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Messages - hermano

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16
Other Games / Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« on: March 16, 2011, 10:39:03 pm »
Hitting with the attack penalty wasn't much of a problem so far. A longsword would be nice, but I haven't found an interesting one yet. Can a kobold wield it one handed? I just startet using a shield.

17
Other Games / Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« on: March 16, 2011, 09:02:33 pm »
I'm haunting the dungeons with a kobold berserker. What's actually better in 0.7.2
- a Quickblade +7, +7
or
- a Shortword -3, +11 with speed, rC++, sInv ?

I suppose in the long run the shortsword with speed will probably be better, if I find a few scrolls. On the other hand Trog might have a new present till then.

There is still lots of stuff I don't know about stonesoup and I'll have to read a few hundred pages of this thread to get to its end.

And where should I go next? Character is Lvl 13, has poison, fire, ice resistance (also electricity if necessary) and an amulet of conservation. I did Orc and half of Lair. With the poison resistance Snake pit and Hive should be possible, right? Should I still stay away from the lower levels of the Lair, I have a few wands but hydras could become a problem.
So far this character is going along nicely. Hardly any bad situations yet, I can usually kill everything without using berserk rage, food is always good with a poison resistant kobold.

Let me put a chardump here, he's currently wielding a poison short sword so he doesn't have to chase blinking frogs around:
Spoiler (click to show/hide)

18
General Discussion / Re: The Dwarves - by Markus Heitz
« on: February 28, 2011, 09:56:25 am »
I read it a year ago and it was surprisingly entertaining. At least once dwarves weren't the incompetent schmucks they are depicted as in other stories. Also there are dwarves in the story. I like dwarves.
I usually despise fantasy novels, they're just too cliché and one-dimensional. So, while 'The dwarves' is not great literature it is worth reading it imho.

19
DF Modding / Re: Kobold Kave Clone: Trouble with Military
« on: February 28, 2011, 08:24:07 am »
Phreak, to quote yourself: 'i would like to ask what is wrong with you?' and 'Please do not be an ass'.
Kobold Camp appeared 2008 with this 4chan-thread. The earliest version of kc on dffd was posted there by PTTG (please feel stupid now) followed by other versions by Bishop36, DracoGriffin, Pathos, etc. As you can see different people working on the same idea can improve a concept and create something 'pretty damn good'.
I'm sorry about your 'stolen fame', but please go where it was stolen and be a jerk over there instead of trying to stop people who might create something that might be worthwhile over here.
tia, kthx bye

20
Just have a look at the tileset repository in the wiki. Biasams tileset might work for you. Otherwise you can patch something up using existing tilesets and common image editing software (e.g. gimp).
If you want to assign new tiles to creatures/objects/etc. you'll have to edit the raws or use the raw tile selector (I know, shameless plug).

It shouldn't take too much time to get something working. You might also publish the tileset in the wiki then.

21
Nah, I don't think snarkiness would be deserved here. You provide a free and nice service for the lazy and ignorant (i.e. everybody starting with df). And you have done so for a long time already, most would have lost interest a long time ago. I don't think anybody is in the position to demand anything here.

(But I still like the threads title: 'the "Mayday is a slacking asshole" project' ;) )

22
DF Community Games & Stories / Re: Community Game - Swordviper
« on: October 19, 2010, 03:43:07 pm »
"Hurray, I'm useful! I'm having a wonderful time." (http://www.youtube.com/watch?v=le6Rvy5Ccb0)

Let's get some people to the smelters, it's time for some masterwork steel armour (we do have flux, don't we?).

23
DF Modding / Re: raw tile selector 1.03 & raw tile merger 0.3
« on: October 19, 2010, 03:23:15 pm »
Something's wrong with the text being displayed along the left (object names) and near the bottom ("Tokens:" list and any [INFO] stuff) - it's all being squished horizontally to 5-6 pixels, and configuring [FIXED_SIZE:9:16] doesn't seem to fix it. By comparison, other text displayed (the scrollbars, the raw filename, the "Save"/"Save all" buttons, and the Clipboard line at the bottom) shows up correctly.

The width of those texts is reduced to 60% to fit in more characters. You are the first to use the program with a tileset smaller than 16x16 so its the first time this poses a problem. I'll make the textshrinking optional when I get to work on the program again. I cannot say how soon that will be, however. In the meantime try if using the standard charset and selecting a fixed tile size of 16x16 in the config settings works better. Your tiles will be stretched but it might be good enough to work with.

24
DF Community Games & Stories / Re: Community Game - Swordviper
« on: October 16, 2010, 09:26:12 pm »
I just saw that there is no overseer list. I won't have the time to play a turn, so I hope you didn't count on me. I'm just taking part with the named dwarf.
Nice to see him mentioned  :) . Give him a cow as a pet already, he needs the haunting moos to cheer him up again after the shouting...

Also, is there some tin around? I know armor is important and all, but what this fortress really needs are some fine pewter toy axes. Would really cheer up the place...

25
DF Community Games & Stories / Re: Community Game - Swordviper
« on: October 16, 2010, 02:23:44 pm »
No shortage of surrounding lard, tangled teeth, splayed out ears, incredibly upturned nose, close set eyes, pink skin; he loves natural beauty and is thus frequently depressed.
Poor little horrible ugly dude :3. At least there are nice doors to cheer him up.
What is Limul about? Probably some suicide cult...




