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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 979635 times)

Phoebus

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[0.31.07] Phoebus' Graphic Set v2.1.2 (New alternate tileset)
« Reply #105 on: June 19, 2010, 01:42:09 pm »

*Updated* v2.1.2
Added a new alternate tileset with less symbols.
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LucasUP

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Re: [0.31.07] Phoebus' Graphic Set v2.1.2 (New alternate tileset)
« Reply #106 on: June 19, 2010, 01:54:54 pm »

Nice. That was fast!

Can I ask: how much work do you have to do to take updated raws from a new version, and re-apply your raw changes to them? Whats your secret for keeping track of that?
Or is this a trade secret?
Seems like an annoying problem. An average Joe downloading a out-of-date install pack would potentially have his raws overwritten from an older version of DF!
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Phoebus

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Re: [0.31.07] Phoebus' Graphic Set v2.1.2 (New alternate tileset)
« Reply #107 on: June 19, 2010, 02:09:02 pm »

Nice. That was fast!

Can I ask: how much work do you have to do to take updated raws from a new version, and re-apply your raw changes to them? Whats your secret for keeping track of that?
Or is this a trade secret?
Seems like an annoying problem. An average Joe downloading a out-of-date install pack would potentially have his raws overwritten from an older version of DF!
There wasn't any listed changes in the RAWs for v0.31.07, so I just repackaged my graphic set with the new version.

The safest thing to do would be to use a file/directory compare tool, and use it to compare the old version's official raws with the new version's official raws, then just update the files that your mod overwrites with their official RAW changes.
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Kallanz

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Re: [0.31.07] Phoebus' Graphic Set v2.1.2 (New alternate tileset)
« Reply #108 on: June 19, 2010, 03:36:27 pm »

(*)added pillar tile to d_init

Not sure what it does or if its needed but its not in your d_init
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nonobots

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Mac update:
I've added a pre-packaged version of my graphic set for DF v0.31.06 OSX.
Available for download on MediaFire

I would like if a Mac user could confirm the package is working.

Testing as we speak...
everything is a bit too dark... but it all seems to work fine.

Will report on any glitch I find.

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Playing DF on a Mac.

WormSlayer

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Re: Phoebus' Graphic Set v2.0 for DF v0.31.04 (now with Alpha Transparency)
« Reply #110 on: June 19, 2010, 06:22:11 pm »

I think I will make an adaptation with your ground tiles and Ironhand's awesome plants :)

Please do, this would be double-awesome :)
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Ironhand

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Re: [0.31.07] Phoebus' Graphic Set v2.1.2 (New alternate tileset)
« Reply #111 on: June 19, 2010, 07:18:50 pm »

(*)added pillar tile to d_init

Not sure what it does or if its needed but its not in your d_init

It lets you choose which tile you use for pillars, so no more ugly O's in text!
I don't know if that was a problem for you before, but it was for me.
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SirBruce

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Still no Olivine door fix?
Sorry for leaving you hanging. I don't understand how a door could be drawn using the masterpiece tile.
I do not control which tile is used for doors, that's hard coded, I can only change the door tiles. The 'web' tile (masterpiece quality, web, gear assembly, rough gems, etc.) should have nothing to do with doors.
Could you show me a screenshot of the problem?

I shouldn't need to since you could make the door yourself and see the problem; other people have reported it, so I assume it's endemic to the release.  This was using the DF_31_06_Phoebus_2_1_1 download so perhaps it was a problem with that particular package; I have not tried your newer one since I'm waiting on a 31.08 version (can you put that out tonight?).

Edit: Just to clarify, olivine doors are fine when uninstalled.  It's when they are "built" and installed that they change their apperance.

Here's the screenshot.  All of the green (well, olivine... don't know about serpentine, etc.) doors there show the problem:


« Last Edit: June 19, 2010, 11:01:01 pm by SirBruce »
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Phoebus

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[0.31.08] Phoebus' Graphic Set v2.1.3 (Pillar tile & clean 'O')
« Reply #113 on: June 20, 2010, 12:39:07 am »

*Updated* v2.1.3
Added a unique tile for the Wall Pillars.
Cleaned the 'O' tile.
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Phoebus

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Re: [0.31.08] Phoebus' Graphic Set v2.1.3 (Pillar tile & clean 'O')
« Reply #114 on: June 20, 2010, 01:01:38 am »

About the Olivine doors.

When I create a new games and create olivine doors in those game (both with and without my graphic pack) they are displayed using the correct tile.



Did you generate the world with DF_31_06_Phoebus_2_1_1, or is it an older game?
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SirBruce

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Re: [0.31.08] Phoebus' Graphic Set v2.1.3 (Pillar tile & clean 'O')
« Reply #115 on: June 20, 2010, 01:52:29 am »

Did you generate the world with DF_31_06_Phoebus_2_1_1, or is it an older game?

It was generated with 31.05 with Phoebus 2_1, but I am sure I've always run the updater.  Is it possible something was missed?
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wurli

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Re: [0.31.08] Phoebus' Graphic Set v2.1.3 (Pillar tile & clean 'O')
« Reply #116 on: June 20, 2010, 11:23:19 am »

Did you generate the world with DF_31_06_Phoebus_2_1_1, or is it an older game?

It was generated with 31.05 with Phoebus 2_1, but I am sure I've always run the updater.  Is it possible something was missed?

that's a DF bug
it has nothing to do with the graphic pack
lookup 0001332 in mantis
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SirBruce

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Re: [0.31.08] Phoebus' Graphic Set v2.1.3 (Pillar tile & clean 'O')
« Reply #117 on: June 20, 2010, 11:39:42 am »

Wow, okay.  Thanks.
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rlbond86

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Re: [0.31.08] Phoebus' Graphic Set v2.1.3 (Pillar tile & clean 'O')
« Reply #118 on: June 21, 2010, 09:55:53 am »

Is there anything that can be done about the new "pillar" graphic? When you build a 2-tile wall, it looks rather silly.
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Phoebus

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Re: [0.31.08] Phoebus' Graphic Set v2.1.3 (Pillar tile & clean 'O')
« Reply #119 on: June 21, 2010, 07:25:07 pm »

Is there anything that can be done about the new "pillar" graphic? When you build a 2-tile wall, it looks rather silly.
You want larger pillars?

Something like this?
« Last Edit: June 21, 2010, 07:59:05 pm by Phoebus »
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