Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 [2] 3

Author Topic: Phoebus & TWBT [40.24] - New machinery, new bridges, new workshops  (Read 85437 times)

daagar

  • Bay Watcher
    • View Profile
Re: Phoebus & TWBT anyone?
« Reply #15 on: August 24, 2015, 09:43:35 pm »

DragondePlatino is waiting for a release of Twbt that allows unique workshops regardless of tilenumbers. As you said, the tiles are shared between workshops; he wants to do it even more elaborate and is therefore waiting for mifkis next release.

Cool to know!

And the legend looks excellent, Doren.
Logged

Capacitor

  • Escaped Lunatic
    • View Profile
Re: Phoebus & TWBT [40.24] - New machinery, new bridges, new workshops
« Reply #16 on: August 25, 2015, 12:54:54 am »

This graphic set is amazing but crashes everytime for some reason  :-\
May be I did something wrong...
Logged

Doren

  • Bay Watcher
  • On closer inspection, that dog is a dwarf
    • View Profile
Re: Phoebus & TWBT [40.24] - New machinery, new bridges, new workshops
« Reply #17 on: August 25, 2015, 01:30:55 am »

This graphic set is amazing but crashes everytime for some reason  :-\
May be I did something wrong...

If you can only see the starting screen but no further, it is probably because of TWBT's print mode. It requires a newer OpenGL and it won't work on old computers at all and will crash instead. At least that was the thing for me until i renewed my hardware that was, like, 10 year old or so.

Capacitor

  • Escaped Lunatic
    • View Profile
Re: Phoebus & TWBT [40.24] - New machinery, new bridges, new workshops
« Reply #18 on: August 25, 2015, 01:47:28 am »

If you can only see the starting screen but no further, it is probably because of TWBT's print mode. It requires a newer OpenGL and it won't work on old computers at all and will crash instead. At least that was the thing for me until i renewed my hardware that was, like, 10 year old or so.
Game crashes in adventure mode, while moving in fast travel. In fortress mode I got the same problem, when I tried to destignate the area for smoothing...
Logged

Doren

  • Bay Watcher
  • On closer inspection, that dog is a dwarf
    • View Profile
Re: Phoebus & TWBT [40.24] - New machinery, new bridges, new workshops
« Reply #19 on: August 25, 2015, 02:42:19 am »

If you can only see the starting screen but no further, it is probably because of TWBT's print mode. It requires a newer OpenGL and it won't work on old computers at all and will crash instead. At least that was the thing for me until i renewed my hardware that was, like, 10 year old or so.
Game crashes in adventure mode, while moving in fast travel. In fortress mode I got the same problem, when I tried to destignate the area for smoothing...

Now i see.
You have to change FONT and FULLFONT from curses_800x600.png to Spacefox_16x16_text.png in init.txt
It seems advmode doesnt support different tile dimensions

Quote
[WINDOWEDX:0]
[WINDOWEDY:0]
[FONT:Spacefox_16x16_text.png]

You may disable window resizing if you wish.
[RESIZABLE:YES]

Full screen info.  The 0s below mean that the game will choose a resolution for you, but you can set it yourself as well.

[FULLSCREENX:0]
[FULLSCREENY:0]
[FULLFONT:Spacefox_16x16_text.png]

Max™

  • Bay Watcher
  • [CULL:SQUARE]
    • View Profile
Re: Phoebus & TWBT [40.24] - New machinery, new bridges, new workshops
« Reply #20 on: August 25, 2015, 02:55:55 am »

Adventurer mode has crashes with twbt enabled upon first entering travel mode after loading a save (it is less consistent after that point, sometimes no crashes at all, sometimes it'll do it a couple of times) so I've just been doing ascii with the big gemset text tileset.
Logged

Capacitor

  • Escaped Lunatic
    • View Profile
Re: Phoebus & TWBT [40.24] - New machinery, new bridges, new workshops
« Reply #21 on: August 25, 2015, 12:08:44 pm »

If you can only see the starting screen but no further, it is probably because of TWBT's print mode. It requires a newer OpenGL and it won't work on old computers at all and will crash instead. At least that was the thing for me until i renewed my hardware that was, like, 10 year old or so.
Game crashes in adventure mode, while moving in fast travel. In fortress mode I got the same problem, when I tried to destignate the area for smoothing...

Now i see.
You have to change FONT and FULLFONT from curses_800x600.png to Spacefox_16x16_text.png in init.txt
It seems advmode doesnt support different tile dimensions

Quote
[WINDOWEDX:0]
[WINDOWEDY:0]
[FONT:Spacefox_16x16_text.png]

You may disable window resizing if you wish.
[RESIZABLE:YES]

Full screen info.  The 0s below mean that the game will choose a resolution for you, but you can set it yourself as well.

