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Messages - Vanst7

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31
Utilities and 3rd Party Applications / Re: DFHack 0.40.13-r1
« on: October 28, 2014, 12:56:47 pm »
I though about something like that at some point a few years back and made some mockups.

It would certainly make recognizing health issues at a quick glance easier, but at the very least you would have to separate mannequins for blood vessels, nervous tissue, skeletal structure, and organs plus skin to keep it reasonably clear.
Blinking could be used to denote injuries.

Spoiler: old mockups (click to show/hide)

As it has been mentioned though, this would be quite the work to do. I'd reckon you'd need 4 (as per separation mentioned above) generic mannequins for vertebrates (skull, 4 extremities, tail), several for arthropods with various # of extremities and some more for mollusks and similarly diverse animals. That's 20-30 compound images that have to be created, every one with all possible wound "overlays".

WOW CLA, this is genious! You should suggest that to Toady for the Dwarf health screen. It's amazing.

32
I have a suggestion, it is possible to add way for some tiles to not use in game color but the tiles one's? Pretty much like what you can do in vanilla game with creature graphic. I'm currently trying to make a different graphic for every type of grass, but since you can use only 2 color, it is a little bit hard for me to get the real color i want. Kinda like a switch you could put on some overides to turn off in game color.


33
Utilities and 3rd Party Applications / Re: Putnam's DFHack scripts
« on: October 28, 2014, 05:02:57 am »
Why does the first page of this thread make Google freak out and say there's malware?

lol, just tried and i get a kind of red warning page about security.

34
Utilities and 3rd Party Applications / Re: DFHack 0.40.13-r1
« on: October 28, 2014, 02:41:45 am »
They aren't really categorized (as far as I know). There is a loose categorization on the wiki, but that's by no means rigid.

The question I have for categories is about the outiers, for example, where should Building Designer or Record Keeper go? Should there be a medical skills category? I was thinking the break down would be;

Labor (all the hard labor stuff)
Administrative (things like Record Keeper, Organizer, etc...)
Social (things like Negotiation)
Medical (all medical skills)
Military (all military skills)

But is that too many categories? And what about strange ones like Alchemy, Swimming, etc... Thoughts?

These categories are great, for the others skills that dont fit in it maybe just add a misc category for them? In what order you gonna place them?
1 Labor, 2 millitary, 3 medical, 4 administrative and 5 socials?

Another suggestion, well maybe a lillte bit weird but i thought for the health status adding a kind of stick figure representing the dwarf, maybe like that:

  O
_/|\_
   |
  / \
 -   -
When all part is green it mean hes in good shape, and add color to body part when they are missing or bruised etc..

Edit: personally i would put record keeper in administrative, and building designer in a misc category, maybe. Well Palu was kind of right, they kinda already categorized on the game. But using these category from the game would be too much. In game there a category for the engineering skills, maybe add that?

Edit2: If a skill is not activated on a dwarf and have experience on it, is it gonna be shown on the list?

35
Utilities and 3rd Party Applications / Re: DFHack 0.40.13-r1
« on: October 27, 2014, 01:05:00 am »
Thanks for your help with the syndrome thing expwnent, got that working right, and got the class system working correctly as well (before it was just a place holder label, not it is a proper list). I also added a flag so if you aren't using my class system, you can just turn the display off and get that extra space back (instead it would just say 'None' and give you a lot of zeroes).

Here is the updated look
Spoiler (click to show/hide)

I may exchange the word Permanent for just a P or something since it is adding extra space that doesn't really need to be there. As always if anyone has any thoughts I am open to suggestions. I think I want to put some basic health information in the upper right corner (age, happiness level, health condition, maybe put up the sleepiness/hungry timers).

Is there anything else people would like to see on there?

Skills that are rusty, or very rusty, in a different color?
That's a pretty good suggestion, do we know the amount of rust_counter that describes each level of rustiness?

Other than that I am pretty content with where it is and where it is going, so I will probably release it to the public soon. Keep up the good suggestions!

Loving this so far. That's the kind of plug-in i would definitely use. A suggestion, is it possible to sort the skills, so the highest level skills are at the top. And maybe seperate them by 3 category, one for the work related skills, one for the combats skill and the other one for skills like negociator, comedian etc..

36
Tilesets and Graphics / Re: Community project - TWBT - 24x Graphic set
« on: October 23, 2014, 07:03:18 pm »
Hmm I do like those walls, I can't tell if they are smoothed or engraved though. I'm guessing that small outline may be the only thing that would change when engraved but I'm not sure and even if that was so it'd be what I'd expect/ would think looks nice.

