Very late to the party, but Meph, I just want to say this is gorgeous. THANK YOU for using my abandoned tiles and adapting them to a complete set. It's exactly like what I would have wanted them to be. ^^
My only complaint at the moment is your base grass tile. The leaves are too long and coily and makes the exteriors noisy. More like overgrown vines rather than grasslands. Though they'd do well as wormy tendrils or even pigtails. Switching tree leaves and grass might also work. Other than that, I love everything in this. <3
Meph, are you okay with your Meph Tileset being bundled with Lazy Newb Packs?Not yet. Not because I wouldn't want it on those packs, but because it's not finished. This is a first release to get more play-testers, but I plan to work on it more. I'll probably update it fairly regularly in the near future. But I can let you know once I consider it "finished".
Meph, are you okay with your Meph Tileset being bundled with Lazy Newb Packs?Not yet. Not because I wouldn't want it on those packs, but because it's not finished. This is a first release to get more play-testers, but I plan to work on it more. I'll probably update it fairly regularly in the near future. But I can let you know once I consider it "finished".
Elf crossbowmen just show up as black/grey squares, can get pretty confusing in a fight.Perfect, thank you.Spoiler (click to show/hide)
Awesome work Meph! The tileset is supreme.TWBT dislikes adventure mode because of something with the travel-map. Mifki has to update a few things. No idea about the first thing.
Downloaded and ran the game and within 2 seconds the screen flashed, the game minimized to the toolbar, and i got an alert that my graphics driver had crashed but recovered. Any thoughts?
Edit: Second run it seems to be holding up ok. Maybe a fluke? Damn the tileset looks nice in the wild.
Edit 2: Ran three adventurers through quickly. Crashed after the third.
I should add I am a new player but I do understand why folks are still using 43.03 rather than 43.05 (64-bit) at the moment.Dwarf Fortress is highly configurable, but there are a suite of memory-hacking tools that white-hat their way into the game engine to allow vastly expanded features. The Meph Tileset uses one of those tools to assign distinct icons to items that would otherwise look identical in game. There have been technical issues slowing down the latest update of the memory-hacking tools, and the last version for which everything works is 0.43.03.
Actually Meph, I do have a question for you...If it's only children, maybe they're playing make believe? Normally it's indicated by a magenta ["] symbol.
I had some children arrive with my first migrant wave and they have moved into my Meeting Hall in their little red suits but there appears to be some red leafy thing sharing the same tile as them. Every one of the children alternates with this red tile. Do you know what it is meant to be?
The tiles for 3 or 4 way tracks are misleading regarding their in game behaviour. (E.g. A cart coming from west to a NSW track tile continues east (or stops when there is a wall) but does not turn.)Can you show me a screenshot for that?
Very Nice. Will this be available in the next MWDF release Meph? I want to try it, but I like the whole package deals, lol.Thank you. Yes, I'm putting it into Masterwork for sure.
I'm using this in the default 32x32 res, though I'm on a 1080 resolution. I prefer the slightly larger size of the sprites. Why is this (in theory) a bad thing to do?I actually thought it would be impossible to use on a 1080p resolution, but maybe TWBT allows for a lower minimum of tiles.
My only "complaint" is that when zooming this tileset, it seems to blur more than others. I'm training myself to not zoom in or out, as I know this isn't a function of the tileset itself - it was just more apparent for whatever reason.
Hey Meph,Currently uploading both mac and linux edition.
Think we could get just the files as well, I am attempting to create a pre-install for Linux
Edit: For a little more clarification, I really more just need the TWBT files, I should be able to manage the rest using the pre-install you posted, I just dont have much experience using TWBT so I am unfamiliar with the files.
Thanks!
Wow Meph thank you for all your work on this. For me - this is the best Tileset to date.Thank you :)
Things start to "come live" in the game ..... outstanding work.
-B
Congratulations on the release, Meph! I saw this tileset posted on reddit and was instantly impressed. You did a great job creating a consistent-looking tileset that suits the tone of DF.Thank you too! Btw, Gemset is installed in Masterwork too. ;) Just working on the creatures sprites for that, I need to standardize the creature files between all tilesets for that. :/ Mostly Phoebus is making issues.
The tiles for 3 or 4 way tracks are misleading regarding their in game behaviour. (E.g. A cart coming from west to a NSW track tile continues east (or stops when there is a wall) but does not turn.)Can you show me a screenshot for that?
- Some players think some tiles are too dark, rock floor/walls...
Spoiler: Waterfall/Water depth (click to show/hide)
Has anyone else been having issues with this set? A good amount of items are blacked out or incorrectly displayed in Fortress Mode, and much of the Adventure Mode functionality is stripped bare or removed. (Sneaking indicator!)Screenshots and letting me know exactly what tiles is portrait as what is the only thing that helps me fix this. Previous to your post, I did not even know that a think like a sneaking indicator does exist.
I love the sprite work in this set, but these issues make it frustrating to use in Fortress Mode, and impossible to use in Adventure Mode.
Do you mind if I use your sprites in Armok Vision?Ohh... Armok Vision with these sprites... It should be great!
Do you mind if I use your sprites in Armok Vision?Not at all, please go ahead. :)
In that case, would you mind uploading a version with transparent backgrounds?Do you mind if I use your sprites in Armok Vision?Not at all, please go ahead. :)
Which tiles/sprites?In that case, would you mind uploading a version with transparent backgrounds?Do you mind if I use your sprites in Armok Vision?Not at all, please go ahead. :)
Which tiles/sprites?Clothing, armor, weapons, and food.
Here:Which tiles/sprites?Clothing, armor, weapons, and food.
Meph - I sympathise with you when you think" Hey, I can do this next" and then you discover that there are a squillion variations to it!Worst part is figuring out when DF displays which tiles. Artichokes have flowers, leaves, hearts... great. But if I have them in a farmplot, which one is shown? Which one is shown in a stockpile?
When I first started a Book mod for Skyrim I thought "There are probably a few dozen books. If I do ten and he does ten we can meet in the middle really soon!". Hah! One, I got lumped with the lot. Two, there were hundreds to do. Three, I increased the scope to cover other things. I swear - we are our own worst enemies sometimes!
Mind you, the end result will be worth it.
It's really difficult to understand basic terrain levels in this tileset. Some problems with ramps etc.I like the ramps. Whats wrong with them?
Please, think again about these tiles :-X
Just other things here are great.
Could I also have a copy of this sheet without the background?Sure, once I am back on my laptop.
http://i.imgur.com/qI9bSIY.png
How does that look? (The ramps)
(http://i.imgur.com/IFVDGpw.png)
I registered just because I wanted to say thanks for making this graphics set. It's awesome to play with my 7 year-old son and have big beautiful tiles. He especially loves the butcher shop and wants to butcher everything. Everything.Thank you so much for that post :)
Also, since you asked for feedback, I noticed that beehives are missing. They showed up as cut wood.
I also agree that the outside graphics are somewhat dark and would love to have them brightened up a bit. If I turn my laptop's screen's brightness all the way up, it's slightly better, but would still love to have them brighter overall.
I didn't mind the old ramps, but I like the newer ones you posted very well.
The plants look great!
Thanks again for all your efforts!
Hey Meph, this looks wonderfull. Is there a way to install the set using PYLNP? It would be great!I say the same as I said to PeridexisErrant and Jecowa: Once its done, yes please. :) But I'm still working on it. Plants, vermin, creatures, corpses... all still missing.
Hey Meph, this looks wonderfull. Is there a way to install the set using PYLNP? It would be great!I say the same as I said to PeridexisErrant and Jecowa: Once its done, yes please. :) But I'm still working on it. Plants, vermin, creatures, corpses... all still missing.
Wow, it's really interesting how this is coming together. The combination of photo-realistic tiles and black outlines reminds me of the Absurd NetHack tileset (http://authenticinvention.com/nethack/absurd/absurd64.bmp). Good job pulling together all of these tiles into something consistent-looking.I can easily make it brighter by using a different green color in the color scheme. I really like the dark theme, but yes, several people have said that its too dark for them.
This is far, far too dark though. The tiles look perfect in the tileset but they're very hard to see in the screenshot. The pepper plant in particular is exactly the same color as the background. The issue might be that the game is colorizing everything. If you colorize tiles white they'll appear exactly as they do in your tileset.
When you draw the plants, do you keep the plant and fruits on separate layers?No. So far I've barely made any plants with fruits, and I still have the original plants, without fruits, in another file.
Really looking forward to carpets as you mentioned before, I've actually used bridges to simulate a "carpet" in my fortress. (BTW my hallways are always 7 tiles wide, I don't want any cramped Dorfs 8) )MasterworkDF already has a carpet. But its for 16x16, so I cant just port it ^^
Copyright/Attribution Notice:
DENZI部屋のドット絵フリー素材は、クリエイティブ・コモンズ・ライセンス (http://www3.wind.ne.jp/DENZI/diary/) に基づいて公開しています。 (CC-by SA 表示-継承) https://creativecommons.org/licenses/by-sa/3.0/ --- Medicine's crappy translation: "DENZI Room's pixel art (published at http://www3.wind.ne.jp/DENZI/diary/) is free material under the Creative Commons license (CC-BY-SA attribution, share alike) https://creativecommons.org/licenses/by-sa/3.0/"
OpenGameArt.org
Stormbolts Angband Creature Set
Copyright/Attribution Notice:
Stephen "Redshrike" Challener, hosted by OpenGameArt.org
Jorge BF @ jbfproject
It's kinda cool to see seasonal colors :) I never actually used the script beyond some minimal testing.What people asked about is a distinction between above and below-ground... seaons shouldnt affect the colors in a cave. Or my suggestio : a day/night cycle would be cool. ;)
I wonder how hard it would be to slowly change the colors as time passes... It wouldn't be hard to blend the colors on the fly, the only tricky bit would be deciding how much to blend from each for a particular date. Hmmm... Maybe later.
At the default 100FPS, a fort-mode day lasts twelve seconds. I think that might get irritating after a while.It's kinda cool to see seasonal colors :) I never actually used the script beyond some minimal testing.What people asked about is a distinction between above and below-ground... seaons shouldnt affect the colors in a cave. Or my suggestio : a day/night cycle would be cool. ;)
I wonder how hard it would be to slowly change the colors as time passes... It wouldn't be hard to blend the colors on the fly, the only tricky bit would be deciding how much to blend from each for a particular date. Hmmm... Maybe later.
The turtle men look a bit like turtle teenagers. But I guess turtle people become adults at the age of 1 year?They look like super hero ninja turtles :P
Thanks for the tip, but none of them change colors.
Copyright/Attribution Notice:
DENZI部屋のドット絵フリー素材は、クリエイティブ・コモンズ・ライセンス (http://www3.wind.ne.jp/DENZI/diary/) に基づいて公開しています。 (CC-by SA 表示-継承) https://creativecommons.org/licenses/by-sa/3.0/ --- Medicine's crappy translation: "DENZI Room's pixel art (published at http://www3.wind.ne.jp/DENZI/diary/) is free material under the Creative Commons license (CC-BY-SA attribution, share alike) https://creativecommons.org/licenses/by-sa/3.0/"
OpenGameArt.org
www.spriters-resource.com
Stormbolts Angband Creature Set
Stephen "Redshrike" Challener
Jorge BF @ jbfproject
I've already commented on this before on the subreddit, but I really love the SNES era RPG sprites used for some of the creatures - so uncommon to see Lufia 2 or BOF2 get some recognition and love.
Also laughed at the turtle men - glad you decided to go for broke and gave some of the animal men more joke-y sprites ;p
I'm trying to get this working on Fedora 25 64-bit using this with 'official' df_linux from bay12 (http://www.bay12forums.com/smf/index.php?topic=158289.0).You are missing TWBT, and most likely Roses building-subytype-change scripts too.
before booting the game it gives me two of this warning: libpng warning: iCCP: known incorrect sRGB profile
In the main menu, there is no text but this: http://imgur.com/a/Zbu7J (http://imgur.com/a/Zbu7J)
Sure there is a way, but you could just wait till tomorrow, when I do the MasterworkDF update with them. ;)
Sure there is a way, but you could just wait till tomorrow, when I do the MasterworkDF update with them. ;)
Oh oh! Is this still happening soon? This appears to be a great time to make the jump to MW, since I'm not sure I want to mess up trying to make all this awesome work with the Newbie Pack.
Sure there is a way, but you could just wait till tomorrow, when I do the MasterworkDF update with them. ;)
Sorry, the internet here is abysmal. I tried uploading, but it kep disconnecting/cancelling before the 160mb were up.Sure there is a way, but you could just wait till tomorrow, when I do the MasterworkDF update with them. ;)
Well, Masterwork still not updated, so... How?
Could people please post screenshots using the set?Oh, really? Okay then! This is Malevich Square, aka Adventure Mode Building Screen. Fix it, please. Thanks.
No.Could people please post screenshots using the set?Oh, really? Okay then! This is Malevich Square, aka Adventure Mode Building Screen. Fix it, please. Thanks.Spoiler (click to show/hide)
No.Аnd how about
Please report any issues you encounter?
Are you using a very outdated version of the tileset; or did you load a save that was generated with a different set? Download the set again and generate a new world, I assure you that plants all have their own, unique graphics.Spoiler (click to show/hide)
Plants out there looks kinda very strange. Squirrel plants are rhubarbs, "small ugly guy" plants are galena, fairy ones are blackberry, stairs are leek plants and so on.
1. You were rather rude. 2. Its a TWBT issue that affects all tilesets that use TWBT; if you want someone to fix it, be kind (not rude) to Mifki, not me.No.Аnd how aboutPlease report any issues you encounter?
I used fresh install of Masterwork V1.23 there. I thought it was updated with current version of tileset.Please make masterwork mod feedback in the masterwork forum, not here. This is the vanilla set.
Toady senpai pls notice me look at what wonderful (http://www.bay12forums.com/smf/index.php?topic=161047.165)things (http://www.bay12forums.com/smf/index.php?board=24.0) I did for ur game
The tileset comes with a pre-installed Dwarf Fortress, dfhack and Text-will-be-text (TWBT) plugin. All you need to do is run DwarfFortress.exe.except the Linux version does not appear to include DF.
Compared to everything else in DF, having a bigger texture pack has negligible impact on performance.
[OVERRIDE:186:B:DOOR:Door::3:197]#wood door
[OVERRIDE:186:I:DOOR:DOOR::3:197]#wood door
[OVERRIDE:240:B:DOOR:Door::3:198]#metal door
[OVERRIDE:240:I:DOOR:DOOR::3:198]#metal door
...There's nothing wrong or especially unstable with DF 0.43.05 itself; the problem is just that tools like DFHack and Dwarf Therapist aren't available for it yet.
Can this pack be installed in the LNP and if so how?
Hey Thundercraft... do you do graphics? was wondering if you was interested in turning Meph's tileset into a "twbt next" tileset.... that would make it more cool than anything else I can think of.
I make no guarantees, implied or otherwise. And, so far, nobody has given me any feedback, despite 11 downloads.)
I could probably update this graphics pack for 0.44.x, but this is a pack is not designed to work without Text will be Text. So it might not be very useful at this point to have it updated. We might give him some more time to see if he wants to come back and work on it some more. If he doesn't want to work on it at the moment, this pack might be a good candidate to add to the DFGraphics Repo. Sticking it on there would make it easier to keep updated and distributed.it will be amazing be able to play the v44 with this graphics <3
I'll read through everything I've missed. I skimmed it, thank you for the kind words and the adaptations of the tileset. I might do a quick vanilla version without twbt/dfhack for the new df. After all, this was the last thing I worked on, and there are still creature sprites missing.
transparent stockpiles? Not completely, but enough to see under.
transparent stockpiles? Not completely, but enough to see under.
That's a good idea. I don't think it can do partial-transparency, but TWBT-Next (Text Will Be Text multi-layer rendering) might be able to let you get a checkerboard effect (so that half the pixels are completely transparent and the other half are completely opaque) if Mifki is able to add the stockpile as one of the supported items. I believe he has to add support for each item one-at-a-time, so not everything supports TWBT-Next yet.
Will this also work with the latest 44.02 with DFHack and Twbt?Not yet. I have a version with raws for 44.02, but Twbt isnt finished yet for 44.02. It works, but only parts of it.
Cool thanks for the update! Cant wait!Will this also work with the latest 44.02 with DFHack and Twbt?Not yet. I have a version with raws for 44.02, but Twbt isnt finished yet for 44.02. It works, but only parts of it.
I've already talked to Peridexis about it. He wants it in the pack, but only for 44.02. Not the old DF version, obviously. Since I make heavy use of TWBT, that might take a bit.
So, for dropping this into an existing game, which RAWs have been modified? Specifically I'm wondering about the Creature_Standard and Entity_Default.Tools, all plant files, all creature files, all inorganic files, descriptors... all raw/graphic files. Entity default only for the modded decoration workshops, which can't be added to a saved game.
Thanks for this, it looks fantastic!
- Shane
So, for dropping this into an existing game, which RAWs have been modified? Specifically I'm wondering about the Creature_Standard and Entity_Default.Tools, all plant files, all creature files, all inorganic files, descriptors... all raw/graphic files. Entity default only for the modded decoration workshops, which can't be added to a saved game.
Thanks for this, it looks fantastic!
- Shane
Could you send me the save? I'll see what happens if updated.
Post or send me the download link as you like. :)
PeridexisErrant got the link to add it, yes.
Could I please still have the save? I really need to see a larger fort, to find bugs. ;)
I kinda don't like how hard it is to see my temporay fort dug in the soil layer.In dirt they should look very distinct. Do you mean sand?
The floor and dirt walls blends fairly well so it's hard to see at a glance when 3-wide hallway is dug with door-less 3x3 workshops.
Btw, somehow I stumbled upon a way to:
- Give trees up to three colors that radiate outwards.
Drawn of saw blade
(https://i.imgur.com/VYgLq3e.png)
It seems to me that my rails\tracks do not correspond to the nature of the movement of minecarts. Below you can see new rails.Spoiler: New tracks (click to show/hide)
the + still needs some sort of appearance of providing turns as a dwarf ordered to push across one will still make a turn on it. the new + looks like the N-S E-W are forced and turning isn't allowed.
the + still needs some sort of appearance of providing turns as a dwarf ordered to push across one will still make a turn on it. the new + looks like the N-S E-W are forced and turning isn't allowed.
I think, in real life, it does not seem that two railways that intersect at 90 degrees have normal fork with the possibility of changing the direction of motion - there is always a rather confusing denouement - but I'm not a specialist railroader, I can be wrong.
How in DF works + fork have no idea - never used rails.
Аnyway, I drew what you described. Previous post updated.Spoiler: Track + forks (click to show/hide)
1---+---3
|
2
where 1,2,3 are defined track route stops. ----|||||||+++----
It will move across these as if they as a straight line. even if a dwarf is told to guide across these... the dwarf will get confused and just start dragging the cart across the straight distance... which means he will drag across these and the friction is less anyway on these tiles... well as long as there isn't a straighter path available that circumvents these tiles,such as this:+------------------1
|WWWWWWWWWWWWWWWWW WWWW - walls with a gap in it. and the track doesn't connect so the dwarf will just drag from 1 to 2 through the gap.
+----|||||||+++----2
Do you have any ideas on which sprites you will work next?Unify remaining mechanisms - a water wheel with a windmill. Also repaint quern. But in the next two days I'm forced to stop modding.
Drawn of machine componentsDon't the gears look tilted sideways a bit too much? Looks weird when you think the axles should be sitting nearly flat.
(https://i.imgur.com/y9nlNfx.gif)
(https://i.imgur.com/erjwzjN.png)
Tracks, rollers and track stops! Done by Vordak, special thanks for those, also to Jecowa who noticed some minecart movement clashing with the design, which has been fixed.
Absolutely amazing work! I'd love to play with this set again, but there's too much fiddling to get it to work with LNP. Any idea when it will be added back into the pack?No fiddling at all, it should be just drag and drop. :o
I'm curious about the item clouds being removed from growth drops on the trees. What is an item cloud?I checked, it was Amostubal. Sorry. ^^Tracks, rollers and track stops! Done by Vordak, special thanks for those, also to Jecowa who noticed some minecart movement clashing with the design, which has been fixed.
I think it was Vordak who noticed the Minecart Movements.
Item clouds are created when leaves or fruit fall off trees... it's like a dust-cloud, using tile 176,177,178 and 1-2 other tiles. There are no overrides for it, and it doesn't really add anything but distractions to the game, so I eradicated them. Mostly because the tiles in question do not look like falling leaves/fruit at all.That sounds like a good change. It looks like leaves are just a graphical effect at this point in the game and don't affect any mechanics. So it's probably safe to give them "no cloud" tags in existing saves. Does that sound right to you?
It looks like your link is broken.It actually deleted itself for some reason. Fixed now though.
I have a working 44.03 version, which I'll upload now. Just wait a bit. ^^Ah. So it was the "calm the hell down" thing. ^^ Thanks Meph!
Good biome looks awesome!Spoiler: Good. Feather trees and bubble bulbs (click to show/hide)
Love the sprites with the little corpses and skulls.
Spoiler: Cavern is dry (no grass) or flooded. Looks like this... (click to show/hide)
I don't like the green colors of cavern 1 and 2. Floor fungus in real life tends to be mostly white with spots where the color of the cavern floor shines through.
Cavern 3 looks really cool, I like how the rose-thorn and blood thorn plants blend in with the floor.
Fantastic!
Is it intentional that v1.7.5 includes the vanilla /data/init/colors.txt palette?Yeah. The raw/colors.txt and seasonal colors exist, which are used by default. But if people say "I dont want this fancy nonsense" and turn it off, they go back to vanilla.
I tried this but this just turned the corpses into cages. I don't play them I just test it in the testing arena. The plan is to slaughter them by the hundrets in many dwarfy ways ;)Strange. 11 is in the overrides, [OVERRIDE:11:I:CORPSE:CORPSE::_MDF_overrides_2:174:15] #humanoid, I use it myself a lot.
EDIT: But thanks for the suggestion I guess I have to dig more into it or adjust the CREATURE_TILE to something the resembles what I want the closest.
New evil biome stuff looks great.Like this?
But the tendrils need to wiggle!
Looking at this, it becomes a pity that the game does not have a portable flamethrower)) Сhic art.Spoiler (click to show/hide)
I'm almost 3 years into my fortress with 1.75 and wanted to say thanks for this awesome set and thanks to Vordak for all the dwarfy Dwarves.Uh, could you please upload a save? I'm super curious how it looks. Any issues?
The recent changes to cavern 2 and evil region look gorgeous!
I'm not at my pc right now but I will upload a save tomorrow.I'm almost 3 years into my fortress with 1.75 and wanted to say thanks for this awesome set and thanks to Vordak for all the dwarfy Dwarves.Uh, could you please upload a save? I'm super curious how it looks. Any issues?
The recent changes to cavern 2 and evil region look gorgeous!
Your pack looks gorgeous down in the earth where everything can be smoothed and lovely, but I seem to have a bone to pick with most large-res packs like this in regards to surface stuff, where grass/trees/etc collide with the solid backgrounds of units or other tiles in a really unsettling way. Is there a way past this, design wise, in your experience? Your unit sprites are gorgeous, I just wish the surface tiles meshed more happily.Mifki was working on creature transparency, but currently nothing is possible besides using a dark-grey neutral background.
Oh and one bigger issue... after putting an artifact on a display case, the display case now looks like a slightly darker normal floor and the artifact is invisible.Oh, I didn't know that they change their look when something is in them. If you have one of those in the save, please point it out to me. Might be a TWBT issue, when a transparent item is on top of an override tile.
I don't know if it's causing it, but the wagon is a 24x24 image while the text file for it lists it as a 32x32 image. Maybe this is causing it to fallback to the main tilesheet?The 24x version in the graphics folder isnt used for wagons in vanilla DF at all.
QuoteOh and one bigger issue... after putting an artifact on a display case, the display case now looks like a slightly darker normal floor and the artifact is invisible.Oh, I didn't know that they change their look when something is in them. If you have one of those in the save, please point it out to me. Might be a TWBT issue, when a transparent item is on top of an override tile.
Corpses I'd be happy to have a look at. They are hard to come by, when I start my little test forts, since I cant spawn them with dfhack.You can find lots of corpses that show some anvil tile in the south of the main entrance F1.
Kromtec, thank you. :)
No idea about the display-case behaviour. It's pretty opaque and I dont know how/why it doesnt work.
Corpses are fixed now.
Children blink, because the second tile is "children playing make believe". I managed to remove the color from it, now it doesnt have the magenta hue.
More animal sprites. Almost forgot that I never finished them. Of the 100 that were left, I now have about 50 to go...They all look beautiful, I especially like the little pants on the monkey people. :)
(https://i.imgur.com/oDuDMAZ.png)
Fish are Obsidian Souls work for the most part, and the animal men and monkey variations I based on his designs, trying to keep them similar.
(https://i.imgur.com/oDuDMAZ.png)Molemarians do.
I should point out that leopard seal men don't have 6 limbs.
The plain mining designation is hard to see? It looks fine to me. Maybe the upstairs, downstairs, and up ramp designations are kind of vague, though.Spoiler: Mining designations in Meph 1.7.5 (click to show/hide)
Does the channel designations look okay? There might possibly be a better solution if the channel designation looks okay, but as a temporary fix you could download one of the files below, rename it to "Meph_32x32-top.png", and place it in your /data/art/ folder to hopefully make it more readable.
I meant in the first tileset. Because I couldnt make out the difference. ^^In the first one, only tile 131 is deleted.
Two things:Those look really nice.
- I made gems.
- I made workshops.
Gems have 8 tiles, sorted by value. 2, 3, 10, 15, 20, 30, 40, 60.
