I will try to figure it out, might need to ask a few questions though. Thanks Peridexis for the update, also thanks for everything you do to keep the starter pack alive!
Instead of reinventing the wheel:
I've already updated it to work with 0.43.05. I also fixed two bugs in Meph's code that I found. The pseudo-barebones version is
here on dffd.
The above is really Meph Tileset v1.4, which he only released as
pre-installed with DF, DFhack and TwbT. (His last barebones was v1.3.) To make it work as a DF Starter Pack swappable graphics set, you will need a customized "
manifest.json" file. You can look at the
DungeonSet folder (in
/LNP/graphics/ ) as an example of how the files and folders are structured.
I had started to make a package for PeridexisErrant's DF Starter Pack, but I never quite finished and never tested it. Here's the
manifest.json I came up with:
{
"author": "Meph",
"title": "Meph Tileset",
"df_min_version": "0.43.05",
"df_max_version": "0.43.05",
"content_version": "1.4.3",
"tooltip": "Meph's 32x32 tileset with TwbT overrides"
}
Also, you will need to trim even my "barebones" down a bit more. I believe this is what you need:
\MephTileset\
..manifest.json
\MephTileset\data\art\*.*
\MephTileset\data\init\*.*
\MephTileset\raw\*.* (
everything, including all subfolders)
Edit:I almost forgot:
Meph Tileset is usually used with the "multilevel" TwbT option to show multiple z levels and may look strange without it. To enable this, you will need to have a dfhack.init file in your root Dwarf Fortress folder with the line "multilevel 10" add to it. I didn't realize that PeridexisErrant's DF Starter Pack already has a "Multilevel View" option on the DFHack tab of the Starter Pack Launcher (PyLNP). This is defined in the
onMapLoad_PyLNP.init file. The difference is that PyLNP defines it as "multilevel 5" instead of "multilevel 10", like Meph Tileset uses.
Also, the colors may look off or at least very different if you are used to Meph Tileset with the included
seasonal colors DFhack script to adjust plant and crop colors based on the season. If you want, you could
install seasonal colors from dffd and add "season-palette start" to your dfhack.init. I forgot that DFhack now includes
season-palette.lua in the
\hack\scripts\ folder. And instead of adding "season-palette start" to the
dfhack.init file, it might be better to put it in
onMapLoad_PyLNP.init. (Though, I suspect PyLNP may overwrite
onMapLoad_PyLNP.init if the user makes any changes to the DFHack tab...
)