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Poll

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 ... 58 59 [60] 61 62 ... 140

Author Topic: [0.34.11v01] Phoebus' Graphic Set (0.34.11's one year anniversary update)  (Read 979132 times)

Phoebus

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Re: [0.31.25v06] Phoebus' Graphic Set (New barrel & reworked some plants)
« Reply #885 on: April 05, 2011, 08:48:14 pm »

Hi,
I'm new on the forums and new in DF generally. I just came by to comment on the tileset :)

First of all, it's possibly the best tileset out there (in my opinion) and I simply love it. I wouldn't be able to play DF without it ;)
But the latest changes don't appeal to me somehow.
The new barrel is great, just yesterday I was thinking that the barrels would need a new tile ;)
I also like the new egg/snow/foam tile.

Also, Phoebus, about your question about the bones. I think both are good, the old ones seem a little off, but with some shading the might be even better than the new ones. And imho, no blood if you decide to use the new ones. Color difference is quite important here I believe.

Nonetheless, great job! I realy like your work
Welcome to the forums and thank you very much! :)

But I'm not sure about the new sand and water tiles. Also walls.
It's just my opinion, but I think that sand stands out too much now in contrast to clay for example. I always use the "Meld" tileset and perhaps it's more visible there.
Also, the new walls, I kinda feel that enything remotely 3D somehow doesn't fit in DF. It also looks a bit awkward on bridges...but that's no biggie I edit my own "Meld" version with classic walls :)
Do you mean to sand wall tile, the sand floor tile or both?
I've greatly increased the contrast of the sand wall tile recently, and, yes, it now is much more sharp than the soil/clay wall tile, I'll look into in.

Adding a new alt tileset with meld tiles and diagonal walls would very easy for me, I'll add it next version.
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Phoebus

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Re: [0.31.25v06] Phoebus' Graphic Set (New barrel & reworked some plants)
« Reply #886 on: April 05, 2011, 08:57:04 pm »

For reference, the latest update looks like this underground:

From left to right:
Bush quarry, sweet pods, spore tree, goblin cap, fungiwood.
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vassock

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Re: [0.31.25v06] Phoebus' Graphic Set (New barrel & reworked some plants)
« Reply #887 on: April 05, 2011, 09:26:30 pm »

I downloaded a new copy and only changed population cap from 200 to 100. Now my game has no sound.
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Phoebus

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Re: [0.31.25v06] Phoebus' Graphic Set (New barrel & reworked some plants)
« Reply #888 on: April 05, 2011, 09:51:11 pm »

I downloaded a new copy and only changed population cap from 200 to 100. Now my game has no sound.
Since version 0.31.25v03, the default inits come with the sound disabled.
If you use the init updater it will overwrite all your personal settings with the graphic pack's default.
You can fix the sound by going in "/data/init/" and edit "init.txt", and change [SOUND:NO] to [SOUND:YES], then restart the game.
Sorry for the inconvenience.
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vassock

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Re: [0.31.25v06] Phoebus' Graphic Set (New barrel & reworked some plants)
« Reply #889 on: April 06, 2011, 12:12:02 am »

Why can I no longer see the water depth levels (1-7)?
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Ethicalfive

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Re: [0.31.25v06] Phoebus' Graphic Set (New barrel & reworked some plants)
« Reply #890 on: April 06, 2011, 12:24:18 am »

Why can I no longer see the water depth levels (1-7)?
It's a d_init.txt option. To turn it on, open \data\init\d_init.txt and change:
Code: [Select]
[SHOW_FLOW_AMOUNTS:NO]to
Code: [Select]
[SHOW_FLOW_AMOUNTS:YES]
« Last Edit: April 06, 2011, 12:27:51 am by Ethicalfive »
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Urist McMiner Unearths a strange pad. He trembles as he inspects it's time saving features. Knowing no 1 dwarf must posess this power, he quietly drops it into the nearest chasm and never speaks of it again.DwarfPad

krenshala

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Re: [0.31.25v06] Phoebus' Graphic Set (New barrel & reworked some plants)
« Reply #891 on: April 06, 2011, 03:10:44 am »

