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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 ... 118 119 [120] 121 122 ... 140

Author Topic: [0.34.11v01] Phoebus' Graphic Set (0.34.11's one year anniversary update)  (Read 983003 times)

arclance

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Re: [0.34.06v00] Phoebus' Graphic Set (Updated to 0.34.06)
« Reply #1785 on: March 28, 2012, 02:13:28 pm »

...
If only I had the time.  I've wanted to learn this kind of thing with Python for quite a while now. ;)
I know how to do it in Python but I would need to work with Phoebus to make it easy for him to use without having him (or me) alter the source code every time a new feature is added.
It would be best to generate the menu options from config files to make adding new alternate tile options easy.
The Tkinter gui package that comes with python is good enough to do that so only python itself would need to be installed.
I already know how I would switch out tiles and change unit graphics in Python so this is really the only thing stopping me from writing it myself.
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Naros

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Re: [0.34.06v01] Phoebus' Graphic Set (Giant bird graphics)
« Reply #1786 on: March 30, 2012, 08:04:46 am »

.07 fixed some bugs that had really been bugging me, so I'd like to play DF now. :)

Any idea what the ETA is on the update to .07 for the graphics set?
No rush. I'd just like to know so I can plan my day / weekend.

Much thanks for your continued awesome work. :9
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Phoebus

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[0.34.07v00] Phoebus' Graphic Set (Updated to 0.34.07)
« Reply #1787 on: March 30, 2012, 10:50:30 am »

*Updated* 0.34.07v00
Updated to 0.34.07
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starvingpoet

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Re: [0.34.07v00] Phoebus' Graphic Set (Updated to 0.34.07)
« Reply #1788 on: March 30, 2012, 10:52:57 am »

You rock!
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Naros

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Re: [0.34.07v00] Phoebus' Graphic Set (Updated to 0.34.07)
« Reply #1789 on: March 30, 2012, 12:11:17 pm »

Hurray!
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Aydjile

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Re: [0.34.07v00] Phoebus' Graphic Set (Updated to 0.34.07)
« Reply #1790 on: March 30, 2012, 12:22:41 pm »

thank you, lightning phoebus!  ;D
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Ockad

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Re: [0.34.07v00] Phoebus' Graphic Set (Updated to 0.34.07)
« Reply #1791 on: March 30, 2012, 12:31:50 pm »

Oh Phoebus, wonderful to see that you're still as active, and ever-responsive to the updates that come out, my compliments.

xordae

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Re: [0.34.07v00] Phoebus' Graphic Set (Updated to 0.34.07)
« Reply #1792 on: March 30, 2012, 02:31:51 pm »

The .07 update for DF includes some RAW tweaks. Is it safe to update a .06 save's RAWs through the Phoebus batch file?
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Phoebus

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Re: [0.34.07v00] Phoebus' Graphic Set (Updated to 0.34.07)
« Reply #1793 on: March 30, 2012, 02:54:45 pm »

The .07 update for DF includes some RAW tweaks. Is it safe to update a .06 save's RAWs through the Phoebus batch file?
I've not tested it, but I don't see why it would break.
As always, backup your savegame before updating it to the latest version.
If you did not back it up, you can always restore a broken savegame by copying it to a previous version of DF and then 'update' it to that version.
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krenshala

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Re: [0.34.07v00] Phoebus' Graphic Set (Updated to 0.34.07)
« Reply #1794 on: March 30, 2012, 04:55:39 pm »

Gah!  I'm torn, now.  I just created a new 34.06 world (large, full 1050 year history) last night and was planning to start a fortress in it when I find 34.07 is released less than 12 hours later.

I guess I'll have to enjoy the wonders of 34.07 and generate a new world.  I really need to create a script for upgrading df_linux to DF_Phoebus_34.XvY, so I can't get to dwarfing sooner. ;)

[edit] So, I chose to go the "make a new world" route.  To get the linux version I use the steps below.
  • Download the linux version of vanilla DF, and the Windows version of Phoebus, and move them to your DF directory (if you didn't save them directly there).
  • Change to your DF directory --
    cd ~/Games/DwarfFortress/
  • Untar the vanilla file, which creates the directory df_linux --
    tar xjvf df_34_07_linux.tar.bz2
  • Rename df_linux so you know which version it is --
    mv df_linux DF_Vanilla_34_07_linux
  • Rename the Phoebus version to add _win32 --
    mv DF_Phoebus_34_07v00 DF_Phoebus_34_07v00_win32
  • From that same directory, run my vanilla2phoebus bash script using the syntax vanilla2phoebus <vanilla-directory> <win32-phoebus-dir> <linux-phoebus-dir> --
    ./vanilla2phoebus DF_Vanilla_34_07 DF_Phoebus_34_07v00_win32 DF_Phoebus_34_07v00_linux
  • If you need to, make any necessary edits to the init files --
    vi Phoebus/data/init/*init.txt
  • Play the game!
    cd Phoebus
    ./df
My vanilla2phoebus script is simply a text file with the contents:
#!/bin/bash

# Bash script to move relevant portions of Phoebus win32 into Vanilla linux
# to create Phoebus linux version.  Also adds Ironhand dwarves/humanoids.

