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Messages - RantingRodent

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16
DF Modding / Re: A Vile Force of Spriting Approaches (Beta2)
« on: November 21, 2010, 10:28:41 am »
are you scared yet?

17
DF Modding / Re: A Vile Force of Spriting Approaches (Beta now available!)
« on: November 20, 2010, 10:04:14 am »
New version released, compatible with .18. I also included the RawPatcher version of the mod in the package so that it can be applied to other versions rather than waiting for me to find the time to post an update. I'm hoping that the TrueType support improves soon, as I can't really get this pack fully out of beta until that's in better shape.

Now the next time you take the head off of a Bronze Colossus with a Fluffy Wambler, you can think of this:
http://www.youtube.com/watch?v=1KtHprxx2PA

Release notes
Beta2
- Added a unique sapling tile for Tunnel Tubes
- Added a Fluffy Wambler sprite
- Added a Cave Swallow sprite
- Added Purring Maggot sprites
- Added a sprite for splints
- New road/river sprites for worldgen. Also makes the crutch look more like a crutch
- New stair/bin tile. Cursor looks funny but I don't really care.
- New stockpile ground tile with some transparency and a pattern

18
DF Modding / Re: RantingRodent's Dwarf Fortress Raw Patcher (Out of beta!)
« on: November 20, 2010, 09:46:31 am »
Version 1.0 released! I cleaned up all of the bugs I was aware of, and I'm now using the tool to handle releases of my own mod. Please post any issues you encounter here. The tool outputs a log file into a RawPatcher subfolder of your Documents folder. Include that log with any issue reports, please.

19
DF Modding / Re: RantingRodent's Dwarf Fortress Raw Patcher
« on: November 14, 2010, 06:02:22 pm »
Updated to beta2. I fixed the problems with tags that occur multiple times, added support for explicitly adding and removing tags, subfolders work now, and it also remembers the last set of folders you used.

Check the first post or DFFD for details.

20
DF Modding / Re: .17 Token Extraction
« on: November 11, 2010, 05:59:24 pm »
Just noticed that "GHOST" was also added to the list of texture types in graphics_example.txt

21
DF Modding / Re: A Vile Force of Spriting Approaches (Beta now available!)
« on: November 11, 2010, 02:07:11 am »
It's a Raving Rabbid

Correct. I like to think they would make the perfect pet for tantrum-prone dwarves. BWAAAAAAAAH!

Your eCookie(s):
Spoiler (click to show/hide)

22
DF Modding / Re: A Vile Force of Spriting Approaches (Beta now available!)
« on: November 11, 2010, 01:11:19 am »
New Fluffy Wambler: . eCookie for the first person who can divine my source material.

23
Yeah, I've already looked there, but it doesn't tell me how I can specify a specific graphic or font tile to be used based on those properties. Nobody seems to know how to do this, so I need to do the research myself. I have time for the research, but not the time to actually find the creatures I need in order to do the research.

24
Hey everyone,

This is mod-related, but I'm a lot more likely to find what I need if I post it here, so I apologize for the slightly misplaced post. I'm working on my graphics pack, but my free time situation doesn't allow me to actually play a ton of Dwarf Fortress. I want to figure out how the graphics work for forgotten beasts and variant creatures (animal people and giant creatures which are not defined directly in the raws).

Can anyone please donate a save file or two to my cause?

25
DF Modding / Re: A Vile Force of Spriting Approaches (Beta now available!)
« on: November 09, 2010, 09:33:09 am »
BETA UPLOADED
http://dffd.wimbli.com/file.php?id=3376


Dwarf Fortress strikes RantingRodent in the free time!
The free time flies off in a bloody arc!

26
I will probably do a beta release this evening. I've got one or two issues I wanted to address first.

27
DF Modding / Can you specify graphics for creature variants?
« on: November 08, 2010, 12:10:56 pm »
Hey, does anybody know if this is even possible? If an Elephant Man or Giant Elephant are created by DF using the ANIMAL_PERSON or GIANT variation, what graphics/tile will the game use for the variant creature? The same one? If nobody knows, does anyone have a .16 save with a variant creature hanging around that I can use to poke and prod with? I haven't run into any yet.

28
http://df.magmawiki.com/index.php/Utility:Stonesense/Content_repository

If you go down to Jordix's stuff he has sprites for stonsense for tigermen....I know thats a totally different thing from a graphics pack but it may be a thing to look into?

Thanks for the idea. Stonesense uses its own crazy system to assign sprites to creatures though, and it seems to generally have more capabilities than the game itself does. I can't really learn anything from there, sadly.

29
Reviewing the raws, found out that fairies and pixies were added. I also recoloured the Sasquatch and made the existing grey Sasquatch sprite a Yeti. That wasn't intersting enough to post though.



Question: Is it even possible to assign sprites for animal men now that they are creature variations instead of their own creatures?

30
These are the last three non-vermin underground creatures. I'm not going to be digging in and getting the mod ready for release. I'm really hoping to be ready for launch tonight.

Spoiler (click to show/hide)

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