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Messages - burned

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166
Tilesets and Graphics / Re: Graphics Set Challenge: Vanilla Visitors
« on: January 05, 2016, 03:22:18 pm »
Wouldnt it make most sense not to make a unique sprite for each, but a spriteset with icons for all professions, and the copy+paste all creatures into those? It would be better than nothing, and so much less work.

You just make an icon for all professions, once. And use it as a template to add to the creatures.

For me, the tile is the icon. If I came up with a "Hammerman" icon, I might as well draw him holding a hammer. Especially since I'm working with a 12x12 pixel canvas. I'd also want to avoid mystery meat navigational icons, so to speak.

I begrudgingly ignored that last thought with a few of the giant animals I use and it still irks me.


167
Tilesets and Graphics / Re: Graphics Set Challenge: Vanilla Visitors
« on: January 05, 2016, 02:53:30 pm »
I can't say for sure, but I know that elven woodcutters are possible if they use your civ's

ethics, so presumably all jobs available to the civ they're attached to are available.

Good point.

Btw, Burned, I saw you had made some graphics for slug men in your own thread. Were you

planning on linking them here? :)

But I haven't reached the holy grail!

Seriously though, I originally planned to give them professions, but I decided against it. So below is some of what I did make for myself.


Note: They do have child, animated, and ghost tiles, but they aren't shown in that snapshot. Also, anything not represented would default to the first tile in the first row.



168
Fixed in the next version by suppressing script errors for the WebBrowser control.

Awesome! I really appreciate it.

169
Tilesets and Graphics / Re: Tile-set Graphic Issues w/Text
« on: January 03, 2016, 09:00:46 pm »
It does sound like a reliance on a DFHack feature based on what LeoCean said.

All tilesets have similar issues.

I am not sure how many you tried or what size you are looking for, but there are plenty of character tilesets that do not alter the characters that often represent the ground ( ,.`' ). You could find one you like and even take it a step further and tailor it to your aesthetics.

170
DF Gameplay Questions / Re: Cannot activate box select
« on: January 03, 2016, 01:20:00 pm »
The "internets" are wrong . . .

0_o

Thanks for the answer, I'm talking about the box select you can find at the bottom of the "designation" menu. In his video https://youtu.be/nQFZ1ODKVlQ?t=7m50s, he is talking about it at 7:50 and you can see him turning it ON.

While looking for that, I actually managed to turn it on myself so... I guess I answered my own question. Although I don't understand why it's working like that: My computer is configured in azerty(belgium), the game understand that and cause no troubles when I try to use the "m" key in other menu but for that particular purpose I have to use the "m" key as if my computer was a qwerty. (as for the 79 videos, I'm at 19 xD I don't think I'll watch them all, but at least until I see a fight.)

thanks for the help and see you  ;D

I am not familiar with DFHack which is where I believe this "box select" shortcut is coming from. I'm positive you can designate tiles using the mouse without DFHack, it just works differently. It will designate a single tile which is not what you are looking to do.

To avoid this in the future, you can "box select" the vanilla way to avoid that particular key combination. Specifically you want "To designate an area select the desired designation from the menu, pick a tile and press Enter to select one corner of a rectangle, then pick a second tile and press Enter again to mark the other corner."

171
I recognize that you're quick to give credit to Parker147, but thanks for continuing this Kromtec!

In regards to the program, I keep getting script errors. I'm positive it's because I don't have IE anything installed and you clearly state, "To display the new population chart correctly you will need IE9+ rather than IE7+ as previously."

It still works well enough (I just don't get the fancy graphs, etc), but I hope there is a way to turn off the script error from popping up every time I navigate to a page in the program. Most of the instructions I've read point me to turn it off in IE (not installed) and I did "Disable script debugging (Other)" under Internet Properties > Advanced > Browsing to no effect.

It's a minor annoyance to an otherwise great program.

Thanks again regardless!

172
DF Gameplay Questions / Re: Cannot activate box select
« on: January 03, 2016, 02:01:55 am »
Is the "shortcut on screen" on the game screen or a shortcut displayed "on screen" in the video? More Specifically what are you trying to do in the game?
Change your embark size? Suspend a designation? Neither of these require Alt, but they are the only things that come to mind that might be in a tutorial.

I'm running 7 (as you are) and I've never run into that issue. According to the internets Shift + Alt cycles through languages in Windows 8.1 and after not before. Maybe a Windows update you installed added this shortcut to your version of 7. At the very least, maybe you just need to turn it off so it doesn't interfere with what you are trying to do.

I'm not familiar with the DAS24680 tutorials (*googles* 79 videos! Yikes! At least he provided topics by title, heh).

I'm also not familiar with the Starter Pack let alone shortcuts it might have. If it is a related to the Starter Pack you might want to try their thread for an answer.

Sorry I couldn't help more. My muscle memory isn't jogging anything in regards to pressing that key combination in game . . . ever. And I don't really understand what "box select" you are trying to "activate."

173
Tilesets and Graphics / Re: Graphics Set Challenge: Vanilla Visitors
« on: January 01, 2016, 11:59:02 pm »
PTW.

Anybody got a list of all the creatures that may show up as residents? I know all the animal-people can. Plus Gorlaks and Plump-Helmet people. Some intelligent creatures that do not travel may have professions as well, such as Ogres and Trolls owned by Goblins.

The file changes.txt reads as if Gorlaks and Plump Helmet Men are the exception. Outside the animal men they are the only creatures who currently have [LOCAL_POPS_PRODUCE_HEROES]. Besides, Ogres are as civilized as Yetis and Trolls are just goblin sheep ;]

On the topic of this thread, the subterranean animal people professions are restricted like the kobolds in the entity_default.txt
Does that change if they are citizens of your fort?


