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 ... 35 36 [37] 38 39 ... 140

Author Topic: [0.34.11v01] Phoebus' Graphic Set (0.34.11's one year anniversary update)  (Read 979356 times)

Deon

  • Bay Watcher
  • 💀 💀 💀 💀 💀
    • View Profile
Re: [0.31.18v05] Phoebus' Graphic Set (Tileset fix)
« Reply #540 on: February 06, 2011, 10:44:47 am »

Because DF uses DirectX to draw all symbols. We have flat surfaces with textures for levels, so it may be dependant on software.

I don't see a single shrub on your picture. WHERE IS A '"" SHRUB? :)
Logged
▬(ஜ۩۞۩ஜ)▬
✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

rephikul

  • Bay Watcher
  • [CURIOUSBEAST_IDEA]
    • View Profile
Re: [0.31.18v05] Phoebus' Graphic Set (Tileset fix)
« Reply #541 on: February 06, 2011, 10:50:09 am »

Because DF uses DirectX to draw all symbols. We have flat surfaces with textures for levels, so it may be dependant on software.

I don't see a single shrub on your picture. WHERE IS A '"" SHRUB? :)
my coals use '"', should make no difference. This was screenie from an older version copied from my thread and I cant bother to find the raw.
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.

Deon

  • Bay Watcher
  • 💀 💀 💀 💀 💀
    • View Profile
Re: [0.31.18v05] Phoebus' Graphic Set (Tileset fix)
« Reply #542 on: February 06, 2011, 10:54:03 am »

Quote
my coals use '"', should make no difference.
Now please read my reply #538 and show me where did I say anything about stone tiles? I was referring to bush graphics, which were a problem here. Seriously, do you want just to chat? I thought you had a fix for bush graphics :).

Quote
should make no difference
I didn't expect such an answer from a fellow modder :/.
Do you realize that [TILE:*] and [PICKED_TILE:*] are totally different tokens?
« Last Edit: February 06, 2011, 10:55:41 am by Deon »
Logged
▬(ஜ۩۞۩ஜ)▬
✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

rephikul

  • Bay Watcher
  • [CURIOUSBEAST_IDEA]
    • View Profile
Re: [0.31.18v05] Phoebus' Graphic Set (Tileset fix)
« Reply #543 on: February 06, 2011, 11:51:18 am »

Quote
should make no difference
I didn't expect such an answer from a fellow modder :/.
Do you realize that [TILE:*] and [PICKED_TILE:*] are totally different tokens?
Why should I expect any difference? Df's graphics is extremely primitive and all tiles would supposedly go through the same render routines and their data imported in the same manner. TILE and PICKED_TILE shouldnt make any differences as far as the display engine is concerned. Expecting them to act differently is like buying a six pack and expect them not tasting the same. I however have just tried and confirmed this bug.
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.

Deon

  • Bay Watcher
  • 💀 💀 💀 💀 💀
    • View Profile
Re: [0.31.18v05] Phoebus' Graphic Set (Tileset fix)
« Reply #544 on: February 06, 2011, 12:26:50 pm »

Heh, because you have to try before you suggest, that's how DF works. It does not have ANYTHING which has an "unified" interface/base. Basically every type of stuff has its own raw tokens, there's almost no standard. I guess Toady just doesn't plan to make it better because he has other stuff to do. Basically it's not a bug, it's just PICKED_TILE have a different syntax from TILE.

Quote
TILE and PICKED_TILE shouldnt make any differences as far as the display engine is concerned.
If you ask me, there should be only TILE, without PICKED_TILE at all, but every stuff has its own raws, it's Toady's approach.
« Last Edit: February 06, 2011, 12:28:22 pm by Deon »
Logged
▬(ஜ۩۞۩ஜ)▬
✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

rephikul

  • Bay Watcher
  • [CURIOUSBEAST_IDEA]
    • View Profile
Re: [0.31.18v05] Phoebus' Graphic Set (Tileset fix)
« Reply #545 on: February 06, 2011, 12:46:10 pm »

Quote
TILE and PICKED_TILE shouldnt make any differences as far as the display engine is concerned.
If you ask me, there should be only TILE, without PICKED_TILE at all, but every stuff has its own raws, it's Toady's approach.
That's not true at all. TILE is used to display the shrub and PICK_TILE is used to display the harvested item. It's like how you should be able to see NAME when you look at a shrub and BASIC_MAT.NAME when you look at its harvested items. There's a bug here however and you see BASIC_MAT.NAME in both cases.

Should mention rocks also have similar design.
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.

mareck

  • Bay Watcher
  • Ahhhh, Dwarf meat!
    • View Profile
Re: [0.31.18v05] Phoebus' Graphic Set (Tileset fix)
« Reply #546 on: February 06, 2011, 12:48:16 pm »

Any chance that Phoebus will do a complete set for the goblins? ;D
Logged
Art is a Blast

Deon

  • Bay Watcher
  • 💀 💀 💀 💀 💀
    • View Profile
Re: [0.31.18v05] Phoebus' Graphic Set (Tileset fix)
« Reply #547 on: February 06, 2011, 01:08:56 pm »

Quote
TILE and PICKED_TILE shouldnt make any differences as far as the display engine is concerned.
If you ask me, there should be only TILE, without PICKED_TILE at all, but every stuff has its own raws, it's Toady's approach.
That's not true at all. TILE is used to display the shrub and PICK_TILE is used to display the harvested item. It's like how you should be able to see NAME when you look at a shrub and BASIC_MAT.NAME when you look at its harvested items. There's a bug here however and you see BASIC_MAT.NAME in both cases.

