[v1.0.1] Old RPG Tileset & Darkwood UI

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daftigod
Archmage
Posts: 300
Joined: Fri Feb 18, 2011 6:15 am

Re: [1.0] Old RPG Tileset & Darkwood UI

#241 Post by daftigod »

reworking leathers ;)
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Doxy
Posts: 2
Joined: Sun Jan 06, 2013 2:40 am

Re: [1.0] Old RPG Tileset & Darkwood UI

#242 Post by Doxy »

Awesome mod, but im having some issues with it.
Initial loading is pretty long and im on SSD.
Also every few minutes the game would freeze for 30sec + and it can either unfreez or i'll have to try and get out to main menu.
I don't have any addons other then initial warden/vault.
running win7 64bit with evga gtx590.

Doxy
Posts: 2
Joined: Sun Jan 06, 2013 2:40 am

Re: [1.0] Old RPG Tileset & Darkwood UI

#243 Post by Doxy »

Awesome mod! thanx for keeping it up to date.

urpokarhu
Posts: 4
Joined: Thu Jan 10, 2013 10:03 am

Re: [1.0] Old RPG Tileset & Darkwood UI

#244 Post by urpokarhu »

Thank you for making this, I think I wouldn't have even play the game without your tileset. I wish I could donate you some money with Paypal :)

Goncyn
Wayist
Posts: 22
Joined: Thu Jun 24, 2004 5:49 am
Location: USA

Re: [1.0] Old RPG Tileset & Darkwood UI

#245 Post by Goncyn »

Thanks for this tileset. I enjoy it much more than the default one. Why do you have to start a new character to use it?

Crim, The Red Thunder
Sher'Tul Godslayer
Posts: 2000
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Location: Nahgharash

Re: [1.0] Old RPG Tileset & Darkwood UI

#246 Post by Crim, The Red Thunder »

This is probably a REALLY dumb question, but is there ANY way that you could get your addon to interface with character dumps, so that when we use one of your oldrpg custom tiles, it would display instead of the regular custom tile? I know that would likely entail some cooperation on darkgods part, but It'd be rather nice, since what you use isn't the same as what he uses... and I'd like to see the right icon for my character...

Is this even a remote possibility?
Currently playing under the name Aura of the Dawn 4 down, 227 to go!
Proud author of Orc Pit Restoration Project, Faction Allies, Dwarven Adventurer addons
SadistSquirrel wrote:DarkGod has two arms, one with an opened hand, one with a closed fist. You got the fist.

daftigod
Archmage
Posts: 300
Joined: Fri Feb 18, 2011 6:15 am

Re: [1.0] Old RPG Tileset & Darkwood UI

#247 Post by daftigod »

thanks guys!!

i've been neglecting this thread (but still working on oldrpg!), and figured i should answer some of these questions.

Doxy - I'm not sure what's causing that. I have never used an SSD an don't have any idea how ToME caches everything so I really can't help as far as those specifics go. the loadtime with a 25 mb addon should probably increase fairly significantly, but i honestly don't even notice it much on my win7 2.7 dual core. i also haven't had the map lock up on me like that in many many betas. it's a stretch, but you're not using the classic hud are you? and just curious, what resolution and tilesize do you use? and you have the latest drivers I assume? the game uses OpenGL to display things, but if it doesn't happen with shockbolt tiles than there could be something wrong on my end.

urpokarhu - oh man, that is a nice complement but don't forget that shockbolt's tiles are all original and hand painted, while my pack is really just a fancy copy/paste job! it's true that i have put alot of time into it, and learned alot along the way, and also even added alot of my own work. but i can't really bring myself to accept payment for this project while it still uses so many assets that other people created. thank you very much the offer. it is a wonderful gesture that i was not expecting, and it truly made my day when i read your comment. but for now, at least until i get the copyrighted stuff out of it, just consider oldrpg my gift to the ToME community. If you really want to do something nice for me, just donate 5 bucks to DG in my name so I can get rid of white-name in chat. ;) Thanks alot dude, it's a good feeling to know that somebody thinks that the work i do is good enough to pay cold cash for, warm n tingly and stuff like that. People like you are what make indie developers want to keep developing!