174
Tilesets and Graphics / Re: burnedfx Graphic Set [12x12 / 24x24]
« on: January 01, 2016, 11:19:06 pm »
I don't get it, it looks great in your pictures but crap in my game. I even changed the tileset to yours, but the graphics still look... blurry.


EDIT: Nevermind, I'm an idiot. I followed the instructions and it looks good now.

Vorox, my apologies for not jumping in to help sooner. I was away for the holidays and I just got settled back in. It sounds like the texture parameter just needed to be NEAREST, but whatever it was I'm glad you figured it out.

Regarding the 42.04 update (phew!), I posted a new snapshot in the OP and I thought I would post the change log here since it wasn't your typical update.

January 1st, 2016 (DF 0.42.04)
**  Updated Optional Raws for 42.04
**  Added 15 new giant animals; changed the way giant animals display
**  Added dwarf mode and adventurer mode specific tiles for the following:
     Amphibian Man
     Ant Man
     Bat Man
     Cave Fish Man
     Cave Swallow Man
     Leech Man
     Olm Man
     Reptile Man
     Rodent Man
     Serpent Man
     Slug Man
     Snail Man
     Tiger Man
** Note: Toady renamed a few creatures in the 42.04 update (e.g. TIGERMAN is now TIGER_MAN, TOAD_GIANT is now GIANT_TOAD, etc).
   While this set is still backwards compatible with older versions of DF, a few creatures might not display properly if you
   are using this set with an older version.


I also added 13 new screenshots on the download page for a total of 23.The top 13 are using BFX Bone color scheme and the rest are with BFX color scheme.




175
Tilesets and Graphics / Re: Graphics Set Challenge: Vanilla Visitors
« on: December 20, 2015, 02:33:45 pm »
Could you post an example with one creature? Just the graphics.txt file.

There's a graphics_example.txt that is located in the raw > graphics folder.

176
This may have been already answered somewhere.. but please help a newb out. How does one use this? I downloaded the file, and pasted things where I thought they should go, but now all I've got is regular DF graphics with a new color scheme.. Though I do rather like these colors, how do I make DF use the new graphics? Please and thank you.

It sounds like you figured out most of the steps, but the one you're missing is the need to update the init.txt file. In this case you'd want to use "dsom.png" or "dsmo20.png" depending on your size preference.

Hope that helps.


177
Tilesets and Graphics / Re: Graphics Set Challenge: Vanilla Visitors
« on: December 16, 2015, 11:45:02 pm »
Differentiate among civilized sapients by general profession

On that topic, how does vanilla handle this? Do you already get differently colored tiles depending on the profession?

I didn't know, but I just tried and no, it seems not.

(Sadly) the ADVENTURER tag only recognizes weapon skills, BUT it does work perfectly with animal people (RECRUIT, WRESTLER, SPEARMAN, etc)


The color may not change with the default tile in fort mode, but if there was a tag specified for a particular profession for that particular race (much like the standard races) it should change at that point.

If someone could point me to a fort save that already has a few animal people I would appreciate it. Preferably a vanilla save, but I'll take what I can get.

edit: It looks like we'll have to wait until the next version to test beyond the ADVENTURER tag.

178
DF General Discussion / Re: Outcasts Everyware!?
« on: December 16, 2015, 05:27:43 pm »
Somewhat relatedly, I'm seeing some outlaw animals after playing in the world for a while. Not just in my retired fortresses, but it seems to be pronounced there.

Spoiler: Examples (click to show/hide)

Either the duck outcasts broke DUCK LAW, or it's just the game's way of referring to something else. Those fortresses don't have taverns because I'm bad at the game, BTW.

You're probably right. Perhaps most criminals are outcasts, but outcasts are not necessarily criminals.

Are both of those your forts? If so, did you retire them or abandon? Also, is your parents civ still alive?

179
Tilesets and Graphics / Re: [0.40.24v00] Phoebus' Graphic Set
« on: December 15, 2015, 10:51:37 pm »
Evrett33,

Perhaps your words are difficult to parse, because your complaints don't match what those settings are for OR TWBT uses those settings as a "hack" if you will in a way that was not originally intended. . . in vanilla PRINT_MODE has ZERO to do with any character tileset or creature tileset and everything to do with the OpenGL code introduced back in 34.04.

Button's post points you in the right direction regardless of what version you originally meant.

In other words, try this thread.

If no one can help you there maybe the problem is not with TWBT; perhaps the problem is ungratefulness.

180
DF General Discussion / Re: Outcasts Everyware!?
« on: December 15, 2015, 01:54:49 pm »
So the world gen ended with a human civ on the brink of death.. they have had 20 generals in 200 year and the culture seems to be a hate for law and rules and theres barely any of them left, half the towns are ghost towns or ruled by bandits or killing eachother, Its basically the wild west filled with almost as many outlaws and criminals as normal people.. this is what the opulation looks like.

- 342 Humans
- 248 Outcast Humans
- 348 Goblins
- 222 Outcast Goblins
- 112 Konolds
- 85  Elves
- 22  Dwarves
- 31  Outcast Dwarf
- 27  Outcast Elf

What exactly is a outcast and how will i be interacting with them.

An outcast is a criminal belonging to a particular group. Your numbers could mean that there are a few large criminal organizations or a bunch of smaller gangs. You'd have to check the Legends mode for specifics, but those "outlaws and criminals" you mentioned are the outcasts.

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