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Do you prefer the new stone layer symbols?

Yay!
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Author Topic: Phoebus' Graphic Set v1.7.3.1 for DF v0.31.03 (Old version)  (Read 198906 times)

Phoebus

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Re: Phoebus' Graphic Set v1.6.4 for DF v0.31.03 (Several bugfixes)
« Reply #195 on: April 16, 2010, 11:07:05 pm »

Here's a small patch that fixes the two-humped camel problem:
The patch has been included in the packages.
« Last Edit: April 20, 2010, 12:15:43 am by Phoebus »
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BigD145

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Re: Phoebus' Graphic Set v1.6.4 for DF v0.31.03 (Several bugfixes)
« Reply #196 on: April 16, 2010, 11:09:41 pm »

Here's a small patch that fixes the two-humped camel problem:


Confirmed working.
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Alu

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Re: Phoebus' Graphic Set v1.6.4 for DF v0.31.03 (Several bugfixes)
« Reply #197 on: April 17, 2010, 03:16:00 am »

hmm in some menues, i cant see the full text, is this a phoebus or a DF issue?
Like in the Glass furnace for example, no idea what is what. This needs scrolling text or something.
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"He admired a wonderful Trap lately"

sphr

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Re: Phoebus' Graphic Set v1.6.4 for DF v0.31.03 (Several bugfixes)
« Reply #198 on: April 17, 2010, 04:01:38 am »

Which kind of camel were those? Adults, childs, skeletons or zombies?
NM, I think it's the [DEFAULT: bug again, out of all Sphr's animals, Camels are the only ones without childs.

LOL. not only camels actually. Those that I "officially" released usually comes at least with a child (unless not very applicable, like some monsters and megabeasts) but most without skeleton and zombie coz I have yet to see them.  Those that are cobbled from "unofficial" sources such as screen shots or uploaded maps will prob be alone (as camels, I tiled them first without child coz they come in elven caravans.  Another example is with Warthog.)  The "delta" animal set in one of my first posts in this thread are some of the odds and ends which were never released before, hence missing child etc.  I can't say definitely when they will be up, but I AM tiling slowly and incidentally as I game (and as I encounter stuff I have not tiled in-game).  So they'll be tiled when I start a camel breeding and milking program in one of my future games perhaps...

In the mean time: warthogs for those who are interested: (came in one of the elven caravans)



From my game, elves arrived on pigs...



Rhenaya

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Re: Phoebus' Graphic Set v1.6.4 for DF v0.31.03 (Several bugfixes)
« Reply #199 on: April 17, 2010, 09:03:37 am »

i must say i dont like the total conversation graphics with editing the raws and now in the latest version makeing every creature tilesset odd darkened background. is there a way to get the bundle with just the graphics folder (not that important because i simple can unpack just these) and more important: with pure transparent pictures?
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User Profile: http://df.magmawiki.com/index.php/User:Rhenaya
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From "Angroshs Kinder" Das schwarze Auge Zwergenhandbuch - (Angrosh Children, the dark eye, german pen&paper, dwarven handbook):
"Elves!? Their men dont wear beards, and their women bathe nacked to lure you into the water and drown you. Thank Angrosh they are as ugly as the day and all big and skinny."

Phoebus

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Re: Phoebus' Graphic Set v1.6.4 for DF v0.31.03 (Several bugfixes)
« Reply #200 on: April 17, 2010, 11:08:26 am »

hmm in some menues, i cant see the full text, is this a phoebus or a DF issue?
Like in the Glass furnace for example, no idea what is what. This needs scrolling text or something.
That's a problem with the game itself, I can't do anything about that. I can't even rename (shorten) the glass materials. :(
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sphr

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Re: Phoebus' Graphic Set v1.6.4 for DF v0.31.03 (Several bugfixes)
« Reply #201 on: April 17, 2010, 12:27:16 pm »

hmm in some menues, i cant see the full text, is this a phoebus or a DF issue?
Like in the Glass furnace for example, no idea what is what. This needs scrolling text or something.
That's a problem with the game itself, I can't do anything about that. I can't even rename (shorten) the glass materials. :(


If he means that long order name  is clipped due to display area (for building/workshop) being too short, it can be alleviated somewhat by using pressing tab repeatedly to change the view mode such that the text area will occupy 2/3 of the screen instead (at least 1/3 will always be taken by the map).  It should allow you to see more on the commands.  the same "trick" is used for any text that gets clipped by the small text display area while viewing the map.

Phoebus

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Re: Phoebus' Graphic Set v1.6.4 for DF v0.31.03 (Several bugfixes)
« Reply #202 on: April 17, 2010, 02:13:25 pm »

Is it possible to change the tile of mined rough gems?
The wiki page for tilesets lists the gem tile as being editable in the raws, but ITEM_SYMBOL (used for ores) does not seem to do anything for rough gems.
I'm at a loss.
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sphr

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Re: Phoebus' Graphic Set v1.6.4 for DF v0.31.03 (Several bugfixes)
« Reply #203 on: April 18, 2010, 03:47:45 am »

Is it possible to change the tile of mined rough gems?
The wiki page for tilesets lists the gem tile as being editable in the raws, but ITEM_SYMBOL (used for ores) does not seem to do anything for rough gems.
I'm at a loss.

