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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 198947 times)

dennislp3

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Re: Phoebus' Graphic Set v1.6.1 for DF v0.31.02 (New poll: Fonts)
« Reply #150 on: April 12, 2010, 01:36:23 am »

I noticed that while playing as humans a few professions are defaulting to zombies....I noticed this with my doc and mason....I will look in the raws to see what the issue is and post up what I find soon


*EDIT* From a quick run through of the graphics raws it looks like the humans do not have a few professions assigned...because it was all I noticed I was only looking for mason and doc...didnt see either....and i think there is more missing because I got a few immigrants that were defaulted as zombies to....was to stupid to look at profession as I simply exited to look into this very issue.... *facepalm*

btw, I think there was some problems with some human tiles e.g. some diplomat or liason or something in my dwarf fort always appears as zombie no matter how I messed with the gfx tile definition back in df 40.  iow, it could be bug in the code.

Think I remember something like that....hrmm tricky

Ok looked some more...this is the code for mason (stone worker group)


   [STONEWORKER:HUMANS:0:3:AS_IS:DEFAULT]
   _(ENGRAVER:HUMANS:1:3:AS_IS:DEFAULT)_
   _(MASON:HUMANS:2:3:AS_IS:DEFAULT)_
   _(ARCHITECT:HUMANS:3:3:AS_IS:DEFAULT)_

in the actual BMP there is a stone worker sprite on 0:3 while in 1:3, 2:3, and 3:3 there is nothing but magenta....
« Last Edit: April 12, 2010, 01:43:32 am by dennislp3 »
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Phoebus

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Re: Phoebus' Graphic Set v1.6.1 for DF v0.31.02 (New poll: Fonts)
« Reply #151 on: April 12, 2010, 07:24:26 am »

I can't get it on fullscreen mode.
Is this normal?  ???

Also, alunite ground and wall tile are pretty much the same, :/

But everything looks neat, great work :D
In DFv0.31, a copy of the raws is saved with every game. You need to copy the (modded) raws from your main directory to your savegames' directories.
Ex.: /DF_31_02/raw/  ---->  /DF_31_02/data/save/region1/raw/

It makes a heck of a difference! Thank you for the work Phoebus, I'm eagerly awaiting the 40d# merge, PNG support will only make things better.
Thanks, so am I, and I hope you'll like the my alpha transparency tileset improvements. :)
I totally understand. I appreciate your work to put this together. Very nice gfx pack.
Thank you.
Hey, I really like this graphic set :).

Nice work!  Thanks!
Thank you too.
Thanks for all the work you put into this ;)
Thank you too... too?

I noticed that while playing as humans a few professions are defaulting to zombies....I noticed this with my doc and mason....I will look in the raws to see what the issue is and post up what I find soon


*EDIT* From a quick run through of the graphics raws it looks like the humans do not have a few professions assigned...because it was all I noticed I was only looking for mason and doc...didnt see either....and i think there is more missing because I got a few immigrants that were defaulted as zombies to....was to stupid to look at profession as I simply exited to look into this very issue.... *facepalm*

btw, I think there was some problems with some human tiles e.g. some diplomat or liason or something in my dwarf fort always appears as zombie no matter how I messed with the gfx tile definition back in df 40.  iow, it could be bug in the code.

Think I remember something like that....hrmm tricky

Ok looked some more...this is the code for mason (stone worker group)


   [STONEWORKER:HUMANS:0:3:AS_IS:DEFAULT]
   _(ENGRAVER:HUMANS:1:3:AS_IS:DEFAULT)_
   _(MASON:HUMANS:2:3:AS_IS:DEFAULT)_
   _(ARCHITECT:HUMANS:3:3:AS_IS:DEFAULT)_

in the actual BMP there is a stone worker sprite on 0:3 while in 1:3, 2:3, and 3:3 there is nothing but magenta....
I could just edit the human graphic raws so that all of the human profession subtypes use the generic human profession tiles.
That would fix the problem I think.

