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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 984868 times)

Domitian

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Re: [0.34.01v00] Phoebus' Graphic Set (It "works"!)
« Reply #1440 on: February 14, 2012, 09:53:12 am »

Any chance you could include Mayday's new version (unit graphics! :D )with your next version update? Unlike just about every other DF player, i don't like tinkering around in the game files ... hence why i use wonderful tools made by our genius modding community.   ;)
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Weaselcake

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Re: [0.34.01v00] Phoebus' Graphic Set (It "works"!)
« Reply #1441 on: February 14, 2012, 09:56:45 am »

When I talk with anybody the game crashes, Anyone has the same problem?

I did when I tried the previous version of Pheobus as well.
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eataTREE

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Re: [0.34.01v00] Phoebus' Graphic Set (It "works"!)
« Reply #1442 on: February 14, 2012, 10:03:29 am »

Y'all who are having crashes when talking to people are probably experiencing this bug. It is not related to Phoebus' tileset.
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maki32

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Re: [0.34.01v00] Phoebus' Graphic Set (It "works"!)
« Reply #1443 on: February 14, 2012, 10:22:17 am »

But without the tileset, the game works correctly, I don't know why crash...
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oldmansutton

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Re: [0.34.01v00] Phoebus' Graphic Set (It "works"!)
« Reply #1444 on: February 14, 2012, 10:40:26 am »

Phoebus,

Took your update for the windows version, extracted the "raw" and "data" folders into the new linux version of 34.01, and it looks like that's all it takes to work for Linux!  Looks good so far!  ^_^
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I suggest using kilokittens. As cats are 10X the volume of kittens. That way, 50 cats would be .5 kilokittens.

100 cats would be 1 kilokitten.

nohrel

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Re: [0.34.01v00] Phoebus' Graphic Set (It "works"!)
« Reply #1445 on: February 14, 2012, 10:44:36 am »

Yup got the crash as well (when engaging in conversation)
I will try "Ironhand" tileset, he just posted it, will say the resloults
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Suzuran

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Re: [0.34.01v00] Phoebus' Graphic Set (It "works"!)
« Reply #1446 on: February 14, 2012, 11:03:06 am »

Is it just me or is DF slower than the previous version?
World gen seems to take at least twice as long, as does site finder.
This is at 2.66 GHz
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Azahiel

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Re: [0.34.01v00] Phoebus' Graphic Set (It "works"!)
« Reply #1447 on: February 14, 2012, 11:04:49 am »

Y'all who are having crashes when talking to people are probably experiencing this bug. It is not related to Phoebus' tileset.

Correct bug, but I'm not sure whether it's completely unrelated. I played a bit before Phoebus released his latest version and it worked fine [EDIT:it worked fine on the SECOND wordgen, I now realized I played the adventurer on the second world i genned] in both fortress and adventurer mode. However, I downloaded the Phoebus' pre-packaged version and after the first worldgen (until year 250) the game crashed after greeting to the first guy in adv mode much like the bug says.
Then I made world 2, and interrupted the worldgen at year 151, started an adventurer and no crash when talking...it seems to affect either only the first generated world or worlds that reach the year limit during generating....

Is it just me or is DF slower than the previous version?
World gen seems to take at least twice as long, as does site finder.
This is at 2.66 GHz

Yes it is, at least the worldgen, because there's more stuff going on...
« Last Edit: February 14, 2012, 11:13:32 am by Azahiel »
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Axedwarf

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Re: [0.34.01v00] Phoebus' Graphic Set (It "works"!)
« Reply #1448 on: February 14, 2012, 02:13:41 pm »

I have an enormous error log about skeletons and zombies having no textures. It makes the game crash.

Also, the bugs reports are linking to this files :

Spoiler (click to show/hide)
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attend party
Skilled axedwarf
talented engraver
novice soap maker
dabbling potash maker
dabbling student

Nyotor Lizardhammers

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  • This adorable animal can't work.
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Re: [0.34.01v00] Phoebus' Graphic Set (It "works"!)
« Reply #1449 on: February 14, 2012, 03:31:19 pm »

Hello! Lonnnnng time lurker (since about 31.20), first time poster.

I love your tileset, and was pretty freaking amazed when I heard the news that you updated it a mere 6 hours after DF got a new release.

However, I have one minor complaint, though, and that's the graphics on sand, especially black sand.



After loading up my fort with the new graphics, I was somewhat dismayed I couldn't tell floor from wall.
I'm not sure if there's a fix for this, but I would appreciate it!
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Nyo Ho Ho!

Greyejoy

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Re: [0.34.01v00] Phoebus' Graphic Set (It "works"!)
« Reply #1450 on: February 14, 2012, 04:17:35 pm »

I apologise if I'm being stupid, but is there a way to remove that obnoxious blue background around all the text?
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If you had necromancy powers, this would be a pretty solid way to prank people.
A creepy old man runs up to you and suddenly the skin in your backpack tries to kill you? High Octane Nightmare Fuel much.

Phoebus

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Re: [0.34.01v00] Phoebus' Graphic Set (It "works"!)
« Reply #1451 on: February 14, 2012, 06:13:39 pm »

I apologise if I'm being stupid, but is there a way to remove that obnoxious blue background around all the text?
Could you be more specific?

Hello! Lonnnnng time lurker (since about 31.20), first time poster.

I love your tileset, and was pretty freaking amazed when I heard the news that you updated it a mere 6 hours after DF got a new release.

However, I have one minor complaint, though, and that's the graphics on sand, especially black sand.



After loading up my fort with the new graphics, I was somewhat dismayed I couldn't tell floor from wall.
I'm not sure if there's a fix for this, but I would appreciate it!
I'm adding the tileset assembler back in the next update. By selecting the 'water darkest' option in the assembler it should make the ground much darker, allowing you to use brightness to distinguish walls from ground.
There's only one active tileset per installation so you won't need to update your savegames.

I have an enormous error log about skeletons and zombies having no textures. It makes the game crash.

Also, the bugs reports are linking to this files :

Spoiler (click to show/hide)
I've fixed that bug in the next update, v01.
I'll release it after I've tested a long worldgen, trying to trigger the talk crash.
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Greyejoy

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Re: [0.34.01v00] Phoebus' Graphic Set (It "works"!)
« Reply #1452 on: February 14, 2012, 06:26:19 pm »

Could you be more specific?

Firstly, I don't why I put blue in there. I blame the sleep deprivation. Secondly.

That highlighting really bugs my eyes.
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If you had necromancy powers, this would be a pretty solid way to prank people.
A creepy old man runs up to you and suddenly the skin in your backpack tries to kill you? High Octane Nightmare Fuel much.

Phoebus

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[0.34.01v01] Phoebus' Graphic Set (Tileset assembler and bugfixes)
« Reply #1453 on: February 14, 2012, 06:26:32 pm »

*Updated* 0.34.01v01
Added the Tileset Assembler to the new version.
Removed all the obsolete skeleton and zombie graphic tags.
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eataTREE

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Re: [0.34.01v01] Phoebus' Graphic Set (Tileset assembler and bugfixes)
« Reply #1454 on: February 14, 2012, 06:28:58 pm »

We love you Phoebus.
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