Bay 12 Games Forum

Dwarf Fortress => DF Modding => Tilesets and Graphics => Topic started by: CLA on March 23, 2012, 09:01:12 am

Title: [0.47.xx]v26 CLA Graphic Set
Post by: CLA on March 23, 2012, 09:01:12 am
CLA Graphic set
(http://i.imgur.com/zwymD.png)

Hello! Long time lurker finally found a reason to register on the forums.

I made a Graphic set that tries to keep the simplicity and ease-of-recognition of ASCII-like tilesets and add a little beauty and variety of graphic sets.

It includes graphics for all creatures in the game: the Civs (Dwarves, Elves, Humans, Goblins, Kobolds and the various underground civs: antmen, cave swallow men and so on.), as well as all animals, monsters, giant versions and animalmen. Some creatures use the same graphics, though they still have different colors (most fish, and smaller birds, for example).
It lets the game determine the color of everything, meaning that you can still easily discern how many marksmen and how many lashers the vile force of darkness just sent to kill you their untimely death at first glance.
Animals are now slightly altered, very adorable letters.



It comes preinstalled with the newest DF version (as soon as I get to update it), its own Color Scheme, a TrueType font with glyphs identical to the tileset, and three 18x18 tilesets. By default it uses "CLA" (the one in the sample images). If you want to try the others (a clean version of the default square 16x16, based on Haowan's, and a version of Taffer's tileset compatible with the CLA creature graphics and raws), open data/init.txt and replace all 4 instances of "CLA.png" with the name of your new tileset.


preview images
Spoiler (click to show/hide)

downloads

https://github.com/DFgraphics/CLA/releases


Spoiler: Changelog (click to show/hide)
(http://)
Spoiler: credits (click to show/hide)
Title: Re: [0.34.06]v02 CLA Graphic Set
Post by: crazyjake56 on March 23, 2012, 09:57:45 am
Haha so many people want dwarf fortress to look like this.
Title: Re: [0.34.06]v02 CLA Graphic Set
Post by: BigD145 on March 23, 2012, 11:18:07 am
I like it. Very creative middle ground.
Title: Re: [0.34.06]v02 CLA Graphic Set
Post by: Di on March 23, 2012, 12:44:19 pm
I love the burning dwaf tile but I can't tell what animals are pictured there, except for cats, because those are similar to ascii and cat head is discernible, everything else are some distortions on the letters.
Title: Re: [0.34.06]v02 CLA Graphic Set
Post by: Descan on March 23, 2012, 01:27:37 pm
This is beautiful.

I can see getting used to it.
Title: Re: [0.34.06]v02 CLA Graphic Set
Post by: alexis.b on March 23, 2012, 03:14:25 pm
I LOVE you work. You kept the minimalism of the original program and you are offering an easiest and better view of the subject. KEEP UP THE GOOD WORK. To me, this should be the most official of the unofficial.
Title: Re: [0.34.06]v02 CLA Graphic Set
Post by: CLA on March 23, 2012, 04:14:14 pm
*v03 released*

Added Graphics for Copperhead Snake, King Cobra, Crab, and Weasel.

(http://i.imgur.com/g4yuA.png)

Also, after trying to find a Necromancer tower for HOURS, I finally noticed that I can just test the zombie graphic in Arena mode. Boy, do I feel retarded now. Anyway, fixed Zombie graphic.
For everyone trying to patch their existing save,
1) download standalone v03
2) copy contents into data/saves/region#/raw/graphics

DF repo seems to be down so I only updated the mediafire mirrors in the OP.

everything else are some distortions on the letters.

That's sort of the intention. Just as without any graphic set, you primarily try to identify the animal by color and first letter. Except now it's a little easier to notice the difference between a goose, a goblin and a Guineafowl. Same for Cats, Chihuahuas, and Guineapigs, or wolves and weasels.

I love the burning dwaf tile

Haha, that's actually the tile for Ghosts.
AFAIK you can't assign a tile to the 'burning'-status.

Thanks for the compliments, everyone!
Title: Re: [0.34.06]v03 CLA Graphic Set
Post by: alexis.b on March 23, 2012, 05:11:41 pm
Thanks for the V03 release.
Title: Re: [0.34.06]v03 CLA Graphic Set
Post by: reilwin on March 23, 2012, 10:35:55 pm
Err, I downloaded the package with DF 34.06 prepacked into it and all my genders are showing up as boxes [] instead of the actual gender.

Other than that I'm really enjoying the graphics set ^-^
Title: Re: [0.34.06]v03 CLA Graphic Set
Post by: burningpet on March 24, 2012, 12:51:55 am
I am very impressed with what you have done here. very good job sir.
Title: Re: [0.34.06]v03 CLA Graphic Set
Post by: CLA on March 24, 2012, 06:38:17 am
Err, I downloaded the package with DF 34.06 prepacked into it and all my genders are showing up as boxes [] instead of the actual gender.

Other than that I'm really enjoying the graphics set ^-^

Yeah, someone else notified me of this as well. I have no idea how I could have missed this glaring problem. The font I supplied doesn't even have characters for male and female.
After finally compiling the only free TTF editor for windows, I added them myself.

Here's the Fixed font:
http://www.mediafire.com/?1r3gneu116i4aax

Copy its content into data/art and answer 'yes' if it prompts you to override "font.ttf"

EDIT: updated
Title: Re: [0.34.06]v03 CLA Graphic Set
Post by: Intrinsic on March 24, 2012, 06:50:26 am
This looks great! i think the main issue people have with normal ASCII is how cluttered it looks, it's the ground which just looks like my sock draw. This tileset seems to prove that great middle ground which makes the ground look very reasonable. Great work!
Title: Re: [0.34.06]v03 CLA Graphic Set
Post by: reilwin on March 24, 2012, 11:41:46 am
After finally compiling the only free TTF editor for windows, I added them myself.

Thank you!
Title: Re: [0.34.06]v03 CLA Graphic Set
Post by: snaggles on March 24, 2012, 12:19:42 pm
The font is also lacking the weight symbol.
Title: Re: [0.34.06]v03 CLA Graphic Set
Post by: CLA on March 24, 2012, 01:39:34 pm
The font is also lacking the weight symbol.

Thanks! Fixed it. Before I upload it though, are there any other symbols used in text that might be missing?
Are the arrows used in text? Are they there? Wasn't there an extra character for money? Or did that use the weight character as well?
What about Quality indicators? Row1 015 (the sun) is used for masterworks. Is that needed for TTF text?

EDIT:
Disregard that, Added weight symbol, Sun symbol and Bars symbol (226, 15, and 240 on the character table).
Here's the Updated font AGAIN:

http://www.mediafire.com/?1r3gneu116i4aax
Title: Re: [0.34.06]v03 CLA Graphic Set
Post by: reilwin on March 25, 2012, 02:25:36 am
What about Quality indicators? Row1 015 (the sun) is used for masterworks. Is that needed for TTF text?

I downloaded and installed the latest font ttf; it seems like the quality indicator for exceptional items is missing (the triple bar).

Thanks again for the updates!
Title: Re: [0.34.06]v03 CLA Graphic Set
Post by: CLA on March 25, 2012, 06:41:50 am
latest font ttf

This one?
http://www.mediafire.com/?1r3gneu116i4aax
It does contain u+2261, ­≡

try downloading it again.
Can you upload a save? It is fixed for me.

Alternatively, I can also suggest consolas.ttf. You can download it directly from microsoft. A google search should lead you to it.
Title: Re: [0.34.06]v03 CLA Graphic Set
Post by: CLA on March 25, 2012, 02:11:54 pm
*v04 released*
LINKS IN OP


Alright, added a shitton of animals - large felines, cartilaginous fishes (sharks, rays), birds, snakes and some others. I'll update the OP with a complete list.

here's an image of some new animals in the arena:



Spoiler (click to show/hide)
Title: Re: [0.34.06]v04 CLA Graphic Set - ASCII-like creatures - many new animal graphics
Post by: reilwin on March 25, 2012, 04:48:21 pm
I guess I must have installed font.ttf poorly or something (placed it in /data/art) because I downloaded the pre-installed package and moved my save there and it worked fine. Thank you
Title: Re: [0.34.06]v04 CLA Graphic Set - ASCII-like creatures - many new animal graphics
Post by: ZeeDubs on March 26, 2012, 04:50:42 am
Very nice Graphics, I especially like Myne's tiles; true to the ASCII tiles with the benefits of clean aesthetic and symmetry of 18x18.

Edit: I was disappointed when I saw little plain r's (ravens) flying around my fort, but I'm sure they'll have some nice wings and a beak when you get around to it, it's still early times. Keep up the good work!
Title: Re: [0.34.06]v04 CLA Graphic Set - ASCII-like creatures - many new animal graphics
Post by: CLA on March 27, 2012, 09:54:41 am
Very nice Graphics, I especially like Myne's tiles; true to the ASCII tiles with the benefits of clean aesthetic and symmetry of 18x18.

I was disappointed when I saw little plain r's (ravens) flying around my fort

Do you mean the creature silhouette is too subtle for your tastes or that you saw a completely plain 'r' no different from a normal 'r'?
You can test the difference by setting [GRAPHICS:YES] to [GRAPHICS:NO] in data/init/init.txt.

EDIT:
*v06 released*

Added the following creatures:

Code: [Select]
Troll
Ogre
kobold

hyena
jackal
ostrich
koala
emu
giraffe

grizzly bear
Black bear
polar bear
little penguin
penguin
emperor penguin

gibbon (bilou)
gibbon (black-crested)
gibbon (black-handed)
gibbon (pileated)
gibbon (gray)
gibbon (white-handed)
gibbon (white-browed)
gibbon (silvery)
gibbon (siamang)

gorilla
chimpanzee
bonobo
orangutan
gray langur

bluefish
bluefin tuna
carp
cod
coelacanth
common skate
conger eel
frill shark
Great barracuda
halibut
Marlin
Milkfish
Narwhal
ocean sunfish
Opah
Orca
pike
sea lamprey
sperm whale
spotted wobbegong
spiny dogfish
sponge
sturgeon
swordfish
tigerfish
Title: Re: [0.34.06]v04 CLA Graphic Set - ASCII-like creatures - many new animal graphics
Post by: alexis.b on March 27, 2012, 01:27:57 pm

EDIT:
*v06 released*

Added the following creatures:

Code: [Select]
Troll
Ogre
kobold

hyena
jackal
ostrich
koala
emu
giraffe

grizzly bear
Black bear
polar bear
little penguin
penguin
emperor penguin

gibbon (bilou)
gibbon (black-crested)
gibbon (black-handed)
gibbon (pileated)
gibbon (gray)
gibbon (white-handed)
gibbon (white-browed)
gibbon (silvery)
gibbon (siamang)

gorilla
chimpanzee
bonobo
orangutan
gray langur

bluefish
bluefin tuna
carp
cod
coelacanth
common skate
conger eel
frill shark
Great barracuda
halibut
Marlin
Milkfish
Narwhal
ocean sunfish
Opah
Orca
pike
sea lamprey
sperm whale
spotted wobbegong
spiny dogfish
sponge
sturgeon
swordfish
tigerfish

Thanks you !! I'm downloading the pack now. Can't wait to test :)
Title: Re: [0.34.06]v06 CLA Graphic Set - ASCII-like creatures - trolls, ogres, kobolds
Post by: ZeeDubs on March 28, 2012, 02:12:22 am
@CLA - It was just a plain 'r'. But since I've updated to v6 I now have pretty ravens, thanks for the concern.

(http://i.imgur.com/CggwL.png?1) (http://i.imgur.com/1NCiH.png?1)
Title: Re: [0.34.06]v06 CLA Graphic Set - ASCII-like creatures - trolls, ogres, kobolds
Post by: nataq on March 28, 2012, 10:40:03 am
for some odd reason only "Default" graphics for dwarfs and other living things work for me. Soldier, dead, zombie, noble and others dont show, only default show.

How can i fix this? i downloaded it directly from DFFD
Title: Re: [0.34.06]v06 CLA Graphic Set - ASCII-like creatures - trolls, ogres, kobolds
Post by: Deon on March 28, 2012, 12:31:05 pm
This is amazing. I tried doing something like this:
www.bay12forums.com/smf/index.php?topic=99194

... but your version is much more creative and awesome!
Title: Re: [0.34.06]v06 CLA Graphic Set - ASCII-like creatures - trolls, ogres, kobolds
Post by: CLA on March 28, 2012, 01:30:10 pm
for some odd reason only "Default" graphics for dwarfs and other living things work for me. Soldier, dead, zombie, noble and others dont show, only default show.

Fixed. DFFD should be up in a second, mediafire will follow. Thanks again.

*v06b released*
-fixed soldier and noble graphics not working

This is amazing. I tried doing something like this:
www.bay12forums.com/smf/index.php?topic=99194

... but your version is much more creative and awesome!

Thanks!
Title: Re: [0.34.06]v07 CLA Graphic Set - ASCII-like creatures - more creatures
Post by: CLA on March 29, 2012, 01:56:55 pm
*v07 released*

changes:
-reogranised everything according to phylogenetic structures

bugfixes:
-fixed cuttlefish typo (was CATTLEFISH)
-fixed lion tamarin typo (was LION TAMARIN - missing underscore)
-fixed gray langur typo (was gray lemur)
new creatures
Code: [Select]
barn owl
kiwi
white stork
buzzard
puffin
hornbill
kestrel
wren
Grackle
Cockatiel
cardinal
bushtit
blue jay
magpie
masked lovebird
oriole
peach-faced lovebird
Red-winged blackbird
sparrow loon
cave swallow
Parakeet
lorikeet
grey parrot
kakapo

blind cave bear
panda
coyote
dingo
fox
hamster

banded knifefish
thornback ray
bat ray
steelhead trout
spotted ratfish
salmon
sailfin molly
rainbow trout
perch
mackerel
lungfish
herring
hake
guppy
flounder
clownfish
clown loach
cave fish
brown bullhead
black bullhead
yellow bullhead
brook lamprey
hagfish
cattlefish
glasseye
anchovy
char
sole
shad
white spotted pufferfish
oyster
mussel
Sea nettle jellyfish
Seahorse
longnose gar
giant grouper

capuchin

magma crab

acorn fly
fly
firefly
blood gnat
mosquito
honey bee
bumblebee
dragonfly
damselfly
moth
monarch butterfly
pixie
fairy
mantis
thrips
louse
roach_large
beetle
ant
termite
phantom spider
jumping spider
cave spider
brown recluse spider
tick
bark scorpion
cave lobster
worm
leech
knuckle worm
snail
slug
purring maggot

Not counting the Mythical creatures, Giant- and -Men versions, only 50 animals are missing. Including vermin.


*If you update with the STANDALONE pack, make sure there are no old files in the raw/graphics directory left before updating*
Title: Re: [0.34.06]v07 CLA Graphic Set - ASCII-like creatures - more creatures
Post by: alexis.b on March 29, 2012, 04:29:33 pm
*v07 released*

Nice Work ! I'm following your post like the official bug tracker. Each of your new release made by day ! Please keep up the good work!
Title: Re: [0.34.07]v08 CLA Graphic Set - ASCII-like creatures - updated to 34.07
Post by: CLA on March 30, 2012, 08:25:38 am
*v08 released*

Updated for 34.07
added creature graphics for

Aardvark
pangolin
armadillo
sloth
hare
platypus
kangaroo
wombat

axolotl
olm
monitor lizard
leopard gecko
gila monster
lizard
green tree frog
toad

Only a few animals are left now!

http://dffd.wimbli.com/file.php?id=5945
standalone

http://dffd.wimbli.com/file.php?id=5947
with 34.07
Title: Re: [0.34.07]v08 CLA Graphic Set - ASCII-like creatures - updated to 34.07
Post by: bluefox on March 30, 2012, 10:39:23 pm
This is fantastic. I love this creature pack! And that's coming from someone who uses tilesets and can't usually make sense of ASCII.

I have it working in conjunction with the Phoebus pack. Just a little replacement in raw/graphics, and everything's copacetic.

Keep up the good work! I look forward to seeing you take on all the DF fauna.
Title: Re: [0.34.07]v08 CLA Graphic Set - ASCII-like creatures - updated to 34.07
Post by: Meph on April 01, 2012, 05:34:14 pm
Very well done. I think deon had a similar idea a while back, but never actually started with the creature-letter sprites.

Does your custom sprite support the gender symbol ? I use a custom sprite as well, but both my gender symbols are displayed as asterix *. WWould be great to know the glyph ID so I can change them.

EDIT: deon Sry, did not see your post on page 2... redundant post by me is redundant.
Title: Re: [0.34.07]v08 CLA Graphic Set - ASCII-like creatures - updated to 34.07
Post by: Deon on April 01, 2012, 06:06:38 pm
I started and it's linked in this thread in my post, but this one is much better (and more complete).
Title: Re: [0.34.07]v08 CLA Graphic Set - ASCII-like creatures - updated to 34.07
Post by: CLA on April 03, 2012, 04:57:26 am
Very well done.
Thanks!

Does your custom sprite support the gender symbol ? I use a custom sprite as well, but both my gender symbols are displayed as asterix *. WWould be great to know the glyph ID so I can change them.

I'm not sure what you mean with custom sprite.
The tileset of course includes the gender signs. And The TrueType font was missing a few DF relevant symbols (male, female, sun, capital Gamma=weight), but I added them with FontForge.
Their Unicode code points are U+2642 for male and U+2640 for female. Codepage 437 position is 11 for male and 12 for female. Other information displayed by Fontforge:

9792 "female" FEMALE SIGN = venus
9794 "male" MALE SIGN = mars
Title: Re: [0.34.07]v09 CLA Graphic Set - ASCII-like creatures - new color scheme & animals
Post by: CLA on April 04, 2012, 05:25:02 am
*v09 released*
Improved color scheme!
Animals are now complete!


Yeah, that's right! There's a graphic for every animal in DF now. I also added graphics for the minor civs (Antmen, cave swallow men and so on). Next version should probably see a separate graphic for the different antmen castes.
What's left are the various mythical creatures (floating guts, grimeling, that kind of stuff) and Giant and -men versions. I'm not sure yet how to handle these. The best solution might be to give them the same graphic as their regular creatures they're based on to avoid complicating the graphics too much.

