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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


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Author Topic: [0.34.11v01] Phoebus' Graphic Set (0.34.11's one year anniversary update)  (Read 983415 times)

nenjin

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Re: [0.31.25v02] Phoebus' Graphic Set (Major tileset update)
« Reply #810 on: March 30, 2011, 05:00:51 am »

I kind of have to agree. (All honors on Phoebus). Getting rid of those whorls at the ends of the lines would make it look more like sand dunes, and less like delicious whipped topping.
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Phoebus

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Re: [0.31.25v02] Phoebus' Graphic Set (Major tileset update)
« Reply #811 on: March 30, 2011, 05:21:31 am »

Seas of whipped cream have been unintentionally released early.
I apologize in advance if I have to remove them next update; I have to respect 'the schedule'.
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Ockad

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Re: [0.31.25v02] Phoebus' Graphic Set (Major tileset update)
« Reply #812 on: March 30, 2011, 01:31:55 pm »

We are the schedule, right?

Jiri Petru

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Re: [0.31.25v02] Phoebus' Graphic Set (Major tileset update)
« Reply #813 on: March 30, 2011, 05:55:59 pm »

The problem with solid black underground open space is that is looks exactly the same as solid black unmined rock.
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Markus Cz. Clasplashes

Phoebus

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Re: [0.31.25v02] Phoebus' Graphic Set (Major tileset update)
« Reply #814 on: March 30, 2011, 08:44:43 pm »

The problem with solid black underground open space is that is looks exactly the same as solid black unmined rock.
Which color do you think represents environmental underground light the best?
I'd go with gray, but I'm not sure.

I found the solution; A very dark low altitude open space dot with a pitch black background.
Spoiler: Screenshots (click to show/hide)
« Last Edit: March 30, 2011, 09:29:15 pm by Phoebus »
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Phoebus

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Re: [0.31.25v02] Phoebus' Graphic Set (Major tileset update)
« Reply #815 on: March 31, 2011, 03:48:39 am »

I greatly improved the brightness and contrast of the new walls. They will be available in v03 or .26, whichever is sooner.
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Kamamura

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Re: [0.31.25v02] Phoebus' Graphic Set (Major tileset update)
« Reply #816 on: March 31, 2011, 04:14:09 am »

Hooray! And then they ate Sir Robin minstrels... and there was much rejoice!
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Ockad

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Re: [0.31.25v02] Phoebus' Graphic Set (Major tileset update)
« Reply #817 on: March 31, 2011, 10:25:58 am »

bla bla Sir Robin minstrels... bla!

How do you know my name?

Also Phoebus, the new contrasting tiles are a huge improvement!
You're doing some great polishing stuff here, just splendid.

Phoebus

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[0.31.25v03] Phoebus' Graphic Set (New Square Wall Alt Tileset)
« Reply #818 on: March 31, 2011, 08:33:56 pm »

*Updated* 0.31.25v03
New alternate tileset with square walls.
Music & Intro are now disabled by default.
Luminosity and contrast of the new walls have been greatly improved.
The underground chasm open space tile now has a very dim dot in the center.
Color changes:
Brown is now lighter.
White, Light Gray & Dark Gray now have a very slight tan tint.
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RiderofDark

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Re: [0.31.25v03] Phoebus' Graphic Set (New Square Wall Alt Tileset)
« Reply #819 on: April 01, 2011, 12:29:52 am »

WoW! Those smooth walls and floors look great!
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devek

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Re: [0.31.25v03] Phoebus' Graphic Set (New Square Wall Alt Tileset)
« Reply #820 on: April 01, 2011, 12:47:40 am »

Music & Intro are now disabled by default.

<3
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Ockad

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Re: [0.31.25v03] Phoebus' Graphic Set (New Square Wall Alt Tileset)
« Reply #821 on: April 01, 2011, 08:30:04 am »

Thank you for this update again, Phoebus. It'd be nice to have FPS enabled by default too, so that I only have to unpack this, and update the savegames!

Aydjile

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Re: [0.31.25v03] Phoebus' Graphic Set (New Square Wall Alt Tileset)
« Reply #822 on: April 01, 2011, 01:46:08 pm »

hey Phoebus. in my personal opinion - new wall look a bit "brutish". less subtle, compared with older version. so i always get this impression that it is a "space filler" and not a wall. i think it's because they don't have this little space, next to adjacent tile, like the previous wall had.

thank you and keep up the good work.
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Phoebus

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Re: [0.31.25v03] Phoebus' Graphic Set (New Square Wall Alt Tileset)
« Reply #823 on: April 01, 2011, 03:00:09 pm »

I'm giving a try to a new style of wall transitions (walls that end near rough stone): (edit version to the right)

Too bad we can't use them for wall-ending pillars. :(

Zoomed X2: (edit version to the right)


Edit: I've fixed the sidewalls on the terminal pillars and smoothed & adjusted the width of the top grooves on diagonal walls, this way they look like they are the same width as horizontal walls. That was the plan anyway.
« Last Edit: April 01, 2011, 09:57:11 pm by Phoebus »
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krenshala

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Re: [0.31.25v03] Phoebus' Graphic Set (New Square Wall Alt Tileset)
« Reply #824 on: April 01, 2011, 11:47:20 pm »

I like those.  They are similar to what I've been working on which was, I must admit, influenced by the walls you introduced a version or two ago.


I'm still working on the fine details, and they don't show engravings, as I haven't quite gotten the walls the way I'd like them to appear yet.   After that is done I'll be "fixing" them so engravings show up, but if you could update the 16x16_Kren.png with the walls from this .xcf I'd appreciate it. :D
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Zepave Dawnhogs the Butterfly of Vales the Marsh Titan ... was taken out by a single novice axedwarf and his pet war kitten. Long Live Domas Etasastesh Adilloram, slayer of the snow butterfly!
Doesn't quite have the ring of heroics to it...
Mother: "...and after the evil snow butterfly was defeated, Domas and his kitten lived happily ever after!"
Kids: "Yaaaay!"
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