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Messages - Caldfir

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271
DF Modding / Re: Stonesense - Official thread
« on: March 09, 2012, 03:09:55 am »
Okay.  Clothed dwarves are the next thing on the agenda.  Going to be a bit of work, but I have a baseline to start from right now.  This is so much incredibly more successful than my previous attempt.  Dwarves look good down to 64x64, and are recognizable down to 32x32.  So much better than my previous attempt. 
Spoiler (click to show/hide)

Going to try to power through the list of equipment types before I even think about she-dwarves.  Cannot overestimate how happy I am with the way these sprites scale. 

272
DF General Discussion / Re: Future of the Fortress
« on: March 08, 2012, 02:15:13 pm »
will the new pet stuff also include [MOUNT] tags and mount training for fort mode? :x
mounted combat is scheduled for a rewrite in release 7 of the caravan arc

The ordering is subject to change, but mount use is planned as a semi-major rewrite so it is unlikely to be bundled with pet training fixes.

273
DF General Discussion / Re: Future of the Fortress
« on: March 07, 2012, 01:54:22 pm »
@devlog

That is... the best possible solution to the dungeon master/exotic pet thing I could think of.  That sounds like a very fun and !!fun!! system.  Better than I hoped - really looking forward to armies of jabberers :D

274
DF Modding / Re: Stonesense - Official thread
« on: March 04, 2012, 02:05:42 pm »
Indeed - this is equal parts exciting and terrifying.   

Exciting because of all the possibilities it allows (not to mention just plain being a convenient way to inspect equipment), and terrifying because, hot damn that's going to require a lot of art to bring to its full potential. 

275
DF General Discussion / Re: Titan e_o
« on: March 04, 2012, 02:00:06 pm »
If it had poisonous blood, you have already lost. 

276
DF Modding / Re: Stonesense - Official thread
« on: March 01, 2012, 07:39:43 pm »
Alright, large sprites are going well I think:
Spoiler (click to show/hide)

I think I'm going to continue trying to round out domestic creatures and underground monsters, with a preference for creatures that don't yet have any sprites (like goats and water buffaloes) and creatures that are very common to see.  I wish I'd sponsored mountain sheep last year, because I really like drawing horns, and that would have been a good excuse to go completely crazy with it.  I tried doing some interesting things with the outlines of the fire imps pulsing red, but it ended up being kinda seizure-inducing. 

I think the style is pretty successful so far - things look decent down to around 64x64.  32x32 ends up being a bit ugly, but most are still recognizable

277
DF General Discussion / Re: Kinda Large Populations
« on: March 01, 2012, 12:29:27 am »
*PTTG mandates more embarking as the Mighty Citadel.*
Yes, embark as the Mighty Citadel. See if you get goblin migrants...
Embark as the mighty citadel.
Try this to see what happens.
Second.

278
DF General Discussion / Re: Future of the Fortress
« on: March 01, 2012, 12:27:11 am »
Ramped bodies of water
Especially hilarious on maps with waterfalls.
Man, dem suicide fisherdorfs.  So many "missing" fisherdorfs.  So many. 

279
Utilities and 3rd Party Applications / Re: DFHack 0.34.04 r1
« on: February 29, 2012, 05:04:01 pm »
From Toady's explanation, .04 appears to be a very small tweak concerning woldgen and image exports.  I would imagine that the entire "get DFHack to work" would be to update the version number and let it loose.
Yes. Only a tiny bit of code changed. The memory layout was not affected.
Dude, shut up!  You should be milking this!

YES, KIND FORUMDWELLERS!  GATHER ROUND AND HEAR THE TALE OF MIGHTY PETERIX AND HIS LEGION OF DFHACK BRETHREN! TIRELESSLY THEY TOIL FOR LONG HOURS INTO THE NIGHT TO BRING YOU THIS LATEST AND GREATEST OF UPDATES!  THOUSANDS OF HOURS AND TRILLIONS OF DOLLARS SPENT TO BRING YOU THIS INCONCEIVABLE FEAT OF SOFTWARE MANIPULATION!

280
DF Modding / Re: Stonesense - Official thread
« on: February 28, 2012, 12:31:24 pm »
Hey Japa, just a question, would it be possible to get the variants to be applied to multiple castes?