26
DF Community Games & Stories / Re: Community Game - Swordviper
« on: October 16, 2010, 10:06:33 am »
Yay, I love the location, early magma and lots of metals is always nice.
Would the next overseer care to write a bit more about our dwarfs? It's more interesting to have an idea about a little guy when he dies a horrible death instead of 'random dwarf x is killed'. What are their abilities, who is doing what? What gods are they praying to? - At least for the named dwarfs, it would be too much effort for 200 random peasants of course.
Also requesting a screenshot of my dwarfs thoughts and character screen :).

27
DF Modding / Re: raw tile selector 1.03 & raw tile merger 0.3
« on: October 15, 2010, 04:32:26 pm »
It looks like this tool has its own hardcoded font for displaying all of the text, and when I fed it my usual 9x16 font it was very difficult to read.
An option to configure the palette (or, better yet, read the palette from Dwarf Fortress's own configuration files) would also be nice.
Due to the possibility to use ttf-fonts in the game now tilesets without characters may be possible. Thus another tileset is currently used for text. Edit 'config.txt' and copy the path value from '[TILESET:...]' to '[CHARSET:...], then the letters of your tileset will be used.
You can also use a custom palette. Copy your 'colors.txt' file to the application folder and rename it to 'init.txt' (older versions had the color settings in init.txt, as you probably know, this was not updated yet).

Quote
There's some other oddities as well with the tree types - notably, the underground trees show a bunch of square block tiles to the right which are presumably meant to be the "dead", "sapling", and "dead sapling" tiles not being defaulted properly to 198/231/231 (╞/τ/τ).
Have a look at the 'Token' string in the lower portion of the interface, this will tell you which token your are currently editing. The boxes are used to represent color values (e.g. 'DEAD_TREE_COLOR'). The smaller square is foreground color, sorrounded by the background color. If 'DEAD_TREE_TILE' for the object is defined for the plant its tile will be shown instead. They are missing in the raw files for underground trees (except for blood thorne), so only the color can be changed.

Quote
Mined stones aren't being shown in the proper color - they should use the material's BASIC_COLOR.
As the 'TILE' and 'ITEM_SYMBOL' use the same color and the color can already be edited for the 'TILE' value, there is no color shown for the 'ITEM_SYMBOL'. Otherwise two different color values might be selected by the user for the same 'DISPLAY_COLOR' token of the mineral.
Which object tokens are shown in the application and which color tokens are associated with them is defined in the 'definitions.txt' file. You could replace [TILEDATA:ITEM_SYMBOL:] with [TILEDATA:ITEM_SYMBOL:DISPLAY_COLOR] if you prefer that. In this case the color values associated with the symbol will be saved as DISPLAY_COLOR token.

Quote
Glowing eyes (goblin, kobold, and blizzard man) are similarly missing their colors (specified via GLOWCOLOR).
I did not know that. You can resolve this by opening 'definitions.txt' and replacing [TILEDATA:GLOWTILE:] with [TILEDATA:GLOWTILE:GLOWCOLOR], then.

Have another begging urging plead from me too.

ttf Text and custom color palette would be awesome.


 :D
I don't plan to add ttf-support for now, sorry Ironhand. There are lots of applications that allow you to have a look at your font.
You can already change the color palette (see above) - you'll probably still have an old init.txt with your color settings, you might just copy that to the application folder. Unless you meant the color of text elements, these are still hardcoded. As I'm currently far away from the computer with the source code, I can't change anything about it, sorry.

28
DF Community Games & Stories / Re: Starting a community game?
« on: October 13, 2010, 10:16:52 pm »
Requesting being dorfed as a smith if you decide to start a game.

29
DF Modding / Re: Madk's 6x9 curses set
« on: October 13, 2010, 08:07:59 am »
I know that much. I'm not familiar with wiki page editing.

I put it in the wikis 'tiny' section: http://df.magmawiki.com/index.php/Tileset_repository#Madk
You might want to edit the entry and keep it up to date from now on. It's really not too complicated, just create an account and click edit, have a look at other entries.

30
DF Modding / Re: [0.31.16v00] Phoebus' Graphic Set (Updated... again!)
« on: October 12, 2010, 12:48:52 pm »
Um I had a look at the png and it doesn't actually contain the wonky pictures... it's the people and the cats and dogs that aren't showing up in region two and three. So maybe it's not a problem with the tileset but I don't actually know how the graphics work... Figured I could get help fixing it here.

here, have a screenshot of region 3

But the font shows up fine - i'm using the martin version... and the font is the same for all three.
Check the /raw/graphics folders in you savegame folders. In the working save there should be quite a number of subfolders and textfiles. These tell the games which graphics should be shown for creatures. Copy them to the other save folders.
If this doesn't help then also delete the 'graphics_example.txt' from the other saves /raw/graphics folders.
It also looks as if the standard raw files are used in that picture. The arrows should be tree graphics. You might want to copy the files from the /raw/objects folder of the working save and replace the content of that folder in your other saves.


@phoebus
If you want to edit the glowtile with the raw tile selector edit 'definitions.txt' and add
Code: [Select]
[TILEDATA:GLOWTILE:]to the [TYPE:CREATURE] section.

Edit: By the way, your tileset is excellent, I've been using it in all my recent .31 games.

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