objects/" to "/df/data/save/regionX/raw/objects/"
Thanks for providing the links to the current version again, but I still seem to have problems.The link has been in the original post the whole time, and has never changed...
Thanks for providing the links to the current version again, but I still seem to have problems.The link has been in the original post the whole time, and has never changed...
...
So, seriously no one can tell me why my water wheels (using the same tile as smoothed E-W walls, I noticed) are displayed black, and if there's any fix for this?
The black waterwheel is most likely caused by one of Ironhand's tile with no background color being used by the game using a background color only....
So, seriously no one can tell me why my water wheels (using the same tile as smoothed E-W walls, I noticed) are displayed black, and if there's any fix for this?
I figured, since I don't know any fix, I should keep my mouth shut... ::)
I never saw any bug like with the waterweels. Especially not after installing a complete ironhand version and generating a new world :-\
Ironhands Version always worked fine for me, except for the occasional crash while looking at blood (screw you damn gobblins!)
I'd just wait for Phoebus - the god of bugfixing - to come by and trow in some suggestions ;D
Thanks for all the awesome work you're putting in, lama.
I even got to like the diagonal walls, although I told myself from the beginning that edgy is the only dwarfy way :o
but your diagonal style is just AWE...wait for it...SOME! 8)
...The black line in the unit list is not a bug...it's a feature :P
Spoiler: "Unit list, notice the gap as it renders the selected line black" (click to show/hide)
Also, crashes while looking at goblin blood?
EDIT: No, they're not inactive. And I was asking mux what he meant when he was talking about "crashes while looking at goblin blood".
As to the spider thing, Forgotten Beasts will always just be text for now. There's nothing we can do about it.
[TILE_PAGE:FORGOTTENBEASTS]
[FILE:beasts.png]
[TILE_DIM:16:16]
[PAGE_DIM:4:5]
[CREATURE_GRAPHICS:FORGOTTEN_BEAST_1]
[DEFAULT:FORGOTTENBEASTS:0:0:ADD_COLOR:DEFAULT]
[CREATURE_GRAPHICS:FORGOTTEN_BEAST_2]
[DEFAULT:FORGOTTENBEASTS:0:1:ADD_COLOR:DEFAULT]
[CREATURE_GRAPHICS:FORGOTTEN_BEAST_3]
[DEFAULT:FORGOTTENBEASTS:0:2:ADD_COLOR:DEFAULT]
etc.
In other news, I got a summer internship with Bethesda Softworks!!! :DCongrats on the intership! :)
Like DEMON_1, DEMON_2, DEMON_3, etc.?As to the spider thing, Forgotten Beasts will always just be text for now. There's nothing we can do about it.
That's not actually true, though not many people know it. Something like this would work just fine:Code: [Select][TILE_PAGE:FORGOTTENBEASTS]
[FILE:beasts.png]
[TILE_DIM:16:16]
[PAGE_DIM:4:5]
[CREATURE_GRAPHICS:FORGOTTEN_BEAST_1]
[DEFAULT:FORGOTTENBEASTS:0:0:ADD_COLOR:DEFAULT]
[CREATURE_GRAPHICS:FORGOTTEN_BEAST_2]
[DEFAULT:FORGOTTENBEASTS:0:1:ADD_COLOR:DEFAULT]
[CREATURE_GRAPHICS:FORGOTTEN_BEAST_3]
[DEFAULT:FORGOTTENBEASTS:0:2:ADD_COLOR:DEFAULT]
etc.
Just repeat that 200 times, or however many forgotten beasts there are, and your beasts will have proper graphics. Sure, the graphics won't have anything to do with what the beast actually looks like--but hey, graphics!
You can do this for demons (DEMON) and titans (TITAN), too.
And I know nothing's happened in like forever, but that's because classes are getting crazy near the end of the semester.Tell me about it. I really shouldn't have slacked off in that marketing class all semester, I now have 2 case studies, 2 lesser homeworks, and a marketing plan to all get done by the 26th x_x. At least the two network security classes don't have homework at this point. Just have to worry about memorizing a few commands for security settings and getting a miniature enterprise network running in the lab. Then I can get back to posting useless drivel that no one cares about!
You can do this for demons (DEMON) and titans (TITAN), too.Like DEMON_1, DEMON_2, DEMON_3, etc.?
As to the spider thing, Forgotten Beasts will always just be text for now. There's nothing we can do about it.
You've got to designate a chief medical dwarf in your nobles menu before you can access your health screen.
You can do this for demons (DEMON) and titans (TITAN), too.Like DEMON_1, DEMON_2, DEMON_3, etc.?
Yeah, exactly.
I've been sitting on this secret for a while, mostly because of a succession game I snuck it into and didn't want to have spoiled. But that's just about over now, so go give it a try.
I just used 'ADD_COLOR' for demons and forgotten beasts, and kept titans static.You can do this for demons (DEMON) and titans (TITAN), too.Like DEMON_1, DEMON_2, DEMON_3, etc.?
Yeah, exactly.
I've been sitting on this secret for a while, mostly because of a succession game I snuck it into and didn't want to have spoiled. But that's just about over now, so go give it a try.
Wow, cool stuff! Thanks!
It would be hard to decide what they should look like, though,
since it's not based on what they're actually made of...
Maybe I'll try to make some sort of generic monster sprite.
Something like the demon tile I have right now, but with colors.
Then I could make a sheet of like a hundred different color variations of it,
and it would make it look like each forgotten beast and titan was just randomly colored.
Might be cool.
Man, i know you said it long ago, but i gotta say this...True dat, Urist, true. dat.
Congratulations on your internship...
Bethesda is one of my favorites, Fallout 3 and Elder Scrolls? Hell, I hope it'll help you grow and maybe someday we'll be proud to say we saw your early works...
Just don't forget about us and DF =D
Make us all prouder than we already are
Actually, my ultimate dream has always been to open an independent game studio. :Dnice!
For now I'm just trying to make some friends within the game development world.
But yeah, in another 10 years... keep your eyes open for Laughing Llama Productions. :P
Actually, my ultimate dream has always been to open an independent game studio. :D
For now I'm just trying to make some friends within the game development world.
But yeah, in another 10 years... keep your eyes open for Laughing Llama Productions. :P
You really shouldActually, my ultimate dream has always been to open an independent game studio. :D
For now I'm just trying to make some friends within the game development world.
But yeah, in another 10 years... keep your eyes open for Laughing Llama Productions. :P
I've long dreamt of being involved with an independent studio also. Doesn't have to be opened by me.
I went to high school with a Ryan Sears who now works at Bethesda. I'm not sure if he remembers me, though. I've tried to contact him a couple times with no luck. If you want to wierd him out/strike up social interaction, you can tell him Chuck from South Putnam says hi. :P
Actually, my ultimate dream has always been to open an independent game studio. :D
For now I'm just trying to make some friends within the game development world.
But yeah, in another 10 years... keep your eyes open for Laughing Llama Productions. :P
Could anyone explain how to tell which items are encrusted? I've read (and seen in videos) that they have double brackets around the item name. However, with this graphics set I get square brackets joined together, for example:[]. With truetype turned off I just get tiles where quality markers should be.if i understand you right, then [] would be the "exceptional" quality. with ironhands tileset (at least with my settings) and truetype enabled and encrusted item would simply have several quality modifiers. each indicating the quality of the work that was done (e.g. quality of main item, quality of first encrust, etc.). as far as I remember (i usually don't care that much about idividual quality then overall item value) the order of the symbols is the same as the order of the work done, e.g. every new quality modifier wraps around the previous item resulting in something like this:
Am I right in thinking that the square brackets represent encrusted items? If so, how can I tell which is which when I have truetype disabled?
...
...simple answer: you can't sell the items in the barrel without selling the barrel
Also, a more general question but since I am posting here I might as well ask; how can you sell items from barrels (e.g dwarven wine). With bins you get the items inside displayed underneath the barrel itself in the trade window. But with barrels this isn't the case.
Could anyone explain how to tell which items are encrusted? I've read (and seen in videos) that they have double brackets around the item name. However, with this graphics set I get square brackets joined together, for example:[]. With truetype turned off I just get tiles where quality markers should be.if i understand you right, then [] would be the "exceptional" quality. with ironhands tileset (at least with my settings) and truetype enabled and encrusted item would simply have several quality modifiers. each indicating the quality of the work that was done (e.g. quality of main item, quality of first encrust, etc.). as far as I remember (i usually don't care that much about idividual quality then overall item value) the order of the symbols is the same as the order of the work done, e.g. every new quality modifier wraps around the previous item resulting in something like this:
Am I right in thinking that the square brackets represent encrusted items? If so, how can I tell which is which when I have truetype disabled?
...Spoiler (click to show/hide)...simple answer: you can't sell the items in the barrel without selling the barrel
Also, a more general question but since I am posting here I might as well ask; how can you sell items from barrels (e.g dwarven wine). With bins you get the items inside displayed underneath the barrel itself in the trade window. But with barrels this isn't the case.
to free the barrel you would have to dump the stuff in the barrel first, by manually sellecting itand then reclaim the dumped stuff and tag it for trade. in this case a good location for the garbage dump would be near the trade depot ;)Spoiler (click to show/hide)
this only works for some cases though, since dwarfen whine would simply result in a large spill on the floor which I doubt any elf woud trade his exceptionaly encrusted wooden training sword for
An update, huh?
Awesome! I can't wait!
...seriously, though, mostly it was just an excuse for the April Fools Day thing.
But I think all we're missing is a dozen animals or so. I'll see what I can do about them.
I've got two more days of finals, and then I head straight to my new internship on Monday.