[FULLSCREENX:0]
[FULLSCREENY:0]
[FULLFONT:Spacefox_16x16_text.png]

Thank you! :)
Logged

Pvt. Pirate

  • Bay Watcher
  • Dabbling Linux User
    • View Profile
Re: Phoebus & TWBT [40.24] - New machinery, new bridges, new workshops
« Reply #22 on: September 09, 2015, 04:06:07 am »

this looks amazing :)
do i just copy it in, or do i have to do more work to get this running?
i currently use the spacefox TS from the LNP with TWBT enabled and curse font.
Logged
"dwarves are by definition alcohol powered parasitic beards, which will cling to small caveadapt humanoids." (Chaia)

LeoCean

  • Bay Watcher
    • View Profile
Re: Phoebus & TWBT [40.24] - New machinery, new bridges, new workshops
« Reply #23 on: September 10, 2015, 06:47:23 pm »

this looks amazing :)
do i just copy it in, or do i have to do more work to get this running?
i currently use the spacefox TS from the LNP with TWBT enabled and curse font.

Yeah you'd have to mess around with some of the overrides in overrides.txt or data/init. The rest copy in, from the art folder. That or just use the init.txt and overrides file that comes with this.
« Last Edit: September 10, 2015, 06:50:05 pm by LeoCean »
Logged

PeridexisErrant

  • Bay Watcher
  • Dai stihó, Hrasht.
    • View Profile
Re: Phoebus & TWBT [40.24] - New machinery, new bridges, new workshops
« Reply #24 on: September 29, 2015, 07:43:43 am »

Sweeeet, this looks amazing.  PTW and remind myself to put this in the starter pack...

Someone should light the Meph signal.
...now I want the forums to notify on username mention, so people can do this to me.
Logged
I maintain the DF Starter Pack - over a million downloads and still counting!
 Donations here.

palu

  • Bay Watcher
    • View Profile
Re: Phoebus & TWBT [40.24] - New machinery, new bridges, new workshops
« Reply #25 on: October 30, 2015, 09:26:17 pm »

How can I install this into the starter pack?
Logged
Hmph, palu showing off that reading-the-instructions superpower.
The internet encourages thoughtful, intelligent discussion and if you disagree I hate you.

TwistedMinds

  • Escaped Lunatic
    • View Profile
Re: Phoebus & TWBT [40.24] - New machinery, new bridges, new workshops
« Reply #26 on: October 30, 2015, 09:53:07 pm »

How can I install this into the starter pack?

Newish player here, not sure if I've done it right but it seems to work without problems here. I have no experience whatsoever with DF modding.
I copied these to Dwarf Fortress 40_24 Starter Pack r16\LNP\Graphics\PhoebusTWBT: (created the PhoebusTWBT folder)
  • Data\art\*
  • Data\init\colors.txt
  • Data\init\d_init.txt
  • Data\init\init.txt
  • Data\init\overrides.txt
  • Raw\*
Then copied the manifest.json from Phoebus (LNP's) and edited it with notepad to change the description.
I'm almost certain some files aren't strictly necessary, but I was too lazy at the time to really figure it out so I kind of copied everything that was in other LNP's graphic set. And it works. Good enough for now :>
Edit: There are some issues with ground tiles (smoothed+detailed) of the wrong colors at time popping up semi-randomly (very rare) so I probably missed something, still playable though. I'll work on that soonish if no one else can help you.
« Last Edit: October 31, 2015, 01:19:05 am by TwistedMinds »
Logged

palu

  • Bay Watcher
    • View Profile
Re: Phoebus & TWBT [40.24] - New machinery, new bridges, new workshops
« Reply #27 on: October 31, 2015, 09:22:28 pm »

Here's what he just said, if anyone doesn't want to do it themselves. Let me know if there are any issues.
http://dffd.bay12games.com/file.php?id=11250
« Last Edit: November 26, 2015, 09:28:54 pm by palu »
Logged
Hmph, palu showing off that reading-the-instructions superpower.
The internet encourages thoughtful, intelligent discussion and if you disagree I hate you.

Chimerat

  • Bay Watcher
    • View Profile
Re: Phoebus & TWBT [40.24] - New machinery, new bridges, new workshops
« Reply #28 on: November 02, 2015, 08:47:35 pm »

Okay, I know what Tileset I'm trying next time I have a chance to play. :o

My main problem has always been how to easily tell my various buildings from each other! :-[
Logged

Chimerat

  • Bay Watcher
    • View Profile
Re: Phoebus & TWBT [40.24] - New machinery, new bridges, new workshops
« Reply #29 on: November 22, 2015, 10:57:58 pm »

Is there a way to turn off "multi-level" view?

I can barely tell where things are outside anymore...  :(
Logged
Pages: 1 [2] 3