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What are your most common reasons for losing a fort?

Dwarven Selection
- 113 (6.3%)
Wildlife
- 58 (3.2%)
Ambushes
- 154 (8.6%)
Sieges
- 207 (11.5%)
Undeads
- 118 (6.6%)
Forgotten Beasts
- 110 (6.1%)
Megabeasts
- 42 (2.3%)
The Circus
- 84 (4.7%)
FUN Spiral
- 286 (15.9%)
Dwarven Engineering
- 131 (7.3%)
FPS Death
- 396 (22%)
Other? (please specify)
- 97 (5.4%)

Total Members Voted: 879


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Author Topic: [0.34.11v01] Phoebus' Graphic Set (0.34.11's one year anniversary update)  (Read 983302 times)

krenshala

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Re: [0.31.25v23] Phoebus' Graphic Set (Improved bamboo & space)
« Reply #1395 on: December 04, 2011, 04:08:40 pm »

I agree, the assembler is great.  My only issue is that it doesn't work in linux, as I find I haven't booted to Windows in months now. ;)  This isn't your fault, of course.

I'm attempting to figure out the raw changes it makes for changing dwarf/creature tiles since I keep forgetting I haven't updated the raws in the linux version I'm using, but did update the Windows side.  This is mainly due to having started a fort on one computer in Windows and moved the region directory to my dual-boot machine while it was running linux and continuing to play the fortress there.  Everything is how I want it ... until I get lots of !!fun!! and start a new fortress.  :-[ :P
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Quote from: Haspen
Quote from: phoenixuk
Zepave Dawnhogs the Butterfly of Vales the Marsh Titan ... was taken out by a single novice axedwarf and his pet war kitten. Long Live Domas Etasastesh Adilloram, slayer of the snow butterfly!
Doesn't quite have the ring of heroics to it...
Mother: "...and after the evil snow butterfly was defeated, Domas and his kitten lived happily ever after!"
Kids: "Yaaaay!"

LucasUP

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Re: [0.31.25v23] Phoebus' Graphic Set (Improved bamboo & space)
« Reply #1396 on: December 04, 2011, 07:53:37 pm »

Hey Phoebus and gang!

I'm just doing a quick update to the Lazy Newb Pack. I noticed your tileset config utility a while back, but wasn't sure how to handle adding it to the LNP, although I just noticed you linked to a patch for LNP here: http://www.mediafire.com/?cczkq627jilmtfa

For this update, I'm probably just going to have the standard version of phoebus as the option, but I'd like to get your input on how to integrate your config utility into LNP.

I noticed in DwarfFortressConfig, the tileset options are not always up to date, and obviously wouldn't be automatically connected with LNPs options or any other graphic sets the user has installed, so I'm hesitant just keeping it in the root DF folder without it being more obvious its for making a custom Phoebus set only...

I could always put the customization files in the "LNP/Graphics/Phoebus" folder and let users customize the tileset before installing it through LNP. Right now though, if anyone pressed the "Simplify Graphic Folders" button, the customizer would be deleted. Still an option to fix for the future though.

Anyways, yeah give me your thoughts and maybe we can figure out something together.
« Last Edit: December 04, 2011, 08:32:13 pm by LucasUP »
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krenshala

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Re: [0.31.25v23] Phoebus' Graphic Set (Improved bamboo & space)
« Reply #1397 on: December 04, 2011, 10:56:01 pm »

So I gave in an booted to Windows.  I was reminded the Tileset Assembler complains I don't have .NET Framework 4.0.36061 (or whatever the exact version is) installed, so I went and downloaded that and installed it so the utility is confirmed to work just fine in XP now. ;)  Got my tileset updated, as well as the creature images (I like the Ironhand set, despite it being larger tiles than the Phoebus 16x16), then booted back into Gentoo.

Not sure if I needed everything, but I copied the full contents of DF/raw/* over, then the modified tileset (DF/data/art/Phoebus_16x16.png), and everything appears to be working, and looking, the way I wanted it to.

So, for anyone out there that wants to use the tileset assembler, but doesn't have Windows, borrow someone's computer that does, and move the DF/raw and DF/data directories over to your game and it should work fine. ;)

[edit]

ARGH!  started my game, only to find that the dwarves are not using the Ironhand set as specified.  This means I failed to copy something over that I needed to.  Does anyone know what it is I missed, and how to fix it both in the raws and my savegame?
« Last Edit: December 04, 2011, 11:13:19 pm by krenshala »
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Quote from: Haspen
Quote from: phoenixuk
Zepave Dawnhogs the Butterfly of Vales the Marsh Titan ... was taken out by a single novice axedwarf and his pet war kitten. Long Live Domas Etasastesh Adilloram, slayer of the snow butterfly!
Doesn't quite have the ring of heroics to it...
Mother: "...and after the evil snow butterfly was defeated, Domas and his kitten lived happily ever after!"
Kids: "Yaaaay!"

