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Author Topic: Ironhand's Graphics Set (on Hiatus)  (Read 1218685 times)

wyrdness

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Re: Ironhand's Graphics Set (new dig-designations!)
« Reply #4455 on: April 06, 2012, 04:35:36 pm »

Thank you, narhiril. Now I can get back to maiming helping my dwarves in style. :)
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Xnidus

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Re: Ironhand's Graphics Set (new dig-designations!)
« Reply #4456 on: April 08, 2012, 04:39:32 pm »

Hi guys, I made some new creatures. Perhaps can be useful... (I accumulated this stuff in this post)

Above, left to right.
Wombat (creature modified of Genesis Mod), Bobcat (creature modified of Ironhand), Chinchilla.
Below, left to right.
Porcupine (capybara's Ironhand modified), Weasel (normal version is ferret of Genesis Mod), Echidna.



Coati:



Aye-Aye:



Three-Toe Sloth (normal and man version) and Megatherium (giant):
1 row. SLOTH_MAN. Beware its claws!
2 row. GIANT_SLOTH. The beast of Pleistocene.
3 row. SLOTH. In the ground...  ;)



Above, left to right. Pangolin and Armadillo (Nine-banded armadillo).
Below, left to right. Aardvark and Tapir (Malayan tapir).



Above. Adder.
Middle. Anaconda.
Below. King Cobra.



Giant Hamster & Hamster man. Giant Sponge (tubular sponge) & Sponge man.

« Last Edit: April 09, 2012, 10:25:15 am by Xnidus »
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NW_Kohaku

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Re: Ironhand's Graphics Set (new dig-designations!)
« Reply #4457 on: April 09, 2012, 10:14:30 pm »

Trouble brewing:

I'm using inverted double lines for rails.  Those'll either be distinguished from the hidden engravings walls through a color convention, or hidden engraving walls will be altered entirely.  I don't like single line rails.

That means that walls are going to become very problematic with rails.
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Personally, I like [DF] because after climbing the damned learning cliff, I'm too elitist to consider not liking it.
"And no Frankenstein-esque body part stitching?"
"Not yet"

Improved Farming
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GoldenShadow

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Re: Ironhand's Graphics Set (new dig-designations!)
« Reply #4458 on: April 09, 2012, 10:33:09 pm »

What sort of problem will that cause?
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NW_Kohaku

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Re: Ironhand's Graphics Set (new dig-designations!)
« Reply #4459 on: April 10, 2012, 12:19:00 am »

What sort of problem will that cause?

It's an inversion of the tiles use for walls - it means that rails will look like wooden doors do now, or in other words, like just the engravings section of a wall.
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Personally, I like [DF] because after climbing the damned learning cliff, I'm too elitist to consider not liking it.
"And no Frankenstein-esque body part stitching?"
"Not yet"

Improved Farming
Class Warfare

Ironhand

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Re: Ironhand's Graphics Set (new dig-designations!)
« Reply #4460 on: April 10, 2012, 01:44:05 pm »

What I wouldn't do for full graphics support.
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BradUffner

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Re: Ironhand's Graphics Set (new dig-designations!)
« Reply #4461 on: April 10, 2012, 06:37:04 pm »

What I wouldn't do for full graphics support.
Or even just support for more than 256 tiles.
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Raw Explorer - Easily navigate and edit your raw files via GUI! - http://www.bay12forums.com/smf/index.php?topic=103360.0
Tile Genie - Merge multiple tilesets - http://www.bay12forums.com/smf/index.php?topic=77724.0

bombzero

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Re: Ironhand's Graphics Set (new dig-designations!)
« Reply #4462 on: April 10, 2012, 06:40:13 pm »

Or Ironhand swaps the tile numbers around a bit and fixes it?
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BradUffner

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Re: Ironhand's Graphics Set (new dig-designations!)
« Reply #4463 on: April 11, 2012, 02:04:46 am »

This picture from another post got me thinking.


Inverted double lines actually look more like triple lines to me.  Inverted single lines should look more like double lines, and nicely handle the walls / tracks problems that tilesets are going to have.

