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Author Topic: GemSet v1.41 [42.04]  (Read 345902 times)

Kromtec

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Re: (24x24 / 48x48) GemSet v1.21 [40.24]
« Reply #255 on: June 04, 2015, 02:22:30 pm »

Awesome that mifki had the time to go through your issues.

How long till 1.3? *heavy breathing*  ;)

DragonDePlatino

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Re: (24x24 / 48x48) GemSet v1.21 [40.24]
« Reply #256 on: June 04, 2015, 02:41:47 pm »

SOON.

I'm working my way through the creature raws and I'm halfway done reassigning the tiles. After that, I'm packaging it up and it's good to go. It's a good thing I'm doing this too, because it turns out that a loooot of creatures completely ignore the creature graphics. Like...all of the vermin, most of the fish, a few of the penguins, most of the insects...
« Last Edit: June 04, 2015, 02:44:17 pm by DragonDePlatino »
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Max™

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Re: (24x24 / 48x48) GemSet v1.21 [40.24]
« Reply #257 on: June 04, 2015, 04:31:20 pm »

Yup, and you don't really encounter Quadrupeds or Humanoids though dogs and elves both fall under those categories.

Huh, that was a reply to Putnam but I apparently didn't refresh when I thought I had.
« Last Edit: June 04, 2015, 04:33:05 pm by Max™ »
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DragonDePlatino

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Re: (24x24 / 48x48) GemSet v1.3 [40.24]
« Reply #258 on: June 04, 2015, 06:58:11 pm »

v1.3 - 2015-06-04
  • TWBT overrides for all tiles.
  • Finalized armor designs for all races.
  • Changed raw tiles for creatures, gems, stones, minerals, soil and grasses.
  • Changed raw colors for gems, stones, minerals, soil and grasses.
  • Unique item tiles for each stone type.
  • Included several BAMM! scripts to document raw changes.
  • Added an onLoad.init for custom multilevel settings.
  • Changed all images to RGB color to fix transparency.
  • Fixed all items that use black foregrounds like bins and barrels.
  • Fixed giant swans being displayed as giant puffins.
  • Color scheme replaced with default.
  • Fixed shading on cages.
It's finally here...GemSet v1.3! There are lots of bugfixes and new features this update, not to mention all of the possible tile overrides that TWBT supports! It was a labor of love, so I hope you guys enjoy!

One important thing to note, though. The item and tile overrides are finished, but I have not started on the building overrides. This means that once you use an item to make a building, it will turn back into an ASCII tile. Once TWBT gets full support for building overrides, I will draw them and this will be fixed. Until then, it will be a while before the next update.
« Last Edit: June 04, 2015, 07:00:11 pm by DragonDePlatino »
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Button

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Re: (24x24 / 48x48) GemSet v1.3 [40.24]
« Reply #259 on: June 04, 2015, 09:10:01 pm »

By the way, you didn't need a separate BAMM! directory. BAMM! can pull graphics directly from raws, too. :) (That's actually what it's intended to do - the fact that the abbreviated files also work is a side-effect.)

Do you mind if I distribute a Modest Mod package with GemSet pre-installed?
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PeridexisErrant

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Re: (24x24 / 48x48) GemSet v1.3 [40.24]
« Reply #260 on: June 04, 2015, 09:17:49 pm »

This looks amazing!  First ever (almost) fully-TwbT-exploiting graphics pack has arrived :D

This is going in the next starter pack - the only change I made was the tooltip.  Though it turns out a lot of my pack uploading code needs changes to handle a natively TwbT-ified graphics pack without messing it up, new handling now there are multiple shadows files, etc...  Soon.

Spoiler: new tooltip (click to show/hide)
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DragonDePlatino

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Re: (24x24 / 48x48) GemSet v1.3 [40.24]
« Reply #261 on: June 04, 2015, 09:28:05 pm »

By the way, you didn't need a separate BAMM! directory. BAMM! can pull graphics directly from raws, too. :) (That's actually what it's intended to do - the fact that the abbreviated files also work is a side-effect.)

Do you mind if I distribute a Modest Mod package with GemSet pre-installed?

Yep. I know I don't need to write my BAMM! files like this. It's just more convenient for modders. Even if I never found BAMM!, I was going to document all of my changes like that anyways.

