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Author Topic: Ironhand's Graphics Set (on Hiatus)  (Read 1218576 times)

Dark_Tundra

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Re: Ironhand's Graphics Set (little break)
« Reply #2625 on: August 27, 2010, 10:09:34 pm »

I know it says "Any solid color tile", but I couldn't think of any other places where it appeared.  Thanks, Harmonica.  A smooth tile would work for dig designations, so that's okay... miasma less so.  Then again, the current wavy tile isn't so great for miasma either.
It may also be the tile for windows.
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Valience

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Re: Ironhand's Graphics Set (little break)
« Reply #2626 on: August 27, 2010, 11:26:46 pm »

The main thing... really possibly the only thing I really can't like about the set is the smoothed, engraved, and fortified walls. They all look way too similar after playing for a couple hours and the eye strain starts setting in. Or just generally after a day of staring at computers for classes and what not. I really liked the walls from RantingRodent's Natural_2 version. Is there anything I should possibly look out for if I decide to try and frankenmesh them into this set? Such as other, random things besides walls that it might change?
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Regardless of what I said previously, DF elves don't chop. They merely coax the wood out of a tree in a manner which is probably sexual. So yes, they are terrible, terrible beings.

Ironhand

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Re: Ironhand's Graphics Set (little break)
« Reply #2627 on: August 28, 2010, 08:20:26 am »

I know it says "Any solid color tile", but I couldn't think of any other places where it appeared.  Thanks, Harmonica.  A smooth tile would work for dig designations, so that's okay... miasma less so.  Then again, the current wavy tile isn't so great for miasma either.
It may also be the tile for windows.

Yeah, it's window borders.

It's also used for ice.
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Kregoth

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Re: Ironhand's Graphics Set (0.48 released!)
« Reply #2628 on: August 28, 2010, 04:39:28 pm »

The amount of awesome being generated in this thread is stupendous.

 That being said I have a nit pick. On the embark screen plains are displaying as solid black.
Spoiler (click to show/hide)


In this image I have highlighted a region of the plains to demonstrate what it would look like when
displayed within the embark square.

Not sure if it has been fixed but I am still getting this same exact problem and it rather annoying as I have to move my embark around to see what biomes are there. an example here



there was a post under it that the next release would have a fix. if it was posted could someone point me there I have the 0.48 version and the problem is there.
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Your not playing Dwarf Fortress right if you don't see a message saying a Kitten (tame) had died in some horrible manner over and over again.

Ironhand

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Re: Ironhand's Graphics Set (little break)
« Reply #2629 on: August 28, 2010, 05:33:41 pm »

We're still at 0.48.
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ungulateman

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Re: Ironhand's Graphics Set (little break)
« Reply #2630 on: August 28, 2010, 10:53:57 pm »

It's sort of weird. Didn't .PNG transparency clear up the black-space issues from the older versions?

(I suffered greatly from this with RantingRodent's set - is that stuff designated? It's just black[i/]!)
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That's the great thing about this forum. We can derail any discussion into any other topic.
It's not an embark so much as seven dwarves having a simultaneous strange mood and going off to build an artifact fortress that menaces with spikes of awesome and hanging rings of death.

Ironhand

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Re: Ironhand's Graphics Set (little break)
« Reply #2631 on: August 29, 2010, 06:36:35 am »

It still makes a difference how we make the tiles.
We just have to make the backgrounds partially transparent.
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bustok

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Re: Ironhand's Graphics Set (little break)
« Reply #2632 on: August 29, 2010, 10:11:31 am »

is there are a way to make empty stockpiles a bit more visible?
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WormSlayer

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Re: Ironhand's Graphics Set (little break)
« Reply #2633 on: August 29, 2010, 07:56:47 pm »

It still makes a difference how we make the tiles.
We just have to make the backgrounds partially transparent.

Yeah that was my bad, it will be fixed in the next release!

is there are a way to make empty stockpiles a bit more visible?

You could edit that particular graphic tile to be "more visible" with the program of your choice :P
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Ignus

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Re: Ironhand's Graphics Set (little break)
« Reply #2634 on: August 30, 2010, 07:35:55 pm »

Just thought I'd break up the bug reports to say that after almost two years of using my previous tile-set, this is now my set of choice.

Please help yourself to a gold star.

Ironhand

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Re: Ironhand's Graphics Set (little break)
« Reply #2635 on: August 30, 2010, 07:37:31 pm »

Sweet, thanks!

Glad you're enjoying it!
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WormSlayer

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Re: Ironhand's Graphics Set (little break)
« Reply #2636 on: August 30, 2010, 11:02:42 pm »

I think one of the first things I'm going to do when Baughn gets this new stuff running is try to fix up the poor old embark screen, it's always had to make do with whatever worked best in-game :S
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andkore

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Re: Ironhand's Graphics Set (little break)
« Reply #2637 on: September 01, 2010, 05:53:50 pm »

This may have already been covered, but any chance of getting a version of Ironhand that doesn't change gameplay at all? (For instance, no added creatures like llamas.) Oh, and is there a list of such gameplay changes anywhere? If the llama thing was it, I'd probably be fine with that.
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Dearnen

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Re: Ironhand's Graphics Set (little break)
« Reply #2638 on: September 01, 2010, 08:57:42 pm »

The llama is the only change.  Everything else is simply new tiles.
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andkore

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Re: Ironhand's Graphics Set (little break)
« Reply #2639 on: September 01, 2010, 08:58:35 pm »

Yeah I figured this out by searching through this thread a bit. Should have deleted my question. Thanks for answering it though!
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