I was a little dissatisfied with the CYAN-LBLUE, BLUE-LGREY and the RED-MAGENTA contrast in another natural color scheme, so I improved it a bit.

Here are some comparison images as well as the code:

(http://i.imgur.com/iKp7o.png)
code and comparison shots:
Spoiler (click to show/hide)


v09 Standalone (http://dffd.wimbli.com/file.php?id=5945)

v09 Preinstalled with 34.07 (http://dffd.wimbli.com/file.php?id=5947)

Enjoy!
Title: Re: [0.34.07]v09 CLA Graphic Set - ASCII-like creatures - new color scheme & animals
Post by: Taffer on April 06, 2012, 07:31:48 am
Excellent work. I'm surprised I've not noticed this until now. I'll have to play around with the colour scheme. It's a shame 10x10 is too small to work much with.
Title: Re: [0.34.08]v10 CLA Graphic Set - ASCII-like creatures - updated to 34.08
Post by: CLA on May 14, 2012, 07:03:50 am
*v10 released - updated to 34.08*

UPDATED TO 34.08

http://dffd.wimbli.com/file.php?id=5947


no changes to the standalone version.
Title: Re: [0.34.08]v10 CLA Graphic Set - ASCII-like creatures - updated to 34.08
Post by: reilwin on May 14, 2012, 09:32:04 pm
Thanks for the quick update!
Title: Re: [0.34.08]v10 CLA Graphic Set - ASCII-like creatures - updated to 34.08
Post by: Dohon on May 15, 2012, 02:22:43 pm
This is an awesome set. I lean more towards sprite tiles than to plain ASCII, but this set is like the ideal middleground. Thanks!
Title: Re: [0.34.09]v11 CLA Graphic Set - ASCII-like creatures - updated to 34.09
Post by: CLA on May 17, 2012, 10:37:53 am
*v11 released - updated to 34.09*

UPDATED TO 34.09
http://dffd.wimbli.com/file.php?id=5947

Unfortunately I don't have much time at the moment to work on this beyond updating to new versions. I didn't even have time to try out the minecarts yet.
Title: Re: [0.34.09]v11 CLA Graphic Set - ASCII-like creatures - updated to 34.09
Post by: Urist McDonalds on May 17, 2012, 03:54:34 pm
Dude you're amazing.
I was going to like post here when I saw the part where 09 was released: "I feel bad for you"
but then I came in and I said 09, fastest ever!
Title: Re: [0.34.09]v11 CLA Graphic Set - ASCII-like creatures - updated to 34.09
Post by: Meph on May 17, 2012, 08:46:08 pm
Completely forgot about this. I made a typo, I did of course mean "custom font" and not "custom sprite" But you caught my meaning anyway, so thanks for the answer.

If this gets more complete, I would like to include it in my modpack :)
Title: Re: [0.34.09]v11 CLA Graphic Set - ASCII-like creatures - updated to 34.09
Post by: CodexDraco on May 18, 2012, 08:05:39 pm
Hey, this is a pretty cool tileset. My favorite was Ironhand, but I have a new favorite now :)
Title: Re: [0.34.09]v11 CLA Graphic Set - ASCII-like creatures - updated to 34.09
Post by: WaffleEggnog on May 18, 2012, 08:08:05 pm
I love this tileset so much, that's coming from someone who usually uses the vanilla graphics. The color scheme is just so much more pleasing to the eyes, and makes important things easier to see. I used to use Mayday, but went back to the vanilla ACII as i still wanted ACII, not a complete overhaul, however i found that the vanilla ACII just wasint pleasing, it was hart to see small important things, it hurt my eyes after long periods of time... What i want isnt a complete overhaull (ie. sprites for everything), but not ACII either (Thatsnotconfusingatall). This is a very good middle ground, exacaly what iv been looking for, ACII, but not ACII. Yeh, oh yeah thatsnotconfuningatall.

Anyway, thank you you for making this great tileset and improving my DF experience, keep it up!
Title: Re: [0.34.09]v11 CLA Graphic Set - ASCII-like creatures - updated to 34.09
Post by: CLA on May 19, 2012, 06:57:38 am
Thanks Guys!
@Meph:
Feel free to use it at any point. Also I'll see if I can find some time later today to start a fort and see what I can improve about the rails and minecarts at least.
Title: Re: [0.34.10]v12 CLA Graphic Set - ASCII-like creatures - updated to 34.10
Post by: CLA on May 21, 2012, 06:44:47 am
*v12 released - updated to 34.10*

http://dffd.wimbli.com/file.php?id=5947

Still didn't find much time, but I started a little test fort and built some tracks to experiment with track graphics. And god, dwarves that push whellbarrows are goddamn adorable.
Title: Re: [0.34.10]v12 CLA Graphic Set - ASCII-like creatures - updated to 34.10
Post by: VenomIreland on May 21, 2012, 07:22:34 am
How does one get the solid colour ground tiles like in the first screenshot?
Title: Re: [0.34.10]v12 CLA Graphic Set - ASCII-like creatures - updated to 34.10
Post by: CLA on May 21, 2012, 09:52:42 am
How does one get the solid colour ground tiles like in the first screenshot?

By default, the tileset is set to Myne. if you want to use the CLA tileset, open data/init/init.txt and replace the 4 instances of "Myne.png" with "CLA.png"
Title: Re: [0.34.10]v12 CLA Graphic Set - ASCII-like creatures - updated to 34.10
Post by: VenomIreland on May 21, 2012, 11:55:34 am
How does one get the solid colour ground tiles like in the first screenshot?

By default, the tileset is set to Myne. if you want to use the CLA tileset, open data/init/init.txt and replace the 4 instances of "Myne.png" with "CLA.png"

Ah, I thought it was set to CLA, my mistake, thank you.
Title: Re: [0.34.10]v12 CLA Graphic Set - ASCII-like creatures - updated to 34.10
Post by: Elim on June 03, 2012, 11:04:11 am
I just want to thank you for this tileset. I looks so...clean and pretty, i love it!
Title: Re: [0.34.11]v13 CLA Graphic Set - ASCII-like creatures - updated to 34.11
Post by: CLA on June 04, 2012, 07:31:54 pm
*v13 released - updated to 34.11*

http://dffd.wimbli.com/file.php?id=5947

No other changes.

I just want to thank you for this tileset. I looks so...clean and pretty, i love it!

Thanks! Let's hope I find some time in summer to complete the creature graphics!
Title: Re: [0.34.11]v13 CLA Graphic Set - ASCII-like creatures - updated to 34.11
Post by: WaffleEggnog on July 08, 2012, 09:13:25 pm
Thanks! Let's hope I find some time in summer to complete the creature graphics!
I really dont see how you could make this tileset better then it already is, because i am just in love with it. Its my new favorite tileset and deserves alot more attention in my opinion, as it blows ironhand, phobeos, and mayday out of the water (my opinion)

Thanks for making my DF experience that much better.

edit; One thing i would suggest though would be to make Myne and CLA seperate downloads, as im sure screwing around in the init folder is a bit confusing for some people. Or just make CLA the default, because its the better texture in my opinion.
Title: Re: [0.34.11]v13 CLA Graphic Set - ASCII-like creatures - updated to 34.11
Post by: CLA on July 15, 2012, 05:58:23 am
Quote from: WaffleEggnog
I really dont see how you could make this tileset better then it already is, because i am just in love with it. Its my new favorite tileset and deserves alot more attention in my opinion, as it blows ironhand, phobeos, and mayday out of the water (my opinion)

Thanks for making my DF experience that much better.
Thank you!
Quote from: WaffleEggnog
One thing i would suggest though would be to make Myne and CLA seperate downloads, as im sure screwing around in the init folder is a bit confusing for some people. Or just make CLA the default, because its the better texture in my opinion.

I'll see what I'll do about this. Certainly something to consider.
Anyway, I found some time and started experimenting a bit with the creatures that are still missing.

(http://i.imgur.com/SgS1a.png)

Started with a Jabberer, Voracious Cave Crawler, Gorlak, Cave Blob, and Floating Guts.
Played with Hydra a bit. Not sure yet if that's the final design. And yeah, Hydras have 7 heads.

Also fiddled around with -men versions of different animals (bobcat-, barn owl-, jackal-, python-, Ostrich-men, respectively).
I think I'll use these. Though Giant versions will probably get the same sprite as the normal animals in most cases.
Opinions on that? I'd like to keep the whole letter-thing for all creatures, but men-versions are probably easier to discern if they look like that. The alternative would be to give normal animals, their giant- and their men- versions the same sprite. At which point it's probably fair to use the little humanoid-with-animalhead graphics.

Not sure how much time I'll find in the summer, but I'll release what I have when I notice that I won't be able to finish all of it at once.

edit: Noticed that I forgot to update the mediafire link to the prepacked version at some point; fixed that.
Title: Re: [0.34.11]v13 CLA Graphic Set - ASCII-like creatures - update teaser
Post by: CLA on July 17, 2012, 04:41:39 pm
Some more progress on animalmen:

(http://i.imgur.com/1HfJ7.png)


still ~35 giants, ~40 men, and ~50 cave creatures left.
Title: Re: [0.34.11]v13 CLA Graphic Set - ASCII-like creatures - update teaser
Post by: Dohon on July 20, 2012, 07:18:55 am
Me gusta.
Title: Re: [0.34.11]v13 CLA Graphic Set - ASCII-like creatures - update teaser
Post by: Wannabehero on July 20, 2012, 10:27:47 am
This is a minimalist tileset.  All craftsdwarfship is of the highest quality.  It is encrusted with excellent simplistic graphics, decorated with lovingly rendered color schemes and encircled with bands of truism homage to the original ascii symbol set.  This object is adorned with hanging rings of awesome and menaces with spikes of cat bone.
Title: Re: [0.34.11]v13 CLA Graphic Set - ASCII-like creatures - update teaser
Post by: Wellincolin on July 20, 2012, 02:14:53 pm
This is, literally, the best graphics set I have ever seen.

It is EPIC. It is GODLIKE.
I feel like a GOD when I play with it.

Remember that guy who was suggesting that DF had a default graphic tileset?
THIS SHOULD BE THE FUCKING DEFAULT TILESET.
Kind sir, you can have all of my candy.
Title: Re: [0.34.11]v14 CLA Graphic Set - ASCII-like graphics for ALL creatures in the game
Post by: CLA on July 21, 2012, 02:44:10 pm
*v14 released*

AW YEAH!
All creatures have a graphic now!

download the standalone version
http://dffd.wimbli.com/file.php?id=5945

You have to manually delete CLA_animalmen.txt and CLA_poultry.txt from raw/graphics/ !

or the prepacked one with DF 34.11
http://dffd.wimbli.com/file.php?id=5947

to use your old saves, copy the folder "save" from data/ in the old DF folder to data/ in the new one

THE DEFAULT TILESET IS NOW CLA. IF YOU WANT MYNE, CHANGE ALL 4 INSTANCES OF "CLA.png" IN data/init/init.txt TO "Myne.png"
Title: Re: [0.34.11]v14 CLA Graphic Set - ASCII-like graphics for ALL creatures in the game
Post by: Meph on July 23, 2012, 10:51:52 pm
Impressive. I think I asked you once when you just started this project, about me adding it as an optional feature into my mod. I do have ascii and vherids tileset, but only one set of sprites. I have currently no idea how to add it optionally into the mod, but if I find a way, would it be possible for me to use it ? with proper credit of course. The major concern would be that these are for all vanilla creatures, but I do have 850 creatures in the mod, so these would have to do with normal characters, instead of character-sprites.

I think I will first of all do a little poll about people wanting it or not, most likely in 2 months or so, since I do have a ton of other stuff for the mod currently.

EDIT: Disregard all this, I just got your answer to this on page3... I knew I already asked. ^^

Thanks Guys!
@Meph:
Feel free to use it at any point. Also I'll see if I can find some time later today to start a fort and see what I can improve about the rails and minecarts at least.
Title: Re: [0.34.11]v14 CLA Graphic Set - ASCII-like graphics for ALL creatures in the game
Post by: CLA on July 24, 2012, 08:33:18 am
@Meph

Yeah. Feel free to. From my experience playing with unfinished versions, in which some creatures already had graphics and some were still pure letters, it doesn't hurt consistency at all, because the creatures are already similar to letters. So I don't think it would be a problem visually if your modded creatures are only letters.
Title: Re: [0.34.11]v14 CLA Graphic Set - ASCII-like graphics for ALL creatures in the game
Post by: Cook on July 24, 2012, 01:11:40 pm
Man I was looking a new graphic set something new and cool to start my new fortress.
I really love it so far good work and keep it up I will totally stay tuned updates :)
Title: Re: [0.34.11]v14 CLA Graphic Set - ASCII-like graphics for ALL creatures in the game
Post by: 78325 on July 27, 2012, 04:53:31 pm
how would i make this work with the lazy newb pack?
simply extracting the files into LNP/Graphics doesnt work

EDIT:nevermind i am an idiot
Title: Re: [0.34.11]v14 CLA Graphic Set - ASCII-like graphics for ALL creatures in the game
Post by: CLA on July 27, 2012, 05:17:52 pm
how would i make this work with the lazy newb pack?

For others:

a) install LNP with graphics set to "default ASCII" or "vanilla" or "no change" (I don't know what it's called, I never used the LNP)

b) download newest CLA standalone from here
http://dffd.wimbli.com/file.php?id=5945

c) follow instructions on that page
 1-put files from this archive (the folder 'CLA' and the textfiles) into raw/graphics and delete/move all other files in there.
 2-Open data/init.txt with a text editor such as notepad (I suggest notepad++) and change [GRAPHICS:NO] to [GRAPHICS:YES].
 3-generate new world and embark!

d) save one of these tilesets in data/art: Myne (http://i.imgur.com/nhVVa.png)(close to vanilla) or CLA (http://i.imgur.com/ZhI1b.png)(solid ground tiles)

e)Open data/init.txt with a text editor such as notepad (I suggest notepad++) and replace all 4 instances of "curses800x600.png" (or something similar) to whatever filename you saved the tilesets as.

EDIT:
For the font, download profont (link in OP) and save as "font.ttf" in data/art,
for the color scheme, copy the code in OP and overwrite the text in data/init/colors.txt with it.
Title: Re: [0.34.11]v14 CLA Graphic Set - ASCII-like graphics for ALL creatures in the game
Post by: Nexus001 on July 28, 2012, 11:55:50 am
Just dropping by to say that your tileset is awesome. Exactly what I was looking for.

Keep up the good work!
Title: Re: [0.34.11]v14 CLA Graphic Set - ASCII-like graphics for ALL creatures in the game
Post by: CLA on July 30, 2012, 01:22:43 pm
A little preview of some Tileset improvements. Next version will have track graphics. Release sometime in the next days.
Top is CLA, bottom is Myne.

(http://i.imgur.com/JTRK6.png)
Title: Re: [0.34.11]v15 CLA Graphic Set - ASCII-like graphics (new track graphics)
Post by: CLA on August 01, 2012, 09:14:25 am
*v15 released*


added track tiles in Myne and CLA
changed minecart and wheelbarrow in CLA
changed pot graphic in CLA

fix molemarian
fix ibex man raw
fix invertebrates children
fix megabeast children
included tilesets/font.ttf/colors.txt/init.txt in standalone
changed sky color

Mediafire stopped being an ass, so I updated the standalone mirror again.

http://www.mediafire.com/?mta7a8qxmat7srk
standalone v15

http://www.mediafire.com/?un8u3ijr8dm0ht5
preinstalled v15 with 34.11
Title: Re: [0.34.11]v15 CLA Graphic Set - ASCII-like graphics (new track graphics)
Post by: carl3 on August 01, 2012, 07:15:00 pm
http://imgur.com/8XzJL (http://imgur.com/8XzJL)

I just installed this after you replied to my comment in the Mayday pack thread (thanks for your help).

Is it supposed to look like the picture above?  Are those missing textures?
Title: Re: [0.34.11]v15 CLA Graphic Set - ASCII-like graphics (new track graphics)
Post by: CLA on August 01, 2012, 08:03:37 pm
http://imgur.com/8XzJL (http://imgur.com/8XzJL)

I just installed this after you replied to my comment in the Mayday pack thread (thanks for your help).

Is it supposed to look like the picture above?  Are those missing textures?

That screen is one of the few in game screens that is still hardcoded. It doesn't use Trutype fonts (Like the FPS counter in your screenshot does for example), so it only uses the tileset.
By default, the punctuation symbols (',' and '.', amongst others) are used to show varied ground tiles. In my tileset, I replaced these with solid squares, so the ground looks as it does currently.
As a result, the few hardcoded screens that can't use Truetype yet, will show punctuation as solid squares. The same happens if you switch off true type, by the way.
The other Graphic sets function the same way, by the way.
Title: Re: [0.34.11]v15 CLA Graphic Set - ASCII-like graphics (new track graphics)
Post by: carl3 on August 01, 2012, 09:43:01 pm
Ok, thanks for the info, I can live with that just fine.

Another thing that I noticed was that certain lines of text on menu screens (namely the announcements and units screens) have missing letters every now and then.  Is this a related issue?

Here are some errors Terminal generated, I don't know if this is useful information or not.



