Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

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 ... 29 30 [31] 32 33 ... 140

Author Topic: [0.34.11v01] Phoebus' Graphic Set (0.34.11's one year anniversary update)  (Read 979413 times)

se5a

  • Bay Watcher
    • View Profile
Re: [0.31.18v00] Phoebus' Graphic Set (Updated)
« Reply #450 on: November 17, 2010, 01:14:47 pm »

it seems to work if I use the old object raws in the save

if I copy the new raws then it breaks it.
Logged

nenjin

  • Bay Watcher
  • Inscrubtable Exhortations of the Soul
    • View Profile
Re: [0.31.18v00] Phoebus' Graphic Set (Updated)
« Reply #451 on: November 17, 2010, 02:23:12 pm »

Hey Phoe, you ever planning to add a different tile for "Open Space"? The 7 is kind of meh compared to how nice the rest of the tile set looks though.

Props though, getting this out so soon. Been able to enjoy 31.18 since it first released.
Logged
Cautivo del Milagro seamos, Penitente.
Quote from: Viktor Frankl
When we are no longer able to change a situation, we are challenged to change ourselves.
Quote from: Sindain
Its kinda silly to complain that a friendly NPC isn't a well designed boss fight.
Quote from: Eric Blank
How will I cheese now assholes?
Quote from: MrRoboto75
Always spaghetti, never forghetti

Phoebus

  • Bay Watcher
    • View Profile
Re: [0.31.18v00] Phoebus' Graphic Set (Updated)
« Reply #452 on: November 17, 2010, 03:31:47 pm »

Hey Phoe, you ever planning to add a different tile for "Open Space"? The 7 is kind of meh compared to how nice the rest of the tile set looks though.

Props though, getting this out so soon. Been able to enjoy 31.18 since it first released.
What do you mean by "Open Space"? The cyan dithered tile? The dot tile? Or a tile with '7' in it?
Logged

nenjin

  • Bay Watcher
  • Inscrubtable Exhortations of the Soul
    • View Profile
Re: [0.31.18v00] Phoebus' Graphic Set (Updated & Update Warning)
« Reply #453 on: November 17, 2010, 04:12:45 pm »

Yeah I was a bit unclear. The still water tile, I guess it would be. The tile with the 7.
Logged
Cautivo del Milagro seamos, Penitente.
Quote from: Viktor Frankl
When we are no longer able to change a situation, we are challenged to change ourselves.
Quote from: Sindain
Its kinda silly to complain that a friendly NPC isn't a well designed boss fight.
Quote from: Eric Blank
How will I cheese now assholes?
Quote from: MrRoboto75
Always spaghetti, never forghetti

Phoebus

  • Bay Watcher
    • View Profile
Re: [0.31.18v00] Phoebus' Graphic Set (Updated & Update Warning)
« Reply #454 on: November 17, 2010, 04:49:56 pm »

Yeah I was a bit unclear. The still water tile, I guess it would be. The tile with the 7.
Go in d_init.txt and change [SHOW_FLOW_AMOUNTS:YES] to NO.
Logged

Uzu Bash

  • Bay Watcher
    • View Profile
Re: [0.31.18v00] Phoebus' Graphic Set (Updated & Update Warning)
« Reply #455 on: November 17, 2010, 11:45:32 pm »

Updating from .16 to 18 seems to be working fine for me. Adventure mode is devoid of civilization, but loads and runs. Fortress runs with no notable change for now, but it hasn't been a full year yet.
Logged

rephikul

  • Bay Watcher
  • [CURIOUSBEAST_IDEA]
    • View Profile
Re: [0.31.18v00] Phoebus' Graphic Set (Updated & Update Warning)
« Reply #456 on: November 19, 2010, 05:11:42 am »

I downloaded the intergrated pack for .18 and it doesnt look normal at all. I have been playing with .12 using phoebus also so i'm pretty sure the fault lie in this one.

Spoiler: Image sample (click to show/hide)

Nvm, i saw what was the issue. My mod's raw isnt compatible with yours. I'm making a compatibility patch for it so if you can provide a tile swap list for stuff in \art that'd make my life a lot easier. I hope what I wrote translate well in english.
« Last Edit: November 19, 2010, 05:51:41 am by rephikul »
Logged
Intensifying Mod v0.23 for 0.31.25. Paper tigers are white.
Prepacked Dwarf Fortress with Intensifying mod v.0.23, Phoebus graphics set, DFhack, Dwarf Therapist, Runesmith and a specialized custom worldgen param.

Phoebus

  • Bay Watcher
    • View Profile
Re: [0.31.18v00] Phoebus' Graphic Set (Updated & Update Warning)
« Reply #457 on: November 20, 2010, 12:33:23 pm »

I downloaded the intergrated pack for .18 and it doesnt look normal at all. I have been playing with .12 using phoebus also so i'm pretty sure the fault lie in this one.

