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Messages - CLA

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361
tileset and colomaps, could be applied without restarting the game

Are you fucking shitting me? You mean I could finally edit tilesets and colors without having to restart df every goddamn time I want to see how something looks in game?

362
I guess I really need to get onto making a proper map visualizer then.

Isoworld already kinda half does it.

Isoworld is amazing, and I can't wait to see the new trees. Still, I think a map visualizer that runs inside DF would be better as top-down.

363
So basically I'd like to know how important non-square text is and whether the community is ready for some inconveniences like incompatibility (likely temporary) with some plugins that this functionality may cause.
Personally, I don't care much for non-square text, but from what I see, there are quite some people that do.
On a related note, what I do care about a lot is that maps are square.

364
Tilesets and Graphics / Re: Tileset editing questions thread
« on: July 15, 2014, 11:17:44 am »
[GROWTH_PRINT:Secondary Tile:Primary Tile:Fore:Back:Bright:TIME:Number of Tiles]

TIME is None, All or Start:End. The numeric value for time seem to be 10000 per seasons. 0 to 10k for spring, 10k to 20k for summer, 20k to 30k for fall, 30k to 40k for winter.

Number of Tiles. If one or omitted, only the Primary Tile is used, if 2 or more, the Secondary Tile is also used. I still don't know how the secondary tile is used ingame. Or how 3+ tiles affects the game.

Secondary tiles could be used as the process from blooming to fruit bearing. I.e. the first tile is used for the flower, the second for the fruit.

365
DF Gameplay Questions / Re: DF2014 Question and Answer Thread
« on: July 14, 2014, 12:13:50 pm »
Really not my area of specialty, but no, I don't think there's any way to make a new civ, as the number of civs is predetermined at worldgen. And if you did make a new one, you would not have any ties with the original civ (except maybe hostile ones?), so you wouldn't get migrants.

Thanks again. Just had an idea though:
Start fortress, on the site of the titan I slew, become barony, abandon.
Unretire adventurer, claim fortress site for myself, becoming its ruler, retire adventurer in that fort
reclaim fortress

Would I then control a fortress with the adventurer as ruler?

366
DF Gameplay Questions / Re: DF2014 Question and Answer Thread
« on: July 14, 2014, 12:03:35 pm »
You can't be a part of his group, as it is not a civlization, but an entity within one.

I see, thanks. That's what I feared. I take it there's no way to cut my ties with the old civilization and found a new one, right? And even if, would I get migrants from other (the original) dwarven civilization?

367
DF Gameplay Questions / Re: DF2014 Question and Answer Thread
« on: July 14, 2014, 10:43:15 am »
So, I've made an adventurer, slew the last titan of the world and claimed his site for me, becoming lord.
Is there any way I can now start fortress mode build a fortress there as a member of my adventurer's group? I looked at the embark screen and we're part of the same civilization, but if I start a fortress, my starting 7 are their own group, right?
In short, how do I get my adventurer to be the ruler of my fortress?

368
So, in short,
1) Delete current raw files.
2) Put a copy of all original files back, except for raw\graphics\graphics_example.txt.
3) Copy over the set's files.

Have I got that right?

And the files are:
data\init\init.txt
data\init\d_init.txt
data\init\colors.txt
data\art\font.ttf
data\art\*.bmp
data\art\*.png
everything in raw and its subfolders (and the saves' raw folders also)

Have I got that right too?

1)Yes
2)Yes. This is mostly to ensure compatibility. Some graphic sets change the raws x and y, others y and z. Some change colors.txt and font.ttf, some don't. If you would just overwrite with the new files you'd get problems in a lot of cases. If you replace everything with the defaults first, you should be good.
3)Yes

>And the files are[...]
correct.
Although to clarify, it's data/art/<tilesetname>.bmp/png. Or "all files except for the default image files".

369
Hey, I love your tileset, and I would love permission to adapt it for Cataclysm DDA or if you're interested in that RL maybe you could. I'm not an artist, so really the only thing I would be able to do is be moving your sprites into font forge and maybe fiddling with the colors a bit.

Feel free to use and adapt it for Cataclysm as you see fit. I don't really play a whole lot of RL's and I don't think I have the time to make a ton of new sprites, but if you PM me what you need specifically, I'll see what I can do.

370
sounds familiar >.>

Hehe, I had the tab open for a while and didn't see (or bother to check) that you replied in the meantime.