Resetting textures
dwarfort.exe(73922,0xa01cd540) malloc: *** error for object 0x211f8a00: pointer being freed was not allocated
*** set a breakpoint in malloc_error_break to debug
dwarfort.exe(73922,0xa01cd540) malloc: *** error for object 0x200f54f0: pointer being freed was not allocated
*** set a breakpoint in malloc_error_break to debug
dwarfort.exe(73922,0xa01cd540) malloc: *** error for object 0x215a3a00: pointer being freed was not allocated
*** set a breakpoint in malloc_error_break to debug
dwarfort.exe(73922,0xa01cd540) malloc: *** error for object 0x201042b0: pointer being freed was not allocated
*** set a breakpoint in malloc_error_break to debug
dwarfort.exe(73922,0xa01cd540) malloc: *** error for object 0x228c8800: pointer being freed was not allocated
*** set a breakpoint in malloc_error_break to debug
dwarfort.exe(73922,0xa01cd540) malloc: *** error for object 0x20104200: pointer being freed was not allocated
*** set a breakpoint in malloc_error_break to debug
dwarfort.exe(73922,0xa01cd540) malloc: *** error for object 0x215a3e00: pointer being freed was not allocated
*** set a breakpoint in malloc_error_break to debug
dwarfort.exe(73922,0xa01cd540) malloc: *** error for object 0x200fa830: pointer being freed was not allocated
*** set a breakpoint in malloc_error_break to debug
dwarfort.exe(73922,0xa01cd540) malloc: *** error for object 0x228c8c00: pointer being freed was not allocated
*** set a breakpoint in malloc_error_break to debug
dwarfort.exe(73922,0xa01cd540) malloc: *** error for object 0x201084f0: pointer being freed was not allocated
*** set a breakpoint in malloc_error_break to debug
dwarfort.exe(73922,0xa01cd540) malloc: *** error for object 0x228d0800: pointer being freed was not allocated
*** set a breakpoint in malloc_error_break to debug
dwarfort.exe(73922,0xa01cd540) malloc: *** error for object 0x200efdb0: pointer being freed was not allocated
*** set a breakpoint in malloc_error_break to debug
logout


Thanks for all the help.  I believe I'm getting the hang of things, and I definitely prefer your graphics over everything else I've tried!
Title: Re: [0.34.11]v15 CLA Graphic Set - ASCII-like graphics (new track graphics)
Post by: CLA on August 01, 2012, 11:57:40 pm
Ok, thanks for the info, I can live with that just fine.

Another thing that I noticed was that certain lines of text on menu screens (namely the announcements and units screens) have missing letters every now and then.  Is this a related issue?
Yes, a related bug. True type doesn't work perfect yet, so you'll see that from time to time. A temporary fix is to scroll out and back in again. That will "reset" the missing letters.

Here are some errors Terminal generated, I don't know if this is useful information or not.
I don't think that's related to my graphic pack.


Thanks for all the help.  I believe I'm getting the hang of things, and I definitely prefer your graphics over everything else I've tried!
You're welcome, and Thank you!
Title: Re: [0.34.11]v15 CLA Graphic Set - ASCII-like graphics (new track graphics)
Post by: WaffleEggnog on August 11, 2012, 02:24:10 am
How is this not more popular?
Title: Re: [0.34.11]v15 CLA Graphic Set - ASCII-like graphics (new track graphics)
Post by: Cook on August 21, 2012, 11:15:21 am
I love this tileset but the only think I dislike is the "X" : \
are you planning to change it on the future update?
Title: Re: [0.34.11]v15 CLA Graphic Set - ASCII-like graphics (new track graphics)
Post by: ObeseHelmet on August 26, 2012, 10:02:41 pm
I'm not sure if this has been made clear... but is there a 16*16 tileset with the solid ground tiles that's compatible with this pack? Because I recall you mentioning a 16*16 set... but those ground tiles are pretty sexy, just like the rest of this pack.
Title: Re: [0.34.11]v15 CLA Graphic Set - ASCII-like graphics (new track graphics)
Post by: CLA on August 31, 2012, 11:08:51 am
I love this tileset but the only think I dislike is the "X" : \
are you planning to change it on the future update?

Problem is, the X is used for the cursor, bins, up/down-stairs and text.
Personally I perfer the X to be proper up/down-stairs since I use TTF anyway and I can deal with the cursor. The bins are still an eyesore, however.
So I opted for the current version as a compromise.
What kind of X would you like? More stair-like? Less stair-like?

Quote from: ObeseHelmet
I recall you mentioning a 16*16 set
No idea. Must have been a mistake on my side. Myne is very close to the default tileset - which is 16x16, though. Maybe that's what you meant.
In either case, the creatures are 18x18, so that won't work.
Title: Re: [0.34.11]v15 CLA Graphic Set - ASCII-like graphics (new track graphics)
Post by: Cook on September 05, 2012, 05:08:50 am
I love this tileset but the only think I dislike is the "X" : \
are you planning to change it on the future update?

Problem is, the X is used for the cursor, bins, up/down-stairs and text.
Personally I perfer the X to be proper up/down-stairs since I use TTF anyway and I can deal with the cursor. The bins are still an eyesore, however.
So I opted for the current version as a compromise.
What kind of X would you like? More stair-like? Less stair-like?


Just keep it an "X" but I would prefer a smoother version something like phoebus' "X"
I suggest you do it this way this tutorial of shook can help you with the Anti-aliasing of pixel art
http://forum.toribash.com/showpost.php?p=1678209&postcount=2
Title: Re: [0.34.11]v15 CLA Graphic Set - ASCII-like graphics (new track graphics)
Post by: CLA on September 09, 2012, 08:35:58 am
Quote from: Cook
Just keep it an "X" but I would prefer a smoother version something like phoebus' "X"
I suggest you do it this way this tutorial of shook can help you with the Anti-aliasing of pixel art
http://forum.toribash.com/showpost.php?p=1678209&postcount=2

I decided from the beginning not to use any aliasing and/or color. I want the tileset to stay very plain and simple, graphically. One of the reasons why I did this to begin with is that I didn't like the aliasing and amount of detail other graphic sets had.
Of course you're welcome to edit the tileset to your own preferences. If you have problems with that, I can upload an edited version of the tileset with the X as it appears in Myne.
Title: Re: [0.34.11]v15 CLA Graphic Set - ASCII-like graphics (new track graphics)
Post by: malmstrom on November 06, 2012, 03:37:43 am
Wow!! Really nice Tilset!!

I played DF 3 years ago. Actually I was surfing the forum just for curiosity and I came to this post. I think I will take again DF thanks to this graphic test!! Please don't stop to improve it! it's really nice!

Marco
Title: Re: [0.34.11]v15 CLA Graphic Set - ASCII-like graphics (new track graphics)
Post by: Scrimpton on November 10, 2012, 12:57:56 am
Amazing work.

Actually going to switch to this from phoebus, I've only ever used tilesets before, but this looks like such a perfect middle ground between ease of recognition, whilst leaving room for interpretation
Title: Re: [0.34.11]v15 CLA Graphic Set - ASCII-like graphics (new track graphics)
Post by: CLA on November 10, 2012, 07:02:12 am
Thanks Guys!
Title: Re: [0.34.11]v15 CLA Graphic Set - ASCII-like graphics (new track graphics)
Post by: Yuli Vlasi on November 15, 2012, 04:03:22 am
From all those tilesets floating around on the internet, this is my favorite. Thank you alot.
Title: Re: [0.34.11]v15 CLA Graphic Set - ASCII-like graphics (new track graphics)
Post by: CLA on November 15, 2012, 03:52:16 pm
Added some adventure mode screenshots to the OP. Here they are again:

Spoiler (click to show/hide)
Title: Re: [0.34.11]v15 CLA Graphic Set - ASCII-like graphics (new track graphics)
Post by: Slax on November 16, 2012, 02:24:39 am
These deserve integration with the vanilla package. Just sayin'.
Title: Re: [0.34.11]v15 CLA Graphic Set - ASCII-like graphics (new track graphics)
Post by: Freak2121 on November 17, 2012, 08:27:10 pm
This is just wonderful, I love it. Thanks for the hard (and creative) work!
Title: Re: [0.34.11]v15 CLA Graphic Set - ASCII-like graphics (new track graphics)
Post by: anthony62490 on November 17, 2012, 09:08:07 pm
Very nice. I could get used to this pack.
Minor note. The mirror I used did not include a mouse.png file, so I copied one over from the ASCII pack.
Title: Re: [0.34.11]v15 CLA Graphic Set - ASCII-like graphics (new track graphics)
Post by: CLA on November 17, 2012, 10:14:42 pm
This is just wonderful, I love it. Thanks for the hard (and creative) work!
Very nice. I could get used to this pack.
Minor note. The mirror I used did not include a mouse.png file, so I copied one over from the ASCII pack.
Thanks!
You downloaded the standalone pack presumably. It only contains files I added or modified. It's intended to be copied onto (i.e. add new files and overwrite existing ones without deleting anything) an existing DF installation. Since I didn't change the mouse icon, it doesn't include it.

If you wanted a complete installation, you should use this mirror:

http://dffd.wimbli.com/file.php?id=5947
Title: Re: [0.34.11]v15 CLA Graphic Set - ASCII-like graphics (new track graphics)
Post by: feelotraveller on December 27, 2012, 12:41:41 am
Just what I was looking for.  Absolutely brilliant.   :D

After trying both I've settled for the Myne set.  Hope you plan to keep supporting both.
Title: Re: [0.34.11]v15 CLA Graphic Set - ASCII-like graphics (new track graphics)
Post by: toejam481 on January 20, 2013, 05:25:56 pm
I saw this and it looks really cool but I a slight problem making me feel rather silly. Its a rar file and I don't know what to do with it. What do I with a rar file?
Title: Re: [0.34.11]v15 CLA Graphic Set - ASCII-like graphics (new track graphics)
Post by: CLA on January 20, 2013, 10:39:12 pm
I saw this and it looks really cool but I a slight problem making me feel rather silly. Its a rar file and I don't know what to do with it. What do I with a rar file?
It's an archive, like zip. Install Winrar, or better yet 7zip.
http://www.7-zip.org/
Title: Re: [0.34.11]v15 CLA Graphic Set - ASCII-like graphics (new track graphics)
Post by: toejam481 on January 21, 2013, 03:18:43 pm
I saw this and it looks really cool but I a slight problem making me feel rather silly. Its a rar file and I don't know what to do with it. What do I with a rar file?
It's an archive, like zip. Install Winrar, or better yet 7zip.
http://www.7-zip.org/
Thank you. After using it this has easily become my favorite graphics pack.
Title: Re: [0.34.11]v15 CLA Graphic Set - ASCII-like graphics (new track graphics)
Post by: CLA on January 21, 2013, 07:59:45 pm
I'm happy to hear that.
Title: Re: [0.34.11]v15 CLA Graphic Set - ASCII-like graphics (new track graphics)
Post by: kidhedera on January 27, 2013, 08:51:37 pm
Just thought I'd chime in and say that this is also my favourite graphics pack. I started out with the Lazy Newb pack and using one of the graphic sets, but found I started to get annoyed with the way the pictures don't always match the object.

So now I use the sprite set with the Myne tileset.
Great work, creative, beautiful, easy to look at and read. Its just great.
Title: Re: [0.34.11]v15 CLA Graphic Set - ASCII-like graphics (new track graphics)
Post by: Deon on February 05, 2013, 05:41:29 am
Hello, may I use your amazing graphics set for an advanced ASCII version of my Post-Apocalypse mod? I know some people who play it in ASCII, but new creatures are confusing and it would help a lot, especially your amazing insect tiles.
Title: Re: [0.34.11]v15 CLA Graphic Set - ASCII-like graphics (new track graphics)
Post by: CLA on February 05, 2013, 09:25:01 am
Hello, may I use your amazing graphics set for an advanced ASCII version of my Post-Apocalypse mod? I know some people who play it in ASCII, but new creatures are confusing and it would help a lot, especially your amazing insect tiles.
Sure, go ahead. I think the creatures work best if all other letters are the same , but if you want to just use the creatures with another tileset, there's already a download with only creatures here:

http://dffd.wimbli.com/file.php?id=7237
Title: Re: [0.34.11]v15 CLA Graphic Set - ASCII-like graphics (new track graphics)
Post by: Deon on February 05, 2013, 03:15:38 pm
I will figure it out, thanks. I usually craft my own tilesets and give credits, because I always need some custom tiles like radiation signs, computers etc :).
Title: Re: [0.34.11]v15 CLA Graphic Set - ASCII-like graphics (new track graphics)
Post by: ghiacciato on February 12, 2013, 03:08:04 pm
This is an amazing graphics set - not only does it stay extremely true to the original look, but it's easy on the eyes and managed a feat that no other pack has achieved - distinguishable ASCII-creatures!

I can't believe I missed this for so long. The greatest thing for DF I have ever found.
Title: Re: [0.34.11]v15 CLA Graphic Set - ASCII-like graphics (new track graphics)
Post by: rosareven on March 26, 2013, 01:22:12 pm
Thank you for this tileset. It's perfect for me because I like pretty graphics like Ironhand and Phoebus but Dwarf Fortress uses some symbols as both part of a sentence and as an object (happens a lot to +, -, /, *), which confuse me often. This tileset however strikes a perfect middle ground to solve that issue. The altered ASCII characters are really creative too.

I installed the standalone version into my Genesis Reborn ASCII and having a lot of fun with it.
Title: Re: [0.34.11]v15 CLA Graphic Set - ASCII-like graphics (new track graphics)
Post by: Devling on March 26, 2013, 09:39:56 pm
PTW for updates. Looks good!  ;D
Title: Re: [0.34.11]v15 CLA Graphic Set - ASCII-like graphics (new track graphics)
Post by: bobsnewaddress on March 28, 2013, 10:03:57 am
Hey, I'm pretty new at graphical editing but I'd like to ask your permission if I'd be allowed to change a few of the images. I absolutely love the animals but I've never been a fan of the civilization/entity members being just faces and would like to give them their own body icons as well.

Is this alright with you?


EDIT

Also, I downloaded the set and I think "rodentia" might be broken because squirrels and rats that I've seen so far just look like vanilla ones (periods) instead of using your graphics. Do I need to change something, because the other animals seem to be working like the dogs and pigs?
Title: Re: [0.34.11]v15 CLA Graphic Set - ASCII-like graphics (new track graphics)
Post by: CLA on April 02, 2013, 01:06:46 pm
Is this alright with you?
Sure, Go right ahead! I made them like this because I like the dwarven smiley face a lot, and I wanted the other civ creatures to be consistent with that, if you're curious about my reasoning.
Quote from: bobsnewaddress
Also, I downloaded the set and I think "rodentia" might be broken because squirrels and rats that I've seen so far just look like vanilla ones (periods) instead of using your graphics. Do I need to change something, because the other animals seem to be working like the dogs and pigs?

Well, it works as intended. There just isn't graphics support for "vermin" yet. I just said fuck it and made them anyway. Less work to do once that will work in 5 years.
Title: Re: [0.34.11]v15 CLA Graphic Set - ASCII-like graphics (new track graphics)
Post by: bobsnewaddress on April 03, 2013, 01:14:29 am
Sure, Go right ahead! I made them like this because I like the dwarven smiley face a lot, and I wanted the other civ creatures to be consistent with that, if you're curious about my reasoning.

Thanks - appreciate it. I love the look of your single-colored sprites, reminds me of the Atari that I had back in my childhood. Trying to work within the 18x18 pixel limit with only one color should be a fun artistic challenge.

Well, it works as intended. There just isn't graphics support for "vermin" yet. I just said fuck it and made them anyway. Less work to do once that will work in 5 years.

True enough, I was just sad since I thought that your rodentia sprites were especially cool.
Title: Re: [0.34.11]v15 CLA Graphic Set - ASCII-like graphics (new track graphics)
Post by: CLA on April 03, 2013, 09:53:02 am
Thanks - appreciate it. I love the look of your single-colored sprites, reminds me of the Atari that I had back in my childhood. Trying to work within the 18x18 pixel limit with only one color should be a fun artistic challenge.
Yeah, 18x18 is serious business.
True enough, I was just sad since I thought that your rodentia sprites were especially cool.
Thank you. Well, as DF fan, I'm used to playing the waiting game. So eh, one day. One day.
Title: Re: [0.34.11]v15 CLA Graphic Set - ASCII-like graphics (new track graphics)
Post by: Njals on May 25, 2013, 11:03:26 pm
I really loved your tileset, but creature graphics still looks a bit unusual to me. Is there any easy way to turn off creature graphics and leave the rest of graphic (solid grass squares, stone walls etc)? Exactly the way it's done on comparison gif:
Spoiler (click to show/hide)
Title: Re: [0.34.11]v15 CLA Graphic Set - ASCII-like graphics (new track graphics)
Post by: HARD on May 26, 2013, 08:22:24 am
is it possible to play it with some graphic tileset? (phoebus, ironhand, mayday)

Title: Re: [0.34.11]v15 CLA Graphic Set - ASCII-like graphics (new track graphics)
Post by: Deon on May 26, 2013, 08:23:45 am
I really loved your tileset, but creature graphics still looks a bit unusual to me. Is there any easy way to turn off creature graphics and leave the rest of graphic (solid grass squares, stone walls etc)? Exactly the way it's done on comparison gif:
Spoiler (click to show/hide)
GRAPHICS:YES to GRAPHICS:NO in init files.

is it possible to play it with some graphic tileset? (phoebus, ironhand, mayday)


Yes.
Title: Re: [0.34.11]v15 CLA Graphic Set - ASCII-like graphics (new track graphics)
Post by: CLA on May 26, 2013, 09:03:14 am
Thanks Deon.
As Deon said, creature graphics and the tileset are separate from each other. You can use other creature graphics with this tileset, or another tileset with these creature graphics.
Creature graphics are in the raws, the tileset is in data/art. Data/init/init.txt lets you specify which tileset to use and whether DF should use creature graphics or not at all.
Don't forget to update your raws in the save folder if you change something.

By the way, I made a few changes to the tileset recently, since it was pretty difficult to distinguish between ground tiles on z0 and z-1.
I won't bother updating the downloads for this (since I'll update the anyway when the new version comes out), but here's the updated tileset anyway:

(http://i.imgur.com/6IngIIC.png)
(Save as "CLA.png" in data/art and overwrite if prompted)

The two tiles that changed are the floor tile (someone mentioned there's too much black, so I adjusted it a little without hurting the contrast against the walls) and #250 (next to the sqroot symbol).
Someone also mentioned that in some situations you can mistake upstairs for a '7' (water for example). I won't change this because of the various hardcoded limitations it would mean that the up and downstairs would look different from the up/down-stairs, which I don't want either.

Of course everyone's free to edit the tileset how they see fit anyway.
Title: Re: [0.34.11]v15 CLA Graphic Set - ASCII-like graphics (new track graphics)
Post by: ZodGilla on July 07, 2013, 12:10:57 am
That is absolutely adorable
Title: Re: [0.34.11]v15 CLA Graphic Set - ASCII-like graphics (new track graphics)
Post by: Etherdrinker on October 19, 2013, 04:50:19 pm
Dude how I could miss this tileset? for sure gonna play it in my next embark.

