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Messages - Ethicalfive

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16
DF Modding / Re: Soap Ingots
« on: June 22, 2011, 10:40:15 am »
You need to make a reaction that'll combine a sock and soap bars together for a clubbing weapon!

But not sure on the soap as ingots thing, sure it's totally possible though.

17
I like it. Shame my screen only supports 16x16 tilesets. Go tell toady to go change the minimum 80 width thing so I can enjoy larger tiles! Blarge, I have having to press my face up against the screen to enjoy pheobus n ironhands sets.

Also I noticed that your ingame screenshots all look the same size to me. Only difference I can see is bitshifted issues with the 45x45 screenshot.

18
I'd really love to see a graphics overhaul sooner rather than later. The 80 tiles minimum width thing alone is rediculous and limits more detailed sets. Zooming should allow you to go in one extra level than it does so you can see detail better(I currently use a magnifyer when I want to look closer).

I feel that once toady decides it's worth doing a graphics/interface overhaul, Phoebus and Ironhand will be long gone(not dead, but life will get in the way as it is with ironhand). It's a horrible waste of such great talent, these two guys should be nurtured and supported rather than having to make do with what little gfx support there is. Don't misunderstand me, I love ASCII games, I just hate Toadys specific ASCII choices.

Keep up the good work Phoebus! I'm looking forward to your updates whenever DF gets it's next release. Your work truely improves with every phoebus release.

19
DF General Discussion / Re: How does DF handle it's UI?
« on: June 15, 2011, 01:32:20 am »
Not really sure if I quite understand, but Autohotkeys (C-C++ scripting language) is built for input-output handling, has COM and DLL support.. Reads key inputs and sends a range of key outputs, decent GUI support, tcp/ip capabilities.

Maybe DFhack can read DF's action buffer or whatever it uses to store keypresses(not sure it does buffer them directly though).

Anyhow, take a look at DFhack and Autohotkeys, either of those may be useful to you.

20
OK, I must have been doing something wrong earlier.. I retested a raws.zip compression from winrar again and it seemed to load fine. Im sure I named it and placed it in its proper place originally. I think a modified/broken elfs png sheet was my culprit.

And Thrin, post your updates in your thread(so I dont get someone follow me up with a necro related image when I post :P). I just ended up with alot of free time on my hands and want to attempt to help out with some pixel art and finally learn Toadys raw files :D

Edit: Oops, spoke too soon, the thread has been updated :D

21
Wow, that makes a big difference :D Thanks Phoebus! (thanks thrin and beefmo also!)

Might I suggest a link to my thread so you don't have to run support for my mess? I wouldn't want to drain your efforts away from your own set.

Hmm.. yea, I should have thought of that.. I'm sure phoebus enjoyed doing it though, loving to spread around and make available the awesome DF styled pixelart for us DF-graphics lover+noob like me :D

Edit: In graphics_beefmo_png.txt

[MERCHANT:ELFS:6:4:AS_IS:DEFAULT]
Should be  [MERCHANT:ELFS:8:2:AS_IS:DEFAULT]
At least I think thats what the merchant tile should be. Maybe I should fire up adventure mode and see if any others need adjusting.

Also Phoebus: I had problems trying to zip the graphics raw.zip. Could be because im using winrar to zip(as .zip exension) but the DwarfFortressConfig app doesn't seem to like them when it tries to replace a saved games graphics raws. (No unit graphics tiles are loaded at all). What zip program you using?

22
DF Modding / Re: [0.31.25v20] Phoebus' Graphic Set (Beefmo units)
« on: June 01, 2011, 12:21:26 pm »
*Updated* 0.31.25v20
Added Beefmo units as an option.
Added the standard unit background to Beefmo and Mayday units.
Added my proprietary anti-eyeball-searing technology(tm) to Beefmo and Mayday units.

What does the anti-eyeball-searing technology do?

Really appriciate you adding this one! Here is a problem though I found with goblins:


These are some caged prisoners that I noticed were all bitshifted wrong and showing the wrong goblin images.
Where the top purple guys should be goblin swordsmen.
And the other purple guy 4th row middle should be a goblin hammerman, but that looks like an axeman.

23
I also had a look at the unit graphics selector and noticed you didn't include the ironhand or mayday tilesets(that I could find) and no way to change the tileset from DwarfFortressConfig even if I manually added them(doesn't seem to be a place for them in the config directory).
I don't mean to be rude, but why would you expect him to include someone else's tileset in a utility he made for his own?

I don't mean to be rude, but learn to read what others type. Point out where I asked it to be included.

Unit graphic tiles are automatically scaled to the tileset tile size by the game itself.
So it's possible to used 18x18 Ironhand's unit graphics with a 16x16 tileset, and everything will show correctly as 16x16 tiles.

But tilesets are not so flexible.
Every tile in a tileset needs to have the same dimension as they are all included in the same 16x16 grid.
Also, the raws contains references to tiles, and those references are not the same in all tilesets. ( Creatures are not at the same locations, mineral walls are not categorized the same and are also located differently, etc. )
So to add different tilesets (Ironhand, Mayday, etc.) to the assembler would be a lot of work, it would require supporting a configuration system to support  the different graphic sets options for Mayday/Ironhand, it would require supporting different tile sizes, it would require splitting the Mayday/Ironhand tilesets into parts in the same way I did for my tileset, and it would require a way to synchronize specific tileset options with their raws.
Oh yea.. That makes perfect sense. Hence why there is no support for swapping the tilesets. *facepalms*

One last thing, this time a request. Seeings as though now you can support multiple gfx sets, is there any chance that the beefmo set could be supported? I love his set, but too intimidated by raws etc to attempt adding them myself. (this is thrins beefmo repack and recent updates to it http://www.bay12forums.com/smf/index.php?topic=54399.msg2218513#msg2218513)
I will try to include beefmo's units in the next update.
Woot! Your the best phoebus!