Goncyn - Addons are tied to a character's save file on birth, since b43 i think. every time you load that character, ToME will enable those addons. If you started a character with item vault disabled, then it will always be disabled for that char. Basically alot of unpredictable bugs happen when you try to force different addons into an already developed character's world. Granted a tileset wouldn't mess anything up, but an addon is an addon. Now that i think about it maybe i'll petition DG into making an exception for tilesets! Good idea Goncyn!

Crim - that would be a DG and the guy who does the website thing. somebody would need to load my character tiles to the tome site and then modify the pages to display them. maybe a choice for tileset display under the profile or something like that. Or a different theme! Hmm maybe that could be my next project ;)

And thanks to you guys oldrpg for 1.0 has been downloaded 736 times in a little under 3 weeks!

daftigod
Archmage
Posts: 300
Joined: Fri Feb 18, 2011 6:15 am

Re: [1.0] Old RPG Tileset & Darkwood UI

#248 Post by daftigod »

updated all base sprites, including redheads ;)
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daftigod
Archmage
Posts: 300
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Re: [1.0] Old RPG Tileset & Darkwood UI

#249 Post by daftigod »

updated the classic hud for darkwood, with some significant improvements. :)

Image

the next version will have so much new armor and player doll stuff that's it's not even funny. everything from boots to helmets to the larger bits in between, including the weapons, has been given some more love. all of the base models have been updated with the stuff from the previous posts, and in general things are more cohesive throughout the set all around. male / female armors, especially plates, are more consistent with each other now, the object tiles also reflect this. all around, i'd guess that at least 30-40% of the files in the pack have been given more attention in one way or another since the last version.

i've also been gradually reducing the overall size of the addon by fixing a ton of unnecessarily bloated png files. when i shaded alot of things like terrain and player doll equipment, i did it at 64x64. by shrinking these tiles back down to their original resolution (16x16 or 32x32), then resizing them back up to 64x64, many individual files are now 50-80% smaller in size. overall, i'd say this could save 4-5mb on the overall addon data, thus decreasing loadtimes for slower computers. :)

to anyone reading this forum that uses this pack; i could use some feedback if anyone thinks oldrpg could be improved!

Crim, The Red Thunder
Sher'Tul Godslayer
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Location: Nahgharash

Re: [1.0] Old RPG Tileset & Darkwood UI

#250 Post by Crim, The Red Thunder »

Everything can always be made better, of course. :)

You mentioned doing new tiles for redheads, does that mean that all races will now have oldrpg redhead counterparts? Or just the ones that have them now will now have a reworked version?

I note you labeled things with 'transparency', is that going to cause issues with computers that can't use shaders? (Like my own? I know when I couldn't see the health bars, you suggested trying classic interface and my computer coughed up a lung screwing the graphics in 9 different ways...)

Way to improve oldrpg..... Not sure if it's possible, but I'd love to see you lend your hand to the creation of your own custom character tiles, to add on top of the basic sets for donators. Not sure if an addon can create new custom character tiles, or just overwrite the existing ones... (and I know you overwrote some of the existing ones), but actually adding new ones would be interesting, and let you put your hand to some unique art.

(On the subject of things that could be added, could you add other haircolor options in the 'customize character' option in addition to red? Or is that (again) outside the scope of what an addon can create?)

EDIT: (Or perhaps even multiple hairSTYLES to go with the color? More character customization is ALWAYS good.)

I'd love to see yeeks that look better, instead of like escapees from area 51... (Though the shockbolt tileset has kinda... eh... yeeks too, that's not just yours.)

