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Messages - Uthimienure

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4501
Mod Releases / Re: Dwarf Fortress: Fall From Grace 1.2
« on: March 28, 2020, 08:14:18 pm »
EDIT:  Ok, I looked in the raws and am guessing each "musket" is a different variety. The problem is how to pick the one I want to make... is the order in the forge's list the same order they appear in item_weapon_gun.txt ?
Got that partially figured out, no biggie.

Here's a baffling thing to me:  Can't make musketballs out of lead.
Would you mind adding this capability?
Or showing me how to do this myself?

4502
I like both of these options a lot more than the constructed-floor-look from mockups. I lean towards the meph one, if you could designate the border color I think that would make people happier too.  Could you place this one in the inside neutral background image?

Slight change:





I'm not a fan of the ropes and flags option. Trying to make it look like a physical thing makes me think it should take labor and resources to make and that takes more changes.
To piggyback on Pillbo's post, how about removing the outside border and just making it a collection of dashed-line squares (but more visible)?  It's simpler perhaps. This whole discussion started when I mentioned making the stockpile squares partially transparent. It has snowballed into elaborate (although nice looking) stuff that maybe has gone overboard?  I'm not sure what to think, actually. Sleeping on this may help us all.

4503
Yes, very werey!

4504
DF Suggestions / Re: graphical ramps
« on: March 28, 2020, 12:35:09 pm »
The artists are actively discussing things in this thread: http://www.bay12forums.com/smf/index.php?topic=173474.0
You're more likely to get feedback there, I think.

4506
Mod Releases / Re: Dwarf Fortress: Fall From Grace 1.2
« on: March 28, 2020, 08:27:13 am »
Now I have everything needed to make steel, yay!

In the metalsmith's forge, are the repeated listings for certain items like muskets, all the same because you replaced a bunch of vanilla items with "musket", or am I seeing several different flavors of musket?

EDIT:  Ok, I looked in the raws and am guessing each "musket" is a different variety. The problem is how to pick the one I want to make... is the order in the forge's list the same order they appear in item_weapon_gun.txt ?

4507
If we do hide them, my idea would be using borders. Transparency makes both sprites (ground and stockpile) less readable.



A thought... is it easy or hard (or impossible) to make the borders different colors based on the type of stockpile chosen when designated?
This isn't super important, it would just be the icing on the cake. You could see at a quick glance which pile is food, finished goods, etc.
Again, no biggie and not worth much time away from more important graphics tasks.

4508
Trust in Toady... he hasn't failed us yet. Heck, the game is still alpha... not even halfway to version 1.00  ;D

4509
Quote
Why do you want to see what is under your stockpiles?  I've never heard of using them for sapling growth prevention before.
I use them to prevent sapling growths a lot. ^^

No idea why you'd want to see what's underneath, I think it was more a matter of principle. Stockpiles are player-assigned zones, not dwarf-constructed buildings.

If you see what's underneath, you can color-code them by building different floors underneath.
Well, with floors under them, it's not a big deal... but I build stockpiles outdoors, and just about everywhere. I hate having to use "k" to see the underlying terrain. Either your borders or Mike's transparency would help with that, although the borders are my favorite. They could be a bit less like mini stone walls and even be partly transparent themselves, then I would be on cloud nine.

4510
If we do hide them, my idea would be using borders. Transparency makes both sprites (ground and stockpile) less readable.


I love this idea!   :)

4511
You could make stockpiles like zones, where they are only visible when you are in the menu. This could even be made a setting. Always visible vs. Only in menus.

An alternative going in a completely different direction would be to do something like those construction marking stakes, or those grids of stakes and ropes that archeologists use to mark off their sites. Basically have a little flag in each corner of the stockpile, with the color indicating the type of stockpile.



You would need to work out where to place the stakes, and how many to have along the sides of stockpiles, etc, but it seems easy enough to do. Basically offset the stake sprite to the sides/corner of a tile as needed.
I wasn't going to mention zones, because that requires coding changes, and I've read that future work by Toady is going to revamp zones and stockpiles anyway.

With your flags, that's not bad at all... but what happens when you have irregularly shaped stockpiles that flow around stuff... LOTS of flags?

4512
I'm sorry, but transparency results in something completely unreadable:

I think that looks fine, but that's the beauty of the world... everyone has a different way of looking at things  :)
What happens when it's placed over top of several different terrains, or is that what we're seeing? (It all looks like the same grass to me)

4513
Do you have an example of a stockpile that is placed over several different terrains so we can have a look at it?  Maybe I'm wrong, but doesn't the empty stockpile graphic completely obscure what's underneath?

After all, a stockpile is simply a "designated area" for storage, not a constructed platform or the like which would cover everything below. This is why I would prefer them partially transparent.

4514
Is it possible to make the stockpile tiles partially transparent so they stand out less?
They completely obscure the underlying terrain as-is, and are distracting.

4515
Mod Releases / Re: Dwarf Fortress: Fall From Grace 1.2
« on: March 25, 2020, 02:30:05 pm »
As often happens... I missed something!
I was letting that message 7 put me off.
Plots work as long as it doesn't say "blocked" in red.
Sorry for the trouble.

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