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Author Topic: Ironhand's Graphics Set (on Hiatus)  (Read 1217422 times)

Jeoshua

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Re: Ironhand's Graphics Set (OOPS)
« Reply #3840 on: April 02, 2011, 08:15:42 am »

I agree with Svenstaro.  Given DF's normal type of error handling (keep going until it breaks HARD), it should probably throw up a "?!" tile or something, and drop a description of the error into errorlog.txt.
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Marble_Nuts

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Re: Ironhand's Graphics Set (OOPS)
« Reply #3841 on: April 02, 2011, 08:22:31 am »

It does work out of the box, but I will give it another try
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Marble_Nuts

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Re: Ironhand's Graphics Set (OOPS)
« Reply #3842 on: April 02, 2011, 08:36:39 am »

Ok I found the problem... My Zip utility destroyed/replaced directories when it unpacked the graphic pack files.

In that case (or similar case) the 'data' file should NOT be entirely copied. It's missing a lot of thing (including index), just it's content have to be replaced in the main 'data' file of original game.

And it works XD
« Last Edit: April 02, 2011, 08:57:28 am by Marble_Nuts »
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Morwaul

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Re: Ironhand's Graphics Set (OOPS)
« Reply #3843 on: April 02, 2011, 09:00:05 am »

I can't remember the word for it, but there is a name for that.

That type of scale is better at showing differences and is common.

Yes, maybe, but for me I just hate it.  If they had made each of the 4 dark to light sections a different color sure.  Anyway, is it possible to change this or is that something only Toady can do?
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Phoebus

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Re: Ironhand's Graphics Set (OOPS)
« Reply #3844 on: April 02, 2011, 09:03:55 am »

I can't remember the word for it, but there is a name for that.

That type of scale is better at showing differences and is common.

Yes, maybe, but for me I just hate it.  If they had made each of the 4 dark to light sections a different color sure.  Anyway, is it possible to change this or is that something only Toady can do?
It's hardcoded. (Just Toady)
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Baughn

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Re: Ironhand's Graphics Set (OOPS)
« Reply #3845 on: April 02, 2011, 09:25:15 am »

An 8x8 magenta tile, then. That should do.  8)
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Greendogo

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Re: Ironhand's Graphics Set (OOPS)
« Reply #3846 on: April 02, 2011, 10:00:40 am »

Well that scale thing is really annoying.  It would be even better if it was numbered and scaled grey for mountainous areas down to green near their valleys/bases and then tan/sand color down near coasts and underwater.  All with different shades of each.

This made me think that the tops of mountains beyond a certain elevation should be separate alpine biomes.  That's always bothered me.  Also, those elevations do have certain kinds of wildlife and plant life, which makes the in-game mountaintops look very empty to me.
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Ironhand

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Re: Ironhand's Graphics Set (OOPS)
« Reply #3847 on: April 02, 2011, 10:40:56 am »

Yeah, I'm not sure why that one doesn't use numbers like the cliffs page. I feel like that would be easier to understand.
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LucasUP

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Re: Ironhand's Graphics Set (OOPS)
« Reply #3848 on: April 02, 2011, 03:29:29 pm »

On a serious note: Ironhand, one thing that annoys me is that I expect the large mushroom graphics to be underground trees (Like phoebus has), but right now there's no way to tell the difference visually from underground bushes and underground mushroom trees, would you ever consider making it so only cut-able fungi look like huge mushrooms?
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Ironhand

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Re: Ironhand's Graphics Set (OOPS)
« Reply #3849 on: April 02, 2011, 05:43:35 pm »

The only other ones are plump helmets.
What would you rather plump helmets look like?
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forsaken1111

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Re: Ironhand's Graphics Set (OOPS)
« Reply #3850 on: April 02, 2011, 08:18:47 pm »

The only other ones are plump helmets.
What would you rather plump helmets look like?
I think the point is that non-tree plants shouldn't look as large as tree plants to differentiate easily which you can cut down for lumber. I've had this problem too though I usually just area-designate to catch em all.
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NW_Kohaku

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Re: Ironhand's Graphics Set (OOPS)
« Reply #3851 on: April 02, 2011, 09:02:57 pm »

You could potentially sacrifice one of the other tree tiles in the tileset to give yourself another tile to work with.  You already are using multiple different tiles for cave "trees", anyway.

Having certain tiles always mean "tree", and just having them different colors, while other tiles always mean "shrub" or the like make it much easier to find those items.  You could move towards having a tile where the "trunk" of the wood mushroom is very visible, while edible mushrooms are a different tile where the object is smaller in general, and the cap of the mushroom is more visible. 
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Aramco

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Re: Ironhand's Graphics Set (OOPS)
« Reply #3852 on: April 02, 2011, 10:42:41 pm »

I've been using this for a while now, and I only have two complaints.

One- When you scroll over a creature in the units screen, it turns black and you can't see it. The text does the same in some other places, but I don't remember the specific locations.

Two- I find that smooth and rough walls look too similar. I would prefer to be able to tell them apart more easily.

One more thing-- how do I undo the April-fools joke thing? I had a good laugh, but I would like to play normally. Y'know, without any risk of blindness from looking at the wall of colors.

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LucasUP

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Re: Ironhand's Graphics Set (OOPS)
« Reply #3853 on: April 03, 2011, 12:03:38 am »

The only other ones are plump helmets.
What would you rather plump helmets look like?
Yeah, I like the tiles you have. Maybe if plump helmets/bushes either used a smaller mushroom graphic, or was otherwise easier to differentiate. I love the tile you are using for the plump helmets, but maybe use it for something else for some variety of cutable fungi instead?
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forsaken1111

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Re: Ironhand's Graphics Set (OOPS)
« Reply #3854 on: April 03, 2011, 12:42:51 am »

You could potentially sacrifice one of the other tree tiles in the tileset to give yourself another tile to work with.  You already are using multiple different tiles for cave "trees", anyway.

Having certain tiles always mean "tree", and just having them different colors, while other tiles always mean "shrub" or the like make it much easier to find those items.  You could move towards having a tile where the "trunk" of the wood mushroom is very visible, while edible mushrooms are a different tile where the object is smaller in general, and the cap of the mushroom is more visible.
Could also make edible/pickable mushrooms look like a small group of mushrooms rather than a single big one
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