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What are your most common reasons for losing a fort?

Dwarven Selection
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Wildlife
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Author Topic: [0.34.11v01] Phoebus' Graphic Set (0.34.11's one year anniversary update)  (Read 979395 times)

Phoebus

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Re: [0.31.18v01] Phoebus' Graphic Set (Rings & Bracelets)
« Reply #480 on: December 16, 2010, 05:53:13 pm »

Thanks, for finding the tiles that I was missing, and for your help. :)

Seeing your animal pack gave me the itch to merge all of the creatures spread over many tilesets into a well structured tilesets.
I've ended up with two creature tilesets. One for animals and another for humanoids. (I didn't touch Magnut's next_underground and Shpr's monsters.)

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Phoebus

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[0.31.18v02] Phoebus' Graphic Set (All Creature Graphics)
« Reply #481 on: December 16, 2010, 05:58:53 pm »

*Updated* 0.31.18v02
Added the missing graphic tiles for Giant Lions, Giant Tigers and Giant Cheetahs.
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Jiri Petru

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Re: [0.31.18v02] Phoebus' Graphic Set (All Creature Graphics)
« Reply #482 on: December 16, 2010, 06:03:53 pm »

You're welcome. By the way, did you check how night creatures and bogeymen display? I haven't, but I remember that in the first 31.18 version, they showed up wrong.
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Yours,
Markus Cz. Clasplashes

Phoebus

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Re: [0.31.18v02] Phoebus' Graphic Set (All Creature Graphics)
« Reply #483 on: December 16, 2010, 06:06:16 pm »

You're welcome. By the way, did you check how night creatures and bogeymen display? I haven't, but I remember that in the first 31.18 version, they showed up wrong.
Night creatures and bogeymens are dynamically generated, right?
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Samohan25

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Re: [0.31.18v02] Phoebus' Graphic Set (All Creature Graphics)
« Reply #484 on: December 17, 2010, 11:23:13 am »

Possibly, my night creature shows up as a green gem with three markers for value, the tile for a wall with gems in btw, not the actual item.
« Last Edit: December 17, 2010, 11:29:38 am by Samohan25 »
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Jiri Petru

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Re: [0.31.18v02] Phoebus' Graphic Set (All Creature Graphics)
« Reply #485 on: December 18, 2010, 08:44:02 am »

You're welcome. By the way, did you check how night creatures and bogeymen display? I haven't, but I remember that in the first 31.18 version, they showed up wrong.
Night creatures and bogeymens are dynamically generated, right?

Yes, but they all use Ñ and ñ, respectively. You're using these tiles for gems, though.

EDIT: Also, I may be wrong, but you seem to be missing graphics for gnomes.
« Last Edit: December 18, 2010, 09:01:30 am by Jiri Petru »
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Yours,
Markus Cz. Clasplashes

rephikul

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Re: [0.31.18v02] Phoebus' Graphic Set (All Creature Graphics)
« Reply #486 on: December 18, 2010, 11:53:55 am »

phoebus, you put the wrong offset for cat & dogs. Counting start from 0, not 1.
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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

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Re: [0.31.18v02] Phoebus' Graphic Set (All Creature Graphics)
« Reply #487 on: December 18, 2010, 05:19:30 pm »

Yes, but they all use Ñ and ñ, respectively. You're using these tiles for gems, though.

EDIT: Also, I may be wrong, but you seem to be missing graphics for gnomes.
Gnomes are not missing, at least their graphics is being displayed correctly in the arena.

My problem right now is I ran out of free tiles, so I will have to drop some other tiles and reorganize the tileset to fit night creatures & bogeymen in.

phoebus, you put the wrong offset for cat & dogs. Counting start from 0, not 1.
Thanks, I will fix this in the next version. For now here is the fixed version of the incorrect file, place this in raw/graphics/
*file & link deleted*
« Last Edit: December 18, 2010, 07:58:08 pm by Phoebus »
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Phoebus

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Re: [0.31.18v02] Phoebus' Graphic Set (All Creature Graphics)
« Reply #488 on: December 18, 2010, 06:33:55 pm »

I've added tiles for Bogeymen and Night Creatures, I've dropped the (small) spider specific tile, and relocated the gem stone tiles, the cactus tile, the dead plant tile & several critter tiles.
The bogeymen will be represented by glowing eyes, night creatures by a nightmarish creature.

Now I just need to reassociate everything correctly in the raws.
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Phoebus

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[0.31.18v03] Phoebus' Graphic Set (Bogeymen & Night Creatures)
« Reply #489 on: December 18, 2010, 07:57:28 pm »

*Updated* 0.31.18v03
Added tiles for Bogeymen & Night Creatures.
Merged the tile for spider and insects.
The tilesets have been re-organized.
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Phoebus

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Re: [0.31.18v03] Phoebus' Graphic Set (Bogeymen & Night Creatures)
« Reply #490 on: December 18, 2010, 09:47:54 pm »

I forgot to change the tile# for glowing eyes after changing it's location in the tileset, so the 4 creatures with glowing eyes will temporarily look like flies when they are in the dark.
Sorry.
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MaximumZero

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Re: [0.31.18v03] Phoebus' Graphic Set (Bogeymen & Night Creatures)
« Reply #491 on: December 18, 2010, 11:03:20 pm »

Oh, look, some fli...ARGHMYFACE!!

Sounds Fun!
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Holy crap, why did I not start watching One Punch Man earlier? This is the best thing.
probably figured an autobiography wouldn't be interesting

Samohan25

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Re: [0.31.18v03] Phoebus' Graphic Set (Bogeymen & Night Creatures)
« Reply #492 on: December 19, 2010, 03:52:41 am »

Thanks for the update, it's a shame that sooner or later we're going to run out of tiles though.
Also, which four creatures use the glowing eye tile?
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Phoebus

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Re: [0.31.18v03] Phoebus' Graphic Set (Bogeymen & Night Creatures)
« Reply #493 on: December 20, 2010, 04:11:19 am »

Thanks for the update, it's a shame that sooner or later we're going to run out of tiles though.
Also, which four creatures use the glowing eye tile?
Goblin, Kobold, Blizzard Man & Creeping Eye

The tile problem will be fixed the moment 'OBJECT:GRAPHICS' are implemented further than just 'CREATURE_GRAPHICS'.
We could have 'INORGANIC_GRAPHICS' for walls & un-mined minerals & gems, and 'PLANT_GRAPHICS' for plants and trees; that would fix most of the tileset limitations.
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rephikul

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Re: [0.31.18v03] Phoebus' Graphic Set (Bogeymen & Night Creatures)
« Reply #494 on: December 20, 2010, 04:18:11 am »

and the problem where raw modders have to update their work whenever the graphics modders do 8)
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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.
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