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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
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Forgotten Beasts
- 110 (6.1%)
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- 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 984392 times)

existent

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Re: [0.31.10v01] Phoebus' Graphic Set (Several new fixes)
« Reply #195 on: July 18, 2010, 11:19:35 am »

*Updated* 0.31.10v01
Added an alternative tileset for people who build wooden doors. (Undercover Elves!)
Fixed the graphics of large freshwater fishes. (Undercover Fishes!)
Fixed the missing undead wildlife graphics.
Fixed giant Leopards and Jaguars graphics.

sorry for not getting u that save, missed ur post asking for it. Seems you got it fixed tho
I would still like that save as I'm not even sure if the fix actually fixed anything.

I've never noticed a problem with the undead, maybe there was never a problem in the first place?
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[DF 0.31.13]  ۝ War of the Ring Mod ۝  [WotR 0.13.3]

War of the Ring is back baby!
A mod based on Lord of the Rings, by JRR Tolkien.

Ockad

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Re: [0.31.10v01] Phoebus' Graphic Set (Several new fixes)
« Reply #196 on: July 18, 2010, 11:22:17 am »

Wow, thank you!
What a great customer service.

Say eh, do you accept Adamantine Statues depicting you?

shadowclasper

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Re: [0.31.10v01] Phoebus' Graphic Set (Several new fixes)
« Reply #197 on: July 18, 2010, 05:46:48 pm »

It's good to see sphr's work continued... but I'd look into Ranting Rodent's stuff ^^ he's been on hiatus for a while and his work needs continuation as well ^^ maybe you can build on him? o.O
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aepurniet

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Re: [0.31.10v01] Phoebus' Graphic Set (Several new fixes)
« Reply #198 on: July 18, 2010, 10:25:22 pm »

anyway you can make a square corner wall version of this awesome tileset?  my 3x2 bridges look retarded.  also i havent seen anyone else complain, but my prickle berries and wild strawberries are just black squares.  did i do something stupid?
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Yskonyn

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Re: [0.31.10v01] Phoebus' Graphic Set (Several new fixes)
« Reply #199 on: July 19, 2010, 04:53:57 am »


Seems it's not fixed after all.
Which wildlife are you having problems with?


Well if I call up the icons in the help section while playing (in a newly created world) all the wildlife shows up as letters.
I haven't encountered any in the wild yet, but I think the icons should show in the help as well cause the game reads it directly.
For example, MayDay's tileset does show icons for wildlife in the help section.
If I am wrong, then excuse me for the mix up. ;)

Keep up the good work!
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Phoebus

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Re: [0.31.10v01] Phoebus' Graphic Set (Several new fixes)
« Reply #200 on: July 19, 2010, 09:03:59 am »

anyway you can make a square corner wall version of this awesome tileset?  my 3x2 bridges look retarded.  also i havent seen anyone else complain, but my prickle berries and wild strawberries are just black squares.  did i do something stupid?
I've generated a game where the wild strawberries were looking just fine: 5 red dots.
Are you sure you updated your raws?

It's good to see sphr's work continued... but I'd look into Ranting Rodent's stuff ^^ he's been on hiatus for a while and his work needs continuation as well ^^ maybe you can build on him? o.O
The tileset is already primarily based on Ranting Rodent's.


Seems it's not fixed after all.
Which wildlife are you having problems with?


Well if I call up the icons in the help section while playing (in a newly created world) all the wildlife shows up as letters.
I haven't encountered any in the wild yet, but I think the icons should show in the help as well cause the game reads it directly.
For example, MayDay's tileset does show icons for wildlife in the help section.
If I am wrong, then excuse me for the mix up. ;)

Keep up the good work!
Those icons do not use unit graphics, they display the tileset tile.

P.S.: I just noticed I could use the arena to test unit graphics, including undeads. :P
« Last Edit: July 19, 2010, 09:09:20 am by Phoebus »
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aepurniet

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Re: [0.31.10v01] Phoebus' Graphic Set (Several new fixes)
« Reply #201 on: July 19, 2010, 08:04:55 pm »

I've generated a game where the wild strawberries were looking just fine: 5 red dots.
Are you sure you updated your raws?

i kept merging them using winmerge for every version since i downloaded the newb and lazy pack a while back.  its very possible that i screwed it up.  glad to know they work.  (also about the wooden doors, not an elf lover but i have some side wooden forts where my most useless dwarves are forced to live like elves). ill start from scratch and compare that to what i have now to figure out my error.  its possible the original pack had something messed up with it too.

any thought on releasing a tileMagic version?
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MonkeyHead

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Re: [0.31.10v01] Phoebus' Graphic Set (Several new fixes)
« Reply #202 on: July 23, 2010, 09:47:01 am »

posting here to get an update when your version for .11 is up for DL...

