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Author Topic: [0.34.10] Mayday's Graphics Set - Even in death I still serve  (Read 371704 times)

forsaken1111

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Well, here's a thing then:
http://mayday.w.staszic.waw.pl/~mayday/upload/dfg_31_25_c_win.zip
This is kind of a pre-release, I'd be glad if you guys tested it.
There are TONS of new giant_animals and animal_men and that's a really boooring perspective... ugh.

ANYWAY, MORE IMPORTANTLY:
now that I'm back to DF I can see that the matters which made me drop out of graphicsmaking in the first place... have gotten worse. Not only are there less tiles available now, the old symbols have gotten more uses so now I can't use graphical representations for many.
In short- fancy graphical tilesets are getting harder and harder to maintain as Toady keeps adding new stuff.
That's why I'd like to get back to ASCII.
BUT I've reworked Herrbdog's tileset to maintain graphical representations of rock walls, as I find those are the most damaging to the readability of the screen. And, of course, I left the creature graphics on.
If anyone is interested in checking this version out, comments are most welcome.
This is basically an ASCII tileset with the following raw mods:
The following stone groups have their own icon:
-Sedimentary rocks
-Metamorphic rocks
-Igneous rocks
-Iron ores (currently a bunch of larger rocks in the middle of the tile)
-Other metal ores (small rocks scattered around the tile)
-non-layer stones (dot in the middle)
-flux stones (two dots in the middle)
-fuel (lightning icon)
-gemstone walls (crystal icon )
All those tiles have a kind of an embossed look to differentiate them from object icons.

http://mayday.w.staszic.waw.pl/~mayday/upload/dfgs_31_25_win.zip
I'll take a look when I get home. I like me some pretty ascii sets anyway.
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ThtblovesDF

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Re: [0.31.25_c] Mayday's DFG - now also a no-mess-up-text edition
« Reply #931 on: November 04, 2011, 07:39:50 am »

Is this dead?

http://mayday.w.staszic.waw.pl/~mayday/upload/dfg_31_25_a_win.zip

And the link in the post above me, both give me a "Main index file missing" - even though it is where it is supposed to be (in the data folder).



Nevermind - run as admin.
« Last Edit: November 04, 2011, 07:54:19 am by ThtblovesDF »
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emside

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Re: [0.31.25_c] Mayday's DFG - now also a no-mess-up-text edition
« Reply #932 on: November 21, 2011, 07:47:05 pm »

I've a question.. why some of my dwarves looks like this?

EDIT: for example the beekeeper are like the image up there. Maybe these new jobs are not implemented yet in the actual Tileset?
« Last Edit: November 24, 2011, 12:40:52 pm by emside »
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Anathema

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Re: [0.31.21] Mayday's DFG - I am the mayday, it's me
« Reply #933 on: January 16, 2012, 09:18:09 am »

The new professions work in the latest version, which is c: mayday.w.staszic.waw.pl/~mayday/upload/dfg_31_25_c_win.zip

Alternately if you have a game already running, it's pretty easy to fix just the professions (of course you might be missing out on new animal graphics and such):

Small problem with the latest 31.25 version (many thanks to OzoneGrif for making it, by the way). There aren't any graphics assigned for dwarves whose highest skill is one of the new professions (shearer, beekeeper, etc), so they come out looking.. strange. It's an easy fix for anyone interested; find your /raw/graphics/graphics_mayday.txt file, and add the following lines just under [CREATURE_GRAPHICS:DWARF]:

   [POTTER:DORFS:0:19:AS_IS:DEFAULT]
   [GLAZER:DORFS:0:19:AS_IS:DEFAULT]
   [WAX_WORKER:DORFS:0:19:AS_IS:DEFAULT]
   [SHEARER:DORFS:0:24:AS_IS:DEFAULT]
   [SPINNER:DORFS:0:24:AS_IS:DEFAULT]
   [PRESSER:DORFS:0:24:AS_IS:DEFAULT]
   [BEEKEEPER:DORFS:0:24:AS_IS:DEFAULT]

Keep in mind if you've already created a world, you'll also want to copy your updated graphics_mayday.txt file into your data/save/region1/raw/graphics folder, where 'region1' is whatever your save is called. This should work without problems even if you already have a fortress running.

