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Author Topic: Ironhand's Graphics Set (on Hiatus)  (Read 1217393 times)

jamesadelong

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Re: Ironhand's Graphics Set
« Reply #4170 on: February 14, 2012, 06:34:59 am »

HUMAN SPARTA MADNESS!
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Plasson

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Re: Ironhand's Graphics Set
« Reply #4171 on: February 14, 2012, 06:52:59 am »

Playing the new version with IH 0.6,   only a few minor issues.  Like wall-terminals seem to have defaulted,  and that any dorf that attains the lofty jobtitle as "miner" also regresses into childhood,  should one jugde by their sprite.



and I'm not comfortable with the colors in this version.  (used 0.57 up until now)  and claystone and Schist wich my first embark has massive layers of..  well I just can't see any distinction between floor and rough walls
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dieffenbachj

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Re: Ironhand's Graphics Set
« Reply #4172 on: February 14, 2012, 09:24:37 am »

Playing the new version with IH 0.6,   only a few minor issues.  Like wall-terminals seem to have defaulted,  and that any dorf that attains the lofty jobtitle as "miner" also regresses into childhood,  should one jugde by their sprite.

and I'm not comfortable with the colors in this version.  (used 0.57 up until now)  and claystone and Schist wich my first embark has massive layers of..  well I just can't see any distinction between floor and rough walls

Um, well, maybe you should wait till Ironhand patches, then see how the new version works with his tileset?
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Ironhand

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Re: Ironhand's Graphics Set
« Reply #4173 on: February 14, 2012, 09:47:19 am »

On it.
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nohrel

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Re: Ironhand's Graphics Set
« Reply #4174 on: February 14, 2012, 09:54:15 am »

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Wavecutter

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Re: Ironhand's Graphics Set
« Reply #4175 on: February 14, 2012, 10:13:55 am »

Awesome!
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Plasson

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Re: Ironhand's Graphics Set
« Reply #4176 on: February 14, 2012, 10:37:01 am »

Playing the new version with IH 0.6,   only a few minor issues.  Like wall-terminals seem to have defaulted,  and that any dorf that attains the lofty jobtitle as "miner" also regresses into childhood,  should one jugde by their sprite.

and I'm not comfortable with the colors in this version.  (used 0.57 up until now)  and claystone and Schist wich my first embark has massive layers of..  well I just can't see any distinction between floor and rough walls

Um, well, maybe you should wait till Ironhand patches, then see how the new version works with his tileset?

couldn't wait :P  ,  and I'm both pleased and surprised it's working atleast 95%  without causing any hangs or crashes.
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Ironhand

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Re: Ironhand's Graphics Set (temp build to play with)
« Reply #4177 on: February 14, 2012, 10:38:49 am »

Alright, here's a temp build for you guys to play with!

This is a repackage with DF 0.34.01.

And that's it, actually. It's just a temporary thing so you can get your hands on the new DF release.

There are a bunch of new creatures in the game that aren't supported yet.
And you'll get warnings in your error log about all my zombie/skeleton calls in the graphics raws.

So just ignore those. They won't hurt anything... I hope.

I've got classes all day, but I'll see what I can do.

I'll have it all fixed up by tonight, and I'll start making some new critters.

...there are a LOT.  :o



Enjoy!
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nohrel

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Re: Ironhand's Graphics Set (temp build to play with)
« Reply #4178 on: February 14, 2012, 10:42:52 am »

Alright, here's a temp build for you guys to play with!

This is a repackage with DF 0.34.01.

And that's it, actually. It's just a temporary thing so you can get your hands on the new DF release.

There are a bunch of new creatures in the game that aren't supported yet.
And you'll get warnings in your error log about all my zombie/skeleton calls in the graphics raws.

So just ignore those. They won't hurt anything... I hope.

I've got classes all day, but I'll see what I can do.

I'll have it all fixed up by tonight, and I'll start making some new critters.

...there are a LOT.  :o



Enjoy!

Well done kind sir! Downloading
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Wavecutter

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Re: Ironhand's Graphics Set (temp build to play with)
« Reply #4179 on: February 14, 2012, 11:38:26 am »

Rolling a new world now!  8)
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kzel

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Re: Ironhand's Graphics Set (temp build to play with)
« Reply #4180 on: February 14, 2012, 11:39:33 am »

The package for the previous version works quite well with the new release.
Just a couple of plant and fish raws to edit to get their proper tiles, and in graphics_critters.txt and graphics_dwarves.txt replace all ZOMBIE and SKELETON with ANIMATED for undead to show up. It's a shame both types of undead now share their tag but oh well.
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BradUffner

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Re: Ironhand's Graphics Set (temp build to play with)
« Reply #4181 on: February 14, 2012, 12:20:27 pm »

How is the True Type support looking in this version?
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Ironhand

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Re: Ironhand's Graphics Set (temp build to play with)
« Reply #4182 on: February 14, 2012, 12:59:10 pm »

Hmmmm.... yeah, seems like undead don't use a tile at all now.

I tried using ANIMATED, but that didn't do the trick either.
Animated creatures just flash back and forth between
their base sprite and one of the tiles I'm using for gemstones.

So I'll probably move that tile to somewhere else,
and make that one look like a skull or something.

But yeah, it's a pity.
I spent a lot of time making zombies and stuff.
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nohrel

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Re: Ironhand's Graphics Set (temp build to play with)
« Reply #4183 on: February 14, 2012, 01:06:08 pm »

The tileset is brilliant, I tried to use the wiki and stuff (didn't find a solution, was editing init a lot of times) because I have one issue
The Font "words in the game " are really small as in to small for me, Is there a way to make the "text in the game" larger? I apologize for the newbie question.
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kzel

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Re: Ironhand's Graphics Set (temp build to play with)
« Reply #4184 on: February 14, 2012, 01:47:27 pm »

Undead tiles are showing up for me, at least dogs, cats and yak cows.
I basically replaced each entry dealing with undead to something like :
  [ANIMATED:CRITTER:3:0:AS_IS:ANIMATED]

They do the flashing thing between their zombie tile and the gemstone one, though.
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