This exist in the actual MWDF bundle but, is updated in 4b?
Title: Re: [0.34.11]v15 CLA Graphic Set - ASCII-like graphics (new track graphics)
Post by: Deon on October 20, 2013, 09:49:17 am
The main change I do to raws when I play with it - I make all grass/plants dark green and all colored plants dark colors, and all trees light green. It makes trees to stand out much better.

Also I add ground background > and < symbols with a line under them (which appear when arrows hit the ground or fire spreads) so they are not black.
Title: Re: [0.34.11]v15 CLA Graphic Set - ASCII-like graphics (new track graphics)
Post by: Meph on October 21, 2013, 03:19:08 am
yes, its in MDF but only the tileset, not the sprites... the cla sprites only exist for vanilla creatures and it would look like a mess if I mix normal sprites with the cla sprites.
Title: Re: [0.34.11]v15 CLA Graphic Set - ASCII-like graphics (new track graphics)
Post by: CLA on October 21, 2013, 06:00:18 am
The main change I do to raws when I play with it - I make all grass/plants dark green and all colored plants dark colors, and all trees light green. It makes trees to stand out much better.

Also I add ground background > and < symbols with a line under them (which appear when arrows hit the ground or fire spreads) so they are not black.

Hmm, do you have screenshots of this? It sounds pretty reasonable. I'm a bit wary of raw changes (simplicity, compatibility), but if it does improve the tileset massively...
Title: Re: [0.34.06]v06 CLA Graphic Set - ASCII-like creatures - trolls, ogres, kobolds
Post by: puke on May 31, 2014, 08:29:37 am
for some odd reason only "Default" graphics for dwarfs and other living things work for me. Soldier, dead, zombie, noble and others dont show, only default show.

Fixed. DFFD should be up in a second, mediafire will follow. Thanks again.

*v06b released*
-fixed soldier and noble graphics not working


Hello,  I still seem to be experiencing this issue.  I just (well, a couple weeks ago) downloaded from DFFD, and only the default dwarf graphics are showing up in fortress mode (at least I only get default smilies when I look at the 'z' screen)

Strange thing is, the proper soldier graphics DO show up in adventure mode.

Did I manage to get an old version, somehow?
Title: Re: [0.34.06]v06 CLA Graphic Set - ASCII-like creatures - trolls, ogres, kobolds
Post by: Taffer on June 02, 2014, 02:27:24 pm
Hello,  I still seem to be experiencing this issue.  I just (well, a couple weeks ago) downloaded from DFFD, and only the default dwarf graphics are showing up in fortress mode (at least I only get default smilies when I look at the 'z' screen)

Strange thing is, the proper soldier graphics DO show up in adventure mode.

Did I manage to get an old version, somehow?

Are you sure that dwarf soldier tiles don't show up at all in fortress mode, or is this only an issue on the status screen? There's a known bug in Dwarf Fortress where it uses the "Stonecrafter" tile for all dwarves on that screen. You can only see soldier graphics on the status screen if you're not using graphics.
Title: Re: [0.34.11]v15 CLA Graphic Set - ASCII-like graphics (new track graphics)
Post by: puke on June 02, 2014, 03:36:16 pm
Really?  When I'm using other graphic sets the images show up in the status screen. 

I'll load up an established fort and check if they appear outside the status screen.
Title: Re: [0.34.11]v15 CLA Graphic Set - ASCII-like graphics (new track graphics)
Post by: puke on June 02, 2014, 10:38:17 pm
Huh, it *is* always the stonecrafter image.  I had a little grey guys in my other graphics pack, and I just assumed they were armored.  I guess my mind just filled in the details that I expected to see.

Anyhoo, yes, the correct images do show up in other parts of fortress mode.  Thanks for clearing that up for me.
Title: Re: [0.34.11]v15 CLA Graphic Set - ASCII-like graphics (new track graphics)
Post by: 78325 on June 07, 2014, 01:32:59 pm
(http://i.imgur.com/lGEz7P3.jpg)
So i recently downloaded PeridexisErrant's Dwarf Fortress Starter Pack and when i generated a world this is what my walls looked like
It's not the first time this has happened, but i can't seem to find the solution by myself this time
So how do i fix this?
Title: Re: [0.34.11]v15 CLA Graphic Set - ASCII-like graphics (new track graphics)
Post by: puke on June 07, 2014, 02:22:56 pm
Gah, this is everything I hate about most of the more "attractive" tile sets. 

It has modified the RAWs to change the default characters for various things, and somehow in the process altered what character is used for... whatever that is.  Stone, or Soil, or what.

Also, there are three different colors of background for the trees, NONE of which match the background color for the ground.  The stick trees are black, and even those are the wrong tile.... unless they're glumprong's I guess.

At least the bug colony does not look like a brick well or a ring or some shit like that.

I think you fix it by using a tile set that does not hack your RAWs.  Or at least one that does a better job of it.
Title: Re: [0.34.11]v15 CLA Graphic Set - ASCII-like graphics (new track graphics)
Post by: Meph on June 07, 2014, 03:09:43 pm
Gah, this is everything I hate about most of the more "attractive" tile sets. 

It has modified the RAWs to change the default characters for various things, and somehow in the process altered what character is used for... whatever that is.  Stone, or Soil, or what.

Also, there are three different colors of background for the trees, NONE of which match the background color for the ground.  The stick trees are black, and even those are the wrong tile.... unless they're glumprong's I guess.

At least the bug colony does not look like a brick well or a ring or some shit like that.

I think you fix it by using a tile set that does not hack your RAWs.  Or at least one that does a better job of it.
Seriously? If you dislike graphical sets, do not use them, stay with Ascii or do it yourself. But please dont insult the work of someone else for no reason.

78325: You genned a world with graphical raws, and changed the tileset later. You have to update your save. You can probably drag and drop the ascii raws into the region folder.
Title: Re: [0.34.11]v15 CLA Graphic Set - ASCII-like graphics (new track graphics)
Post by: 78325 on June 08, 2014, 01:12:48 pm
I'm almost 100% sure i changed the graphics to CLA before genning this world, but changing the tileset in the LNP interface to something else and then back to CLA seemed to fix the issue
Title: Re: [0.34.11]v15 CLA Graphic Set - ASCII-like graphics (new track graphics)
Post by: puke on June 09, 2014, 10:56:07 am
It not that I dislike graphical sets,  and I think my criticism was pretty explicit.  But I'll keep my preferences to myself in the future.

Anyway, how do the tileset managers in things like LNP work?  replace your RAWs on the fly, to support the needs of each set?
Title: Re: [0.34.11]v15 CLA Graphic Set - ASCII-like graphics (new track graphics)
Post by: CLA on June 09, 2014, 02:13:21 pm
So how do i fix this?
I don't know how exactly PE's starter pack works and what it does and does not. I also don't know which graphic set you used before this. But as puke and Meph said, your raws aren't the correct ones for this particular tileset. I think these are the raws for phoebus or ironhand. CLA only changes the glumprong tree, and the wheelbarrow and minecart tiles. The raws are otherwise identical with the default raws.

Either way, glad you could fix it.
Anyway, how do the tileset managers in things like LNP work?  replace your RAWs on the fly, to support the needs of each set?
That would be my guess.
Title: Re: [0.34.11]v15 CLA Graphic Set - ASCII-like graphics (new track graphics)
Post by: puke on June 09, 2014, 02:34:18 pm
Okay, I shouldn't keep digging this hole, but let me make my opinion more constructive.  I was pretty tired when I wrote the original complaint, was more grouchy than I should have been.

First, the RAW-SNAFU that was the subject of the misplaced soil tiles is what it is.  It's one of the many reasons I dont like to edit raws for the sake of graphics, because it can lead to unpredictable results.  I don't want to check compatibility between an actual mod and a graphics set, or worry about a utility screwing it all up.

Second, on the tile backgrounds, the CLA set looks GREAT in any of three seasons.  Most of the sets with solid color backgrounds look good under some particular circumstances.

But they come at a cost.  And that cost is that they look worse in other circumstances, or that they make menus and text look odd, or they bollocks up the world-map, or whatever.  And also, I think DF's use of variegated ground tiles is brilliant and unique in roguelikes, and unfortunately lots of the solid color backgrounds or textured sets throw that little bit of innovation away.

That said, it is totally fine that many people decide that trade off is worthwhile.  Great!  I do not want to detract from anyone's enjoyment.

And there is a reason that there is an Init setting to turn off the varied ground tiles!  Even though it's my favorite thing, there are other people whom hate it!  So, clearly, my opinion is not the end of the road.  There are room for multiple styles, views, whatever.

What's more, the actual CLA tiles are some of my favorite tiles.  I personally prefer the Myne set, but there are specific things in the CLA tiles (such as the military dwarf, and the super genius <> replacements) that I bring over because they are such subtle changes that add such huge value.

Anyway, that's more than enough of that.  Back to your regularly scheduled programming...
Title: Re: [0.34.11]v15 CLA Graphic Set - ASCII-like graphics (new track graphics)
Post by: CLA on June 10, 2014, 11:21:32 am
[...]
Nah, it's cool. Don't sweat it. Besides the criticism is pretty valid. I don't like changing the raws either, but I couldn't have both, minecart tracks and a glumprong that looks like a glumprong. As for the varied ground tiles thing: someone once called CLA a pickle salad or something to that effect, posting this image (http://imgur.com/Yf46qmd). I find it fucking hilarious how similar it actually looks to the tileset. I love the look but it's obviously not for everyone.

By the way, the soldier helmet was done by the guy who did the Myne tileset (IIRC - it's been a while and I just sort of kept posting progress on all the graphic set stuff I was doing while he was playing around with the helmet and commenting on the stuff I did).
Title: Re: [0.34.11]v15 CLA Graphic Set - ASCII-like graphics (new track graphics)
Post by: medikohl on June 12, 2014, 02:25:06 pm
I think this is the only graphics pack I'll ever use
Title: Re: [0.34.11]v15 CLA Graphic Set - ASCII-like graphics (new track graphics)
Post by: isitanos on June 29, 2014, 05:08:56 pm
This is amazing, you've no idea how long I've wished for someone to do this type of tileset. Many thanks!
Title: Re: [0.40.01]CLA Graphic Set - testing for new version
Post by: CLA on July 08, 2014, 04:02:31 am
Just a quick update for the new version. Everything *should* work and allow you to play. Let me know if it doesn't.

I'll test a little and play around now for a while. Once dfhack and twbt  (http://www.bay12forums.com/smf/index.php?topic=138754.0) will work for 40.01 I'll offer a legacy version (likely identical with the download below) and one that works with twbt.


https://www.mediafire.com/?x7vhrhua1ew21ha
just drop in the df folder and overwrite if prompted.


Changelog:
changed position of minecart and wheelbarrow on the tileset because they conflicted with leaves (¼ and ½)
Title: Re: [0.34.11]v15 CLA Graphic Set - ASCII-like graphics (new track graphics)
Post by: duskhorizon on July 08, 2014, 04:29:13 am
Got an error when trying to launch DF with your tileset :

Not found : data/art/mouse.png
Title: Re: [0.34.11]v15 CLA Graphic Set - ASCII-like graphics (new track graphics)
Post by: CLA on July 08, 2014, 05:05:25 am
Got an error when trying to launch DF with your tileset :

Not found : data/art/mouse.png

Happens to some people, dunno why. mouse.png should have been in the art folder of df even before CLA.
Redownload df, make sure mouse.png is in data/art, make sure it runs. After that, drop CLA inside, merge folders and overwrite files when prompted.

Edit: it seems it might be a problem with LNP. Don't use it for now. Just download vanilla df and copy/overwrite with CLA from this link
https://www.mediafire.com/?x7vhrhua1ew21ha
Title: Re: [0.40.01]v16 CLA Graphic Set - updated for new version see last post
Post by: singingboyo on July 08, 2014, 06:40:27 am
Not unplayable but any means, but I think multi-tile trees could use some fixing up.  They show up as just black/very dark tiles, which is really quite confusing as the upper parts of trees look like miniature mountains at first glance.
Title: Re: [0.40.01]v16 CLA Graphic Set - updated for new version see last post
Post by: CLA on July 08, 2014, 08:23:43 am
Not unplayable but any means, but I think multi-tile trees could use some fixing up.  They show up as just black/very dark tiles, which is really quite confusing as the upper parts of trees look like miniature mountains at first glance.

Any screenshots? I've only played Adventure mode up until now and those seem to be fine. Just now started a fortress and I see a lot of chestnuts and willow pollen catkins, which I guess look a bit odd en masse. Otherwise I don't really see what you mean.

Also, version with df preinstalled:
http://www.mediafire.com/download/z4geqjcs2yn26rr/CLAxMyne_40_01_v16.zip
Title: Re: [0.40.01]v16 CLA Graphic Set - updated for new version see last post
Post by: eccentric on July 08, 2014, 10:00:11 am
Not unplayable but any means, but I think multi-tile trees could use some fixing up.  They show up as just black/very dark tiles, which is really quite confusing as the upper parts of trees look like miniature mountains at first glance.

Any screenshots? I've only played Adventure mode up until now and those seem to be fine. Just now started a fortress and I see a lot of chestnuts and willow pollen catkins, which I guess look a bit odd en masse. Otherwise I don't really see what you mean.

Also, version with df preinstalled:
http://www.mediafire.com/download/arverun16qlx66d/CLAxMyne_40_01_v16.zip
Preinstalled version yields,
Not found:raw/graphics/example/dwarves.bmp

But your other download works with vanilla df.

Also thanks for the quick update I never use the default ASCII. CLA looks pretty nice though. I'll probably keep using it as my default.
Title: Re: [0.40.01]v16 CLA Graphic Set - updated for new version see last post
Post by: CLA on July 08, 2014, 10:21:08 am
Preinstalled version yields,
Not found:raw/graphics/example/dwarves.bmp

Thanks, I forgot to delete graphics_example.txt
Will upload the fixed version right away.
If you don't want to redownload, just delete raw/graphics/graphics_example.txt and, if you already have a save, data/save/raw/graphics/graphics_example.txt

Maybe it's better if I include a dummy graphics_example.txt in the future with all lines commented out that will overwrite the original file.
Title: Re: [0.40.01]v16 CLA Graphic Set - updated for 40.01
Post by: Azrayel on July 11, 2014, 02:37:23 pm
After being forced to play vanilla ASCII iActually came to appreciate the unambiguous look and feel and how it allowed me to parse things.

I tried going back  to Pheobus but it just wasn't werking.  So gladD I found CLA, it's the best of both worlds!  Thanks, much love for making this.
Title: Re: [0.40.01]v16 CLA Graphic Set - updated for 40.01
Post by: CLA on July 12, 2014, 08:59:14 am
Thanks, much love for making this.
Thank you!

I updated the dffd links and uploaded an archive with 40.02 preinstalled ot mediafire as well. Standalone versions still work if anyone's wondering.
Title: Re: [0.40.02]v16 CLA Graphic Set - updated for 40.02
Post by: Turtlicious on July 12, 2014, 05:43:59 pm
Hey, I love your tileset, and I would love permission to adapt it for Cataclysm DDA (http://en.cataclysmdda.com/pages/2/display) or if you're interested in that RL maybe you could. I'm not an artist, so really the only thing I would be able to do is be moving your sprites into font forge and maybe fiddling with the colors a bit.
Title: Re: [0.40.02]v16 CLA Graphic Set - updated for 40.02
Post by: CLA on July 12, 2014, 07:06:52 pm
Hey, I love your tileset, and I would love permission to adapt it for Cataclysm DDA (http://en.cataclysmdda.com/pages/2/display) or if you're interested in that RL maybe you could. I'm not an artist, so really the only thing I would be able to do is be moving your sprites into font forge and maybe fiddling with the colors a bit.

Feel free to use and adapt it for Cataclysm as you see fit. I don't really play a whole lot of RL's and I don't think I have the time to make a ton of new sprites, but if you PM me what you need specifically, I'll see what I can do.
Title: Re: [0.40.02]v16 CLA Graphic Set - updated for 40.02
Post by: fricy on July 13, 2014, 04:07:00 am
It looks like I'm not yet PTW here.
And it's about time I mentioned my love for this set, and that it's in my pack. so thx a lot! :)
Title: Re: [0.40.02]v16 CLA Graphic Set - updated for 40.02
Post by: CLA on July 20, 2014, 03:01:07 pm
Just a heads up, the 40.02 standalone version obviously works for 40.03 and 40.04 as well. I'm just too lazy to upload a new prepacked version.
Title: Re: [0.40.02]v16 CLA Graphic Set - updated for 40.02
Post by: Mohreb el Yasim on July 23, 2014, 04:16:13 pm
thanks for the graphics CLA your is my favorite, mostly the creatures, still ASCII but whit some much more A in it!
Title: Re: [0.40.02]v16 CLA Graphic Set - updated for 40.02
Post by: CLA on July 23, 2014, 08:16:56 pm
thanks for the graphics CLA your is my favorite, mostly the creatures, still ASCII but whit some much more A in it!
Thank you.

I just noticed the dffd link for the standalone download wasn't updated to 40.xx yet. It is now. If you downloaded that and trees were invisible, just redownload it now.
Title: Re: [0.40.05]v16 CLA Graphic Set - updated for 40.xx
Post by: CLA on July 27, 2014, 06:08:10 pm
Uploaded a version preinstalled for DF 40.05 - I figured with all those bugfixes, that would be worth it.
Still waiting for TWBT to update to change some plant graphics. I'll probably keep a "legacy" version that doesn't use TWBT and a main version that uses TWBT. Standalone download will contain extra tilesets, but won't conflict with DF installs that don't use dfhack.

EDIT:
missed file change in d_init.txt, since it wasn't mentioned in file changes.txt

The d_init.txt file is missing a line about the population cap:

[STRICT_POPULATION_CAP:220]

which is located right after the old [POPULATION_CAP:200]. As a quick fix, just change your d_init so it look likes:

[POPULATION_CAP:200]
[STRICT_POPULATION_CAP:220]

If you don't do this, you'll be stuck with your original 7 dwarfs forever.