Getting settled in is my top priority, but hopefully that'll calm down quick and I'll be able to sprite.
jump out and look oddish.
jump out and look oddish.
I wish Oddish would jump out at me. then I could evolve it into a Vileplume and make perfume to trade!
/shot for such an obscure and old reference
Hey there, I've been away from DF for a few years and have recently started playing again.
This tileset caught my eye as it's very nicely done, however the last few comments about colour schemes have me worried I'm going to miss crucial details. Is there a particular colour scheme that goes well with this pack or am I better off customising it myself?
First of all: awesome work! I'm loving the sprites, they look gorgeous! :)
But I'm wondering if there is any possibility that the unit screen will get fixed? (Black Selector on Black BG)
Is there anything we can do? ???
Hey there, I've been away from DF for a few years and have recently started playing again.
This tileset caught my eye as it's very nicely done, however the last few comments about colour schemes have me worried I'm going to miss crucial details. Is there a particular colour scheme that goes well with this pack or am I better off customising it myself?
First of all: awesome work! I'm loving the sprites, they look gorgeous! :)
But I'm wondering if there is any possibility that the unit screen will get fixed? (Black Selector on Black BG)
Is there anything we can do? ???
That is nothing to do with Ironhand. That is a function of the TTF engine in DF.
However, IIRC, the person who works on that part posted a while back on this very thread that he's fixed that for the next version.
Yeah... sorry about that, guys.
I've been absolutely swamped with my new internship.
My commute is nearly four hours round trip.
And I'm working Saturdays, too.
I'd like to say that I'll be able to catch back up with this graphics set soon, but it's simply not going to happen.
Next semester, easy classes. I can't make any promises before that.
Get really rich, and hire freelancers to work on the graphic set!
I'm sorry if this has been posted in the past, but I can't find it. Is there a key or a legend for all of the tiles in Ironhand? Specifically, there is one that looks like a face that shows up in the sites list and I'm not sure what it is.
OpenGL is being a bitch, and I have to admit I'm spending more time on other projects than fighting with that.
Still, I've made some progress elsewhere. I'll just leave this here..Spoiler (click to show/hide)Spoiler (click to show/hide)
I blame Ironhand.
Why are the dwarves sideways? I don't know, but it's part of the tileset. The renderer is actually working as designed. :P
Actually, it means you're not using graphics. Just the tileset.This is true. Why did you make it like that, though?
Actually, it means you're not using graphics. Just the tileset.This is true. Why did you make it like that, though?
Hey there, is there a quick fix for making the walls and floors distinguishable? I'm finding it hard to differentiate the two.
Hey there, is there a quick fix for making the walls and floors distinguishable? I'm finding it hard to differentiate the two.
If you've already done what the big yellow NOTE text says on the first post, then you shouldn't really be having any issues. If you have done that and still can't tell the difference, try downloading the pack again.
Hey there, is there a quick fix for making the walls and floors distinguishable? I'm finding it hard to differentiate the two.
If you've already done what the big yellow NOTE text says on the first post, then you shouldn't really be having any issues. If you have done that and still can't tell the difference, try downloading the pack again.
Nope, the walls and floor were just too indistinguishable for me.
I would give many thumbs up for a 24x24 version. That would be amazing beyond words.
As for the 24x24 question. Having an actual size difference would be 100% ownage.
Don't count on a 24x24. But I dunno. It might be fun like I said at first to use these dwarvesAre you're still considering work on a 24x24 set some day?
as they are in a 24x24 set, so that megabeasts and giants can actually look huge in comparison to them.
Again, though, don't count on it. And certainly not until I'm done with this one.
The graphics set IS NOT dead yet. At least... I don't think it is. But I don't have time to poke it with a stick right now and find out. In another month or two it will either be really smelly (and so we'll know it's dead), or it will have gotten all rested up and be ready to go again.
Seriously, though, I TOTALLY expect to get back into this. At least until 11/11/11, when Skyrim comes out. Then I won't have any free time.
The graphics set IS NOT dead yet. At least... I don't think it is. But I don't have time to poke it with a stick right now and find out. In another month or two it will either be really smelly (and so we'll know it's dead), or it will have gotten all rested up and be ready to go again.
Seriously, though, I TOTALLY expect to get back into this. At least until 11/11/11, when Skyrim comes out. Then I won't have any free time.
Understandable, I guess. The Elder Scrolls can be pretty addictive. I just hope folks do not completely forget about Dwarf Fortress afterwards. :(
The graphics set IS NOT dead yet. At least... I don't think it is. But I don't have time to poke it with a stick right now and find out. In another month or two it will either be really smelly (and so we'll know it's dead), or it will have gotten all rested up and be ready to go again.
Seriously, though, I TOTALLY expect to get back into this. At least until 11/11/11, when Skyrim comes out. Then I won't have any free time.
Understandable, I guess. The Elder Scrolls can be pretty addictive. I just hope folks do not completely forget about Dwarf Fortress afterwards. :(
Once you start playing dwarf fortress there is no escaping you always come back to the game and the community, you lose your soul to bay12!!
People might not play dwarf fortress for some time, but they'll return, because while new games come out and run their course, Dwarf Fortress is forever expanding.
The graphics set IS NOT dead yet. At least... I don't think it is. But I don't have time to poke it with a stick right now and find out. In another month or two it will either be really smelly (and so we'll know it's dead), or it will have gotten all rested up and be ready to go again.
Seriously, though, I TOTALLY expect to get back into this. At least until 11/11/11, when Skyrim comes out. Then I won't have any free time.
Understandable, I guess. The Elder Scrolls can be pretty addictive. I just hope folks do not completely forget about Dwarf Fortress afterwards. :(
Once you start playing dwarf fortress there is no escaping you always come back to the game and the community, you lose your soul to bay12!!
People might not play dwarf fortress for some time, but they'll return, because while new games come out and run their course, Dwarf Fortress is forever expanding.
The graphics set IS NOT dead yet. At least... I don't think it is. But I don't have time to poke it with a stick right now and find out. In another month or two it will either be really smelly (and so we'll know it's dead), or it will have gotten all rested up and be ready to go again.
Seriously, though, I TOTALLY expect to get back into this. At least until 11/11/11, when Skyrim comes out. Then I won't have any free time.
Understandable, I guess. The Elder Scrolls can be pretty addictive. I just hope folks do not completely forget about Dwarf Fortress afterwards. :(
Once you start playing dwarf fortress there is no escaping you always come back to the game and the community, you lose your soul to bay12!!
People might not play dwarf fortress for some time, but they'll return, because while new games come out and run their course, Dwarf Fortress is forever expanding.
I wish the human models would be tweaked a bit more, Including size and detail.
I usually play this with a human-fortress mod which changes a few things, including the models. It's kind of an eye-sore to see the same few human models waltzing around.
...I almost always play humans...Dwarves are to easy and I cant stand playing them as a surface race....I am weird like that.
I cant find a set of human sprites for stonsense either...no human love it seems
I was actually wondering if you could one day make some different tile for different traps. Could look really more awseome and be less confusing at the front gate where spike, stone fall, huge spiked ball, rotating blade and cage traps are all grouped together.
More than the confusion problem, it would just look great!!
You did an outstanding job so far, I feel bad about that but I just can't stand the ASCII, I will always play with your graphic set.
I have a problem, that the line with the selected item on the units and jobs screen (and probably some other screens as well) is "black on black" and thus unreadable. Is there any way to change that?I have the same exact problem. Plus it seems some names are cut off, perhaps wider characters like ö and ø and whatever they use sometimes. example with Th and Al in this image: http://i.imgur.com/Ieq2X.png
Perhaps you didn't update the raw files within your savegame?It was something like that, only the first region I created had this problem, the next one and the arena worked fine.
So, I totally love Ironhand, and all my friends who play df use it too. It even got my girlfriend interested ("OMG THAT LLAMA IS SOOO CUTE!!! Can I build a fort just to collect animals?") hehehe.
I have a question, however, regarding colours. I don't know is this is quite the right place to ask, but I'm looking to change the default colours for underground cavern moss. It's usually on the floor of caverns, but I'm afraid the colours of blue/yellow/grey makes things look too dark for my likings, and I was hoping to change the colour to be a little more green, so my underground garden can be a bit more cheerful... and remind me less of the blood of underworld creatures :P. Is this possible? Does anyone know how?
Thanks everyone :)!
Whyare the coffins still not fixed? They look like O's instead of the correct graphics!excuse me, good sir, but it would seem there is a slight bug at present, where the coffins do not display correctly. Alsothe spoke'd circle/wheel on the trade depots are gone too..!, there is a similar bug with the circles on the trade depot - they seem to be missing.
Why are the coffins still not fixed? They look like O's instead of the correct graphics! Also the spoke'd circle/wheel on the trade depots are gone too..!
Like DEMON_1, DEMON_2, DEMON_3, etc.?As to the spider thing, Forgotten Beasts will always just be text for now. There's nothing we can do about it.
That's not actually true, though not many people know it. Something like this would work just fine:Code: [Select][TILE_PAGE:FORGOTTENBEASTS]
[FILE:beasts.png]
[TILE_DIM:16:16]
[PAGE_DIM:4:5]
[CREATURE_GRAPHICS:FORGOTTEN_BEAST_1]
[DEFAULT:FORGOTTENBEASTS:0:0:ADD_COLOR:DEFAULT]
[CREATURE_GRAPHICS:FORGOTTEN_BEAST_2]
[DEFAULT:FORGOTTENBEASTS:0:1:ADD_COLOR:DEFAULT]
[CREATURE_GRAPHICS:FORGOTTEN_BEAST_3]
[DEFAULT:FORGOTTENBEASTS:0:2:ADD_COLOR:DEFAULT]
etc.
