Due to unforseen weekend events’ ;)… I will miss today’s update, next one will be on Thurdsday.
Raga`s Update 10: +
https://drive.google.com/file/d/0B2U5XRj54vODNEJKQ2lqMVBCVEk/edit?usp=sharing
Minor updates. I changed what irritates me the most - some terrain tiles and add tile “Z” for newest zombies.
UPDATE 11:
- Furniture courtesy of Chunkofmeat
- Clothes, Terrains and Furniture.
EXPERIMENTAL BUILDS FEATURES:
- Vehicle Sections, Creatures placeholder “Z” by Chunkofmeat.
In Google Drive:
https://drive.google.com/file/d/0BxOjT8xhbKf7MWwxNVpMWHlHejQ/edit?usp=sharing
As the next version of DDA seems to be released soon I decided to specificaly include in the progress evaluation the optional entities that only ppl using experimental builds may see (Provided by Chunkofmeat) (But probably the progress will be reset again once the full array of new GFX appears on the 0.A stable version). On succesive updates I will try to also report which entities are only visible on experimental builds (I hope this is just a temporal situation until 0.A is released).
Raga`s Update 11: +
https://drive.google.com/file/d/0B2U5XRj54vODNEJKQ2lqMVBCVEk/edit?usp=sharing
I make my Ford Model TT on farms…))
added
all hd, wooden and light parts for experimental
“vp_basketsm”
“vp_basketlg”
Struggling with SQUARED in terrain
Changed some items
I’m going to miss this update again… This fun weekends are going to “kill me” ;). I think I may change to a weekly schedule of bigger updates to prevent spamming the forum.
EDIT: Yes, I’m swaping to weekly updates on Fridays.
UPDATE 12:
- Continuous terrain tiles, courtesy of Chunkofmeat.
- Clothes (Lots of them ;)).
EXPERIMENTAL BUILDS FEATURES:
- Vehicle Sections, by Chunkofmeat.
In Google Drive:
https://drive.google.com/file/d/0BxOjT8xhbKf7MWwxNVpMWHlHejQ/edit?usp=sharing
From now on I will swap to a single weekly update on Fridays.
Using the latest experimental build last night, notice several anomalies with this tile set. The smoke graphic is now represented by a green cloud, the webs now used fire graphic, and blood splatter uses the web graphic. I adjusted but it was disconcerting at first.
Btw, thanks for your work. This is my favorite tile set
Kristover, are you sure you’re playing a fresh game? Weirdness like this can happen if you load a really old save…
Negative. It was a game which I started that day. I died on day 1 and started another with same results. I do download the experimentals daily.
While i haven’t seen that in particular, some enemies show up as a very strange looking Z, i’m not sure if that’s stylistic or not, but it’s odd to see this as crawling zombies, laser turrets, and a number of other enemies. (i use the experimental too.)
It’s most likely probs with the game for recognizing which tile is for which.
That’s what i figured for the latter issue, is there any quick-and-dirty way to fix it?
“Very strange looking Z” it is my equivalent for “no tiles” for new zombies.
I did not see the game with UPDATE 12. My last game been game with UPDATE 11, but i try see what is happened in it near time, if Raga do not fix this before.
[quote=“Kristover, post:87, topic:4401”]Using the latest experimental build last night, notice several anomalies with this tile set. The smoke graphic is now represented by a green cloud, the webs now used fire graphic, and blood splatter uses the web graphic. I adjusted but it was disconcerting at first.
Btw, thanks for your work. This is my favorite tile set[/quote]
Maybe it is no smoke, but toxic gas?
[quote=“Sirbab, post:91, topic:4401”]Here’s an
Woah, and apparently as of the newest update, slime trail looks like rubble.
Here’s how slime trail as well as rubble.
A lot of tiles seem to be broken since the latest expirementals, i went from having regular smoke to the bright green toxic cloud (like you would find underground)… i’m not entirely sure why that would be, but the slime trails that i had in the game before stayed the same visually, but were labeled chunks of flesh, i think it may be related to the addition of the gibs? i could be wrong, of course.
The gibs update seemed about the time the weirdness started
In fact that was EXACTLY when it started, the changes introduced in build 810 have caused tile shifting. i reported it to several devs, including the one who introduced the changes, and he didn’t know why that happened. le sigh.
I wrote a bug report on githab.