I'll upload fixed archives in a moment.
No need to redownload, just add [STRICT_POPULATION_CAP:220] to your d_init.txt.
Sorry for the inconvenience.
Title: Re: [0.40.05]v17 CLA Graphic Set - updated for 40.05
Post by: PeridexisErrant on July 28, 2014, 06:44:00 pm
How was I not watching this already?  PTW.
Title: Re: [0.40.05]v17 CLA Graphic Set - updated for 40.05
Post by: Mardukker on August 01, 2014, 10:57:25 am
This tileset is my favorite so far, thank you CLA!

BTW: I noticed puddingstone has the same sprite as beds. Is this supposed to happen?
It's the first time I encounter puddingstone, just found it weird.
Title: Re: [0.40.11]v18 CLA Graphic Set - updated for 40.11
Post by: CLA on September 06, 2014, 12:14:37 pm
Updated to 40.11
Sorry for the lack of updates recently, just didn't find the time.

Only added a missing line to d_init.txt, no other changes
Links in OP have been updated.

@Mardukker:
Yeah, puddingstone and beds use the same tile. I could change what tile puddingstone uses in the raws, but the added raw change dependency is not worth it in my opinion. Thanks for mentioning it anyway.
Title: Re: [0.40.11]v18 CLA Graphic Set - updated for 40.11
Post by: RoguelikesESP on September 09, 2014, 03:32:46 pm
My favorite. This is just epic.
Title: Re: [0.40.11]v18 CLA Graphic Set - updated for 40.11
Post by: CLA on September 10, 2014, 02:47:59 pm
Updated for 40.12
Only uploaded the prepacked version with 40.12. The standalone is compatible with 40.12 as is. Mediafire links in OP have been updated.

My favorite. This is just epic.

Thank you!
Title: Re: [0.40.13]v18 CLA Graphic Set - updated for 40.13
Post by: CLA on September 17, 2014, 02:46:22 pm
Updated for 40.13
Just added a new entry in d_init, everything else is the same.
Title: Re: [0.40.13]v18 CLA Graphic Set - updated for 40.13
Post by: CLA on September 30, 2014, 07:22:00 am
Some updates on the tileset soon (I'll just wait for the next DF version).

Made the down ramps smaller and give them the same background as lower elevation tiles.
Considering that there technically aren't any down ramps in the game, only up ramps viewed from the level above, I think this is a good change.

(http://i.imgur.com/SAlxgZU.png)

Additionally, I simplified the door, log, and bed tiles a tad bit.
I'm also working on new leaves. Still not happy with them though.
Title: Re: [0.40.13]v18 CLA Graphic Set - updated for 40.13
Post by: Vanst7 on September 30, 2014, 10:32:49 am
OH, i really like how you did the lower elevation with the lines, clever. And the downward slope really stands out. I  like it.
Title: Re: [0.40.13]v18 CLA Graphic Set - updated for 40.13
Post by: CLA on September 30, 2014, 11:32:44 am
OH, i really like how you did the lower elevation with the lines, clever. And the downward slope really stands out. I  like it.
Thanks, I had it like this before, but I removed a line on the outside inspired by your tileset. Definitely works better.
Title: Re: [0.40.13]v18 CLA Graphic Set - updated for 40.13
Post by: feelotraveller on October 01, 2014, 07:49:05 pm
Late spring in the new fort.

Geez, I love this tileset.   :D

(http://i1122.photobucket.com/albums/l531/feelotraveller/latespring_zpsca7ca79a.jpg)
Title: Re: [0.40.14]v19 CLA Graphic Set - updated for 40.14
Post by: CLA on October 28, 2014, 04:29:02 pm
*Updated for 40.14*

Changelog:
v19
--tweaked tile for lower elevation,made down ramp smaller
--changed tiles for log, doors, and bed.
--Fixed panda man graphic
--moved minecart to tile #245 (was 170, which is used by wormy tendrils) and wheelbarrow to #029 (158 is stepladder now)
Links in OP have been updated, as usual.

I'm still not happy with engravings and leaves, and continue to experiment. Who knows when I have something presentable. I'll kept the stepladder as the default tile for now.

@feelotraveller
The seasonal changes are really beautiful in the new versions, aren't they?
Also, thanks.
Title: Re: [0.40.14]v19 CLA Graphic Set - updated for 40.19
Post by: CLA on December 07, 2014, 09:31:49 am
*Updated for 40.19*

Sorry for the delay, haven't had any time in the last weeks and I haven't had the chance to improve the tileset either.
Nothing changed, just figured I upload the package with 40.19 since it seems it will be a while now until a new version.
The standalone download is compatible with all versions since 40.19.

Edit:

*Updated for 40.24*
The standalone version will most likely continue to be compatible with future DF versions, so if I don't get around uploading the preinstalled one, just use the standalone.
To make sure they're really compatible, compare d_init.txt and init.txt from the newly downloaded DF version and the standalone download. If there are no new, additional entries, you're good to go. If there are, just add these to the files from the standalone download, too.
Title: Re: [0.40.24]v19 CLA Graphic Set - updated for 40.24
Post by: Max™ on February 01, 2015, 05:12:07 am
OH MY GOD I JUST GOT THE CAVY BOAR ICON YOU ARE A GODDAMN GENIUS...
I had a weird asterisk on the adventure mode travel map that never ambushed me and didn't have any humans or anything, turned out it was a llama and a cavy, and I found that they kept respawning after I killed them.

While doing a zoom-Zoom-ZOOM post about how amusing it is that the most evil thing in a city being attacked by zombies might be these two, it clicked:
(http://i.imgur.com/dmiOWSC.png)
(http://i.imgur.com/6jFSbrR.png)

THE CAVY IS THE INSIDE OF A LOWERCASE 'C' WITH THE 'C' REMOVED!

*brainsplosion*
Title: Re: [0.40.24]v19 CLA Graphic Set - updated for 40.24
Post by: stibbons on July 24, 2015, 04:40:04 pm
Hey CLA,

first of all I wanted to thank you for your great work. I'm using your tileset since you made it available.
As time goes by and the computer displays (and resolutions) are getting larger and larger, I wanted to ask if there is the possibility of an upscaled version of your tileset.
I've already seen some 24x24 tilesets. But as I'm no tileset designer and I don't know if something like that could easily be done with every tileset, I thought I just ask.  :D

Greetings
stibbons
Title: Re: [0.40.24]v19 CLA Graphic Set - updated for 40.24
Post by: CLA on July 26, 2015, 12:58:21 pm
Thanks stibbons!
I'm afraid I don't really have the time to do an upscaled version in the near future - especially since I'd have to redo all the creatures as well. But of course I have no problem with others upscaling the tileset/creatures and posting it. IIRC Milo Christiansen experimented with upscaling CLA a while back. There might be a thread somewhere.
Title: Re: [0.40.24]v19 CLA Graphic Set - updated for 40.24
Post by: stibbons on July 28, 2015, 01:24:44 pm
I already expected something like that. But thank you anyway! :-)
Title: Re: [0.40.24]v19 CLA Graphic Set - updated for 40.24
Post by: Zesty on August 03, 2015, 04:49:49 pm
How would I go about just using the animal graphics without the rest of the graphical changes? I prefer the ASCII in general but the animal graphics would be a great addition on their own.
Title: Re: [0.40.24]v19 CLA Graphic Set - updated for 40.24
Post by: CLA on August 04, 2015, 05:22:00 am
How would I go about just using the animal graphics without the rest of the graphical changes? I prefer the ASCII in general but the animal graphics would be a great addition on their own.
The pack already comes with an alternative tileset that is very close to the how the default would look in square 18x18 (derived from Haowan (http://dwarffortresswiki.org/index.php/Tileset_repository#18.C3.9718)). Instructions to use it are in the OP.

If you have your own tileset already installed and really just need the creatures, just copy the graphics folder from the CLA pack to your raw/graphics folder and, if you have an existing save, to your data/save/<your region>/raw/graphics too. Don't forget to delete any old creature graphics you had, and remove the example files as well.

After that, you just need to set GRAPHICS to YES in data/init/d_init.txt or init.txt. I can never remember.

I think there's a readme in the graphics folder that has the instructions, too. The Graphics (http://dwarffortresswiki.org/index.php/DF2014:Graphics) page on the wiki has some information too.
Let me know if something doesn't work.

Oh and do note that it will look weird if the creature graphics and tileset don't have the same tile size (18x18) or multiples of it.
Title: Re: [0.40.24]v19 CLA Graphic Set - updated for 40.24
Post by: noirscape on October 06, 2015, 06:05:18 pm
I love your graphics pack! Looks great while still keeping in touch with DF's original graphics. I do have one question however: Is it possible to make the pack for the original ASCII art size? The square size kinda confuses me.
Title: Re: [0.40.24]v19 CLA Graphic Set - updated for 40.24
Post by: CLA on October 07, 2015, 05:48:15 am
Is it possible to make the pack for the original ASCII art size?
There are two things here, the "original ASCII art" size (which is 8x12 windowed and 10x12 fullscreen per tile) and the aspect ratio (both somewhere around 4:3; not square). From your reasoning it seems that you don't care so much about the size, but the non-square aspect ratio, right?

Short answer: Yes, it's possible, no I won't do it. If you want a quick solution, resize the tileset to 18x24 (288x384 pixel) or 14x18 (224*288) with the Nearest Neighbor algorithm; you don't need to change any text files. The creature graphics will adjust automatically, too.
For your reference, I use XnViewMP or Photoshop for resizing, but Gimp or any other program that can save transparent PNG and has the Nearest Neighbor resizing algorithm would work. MSPaint doesn't.

Long answer:
Spoiler (click to show/hide)
Title: Re: [0.40.24]v19 CLA Graphic Set - updated for 40.24
Post by: Max™ on October 07, 2015, 04:09:30 pm
Yeah, I tried to scale it up to work with the 32x48 size I use in adventurer mode but I suck at it.

I tried to insert some padding to preserve your art and the square aspect ratio with the transparent buffer to fit the shape but again, not ideal.
Title: Re: [0.40.24]v19 CLA Graphic Set - updated for 40.24
Post by: CLA on October 08, 2015, 09:17:47 am
Yeah, I tried to scale it up to work with the 32x48 size I use in adventurer mode but I suck at it.

That's an awkward choice of size for 18x18. It only works well for 16x16 tilesets (2x and 3x scale). If you try resizing it to 36x54 (again, with nearest neighbor of course) you'll see that it resizes absolutely flawless. Of course I don't know if that size is acceptable for you, but that was the whole point of making it 18x18 to begin with - for people that want a tileset slightly larger than 16x16. I guess in the end that extends to the recent size inflation as well.
Title: Re: [0.40.24]v19 CLA Graphic Set - updated for 40.24
Post by: noirscape on October 08, 2015, 10:19:43 am
Is it possible to make the pack for the original ASCII art size?
There are two things here, the "original ASCII art" size (which is 8x12 windowed and 10x12 fullscreen per tile) and the aspect ratio (both somewhere around 4:3; not square). From your reasoning it seems that you don't care so much about the size, but the non-square aspect ratio, right?

Short answer: Yes, it's possible, no I won't do it. If you want a quick solution, resize the tileset to 18x24 (288x384 pixel) or 14x18 (224*288) with the Nearest Neighbor algorithm; you don't need to change any text files. The creature graphics will adjust automatically, too.
For your reference, I use XnViewMP or Photoshop for resizing, but Gimp or any other program that can save transparent PNG and has the Nearest Neighbor resizing algorithm would work. MSPaint doesn't.

Long answer:
Spoiler (click to show/hide)

I wasn't talking about the tileset, I'm talking about the creature graphics. From your answer it seems that all I have to do is install only the creature graphics to make those work?
Title: Re: [0.40.24]v19 CLA Graphic Set - updated for 40.24
Post by: puke on October 08, 2015, 11:52:30 am
Can you specify different resolution for creature tiles and regular tiles in the INI?  If so, it would rely on the openGL engine to stretch them.

If not (and i think it is not), you would end up with undersized creature tiles.  This would mean that half of one creature would show up in the wrong place, and the entire set would be generally garbled.

Even in the best case scenario of the openGL doing the stretching, if you want pixel-perfect, you'll have to scale the creature graphics by hand.
Title: Re: [0.40.24]v19 CLA Graphic Set - updated for 40.24
Post by: CLA on October 08, 2015, 12:50:42 pm
I wasn't talking about the tileset, I'm talking about the creature graphics. From your answer it seems that all I have to do is install only the creature graphics to make those work?
The game automatically resizes creature graphics to have the same dimensions as your main tileset. Of course the result might be muddy or distorted and look worse than manually resizing.
But yeah, just install the creature graphics without changing the tileset and you're good to go.
If it doesn't look good enough, try manual resizing to some value that's closer to the desired dimensions and let the rest do the game. That might work better.

Edit: Clarified it on the wiki.
Title: Re: [0.40.24]v19 CLA Graphic Set - updated for 40.24
Post by: Max™ on October 08, 2015, 05:21:36 pm
I meant I resized it by adding some transparent padding so they would stay square, I think I bumped them up to 150% or something which didn't look bad but the padding didn't work as well as I hoped, and they didn't look the same squashed.
Title: Re: [0.40.24]v19 CLA Graphic Set - updated for 40.24
Post by: AzyWng on October 25, 2015, 04:21:22 pm
Say, Dear Max (TM), I've just got a question about Tilesets and Graphics in General. It's got to do with a problem with sidebars and the size of the text in the sidebars.

When I try to use Tilesets like the CLA graphic set or the Phoebus graphics set, the text for the sidebars is always as big as the other tiles, and the sidebars always wind up taking up half of the screen or more, leaving me very little space with which to see the forces of darkness killing my fort the untimely deaths of the forces of darkness at my fort. I don't have this problem using the default ASCII, but it appears whenever I use a non-default Graphic set or tileset.

I'm using the Lazynewb pack on a Windows OS, if that helps. My screen resolution is 1366*700something.

Any ideas on how I can fix this problem?
Title: Re: [0.40.24]v19 CLA Graphic Set - updated for 40.24
Post by: Max™ on October 26, 2015, 04:06:54 pm
Ok I went in and rescaled it and then cleaned up the noise and everything, used the un-modified as a guide in areas where the unsharp mask obliterated some details.

http://dffd.bay12games.com/file.php?id=11230

I use a great big 30x45 duerer tileset I cleaned up and figured since I got better at doing it I'd go ahead and try to rescale this.
Spoiler (click to show/hide)

I don't have the CLA dorfs active but I rescaled them too, I've just been tinkering with the ones I drew, so yeah... there ya go. Went with 18x27 since it eliminated horizontal distortion, leaving just vertical artifacts to clean up.
Title: Re: [0.40.24]v19 CLA Graphic Set - updated for 40.24
Post by: Max™ on October 26, 2015, 06:51:50 pm
Oh my.
(http://i.imgur.com/MKJIMCq.png)
Title: Re: [0.40.24]v19 CLA Graphic Set - updated for 40.24
Post by: CLA on October 27, 2015, 12:25:24 pm
Thank You for this. Can I link it in the OP?
Title: Re: [0.40.24]v19 CLA Graphic Set - updated for 40.24
Post by: Max™ on October 27, 2015, 07:41:18 pm
*blushes and stammers nervously*

...s-s-sure CLA-senpai-sama!
Title: Re: [0.40.24]v19 CLA Graphic Set - updated for 40.24
Post by: Max™ on October 27, 2015, 10:03:06 pm
If you have an idea for what to rename it as, btw. I'm probably just gonna go with CLAnonSquare and CLAnonSquare2x unless you've got a better suggestion.

I had to fiddle with the edges a bit to get the 2x to look right... and I made some of the predator/aggressive/dangerous creature eyes distinct from the non-aggro ones in the 2x pages I've got done so far.

Spoiler (click to show/hide)

A lot of really clever little visual tricks you did with this btw, I've been trying to preserve the letter-ness as always, and trying to make sure I'm interpreting the animal features to preserve them properly. If you see any that I obliterated unintentionally lemme know.
Title: Re: [0.40.24]v19 CLA Graphic Set - updated for 40.24
Post by: CLA on October 28, 2015, 06:22:53 am
If you have an idea for what to rename it as, btw. I'm probably just gonna go with CLAnonSquare and CLAnonSquare2x unless you've got a better suggestion.
I'd have called it CLA18x27, but any name is fine really.
A lot of really clever little visual tricks you did with this btw, I've been trying to preserve the letter-ness as always, and trying to make sure I'm interpreting the animal features to preserve them properly. If you see any that I obliterated unintentionally lemme know.
Thanks, They look fine to me from a quick glance.
Title: Re: [0.40.24]v19 CLA Graphic Set - updated for 40.24
Post by: Max™ on October 28, 2015, 10:27:18 am
True, CLA18x27/CLA36x54 is nice and short huh. I've got a couple pages of the 2x set to finish and then I'll load up the pack with the graphics.txt and such fixed.

Wonder if I should go ahead and redo the names to add on the 18x27.png/.txt and 36x54.png/txt or just label the folders appropriately.
Title: Re: [0.40.24]v19 CLA Graphic Set - updated for 40.24
Post by: CLA on October 28, 2015, 12:46:46 pm
I wouldn't even rename the folders, as you'd have to change the text files accordingly, which would make it harder to maintain, I'd imagine. Maybe there's some error somewhere, or more creatures will be added in the future, so you'd only add another maintenance point in the text files.

In the end, it's a question of whether people would have several variants (say, 18x18 and the 18x27) in their install at the same time. If we assume that's a common occurrence, both the files as well as the folders should have different names. I can't imagine that though.
Your choice in either case.
Title: Re: [0.40.24]v19 CLA Graphic Set - updated for 40.24
Post by: Max™ on October 28, 2015, 11:08:50 pm
Well, it would be a bit faster to just go in and replace the 18x27 and 36x54 as necessary. Also finished up the last few pages just now, gonna redo the .txt bits necessary and upload it. I'll drop it in the same zip with a CLA18x27 and CLA36x54 folder inside so people can just drop the appropriate graphics folder in and it'll work.