Phoebus

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Re: [0.31.25v23] Phoebus' Graphic Set (Improved bamboo & space)
« Reply #1398 on: December 05, 2011, 07:20:39 am »

Wow Awesome - the assembler has def. matured since I was last able to spend some spare time on DF!
One suggestion though: It would be nice to have a visible flag  next to the customizations/mods whether they are in use or not - since some are changing the same field(s) but are not disabled if another one is put on top of it. That in particular is nothing I dislike, it could possible even (with correct naming of the files - if that is the priority attribute here) be put to some uses (if they address more than one field but not all affect the same ones). I simply would like to see at first glance what is activated and what not. (ok on second thought - expanding on my sidenote - maybe a priority tag or just the ability to up/down 'em inside the configurator could also be a useful addition)

Anyway - Thanks again for making DF gaming more enjoyable ;)
Or I could just add a subcategory system to 'Customization' and 'Ground Mods' so you can only have one item in a subcategory toggled on at once. Ex.: Checking one 'Punctuation' option would uncheck any other checked 'Punctuation' options.

ARGH!  started my game, only to find that the dwarves are not using the Ironhand set as specified.  This means I failed to copy something over that I needed to.  Does anyone know what it is I missed, and how to fix it both in the raws and my savegame?
Make sure to delete the content of /raws/graphics/ before copying the new content over.
Each unit pack uses different file name to describe the units it contains, copying over won't overwrite those text files thus won't remove the associations in the old unit pack text files; only one version will be used by the game.
« Last Edit: December 05, 2011, 11:29:06 am by Phoebus »
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Phoebus

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Re: [0.31.25v23] Phoebus' Graphic Set (Improved bamboo & space)
« Reply #1399 on: December 05, 2011, 09:20:04 am »

New version of DwarfFortressConfig @ MediaFire

I've updated the TilesetAssembler:
In 'Customization' and 'Ground Mods', when checking a mod, conflicting/similar mods will be automatically unselected. (It triggers based on the first word of the name of the mod.)
Added bones the base archive. (remove the duplicate "Bones" files if you have installed the bones patch and they are causing a problem, they should be in "/data/config/TilesetAssembler/")



I've released a standalone PhoebusTilesetAssembler for the Lazy Newb Pack, could also be convenient for those that don't care for the "Savegame Manager".
PhoebusTilesetAssembler @ MediaFire
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Phoebus

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Re: [0.31.25v23] Phoebus' Graphic Set (Improved bamboo & space)
« Reply #1400 on: December 05, 2011, 09:25:45 am »

Hey Phoebus and gang!

I'm just doing a quick update to the Lazy Newb Pack. I noticed your tileset config utility a while back, but wasn't sure how to handle adding it to the LNP...
You can just add the PhoebusTilesetAssembler to my tileset in your pack.
I think the savegame manager is redundant with what the LNP is already doing, so it's not really needed and could be confusing for the users.
If you still want the savegame manager in LNP, just rename the executable from "DwarfFortressConfig.exe to "PhoebusConfig.exe"; that way it will cause less confusion.
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krenshala

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Re: [0.31.25v23] Phoebus' Graphic Set (Improved bamboo & space)
« Reply #1401 on: December 05, 2011, 09:44:32 am »

ARGH!  started my game, only to find that the dwarves are not using the Ironhand set as specified.  This means I failed to copy something over that I needed to.  Does anyone know what it is I missed, and how to fix it both in the raws and my savegame?
Make sure to delete the content of /raws/graphics/ before copying the new content over.
Each unit pack uses different file name to describe the units it contains, copying over won't overwrite those text files and won't remove the associations in the only unit pack text files; only one version will be used by the game.
I knew it was going to be something simple like that. Thank you.

[edit]  Yep, that did it, Phoebus.  Now to see how long Sheshekonul (Tipmirrored) can survive when we start at war with the elves, and with humans being farther away than any of the other races. ;)
« Last Edit: December 05, 2011, 06:33:02 pm by krenshala »
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Quote from: Haspen
Quote from: phoenixuk
Zepave Dawnhogs the Butterfly of Vales the Marsh Titan ... was taken out by a single novice axedwarf and his pet war kitten. Long Live Domas Etasastesh Adilloram, slayer of the snow butterfly!
Doesn't quite have the ring of heroics to it...
Mother: "...and after the evil snow butterfly was defeated, Domas and his kitten lived happily ever after!"
Kids: "Yaaaay!"

