Cool - thanks.
Well, once I’ve finished updating it and worked out how to do it, I’ll put up a PR.
Cool - thanks.
Well, once I’ve finished updating it and worked out how to do it, I’ll put up a PR.
Cant wait for the update
plz make a 20x also like your previous version
A lot of stuff came up over the last few days so I haven’t had time to work on it, but it (still) shouldn’t be too long.
I’ll put both 10px and 20px versions in the PR, yeah; same as in the mod (so they appear as two separate options in the tileset menu). If people don’t want them both to be in there, then I’ll put the one that’s left out on the mod page instead.
I just wanted to let you know you have my full support. I love retro days and I think it should be one of the default sets, specially if it falls back to letters when needed.
Good job and keep it up. =D
I am hyped for updated version. Thanks!
This is excellent news!
I’ve been using the RetroDays tileset since I began playing CataDDA a few months ago.
One of my pet peeves is always having to edit the .txt files in the RetroDays tile folder, whenever I am setting up the latest experimental, so that the game will recognise it…
Thanks everyone.
I’ve finished updating it now (as far as I know) - except for artefacts, as they don’t seem to be defined in the jsons so I can’t get their IDs that way. I found this in here though:
{
artifact_shape_datum tmp_artifact_shape_data[ARTSHAPE_MAX] = {
{"BUG", "BUG", 0, 0, 0, 0},
{_("sphere"), _("smooth sphere"), 2, 4, 1, 1150},
{_("rod"), _("tapered rod"), 1, 7, 1, 800},
{_("teardrop"), _("teardrop-shaped stone"), 2, 6, 1, 950},
{_("lamp"), _("hollow, transparent cube"), 4, 9, 1, 350},
{_("snake"), _("winding, flexible rod"), 0, 8, 1, 950},
{_("disc"), _("smooth disc"), 4, 6, 200, 400},
{_("beads"), _("string of beads"), 3, 7, 1, 700},
{_("napkin"), _("very thin sheet"), 0, 3, 1, 350},
{_("urchin"), _("spiked sphere"), 3, 5, 200, 700},
{_("jelly"), _("malleable blob"), 2, 8, 200, 450},
{_("spiral"), _("spiraling rod"), 5, 6, 200, 350},
{_("pin"), _("pointed rod"), 1, 5, 100, 1050},
{_("tube"), _("hollow tube"), 2, 5, 350, 700},
{_("pyramid"), _("regular tetrahedron"), 3, 7, 200, 450},
{_("crystal"), _("translucent crystal"), 1, 6, 200, 800},
{_("knot"), _("twisted, knotted cord"), 2, 6, 100, 800},
{_("crescent"), _("crescent-shaped stone"), 2, 6, 200, 700}
};
Does anyone know if I can I use those (sphere, rod, teardrop, etc) as the IDs for the artefacts so I can give them tiles? If I had a save where my character actually had one I could test it, but I haven’t found one since 0.9 stable…
Anyway, besides that I want to do a bit of testing and I still need to learn how to do PRs… but this should be out fairly soon, overall.
[quote=“Antistar, post:87, topic:5201”]Thanks everyone.