(https://i.imgur.com/brua3rF.png)
And I redid all workshop tiles. All of them. Like... all. I tried giving them a border, but I'm only able to override 3-5 tiles per workshop usually, and often these tiles repeat themselves twice or trice in the same design.I'm not very familiar with workshops, but I could still guess most of them. It looks like you might have the cheese maker labeled as a kitchen.
I wish they'd all offer the same freedom as the soap maker, that would be great.Spoiler: workshops (click to show/hide)
Please let me know if any of them look unclear...
0.44.02-r01
- updated Dwarf Fortress
- updated Phoebus graphics - *but still for 43.05*
0.44.01-r01
- updated Dwarf Fortress to 0.44.01
- updated PyLNP to 0.13
- removed Therapist, DFHack, etc pending compatibility
- graphics packs included but *not yet* updated
(do not update graphics on saves - may be incompatible)
Is it possible to make gems more contrast against the background stone? And in general, just gems.The point was to make them more hidden, embedded... ingame it depends on the gem color... white, grey and brown gems are harder to see, while colorful gems are easy to spot. They are white in the tileset.
(https://i.imgur.com/NHZjk8y.png)
No, this is all work in progress. But I might upload a new pack today. Tons of things unfinished, but if I wait till everything is done, I'll upload never. ^^
YES thank you! Are the fish sprites you just posted in the new update as well?Sure.
Better?Yes, much better!Spoiler (click to show/hide)
Better?Spoiler (click to show/hide)
The gem color is not shifted, it's a glow. On purpose. The lights falls through them and throws a colored shadow on the rocks around them. Probably not the best idea. ^^It looks good on the other gem tiles I've found, but on this particular one it looks a little bit off.
The corpses... ha, found it! They tricked me. They always use CREATURE_TILE, in 764 cases. In 3 cases, it's CREATURE_SOLDIER_TILE. ^^ Dwarves, Elves and Human soldiers have their own special tile numbers. (curiously enough, Goblins and Kobolds don't have them). I tried overriding it, but it doesn't work, since they are intelligent units.Great!
Corpses fixed. They were elf-corpses. Well done.
The limits question is more important. There's no fixed number, it depends on graphics card used. I think all currently used cards should support texture size 4096x4096 or at least 2048x2048. This gives 64 512x512 sheets or at least 16 sheets. It may seem ok then, but this also includes all creature graphics, so I really need to find a way to split tiles into several GPU textures and not worry about limits anymore.Summary: All graphic tiles have to fit into one large, 4096x4096 png.
tl;dr: Vordak, I/we/you can't do full spritesheets for all animal men. Only a few selected professions. I thought about 4: Melee, Ranged, Scholar, Performer. That's 1600 sprites in total. (200 creatures * 4 = 800. Times two for the -bg files) That's well within the limits of TWBT.It's probably good because for extremely rare animal-men make a complete set - it's a waste of time.
large_tundraLove the bear in battle armor! :D
(https://i.imgur.com/ibmdHjm.png)
large_mountain
(https://i.imgur.com/hL2ZyHg.png)
It was supposed to be some kind of bearman - muzzle is not like, It resembles a rat).Now I want to have a bearman in my fortress.Spoiler: Bearman (click to show/hide)
That doesn't work. I could have left most of the items in the main tileset in that case... for example most of the carried items are furniture or crafts... which I could leave in the main tileset. But I decided to outsource them, to have more space for grasses and vermin; aka things I don't want or can't use overrides for.
Is it just my version or do the track stops look like bookcases? Also, zones look like bookcases as well...Don't know about the tracks (haven't built them so far in my current game) but Meph showed the new zone sprites that should be in the next version:
Traffic designations... fast, slow, restricted. Then activity zone, then selected activity zone.:
(https://i.imgur.com/3cWq3W3.png)
Constructions and channeling
(https://i.imgur.com/abCbmPj.png)
Wait... instruments don't show as instruments when carried? Because the instrument tile is still the original, I don't use overrides on them. (Checked your fort, only one guy reciting poetry... blinking in the "children playing make believe" tile. :/ )
Mrok Girl, not intentional. Which version is that? If it's the newest one, could you please upload the save? (And I did nothing to raws, like relationships etc)
(https://i.imgur.com/Wo0a5oy.png)
:)
edit:
Oh, now I just realized, there are two graphics for eggs on this sheet (in the first and in the last row). Can it be that the eggs in the first row are used for hauled rocks?
Masterpiece quality tags, unmined Gem Cluster*, Rough Gems and Raw Glass, unmined bituminous coal*, mined bituminous coal*, currency symbol, spider webs, pond turtle*, sun, gear assemblies, paralyzed indicator, fireballs, bandit camps on travel map, towns on world map, night creature senses, artifact gem doorsSeems getting one sprite that fits all "*" topics is nearly impossible.
Mrok Girl: open creature_standard.txt, find CREATURE_SOLDIER_TILE:2 and replace it with :1. That's it. Corpses fixed.
I already fixed them in my dev version, that's why I was a bit confused.
Eep those insects are creepy!I don't change anything in the raws. This is not a mod.
BTW I just built some glass workshops and they require architecture now. I don't recall them needing that earlier. Was that a recent change?
It was supposed to be some kind of bearman - muzzle is not like, It resembles a rat).you could put the ears more to the top of the head and make them appear less behind the head. that could make them look more like bears than rats.Spoiler: Bearman (click to show/hide)
Edit: And lets add a playing-make-believe/storytelling/reciting-poetry icon to the mix. First one.What do you think of a theatre mask in the bubble?
(https://i.imgur.com/e0rOwGc.png)
Mrok Girl, thanks for the hint with the track stops:Nice!
(https://i.imgur.com/aP0mKG9.png)
And Kromtec, people reading books now show a book:
(https://i.imgur.com/EOOwlJz.png)
:)
I'm having a look at your save. It must be a twbt bug. It has the same output in the print-twbt-override script, both items use overrides, both items use transparencies, and both pedestals are of the same quality/material.
I uploaded an updated save (http://dffd.bay12games.com/file.php?id=13386) where my fortress is now the mountainhome.
F4 are the chambers of the queen and F5 is a library. Maybe it helps you with testing.
The pedestal in the throne room has an artifact crown and shows no sprite like the pedestals in the tavern previously.
The pedestals on the right in bed and dining room have artifact clothing on them and show a sprite!Spoiler (click to show/hide)
I'm having a look at your save. It must be a twbt bug. It has the same output in the print-twbt-override script, both items use overrides, both items use transparencies, and both pedestals are of the same quality/material.
If you press "c" to stop displaying it, you see the crown. If you put it back on display, you see the crown, till you move the view once. As soon as twbt/df has to redraw the tiles, the crown turns invisible.
I'm having a look at your save. It must be a twbt bug. It has the same output in the print-twbt-override script, both items use overrides, both items use transparencies, and both pedestals are of the same quality/material.
If you press "c" to stop displaying it, you see the crown. If you put it back on display, you see the crown, till you move the view once. As soon as twbt/df has to redraw the tiles, the crown turns invisible.
I noticed some time ago that tiles seem to be "dragged around" when you move the view. It's an old bug (possibly already fixed, haven't played in a while) and i don't know if it's related, but it's for sure due to twbt.
In my varios cases were usually bridge tiles that changed to wall ones when moving the visual or farm plots dragging on black tiles.
Welcome back, btw. Awesome work with the tileset.
I see, I was mistaken. Thanks for the mod, anyway, it really makes wonderful things possible.
With tilesets like Meph's, "twbt redraw_all 1" must be used.
With tilesets like Meph's, "twbt redraw_all 1" must be used.
Is this because nearly everything in the pack is using overrides?
Is the disadvantage to this feature that it requires more GPU power?
twbt redraw_all 0|1 This command controls the full redraw mode, in which all tiles are updated each frame - useful for some tilesets in case of graphics issues when scrolling.
Those chambers look very royal :) Are the walls engraved or just smoothed?Yes, the walls are all engraved. My main engraver has an obsession with a peregrin falcon woman who is the sheriff of my civilization, so most of the engravings are about her. ;D
[OVERRIDE:60:T:TreeBranches:_MDF_overrides_2:60] papaya
[OVERRIDE:60:T:TreeBranchesSmooth:_MDF_overrides_2:60]
[OVERRIDE:60:T:TreeTwigs:_MDF_overrides_2:60]
[OVERRIDE:60:T:TreeTrunk:_MDF_overrides_2:60]
[OVERRIDE:60:T:TreeTrunkInterior:_MDF_overrides_2:60]
[OVERRIDE:60:T:TreeTrunkSloping:_MDF_overrides_2:60]
[OVERRIDE:60:T:TreeTrunkPillar:_MDF_overrides_2:60]
[OVERRIDE:60:T:TreeCap:_MDF_overrides_2:60]
[OVERRIDE:60:T:TreeCapPillar:_MDF_overrides_2:60]
[OVERRIDE:60:T:TreeCapRamp:_MDF_overrides_2:60]
[OVERRIDE:60:T:Trunk:_MDF_overrides_2:60]
Gorlak. A small, round humanoid found wandering the caves deep underground. Most of its body is taken up by a huge tusked mouth.
Gorlaks are small good-aligned humanoids encountered in cavern areas. Despite their appearance they are mostly harmless, although will prove to be an annoyance due to spamming cancelled jobs, and occasional weak attacks against animals or sleeping dwarves. Easily dispatched by even a novice military dwarf and/or most civilians. Gorlaks can learn, so they may visit a fortress.
I think I see the problem. It looks like maybe there is a papaya fruit attached to the trunk of the papaya tree. The same thing might be happening to Bananas and Dates. Most fruits attach themselves to the branches, but Papaya, Banana, and Date attach to the trunk of the tree. These are the current overrides for the papaya fruit:Code: [Select][OVERRIDE:60:T:TreeBranches:_MDF_overrides_2:60] papaya
[OVERRIDE:60:T:TreeBranchesSmooth:_MDF_overrides_2:60]
[OVERRIDE:60:T:TreeTwigs:_MDF_overrides_2:60]
I'm wondering if it needs to have an override that specifies the trunk of the tree instead of the branches. I'm not very familiar with overrides codes, but you might try adding this to your overrides.txt file:Code: [Select][OVERRIDE:60:T:TreeTrunk:_MDF_overrides_2:60]
[OVERRIDE:60:T:TreeTrunkInterior:_MDF_overrides_2:60]
[OVERRIDE:60:T:TreeTrunkSloping:_MDF_overrides_2:60]
[OVERRIDE:60:T:TreeTrunkPillar:_MDF_overrides_2:60]
[OVERRIDE:60:T:TreeCap:_MDF_overrides_2:60]
[OVERRIDE:60:T:TreeCapPillar:_MDF_overrides_2:60]
[OVERRIDE:60:T:TreeCapRamp:_MDF_overrides_2:60]
[OVERRIDE:60:T:Trunk:_MDF_overrides_2:60]
Maybe one of those will work.
Please let me know if that fixes it. Trees are very hard to test, since I can't spawn them or find specific ones at embark.Wow, now I want a gorlak scholar in my library.
I'm currently re-doing cavern creatures.QuoteGorlak. A small, round humanoid found wandering the caves deep underground. Most of its body is taken up by a huge tusked mouth.
Gorlaks are small good-aligned humanoids encountered in cavern areas. Despite their appearance they are mostly harmless, although will prove to be an annoyance due to spamming cancelled jobs, and occasional weak attacks against animals or sleeping dwarves. Easily dispatched by even a novice military dwarf and/or most civilians. Gorlaks can learn, so they may visit a fortress.
(https://i.imgur.com/5W3Sdts.png)
I hope to one day see some visiting a fort. :D
Gorlaks do have faces... BODY_HEAD:BASIC_3PARTARMS:BASIC_3PARTLEGS:2EYES:2EARS:NOSE. The color, you are absolutely right... I took the wiki picture as reference, should have checked the raws.
They're creepier with no faces.Heh, yeah.
I will try with cats. How many it will take time - unknown, now unfortunately there are urgent matters IRL.No worries, take your time. :)
birds_new.png - is there a version without a background? How I understand that there are only to draw weapons and some clothes.
- Removed Gauges from Still, seemed too high-tech.It seems like everything in the old.
Awesome work meph, it looks great!You can't. It would break everything. This is a tileset for vanilla DF.
How would I go about updating my masterwork DF to use this?
I haven't played in years so I've forgotten how to mod the game.
You can't. It would break everything. This is a tileset for vanilla DF.
Edit: Started a little test-fort here. (http://www.bay12forums.com/smf/index.php?topic=169003.0)
He probably meant how would he go about taking the graphics from this over to masterwork, and that'd be rough(not compared with what you do of course), especially with all the creature tile changes. Gl.Not only those, but also all items. Weapons, armors, tools... all plants... and of course the fact that Masterwork has about three times as much stuff than vanilla, of of which missing graphics.
Spoiler: 1 month ingame (click to show/hide)
They keep respawning in giant swarms.
so without faces and without a mouth, how can those toadmen tell tales?
[OVERRIDE:240:B:ANY_STORAGE:Bookcase::_MDF_overrides_1:246] i:zone
[OVERRIDE:240:B:UNK_V42_2:Bookcase::_MDF_overrides_1:246] i:zone
[OVERRIDE:255:B:ANY_STORAGE:Bookcase::_MDF_overrides_1:246] i:zone
For the bookcases:Ok, thanks!Code: [Select][OVERRIDE:240:B:ANY_STORAGE:Bookcase::_MDF_overrides_1:246] i:zone
[OVERRIDE:240:B:UNK_V42_2:Bookcase::_MDF_overrides_1:246] i:zone
[OVERRIDE:255:B:ANY_STORAGE:Bookcase::_MDF_overrides_1:246] i:zone
add it to the overrides.txt in data/init, below ######, and you'll be fine. I finally found out about UNK_V42_2, which is apparently the correct tag for constructed bookcases. ^^
The trees are already in my todo list, but didnt find the time to fix it yet. I kinda want to give them mushroom-growth leaves.
edit: why are the miners in your screenshot black/white?They are legendary and flash between the colored and this black&white state. I took the screenshot exactly at the moment they flashed.
For the bookcases:Code: [Select][OVERRIDE:240:B:ANY_STORAGE:Bookcase::_MDF_overrides_1:246] i:zone
[OVERRIDE:240:B:UNK_V42_2:Bookcase::_MDF_overrides_1:246] i:zone
[OVERRIDE:255:B:ANY_STORAGE:Bookcase::_MDF_overrides_1:246] i:zone
add it to the overrides.txt in data/init, below ######, and you'll be fine. I finally found out about UNK_V42_2, which is apparently the correct tag for constructed bookcases. ^^
The trees are already in my todo list, but didnt find the time to fix it yet. I kinda want to give them mushroom-growth leaves.
edit: why are the miners in your screenshot black/white?
[OVERRIDE:240:B:ANY_STORAGE:Bookcase::_MDF_overrides_5:238] i:zone
[OVERRIDE:255:B:ANY_STORAGE:Bookcase::_MDF_overrides_5:238] i:zone
that is already there, or instead of it?
[OVERRIDE:240:B:ANY_STORAGE:Bookcase::_MDF_overrides_5:238] i:zone
[OVERRIDE:255:B:ANY_STORAGE:Bookcase::_MDF_overrides_5:238] i:zone
[OVERRIDE:240:B:ANY_STORAGE:Bookcase::_MDF_overrides_1:246] i:zone
[OVERRIDE:240:B:UNK_V42_2:Bookcase::_MDF_overrides_1:246] i:zone
[OVERRIDE:255:B:ANY_STORAGE:Bookcase::_MDF_overrides_1:246] i:zone
#different wall tiles
[OVERRIDE:43:T:ConstructedFloor:_MDF_overrides_2:221]
[OVERRIDE:206:T:ConstructedFortification:_MDF_overrides_2:184]
[OVERRIDE:199:T:ConstructedPillar:_MDF_overrides_2:180]
[OVERRIDE:186:T:ConstructedWallUD:_MDF_overrides_2:167]
[OVERRIDE:205:T:ConstructedWallLR:_MDF_overrides_2:170]
[OVERRIDE:200:T:ConstructedWallRU:_MDF_overrides_2:181]
[OVERRIDE:211:T:ConstructedWallRU:_MDF_overrides_2:181]
[OVERRIDE:212:T:ConstructedWallRU:_MDF_overrides_2:181]
[OVERRIDE:200:T:ConstructedWallRU2:_MDF_overrides_2:181]
[OVERRIDE:211:T:ConstructedWallRU2:_MDF_overrides_2:181]
[OVERRIDE:212:T:ConstructedWallRU2:_MDF_overrides_2:181]
[OVERRIDE:200:T:ConstructedWallR2U:_MDF_overrides_2:181]
[OVERRIDE:211:T:ConstructedWallR2U:_MDF_overrides_2:181]
[OVERRIDE:212:T:ConstructedWallR2U:_MDF_overrides_2:181]
[OVERRIDE:188:T:ConstructedWallLU:_MDF_overrides_2:169]
[OVERRIDE:189:T:ConstructedWallLU:_MDF_overrides_2:169]
[OVERRIDE:190:T:ConstructedWallLU:_MDF_overrides_2:169]
[OVERRIDE:188:T:ConstructedWallLU2:_MDF_overrides_2:169]
[OVERRIDE:189:T:ConstructedWallLU2:_MDF_overrides_2:169]
[OVERRIDE:190:T:ConstructedWallLU2:_MDF_overrides_2:169]
[OVERRIDE:188:T:ConstructedWallL2U:_MDF_overrides_2:169]
[OVERRIDE:189:T:ConstructedWallL2U:_MDF_overrides_2:169]
[OVERRIDE:190:T:ConstructedWallL2U:_MDF_overrides_2:169]
[OVERRIDE:213:T:ConstructedWallRD:_MDF_overrides_2:164]
[OVERRIDE:214:T:ConstructedWallRD:_MDF_overrides_2:164]
[OVERRIDE:201:T:ConstructedWallRD:_MDF_overrides_2:164]
[OVERRIDE:213:T:ConstructedWallRD2:_MDF_overrides_2:164]
[OVERRIDE:214:T:ConstructedWallRD2:_MDF_overrides_2:164]
[OVERRIDE:201:T:ConstructedWallRD2:_MDF_overrides_2:164]
[OVERRIDE:213:T:ConstructedWallR2D:_MDF_overrides_2:164]
[OVERRIDE:214:T:ConstructedWallR2D:_MDF_overrides_2:164]
[OVERRIDE:201:T:ConstructedWallR2D:_MDF_overrides_2:164]
[OVERRIDE:183:T:ConstructedWallLD:_MDF_overrides_2:168]
[OVERRIDE:184:T:ConstructedWallLD:_MDF_overrides_2:168]
[OVERRIDE:187:T:ConstructedWallLD:_MDF_overrides_2:168]
[OVERRIDE:183:T:ConstructedWallLD2:_MDF_overrides_2:168]
[OVERRIDE:184:T:ConstructedWallLD2:_MDF_overrides_2:168]
[OVERRIDE:187:T:ConstructedWallLD2:_MDF_overrides_2:168]
[OVERRIDE:183:T:ConstructedWallL2D:_MDF_overrides_2:168]
[OVERRIDE:184:T:ConstructedWallL2D:_MDF_overrides_2:168]
[OVERRIDE:187:T:ConstructedWallL2D:_MDF_overrides_2:168]
[OVERRIDE:202:T:ConstructedWallLRU:_MDF_overrides_2:183]
[OVERRIDE:203:T:ConstructedWallLRD:_MDF_overrides_2:172]
[OVERRIDE:185:T:ConstructedWallLUD:_MDF_overrides_2:166]
[OVERRIDE:204:T:ConstructedWallRUD:_MDF_overrides_2:165]
[OVERRIDE:206:T:ConstructedWallLRUD:_MDF_overrides_2:171]
[OVERRIDE:62:T:ConstructedStairD:_MDF_overrides_2:186]
[OVERRIDE:60:T:ConstructedStairU:_MDF_overrides_2:187]
[OVERRIDE:88:T:ConstructedStairUD:_MDF_overrides_2:185]
#[OVERRIDE:88:T:ConstructedStairUD:_MDF_overrides_1:119::]old original
I noticed myself that i wrote that rather complicated after posting it.
Just imagine being a poor stone detailer, spending the whole day smoothing walls and just by accident a dumb miner destroys the wall right next to your masterwork hallway. And instead of just replacing the wall to match the rest and move on he builds up a complete different wall style and even puts fortifications on top :D as a stone detailer I would throw a tantrum :D
But thanks for the hint about the override removal!
Upd. a side effect of the work) (https://i.imgur.com/TZOMKn9.gif)Is Mifki adding animation support?
(https://i.imgur.com/q1iUihm.png)The new animal people eyes look a lot less goofy.
Cat-humans:
Pattern, Lion, Tiger, Jaguar, Leopard, Cougar, Cheetah.
It seems the constructed Tracks are somehow misordered.What is your version of tileset? I have for example all right.
##################\df_44_03_win\raw\graphics\graphics_4204_giant.txt (48 hits)
129: [GIANT_DEER]
136: [GIANT_FOX]
143: [GIANT_RACCOON]
150: [GIANT_MACAQUE_RHESUS]
157: [GIANT_COUGAR]
164: [GIANT_WOLF]
178: [GIANT_ALLIGATOR]
185: [GIANT_BUZZARD]
199: [GIANT_WARTHOG]
213: [GIANT_LEOPARD]
220: [GIANT_JAGUAR]
234: [GIANT_GAZELLE]
241: [GIANT_MANDRILL]
262: [GIANT_CROCODILE_SALTWATER]
269: [GIANT_VULTURE]
276: [GIANT_RHINOCEROS]
283: [GIANT_GIRAFFE]
339: [GIANT_TIGER]
##################\df_44_03_win\raw\graphics\graphics_4204_man.txt (48 hits)
10: [BLUEJAY_MAN]
17: [CARDINAL_MAN]
24: [GRACKLE_MAN]
31: [ORIOLE_MAN]
38: [RW_BLACKBIRD_MAN]
45: [FLY_MAN]
52: [ROACH_MAN]
94: [MARMOT_MAN]
129: [DEER_MAN]
136: [FOX_MAN]
143: [RACCOON_MAN]
150: [MACAQUE_RHESUS_MAN]
171: [GROUNDHOG_MAN]
178: [ALLIGATOR_MAN]
199: [WARTHOG_MAN]
234: [GAZELLE_MAN]
241: [MANDRILL_MAN]
262: [CROCODILE_SALTWATER_MAN]
283: [GIRAFFE_MAN]
290: [HONEY BADGER MAN]
##################\df_44_03_win\raw\graphics\graphics_birds_new.txt (84 hits)
17: [CROW_MAN]
24: [GIANT_CROW]
38: [RAVEN_MAN]
45: [GIANT_RAVEN]
52: [BIRD_CASSOWARY]
59: [CASSOWARY_MAN]
66: [GIANT_CASSOWARY]
73: [BIRD_KEA]
80: [KEA_MAN]
87: [GIANT_KEA]
101: [SNOWY_OWL_MAN]
108: [GIANT_SNOWY_OWL]
115: [SPARROW]
122: [SPARROW_MAN]
129: [GIANT_SPARROW]
136: [BIRD_STORK_WHITE] Black-faced Spoonbill
143: [WHITE_STORK_MAN]
150: [GIANT_WHITE_STORK]
157: [BIRD_LOON]
164: [LOON_MAN]
171: [GIANT_LOON]
178: [BIRD_OWL_BARN]
185: [BARN_OWL_MAN]
192: [GIANT_BARN_OWL]
199: [BIRD_PARAKEET]
206: [PARAKEET_MAN]
213: [GIANT_PARAKEET]
220: [BIRD_KAKAPO]
227: [KAKAPO_MAN]
234: [GIANT_KAKAPO]
241: [BIRD_PARROT_GREY]
248: [GREY_PARROT_MAN]
255: [GIANT_GREY_PARROT]
269: [PUFFIN_MAN]
276: [GIANT_PUFFIN]
283: [BIRD_SWAN]
290: [SWAN_MAN]
297: [GIANT_SWAN]
304: [BIRD_LORIKEET]
311: [LORIKEET_MAN]
318: [GIANT_LORIKEET]
325: [BIRD_WREN]
332: [WREN_MAN]
339: [GIANT_WREN]
346: [BIRD_OSPREY]
353: [OSPREY_MAN]
360: [GIANT_OSPREY]
367: [BIRD_EMU]
374: [EMU_MAN]
381: [GIANT_EMU]
388: [BIRD_COCKATIEL]
395: [COCKATIEL_MAN]
402: [GIANT_COCKATIEL]
409: [BIRD_LOVEBIRD_PEACH-FACED]
416: [PEACH-FACED_LOVEBIRD_MAN]
423: [GIANT_PEACH-FACED_LOVEBIRD]
430: [BIRD_MAGPIE]
437: [MAGPIE_MAN]
444: [GIANT_MAGPIE]
458: [KESTREL_MAN]
465: [GIANT_KESTREL]
472: [BIRD_ALBATROSS]
479: [ALBATROSS_MAN]
486: [GIANT_ALBATROSS]
493: [BIRD_OWL_GREAT_HORNED]
500: [GREAT_HORNED_OWL_MAN]
507: [GIANT_GREAT_HORNED_OWL]
514: [BIRD_EAGLE]
521: [EAGLE_MAN]
528: [GIANT_EAGLE]
542: [HORNBILL_MAN]
549: [GIANT_HORNBILL]
556: [BIRD_LOVEBIRD_MASKED]
563: [MASKED_LOVEBIRD_MAN]
570: [GIANT_MASKED_LOVEBIRD]
577: [BIRD_BUSHTIT]
584: [BUSHTIT_MAN]
591: [GIANT_BUSHTIT]
##################\df_44_03_win\raw\graphics\graphics_temperate_new.txt (63 hits)
17: [WILD_BOAR_MAN]
24: [GIANT_WILD_BOAR]
38: [COYOTE_MAN]
45: [GIANT_COYOTE]
59: [KANGAROO_MAN]
66: [GIANT_KANGAROO]
80: [KOALA_MAN]
87: [GIANT_KOALA]
108: [ECHIDNA]
136: [PORCUPINE]
213: [GIANT_BOBCAT]
220: [SKUNK]
227: [SKUNK_MAN]
234: [GIANT_SKUNK]
262: [HARE]
269: [HARE_MAN]
283: [RATTLESNAKE]
290: [RATTLESNAKE_MAN]
297: [GIANT_RATTLESNAKE]
304: [WEASEL]
311: [WEASEL_MAN]
318: [GIANT_WEASEL]
325: [COPPERHEAD_SNAKE]
332: [COPPERHEAD_SNAKE_MAN]
339: [GIANT_COPPERHEAD_SNAKE]
346: [IBEX]
353: [IBEX_MAN]
360: [GIANT_IBEX]
374: [WOMBAT_MAN]
381: [GIANT_WOMBAT]
395: [DINGO_MAN]
402: [GIANT_DINGO]
423: [GIANT_COATI]
430: [OPOSSUM]
437: [OPOSSUM_MAN]
444: [GIANT_OPOSSUM]
##################\df_44_03_win\raw\graphics\graphics_tropical_new.txt (60 hits)
10: [MONGOOSE]
17: [MONGOOSE_MAN]
24: [GIANT_MONGOOSE]
38: [HYENA_MAN]
45: [GIANT_HYENA]
80: [MONITOR_LIZARD_MAN]
87: [MONITOR_LIZARD]
94: [KING_COBRA]
101: [KING_COBRA_MAN]
108: [GIANT_KING_COBRA]
129: [GIANT_OCELOT]
143: [JACKAL_MAN]
150: [GIANT_JACKAL]
178: [SLOTH]
185: [SLOTH_MAN]
192: [GIANT_SLOTH]
220: [PANGOLIN]
227: [PANGOLIN_MAN]
241: [BLACK_MAMBA]
248: [BLACK_MAMBA_MAN]
255: [GIANT_BLACK_MAMBA]
283: [AYE-AYE]
290: [AYE-AYE_MAN]
297: [GIANT_AYE-AYE]
304: [BUSHMASTER]
311: [BUSHMASTER_MAN]
318: [GIANT_BUSHMASTER]
These are kinda done... all creature sprites exist, but no unique sprites for giant, child or zombie.