Link removed
« Last Edit: April 13, 2010, 10:05:20 am by Phoebus »
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LucasUP

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Re: Phoebus' Graphic Set v1.6.1 for DF v0.31.02 (New poll: Fonts)
« Reply #152 on: April 12, 2010, 03:39:53 pm »

Screenshot of my fort in 1.6.1:
http://img689.imageshack.us/img689/2087/dfphob.png

Great work on the new versions. Everything's looking great!
One nitpick, I don't like the new beds at all. Hard to recognize them, had to do a double-take. I can just tweak the tile set to my liking though I guess.
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Phoebus

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Re: Phoebus' Graphic Set v1.6.1 for DF v0.31.02 (New poll: Fonts)
« Reply #153 on: April 12, 2010, 04:49:10 pm »

Screenshot of my fort in 1.6.1:
http://img689.imageshack.us/img689/2087/dfphob.png

Great work on the new versions. Everything's looking great!
One nitpick, I don't like the new beds at all. Hard to recognize them, had to do a double-take. I can just tweak the tile set to my liking though I guess.
That's the reason I liked the old beds, instantly recognizable. I'm considering switching back. :/
It's just a question of if I can get to recognize them easily or not.
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Shadowlord

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Re: Phoebus' Graphic Set v1.6.1 for DF v0.31.02 (New poll: Fonts)
« Reply #154 on: April 12, 2010, 05:21:09 pm »

They look better with a white color. That is to say, tower caps.
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Komdour

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Re: Phoebus' Graphic Set v1.6.1 for DF v0.31.02 (New poll: Fonts)
« Reply #155 on: April 12, 2010, 11:37:25 pm »

So Phoebus, is there anything you need to change for this new version 0.31.03? Or can I go ahead and install it using your patch?
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Phoebus

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Re: Phoebus' Graphic Set v1.6.1 for DF v0.31.02 (New poll: Fonts)
« Reply #156 on: April 12, 2010, 11:39:01 pm »

So Phoebus, is there anything you need to change for this new version 0.31.03? Or can I go ahead and install it using your patch?
Good question. Checking that up right now, in the meanwhile you are free to try... ;)

You can patch the new v0.31.03 with the v0.31.02 packages (not the pre-installed of course.)
The only conflict is some of my vermin changes from creature_next_underground.txt will overwrite some of Toady's fixes, make sure to not overwrite that file if you patch.
« Last Edit: April 12, 2010, 11:44:45 pm by Phoebus »
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Phoebus

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Re: Phoebus' Graphic Set v1.6.2 for DF v0.31.03 (Updated to v0.31.03)
« Reply #157 on: April 13, 2010, 12:15:18 am »

*Updated* v1.6.2
Updated to v0.31.03
Humans: Specialist professions were missing icons, so they have been assigned their respective generic professions' icons.
Tileset: Minor changes to door and hatches.

I will be dropping the (not so) SolidFile mirror and switch to another mirror. Any suggestion for a online file sharing website? (Thanks Keishin)

Mirror of all v1.6.2 files on MediaFire
« Last Edit: April 13, 2010, 12:34:49 am by Phoebus »
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Keishin

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Re: Phoebus' Graphic Set v1.6.2 for DF v0.31.03 (Updated to v0.31.03)
« Reply #158 on: April 13, 2010, 12:20:43 am »

FWIW I rather like MediaFire. Not nearly as much BS on either end of things as some of the more popular destinations.
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Komdour

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Re: Phoebus' Graphic Set v1.6.2 for DF v0.31.03 (Updated to v0.31.03)
« Reply #159 on: April 13, 2010, 01:00:04 am »

Working good, althought I just started a world and have nothing up  :D
http://www.filedropper.com/compare_1
My customization. Not sure to do light or dark.
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Phoebus

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Re: Phoebus' Graphic Set v1.6.2 for DF v0.31.03 (Updated to v0.31.03)
« Reply #160 on: April 13, 2010, 01:10:53 am »

Working good, althought I just started a world and have nothing up  :D
http://www.filedropper.com/compare_1
My customization. Not sure to do light or dark.
I prefer dark. The ground is just unimportant detail. It should not distract you, or make it harder to spot important things.
In my tileset, I had to tone down the intensity of the ground patterns by half before it even started to be appropriate.
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sphr

