it’s working in-game with deon’s last pack (nice work!) for vanilla cataclysm. i’ve been adding some of the newer stuff for 1.6 as i go, including wearable weapons, boarded windows/doors and some other items. i’d say it’s about 70% done for regular cataclysm, and it’s 24x24 only.
anxiously awaiting tile support in DDA! thanks for continuing development!
yeah it’s me soron! thanks for recognizing my stuff!
deon - thanks! i’m down with whatever i can do to help out. i’m stll working with 1.6, and waiting patiently for some super brain to figure out tile support for DDA. but, when i complete the set i will post a link for 1.6, and feel free to hack at the new config file i’m working on!
here’s the finished park set, based on your work! the player is wearing a combat helmet, utility vest, backpack, army pants, sneakers, and safety glasses.
Now that’s neato! Have to figure out some way of getting that old variable terrain back into action. You know, so all the grass can look proper rather then kinda cluttered as they look like individual objects. I imagine it’d make forests look a bit less barren.
I took a look at updating this to the current dev version today, and didn’t fix all the merge errors before I get fed up. Given how rapidly the codebase has changed, I’m actually wondering if it would be easier to re-implement most of this (everything but the graphical catacurses, probably), rather than trying to merge in old code and hope nothing breaks.
Alternatively, if anyone feels like merging it into what we’ve currently got, I’d likely be willing to chip in to fix any issues that come up at that point.
Exactly why I’m thinking that we may want to start from a version that doesn’t have conflicts all over the place. Like maybe take the OpenGL curses code that was written (which hopefully is not too hard to just drop in), and then re-implement tiles from that.
And then yeah, once we have something that’s starting to work, we’d want to get it merge-worth in a timely fashion so that we don’t have to worry about constant merge conflicts.
We could also divide the feature into parts, pushing them into main one at a time. Basically, what a tileset mod needs is:
String identifiers for all the various objects that could have a graphical representation, so that the tileset API can tell them apart.
A few #ifdef’s in the rendering code, where if the tileset is enabled, we have to consider drawing multiple things on the same tile, rather than just a single character.
Update the API to actually treat the map window separately from text windows(I have no idea how hard this is, as I’ve never done this - My pdcurses tileset implementation just kept treating everything the same)
The actual openGL curses implementation, with the ability to draw sprites.
We can do 1. without caring about the others. 4. should be a simple drop-in. 2. isn’t too hard, just need to figure out how rendering works now. 3. I’ll leave to someone who knows how to do this.
The name’s rokomata and from the looks of it I’ll be making contributions to topics and debates from all across the forum space from this moment on.
The reason why I originally opted to jump the wagon and become a part of this stellar community is, beyond wanting to express my love for the stuff you’ve got going down here, my own effort to reach out to this community in hopes of showing support for the computer tileset project in Cataclysm:DDA.
I personally have run the now-practically-defunct fork of the computer game Cataclysm a few times now and despite Cataclysm’s more-often-than-not extremely taxing level of challenge been able to thoroughly enjoy each and every second of the darn thing! What’s worth noting though is the fact that, each time I do this, the supplemented tileset feature helps me better understand what is coming down whilst I zoom around with my avatar.
So if you guys really, truly believe that getting Cataclysm:DDA a makeover in regards to the graphics department is not the way the go this time around then I must take action now and attempt to dissuade you from insisting on these sort of convictions. As a matter of fact, I estimate that in the spectacular event that the graphics makeover thing comes true, Cataclysm:DDA will get to see an overwhelming number of videos and footage of it up on sites like YouTube and what not.
So please make it happen! I know your plates are all full and waiting on attendance but please make it happen!
So yeah I’m sorry if my words of encouragement failed to evoke any kind of uplifting or just rendered you upset. I really don’t want to sound as if I’m trying to rush things here but if I am then please pardon my erroneous presentation. Thank you.
Hi there. As you can see, the vast majority of those who possess the know-how to make things happen, whether it’s getting a particular piece of code ported or if it’s graphics capability that you want to see make the pipeline, are busy sorting things out on their day job.
As a result you’re gonna have to sit back and wait for the coders to make a comeback and decide to spend a portion of their leisure time trying to patch up Cataclysm’s source just like the rest of us down here. They’re not getting paid for this kind of work either as far as I’m aware of.
But still I wish you the best of luck with marketing the project you detailed in your posting. We all know Cataclysm has got potential and everyone wants to grab a bite from the present route it has taken in terms of features, value, those kind of things. Inexorably though, some features will never come through for various reasons.