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Worldmap: What style would you prefer?

Icons, like ASCII but prettier.
Hand-drawn, like an old-timey sepia map.
Full graphics, like JRPGs with full-on sprites.
Same as the tileset ingame. Forests would use the tree sprite, mountains a rock sprite, etc.
Other. Please post your ideas/examples.

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Author Topic: ☼Meph Tileset☼ V5.5 (32x32) - 47.05 - offline  (Read 904364 times)

Pvt. Pirate

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Re: ☼Meph Tileset☼ V2.7 - 32x - 44.09 - Updated 2nd May
« Reply #1125 on: May 03, 2018, 01:16:07 pm »

http://dffd.bay12games.com/file.php?id=13723

Fixed the crash, I hope.

also, I don't know how you managed to build walls from logs that aren't wood, but the tag for those is STRUCTURAL_PLANT_MAT
stone blocks decorated with wood?
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Meph

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Re: ☼Meph Tileset☼ V2.7 - 32x - 44.09 - Updated 2nd May
« Reply #1126 on: May 03, 2018, 01:25:59 pm »

Sorry, I spawned those with "createitem WOOD TREE-ID number" ^^ I was too lazy to cut down trees.

I tested the new version, still crashes on my end. :(

But I made some nicer wood-wall sprites, based on the initial sprites by Hyptosis on http://www.lorestrome.com/pixel_archive/main.htm. The results:



Edit: Jecowa: Yes. :) I posted the list of possible tags earlier. A few are a bit opaque, but EVAPORATES is apparently water/ice, while UNDIGGABLE is slade. I think I can also cheat a bit, for example add "SEED_MAT" to INORGANIC:GOLD, which doesn't affect the game, but I could give golden items their own sprites. Or add IS_DYE to STEEL. It doesn't interfere with the normal reactions, because they look for powder with IS_DYE, not bars.

Edit2: And metal:

« Last Edit: May 03, 2018, 02:12:54 pm by Meph »
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
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Hylum

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Re: ☼Meph Tileset☼ V2.7 - 32x - 44.09 - Updated 2nd May
« Reply #1127 on: May 03, 2018, 02:42:59 pm »

Those metal walls!  :D
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Meph

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Re: ☼Meph Tileset☼ V2.7 - 32x - 44.09 - Updated 2nd May
« Reply #1128 on: May 03, 2018, 02:48:46 pm »

Ok, lets brainstorm some ideas. There is a massive amount of possible tiles that can be overriden, and there is a fairly large list of tags that Japa opened up. How to most sensibly combine them?

It has to be things the player creates, like constructions; furniture and items. For those the player has the agency and can pick the material. Due to a TWBT bug (creatures with transparency on overriden tiles = Ugly) we can't use anything that dwarves stand on; like floor tiles or bridges.

The most sensible from the list seem to be:
Quote
BONE
MEAT
WOOD
IS_METAL
IS_GEM
IS_GLASS
IS_STONE
EVAPORATES (ice)
STOCKPILE_THREAD_METAL (adamantine)
THREAD_PLANT (cotton cloth for example)
YARN (dog hair cloth for example)
TOOTH
HORN
PEARL
SHELL
LEATHER
SILK

In addition to that we can use a few jokers: Trick the game into thinking a material has a special tag that we add manually. For example EDIBLE_VERMIN, EDIBLE_RAW and EDIBLE_COOKED are good candidates for iron, steel and bronze weapons/armor, because the metals only exist in bar or item form ingame, non of which are item-types that are selectable for eating or cooking. This way we can cheat a bit.

Now we need to decide which constructions, furniture and items to pick.

There are 12 wall tiles + 1 for fortifications.
There are tons of items/furniture without a subtybe, 36 in total that make sense for this. (Bar, Blocks, Door, Floodgate, Bed, Chair, Chain, Flask, Goblet, Cage, Barrel, Bucket, Animal Trap, Statue, Bin, Table, Armorstand, Weaponrack, Cabinet, Box, Slab, Coffin, Leather, Thread, Cloth, Totem, Backpack, Quivers, Trapparts, Coin, Pipe-Section, Hatch-Cover, Grate, Splint, Crutch, Traction Bench)
And then we have items with subtypes; weapons, armor, clothing, tools, toys, ammo, trapcomps. 106 total, minus food and instruments.

Lets assume we want to make MEAT, BONE, METAL, STONE, WOOD, GLASS and GEM, and maybe a split for IRON, STEEL; SILVER; GOLD; ADAMANTINE. That's 12 sets. Times about 150 items, more or less; that makes roughly 1800 sprites.

I can probably single out quite a few, since no one makes gem quivers, the stone-wall already exists, meat-weapons are pretty pointless... I'd also have to add at least 1 modded workshop that allows the player to make the required materials, like MEAT/BONE blocks/boulders; glass beds or gem weapons, otherwise they can't access the fancy sprites.

