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Messages - kaypy

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271
DF Modding / Re: CANOPENDOORS.... indeed.
« on: October 30, 2009, 12:58:47 am »
Are the doors locked? Or at least pet-secure? I think if your pets are allowed through, then the doors are 'ajar' and anything else can push em open too...

272
DF Modding / Re: Stonesense - The isometric visualizer, official thread
« on: October 30, 2009, 12:51:42 am »
Wagon concept


Will still be 'fun' breaking this into building chunks (for the starting wagon) and ***absolutely no idea*** how to make it work as a merchant wagon

273
DF Modding / Re: Stonesense - The isometric visualizer, official thread
« on: October 29, 2009, 11:17:46 pm »
My take on an uni omnidirectional archery target.
Eventually, we should be able to detect the orientation on buildings and so have multiple sprites. But in the meantime...

A developer has stolen an Archery Target!

274
DF Modding / Re: Stonesense - The isometric visualizer, official thread
« on: October 28, 2009, 07:08:43 pm »
Might I suggest having some sort of external file that tells the program what graphic to use for what creature?  While I'm not using any mods at the moment, I'm watching several that I may try soon, and I'd really like to be able to see the creatures in them, even if I have to create my own graphics.
Thats a pretty good description for whats going on. You currently [in the svn build] have to paste everything into the one png file, but the configuration is just xml tweaking.

http://code.google.com/p/stonesense/wiki/AddingCreatures

jonask84:  You should post a png the height and width you want and with a diamond shaped magenta area at the bottom showing ware the floor tile will line up with the graphic.
It's easy to do yourself. Center four pixels on the bottom row, expand by four per row you move up.

Anyway, just take a floortile from Sol's sample tileset.
I'm pretty sure Sol's set is where stonesense started off from- those look awfully familiar 8-)

That multicoloured wireframe on the right would make a pretty exact reference

Oh, by the way, even without svn software or building your own version of the app, you can see where things are up to by heading to the google code browser and pulling out image and xml files. (they wont run in the a2 stonesense, but they still give you an idea of whats going in)

http://code.google.com/p/stonesense/source/browse/

When's the next update  :)?
If you're desperate enough you can try to follow some of the 'build it yourself' guides, but if you wait a bit longer, jonask mentioned hoping for a weekend update

275
DF Modding / Re: Stonesense - The isometric visualizer, official thread
« on: October 28, 2009, 09:39:28 am »
I think I'm gonna go ahead and lay claim on all the machine stuff.  Hopefully I'll be able to get them all to link up properly.

Here's some I was already working on... If you want to improve on them, please go ahead 8-)



Oh... And I also made this abomination:



which combines being badly drawn with crimes against perspective...

I think something by nature of the perspective abuse is necessary - windmills shouldn't be flat - but hopefully someone can come up with something better looking...

276
DF Modding / Re: Stonesense - The isometric visualizer, official thread
« on: October 28, 2009, 06:13:26 am »
Ok, I now have a working process for building with MinGW

Spoilered for tl;dr
Spoiler (click to show/hide)

277
DF Modding / Re: Stonesense - The isometric visualizer, official thread
« on: October 26, 2009, 05:23:29 am »
Has anyone got this to build under MinGW? Its sufficiently similar to the linux approach to get me as far as linking, but everything falls apart there...

278
DF Modding / Re: Stonesense - The isometric visualizer, official thread
« on: October 25, 2009, 12:57:04 am »
Can I ask why we're still using ultra low-res tiles?
There's a trade off between detail and number of sprites you can pack on the screen. Same reason all the DF ingame tilesets are on the small side.

Add in that stonesense really needs to have the df window running as well and there's really not much room for detail.

279
DF General Discussion / Re: The mysterious suffocating door
« on: October 24, 2009, 11:38:25 pm »
My vote is that he got hungry, tried to eat the door, and choked.

Much more interesting than getting a punctured lung and dying while on the way to rest...

280
DF Modding / Re: Stonesense - The isometric visualizer, official thread
« on: October 24, 2009, 10:32:58 pm »
If someone wants a challenge, I could use an itsy bitsy vise attached to the upper left side of a bench (for jewellers, craftsdwarfs etc workshops - it has to be upper left because of the layout of the jewellers)

281
DF Modding / Re: Stonesense - The isometric visualizer, official thread
« on: October 24, 2009, 10:00:32 pm »
Man, if it's there and it's possible to vis it, I don't see a reason why not to ALLOW vising it :P

Well, for starters you need 4 to 8 times as much artwork...

And the dfhack library has only just gotten the ability to tell whether a critter is alive and actually there vs dead and long since hauled off to the refuse pile...

Feedback on these racks?
You had me fooled into thinking they were too large for a moment, but thats just 2x scaling. I think they are d*mn nice. Do you have the armor stand sans-background?

282
DF Modding / Re: Stonesense - The isometric visualizer, official thread
« on: October 24, 2009, 11:07:48 am »
And a tannery


283
DF Modding / Re: Stonesense - The isometric visualizer, official thread
« on: October 24, 2009, 11:00:16 am »
OK, bunch more stuff

butcher


clothier


coffin


loom


still


well


Die yellow boxes die die die!

284
DF Modding / Re: Stonesense - The isometric visualizer, official thread
« on: October 24, 2009, 03:28:06 am »
Oh I completely agree its not an issue of feasibility or technology, rather that don't NEED a serrated disc to build the workshop so it's inaccurate to show it.
Although *actual* circular saws are about 1700's tech, there's something about a giant saw blade trap that just seems thematically right.

285
DF Modding / Re: Stonesense - The isometric visualizer, official thread
« on: October 24, 2009, 03:24:58 am »
Some more workshops. They're a bit sparse, but we can add more later, and right now I'm mainly on a crusade to kill all yellow boxes 8-)



Mechanics, crafts, mason

I think that thing on the left in the mechanics shop is to put gears on for testing, but its mostly a 'hey, lets stick a pole here for want of other inspiration'

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