Just repeat that 200 times, or however many forgotten beasts there are, and your beasts will have proper graphics. Sure, the graphics won't have anything to do with what the beast actually looks like--but hey, graphics!
You can do this for demons (DEMON) and titans (TITAN), too.
Yeah, exactly.
I've been sitting on this secret for a while, mostly because of a succession game I snuck it into and didn't want to have spoiled. But that's just about over now, so go give it a try.
Wow, cool stuff! Thanks!
It would be hard to decide what they should look like, though,
since it's not based on what they're actually made of...
Maybe I'll try to make some sort of generic monster sprite.
Something like the demon tile I have right now, but with colors.
Then I could make a sheet of like a hundred different color variations of it,
and it would make it look like each forgotten beast and titan was just randomly colored.
Might be cool.
Ironhand - would you mind if I included this update with the pre-packaged version of Legends of Forlorn Realms?
Anyway, what a wonderful surprise! And I thought Christmas was in december.
But I admit I don't really ever play the game.Spoken like a true modder! :D
hey ironhand .. welcome back .. be assured we missed you buddy :)
*fixes the leash on ironhands collar so he cant wander off again*
:)
The last I heard from Baughn (earlier in this thread) was that full TTF support is supposed to be incoming in the next release. But the next release has been taking a while to come out so we're still waiting.
Just stopping by to say that I love the graphics.
Hello guys,
This is my first post here. I Ironhand mod are so nice, but i don´t have any sound/music why?
Just stopping by to say that I love the graphics.
I second that.
Hello guys,
This is my first post here. I Ironhand mod are so nice, but i don´t have any sound/music why?
Have you gone to the esc menu and checked under music and sound and made sure the sound is turned on/volume is up? If you are using the lazy newb pack and installed the graphics pack that way, I believe it toggles the sound off by default. If so then simply go to the advanced tab and turn it back on.
I really like this tile set, Ironhand. Thank you for making it.By the by, I recommend keeping a personal changelog(fancy name for notes) on what modifications you've made. Makes it a lot easier to redo them if you mess something up.
I have a question about installing it, though. Do I need to copy the entire contents of the zip file into my Dwarf Fortress folder, or do I merely need to copy over the DF/raws/graphics sub folder? I don't want to lose the modifications I've made to the objects folder's files as I've played and tinkered with Dwarf Fortress.
I'm sure this question has been asked before, but I couldn't find a good guide in the magma wiki on graphics sets.
Yeah, but I've designated a default sprite, I thought. And it's just the normal human.Default sprites seem to bug to zombies for positions for me, so make sure to set them exactly to their name too.
I'll check again, and make sure I've updated it for the next release.
This is just for humans, right? Dwarves are fine?
Recently started running into CTD issues with Ironhand, its related to this:
http://www.bay12games.com/dwarves/mantisbt/view.php?id=3762
Someone in that ticket reccomended Gentium, i overwrote my font.ttf with that, and it looks fine and no more crashes. Just one major problem: the font is very small, and I barely read it.
How do you change the true type font size?
If it snot possible, how do you change the scale of the non-TTF? Everything is cut off with the default ironhand settings.
Woo!
You 've got my support too, I started using Ironhand because of Genesis and its pretty much all I use now. :).
This is definitely my favorite tile set.
I do intend to get back on the llama, but it's pretty hard to get motivated
when the true-type support sucks as much as it does right now.
This is definitely my favorite tile set.
Also I was curious if there was a way to slightly decrease the size of the tileset to work on a 1280 x 1024 resolution...My monitor decided to die and I was forced to downgrade. I assumed (and am likely wrong in every way) I could just like...resize the whole thing with a photo editing software then alter the proper files to accommodate the new size? I suppose I could just play and deal with some of my screen cut off since its only like a 12% difference in size or something (18x18 to 16x16)If you really want to resize the tileset for your monitor I wrote an Octave script to do that a while ago.
[TEXTURE_PARAM:NEAREST]
in init.txt instead of [TEXTURE_PARAM:LINEAR]
This will make Dwarf Fortress use nearest neighbor interpolation instead of linear interpolation to resize the tileset (when zooming or using a tileset too large for you monitor).Wow, cool! I'll have a look.Hurrah! I wonder if were-creatures will have their own sprites...only time will tell :D
I should start spritin' it up anyway, huh?
Not long now before you people are gonna want an update!
Wow, cool! I'll have a look.
I should start spritin' it up anyway, huh?
Not long now before you people are gonna want an update!
...What does that mean for Ironhand?
warhammers!
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.
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.
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.
Question: will ironhand work with the new version?
I just loaded a fortress and got madness instead. HUMAN MADNESS!
Playing the new version with IH 0.6, only a few minor issues. Like wall-terminals seem to have defaulted, and that any dorf that attains the lofty jobtitle as "miner" also regresses into childhood, should one jugde by their sprite.
and I'm not comfortable with the colors in this version. (used 0.57 up until now) and claystone and Schist wich my first embark has massive layers of.. well I just can't see any distinction between floor and rough walls
On it.
Playing the new version with IH 0.6, only a few minor issues. Like wall-terminals seem to have defaulted, and that any dorf that attains the lofty jobtitle as "miner" also regresses into childhood, should one jugde by their sprite.
and I'm not comfortable with the colors in this version. (used 0.57 up until now) and claystone and Schist wich my first embark has massive layers of.. well I just can't see any distinction between floor and rough walls
Um, well, maybe you should wait till Ironhand patches, then see how the new version works with his tileset?
Alright, here's a temp build (http://dffd.wimbli.com/file.php?id=2511) for you guys to play with!
This is a repackage with DF 0.34.01.
And that's it, actually. It's just a temporary thing so you can get your hands on the new DF release.
There are a bunch of new creatures in the game that aren't supported yet.
And you'll get warnings in your error log about all my zombie/skeleton calls in the graphics raws.
So just ignore those. They won't hurt anything... I hope.
I've got classes all day, but I'll see what I can do.
I'll have it all fixed up by tonight, and I'll start making some new critters.
...there are a LOT. :o
Enjoy!
I am so glad you made a temp fix...I was worried I would have to wait a week or some crap to even fire it up (I can do ASCII but your graphics are like crack...and I got hooked)
5.9999999.
Is that five high enough?
Is that five high enough?
How do I install a tileset without LNP?It's generally as simple as first extracting the game for your OS (windows, linux or mac) then extracting the tileset into the game folder.
How do I install a tileset without LNP?It's generally as simple as first extracting the game for your OS (windows, linux or mac) then extracting the tileset into the game folder.
ok so it crashes everytime i talk to somone in adventure mode :(
How is the True Type support looking in this version?
It's not great.
The dwarf description screen, for example, still doesn't use TTF.
:(
It makes me sad.
this tileset updated?
Oh please upload a Linux version! I downloaded the latest pack and realised after I'd unpacked it that it's the Windows version. :(
Yeah, apparently the update works just fine with the new version of the game. So that's cool.:(
The text thing is something I cannot fix. It's been that way for a year, and it's a TTF support issue.
You could use this (http://dffd.wimbli.com/file.php?id=2511)! ;D
The update pack should still work, too.
But there's a packaged version.
I've fixed the skeleton/zombie issue now too.
Still no new critter sprites, though...
TrueType toggle is on F12, if you're having a problem with it.
Yes.What about MiniMacker's question? This is my favorite tileset, but I don't want to corrupt my saves if it isn't compatible. with .02.
And yes.
According to Toady, there was some nasty corruption issue from the start. Which would slowly cause the save to become more and more unstable.Yes.What about MiniMacker's question? This is my favorite tileset, but I don't want to corrupt my saves if it isn't compatible. with .02.
And yes.
According to Toady, there was some nasty corruption issue from the start. Which would slowly cause the save to become more and more unstable.Yes.What about MiniMacker's question? This is my favorite tileset, but I don't want to corrupt my saves if it isn't compatible. with .02.
And yes.
So I'd recommend you start over like me.
NOTE: If walls look like mushrooms or turtles or something, UPDATE YOUR SAVEGAMES!
All you need to do is copy your raw folder, and replace the one inside your save file(s).
The current Ironhand download (http://www.bay12forums.com/smf/index.php?topic=53180.0 (http://www.bay12forums.com/smf/index.php?topic=53180.0)) is for version 0.34.02. It looks like only the .exe was updated in that download, since the file_changes.txt and release_notes.txt are still the ones from 0.34.01, but the game itself is 0.34.02.
For some reason I am stuck playing as humans after manually updating 0.34.02 with 0.6 graphics. Does anyone here know how to change it back to dwarves?Something you did caused a duplicate error most likely. Check your error log, and you raw/objects folder for any "(copy).txt" or backup.txt or whatever else might be an automatic backup, and delete the extraneous files. That'll take care of things for any new world you generate.
I've tried genning a new world to no avail. I'm not too knowledgeable about modding/the raws but under cursory inspection only dwarves were found to have the [CIV_CONTROLLABLE] tag.
..I like it!
But, anyway, I whipped up a mosquito really fast:
(http://i41.tinypic.com/2467tz6.png)
Excellent work on the mod. I am having issues with crashes though. First year goes by pretty smooth without any problems besides extremely low FPS, could just be my embark area though(more water and rain than I had in the embark from 34.01 which was near max FPS).
Early into the second year the game crashes just after the first migrant wave, usually before they can all show up. I try again and save the game when the migrants arrive. The wave completes this time but then crashes the next month. I then repeat saving and continuing throughout the migrant wave and am able to continue playing but after a few months it crashes again.
