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Messages - Vince

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31
Tilesets and Graphics / Re: Ironhand's Graphics Set (0.31.18 version out!)
« on: November 28, 2010, 07:07:30 am »
How are the chances of having different icons for ores and stone (depending on their value) now?
You know, the thing I have been constantly bugging you about... :D

32
Tilesets and Graphics / Re: Ironhand's Graphics Set (0.49!!!)
« on: September 25, 2010, 01:32:09 am »
I just embarked in a cold region - and everything looks more like ash-land then snow.
So yes, we've got to do something about the colors! :)

Besides that, awesome new version, yay! :D

Edit:
Oh and because I didn't mention it a whole lot of time: Ironhand, I fear I STILL prefer the sorted-by-value stone/ore tiles ;)
(The rough-hewn gems are perfect, btw, I love them!)

33
DF Modding / Re: Blood spatter removal in Linux to save FPS?
« on: September 16, 2010, 07:38:30 am »
You could use Wine or upload your save for a Win user to delete the splatter for you.
Although I don't think the splatter affects the framerate that much.

34
Tilesets and Graphics / Re: Ironhand's Graphics Set (0.48 released!)
« on: August 22, 2010, 04:02:08 am »
Is there a key anywhere that shows what each ironhand tile is?

http://dffd.wimbli.com/file.php?id=2113 use this :)

35
Tilesets and Graphics / Re: Ironhand's Graphics Set (0.48 released!)
« on: August 20, 2010, 09:17:52 am »
Better than the talking-skull-from-Planescape :) But I still think it looks out of place in a realistic set. Maybe you could make a proper 'pile o' bones' that looked like a picked over corpse.
I agree.

36
Tilesets and Graphics / Re: Ironhand's Graphics Set (0.48 released!)
« on: August 19, 2010, 08:00:14 am »
something you said about "He can't do as much as you want" and deleted before I could quote.
Nope. He has NO ACCESS to this information. That's how programming works - encapsulation.
He doesn't even have the full source code of Dwarf Fortress!


37
Tilesets and Graphics / Re: Ironhand's Graphics Set (0.48 released!)
« on: August 19, 2010, 07:03:36 am »
So, i am afraid, because, shining dx10 DF is not exactly main thing to do, while whole lots of things are needed to be done first:
- soap fixes,
- new GUI for handling i.e. 45 types of plants in LOGICAL way(SORTING! - absolutely neccesary, imo),
- new GUI/overlay elements - i need MORE pernament info in screen(mood of chosen being, statuses etc) - i am aware how many things are going on ingame - problem is - i CANNOT READ about it(that's why i was horny about idea of bubbles AND question about how much can we log), cannot see it, etc.
Well, no one here can do anything about this.
All programming is Toady's work. He just outsourced the graphics part to Baughn and co. And he can't change the GUI (well not so much as you want ;D) .

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masses of brainless consumers
As if they would have fun with DF, where losing is fun. :D The gameplay will not change.

38
Tilesets and Graphics / Re: Ironhand's Graphics Set (0.48 released!)
« on: August 19, 2010, 05:08:00 am »
I don't say that it's bad, it just looked like that :). I have DX10 compatible cards on 2 PCs but my Laptop won't handle it, so it's not critical but a bit sad.

I agree to that. :)

But this situation has always happened and will always happen with computers.
"Ah, I need a CD drive now!" "Oh, I need a 3D accelerator now! "Ah, I need DX10 hardware now!" and so on.
The problem here is that DF still looks like a game from the nineties, so we don't see the hardware hunger justified.
"It has shit graphics, why do I need a good gfx-card for it?" Well, because gfx-cards with their shaders can do more than just graphics.
Hell, our university even uses a rack of PS3 for parallel computing.
Of course, we wouldn't REALLY need the shaders if Toady implements some things, but he has better things to do. :D (That villages are SO AMAZING!)