So for instance:
Code: [Select]
<variant caste="MALE","MALE1","MALE2" sheetIndex="20" color="bodypart" bodypart="coat" >
    <subsprite sheetIndex="21" color="bodypart" bodypart="hair" />
    <subsprite sheetIndex="23" />
</variant>
Instead of having X copies of the same code with just the castename difference.

If its a HUGE recoding excercise and you're limited for time don't bother with it, i don't think It'll apply to much else than the ponymod at this point.
I just know that adding all the equipment stuff for all 88 of my castes will be a beyatch :D
I'd reccomend grabbing notepad++ and learning the regex (regular expression) search/replace function.  If used correctly, you can search/replace based on complicated criteria in multiple files at once.  It can save an amazing amount of time. 

281
DF Modding / Re: Stonesense - Official thread
« on: February 28, 2012, 12:09:05 am »
Is there anything like having different poses based upon profession or the like?  (So that, for example, I could create a different sprite for recruits, normal soldiers, and weaponlords on how they hold their weapons, which could in turn be different from profession poses.)

Also, does this require the magenta background, or do transparencies work?  Transparencies are good for the "soft" appearances and shading that I like to do.

Yo - check my sig for the progress I made with dwarf/goblin/human sprites before you decide to reinvent the wheel on anything. 

Feel free to use/change anything there, and if you want I can send you the original *.psd files (they have a checkerboard layer for getting the sizes right).  I think my *.png files are also already transparent. 


As for what I've been up to more recently:
Spoiler: hello ladies (click to show/hide)
I am a wizard of mspaint.

282
DF General Discussion / Re: Future of the Fortress
« on: February 27, 2012, 11:53:09 pm »
The real benefit DF adventure mode over another roguelike is that it links with fortress mode. 

I had a world in the previous version where I settled as goblins (one line of modding to make that possible), abandoned, came back on a dwarf adventurer to find a night creature living in the hollowed out hill, killed it, reclaimed as dwarves, and had my first artifact created from the bones of the night creature my adventurer killed.  After playing the fort for ~35 years, an unfortunate sequence of events led to the fort's end at the hands of a combination of forgotten beast blood and goblins.  I came back to the fort on the same adventurer, recruited an antwoman queen from the caverns below the fort, and together we cleaned out the goblins and went on many adventures together. 

Granted, adventure mode kinda sucked at the time, but I would say that my enjoyment of each mode was amplified by achievements I made in the other.  I was once a hard-line fort-mode player, but the narratives you can get from switching back and forth are just too awesome.  The best is if you can manage to get your fort dwarves to create engravings of your adventurer doing adventurestuff. 

Seeing as how that's how the game is intended to be played, I guess I should be a little less surprised at how much fun that is, but hey, there you go. 

283
DF Modding / Re: Stonesense - Official thread
« on: February 27, 2012, 01:38:39 am »
double post for great justice.

Spoiler: NSFW: nude (click to show/hide)

It took me a second to figure out what I was looking at.  My God - its finally happening.  Identified clothing! 

284
DF Modding / Re: Stonesense - Official thread
« on: February 26, 2012, 05:45:13 pm »
I just did a little checking, and it seems like there are 619 raw-defined creatures in vanilla dwarf fortress. 

Granted, many of those are vermin/giants/animalmen which would require little to no extra work to illustrate, but my God that's a lot of creatues to draw!

I've tried a few new things with respect to large creature sprites, and I think I finally have a successful format:
Spoiler (click to show/hide)
There are child tiles as well, but I can't spawn those in the arena. 

After trying many things I've concluded that what lets me make these things most effectively and quickly is MSPaint.  Doing fancy vector art in corel painter or gimp or photoshop is a lot of work, and as the failed dwarf sprites I made earlier demonstrate, does not scale well once rasterized.  What really helps with the scaling is having hard edges between distinct colour regions. 

[edit] Oh, and the jabberer sprite is doubletall.  I figure that is a good way to handle really large creatures (whales elephants and the like).  It can end up looking strange in some situations, but I think the benefit outweighs the cost. 

285
DF General Discussion / Re: Future of the Fortress
« on: February 26, 2012, 04:22:59 pm »
I think its less that he's afraid of introducing a scripting language, and more that he hasn't gotten around to planning it out.  I can understand wanting to flesh out the system (develop the RAW format for interactions etc) before attempting to develop the scripting language meant to control it. 

It's a question of when, not if, Toady plans to implement user-defined randomized creatures. 

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