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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 983178 times)

Phoebus

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Re: [0.34.07v00] Phoebus' Graphic Set (Updated to 0.34.07)
« Reply #1800 on: April 04, 2012, 07:32:16 am »

Quote from: Toady
For minecarts to make sense for mining, we'll have to change how mining works, but I want to get the carts moving first. By the time we're done, we're hoping to have the mining system remain about the same for new people, so they don't have to worry about tracks to get started (this might involve default embark wheelbarrows which dwarves would automatically use), but things will be much more efficient for people that use tracks and minecarts, across various industries.
Mining has changed.
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HammerDave

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Re: [0.34.07v00] Phoebus' Graphic Set (Updated to 0.34.07)
« Reply #1801 on: April 07, 2012, 01:53:46 pm »

I started using this set a few days ago when trying out Genesis, and generally like it.  However there are a couple of things that have caused me trouble.  Both are generally caused by the overall darkness of certain tiles when the construction material is also dark.

I typically build an enclosed pasture at ground, with battlements on z+1.  When the building material is dark grey, the floor tile on z+1 is so subdued I'm having trouble telling it from the empty space of the tile below.  It's not indistinguishable, but I have to look a lot closer than I'd prefer.

My current fort has most of the farming-related workshops in a yellow sand layer.  Once I breached the caverns and fungus started appearing, another problem with subdued tiles showed up.  The borders of the workshops are no longer clean, because there isn't much contrast between the workshop and the fungus, if the building material was a dark color.  Furthermore, randomly placed patches of sand show up because workshops don't always overlay their base color.  I tried building floor to show the borders, but even microcline floors are extremely dark, and don't contrast the dark building materials at all.

Is there a variant set with a bit more contrast in the dark on dark tiles?  Or an init setting that would brighten those colors a little?  I'm really liking the look except for this one little bit of eyestrain, hoping for a tweak.   ;D
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Phoebus

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Re: [0.34.07v00] Phoebus' Graphic Set (Updated to 0.34.07)
« Reply #1802 on: April 07, 2012, 04:16:42 pm »

I started using this set a few days ago when trying out Genesis, and generally like it.  However there are a couple of things that have caused me trouble.  Both are generally caused by the overall darkness of certain tiles when the construction material is also dark.

I typically build an enclosed pasture at ground, with battlements on z+1.  When the building material is dark grey, the floor tile on z+1 is so subdued I'm having trouble telling it from the empty space of the tile below.  It's not indistinguishable, but I have to look a lot closer than I'd prefer.

My current fort has most of the farming-related workshops in a yellow sand layer.  Once I breached the caverns and fungus started appearing, another problem with subdued tiles showed up.  The borders of the workshops are no longer clean, because there isn't much contrast between the workshop and the fungus, if the building material was a dark color.  Furthermore, randomly placed patches of sand show up because workshops don't always overlay their base color.  I tried building floor to show the borders, but even microcline floors are extremely dark, and don't contrast the dark building materials at all.

Is there a variant set with a bit more contrast in the dark on dark tiles?  Or an init setting that would brighten those colors a little?  I'm really liking the look except for this one little bit of eyestrain, hoping for a tweak.   ;D
That's a big concern of me. I've made the graphic pack's colors brighter than default to aleviate darkness problems.
Please take a screenshot of the part of your fort that's causing the problem so I can see how I could improve the visibility.
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HammerDave

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Re: [0.34.07v00] Phoebus' Graphic Set (Updated to 0.34.07)
« Reply #1803 on: April 15, 2012, 02:52:21 pm »

Sorry about the delay in getting that screenshot, I made another satisfying acquisition and it slipped my mind.  This time I'm trying the tileset inside Masterwork -- DLing the latest and starting new fort, should be to the difficult to see point in about 2 game years.   ;)
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iXen

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Re: [0.34.07v00] Phoebus' Graphic Set (Updated to 0.34.07)
« Reply #1804 on: April 15, 2012, 03:59:42 pm »

This is the best graphics pack ever. I gave this graphics to my cousin and he says you rock.
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NW_Kohaku

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Re: [0.34.07v00] Phoebus' Graphic Set (Updated to 0.34.07)
« Reply #1805 on: April 15, 2012, 05:35:30 pm »

Phoebus - are you aware that Toady is intending to use the same double lines as walls with inverted colors to make the rails in the upcoming minecart stuff? 

Obviously, this will require a rethinking of how walls are done.  The way that wooden doors showed up previously, it was too dark to really see anything, and people are going to need to be able to see cart tracks, even if it gets rid of that neat "invisible engraving" trick.

Alternately, making the whole wall darker lets you have more transparency that can blend in.

Did a quick mockup:

Inverse on the right, obviously
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Phoebus

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Re: [0.34.07v00] Phoebus' Graphic Set (Updated to 0.34.07)
« Reply #1806 on: April 15, 2012, 09:50:06 pm »

Phoebus - are you aware that Toady is intending to use the same double lines as walls with inverted colors to make the rails in the upcoming minecart stuff? 