Could it be that it means the gem WHILE it is unmined is editable.  Objects have no customizable tiling afaik.

Current "tile-ability" AFAIC:
* full gfx - large creatures
* choose from 437 - large creatures, vermin, plants, custom workshops
* fixed - objects, constructions, other hard-coded buildings

wolflance

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Re: Phoebus' Graphic Set v1.6.4 for DF v0.31.03 (Several bugfixes)
« Reply #204 on: April 18, 2010, 05:44:08 am »

Greetings. I am a very new player, and thanks to your graphic pack I am able to start my first fortress.

I have encountered some problems though (v1.6.4 with minipatch)
1) Elves doesn't show up properly (They are 'invisible')
2) Furnitures, such as Wall Grate, will show up as '#' if you remove the building. Same goes for certain caged animals.
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Phoebus

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Phoebus' Graphic Set v1.7 for DF v0.31.03 (Major Improvements!)
« Reply #205 on: April 18, 2010, 09:57:42 am »

*Updated* v1.7
Changed the stone, sand and soil layers from symbols to fully graphic tiles. (No more dithering)
Unit graphic tiles now have a solid background color with a transparent outline around the unit.
Reduced the ground dithering by 50%.
Added new shrub and sprout tiles for underground plants.
Redesigned and added transparency to Doors and Hatches.
Reforged the river/road tiles.
Added Sphr's warthogs to the unit set.
Bugfixes:
Restored obsidian to it's default color.
Fixed the elf unit graphics.
Fixed the camel unit graphics. (Removed Sphr's camel unit graphics.)

Screenshots:

Spoiler: EmbarkShot (click to show/hide)
Spoiler: Underground Forest (click to show/hide)
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Phoebus

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Re: Phoebus' Graphic Set v1.6.4 for DF v0.31.03 (Several bugfixes)
« Reply #206 on: April 18, 2010, 10:01:57 am »

Greetings. I am a very new player, and thanks to your graphic pack I am able to start my first fortress.

I have encountered some problems though (v1.6.4 with minipatch)
1) Elves doesn't show up properly (They are 'invisible')
2) Furnitures, such as Wall Grate, will show up as '#' if you remove the building. Same goes for certain caged animals.


Thanks for the report.
I fixed the elves in the v1.7, and I believe grates are supposed to look as # when not built.

Is it possible to change the tile of mined rough gems?
The wiki page for tilesets lists the gem tile as being editable in the raws, but ITEM_SYMBOL (used for ores) does not seem to do anything for rough gems.
I'm at a loss.

Could it be that it means the gem WHILE it is unmined is editable.  Objects have no customizable tiling afaik.

Current "tile-ability" AFAIC:
* full gfx - large creatures
* choose from 437 - large creatures, vermin, plants, custom workshops
* fixed - objects, constructions, other hard-coded buildings
:(
Thanks for the info. I guess some infos on the wiki are not so accurate. ;)
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HeliumFreak

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Re: Phoebus' Graphic Set v1.7 for DF v0.31.03 (Major Improvements!)
« Reply #207 on: April 18, 2010, 10:19:12 am »

Thanks for the update. I copied my saves into the new folder and copied the raws over to my save. However all sand tiles now apear as different coloured "?"
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Phoebus

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Re: Phoebus' Graphic Set v1.7 for DF v0.31.03 (Major Improvements!)
« Reply #208 on: April 18, 2010, 10:49:20 am »

Thanks for the update. I copied my saves into the new folder and copied the raws over to my save. However all sand tiles now apear as different coloured "?"
There's so many people having problems with the darn savegame raws, I really think I should make an auto-savegame-patcher. (or Toady should just make it optional to use them in the first place)

It seems you have either:
1. copied the wrong (old) raws in your savegame
2. copied them in the wrong savegame
3. copied them at the wrong location in the savegame. (your savegame should not contain the subdirectories 'graphics' or 'objects'. And the savegame's 'raw' subdirectory should not contain itself another 'raw' directory.)
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HeliumFreak

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Re: Phoebus' Graphic Set v1.7 for DF v0.31.03 (Major Improvements!)
« Reply #209 on: April 18, 2010, 12:09:16 pm »

All of the other new graphics/changes work besides anything related to sand...

And no my savegame directory doesnt include a graphics or object folder (besides the ones inside the raw) and the raw doesnt contain another raw

Spoiler (click to show/hide)


*added screenshot
« Last Edit: April 18, 2010, 12:18:04 pm by HeliumFreak »
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