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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 983160 times)

Phoebus

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Re: [0.34.09v02] Phoebus' Graphic Set (Minecart & Improved tracks)
« Reply #1890 on: May 21, 2012, 08:22:52 am »

Quick question: What job (dwarf) is this? I'm trying to figure out who killed the daughters brother.
http://i.imgur.com/XreHS.png
That's a furnace operator.
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theqmann

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Re: [0.34.09v02] Phoebus' Graphic Set (Minecart & Improved tracks)
« Reply #1891 on: May 21, 2012, 12:49:07 pm »

Working on .10 I hope?
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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: [0.34.09v02] Phoebus' Graphic Set (Minecart & Improved tracks)
« Reply #1892 on: May 21, 2012, 01:05:00 pm »

0.34.10 is already working.  There are no raw file chances made, so just take the executable from .10 and drop it into your DF folder.  Done.  Everything is updated already.
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I like fortresses because they are still underground.

theqmann

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Re: [0.34.09v02] Phoebus' Graphic Set (Minecart & Improved tracks)
« Reply #1893 on: May 21, 2012, 01:45:17 pm »

oh, cool, thanks!
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Phoebus

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[0.34.10v00] Phoebus' Graphic Set (Update! Rejoice!)
« Reply #1894 on: May 21, 2012, 01:45:47 pm »

*Updated* 0.34.10v00
Updated to 0.34.10
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krenshala

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Re: [0.34.09v01] Phoebus' Graphic Set (Improved tracks)
« Reply #1895 on: May 21, 2012, 01:59:48 pm »

I like the stop.  Do the other directions use the other chair facings? ;)

For the track tiles, I notice the background is lighter than the default floor.  Is that a temporary thing, or just something you haven't fixed yet?  If its the latter, I suggest blending the outer most two pixels (based on the 4x  zoom) as the lighter floor next to the track itself helps clarity.
I think inverted tiles can only use dark colors; in the NE corner the brown tracks/yellow floors are of the same material.
I think color 8 (dark grey) seems to be converted to color 7 (light grey) instead of color 0 (black). You wouldn't want black tiles.
Ah, that makes sense.  Since rivers use the tiles non-inverted the shading I suggested above would probably break things.  Well, tis a minimal thing, and looks sweet regardless. :D
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Quote from: Haspen
Quote from: phoenixuk
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!"

caddybear

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Re: [0.34.10v00] Phoebus' Graphic Set (Update! Rejoice!)
« Reply #1896 on: May 21, 2012, 03:36:51 pm »

I've been using this since I started playing way back ago but never said thanks. Well, thanks.
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And then did ARMOK say, the east is the holiest of directions, and thou shouldst not stand there lest thou be strucketh down by my holiest of beards. And then did the dorfs did say, we shall build from the west, for more do we fear the beard of ARMOK than the strike of the elephant.

Phoebus

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Re: [0.34.10v00] Phoebus' Graphic Set (Update! Rejoice!)
« Reply #1897 on: May 21, 2012, 04:12:40 pm »

I've been using this since I started playing way back ago but never said thanks. Well, thanks.
You are welcome! :)
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Jeoshua

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Re: [0.34.10v00] Phoebus' Graphic Set (Update! Rejoice!)
« Reply #1898 on: May 21, 2012, 04:13:49 pm »

I love what you've done with the rail ways, but honestly it's starting to come to the point that these tiles just don't mesh that well anymore for certain applications.  That's not really something you've done, Phoebus, but a problem with the ASCII.

An example is the rivers.  The smaller rivers look really nice.  But since they look so nice now, the double-line large rivers now look really out of place, like walls in the middle of a field.  I have been trying to make a smaller, thinner version of the walls that match up better when used as rivers, but so far they just look bad.
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I like fortresses because they are still underground.

Phoebus

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Re: [0.34.10v00] Phoebus' Graphic Set (Update! Rejoice!)
« Reply #1899 on: May 21, 2012, 04:54:29 pm »

I love what you've done with the rail ways, but honestly it's starting to come to the point that these tiles just don't mesh that well anymore for certain applications.  That's not really something you've done, Phoebus, but a problem with the ASCII.

An example is the rivers.  The smaller rivers look really nice.  But since they look so nice now, the double-line large rivers now look really out of place, like walls in the middle of a field.  I have been trying to make a smaller, thinner version of the walls that match up better when used as rivers, but so far they just look bad.
The double line river are a massive problem because they are both hardcoded and they use both the foreground and background of their tile.
Double line rivers share their tiles with many other tiles including walls.
I think that walls have a much higher graphical impact on the game than rivers.
It's in my opinion that having good looking walls and bad looking river gives a better overall feel than ok river & ok walls.

Of course, I've also created the tileset assembler.
People that disagree with me on this (or any other) subject can use the tileset assembler to easily fix the problematic section of the tileset without having to spend all the work to create and maintain their own personalized tileset.
« Last Edit: May 21, 2012, 04:56:25 pm by Phoebus »
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krenshala

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Re: [0.34.10v00] Phoebus' Graphic Set (Update! Rejoice!)
« Reply #1900 on: May 21, 2012, 06:20:48 pm »

And this is one of the things that makes your set so amazing. :D
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Quote from: Haspen
Quote from: phoenixuk
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!"

Darnis

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Re: [0.34.10v00] Phoebus' Graphic Set (Update! Rejoice!)
« Reply #1901 on: May 22, 2012, 02:52:10 am »

Thank you so much for a speedy release, Great work as always.
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RabblerouserGT

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Re: [0.34.10v00] Phoebus' Graphic Set (Update! Rejoice!)
« Reply #1902 on: May 22, 2012, 12:17:39 pm »

All hail the Phoebus!
Thanks for the quick release.
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..and then the child Praiseincest shall be dipped in the river of Pregnantjuices! Rejoice! The son of Armok has been born!
My dwarf worships the goddess of suicide. This can only bode well.

denadan

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Re: [0.34.10v00] Phoebus' Graphic Set (Update! Rejoice!)
« Reply #1903 on: May 24, 2012, 02:47:51 pm »

hm. i'm doing something wrong - i have old track tiles and strange roller tiles(on screen - two groups rollers, S,N,S,N - some look like up arrow, some like table, regardless of the direction)
34.10v00 preinstalled, new world, new tiles for tracks and rolers(arrows) present in Phoebus_16x16.png

any help?
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Airyk21

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Re: [0.34.10v00] Phoebus' Graphic Set (Update! Rejoice!)
« Reply #1904 on: May 24, 2012, 03:19:12 pm »

downloaded the update from dffd and ran the init updater and save game updater (not sure what the tt off updater does but it doesn't say to run that so i didn't) now whenever i run DF i get an error message before i start that says "not found:data/art/mouse.png" 
also want to say that i love this graphic pack and it's clear that you and others have put alot of time and fantastic work into this thanks so much
« Last Edit: May 24, 2012, 03:28:01 pm by Airyk21 »
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