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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 904859 times)

Pvt. Pirate

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Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.05 - updated 07th March by Novaris
« Reply #2670 on: March 15, 2021, 10:52:21 am »

idk why, but when starting the launcher, it claims it cannot find 2 plugin paths:
"C:\Spiele\Meph Tileset V5.5 - 47.05\Dwarf Fortress\hack\plugins\original"
"C:\Spiele\Meph Tileset V5.5 - 47.05\Dwarf Fortress\hack\plugins\twbt"
also i get that TWBT error about the shell, but you already said it was irrelevant.
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"dwarves are by definition alcohol powered parasitic beards, which will cling to small caveadapt humanoids." (Chaia)

Novaris

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Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.05 - updated 07th March by Novaris
« Reply #2671 on: March 15, 2021, 03:20:42 pm »

Thats because, in the original Meph pack, there were two TWBT plugins in the dfhack folder. The original and some altered version. In the latest version I just placed the new TWBT plugin right into dfhack, ignoring these two folders and their content. If you need the launcher and it does not start otherwise simply create an "original" and "twbt" folder in dfhack/plugins and copy the same twbt.dll from the plugins folder into it. This stops the error from occuring.
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Meph

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Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.05 - updated 07th March by Novaris
« Reply #2672 on: March 15, 2021, 03:41:13 pm »

Oh yeah, if those folders or files are missing, the launcher goes on a strike. Novaris solution is sound, it's what I did since the custom TWBT became the regular release.
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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 :::

Pvt. Pirate

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Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.05 - updated 07th March by Novaris
« Reply #2673 on: March 15, 2021, 03:55:15 pm »

oh. for me, the launcher still works even though. i'll just create those two empty folders and hope it will just work as intended
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"dwarves are by definition alcohol powered parasitic beards, which will cling to small caveadapt humanoids." (Chaia)

Sennar

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Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.05 - updated 07th March by Novaris
« Reply #2674 on: March 20, 2021, 03:59:18 pm »

Hey, i just downloaded the pack, tried to start it, created the original and twbt folder with the plugin in it, but it still says when i start it with TWBT that the "GPU [is] unable to accommodate texture catalogue. Retry without graphical tiles, update your drivers oder better yet your GPU."

I just wanna play with the graphical tiles, my drivers and gpu are up to date. What could i possibly do? it's starts fine without twbt but then i wont have multilevelview :(

The Menu screen is also only pictures not words. help :'D

Spoiler (click to show/hide)
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Meph

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Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.05 - updated 07th March by Novaris
« Reply #2675 on: March 20, 2021, 04:21:14 pm »

You need a better graphics card. Or, if you play on a laptop with both onboard and a graphic card, the laptop might try to only run it on the onboard card. You'd have to manually tell it to use the proper card.
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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 :::

Sennar

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Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.05 - updated 07th March by Novaris
« Reply #2676 on: March 20, 2021, 04:25:49 pm »

AMD APUs and their software are weird, reinstalled it (for the umphed time) and could finally run it normally.
Sorry for the ruckus.
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Sard

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Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.05 - updated 07th March by Novaris
« Reply #2677 on: March 22, 2021, 04:15:29 pm »

Hello! Just a quick question if it isn't too much trouble. (Sorry if this isn't the right place.) I've rather enjoyed your pack, Meph! Great work! Excited to see where and how things progress after the Steam launch. ( I digress.) I've been wanting to play with both your pack, and the awesome Language Overhaul mod by Emiliovich but unfortunately the two seem to have issues, and the game promptly crashes on world gen. Is there something I'd be able to do to make them play nice? Many thanks for anyone who may have some insight.
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Novaris

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Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.05 - updated 07th March by Novaris
« Reply #2678 on: March 22, 2021, 04:40:56 pm »

that mod modifies the entity_default which is divided up in Meph's pack. Let me give it a try, it seems only the language changes, I will post a merge.
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Sard

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Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.05 - updated 07th March by Novaris
« Reply #2679 on: March 22, 2021, 04:44:33 pm »

Very kind of you! I must admit to being hesitant to dive head-first into the raws and other such things, when i've just started to keep my band of bearded ones (mostly) alive. I await with baited breath.
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Novaris

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Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.05 - updated 07th March by Novaris
« Reply #2680 on: March 22, 2021, 04:48:54 pm »

Hehe I can imagine :D the devil is in the details as usual. Meph adds new nouns for all the creatures which of course are missing in the other packs and that throws the game off track during world gen. The magic is to "combine" the language files and, most importantly, the _words file which defines all words the games knows. Therefore, this will take a little :D
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Sard

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Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.05 - updated 07th March by Novaris
« Reply #2681 on: March 22, 2021, 05:09:10 pm »

 :o That sounds like some work! Please do let me know if I can repay the favor. No need to go to any extremes on my account. (Unless you just enjoy doing this kind of thing.) Much appreciation Sir/Madam.
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Meph

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Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.05 - updated 07th March by Novaris
« Reply #2682 on: March 22, 2021, 08:29:06 pm »

Yeah, I added a language mod in the past, which is incompatible with other language mods, unless you merge them manually. Or replace it, just run the new one, but you'd have to edit the list of SYMBOLs too.
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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 :::

hemperor

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Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.05 - updated 07th March by Novaris
« Reply #2683 on: March 24, 2021, 10:28:23 pm »

I need help using the Meph+Vordak (lite) in the latest PyLNP 0.47.05-r02!

When i activate the tileset  it fails to update the savegame (broken raw message) even in a world game without a save game running and all the sprites looks inverted! like elfs are crabs, fruits looks like fruit baskets and so on! someone here knows a solution or a fix to this problem? 

Thanks.
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jecowa

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Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.05 - updated 07th March by Novaris
« Reply #2684 on: March 24, 2021, 11:43:20 pm »

That's a safety feature to prevent you from messing up your save file. You can override it, though. Copy \Dwarf Fortress 0.47.05\raw\installed_raws.txt into your save file \Dwarf Fortress 0.47.05\data\save\regionX\raw\.
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