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Author Topic: [0.34.10] Mayday's Graphics Set - Even in death I still serve  (Read 374834 times)

FuzzyDoom

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Re: [0.31.16] Mayday's DFG - a.k.a. the "Mayday is a slacking asshole" project
« Reply #675 on: November 11, 2010, 05:57:57 pm »

If you make us wait forever again Mayday...
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Also bear in mind that dwarves have their heads at a perfect height for a good face-kicking.
That's the great thing about this forum. We can derail any discussion into any other topic.

nordak

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Re: [0.31.16] Mayday's DFG - a.k.a. the "Mayday is a slacking asshole" project
« Reply #676 on: November 11, 2010, 07:07:40 pm »

mayday hasn't been on in a few days... someone should call him...
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Exerpt from townbrush.txt by Internet Kraken:

"Nobody wants to live in Townbrush, and for good reason. Almost everyone that has come to Townbrush has been eaten, stabbed, crushed, drowned, hacked, incinerated, or beaten to death with an octopre skin backpack. When we're not under siege, we're being attacked by Forgotten Beasts. And when we're not being attacked by Forgotten Beasts, there's probably a zombie whale crushing someone to death in the dining room."

Aussiemon

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Re: [0.31.16] Mayday's DFG - a.k.a. the "Mayday is a slacking asshole" project
« Reply #677 on: November 11, 2010, 07:23:35 pm »

Hey everyone!

Here's an unofficial DFG 31.17 with Mayday tileset, merged by myself with WinMerge.
It works just fine, but trees look strange :/ The new creatures look like vermin, oddly. Perhaps this is intentional.

Without further ado:

http://dl.dropbox.com/u/3152927/dfg_31_17_win-unofficial.zip


P.S. I just have to say Toady... Wow. Adventure mode is absolutely amazing (even more so)!


Edit: I just remembered that I left the music in there, but Mayday takes it out. If this is violating a copyright agreement of some form, I can take it out. Also, don't forget to customize the init's to your liking!

Edit: Edit: Changed for clarity. This isn't my own tileset or anything of the sort. I simply used WinMerge to make a functional 31.17 with Mayday
« Last Edit: November 11, 2010, 09:41:00 pm by Aussiemon »
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"Don't worry about the world coming to an end today. It's already tomorrow in Australia."

nordak

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Re: [0.31.16] Mayday's DFG - a.k.a. the "Mayday is a slacking asshole" project
« Reply #678 on: November 12, 2010, 12:49:40 am »

Thanks, will tide me over until he releases his official version. TY
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Exerpt from townbrush.txt by Internet Kraken:

"Nobody wants to live in Townbrush, and for good reason. Almost everyone that has come to Townbrush has been eaten, stabbed, crushed, drowned, hacked, incinerated, or beaten to death with an octopre skin backpack. When we're not under siege, we're being attacked by Forgotten Beasts. And when we're not being attacked by Forgotten Beasts, there's probably a zombie whale crushing someone to death in the dining room."

Nyxalinth

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Re: [0.31.16] Mayday's DFG - a.k.a. the "Mayday is a slacking asshole" project
« Reply #679 on: November 12, 2010, 10:33:52 am »

Hey everyone!

Here's an unofficial DFG 31.17 with Mayday tileset, merged by myself with WinMerge.
It works just fine, but trees look strange :/ The new creatures look like vermin, oddly. Perhaps this is intentional.

Without further ado:

http://dl.dropbox.com/u/3152927/dfg_31_17_win-unofficial.zip


P.S. I just have to say Toady... Wow. Adventure mode is absolutely amazing (even more so)!


Edit: I just remembered that I left the music in there, but Mayday takes it out. If this is violating a copyright agreement of some form, I can take it out. Also, don't forget to customize the init's to your liking!

