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Poll

Do you prefer the new stone layer symbols?

Yay!
- 37 (75.5%)
Nay!
- 12 (24.5%)

Total Members Voted: 49


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Author Topic: Phoebus' Graphic Set v1.7.3.1 for DF v0.31.03 (Old version)  (Read 198967 times)

Phoebus

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Phoebus' Graphic Set v1.5.2BF for DF 2010 (Now with DF bug fixes)
« Reply #90 on: April 07, 2010, 10:45:48 am »

*Updated* v1.5.2BF
Stabbing attacks can now penetrate deeper than slashing attacks.
Quarry Bush leaves can now be cooked.
Meat can now be cooked. (Hmmmmm, delicious eyeball stew.)
Horn silver can now be found in native silver.
Giant spiders are now immune to their own poison.
Soap now comes in bars.
Crocodiles now have less hair.
Mountain Goats and Giant Cave Swallows now have childrens of their own species.
Giants are no longer transgendered.

I've got the fixes from the General Forum thread RAW typos and missing tags

Edit: How do I remove polls?
« Last Edit: April 07, 2010, 11:22:09 am by Phoebus »
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Huggz

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Re: Phoebus' Graphic Set v1.5.2BF for DF 2010 (Now with DF bug fixes)
« Reply #91 on: April 07, 2010, 12:05:49 pm »

The version packaged with the game is really odd, it's all squished up at the top half of the window with a load of black space at the bottom.
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Proper English will make people take you more serious.
In order to improve the universe's frame rate, we must all throw rocks into volcanoes and then do absolutely nothing, worldwide, for a week, to take pressure off pathfinding.

Phoebus

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Re: Phoebus' Graphic Set v1.5.2BF for DF 2010 (Now with DF bug fixes)
« Reply #92 on: April 07, 2010, 12:20:26 pm »

The version packaged with the game is really odd, it's all squished up at the top half of the window with a load of black space at the bottom.
Isn't that normal?
Dwarf Fortress' interface is hardcoded to use only 25 lines, the ingame world display uses all 50 lines.
Spoiler: MASSIVE SCREENSHOTS (click to show/hide)
« Last Edit: April 07, 2010, 12:24:12 pm by Phoebus »
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Huggz

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Re: Phoebus' Graphic Set v1.5.2BF for DF 2010 (Now with DF bug fixes)
« Reply #93 on: April 07, 2010, 12:26:56 pm »

Oh yeah, my bad. However, the male and female signs are really weird, one is a bag ad one is a... Thing...
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Proper English will make people take you more serious.
In order to improve the universe's frame rate, we must all throw rocks into volcanoes and then do absolutely nothing, worldwide, for a week, to take pressure off pathfinding.

Huggz

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Re: Phoebus' Graphic Set v1.5.2BF for DF 2010 (Now with DF bug fixes)
« Reply #94 on: April 07, 2010, 12:29:55 pm »

Also, is it possible to get the text to be 32x32 or something, it really hurts my eyes trying to read it :(
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Proper English will make people take you more serious.
In order to improve the universe's frame rate, we must all throw rocks into volcanoes and then do absolutely nothing, worldwide, for a week, to take pressure off pathfinding.

Phoebus

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Re: Phoebus' Graphic Set v1.5.2BF for DF 2010 (Now with DF bug fixes)
« Reply #95 on: April 07, 2010, 12:43:54 pm »

Also, is it possible to get the text to be 32x32 or something, it really hurts my eyes trying to read it :(
I wish we could have different tilesets for the world graphics and the font.
But we can't, so either we have rectangular tiles or square font. :(

What's the max resolution of your screen?
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Luxor

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Re: Phoebus' Graphic Set v1.5.2BF for DF 2010 (Now with DF bug fixes)
« Reply #96 on: April 07, 2010, 12:49:47 pm »

Due to my flat screen not being able to reach certain resolutions..
Is there any chance that you can provide a 12x12 instead of 16x16 tileset?

Cause the tiles are compressed really bad on my screen :(

Pretty please!
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BigD145

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Re: Phoebus' Graphic Set v1.5.2BF for DF 2010 (Now with DF bug fixes)
« Reply #97 on: April 07, 2010, 01:05:09 pm »

Oh yeah, my bad. However, the male and female signs are really weird, one is a bag ad one is a... Thing...

You mean a uterus? Sack/uterus makes perfect sense to me.
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Phoebus

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Re: Phoebus' Graphic Set v1.5.2BF for DF 2010 (Now with DF bug fixes)
« Reply #98 on: April 07, 2010, 01:05:45 pm »

Due to my flat screen not being able to reach certain resolutions..
Is there any chance that you can provide a 12x12 instead of 16x16 tileset?

Cause the tiles are compressed really bad on my screen :(

Pretty please!
One asks for a larger tileset, the other a smaller tileset.
THIS IS MADNESS.

