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undeadpeopletileset's Introduction

The currently maintained fork of UndeadPeople. Pull Requests and Issues are welcome and appreciated.

Nearly Dead

Some sprites provided with permission from Xotto in collaboration with Nearly Dead: https://store.steampowered.com/app/1268900/Nearly_Dead/

Tileset related links

Downloading

Releases

This is the preferred option, just head to the right side and select the latest release. If you are using mods, make sure to download the correct zip file in the Assets list.

Repository Download

If there isn't a current enough release you can download the repository using this button. Note that this also contains legacy files, the data you need is found in the TILESETS directory within the downloaded zip file.

Installing

Select the gfx (and data if you are using mods) folder and copy/drag them into the game files, where there are the same folder names and accept any overwrites. For reference, your gfx folder should look roughly like this now:

There may also be MshockXotto+REAL and MSX++UnDeadPeopleEditionLegacy folders, these are mostly for mod compatibility and you can delete them if they are not needed.

If you are using the Catapult Launcher you may want to copy into the userdata/gfx folder instead. This way your UndeadPeople tileset doesn't get removed when updating to another experimental game release.

Links to other things

Main Game

Launchers

Tilesets and Sound

undeadpeopletileset's People

Contributors

blackcapcoder avatar coligad avatar firestorm01x2 avatar inzarcon avatar lylesy avatar mer1ck avatar misterprimus avatar szq1 avatar theawesomeboophis avatar thelyca0n avatar yurukia avatar zlorthishen avatar

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undeadpeopletileset's Issues

Heavy Duty Trunk Door is backwards.

The title says it all, really. The handle faces the front of the car, it opens as if raising to the inside, etc. A 180 flip is all that's needed.

image
image

Can't play in a world with DinoMod on

DESCRIPTION

Whenever I tried to make a character on a freshly made world, I receive a mod_tileset error. Fresh installation of the game and tileset did not resolve the problem. During the process of loading it stops at "Tileset" then gives an error.

Steps to reproduce

  1. In the graphics settings pick UNDEAD_PEOPLE (NEW VERSION) tileset;
  2. Create a new world, with DinoMod on;
  3. Create a new character in this world.

Expected behavior
After creating a new world with new character, you should be at the character creation section.

Screenshots
1
2
3

Versions and configuration
OS: Windows
OS Version: 10
Game Version: 5c4876d [64-bit]
Graphics Version: Tiles
Game Language: English
Mods loaded:
Dark Days Ahead [dda],
Disable NPC Needs [no_npc_food],
No Fungal Growth [no_fungal_growth],
Bionic Professions [package_bionic_professions],
DinoMod [DinoMod]

Graphical Overmap Issues

Just reinstalled UDP and set it up as usual, placed the tileset into C:\Users[my account]\Documents\CDDA\dda\userdata\gfx. Got this when I turned on UDP as my overmap tiles.

image

All open air map tiles become a mix of the Quadruped and a dragon texture for some reason. Doesn't apply to all open air tiles period, as the crater I made from a mininuke didn't show it with the normal tiles.
Has anyone encountered a similar issue before? If so, are there any known fixes?
I've done a clean reinstall of CDDA twice now and tried it with the tiles, still got the same issue each time.

Door rear have incorrect rotation, and opaque door have weird sprites.

EDITED
So, the normal car door's Rear sprite is clearly incorrectly rotated. Since their "open" sprite is still in the way. Same goes for opaque doors, rear sprite is facing the wrong way.

NOTE: I have Debug Clairvoyance on this screenshot. You cant see through opaque doors normally. But still, the sprite proves itself.
image

Slowdown Issues

Whenever I'm loading a game and it gets to the tileset portion of the load it hangs, often for minutes at a time, before moving on like nothing's even happened. When I play with a different tileset there's no slowdown. I'm using the latest version of the tileset and a recent experimental build. ( slowdown also occurring when exiting buildings, two issues put into one issue due to the similarities of issues, see #56 for more info).

Uneven spilt liquid graphics

As you can see, I had to sacrifice my cranberry juice to stop this fire from a missile spider.

The picture shows clearly that cranberry juice is not aligned the same as water here. The gfx is located much lower inside the square.
image

I expect all spilt liquids to have the same position on the ground.

About contribution on the tileset.

Hello there , i was wondering if i can help in pushing out textures for un-textured stuff?

the reason for this is because of long period of time without receiving any textures for the new stuff thats being added.

anyone who might want to help too anytime in the future , are we allowed to contribute to the tileset too?

if so and for those who are new aswell , what should we play with when we texture stuff?

thanks for your effort and time.

New appliances

In experimental, some furnitures can now be used as appliances and those appliances version is lacking sprites. We could just copy the texture of the normal one into the appliance version for now.

License question

I'd like to use this sprites in other game (we are making something simillar to CDDA in SS13). Under what license are this tileset?

Recent Improvised weapons

basic knife spear,sharpened pipe skewer knuckes, ect. Can use prev weapon sprites such as the pipespear or katar

Major slowdown when moving from an inside tile to an outside tile

Sometimes, but not always, when moving from an inside area to an outside area, buildings or vehicles it doesn't matter, the game hangs for literally two or three minutes before continuing on like nothing was wrong. It only does with with the latest version of the tileset, as when I use another tileset the problem doesn't happen.

