The set is not complete, true, but without the graphics sources, and a permission from Palatino I wouldn't start editing someone else's IP. Creatures were moved around and added, so new sprites are needed, then the sprite sheets will need to be reorganized, then the config files will need to be updated. It's a process, this is merely the first step: getting the objects folder up-to-date. On the other hand: I really should give him a notice, that more work is needed...
I was previously under the impression that you (fricy) updated the DFgraphics repo to the latest version - meaning I thought you actually updated the definitions of
each individual set and checked to see if everything worked with the latest DF release in
non-error situations - which is why I thought you were crazy for attempting such a feat.
To reiterate my new understanding, the manifest.json file is updated as long as the set loads without error. Nothing more. The definitions remain untouched and it's up to the individual authors to actually update the set (aside from Spacefox[?]).
If so, that approach leads to confusion especially since "loading without error" does not mean there are no errors; sets still need to be updated to the latest DF version even though they are "updated" for the latest LNP.
Sets in the repo that are exclusively maintained by one person (CLA, Taffer, etc) are easy to address (
like your follow up post in the Gemset thread). But, "collaborative" sets like - Pheobus and Mayday and others fall into the nightmare I mentioned earlier - mainly because it's more like a Frankenstein than any sort of collaborative effort.
Tallcastle is a good example. He is currently tackling the tremendous effort of adding a lot of new sprites to Mayday, so that people can continue to enjoy this set. I know you said, "
Worst case scenario is some mismatched sprites," but that lackadaisical response ignores the efforts that Tallcastle is pouring into his work for the benefit of others and
the users who stumble into problems with "updated" DFgraphics and the LNP by proxy.
Posting a DFgraphics thread to point Tallcastle and others to the relevant conversations for future reference would be beneficial. That's all I think the DFgraphics thread needs to be - a reference of what DFgraphics is and is not, possible improvements and where help is needed, especially since these aren't problems you can look up in the DF wiki.
The actual problem is that years ago someone (IIRC Phoebus) invented "tileset magic", where via a number of colour and transparency tricks a carefully-drawn tile could look like many different things in-game. This required changes to the object raws, and those are what cause all the compatibility trouble - most graphics packs are an unholy combination of tileset (hence data folder), mod (hence raw/objects), creature graphics, and now TwbT/DFHack files too.
Understood. Thank you.
I really want to find a better (more compatible) format at some point and end this madness, but the chains of history are strong . . .
If anything, I appreciate the freedom Toady allows when it comes to the format provided for the graphic sets. Take CLA and Taffer as two examples of single author sets where there is organization. Both authors were allowed to approach it in different manners with the same format - in a way they preferred and what worked best for them.
You can argue the case for some sort of organization guide, but the madness doesn't come from not following guidelines - it's the absence of real collaboration within those sets and unfortunately the current state of the repo adds to that problem.
Alternatively DF could improve it's graphics support, but that could be a while...
I feel as if this is addressing a different issue. Maybe something related to TWBT? I'm not familiar with DFhack. In any case, I'm positive you know that more graphic support isn't going to fix disorganization and lack of maintenance by set authors when updating to the latest version. Heh.