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@kenoxite: The issue there is that the gfx folder is not being added to the distributables. Should be fixed soon.
Progress! I have made some progress on the world factory. Currently it will load a save from a world folder. Working on getting characters to save back to the world they were loaded from. After that I will be making changes to allow for world generation, and starting new games within generated worlds.
For now, here is a picture of the main menu with a world and character selected
Until then, how can we switch from the incomplete tileset to the original ASCII graphics, because the graphic tileset is currently rather ugly with all the missing tiles.
GalenEvil’s code is no worse than utunnel’s (GalenEvil actually re-used large part of Utunnel’s code and improved on it), but the problem is that it’s not plugged into a proper tileset yet. Akak: the game recognize all the tiles it needs, but we still need to make those tiles, and present them in a format the game understand.
So, with all the crazy stuff flying through Github right now, will 0.8 get released before Dwarf Fortress’s next big blast? It’s coming out Mid-Novemberish. Maaaybeee.
Tileset support is on?! I was in the countryside and missed when it happened, thank you so much guys and Galen :). I will get on with tileset making ASAP.
@Deon: If you download the experimental SDL build there will be an option in the Options>Interface menu for turning Tiles on and off. You’ll need to restart the application for the change to take effect though.
So, is the current wall-connection style going to remain? Because it’s okay for top-down walls, but it does not allow to use my isometric walls (you cannot specify which corner is which, and which side should the connection point to). I rather liked the old “overlap” mechanics for Gremour’s tileset where you could just specify “east”, “west”, “nsw” etc directions for any tile.
For the moment it’s just top down only since everything rotates so much. I’ll work on adding in support for naming all of the orientations individually so that isometric views become an option again.