[/quote][quote=“DG123, post:22, topic:4401”]This is looking pretty awesome. But could someone give me the once over as to how to get it working?
I’ve not installed a tileset myself before and I’m not sure how to set one up. (What’s with all the different sizes, for one thing?)[/quote]
Just unpack zip in folder \gfx
There should be folders - DeonTileset, HoderTileset, TsuTileset.
After the folder should appear RagaTileset, or RagaTileset, RagaTiles24, RagaTiles16, RagaTiles08 in zoom case. Scale depends on the choice of tilesets.
Go to options on the main menu (if you are ingame use “?” -> 2 instead) -> Graphics -> Choose Tileset, use left and right arrow to navigate the list of installed tilesets, the one it appears is the one that will be loaded once you answer YES to the save options dialog (You exit options using ESC). This tileset identifier is “Raga’s”, but don’t worry, you can swap tileset ingame to select the most appropiate to a given situation (Remember that it ONLY updates after saving the options) .
Gj Chunk, as usual… I made a broken gen myself but I focused on making it to appear really broken. Yours, with a more industrial look, I think it’s better… I will reserve mine just in case at some point they add a working one and we need 2 models.
T_Root_wall has a gfx already (it appears on a very important encounter). I’m not too fond of it… But it will come on tomorrow’s update.
The error you get is the result of a malformed JSON file format (usually typos and specifically missing “,” or extra ones among the most “destructives” ones ).
Get this one (It contains what Chunk added plus some extras I’m working into to include into tomorrow’s update):
Same thing happened as soon as I chose the tileset in Options exited the options menu and saved.
This is odd.
I’m using the latest experimental build. I don’t know if that would cause problems with this tileset somehow…?
EDIT:
Tried again. I reinstalled the game and then reinstalled the tileset. Same problem happened although it gave me a more complete error message saying what line the problem was in.
It said the problem was having some zeroes in front of something…
src/cata_tiles.cpp[273]: gfx/RagaTileset/tile_config.json: line 109:19: leading zeros not strictly allowed
Are you using the game under Linux, by chance? 00 can be interpreted as an octal number and, under the strict JSON file definition it’s not a valid entity but…
… On the game version I’m using (Vanilla 0.9 on windows) it’s not a problem. In any case, I will do a purge on all those kind of leading zeroes just in case.
Could be an update in the JSON parsing libraries (That make them parse in “strict mode”) that has been injected into the next compilation. I have downloaded the source code but I haven’t inspected it besides the portions that affect tilesets (Mainly to extract hardcoded IDs) so can’t help you there.
[quote=“DG123, post:32, topic:4401”]Same thing happened as soon as I chose the tileset in Options exited the options menu and saved.
This is odd.
I’m using the latest experimental build. I don’t know if that would cause problems with this tileset somehow…?
EDIT:
Tried again. I reinstalled the game and then reinstalled the tileset. Same problem happened although it gave me a more complete error message saying what line the problem was in.
It said the problem was having some zeroes in front of something…
src/cata_tiles.cpp[273]: gfx/RagaTileset/tile_config.json: line 109:19: leading zeros not strictly allowed
{
“id”:“lighting_hidden”,
“fg”:00
^
,
10 “rotates”:false
10 },
10[/quote]
I have the same error. Fix it by replacing 00 to 0.
Just finishing the last tiles before releasing another update…
…Chunkofmeat good job with the new tiles effects but, I noticed you changed the line effect (“animated_line”, 49) to the single peeble (22). The problem is that by using a small solid background effect, the visibility of the targeting line is badly impaired on similarly colored terrains (for example on forests or while aiming in the streets). The line of fire effect is extremely important not only to know were the last target is but also which ones the attack will go through or when you want to make a throwing object to collide against a corner.
I created an specific background for it (975) starting with the vanilla red square (I made it a bit more transparent so it doesn’t disrupt the entities it goes over as much) and I added a high contrast “reticle” (transparent green) to be sure the line of fire is also visible when the background is predominantely red/orange.