39
Tilesets and Graphics / Re: Ironhand's Graphics Set (0.48 released!)
« on: August 19, 2010, 05:01:44 am »
Quote
It requires directx 10-capable hardware.
All right guys, maybe let's forget about it then.
It's becoming ridiculous a bit now.
Actually, my only need is having nonrestricted tile assignement(any number OF TILES) system.
That's Toady's part and it will be done. And you certainly won't need DX10 Hardware for it.
Vote for "Full graphics support" here, if you haven't already :)
We just try to have it earlier, which is hard, and needs the hardware, don't forget that.

Quote
It looked like this:
(D)esigner: This car can have a TV!
(C)rowd: Yay!
(D): Also it will have a rocket engine!
(C): Yippee!
(D): Also it can fly and swim underwater!
(C): Awesome!
(D): It will cost 10 million dollars.
(C): ...

Let's not forget that we are trying to work around given limitations here.
It's not that DF would necessarily need DX10 hardware to show some eye candy (like a tile for everything or "surrounding-aware" tiles) if some things were implemented from the start.

40
Tilesets and Graphics / Re: Ironhand's Graphics Set (0.48 released!)
« on: August 18, 2010, 09:45:06 am »
The only argument against it right now is that I'm not sure DF really warrants that level of time investment. Rarely do you need to zoom out in order to do anything.

Viewing megaprojects, planning, using it as a map/for a screenshot...
But right, you won't really PLAY in that perspective.

41
Tilesets and Graphics / Re: Ironhand's Graphics Set (0.48 released!)
« on: August 18, 2010, 07:32:41 am »
Baughn: I think Deon means switching to a different tileset when zooming out and switching back when zooming in,
so we can use icons instead of downscaled graphics when zoomed far out. Like making a 3x3 workshop to a little symbol or something.

Zooming in seems to be covered if you downscale the "fully zoomed in" 64x64/whatever tileset like you said, but switching the tileset here can do some good, too.
We could use "iconized" chests and so on in default view and when we zoom in, we see a super-detailed view like in the mockup I posted (source: unknown by the way).
I doubt every 64x64 tile for maximum zoom level looks good downsized when zoomed out - not because lanczos is bad, but because it is too "natural" and so too indistinguishable from afar. It all becomes a blend of earth colors.
Example: Gems in a rough wall. They would have to be really HUGE and unnatural on the 64x64 tile, so that we see them at all on 16x16.
Example 2: Mason's workshop. default zoom level: like we have it now a bit "iconized", zoomed in: super-detailed, realistic, zoomed out: an icon
http://img683.imageshack.us/img683/7305/newcanvasiz.jpg

But you have most of it already in your code, so: HOORAY! :D

42
Tilesets and Graphics / Re: Ironhand's Graphics Set (0.48 released!)
« on: August 18, 2010, 05:32:10 am »
Just got an idea:
Different tiles for different zoom levels? Would that be possible?
So we could have something like this if we really wanted (minus the perspective perhaps)?

43
Tilesets and Graphics / Re: Ironhand's Graphics Set (0.48 released!)
« on: August 15, 2010, 11:52:11 am »
Pretty sure OpenGL doesn't guarantee anything about rendering order anyway.
*nods* Transpancy and draw order. That topic is worth it's own chapter!  ::)

44
Tilesets and Graphics / Re: Ironhand's Graphics Set (0.48 released!)
« on: August 15, 2010, 10:50:26 am »
any concerns about eventual performance hit is around: laptops with intel chips, netbooks, umpc's, etc. - anything that uses integrated gfx card;
It will be more likely that it won't work at all on those machines.

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I am not using that device for DF, i explained my reasons already.
Are you sure that beast has not some decent kind of power saving?

45
Tilesets and Graphics / Re: Ironhand's Graphics Set (0.48 released!)
« on: August 15, 2010, 06:14:08 am »
Absolutely beautiful!
A shame, that trees don't have the correct size in DF to begin with.
Hm... Maybe we could do the same "semi-multitile" thing for trees, too?
So that the "tree tile" from Vanilla DF just represents the trunk and we display a 2x3 or something tree at that place?

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