Edit: Sorry, didn't realize that last post was like 2 months ago - well I suppose it's good information for others' reference.
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Domitian

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Re: [0.31.25_c] Mayday's DFG - now also a no-mess-up-text edition
« Reply #934 on: January 21, 2012, 02:18:51 pm »

The link to version C does not appear to work anymore. The two different links for it i've seen either are completely dead or result in a zip folder that cannot be opened (error). A shame too as the character models for Mayday are by far the easiest to identify (and biggest) for me.

Anyone know where it can be found?
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Mike Mayday

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Re: [0.31.25_c] Mayday's DFG - now also a no-mess-up-text edition
« Reply #936 on: January 21, 2012, 05:29:50 pm »

Hmmm, yeah, I've checked just in case: that zip should be alright.
However, for some reason, it doesn't open in the windows explorer. I used winrar to make it and it opens alright in winrar. Sorry for the trouble with that.

EDIT: welp, you've made me crawl out of the woodwork anyway, gonna update the tilesest a bit I guess!
« Last Edit: January 21, 2012, 05:33:16 pm by Mike Mayday »
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Mike Mayday

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Re: [0.31.25_c] Mayday's DFG - now also a no-mess-up-text edition
« Reply #937 on: January 21, 2012, 06:43:19 pm »

Okay, my site has been updated with hopefully enough explanation on the matter.
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Domitian

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Re: [0.31.25_c] Mayday's DFG - now also a no-mess-up-text edition
« Reply #938 on: January 21, 2012, 06:57:56 pm »

Sweet! Thanks for updating, I'll give it a try over the next few days.

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777

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Re: [0.31.25_e] Mayday's DFG - now also a no-mess-up-text edition
« Reply #939 on: February 06, 2012, 02:46:21 am »

Mr. Mayday,

Could you give some examples of objects that are not being properly represented in DFG vs DFGs right now?

While ASCII is great and all, I do like mechanics looking like gears, and cabinets looking like cabinets, and DFG does a much better job of this than DFGs.

However, if I am not noticing that certain objects are indecipherable from others, that is something to know!
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Mike Mayday

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Re: [0.31.25_e] Mayday's DFG - now also a no-mess-up-text edition
« Reply #940 on: February 06, 2012, 10:23:24 am »

Well ACTUALLY, I've been digging around and... truth be told, I might have blown this out of proportion :(
The new tools can have their icons changed. Sure, I'm gonna have to replace the old creature and plant icons because some new hard-coded stuff has taken their place, but it should be managable.
BUT that will have to wait until the new release, since I want to avoid doing the same job twice.
« Last Edit: February 06, 2012, 10:36:39 am by Mike Mayday »
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Crossroads Inc.

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Re: [0.31.25_e] Mayday's DFG - now also a no-mess-up-text edition
« Reply #941 on: February 09, 2012, 05:12:19 am »

Ok So I got the graphics working on my Mac again (FINALLY :D)
But of course there are always issues...

Does anyone know how to turn "Highlights" off in the new version? or enable the graphic "sans-highlights" ?
In the old one you went into the "init.txt" file and there was an option that said "HIGHLIGHTS:YES/NO"
I don't see it in the init file any more. Am I missing something?
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Ask not what the Dwarfs can do for you...
But ask.... why are they drunk all the time?

Mike Mayday

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Re: [0.31.25_e] Mayday's DFG - now also a no-mess-up-text edition
« Reply #942 on: February 09, 2012, 09:27:24 am »

There really was an option like that??? I sure didn't make it o_O

In the part of init.txt where you choose the tileset (mayday.png by default), change the name to mayday-NO-HIGHLIGHT.png
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Couchmonster

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Re: [0.31.25_e] Mayday's DFG - now also a no-mess-up-text edition
« Reply #943 on: February 09, 2012, 11:18:50 am »

What is the difference between DFG and DFGs on your site?

Mike Mayday

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Re: [0.31.25_e] Mayday's DFG - now also a no-mess-up-text edition
« Reply #944 on: February 09, 2012, 11:40:43 am »

Read the latest changelog entry plz!
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