I guess in the end it comes down to about 1000 sprites, about 4x 256 tilesets worth. Not too bad.

Edit: Glass walls... a bit boring I guess, similar style as the ice walls, just with little windows with them.

« Last Edit: May 03, 2018, 03:14:05 pm by Meph »
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

Rose

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Re: ☼Meph Tileset☼ V2.7 - 32x - 44.09 - Updated 2nd May
« Reply #1129 on: May 03, 2018, 09:05:52 pm »

Tried again to remove some possible crashes. It's hard to test this because threading is involved.

http://dffd.bay12games.com/file.php?id=13723
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Rose

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Re: ☼Meph Tileset☼ V2.7 - 32x - 44.09 - Updated 2nd May
« Reply #1130 on: May 04, 2018, 12:50:15 am »

Also, now that overrides are checking tile materials, it's actually not difficult at this point to have direct material overrides as well.

It would look something like [OVERRIDE:200:T:ConstructedWallRU:_MDF_overrides_6:127::::PLANT:MANGO:WOOD]

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jecowa

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Re: ☼Meph Tileset☼ V2.7 - 32x - 44.09 - Updated 2nd May
« Reply #1131 on: May 04, 2018, 01:33:26 am »

Will this let him do the gold and iron walls that he was wanting?
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Rose

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Re: ☼Meph Tileset☼ V2.7 - 32x - 44.09 - Updated 2nd May
« Reply #1132 on: May 04, 2018, 01:56:02 am »

Yes. And no raw modification needed.
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jecowa

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Re: ☼Meph Tileset☼ V2.7 - 32x - 44.09 - Updated 2nd May
« Reply #1133 on: May 04, 2018, 02:55:52 am »

Nice! Are you both using the 64-bit version of DFHack?

As a test, maybe it would be worth compiling an unmodified version of TWBT to see if it crashes for Meph. That way you can tell if your updates are the source of the crash or if it's something else.
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Rose

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Re: ☼Meph Tileset☼ V2.7 - 32x - 44.09 - Updated 2nd May
« Reply #1134 on: May 04, 2018, 03:35:57 am »

I think I got the crashes sorted, but I have to wait for Meph to come back online to test.
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Meph

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Re: ☼Meph Tileset☼ V2.7 - 32x - 44.09 - Updated 2nd May
« Reply #1135 on: May 04, 2018, 04:59:12 am »

Sorry for the wait; I do live in Germany and the time difference probably shows. I also want to spend a lot of time learning today, because tomorrow is I probably do my pilot license test. I'm in Bavaria atm, doing a paragliding course.

That being said: Tested the newest version, same issue, crashes to desktop as soon as I embark. Tested with a save and with a newly generated world.

Edit: I wouldn't mind if someone else tests the plugin too. It's literally just copy+pasting it into the dfhack/plugins folder. I really don't want it to be something on my end, or you waiting for hours and hours, because I might not notice the update at first.
« Last Edit: May 04, 2018, 05:13:25 am by Meph »
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

Rose

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Re: ☼Meph Tileset☼ V2.7 - 32x - 44.09 - Updated 2nd May
« Reply #1136 on: May 04, 2018, 06:13:59 am »

It's really weird.

I took the Dwarf Fortress zip you sent me, and the plugin zip that I uploaded. I replaced the plugin in that dwarf fortress copy (just to be sure, I removed the two subfolders in the plugin folder) and I run it, and there's no crash.
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Meph

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Re: ☼Meph Tileset☼ V2.7 - 32x - 44.09 - Updated 2nd May
« Reply #1137 on: May 04, 2018, 06:32:24 am »

I just restarted my machine, downloaded the zip I send you, added the newest TWBT version you send me... still crashes. If I remove TWBT, it runs fine. I run Win 8.1.

Edit: Newest version works! Japa the madman did it!
« Last Edit: May 04, 2018, 07:29:19 am by Meph »
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

Rose

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Re: ☼Meph Tileset☼ V2.7 - 32x - 44.09 - Updated 2nd May
« Reply #1138 on: May 04, 2018, 09:01:09 am »

http://dffd.bay12games.com/submit.php?action=message&fid=13723

This one has ability to specify overrides for specific materials, in addition to material tags.

Code: [Select]
[OVERRIDE:205:T:ConstructedWallLR:_MDF_overrides_7:142::::PLANT:BAYBERRY:WOOD]
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Meph

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Re: ☼Meph Tileset☼ V2.7 - 32x - 44.09 - Updated 2nd May
« Reply #1139 on: May 04, 2018, 09:10:03 am »

Could you write down the syntax once? I'm wondering what's in the extra :. Is it still material_flags, like WOOD, IS_METAL, etc?

[OVERRIDE:205:T:ConstructedWallLR:_MDF_overrides_7:142:NewForegroundColor:NewBackgroundColor:?:PLANT:BAYBERRY:WOOD]
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::
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