You can add unit graphic options to the savegame manager through the /data/config/graphics/ directory.
You will need to create a new subdirectory then add a version.txt and raws.zip (preview.png is optional). Use the pre-included graphic packs as a reference.

(Yes, the util now uses zip files to store it's data.)
I noticed that. Very neat!

24
Hey Phoebus, I was playing around with your new config manager! I love customising my own tileset so much *drools over the combos*

I also had a look at the unit graphics selector and noticed you didn't include the ironhand or mayday tilesets(that I could find) and no way to change the tileset from DwarfFortressConfig even if I manually added them(doesn't seem to be a place for them in the config directory).

Playing around with it, oddly, the mismatched tileset(phoebus) and gfx set(ironhand) seem to work/look perfectly fine O.o Are the unit tiles being cropped or scaled to fit into 16x16 tiles?

One last thing, this time a request. Seeings as though now you can support multiple gfx sets, is there any chance that the beefmo set could be supported? I love his set, but too intimidated by raws etc to attempt adding them myself. (this is thrins beefmo repack and recent updates to it http://www.bay12forums.com/smf/index.php?topic=54399.msg2218513#msg2218513)

25
1. Phoebus has the intro disabled by default (to enable, change [INTRO:NO] to [INTRO:YES] in \data\init\init.txt )

2. yes, DF's gfx are designed in many cases to share the same tile so we have to sacrifice some legibility  for stuff like kick ass floors(atleast until there is a gfx update or the TTF code works better)

26
General Discussion / Re: Is Socialism really that bad?
« on: May 19, 2011, 02:31:01 am »
Why is it valuable though? Do tell.

Preventing meteorite based extinctions is pretty valuable. Burying your head in the sand is not going to stop these kinds of impacts. They happen all the time, just take a look a look at the moon or mars for direct proof. Your dreaming if you think we can deal with an impending impact of this kind without further funding and research.

Then, theres existing stuff like GPS and weather monitoring satellites that make life easier and more predictable for us.

27
DF Modding / Re: Instaling a graphic pack.
« on: May 18, 2011, 06:24:45 am »
Just download the prepackaged version of pheobus's pack http://dffd.wimbli.com/file.php?id=2431

No screwing around with config files or raws or whatever else needed. Just run and enjoy.

I'm still too intimidated to try getting a graphics+tileset into a stock verson of DF.

28
General Discussion / Re: Dwarf Fortress Clone?
« on: May 17, 2011, 01:15:02 pm »
Fair enough about simultaneous mouse/keyboard support.

I still disagree that DF's interface is 'terrible.' I think people like to pick on it because it's vogue to do so. It doesn't deserve as much crap as it gets.

It really does.  I've introduced around 15 people to DF.  None of them could be bothered to figure out the interface.

This is the same experience for me. People that love technical games that I introduce to DF hate the interface and refuse to play. Further examples include the Your Earliest Dwarf Fortress Memories thread (http://www.bay12forums.com/smf/index.php?topic=77039.msg1968436#msg1968436 ) where plenty of people gave up working out how to make things happen before later comming back to give DF another try.

DwarvesH - Suggestion for when you asked how would we like things done differently. Build walls how you would dig! 10x10 DF build area limit makes for time consuming constructions!

I appreciate all constructive feedback and am looking forward to such suggestions. Unfortunately, I do not understand what you mean here. Would you please elaborate?
In DF, constructing a wall requires expanding a selection area (using the umhk keys) with a maximum expanded area reaching 10x10. So say you want to build a wall 20x1 long, you need to first select the wall option, then press k(or u) 10 times, place your 10x1, select the material and then do it all over again to get your 20x1 wall.

So obviously, building a wall by click dragging or point to point selection would be much less time consuming than the system in place for DF, though on reflection im sure this is already how you intend to do it. And yes everyone, im aware there was a time when DF only let you place a single 1x1 at a time.

29
General Discussion / Re: Dwarf Fortress Clone?
« on: May 16, 2011, 07:05:11 am »
Well hey, I guess I should specify a little better. I can live with the interface, but it scares off alot of people from even bothering. That has to say somthing. I do enjoy playing games that friends can enjoy with me, even single player games and this leaves a sour taste in my mouth when everyone I know refuses to touch it.

I also wouldn't compare it to nethack, because nethack is much simpler, dealing with only one entity(yourself) with far less nested menus.

Closest example I can think of where hotkeys helps streamline workflow is something like blender. But then again, blender also uses all three mouse buttons in combination with the hotkeys aswell as having a graphical UI where 99% of the hotkey features can be accessed.

Still, this is about 'is this a clone?' thread, not a debate about the DF interface. Guess I should have left any mention of DF's interface out of this, seeings it gets so many people so worked up.

DwarvesH - Suggestion for when you asked how would we like things done differently. Build walls how you would dig! 10x10 DF build area limit makes for time consuming constructions!

30
General Discussion / Re: Dwarf Fortress Clone?
« on: May 15, 2011, 11:13:56 am »
LOL! Whoops, totally didn't notice the last posts date (comming in from a link on the stonesense thread)

Has this been released yet?
Nah, but the blog is still being updated and the program still being tinkered with.

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