##################\df_44_03_win\raw\graphics\graphics_ocean_new.txt (33 hits)
17: [OCTOPUS_MAN]
24: [GIANT_OCTOPUS]
31: [CRAB]
66: [GIANT_LEOPARD_SEAL]
73: [CUTTLEFISH]
80: [CUTTLEFISH_MAN]
87: [GIANT_CUTTLEFISH]
94: [ORCA]
101: [ORCA_MAN]
115: [SPONGE]
122: [SPONGE_MAN]
129: [GIANT_SPONGE]
136: [HORSESHOE_CRAB]
143: [HORSESHOE_CRAB_MAN]
164: [SPERM_WHALE_MAN]
171: [GIANT_SPERM_WHALE]
192: [GIANT_ELEPHANT_SEAL]
213: [GIANT_HARP_SEAL]
220: [NAUTILUS]
227: [NAUTILUS_MAN]
A few possible reasons:
- bins, barrels or bags used - items in bins are only available when there is no current job needing another item in the same barrel/bin/bag (consider quantum stockpiles if thats the case)
A few possible reasons:i stopped using bins in the latest forts and haven't had any such job cancelation at all.
- stockpile not in burrow while alarm active
- items forbidden or marked for dumping
- bins, barrels or bags used - items in bins are only available when there is no current job needing another item in the same barrel/bin/bag (consider quantum stockpiles if thats the case)
- burrow set to limit workshops into burrow / dwarf burrowed an not able to access stockpile
- another job running requiring cloth but job got suspended (like, in another workshop) - this job will block the bin with all the other cloth inside!
Just now a bunch of succubi marched into my fortress and were quickly met with fire.
@Boltgun
I modded the race a little so it is not fireimmune ;-) they are now as orcs sirface living creatures that march into battle with steel and adamantium :-D orcs only ise steel. I wanted to make invading forces a little more interesting without making all lava based fun void. And I used a tileset for them that I found in of the mods here. If it was yours then THANK YOU for those :-D
But you only see the engravers when you designate it, right?
The sand floor is already darker... still not high enough contrast?
I can't move the tile in the masons shop. Positions are hardcoded.
I also played around with the stockpile tile and as I only build fortresses out of stone and all my floors are usually smoothed or constructed I came up with this tile:notice the faint image of a box engraved in the floor tile. I think it looks quite neat and isn't so prominent as the original stockpile tile.Spoiler (click to show/hide)
Hi Meph,
I found a few strange things but haven't uploaded any pics yet let me know if you want to see some screen shots.
1. When looking a trade depot access it only shows solid Red and Green blocks, it does not show the letters to let you know if you have [W] Wagon and [D] Depot access.
Intended change.
2. Not sure if this is a game bug or related to the graphics pack but I am getting giant swarms of Flys that are never ending on my Embarks. They seem to be attracted to a large pile of different Plant food parts that are just randomly sitting on the map and are shown as a Farmed Plant tile.
I fixed that in my dev version. Microvermin swarms had too high cluster numbers. I changed everything back to vanilla df.
3. This is just an inquiry and I wanted to know what you think. It could look really good if the workshops had there own floors like maybe a fixed color carpet (Like your Red carpets) and leave a little of the surface ground type showing underneath around the edges, or maybe a slight change of tint of the natural surface its built on, something that defines the workshop area more clearly.
not possible
4. is there anyway to make the stockpile graphics transparent so that you can tell there is a stockpile there but the surface soil underneath mostly shows through. I just think this may be more aesthetically pleasing.
sure. just enter "twbt hide_stockpiles 1" into dfhack.
5. not a big fan of the constructed walls having there own graphic. The graphics are really good though and I am not completely against the idea. I like to be able to build walls to match the ones that I have mined out. also it would be even better if constructed walls would blend in and properly connect into mined out walls. Is it also possible to engrave constructed walls somehow, this makes sense right?
not possible.
6. Stone doors don't really seem to look like doors.
I think they look fine. It's up for interpretation of course ^^
7. The engraver tile could be changed to something less busy looking like maybe just a transparent overlay of the engraved wall graphic until it is actually engraved. Some times the engraving status can sit there for some time before a dwarf actually gets around to it.
Yeah, you are not the first to suggest it. I probably change it, especially since it has to fit both my dwarves and vordaks dwarves.
8. I like the Mason Workshop Vordak suggested :P
ok
I upload on imgur, they dont compress pngs. ??? Maybe you can post just the one tile, in 32x32 px.
What is that in front of the bookcases? floor grate and... ?
EDIT:
@Hylum:
Like this?
(https://i.imgur.com/eJ1Mgrf.png)
I'm not sure how vermin token behave in already generated worlds. I'll upload v.1.92 today or tomorrow, it will have a fix.
I also played around with the stockpile tile and as I only build fortresses out of stone and all my floors are usually smoothed or constructed I came up with this tile:notice the faint image of a box engraved in the floor tile. I think it looks quite neat and isn't so prominent as the original stockpile tile.Spoiler (click to show/hide)
I tried using folder diff to put the Vordak dwarves (changes from 1.75 to 1.91) and it didn't work, so I replaced my DF entirely and moved saves over, still see Meph dwarves instead of Vordak dwarves. Does using the new dwarves require a new world gen or am I being a Kobold about this somehow?
I tried using folder diff to put the Vordak dwarves (changes from 1.75 to 1.91) and it didn't work, so I replaced my DF entirely and moved saves over, still see Meph dwarves instead of Vordak dwarves. Does using the new dwarves require a new world gen or am I being a Kobold about this somehow?
You need to replace the graphics folder in your save file (located at /data/save/regionx/raw/graphics/) with the updated /raw/graphics/ folder from the latest Meph.
I actually consider un-doing a few of the overrides, because of the carried-item display-bug.That's too bad that items being hauled can't use overrides. I tried to guess which tiles are affected by this. There's 53 items listed in the table below, but I'm not completely sure if all of them can be carried.
I only managed to trick the tools and give them all a "being-carried" graphics. I can't do that with the furniture for example. :/
Isher: They are raws. ;) There is raw/objects and raw/graphics. I think most people mean the objects when they speak of raws.
Changelog:
- Added hidden-spear/spikes trap sprite.
- Added unique sprites for stonefall-traps, weapon-traps, cage-traps and pressure plates.
- Saplings and dead saplings blend in with the grass better.
- Added about 100 more child/zombie creatures sprites.
- Gave about 150 more creatures transparent backgrounds.
- Gave all plants transparent backgrounds.
- Gave tree leaves slightly off-set green tones, for more varied view of forests.
- Windmill got a nicer background.
- Gave all fruits/nuts transparent backgrounds.
- Gave axles/gears transparent backgrounds.
- Bridge-ends look nicer.
- Fixed tracks on ramps.
- Constructed stairs got a nicer background.
- Added sprite for slade pillars.
- Improved several workshop tiles (Jeweler, Still, Craftsman)
- Made flies, mosquitoes etc microvermin again. Even if it's all the same tile, at least no issues with remains.
- Made roots blend in better.
- Made soil floors blend in better.
- Made gem blend in better.
- Fixed the 4 track-end carving designation tiles.
- Added a unique tile for vermin remains.
- Redid the tiles for depot-wagon access.
- Added a unique tile for build hives.
- Added a unique tile for supports.
- Added a unique tile for wall grates.
- Added a unique tile for vertical bars.
- Fixed Gem floodgate tile.
- Added unique tiles for wood floodgate, gem floodgate and floodgate (stone/metal)
- Mechanisms look like mechanisms while being carried.
- Animated 7 more vermin sprites (bats, lizards, creepy-crawlers, bees, spiders, toads, fire snakes)
- Fixed wrong mushroom-ramp tile on giant mushrooms.
- Made some minerals blend in more.
- Made coal icon darker.
- Added new status icon for undead.
- Added new statues icon for engraving designations.
(like I don't have Vordak's dwarves just the original ones)That's because you copied into the folder, instead of replacing the folder. The original files are still in there. They didnt get replaced, since they are named differently. No need to gen a world for those. Just delete graphics_Meph_dwarves.txt and/or graphics_dwarves.txt. They are the active ones because they are sorted alphabetically (and V in vordak comes fairly late).
oh, i get it. i will have to adapt the tiles then because it just looks a little weird in the forts I usually build :DYou may also notice the small darker edge in the right lower corner of each bridge. Is this also intended?Spoiler: bridge screenshot (click to show/hide)
And I seem to have messed up the ballista too :D
No, that's some pixel artefacts. I usually test with granite, it wasnt that visible with dark grey bridges.
Ballista is fine... the center tile is a TWBT bug, with the item (ammo) on top of the center ballista tile. It reverts back to no override. :/ Nothing I can do about that.
removed erroneous unit occupancy flag
removed erroneous unit occupancy flag
removed erroneous unit occupancy flag
removed erroneous unit occupancy flag
removed erroneous unit occupancy flag
removed erroneous unit occupancy flag
removed erroneous unit occupancy flag
Mrok Girl: Strange. No idea what might cause it. Usually it's multilevel view, at least so I've been told. Try setting it to lower than the default 10.
remember, "quicksave" is a very handy command.
[STATE_COLOR:ALL_SOLID:DARK_TAN] *** https://www.woodworkerssource.com/shop/category/Walnut.html
in some patch (.44?), but in the pack it's back to[STATE_COLOR:ALL_SOLID:BURNT_SIENNA] *** not yet searched
graphics_large_temperate
[OBJECT:GRAPHICS]
[TILE_PAGE:LARGE_TEMPERATE]
[FILE:large_temperate.png]
[TILE_DIM:32:32]
[PAGE_DIM:18:6]
Only works on the current zlvl.
really? I just ran it and see this:
yes but interestingly it works on z0 and dfhack.init says:
Also, in 6.31, dwarfes in stockpiles have a black background but back in 6.30 they do not
I am struggling to get this to work with the latest P.E. Starter Pack and all of its lifesaving functions I cant seems to break my dependency on. If you or anyone one could either submit something to download or give a detailed explanation on how to install this tile set with all the current features: art works, seasonal changes, world map tile set, extra dwarves, etc. into the LNP I'd be forever thankful!
really? I just ran it and see this:
(https://i.imgur.com/Kb3lnO8.png)
the left part is one level lower than the marksdwarves
yes but interestingly it works on z0 and dfhack.init says:
Yep, my fault, wrong console output.Also, in 6.31, dwarfes in stockpiles have a black background but back in 6.30 they do not
I mentioned somewhere that the difference between 6.30 and 6.31 is how it renders unit on building on terrain - 6.30 renders unit and terrain (because two levels only are supported), and 6.31 renders unit and building. In either case there may be some issues because of this limitation, just need to choose one of these options. Although you can consider all this temporary anyway because eventually I'll support rendering all three layers one on top of another.
My console also says TWBT: version 6.30
Unit transparency disabled
Workshop transparency disabled
Also I appear to have a problem with a couple of animals (and an alpaca turning into an aubergine when it walked over some plums some dorfs left on the ground)
(http://i8.photobucket.com/albums/a9/Calanndra/songwise%204.jpg)
The alpaca turned invisible. ^^
I'm so waiting for mifki to render 3 layers on top of another instead of just 2. Yesterday I was building a fort and the constructions on plants on floor are invisible, because twbt can only show 2 tiles, but there are 3 graphics on that tile.
Why is plum wood blue?Worked plum wood (https://cdn.shopify.com/s/files/1/0758/6229/products/rustic_plum_ss_776x.png?v=1504996860)
Why is plum wood blue?Worked plum wood (https://cdn.shopify.com/s/files/1/0758/6229/products/rustic_plum_ss_776x.png?v=1504996860)
I tested a few color values from Dagonmasters set. He made it very blue.
I'm now debating (internally) if I use his color values for gems, woods and stone, or if I make my own, or if I keep them.
On the one hand, it does allow more designs, is more realistic and more colorful... on the other hand, the people that like symetry and mono-colored forts will lynch me.
I did that. It ended up in MasterworkDF. ^^
I do have the source code for the old LNP, before Peridexis took over. I could have a look at making a new set... but I'm not sure if I want to compete with the LNP. It's bad enough that I have a big mod and a big tileset, now my own starterpack? :P
Edit: PS: Peridexis doesn't want all the additions. The workshops for example he'd never include in his pack.
tnuhnivad: What Jecowa said, but in addition to that you also need to generate a new world, and copy the dfhack (just the entire "df_44_03_win/hack" folder) I pack with it. It's different from the LNP version in so far that it includes a whole bunch of custom scripts by Roses, which allow me to change building subtypes in a running game through a reaction. It's absolutely necessary for the new workshops.
you wouldn't be competing with LNP your version can be very simpleThat sounds pretty similar to the Starter Pack to me :P
just have a GUI to easily chose a few options and change the init text files settings.
PS: Peridexis doesn't want all the additions. The workshops for example he'd never include in his pack.FWIW I'd be very happy to include them as a mod, just not as a graphics pack (because that could break saves if people changed graphics).
FWIW I'd be very happy to include them as a mod, just not as a graphics pack (because that could break saves if people changed graphics).
Someone might need to upgrade PyLNP's mod handling for this to work reliably, though :(
I think including the Lazy Newb Pack software in your pack is a great idea. You could use the graphics pack feature to allow players to easily switch between Vordak dwarves and Obsidian Dwarves. You could put all your color palettes in the colors folder to let users easily switch between them. You could put DFHack options in to let users easily enabled and disabled seasonal colors, change multi-level settings, forced redraw setting, and transparent workshop setting, etc. It will also let users more easily switch out which text font they want to use. And give everyone easy-access to Dwarf Therapist. (I suspect that of players don't know how to get (or don't want to mess with getting) Dwarf Therapist without a Lazy Newb Pack.
(https://i.imgur.com/1mqKWix.png)
What is the difference between these floodgate tiles? Difference from material, like doors?
[OVERRIDE:88:I:FLOODGATE:::_MDF_overrides_1:183:16]
[OVERRIDE:88:B:FLOODGATE:::_MDF_overrides_1:183:16]
[OVERRIDE:215:I:FLOODGATE:::_MDF_overrides_1:183:16]
[OVERRIDE:215:B:FLOODGATE:::_MDF_overrides_1:183:16]
[OVERRIDE:42:I:FLOODGATE:::_MDF_overrides_1:183:16]
[OVERRIDE:42:B:FLOODGATE:::_MDF_overrides_1:183:16]
[OVERRIDE:88:I:FLOODGATE:::_MDF_overrides_1:183:16] stone/metal
[OVERRIDE:88:B:FLOODGATE:::_MDF_overrides_1:183:16] stone/metal
[OVERRIDE:215:I:FLOODGATE:::_MDF_overrides_1:125:16] wood
[OVERRIDE:215:B:FLOODGATE:::_MDF_overrides_1:125:16] wood
[OVERRIDE:42:I:FLOODGATE:::_MDF_overrides_1:110:16] gem
[OVERRIDE:42:B:FLOODGATE:::_MDF_overrides_1:110:16] gem
DF is now an RTS game.Spoiler: Balancing and civs (click to show/hide)
DF is now an RTS game.Spoiler: Balancing and civs (click to show/hide)
Kobold rush, kek
Been part of MasterworkDF for years. The launcher here is just a slimmed down and updated version of the mod launcher.
Invoking: sc-script add SC_WORLD_LOADED onLoad.init-example
UNKNOWN CLASS 'dfhack_lua_viewscreen@DFHack': vtable = 0x7ffd3daf8240
Oh dear. Just tried to lauch your new DF without the launcher after copying my save from last version and replacing all the raw files in the save again, and I got a FATAL ERROR Missing Entity Definition. But nothing says what is the missing entity, not even DFHack.Yes. Not sure how I should say this, but not a big surprise, considering that the version with the launcher splits up entity_default into 6 files (1 for each race, 1 for cavern civs), and adds 12 new entitiy files (the fortress defense races). THIS version of the tileset is certainly modded and not save-compatible.
stderr has these last two lines:Code: [Select]Invoking: sc-script add SC_WORLD_LOADED onLoad.init-example
UNKNOWN CLASS 'dfhack_lua_viewscreen@DFHack': vtable = 0x7ffd3daf8240
When I delete the new raws and bring back the previous ones, it loads up fine.
Yes. Not sure how I should say this, but not a big surprise, considering that the version with the launcher splits up entity_default into 6 files (1 for each race, 1 for cavern civs), and adds 12 new entitiy files (the fortress defense races). THIS version of the tileset is certainly modded and not save-compatible.
That's the reason I made the launcher myself in the first place, so that Perixedis, Jecowa and co don't have to worry about stuff like this in their packs. ^^
How do I use the lower resolutions?
twbt tilesize 24 24
twbt tilesize 16 16
Vanilla download will stay. I'm surprised myself about the requests I got on Reddit. They want balance changes, standardized materials, etc.
The invaders are mostly in because they were already in the launcher when I ported it. No harm done, since they are disabled by default.
But what do you mean about the grasses? I only changed the depth of 3 grass entries, that doesn't do anything to save compatibility.
Meph, I just want to say that I'm really enjoying what you've done with this tileset and launcher, and I'm having a lot of fun with it. It also seems to work a lot more smoothly and make more sense than the LNP does... which is weird since it's like 2 days old? Keep up the good work!
I had that with farm plots. Novaris mentioned that it's a vanilla DF issue (?). I haven't changed farm plots or anything related to them at all since I first did the plants a year ago. Only thing is the transparency that Mifki added.
Carpet tiles are custom workshops, they shouldnt influence anything, at all.
Is it a repeatable problem on your end? Does it happen every time?
It's really important that I know about possible crash sources. If there is even the remote chance that it's a part of the tileset/overrides/twbt, I have to fix it.
It's really important that I know about possible crash sources. If there is even the remote chance that it's a part of the tileset/overrides/twbt, I have to fix it.had those random crashes when using 43.03 LNP with phoebus when placing bridges or constructed walls.
If you had it with the LNP and Phoebus, it's not my pack. ^^yes, i wanted to point out that i had this problem outside your pack :)
Sounds like dfhack. Especially considering that they are across different releases, with different tilesets, from different downloads. My best guess would be a plugin that hasn't been updated/tested that ties in into building placement.
What plugins do you want to start?i haven't had those crashes with your pack. i also delete older DF versions once i tested the newer versions, so i cannot even try to reproduce the errors i had about a year ago. sorry if i wrote misleading stuff earlier. ::)
Could you do me the favor and gen a world, use "twbt redraw_all 0" to disable that feature and try to crash your game using farm plots, carpets and the like? It would be nice to have a confirmation that this helps on another machine, not just on my end.
What plugins do you want to start?
Could you do me the favor and gen a world, use "twbt redraw_all 0" to disable that feature and try to crash your game using farm plots, carpets and the like? It would be nice to have a confirmation that this helps on another machine, not just on my end.
Very cool! Will you include some detailed descriptions when you mouse over so we know exactly what happens when enabled/disabled?
You probably didn't enable dwarves to gather refuse on the surface. Press o r o.
try this: Type "twbt redraw_all 0" into the dfhack console; or permanent fix: Remove the line "twbt redraw_all 1" from the dfhack.init in the df folder.
Please repeat back to me if it works. I tried testing as good as I can, but it's a bit erratic. Sometimes it crashes when placing farm plots, carpets, etc, but other times I could place 100 of them with no issue. I only know that I could never get it to crash when I disabled the forced redraw mode of TWBT.
I don't have high hopes for this, but... is there a way to use ASCII during world gen? I love your tileset for everything else but I'm so used to the ASCII symbols on the map, and I'd rather not need a legend to read it. Keep up the great work, man, the tileset and the launcher are fantastic <3That would be pretty simple to add. But either you'd have to keep playing with ascii text font in the menu; or after embarking you'd have to save, close, switch to a nicer font, open DF again.
247 ≈ Rough stone road or bridge, water, magma, snow, glob (fat/tallow), farm plot, furrowed soil, vomit, blood pools, sea foam, sand, various stones*
I'm not sure if this is something I'm doing wrong but it only seems to happen to me when I use the tile set pack. I get an error when using the "expertlegends info" in df hack in legends mode. Trying to then import the exported files in worlds viewer results in errors.
It's known and fixed in DFHack 0.44.04-alpha1
https://dfhack.readthedocs.io/en/latest/docs/NEWS-dev.html#dfhack-0-44-04-alpha1
Foods have sub types... so far they had the same sprite, just with a +, ++ and +++ on it for the three meal types.
Now there are biscuits, stew and roast. :)
(https://i.imgur.com/Yd2Fktz.png)
(https://i.imgur.com/PDxuEE7.png)
Considering what I'm seeing here about people modifying the tileset raws and wanting to keep a completely unedited set of raws, I consider splitting this project into two. Tileset and Editor.
That gives me the freedom to change whatever is necessary for the optional features of the editor, without compromising save compatibility for those updating older saves or their own mods.
Copy the raw folder, paste into data/save/region X, replace all. And make a backup first.
I'll make a 44.05 update tomorrow. Now that dfhack, twbt and therapist are updated, that shouldnt be a problem.
Awesome thank you. To clarify, do I just need to take the raw folder from 44.05 and put it in the 44.03/save/regionX folder and I'm good to go still using the launcher from your 44.03 release?
Or do I need to:
Extract 44.05 to new folder
Move 44.03 regionX folder to 44.05/data/save
Take 44.05 raw and copy into moved 44.03 regionX folder
Install 44.05 DFHack
Copy all your tileset stuff to new 44.05 folder.
its like waiting on a game release on steam, every hour you look at the forums to see whether the new version got released already :D
Neothanos, I had a look at adventurecraft. If you drag&drop it, it will destroy everything, panic, chaos, random black holes appearing. Don't do it. You need to manually take the changes from the text files and merge them with the tileset files. A lot of work.
You have to pick your civ in the civ tab before embarking. You can check which one is yours in the neighbours tab, the top one is your currently active civ.
I think so, unless you go to data/save/region and open the entity files, leave dwarves playable and remove playable from all other civs.
I really love the look of your tileset, Meph, and I'm trying to get it working with Vordak's dwarves on a Mac after taking a long hiatus from DF. I notice it usually says Windows / Mac / Linux in the thread title, is it only possible to do by hand using the barebones version?
.zip is built in to Windows explorer! You right-click on a file or folder, then "Send to -> Compressed (zipped) folder". To decompress, you can just click on it and explore as you would a normal folder and copy-paste the contents out.i just rightclick a folder -> 7zip -> add to archive - then i could select compression type and click on done and it starts compressing.
Any idea how to fix these animals?Spoiler (click to show/hide)
Marble walls and marble rocks (the ones that drop when the wall is mined) look the same, is this intentional? It's not a major problem, but it's a bit confusing.
Gave axles/gears transparent backgrounds.
Marble walls and marble rocks (the ones that drop when the wall is mined) look the same, is this intentional? It's not a major problem, but it's a bit confusing.This might be a bug. You might try opening your /data/init/overrides.txt and adding a new line somewhere with this tag (but I don't know if this will help):
[OVERRIDE:137:B:BOULDER:BOULDER::_MDF_overrides_1:122] flux
Edit: I think you didn't update an objects file. Copy these two files from the "/raw/objects/" folder of Meph 2.3:And paste them into your /data/save/regionx/raw/objects/ folder. It's really the stone_layer that you need for this, but you might as well get the stone_soil too while you're at it.
