Hey Anti, I’m loving your tileset and I just created a new weapon and type of gas that is being sprayed by it. Could I create these tiles for RetroDays as well or do you want to do that yourself?
So, I hope that this isn’t too much of a necro, but is anyone still working on this tileset? It’s my absolute favourite and it would be a piety to slowly see it getting out of date…
I don’t check in here all the time - because I’m still busy trying to finish that Skyrim mod, before getting sucked into Fallout 4 modding no doubt - so if there’s anything super urgent regarding RetroDays people can use my e-mail address (in the OP) if they need to.
I have been feeling like playing CDDA again lately though, and that’s almost always accompanied by me updating RetroDays, so… can’t promise anything, but there may be an update sometime soon.
With that in mind, have there been any big (or small I guess) changes to making/using tilesets since around the middle of last year? Updated tools, new abilities, anything I need to be aware of, etc?
Okay, no-one mentioned anything and I didn’t notice that anything’s changed dramatically, so I went ahead and just updated the tileset as I normally would. I’ll put up a PR once I have time to work out how to do it again; maybe tomorrow.
One thing though; I think in the past I’ve said I wouldn’t do tiles for objects from mods, for the sake of my sanity. That’s still true, except that a few months ago Trihook sent me some tiles for dinosaurs from the Dino mod. (I only just noticed their PM because while I had set my profile options so that I’d receive an e-mail if someone PMed me… that doesn’t appear to actually work.) I added in a few tiles of my own to round out the numbers, and now the Dino mod at least is covered.
I’ll have to play a game with that mod enabled now.
For the benefit of anyone who doesn’t know, this is what Litppunk is talking about:
[quote=“Antistar, post:1, topic:5201”]RetroASCII Overmap Font: If you want your in-game overmap to look like this, grab the RetroASCII Overmap Font package from the Nexus link below. Instructions are in the included readme file.
I could make a PR for it, but as it stands now, doing so would replace the default overmap, and I don’t know if people would go for that. (I mean I don’t know why anyone would prefer tiles - graphical or otherwise - to be rectangular and not square, but maybe some do, you know?)
What would be great is if people could choose fonts for the overmap in an in-game menu, just like graphical tilesets. I’m guessing that would require code changes though, and even if I had time for it at the moment, that’s beyond me, unfortunately.
Urrrrghhhh… okay, the PR is up. Took me hours to get to that point. The interface for the Github desktop application has changed every time I come back to it, and I seem to find new ways to break it every time. I think I actually did everything with the git shell command line this time. (Had to.)
I guess we’ll find out if I messed it up somewhere.
Edit: Looks like I didn’t - Rivet merged it. Thanks.
Oh, right - sorry, I didn’t think to clarify that the PR was for the update to RetroDays; not for that overmap font. Like I was saying there, I could make a PR for it (and so could someone else, if they wanted to), but I didn’t because as things stand now it would change the default font used for the overmap and I don’t know if that’s what people want.
You can grab it from the Nexus link in my quote there if you want to use it, though.
Alot of mainlined mods are optionable. I don’t see why what map tiling you have shuold be any different in that respect. Set it up as a separate mod and at the very least get it hooked up with the CDDA launcher to make it an easy add-on option.
I strongly encourage this! I mean, you DO know that your tileset is like, the definitive public perceived look of the game, right? The biggest LP of it out there uses it, and when that player cycled through the various options the votes were strongly in favor of RetroDays. Having that extend as thoroughly as possible can only be a good thing.
That overland map looks nice, I’m all in favor of making it possible! And, as people mentioned above, shady zombies and some trees don’t have tiles yes, as far as I noticed in my games. Keep up the good work! =D
Oh yeah? Do you mean Aavak’s LP? I do like Aavak’s stuff.
Hey, thanks. Those tiles are definitely in there, though; the new creatures and trees were pretty much the first things I did for this update, actually. Just ensure you get one of the latest experimentals; 4501 and later, I believe.
Anyway; I was just trying to implement “RetroMap” as a mod, but it’s not working. Both config\fontlist.txt and config\fonts.json are auto-generated by the game as far as I can tell, and you (currently) then replace them with the files from the download - or edit them appropriately.
The game couldn’t interpret fonts.json when included in a mod though, complaining that it lacked a “type”. So the game just can’t do it as a mod, or such a mod needs to be set up differently. Either way, I don’t know how to do it myself, I’m afraid.
I’ll make a suggestion that it be included somehow over in the Drawing Board section, though.