Is there any sort of crash log that I can check to find out what is causing the problems? In 34.01 I was able to play through 2 years straight without a crash but now it seems that I can only get through 6 months to a year before it crashes.
You are good at birds, Kohaku.
I found out that disabling True Type Fonts completely clears the crashes that I was having, managed to play over a year last night with no issues.Excellent work on the mod. I am having issues with crashes though. First year goes by pretty smooth without any problems besides extremely low FPS, could just be my embark area though(more water and rain than I had in the embark from 34.01 which was near max FPS).
Early into the second year the game crashes just after the first migrant wave, usually before they can all show up. I try again and save the game when the migrants arrive. The wave completes this time but then crashes the next month. I then repeat saving and continuing throughout the migrant wave and am able to continue playing but after a few months it crashes again.
Is there any sort of crash log that I can check to find out what is causing the problems? In 34.01 I was able to play through 2 years straight without a crash but now it seems that I can only get through 6 months to a year before it crashes.
I'm guessing it's because .62 only had the main exe from 34.02 copied over. I think the raws are still from 34.01.
There's something like 300 total new creatures (plus children and zombie versions of all of them) so there is plenty of stuff to still do.Does that 300 include the children/zombie/giant/-man versions? Or are there 1500 (300 x 5[different versions]) little creature icons needing to be done in DF2012?
There's something like 300 total new creatures (plus children and zombie versions of all of them) so there is plenty of stuff to still do.Does that 300 include the children/zombie/giant/-man versions? Or are there 1500 (300 x 5[different versions]) little creature icons needing to be done in DF2012?
What I dislike is how when at the 'u' screen in dwarf mode, the highlighted person is covered up by a black line.Turn TrueType off.
Great job on the birds, NW_Kohaku! I haven't been around for a while, but is IronHand still spearheading the effort on this texture pack as well?
Would any of you watch a live-stream of Laughing Llama Studio making a game?
I have a problem. I'm not sure why its happening, but when I put the ironhand update pack into the latest DF release 34.04, I embark as humans instead of dwarves. The graphics show human sprites instead of dwarves. I can't figure out whats causing the problem.
What is the meaning of remapping stuff? what will I notice?
I'm not sure if this was intentional or not, but your 0.65 release has sound turned off in the init file. Just mentioning it 'cause it confused me for a bit :).
So guys, I haven't played DF since years back so I needs me a refresher.
How do I update my DF folder to the newest version of Ironhand, without deleting my saves?
I notice a lot of black bars erasing menu text too. Inv screen for dwarfs and creatures is cut off the side tooThis is a common issue for DF entirely, not only for Ironhand. So yes, the only way is to disable TTF until Toady fixes this (you can press F12 to switch between TTF and ASCII)
I usually listen to other music while I'm working on it,
so I have the sound off. Do people actually listen to the DF music? Should I leave it on?
So guys, I haven't played DF since years back so I needs me a refresher.
How do I update my DF folder to the newest version of Ironhand, without deleting my saves?
I strongly suggest you start a new fort, since a lot has changed "recently", and you'll need to relearn. And if "years back" really are a few years, your saves will likely not work with any new version anyway. As far as I know, safegame compatibility only goes back a few versions, until something big is changed.
I would, if I knew how :C
I would, if I knew how :C
You go here:
http://dffd.wimbli.com/file.php?id=2617
Download the upgrade pack, and then drop the files (data and raw) into your DF Folder, overwriting everything that it asks you about. Then you go into your save folder, and drop the raw in there.
I would, if I knew how :C
You go here:
http://dffd.wimbli.com/file.php?id=2617
Download the upgrade pack, and then drop the files (data and raw) into your DF Folder, overwriting everything that it asks you about. Then you go into your save folder, and drop the raw in there.
Forgot to say thanks when I did it, thanks!
So i have a 1920x1200 monitor and I was wondering. Is this as good as it gets as far as pixel sizes? I mean are ironhand tiles as detailed as possible or is there room for improvement? Not trying to sound like the pack looks bad because i love the sprites just wondering the capabilites of the game as far as what it can do. The whole pixel dimension screen/screen resolution confuses me. Could someone enlighten me? Also i would love to see this tileset used with the masterwork mod.I asked this recently and someone in the Modding Workshop told me that a 1920x1200 resolution, which is the upper limit pretty much of current generation monitors limits the resolution that you can draw the tiles at. According to the DF wiki, Ironhand's set is a 18x18 tileset and Phoebus' is a 16x16 one. They told me that a 48x48 tileset would make viewing the boundaries of the game difficult if not impossible on a 1920x1200 resolution because there must be a minimum of 80 tiles across the screen. I was actually going to edit Ironhand's set by doubling all of the sizes to 36x36 (and editing the raws to reflect this) and see what kind of effect that has, 36x36 might work OK maybe, that's what I intend to find out.
So i have a 1920x1200 monitor and I was wondering. Is this as good as it gets as far as pixel sizes? I mean are ironhand tiles as detailed as possible or is there room for improvement? Not trying to sound like the pack looks bad because i love the sprites just wondering the capabilites of the game as far as what it can do. The whole pixel dimension screen/screen resolution confuses me. Could someone enlighten me? Also i would love to see this tileset used with the masterwork mod.I asked this recently and someone in the Modding Workshop told me that a 1920x1200 resolution, which is the upper limit pretty much of current generation monitors limits the resolution that you can draw the tiles at. According to the DF wiki, Ironhand's set is a 18x18 tileset and Phoebus' is a 16x16 one. They told me that a 48x48 tileset would make viewing the boundaries of the game difficult if not impossible on a 1920x1200 resolution because there must be a minimum of 80 tiles across the screen. I was actually going to edit Ironhand's set by doubling all of the sizes to 36x36 (and editing the raws to reflect this) and see what kind of effect that has, 36x36 might work OK maybe, that's what I intend to find out.
I usually listen to other music while I'm working on it,
so I have the sound off. Do people actually listen to the DF music? Should I leave it on?
I don't use the sound. I listen to audio of people playing pen and paper roleplaying games instead. :P
Okay, here's Ironhand's Graphic Set doubled (quadrupled really) to 36x36 pixels from 18x18 pixels. It has a pregenerated world with an active fortress mode save for those of you who easily want to see first-hand that a 36x36 pixel graphical set is indeed possible with the current version of DF.
http://dffd.wimbli.com/file.php?id=5792 (http://dffd.wimbli.com/file.php?id=5792)
Holy crap this is awesome! How did you do this? I have photoshop and several other apps just not much of the know how to use it properly. I can definitely see the difference. Especially in the text. *Salivates*
Holy crap this is awesome! How did you do this? I have photoshop and several other apps just not much of the know how to use it properly. I can definitely see the difference. Especially in the text. *Salivates*Really, you can see a difference? I didn't notice, maybe I didn't pay attention. Since Ironhand's graphics were just up-scaled there shouldn't be a difference in detail. Personally the detail of Ironhand's graphics in his original pack and those from my modified 36x36 and 64x64 test packs looked the same to me.
Click me. (http://dffd.wimbli.com/file.php?id=2511)
I think I might just be doing something wrong, as far as my init settings or something... but I keep getting missing text:Spoiler (click to show/hide)
To the right of the expedition leader it should say "Construct Building"
Any help would be greatly appreciated, or if this belongs on the bug tracker then please let me know.
Few questions:
1) Are you using the vanilla ironhands .zip or have you added/modded in extra content?
2) does the error remain when you turn on/off truetype?
3) what does your errorlog say?
Getting these right now, I tried true-type off and on and it still did it, but i will try again to make sure. I'll edit this post with results...
Edit*
1) I used the file from here: http://dffd.wimbli.com/file.php?id=2511 (Also dwarf therapist and soundsense, thats it)
2)With Truetype off, The text stops being completely missing, but runs over the edge of the screen, and instead of punctuation there are random symbols.
3)I don't think this has anything to do with it but here's the error log:Spoiler (click to show/hide)
Would you please put up an update package for 0.66 too?
I can't replicate your bug at all, but it looks like it is a display issue rather than some corruption of the files. Still, can you try redownloading the pack and running it fresh from the .zip? Never hurts to be thorough. If that doesn't help, what is your standard desktop resolution? I know if you have odd/too small resolutions it can cause graphical glitches in full screen mode, and the fact that truetype off makes the text run over makes me suspicious of this. What happens when you run the game in window mode?
I've been doing some investigation and it seems the people over at Phoebus have been having the same disappearing text issue. So I guess its a vanilla bug :(
Yeah, I can't replicate it, sorry :-(. I tried changing my screen to the same aspect ratio as yours but it still worked fine. Time for the bug tracker I guess.
Out of interest, does it happen when you disable graphics in the .init? I probably should've asked you to do that in the first place....
Just started using this tileset and it looks great. However, my stone jugs sitting in a stockpile look like anvils. Is it because they're using a temp image? Edit: also, stone pots look like some sort of vat.
Ok, thanks. Why would they look fine in the Phoebus tileset?Just started using this tileset and it looks great. However, my stone jugs sitting in a stockpile look like anvils. Is it because they're using a temp image? Edit: also, stone pots look like some sort of vat.
It's the tiles assigned to them in vanilla. Toady has jugs using the same tile as anvils, in an ASCII set I think it's just a lower-case sigma (σ) IIRC. But when you use a graphical set, it will look wierd. That's the same problem with the pots, they're assigned to the tile for upper-case phi (Φ) just like the traction benches. I think Toady's picturing them as amphorae or something. But when you switch to one of the graphics sets, it looks like there are traction benches all over the food stockpiles.