Edit: Edit: Changed for clarity. This isn't my own tileset or anything of the sort. I simply used WinMerge to make a functional 31.17 with Mayday

Yay, thanks!  I finally decided I was ready to switch to 200, and this helped me make up my mind.
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Nyxalinth likes the color blue, gaming, writing, art, cats for their aloofness,  Transformers for their sentience and ability to transform, and the Constructicons for their hard work and building skills. Whenever possible, she prefers to consume bacon cheeseburgers and pinot noir. She absolutely detests stupid people.

anallyst

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Re: [0.31.16] Mayday's DFG - a.k.a. the "Mayday is a slacking asshole" project
« Reply #680 on: November 12, 2010, 04:23:12 pm »

https://github.com/rofl0r/df-mayday <- my patchset for linux/mac works as well with 0.31.17 - no change was required.

** UPDATE the patch applied without fail, though when i create a world with it and embark, dwarfes will be animals. i.e. you cannot assign jobs to em, and they have the "butcher this animal" menu entry. thats weird. i will wait for now what causes this behaviour.

** UPDATE 2: bug report filed @ http://www.bay12games.com/dwarves/mantisbt/view.php?id=3565

** UPDATE 3: the problem exists only for world creation. so you're save when you create the world in "vanilla" mode (on a fresh downloaded DF) and apply the patch afterwards.
(you have to transfer the raw folder into your data/save/region1 directory afterwards manually)

** UPDATE 4: finally solved, backup files created by the patch program triggered bug 1428. you are save to apply the patch now, i added some code to remove those backups.
« Last Edit: November 12, 2010, 10:19:30 pm by anallyst »
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how to be first one to get mayday tileset after toady released a new version: https://github.com/rofl0r/df-mayday

anallyst

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Re: [0.31.16] Mayday's DFG - a.k.a. the "Mayday is a slacking asshole" project
« Reply #681 on: November 12, 2010, 06:36:20 pm »

Here's an unofficial DFG 31.17 with Mayday tileset, merged by myself with WinMerge.
It works just fine, but trees look strange :/ The new creatures look like vermin, oddly. Perhaps this is intentional.

i diffed your version against the official one, you only changed data/init but not the raws itself. so your pack is pretty useless.
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how to be first one to get mayday tileset after toady released a new version: https://github.com/rofl0r/df-mayday

JarinArenos

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Re: [0.31.16] Mayday's DFG - a.k.a. the "Mayday is a slacking asshole" project
« Reply #682 on: November 12, 2010, 08:00:51 pm »

Just what does Mike change in the Raws anyway?

Edit: More specifically, what needs to be changed to make DwarfFortress.exe look at "<root>/raw/graphics/graphics_mayday.txt" for input?
« Last Edit: November 12, 2010, 08:10:31 pm by JarinArenos »
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anallyst

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Re: [0.31.16] Mayday's DFG - a.k.a. the "Mayday is a slacking asshole" project
« Reply #683 on: November 12, 2010, 08:14:52 pm »

Just what does Mike change in the Raws anyway?

Edit: More specifically, what needs to be changed to make DwarfFortress.exe look at "<root>/raw/graphics/graphics_mayday.txt" for input?

this: https://gist.github.com/674915 (thats a diff from DF 31.16 vs DFG 31.16, which applies perfectly to 0.31.17 as well, but results in the described problems).
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how to be first one to get mayday tileset after toady released a new version: https://github.com/rofl0r/df-mayday

anallyst

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Re: [0.31.16] Mayday's DFG - a.k.a. the "Mayday is a slacking asshole" project
« Reply #684 on: November 12, 2010, 10:35:28 pm »

here's a pack for all of you, just unzip into your DF31.17 folder. works on linux, mac and windoze.

https://github.com/downloads/rofl0r/df-mayday/dfg31_17c.zip

edit: fixed link, i messed up the dir structure on the first try, and overwrote the patched inits on the second ... doh.

« Last Edit: November 12, 2010, 11:30:32 pm by anallyst »
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how to be first one to get mayday tileset after toady released a new version: https://github.com/rofl0r/df-mayday

Aussiemon

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Re: [0.31.16] Mayday's DFG - a.k.a. the "Mayday is a slacking asshole" project
« Reply #685 on: November 13, 2010, 12:09:58 am »

Here's an unofficial DFG 31.17 with Mayday tileset, merged by myself with WinMerge.
It works just fine, but trees look strange :/ The new creatures look like vermin, oddly. Perhaps this is intentional.

i diffed your version against the official one, you only changed data/init but not the raws itself. so your pack is pretty useless.