There we go!

http://dffd.bay12games.com/file.php?id=11230

Zip has the relevant subfolders with the graphics set inside, I left the names as is since you are right about it being easier for maintenance, and generally people would either use the square or nonsquare rather than both.
Title: Re: [0.40.24]v19 CLA Graphic Set - updated for 40.24
Post by: Max™ on October 29, 2015, 07:45:44 pm
Was poking around cleaning up the racial graphics some and seeing how they looked with smoothing since I just scaled them and cleaned up any artifacts and called it a day yesterday. Figured I'd whip up a comparison image of the scales while I was at it.

(http://i.imgur.com/kCFxu6N.png)

Suffice to say 36x54 is HUGE!

The crosshatch ones are a personal thing I use since I've got a rescaled 30x45 duerer tileset I've been playing with, just included it for the heck of it mostly.
Title: Re: [0.42.01]v20 CLA Graphic Set - updated for 42.01
Post by: CLA on December 01, 2015, 04:10:35 pm
Updated to the new version. dffd links are the same, mediafire here(yeah, I know file name still says v19):
www.mediafire.com/download/9lbz22ti7j8kkq7/CLAxMyne_42_01_v19.zip

www.mediafire.com/download/eue145j0g9gwvqf/CLA_graphic_set_42.01-v19-STANDALONE.zip


I'll take a look at all the new objects/professions. Most likely won't add any new graphics but who knows. In either case, I'll update the wiki first.

Wait, so I just realized, sheets use the same tile as minecarts (only the way I set it up, not by default). I'll fix it tomorrow.
Title: Re: [0.42.01]v20 CLA Graphic Set - updated for 42.01
Post by: PeridexisErrant on December 01, 2015, 06:31:05 pm
Wow, nice work!
Title: Re: [0.42.02]v210 CLA Graphic Set - updated for 42.02
Post by: CLA on December 06, 2015, 10:09:26 am
Updated dffd links for 42.02, fixed minecart. didn't update mediafire mirrors yet. Maybe next version.
Title: Re: [0.42.02]v21 CLA Graphic Set - updated for 42.02
Post by: Tempto on December 06, 2015, 04:12:29 pm
The current version (21) is completely broken. The graphics aren't working properly. Version 19 was working fine.
Title: Re: [0.42.02]v21 CLA Graphic Set - updated for 42.02
Post by: CLA on December 06, 2015, 06:06:37 pm
Looks like I fucked up when exporting the tileset from Photoshop (PNG-8 instead of PNG-24). I'm uploading the corrected files right now.

Thanks for telling me.
Title: Re: [0.42.02]v21 CLA Graphic Set - updated for 42.02
Post by: Tempto on December 06, 2015, 06:32:46 pm
All fixed now - thanks. Really enjoying this tileset, keep up the good work!
Title: Re: [0.42.02]v21 CLA Graphic Set - updated for 42.02
Post by: Tempto on January 27, 2016, 09:54:45 am
Any chance we can get a 42.05 update?
Title: Re: [0.42.02]v21 CLA Graphic Set - updated for 42.02
Post by: CLA on January 27, 2016, 01:58:09 pm
I'm unfortunately very busy right now so it's probably not gonna happen.
When 42.06 or .07 is released, I probably will do a quick update, but not with the new creatures yet.
I hope I'll find the time somewhere in February, but no guarantees.

Fricy might have CLA updated in his repo, but some creatures might not work due to the raw name changes. So maybe you can find it here.
Title: Re: [0.42.02]v21 CLA Graphic Set - updated for 42.02
Post by: feelotraveller on April 06, 2016, 03:28:09 am
Clearly you've been busy, and hopefully having heaps of fun.  Just wondering if there is a decent chance of an update with 42.07 (probably coming sometime this month...).  Love the myne set and looking forward to the emergence of the new creatures. Cheers.
Title: Re: [0.42.02]v21 CLA Graphic Set - updated for 42.02
Post by: CLA on April 06, 2016, 05:28:38 am
Clearly you've been busy, and hopefully having heaps of fun.  Just wondering if there is a decent chance of an update with 42.07 (probably coming sometime this month...).  Love the myne set and looking forward to the emergence of the new creatures. Cheers.

Just busy and no fun unfortunately. All I can tell you is that I really really want to release an updated version, but I haven't found the time yet.
A big obstacle is that I wanted to switch to github, so the workflow functions better together with fricy's graphic set repo and PeridexisErrant starter pack, and to that end standardize the graphic set with Quiet-Sun's tools. For that I need to think about the best way to do that, sit down an evening and just do it. That evening just hasn't materialized yet.
Even after that I still need to find time to add all the new creatures.

So again, hopefully yes, there will be an update with 42.07, but I can't promise anything.
Thanks, feelotraveller.
Title: Re: [0.42.02]v21 CLA Graphic Set - updated for 42.02
Post by: PeridexisErrant on April 06, 2016, 06:53:21 pm
I wanted to switch to github, so the workflow functions better together with fricy's graphic set repo and PeridexisErrant starter pack, and to that end standardize the graphic set with Quiet-Sun's tools.

For that I need to think about the best way to do that, sit down an evening and just do it. That evening just hasn't materialized yet.

With Fricy vanished, I can't add anyone to the organisation or repos - working to fix that, but it might take a fork :(

Very very interested in standardised graphics packs though; if that picks up we can improve PyLNP support for graphics+mods dramatically.  Good luck finding the time!
Title: Re: [0.42.02]v21 CLA Graphic Set - updated for 42.02
Post by: CLA on April 13, 2016, 10:07:51 am
Okay so, I found some time:

-Moved to github for version control
-started off from the 42.05 version from the DFgraphics repo that fricy has been updating.
-standardized the graphic set with Quiet-Sun's tools
-fixed some issues
-added graphics for new creatures (mostly reptiles and giant-versions)

Still on the todo list:

-graphics for new '-men' variants
-check for other issues
-test if everything works
-merge into master
-release

Hopefully some time soon. And maybe after that I can find some more time to improve the tileset a bit.
Title: Re: [0.42.02]v21 CLA Graphic Set - updated for 42.02
Post by: Max™ on April 13, 2016, 11:24:07 am
Nice, that's why I've been waiting to tinker with another rescaling since I've learned better ways to do it than I did the first time (by hand cleaning it up from a messy scaling rather than using masks and such properly with properly rescaling) and since I'm working with 24x36 now I'll probably try to get an official-enough 24x24 upscale ready to stretch.
Title: Re: [0.42.02]v21 CLA Graphic Set - updated for 42.02
Post by: Tempto on April 16, 2016, 09:22:16 am
If anyone's interested, I've put together a makeshift 42.06 version using files from Fricy's repository. I've been playing with it for a while now with no issues, and it seems to work fine. Here it is for the fellow impatient: https://dl.dropboxusercontent.com/u/68463828/CLA_42_06.zip

Looking forward to the official update!
Title: Re: [0.42.02]v21 CLA Graphic Set - updated for 42.02
Post by: feelotraveller on April 16, 2016, 10:19:11 am
Link is not working for me. 

(Actually not in a huge hurry as I don't have time to play right now, but thought I'd grab it in case I surfaced before the official update takes place.)
Title: Re: [0.42.02]v21 CLA Graphic Set - updated for 42.02
Post by: Tempto on April 16, 2016, 11:51:07 am
Try again now.
Title: Re: [0.42.02]v21 CLA Graphic Set - updated for 42.02
Post by: feelotraveller on April 17, 2016, 02:33:46 am
Downloaded, thank you.

Now to find some time to play...   :'(
Title: Re: [0.42.02]v21 CLA Graphic Set - updated for 42.02
Post by: AzyWng on April 17, 2016, 09:56:50 am
The new tileset doesn't seem to have the actual creature graphics?
Title: Re: [0.42.02]v21 CLA Graphic Set - updated for 42.02
Post by: CLA on April 17, 2016, 10:54:19 am
The new tileset doesn't seem to have the actual creature graphics?
What are you referring to, specifically?
Tileset and creature graphics are two different things. What did you download from where?
Title: Re: [0.42.02]v21 CLA Graphic Set - updated for 42.02
Post by: AzyWng on April 17, 2016, 01:54:13 pm
Oh. It seems I only downloaded the tileset, rather than the creature graphics (I used the standalone link). I can't seem to find the creature graphics list.
Title: Re: [0.42.02]v21 CLA Graphic Set - updated for 42.02
Post by: CLA on April 17, 2016, 03:16:48 pm
Oh. It seems I only downloaded the tileset, rather than the creature graphics (I used the standalone link). I can't seem to find the creature graphics list.
The creature graphics are in the standalone link too (unless you mean you literally downloaded the image by right click>"save image as...").
Is GRAPHICS set to YES in data/init/init.txt?
Title: Re: [0.42.02]v21 CLA Graphic Set - updated for 42.02
Post by: AzyWng on April 17, 2016, 11:27:22 pm
Yeah, Graphics is set to YES.

I'm seeing the tileset as it appears, but the creature graphics don't work.

Everything else is fine.
Title: Re: [0.42.02]v21 CLA Graphic Set - updated for 42.02
Post by: CLA on April 18, 2016, 05:16:52 am
Are you playing with a save you had before installing the graphic set? Did you remember to copy the contents of raw/graphics to data/save/<your save>/raw/graphics?

Can you confirm that the creature graphics and definition text files are in the raw/graphics and data/save/<your save>/raw/graphics folders?
Title: Re: [0.42.02]v21 CLA Graphic Set - updated for 42.02
Post by: PeridexisErrant on April 18, 2016, 06:13:42 am
CLA - I've removed the df_max_version in manifest.json from the other DFgraphics packs on Github, but for obvious reasons I'm leaving CLA to you.  Mind checking 42.06 support soon and making an interim release?
Title: Re: [0.42.02]v21 CLA Graphic Set - updated for 42.02
Post by: CLA on April 18, 2016, 09:02:50 am
Maybe we should write down some merge/change/release/etc authority/responsibility etiquette for the repository.
Something like
>everyone can keep graphic sets and tileset updated for new releases
this basically includes only adapting raws for new versions, using the newest init file, etc
>only authors do actual visual changes
>releases are done by authors, releases that only update to new versions are done by authors and maintainers

>authors and admins can merge pull requests


So basically if an author has no time or vanished or whatever, the community can keep the graphic set updated.


Anyway, this afternoon I should find time. Men-variants will have to wait.
Title: Re: [0.42.02]v21 CLA Graphic Set - updated for 42.02
Post by: PeridexisErrant on April 18, 2016, 10:30:47 am
That's one of the things I need to put in the documents, yeah. Basic plan is to leave it to authors, and only have admins jump in if updates are needed and author is missing. Everyone can make pulls though.
Title: Re: [0.42.02]v21 CLA Graphic Set - updated for 42.02
Post by: CLA on April 18, 2016, 11:10:53 am
Alright, everything is updated and released on github (https://github.com/DFgraphics/CLA/releases/tag/42.06-v22).

I'll update this thread and the mirrors later tonight, something came up and I have to go.
Edit: Thread updated, added prepacked release to github

Updated to 42.06

-added new creatures
-updated to 42.06 (no auxiliary file changes)
Title: Re: [0.42.06]v22 CLA Graphic Set - new creatures added
Post by: CLA on April 18, 2016, 01:48:30 pm
With github, I now have 3 places I have to upload the releases to (plus the starter packs that distribute it). I'm thinking of dropping mediafire as mirror for now, but I figured I'd ask first if someone is depending on it.
Title: Re: [0.42.06]v22 CLA Graphic Set - new creatures added
Post by: Max™ on April 18, 2016, 04:27:53 pm
Edit: Nevermind I'm a derpbot.
Title: Re: [0.42.06]v22 CLA Graphic Set - new creatures added
Post by: PeridexisErrant on April 18, 2016, 07:05:37 pm
With github, I now have 3 places I have to upload the releases to (plus the starter packs that distribute it). I'm thinking of dropping mediafire as mirror for now, but I figured I'd ask first if someone is depending on it.

You don't have to upload the standalone pack to Github - it'll create a zip and tarball automatically, from the latest commit on master when you make the release.

And I'd go ahead and drop the mediafire mirror.
Title: Re: [0.42.06]v22 CLA Graphic Set - new creatures added
Post by: Max™ on April 18, 2016, 11:57:29 pm
Hmmm, why are the graphics.png so tall (some are like 4x2 rows of tiles and then like 900 blank pixels) in some cases? Is that for compatibility with the QS tools? Some of them are also blank which I guess are placeholders?
Title: Re: [0.42.06]v22 CLA Graphic Set - new creatures added
Post by: CLA on April 19, 2016, 05:25:34 am
Hmmm, why are the graphics.png so tall (some are like 4x2 rows of tiles and then like 900 blank pixels) in some cases? Is that for compatibility with the QS tools? Some of them are also blank which I guess are placeholders?

Yes. In a "normal" creature graphic sheet you'd have all the different profession graphics there. Check out the text files if you're interested in details.
I guess you could write the standardizer so it asks you whether to include the professions or not, but even I have a few professions of the major races, and It's not really a problem for me to have all the empty space.

You don't have to upload the standalone pack to Github - it'll create a zip and tarball automatically, from the latest commit on master when you make the release.

I noticed, but it's just 500kb and I can name it what I want - "source code" might confuse some people. When I get lazier and lazier at some point I probably will just leave it at that again.
Title: Re: [0.42.06]v22 CLA Graphic Set - new creatures added
Post by: AzyWng on April 19, 2016, 07:23:32 pm
Everything's fine. I downloaded the graphic set with the DF game installed alongside it and it worked just fine.
Title: Re: [0.42.06]v22 CLA Graphic Set - new creatures added
Post by: feelotraveller on April 19, 2016, 08:19:00 pm
Thanks for the update.  :)

Just on the poll: three sources is probably too much but it is good to have 2 in case shit happens.
Title: Re: [0.42.06]v22 CLA Graphic Set - new creatures added
Post by: CLA on May 09, 2016, 06:58:05 am
I finally added the missing men-variants. I'll make a release once the new DF version is out, but if you want to use them already, they're on github (https://github.com/DFgraphics/CLA).

Updated to 43.01
Releases are on github and dffd (links in first post).

the only change are the missing men-variants, all files I would have to change are identical to 42.06.

As for the poll, I'll drop mediafire and keep it mirrored on DFFD.
Title: Re: [0.43.01]v23 CLA Graphic Set - updated for 43.01
Post by: CLA on May 23, 2016, 06:25:26 am
Just wanted to let everyone following this thread know that the above link still works with version 0.43.03 of Dwarf Fortress. In fact, all graphics packs that are compatible with version 0.43.02 should be compatible with 0.43.03 since the only change was to "reaction_adv_carpenter.txt", which doesn't look like it's of use to any graphics pack.

Accordingly, latest github source should still work for 43.03 if you want to play NOW. I don't know when I have time to update github and do a release. Feel free to confirm the above statement and send a pull request if something needs to be changed though.
Title: Re: [0.43.01]v23 CLA Graphic Set - updated for 43.01
Post by: Taffer on May 23, 2016, 11:23:43 am
Thank you again for updating your work. I really like the animal men I've been looking through.  They're surprisingly differentiated, given the tiny canvas available to work on.

When life quiets down a little, I'm planning on revisiting my long-neglected CLA addon.
Title: Re: [0.43.01]v23 CLA Graphic Set - updated for 43.01
Post by: jecowa on May 23, 2016, 02:44:29 pm
Just wanted to let everyone following this thread know that the above link still works with version 0.43.03 of Dwarf Fortress. In fact, all graphics packs that are compatible with version 0.43.02 should be compatible with 0.43.03 since the only change was to "reaction_adv_carpenter.txt", which doesn't look like it's of use to any graphics pack.

Accordingly, latest github source should still work for 43.03 if you want to play NOW. I don't know when I have time to update github and do a release. Feel free to confirm the above statement and send a pull request if something needs to be changed though.

I'm not sure if you already knew this, but it looks the only change between v0.43.01 and v0.43.02 was to "body_default.txt", which fixed an issue with a couple humanoid types who seem to have had right feet where their left feet should have been.
Title: Re: [0.43.01]v23 CLA Graphic Set - updated for 43.01
Post by: CLA on May 25, 2016, 11:15:42 am
I'm not sure if you already knew this, but it looks the only change between v0.43.01 and v0.43.02 was to "body_default.txt", which fixed an issue with a couple humanoid types who seem to have had right feet where their left feet should have been.
I did know already, but thank you nonetheless!  Maybe we could have a wiki page with all the changes, or even better a wiki bot/script that diff's all the DF files when a new release comes out and puts the results on a wiki page.


So, anyway, a map posted in Taffer's thread (http://www.bay12forums.com/smf/index.php?topic=107924.msg7007630#msg7007630) has got me thinking that I don't really like the way mountains look on maps: The progression peak>high mountains>(medium) mountains>low mountains doesn't visually work entirely because low mountains look lighter colored than medium mountains.

I tried to change the low mountain tile as it's not really interfering with super important tiles (animal traps, tree trunk peaks and mechanic's workshops will manage with the change.) and I'm quite happy with the result for now. Especially from far away (second gif) you can recognize the gradient more easily. It's not a particularly important change, but good looking maps are always nice to have.

Spoiler:  large images (click to show/hide)

I think it would be nice if the difference in color between medium mountains and low mountains would be greater, but I'm getting to a point where the low mountains get too dark (and the medium mountain tile is already at 100% alpha 100% white on the tileset). So we'll see what I'll do with that.
Title: Re: [0.43.01]v23 CLA Graphic Set - updated for 43.01
Post by: Taffer on May 25, 2016, 11:39:22 am
So, anyway, a map posted in Taffer's thread (http://www.bay12forums.com/smf/index.php?topic=107924.msg7007630#msg7007630) has got me thinking that I don't really like the way mountains look on maps: The progression peak>high mountains>(medium) mountains>low mountains doesn't visually work entirely because low mountains look lighter colored than medium mountains.