It's easy to fix if you'd like. Go to the item_tool.txt file in the raws. Each item will have a line that says [TILE:#]. This tells the game what tile to display for each of the tools. I have large pots switched to tile 246, this makes them look like barrels rather than a traction bench. You can do the same thing with the anvils, I had them switched to the same tile as waterskins in 31.25, but I forget what tile that was.
Ok, thanks. Why would they look fine in the Phoebus tileset?
Oh, cool. I didn't know it was possible to reassign item tiles.
So I'll be doing a bit of that for the next version, and this'll all get fixed up.
Would you please put up an update package for 0.66 too?
.65 should work with DF 0.34.05.
If you can find metal doors in the raws, you might beable to change it. but I'd have no idea where to look, or if its even possible.
Here's to hoping Toady gets a "move it all to teh raws" kick soon, so we can designate what tile things use to fix that kind of thing. :D
Mayday has been trying for something like 4 years now, and all he's ever managed was to get the pillar tile to be something other than "O".
Happened once with the pillar tile- and soon after that Truetype came and made the problem obsolete.
[img][/img]
I've been doing some investigation and it seems the people over at Phoebus have been having the same disappearing text issue. So I guess its a vanilla bug :(Your making it sound like Ironhand and Pheobus are facilities, thats funny. Even funnier cause they are. Even funnier after their creators, bay12 is awesome.
Any particular reason the floor tiles and some of the mining designations are so dark? It's really hard to see whats set to be mined and what isn't half the time.
Any particular reason the floor tiles and some of the mining designations are so dark? It's really hard to see whats set to be mined and what isn't half the time.
Is there any way to change that, or would it involve redoing a shit load of tiles?
34.06 is out! ETA for graphics release? please please please...
34.06 is out! ETA for graphics release? please please please...
You've got to be kidding me...or hopefully just a very bad troll.
34.06 is out! ETA for graphics release? please please please...
You've got to be kidding me...or hopefully just a very bad troll.
Why would he be a troll? ???
34.06 is out! ETA for graphics release? please please please...
You've got to be kidding me...or hopefully just a very bad troll.
Why would he be a troll? ???
Wrong choice of words, but you know what i mean :)
I tried the vanilla release and I have no idea whats going on without the graphics.
I used to be an ascii guy. But then II tried the vanilla release and I have no idea whats going on without the graphics.
take some time to learn them. Once you go ascii, you never go back.
Okay, I made an update (http://dffd.wimbli.com/file.php?id=2511).I love you.
The tools are all remapped to better tiles.
Let me know how they look in the game.
Enjoy!
I love your new avatar, by the way :)
I love you.
Ironhand, I hope you don't mind, but I uploaded a copy of Ironhand-0.57 to the file depot for a community game I'm running as it's no longer there. Also, I dearly love this tileset.
waaaait...
how'd you do that?
Come and get it!
IT (http://dffd.wimbli.com/file.php?id=2511)
I haven't done much testing with the new dig-designations,
so let me know if they look weird or anything.
Enjoy!
Are you sure they are built and not suspended or something?
Make sure you update your savegames.Could someone enlighten me about this part - what are the proper steps to bring old saves from, say, 0.34.05 to most recent version of Ironhand build? I have usually just transferred the folder that contains my saves from previous Ironhand build to newest version but what I read from forum is a bit more complicating. "Updating savegame's raws" is unfamiliar process to me.
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:
My once bright white fortress of good... now looks like a black sinister fortress of evil.
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
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'm using inverted double lines for rails. Those'll either be distinguished from the hidden engravings walls through a color convention, or hidden engraving walls will be altered entirely. I don't like single line rails.
What sort of problem will that cause?
What I wouldn't do for full graphics support.Or even just support for more than 256 tiles.
Or Ironhand swaps the tile numbers around a bit and fixes it?I don't think you can reassign the characters used for walls and engravings. Unless Toady changes something this is going to be a big challenge. It's going to be very hard to make a single character look good as a wall, engraving, and a track.
Always downloading a fresh-DF from Ironhand is the solution for MOST problems. Dont know if this is the case....
Yes, I do.Everyone has it, disabling TT fixes it.
I think it was fixed but later Toady messed up it.
Oh so that's what it is, the true type font acting up. Yeah, I tried disabling it but I don't quite like the look as much. I do hope it gets fixed one of these days.I totally agreed with you, TT font on this graphic set is really nice,I dont like non-TT fonts at all (no offense ironhand).
@the game hunt: You have to ask the other way around. Will the mod ever have ironhand support. ;) At some point, yes. There is not much that Ironhand could do to make the tileset fit nicely into any mods, the modders have to do the legwork...
The blackedned out characters can be fixed by pressing F11 twice. Only temporary though.
Bout these new digging designation/graphics thingy, do you intend to keep it in or scrap it for the next release? Personally I don't think it's worth it with all the other issues/weirdness it causes, such as bloodspattered walls getting the same diamond shape, colors being messed up etc, even though I love the idea :>
Some friends and I just finished our first Ludum Dare Jam.
It was loads of fun!
You should check out the result (and other ones) HERE (http://www.ludumdare.com/compo/ludum-dare-23/?action=preview&uid=12553).
And you should rate our game. :D
And next Ludum Dare, you should all make one! It is a blast.
I made all the art and wrote a tiny bit of code. I am very proud of the result.
I finally ended up using version .07. Please check if I did it correctly - Aklyon told the basics but like most of the good advices it leaves something to be thought by oneself.
- I downloaded Ironhand's graphics set using latest .07 version
- I transferred saves from .05 to .07 save folder
- I copied DF (.07)/Raw to DF (.07)/data/saves/region/raw ("updating" .05 raws to .07 raws)
I encountered FATAL ERROR: Missing Creature Body Definition: RCP_EYELIDS when loading my save
- from this topic (http://www.bay12forums.com/smf/index.php?topic=106267.0) I learnt that I have to use old eyelids definition so added them to body_rcp.txt
- I was finally able to load my fortress, and it seems some colours have changed. Siltstone, brown, is now grey. It doesn't bother me but I hope there are no other errors more severe.
Question:
Chert wasnt supposed to be brown?
I hate to pester but do you think the unfinished "finished" door issue is going to be resolved in next update? Currently I'm using old .67 since it drives me crazy.
I recently made a new race, got it working in the current version of dwarf fortress, and started playing with it in fortress mode. Only I just realized that despite the fact that I set the race to look exactly like elves (basically copying and pasting the [CREATURE_TILE:'e'][COLOR:3:0:0] and [CREATURE_SOLDIER_TILE:137] lines from the elf entry) they look like the letter e. Is there a way I can make the graphics pack recognize them as elves for the sake of graphics?
Any advice is appreciated.
PS: I love your graphics set.
And what can i do now to repair diamonds? They are pretty annoying:) It's obviously some problem that central part of a tile is not filled with a background color as i see it (might be wrong).
And what can i do now to repair diamonds? They are pretty annoying:) It's obviously some problem that central part of a tile is not filled with a background color as i see it (might be wrong).
Try copying over that tile from a previous version of the set.
There was several colors and designs broken with .68 version... I will try switching back to .67 version.
Sorry about all the complaints with the last version.Thanks. We all appreciate the work you do, and I appreciate the quick response.
I went and hosted Ironhand 0.67u on Dropbox.
You can get it here (http://dl.dropbox.com/u/10973218/Ironhand%200.67u.zip).
Seems like i repaired it by chanaging all diamond tiles to 31.25 ironhand version with TIleGenie.
Updating to 34.08 should only consist of changing the tile for the new tools, meaning minecarts, thats it.Going to have to do /something/ about those tracks too.
I made a quick mockup using Phoebus's set (because that set doesn't have bends in the rivers, so it's easier to do this).
(http://i47.tinypic.com/2rp8md2.png)
Transparency tile on the left, what it looks like with blue fore/black background colors (like rivers on the map), and what it looks like with black fore and white background colors (like an inverse for use as rails).
You can use the same blackspace tricks to make an inverse tile
The rivers are single line tiles if I remember, and the tracks are double line tiles from what I recall Toady mentioning (I'll admit, I haven't run the new version yet to see). Messing with the single line tile isn't really going to help in this situation, is it?
I have just completed a Bachelors Degree in Computer Science.
My twin sister is also graduating this week, which is also our birthday.
I will soon be starting my first ever real job as a software developer.
I'm also trying to land a new apartment and furniture and whatnot.
And for the first time in my life I have a girlfriend.
Since Ironhand has a life and I still don't. I looked up how to get my favorite tileset to work with .08 and I think I succeeded. I used a tile merger program to update the raws and did some file compares with cmd prompt "fc" I think i found most of the relevant stuff. I copied the colors.txt from the init and manually copied stuff from the init and d_init.txt. I copied the graphics folder stuff over and it appears to work. The game loads and I have dwarfs and everything looks the same. The only thing that needs work is figuring out how to assign the correct tiles to the new tracks, wheelbarrows and minecarts. If I can figure out the track stuff, could I upload it for everyone else?
Ok, here is the file. If its not cool to do this, let me know and I'll take it down.Thanks for it and:
http://dffd.wimbli.com/file.php?id=6307
Edit: I just realized that some of my personal preferences are included.
In announcements.txt I turned off pause and recenter for damp and warm stone, aswell as citizen birth. I added paused and recenter for citizen death.
Sound is not disabled, but starting volume level is zero. Show Flow amounts is set to YES
Another small bug I just discovered. In D-init.txt, remove the apostrophes around the 199 in to fix single block walls looking like a number 1.
[PILLAR_TILE:'199'] to
[PILLAR_TILE:199]
http://dffd.wimbli.com/file.php?id=6311
Newer version which should look a little better. It contains an edited tileset with a new dedicated wheelbarrow sprite and fixed rails, no more arrows. The pillar problem is also fixed.
