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Author Topic: Mayday's tileset compilation - in the hands of community heroes  (Read 229570 times)

fricy

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Re: Mayday's tileset compilation - getting ready for DF2014
« Reply #30 on: July 11, 2014, 11:31:24 am »

Is it possible to update this to v40_02 by just transferring the graphics files and raws over? I don't think there are any changes to the raws.
Edit: Actually, no wait, I think there might be some.

Only raw change I found between 40.01 and .02 was plant_standard, quarry bushes were fixed:
[ITEM_REACTION_PRODUCT:BAG_ITEM:PLANT_GROWTH:LEAVES:LOCAL_PLANT_MAT:LEAF]
let me know if there's anything else.
« Last Edit: July 11, 2014, 11:47:14 am by fricy »
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palu

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Re: Mayday's tileset compilation - getting ready for DF2014
« Reply #31 on: July 11, 2014, 11:36:57 am »

Quote from: file changes.txt
******************************************************

Auxiliary file changes for 0.40.02:

   Fixed the tracking key for the SDL version in data/init/interface.txt.
   Added A_SHORT_WAIT to the manual (you can use , instead of . to wait for just one instant instead of ten).
   Changed raw/objects/plant_standard.txt so that quarry bushes process to the correct edible leaf material.

******************************************************
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Hmph, palu showing off that reading-the-instructions superpower.
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smjjames

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Re: Mayday's tileset compilation - getting ready for DF2014
« Reply #32 on: July 11, 2014, 03:25:17 pm »

Okay thanks.

Edit: The walls, ground, water, lava, and trees changed to the graphics set, but for some reason the creatures didn't change?....

Edit2: Oop, forgot to move the graphics themselves, heh.
« Last Edit: July 11, 2014, 04:01:55 pm by smjjames »
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Mike Mayday

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Re: Mayday's tileset compilation - getting ready for DF2014
« Reply #33 on: July 11, 2014, 04:47:02 pm »

I've left for the weekend, sorry :( I'll be back Monday evening.
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smjjames

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Re: Mayday's tileset compilation - getting ready for DF2014
« Reply #34 on: July 12, 2014, 01:17:20 am »

I've left for the weekend, sorry :( I'll be back Monday evening.

It was a quick and easy thing to do (mainly copying the raws over from your raw folder (is that even necessary?) changing a couple init stuff and copying over the graphics) so it's ok. :)
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Mike Mayday

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Re: Mayday's tileset compilation - getting ready for DF2014
« Reply #35 on: July 12, 2014, 03:40:14 am »

Oh cool, could you upload it and post a link somewhere for the time being?
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smjjames

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Re: Mayday's tileset compilation - getting ready for DF2014
« Reply #36 on: July 12, 2014, 08:24:15 am »

Sure: http://dffd.wimbli.com/file.php?id=8907

There are a few changes that I made to a few stuff, which I mention on the DFFD page, nothing major.
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Mike Mayday

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Re: Mayday's tileset compilation - getting ready for DF2014
« Reply #37 on: July 12, 2014, 08:36:53 am »

For the time being, I don't think that will be a problem. Thanks!
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Doren

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Re: Mayday's tileset compilation - getting ready for DF2014
« Reply #38 on: July 12, 2014, 03:31:18 pm »

Hi Mike.

I've just tried to add some diversity to your dwarves, like it is in phoebus or ironhand tilesets.
Most of new features are barely visible, so all carpenters are still yellow, crafters are blue, etc. But now it is possible to distinguish brewers from lye makers and such if taken a closer look.

And yet your tileset is best over there, i really love it. Fell free using my drawings as you wish.



creature sheet
Spoiler (click to show/hide)

object:graphics
Spoiler (click to show/hide)

Mike Mayday

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Re: Mayday's tileset compilation - getting ready for DF2014
« Reply #39 on: July 12, 2014, 03:44:57 pm »

Yeah, I've spent some time trying to do that as well, but ended up ditching the idea because:
-trying to discern the different proffessions was a terrible strain to the eyes, no matter what I did
-I realized it... doesn't really matter. I believe it doesn't actually provide any important information.

If there was a way to display the dwarves ASSIGNED job (and possibly also his skill in it), that would be great. But "what is this dwarf's highest skill" - I don't believe making the icons less clear and... "iconic" is worth the gain.

Since we'll be moving to 32px soon, I'll probably be remaking all the icons anyway, so some of the proffessions might get dedicated icons. We'll see.
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Doren

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Re: Mayday's tileset compilation - getting ready for DF2014
« Reply #40 on: July 12, 2014, 04:03:49 pm »

Oh, and gender and age-specific tiles would be even more awesome. Too bad Toady isn't going to implement them soon.

Grey Goo

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Re: Mayday's tileset compilation - getting ready for DF2014
« Reply #41 on: July 12, 2014, 04:06:58 pm »

\o/

Keep working, I like simplier and easy to read tilesets ^^
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Codyo

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Re: Mayday's tileset compilation - getting ready for DF2014
« Reply #42 on: July 13, 2014, 10:57:54 pm »

Ssweeeeeeeeeeeeet my favorite tileset is staying up to date.
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smjjames

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Re: Mayday's tileset compilation - getting ready for DF2014
« Reply #43 on: July 13, 2014, 11:27:15 pm »

Ssweeeeeeeeeeeeet my favorite tileset is staying up to date.

It updated again, though it doesn't sound like theres any raw changes in 40.03. Mike just needs to do a difference check in the raws to be sure.
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Mike Mayday

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Re: Mayday's tileset compilation - getting ready for DF2014
« Reply #44 on: July 14, 2014, 01:44:46 am »

Back home in 12 hrs.
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