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Messages - HaterSkater

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16
Tilesets and Graphics / Re: Taffer's Tilesets & Graphics: Attractive ASCII
« on: December 10, 2014, 02:03:41 pm »
The "new sky" is visible in a screenshot below
It gives a much nicer "illusion of depth"
There was a problem in my tileset, that forced me to change SKY plainly to [0:0:0:0] — indeed, dark-grey-250 points help you to measure space easily, but there is a lot of situations in this game, when a tile one level below uses same colour. That means there is no way to tell, is this grey tile on a level below, or simply empty space.

Oh, also, [HATERSKATER_SURELY_IS_A_CRITICASTER:TRUE]: Letters in Serif tilesets coloured differently: all letters except B, I and T have colour 253,253,253. And what is more important, 10 dwarves drawn with Sans died to reveal horrifying truth: 0 is O and caskets are pillars  ;D



And. Good work!  ;)

17
Tilesets and Graphics / Re: Taffer's Tilesets & Graphics: Attractive ASCII
« on: December 08, 2014, 01:37:14 pm »


Skyrim, meet Dwarf Fortress. You two should get along well.


Hi

Apparently you thought of this first. It's been a while since I played with your set (and I rarely bother with military lately), so I'd forgotten how your soldier tile looked. If I do end up using my tile I'll add your name to the credits, unless you'd rather not have me use it. Apologies!

I didn't mean you cannot use it, just noticed that they look similar  :)
Use it, it looks cool. And you don't have to credit me for a single tile, especially if you took it from skyrim

18
Tilesets and Graphics / Re: Taffer's Tilesets & Graphics: Attractive ASCII
« on: December 08, 2014, 12:18:07 pm »


Skyrim, meet Dwarf Fortress. You two should get along well.


Hi

19
Tilesets and Graphics / Re: Taffer's Tilesets & Graphics: Attractive ASCII
« on: December 08, 2014, 10:03:55 am »
Dwarf tile is one of most important things in every tileset. Damn, i still remember how one of early Duerers was referred somewhere as "that one with squid in gas mask". So, i understand your intention to make new tile, you'll be more comfortable with.

But IMO, visor-themed warrior tiles were better than dwarves-with-skulls, being some kind of Taffer™ trademark. Anyway, choice is yours, since i'm playing mainly with Duerer, for obvious reason :)

21
DF Modding / Re: Grim Fortress Tileset 10x12 ( ASCII+ )
« on: December 01, 2014, 12:27:20 pm »
howdey there fellow dwarfs!
this was my go-to dwarf fortress tileset of v34. i switched to v40 now (with PyLNP) and i can't get this tileset to work with the new version. it does'nt even show up in the PyLNP graphics options (nor does any other newly added (v40-compatible) tileset).

any hints? are tilesets of the old and new version completely uncompatible? i'd really like to use this one again ;-)

thanks for any help!

First of all, Here is most recent thread. No need to bump old ones :)
To solve your problem, try to take Grim from fricy's repo (here) instead of composing it yourself and put it in graphics folder of PyLNP.

Added: i assume this may be raws problem, means that you haven't added entire default "raw" folder to graphics/grim-fortress

22
Fun fact: if this were 3x3, you could have every single tile be a unique combination of pixels.
It can be even more hardcore: 2x4 tile gives exactly 256 possible variations, while 3x3 - 512

Spoiler (click to show/hide)

And HaterSkater, you are not allowed to make any comments about my stepladders :D
Let's say other tiles are just as good as #158 :)

23
Tilesets and Graphics / Re: Duerer 15x15 v.0.6.A [40.19(40.14+)]
« on: November 27, 2014, 05:27:31 am »
Forgive the ignorant question, but I'm not sure I understand how this is for DF 4.19.

The instructions for the TWBT version, 0.6A, which says it's for 4.19 send me to a link to Dwarf Fortress with DFHack which is only 4.16 so far as I know. And the alternative non-TWBT version, 0.5B says it's for 4.16.

So what about this tileset is for 4.19? Or does 0.6A Just Work as a standard tileset without DFHack?