Nvm, i saw what was the issue. My mod's raw isnt compatible with yours. I'm making a compatibility patch for it so if you can provide a tile swap list for stuff in \art that'd make my life a lot easier. I hope what I wrote translate well in english.
There is no direct correlation between the default tileset and my tileset, every natural stone, mineral and gem has been recategorized and associated with a tile without any consideration to the default tile associations.
So, my raws would be the tile swap list you are looking for.

Either edit my raws, or copy the [TILE:] values over from my raws to yours.

I wish I didn't need to edit the default RAWs just to change a single cosmetic setting.
Logged

rephikul

  • Bay Watcher
  • [CURIOUSBEAST_IDEA]
    • View Profile
Re: [0.31.18v00] Phoebus' Graphic Set (Updated & Update Warning)
« Reply #458 on: November 20, 2010, 12:59:53 pm »

Either edit my raws, or copy the [TILE:] values over from my raws to yours.

I wish I didn't need to edit the default RAWs just to change a single cosmetic setting.
That's what I did, and I asked for the list or better yet, type of objects with tile change so I can catch all of them. Right now I only have soil, stone, gem and plant covered.
Logged
Intensifying Mod v0.23 for 0.31.25. Paper tigers are white.
Prepacked Dwarf Fortress with Intensifying mod v.0.23, Phoebus graphics set, DFhack, Dwarf Therapist, Runesmith and a specialized custom worldgen param.

Phoebus

  • Bay Watcher
    • View Profile
Re: [0.31.18v00] Phoebus' Graphic Set (Updated & Update Warning)
« Reply #459 on: November 20, 2010, 02:12:33 pm »

Either edit my raws, or copy the [TILE:] values over from my raws to yours.

I wish I didn't need to edit the default RAWs just to change a single cosmetic setting.
That's what I did, and I asked for the list or better yet, type of objects with tile change so I can catch all of them. Right now I only have soil, stone, gem and plant covered.
Soil, stone, gem, plants & critters are the types of objects that can have their symbol modified but aren't supported by the graphic system.
Most creatures can be assigned custom tiles using the [OBJECT:GRAPHICS] system, so there's no need to fiddle with the raws for that. (exceptions being glowing eyes)
Critters are using a different system that other creatures and can't benefit from [OBJECT:GRAPHICS], so they need to be edited through their RAWs.
Nearly every other object in the game have an hardcoded tile location in the tileset.
Logged

Buttons

  • Bay Watcher
    • View Profile
Re: [0.31.18v00] Phoebus' Graphic Set (Updated & Update Warning)
« Reply #460 on: November 20, 2010, 02:14:38 pm »

Olivine doors like like raw green gems.
Logged

Phoebus

  • Bay Watcher
    • View Profile
Re: [0.31.18v00] Phoebus' Graphic Set (Updated & Update Warning)
« Reply #461 on: November 20, 2010, 09:36:49 pm »

Olivine doors like like raw green gems.
Thanks for submitting the bug.
Sadly, that's a bug (feature?) with DF itself.
Logged

Jiri Petru

  • Bay Watcher
    • View Profile
Re: [0.31.18v00] Phoebus' Graphic Set (Updated & Update Warning)
« Reply #462 on: November 21, 2010, 07:03:32 am »

Phoebus, Toady has changed the tile for rings (ö) and bracelets (Ö) so these will probably render wrong in your tileset. I'm saying probably because I haven't tried in your newest version.

Also, night creatures show up as gems with three dots (the tile you put in there instead of Ñ). I tried this in the first post-night creature version you've released, and I don't know if you've fixed it already.

EDIT: Also the adventurer mode tools are mostly wrong.
Logged
Yours,
Markus Cz. Clasplashes

Johnfalcon99977

  • Bay Watcher
  • The Herp Derp Assassin
    • View Profile
Re: [0.31.18v00] Phoebus' Graphic Set (Updated & Update Warning)
« Reply #463 on: November 21, 2010, 11:04:32 am »

Which symbol is male and which is female? I'm making a male adventurer and I can't tell which symbol is which.
Logged
Also known as the Knowlagable, the Forgetful, and/or the Ignored

Please excuse my horrible awful linguistic skills.

Trouserman

  • Bay Watcher
    • View Profile
Re: [0.31.18v00] Phoebus' Graphic Set (Updated & Update Warning)
« Reply #464 on: November 21, 2010, 01:00:21 pm »

Which symbol is male and which is female? I'm making a male adventurer and I can't tell which symbol is which.

Male is a bag, and female is an amulet.
Logged
Pages: 1 ... 29 30 [31] 32 33 ... 140