- inorganic_stone_layer.txt
- inorganic_stone_soil.txt
Spoiler: previous conversation (click to show/hide)
I did both and neither worked, here are screenshotsSpoiler (click to show/hide)
Yes, it's because you are using a custom race (actually it's custom civ that causes it). I think the Mountain civilization will have some tags that your cob doesn't have that allows them to craft the decorative workshops. You might look around in entity_default.txt and copy some tags to your civ. I think the tags will have "reaction" in their names.
Also prepared food still has the old look:Spoiler: screenshot (click to show/hide)
Any idea why my game freezes every half a minute? Is it because some event wants to happen but I have too low population for it? As far as I can tell my computer continues to operate normally while DF freezes, and the task manager only shows a drop in gpu usage. Also, it only happens when not paused.
I wonder if the multilevel causes crashes have something to do with GPU power. Maybe you need a lower multilevel setting with Meph 32x than other graphics packs because Meph is much more demanding on the GPU than other graphics packs. And maybe with a really simple graphics pack you could turn it all the way up to 15.
dragonlotion, that looks like your overrides.txt in data/init might be outdated. Did you move any saves around in between versions?
Nefarian, new buildings are added in the entity file and you need a new worldgen. The buildings themselves can't causes crashes, since they are 1-tile workshops that do nothing. The only culprit in this case I could identify is twbt redraw_all 1.
Nefarian, do you have any errorlog and/or modded your files in any way?
Yeah, that should be ASH_GREY.Are you sure? It's called "ASH_GRAY" in descriptor_color_standard.txt. I'm not seeing "ASH_GREY" used anywhere in any version of your pack.
Yeah, that should be ASH_GREY.
Anyway, it shouldnt have anything to do with crashes, as you say. No idea why they do that. It's a simple workshop, no reaction, 1 override. Even the vanilla workshop use a lot of overrides, I can only say that it has to be a TWBT problem. Nothing I can do about it. :/
My game still freezes every now and then and I can't figure out what to do.
:
(http://i8.photobucket.com/albums/a9/Calanndra/brimsarrows%202.jpg)
What's going on with the green borders on dug out tiles?
Freezes? Or crashes?
Freezes? Or crashes?
Hi mifki, it's freezes. The game doesn't close, only stops responding for a few seconds and no dwarves move on the screen, then starts up again as if nothing happened. It only happens when it's unpaused.
I've uploaded a save before if you want to see if it happens to you too: Brimsarrows (http://dffd.bay12games.com/file.php?id=13448)
KoE, the screenshots are really old in the first post. Sorry for that. I did give them this green border, so they blend in with grass on the surface. Sadly the pebbles on top are the same as the rock floor in dug areas, so one of them has to look odd. I can make it an option in the launcher though.
I'll try, never heard of such behaviour though.
It seems like a fairly easy edit, so I can take care of myself in any case.If you'll fix it, please post it here.
(https://i.imgur.com/uH1yQkg.png)It seems like a fairly easy edit, so I can take care of myself in any case.If you'll fix it, please post it here.
For reference:It is probably safe to conclude that "boulder" is exclusive to surface, so it can have green outline to blend in with surrounding tiles.
https://imgur.com/a/ioEBK
Fortress Defense is included.
None for the invader AI is the normal goblin AI as is in vanilla. They have "no special" AI, while kobolds/elves ambush and humans camp outside your walls.
Two problems with the Announcements section of the launcher:Are the dwarves scared of rocks, or does the game tell you "Stop, warm rock located" and pauses the game? That's a difference. I can only affect the announcements.
Transform Msg. - it doesn't save my setting, every time I open the launcher I need to reactivate it
Digging Stop - just doesn't work, dorfs are still scared of warm rocks (don't know if this is true of damp stones as well, haven't dug next to water yet)
Hey Meph, I notices that you added the new food to the _mdf_items but you didn't update the -bg and -top files accordingly :D Or is this just my version?ah, so that was the reason for the funky visions. i thought i missed updating the raws in my save.
Is there a way for the game to use the tileset when exporting layers? I tried it just now but all I got was rectangular ascii :/What's "exporting layers"?
Is there a way for the game to use the tileset when exporting layers? I tried it just now but all I got was rectangular ascii :/What's "exporting layers"?
can you add a tab for dfhack features as options?I'm not quite sure what those do or what options I could offer for them. Aren't plugins active by default?
mousequery, autolabor would be nice.
Well reducing the speed of these scripts is not a big issue, you can easily enlarge it to take half a year for one level of wear or just 3 months or as it is now, a month. Maybe just copy the script and make the adaptions yourself if you want different flavors of it?can you add a tab for dfhack features as options?I'm not quite sure what those do or what options I could offer for them. Aren't plugins active by default?
mousequery, autolabor would be nice.
vite, I don't know yet. Next on the list for Masterwork is a 44.05 update.
I can add the deterioating bodies/food/etc scripts, although I personally never liked how fast they run.
I may be able to remedy the situation by taking the source code for TWBT. Seems it comes out that all the letters are replaced with pictures. I would literally have to learn to read hieroglyphs.that's what tilesets and graphicsets are made for: replacing the letters with pictures for easier "reading"
Without TWBT it wont work. Even if you add all the letters back, then you'd break the graphics for other items, vermins or rocks.
It's not just a matter of compiling it, you also need to reverse engineer the DF exe to find where the rendering function is.
Considering how quiet it's here, I guess everything is working as intended? ^^well, it works quite great.
Considering how quiet it's here, I guess everything is working as intended? ^^I messed up trying to apply tileset to a clean OS X dfhack installation. Everything works except dwarves carrying furniture blink with a wrong item. What I missed?
Nothing. It's a TWBT bug that I can't affect. I assume that mifki will fix it at some point.Considering how quiet it's here, I guess everything is working as intended? ^^I messed up trying to apply tileset to a clean OS X dfhack installation. Everything works except dwarves carrying furniture blink with a wrong item. What I missed?
Considering how quiet it's here, I guess everything is working as intended? ^^
Was there a fix I missed for the cages showing up for items, corpses and plants, etc.?
Adv mode I wouldnt even know where to start. People would have to tell me what to change/add.
Haha, I thought so, that makes sense. I am looking forward to the next release.yeah, double that.
Just wanted to say that I planned that update, then 44.06 came out, so I waited for TWBT, now 44.07 came out, so now I'm waiting again on the utilities. ^^ Once everything looks stable, I'll upload a new version.Hey!
Paintings are a newer addition to the set... guess the lines in the override files made their way into PEs starterpack.
Thanks, that was my hunch too.Paintings are a newer addition to the set... guess the lines in the override files made their way into PEs starterpack.Oh, yeah. That's it. I think it's a harmless error.
The Cacao tree bug: If an activity zone is anywhere (active, inactive, shown or not) it messes with overrides, if the item has the same tile number as the override I use for zones. In short: I'll just have to find a new tile number for the Cacao fruits and it fixes itself.Guess that explains it, though I could'nt make them go away by deleting all zones and reloading the save. And the zones were not under the trees or anywhere near.
I saw Meph was asking if we had requests so :You can try this (https://www.dropbox.com/s/p0f0kx6brvs97p2/Meph_Revised.44.07_merged.zip?dl=0) until Meph (if) includes it the pack. It was a relatively straightforward merge, and I'm not seeing errors in the logs, but treat it as experimental, because it was a long time ago I last touched any raws. :)
What would make me really happy would be to have Taffer's Revised (http://www.bay12forums.com/smf/index.php?topic=161832.0) mod included in the pack, maybe even toggleable in the launcher.
i like many of taffers changes. so i support the request for it being added as an optional change.I saw Meph was asking if we had requests so :You can try this (https://www.dropbox.com/s/p0f0kx6brvs97p2/Meph_Revised.44.07_merged.zip?dl=0) until Meph (if) includes it the pack. It was a relatively straightforward merge, and I'm not seeing errors in the logs, but treat it as experimental, because it was a long time ago I last touched any raws. :)
What would make me really happy would be to have Taffer's Revised (http://www.bay12forums.com/smf/index.php?topic=161832.0) mod included in the pack, maybe even toggleable in the launcher.
Overwrite the files in Meph's df/raw/objects, and generate a new worlds because the changes are not compatible with the base game.
I asked Taffer, he is up for it. I can add his revised changes to the tileset, as optional features in the launcher. :)
I asked Taffer, he is up for it. I can add his revised changes to the tileset, as optional features in the launcher. :)Woohoo Yay!
Just as info for the people that press F5 all day. ;)
Tomorrow is the last day of the first course in flight school (paragliding), the day after tomorrow I have free and will sit down and do the update. Just as info for the people that press F5 all day. ;)even more woohoo! :D
Nice! \:D/Tomorrow is the last day of the first course in flight school (paragliding), the day after tomorrow I have free and will sit down and do the update. Just as info for the people that press F5 all day. ;)even more woohoo! :D
Tomorrow is the last day of the first course in flight school (paragliding), the day after tomorrow I have free and will sit down and do the update. Just as info for the people that press F5 all day. ;)
How would I go about importing the TomiTaipo Old Genesis mod into the Meph launcher? Assuming that its possible and reasonable to explain in a forum post.I don't know about the bringing it into the launcher part.
Found some wrong values in "overrides.txt".Wooden doors use so called inverted tiles, they use the background color, black, which TWBT cant really handle. The only way to change that would be to apply a fixed color, which would make all wooden doors the same hue. I'm fine with how it looks right now, as long as the build wooden doors look fine.
For "pig tales" there is
[OVERRIDE:7:I:PLANT:PLANT::_MDF_overrides_3:1:8:8]
[OVERRIDE:7:I:PLANT_GROWTH:PLANT_GROWTH::_MDF_overrides_3:33:8:8]
Must be (changed first line new tile from 1 to 33 (plus 32))
[OVERRIDE:7:I:PLANT:PLANT::_MDF_overrides_3:33:8:8]
[OVERRIDE:7:I:PLANT_GROWTH:PLANT_GROWTH::_MDF_overrides_3:33:8:8]
Other plants in "_MDF_overrides_3" have the same error, except "plump helmets".
They are all right:
[OVERRIDE:6:I:PLANT:PLANT::_MDF_overrides_3:32:8:8]
[OVERRIDE:6:I:PLANT_GROWTH:PLANT_GROWTH::_MDF_overrides_3:32:8:8]
Also what's wrong with wooden doors in a stockpile? Just a black empty space there.
Wooden doors use so called inverted tiles, they use the background color, black, which TWBT cant really handle. The only way to change that would be to apply a fixed color, which would make all wooden doors the same hue. I'm fine with how it looks right now, as long as the build wooden doors look fine.
Are you sure that the overrides are errors? I'm fairly certain that they are perfectly fine. Just have a look at the PNG. There are three versions for each plant... one with the picked plant, one with the plant in a farmplot, one with the plant on grass.
just like in the presets inherited from masterwork?Yes. They should be the presets from MasterworkDF...
Touché, that does look wrong. ^^ Since you seem to have it fixed in your version already, would you be so kind to upload the correct override entries?Upload? All I did is:
For "pig tales" there is
[OVERRIDE:7:I:PLANT:PLANT::_MDF_overrides_3:1:8:8]
[OVERRIDE:7:I:PLANT_GROWTH:PLANT_GROWTH::_MDF_overrides_3:33:8:8]
Must be (changed first line new tile from 1 to 33 (plus 32))
[OVERRIDE:7:I:PLANT:PLANT::_MDF_overrides_3:33:8:8]
[OVERRIDE:7:I:PLANT_GROWTH:PLANT_GROWTH::_MDF_overrides_3:33:8:8]
Other plants in "_MDF_overrides_3" have the same error, only "plump helmets" are all right.
i just had my first crash since 44.05.
maybe the game didn't like me planting 5 doors and restricting the meeting hall so fast.
that's always the first thing i do - otherwise mousequery edge would drive me nuts, because it doesnt work properly with multilevel view.i just had my first crash since 44.05.
maybe the game didn't like me planting 5 doors and restricting the meeting hall so fast.
Did you remember to change the multilevel redraw to whatever you had previously? I only just did ^^'
[OVERRIDE:255:I:TOOL:TOOL:17:_MDF_overrides_1:237]
Screenshot I do not attach as it is not informative.Wooden doors use so called inverted tiles, they use the background color, black, which TWBT cant really handle.No, it is not. TWBT handles them all right.
The only way to change that would be to apply a fixed color, which would make all wooden doors the same hue.
Found a strange bug - incorrect display tile of wheelbarrow(tile #237 from _MDF_items.png) - it look like helve(tile #247 from _MDF_items.png).
In overrides.txt is all written correctly:Code: [Select][OVERRIDE:255:I:TOOL:TOOL:17:_MDF_overrides_1:237]
Screenshot I do not attach as it is not informative.
P.S overrides.txt definitely requires marks\notes for items from ...\raw\objects\ .
P.S.2. In tileset from PeridexisErrant's Starter Pack (64bit) - v0.44.05-r03 there is no such bug (code of wheelbarrow override is similar) - It looks like the problem is related to version of DFhack or TWBT.
P.S.3. Also found that instead of pot(tile #233) shows scroll roller(tile #239).
[OVERRIDE:255:I:TOOL:TOOL:24:_MDF_overrides_1:247]
to[OVERRIDE:255:I:TOOL:TOOL:24:_MDF_overrides_1:237] wheelbarrow was 247
As you can see TOOL:17 became TOOL:24. Vordak's comment for pot show the same shift TOOL:12 (#233) ->TOOL:19 (#239)PS1: What's the command in dfhack for inspecting the memory layout of units/items/etc.? I forgot, would be useful in this case.You mean this thing?: https://gist.github.com/cvuchener/c176e7d0bee18e5c6c75c7ac5bded6f7
No, altough that script is useful for debuging this. I was thinking of gui/gm-editor. Found it. :)PS1: What's the command in dfhack for inspecting the memory layout of units/items/etc.? I forgot, would be useful in this case.You mean this thing?: https://gist.github.com/cvuchener/c176e7d0bee18e5c6c75c7ac5bded6f7
17 nest box
18 jug
19 large pot
20 hive
---
23 minecart
24 wheelbarrow
25 stepladder
26 scroll rollers
27 book binding
---
30 book case
---
33 pedestal
34 display case
Revised adds a file called item_macro_fantastic.txt. It has custom reagents (Tools) for a few new reactions that take out micromanagement from the game a bit.Typical, just about the only file I didn't check. Because "macro". Why would it contain tools? ;D
Just a note, Armok Vision has options to do a full dump of all items in the game, including and IDs and raw names.Thx, would have been useful. :)
@Meph: Will renaming that file to fix the tools break already generated worlds? I seem to remember that. Also it looks to me pedestals and display cases are mixed up. Not sure though, and the art is quite similar.Yes, if you also update the saved raws.
TWBT lists things by the order they appear in the raws. Revised adds a file called item_macro_fantastic.txt. It has custom reagents (Tools) for a few new reactions that take out micromanagement from the game a bit. since item_macro_fantastic is alphabetically above item_tool, those 7 new items get added first. TWBT now thinks that those are the items 0-6 in its list.
Taffer said something about possibly removing the Macro reactions part of his mod... I'm not sure if the new tools will even stay in till the next update. ^^
can anyone deny or confirm that this can run on linux mint with wine?Yes. It can run on linux with wine. Players of MasterworkDF have done this to run the mod-launcher, and it's based on the same code as the tileset-launcher I included. If you just want the tileset (without the options), you can download this (http://dffd.bay12games.com/file.php?id=12516) and install dfhack/twbt yourself.
It only adds the sprites, since the are in raw/graphics. To get all the changes, the launcher would have to replace the files in data/art. I can in theory add that option, but that's up to Vordak. It's his work; he releases his version of the tileset. I don't know if he'd want everything included in this pack.
It's fairly simple to do it yourself, it's literally just drag&drop.
...Yes. It can run on linux with wine. Players of MasterworkDF have done this to run the mod-launcher, and it's based on the same code as the tileset-launcher I included. If you just want the tileset (without the options), you can download this (http://dffd.bay12games.com/file.php?id=12516) and install dfhack/twbt yourself.
When im playing V2.4 starting as humans my nobles screen is completely blank, any way to fix it? tried 2 different world gens and its all the same.That's because vanilla DF humans have no nobles like dwarves do. I can add them, but it's a change from vanilla DF.
i had your pack installed and configured just fine, then switched to linux. can i just copy the contents of your pack into the linux LNP so the gamechanges can run under linux, or will this break the game?I dont run linux, so I cant say for absolute sure, but it should work. Just take the raws, and data/art, data/init files.
I can upload the vb files if you like. :)...Yes. It can run on linux with wine. Players of MasterworkDF have done this to run the mod-launcher, and it's based on the same code as the tileset-launcher I included. If you just want the tileset (without the options), you can download this (http://dffd.bay12games.com/file.php?id=12516) and install dfhack/twbt yourself.
What's it written in Meph?
Edit: Ah, VB. do you have the source up on github anywhere? I could have a looksee if it'll compile in monodevelop in linux.
I got this trying to run it in wine:
TWBT lists things by the order they appear in the raws. Revised adds a file called item_macro_fantastic.txt. It has custom reagents (Tools) for a few new reactions that take out micromanagement from the game a bit. since item_macro_fantastic is alphabetically above item_tool, those 7 new items get added first. TWBT now thinks that those are the items 0-6 in its list.
Simple fix, thanks for letting me know that the problem exists. :)
@Meph: Will renaming that file to fix the tools break already generated worlds? I seem to remember that. Also it looks to me pedestals and display cases are mixed up. Not sure though, and the art is quite similar.
PS: Stepladders also seem off.
for wooden door item: set foreground color as for the building,
for the plants: only corrected underground crops, that took me less than a minute, so I hardly see the point in uploading.
If you are interested in doing it yourself, it's quite simple:For "pig tales" there is
[OVERRIDE:7:I:PLANT:PLANT::_MDF_overrides_3:1:8:8]
[OVERRIDE:7:I:PLANT_GROWTH:PLANT_GROWTH::_MDF_overrides_3:33:8:8]
Must be (changed first line new tile from 1 to 33 (plus 32))
[OVERRIDE:7:I:PLANT:PLANT::_MDF_overrides_3:33:8:8]
[OVERRIDE:7:I:PLANT_GROWTH:PLANT_GROWTH::_MDF_overrides_3:33:8:8]
Other plants in "_MDF_overrides_3" have the same error, only "plump helmets" are all right.
Re: item_macro_fantasticOnly one. If you have already generated a world, use my fixes. If you want to start a new one, then delete the macro_fantastic. Doing both will either break your existing world, or mess up the overrides in a new one.TWBT lists things by the order they appear in the raws. Revised adds a file called item_macro_fantastic.txt. It has custom reagents (Tools) for a few new reactions that take out micromanagement from the game a bit. since item_macro_fantastic is alphabetically above item_tool, those 7 new items get added first. TWBT now thinks that those are the items 0-6 in its list.
Simple fix, thanks for letting me know that the problem exists. :)@Meph: Will renaming that file to fix the tools break already generated worlds? I seem to remember that. Also it looks to me pedestals and display cases are mixed up. Not sure though, and the art is quite similar.
PS: Stepladders also seem off.
Can I just delete this raw or should I rename it? I think taffer said he just removed it from his updated Ravised but I don't really know what I am doing. :P
Edit: I added fricy's edits to overrides but I have deleted item_macro too. Is this completely wrong? Should it be one or the other?
Did I do it right?No.
Should they all be changed to 3:33 or should I it match the line unerneath? I'm probably just getting a bit obsessed with editing raws and overrides now I have kind of worked out how to do it. I should probably just wait for Meph to update, but then I won't learn. ;)
[TILESET:_Meph_plants.png:_Meph_plants.png:_MDF_overrides_3]
#GRASS_TAIL_PIG
[OVERRIDE:7:B:FARM_PLOT:FarmPlot::_MDF_overrides_3:1:8:8] Inside the farm
[OVERRIDE:7:T:Shrub:_MDF_overrides_3:17:8:8] Growing outside
[OVERRIDE:7:T:ShrubDead:_MDF_overrides_3:17:5:5] Growing outside, but dead
[OVERRIDE:7:I:PLANT:PLANT::_MDF_overrides_3:1:8:8] Picked plant
[OVERRIDE:7:I:PLANT_GROWTH:PLANT_GROWTH::_MDF_overrides_3:33:8:8]
"_MDF_overrides_3:1" - see image, tile 1 (x=1, y=0) - farm plot with grown pig tail[OVERRIDE:7:I:PLANT:PLANT::_MDF_overrides_3:1:8:8]
Oh, that explains it.
TWBT lists things by the order they appear in the raws. Revised adds a file called item_macro_fantastic.txt. It has custom reagents (Tools) for a few new reactions that take out micromanagement from the game a bit. since item_macro_fantastic is alphabetically above item_tool, those 7 new items get added first. TWBT now thinks that those are the items 0-6 in its list.
Simple fix, thanks for letting me know that the problem exists. :)
PS: I'm very familiar with this bug/issue due to making graphics for MasterworkDF. New items constantly had to be put into item_z_name.txt, so that they appear at the bottom on the list.
Does this mean both works (order in the raws and raw-tokens), or only raw-tokens work?Oh, that explains it.
TWBT lists things by the order they appear in the raws. Revised adds a file called item_macro_fantastic.txt. It has custom reagents (Tools) for a few new reactions that take out micromanagement from the game a bit. since item_macro_fantastic is alphabetically above item_tool, those 7 new items get added first. TWBT now thinks that those are the items 0-6 in its list.
Simple fix, thanks for letting me know that the problem exists. :)
PS: I'm very familiar with this bug/issue due to making graphics for MasterworkDF. New items constantly had to be put into item_z_name.txt, so that they appear at the bottom on the list.
Hopefully this should solve that issue for good:
https://github.com/mifki/df-twbt/pull/74
Does this mean both works (order in the raws and raw-tokens), or only raw-tokens work?
*snip*omg read that in mr farnsworth's voice :D
Great news!
[WINDOWEDX:80]
[WINDOWEDY:25]
[FONT:font.png]
[FULLSCREENX:0]
[FULLSCREENY:0]
[FULLFONT:font.png]
[GRAPHICS:YES]
[GRAPHICS_WINDOWEDX:0]
[GRAPHICS_WINDOWEDY:0]
[GRAPHICS_FONT:Meph_32x32.png]
[GRAPHICS_FULLSCREENX:0]
[GRAPHICS_FULLSCREENY:0]
[GRAPHICS_FULLFONT:Meph_32x32.png]
[GRAPHICS_BLACK_SPACE:YES]
You probably need to edit the the init file. If I were you I'd just install Meph's v2,3 or 2.4. It should do all the work for you. What you probably are having trouble with with a manual install is the init file (data>init). Compare yours with the Meph install. You'll need to make sure the correct font is loading. Look at these lines:Code: [Select][WINDOWEDX:80]
[WINDOWEDY:25]
[FONT:font.png]
[FULLSCREENX:0]
[FULLSCREENY:0]
[FULLFONT:font.png]
You can either change the 'font.png' to the name of the font you want or just rename that font to 'font.png'
Next thing to look at is these lines.Code: [Select][GRAPHICS:YES]
[GRAPHICS_WINDOWEDX:0]
[GRAPHICS_WINDOWEDY:0]
[GRAPHICS_FONT:Meph_32x32.png]
[GRAPHICS_FULLSCREENX:0]
[GRAPHICS_FULLSCREENY:0]
[GRAPHICS_FULLFONT:Meph_32x32.png]
[GRAPHICS_BLACK_SPACE:YES]
If you are using DFHack and Text Will Be Text plugin for it then you also need to change PRINT_MODE: to [PRINT_MODE:TWBT]
If you try the LNP installer it makes editing the init a bit more intuitive but might complicate things for you. However I still recommend using one of the pre-installed packs, make sure that is running fine then compare what you are doing with the files there.
Good luck
http://dffd.bay12games.com/file.php?id=13690 (http://dffd.bay12games.com/file.php?id=13690)
I have uploaded my file.. can somebody please help me figure out whats wrong with it and why its not working?
http://dffd.bay12games.com/file.php?id=13690 (http://dffd.bay12games.com/file.php?id=13690)
I have uploaded my file.. can somebody please help me figure out whats wrong with it and why its not working?
DFHack isn't working in the files you uploaded. If you run Dwarf Fortress.exe you'll notice that the DFHack window does not open. This is why Meph's overrides aren't working for you. I don't know why, precisely, but it doesn't matter; installing the latest releases of DFHack and TWBT fixes it.
This is how to get it working for your uploaded files:This worked for me with your files, so it should work for you! :)
- Install the latest release of DFHack for your operating system by extracting the contents of the downloaded archive into your 'DF Plus' folder. Say yes to overwriting any files.
https://github.com/DFHack/dfhack/releases (https://github.com/DFHack/dfhack/releases)- Install the latest release of TWBT for your operating system by extracting mousequery.plug.dll and twbt.plug.dll into the /hack/plugins folder. Say yes to overwriting the two files.
https://github.com/mifki/df-twbt/releases (https://github.com/mifki/df-twbt/releases)
Oh now its working!
KassaK: No, the launcher is pre-compiled and looks for very specific things I added manually in the raws. It's not dynamic and can't auto-detect foreign mods.To be fair it was over a span of 6 or more hours, so its not as if i made a bunch of posts at once! I was just getting impatient with the slow nature of the DF mod forums haha.
DizzyCrash: Opening 3 threads, posting here AND on Dffd in the comments... seems a bit overkill. Either way, good to see that you figured it out. Do you run 44.07 or 44.09?