EvilAmarant7x

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Re: [0.31.10v01] Phoebus' Graphic Set (Several new fixes)
« Reply #203 on: July 23, 2010, 10:33:44 am »

Could someone tell me what the savegame_updater.bat does? It looks like it replaces the raws in the data/save/current folder with the raws in the phoebus archive? I've never actually installed the graphic set myself, it was done for me in the LazyNewb pack. And in the LazyNewb pack, there aren't any raws in the data/save/current folder, so I'm a little confused. I'm just trying to figure out how to do it myself now, when the 31.11 version gets released.

Thanks
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Phoebus

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Re: [0.31.10v01] Phoebus' Graphic Set (Several new fixes)
« Reply #204 on: July 23, 2010, 12:24:50 pm »

Could someone tell me what the savegame_updater.bat does? It looks like it replaces the raws in the data/save/current folder with the raws in the phoebus archive? I've never actually installed the graphic set myself, it was done for me in the LazyNewb pack. And in the LazyNewb pack, there aren't any raws in the data/save/current folder, so I'm a little confused. I'm just trying to figure out how to do it myself now, when the 31.11 version gets released.

Thanks
It copies the game's RAWs into each of the saves' RAWs except the 'current' save which is not a save.
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Phoebus

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[0.31.11v00] Phoebus' Graphic Set (Updated & New Tileset Variant)
« Reply #205 on: July 23, 2010, 12:46:16 pm »

*Updated* 0.31.11v00
Added a new tileset variant with the Wooden Door 'fix' and the Guybrush font.
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Ockad

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Re: [0.31.11v00] Phoebus' Graphic Set (Updated & New Tileset Variant)
« Reply #206 on: July 23, 2010, 02:06:23 pm »

Hey Phoebus, this is great.

Thank you for your swift updating to 0.31.11 - People have yet to beat you in that swiftness.
I haven't made a statue depicting you yet though.. I am sorry.

smariot

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Re: [0.31.11v00] Phoebus' Graphic Set (Updated & New Tileset Variant)
« Reply #207 on: July 23, 2010, 04:02:58 pm »

Here's a bash version of your batch file updater if you're interested:

Code: [Select]
#!/bin/bash

function die {
  echo $*
  exit 1
}

function update_savegame {
  if [ -d "$1/raw" ] ; then
    rm -rf "$1/raw" || die "Error deleting old '$1/raw'."
  fi
 
  cp -a "raw" "$1/raw" || die "Error copying 'raw' to '$1/raw'."
}

function update_savegames {
  if [ ! -d "raw" ] ; then
    die "No raw directory to copy from!"
  fi
 
  for bad_file in "raw/objects/inorganic_stone_layer - Copy.txt" ; do
    if [ -e "$bad_file" ] ; then
      echo "Deleting '$bad_file'"
      rm -f "$bad_file" || die "Error deleting file '$bad_file'."
    fi
  done
 
  if [ ! -d "data/save" ] ; then
    die "No 'data/save' directory to copy to!"
  fi
 
  for file in data/save/* ; do
    if [ -d "$file" -a "`basename ${file}`" != "current" ]; then
      echo -n "Updating '$file'... "
      update_savegame "$file"
      echo "done."
    fi
  done
 
  echo "---------------------"
  echo "- Update Completed. -"
  echo "---------------------"
}

echo "-------------------------------------------------------"
echo "- Welcome to the Dwarf Fortress Savegame RAW Updater. -"
echo "-------------------------------------------------------"
select choice in "Update savegames" "Quit"; do
  case "$choice" in
    "Update savegames")
      update_savegames
      exit 0
    ;;
    "Quit")
      echo "Aye, no point fix'n what ain't broken."
      exit 1
    ;;
    *)
      if [ "$warned" == "y" ] ; then
        echo -e "Rid thee from my sight, before I make \033[1;33m+Elf Leather Headscarf+\033[m of ye."
        exit 1
      else
        echo "I've half a mind to report ye as an elven spy!"
        warned="y"
      fi
    ;;
  esac
done

I made it for Linux, but it might work on Mac too. Might want to get someone to check that.
« Last Edit: July 23, 2010, 04:05:04 pm by smariot »
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crucifier

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Re: [0.31.11v00] Phoebus' Graphic Set (Updated & New Tileset Variant)
« Reply #208 on: July 23, 2010, 06:05:03 pm »

when i use this set, the game consistently crashes.  anyone else have this problem?
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Phoebus

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Re: [0.31.11v00] Phoebus' Graphic Set (Updated & New Tileset Variant)
« Reply #209 on: July 23, 2010, 06:48:19 pm »

when i use this set, the game consistently crashes.  anyone else have this problem?
When did you start having that problem, did you use the set before and do you have the same problem with other graphic sets?
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