I have just completed a Bachelors Degree in Computer Science.Congratulations
My twin sister is also graduating this week, which is also our birthday.Congratulations
I will soon be starting my first ever real job as a software developer.Congratulations
I'm also trying to land a new apartment and furniture and whatnot.Congratulations
And for the first time in my life I have a girlfriend.Unsure if congratulate.
Because DF isn't my top priority right now.Curse your priorities not aligning with my whims!
Maybe I'll get around to it eventually.
But don't be sitting around just waiting on it.
Use Phoebus for a while. It's an excellent set.
Sorry, guys.
Ok, here is the file. If its not cool to do this, let me know and I'll take it down.Thank you good sir.
http://dffd.wimbli.com/file.php?id=6307
Use Phoebus for a while. It's an excellent set.
Use Phoebus for a while. It's an excellent set.
Tried Phoebus... don't like the walls or the thin fonts. I'll look at a few of the others.
New update is out. fixed all of the problems. Please report any other issues that you find. I will be playing too and fix whatever I can find myself.
http://dffd.wimbli.com/file.php?id=6307
New update is out. fixed all of the problems. Please report any other issues that you find. I will be playing too and fix whatever I can find myself.Can you post just upgrade package, without preinstalled df?
http://dffd.wimbli.com/file.php?id=6307
It's not a bug, per-say, but I'm curious why most of the stone doors use a blat, grey colored, door tile, and then some use a different tile?
It's not a bug, per-say, but I'm curious why most of the stone doors use a blat, grey colored, door tile, and then some use a different tile?
they did that in Ironhand's 0.68 for 34.07. I would have to go and find an earlier version to see whats different to fix that. It would involve a lot of text searching through raws.
I have found the problem with the door colors. It is a result of a lot of materials have bad color values. I dug up an ironhand release for 34.05, it's just before he changed the colors around and I am manually editing all of the color codes in the raws to the old values. It should fix a lot of stuff and all of the game's colors should go back to the way it looked in the older versions, which I prefered personally.
We'll have Red Bauxite again!
Updated for 34.09You deserve a cookie sir!
Ironhand 0.71 with game
http://dffd.wimbli.com/file.php?id=6307
Ironhand 0.71 upgrade
http://dffd.wimbli.com/file.php?id=6320
Updated for 34.09
Ironhand 0.71 with game
http://dffd.wimbli.com/file.php?id=6307
Ironhand 0.71 upgrade
http://dffd.wimbli.com/file.php?id=6320
If anybody sees any animals that don't have a graphic, and just shows as a letter, please post what kind of animal it is and I'll see if I can match it up to one of the tiles on the critter page.
If anybody sees any animals that don't have a graphic, and just shows as a letter, please post what kind of animal it is and I'll see if I can match it up to one of the tiles on the critter page. I fixed the White stork already. I used the same graphic as the normal stork.
I already made sprites for 95% of all the vanilla critters and posted that in the animal graphics sharing thread. Both Masterwork DF and Legends of Forlorn Realms do use this version.
OK, I added 4 animals to ironhand's critters.png I pieced together the backgrounds he used and matched the transparency, it's like it came from the man himself. Skunk, porcupine, wombat and rattle snake are in for the next update.
All hail the usurper!
I suppose what needs to be done is to go through the creature raws and check which animals are also present in the graphic raws. Then make a short list of the ones that don't show up twice.
Can you mix 16x16 and 18x18 tilesheets?
You can open your raws with Brad Uffner Raw Explorer and it shows all creatures in a list with the fiiting sprite in front of the ID. Things without sprite = missing sprite. I have a list here, but I must say that I cant really tell what is Vanilla and what are modded creatures.
If you have a list, give me a headsup please :)
As Meph said, though, this thread (http://www.bay12forums.com/smf/index.php?topic=101137.msg3208828#msg3208828) had several people working on sprites. I'm fairly sure most of them were already integrated into Ironhand, however.
You might check how Phoebius tileset managed rivers and tracks. If he allows you to use it - rivers actually look good and tracks even better. It's way better than with walls:)
You can open your raws with Brad Uffner Raw Explorer and it shows all creatures in a list with the fiiting sprite in front of the ID. Things without sprite = missing sprite. I have a list here, but I must say that I cant really tell what is Vanilla and what are modded creatures.
If you have a list, give me a headsup please :)
I wasn't aware of this program. Thanks for bringing it to my attention, it should make this whole process much easier.
Ok, so maybe I'm the odd man out here for liking the way it looked... but does anyone have the diamond designation png still? I can't seem to find a link to a set that still has it. It's possible I missed it buried in an obscure post somewhere, though.
Heres a few wip shots of the new minecart tracks I made.
in-game:
http://www.freeimagehosting.net/f99qo
embark map:
http://www.freeimagehosting.net/1hcgx
What would be real helpful would be a way to see what a tile looks like with various color combinations and how it looks inverted. I have to save my work from photoshop and loadup the game to check how stuff looks.
Is Ironhand still updating?
Is Ironhand still updating?
He has a girlfriend now. He's lost to us. :'(
The only solution is to get Ironhand's girlfriend into Dwarf Fortress--but not just that, also make it so that she uses Ironhand's Graphics Set, so that she DEMANDS he update it.
People still play that waste of money?The only solution is to get Ironhand's girlfriend into Dwarf Fortress--but not just that, also make it so that she uses Ironhand's Graphics Set, so that she DEMANDS he update it.
I tried that, and was laughed at because "I'm busy all the time playing "The Matrix"".
People still play that waste of money?The only solution is to get Ironhand's girlfriend into Dwarf Fortress--but not just that, also make it so that she uses Ironhand's Graphics Set, so that she DEMANDS he update it.
I tried that, and was laughed at because "I'm busy all the time playing "The Matrix"".
Heres a few wip shots of the new minecart tracks I made.
in-game:
http://www.freeimagehosting.net/f99qo
embark map:
http://www.freeimagehosting.net/1hcgx
Updated for 34.10
Ironhand 0.72 with game
http://dffd.wimbli.com/file.php?id=6307
Ironhand 0.72 upgrade
http://dffd.wimbli.com/file.php?id=6320
Is there any way at all to have more than 256 tiles on the tilesheet, or have multiple tilesheets? I wonder if I can replace some of the unused alphabet characters. A lot of them are only used for text according to the wiki, but shouldn't this be redundant if you have truetype turned on?
Heres a few wip shots of the new minecart tracks I made.QuoteFirst, thank you for updating the graphics. Comments then on your addition and changes.Quotein-game:http://www.freeimagehosting.net/f99qoMine Tracks looks great, no complaints about them. Good work on the change.Quoteembark map:http://www.freeimagehosting.net/1hcgxRoads and Rivers, not so much. For a brief look for finding your Embark site it might be bearable, but come time you decide to enter Adventure Mode it looks absolutely horrible. In the Travel mode, or the Zoomed in Mode when your in a Hamlet, the road tiles become overpowering and it really encourages you to start training your Ambushing skill whenever you come anywhere near a hamlet or town, because you really don't want to be in the travel screen all that long with it.
Wild boar shows up as a "B"I just ran into some weasels, and they showed as "w". From checking the graphics files it looks like weasels, giant weasels and weasel men lack sprites at this point. I'm using 0.71 added to Phoebus (I like the Ironhand dwarves very much ;) ).
Not sure if that's been reported yet.
So is Ironhand no longer being updated? I see "on hiatus" on the first post. It's always been my favorite graphics set.
So is Ironhand no longer being updated? I see "on hiatus" on the first post. It's always been my favorite graphics set.
It's being maintained, just not by Ironhand.
Oh, I see. The way you worded it and the quote, I read it as her saying she was playing the Matrix, and I immediately thought of that godawful MMO.People still play that waste of money?The only solution is to get Ironhand's girlfriend into Dwarf Fortress--but not just that, also make it so that she uses Ironhand's Graphics Set, so that she DEMANDS he update it.
I tried that, and was laughed at because "I'm busy all the time playing "The Matrix"".
No, she just though that the ascii characters are like those green thingies from the screens on "The Matrix", and that I was essentially decoding them to understand what was happening.
Ok, I almost follow that. Remove the from the raws (check), then try *what* again? Adding them?
Are you suggesting something like remove from raws, start game, save and exit, add to raws, start game?
Or are you saying remove them, re-add them and then start a new game? That'd make me momentarily sad, but hey, DF's all about the starting voer after *some* kind of disaster! :) Who says the disaster ahs to be in-game, eh?
Ok, I almost follow that. Remove the from the raws (check), then try *what* again? Adding them?
Are you suggesting something like remove from raws, start game, save and exit, add to raws, start game?
Or are you saying remove them, re-add them and then start a new game? That'd make me momentarily sad, but hey, DF's all about the starting voer after *some* kind of disaster! :) Who says the disaster ahs to be in-game, eh?
Also there's issues with letters fading out randomly (as if there were invisible black bars blocking words at random).I too am having this, but I haven't really seen anything in my lazyman lurking to see what's causing it.
Also there's issues with letters fading out randomly (as if there were invisible black bars blocking words at random).I too am having this, but I haven't really seen anything in my lazyman lurking to see what's causing it.
Updated for 34.11
Ironhand 0.73 with game
http://dffd.wimbli.com/file.php?id=6307
Ironhand 0.73 upgrade
http://dffd.wimbli.com/file.php?id=6320
Is this being updated for compatibility by fans when a new version is released?