Do it, I can't promise I'll get around to it, but if I get the mood, who knows. ;-)When im playing V2.4 starting as humans my nobles screen is completely blank, any way to fix it? tried 2 different world gens and its all the same.That's because vanilla DF humans have no nobles like dwarves do. I can add them, but it's a change from vanilla DF.i had your pack installed and configured just fine, then switched to linux. can i just copy the contents of your pack into the linux LNP so the gamechanges can run under linux, or will this break the game?I dont run linux, so I cant say for absolute sure, but it should work. Just take the raws, and data/art, data/init files.I can upload the vb files if you like. :)...Yes. It can run on linux with wine. Players of MasterworkDF have done this to run the mod-launcher, and it's based on the same code as the tileset-launcher I included. If you just want the tileset (without the options), you can download this (http://dffd.bay12games.com/file.php?id=12516) and install dfhack/twbt yourself.
What's it written in Meph?
Edit: Ah, VB. do you have the source up on github anywhere? I could have a looksee if it'll compile in monodevelop in linux.
I got this trying to run it in wine:
Would chaning overrides and graphics break a save? I assume so but thought I would ask.the override file is in the data folder, changing it will affect all saves. It won't "break" them, but you get the changes you made on all your forts.
It looks like the overrides just refer to the art folder... no. ^^ The override tiles are in the art folder, but they refer very specifically to files in the raws and to single, individual lines in those. Just moving a tool in ITEM_TOOL one item up would break all tool graphics. As an example.
redraw_all 1 should fix artefacts like that, but is prone to crashing.
It all comes down to the dfhack plugin TWBT, which is not really optimized for adv-mode. A lot of the adv-mode specific graphics do not offer overrides, so tileset authors like myself can't make individual graphics for them. In fact, I personally only recommend this set for fort-mode, due to the heavy TWBT usage.
redraw_all 1 should fix artefacts like that, but is prone to crashing.ever since switching to 64 bit DF, i haven't had any such crash and i usually have redraw_all 1. well... one crash and that was after 3 ingame years without a pause.
It all comes down to the dfhack plugin TWBT, which is not really optimized for adv-mode. A lot of the adv-mode specific graphics do not offer overrides, so tileset authors like myself can't make individual graphics for them. In fact, I personally only recommend this set for fort-mode, due to the heavy TWBT usage.
managed to resolve the issue. Something weird happened to the texture overlays (I think) to my downloaded copy of the 2.4 texturepack launcher.. a fresh download fixed everything right up. Love the new work Meph (albeit I do use the old stone floor textures.. I'm too ingrained in the old ways to deal with my whole fort being green until I get around to smoothing it!). Everything looks fantastic.The entity default is already split up, the very same way Masterwork does.
edit: I don't know much about overrides, but I'm planning on splitting up the entity_default file into single files per entity kind of like how MWDF does so I can better control things for an overhaul type mod. If I do that after installing the texturepack so that everything has the right tags are there any issues to watch out for? Preliminary tests seem to work just fine.
managed to resolve the issue. Something weird happened to the texture overlays (I think) to my downloaded copy of the 2.4 texturepack launcher.. a fresh download fixed everything right up. Love the new work Meph (albeit I do use the old stone floor textures.. I'm too ingrained in the old ways to deal with my whole fort being green until I get around to smoothing it!). Everything looks fantastic.
I think it's a really cool idea, if a little busy. I feel the dark walls clash a bit, but that's from the bias of someone who likes the walls being colored based on what they are made of. I know some would rather have all walls uniform.I made several polls and most people like their fortresses to be more uniform in color. That's why all the walls default to one color, more or less.
A middle ground might be nicer. Include the nice detailing, but still have the wall change color with the material. I expect you will get conflicting opinions on that though, for the aforementioned biases.
Smoothed and engraved walls now show the minerals/gems that are ingrained in the wall. To the very right you see the engraved version.I understand correctly? Now the walls will always be generally gray, but with colored veins inside.
I tested lignite and chalk. It works fine in 2.4.
Dwarves are now literate. :D
You can't possibly have the current version, if you have a "B:UNK_V42_2" line in your overrides. That one is commented out in the current version.I tested lignite and chalk. It works fine in 2.4.
I downloaded a fresh copy (http://dffd.bay12games.com/file.php?id=13407), created a game without changing anything, and am still getting the Chalk and Lignite problem.
Also, TWBT throws an error on startup:
TWBT: invalid override specification OVERRIDE:240:B:UNK_V42_2:Bookcase::_MDF_overrides_1:246
I didn't see another option for getting just the 2.4 graphics, either; the "standalones" are all 2.3.
Yes, walls will mostly be gray. Only mineral, ore and gem walls will have this feature. So marble walls are still whiteish, granite light gray, gabbro dark gray... I can in theorie standardize all walls to one "gray", and just leave the color in the rock you see.Smoothed and engraved walls now show the minerals/gems that are ingrained in the wall. To the very right you see the engraved version.I understand correctly? Now the walls will always be generally gray, but with colored veins inside.
If so, then I really like it because the fort in one style is much more pleasant for perception. But then need to do something similar with tiles of floor
Nevertheless I will make a proposal. Just an idea for experiments.
Yes, walls will mostly be gray. Only mineral, ore and gem walls will have this feature. So marble walls are still whiteish, granite light gray, gabbro dark gray... I can in theorie standardize all walls to one "gray", and just leave the color in the rock you see.
Lets see how people like it, and if they do like it, I can make this for all rocks.
About version 2.5:1. Thanks for the heads-up. Luckily it doesn't matter, since the ones in _MFD_trees.png have no transparency anyway. I'll have a look at your top/bg files. You often do great work improving things I leave in.
1)Tiles of remains from _MDF_trees.png do not match with tiles from _MDF_trees-bg.png
I think it would be wise to do everything as I do in Vordak`s 32x Dwarf Tileset v0.7.1 with addition of a new file _MDF_trees-top.png. I strongly advise you to remove the gray background for the remains.
2)Is it possible to obtain for tiles the bodies of dwarves, elfs, goblins and humans from Meph_32x32.png normal transparency, like for items?
1. Thanks for the heads-up. Luckily it doesn't matter, since the ones in _MFD_trees.png have no transparency anyway. I'll have a look at your top/bg files. You often do great work improving things I leave in.
2. Not entirely sure what you mean. You want the civ sprites without any background? If yes, you can pick them from the spoiler.
You can't possibly have the current version, if you have a "B:UNK_V42_2" line in your overrides. That one is commented out in the current version.I tested lignite and chalk. It works fine in 2.4.
I downloaded a fresh copy (http://dffd.bay12games.com/file.php?id=13407), created a game without changing anything, and am still getting the Chalk and Lignite problem.
Also, TWBT throws an error on startup:
TWBT: invalid override specification OVERRIDE:240:B:UNK_V42_2:Bookcase::_MDF_overrides_1:246
I didn't see another option for getting just the 2.4 graphics, either; the "standalones" are all 2.3.
Anyway, I just uploaded the new stuff, so maybe give it a go. And delete any old versions you might have.
TWBT: version 6.41
TWBT: invalid override specification OVERRIDE:240:B:UNK_V42_2:Bookcase::_MDF_overrides_1:246
Unit transparency enabled
Workshop transparency enabled
Forced redraw mode disabled
DFHack is ready. Have a nice day!
DFHack version 0.44.09-r1 (release) on x86_64
Type in '?' or 'help' for general help, 'ls' to see all commands.
[DFHack]#
i like that approach!Nevertheless I will make a proposal. Just an idea for experiments.
Yes, walls will mostly be gray. Only mineral, ore and gem walls will have this feature. So marble walls are still whiteish, granite light gray, gabbro dark gray... I can in theorie standardize all walls to one "gray", and just leave the color in the rock you see.
Lets see how people like it, and if they do like it, I can make this for all rocks.
Walls have two rims - outer rim could be left gray, and color of the inner rim change.
You can't possibly have the current version, if you have a "B:UNK_V42_2" line in your overrides. That one is commented out in the current version.I tested lignite and chalk. It works fine in 2.4.
I downloaded a fresh copy (http://dffd.bay12games.com/file.php?id=13407), created a game without changing anything, and am still getting the Chalk and Lignite problem.
Also, TWBT throws an error on startup:
TWBT: invalid override specification OVERRIDE:240:B:UNK_V42_2:Bookcase::_MDF_overrides_1:246
I didn't see another option for getting just the 2.4 graphics, either; the "standalones" are all 2.3.
Anyway, I just uploaded the new stuff, so maybe give it a go. And delete any old versions you might have.
I downloaded the new file (Tileset Launcher 44.09.rar), extracted it to its own folder (didn't overwrite an old folder), and I'm still getting an error on launch. I included the whole output to show it's running the latest DFHack version?Code: [Select]TWBT: version 6.41
TWBT: invalid override specification OVERRIDE:240:B:UNK_V42_2:Bookcase::_MDF_overrides_1:246
Unit transparency enabled
Workshop transparency enabled
Forced redraw mode disabled
DFHack is ready. Have a nice day!
DFHack version 0.44.09-r1 (release) on x86_64
Type in '?' or 'help' for general help, 'ls' to see all commands.
[DFHack]#
Am I missing something that needs to be done, setup-wise? Please help. Thanks.
SenorPez or gcook725: Since I can't replicate it, would either of you be so kind to pack their entire installation up and upload it for me? DFFD, Dropbox, anything is fine. I just tested again, no UNK_42 error, no problem with lignite/other rocks (except when creatures stand on top of them, but that's a TWBT bug that affects all overwritten tiles)
I run a Patreon for my DF projects (https://www.patreon.com/meph), mainly the MasterworkDF mod (http://www.bay12forums.com/smf/index.php?topic=125638.0). If you like this set and want to see further development for it, consider supporting it there.
The main issue is that Masterwork DF is about 5 times as large as vanilla DF. Of course I could just slap this tileset on top of it, but it would lack all the new weapons, armors, tools, workshops, creatures, plants, trees, etc. This tileset is a lot of work already, and for Masterwork I would have to do thousands of sprites more.I run a Patreon for my DF projects (https://www.patreon.com/meph), mainly the MasterworkDF mod (http://www.bay12forums.com/smf/index.php?topic=125638.0). If you like this set and want to see further development for it, consider supporting it there.
The last update was in December. I understand if there's technical issues you're waiting to be resolved, but I don't understand why you aren't releasing a DF version and a MWDF version of this tileset. You have one for 44.09 and one for 44.05, the latter of which doesn't seem to indicate it's immediately compatible with Masterwork without some advanced steps taken.
Wouldn't it make more sense to do tileset releases for both vanilla and Masterwork (whatever version it may be at the time) concurrently, given that's what the Patreon is primarily for?
I had a look. First think I noticed is the 850mb file... WOW, that's much larger than it should be. I had a look at the files, your override.txt is from the 16th January, so quite old. The files in raw/graphics and raw/objects are the new ones.SenorPez or gcook725: Since I can't replicate it, would either of you be so kind to pack their entire installation up and upload it for me? DFFD, Dropbox, anything is fine. I just tested again, no UNK_42 error, no problem with lignite/other rocks (except when creatures stand on top of them, but that's a TWBT bug that affects all overwritten tiles)
Link via Google Drive: https://drive.google.com/open?id=1rZ-0OB5JyfWEz93vyy9hQIbLxGjvdrYK (https://drive.google.com/open?id=1rZ-0OB5JyfWEz93vyy9hQIbLxGjvdrYK)
So, a fresh install fixed the issue, but I still kept the one that was having an issue. Something of note that I'm not sure could be part of what caused the problem is that I did try to install Meph 24, then back to Meph 32 a few times in a few pocket worlds until I decided to stick with Meph 32.
Oh, that's cool. Mind uploading the save/more screenshots? I never see much of the set myself, because my testforts are super short, usually just to test 1-2 individual features.
I might also be a bit slow... my first thought when you saw your post was: "What, why? Is the cabinet sprite that bad?"
seeing your forts, i get the impression, you all go for minimalism... my meeting hall is 22x22, each temple is 20x20 and every craftsroom is 9x9 or 20x20. and my entryway is so huge, it could easily be a stupid-dwarf-trick :OWell, both designs are hilariously inefficient... :P
am i playing this game the wrong way?
You are right, the launcher will stay as is. I neither know how to make it linux compatible, not are there enough players that use it to warrant the extra work. :/well, so i just copied your meph32 folder (data and raw) into the df_linux folder, overwriting the contents. but i can only launch it via the linuxLNP-Launcher, which rewinds some settings...
I had a look. First think I noticed is the 850mb file... WOW, that's much larger than it should be. I had a look at the files, your override.txt is from the 16th January, so quite old. The files in raw/graphics and raw/objects are the new ones.SenorPez or gcook725: Since I can't replicate it, would either of you be so kind to pack their entire installation up and upload it for me? DFFD, Dropbox, anything is fine. I just tested again, no UNK_42 error, no problem with lignite/other rocks (except when creatures stand on top of them, but that's a TWBT bug that affects all overwritten tiles)
Link via Google Drive: https://drive.google.com/open?id=1rZ-0OB5JyfWEz93vyy9hQIbLxGjvdrYK (https://drive.google.com/open?id=1rZ-0OB5JyfWEz93vyy9hQIbLxGjvdrYK)
So, a fresh install fixed the issue, but I still kept the one that was having an issue. Something of note that I'm not sure could be part of what caused the problem is that I did try to install Meph 24, then back to Meph 32 a few times in a few pocket worlds until I decided to stick with Meph 32.
It's really strange I could only find that one file, the overrides.txt to be severely outdated. For example the new alphabet decoration or the gem/mineral walls wouldn't work either with it. Once you replace it with the current overrides.txt, it should fix everything, even in a running fort. (if you close DF and the launcher, replace the file, then restart everything)
You are right, the launcher will stay as is. I neither know how to make it linux compatible, not are there enough players that use it to warrant the extra work. :/
YES! Found it. The differently sized tileset versions have their own override files in TilesetExtras\graphics, because I was setting it up to use different tileset versions like Vordaks (which might need their own override files). All I had to do was update the overrides.txt in there.
Thanks for the reports. I'll do a few minor things today and upload a fix.
PS: Now I thought about making a unique sprite for each inorganic. That's 100 for the soil/rock/minerals and another 125 for the gems. Question is: Would anyone even want that, is it useful or rather confusing?
I meant the walls/terrain, not the items you get. Those are already split into unique sprites for rock, flux, coal (fuel), obsidian (sharp), ore, gem and chalk/gypsum (cask powder).PS: Now I thought about making a unique sprite for each inorganic. That's 100 for the soil/rock/minerals and another 125 for the gems. Question is: Would anyone even want that, is it useful or rather confusing?
Interesting idea. Isn't the shape rather important to recognize that it's a boulder, with the color (and texture) to tell you about the material? I'm curious to see what you would come up with, at any rate.
BTW, the file "Ledgend - Color Schemes.png" mentions a "Meph" color scheme, but it's not listed in the launcher. I've always just left it set to "defaultPlus", and checked the "Seasonal Colors" and "Real Colors" options. How do these options interact, and how do they correspond to the legend?
PS: Now I thought about making a unique sprite for each inorganic. That's 100 for the soil/rock/minerals and another 125 for the gems. Question is: Would anyone even want that, is it useful or rather confusing?
PS: Now I thought about making a unique sprite for each inorganic. That's 100 for the soil/rock/minerals and another 125 for the gems. Question is: Would anyone even want that, is it useful or rather confusing?
I personally wouldn't use it, as the colours are sufficient and it'd mean many more sprites to decipher. The current sprites for stones, ores, clay etc look good and even help with gameplay.
I'm delighted by the visual diversity and atmosphere of this release! The biome styles will make farming on multi-biome embarks less confusing too.
[/spoiler]Spoiler (click to show/hide)Spoiler: Broadleaf forest (click to show/hide)Spoiler: Conifer forest (click to show/hide)Spoiler: Moist tropical forest (click to show/hide)Spoiler: Dry tropical forest (bamboo) (click to show/hide)Spoiler: Desert (click to show/hide)Spoiler: Grassland (click to show/hide)Spoiler: Glacier (click to show/hide)Spoiler: Savanna (click to show/hide)Spoiler: Mountain (click to show/hide)Spoiler: Tundra (click to show/hide)Spoiler: Marsh (click to show/hide)Spoiler: Swamp (click to show/hide)Spoiler: Ocean (with driftwood) (click to show/hide)Spoiler: Rocky wasteland (click to show/hide)Spoiler: Taiga (click to show/hide)Spoiler: Shrubland (click to show/hide)
I'd be very happy about playtesting and screenshots. I hope they all work as intended and make embarks more unique and atmospheric. :)
PS: Now I thought about making a unique sprite for each inorganic. That's 100 for the soil/rock/minerals and another 125 for the gems. Question is: Would anyone even want that, is it useful or rather confusing?
PS: 4. How can I make it easier for you to update/help? Anything I can do?
Thanks Meph, that fixed it.Yeah!
Sadly "twbt redraw_all 0" did not fix it. Ether if I set it in the launcher to 0 or if I type it in dfhack command window.Damn!
[BIND:CIV_RAID:REPEAT_NOT]
[KEY:r]
[BIND:CIV_CENTER_ON_FORT:REPEAT_NOT]
[KEY:y]
[BIND:CIV_REMOVE_MISSION:REPEAT_NOT]
[KEY:x]
[BIND:CIV_RESCUE:REPEAT_NOT]
[KEY:r]
[BIND:CIV_RECOVER:REPEAT_NOT]
[KEY:r]
[BIND:CIV_WORLD:REPEAT_NOT]
[KEY:w]
[BIND:CIV_MISSIONS:REPEAT_NOT]
[KEY:m]
[BIND:CIV_MISSION_DETAILS:REPEAT_NOT]
[SYM:0:d]
[BIND:CIV_NEWS:REPEAT_NOT]
[KEY:n]
[BIND:CIV_PEOPLE:REPEAT_NOT]
[KEY:p]
[BIND:CIV_ARTIFACTS:REPEAT_NOT]
[KEY:a]
[BIND:CIV_CIVS:REPEAT_NOT]
[KEY:c]
compared to (probably) the full list of aviable keybinds for the "Civ_" keybinds.[BIND:CIV_RAID:REPEAT_NOT]
[KEY:r]
[BIND:CIV_CENTER_ON_FORT:REPEAT_NOT]
[KEY:y]
[BIND:CIV_REMOVE_MISSION:REPEAT_NOT]
[KEY:x]
[BIND:CIV_RESCUE:REPEAT_NOT]
[KEY:r]
[BIND:CIV_RECOVER:REPEAT_NOT]
[KEY:r]
[BIND:CIV_WORLD:REPEAT_NOT]
[KEY:w]
[BIND:CIV_MISSIONS:REPEAT_NOT]
[KEY:m]
[BIND:CIV_MISSION_DETAILS:REPEAT_NOT]
[KEY:d]
[BIND:CIV_MISSION_FREE_CAPTIVES:REPEAT_NOT]
[KEY:f]
[BIND:CIV_MISSION_RELEASE_OTHERS:REPEAT_NOT]
[KEY:o]
[BIND:CIV_MISSION_TAKE_ARTIFACTS:REPEAT_NOT]
[KEY:A]
[BIND:CIV_MISSION_TAKE_ITEMS:REPEAT_NOT]
[KEY:i]
[BIND:CIV_MISSION_TAKE_LIVESTOCK:REPEAT_NOT]
[KEY:l]
[BIND:CIV_MISSION_RAID:REPEAT_NOT]
[KEY:r]
[BIND:CIV_MISSION_PILLAGE:REPEAT_NOT]
[KEY:g]
[BIND:CIV_MISSION_RAZE:REPEAT_NOT]
[KEY:x]
[BIND:CIV_MISSION_TRIBUTE_ONE_TIME:REPEAT_NOT]
[KEY:t]
[BIND:CIV_MISSION_TRIBUTE_ONGOING:REPEAT_NOT]
[KEY:T]
[BIND:CIV_NEWS:REPEAT_NOT]
[KEY:n]
[BIND:CIV_PEOPLE:REPEAT_NOT]
[KEY:p]
[BIND:CIV_ARTIFACTS:REPEAT_NOT]
[KEY:a]
[BIND:CIV_CIVS:REPEAT_NOT]
[KEY:c]
I meant the walls/terrain, not the items you get. Those are already split into unique sprites for rock, flux, coal (fuel), obsidian (sharp), ore, gem and chalk/gypsum (cask powder).PS: Now I thought about making a unique sprite for each inorganic. That's 100 for the soil/rock/minerals and another 125 for the gems. Question is: Would anyone even want that, is it useful or rather confusing?
Interesting idea. Isn't the shape rather important to recognize that it's a boulder, with the color (and texture) to tell you about the material? I'm curious to see what you would come up with, at any rate.
P.s. Experiments with wall rims.Spoiler: wall rims (click to show/hide)
A quick question, do you know whether using item token names instead of numbers is officially supported in twbt yet? I tend to mod my game quite heavily, adding small details like training versions of all weapons, civilian tool versions for all weapons (pitchforks, hatchets etc.), and using ADJ to add flavourful weapons to non-human entities like "Dwarven steel axe" or "Goblin iron cleaver". At the moment, this obviously throws off the numbered item overrides. The more I more, the more I realise just how much time you spent on Masterwork!
It's been merged into the main TWBT branch, but there hasn't been any public builds of it that I know of.
waterphage13: I don't know what you mean with colored trees. They already have color. I also don't know what sliamzit means, when I google it I get a couple of Russian pages...
By the way, I notify you, I'm now drawing graphics for fortress defense mod - 3 out of 10 creatures have already painted for today.Oh, great. Do you do base models, or different military sprites?
Oh, great. Do you do base models, or different military sprites?For each creature - 24 sprites with weapons, in addition +1 tile for [ANIMATED].
I guess it's not really important, since Dragonmaster clearly has figured that one out.Thanks but his raw's colors a little obsolete. But I have modern palette!
(https://i.imgur.com/GfedNhu.png)
I'll ask him about porting the color changes.
I guess it's not really important, since Dragonmaster clearly has figured that one out.Spoiler (click to show/hide)
I'll ask him about porting the color changes.
I think you have to be a bit more detailed than that. Why are those obsolete? The raws for the trees didn't change, and as far as I know, he was quite thorough and tried to be as exact as possible with the colors.Some colors in some case don't look as they must look. Blue and green trees are everywhere!
yes, i've never seen a blue plumtree in my life.I think you have to be a bit more detailed than that. Why are those obsolete? The raws for the trees didn't change, and as far as I know, he was quite thorough and tried to be as exact as possible with the colors.Some colors in some case don't look as they must look. Blue and green trees are everywhere!
