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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


Pages: 1 ... 101 102 [103] 104 105 ... 140

Author Topic: [0.34.11v01] Phoebus' Graphic Set (0.34.11's one year anniversary update)  (Read 984787 times)

krisslanza

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Re: [0.34.02v00] Phoebus' Graphic Set (Update & TrueType Toggle)
« Reply #1530 on: February 18, 2012, 12:08:36 pm »

Toady did mention 34.02 isn't compatible with 34.01 due to some bugs he had to fix.

EvilGrin

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Re: [0.34.02v00] Phoebus' Graphic Set (Update & TrueType Toggle)
« Reply #1531 on: February 18, 2012, 12:10:38 pm »

Save files certainly. But these saves that are causing this error are from 0.34.02 anyway so that's not the issue. I'm guessing it's a problem in the Raw files somewhere.
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Shoshomiga

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Re: [0.34.02v00] Phoebus' Graphic Set (Update & TrueType Toggle)
« Reply #1532 on: February 18, 2012, 12:11:33 pm »

0.34.02 Windows SDL.
Was able to generate the error, it only starts after updating the savegame.
There is something wrong with the save game updater I think, I got the same error when trying to update my .01 save before .02 was released
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Phoebus

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Re: [0.34.02v00] Phoebus' Graphic Set (Update & TrueType Toggle)
« Reply #1533 on: February 18, 2012, 12:25:13 pm »

I found the source of the problem and am trying to fix it.
I've damaged the Elf language translation file by changing all 'I' to 'i', now I'm trying to fix it.
For now, you can save your savegame by copying the "language_ELF.txt" file from the vanilla DF to your savegame.

Edit.: Found a fix, all savegames should work with the fixed version (02v01), worlds generated with the damaged elf vocabulary will be stuck with retarded elves. Nothing of value was lost.
« Last Edit: February 18, 2012, 12:43:44 pm by Phoebus »
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Premium

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Re: [0.34.02v00] Phoebus' Graphic Set (Update & TrueType Toggle)
« Reply #1534 on: February 18, 2012, 12:42:45 pm »

The fix works great, thanks for getting this up and running so fast with the new version.
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Phoebus

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[0.34.02v01] Phoebus' Graphic Set (Update, TrueType & Bugfix)
« Reply #1535 on: February 18, 2012, 12:49:56 pm »

*Updated* 0.34.02v01
Fixed the elven translation file.
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Shoshomiga

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Re: [0.34.02v01] Phoebus' Graphic Set (Update, TrueType & Bugfix)
« Reply #1536 on: February 18, 2012, 01:21:20 pm »

The default true type font is pretty hard to read but you can change it if you replace font.ttf in \data\art

I changed mine to verdana bold
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CheatingChicken

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Re: [0.34.02v01] Phoebus' Graphic Set (Update, TrueType & Bugfix)
« Reply #1537 on: February 18, 2012, 01:28:13 pm »

Why does the tileset assembler not have an option for having punctuation while still having coloured ground tiles anymore? Is this intentional?
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Phoebus

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Re: [0.34.02v01] Phoebus' Graphic Set (Update, TrueType & Bugfix)
« Reply #1538 on: February 18, 2012, 01:41:30 pm »

Why does the tileset assembler not have an option for having punctuation while still having coloured ground tiles anymore? Is this intentional?
It was semi intentional, a mistake of kind. I'll fix it next update, sorry.

Edit.: You can download the updated TilesetAssembler data file here: @ MediaFire
Copy the file in /data/config/
« Last Edit: February 18, 2012, 01:47:16 pm by Phoebus »
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slay_mithos

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Re: [0.34.02v01] Phoebus' Graphic Set (Update, TrueType & Bugfix)
« Reply #1539 on: February 18, 2012, 02:25:33 pm »

I like this graphics set, but this newest version really doesn't help in adventure mode.

The attack menus no longer is contained in a box, and it becomes really hard to know what row has what precision and damage multipliers.

Apart from that, I prefer the new fonts.

EDIT: while I am at it, the refresh of old texts seems not to be done correctly, do if the new text is shorter than the old one, we can see the end of the old one after the new, it really messes the reading.

