Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - CLA

Pages: 1 ... 19 20 [21] 22 23 ... 42
301
Tilesets and Graphics / Re: [0.40.13]v18 CLA Graphic Set - updated for 40.13
« on: September 30, 2014, 11:32:44 am »
OH, i really like how you did the lower elevation with the lines, clever. And the downward slope really stands out. I  like it.
Thanks, I had it like this before, but I removed a line on the outside inspired by your tileset. Definitely works better.

302
Tilesets and Graphics / Re: [0.40.13]v18 CLA Graphic Set - updated for 40.13
« on: September 30, 2014, 07:22:00 am »
Some updates on the tileset soon (I'll just wait for the next DF version).

Made the down ramps smaller and give them the same background as lower elevation tiles.
Considering that there technically aren't any down ramps in the game, only up ramps viewed from the level above, I think this is a good change.



Additionally, I simplified the door, log, and bed tiles a tad bit.
I'm also working on new leaves. Still not happy with them though.

303
DF General Discussion / Re: Future of the Fortress
« on: September 30, 2014, 03:58:11 am »
Thanks for bringing the footprints, CLA. I was pretty sure I saw them somewhere through the development cycle, also a bit sad to realize they didn't make the cut.
Yeah, I even added the tiles that would have been used to the tileset page on the wiki before realizing that they weren't in the game. I guess it's one of those things where DF has to know what it wants. "you see the footprint of a racoon", or displaying an image of a racoon footprint? The former has the obvious advantage that you - as player - don't need to know what a racoon footprint looks like (still have to know what a racoon is though). Whereas I think an image of a footprint would be more fun to play, as the game relies more on your own knowledge; I like that in games. You wouldn't even have to know what animal it is, just using your common sense (it's a big creature. it's a small creature. it has claws, it doesn't) should get you reasonably far. Although I think providing a scale of reference would be nice.
Of course ideally, you could do both, image and text. With text getting more concrete and informative as your character's skill increases. At worst, you see the image of a footprint with text "about as big as your hand, they point north", while a legendary tracker might give you "young brown bear, running north; about a day old"
In either case, images aren't really necessary and just cosmetic/flavor. Not to mention you'd have to do them for every creature you add. I think it could work with procedurally generated creatures, though.

304
I just renamed my init.txt, and DF starts up without problems. Interestingly enough, some of its internal defaults don't match the defaults in init.txt - for example, FULLSCREEN defaults to PROMPT.
Well, I'll be damned. Just tried an init.txt with nothing but
Code: [Select]
[SOUND:NO]
[INTRO:NO]
[FONT:CLA.png]
[FULLFONT:CLA.png]
[GRAPHICS:YES]
[GRAPHICS_FONT:CLA.png]
[GRAPHICS_FULLFONT:CLA.png]
[PRINT_MODE:2D]
Mode examples:
PRINT_MODE:2D
PRINT_MODE:TEXT
PRINT_MODE:FRAME_BUFFER
PRINT_MODE:PARTIAL:0
[SINGLE_BUFFER:NO]
[TRUETYPE:YES]
[FPS:YES]
And it worked exactly as I expected.
Same for d_init.txt. Apparently the issue was only with the recently newly introduced values.
Seems like my suggestion was unnecessary after all.

305
Tilesets and Graphics / Re: Working on a tileset - TWBT
« on: September 30, 2014, 03:31:09 am »
Maaaaaan, those subdivided leaves and catkins! Those look seriously great. If you continue like this, I might just stop doing my own set and use yours.
Edit: have you tried removing another line of pixels on the outside of down ramps? I think that would look better.

306
DF General Discussion / Re: Future of the Fortress
« on: September 29, 2014, 04:19:36 pm »
Whatever happened to these composite footprint images?

I assume they got scrapped because it would have been too much work to research and integrate footprints for every creature, but is that still planned to be added in the far future?
I'd say that's great opportunity for the community to collect some data and transform it in a meaningful format.

307
Can't you already look at them and get some information about it? Like, how well the footprint is recognizable?

308
Right I get that, but since almost nobody ever would want to use custom init settings WITHOUT having already tweaked their own, the concept of multiple init file layers is confusing and odd, and would probably cause more unexpected behavior than anything helpful.

Yes, yes. I agree. I'm saying there is only one init file (and one d_init, you get what I mean). The only difference is that DF won't shit itself when something's missing, and you could potentially have an empty init.txt, or have one with only one setting.
Most likely the average user wouldn't even notice the difference. Except in the rare cases where some new line gets added and he would fuck up DF when he tries to transfer settings by overwriting.
And graphic set creators would have to worry about less.

Quote
Whereas, by contrast, a ton of people may want to download raw-adjusting mods without ever having touched the raws. Or if they are touching the raws, they probably know more what they're doing than just somebody who wants to change some simple init settings, and so they're more likely to do it correctly with their own separate file that won't cause overlap issues.
Regarding raws, I'm mostly worrying about mod/graphic set maintenance again. Although being able to freely assign tiles to any object some time in the future would make that obsolete anyway.

309
This is great for mods, but much more of a PITA for an average user to go actually do just to change a setting or two in init. (having to make a new file and copy paste over, etc.)