Phoebus,  I sent you a PM and wanted to make sure you'd seen it as I'm not seeing an easy way to make sure it went. (Its been one of those weeks so far.)
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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: [0.31.25v06] Phoebus' Graphic Set (New barrel & reworked some plants)
« Reply #892 on: April 06, 2011, 05:55:40 am »

Hahaha, I found an old screenshot of the graphic pack in it's BMP days.
Fungiwood.
Fungiwood never changes.
Spoiler (click to show/hide)
« Last Edit: April 06, 2011, 06:00:27 am by Phoebus »
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ullrich

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On this subject, which version of the bones does everyone prefer? (old) Bones 'n Skull, (new) Bones 'n Blood, or (greyscaled) Just Bones?
Unless someone changes my mind, I'm going for the greyscaled 'Just Bones' look new update.

I didn't even see it was supposed to be bones 'n blood I was picturing a corpse of a weird creature with a big mouth, kind off reminds me of a zergling (I also play SC2).

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Ullrich cancels Work: Interrupted by Dwarf Fortress
Dwarf Fortress: Engraved is an image of a Human and a video game. The Human is making a plaintive gesture.

Azahiel

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Re: [0.31.25v06] Phoebus' Graphic Set (New barrel & reworked some plants)
« Reply #894 on: April 06, 2011, 11:07:50 am »

[snip]
But I'm not sure about the new sand and water tiles. Also walls.
It's just my opinion, but I think that sand stands out too much now in contrast to clay for example. I always use the "Meld" tileset and perhaps it's more visible there.
Also, the new walls, I kinda feel that enything remotely 3D somehow doesn't fit in DF. It also looks a bit awkward on bridges...but that's no biggie I edit my own "Meld" version with classic walls :)
Do you mean to sand wall tile, the sand floor tile or both?
I've greatly increased the contrast of the sand wall tile recently, and, yes, it now is much more sharp than the soil/clay wall tile, I'll look into in.

Adding a new alt tileset with meld tiles and diagonal walls would very easy for me, I'll add it next version.

Yes, I've ment sand wall, sorry to confuse. :)
« Last Edit: April 06, 2011, 11:10:26 am by Azahiel »
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Phoebus

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Re: [0.31.25v06] Phoebus' Graphic Set (New barrel & reworked some plants)
« Reply #895 on: April 06, 2011, 02:24:14 pm »


New mushroom on the left good enough for Fungiwood & Spore Trees?
The tileset has 2 free tiles at the moment, so there's no immediate cost to adding it.
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Jeoshua

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  • God help me, I think I may be addicted to modding.
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Re: [0.31.25v06] Phoebus' Graphic Set (New barrel & reworked some plants)
« Reply #896 on: April 06, 2011, 02:25:39 pm »

I like it.  It looks sort of like conifer vs. deciduous mushrooms, if you will.
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I like fortresses because they are still underground.

greenskye

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Re: [0.31.25v06] Phoebus' Graphic Set (New barrel & reworked some plants)
« Reply #897 on: April 06, 2011, 05:24:08 pm »

I like them! Your graphics set helped me finally understand DF. Keep up the good work!
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Phoebus

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Re: [0.31.25v06] Phoebus' Graphic Set (New barrel & reworked some plants)
« Reply #898 on: April 07, 2011, 06:11:34 am »

New plant tile for plants with roots & bulbs:

Red = Red/Hide Root
Brown = Bloated Tuber
Grey = Muck Root
Teal = Kobold Bulb (not visible on the screenshot)
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wurli

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Re: [0.31.25v06] Phoebus' Graphic Set (New barrel & reworked some plants)
« Reply #899 on: April 07, 2011, 06:56:11 am »

New plant tile for plants with roots & bulbs:
Red = Red/Hide Root
Brown = Bloated Tuber
Grey = Muck Root
Teal = Kobold Bulb (not visible on the screenshot)
They look amazing but I can't see the color difference on a casual glance.
Maybe if you use more colored pixels.
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