 Idk if I could get use to those floors though they stand out but I much prefer floors that mash together and look like they fit together the ones you are using are acting like separate entities in my mind. I'll never like that stone flooring but it's not what I like that matters. :P

I think it'd look nicer if you used a background for those objects that you have no backgrounds for the chests and rocks anyways because that pure black background on all those objects is quite dastardly.  :P But that's from a guy who doesn't play with text based graphics like you are currently using (the dwarves and creatures). I did like the grass though.

The issue with the doors can be fixed by just lowering the top of the door a little it's not to big of a deal and may not be that noticeable ingame but when you notice it, you can't unsee it.

Sorry, that i didnt repond to your post in my last update. I was in a rush before going to work, i was kinda late.

These walls are not engraved now, i just hope theres a way with TWBT to make graphics for walls engraved separately. If not then idk what i would do =/.

Ya, i do try a lot of design for floor until i find something that looks good. I was sastified for now but something was wrong with them but i couldnt point out what. With your post, i realised whats wrong with them, and you're totally right. Came back with the other floor for now. Most of the items right now, use the ASCII from Bisanam, i plan on doing them. I dont like it either when there black background behind them.

Ya, would try that with the door, i did mess around with it but it always look out of place.

Ohh, the leaves and grass look pretty good now.

Thank you!

The new shrubs and rocks look cool, only problem is they look like they are taken from a another game and that could cause problems.

Hum, dont know what you mean. Do they look out of place or do you claim i stole these graphic from another game? I didnt stole anything from another game. I do follow some pixel art tutorial on the net, and use some graphic as example. My result look always worse then the original, unfortunatly. If you want, i can show you on what i based the bush and rocks on. You would see that the original looks way better then what i did.

37
Tilesets and Graphics / Re: Cube Fortress - 16x Tileset
« on: October 23, 2014, 06:41:26 pm »
Love the look of this tileset!

Would you mind uploading it to http://dffd.wimbli.com? Mediafire isn't working for me.  :'(

Updated first post with a link to DFFD. I wasnt sure if it would interest anyone when i posted it, thats why i didnt uploaded it to DFFD. Theres still some change that i would like to make to this tileset, unfortunatly i spend too much time on my other tileset.

Thanks to every nice comment here, appreciate it.

38
Tilesets and Graphics / Re: Community project - TWBT - 24x Graphic set
« on: October 23, 2014, 05:08:09 am »
Suggestion:

Try to make walls, ramps, etc darker and more saturated as compared to the ground/floor around them.  Just a basic principle to help with the illusion of depth.

Ya, that would make sense. I just followed what the other graphics sets did, which all seem to have the ground darker then the walls. But having the ground darker would probably make it easier to see items on the ground, i don't know. If i make the gound lighter, furniture would have to be darker which could cause some problem.

Another small update: I decided to not go for a top view for everything, which cause me a lot of problem on some furniture. While working on them, the mess from the outdoor started to annoy me, so i decided to make some change on them. I removed the dark color on the grass that was making the grass look like a chessboard. Changed the schrub that looked like 4 leaves. Tried a new kind of leaves for the trees. I decided too, to remove the flower, they were confusing and made the exterior kinda busy, making hard to find saplings and bushs. Anyway when i made them i didnt knew they were actually flowers that grow on the grass.

Spoiler (click to show/hide)

39
Tilesets and Graphics / Re: Community project - TWBT - 24x Graphic set
« on: October 22, 2014, 12:27:57 am »
I really like the walls, but the doors don't fit with them. Change the outline of the doors probably?

And the block wall is supposed to be more smooth, right? Less claimable anyways... It could be different bricks? I like the walls how they are actually.

The bricks around the door look out of place?. It's because the image i used as example. (http://vanblam.deviantart.com/art/Stone-Door-Way-206507799)
I wanted to give them a more rocky door feeling. I think you're right,  i should change that.

40
Tilesets and Graphics / Re: Community project - TWBT - 24x Graphic set
« on: October 22, 2014, 12:13:43 am »
Tiny update:

I decided to start working on the walls. I wanted them to have some '3d effect' on it so they would actually look like proper wall. The problem is the natural stone wall was looking like flat floor beside it. So i decided to go for flat walls. The whole design of the graphic set right now, is mostly from a top view, i want to continu like that, but this cause me some problem on some item. Some of them are hard to make from the top view and still be distinguable.

I did the walls like bricks but i saw that on TWBT, contructed wall can have their own tiles. I don't know what to do. Brick walls would make more sense for contructed wall. Unless i make some other kind of bricks for the constructed walls. I hope theres a way to have seperated tiles for wooden and stone contructed walls and floors. I didnt see if that was possible.

A screenshot of the walls currently:
They still need some ajustment i think.
Spoiler (click to show/hide)

EDIT: I don't know why, but all the screenshots i posted so far, they seem to be distorted in some way. The picture i have on my computer is fine. I guess the hosting site kinda distort them? Seem weird. Nevermind, my browser was zomed in. Making them look distorted.