371
The problem with rendering levels above you is that you'd not be able to see into houses because of their roofs and similar. I'm not sure how you'd program it to intelligently choose what to show and what not.
For a start, simply giving the player a key to toggle the behavior would be enough. Beyond that, you could check if there's a non-sky tile above the player and disable rendering of upper levels entirely or in a radius around the player.

372
[EDIT:] To clarify, I need a better understanding of what such a program would have to do, not how to code it (I may already know enough to do the latter once I know the former). So, for instance, are they all simple tileset switchers, or do they handle raw-modifying graphics sets as well (and if so, what's the basic idea of how)?

4 things that need to be changed:
  • Tilesets and init files
    init.txt has entries that point to the tileset df is supposed to use. It must be located in data/art/. Either a png with alpha transparency or a bmp with magenta as transparency. You also set GRAPHICS to YES or NO to tell DF whether or not to use creature graphics there.
    d_init.txt has some entries which tiles are supposed to be used for certain things (minecart tracks, the new trees, pillar, sky, etc), and some other settings (varied ground tiles, engravings, toggling numerical display of water).
    You need to keep a backup/reference of the default init.txt and d_init.txt and generate these files depending on the tileset/graphic set. It's sufficient to just copy the tileset in data/art. you don't need to overwrite or delete anything there.

  • Colors
    data/init/colors.txt
    Must be named colors.txt
    You need to keep a backup/reference of the default colors.txt and generate colors.txt depending on the tileset/graphic set.

  • Font
    data/art/font.ttf
    Must be named font.ttf
    You need to keep a backup/reference of the default font.ttf and generate font.ttf depending on the tileset/graphic set.

  • Creature graphics and raw changes
    located in /raw/ and data/save/<your save folder name>/raw
    creature graphics (png tilesets) go in the raw/graphics folder.
    They need a text file (usually named identical to the respective creature graphic tileset) that tells DF what tiles to use for what creature
    by default DF comes with a graphics_example.txt and example tiles for dwarves
    Most graphic sets change several raw files to use different tiles for objects (for example ores and stones)
    You need to keep a backup/reference of the default raws. ]
    You need to delete graphics_example.txt or replace it with an empty dummy file.
    You need to delete the creature graphic folder and restore the default raws before switching to/applying another graphic set.

Furthermore, you'd need the tilesets/graphic sets to be prepared correctly. Most of them have downloads that already have the correct folder hierarchy and you would just have to drop them into the DF folder to install. Separate tilesets, fonts, etc would be less trivial. So you probably want to have both an automatic process (with something like a preview or log: "found tileset in : mygraphicset_df_40.02.zip/data/art/mytileset.png; found init.txt in mygraphicset_df_40.02.zip/data/init/init.txt", etc)and let the user choose elements he wants to install.


That's all I can think of.
The procedure for changing any tileset or graphic set would possibly look something like this:

  • create backup of current tileset/graphic set configuration
  • prepare files to install (and generate as necessary - for example an init.txt file in case you only want to install a new tileset)
  • restore all defaults, delete creature graphics folder
  • copy  all relevant files in the correct folders, overwriting as necessary



There's probably more, but that should give you a start for testing.
Also note that some users reported a problem with the LNP:
Upon installing CLA (I don't know about other graphic sets) with the LNP, data/art/mouse.png seems to be missing, which prevents DF from starting.
I speculate that this might be because the LNP purges all files from data/art before installing a new tileset, and since CLA only includes files that need to be changed, mouse.png is missing afterwards.

373
I may start working on [an] open source [...] version of Raw Explorer.  I want to make sure that the work can continue if I can't keep working on it for whatever reason.

That would be really great!

374
Thanks, much love for making this.
Thank you!

I updated the dffd links and uploaded an archive with 40.02 preinstalled ot mediafire as well. Standalone versions still work if anyone's wondering.

375
I'm probably doing something wrong. Haven't played DF in over a year (waiting.... for that patch). And so I went and installed the LNP. Yes heretic, so burn me. I tried to install this pack to it but I keep coming up with the error: missing data/art/mouse.png. Which I didn't receive when trying ironhands pack. (but lets face it that ones not quite as nice!)

Some help would be appreciated, as I am now feeling quite dwarfy again.

It's an issue with LNP. Try asking in the relevant thread. I don't know how LNP works but it might completely delete the data/art folder when switching tilesets, which would delete mouse.png too.

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