I think whatever you used for a diff is pretty useless, no offense. The raws were definitely changed.

Evidence: The night creatures, bogeymen, castles, and shopkeepers I've been interacting with.




Edit: Also, anallyst's version seems to work better than mine. (Trees are fixed, yay!) I recommend his :)
« Last Edit: November 13, 2010, 12:21:40 am by Aussiemon »
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"Don't worry about the world coming to an end today. It's already tomorrow in Australia."

gazj

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Re: [0.31.16] Mayday's DFG - a.k.a. the "Mayday is a slacking asshole" project
« Reply #686 on: November 13, 2010, 03:22:34 pm »

I always release a linux version of maydays on my website (although only following Mike's release).  Here is the script I use to merge the two.  Just change the variables at the top for the versions you wish to merge.

http://www.foxjames.co.uk/linux/dfg
http://www.foxjames.co.uk/linux/dfg/df2dfg

Code: [Select]
#!/bin/bash
#converts dwarf fortress into Mike Maydays graphical version

dfv="31_16"
dfgv="31_16"
dffolder="df_linux"
dfgfolder="df_"$dfv"_win"
#zipprefix="dfg_31_14_win_s" #use when the zipfile has some silly prefix Grr
initfile=$dffolder/data/init/init.txt

#get ourselves out of the working directory
mkdir -p df2dfg/$dfgfolder
cd df2dfg

#get packages
wget "http://www.bay12games.com/dwarves/df_"$dfv"_linux.tar.bz2"
wget "http://mayday.w.staszic.waw.pl/~mayday/upload/dfg_"$dfgv"_win_s.zip"

#unpack packages
tar xf "df_"$dfv"_linux.tar.bz2"
unzip "dfg_"$dfgv"_win_s.zip" -d $dfgfolder

#merge the contents
rm -R $dffolder/raw
cp -R $dfgfolder/$zipprefix/raw $dffolder
cp -R $dfgfolder/$zipprefix/data/art $dffolder/data
cp -R $dfgfolder/$zipprefix/data/init/colors.txt $dffolder/data/init

#edit the init file to include the graphics set
sed -i 's/GRAPHICS:NO/GRAPHICS:YES/g' $initfile
sed -i 's/GRAPHICS_FONT:curses_square_16x16.png/GRAPHICS_FONT:mayday-sans-highlight.png/g' $initfile
sed -i 's/GRAPHICS_FULLFONT:curses_square_16x16.png/GRAPHICS_FULLFONT:mayday-sans-highlight.png/g' $initfile
sed -i 's/GRAPHICS_BLACK_SPACE:YES/GRAPHICS_BLACK_SPACE:NO/g' $initfile

#tar her back
tar cf "dfg_"$dfv"_linux.tar.bz2" $dffolder
« Last Edit: November 13, 2010, 03:25:36 pm by gazj »
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Mike Mayday

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Re: [0.31.16] Mayday's DFG - a.k.a. the "Mayday is a slacking asshole" project
« Reply #687 on: November 16, 2010, 06:04:55 am »

Wooops. I left home on Nov 10...
I'm back though so yeah, I'll geddit done today. Unless I'm lying.

Or are there any gamebreaking bugs in this release?
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<3

Devstorm

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Re: [0.31.16] Mayday's DFG - a.k.a. the "Mayday is a slacking asshole" project
« Reply #688 on: November 16, 2010, 10:19:00 am »

Might want to skip .17 and go right for .18, which fixes some of the bugs in .17. Looking forward to using Mayday's graphics on the new update!
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Afelia Fail

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Re: [0.31.16] Mayday's DFG - a.k.a. the "Mayday is a slacking asshole" project
« Reply #689 on: November 16, 2010, 11:00:47 am »

.18 is out! Is there any easy way to merge vanilla with mayday's graphics? I heard that the default method will touch the raws, that could have been changed from .16.
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