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Messages - therahedwig

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1201
DF Modding / Re: Stonesense - Official thread
« on: February 26, 2011, 04:18:29 pm »
Alright, there's support for dead and dry grasses now.


Though only my desert biome wants to dry out at the moment.

Also, I, in a fit of madness, made seperate sprites for all grasses. However, while the temperate biomes look okay, I'm worried that this(a tropical badland) might be too bright? I mean, you can barely recognise the trees straight away.


Screen of a temperate biome for comparison.

What do you guys think?

1202
DF Modding / Re: Stonesense - Official thread
« on: February 23, 2011, 07:53:56 pm »
In other news:
(all the mountain specific grasses contain flowers)

I think... I think I am becoming an elf... I SEE YOUR DEVIOUS PLAN!!! GRASS BEGONE... Or not... I am not sure anymore.

Horrific results!

Ah, but, uhm...

Oh blast it, I've been sitting on this long enough:
Stonesense Grim Dark 0.1
Spoiler: It has (click to show/hide)

The stones are categorised per group, so if you wish you can go into the index file within the Grim Dark map to turn a group off.

It's not finished, so use at your own risk I supose. I'll make releases each time I've got one group fully finished.

1203
DF Modding / Re: Stonesense - Official thread
« on: February 23, 2011, 02:39:11 pm »
Question:

Those blank looking squares, usually pebbles, bare rock, or boulders, can those be made to grow grass? I realize fully that those have been around since I started playing at the beginning of 40d and are probably hardcoded into the game. That said is there anything that can be done to make grass look uniform over them? (Perhaps even digging them down a z level to expose a fresh soil layer to the surface? )

I don't think so, the thing is, grass only grows over soils. (weirdly, it'll even grow inside newly dug underground chambers that are in soil).

I mean, digging probly works... if you have a soil layer beneath it. (testing it out now)

Bah, the grasses 'square out' after one season already.

1204
DF Modding / Re: Stonesense - Official thread
« on: February 23, 2011, 10:23:51 am »
I think Toady wouldn't have noticed if it weren't for Deon's suggestion thread about having the tallest grasses show up instead of the first grasses.
Ah, good call.  Shows how much I pay attention to the release notes.
Actually, that's the development page...

None the less, this is actually a good thing:
Spoiler (click to show/hide)
This fort is still in year one.
It seems that right now newer grasses overtake the older ones, but somehow it does so in squares? If the 'multiple grasses per tile' dissapears, this may not actually happen. Otherwise, getting rid of the new object-grasses is quite easy.

In other news:
(all the mountain specific grasses contain flowers)

Thank you Japa, for fixing the grass-support so quickly.

Aaaand I should go decipher the workshop-xml stuff, so I can kick in those beehives and nestboxes.
Which reminds me, we still need the 16 new domestic animals? Can someone help me with that?

EDIT:

1205
DF Modding / Re: Stonesense - Official thread
« on: February 22, 2011, 06:55:11 pm »
Will this change things? I know people were doing really cool things with the new grasses a few pages back, but i couldn't tell if they were getting the effects through overlaying multiple grasses sprites. If they were, then Toady removing that bit of coolness makes me sad.

IIRC it looked like crap when they tried to display multiple grass types at once, so they were already displaying only one grass type per tile.


Actually, we never even bothered. What we did that looked like crap was displaying the grass type that was the most dense, when DF shows the first one in the list regardless.
Not to be a bother, but could that be a flaggable option?
Well, it won't actually matter anymore now would it?
Quote
# stopped regrow from adding extra grass types on a tile


I think Toady wouldn't have noticed if it weren't for Deon's suggestion thread about having the tallest grasses show up instead of the first grasses.

1206
DF Modding / Re: Stonesense - Official thread
« on: February 22, 2011, 08:20:06 am »
Try using blacks to ouline the tree near the bottom perhaps? I think the grasses I made won't actually get black, so it'll pop out your tree. Don't forget to add lighter colours the 'higher' the tree gets. Like the currect stonesense cows: they've got black outlines near the hooves but light-grey outline near the horns.

1207
DF Modding / Re: Stonesense - Official thread
« on: February 22, 2011, 12:50:28 am »
Heh, that's creepy. I hope the animation worked out?

In the meantime I managed to make 6 extra grasses, for the ones that are a bit more then just normal grass.
That would be cattail, white mountain heather, cloudberry, mountain avens, satin tail and (dropseed grass and needle grass sharing one sprite).

Mountains in particular will be very colourful to embark on.

I think I might give meadow sweet a seperate sprite as well.

It's strange though, all flower-grasses seem to be white, even though normal mountain heather and normal heather are pinkish. I wonder why toady went for this specifically.