Or Ironhand swaps the tile numbers around a bit and fixes it?
I don't think you can reassign the characters used for walls and engravings.  Unless Toady changes something this is going to be a big challenge.  It's going to be very hard to make a single character look good as a wall, engraving, and a track.
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Raw Explorer - Easily navigate and edit your raw files via GUI! - http://www.bay12forums.com/smf/index.php?topic=103360.0
Tile Genie - Merge multiple tilesets - http://www.bay12forums.com/smf/index.php?topic=77724.0

NW_Kohaku

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Re: Ironhand's Graphics Set (new dig-designations!)
« Reply #4464 on: April 11, 2012, 09:20:32 pm »

Well, if you want to make the case for inverted single-line tiles then now's the time to go to the Future of the Fortress thread and make the case...

I made a suggestion thread, but it got a grand total of 0 replies, so I don't think that may go too far...
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Personally, I like [DF] because after climbing the damned learning cliff, I'm too elitist to consider not liking it.
"And no Frankenstein-esque body part stitching?"
"Not yet"

Improved Farming
Class Warfare

Saiko Kila

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Re: Ironhand's Graphics Set (new dig-designations!)
« Reply #4465 on: April 12, 2012, 03:53:06 am »

I have the bug, which causes some tiles to become black (invisible), and some tiles marked for digging are shown as already digged or unmarked. This is especially annoying when dealing with menus, like cage or pasture assignments, because I can't see whether certain animal is caged, pastured or free. Also some lists, like health status, has these bleeding void patches. The missing tiles are sometimes seen for a short moment after highlighting, but usually highlighting makes things worse, because more tiles are disappearin. When I'm taking screenshots, or just minimizing-maximing window, some of the affected tiles are redrawn. Has anyone experienced that? To prevent it from occurring I need to disable TrueType. In version 0.31.25 I also had to disable TT, but the reason was incorrect handling of some characters, which was causing crashes, not to mention truncating strings. In version 0.34.07 there are no crashes and truncations, but there is this bug, at least on my machine.
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the_game_hunt

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Re: Ironhand's Graphics Set (new dig-designations!)
« Reply #4466 on: April 15, 2012, 06:20:08 pm »

Always downloading a fresh-DF from Ironhand is the solution for MOST problems. Dont know if this is the case....

Yes, I do.Everyone has it, disabling TT fixes it.

I think it was fixed but later Toady messed up it.
« Last Edit: April 15, 2012, 06:31:00 pm by the_game_hunt »
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The Baron has been shot and killed.

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narhiril

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Re: Ironhand's Graphics Set (new dig-designations!)
« Reply #4467 on: April 16, 2012, 10:44:57 am »

Always downloading a fresh-DF from Ironhand is the solution for MOST problems. Dont know if this is the case....

Yes, I do.Everyone has it, disabling TT fixes it.

I think it was fixed but later Toady messed up it.

There was a persistent issue where TTF would crash the game if a string was too long to fit on the screen.  When this was fixed, the "some characters are blacked out" bug was introduced.  Personally, I prefer this over the crashes, but it's a work in progress.

shinkunosuna

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Re: Ironhand's Graphics Set (new dig-designations!)
« Reply #4468 on: April 16, 2012, 04:21:43 pm »

Oh so that's what it is, the true type font acting up.  Yeah, I tried disabling it but I don't quite like the look as much.  I do hope it gets fixed one of these days.
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the_game_hunt

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Re: Ironhand's Graphics Set (new dig-designations!)
« Reply #4469 on: April 16, 2012, 06:11:34 pm »

Oh so that's what it is, the true type font acting up.  Yeah, I tried disabling it but I don't quite like the look as much.  I do hope it gets fixed one of these days.
I totally agreed with you, TT font on this graphic set is really nice,I dont like non-TT fonts at all (no offense ironhand).

Anyway, is ever this graphic set going to have mod support, like to Masterwork (I dont play it) or other mods out there?
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Quote
The spinning (silk shoe) strikes the Baron in the left upper arm, bruising the skin!
The Baron has been shot and killed.

WARNING! I'm not responsible for damaging/destroying your post!
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