Issues with the current tileset... I really only have one, and it's the particle effects around things like font's of life. On some of your brightly colored terrain types, it can be hard to see where the effect is reaching. For instance, the green grass in trollmire with a font of life that uses slightly different green particles can be hard to see... Norgos lair makes problems for me to.) Is there any way you can make this more distinguishable, without having to remake the entire ground tileset? (Of course, if you did, it would likely just add more shader problems to my computer, but I'm sure other people might have had similar issues...)
Currently playing under the name Aura of the Dawn 4 down, 227 to go!
Proud author of Orc Pit Restoration Project, Faction Allies, Dwarven Adventurer addons
SadistSquirrel wrote:DarkGod has two arms, one with an opened hand, one with a closed fist. You got the fist.

dreadpatch
Cornac
Posts: 35
Joined: Mon Oct 08, 2012 1:55 am

Re: [1.0] Old RPG Tileset & Darkwood UI

#251 Post by dreadpatch »

Been waiting for this since forever! (returning player here) A thousand internets and hugs for your great work :)

daftigod
Archmage
Posts: 300
Joined: Fri Feb 18, 2011 6:15 am

Re: [1.0] Old RPG Tileset & Darkwood UI

#252 Post by daftigod »

Crim - lots of questions there! let's see... Redheads - all races with hair will have a redhead version, unlocked the same way as default tome. unfortunately, i have no plans to add further hairstyles to the pack and probably won't in the near future, although it's a good idea. Remember that I'm just working with what ToME has by default so far, and don't really have much desire to add any code to oldrpg, or add any new features. Transparency / shaders shouldn't be an issue any longer. As far as adding custom tiles, no plans, but your question got me thinking about the future of oldrpg. :) Yeeks are probably final unfortunately. I'm very happy with the way they look, and Area 51 is kind of a complement hehe. Particle effects and the colors of my terrain tiles are definitely a problem I have to look at, and i am not sure how to approach a fix. I'd like to redo the effects, but i don't understand how they work yet! I'm also very happy with the color scheme in oldrpg right now, and am kinda conflicted on changing anything. I'll get back to you on that one! Good questions overall, thanks for the feedback man!

Dreadpatch - thanks!

Today's work: updated minimalist darkwood :D
minimalist-update.png
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rexorcorum
Graphical God
Posts: 482
Joined: Wed Jan 05, 2011 8:05 am
Location: There and Back again

Re: [1.0] Old RPG Tileset & Darkwood UI

#253 Post by rexorcorum »

Hey, daftigod - I have updated the 2hwepons for OldRPG package to v.1.1.0, adding your suggestions and a new wight look

~ 2hweapons+wight-for-oldrpg-v1-1.zip:
  • Replaced the wight sprite with a new and better one;
  • Added the "special" folder for the wight tiles (forgot to copy it in the first version);
  • Rearanged the headgear tiles for the new wight, because they were too low and were obscuring the eyes;
  • Added 70% black overlay to contours of all 2hmace and 2hsword tiles (thanks to daftigod for the tip)
Image

Cheers! Waiting eagerly for the next oldrpg version :)
~ [ RexOrcorum, a.k.a "rexo": Official Visual Magus, Addon Beautifier, Achiever, Knight of the 561 Trees, Dark Interfacer ] ~
darkgod wrote:~ [ DarkGod whips rexorcorum with Suslik (& many others as well) ] ~

dreadpatch
Cornac
Posts: 35
Joined: Mon Oct 08, 2012 1:55 am

Re: [1.0] Old RPG Tileset & Darkwood UI

#254 Post by dreadpatch »

EDIT: This is a derp, do not read this. >A< (was gonna report something, but wasn't the addon lol)
Last edited by dreadpatch on Sat Mar 16, 2013 4:23 am, edited 1 time in total.

averaen
Wayist
Posts: 22
Joined: Sat Sep 22, 2012 9:59 am

Re: [1.0] Old RPG Tileset & Darkwood UI

#255 Post by averaen »

I want your new simplified darkwood UI so badly! When/where can I get it?

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