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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 198973 times)

chong li

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Re: Phoebus' Graphic Set v1.6.2 for DF v0.31.03 (Updated to v0.31.03)
« Reply #165 on: April 14, 2010, 12:52:06 am »

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

I just find it unnatural seeing Fe over and over in a rock wall.
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Deon

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Awesome, Phoebus!

I didn't have a time to finish drawing of underground critters, and here comes this UG pack! Updating!
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Skie

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Hmm. I just noticed that the dorf in position 5:0 in sphr's dwarf graphics set isn't being used in anything, the gold plated dorf next to 'drunk'.
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Phoebus

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Re: Phoebus' Graphic Set v1.6.3.1 for DF v0.31.03 (Patch for Magnut Repack)
« Reply #168 on: April 15, 2010, 11:35:31 am »

Hmm. I just noticed that the dorf in position 5:0 in sphr's dwarf graphics set isn't being used in anything, the gold plated dorf next to 'drunk'.
Old 'Captain of the Guard' location, or something like that. It's been moved to 0:12, it's only still there for compatibility with very old raw files.

Can anyone read Toady's mind? :P I'd like to know when PNG support will be merged back in DF v0.31, I have so many alpha transparency just waiting... alone... in the rain.  :'(


Small fix to the incorrect PAGE_DIM in my Magnut graphic set repack: (overwrite the same file in /raw/graphics/, don't forget your games)

« Last Edit: April 15, 2010, 11:45:14 am by Phoebus »
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Firewolf

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I love this so much, thanks Phoebus!
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dunenkoff

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Phoebus, thanks a bunch, very nice tileset!
I'd like to report a small problem - there's almost no visual difference between shale (or magnetite) floor and shale wall (both rough).
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dennislp3

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Phoebus, thanks a bunch, very nice tileset!
I'd like to report a small problem - there's almost no visual difference between shale (or magnetite) floor and shale wall (both rough).

Same with Dolomite
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Phoebus

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Phoebus, thanks a bunch, very nice tileset!
I'd like to report a small problem - there's almost no visual difference between shale (or magnetite) floor and shale wall (both rough).

Same with Dolomite
You both need to patch your current games with the graphic set's raws. (DF v0.31.x saves a copy of the raws for each games at worldgen.)
Simplest way is to copy the base raw folder over your old savegames' raw folders.
« Last Edit: April 15, 2010, 04:40:23 pm by Phoebus »
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Skie

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Oh, by the way.
There's still a small mistake in some of the graphics sets that some humans show up as zombies.
This is because in the humans graphics file you have

   [DEFAULT:HUMANS:0:19:AS_IS:ZOMBIE]
   [STANDARD:HUMANS:0:19:AS_IS:ZOMBIE]

Listed at the very bottom.
Put them and the DEFAULT & STANDARD AS_IS:SKELETON lines ABOVE the lines

   [STANDARD:HUMANS:1:0:AS_IS:DEFAULT]
   [DEFAULT:HUMANS:0:0:AS_IS:DEFAULT]

So you will end up with something like
Code: [Select]
[DEFAULT:HUMANS:0:19:AS_IS:ZOMBIE]
[STANDARD:HUMANS:0:19:AS_IS:ZOMBIE]
[DEFAULT:HUMANS:0:17:AS_IS:SKELETON]
[STANDARD:HUMANS:0:17:AS_IS:SKELETON]
[STANDARD:HUMANS:1:0:AS_IS:DEFAULT]
[DEFAULT:HUMANS:0:0:AS_IS:DEFAULT]

Then the creatures with no specific graphic tile will default as 0:0-tile normal humans instead of 0:19-tile zombies. ie. the last STANDARD and DEFAULT lines take preference even if they have the tags "SKELETON" or "ZOMBIE" in them.  :)

PS. I figured this out as I was playing with my new civ.
« Last Edit: April 15, 2010, 04:42:19 pm by Skie »
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Phoebus

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Oh, by the way.
There's still a small mistake in some of the graphics sets that some humans show up as zombies.
This is because in the humans graphics file you have

   [DEFAULT:HUMANS:0:19:AS_IS:ZOMBIE]
   [STANDARD:HUMANS:0:19:AS_IS:ZOMBIE]

Listed at the very bottom.
Put them and the DEFAULT & STANDARD AS_IS:SKELETON lines ABOVE the lines

   [STANDARD:HUMANS:1:0:AS_IS:DEFAULT]
   [DEFAULT:HUMANS:0:0:AS_IS:DEFAULT]

So you will end up with something like
Code: [Select]
[DEFAULT:HUMANS:0:19:AS_IS:ZOMBIE]
[STANDARD:HUMANS:0:19:AS_IS:ZOMBIE]
[DEFAULT:HUMANS:0:17:AS_IS:SKELETON]
[STANDARD:HUMANS:0:17:AS_IS:SKELETON]
[STANDARD:HUMANS:1:0:AS_IS:DEFAULT]
[DEFAULT:HUMANS:0:0:AS_IS:DEFAULT]

Then the creatures with no specific graphic tile will default as 0:0-tile normal humans instead of 0:19-tile zombies. ie. the last STANDARD and DEFAULT lines take preference even if they have the tags "SKELETON" or "ZOMBIE" in them.  :)

PS. I figured this out as I was playing with my new civ.
Patch for the human problem. They'll be bundled in the next version. (Overwrite the file of the same name in /raw/graphics/, don't forget your savegames' /raw/graphics/ too ;) )


Exactly which type of humans were showing as zombies?
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Skie

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Fish cleaners, tanners, lye makers... to mention a few.
Addition: Brewers, Leatherworkers, Siege Operators...

Every human that doesn't have a graphic of its own was a zombie. If you take a look at humans.bmp, a lot of graphics are missing in comparison to dwarves.bmp.
« Last Edit: April 15, 2010, 05:06:14 pm by Skie »
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dennislp3

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Damn humans causing you all kindsa issues huh? lol
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Zombie

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I was having problems with the Guybrush tileset. It makes everything show up with a fancy pink background. :|
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Phoebus

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I was having problems with the Guybrush tileset. It makes everything show up with a fancy pink background. :|
Sorry about that. It seems my Guybrush font layer had a not-so-magenta background.
I'll upload a fix soon.
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Phoebus

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Phoebus' Graphic Set v1.6.4 for DF v0.31.03 (Several bugfixes)
« Reply #179 on: April 16, 2010, 01:25:40 am »

*Updated* v1.6.4
Fixed the Guybrush tileset.
Fixed the Magnut new underground creatures tiles.
Fixed the default human unit tile.
Darkened the color of obsidian.
Added Slade to the list of special ores. (Slade & Adamantium are the best ores. Obsidian is volcanic and the most valuable stone. Kimberlite & Bauxite can contain the best gems.)
« Last Edit: April 16, 2010, 01:29:08 am by Phoebus »
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