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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


Pages: 1 ... 77 78 [79] 80 81 ... 140

Author Topic: [0.34.11v01] Phoebus' Graphic Set (0.34.11's one year anniversary update)  (Read 985099 times)

mux951

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Re: [0.31.25v16] Phoebus' Graphic Set (Tileset Assembler. Now with filters!)
« Reply #1170 on: April 30, 2011, 05:29:59 am »

awesome work phoebus!
love it!  :D
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42

manboricua

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  • After the 50th Fort, I'm getting the hang of this!
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Re: [0.31.25v16] Phoebus' Graphic Set (Tileset Assembler. Now with filters!)
« Reply #1171 on: April 30, 2011, 09:37:11 am »

The goal of the tileset assembler is not only to make my life easier and provide more tileset combinations to the user

In God Phoebus We Trust


Will check the filters!
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Loving life every second

Phoebus

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Re: [0.31.25v16] Phoebus' Graphic Set (Tileset Assembler. Now with filters!)
« Reply #1172 on: April 30, 2011, 07:18:22 pm »

The goal of the tileset assembler is not only to make my life easier and provide more tileset combinations to the user

In God Phoebus We Trust


Will check the filters!
Praise inflation.
Being loosely compared to God for making tileset filters.
Gotta love it.  :P

Edit:
« Last Edit: April 30, 2011, 08:33:51 pm by Phoebus »
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Jeoshua

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  • God help me, I think I may be addicted to modding.
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Re: [0.31.25v16] Phoebus' Graphic Set (Tileset Assembler. Now with filters!)
« Reply #1173 on: April 30, 2011, 09:08:29 pm »

Are you making that with or without .Net? Because if it's without I'll try my best to become a female so I can have your babies.

Or not, you know... whichever...
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I like fortresses because they are still underground.

Phoebus

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Yes, I am using .Net, hence why I can't compile for Linus and Mac.

I did complete the d_init.txt config page, but the window resize speed is horrific.
Trying to fix that...
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Jeoshua

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Man... everyone uses .net nowadays.  Sigh.

Looks nice, anyways.
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I like fortresses because they are still underground.

Ethicalfive

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I use autohotkeys and theres a linux version around so it's portable! I don't particularly enjoy .net either.

That said, LNP already has the init file toggles done in .net, seems like reinventing the wheel, or was there a specific goal you had in mind where the LNP one doesn't fit?
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Urist McMiner Unearths a strange pad. He trembles as he inspects it's time saving features. Knowing no 1 dwarf must posess this power, he quietly drops it into the nearest chasm and never speaks of it again.DwarfPad

Jeoshua

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LNP already has the init file toggles done in .net,

Exactly why I asked about .net in the first place.
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I like fortresses because they are still underground.

Phoebus

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I use autohotkeys and theres a linux version around so it's portable! I don't particularly enjoy .net either.

That said, LNP already has the init file toggles done in .net, seems like reinventing the wheel, or was there a specific goal you had in mind where the LNP one doesn't fit?
I'm oiling my rusty cogs, that's my specific goal.
But I'm right about to give up, thanks to the abysmal performance of the flow layouts with autosize.
The config interface is all auto-generated from XML, but I just can't size the controls to their actual size and lay them out without the whole thing bogging down when resizing.

Edit:
Actually, in the long run, I was planning on an all-in-one config utility for DF. With tileset customization, mod & savegame management, config management, etc.
Also, my init.txt config interface is roughly 15 times smallers than DFinit.exe, and it's fully XML driven so the community could still keep it up to date with newer DF versions even if I'm not around (perish the thought.)

I've fixed the resizing problem (somewhat), it's not completely ridiculously slow now. Well, it's no longer slow enough to make you scared of accidentally dragging the edge of the window. Did I say it was slow?
« Last Edit: May 01, 2011, 02:41:00 am by Phoebus »
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devek

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  • [KILL_EVERYTHING]
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Try a tree view?
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"Why do people rebuild things that they know are going to be destroyed? Why do people cling to life when they know they can't live forever?"

Ethicalfive

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Oh, I see now! Thats pretty cool actually. Love how your planning ahead so people can keep on enjoying the game with your sweet graphics set, just in case. The game wouldn't be the same experience without your set, well for me atleast anyhows.
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Urist McMiner Unearths a strange pad. He trembles as he inspects it's time saving features. Knowing no 1 dwarf must posess this power, he quietly drops it into the nearest chasm and never speaks of it again.DwarfPad

Phoebus

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I've been working on floor textures.

I'll be adding a ground options with Ironhand style ground. (Yes, I'm aware it's too dark at the moment)
And more options with various levels of texture.
Spoiler: Ground textures (click to show/hide)
« Last Edit: May 02, 2011, 10:51:51 pm by Phoebus »
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HammerHand

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Uh... wow.  Somewhere along the line, I apparently missed about 15 updates of this great graphics/tile set - and what a difference there is now!  Your work is phenomenal, Phoebus!
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Sooooooaaaaaap!
Tha's grreat!
Soooocks!

Phoebus

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The new natural ground style (will be default) with the flat ground mod (not default):


Releasing new version is even slower than before... ;_;
Now I have to manually replace every obsolete TilesetAssembler file with empty files, otherwise the garbage adds up.
« Last Edit: May 03, 2011, 10:20:24 pm by Phoebus »
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Phoebus

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*Updated* 0.31.25v17
Added new ground style based on Ironhand's tileset. That ground style will be selected by default.
Streamlined the relationship between ground and the main tileset, ground change will now carry through slightly better to the final tileset.
Diagonal walls are now compatible with different floor styles.
Changed the layout of the Tileset Assembler slightly.
Old water/sand tiles are available again as custom option.
Shells are green again. (Yes, I'm a wizard!)
Fixed a small imperfection on cobblestone floors.
« Last Edit: May 03, 2011, 10:39:35 pm by Phoebus »
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