I support for raws, but not for init.txt.
With what I suggest, the old behavior would still be possible.
In case there's a separate user file, in a fresh install the user init would of course come with all default settings in it, not empty.

In the other case (defaults just hardcoded in DF), d_init.txt becomes the user init file. DF just wouldn't crash if an entry is missing or faulty.

310
I propose to separate the default init values (init.txt, d_init.txt, maybe even announcements.txt) and default raws from user changes
Either by hardcoding fallback values and accepting missing entries in init/d_init.txt and raws, or by having a separate file called user_init.txt and a folder user_raws or whatever.

If a user only wants to change the popcap to 50, he shouldn't deal with the entire init file, but instead create a new, empty text file and add the line [POPCAP:50].
If someone made a mode that only changes the color of puddingstone in the raws, he would only distribute an inorganic_stone_mineral.txt file containing nothing but the entry for puddingstone.
Just deleting the file would revert it back to default.

Depending on the above variants DF would check on startup for user_<d_>init.txt entries or missing values in <d_>init.txt, and fall back to known defaults.
Ideally, you would get a message on startup if something's wrong (file 'mytileset.txt' in data/init/user_init.txt|[FULLFONT] not found: using default; missing ']' in data/init/user_init.txt|line 23: using default)
Same for raws.


In practice, this would have several advantages:
  • It's easier to maintain for modders and graphic set creators
  • It's easier to keep an overview for average users, and impossible to fuck up
  • It's a lot easier for users and modders to migrate settings and small mods to new versions of DF (the introduction of new values won't generate any issues - as it happened recently with the strict popcap and something else I forgot)



As an seasoned vanilla user for example, you would just keep a tiny init.txt that just contains [INTRO:NO] and nothing else. You could just copy it over to a new DF version without any problems.
On the other hand, a graphic set creator might distribute a init.txt that just contains his tileset path, and [GRAPHIC:YES] without having to worry about newly added values. Changing tiles in the raws would make it less of a maintainance nightmare with raw changes.
It would also be easier to keep an overview over changes to d_init.txt (trunks, tracks, etc) without having to check filechanges every new version. Especially for additions Toady forgot to mention.


Of course the possible values/raws should still be documented somewhere, even if you deleted/changed the files. Not sure what the best way for that would be.

311
By the way, are you planning to include a command line version, so I can just type "mountainhome -Um" and it upgrades all components and migrates saves for example? What about a checksum function, so I can verify something has downloaded properly and uncorrupted?

While we're at it, I figure some useful flags (as well as options for the GUI client) would be
*verbose
*migrate saves, don't migrate saves (not sure which should be the default here)
*only upgrade DF, not components (basically a vanilla install)
*don't upgrade DF, only components (as far as they support the old version)
*only upgrade specific components (dependency checking?)
*don't apply user init profile
*specify a path to a user init profile which to use
*specify a path where to put the upgraded version



Some other advanced stuff for the future:
*An option to view file changes.txt, change log.txt and the change log on the bugtracker before installing.
*Include an optional background service that uses the RSS release feed to automatically update or notify the user.
Component creators/devs could add their own RSS release feeds.
On that note, do you have some sort of API planned out for component creators? I.e. a specific way they should pack their components,
and which auxiliary files we should include? I'm thinking of naming schemes/file hierarchies, as well as preview images, description files, changelogs, file changes, etc.


You probably have half of these planned already, and it's too soon in development for the other half, but I figured I post it anyway.
Do you prefer me posting in this thread or opening issues on github?

312
As per http://dwarffortresswiki.org/index.php/40d_Talk:Graphics_set_repository#graphics_sets_vs_object_tilesets
Quote from:  Plac1d 21:37, 8 March 2008 (EST)
[...] objects are not currently graphically supported yet, and only consist of living entities, it should rather be called 'creature tilesets'. I would wait until Toady adds "Core50, TILESET SUPPORT, (Future): Allow graphical tiles to be used for all game objects" before changing the name to anything. After that, there could be a multitude of tilesets such as 'object tilesets','creature tilesets','terrain tilesets' ect. [...]
and the above comments from Vherid and Taffer, my current plan for creature graphics would look like this:


313
Tilesets and Graphics / Re: Working on a tileset - TWBT
« on: September 29, 2014, 04:34:24 am »
Fuck me, that grid thing looks great. The distinction between lower and upper levels works really well. I think I'm gonna steal that for lower elevation.
Good work so far!
Edit: Woah that really does work well. I also made the down ramp smaller, makes it easier to distinguish. You might want to steal that back :).

EDIT: AW FUCK NOT AGAIN. I keep forgetting to insert the link.

314
@Taffer, Vherid;
Thanks for the input.
I think for now I'll try to stick with "Tileset" and "creature graphics" to avoid confusion. So the section "create your own tileset" will include advice about raw/init changes and creature graphics will be treated in a separate section.
Updated the User Talk page.

315
This might be true, i'm just saying that layers+mask is better than single layer+alpha
Natually, I have no other intention.
Thanks for the feedback.

Pages: 1 ... 19 20 [21] 22 23 ... 42