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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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Ambushes
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Sieges
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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 979194 times)

MonkeyHead

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Re: [0.31.25v04] Phoebus' Graphic Set (Many graphic improvements & bugfixes)
« Reply #840 on: April 02, 2011, 09:34:56 am »

Using punctuation meld tileset.

Sky appears as white trees. Ugh. Help?

Going to try tinkering with d_init and then tileset to see what occurs. will report back.

EDIT: well that solved the problem in quite a cool way.

Changed [SKY:255:7:0:1] and [CHASM:255:0:0:1] into [SKY:" ":7:0:1] and [CHASM:" ":0:0:1] with the result that "sky tiles" are now empty (as if air was in them, not the slightly odd blue squares) with a very faint dot in the middle. Of note is that you can see the layer below in fainter colours much eaiser without all that blue.

« Last Edit: April 02, 2011, 09:43:07 am by MonkeyHead »
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Phoebus

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Re: [0.31.25v04] Phoebus' Graphic Set (Many graphic improvements & bugfixes)
« Reply #841 on: April 02, 2011, 04:24:36 pm »

Using punctuation meld tileset.

Sky appears as white trees. Ugh. Help?

Going to try tinkering with d_init and then tileset to see what occurs. will report back.

EDIT: well that solved the problem in quite a cool way.

Changed [SKY:255:7:0:1] and [CHASM:255:0:0:1] into [SKY:" ":7:0:1] and [CHASM:" ":0:0:1] with the result that "sky tiles" are now empty (as if air was in them, not the slightly odd blue squares) with a very faint dot in the middle. Of note is that you can see the layer below in fainter colours much eaiser without all that blue.
You should copy d_init.phoebus.txt over d_init.txt, then change this again:
[VARIED_GROUND_TILES:NO]

OR
Just make these changes to your current d_init.txt
[SKY:32:0:9:0]
[CHASM:0:0:0:1]
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MonkeyHead

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Re: [0.31.25v04] Phoebus' Graphic Set (Many graphic improvements & bugfixes)
« Reply #842 on: April 02, 2011, 04:56:33 pm »

already had varied ground set to no...

what would the end outcome of making the changes to the sky/chasm parameters? I kind o flike the open space I have fluked upon...
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Phoebus

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Re: [0.31.25v04] Phoebus' Graphic Set (Many graphic improvements & bugfixes)
« Reply #843 on: April 02, 2011, 06:01:47 pm »

already had varied ground set to no...

what would the end outcome of making the changes to the sky/chasm parameters? I kind o flike the open space I have fluked upon...
Spoiler: Underground Chasm (click to show/hide)
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TDSS02

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Re: [0.31.25v04] Phoebus' Graphic Set (Many graphic improvements & bugfixes)
« Reply #844 on: April 02, 2011, 06:27:45 pm »

I really like the new improvements you added Phoebus and just wanted to say thanks for all the hard work this coming from an avid user of your graphics pack its very well put together and aesthetically pleasing, at least for me.

Well done sir!
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Quote from: piecewise on March 14, 2010, 06:22:02 am
  Dwarf Fortress: Beat children with children.

veok

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Re: [0.31.25v03] Phoebus' Graphic Set (New Square Wall Alt Tileset)
« Reply #845 on: April 03, 2011, 01:17:11 am »

what files do I need to copy to where to move from .25v01 to .25v03?
Way #1:
Download the Graphic Set Package (small one).
Unpack it over your current installation.
Run the savegame updater.
Play.

Hm. Now I have the dead tree graphic instead of the open space. That's... odd.
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Phoebus

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Re: [0.31.25v03] Phoebus' Graphic Set (New Square Wall Alt Tileset)
« Reply #846 on: April 03, 2011, 02:41:39 am »

what files do I need to copy to where to move from .25v01 to .25v03?
Way #1:
Download the Graphic Set Package (small one).
Unpack it over your current installation.
Run the savegame updater.
Play.

