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Author Topic: GemSet v1.41 [42.04]  (Read 345906 times)

DragonDePlatino

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Re: (24x24 / 48x48) GemSet v1.21 [40.24]
« Reply #210 on: June 01, 2015, 03:39:14 pm »

The dark floor tiles with their clear distinguishable icons are awesome and totally sold me to this set. Are the water tiles also black with blue ripples?

Thanks! I always loved the aesthetics of ASCII but it can be a bit cluttered at times. I tried my best to mend that by making the unimportant things like ground tiles darker and smaller. And yes, I'm going to try that with the water tiles but I'm not sure if I can override them at all. I know I can override the magma sea, murky pools and flowing rivers, but I think that's it. It's not a huge loss, though.

I agree with Vattic -- the fog looks great! I'm glad to see the tiles won't screw with the world generation screen much.

When can we expect a new update to this set?

Oh yeah, and I'm planning to make the world generation screen look even better in the future. Once the creature, item, tile and building overrides are in the game, I think I'll create a worldgen tileset. I know I previously said that I want to avoid editing the tileset, but TWBT can't override worldgen tiles so that's the only way to do those.

The next update will be fairly soon. On my to-do list are finishing up the cap tiles, river tiles and fixing a transparency issue on the creature graphics. After that, I just need to wait for a bugfix from mifki. Nobody's ever overridden this many tiles so I've found some weird glitches.

Spoiler (click to show/hide)

variablenonsense

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Re: (24x24 / 48x48) GemSet v1.21 [40.24]
« Reply #211 on: June 01, 2015, 05:21:21 pm »

I'm loving the progress on this. I can't wait for the next release and to try it out.

Personally I'm not a fan of the lighter fog, but if it's customizable with tinkering, I'll survive. If it was super distant I would be better with it but for such a short distance it's weird for it to be lighter, not darker.

It sounds like I'm in the minority there though.  :P
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Max™

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Re: (24x24 / 48x48) GemSet v1.21 [40.24]
« Reply #212 on: June 01, 2015, 05:58:01 pm »

It's easier to get walls working with a map tileset which would also be the tiles that show during world-gen. You can still do soil and such overrides but I'm pretty sure it will fix the sliding wall thing you had going on there.
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DragonDePlatino

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Re: (24x24 / 48x48) GemSet v1.21 [40.24]
« Reply #213 on: June 01, 2015, 07:24:29 pm »

The sliding-wall issue is not exclusive to walls, though. It also affects things like lava. And I don't want to be lazy and resort to using the tileset whenever TWBT has a bug with displaying something.

On the other hand, there is one thing that I will absolutely have to use the tileset for. Earlier, I was experimenting with liquids and I was mortified when I found out how you overwrite them. If you go into DFHack, hover over a water tile and probe it, you'll notice that it never says "water". Instead, it identifies the tile as something like "Open Space" or "Constructed Floor".

This means that when a tile is filled up with water, it doesn't change its type to a water tile. It just changes the ASCII graphic. So in order to override all of the water in the game, you'd have to create graphics for "soil displayed as a water tile" and "grass displayed as a water tile" and "mushroom cap corner as a water tile". And there's no way I'm going through every item and tile in the game and giving it a submerged graphic, so I guess I'll just have to use the tileset for that.

Max™

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Re: (24x24 / 48x48) GemSet v1.21 [40.24]
« Reply #214 on: June 01, 2015, 07:34:32 pm »

It's not being lazy though, twbt already looks for the map tileset anyways, putting things which behave weirdly when you overwrite (like walls) and which you can't just overwrite (like world-gen map) in there is making use of the existing framework.

(hint hint, I'd love to have a gemset map tileset with those pretty walls and whatnot)
« Last Edit: June 01, 2015, 07:38:31 pm by Max™ »
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DragonDePlatino

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Re: (24x24 / 48x48) GemSet v1.21 [40.24]
« Reply #215 on: June 01, 2015, 07:55:20 pm »

Not to be stingy, but I reaaaaally don't want people taking these tiles and putting them into a tileset.