If screen shots are needed, I will gladly take one and upload it.
« Last Edit: February 18, 2012, 02:28:21 pm by slay_mithos »
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For the 55 people who did download V1.5 till now:  You human race is not working.
It is ok, I'm used to that in RL so why should my game be different :p
DFHack tips and tricks for your everyday tasks

Phoebus

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Re: [0.34.02v01] Phoebus' Graphic Set (Update, TrueType & Bugfix)
« Reply #1540 on: February 18, 2012, 02:27:10 pm »

I've tested a few fonts in Dwarf Fortress to check if there's any improvement.
The vanilla font is "DejaVu Sans".
My favorile are Consolas and Microsoft, which are both larger and easier to read. (Consolas is monospace. Microsoft is a bit thicker.)
Album on Imgur

Edit.: I'm testing the fonts in game. Monospace font feels so much better, as if DF was made for monospace font. ;)


I like this graphics set, but this newest version really doesn't help in adventure mode.

The attack menus no longer is contained in a box, and it becomes really hard to know what row has what precision and damage multipliers.

Apart from that, I prefer the new fonts.
Press F12 while in game, it'll switch back to old tileset fonts that doesn't break formating.
« Last Edit: February 18, 2012, 03:13:03 pm by Phoebus »
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slay_mithos

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Re: [0.34.02v01] Phoebus' Graphic Set (Update, TrueType & Bugfix)
« Reply #1541 on: February 18, 2012, 03:10:54 pm »

I'd go for Consolas, easy to read, and monospace makes it easier for long vertical menus.

Thanks for the F12 tips
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For the 55 people who did download V1.5 till now:  You human race is not working.
It is ok, I'm used to that in RL so why should my game be different :p
DFHack tips and tricks for your everyday tasks

bennerman

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Re: [0.34.02v01] Phoebus' Graphic Set (Update, TrueType & Bugfix)
« Reply #1542 on: February 18, 2012, 03:18:40 pm »

and if we don't play savegames from previous versions, then we don't need the elven translation patch?
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Minamikaze

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Re: [0.34.02v01] Phoebus' Graphic Set (Update, TrueType & Bugfix)
« Reply #1543 on: February 18, 2012, 03:29:50 pm »

Hi, Phoebus. I've been using your set since its first release, but signed up on forums only recently. Thanks alot for all your work :)
But now it seems to me that capital "V" gone berserk. If TrueType is off, it looks like bunch of grass in all menus, and that's not good given its usefulness (5 cases in main interface only) - there are much to "V"iew in this game after all. Only in _TextClear.png it looks like grass on map&field - and like normal V in menu. What's more strange is that Text Clear option in Assembler isn't doing anything in this matter - there are still grass-covered meadows in all menus. Is there an error or am I doing something wrong? I'm using recent Pre-Installed version with newly generated world.

P.S. Pericles font is very nice and clean. I'd like to see it as an option. It adds some Ancient Greek badassness ;)
« Last Edit: February 18, 2012, 03:32:38 pm by Minamikaze »
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Soon we'll be seeing Zombified Puddles of burnt Primordial soup.

Phoebus

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Re: [0.34.02v01] Phoebus' Graphic Set (Update, TrueType & Bugfix)
« Reply #1544 on: February 18, 2012, 03:30:49 pm »

and if we don't play savegames from previous versions, then we don't need the elven translation patch?
The 0.34.02v00 version had the translation problem.
The problem came from players that created a world using 0.34.02 vanilla then patched with the damaged release, their world contained elven words that were no longer in the raws because the elven language file was damaged.
The game doesn't complain if you add new words to a world, so games created with the damaged elven language file are running fine after the file is fixed.
You can choose to keep a world created with Phoebus 0.34.02v00 if you want, but I'd opt to recreate a new world if possible.

Hi, Phoebus. I've been using your set since its first release, but signed up on forums only recently. Thanks alot for all your work :)
But now it seems to me that capital "V" gone berserk. If TrueType is off, it looks like bunch of grass in all menus, and that's not good given its usefulness (5 cases in main interface only) - there are much to "V"iew in this game after all. Only in _TextClear.png it looks like grass on map&field - and like normal V in menu. What's more strange is that Text Clear option in Assembler isn't doing anything in this matter - there are still grass-covered meadows in all menus. Is there an error or am I doing something wrong? I'm using recent Pre-Installed version with newly generated world.
The Tileset Assembler has normal 'V' and 'n' by default, you need to select one of the 'NiceMap' options to switch to the grass and hills alternatives.
The Tileset Assembler also saves to "Phoebus_16x16.png", so if you configured DF to use another tileset it's not loading the tileset you've created.
« Last Edit: February 18, 2012, 03:35:37 pm by Phoebus »
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