##################################################################################
#different wall tiles for wood
OVERRIDE:43:T:ConstructedFloor:_MDF_overrides_6:221
OVERRIDE:206:T:ConstructedFortification:_MDF_overrides_6:184
OVERRIDE:62:T:ConstructedStairD:_MDF_overrides_6:186
OVERRIDE:60:T:ConstructedStairU:_MDF_overrides_6:187
OVERRIDE:88:T:ConstructedStairUD:_MDF_overrides_6:185
[OVERRIDE:199:T:ConstructedPillar:_MDF_overrides_6:126:::WOOD]
[OVERRIDE:186:T:ConstructedWallUD:_MDF_overrides_6:123:::WOOD]
[OVERRIDE:205:T:ConstructedWallLR:_MDF_overrides_6:142:::WOOD]
[OVERRIDE:200:T:ConstructedWallRU:_MDF_overrides_6:127:::WOOD]
[OVERRIDE:211:T:ConstructedWallRU:_MDF_overrides_6:127:::WOOD]
[OVERRIDE:212:T:ConstructedWallRU:_MDF_overrides_6:127:::WOOD]
[OVERRIDE:200:T:ConstructedWallRU2:_MDF_overrides_6:127:::WOOD]
[OVERRIDE:211:T:ConstructedWallRU2:_MDF_overrides_6:127:::WOOD]
[OVERRIDE:212:T:ConstructedWallRU2:_MDF_overrides_6:127:::WOOD]
[OVERRIDE:200:T:ConstructedWallR2U:_MDF_overrides_6:127:::WOOD]
[OVERRIDE:211:T:ConstructedWallR2U:_MDF_overrides_6:127:::WOOD]
[OVERRIDE:212:T:ConstructedWallR2U:_MDF_overrides_6:127:::WOOD]
[OVERRIDE:188:T:ConstructedWallLU:_MDF_overrides_6:125:::WOOD]
[OVERRIDE:189:T:ConstructedWallLU:_MDF_overrides_6:125:::WOOD]
[OVERRIDE:190:T:ConstructedWallLU:_MDF_overrides_6:125:::WOOD]
[OVERRIDE:188:T:ConstructedWallLU2:_MDF_overrides_6:125:::WOOD]
[OVERRIDE:189:T:ConstructedWallLU2:_MDF_overrides_6:125:::WOOD]
[OVERRIDE:190:T:ConstructedWallLU2:_MDF_overrides_6:125:::WOOD]
[OVERRIDE:188:T:ConstructedWallL2U:_MDF_overrides_6:125:::WOOD]
[OVERRIDE:189:T:ConstructedWallL2U:_MDF_overrides_6:125:::WOOD]
[OVERRIDE:190:T:ConstructedWallL2U:_MDF_overrides_6:125:::WOOD]
[OVERRIDE:213:T:ConstructedWallRD:_MDF_overrides_6:138:::WOOD]
[OVERRIDE:214:T:ConstructedWallRD:_MDF_overrides_6:138:::WOOD]
[OVERRIDE:201:T:ConstructedWallRD:_MDF_overrides_6:138:::WOOD]
[OVERRIDE:213:T:ConstructedWallRD2:_MDF_overrides_6:138:::WOOD]
[OVERRIDE:214:T:ConstructedWallRD2:_MDF_overrides_6:138:::WOOD]
[OVERRIDE:201:T:ConstructedWallRD2:_MDF_overrides_6:138:::WOOD]
[OVERRIDE:213:T:ConstructedWallR2D:_MDF_overrides_6:138:::WOOD]
[OVERRIDE:214:T:ConstructedWallR2D:_MDF_overrides_6:138:::WOOD]
[OVERRIDE:201:T:ConstructedWallR2D:_MDF_overrides_6:138:::WOOD]
[OVERRIDE:183:T:ConstructedWallLD:_MDF_overrides_6:124:::WOOD]
[OVERRIDE:184:T:ConstructedWallLD:_MDF_overrides_6:124:::WOOD]
[OVERRIDE:187:T:ConstructedWallLD:_MDF_overrides_6:124:::WOOD]
[OVERRIDE:183:T:ConstructedWallLD2:_MDF_overrides_6:124:::WOOD]
[OVERRIDE:184:T:ConstructedWallLD2:_MDF_overrides_6:124:::WOOD]
[OVERRIDE:187:T:ConstructedWallLD2:_MDF_overrides_6:124:::WOOD]
[OVERRIDE:183:T:ConstructedWallL2D:_MDF_overrides_6:124:::WOOD]
[OVERRIDE:184:T:ConstructedWallL2D:_MDF_overrides_6:124:::WOOD]
[OVERRIDE:187:T:ConstructedWallL2D:_MDF_overrides_6:124:::WOOD]
[OVERRIDE:202:T:ConstructedWallLRU:_MDF_overrides_6:139:::WOOD]
[OVERRIDE:203:T:ConstructedWallLRD:_MDF_overrides_6:140:::WOOD]
[OVERRIDE:185:T:ConstructedWallLUD:_MDF_overrides_6:122:::WOOD]
[OVERRIDE:204:T:ConstructedWallRUD:_MDF_overrides_6:141:::WOOD]
[OVERRIDE:206:T:ConstructedWallLRUD:_MDF_overrides_6:143:::WOOD]
##################################################################################
#different wall tiles for metal
OVERRIDE:43:T:ConstructedFloor:_MDF_overrides_6:221
OVERRIDE:206:T:ConstructedFortification:_MDF_overrides_6:184
OVERRIDE:62:T:ConstructedStairD:_MDF_overrides_6:186
OVERRIDE:60:T:ConstructedStairU:_MDF_overrides_6:187
OVERRIDE:88:T:ConstructedStairUD:_MDF_overrides_6:185
[OVERRIDE:199:T:ConstructedPillar:_MDF_overrides_6:158:::IS_METAL]
[OVERRIDE:186:T:ConstructedWallUD:_MDF_overrides_6:155:::IS_METAL]
[OVERRIDE:205:T:ConstructedWallLR:_MDF_overrides_6:174:::IS_METAL]
[OVERRIDE:200:T:ConstructedWallRU:_MDF_overrides_6:159:::IS_METAL]
[OVERRIDE:211:T:ConstructedWallRU:_MDF_overrides_6:159:::IS_METAL]
[OVERRIDE:212:T:ConstructedWallRU:_MDF_overrides_6:159:::IS_METAL]
[OVERRIDE:200:T:ConstructedWallRU2:_MDF_overrides_6:159:::IS_METAL]
[OVERRIDE:211:T:ConstructedWallRU2:_MDF_overrides_6:159:::IS_METAL]
[OVERRIDE:212:T:ConstructedWallRU2:_MDF_overrides_6:159:::IS_METAL]
[OVERRIDE:200:T:ConstructedWallR2U:_MDF_overrides_6:159:::IS_METAL]
[OVERRIDE:211:T:ConstructedWallR2U:_MDF_overrides_6:159:::IS_METAL]
[OVERRIDE:212:T:ConstructedWallR2U:_MDF_overrides_6:159:::IS_METAL]
[OVERRIDE:188:T:ConstructedWallLU:_MDF_overrides_6:157:::IS_METAL]
[OVERRIDE:189:T:ConstructedWallLU:_MDF_overrides_6:157:::IS_METAL]
[OVERRIDE:190:T:ConstructedWallLU:_MDF_overrides_6:157:::IS_METAL]
[OVERRIDE:188:T:ConstructedWallLU2:_MDF_overrides_6:157:::IS_METAL]
[OVERRIDE:189:T:ConstructedWallLU2:_MDF_overrides_6:157:::IS_METAL]
[OVERRIDE:190:T:ConstructedWallLU2:_MDF_overrides_6:157:::IS_METAL]
[OVERRIDE:188:T:ConstructedWallL2U:_MDF_overrides_6:157:::IS_METAL]
[OVERRIDE:189:T:ConstructedWallL2U:_MDF_overrides_6:157:::IS_METAL]
[OVERRIDE:190:T:ConstructedWallL2U:_MDF_overrides_6:157:::IS_METAL]
[OVERRIDE:213:T:ConstructedWallRD:_MDF_overrides_6:170:::IS_METAL]
[OVERRIDE:214:T:ConstructedWallRD:_MDF_overrides_6:170:::IS_METAL]
[OVERRIDE:201:T:ConstructedWallRD:_MDF_overrides_6:170:::IS_METAL]
[OVERRIDE:213:T:ConstructedWallRD2:_MDF_overrides_6:170:::IS_METAL]
[OVERRIDE:214:T:ConstructedWallRD2:_MDF_overrides_6:170:::IS_METAL]
[OVERRIDE:201:T:ConstructedWallRD2:_MDF_overrides_6:170:::IS_METAL]
[OVERRIDE:213:T:ConstructedWallR2D:_MDF_overrides_6:170:::IS_METAL]
[OVERRIDE:214:T:ConstructedWallR2D:_MDF_overrides_6:170:::IS_METAL]
[OVERRIDE:201:T:ConstructedWallR2D:_MDF_overrides_6:170:::IS_METAL]
[OVERRIDE:183:T:ConstructedWallLD:_MDF_overrides_6:156:::IS_METAL]
[OVERRIDE:184:T:ConstructedWallLD:_MDF_overrides_6:156:::IS_METAL]
[OVERRIDE:187:T:ConstructedWallLD:_MDF_overrides_6:156:::IS_METAL]
[OVERRIDE:183:T:ConstructedWallLD2:_MDF_overrides_6:156:::IS_METAL]
[OVERRIDE:184:T:ConstructedWallLD2:_MDF_overrides_6:156:::IS_METAL]
[OVERRIDE:187:T:ConstructedWallLD2:_MDF_overrides_6:156:::IS_METAL]
[OVERRIDE:183:T:ConstructedWallL2D:_MDF_overrides_6:156:::IS_METAL]
[OVERRIDE:184:T:ConstructedWallL2D:_MDF_overrides_6:156:::IS_METAL]
[OVERRIDE:187:T:ConstructedWallL2D:_MDF_overrides_6:156:::IS_METAL]
[OVERRIDE:202:T:ConstructedWallLRU:_MDF_overrides_6:171:::IS_METAL]
[OVERRIDE:203:T:ConstructedWallLRD:_MDF_overrides_6:172:::IS_METAL]
[OVERRIDE:185:T:ConstructedWallLUD:_MDF_overrides_6:154:::IS_METAL]
[OVERRIDE:204:T:ConstructedWallRUD:_MDF_overrides_6:173:::IS_METAL]
[OVERRIDE:206:T:ConstructedWallLRUD:_MDF_overrides_6:175:::IS_METAL]
I don't know if it'll be at all useful, but I'm allowing a comma separated list of flags, and the override will apply when all of them are applied.Not 100% sure what that will result in, but I'm curious. I just hope that the mockup helps you test everything.
Japa: This is just a mock-up, but here you go:awesome work there...
the new "_MDF_decorations_3.png" for data/art. drag & drop & replace old one.
(https://i.imgur.com/zHwdVVg.png)
the new lines for the override.txt in data/init. Add at the bottom.Code: [Select]##################################################################################
#different wall tiles for wood
OVERRIDE:43:T:ConstructedFloor:_MDF_overrides_6:221
OVERRIDE:206:T:ConstructedFortification:_MDF_overrides_6:184
OVERRIDE:62:T:ConstructedStairD:_MDF_overrides_6:186
OVERRIDE:60:T:ConstructedStairU:_MDF_overrides_6:187
OVERRIDE:88:T:ConstructedStairUD:_MDF_overrides_6:185
[OVERRIDE:199:T:ConstructedPillar:_MDF_overrides_6:126:::WOOD]
[OVERRIDE:186:T:ConstructedWallUD:_MDF_overrides_6:123:::WOOD]
[OVERRIDE:205:T:ConstructedWallLR:_MDF_overrides_6:142:::WOOD]
[OVERRIDE:200:T:ConstructedWallRU:_MDF_overrides_6:127:::WOOD]
[OVERRIDE:211:T:ConstructedWallRU:_MDF_overrides_6:127:::WOOD]
[OVERRIDE:212:T:ConstructedWallRU:_MDF_overrides_6:127:::WOOD]
[OVERRIDE:200:T:ConstructedWallRU2:_MDF_overrides_6:127:::WOOD]
[OVERRIDE:211:T:ConstructedWallRU2:_MDF_overrides_6:127:::WOOD]
[OVERRIDE:212:T:ConstructedWallRU2:_MDF_overrides_6:127:::WOOD]
[OVERRIDE:200:T:ConstructedWallR2U:_MDF_overrides_6:127:::WOOD]
[OVERRIDE:211:T:ConstructedWallR2U:_MDF_overrides_6:127:::WOOD]
[OVERRIDE:212:T:ConstructedWallR2U:_MDF_overrides_6:127:::WOOD]
[OVERRIDE:188:T:ConstructedWallLU:_MDF_overrides_6:125:::WOOD]
[OVERRIDE:189:T:ConstructedWallLU:_MDF_overrides_6:125:::WOOD]
[OVERRIDE:190:T:ConstructedWallLU:_MDF_overrides_6:125:::WOOD]
[OVERRIDE:188:T:ConstructedWallLU2:_MDF_overrides_6:125:::WOOD]
[OVERRIDE:189:T:ConstructedWallLU2:_MDF_overrides_6:125:::WOOD]
[OVERRIDE:190:T:ConstructedWallLU2:_MDF_overrides_6:125:::WOOD]
[OVERRIDE:188:T:ConstructedWallL2U:_MDF_overrides_6:125:::WOOD]
[OVERRIDE:189:T:ConstructedWallL2U:_MDF_overrides_6:125:::WOOD]
[OVERRIDE:190:T:ConstructedWallL2U:_MDF_overrides_6:125:::WOOD]
[OVERRIDE:213:T:ConstructedWallRD:_MDF_overrides_6:138:::WOOD]
[OVERRIDE:214:T:ConstructedWallRD:_MDF_overrides_6:138:::WOOD]
[OVERRIDE:201:T:ConstructedWallRD:_MDF_overrides_6:138:::WOOD]
[OVERRIDE:213:T:ConstructedWallRD2:_MDF_overrides_6:138:::WOOD]
[OVERRIDE:214:T:ConstructedWallRD2:_MDF_overrides_6:138:::WOOD]
[OVERRIDE:201:T:ConstructedWallRD2:_MDF_overrides_6:138:::WOOD]
[OVERRIDE:213:T:ConstructedWallR2D:_MDF_overrides_6:138:::WOOD]
[OVERRIDE:214:T:ConstructedWallR2D:_MDF_overrides_6:138:::WOOD]
[OVERRIDE:201:T:ConstructedWallR2D:_MDF_overrides_6:138:::WOOD]
[OVERRIDE:183:T:ConstructedWallLD:_MDF_overrides_6:124:::WOOD]
[OVERRIDE:184:T:ConstructedWallLD:_MDF_overrides_6:124:::WOOD]
[OVERRIDE:187:T:ConstructedWallLD:_MDF_overrides_6:124:::WOOD]
[OVERRIDE:183:T:ConstructedWallLD2:_MDF_overrides_6:124:::WOOD]
[OVERRIDE:184:T:ConstructedWallLD2:_MDF_overrides_6:124:::WOOD]
[OVERRIDE:187:T:ConstructedWallLD2:_MDF_overrides_6:124:::WOOD]
[OVERRIDE:183:T:ConstructedWallL2D:_MDF_overrides_6:124:::WOOD]
[OVERRIDE:184:T:ConstructedWallL2D:_MDF_overrides_6:124:::WOOD]
[OVERRIDE:187:T:ConstructedWallL2D:_MDF_overrides_6:124:::WOOD]
[OVERRIDE:202:T:ConstructedWallLRU:_MDF_overrides_6:139:::WOOD]
[OVERRIDE:203:T:ConstructedWallLRD:_MDF_overrides_6:140:::WOOD]
[OVERRIDE:185:T:ConstructedWallLUD:_MDF_overrides_6:122:::WOOD]
[OVERRIDE:204:T:ConstructedWallRUD:_MDF_overrides_6:141:::WOOD]
[OVERRIDE:206:T:ConstructedWallLRUD:_MDF_overrides_6:143:::WOOD]
##################################################################################
#different wall tiles for metal
OVERRIDE:43:T:ConstructedFloor:_MDF_overrides_6:221
OVERRIDE:206:T:ConstructedFortification:_MDF_overrides_6:184
OVERRIDE:62:T:ConstructedStairD:_MDF_overrides_6:186
OVERRIDE:60:T:ConstructedStairU:_MDF_overrides_6:187
OVERRIDE:88:T:ConstructedStairUD:_MDF_overrides_6:185
[OVERRIDE:199:T:ConstructedPillar:_MDF_overrides_6:158:::IS_METAL]
[OVERRIDE:186:T:ConstructedWallUD:_MDF_overrides_6:155:::IS_METAL]
[OVERRIDE:205:T:ConstructedWallLR:_MDF_overrides_6:174:::IS_METAL]
[OVERRIDE:200:T:ConstructedWallRU:_MDF_overrides_6:159:::IS_METAL]
[OVERRIDE:211:T:ConstructedWallRU:_MDF_overrides_6:159:::IS_METAL]
[OVERRIDE:212:T:ConstructedWallRU:_MDF_overrides_6:159:::IS_METAL]
[OVERRIDE:200:T:ConstructedWallRU2:_MDF_overrides_6:159:::IS_METAL]
[OVERRIDE:211:T:ConstructedWallRU2:_MDF_overrides_6:159:::IS_METAL]
[OVERRIDE:212:T:ConstructedWallRU2:_MDF_overrides_6:159:::IS_METAL]
[OVERRIDE:200:T:ConstructedWallR2U:_MDF_overrides_6:159:::IS_METAL]
[OVERRIDE:211:T:ConstructedWallR2U:_MDF_overrides_6:159:::IS_METAL]
[OVERRIDE:212:T:ConstructedWallR2U:_MDF_overrides_6:159:::IS_METAL]
[OVERRIDE:188:T:ConstructedWallLU:_MDF_overrides_6:157:::IS_METAL]
[OVERRIDE:189:T:ConstructedWallLU:_MDF_overrides_6:157:::IS_METAL]
[OVERRIDE:190:T:ConstructedWallLU:_MDF_overrides_6:157:::IS_METAL]
[OVERRIDE:188:T:ConstructedWallLU2:_MDF_overrides_6:157:::IS_METAL]
[OVERRIDE:189:T:ConstructedWallLU2:_MDF_overrides_6:157:::IS_METAL]
[OVERRIDE:190:T:ConstructedWallLU2:_MDF_overrides_6:157:::IS_METAL]
[OVERRIDE:188:T:ConstructedWallL2U:_MDF_overrides_6:157:::IS_METAL]
[OVERRIDE:189:T:ConstructedWallL2U:_MDF_overrides_6:157:::IS_METAL]
[OVERRIDE:190:T:ConstructedWallL2U:_MDF_overrides_6:157:::IS_METAL]
[OVERRIDE:213:T:ConstructedWallRD:_MDF_overrides_6:170:::IS_METAL]
[OVERRIDE:214:T:ConstructedWallRD:_MDF_overrides_6:170:::IS_METAL]
[OVERRIDE:201:T:ConstructedWallRD:_MDF_overrides_6:170:::IS_METAL]
[OVERRIDE:213:T:ConstructedWallRD2:_MDF_overrides_6:170:::IS_METAL]
[OVERRIDE:214:T:ConstructedWallRD2:_MDF_overrides_6:170:::IS_METAL]
[OVERRIDE:201:T:ConstructedWallRD2:_MDF_overrides_6:170:::IS_METAL]
[OVERRIDE:213:T:ConstructedWallR2D:_MDF_overrides_6:170:::IS_METAL]
[OVERRIDE:214:T:ConstructedWallR2D:_MDF_overrides_6:170:::IS_METAL]
[OVERRIDE:201:T:ConstructedWallR2D:_MDF_overrides_6:170:::IS_METAL]
[OVERRIDE:183:T:ConstructedWallLD:_MDF_overrides_6:156:::IS_METAL]
[OVERRIDE:184:T:ConstructedWallLD:_MDF_overrides_6:156:::IS_METAL]
[OVERRIDE:187:T:ConstructedWallLD:_MDF_overrides_6:156:::IS_METAL]
[OVERRIDE:183:T:ConstructedWallLD2:_MDF_overrides_6:156:::IS_METAL]
[OVERRIDE:184:T:ConstructedWallLD2:_MDF_overrides_6:156:::IS_METAL]
[OVERRIDE:187:T:ConstructedWallLD2:_MDF_overrides_6:156:::IS_METAL]
[OVERRIDE:183:T:ConstructedWallL2D:_MDF_overrides_6:156:::IS_METAL]
[OVERRIDE:184:T:ConstructedWallL2D:_MDF_overrides_6:156:::IS_METAL]
[OVERRIDE:187:T:ConstructedWallL2D:_MDF_overrides_6:156:::IS_METAL]
[OVERRIDE:202:T:ConstructedWallLRU:_MDF_overrides_6:171:::IS_METAL]
[OVERRIDE:203:T:ConstructedWallLRD:_MDF_overrides_6:172:::IS_METAL]
[OVERRIDE:185:T:ConstructedWallLUD:_MDF_overrides_6:154:::IS_METAL]
[OVERRIDE:204:T:ConstructedWallRUD:_MDF_overrides_6:173:::IS_METAL]
[OVERRIDE:206:T:ConstructedWallLRUD:_MDF_overrides_6:175:::IS_METAL]
EDIT: The override.txt also has overrides for all normal walls without material mentioned, not sure if they clash with the new system. Just CTRL+F for "#different wall tiles" to find the entries. Maybe you can delete them for testing.
waterphage13 & Pvt. Pirate: True, some look a bit weird ingame, but it depends heavily on the color scheme you install.
jecowa: They are dragonmasters set; but I ported a few of them (10 or so) once to have a look.
EDIT: OH. I can do subtypes for encased-in-ice items. mh. That's good news on the one hand, but it also means that I'd have to add several hundred sprites just for that. ^^
:'( I can't slyamzit' your colors because you are not using realcolors. But you can't slyamzit' my colors in this case. My life is crap, hello new month of remastering, my old friend.
WOW, how did you make this work so fast? It's took me a month. You sold your souls to Devil?How should Mephistopheles sell his soul to himself? That makes no sense. :P
For fuze - ferric elves from Fortress defense mod(FD). At the moment 7 of 19 FD creatures are drawn.As always: These look great. I might have to take up your name up in the title at some point, if you keep adding more and more. ;)Spoiler: Ferric elves (click to show/hide)
waterphage13: No realcolors... ^^ They muck up too much, I don't really use them. How did you even get the idea of using color values under 0?By the method of scientific poking.QuoteWOW, how did you make this work so fast? It's took me a month. You sold your souls to Devil?How should Mephistopheles sell his soul to himself? That makes no sense. :P
That's because the dwarf and goblin were carrying weapons, and TWBT only displays one possible sprite. For arcane reasons the weapon wins over the corpse, so instead of a iced-corpse it shows the iced-weapons, because the corpse has a weapon equipped. :/All the more reason to do multi-tile render eh? ::)
Spoiler: Tree colors (click to show/hide)Hmm, is it ok for some trees to have heavy "pixel noise"?
Spoiler: Encased in obsidian (click to show/hide)"red hot" wood.... ooook :D
BONE
MEAT
EDIBLE_VERMIN
EDIBLE_RAW
EDIBLE_COOKED
ALCOHOL
ITEMS_METAL
ITEMS_BARRED
ITEMS_SCALED
ITEMS_LEATHER
ITEMS_SOFT
ITEMS_HARD
IMPLIES_ANIMAL_KILL
ALCOHOL_PLANT
ALCOHOL_CREATURE
CHEESE_PLANT
CHEESE_CREATURE
POWDER_MISC_PLANT
POWDER_MISC_CREATURE
STOCKPILE_GLOB
LIQUID_MISC_PLANT
LIQUID_MISC_CREATURE
LIQUID_MISC_OTHER
WOOD
THREAD_PLANT
TOOTH
HORN
PEARL
SHELL
LEATHER
SILK
SOAP
ROTS
IS_DYE
POWDER_MISC
LIQUID_MISC
STRUCTURAL_PLANT_MAT
SEED_MAT
LEAF_MAT
CHEESE
ENTERS_BLOOD
BLOOD_MAP_DESCRIPTOR
ICHOR_MAP_DESCRIPTOR
GOO_MAP_DESCRIPTOR
SLIME_MAP_DESCRIPTOR
PUS_MAP_DESCRIPTOR
GENERATES_MIASMA
IS_METAL
IS_GEM
IS_GLASS
CRYSTAL_GLASSABLE
ITEMS_WEAPON
ITEMS_WEAPON_RANGED
ITEMS_ANVIL
ITEMS_AMMO
ITEMS_DIGGER
ITEMS_ARMOR
ITEMS_DELICATE
ITEMS_SIEGE_ENGINE
ITEMS_QUERN
IS_STONE
UNDIGGABLE
YARN
STOCKPILE_GLOB_PASTE
STOCKPILE_GLOB_PRESSED
DISPLAY_UNGLAZED
DO_NOT_CLEAN_GLOB
NO_STONE_STOCKPILE
STOCKPILE_THREAD_METAL
SWEAT_MAP_DESCRIPTOR
TEARS_MAP_DESCRIPTOR
SPIT_MAP_DESCRIPTOR
EVAPORATES
QuoteThat's because the dwarf and goblin were carrying weapons, and TWBT only displays one possible sprite. For arcane reasons the weapon wins over the corpse, so instead of a iced-corpse it shows the iced-weapons, because the corpse has a weapon equipped. :/All the more reason to do multi-tile render eh? ::)
Yes please ;)QuoteSpoiler: Tree colors (click to show/hide)Hmm, is it ok for some trees to have heavy "pixel noise"?
What exactly do you mean? If you mean the tiny spots on some trees that repeat themselves, those are pollen seeds or catkins.QuoteSpoiler: Encased in obsidian (click to show/hide)"red hot" wood.... ooook :DSpoiler: Sure (click to show/hide)
http://dffd.bay12games.com/file.php?id=13723stone blocks decorated with wood?
Fixed the crash, I hope.
also, I don't know how you managed to build walls from logs that aren't wood, but the tag for those is STRUCTURAL_PLANT_MAT
BONE
MEAT
WOOD
IS_METAL
IS_GEM
IS_GLASS
IS_STONE
EVAPORATES (ice)
STOCKPILE_THREAD_METAL (adamantine)
THREAD_PLANT (cotton cloth for example)
YARN (dog hair cloth for example)
TOOTH
HORN
PEARL
SHELL
LEATHER
SILK
[OVERRIDE:205:T:ConstructedWallLR:_MDF_overrides_7:142::::PLANT:BAYBERRY:WOOD]
[OVERRIDE:205:T:ConstructedWallLR:_MDF_overrides_7:142:::WOOD:PLANT:BAYBERRY:WOOD]
ice floors could show any encased items in the ice wall below them.Not possible.
db48x: The pump only consists of 2 tiles using the same one sprite... so no. But you can see the direction in two ways:
(https://i.imgur.com/XXofgyG.png)
Bright green = Passable, Dark green = Impassable tile. And in the menu to the right; just like in vanilla DF.Quoteice floors could show any encased items in the ice wall below them.Not possible.
(https://i.imgur.com/o8eLaDi.png)These chairs\thrones do not fit stylistically.
Do you mean that these chairs don't fit into DF; or that they don't fit to each other?Don't fit into DF.
I wasn't going to use them, just posted them as an example.
(https://i.imgur.com/X2D8eh8.png)Chairs with a back look good only when over the table.
What about both? :D But yeah, I get what you mean.
I don't think everything needs to be super differentiated. Just being able to see the difference between broad types like metal, leather, stone, and wood would be plenty, imo.
Same here.
For armor, being able to see the difference between a bronze piece and a leather piece would be kind of nice. Just having different colors is plenty for identifying them most of the time, and I don't think they're really used for decoration. I kind of think that weapons and armor are the least-commonly seen tiles out of the options.
True, I sometimes forget that those are mostly stored in chests, cabinets or on bodies. Creatures would need to show their worn items for this to make sense.
I'm not really sure what the current resources look like, but it might be cool to have different tiles based on if something is a gem, metal, coal, or flux, or whatever. Maybe there could be different-sized gen tiles based on the value of the gem.
That's my plan. Stone, Metal, Gem, Wood, Bone. Maybe Flux, and maybe something for Gold and Adamantine. Glass is super tough to paint. I could make differently sized gem based on value, yes. Thta would require a lot of override code lines though, about 130 for each item.
I think furnature could be a good one to have more options for since it is used decoratively and they are used all over the fortress. That bone furniture looks nice.
Again, agreed. :)
I really like your idea for having a special tile for wood walls. I'm guessing you'll keep natural smooth walls so that walls of different stones will blend with each other, so this will mostly be for constructed walls. I'm not really understanding why a gold walls would need to be different from an iron wall, and i kind of doubt that metals would be used for walls enough to make two different metal sets of walls worth it, but i'm still interested in it.
Mostly just for people that want to show off. Nobles, monarchs, etc sometimes get golden rooms, I thought that if players put in the extra effort, they should be rewarded with a cool look.