Should mention rocks also have similar design.
I confused myself here, sorry. I meant "SHRUB_TILE" could be "TILE". Well, yeah. There's too many unsorted stuff.

Any chance that Phoebus will do a complete set for the goblins? ;D

I am pretty sure there is a full set of goblins in this mod (Sphr's goblins).
Logged
▬(ஜ۩۞۩ஜ)▬
✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

myrkul

  • Bay Watcher
    • View Profile
Re: [0.31.18v05] Phoebus' Graphic Set (Tileset fix)
« Reply #548 on: February 09, 2011, 03:35:23 am »

Solution: '"' is not a valid tile specification for growing/dead plants. check the raws. all the other plants are numbers. change it to:
Code: [Select]
[SHRUB_TILE:34]

[DEAD_SHRUB_TILE:34]


and problem solved (You will, of course need to re-gen or run a save updater). For some reason, Picked tile specifications are characters, and shrub tile specifications are numbers.

Edit: Deon, you'll have to fix this in genesis again.
Re-edit: After a little further play/raw investigation, It seems the Picked tile specs are also numbers, in plant_standard. I'm going through and fixing them. Deon, would you like the repaired raws, once I'm done?
« Last Edit: February 09, 2011, 07:49:35 am by myrkul »
Logged
Tips, donations or bribes:

1LRwdLUjnUrsnQzHmxRPCjMSxqPrPUU8p

Phoebus

  • Bay Watcher
    • View Profile
Re: [0.31.18v05] Phoebus' Graphic Set (Tileset fix)
« Reply #549 on: February 10, 2011, 10:24:51 am »

Any chance that Phoebus will do a complete set for the goblins? ;D
Yes, if Sphr completes his goblin tileset. ;)

Solution: '"' is not a valid tile specification for growing/dead plants. check the raws. all the other plants are numbers. change it to:
Code: [Select]
[SHRUB_TILE:34]

[DEAD_SHRUB_TILE:34]


and problem solved (You will, of course need to re-gen or run a save updater). For some reason, Picked tile specifications are characters, and shrub tile specifications are numbers.

Edit: Deon, you'll have to fix this in genesis again.
Re-edit: After a little further play/raw investigation, It seems the Picked tile specs are also numbers, in plant_standard. I'm going through and fixing them. Deon, would you like the repaired raws, once I'm done?
Ok, ok, I get it, numbers only.
Sheesh!
Logged

mareck

  • Bay Watcher
  • Ahhhh, Dwarf meat!
    • View Profile
Re: [0.31.18v05] Phoebus' Graphic Set (Tileset fix)
« Reply #550 on: February 10, 2011, 10:34:14 am »

I have ZERO praphics skills and i need a complete tileset for a propper race mod.

At least the Phoebus collection is awesome to play in while i wait for a complete gobbo set.
Logged
Art is a Blast

Deon

  • Bay Watcher
  • 💀 💀 💀 💀 💀
    • View Profile
Re: [0.31.18v05] Phoebus' Graphic Set (Tileset fix)
« Reply #551 on: February 10, 2011, 12:54:06 pm »



Here it is. No nobles yet since gobbos have no nobles. If you want specific noble tiles, tell me.

P.S. Also no doctors/prisoners, I forgot about them. I will finish it soon :).
Logged
▬(ஜ۩۞۩ஜ)▬
✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

Phoebus

  • Bay Watcher
    • View Profile
Re: [0.31.18v05] Phoebus' Graphic Set (Tileset fix)
« Reply #552 on: February 10, 2011, 01:00:41 pm »

Spoiler (click to show/hide)

Here it is. No nobles yet since gobbos have no nobles. If you want specific noble tiles, tell me.

P.S. Also no doctors/prisoners, I forgot about them. I will finish it soon :).
All praise Deon!

Unless told otherwise, I will assume that tileset was created by you.
Thanks.
Logged

Deon

  • Bay Watcher
  • 💀 💀 💀 💀 💀
    • View Profile
Re: [0.31.18v05] Phoebus' Graphic Set (Tileset fix)
« Reply #553 on: February 11, 2011, 12:28:10 am »

Nah, the ORIGINAL peasant/military gobbos are by Sphr. I used his peasant as a base and made professions. So it's a combined work :).
Logged
▬(ஜ۩۞۩ஜ)▬
✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

myrkul

  • Bay Watcher
    • View Profile
Re: [0.31.18v05] Phoebus' Graphic Set (Tileset fix)
« Reply #554 on: February 11, 2011, 12:49:23 am »

Ok, ok, I get it, numbers only.
Sheesh!

no prob. took me 10  minutes to fix.  Gotta love that replace all function.
Logged
Tips, donations or bribes:

1LRwdLUjnUrsnQzHmxRPCjMSxqPrPUU8p
Pages: 1 ... 35 36 [37] 38 39 ... 140