Updated for 34.11
Ironhand 0.73 with game
http://dffd.wimbli.com/file.php?id=6307
Ironhand 0.73 upgrade
http://dffd.wimbli.com/file.php?id=6320
Updated for 34.11
Ironhand 0.73 with game
http://dffd.wimbli.com/file.php?id=6307
Ironhand 0.73 upgrade
http://dffd.wimbli.com/file.php?id=6320
Thank you! I've been out of the game for a while, what happened to Ironhand?
Is it possible to run this on Mac? Sorry if someone said this somewhere already...
EDIT: I dragged the raw init and art folders into the original. only those. Which folders should I be grabbing for Mac?
Hello, I have been using this graphics set as adapted to a roguelike-like project. I don't intend to advertise or release the game with your artwork, but I've recently moved created a github repository with the resources as part of the repo. Again, I'm not advertising that this game exists, but the source is now out there.Well I guess you can (not entirely sure) you should send a PM to Ironhand, but he has been offline for 1 week.
I just wanted to check if I have ironhand's or whoever's permission to continue to use the art now that my game is somewhat in the public realm.
It's not that I don't like you. It's just that I like this other girl better. :DHopefully Toady will add graphics support. Someday....... :'(
You know what would totally get me back into spriting?
Full graphics support.
It's not that I don't like you. It's just that I like this other girl better. :D
You know what would totally get me back into spriting?
Full graphics support.
Full graphics support is sorely needed.A man can dream.
multi-tile trees and whole forests with branches etc for the next version, that is going to murder tilesets i would imagine.Honestly, I don't think it will be that bad. It will just use the wall tiles, which in most tilesets are already used as both walls and roads on the map. It's not that different from trunks and branches.
Honestly, I don't think it will be that bad. It will just use the wall tiles, which in most tilesets are already used as both walls and roads on the map. It's not that different from trunks and branches.
And all the tree tiles are freed up, so you can use them as leaf tiles. And on the map, having leafs represent forests is still acceptable, I think.
Very nice tilesets here. But the engravings look rather strange, I engraved a pillar and then have a "dead dwarf" sprite (or a diamond) instead of that : http://i56.tinypic.com/6elxeo.png . Is it normal ?
How do I install this for Linux? Is it possible, or is it Windows only?
Is there a key, for what all the tiles mean? I have just started my first game and I have no idea what any of the symbols mean.press [?]. There's a list somewhere. I think it's dynamic and adapts to whatever the tileset is using.
It's not that I don't like you. It's just that I like this other girl better. :D
You know what would totally get me back into spriting?
Full graphics support.
Updated for 34.11
Ironhand 0.73 with game
http://dffd.wimbli.com/file.php?id=6307
Ironhand 0.73 upgrade
http://dffd.wimbli.com/file.php?id=6320
Sure, go ahead!
Just give me (and Wormslayer) credit for it.
http://dffd.wimbli.com/file.php?id=8747 40.01
http://dffd.wimbli.com/file.php?id=8747 40.01
http://dffd.wimbli.com/file.php?id=8747 40.01
I just saw the dev blog. He mentions something about babies appearing where they shouldn't be. I wonder if this is related to the children miners. The graphic are exactly the same as the previous version
For example:
[MINER:DWARVES:5:0:AS_IS:DEFAULT]
That 5 is pointing to the number 5 tile on the dwarf sheet,(its number 6, but the first one is 0) which is the miner graphic. Its using the same tilesheet and graphic raw from the previous version. No idea why its misbehaving.
Or you can think of them as Minors instead of Miners
That's okay. It's only a 8) miner issue.
Updated to 0.40.02
http://dffd.wimbli.com/file.php?id=8747
Minor issue persists.
These are the display colors in RGB. The game is actually displaying extended ASCII characters in OpenGL, so you can modify the colors.
[BLACK_R:0]
[BLACK_G:0]
[BLACK_B:0]
[BLUE_R:54]
[BLUE_G:54]
[BLUE_B:171]
[GREEN_R:61]
[GREEN_G:165]
[GREEN_B:61]
[CYAN_R:58]
[CYAN_G:175]
[CYAN_B:195]
[RED_R:171]
[RED_G:42]
[RED_B:42]
[MAGENTA_R:171]
[MAGENTA_G:54]
[MAGENTA_B:171]
[BROWN_R:121]
[BROWN_G:92]
[BROWN_B:56]
[LGRAY_R:192]
[LGRAY_G:192]
[LGRAY_B:192]
[DGRAY_R:128]
[DGRAY_G:128]
[DGRAY_B:128]
[LBLUE_R:98]
[LBLUE_G:138]
[LBLUE_B:234]
[LGREEN_R:112]
[LGREEN_G:222]
[LGREEN_B:112]
[LCYAN_R:0]
[LCYAN_G:255]
[LCYAN_B:255]
[LRED_R:243]
[LRED_G:113]
[LRED_B:75]
[LMAGENTA_R:230]
[LMAGENTA_G:145]
[LMAGENTA_B:230]
[YELLOW_R:230]
[YELLOW_G:230]
[YELLOW_B:0]
[WHITE_R:255]
[WHITE_G:255]
[WHITE_B:255]
[SHRUB_TILE:xxx]
[DEAD_SHRUB_TILE:xxx]
[SHRUB_COLOR:x:x:x]
[DEAD_SHRUB_COLOR:5:6:0]
Tiles for the parts of trees.
[TREE_ROOT_SLOPING:127]
[TREE_TRUNK_SLOPING:127]
[TREE_ROOT_SLOPING_DEAD:127]
[TREE_TRUNK_SLOPING_DEAD:127]
[TREE_ROOTS:29]
[TREE_ROOTS_DEAD:29]
[TREE_BRANCHES:29]
[TREE_BRANCHES_DEAD:29]
[TREE_SMOOTH_BRANCHES:'#']
[TREE_SMOOTH_BRANCHES_DEAD:'#']
[TREE_TRUNK_PILLAR:36]
[TREE_TRUNK_PILLAR_DEAD:15]
[TREE_CAP_PILLAR:36]
[TREE_CAP_PILLAR_DEAD:15]
[TREE_TRUNK_N:205]
[TREE_TRUNK_S:205]
[TREE_TRUNK_N_DEAD:205]
[TREE_TRUNK_S_DEAD:205]
[TREE_TRUNK_EW:205]
[TREE_TRUNK_EW_DEAD:205]
[TREE_CAP_WALL_N:205]
[TREE_CAP_WALL_S:205]
[TREE_CAP_WALL_N_DEAD:205]
[TREE_CAP_WALL_S_DEAD:205]
[TREE_TRUNK_E:186]
[TREE_TRUNK_W:186]
[TREE_TRUNK_E_DEAD:186]
[TREE_TRUNK_W_DEAD:186]
[TREE_TRUNK_NS:186]
[TREE_TRUNK_NS_DEAD:186]
[TREE_CAP_WALL_E:186]
[TREE_CAP_WALL_W:186]
[TREE_CAP_WALL_E_DEAD:186]
[TREE_CAP_WALL_W_DEAD:186]
[TREE_TRUNK_NW:201]
[TREE_CAP_WALL_NW:201]
[TREE_TRUNK_NW_DEAD:201]
[TREE_CAP_WALL_NW_DEAD:201]
[TREE_TRUNK_NE:187]
[TREE_CAP_WALL_NE:187]
[TREE_TRUNK_NE_DEAD:187]
[TREE_CAP_WALL_NE_DEAD:187]
[TREE_TRUNK_SW:200]
[TREE_CAP_WALL_SW:200]
[TREE_TRUNK_SW_DEAD:200]
[TREE_CAP_WALL_SW_DEAD:200]
[TREE_TRUNK_SE:188]
[TREE_CAP_WALL_SE:188]
[TREE_TRUNK_SE_DEAD:188]
[TREE_CAP_WALL_SE_DEAD:188]
[TREE_TRUNK_NSE:204]
[TREE_TRUNK_NSE_DEAD:204]
[TREE_TRUNK_NSW:185]
[TREE_TRUNK_NSW_DEAD:185]
[TREE_TRUNK_NEW:202]
[TREE_TRUNK_NEW_DEAD:202]
[TREE_TRUNK_SEW:203]
[TREE_TRUNK_SEW_DEAD:203]
[TREE_TRUNK_NSEW:206]
[TREE_TRUNK_NSEW_DEAD:206]
[TREE_TRUNK_BRANCH_N:207]
[TREE_TRUNK_BRANCH_N_DEAD:207]
[TREE_TRUNK_BRANCH_S:209]
[TREE_TRUNK_BRANCH_S_DEAD:209]
[TREE_TRUNK_BRANCH_E:199]
[TREE_TRUNK_BRANCH_E_DEAD:199]
[TREE_TRUNK_BRANCH_W:182]
[TREE_TRUNK_BRANCH_W_DEAD:182]
[TREE_BRANCH_NS:179]
[TREE_BRANCH_NS_DEAD:179]
[TREE_BRANCH_EW:196]
[TREE_BRANCH_EW_DEAD:196]
[TREE_BRANCH_NW:217]
[TREE_BRANCH_NW_DEAD:217]
[TREE_BRANCH_NE:192]
[TREE_BRANCH_NE_DEAD:192]
[TREE_BRANCH_SW:191]
[TREE_BRANCH_SW_DEAD:191]
[TREE_BRANCH_SE:218]
[TREE_BRANCH_SE_DEAD:218]
[TREE_BRANCH_NSE:195]
[TREE_BRANCH_NSE_DEAD:195]
[TREE_BRANCH_NSW:180]
[TREE_BRANCH_NSW_DEAD:180]
[TREE_BRANCH_NEW:193]
[TREE_BRANCH_NEW_DEAD:193]
[TREE_BRANCH_SEW:194]
[TREE_BRANCH_SEW_DEAD:194]
[TREE_BRANCH_NSEW:197]
[TREE_BRANCH_NSEW_DEAD:197]
[TREE_TWIGS:18]
[TREE_TWIGS_DEAD:29]
[TREE_CAP_RAMP:30]
[TREE_CAP_RAMP_DEAD:30]
[TREE_CAP_FLOOR1:249]
[TREE_CAP_FLOOR2:249]
[TREE_CAP_FLOOR1_DEAD:249]
[TREE_CAP_FLOOR2_DEAD:249]
[TREE_CAP_FLOOR3:249]
[TREE_CAP_FLOOR4:249]
[TREE_CAP_FLOOR3_DEAD:249]
[TREE_CAP_FLOOR4_DEAD:249]
[TREE_TRUNK_INTERIOR:15]
[TREE_TRUNK_INTERIOR_DEAD:15]
Man, my dwarf edit is still in there for all those smeltydudes. Awesome.