(https://i.imgur.com/buw97s6.png)For a metal, it would be good to halve the brightness of the diagonal light strip.
Adamantine set??Maybe something like this?
Adamantine set??Maybe something like this?
(https://i.imgur.com/7M1esta.png)
Glass and Adamantine.
Edit: My current idea:
(https://i.imgur.com/EZ9QZnJ.png)
That should cover most of the furniture, or the most seen items in a fortress. Armorstrand, Weaponrack, Chair, Cabinet, Chest, Slab, Bed, Statue, Table, Coffin, Cage, Barrel, Bin, Blocks, Hatch Cover, Door.
Materials are: Stone, Wood, Cavern-Wood/Fungus, Gem, Bone, Flux, Glass, Soft Metals (Non-weapon grade, like Silver, Gold, Aluminum), Hard Metals (Weapon grade, Iron, Bronze, Steel), Adamantine.
Mh, clay / earthenware should probably get it's own; kaolinite / porcelain too (?)
But there is no grass underneath. Just more wall.On ground level the wall would show the floor, for example grass or pebbles. On multiple stories, it would show a constructed floor tile as background.
I think he was hoping TWBT multilayer transparency would work with them, so it would show the grass underneath.Correct.
Theoretically, if all the constructions and furniture were made only of blocks i.e rough stone would not be allowed to build, then it would be possible to make for each civilization its own types of blocks. This would lead to a notable difference in architectural cultures.Correct, but only for playable races, since constructions made in worldgen by civs ignore custom reactions.
rough stone -> block(goblin) -> unique goblin walls & furniture
What computer can run this work? I understand that all you have GLaDOS, but what can do ordinary players?it is still singlecore and even i can run it on this old machine.
Kaolinite should have a white/cobalt design. Clay/Earthen/Stoneware should be rough grey texture/burgundy design just like stone designs but with softer edges. Marble should be marbled. Obsidian black/white like bone inverted, but without the skulls.We have very different ideas ^^
Adamantine set??Maybe something like this?
Glass and Adamantine.
Edit: My current idea:
(https://i.imgur.com/EZ9QZnJ.png)
That should cover most of the furniture, or the most seen items in a fortress. Armorstrand, Weaponrack, Chair, Cabinet, Chest, Slab, Bed, Statue, Table, Coffin, Cage, Barrel, Bin, Blocks, Hatch Cover, Door.
Materials are: Stone, Wood, Cavern-Wood/Fungus, Gem, Bone, Flux, Glass, Soft Metals (Non-weapon grade, like Silver, Gold, Aluminum), Hard Metals (Weapon grade, Iron, Bronze, Steel), Adamantine.
Mh, clay / earthenware should probably get it's own; kaolinite / porcelain too (?)
Oh wow! I absolutely love it! So many possibilities *_*
Can the golden and adamantine set have a metal sheen to it too? Can the glass set be see-through, as in the back legs of the table/chair showing through the top a little bit?
I love the additional labels in the comments on the ammo, armor, and tools in the overrides.txt in version 2.8. You've got the most-complete TWBT overrides file. It makes a nice reference for overrides codes.They were mostly for myself. ^^ But I could comment all of them, or at least the non-obvious ones.
Hm... not fond of the stair icons for stone flux and wood. While the arrows do tell you which is which, the up and down stairs otherwise look too similar.I can change the shading on one of them. I tried that, but didn't quite like how it looked.
can you make the flux constructions optional? they aren't bad for themselves, but their geometry doesnt fit to the rest of the walls.No, sorry. If you don't want flux walls, don't use flux to build them. I added two different designs for a reason, to give players options.
instead of walls with barbicans, i'd rather have TWBT use different Sprites for Fortifications, making it aware of adjacent tiles and drawing the correct fortification sprite.
I think it's useful.Very useful. The bottom left and center are gorgeous.
(https://i.imgur.com/dYElKPt.png)
No, sorry. If you don't want flux walls, don't use flux to build them. I added two different designs for a reason, to give players options.okay. i like how your work flourishes and blooms these days :) maybe i can throw in some rough drafts for designs too.
DF ignore adjacent tiles sadly, otherwise I'd be all up in tapestries, carpets and the like. Especially fortifications, because they only have 1 single tile, which has to fit omnidirectional. :/
Hm........Ok, thanks. Please let me load gifs. And alt-tiles for everything. And a lighting render. Some AA would be cool, and HDR/Bloom. While you are at it, could dwarves show the worn clothing items while running around? Oh, and make TWBT display a random tile from a selection, like OVERRIDE:33%:1, OVERRIDE:33%:2, OVERRIDE:33%:3 for the same item, that way we can use Vordaks statues/coffins randomly for stone; and obviously beard-shapings and super important, so an overlay for those would be great...
I wonder....
Hm........Since we are all wondering, and you're already in a strange mood:
I wonder....
don't be pushy with the dorf in a strange mood, they might go mad (^_^)Hm........Since we are all wondering, and you're already in a strange mood:
I wonder....
How about overrides by item quality? :)
So those poor coffins can be poor, and Vordak can draw some masterwork ones as well.
Amazing work everyone!
Oh boy, can I push it some more? Pretty please? ::)don't be pushy with the dorf in a strange mood, they might go mad (^_^)Hm........Since we are all wondering, and you're already in a strange mood:
I wonder....
How about overrides by item quality? :)
So those poor coffins can be poor, and Vordak can draw some masterwork ones as well.
Amazing work everyone!
OVERRIDE:dwarf:striking a menacing pose:1
OVERRIDE:dwarf:cowering:1
OVERRIDE:dragon::1
OVERRIDE:cockroach::1
etc.That extends the neccessary work by only about a million new sprites, so it's nothing Meph can't handle. ;DThe texture catalog might get too large. TWBT merges all sprites into one large file on startup. It's max size depends on the memory of your GPU. Once it gets larger than 4096x4096 pixels, a lot of people might get issues with this.
PIcture of weird wallsThat doesn't look right. Either I did something horribly wrong, or you are testing out something new.
Also https://youtu.be/To8_5j_TLhA
Dokucraft Dwarven (https://dokucraft.co.uk/resource-packs/dwarven)(https://i.imgur.com/BaJNTEa.png)
PIcture of weird wallsThat doesn't look right. Either I did something horribly wrong, or you are testing out something new.
Also https://youtu.be/To8_5j_TLhA
Saw the youtube clip. It seems like you are using the smoothed mineral walls for the test. Try this file and replace _MDF_decorations_3-top.png with it.:Spoiler (click to show/hide)
The Dokucraft diamond armor makes a nice adamantine armor for example ;)it has a great design, but in MC we never used it, because it makes everything no matter what look dwarven - sometimes even naturally occuring stuff.
The best part I found in it? 1.12-Dokucraft_Dwarven\assets\minecraft\Alternative Textures (wip)\Alt Gui (stone rpg)\default.png. Have a look. :D We went full circle.
Edit: Oh, and for the people that have no idea what the Dokucraft thing looks like: They have sprites like:
(https://i.imgur.com/DxeN2Xk.png)
(https://i.imgur.com/oRXLWov.png)
(https://i.imgur.com/tlxx7lg.png)
(https://i.imgur.com/HaTxpx4.png)
(https://i.imgur.com/obHkFSG.png)
Really nice rock/metal nordic/dwarven designs.
Don't offset the animated tiles, or at least make it optional please. also... you can offset tiles? Outside of the 32x grid the game has?
Try a different color pallet for the goldyes, that looks awesome!
(https://i.imgur.com/98sGEPk.png)
like this
#a67c00 (166,124,0)
#bf9b30 (191,155,48)
#ffbf00 (255,191,0)
#ffcf40 (255,207,64)
#ffdc73 (255,220,115)
Random decorations on wallsWhen save and load fort, their position does not change?
When save and load fort, their position does not change?... I had to test that.
Animated workshops.... unattainable dream.
Oh, no, wait, I meant clearly possible.It's from the game or photoshop?)))
Too chaotic? (Bars and blocks)don't mind it, but really doesn't see the point in this
I guess it looks a bit prettier/more realistic if the items look slightly different from each other, and not perfectly the same.maaaaybee...
(https://i.imgur.com/yKRFDxM.png)
Edit: Curse you Japa, now I have to learn how to properly draw animated frames and make a million more sprites. :P
Also: River and ponds. (Water in other areas is not animated like that)hmm... is it gif bug or an one frame missed at the end of rivers animation?
Its just the end of the gif. Ingame it's smooth.Also: River and ponds. (Water in other areas is not animated like that)hmm... is it gif bug or an one frame missed at the end of rivers animation?
Random similar variations of one item is good, but I think they should not be shifted to the right or left or upside down (especially noticeable on blocks).I tought shifting them a bit left/right and up/down makes them appear more natural/less repetitive, without forcing more information on the player. They will still recognize the item (because it's the same sprite), but it's not perfectly-super square like before. It's also easy to do on mass. ;)
Here is need other "my" boulders, -top tiles is not painted.
(https://i.imgur.com/zdSWXaZ.png)
If needed, I can draw variations for the remains, but you have to decide how much for one tile.
With such innovation there is a problem - It is extremely difficult to sketch all 256 tiles, some of their need it is necessary to leave empty - otherwise there will be confusion.
P.S. mifki in principle about this and writes in previous post.
I'll send you a PM about that...Edit: Curse you Japa, now I have to learn how to properly draw animated frames and make a million more sprites. :P
Oh, ok, now we'll hit the texture size limit pretty quickly I'm afraid, need to start working on that problem I guess...
if (tt >= df::tiletype::ConstructedPillar && tt <= df::tiletype::ConstructedWallLR) {
tt = df::tiletype::ConstructedPillar;
for (int j = -1, n = 7; j <= 1; j++) {
for (int i = -1; i <= 1; i++) {
if (!(i == 0 && j == 0)) {
walkmask |= DFHack::isWalkable(get_tiletype(xx+i, yy+j, zz)) << n--;
}
}
}
}
db48x: What?
He means do with rough walls what we can already do with smooth walls.
this will be awesome!He means do with rough walls what we can already do with smooth walls.
Not quite. I want to extend what can be done with smooth/constructed walls. The code is written and works, but I don't have the overrides set up to do a demo. Here is a crude mockup instead:
currently:
(http://db48x.net/temp/twbt idea before.png)
with some additional overrides:
(http://db48x.net/temp/twbt idea after.png)
256 combinations of walkable neighbors.Do you want to murder me?
Do you want to murder me?maybe, Japa can do it with some kind of black mask?
Hiding half the tile neighboring hidden areas the same way the multi-level shadow is done currently wouldn't be too bad.hiding the lower 1/4 of the above tile would absolutely be enough.
Hiding half the tile neighboring hidden areas the same way the multi-level shadow is done currently wouldn't be too bad.hiding the lower 1/4 of the above tile would absolutely be enough.
what i meant was what if the top of each full height tile overlappen with the lowest 1/4 of the tile to the north?
db48x: That does look interesting, especially if I don't necessarily have to make more tiles/sprites. Could you upload the TWBT plugin and a little how-to, if you find the time?
Tiny bug report. I noticed these four whatever-they-are aren't on the grid:Spoiler (click to show/hide)
_MDF_trees.png:Also tiles of waterwheel shifted to 1 pixel up in _MDF_trees.png.
in _MDF_trees.png all remain tiles shifted to 1 pixel to up regarding such tiles in -top\bg. - mistake in main png.
Meph_32x32.png:
in Meph_32x32.png tile of remain (tile #253) shifted to 1 pixel to left regarding such tiles in -top\bg. - mistake in main png.
[OVERRIDE:43:T:MineralFloorSmooth:_MDF_overrides_6:234]
Which makes smoothed mineral floors (which can appear after using the dfhack command 'fixveins') appear as northwestern walls.Too chaotic? (Bars and blocks)Spoiler (click to show/hide)
Its way more interesting to look at with the variation in size of blocks and more varied bar stack sizes. I think in a computer game, especially a block based one, things can get very repetitive and patern-y quickly, and even if it makes more "sense" for blocks to be the same and smaller and orderly, it just looks way better to not.
In other words we should embrace chaos when we can visually because so much tends towards order already.
What do you think?I think the high dwarven art is antagonist for ungodly realism - only totem-like and other abstractions.
Now I'm wondering what it'd take to be able to show what's actually on the statues.Too many. Statues can show entire stories, not only every creature/object, but a combination of them, and in combination with a posture/gesture, or a historical event. Far too many options.
Certainly tons of sprites. Every creature, plant, and shape, is a possible candidate.
I think the random variance of tiles is getting out of hand, honestly. Water and magma were OK, but webs and statues being randomized isn't something I would want. I like symmetry and consistency. Your work looks great Meph, but it's just not something I would want to turn on. At this point it would kind of be a dealbreaker in my choice to use the tileset :(The random selection comes from a single line in the overrides txt, it would be easy to disable. I can kinda understand that you dislike statues not looking the same, but why webs? Their design is consistent, but you won't find perfectly symmetrical spider webs in RL.
Is there or will there be a way to disable the random tiles? Hopefully with an option to keep animated water/magma (although I am still worried that will get annoying, haven't tried it yet).
Being grey, unmoving, non-blinking and with a socket should put the statues apart from dwarves. I kinda like the idea that they look similar, since dwarves are great craftsmen and their statues probably look really well made. And you made 216 extra military/undead/skeleton dwarves, which are never used anywhere, plus the evil dwarves... I could easily use 256 dwarven sprites that never made it ingame so far.What do you think?I think the high dwarven art is antagonist for ungodly realism - only totem-like and other abstractions.
And now seriously - yet there must be a clear difference for a dwarf and his statue - especially when consider, that the legendary dwarves are blinking gray.
It's only my opinion.
That sounds like a good idea! Would that mean that you'll use the other statue sprites for other materials and have only the stone one be randomised?Yes, that's the idea. Stone statues can be mass produced, and they get the new feature of different looks, while people that like symmetry (like Radgh) can use other materials to get uniform statues that look the same.
Also, love the spiderwebs :)
Actually, artwork simply contains a list of images and the connections between them. One could just show the first image in the list. It'd be an incomplete picture, but it'd be something.Now I'm wondering what it'd take to be able to show what's actually on the statues.Too many. Statues can show entire stories, not only every creature/object, but a combination of them, and in combination with a posture/gesture, or a historical event. Far too many options.
Certainly tons of sprites. Every creature, plant, and shape, is a possible candidate.
remember your mayor in a fearful pose surrounded by lizards? would possibly result in just a dwarven statue of him without the lizards and no pose visible.Actually, artwork simply contains a list of images and the connections between them. One could just show the first image in the list. It'd be an incomplete picture, but it'd be something.Now I'm wondering what it'd take to be able to show what's actually on the statues.Too many. Statues can show entire stories, not only every creature/object, but a combination of them, and in combination with a posture/gesture, or a historical event. Far too many options.
Certainly tons of sprites. Every creature, plant, and shape, is a possible candidate.
But it's still way too many images.
i hope this is not an inappropriate question:That has nothing to do with tilesets and you can't change that at all. There will always be a 25% chance. From the wiki: "Mining a rock tile leaves behind a loose stone (or just "stone") roughly 25% of the time". Can't be modded.
how can i edit the rock walls to always drop an item? is there a way to edit them without changing your overrides?
when i carve away a mountain to build a tower, i barely get any stone for building. it feels like only every fourth tile drops anything at all.
hmmm okay.i hope this is not an inappropriate question:That has nothing to do with tilesets and you can't change that at all. There will always be a 25% chance. From the wiki: "Mining a rock tile leaves behind a loose stone (or just "stone") roughly 25% of the time". Can't be modded.
how can i edit the rock walls to always drop an item? is there a way to edit them without changing your overrides?
when i carve away a mountain to build a tower, i barely get any stone for building. it feels like only every fourth tile drops anything at all.
But you can make a reaction that takes 1 boulder and splits it into more blocks than just 4.
After the R, you need to have the number of variants, then the varients themselves.Thanks
If you refer to the screenshot, some of them are made of dark rock (granite), others of bright rock (quartzite).
Alas, I didn't get any animations or random tiles when I generated a new world. I don't even see _MDF_alternates.png mentioned in a TILESET rule in overrides.txt.Did you change anything in the launcher before you started the new version? There was a bug with an old overrides.txt, but I thought I fixed that for good.
Did you change anything in the launcher before you started the new version? There was a bug with an old overrides.txt, but I thought I fixed that for good.
Did you change anything in the launcher before you started the new version? There was a bug with an old overrides.txt, but I thought I fixed that for good.
I did check a few checkboxes, but "Animations" is still checked.
I notice "twbt redraw_all" is enabled by default in V3. I was just wondering if this was intentional.Intentional, it's needed for the animations. I wanted people to test them. So far no negative comments about the animations themselves, but 2 reports about crashes by people on Reddit. Next update I'll have to turn it off again, since it still causes instability. :/ At least I know that I wont work on animations any time soon.
I also see that the EGGPLANT color was removed from descriptor color standard in v3. I'm guessing that was an accident.
It looks like Eggplant was added around DF v0.40.oh. I have so many versions flying around... my mistake.
So far no negative comments about the animations themselves, but 2 reports about crashes by people on Reddit. Next update I'll have to turn it off again, since it still causes instability. :/ At least I know that I wont work on animations any time soon.
I've had it crash too, but it also crashed occasionally in the previous versions.
This means we can have some rudimentary designs for different materials on armors and weapons.Have you looked up Terraria?
IlFedaykin: Yeah, the 16 and 24x sets I downscaled in Photoshop, but it didn't quite work, because the -bg and -top files don't fit exactly. Since I use so much transparency, these versions really shouldnt be used anymore. It's easier to play with 32x and zoom out.
That's good to know, thanks....
Alternatively, in the Terminal window enter "twbt tilesize 24 24" or "twbt tilesize 16 16".
On a side note: I've been playing a bit with twbt redraw disabled and it still crashes multiple times in the same season. Not much going on, starting 7 dwarves only.That's odd. When does it crash? Care to upload a save?
I wasn't placing new farm plots, just planting seeds... maybe the ingame rescaling of tileset? I know it gets grumpy when you abuse of it, as if it requires too many resources or something...
EDIT: it took me about 50 seconds to crash it while rescaling. It may very well be the reason, any ideas on how to test it for sure?
EDIT2: Since i stopped rescaling it only crashed once, so there is a good chance the two things are strongly correlated.
IlFedaykin: Yeah, the 16 and 24x sets I downscaled in Photoshop, but it didn't quite work, because the -bg and -top files don't fit exactly. Since I use so much transparency, these versions really shouldnt be used anymore. It's easier to play with 32x and zoom out.
Alternatively, in the Terminal window enter "twbt tilesize 24 24" or "twbt tilesize 16 16".
Not much going on here, I guess everything is alright, or everyone is playing 44.10 instead. :Dor not getting your newer releases running properly on the linux LNP...
ETA for update to 44.10? dfhack r2 has been released.
Now I am a little bit jealous. Just a little bit. Enjoy your trip!now that you said it - i'm jealous too!
I'm interested. DFHack for 0.44.11 juust released. How do I do this?ETA for update to 44.10? dfhack r2 has been released.
I was able to use this tileset with 0.44.10 a few weeks ago by building DFHack and TWBT for it, and then copying the raws, graphics, settings, and so on from the 0.44.09 download. This is certainly something you could do yourself.
I'm interested. DFHack for 0.44.11 juust released. How do I do this?ETA for update to 44.10? dfhack r2 has been released.
I was able to use this tileset with 0.44.10 a few weeks ago by building DFHack and TWBT for it, and then copying the raws, graphics, settings, and so on from the 0.44.09 download. This is certainly something you could do yourself.
Get a fresh copy of 0.44.11. Clone the DFHack source code (https://github.com/DFHack/dfhack/), and build and install it according to its instructions, making sure you tell it where your DF is located. Clone a copy of the TWBT source code (https://github.com/mifki/df-twbt), then build and install it according to its instructions. It will need to know where your DF and your DFHack are. Then copy the DF config files and graphics from a previous release of Meph's tileset into your DF installation. Make sure you get the overrides.txt, since that's what tells TWBT which tiles to use for which things, and the dfhack.init script, which turns on TWBT.
At this point you have to decide if you want all of the modifications to the raws or not. I don't think any of them are vital, but many of them are worth having. Merging is important here; simply copying the raws from Meph's tileset will cause you to lose access to some of the features and bugfixes in 0.44.10 and 0.44.11. On the other hand, merging is complex and detail-oriented work; it'll take care and attention to detail to do correctly.
Anyone wants a completely untested 44.12 version? :D
Meph, do you have a tileset legend for creatures? or at least numerically labelled for modding purposes.Why, what's your plan? :)
graphics_domestic
[OBJECT:GRAPHICS]
[TILE_PAGE:DOMESTIC]
[FILE:domestic.png]
[TILE_DIM:32:32]
[PAGE_DIM:15:10]
[CREATURE_GRAPHICS:CAT]
[DEFAULT:DOMESTIC:1:0:AS_IS:DEFAULT]
[CHILD:DOMESTIC:6:0:AS_IS:DEFAULT]
[ANIMATED:DOMESTIC:11:0:AS_IS:DEFAULT]
[TRAINED_WAR:DOMESTIC:1:5:AS_IS:DEFAULT]
[TRAINED_HUNTER:DOMESTIC:6:5:AS_IS:DEFAULT]
Adventure mode crash all the timeGraphical TWBT tilesets and adventure mode don't really go hand in hand.
Just add some hair to the puffer fish epicmadness. It'll take some other work but it's already round.i've made one from scratch and used a furball tile from somewhere.
So your furball has leathery wings and a giant mouth full of sharp teeth? :-)no, according to the body_default file the flying-head template is only a [BODY] with [UPPER_BODY][LOWER_BODY][HEAD][THOUGHT][FLIER] tags in it.
Feedback?
Colors are applied ingame.yeah but i meant the light-blue tint would've affected it no? or is that bypassed?
Thanks for the detailed report. :)You're welcome :)
I dont have the GUI source with me, so I cant compile it... those fixes will have to wait.
Custom fonts you just drag and drop into "Meph Tileset V3.2 - 44.12\TilesetExtras\Settings\TwbtFonts"
Custom tilesets you cant use with this.
The 24 and 16x versions I removed, because they only make extra work and look bad. You can get the exact same result (maybe even better) by just typing "twbt tilesize 24 24" or 16 16 into dfhack while the game runs.
Not really, since TWBT was introduced. The larger, the better for this set.
When I was working on the varied wood sprites, I thought that maybe more special woods could get their own unique sprite... same idea for bars.
(https://i.imgur.com/v1dIR35.png)
Feedback?
I'm aware that bars will mostly be hidden in bins, but I think it would be nice to occasionally see that rare adam-wafer around, or to be able to visually distinguish from iron bars and coke bars, or silver and soap. ^^
I just imagined sitting in a ceramic dwarf-made chair and I gave myself anxiety.Because the plumbing might be in reverse, with magma instead of water?
I'm someone who always prefers the roleplay/atmospheric version to the hacks/exploits. For example I'd vastly prefer a crematory to atom-smashing, because the former one just makes more sense.after all atom smashing is quasi bug abusing as a workaround for a missing method for getting rid of things.
A campfire mod that actually starts fires is a big gameplay change btw, it's easy to murder entire sieges with it, by setting the surface on fire when they show up. ;)
-snip-
The 24 and 16x versions I removed, because they only make extra work and look bad. You can get the exact same result (maybe even better) by just typing "twbt tilesize 24 24" or 16 16 into dfhack while the game runs.
Meph Tileset V3.3 (44.12) - Download (http://dffd.bay12games.com/file.php?id=13407)
UPDATE!
I'm not sure how to make the glass ones more interesting, unfortunately. Unless you wanted to go hunting on google images for interesting themes people have done with glass objects that would translate into the game?stained glass design might work better, specially with colored glass.
Stained glass would sadly make no sense, considering dwarves dont know how to colors glass. They only have either clear or green glass.
[REACTION:TAXIDERMY_STATUE]
[NAME:stuff a corpse (statue)]
[BUILDING:TANNER:CUSTOM_SHIFT_S]
[REAGENT:corpse:1:CORPSE:NONE:NONE:NONE]
[USE_BODY_COMPONENT]
[PRODUCT:100:1:STATUE:NONE:INORGANIC:TAXIDERMY]
[SKILL:TANNER]
[REACTION:TAXIDERMY_FIGURINE]
[NAME:stuff remains (figurine]
[BUILDING:TANNER:CUSTOM_SHIFT_F]
[REAGENT:remains:1:REMAINS:NONE:NONE:NONE]
[PRODUCT:100:1:FIGURINE:NONE:INORGANIC:TAXIDERMY]
[SKILL:TANNER]
[OVERRIDE:234:B:STATUE:Statue::_MDF_overrides_7:199::::INORGANIC:TAXIDERMY_DOG]
[OVERRIDE:234:I:STATUE:STATUE::_MDF_overrides_7:199::::INORGANIC:TAXIDERMY_DOG]
[OVERRIDE:234:B:STATUE:Statue::_MDF_overrides_7:199::::INORGANIC:TAXIDERMY_CAT]
[OVERRIDE:234:I:STATUE:STATUE::_MDF_overrides_7:199::::INORGANIC:TAXIDERMY_CAT]
[INORGANIC:TAXIDERMY_DOG]
[USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:stuffed dog]
[DISPLAY_COLOR:7:7:1][TILE:199]
[MATERIAL_VALUE:1]
[IS_STONE][MELTING_POINT:16507][BOILING_POINT:18000]
[INORGANIC:TAXIDERMY_CAT]
[USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:stuffed cat]
[DISPLAY_COLOR:7:7:1][TILE:199]
[MATERIAL_VALUE:1]
[IS_STONE][MELTING_POINT:16507][BOILING_POINT:18000]
the golden floor is a little hard on the eye.not the first person to mention it. Added to my list of things to improve.
i suggest increasing the mesh size, fine mesh makes it glaring.the golden floor is a little hard on the eye.not the first person to mention it. Added to my list of things to improve.
