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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 ... 7 8 [9] 10 11 ... 140

Author Topic: [0.34.11v01] Phoebus' Graphic Set (0.34.11's one year anniversary update)  (Read 979615 times)

rlbond86

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Re: [0.31.08] Phoebus' Graphic Set v2.1.3 (Pillar tile & clean 'O')
« Reply #120 on: June 21, 2010, 10:27:53 pm »

Wow, that's perfect! Thanks!
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Socializator

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    • Dwarf Fortress CZ
Re: [0.31.08] Phoebus' Graphic Set v2.1.3 (Pillar tile & clean 'O')
« Reply #121 on: June 23, 2010, 02:51:55 am »

I just have to say one large enormous huge "THANK YOU!"
it is very nice set and I like all the special care like migrating saves, prepared packages etc!
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Navštivte českou Dwarf Fortress komunitu a fanpage!

Sfon

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Re: [0.31.08] Phoebus' Graphic Set v2.1.3 (Pillar tile & clean 'O')
« Reply #122 on: June 23, 2010, 11:54:14 am »

Hidden Fun Stuff spoilers involved.
Spoiler (click to show/hide)
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Langdon

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Re: [0.31.08] Phoebus' Graphic Set v2.1.3 (Pillar tile & clean 'O')
« Reply #123 on: June 26, 2010, 10:11:46 am »

Hidden Fun Stuff spoilers involved.
Spoiler (click to show/hide)

Yeah, I think this is because

Spoiler (click to show/hide)
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Gabriel A. Zorrilla

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Re: [0.31.08] Phoebus' Graphic Set v2.1.3 (Pillar tile & clean 'O')
« Reply #124 on: June 27, 2010, 09:54:49 pm »

Olivine doors are shown as the mineral (* symbol) not as a door. Annoying as hell!
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Moontayle

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Re: [0.31.08] Phoebus' Graphic Set v2.1.3 (Pillar tile & clean 'O')
« Reply #125 on: June 28, 2010, 10:12:54 am »

Hidden Fun Stuff spoilers involved.
Spoiler (click to show/hide)

Yeah, I think this is because

Spoiler (click to show/hide)

I think FBs could possibly be defined through their base model. I mean, a wolf made of flame is still a wolf, after all. Just more flamey.
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Tolkien had a great secret: The dwarves of Moria didn't dig too deep. A prominent dwarf with lots of friends started tantruming and, well, you figure out what happened next.

rlbond86

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Re: [0.31.08] Phoebus' Graphic Set v2.1.3 (Pillar tile & clean 'O')
« Reply #126 on: June 28, 2010, 11:56:39 am »

I am having trouble with quarry bushes, they show up as a black square.
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Gabriel A. Zorrilla

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Re: [0.31.08] Phoebus' Graphic Set v2.1.3 (Pillar tile & clean 'O')
« Reply #127 on: June 29, 2010, 11:42:13 am »

Phoebus: are you checking our bug reports?  ???
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Dark_T_Zeratul

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Re: [0.31.08] Phoebus' Graphic Set v2.1.3 (Pillar tile & clean 'O')
« Reply #128 on: June 29, 2010, 01:22:34 pm »

The Olivine door issue is a bug with the game itself, so Phoebus has no control over it.
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The miasma caused Sethrist to go miserable and throw a tantrum. During the tantrum he mauled a dog to near-death and that caused his mood to go all the way up to content. Apparently, beating the crap out of dogs is the best way to achieve happiness.

Gabriel A. Zorrilla

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Re: [0.31.08] Phoebus' Graphic Set v2.1.3 (Pillar tile & clean 'O')
« Reply #129 on: June 29, 2010, 06:28:25 pm »

Carp! Thanks!
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Phoebus

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Re: [0.31.08] Phoebus' Graphic Set v2.1.3 (Pillar tile & clean 'O')
« Reply #130 on: June 30, 2010, 07:32:55 am »

I am having trouble with quarry bushes, they show up as a black square.
That's a bug with DF v0.31, precisely, a bush quarry leaf should never be seen outside of a bag thus the bush quarry leaf graphic data in the raws was not tested in game; that data is incorrect and I have submitted a bug report about that a few months ago: http://www.bay12games.com/dwarves/mantisbt/view.php?id=946
I applied the fix to earlier version of the graphic pack, but now it seems I've forgotten to reapply the bugfix to the newer versions, next version will have the bugfixed quarry bush leaf tile again.

Olivine doors are shown as the mineral (* symbol) not as a door. Annoying as hell!
Sorry about the slow reply.
As Dark_T_Zeratul said, that's a bug with the game, it happens in vanilla too. I've not aware of any way to fix that short of not crafting any olivine doors, sorry.
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schlappi

  • Escaped Lunatic
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Re: [0.31.08] Phoebus' Graphic Set v2.1.3 (Pillar tile & clean 'O')
« Reply #131 on: July 01, 2010, 03:13:10 am »

Lead bins look ugly and if a dwarf carries one, it looks like he's unconcious (flashing 'X')
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Sfon

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Re: [0.31.08] Phoebus' Graphic Set v2.1.3 (Pillar tile & clean 'O')
« Reply #132 on: July 01, 2010, 10:29:53 am »

schlappi: The X, bin, and up-down stair all must use the same graphic. This makes it impossible to get them all looking good all the time without problems. In other words, don't expect much improvement there in any tileset until Toady himself does something to make it easier.
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Phoebus

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Re: [0.31.08] Phoebus' Graphic Set v2.1.3 (Pillar tile & clean 'O')
« Reply #133 on: July 01, 2010, 11:10:58 am »

Lead bins look ugly and if a dwarf carries one, it looks like he's unconcious (flashing 'X')
That's purely vanilla. I can't change the tile for bins (hardcoded to 'X'), and I did not change the color of Lead.

Bins, doors, hatches and other inversed tiles are the worst part of DF's graphic engine. The problem is deeply rooted in the way colors work in DF, and how that color system breaks the inverted tile hack that is used for those tiles (bins, doors, hatches, etc.)

Iron, Steel, Pig Iron and Lead all have the color 0:7:1, which stands for Foreground (0 = Black/Dark Grey), Background (7 = Light Grey/White), Brightness (1 = On)
The brightness flag only affects the foreground color, in this case it makes the foreground color Dark Grey. The background color is always dark, in this case Light Grey.
For most tiles, that would mean the Iron/Lead item would be displayed as Dark Grey on Light Grey, but on inversed tiles, the background and foreground color are switched, so Iron/Lead items become 7:0:1.
That means the tile becomes White on Black, which is NOT ok. The tile should be light grey on dark grey. The problem is that the brightness flag affects the foreground color only after they are switched, and I really can't do anything about that.

At best, you could play with Iron/Lead colors changed to 7:0:0, so they are always Light Grey on Black, and will invert to Black on Light Grey.
Here's a file with the color of Iron, Steel, Pig Iron & Lead changed to 7:0:0, place it in the raw/objects directory of your savegame.
Modified inorganic_metal.txt on MediaFire
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Ironhand

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Re: [0.31.08] Phoebus' Graphic Set v2.1.3 (Pillar tile & clean 'O')
« Reply #134 on: July 01, 2010, 11:57:36 am »

Hidden Fun Stuff spoilers involved.
Spoiler (click to show/hide)

Yeah, I think this is because

Spoiler (click to show/hide)

Spoiler (click to show/hide)
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