I figured out why Miners shows the children tile and fixed it. It was the graphics_example.txt setting Miners to tile 1:0. I forgot to delete it when I ported to 2014
GoldenShadow - the upgrade pack still results in minor miners and baby managers, include an empty graphics_example.txt in order to clobber the existing one.
Updated (http://dffd.wimbli.com/file.php?id=8747).
Updated (http://dffd.wimbli.com/file.php?id=8747) to 0.40.07
Updated (http://dffd.wimbli.com/file.php?id=8747) to 0.40.08
The full version with game has the new .EXE
No raw changes.
The upgrade pack 0.40.07 has identical raws and will work with 0.40.08
Updated (http://dffd.wimbli.com/file.php?id=8747) to 0.40.11
Sorry for the delay, I was working all day and was dead tired. Got it done this morning though!
Updated (http://dffd.wimbli.com/file.php?id=8747) to 0.40.13Thanks a ton Gold. You really do rock.
Updated (http://dffd.wimbli.com/file.php?id=8747) to 0.40.13
Updated (http://dffd.wimbli.com/file.php?id=8747) to 0.40.21 So soon...
Ironhand is the face of Dwarf Fortress to me, so thank you very much for keeping this updated.^This
Its not a big deal. I just run the last Ironhand against the new version. Comparing folders and files for differences with WinMerge (http://winmerge.org/?lang=en). I look for which differences are related to graphics and merge them into the new version
So I am guessing we can't expect any new art for the new professions?
Thanks for the update btw!
Updated (http://dffd.bay12games.com/file.php?id=11348) to 0.42.02
[PERFORMER:DWARVES:3:5:AS_IS:DEFAULT]
[POET:DWARVES:3:6:AS_IS:DEFAULT]
[BARD:DWARVES:5:5:AS_IS:DEFAULT]
[DANCER:DWARVES:6:5:AS_IS:DEFAULT]
[SAGE:DWARVES:11:6:AS_IS:DEFAULT]
[SCHOLAR:DWARVES:8:5:AS_IS:DEFAULT]
[PHILOSOPHER:DWARVES:9:5:AS_IS:DEFAULT]
[MATHEMATICIAN:DWARVES:3:5:AS_IS:DEFAULT]
[HISTORIAN:DWARVES:3:5:AS_IS:DEFAULT]
[ASTRONOMER:DWARVES:5:5:AS_IS:DEFAULT]
[NATURALIST:DWARVES:6:5:AS_IS:DEFAULT]
[CHEMIST:DWARVES:0:6:AS_IS:DEFAULT]
[GEOGRAPHER:DWARVES:8:5:AS_IS:DEFAULT]
[SCRIBE:DWARVES:9:5:AS_IS:DEFAULT]
[PAPERMAKER:DWARVES:3:6:AS_IS:DEFAULT]
[BOOKBINDER:DWARVES:8:5:AS_IS:DEFAULT]
[TAVERN_KEEPER:DWARVES:2:6:AS_IS:DEFAULT]
Updated (http://dffd.bay12games.com/file.php?id=11348) to 0.42.03
Updated (http://dffd.bay12games.com/file.php?id=11348) to 0.42.04
If you encounter any issues, I need to be told on this thread about them so I can look into solving on them.
so currently I'm modding the creature tiles,hopefully can "reconstruct" some tiles for those new professions,animal peoples and missing tiles.
I don't know if I break any license though.If I'm not,please consider using it.
so here i's a 30x15 png showing the progress:
(http://i1016.photobucket.com/albums/af286/newsamsam/newsamsam.png)Spoiler (click to show/hide)
[Awesome tiles]Wow! Thank you!
[REACTION_CLASS:CALCIUM_CARBONATE]
tag, which disallows its use as ingredient for quicklime. Fortunately it is also possible to fix it in an existing save.
I've found a bug in inorganic_stone_mineral.txt in raws. The entry for calcite is missingCode: [Select][REACTION_CLASS:CALCIUM_CARBONATE]
tag, which disallows its use as ingredient for quicklime. Fortunately it is also possible to fix it in an existing save.
Sorry I disappeared for quite a while.I decided to post the img after I finish it,but life was getting busy and the progress was halted several weeks.
But,I manage to complete it.here it is.
<snip>
It has everyone that got a animalman form in the original critters.png
If I miss any of them,please reminds me.
Since it's moded from the original tiles,I don't consider this as my creation.I'm doing this only for pixel practice,and hopefully can serve the community a bit.
Awesome!
Would you like to join the DFgraphics group, where we can ensure this makes it back to the mainline packs?
http://www.bay12forums.com/smf/index.php?topic=155882
https://github.com/DFgraphics/DFgraphics
Updated (http://dffd.bay12games.com/file.php?id=11348) to 0.43.04
I'm just maintaining for new versions. I am not doing new art, I'll leave that up to others.
:( I have no idea how to add it into the games.
snip
Updated (http://dffd.bay12games.com/file.php?id=11348) to 0.43.04
I'm just maintaining for new versions. I am not doing new art, I'll leave that up to others.
GoldenShadow, you're doing a good job keeping this up-to-date and picking good tiles for creatures in the raws. Assuming Ironhand is okay with it, are you okay with your updated versions of Ironhand's graphics pack being included in Lazy Newb Packs?
Thank you. I saw your version had some fish tiles changed to the Ironhand fish tile where the GitHub version was using the shank of meat, so I thought you had made some improvements there, but I guess someone had just messed up the GitHub version.
While comparing your version to the GitHub version, I noticed that someone tried to fix a problem with lizard color when the new repiles were added, but it wasn't done quite correctly. I changed the tiles of all the lizards to match how Ironhand set them up.
Also, it looked like Ironhand intended some insects and birds to share a tile, but there were some new birds added since he stopped maintaining it, so I switched the new birds to use the same bird/insect tile instead of the snail tile.
I also changed some of the new fish to use the fish tile instead of the shank of meat tile.
You can get these versions of those /raw/objects/ files here from the links below if you want to use them. The GitHub version is still on 0.43.03, but these four particular files are compatible with both 0.43.03 and 0.43.04.
creature_birds_new.txt (https://github.com/DFgraphics/Ironhand/blob/master/raw/objects/creature_birds_new.txt)
creature_bug_slug_new.txt (https://github.com/DFgraphics/Ironhand/blob/master/raw/objects/creature_bug_slug_new.txt)
creature_large_ocean.txt (https://github.com/DFgraphics/Ironhand/blob/master/raw/objects/creature_large_ocean.txt)
creature_reptiles.txt (https://github.com/DFgraphics/Ironhand/blob/master/raw/objects/creature_reptiles.txt)
EDIT: Updated (http://dffd.bay12games.com/file.php?id=11348) with the new changes.
Try this version of the png file. It uses the same background as Ironhand's creatures.
I manage to figure it out too,it's the floor(or road) tile with some "glow" effect.
The 43.05 release of Ironhand graphics works with DF 43.03, but the easiest way by far is to download a package with everything preinstalled.
As far as I can tell, the tiles marked below are unused. One of these might be a good spot for a Pedestal tile.(tiles 10, 21, and 255)Spoiler: Ironhand with 3 tiles marked (click to show/hide)
Updated (http://dffd.bay12games.com/file.php?id=13283)
There there a version of this with TWBT?That really depends on what you want to use TWBT for. Any tileset can be used for your text font if all you want to do is use multiple tilesheets. Ironhand doesn't have to 'come with' anything to take advantage of the basic TWBT functionality.
I'll update it. Any thoughts on what icons to use for the new Altar and Dice?Spoiler: (Tilesheet for reference): (click to show/hide)
I'm thinking maybe the box thing for the altar and the asterisk for the dice.Spoiler: Proposed tiles: (click to show/hide)
It looks like the box thing is currently use as the food icon when you aren't using TWBT. And I can't tell that the asterisk is used for anything at first glance.
Some input from people who are more familiar with the game and this tileset would be helpful. These can always be changed later, though.
Updated to 47.03: http://dffd.bay12games.com/file.php?id=14804
If there happens to be anything wrong or off, please let me know.
The problem is that unless you use dfhack/TWBT, the up/down staircase, the letter 'X', Bins, and the cursor all must share the same graphic -- it's hardcoded. So, the ugly X is a compromise.Thanks for the explanation, I appreciate it.
Lookit me, crawled from the caverns, necrod a thread, double posting. I think i found my way to just the graphics pack files and updated by hand. I thiiiink i did it right. I havent used a computer for years now, and i dont even have a mouse. But i got the newest version of DF working, and it looks like i got the ol ironhand files copied in by hand also. God what a pain keyboard navigation is.
Urist is compulsive these days, too long in the caverns he spent.