I tried to change the low mountain tile as it's not really interfering with super important tiles (animal traps, tree trunk peaks and mechanic's workshops will manage with the change.) and I'm quite happy with the result for now. Especially from far away (second gif) you can recognize the gradient more easily. It's not a particularly important change, but good looking maps are always nice to have.
...
I think it would be nice if the difference in color between medium mountains and low mountains would be greater, but I'm getting to a point where the low mountains
get too dark (and the medium mountain tile is already at 100% alpha 100% white on the tileset). So we'll see what I'll do with that.

I'm happy my rambling post--a map resulting from my rambling post, at least--provided a little inspiration. I really like this change: the whole map looks much more harmonious now. I don't really have any complaints about your new mountain tile, it looks good. The biggest thing that I notice now is the grasslands and savannah: both are looking unusually "patchy", but I don't have DF installed at the moment and I don't recall offhand if that can be fixed without making adventure/fortress mode patchy. Hills and badlands noticeably don't have the background filled in, but they're consistent within their biomes, so it doesn't stand out as much.
Title: Re: [0.43.01]v23 CLA Graphic Set - updated for 43.01
Post by: CLA on May 25, 2016, 12:23:22 pm
a map resulting from my rambling post, at least--provided a little inspiration
It's actually your whole tileset that makes me strife for a good looking map. I'm pretty sure a world map picture with some years old version of Taffer was the first time I've thought that DF maps could be beautiful.

As for other changes, there are a lot of things I want to improve with the tileset, but I never know when I find some time and motivation to sit down and actually do it. It's not always a simple 10 minute matter as with this change.
Thanks for your opinion anyway, it's much appreciated.
Title: Re: [0.43.01]v23 CLA Graphic Set - updated for 43.01
Post by: jecowa on May 30, 2016, 05:07:05 pm
Is it okay to include your tileset with lazy newb packs?
Title: Re: [0.43.01]v23 CLA Graphic Set - updated for 43.01
Post by: CLA on May 31, 2016, 05:49:57 am
Is it okay to include your tileset with lazy newb packs?

Yes, just keep it the same name when a user chooses, and - if it's practical - include a link to this thread somewhere.
Title: Re: [0.43.01]v23 CLA Graphic Set - updated for 43.01
Post by: jecowa on May 31, 2016, 09:12:13 pm
This is what it looks like right now.

I made up a "url" line for the manifests.txt files, partly for me so I would know where to go for updates. I don't think many people are likely to read those files, though, but there's also a link to here from Lazy Mac Pack forum page.
Spoiler: manifest.txt (click to show/hide)

I removed the "p" and replaced the space with an underscore for better consistency with the other packs. The LNP has a feature that prevents it from recognizing anything after a space in the title of a graphics pack, so this is a workaround until I can figure out a better way to offer multiple resolutions of a pack.
Title: Re: [0.43.01]v23 CLA Graphic Set - updated for 43.01
Post by: PeridexisErrant on May 31, 2016, 09:25:15 pm
Better not to set the df_max_version unless you *know* that it's incompatible past a certain point.  The idea is to allow old packs to be used by PyLNP for old installs, not require manual intervention with every update :)
Title: Re: [0.43.01]v23 CLA Graphic Set - updated for 43.01
Post by: jecowa on May 31, 2016, 10:53:19 pm
Better not to set the df_max_version unless you *know* that it's incompatible past a certain point. 

I thought df_max_version was a safety feature to prevent users from messing up their save files. If someone tries to drag a graphics pack from an older version of the pack into a pack for a newer version of Dwarf Fortress, it will prevent it from working unless they edit the manifest file (at which point they should realize they are taking a risk).

Newer versions of the pack will include updated graphics packs that have been checked for compatibility with the latest Dwarf Fortress and will have their manifests updated to reflect that.

The idea is to allow old packs to be used by PyLNP for old installs, not require manual intervention with every update :)

Are you talking about dragging the "Dwarf Fortress" folder out of an old version of a Lazy Newb Pack and into a current version? I guess you would need to drag the contents of the old baselines folder into the baselines folder of the new Lazy Newb Pack too. It seems like setting a max version would be helpful for people doing something like this, so they don't mistakenly try to use an older graphics pack with the newest Dwarf Fortress.

The max version also works well to mark if a pack has been checked yet for compatibility with the latest version. And if a pack hasn't been updated in a while, it allows you to see the latest version of Dwarf Fortress it was known to be working with.

I'm not seeing the disadvantage to setting this field to the latest known version of Dwarf Fortress that a graphics pack works with. It seems to be helpful to keep it put the latest known working version number there.
Title: Re: [0.43.01]v23 CLA Graphic Set - updated for 43.01
Post by: PeridexisErrant on June 01, 2016, 12:59:12 am
If the manifest is checked reasonably quickly after updates, it should be fine :)

PyLNP can actually handle multiple DF installs next to each other!  So you could have eg. "CLA034", "CLA040", and "CLA043" graphics, as seperate packs.  Then give them non-overlapping version ranges and identical title+tooltip, and you've just faked having the same pack working for incompatible versions.
Title: Re: [0.43.01]v23 CLA Graphic Set - updated for 43.01
Post by: jecowa on June 01, 2016, 01:38:43 am
If the manifest is checked reasonably quickly after updates, it should be fine :)

PyLNP can actually handle multiple DF installs next to each other!  So you could have eg. "CLA034", "CLA040", and "CLA043" graphics, as seperate packs.  Then give them non-overlapping version ranges and identical title+tooltip, and you've just faked having the same pack working for incompatible versions.

Two graphics packs can share a title? Does the title have to match the folder name of the graphics pack? I've been keeping the title and folder name the same just in case. I was having trouble with it at first.
Title: Re: [0.43.01]v23 CLA Graphic Set - updated for 43.01
Post by: PeridexisErrant on June 01, 2016, 01:53:56 am
Yes they can share a title (though it could confuse users!), and the title need not have anything to do with the folder name.  Any correlations are conventions for ease of use.
Title: Re: [0.43.01]v23 CLA Graphic Set - updated for 43.01
Post by: CLA on June 01, 2016, 05:26:23 am
If manifest.json needs changes, feel free to directly make a pull request on github.
Title: Re: [0.43.01]v23 CLA Graphic Set - updated for 43.01
Post by: CLA on June 20, 2016, 04:31:48 pm
Updated to 43.04. No changes were required.
But I changed one tile in the main tileset (127, lower mountains), as shown a few posts back.
I might update the dffd mirror later, but github is updated anyway.
Title: Re: [0.43.04]v23 CLA Graphic Set - updated for 43.04
Post by: jecowa on June 22, 2016, 10:37:43 pm
But I changed one tile in the main tileset (127, lower mountains), as shown a few posts back.

I like those new mountains.

Link to referenced post for anyone wanting to see: http://www.bay12forums.com/smf/index.php?topic=105376.msg7017030#msg7017030
Title: Re: [0.43.04]v23 CLA Graphic Set - updated for 43.04
Post by: Tempto on July 11, 2016, 11:42:11 am
New version crashes after exiting for some reason.

EDIT: It's not CLA related. It seems to be a bug with the release itself.
Title: Re: [0.43.04]v23 CLA Graphic Set - updated for 43.04
Post by: jecowa on August 10, 2016, 01:06:33 pm
I'm curious about tile 199. (located two tiles to the right of the double doors)

Why is it so different from the Curses version of that tile?
Title: Re: [0.43.04]v23 CLA Graphic Set - updated for 43.04
Post by: CLA on August 11, 2016, 05:58:38 am
I'm honestly not sure. It's been so long.
Here's the facts:
199 is used only for branches. before 40.xx, it was entirely unused.
180 is used for glumprong trees (you can change that in the raws) and overworld rivers (you can't change that)
I modified 180 to look nicer for overworld rivers but didn't like that it also changed glumprongs. So in old versions, I changed the raws to use 199 for glumprong trees.
My changelog says I changed the plant raws back to vanilla with 40.xx

So what I think that happened is this:
With 40.xx changes to trees, 199 wasn't a spare tile anymore, but I simply forgot to change 199 back to vanilla.
Or I was in the middle of a solution and other things got in the way of DF. Or maybe it's something else entirely. I have no idea.

In either case, when I look at it right now, it seems that the most obvious solution is to just change it back to how it looks in vanilla.
I won't have time until 2 weeks from now, so if you're feeling like it, change it yourself and submit a pull request on github.
Thanks for bringing it to my attention. I assume the relevant branch tile is currently showing an irritatingly misleading image.
Title: Re: [0.43.04]v23 CLA Graphic Set - updated for 43.04
Post by: jecowa on August 11, 2016, 08:06:48 am
I assume the relevant branch tile is currently showing an irritatingly misleading image.
I'm guessing it's not too irritating. It's still using a branch-looking tile. No one's reported it until now, and I only noticed because I was comparing the walls of your tileset to Max™'s. Branches are kind of random, so it probably doesn't stick out too much in-game. I made a pull request.
Title: Re: [0.43.04]v23 CLA Graphic Set - updated for 43.04
Post by: Max™ on August 12, 2016, 09:17:54 pm
Oh god I am not qualified to be a comparison source for fucking CLA.
Title: Re: [0.43.04]v23 CLA Graphic Set - updated for 43.04
Post by: AzyWng on August 12, 2016, 09:55:32 pm
Oh god I am not qualified to be a comparison source for fucking CLA.
Sure, maybe you're a leading figure of the Non-Square Master Race and maybe comparing these two things are like comparing apples and oranges.

But that's why it's possible to compare your tileset(s) to CLA, eh? The quality of the tileset is certainly high enough.
Title: Re: [0.43.04]v23 CLA Graphic Set - updated for 43.04
Post by: Max™ on August 13, 2016, 06:33:58 am
Maybe, but it's CLA, the purest and most comfy ascii-graphics hybrid creator.

Incidentally I need to see if I can find a workaround for the empty space part of the graphics pages, it stumped me last time I went to upscale them but it was useful for one of the LNP compilers or something?
Title: Re: [0.43.04]v23 CLA Graphic Set - updated for 43.04
Post by: Taffer on September 05, 2016, 10:31:46 am
Thank you for all of the critique, CLA. I made a Taffer variant for your pack. Apologies that it took so long. Part of the delay was that I wanted to custom smooth the edges: my perfectionism made that into a rabbit hole beyond my free time at present.

The second is better suited for CLA: tile 28 and 29 conform to CLA's raw edits.

(http://i.imgur.com/grAAH53.png)

No difference, but tile 28 and 29 are inspired by the Myne tileset:

(http://i.imgur.com/xEbOd4D.png)

This should conform with other two tilesets: kindly let me know if it doesn't. The rail graphics were copied from Myne and aren't edited.

Do let me know if you want anything changed or if I screwed up anywhere. CLA is of course free to edit it or adopt it, of course.
Title: Re: [0.43.04]v23 CLA Graphic Set - updated for 43.04
Post by: Max™ on September 06, 2016, 11:00:37 am
Oooh, that has the old school /dfg/ variant style cabinets I always liked, yoink and such.
Title: Re: [0.43.04]v23 CLA Graphic Set - updated for 43.04
Post by: Taffer on September 06, 2016, 11:37:49 am
Oooh, that has the old school /dfg/ variant style cabinets I always liked, yoink and such.

Cabinets are the same tile as my main tilesets. In fact, most of those tiles are copied and pasted from my existing serif tileset and re-aligned for 18x18. Obvious exceptions are the dwarf tiles, the railway, and the block/sky/ice tiles. The digging aid was also redrawn for this work.
Title: Re: [0.43.04]v23 CLA Graphic Set - updated for 43.04
Post by: Max™ on September 06, 2016, 11:46:39 am
Ohhh, I was comparing it against the Moscow variant from your thread, as it has different tiles in a lot of those spots. Still a neat alternative size, aaaaand easier to nonsquare to 24x36 actually, hmmm.
Title: Re: [0.43.04]v23 CLA Graphic Set - updated for 43.04
Post by: CLA on September 06, 2016, 01:56:20 pm
Alright! OP's edited, repo is updated.

From now on, CLA will directly include a version of the best tileset: Taffer!

I'll make a formal release on github when I make a new release anyway next time, but you can already get it from github, and if I understand correctly, the starter packs just pull from the repo regardless of releases, right?
Title: Re: [0.43.04]v23 CLA Graphic Set - updated for 43.04
Post by: jecowa on September 06, 2016, 05:15:08 pm
I think PE's pack-builder script (http://peridexiserrant.neocities.org/starter-pack.log.txt) requires releases.
Title: Re: [0.43.04]v23 CLA Graphic Set - updated for 43.04
Post by: PeridexisErrant on September 06, 2016, 05:35:26 pm
Yep, I require releases because repos are often not in a releasable state.
Title: Re: [0.43.04]v23 CLA Graphic Set - updated for 43.04
Post by: jecowa on September 06, 2016, 06:01:04 pm
Yep, I require releases because repos are often not in a releasable state.

Once DFHack v0.43.05 comes out, I'll do releases on everything except CLA, Taffer, and Rally Ho!. (I'm guessing those three would prefer to do it themselves.) I would do them all now, but it's kind of tedious to retag things.

Title: Re: [0.43.04]v23 CLA Graphic Set - updated for 43.04
Post by: CLA on September 06, 2016, 08:49:27 pm
Yep, I require releases because repos are often not in a releasable state.
I should have figured that out on my own. I'll get to it tomorrow then. Done. Release for 43.05 is on github.

Once DFHack v0.43.05 comes out, I'll do releases on everything except CLA, Taffer, and Rally Ho!. (I'm guessing those three would prefer to do it themselves.) I would do them all now, but it's kind of tedious to retag things.
I generally wouldn't mind someone doing a release for the sole purpose of updating a starter pack or something similar. That's a big part of why I moved CLA to github (with the organizational structure as it is) in the first place - If I vanish from the earth somehow, people still can easily do releases.
So if anyone feels like I'm not active enough compared to changes in DF, starter pack releases, etc, they're absolutely welcome to do a release, keep the pack maintained, and so on.
I guess fundamental changes are another matter, but there's always pull requests and forks for those.
Title: Re: [0.43.05]v23 CLA Graphic Set
Post by: feelotraveller on September 15, 2016, 10:20:28 am
This is a bit of an odd comment/request but would it be possible to add a distinctive colour to the human settlement tile in world generation?  (Like maybe... red?) 

I'm using the Myne set and have just spent more than a few hours playing with advanced world generation.  One of the things that I look for in an embark is the geographical relation to other settlements/races.  (Rather than just wanting to know if they are accessible I like to konw if they will be closer to the Goblins than the location of a potential embark.)  Goblins are normally pretty pink and are usually dead easy to find on the region map and if not it is only a matter of picking them out of the evil background, similarly for Elves and yellow.  Dwarves can be found easily by chosing the various civilsations to embark from.  But the Humans tend to blend into the background, sometimes green, or blue, or brown, or light blue, whatever the underlying tile colour is.  I really don't know what I'm looking for colour wise and although their symbol is distinctive it does not really stand out. 

I repeatedly wasted minutes looking for them and in one instance only discovered the second (of expected 2) civilsations by chance; by investigating a neighbouring tile for embark possibilities.  I had decided that they had probably been wiped out by a megabeast, or whatever, during worldgen after having searched unsuccessfully for them for maybe fifteen minutes.  Salt in the wound was that I then spent a couple of hours checking out various embark possibilities before stumbling across them.

Anyway, don't know if it is even possible.  But at least I have vented.  :D
Title: Re: [0.43.05]v23 CLA Graphic Set
Post by: CLA on September 15, 2016, 11:02:28 am
I can't change the color of the human settlements on the map: I'm fairly sure it's hardcoded, but even if it wasn't I wouldn't be willing to maintain yet another raw change.
The underlying problem is more likely the color scheme.

I have had a section in my notes since forever, reminding me to recheck and improve the color scheme because tiles are hard to see with some background/foreground color combinations.
Unfortunately, I haven't gotten to it yet, and I have no idea when I will.
Fortunately, there are a couple of really amazing color schemes, and this seems like a good opportunity to try them out. Vherid has some wonderful ones, and the one that Taffer uses by default is great too. Check them out on the wiki.
Report back if it works better with another color scheme, if you can!
Title: Re: [0.43.05]v23 CLA Graphic Set
Post by: feelotraveller on September 15, 2016, 11:48:57 am
Hm.  I'm happy to have a play with colour schemes (looking at them now) but I'm not sure how it might help in this instance.  (Off topic: I vaguely remember in the past trying out an alternative colour scheme that you used to include.  Which one was that?)

As far as I can tell/remember (seat of the pants that is) the settlement tiles on the region map take their colour from the underlying tile.  For example, on occasion (at least in the past - haven't confirmed it in recent experience) Goblin settlements were sometimes grey, if they occurred on a grey tile.  However nearly always they are placed on default evil terrain, that has a distinctive colour.  Similarly for Elves.  But Humans will settle on a variety of coloured tiles (rivers=blue, major river intersections=cyan, some other river variation=white(pretty sure) badlands=brown, forests=green(or maybe that was grassland? but whatever) and so on.  Changing the colour scheme might change the greens, blues, browns, etc. but I doubt it will it add notability to (the colour of) the Human settlement tile.

Perhaps it's not possible to override the default adoption of the underlying tile colour (or not worth the effort), and that's okay, but it would have been great if it was.  :)
Title: Re: [0.43.05]v23 CLA Graphic Set
Post by: jecowa on September 15, 2016, 12:08:29 pm
I don't know why humans are green and blue on the embark map. According to their raws, it looks like they should be white. – [FRIENDLY_COLOR:7:0:1]

Also, they use lots of tiles to represent their settlements. Many of their tiles are used by text, and so can't be edited without making text look weird. And I don't know that it's possible to assign different tiles to be used for their settlements.

For doing a lot of map stuff, the best option for now might be to use a specially-made tilesheet just for map viewing, then switch back to a normal tileset when back to playing.

I don't think editing color schemes will help when humans and plains are using the same color.
Title: Re: [0.43.05]v23 CLA Graphic Set
Post by: feelotraveller on September 15, 2016, 03:14:14 pm
I think I had it wrong about Goblin and Elven settlements on the region map.  It appears their colours are now fixed and (probably) not tile dependent, definitely true in the limited cases I checked.  Not sure why this is not the case for Humans.  If they were a predictable colour (bright white would be fine if that's the default) they would be much easier to find.