Hm. Now I have the dead tree graphic instead of the open space. That's... odd.
*facepalms*
I forgot to mention having to replace the init files when using the patch package.

Way #1:
Download the Graphic Set Package (small one).
Unpack it over your current installation.
In the directory "/data/init/", copy "init.phoebus.txt" & "d_init.phoebus.txt" over "init.txt" & "d_init.txt".
Run the savegame updater.
Play.

Edit: I think I'll create... THE INIT UPDATER! *ominous thunder*
« Last Edit: April 03, 2011, 03:15:43 am by Phoebus »
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Phoebus

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[0.31.25v05] Phoebus' Graphic Set (Plant & Tree Re-haul)
« Reply #847 on: April 03, 2011, 06:27:21 am »

*Updated* 0.31.25v05
New utility: DF_Phoebus_Init_Updater.bat
New berry bush & long grass tiles.
I've fine tuned all the plant and tree graphics. All underground plants are now individually identifiable.
New egg/sea foam tile.
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Phoebus

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Re: [0.31.25v05] Phoebus' Graphic Set (Plant & Tree Re-haul)
« Reply #848 on: April 03, 2011, 06:33:32 am »

Plants on a hillside:

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Ockad

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Re: [0.31.25v05] Phoebus' Graphic Set (Plant & Tree Re-haul)
« Reply #849 on: April 03, 2011, 06:37:47 am »

Phoebus, the simplistic beauty of the specific berry- and longrass ISH AMAZUNG.
And an Init updater? You are spoiling me, you are making me lazy, you're turning me into a Fat Princess.

I thank you again, for this beautiful, beautiful update.

Immacolata

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Re: [0.31.25v05] Phoebus' Graphic Set (Plant & Tree Re-haul)
« Reply #850 on: April 03, 2011, 07:09:08 am »

I really like the new bushes :) BRING ME A SHRUBBERY!
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Greendogo

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Re: [0.31.25v05] Phoebus' Graphic Set (Plant & Tree Re-haul)
« Reply #851 on: April 03, 2011, 10:54:07 am »

That looks really nice Phoebus!  Great job!
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Sail - The end reminds me of a goblin choking a kobold.  No ponies, sorry.

veok

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Are the "fine quality" symbol and the "floor" symbol inseperable? The new floors are nice, but I like the + sign for quality more than I like the floor for quality.

I don't know if this is because of the init file (above) or not.

And underground plants were already identifiable by color alone :P
« Last Edit: April 03, 2011, 03:00:00 pm by veok »
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Phoebus

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Are the "fine quality" symbol and the "floor" symbol inseperable? The new floors are nice, but I like the + sign for quality more than I like the floor for quality.

I don't know if this is because of the init file (above) or not.

And underground plants were already identifiable by color alone :P
Yes, both smoothed/engraved floor tiles and the fine quality symbol are hardcoded, as are most things in the game beside creatures, minerals & plants.

Phoebus, the simplistic beauty of the specific berry- and longrass ISH AMAZUNG.
And an Init updater? You are spoiling me, you are making me lazy, you're turning me into a Fat Princess.

I thank you again, for this beautiful, beautiful update.
I really like the new bushes :) BRING ME A SHRUBBERY!
That looks really nice Phoebus!  Great job!
Thanks Ockad, Immacolata & Greendogo! :)
« Last Edit: April 03, 2011, 03:42:09 pm by Phoebus »
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veok

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Are the "fine quality" symbol and the "floor" symbol inseperable? The new floors are nice, but I like the + sign for quality more than I like the floor for quality.

I don't know if this is because of the init file (above) or not.

And underground plants were already identifiable by color alone :P
Yes, both smoothed/engraved floor tiles and the fine quality symbol are hardcoded, as are most things in the game beside creatures, minerals & plants.

Okay, would you kindly direct me in how to change the floors back to the + symbol then?
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