Missing shocker zombie sprite

Had a situation where the Shocker Zombie sprite was missing, unfortunately unable to provide a screenshot as I had lost track of the one I found. Shocker zombie shows no sprite and is therefore invisible.

In a Cataclysm build that uses "home_dir", and /usr/ as a prefix, where do the mod tilesets go?

Alright, I'm done experimenting with this on my own, so I'm asking for a spoonfeeding here.

Here are my structures
/home/myself/.cataclysm-dda/
/home/myself/.cataclysm-dda/config
/home/myself/.cataclysm-dda/font
/home/myself/.cataclysm-dda/graveyard
/home/myself/.cataclysm-dda/memorial
/home/myself/.cataclysm-dda/mods/(currently containing the UndeadPeople tileset mods like DinoMod, but they're not showing up)
/home/myself/.cataclysm-dda/save
/home/myself/.cataclysm-dda/sound
/home/myself/.cataclysm-dda/templates

/home/myself/.cataclysm-dda/UndeadPeopleTileset/(git repo)

/home/myself/.cataclysm-dda/gfx/
/home/myself/.cataclysm-dda/gfx/UndeadPeople (symlinked to ~/.cataclysm-dda/UndeadPeopleTileset/TILESETS/gfx/MSX++UnDeadPeopleEdition/) It works and regular game tiles are graphical, and use this tileset.

/usr/share/cataclysm-dda/core/
/usr/share/cataclysm-dda/credits/
/usr/share/cataclysm-dda/font/
/usr/share/cataclysm-dda/gfx/
/usr/share/cataclysm-dda/help/
/usr/share/cataclysm-dda/json/
/usr/share/cataclysm-dda/mods/ (the game mods are in here, not the graphical mods)
/usr/share/cataclysm-dda/motd/
/usr/share/cataclysm-dda/names/
/usr/share/cataclysm-dda/raw/
/usr/share/cataclysm-dda/sound/
/usr/share/cataclysm-dda/title/

There is no data directory for me, so I don't know where to put the graphical mods so they show up in the worldgen, and ultimately would show the graphical tiles in the game.
DinoMod, for example, shows letters, not graphical tiles (although technically the letters are graphical tiles, but placeholders)

Alledgedly, graphical mods should go in
./data/mods
?
but I don't have a data direction, CDDA reads directly from
/usr/share/cataclysm-dda and ~/.cataclysm-dda

Edit:
It works if I merge the contents of the graphical mod into the game mod, but that is kind of a crap way to maintain things...
If that is the way to go though, then you can close this issue.

New name?

Every other time this set has changed hands, it's also changed names. It might lead to less confusion if you followed tradition, and would help clarify the new maintainer thing.

For example, you might consider "awesomepeople" or "mx-awesome"

Roadmap

Hello, this is a list of things currently being worked on that will be updated with latest news.

Roadmap:

Various New Sprites ( thanks to Lylesy, Chaosvolt, SzQ and many others)

Flags ( Some National flags are the only thing left now)

More overmap sprites (Currently in progress)

Adding More Mod Support ( Xotto support will be added to new mod tilesets for more compatibility for those who prefer Xotto, main ones to be added are Innawoods, Tropicata and Xedra Evolved, with more third party and BN mods being added in the future after mainline is good, I'll be handling these, so it may take a bit of time because my spriting skills are really bad)

Redo some Aftershock Tiles ( Low Priority at the moment, but I would like to improve the Aftershock sprites in the future as it's the main complaint I hear about the tileset, and I agree it's lacking).

Skateboards

Possibly Mutations ( farther off than some other things, medium priority, crabs done)

Ocean stuff

Stable Version (In-Progress, Early Stage, could take a while)

Please keep in mind that these are in no particular order and have no set due date.

Embrasures

They added walls with embrasures a while back, and the embrasures all lack sprites.

Magiclysm tiles not working/displaying.

I recently started playing again and when I used the latest UDP the monsters for magiclsym were lacking tiles and were only letters, in older versions I know for sure magiclsym has working tiles in UDP. I didn't get an error message of any kind or anything like that and its mostly just the magiclsym related monsters, but a couple of fish had this issue as well.

Tileset version roll back

Describe the bug

A few days ago the map tileset suddenly changed as if it got rolled back to the old version, althoguht I have the latest one installed. Now a lot of stuff is simply missing or became symbols. Tileset used is undead_people (new version).
123
12345
123456

Steps to reproduce

  • Change overmap tileset to UNDEAD_PEOPLE (NEW VERSION) in the game settings;
  • Load up any character on any world'
  • Open map.

Expected behavior

You can easily see that from the trees and housing that were like that way before. What's weird, is that the the relevant tiles are still in the folder, like this one.
1234

Versions and configuration

OS: Windows 10 Pro, 22H2, 19045.2486;
Game Version: a0d3567 [64-bit];
Graphics Version: Tiles;
Game Language: English;
Mods loaded:
123

Long hairs in general not displaying

long hair (messy), long hair (overeye), and long hair all dont display in any color as far as i have scene for neither male nor female if looked at the tileconfig file and i dont know a lot but they seem to not be gendered either so that may have something to do with that
For example
{ "id": "overlay_mutation_hair_long_over_eye_var_black", "fg": 9245, "rotates": false },
as opposed to
{ "id": "overlay_male_mutation_hair_buzzcut_var_black", "fg": 9243, "rotates": false },

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