And yes, feel free to include GemSet in the Modest Mod. It'll be one of the first mods to have compatibility. ;)

This looks amazing!  First ever (almost) fully-TwbT-exploiting graphics pack has arrived :D

This is going in the next starter pack - the only change I made was the tooltip.  Though it turns out a lot of my pack uploading code needs changes to handle a natively TwbT-ified graphics pack without messing it up, new handling now there are multiple shadows files, etc...  Soon.

Spoiler: new tooltip (click to show/hide)

That tooltip sounds great! Just make sure to add it to both the 24px and 48px version. Good luck getting the TWBT compatibility working, too.
« Last Edit: June 04, 2015, 09:31:38 pm by DragonDePlatino »
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PeridexisErrant

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Re: (24x24 / 48x48) GemSet v1.3 [40.24]
« Reply #262 on: June 04, 2015, 09:57:40 pm »

Here is a 3K screenshot with 24px Gemset 1.3:  https://i.imgur.com/TYLxYvW.png

And here's the 48px version:  https://i.imgur.com/FgqwAkk.png
« Last Edit: June 04, 2015, 10:02:55 pm by PeridexisErrant »
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DragonDePlatino

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Re: (24x24 / 48x48) GemSet v1.3 [40.24]
« Reply #263 on: June 04, 2015, 10:14:37 pm »

OK then. I've gone ahead and updated the OP with those.

Also, fudge! I forgot to ensure compatibility if you turn off varied ground tiles! Lemme fix that real quick.

mifki

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Re: (24x24 / 48x48) GemSet v1.3 [40.24]
« Reply #264 on: June 04, 2015, 10:28:39 pm »

Better to make a screenshot of some bigger fort - you can't see much of the overrides when there's only grass around.

Max™

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Re: (24x24 / 48x48) GemSet v1.3 [40.24]
« Reply #265 on: June 04, 2015, 10:33:58 pm »

Here's a regular old HD one, but I have a also have a bug report.
Spoiler (click to show/hide)
The sight cones aren't working for some reason when you go into sneak mode.

Spoiler (click to show/hide)
« Last Edit: June 04, 2015, 10:44:54 pm by Max™ »
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DragonDePlatino

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Re: (24x24 / 48x48) GemSet v1.3 [40.24]
« Reply #266 on: June 04, 2015, 10:48:12 pm »

Hmmm...Max™, could you please delete overrides.txt and let me see the plain ASCII for a comparison?

Max™

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Re: (24x24 / 48x48) GemSet v1.3 [40.24]
« Reply #267 on: June 04, 2015, 10:50:13 pm »

I just switched off the floor overrides, rough constructed floor in this case and got this:
Spoiler (click to show/hide)
The x is a sleeping dorf btw, just caught the x each time I grabbed the ss.
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DragonDePlatino

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Re: (24x24 / 48x48) GemSet v1.31 [40.24]
« Reply #268 on: June 04, 2015, 11:18:04 pm »

v1.31 - 2015-06-04
  • Non-varied floor tiles will display properly now.
  • Increased background transparency of constructed floor tiles.
OK. I've discovered what the problems were. To get non-varied floor tiles to work, I had to include a separate set of overrides in case all of the floor tiles are changed to 46 (a period). I pondered several ways to do this and in the end I had to make non-varied floor look exactly like varied floor to prevent any conflicts. If you want all of your grass to look the same, I'm afraid you'll have to edit the tileset images. :/

As for the sneaking, that was a problem with the constructed floor transparency. In order to keep floor engravings from looking too busy, I filled in most of the tile with black. I've tweaked the floor tiles and found a nice balance between good-looking engravings and visible sneaking cones.
« Last Edit: June 04, 2015, 11:19:39 pm by DragonDePlatino »
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variablenonsense

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Re: (24x24 / 48x48) GemSet v1.3 [40.24]
« Reply #269 on: June 05, 2015, 12:54:28 am »

I have to say I was a half-sleepy idiot who totally forgot that building overrides weren't available yet and spent a good half hour wondering what I was doing wrong ...  :P

But after that, oh my god I absolutely love this set so far. It's the first set I didn't actually -mind- the ascii bits (because I'm a dirty tileset player); it's refreshing and clean and super easy to read.

Spoiler (click to show/hide)
« Last Edit: June 05, 2015, 12:57:54 am by variablenonsense »
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