They can edit them, recolor them, use the raws or swap them out for other graphics, but I don't want them to be used for tilesets. I've written 1134 overrides so far in an attempt to give everything a unique graphic, and it would be a wasted effort if someone put them into a tileset and made things like rivers/brooks/trees/rails/walls all look the same. Again, I find stuff like that very ugly and the reason I'm making overrides in the first place is to prevent such conflicts. All of the issues I've described so far are going to be fixed in the next version of TWBT and a bug report is already up.
« Last Edit: June 01, 2015, 08:16:15 pm by DragonDePlatino »
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Max™

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Re: (24x24 / 48x48) GemSet v1.21 [40.24]
« Reply #216 on: June 01, 2015, 08:35:09 pm »

I understand, and I meant an official one, not one where I had to hack it together and hope for the best, but what about the world-gen stuff you can't override?
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DragonDePlatino

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Re: (24x24 / 48x48) GemSet v1.21 [40.24]
« Reply #217 on: June 01, 2015, 08:46:58 pm »

The only things left that use ASCII graphics are the worldgen map, menus and liquids so once I'm done with the building overrides I'll be using the map tileset for worldgen tiles.

However, TWBT won't be getting full support for buildings until the next update so in the meantime I might start working on the worldgen tileset.

Button

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Re: (24x24 / 48x48) GemSet v1.21 [40.24]
« Reply #218 on: June 01, 2015, 08:50:38 pm »

Unfortunately, the inability to zoom accurately with TWBT is brutal for managing the large (100+ dwarves) fortresses I usually play, so I normally enable TWBT for adventure mode, and disable it in fortress mode.

That said, by the time GemSet is ready, switching tilesets when switching game modes should be trivial. Hell, with DFHack it could literally be built into switching game modes. So no pressure. :)
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Max™

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Re: (24x24 / 48x48) GemSet v1.21 [40.24]
« Reply #219 on: June 01, 2015, 09:08:56 pm »

Hmmm, settings-manager lets you load up the init files and stuff and change them but you've gotta reload to do things like change print-mode.

Also had some fun with my newfound ability to jump around like a damn fool and land on my feet making this:
Spoiler (click to show/hide)
(the screen goes up between jumps because the launch script gives you velocity towards the look cursor based on how far away it is)
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DragonDePlatino

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Re: (24x24 / 48x48) GemSet v1.21 [40.24]
« Reply #220 on: June 02, 2015, 02:17:10 am »

A-whelp, everything's been finished and nicely packaged up for the next release, so now I just need to wait for the next TWBT update.

In the meantime, I'd like to compile a list of all the building overrides. I can't add these because TWBT can't change the ASCII tiles of hardcoded buildings (yet) but I'd like to get a list going so I can get everything drawn. Here's what I've got so far.

Spoiler (click to show/hide)

As usual, there are some oddball IDs at the bottom and I don't know what to do with them. I have the hunch that most of them can't be given graphics, but then I have types like SiegeEngine that should be possible but don't have a corresponding ID. Could someone tell me what's up with those IDs and types at the bottom?

Max™

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Re: (24x24 / 48x48) GemSet v1.21 [40.24]
« Reply #221 on: June 02, 2015, 03:08:25 am »

The zones are all assigned with i, construction just means anything like a built wall or floor, though it might also be speaking of designated ones.
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Meph

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Re: (24x24 / 48x48) GemSet v1.21 [40.24]
« Reply #222 on: June 02, 2015, 03:16:20 am »

All the buildings that are just items set up, like weaponrack, table, chair, etc, you already have the IDs for.

All you need to do is change the override you have for I:CHAIR to B:CHAIR, and I:TABLE to B:TABLE, etc. You can already do those without any TWBT update, because they are not workshops/furnaces. Overwriting them should not be a problem.
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fricy

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Re: (24x24 / 48x48) GemSet v1.21 [40.24]
« Reply #223 on: June 02, 2015, 03:45:13 am »

All the buildings that are just items set up, like weaponrack, table, chair, etc, you already have the IDs for.

All you need to do is change the override you have for I:CHAIR to B:CHAIR, and I:TABLE to B:TABLE, etc. You can already do those without any TWBT update, because they are not workshops/furnaces. Overwriting them should not be a problem.
Almost correct : the capitalization is different for item and building IDs and types.

Button

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Re: (24x24 / 48x48) GemSet v1.21 [40.24]
« Reply #224 on: June 02, 2015, 12:28:59 pm »

Oh by the way, what's the plan for dead things? They usually revert to their tilesets; are you planning on overriding those as well, and if not, what are your plans?
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