ARGS=("$@")
VANILLA=${ARGS[0]}
WIN32PH=${ARGS[1]}
PHOEBUS=${ARGS[2]}

echo
echo "*** Converting [ ${VANILLA} ] to [ ${PHOEBUS} ] using [ ${WIN32PH} ] ***"
echo
echo "    ... removing soft links ..."
rm Phoebus Vanilla Win32Ph
echo "    ... creating ${PHOEBUS} from ${VANILLA} ..."
cp -R ${VANILLA} ${PHOEBUS}
echo "    ... creating softlinks ..."
ln -s ${VANILLA} Vanilla
ln -s ${WIN32PH} Win32Ph
ln -s ${PHOEBUS} Phoebus
echo "    ... beginning covertion of ${PHOEBUS} using ${WIN32PH} ..."
rm Phoebus/raw/graphics/graphics_example.txt
rm -rf Phoebus/raw/graphics/example
cp -R Win32Ph/raw/* Phoebus/raw/
cp Win32Ph/data/art/* Phoebus/data/art/
cp Win32Ph/data/init/colors.txt Phoebus/data/init/
cp Win32Ph/data/init/*init.txt Phoebus/data/init/
cp Win32Ph/data/init/embark_profiles.txt Phoebus/data/init/
#echo "    ... adding Ironhand Dwarves and critters ..."
#mkdir Phoebus/raw/graphics/ironhand/
#cp Ironhand/raw/graphics/*.png Phoebus/raw/graphics/ironhand/
#cp Ironhand/raw/graphics/*.txt Phoebus/raw/graphics/
echo "    ... conversion complete!"
echo
echo
echo "                               Strike the earth!"
echo


Once you have the file created, make sure it is executable (e.g., chmod 744 vanilla2phoebus).  When you run the file it will create the Phoebus linux directory by copying the vanilla version to a new directory name, then it will create symbolic links to each version, then update Phoebus (the linux version) with the files from Win32Ph (the Window version of Phoebus).  The commented out portion is for adding the Ironhand dwarves and beasties, however, I'm thinking I do not have that part working correctly (even after editing the files to update the filepath to their .png file).

This should also work for Mac users, assuming they are comfortable working in a shell at a bash prompt (command line).

Sorry for the wall-o'-text.  Hopefully this helps at least some of you. ;)
« Last Edit: March 30, 2012, 09:04:42 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!"

nenjin

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Re: [0.34.07v00] Phoebus' Graphic Set (Updated to 0.34.07)
« Reply #1795 on: March 31, 2012, 11:34:36 am »

Spoiler (click to show/hide)

Is there no default admin tile for the Z screen?
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krenshala

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Re: [0.34.07v00] Phoebus' Graphic Set (Updated to 0.34.07)
« Reply #1796 on: March 31, 2012, 03:07:27 pm »

Spoiler (click to show/hide)

Is there no default admin tile for the Z screen?
I just verified that in vanilla DF it is a blank tile.
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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!"

Gatallorsith

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Re: [0.34.07v00] Phoebus' Graphic Set (Updated to 0.34.07)
« Reply #1797 on: April 01, 2012, 08:42:17 pm »

Just starting a new game I noticed that a frozen brook, looked from the surface, looks like a bunch of rocks (instead of frozen water)...is it normal?
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smariot

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Re: [0.34.07v00] Phoebus' Graphic Set (Updated to 0.34.07)
« Reply #1798 on: April 01, 2012, 08:45:39 pm »

Yes, it's normal. You don't directly see the water in brooks, it has a floor over it that you walk over. When there's no liquid water, it looks like rocks.
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Kaos

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Re: [0.34.07v00] Phoebus' Graphic Set (Updated to 0.34.07)
« Reply #1799 on: April 01, 2012, 10:06:27 pm »

Yes, it's normal. You don't directly see the water in brooks, it has a floor over it that you walk over. When there's no liquid water, it looks like rocks.
even rivers and murky pools when you just embark are hard to spot, since they are frozen and on top of them there's a snow cover that is the same as the snow cover on the other soil tiles.
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