Just install everything with older DF and older DFHack. I have set 40.19 flag just to mark it as "new" + all the raws were taken from 40.19 DF (i was thinking, that there will be new tool for gelding, or smthng) and as far as i know they don't differ from any post-40.14 version. Added (40.14+) remark in topic name

@Rogue Yun and Clatch: True that CowThing have drawn awesome stepladder. There is 2 reasons, why it's not "volumetric" in Duerer:
1. I was under impression, that we will see stepladders as a siege equipment (and that means it shouldn't look same way as one, that everyone IRL use to gather plants)
2. Standing garden stepladder, i have drawn on my first attempt wasn't looking like something good and clear. While trying to draw it with same perspective, i ended up with tile, that was looking like compasses :)

So i don't know, maybe i'll try something later, now i feel ok about it. And thanks for advice and this sketch :)

P.S. Don't butcher DaVinci, i've heard he's good at modding  :D

24
Tilesets and Graphics / Re: Duerer 15x15 v.0.6.A [40.19]
« on: November 26, 2014, 08:49:51 pm »
Update!

Duerer v.0.6.A

Small update, as development of DF goes on and i feel like i already need to remove old raws :)

What's new:
— removed pre-stepladder raws and reorganised archive structure right way
— added 'aux' tileset for additional tiles / removed overrides from text tileset

— Small changes in Bin, Pressure Plate (added mechanisms to it), Barrel (added tile magic here)
— New tiles for all door types
— Gem window (you may want to check optional override in overrides.txt, as i removed flickering)
— Support
— Slabs instead of 'O' in Trade Depot

UPD: ok, i forgot it's raw/objects, not simply raw/. Shame on me ::) be careful, when installing :)

UPD2:screenshot with doors
Spoiler (click to show/hide)

25
DF Modding / Re: Meth Fortress
« on: November 25, 2014, 09:54:22 am »
Think that blue crystal should be produced simply out of raw adamantine (who said microcline?)
Also it will be good to have DEA sieges arriving after you start selling your valuable good to merchants

That's an interesting project  ;D

26
mifki, this is continuation of my "there-is-two-chairs" request (where i was asking for ability to detect initial colors of tiles):



This is copper door. It's made out of brown foreground and red background, well blended with tile magic.
So, what i'm asking is some king of tag (or maybe not tag), called like [FORCE_BACKGROUND] that will force game object to use background of its material taken from raws instead of black. I was thinking of altering metal colours for my tileset, to make them more like in real life. And such a tag may be really helpful to apply that smooth 2-colored gradient to weapons and other furniture, except just doors and barrels, thus making them more randomised. Is it possible, or maybe you are up to implement it in your material-based-overrides concept, you were talking about?

27
Tilesets and Graphics / Re: Simple Mood 12x12, 15x15, and 16x16 Tileset
« on: November 24, 2014, 07:11:07 pm »
Same here, it won't show 16x16 ASCII Tileset Updated 2014 11 24, 3 posts above
This tileset image does exist though, but only available via direct link taken from message source

http://s30.postimg.org/s7ua3bmcf/16x16_sm.png

Edit: here it is, linked properly

28
Utilities and 3rd Party Applications / Re: Here, I have something to show
« on: November 23, 2014, 06:32:01 am »
Oh. My. Armok....

Surely i must make new tileset to match iOS style

P.S. It's web interface, right?

29
Duerer TWBT comes preinstalled on Macnewbie and Linux Lazy Newb pack. However, you should install it manually to Starter Pack for Windows. Thanks to fricy, there is a ready to use with PyLNP version of my tileset in his repo. Grab it here and drop in Graphics folder of Starter Pack

The Macnewbie version is definitely the way to go.  I guess I wasn't smart enough to install the TWBT version by hand.  All the dwarves looked like smudges.   I've been away for a few months.  I don't know how you keep improving this thing.

I feel like i should add very detailed installation manual to OP, because for me it was hard to understand how to install DFHack and TWBT first time. But now with Macnewbie i forgot it again :D
Currently i'm not working on Duerer — too busy again :( I have done several new things, but amount of work is too small for new release. Not abandoning it, but there may be no updates next month (or two, if i'll decide to join one interesting project)

30
Tilesets and Graphics / Re: Community project - TWBT - 24x Graphic set
« on: November 20, 2014, 04:27:03 pm »
Hey people love what you are doing.
Question. Developing graphic for DF requires scripting ? Or it is just different image change ?
I would love to do my own ground tiles as almost every graphic pack have really annoying ground textures.
Just different image change. Basically. However you may need to change raws, if you want to switch tiles and/or colours of certain items + using of TWBT plugin requires you to write overrides.txt file. It's not a hard task though, most difficult part here is to track changes of raws

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