Oh yeah, my bad. However, the male and female signs are really weird, one is a bag ad one is a... Thing...

You mean a uterus? Sack/uterus makes perfect sense to me.
That's a necklace with a female symbol an ankh.


The bag and male symbol are hardcoded to use the same tile. The necklace and female symbol are hardcoded to the other tile. The third is a leaf. You are now amazed.
« Last Edit: April 07, 2010, 01:12:18 pm by Phoebus »
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BigD145

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Re: Phoebus' Graphic Set v1.5.2BF for DF 2010 (Now with DF bug fixes)
« Reply #99 on: April 07, 2010, 01:06:24 pm »

Giants are no longer transgendered.

Aw. The world needs at least a few of these.
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Luxor

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Re: Phoebus' Graphic Set v1.5.2BF for DF 2010 (Now with DF bug fixes)
« Reply #100 on: April 07, 2010, 01:46:07 pm »

Well, it shouldnt take too long to make a smaller tileset..
i dont have any clue how to do it, otherwise id do it myself :(
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Crolis

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Re: Phoebus' Graphic Set v1.5.2BF for DF 2010 (Now with DF bug fixes)
« Reply #101 on: April 07, 2010, 01:56:51 pm »

Well, it shouldnt take too long to make a smaller tileset..
i dont have any clue how to do it, otherwise id do it myself :(

So you have no clue how to do it but you are sure it shouldn't take that long?
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Phoebus

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Re: Phoebus' Graphic Set v1.5.2BF for DF 2010 (Now with DF bug fixes)
« Reply #102 on: April 07, 2010, 02:03:27 pm »

Well, it shouldnt take too long to make a smaller tileset..
i dont have any clue how to do it, otherwise id do it myself :(
It's pixel art, it'll take a really long time redoing everything at a different tile size.
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BigD145

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Re: Phoebus' Graphic Set v1.5.2BF for DF 2010 (Now with DF bug fixes)
« Reply #103 on: April 07, 2010, 02:08:59 pm »

Quote
You mean a uterus? Sack/uterus makes perfect sense to me.

That's a necklace with a female symbol an ankh.


The bag and male symbol are hardcoded to use the same tile. The necklace and female symbol are hardcoded to the other tile. The third is a leaf. You are now amazed.

Still looks like a uterus. *AMAZED*

Yes, you do have to blow them up to see the sex symbols.
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sphr

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Re: Phoebus' Graphic Set v1.5.2BF for DF 2010 (Now with DF bug fixes)
« Reply #104 on: April 07, 2010, 03:27:26 pm »

Quote
You mean a uterus? Sack/uterus makes perfect sense to me.

That's a necklace with a female symbol an ankh.


The bag and male symbol are hardcoded to use the same tile. The necklace and female symbol are hardcoded to the other tile. The third is a leaf. You are now amazed.

Still looks like a uterus. *AMAZED*

Yes, you do have to blow them up to see the sex symbols.

The reason being that those tiles are hardcoded to be shared between game screen objects (bags and necklaces) vs male/female distinction, as Phoebus had mentioned.  I tot I'll just clarify a little more since I think I was the one who added the symbols originally ;) The original set I started with just had plain bags and necklaces.  I was quite fed up when culling animals when I can't rem bag is for male or female.. (basically, you kill the female members of the pets that you want to control population, or kill more of the males of those you want to breed)  So basically, it is actually TWO things in one tile where some attempt was made to make them seems like one thing... obviously, I can't please everybody. It's a compromise I had to make, not for any fair reason other than I prefer it that way myself (since I modified those tiles primarily for my own use)

If you prefer the items or just the male/female, you can cobble the tiles yourself from the wiki resources (just use some image program to copy and paste)).   The original bags/necklace is from Red Jack;s Nintendo set iirc.  Or if you really hate the ambiguity (I do actually) but can't live with the ambiguous gfx tiles (I chose to compromise), you might want to just use the non gfx mode, as some people prefers. 

My chief complaint with non-gfx version was that is that you can't tell the sub-professions among the same class of dwarves, and the need to memorize/get used to creature symbols esp when seeing them for first time.  But in terms of the "ambiguity" due to reusing ascii tiles, it is the mildest or usually the best choice.  I always feel that ascii art has its own appeal, though it does have some functional shortcoming as mentioned.  It all boils down to personal preference and sense of aesthetics I guess.

Another suggestion: as you get more familiar/advanced, should try to mod stuff to your own liking.  gfx set like Phoebus's or Maydays are great starting points, but with those, it is unrealistic to expect them to please everybody.  So if you want to please yourself (I sure did those gfx tiles to please MYSELF lol), learn to modify them yourself.  Then you can have the game you want (or experience the limitations that other modders encountered firsthand)

rgds
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