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Re: Phoebus' Graphic Set v1.6.1 for DF v0.31.02 (New poll: Fonts)
« Reply #161 on: April 13, 2010, 02:16:32 am »

I noticed that while playing as humans a few professions are defaulting to zombies....I noticed this with my doc and mason....I will look in the raws to see what the issue is and post up what I find soon


*EDIT* From a quick run through of the graphics raws it looks like the humans do not have a few professions assigned...because it was all I noticed I was only looking for mason and doc...didnt see either....and i think there is more missing because I got a few immigrants that were defaulted as zombies to....was to stupid to look at profession as I simply exited to look into this very issue.... *facepalm*

btw, I think there was some problems with some human tiles e.g. some diplomat or liason or something in my dwarf fort always appears as zombie no matter how I messed with the gfx tile definition back in df 40.  iow, it could be bug in the code.

Think I remember something like that....hrmm tricky

Ok looked some more...this is the code for mason (stone worker group)


   [STONEWORKER:HUMANS:0:3:AS_IS:DEFAULT]
   _(ENGRAVER:HUMANS:1:3:AS_IS:DEFAULT)_
   _(MASON:HUMANS:2:3:AS_IS:DEFAULT)_
   _(ARCHITECT:HUMANS:3:3:AS_IS:DEFAULT)_

in the actual BMP there is a stone worker sprite on 0:3 while in 1:3, 2:3, and 3:3 there is nothing but magenta....

Not sure about now and not sure about human, but it used to work where sub-professions are not defined, it will default to the base profession, i.e. if MASON tile note defined, it should use the generic STONEWORKER tile.  But I am not sure what is the state now, esp when castes etc would have made changes to the tile selection, so it could be broken.  Plus, there are some weird bugs in original DF regarding tiles that I never could solve (e.g. human diplomat or liason appearing as zombie).


@Phoebus
Sorry, I think I messed up your section on wiki's gfx set page when I updated my image which you linked. (Used a transparent png).  You might want to change the link back to the older image which is still accessible at

http://df.magmawiki.com/images/archive/5/5d/20100411132147!Sphr_dwarves.png

But I think you may want to upload a copy of the actual image/stuff you used in your gfx pack so that you can update with your own stuff as you need.
« Last Edit: April 13, 2010, 02:29:32 am by sphr »
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chong li

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Re: Phoebus' Graphic Set v1.6.2 for DF v0.31.03 (Updated to v0.31.03)
« Reply #162 on: April 13, 2010, 03:05:52 am »

Hi, I love the work being done here Phoebus (and others), though I'm not that fond of the spoiler iron, coal etc. tiles.

Anyway, if I may chip in. The best site for uploading anything under 100MB is drop.io.
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dennislp3

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Re: Phoebus' Graphic Set v1.6.2 for DF v0.31.03 (Updated to v0.31.03)
« Reply #163 on: April 13, 2010, 08:33:43 am »

Hi, I love the work being done here Phoebus (and others), though I'm not that fond of the spoiler iron, coal etc. tiles.

There not any more spoilers than using K to examine the rock....I like that feature ALOT....certainly helps me separate the crap stone from what I need without having to examine rocks all the time
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Phoebus

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*Updated* v1.6.3
Added Magnut Graphic Pack to the set of units.
Changed wall ends so they look less... weird.
Changed the stockpile to RantingRodent's design.
Added a background behind mined ore.
Reduced the brightness of ground details by 20%.


--------------------------------------

I'm removed the separate packages and bundled them inside the main packages.
Two more tilesets are available by default:
Phoebus_16x16_Flat.bmp
Phoebus_16x16_Guybrush.bmp

In the Package w/o game, the init.txt has been renamed to init.phoebus.txt, so as to not constantly overwrite your own custom init.txt. If it's your first installation, DO overwrite the init.txt.

After installation, to update your games, copy your main /raw/ folder in your savegames' /raw/ folders.
« Last Edit: April 13, 2010, 11:45:16 pm by Phoebus »
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