In reply to jecowa: in the Myne set human settlements use the ash grapheme (it's like a joined a and e) on the region screen, both uppercase and lowercase.  That is the only symbol I have seen for them for some time.  (On the local screen they use # and are white, but that is by the by.)  I've just been doing short worldgen's with no oceans so it's possible that other symbols might get used in different circumstances...

After sifting through all the colour schemes I could find, and quickly testing at worldgen level, I've got to say that I'm pretty happy with scheme that the set uses.  Is it a CLA special?  Anyway it's good.  I am used to it though.  The three colour schemes I kept for future experimentation were Another Natural Colour Scheme (far less bright, but that can be a good thing), AngleWyrm's Colourset (needs the greens to be more distinct) and Dawnbringer by Taffer (I'm a bit bothered by the off-black).  There were a few which made my head hurt, and another half a dozen I noted down for an honourable mention.  And several which were good but had a shockingly bad bit (bright orange for brown sticks in mind) which made them unusable for me.

I guess part of the trick is being able to balance all uses of the colours, all tiles which call them and all the circumstances in which they get highlighted or backgrounded or whatever (with just 16 colours, right?).  If you have particular tile colour conflicts in mind and want someone to have a look just say the word.  Totally understand if its going to take more time than it's worth to get me up to speed though.  Unfortunately anything I notice is going to be with the Myne set but I could note any difficulties I come across if you want that.

The human settlements thing is really minor since usually we spend little time at the worldgen level, and only infrequently.  It is possible that maybe once or twice again in forever I might spend a bunch of time refining a custom worldgen but then again I might not.  Just thought it was worth mentioning as I was passing through.
Title: Re: [0.43.05]v23 CLA Graphic Set
Post by: CLA on September 15, 2016, 04:55:11 pm
Quote from: feelotraveller
Perhaps it's not possible to override the default adoption of the underlying tile colour
It's not - that's why I suggested changing the color scheme.
Quote
Is it a CLA special?
I made it, yeah.

Quote
Just thought it was worth mentioning as I was passing through.
I appreciate it. Thank you.
Title: Re: [0.43.05]v23 CLA Graphic Set
Post by: Taffer on September 15, 2016, 05:15:57 pm
The three colour schemes I kept for future experimentation were Another Natural Colour Scheme (far less bright, but that can be a good thing), AngleWyrm's Colourset (needs the greens to be more distinct) and Dawnbringer by Taffer (I'm a bit bothered by the off-black).  There were a few which made my head hurt, and another half a dozen I noted down for an honourable mention.  And several which were good but had a shockingly bad bit (bright orange for brown sticks in mind) which made them unusable for me.

Thank you for the thumbs up for Dawnbringer, although I only assembled two of DawnBringer's palettes. I've darkened black in three colour schemes for you--Pastel, Taffer, and Dawnbringer--but not to pure black. It'll be in my next release. If you have any other criticisms about any colour schemes that I distribute please consider sharing. I've removed RawberryCough's Rawberry scheme from my next release under the assumption that it's the "bright orange for brown" that you mentioned.

I don't want to hijack CLA's thread any further though, so please respond in my thread (http://www.bay12forums.com/smf/index.php?topic=107924.0) if it's about a colour scheme included in my set. Thank you for posting your thoughts!
Title: Re: [0.43.05]v23 CLA Graphic Set
Post by: Mohreb el Yasim on June 21, 2017, 05:15:15 am
Hi Cla, 
I was wondering, do you work or have considered working with vector graphics for your set (so that any size versions can be generated easily)?
Mohreb
Title: Re: [0.43.05]v23 CLA Graphic Set
Post by: CLA on June 21, 2017, 03:21:08 pm
Hi Cla, 
I was wondering, do you work or have considered working with vector graphics for your set (so that any size versions can be generated easily)?
Mohreb
Hello Mohreb.

I think it's too much work to get right perfect. Looking at the various tiles, it seems definitely doable to vectorize the base tileset*, with a reasonable amount of work (in fact, I think doing it manually would give you practically perfect results). But getting all the creature shapes look right would be very tedious and I can't put in that much work into DF right now (I'm already happy that I find the time to check the forum and react to DF releases).
Of course you (and anyone else) are welcome to try your hand at this, and share the results here. You could try asking Max^TM, he seems to get good results.

That said, I think the most effective way to get a perfect result would be to:
1) scale image up to a large size (say 2000x2000) with Nearest Neighbor, i.e. preserving distinct pixels
2) use Illustrators "Live Trace" to trace all shapes, as accurate as possible, i.e. again preserving all hard edges
3) manually replace all the 45° diagonals with new diagonals that are actual diagonals, not pixel staircases
4) manually draw round corners where there should be round corners, not pixel staircases.

That way you get all the straight lines perfect, and just have to do the (comparably few) diagonals and round corners manually.
Also, you wouldn't have to do step 2) at all and could instead just keep working with a bitmap image. if you feel more comfortable with bitmap drawing. At that size, there's no practical difference to a vector image for our purposes.


* (It's enlarged from the square version of the default tileset, I believe Haowan (http://dwarffortresswiki.org/index.php/Tileset_repository#18.C3.9718) was the one that originally did that)
Title: Re: [0.43.05]v23 CLA Graphic Set
Post by: Max™ on June 22, 2017, 09:56:25 am
Oh good lord no, I was able to clean up the GIMP rescale algorithm decently but vectors are a whole other ballgame and dePlatino is the man there.
Title: Re: [0.43.05]v23 CLA Graphic Set
Post by: CLA on June 23, 2017, 04:09:54 am
Ah, shit sorry. Yeah of course, dePlatino!
Title: Re: [0.43.05]v23 CLA Graphic Set
Post by: Mohreb el Yasim on June 28, 2017, 01:13:39 am
Thank you for the information.
I was asking in case you already had it, mostly to play around with it. I might try but as someone with really few time (rl is crowded), not much of artistic talent and a 15 year old absence of vector graphics. Well we will see. If something comes out of this idée I will share it here, sure and thank you for the permission.
Title: Re: [0.43.05]v23 CLA Graphic Set
Post by: CLA on November 24, 2017, 06:22:59 am
*Updated for 44.01*
Only the standalone package for now, as I expect a few releases will come in the coming weeks:

https://github.com/DFgraphics/CLA/releases/tag/44.01-v24

Should work for future 44.xx versions, we'll see.
I added the missing Opossum man graphic (see github (https://github.com/DFgraphics/CLA/issues/5) for more info), and updated d_init.txt, init.txt, and item_tool.txt.

I also reverted Floors and Walls back to the default ASCII-characters, because the placeholder engravings were becoming just too ugly - I really couldn't stand them anymore. Originally, I had hoped to have them replaced by now with something better, but I didn't really have time/motivation to sit down and work on it for more than 10 minutes, so for now the default is at least better than what I had.
Same for the mechanism graphic. It stuck out way too much.
Title: Re: [0.44.04]v25 CLA Graphic Set
Post by: CLA on January 12, 2018, 08:57:50 am
I took the release of 44.04 as an opportunity to make another github release. There are only changes in the tilesets themselves, no other changes were necessary:

minor tileset changes:
   fix ú(#163) and in myne ú, Å(#143)
   fix regression (tile 199)
   new tile for barrel (still looks like shit with fg&bg color, i.e. scrolls/bookbinders)
        made down ramp in Myne same as in CLA (i.e. smaller so it looks more like it belongs to the layer below)

The ú letter was inconsistent with the other u's in the tileset. Apparently this was already the case in Haowan (which CLA is based on). I don't know if this was intentional or not, but for CLA, I did fix it now.
Title: Re: [0.44.04]v25 CLA Graphic Set
Post by: Eschar on February 03, 2018, 02:24:44 pm
This looks beautiful. I'm going to try it. Any common installation mistakes that I need to make sure I don't do?
Title: Re: [0.44.04]v25 CLA Graphic Set
Post by: CLA on February 04, 2018, 04:22:21 am
Thank you!
Hmm, I can only think of accidentially using modified raws from another tileset (e.g. Phoebus). You would notice because all stones will be ì, à, ä, etc instead of their vanilla tile.
You should be fine if you follow the readme (https://github.com/DFgraphics/CLA/blob/master/README.md).

EDIT: Just a heads up, CLA still works with the current DF version 44.07 (and probably a few more in the future).
Title: Re: [0.44.07]v25 CLA Graphic Set
Post by: Vivalas on May 29, 2018, 09:44:58 pm
Hey there, really neat graphic set, and my favorite so far.

I'm using LNP and noticed that dwarves have transparent backgrounds... is this intended or because of TWBT or something? It would be my only gripe about the pack, but it looks weird when they are standing over objects, and it makes hunters almost invisible outside.
Title: Re: [0.44.07]v25 CLA Graphic Set
Post by: jecowa on May 30, 2018, 12:29:23 am
Delete your /Dwarf Fortress 0.44.10/onLoad_gfx_Phoebus.init file and see if that fixes it.

If that doesn't work, try entering this into the Terminal window after your save file loads:
Code: [Select]
twbt unit_transparency 0
Title: Re: [0.44.07]v25 CLA Graphic Set
Post by: firons2 on December 22, 2018, 06:15:41 am
Hello, I am using the newest version of the starter pack. I was wondering why all of the punctuation appears as colored spaces, is there a solution to this?
Title: Re: [0.44.07]v25 CLA Graphic Set
Post by: CLA on December 22, 2018, 09:24:59 am
Hello, I am using the newest version of the starter pack. I was wondering why all of the punctuation appears as colored spaces, is there a solution to this?
It's on purpose. The ground is made up of punctuation tiles, and I prefer the ground to be opaque tiles. As a side effect, the punctuation in text is also these same tiles. While this is a limitation of DF, there are various ways to circumvent this:
Title: Re: [0.44.07]v25 CLA Graphic Set
Post by: Blucher on January 03, 2019, 05:22:59 am
It's on purpose. The ground is made up of punctuation tiles, and I prefer the ground to be opaque tiles.

I happy about this.  The punctuation tiles on the ground make my eyes bleed...

By the way, I love this tileset.  I've been using it forever.  Thanks for making it!
Title: Re: [0.44.07]v25 CLA Graphic Set
Post by: CLA on March 16, 2019, 11:17:55 am
It's on purpose. The ground is made up of punctuation tiles, and I prefer the ground to be opaque tiles.

I happy about this.  The punctuation tiles on the ground make my eyes bleed...

By the way, I love this tileset.  I've been using it forever.  Thanks for making it!
I'm glad you like it!

I made some more experiments with down ramps and inversion. As it turns out, the ones I have now work best, but I thought I'd share my results for reference. Maybe this helps someone else:

(https://i.imgur.com/tfh6ORi.png)
Title: Re: [0.44.07]v25 CLA Graphic Set
Post by: CLA on April 15, 2019, 04:35:07 pm
https://github.com/DFgraphics/CLA/releases/tag/44.xx-v26

New release with some very minor changes to the tileset:
I also replaced profont with a custom font that tries to replicate the tileset glyphs 1:1.

Apart from some aliasing that I can't seem to turn off, it's pretty close. Now you can choose your personal lesser evil: random black blotches obstructing text or grey squares instead of punctuation.
I realize that I take away an advantage of TTF fonts (more space for more text) by making it the same size as the tileset. It was an experiment to see if it was possible (it is, but it's quite annoying to get right), and I ended up liking it a lot. You can still revert to the previous font, not use TTF at all or use dfhack/TWBT, the two latter of which I assume is what most people are doing anyway.

I figure creating a TTF font that's identical to the tileset might be useful for ASCII-like tileset authors that want to keep the ASCII-look, but want to use something else for the punctuation-tiles.
If there's interest, I can make a thread detailing my process and sharing what I learned.
Title: Re: [0.44.xx]v26 CLA Graphic Set
Post by: WolfRaider on July 17, 2019, 01:31:30 pm
-deleted, wrong thread-
Title: Re: [0.44.xx]v26 CLA Graphic Set
Post by: Sver on November 03, 2019, 05:10:24 am
Just wanted to drop the graphics I made for my custom race in the style of my fave tileset  :)

(https://i.imgur.com/bhiXIuA.png)
Title: Re: [0.44.xx]v26 CLA Graphic Set
Post by: CLA on January 14, 2020, 05:32:53 am
Just a heads up:
If you're using Linux or Mac and experience crashes with the new TTF font enabled, rename data/art/font.ttf to something else and it should work.
Apparently there's an issue with the font I made and only affects Mac and Linux users. I published a new release to github with a workaround (i.e. just disabling that font) until I find time to fix it properly.
Not sure when that will be as I'm not too knowledgable with creating fonts from scratch and then troubleshooting.
Title: Re: [0.47.xx]v26 CLA Graphic Set
Post by: CLA on January 31, 2020, 08:16:06 am
*Updated to 0.47.01*

No significant changes were made. Default tiles for dice (tile #8) and altars ('É') are used.

https://github.com/DFgraphics/CLA/releases/tag/0.47.xx-v26

Note: the issue with the ttf font is still a problem for Linux and Mac users.
Title: Re: [0.47.xx]v26 CLA Graphic Set
Post by: Mohreb el Yasim on February 04, 2020, 01:52:48 am
Thank you for the fast update.
I think there is a small bug in de d_init file. Missing the last
Code: [Select]
]
Title: Re: [0.47.xx]v26 CLA Graphic Set
Post by: CLA on February 04, 2020, 05:57:41 am
Thank you for the fast update.
I think there is a small bug in de d_init file. Missing the last
Code: [Select]
]
Thanks! Fixed and made a new release on github.
Title: Re: [0.47.xx]v26 CLA Graphic Set
Post by: LennyTheRed on February 07, 2020, 01:33:51 am
Really grateful for this pack and the timely update - it has helped me bridge the gap between gfx and ascii so that I can actually play this new patch without having to wait for everything to be updated.

Thanks a ton!
Title: Re: [0.47.xx]v26 CLA Graphic Set
Post by: CLA on February 07, 2020, 06:44:08 am
Glad to hear that! Though you should know that Jecowa updated pretty much all other tilesets including Mayday, Phoebus, etc already. The only thing that's still missing is twbt/dfhack, in case you're using that.

Also, the latest release should still be compatible with 47.02.
Title: Re: [0.47.xx]v26 CLA Graphic Set
Post by: Erendir on February 10, 2020, 03:50:38 pm
Glad to hear that! Though you should know that Jecowa updated pretty much all other tilesets including Mayday, Phoebus, etc already. The only thing that's still missing is twbt/dfhack, in case you're using that.

Also, the latest release should still be compatible with 47.02.

My google-fu has failed me, I can't find those tilesets updates by Jecowa. Could you please point me in the right direction?
Title: Re: [0.47.xx]v26 CLA Graphic Set
Post by: CLA on February 10, 2020, 04:26:58 pm
https://github.com/DFgraphics/
Go to the repo you need and click on "releases" in the bar close to the top. "source code.zip" is the file you're looking for.
Title: Re: [0.47.xx]v26 CLA Graphic Set
Post by: jecowa on February 20, 2020, 02:04:50 am
TrueType seems kind of glitchy. Maybe it should be disabled by-default? https://www.reddit.com/r/dwarffortress/comments/f69rmu/text_keeps_disappearing/
Title: Re: [0.47.xx]v26 CLA Graphic Set
Post by: CLA on February 22, 2020, 09:28:10 am
Yeah, I know -- it's a very old issue. I don't find it too annoying personally and having a tileset which replaces the punctuation with opaque tiles, I find it more appealing with TTF enabled. I'll keep it enabled because it's easy to disable for people that prefer it and because it will hopefully be obsolete after the graphics rewrite anyway and we'll be able to have a dedicated tileset just for text. Thanks for the info anyway!
Title: Re: [0.47.xx]v26 CLA Graphic Set
Post by: feelotraveller on March 01, 2020, 02:58:40 am
Thanks for your efforts.  Time to make myne mine again and sort my goblins from my gremlins.  ;)


Title: Re: [0.47.xx]v26 CLA Graphic Set
Post by: Iliithid on March 04, 2020, 02:19:42 pm
Why, when I update my current fort's raws, does the game suddenly crash telling me it can't find item definitions for the Altar objects? if it's been updated to .01 or xx, then shouldn't it have them?
Title: Re: [0.47.xx]v26 CLA Graphic Set
Post by: CLA on March 04, 2020, 02:29:12 pm
Are you overwriting raw/objects/item_tool.txt?
I assume you updated like this:

-install new version in new folder
-copy over old save file
-overwrite raws in save file with raw files from new version

Here's a direct link for convenience:
https://github.com/DFgraphics/CLA/blob/master/raw/objects/item_tool.txt

Make sure the file in your save folder contains the last two entries (altar and dice)
Title: Re: [0.47.xx]v26 CLA Graphic Set
Post by: Iliithid on March 04, 2020, 02:33:51 pm
Yeah I was updating in the proper order, but I'll give it another shot overwriting and get back to you on that. Thanks! I figured it should be fine, since starting a new world doesn't give me the error it has to be something in my save folder gone wonky.

Yup! That seems to have fixed it.
Title: Re: [0.47.xx]v26 CLA Graphic Set
Post by: salnim on May 14, 2023, 10:50:14 pm
Is there any chance this tileset will be updated for the steam release?

If not, would you be okay for people to do it themselves and post to the steam mods page?

Thanks for making the best tileset.
Title: Re: [0.47.xx]v26 CLA Graphic Set
Post by: Clatch on May 15, 2023, 08:30:20 am
Is there any chance this tileset will be updated for the steam release?

If not, would you be okay for people to do it themselves and post to the steam mods page?

Thanks for making the best tileset.

Make it even if they say no. We all know what happens to a dwarf separated from finishing their masterwork. If you do try it, it looks like the asset definitions have been rearranged a bit. It might be interesting to figure out.
Title: Re: [0.47.xx]v26 CLA Graphic Set
Post by: lingaic on April 20, 2024, 06:17:51 am
Is there any chance this tileset will be updated for the steam release?

If not, would you be okay for people to do it themselves and post to the steam mods page?

Thanks for making the best tileset.

It's almost perfect in 50.12