41
Tilesets and Graphics / Re: Community project - TWBT - 24x Graphic set
« on: October 20, 2014, 08:01:25 pm »
I can understand where you are coming from.

I'm certainly not one of the more talented people, but I would love to help, despite my inexperience as a pixel artist.

I'm still learning how to use TWBT as well. Is there any specific tile you would want someone to work on?

I'm pretty sure you more experienced in pixel art then i am. ^^
I'll provide my DF folder so you can see what i have done so far. And maybe could help you, by looking at the overides, learn more about TWBT. Feel free to change anything, or work on new thing.

DF folder pre-installed with the tileset and with a save i've been testing with: http://www.mediafire.com/download/ebun8v2zdwkto3k/testing.7z

Love this tileset mate~ PTW +1 and all that

Thank you buddy!

42
Tilesets and Graphics / Re: Working on a tileset - TWBT
« on: October 20, 2014, 03:42:52 pm »
Small update:

I'll admit i didnt work that much on the tileset these last days. Just tried to make all the rocks wall and floor. Got 9 types of rocks wall and 4 types of floor. They arent so great but i think they better then the last one i had.

Spoiler (click to show/hide)

And tried another kind of grasses.
Spoiler (click to show/hide)

I just want to make this update to let you know what i wish from this tileset.

I dont want it to be my personal tileset but become more of a community project where everyone can provide tiles to it. There a lot of tiles to do with TWBT and theres even more talented peoples on this forum. Just by looking at all the great tileset that has been done or the amazing work from the Stonesense guys. This game need a higher resolution tileset, most of the graphics set are still 16x. So if peoples could contribuate to a community tileset it would be great. Even if its to replace my tiles, i dont mind. I know a lot of them doesnt look great.

I'm pretty sure some people doesnt have the time to focus on a tileset by their own, so if we could put our hand together, i'm sure we can achieve a great tileset. I wont take any credit for others ones work, the initial plan for this tileset was to give something to the community. Ive been silently following this game for a long time now, using many of the great graphic set and tileset, and just wanted to contribuate back to the community.

I dont think this will be a great tileset if i do it on my own. All the time i've been put on this tileset, i just wished someone more talented  would release one so i can't stop working on it.^^

43
Tilesets and Graphics / Cube Fortress - 16x Tileset
« on: October 19, 2014, 05:40:56 pm »
Hello guys, this is the tileset i currently use when i play Dwarf Fortress, i thought i could share it in case it interess anyone.

This tileset is grid based, simple and try to keep the ASCII feeling in it, in some way and try to make it easier on the eyes. It started with as a base the tileset from Marble Dice and the Lee's Colour scheme.

I recommend using it with TWBT but it doesn't contain any overides, so it will works with vanilla DF too.

Some pics:

Spoiler (click to show/hide)

Some raws has been changes:
All stones now use the tiles 178.
All ores use the tile *.
All soils use the tile 176.
All flowers ,pollens are changed to use the same tiles as the leafs and twigs.

Download link (MediaFire) : Cube Fortress
Download Link (DFFD) : Cube Fortress

44
Tilesets and Graphics / Re: Working on a tileset - TWBT
« on: October 16, 2014, 12:28:30 pm »
that's.. interesting.
you better ask mifki
i remember something like that in 3.43 (main branch), but i'm using twbt-nextgen and never experienced that
If I recall correctly, TWBT only redraws tiles that would change in vanilla.  Scrolling in a way that changed a tile into something else using the same glyph (like snow and water) wouldn't trigger a redraw.  mifki might have switched over to redrawing the whole screen each frame, I'm not sure.

Yep, it's a problem.. it won't update tile if neither glyph nor its colours changed. Do sand / snow / brook tiles have the same colours as well? It's not an option to switch to whole screen updates, so I don't know at the moment how to fix this:(

Ya, the biomes i embarked was a tundra biomes. Sands, grass, rocks would use the snow tile 247 ≈ white. If the brook is in ice, it can be covered with snow and would be seen as that tile too. I think the way to counter that, would probably to use the same tile for sand and water without the overide.

45
Tilesets and Graphics / Re: Working on a tileset - TWBT
« on: October 15, 2014, 12:27:58 pm »
Ok got some screenshot of what it does in game in snow. Right now only sands got overides for snow.

On this one you can see the sands as snow and to the right there is a brook.
Spoiler (click to show/hide)

Then i moved 3 times to the right. The sands seem to follow me as well as the brook. You can see by the trunk that i moved to the right.
Spoiler (click to show/hide)

And then if i use the 'K' keys everything come in there place.
Spoiler (click to show/hide)

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