Obviously, this will require a rethinking of how walls are done.  The way that wooden doors showed up previously, it was too dark to really see anything, and people are going to need to be able to see cart tracks, even if it gets rid of that neat "invisible engraving" trick.

Alternately, making the whole wall darker lets you have more transparency that can blend in.

Did a quick mockup:

Inverse on the right, obviously
I presumed that he would do that.
The default rounded walls are perfect for this as they are already in the shape needed for tracks.
All I need to do is find a way to let transparency through that looks like tracks.
The transparency of walls is also used for engravings, and those round walls have a nice zig-zag pattern for engravings at the moment, they should be servicable for tracks in the meanwhile.
If they don't do, a simple solution would be to straighten (un-zigzag) the engravings so they look like two lines following the curvatures of the wall.
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Baleur

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Re: [0.34.07v00] Phoebus' Graphic Set (Updated to 0.34.07)
« Reply #1807 on: April 20, 2012, 10:20:00 am »

I love this pack the best of all graphics packs for sure.
But, i wanted the beige warm background for text & undug earth from the Mayday pack, so i added this Mayday-version of the GroundMod_Text_Natural option, renamed it and repacked my tileset assembler zip for easy customization.  :) Looks REALLY nice with Phoebus, especially with brighter water. :)
It's just the Natural phoebus one, with a "Match Color" pass in photoshop.
Also a great side-effect is that since the periods, commas and such are still dark grey, it adds good readability even without punctuation selected.

If anyone else wants this, or included into the next Phoebus release, here it is!
Save it as GroundMod_Text_Natural_Mayday.png
Copy the GroundMod_Text_Natural.txt and rename to match the .png, rezip and run the lovely customizer.

« Last Edit: April 20, 2012, 10:23:44 am by Baleur »
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Thrin

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Re: [0.34.07v00] Phoebus' Graphic Set (Updated to 0.34.07)
« Reply #1808 on: April 23, 2012, 05:21:35 am »

If you're still interested in keeping Beefmo 2012 up to date, you should know I've updated it. I even took the time to test it, so you should have less errors then last time.
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PoodleIncident

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Re: [0.34.07v00] Phoebus' Graphic Set (Updated to 0.34.07)
« Reply #1809 on: April 23, 2012, 04:32:42 pm »

Using this through LNP 12... the tileset assembler is borked. All I get is colored squares to the right, and a button that saves a black image over your lovely graphics.

EDIT: Since I'm bugging you anyway... gray dirt floors are pretty hard to tell from gray dirt walls.
« Last Edit: April 23, 2012, 04:37:52 pm by PoodleIncident »
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Phoebus

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Re: [0.34.07v00] Phoebus' Graphic Set (Updated to 0.34.07)
« Reply #1810 on: April 23, 2012, 06:48:02 pm »

If you're still interested in keeping Beefmo 2012 up to date, you should know I've updated it. I even took the time to test it, so you should have less errors then last time.
Where could I get the latest version?

Using this through LNP 12... the tileset assembler is borked. All I get is colored squares to the right, and a button that saves a black image over your lovely graphics.
The tileset assembler needs the file "data/config/TilesetAssemblerData.zip"
It's probably not included in LNP 12.
You could copy that file from an old DwarfFortress installation, or extract it from the Graphic Set Package.

EDIT: Since I'm bugging you anyway... gray dirt floors are pretty hard to tell from gray dirt walls.
Ho no you le didn't!
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« Last Edit: April 23, 2012, 06:54:15 pm by Phoebus »
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Deon

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Re: [0.34.07v00] Phoebus' Graphic Set (Updated to 0.34.07)
« Reply #1811 on: April 23, 2012, 06:50:19 pm »

In his signature obviously.
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Phoebus

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Re: [0.34.07v00] Phoebus' Graphic Set (Updated to 0.34.07)
« Reply #1812 on: April 23, 2012, 06:54:00 pm »

In his signature obviously.
Ouch.
Good thing that wasn't a bear or I was dead.
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Baleur

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Re: [0.34.07v00] Phoebus' Graphic Set (Updated to 0.34.07)
« Reply #1813 on: April 24, 2012, 04:53:44 am »

The Phoebus that comes with the LNP is awfully incomplete / broken. Why that is i have no clue.
Just make it a rule to always download the Phoebus pack from here, and copy it into the LNP folders, replacing as needed.
Enjoy a working customizer :)
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laijka

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Re: [0.34.07v00] Phoebus' Graphic Set (Updated to 0.34.07)
« Reply #1814 on: April 24, 2012, 09:44:33 am »

The Phoebus that comes with the LNP is awfully incomplete / broken.

Incomplete/broken in what way?
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