LucasUP

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Re: [0.31.25v23] Phoebus' Graphic Set (Improved bamboo & space)
« Reply #1402 on: December 05, 2011, 04:11:06 pm »

Hey Phoebus and gang!

I'm just doing a quick update to the Lazy Newb Pack. I noticed your tileset config utility a while back, but wasn't sure how to handle adding it to the LNP...
You can just add the PhoebusTilesetAssembler to my tileset in your pack.
I think the savegame manager is redundant with what the LNP is already doing, so it's not really needed and could be confusing for the users.
If you still want the savegame manager in LNP, just rename the executable from "DwarfFortressConfig.exe to "PhoebusConfig.exe"; that way it will cause less confusion.

Thanks for the suggestions. I finished the new pack, and yeah I ended up putting DwarfFortressConfig in the LNP/Graphics/Phoebus folder for now, so it can be customized before being installed
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SDood

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Re: [0.31.25v23] Phoebus' Graphic Set (Improved bamboo & space)
« Reply #1403 on: December 16, 2011, 09:03:13 pm »

Thanks for your excellent graphic set Phoebus i implemented it into the Warhammer Fortress mod,if that is a problem please let me know.

DuffDwarf

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Re: [0.31.25v23] Phoebus' Graphic Set (Improved bamboo & space)
« Reply #1404 on: December 21, 2011, 10:19:48 pm »

Hi i really like the graphics :)
But can you make the earth darker? I mean, you dig deep into the earth, the color should be more dark/brown. Currently its more computer color, it has a metal or plastic "feeling" on it. Its like if you were in a spaceship or something :D
It would be REALLY cool, if the color would be darker and darker as you dig into deeper lvls. But pls make it more mud/dirt like^^

Greets
« Last Edit: December 21, 2011, 10:21:51 pm by DuffDwarf »
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DuffDwarf

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Re: [0.31.25v23] Phoebus' Graphic Set (Improved bamboo & space)
« Reply #1405 on: December 21, 2011, 10:35:43 pm »

Another suggestion:
Maybe you can make the letters and numbers also into a more brown color. The best would be if you make the font into a more fantasy like style. It all looks a bit too smooth i think.
Greets
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MaximumZero

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Re: [0.31.25v23] Phoebus' Graphic Set (Improved bamboo & space)
« Reply #1406 on: December 21, 2011, 11:25:13 pm »

Just so people don't meteor you later, please use the "Edit" button, and don't double post, kthx.
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DuffDwarf

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Re: [0.31.25v23] Phoebus' Graphic Set (Improved bamboo & space)
« Reply #1407 on: December 22, 2011, 06:31:25 am »

ok^^
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Phoebus

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Re: [0.31.25v23] Phoebus' Graphic Set (Improved bamboo & space)
« Reply #1408 on: December 22, 2011, 11:27:36 am »

Hi i really like the graphics :)
But can you make the earth darker? I mean, you dig deep into the earth, the color should be more dark/brown. Currently its more computer color, it has a metal or plastic "feeling" on it. Its like if you were in a spaceship or something :D
It would be REALLY cool, if the color would be darker and darker as you dig into deeper lvls. But pls make it more mud/dirt like^^

Another suggestion:
Maybe you can make the letters and numbers also into a more brown color. The best would be if you make the font into a more fantasy like style. It all looks a bit too smooth i think.
Greets
Thanks, and I like the suggestion  but it's not possible to implement it.
First, the game only has 16 colors (4bit graphics LOL!), only one of which is brown, so there's no way to have darkness progression as you dig deeper.
Second, I can only control the colors in game indirectly, the game engine picks the color for everything and depth isn't a factor in the engine.
Third, the game is primarily symbolic, the graphics do not represent what the world looks like, they are just symbols for what is there. To differentiate between walls and floor I'm making walls brighter and floors darker, to make the walls darker would result in walls and floors to be too much alike and would results way too much squinting to tell what's what.

The best I could do is to add a new 'grimdark' option that would make both rock walls and all ground tiles darker.
In the meanwhile if you find the game too bright, you can edit the colors file located in "data/init/colors.txt"
_R is red, _G is green, _B is blue. 255 is brightest, 0 is black.

I'll see what I can find for new font options.
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DuffDwarf

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Re: [0.31.25v23] Phoebus' Graphic Set (Improved bamboo & space)
« Reply #1409 on: December 22, 2011, 11:42:52 am »

DAMN i have no clue about those graphics :D
thx for answer^^
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