1208
You'd be suprised.

On the other hand, I'm suprised you're suprised. Haven't you ever seen people collaborate to figure out the nature of a game mechanic? I mean, hell just looking at any pokemon fansite can show you how dedicated some people are.

1209
DF Modding / Re: Stonesense - The isometric visualizer, official thread
« on: February 21, 2011, 04:14:34 pm »
Here, have a relevant quote from page... 30-40 somewhere.(used to follow this thread dedicatedly when it was still young)



Now, on to more serious business.

In my mind (Jonas might say differently), this is first and foremost a low-requirement Visualization tool; without Tarn stating that he is okay with us taking Stonesense in the direction of a GUI, I'm not going to push for it.

Through our participation in the development process of Dwarf Fortress, we all start to feel a little sense of ownership of the game... we've suggested features, tested for bugs, designed mods, spread publicity, and ultimately supported Tarn in this monumental effort. We all need to remember, however, that this is still Tarn's project, not ours, and it's an unpaid project at that. No matter how excited we all get about Dwarf Fortress, it's not at all fair to push him to do something that he doesn't want done... and he has already voiced his apprehensions about 3rd party graphical interfaces, and how that would impact the project.

Judging by how several on-line communities are viewing this project, especially the folks who say "Wow, now I might try Dwarf Fortress now!" or "I think I could finally get my friends to try this!" one can see that there is definitly a demand for a more accessable interface. Heck, I've even had friends I know in person say that this would get them into the game way more. The problem is that, if players start to rely on such a 3rd-party interface, the team designing it would have to be as dedicated as Tarn with updates and new features, or such an interface would have to be officially adopted... and collaboration is something he has also expressed great reservations about, as this is his brainchild.

But yes, in the universe where we are given the go-ahead from Tarn, interpreting mouse and key input with Stonesense, and translating it to input for DF would probably be the way to go. I'd imagine that drop-down menus for Constructions (a simple point-and-click for designating mining, sizing bridges, laying out roads and walls, etc.) would be doable, though anything beyond that depends entirely on the degree to we can interface with the program itself.

For now, though, the thing that keeps us from even being able to consider a GUI is the wealth of graphical issues that still need ironing out. We need tile rotations, fixes for some of the graphical hiccups such as the "Escher Effect", and a -Lot- more tiles and sprites. For now, focus on that, and if we can eventually pitch a solid visual display and interface to Tarn, and prove that this is a dedicated project, maybe we'll see such a thing down the road.

1210
DF Modding / Re: Stonesense - Official thread
« on: February 21, 2011, 02:50:04 pm »
I figured as much.

The grasses start out randomised at 100 length. I noticed that after letting it grow for a bit, the new grasses were related to the grasses around them. So it the long run, or if you start digging/grazing away a whole lot, you'll end up with more clustered grass-types.

As for an ETA, I dunno. You can already get stonesense to work with the new memory xml, but I imagine Japa would want to see how much he can get to work and I myself will need to make at the least 3 other grasses before release.

1211
DF Modding / Re: Stonesense - Official thread
« on: February 21, 2011, 02:12:35 pm »
Might need to make this colour a wee bit brighter to work with the normal stonsense stuff.
Next up: eyeballs... Oh god, eyeballs...

EDIT: yes they've got animation frames.

1212
DF Modding / Re: Stonesense - Official thread
« on: February 21, 2011, 01:25:24 pm »
Ah, I thought we would be using the colours vherid came up with?

I mean, switching the colours is easy to me so it's not a problem to change the colours, whether through the grayscale manner or the coloured manner. I just need a bit of clarity.

1213
DF Modding / Re: Stonesense - Official thread
« on: February 21, 2011, 12:53:41 pm »
Desert and Cave grasses

Spoiler (click to show/hide)

It took me 3 tries before df didn't crash upon embark.

I've assigned most grasses the first grass sprite. Also, curious fact: grasses are all 100 length on embark.

Also, Japa, I updated my svn map, but the new version didn't show the grasses, did you turn it off somehow?
Another thing, should I just sent you what I've got up till now per e-mail? I thought of just commiting it, but I'm not allowed to.

1214
DF General Discussion / Re: What you DONT want in DF?
« on: February 19, 2011, 12:15:12 pm »
An annoying cute mascot that demands things from you with more insanity then your avarage noble. However, you can't kill it and failing to meet it's demands can destroy the whole fort.

Oh, and the game implies you should find it cute, funny and likeble.

1215
DF Modding / Re: Stonesense - Official thread
« on: February 19, 2011, 10:49:48 am »


I think the colours given need to be a bit brighter. But I'm happy that the snow looks okay.
I tried brightening my own sprites, but that destroyed the constrast :/

A temperate savanna/mountain/temperate connifer forest.

I think I'll be doing seperate sprites for still quite a few grasses, aside from the magical ones, there's also the succulents.

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