I’ve finished updating it now (as far as I know) - except for artefacts, as they don’t seem to be defined in the jsons so I can’t get their IDs that way. I found this in here though:
{
artifact_shape_datum tmp_artifact_shape_data[ARTSHAPE_MAX] = {
{"BUG", "BUG", 0, 0, 0, 0},
{_("sphere"), _("smooth sphere"), 2, 4, 1, 1150},
{_("rod"), _("tapered rod"), 1, 7, 1, 800},
{_("teardrop"), _("teardrop-shaped stone"), 2, 6, 1, 950},
{_("lamp"), _("hollow, transparent cube"), 4, 9, 1, 350},
{_("snake"), _("winding, flexible rod"), 0, 8, 1, 950},
{_("disc"), _("smooth disc"), 4, 6, 200, 400},
{_("beads"), _("string of beads"), 3, 7, 1, 700},
{_("napkin"), _("very thin sheet"), 0, 3, 1, 350},
{_("urchin"), _("spiked sphere"), 3, 5, 200, 700},
{_("jelly"), _("malleable blob"), 2, 8, 200, 450},
{_("spiral"), _("spiraling rod"), 5, 6, 200, 350},
{_("pin"), _("pointed rod"), 1, 5, 100, 1050},
{_("tube"), _("hollow tube"), 2, 5, 350, 700},
{_("pyramid"), _("regular tetrahedron"), 3, 7, 200, 450},
{_("crystal"), _("translucent crystal"), 1, 6, 200, 800},
{_("knot"), _("twisted, knotted cord"), 2, 6, 100, 800},
{_("crescent"), _("crescent-shaped stone"), 2, 6, 200, 700}
};
Does anyone know if I can I use those (sphere, rod, teardrop, etc) as the IDs for the artefacts so I can give them tiles? If I had a save where my character actually had one I could test it, but I haven’t found one since 0.9 stable…
Anyway, besides that I want to do a bit of testing and I still need to learn how to do PRs… but this should be out fairly soon, overall.[/quote]
Artifacts are randomly generated as needed, so they don’t have fixed IDs. What you’ve got there is the list of possible shapes for “natural” (as seen in STALKER) artifacts, generally found in anomalous rubble patches. It’s as good a starting point as any for the graphic…
BUT I just debug-spawned one in and the id was “artifact_0” so it’s not gonna be easy. Same for the clairvoyance cube and an artifact sword I got from a mine; artifact_1 and artifact_2 respectively.
Can’t wait to play this tileset once it’s %100. You wouldn’t happen to have an update with everything else you’ve just made? Or will it be in a PR.
e: In fact, do you think you could give us the copy with everything but the Artifacts?
[quote=“KA101, post:88, topic:5201”]Artifacts are randomly generated as needed, so they don’t have fixed IDs. What you’ve got there is the list of possible shapes for “natural” (as seen in STALKER) artifacts, generally found in anomalous rubble patches. It’s as good a starting point as any for the graphic…
BUT I just debug-spawned one in and the id was “artifact_0” so it’s not gonna be easy. Same for the clairvoyance cube and an artifact sword I got from a mine; artifact_1 and artifact_2 respectively.[/quote]
Alright… in that case I’ll just leave it to the ASCII fallback to handle artefacts. Thanks for the info.
[quote=“Turtlicious, post:89, topic:5201”]Can’t wait to play this tileset once it’s %100. You wouldn’t happen to have an update with everything else you’ve just made? Or will it be in a PR.
e: In fact, do you think you could give us the copy with everything but the Artifacts?[/quote]
Since I’m not going to be doing anything for artefacts, it means I’ll probably put up the PR tomorrow - assuming I can work out how to do it without too much trouble.
Awesome!
I might be able to start a new game tomorrow then.
Good luck…
Okay, the PR is up here.
I don’t think I messed anything up…
Hey I have all ways wanted to try this tile set looks great.
Could you provide the links to the 20x20 as the PR has not been committed yet and I was hoping to test it now
Thanks
[quote=“stk2008, post:93, topic:5201”]Hey I have all ways wanted to try this tile set looks great.
Could you provide the links to the 20x20 as the PR has not been committed yet and I was hoping to test it now
Thanks[/quote]
This is the link for the files in the PR, just download them in a folder called RetroDaysTileset20 and then put it in the gfx folder
I get an error
when selecting tileset in options
loading the tileset failed: failed to open tile info json
[quote=“stk2008, post:95, topic:5201”]I get an error
when selecting tileset in options
loading the tileset failed: failed to open tile info json[/quote]
If you right-clicked-and-downloaded the files directly from the page Heema linked to, that won’t work (as you’re actually downloading web-pages when you do that). You need to get the raw files.
Hi
I did not see a raw file download link but when I right clicked and saved as they are the correct format eg
PNG
json etc etc
P.S
I am trying to use this on latest experimental though is this the issue?
They’ll have the right filenames and extensions, yes, but if you open them in an editor you’ll see that they’re web-pages. Click on each file and you’ll go to a web-page that has a ‘Raw’ link; that’s what you want to download - if you just can’t wait. ;-p
It’s an easy enough mistake to make. I didn’t realise it worked that way myself until I tried just now to reproduce what you were doing.
forgot to add that step
click on the files then click on the raw button
then right click on the page then choose “save page as”
Yep that worked thanks very much