*thumbs up* :) otherwise i'm again amazed from your great work :)the golden floor is a little hard on the eye.not the first person to mention it. Added to my list of things to improve.
Gold floor alternative versions, courtesy of dokucraft:
(https://i.imgur.com/8UV3YA7.png)
They also have quite nice terrain:
(https://i.imgur.com/BnfOee3.png)
Also, designated revealed granite really needs to be more clear than non-designated granite.Spoiler (click to show/hide)
Because channels have their own sprite, while mining adds different colors to the rock sprite.i know, i was just pointing out the disparity.
This can be fixed by modifying the colors of granite in the raws, which have an inverted color scheme (black foreground and grey background)I use the same sprites for all rock, so I'd have to do that for all inorganics... Ores too. :/
Mh. 800+ downloads of the main pack, 200+ of the barebones version... Over 1000 downloads, but no comments, bug reports or suggestions?
Thanks for the feedback. :-)
Did you mean natural obsidian walls, or constructed ones?
You can just copy the raw folder to your Linux install, after you made the changes you wanted.
I cant distinguish gather designated / non-gather plants color, digging designated /non-digging rocks sometime.Same, also what rocks that are designated and are next to be mined (flashing) is almost invisible.
I cant distinguish gather designated / non-gather plants color, digging designated /non-digging rocks sometime.Same, also what rocks that are designated and are next to be mined (flashing) is almost invisible.
I also have problems with constructed stairs looking different from dug ones (the dug ones have nicer+clearer graphics, not a fan of the arrows).
Hello,Such I observed in fortresses, which updated DF version.
I think I have a bug with the tileset… I've downloaded the latest launcher and create a new world in the game. But, the tiles doesn't match the items, eg my bedrooms ingame :
I built bed, cabinet and coffer.
Another example, seeds and leaves appear like this :This is clearly from adventure mode, there with tileset are created metamorphosis, like replacement ramps on tile with arrow and back to normal ramp tile. An old problem that is rather related to the DF and not to tileset and twbt.
twbt tilesize 24 24
Absolutely love the tileset, great work :)not really, unless you know exactly what you are doing, and update mdf to the newest version too.
Is there any way to get the current version of it to work with Masterwork? Especially the different graphics for different materials like stone, flux, marbe and the like.
Ukraine...Best to avoid that, imo
What's your romania route? Maye we can grab a drink and maybe your autograph :P XDI come from Bulgaria, head into the very center by bike, up the Transfagarasan, (https://en.wikipedia.org/wiki/Transf%C4%83g%C4%83r%C4%83%C8%99an) up the Moldovenau peak, and then on towards Chisinau in Moldovia.
Why?Ukraine...Best to avoid that, imo
Cool 8)Ukraine...Best to avoid that, imo
There's nothing really to worry about there as long as he stays clear of the regions near Crimea.West regions have lots of those wannabe-nazis, and there was some armed army deserters reports. Also, lots of health and security risks lately.
Sorry for posting such a finicky and personal thing, but after poking around in the files for 2.5 hours and not succeeding I thought I'd ask for help again.
Either intentially or unintentionally, the happiness meter in the bottom right from (I believe) DwarfMonitor seems to have different boundaries than 'normal'; e.g. dwarves with 0 stress rank as happy, rather than fine, and even dwarves with 20k+stress still rank as happy, and any negative stress 'number' count as ecstatic. After having 3 supposedly 'happy' dwarves start tantruming and entering depression from stress, I wanted to change it to be more discriminating,. However, I have little experience poking around in actual gamefiles and I cannot find this in any config, and I can't work out how to change it. Thanks
Unrelated Addendum;
A mixture of confusion and/or respect and/or concern upon realising the original download post contains images of non-wood beds; for all those artifact beds we're going to be getting?? Concerning dedication, or am I missing something?
Sorry for posting such a finicky and personal thing, but after poking around in the files for 2.5 hours and not succeeding I thought I'd ask for help again.
Either intentially or unintentionally, the happiness meter in the bottom right from (I believe) DwarfMonitor seems to have different boundaries than 'normal'; e.g. dwarves with 0 stress rank as happy, rather than fine, and even dwarves with 20k+stress still rank as happy, and any negative stress 'number' count as ecstatic. After having 3 supposedly 'happy' dwarves start tantruming and entering depression from stress, I wanted to change it to be more discriminating,. However, I have little experience poking around in actual gamefiles and I cannot find this in any config, and I can't work out how to change it. Thanks
Gem bed? How can I build a non-wooden bed?
No doubt, this is the best tileset so far, really amazing Meph! Other cuestion, what display resolution is better for 32x tilesets? I use 1920x1080 on windows 10, but when I have an anouncement that pauses the game and centers where it is happening, the image is off center. Is it related with my resolution?
Either splint hacked it in, or he had an artefact gem bed laying around. I recall that the impetus behind making the gem bed was someone had an artefact bed that wasn't rendering properly, that might have been Splint even.
Gem bed? How can I build a non-wooden bed?sorry, somehow skipped that question at first.
No doubt, this is the best tileset so far, really amazing Meph! Other cuestion, what display resolution is better for 32x tilesets? I use 1920x1080 on windows 10, but when I have an anouncement that pauses the game and centers where it is happening, the image is off center. Is it related with my resolution?
Something else: Halberds and other large weapons. I i read in the wiki that most dwarves would not be able to use them due to size. I also know wiki tends to be outdated. In general can i somehow be sure my dwarf troops are properly armed and able to fight? Can i know if all the tropps i had eqquiped with spear+shield in my last game for example, actively and efficienctly used their armaments? All weapons in the raw have a a 2 hand line, so i dont know how to make sure they have the gear i want them, or what gear they can even wear as a group or an individual.
Something else: Halberds and other large weapons. I i read in the wiki that most dwarves would not be able to use them due to size. I also know wiki tends to be outdated. In general can i somehow be sure my dwarf troops are properly armed and able to fight? Can i know if all the tropps i had eqquiped with spear+shield in my last game for example, actively and efficienctly used their armaments? All weapons in the raw have a a 2 hand line, so i dont know how to make sure they have the gear i want them, or what gear they can even wear as a group or an individual.
two-handed is the minimum size to use the weapon at all, one handed is the size to use something one-handed, if I remember right. Height and broadness modifiers are supposed to be taken into account, so some dwarves would be able to use great weapons two-handed (or one-handed with a shield, though with a severe attack penalty, as some enemies do.) Supposedly though said modifiers might still not be taken into account, meaning dwarves can't use great weapons (halberd, pike, two-handed sword, great axe, maul,) period except in traps. Trolls on the inverse, can use any great weapon one-handed, while humans generally can always use them two-handed.
All dwarves can use spears, as can virtually all animal men and kobolds; just check thier inventory to make sure they actually picked up the weapon, cause sometimes they may follow orders and not get thier weapons because of circumstance (enemy nearby, wild animals, tantruming dwarves attacking them are all ones I've seen.)
Something else: Halberds and other large weapons. I i read in the wiki that most dwarves would not be able to use them due to size. I also know wiki tends to be outdated. In general can i somehow be sure my dwarf troops are properly armed and able to fight? Can i know if all the tropps i had eqquiped with spear+shield in my last game for example, actively and efficienctly used their armaments? All weapons in the raw have a a 2 hand line, so i dont know how to make sure they have the gear i want them, or what gear they can even wear as a group or an individual.
two-handed is the minimum size to use the weapon at all, one handed is the size to use something one-handed, if I remember right. Height and broadness modifiers are supposed to be taken into account, so some dwarves would be able to use great weapons two-handed (or one-handed with a shield, though with a severe attack penalty, as some enemies do.) Supposedly though said modifiers might still not be taken into account, meaning dwarves can't use great weapons (halberd, pike, two-handed sword, great axe, maul,) period except in traps. Trolls on the inverse, can use any great weapon one-handed, while humans generally can always use them two-handed.
All dwarves can use spears, as can virtually all animal men and kobolds; just check thier inventory to make sure they actually picked up the weapon, cause sometimes they may follow orders and not get thier weapons because of circumstance (enemy nearby, wild animals, tantruming dwarves attacking them are all ones I've seen.)
TWO_HANDED size is the size the creature needs to be to "Not" use it with 2 hands. min size is the size needed to use it at all
*snip*yes, that's how far i could track it. using mephs 32x32 and a nonsquare font, because otherwise the menu would take up at least 3/10 of the screen in compact mode and 6/10 in normal mode and most fullscreen menues wouldn't fit at all.
Its a twbt quirk when mixing a square tileset with a not-square text tileset, which results in the game zooming to a wrong position. At least this is my best guess... You can try a square text tileset and see if it fixes the issue for you :-)
*snip*
umbrelladroid, for LNP questions best ask the LNP author. I think you have to manually install TWBT. Either way, you only get a smaller version of the tileset with less features.
If you want everything, use the download I provide.
although i like the joke, can you make the spiderman optional? :Dif you supply a more fitting alternative, sure. :-)
@ Vordak - Well in fairness unless he decides to make his own dwarves use those shields, people who don't use the Vordak Dwarves option won't see those shields otherwise.
i used to like piceling, but my work always looked strange to others as i got deuteranomaly and have problems with shades of colors.although i like the joke, can you make the spiderman optional? :Dif you supply a more fitting alternative, sure. :-)
I think they're mostly for alliances, as the tooltip for factions say. So slavers will ally with slavers, savages with savages, and evil with evil.almost entirely correct. Savage will still send sieges, they dont act like kobolds.
Beyond that, I think savage are like kobolds, they'll send thieves but otherwise don't bother you, slaver will send snatchers, raids, and eventually sieges, while evil won't do the snatchers but will raid/siege.
Huh. On the launcher, Kobolds are listed as "Savage." Maybe I misread it.you didn't misread it. They are in the savage grouping, but that is not what governs their behaviour.
https://imgur.com/2p6ISMl
walls around right ladder are designed for digging but this is so unclear. and the same situation with most stones in game. i hope this will be fixed. (im using LNP Starting pack)
Sorry. Yes, they were removed long ago. I have now updated the readme accordingly.Willkommen zurück in der Heimat!
They just looked too shitty and way less good than most 16x sets out there.
EDIT: Good news, everyone! I'll be back in Germany, which means back at my laptop, electricity and stable internet, coming saturday. From there on I can do much higher quality updates and test stuff on my little list. The next update to the tileset will come shortly after that. :)
What would you say about more than bricks? Currently the colored blocks are only for constructions, but I could allow players to make boulders in all colors too... For furniture.
Good idea or too much?
Its currently pretty much free too (only costs a boulder and a fuel unit)...
I already have new reactions for the kiln and stoneware, earthenware and porcelain furniture. Unrelated to the colored bricks...
But I could make the bricks from clay in the first place. Problem is that embarks without clay would be out of luck.
I understand the idea, but with ... what, 4-5 dyes in the game I can't make 114 colors. :D Atm they cost (1 boulder + 1 fuel) = 4 bricks. So a slight step up from normal blocks, which just require a boulder.
For carpets for example I can easily request 1 unit of cloth. :)
Those stairs really could use some unification.I had a uniform design at first, but people hated it. Then I started to try different designs, ladders, spiral staircases...
Those stairs really could use some unification.yep.
I know it's stupid, but...
Rose gold set.
(https://i.imgur.com/lrNsLvn.png)
Don't murder me. :D (only took a few minutes to make)
Maybe I didnt understand the question right.
The Icecutter accepts ice boulders (while the mason doesnt), because I explicitly wrote the reactions for each piece of furniture to accept ice boulders and nothing else.
Its like asking why the kiln accepts clay (while the mason doesnt) = because the raws say so.
hmmm i like how much effort you put into the rosegold set and it looks awesome for some purpose. but rosegold is an alloy...The design I posted is a visual pun. I'm aware of what rose-gold is. ^^
https://en.wikipedia.org/wiki/Colored_gold#Rose,_red,_and_pink_gold
i would just use the gold set with a more red-ish colour.
i should have known... just like the spiderman :Dhmmm i like how much effort you put into the rosegold set and it looks awesome for some purpose. but rosegold is an alloy...The design I posted is a visual pun. I'm aware of what rose-gold is. ^^
https://en.wikipedia.org/wiki/Colored_gold#Rose,_red,_and_pink_gold
i would just use the gold set with a more red-ish colour.
[snip]
Bricks in Masterwork dont need dye...
i agreeBricks in Masterwork dont need dye...
We know, but a couple people suggested it for this, when it sounds more like something to have in masterwork.
Hello there! Thank you Meph for this great tileset. It is a greatmaster work indeed.I have no idea how "stealth enemy sight" should look. If you could show me a screenshot with another set, I might be able to reproduce it.
But I am here today to check if someonelse is having the same issues.
Recently I "discovered" about Kisat Dur and decided to give it a try.
Unfortunatly, when in Adventurer Mode, the "Stealth" mode does not show to me the "enemy sight" as it currently do in any other tileset.
Please, say that I am the only one with that!Spoiler (click to show/hide)
Hi Meph,It's on my list of issues that are being worked on. I think it's a transparency issue, since the new plants use twbt overrides. I'll test.
first of all: thanks for all the great work with Mastermod and this tileset. I used to run phoebus but was always itching to try this one.
I downloaded it and I am running it with the LNP 44.12 right now (dfhack on, TWBT print mode). I read that I have to start a new embark with this set, so that's what I did.
Now I get the following issue:
Selected plants for harvesting are not highlighted. Going back to phoebus I can see that they were designated but it does not show with your tileset.
Designated trees are highlighted without issue. Is there a fix for this? I'd really like to use your tileset...
I have no idea how "stealth enemy sight" should look. If you could show me a screenshot with another set, I might be able to reproduce it.Found on google images:
I have no idea how "stealth enemy sight" should look. If you could show me a screenshot with another set, I might be able to reproduce it.Found on google images:That's what it looks like by default - the peasant is looking due south.Spoiler (click to show/hide)
Ah, it does apply a different background color. Not visible because there is no transparency on the grass in this tileset.Well ... it doesn't show you which way dead creatures are looking, but it does for unconscious ones (http://www.bay12games.com/dwarves/mantisbt/view.php?id=6942). Oh, and creatures on other levels. But yeah, whatever they're looking at.
I assume that it does that to everything you look at. Only way to fix it is to make all tiles transparent.
like brightness or hue shift.For DF, that is a hue shift. More or less. ^^ With the engine as is, Toady can't do much else than what he did, unless he introduces completely new graphics features. Like brightness. ::)
Ah, it does apply a different background color. Not visible because there is no transparency on the grass in this tileset.
I assume that it does that to everything you look at. Only way to fix it is to make all tiles transparent.
In theory you just have to open all .PNGs in data/art in a photoediting software like Photoshop and make the image transparent... maybe 80% opacity or so.Ah, it does apply a different background color. Not visible because there is no transparency on the grass in this tileset.
I assume that it does that to everything you look at. Only way to fix it is to make all tiles transparent.
So... there is a way to make this work with your tileset? I mean, which setting do I need to change in order to make all tiles transparent?
And if there is no way to change.. I'll play with vanilla then...
Anyways, thank you very much for the work.
In theory you just have to open all .PNGs in data/art in a photoediting software like Photoshop and make the image transparent... maybe 80% opacity or so.
So... there is a way to make this work with your tileset? I mean, which setting do I need to change in order to make all tiles transparent?
And if there is no way to change.. I'll play with vanilla then...
Anyways, thank you very much for the work.
But I don't know what it does to all the colors and other tiles ingame, so extensive testing would be required.
is that from the LP video "surprise dentistry"? :DI have no idea how "stealth enemy sight" should look. If you could show me a screenshot with another set, I might be able to reproduce it.Found on google images:That's what it looks like by default - the peasant is looking due south.Spoiler (click to show/hide)
wow. just wow.Sorry, just made the mock-up so far. Didn't find the time to write the overrides, add the png and test.
ps: what, no rose gold set? :D
Sorry, just made the mock-up so far. Didn't find the time to write the overrides, add the png and test.That's totally not a problem. You do the awesome work!
good old prussian virtue of delivering the best you can :Dwow. just wow.Sorry, just made the mock-up so far. Didn't find the time to write the overrides, add the png and test.
ps: what, no rose gold set? :D
? = No Destination: The creature has a job, but no destination. They get this when you shut a door on their faces. Also momentarily flashes when they first get a job.
It means the same as a ? in vanilla DF.thanks for the quick answer and link. having a blast with the tileset so far ;DQuote? = No Destination: The creature has a job, but no destination. They get this when you shut a door on their faces. Also momentarily flashes when they first get a job.
More at http://dwarffortresswiki.org/index.php/DF2014:Status_icon (http://dwarffortresswiki.org/index.php/DF2014:Status_icon)
The tileset just uses a little speech-bubble with a '?' in it, instead of just a '?' because it's what the dwarf is thinking.
I found it on a google image search for "dwarf fortress sneaking". Google found it here (http://www.escapistmagazine.com/forums/read/9.854916-So-Dwarf-Fortress-Updated#21163182). For some reason TinEye doesn't find it anywhere. So ... maybe.Found on google images:is that from the LP video "surprise dentistry"? :DThat's what it looks like by default - the peasant is looking due south.Spoiler (click to show/hide)
I tried my hand at drawing and made a graphics set for my mod suitable for your tileset. :)
But also some shameless self advertisement. ;DSpoiler (click to show/hide)
I hope I fit the general style quite well, even though i've been using a pretty standard gimp install.
As you can see it gets quite busy
I'll take on the role of villain:yeah, this. too bright :(
1)Copper floor must be more darker - no contrast with furniture - yes pain for eyes.
3)Rose gold - it's pinkish gold, it was possible to simply change the color of gold set, see pic. below. Not in dwarven style all these roses.it's a joke, and used for artistic accents :)
Not a request, but god damn is that a badass statue for the copper set.Thank you, but it's a slighty altered statue from the old game Wild ARMs.
I'll take on the role of villain:1. Done.
1)Copper floor must be more darker - no contrast with furniture - yes pain for eyes.
2)Slade throne with peaks...it is very funny, good idea (not sarcasm), It is only necessary to make statues in the form of long cylinders with two balls in the base more stylistic beauty.
3)Rose gold - it's pinkish gold, it was possible to simply change the color of gold set, see pic. below. Not in dwarven style all these roses.
For the copper set, you can consider having a patina on construction tiles, where appropriate. Some green on there.Cool idea.
You might actually be able to show different sprites depending on primary ingredient.I know, but with X meals and Y ingredients, that might be a few sprites more than I'd like. Lets say I do 30 meals X "every edible thing in the game"... :D
I know, but with X meals and Y ingredients, that might be a few sprites more than I'd like.Maybe some broad generic catergories? Like leaves, shrooms, meat, intencities, seeds, and whatever else
I like the copper tileset too. You could probably re-color it for the varieties of brass as well since Brass is a pretty steampunkish metal too.No need to recolor it; it gets color ingame.
What exactly is planned? You've been updating pretty consistently every few days, which is part of why I haven't started the fort, just as a precaution. Anything major?Lots, I have an eternal to-do list. But nothing that should stop you from starting a fort, otherwise you never start.
What do you guys think?For dwarven fortresses it is better to leave your old icon (stone face) - immediately(better) catches the eye.
Bone carver (bone) Each equipment item with [BARRED] (leggings, greaves, gauntlet, helm), any shield, instrument, toy, door, bed, chair, table, statue, coffer, bin, armor stand, weapon rack, cabinet, coffin, floodgate, hatch cover, grate, chain, cage, animal trap, figurine, amulet, scepter, crown, ring, earring, bracelet, any weapon, any trap component†Of those I'm still missing: Shield, Buckler, Instruments (procedual), all toys (5), bin, floodgate, grate, chain, cage, animal trap, all weapons (24), all trap components (5)... huh. 42 tiles in total, just for moods...
I always wanted edibleFixed. :Psoapsoup. :P
Could you do a breastplate and boots? (Vanilla DF only allows greaves, helm and gauntlets. With those missing items, people could make a full bone-armor set)
It should be ok-ish for armors
No idea about linux, mousequery (I don't even know what it does, or what doesnt work with it now)...what would be the worst that could happen if TWBT didn't support it? CTD? or merely just loading the unspecific sprites instead?
For 44.09 you can just copy everything over (graphics, raws, etc), but I dont know if the twbt version for 44.09 allows specific materials sprites and variety.
It wouldnt load the new sprites.well - it did, but it also turned many things into statues etc :( i'll have to stick to your regular 44.09 then.
(https://i.imgur.com/zYy56IF.png)
but otherwise I'm not sure if a cloth-set is worth it.Cloth furniture? Walls? Ehhh.... Just... why?
(https://i.imgur.com/Ls029Z2.png)Added your improved version. Thanks :)
Atop - your original.
Down - version with normal stroke and no extra white pixels.
Also noticed that three tree trunks - wood, mushroom, cactus (sprites beside food) - are 1 pixel down.
Because vanilla DF already has cloth walls. You can embark on camps, sometimes you find "tents" with leather, cloth or silk walls.but otherwise I'm not sure if a cloth-set is worth it.Cloth furniture? Walls? Ehhh.... Just... why?
Lso not sure if metal bridge should be this curvy. Maybe, like square metal plates?
That being said, your grates look far better than the one I did. I was thinking of shower-drains, little holes in the floor to drain water, when I made that design.
Play on windows? :Pgot to install win10. got a serial lately. still got to /dl the iso and prepare my data for migration.
What does mousequery do anyway?
Edit: Mh... figured out a way to trick the game when it comes to blood spatters on walls:
(https://i.imgur.com/1bdWR33.png)
(Edit2: Damn. that trick clashes with mining designations)
Sadly designations would also look like brown blood spatters. :/Play on windows? :Pgot to install win10. got a serial lately. still got to /dl the iso and prepare my data for migration.
What does mousequery do anyway?
Edit: Mh... figured out a way to trick the game when it comes to blood spatters on walls:
(https://i.imgur.com/1bdWR33.png)
(Edit2: Damn. that trick clashes with mining designations)
that would look so awesome...
"designations, why u no work with that?!" :D
(https://i.imgur.com/zYy56IF.png)
I think this one looks the best personally. Having segmented squares with patterns inside really helps to tell it apart as a rug/carpet vs just weird red/color tile.
As I've said, I don't like them either, but I have no other option. :/
(https://i.imgur.com/zYy56IF.png)
I think this one looks the best personally. Having segmented squares with patterns inside really helps to tell it apart as a rug/carpet vs just weird red/color tile.
I agree that this floor rug is the best, but the wall-rugs on the north-south walls hurt my brain.
Is there any way to import settings from one version to the next, the major downside i'm having with this compared to the masterwork launcher is having to many 6 or so screenshots of my settings and copy them in. If i'm missed out where this is located i'd be so happy for someone to point it it to me, otherwise it'd come as a highly requested feature.Highly requested... you are the first to ask. ^^ There was an option for saving settings in the MasterworkDFLauncher, but it was buggy, so it got removed.
Just as a heads up, it's a rather inconsequential thing, but the descriptor_color_standard file for the tileset is out of date - the color eggplant is MIA despite being a vanilla color.Noted. Jecowa also told me months ago, but it really doesn't matter because it's only used in the eggplant plant, and I use a different color there, because it gets the color directly from the sprite.
New caverns looks very cool. Bright colors create a great atmosphere.Done.
p.S. Update my dwarves and goblins)
Me by the way very puzzled that for different materials in 3 types of stairs (_MDF_constructions) do not track the dependence in the columns).Sorry, I didn't quite understand that.
Sorry, I didn't quite understand that.You have a clearly laid out template for the walls i.e in every row for a certain type of wall there will be one and the same horizontal coordinate - horizontal wall will always be below the horizontal wall, same for other types of walls.
it's very easy: the walls don't have perspective (no trapezial stretching) so the wallrug must not have them either.As I've said, I don't like them either, but I have no other option. :/
(https://i.imgur.com/zYy56IF.png)
I think this one looks the best personally. Having segmented squares with patterns inside really helps to tell it apart as a rug/carpet vs just weird red/color tile.
I agree that this floor rug is the best, but the wall-rugs on the north-south walls hurt my brain.
You can embark on camps, sometimes you find "tents" with leather, cloth or silk walls.Well, tents shouldn't seamlessly combine with actual carpeted stone walls, besides afair you already made carpet decorations, no?
Noticed that in the file _Meph_items.png all items all sprites now have transparency (88%) - does it make any sense or just a mistake?The transparency is because I wanted to test something with background colors, blood spatters in particular. Didn't work, the transparency didn't make any difference.
Also:
1) _MDF_furniture-bg.png - old name, main&-bg is _Meph_furniture.
2) _Meph_trees-bg.png - tiles #172,187 is not correspond to main file. Tiles #172, 187 must be is white - if I understand correctly how TWBT works.
3) _Meph_constructions-top.png - tile #5 is 1 pixel shifted to right.
Upd. I understand correctly? - color of barrel does not depend on the material?
First try at roads... for all the material sets, sometimes even two for boulder (rough X road) and block (X road) versions. 7 of them are Vordaks alternate floor sprites, which I wanted to show off in the main tileset too. :)It seems to me expedient to make for roads only two sprites (one to each type), which will always be of the same colors, without any reference to the material.
Gonna have to agree, after staring for a bit. The bone one seems a bit overly busyI agree, but it also really hurts to look at (don't know if that's just me but it legitimately hurts my eyes)
Floors from yesterday were better...
It seems to me expedient to make for roads only two sprites (one to each type), which will always be of the same colors, without any reference to the material.
i like the egyptian design, in forms etc, but the symbols disturb the narrative. - they should be neither directly connected to the scriptures of egyptian culture or anything - they will be seen in many places in adventure mode and that could be quite disturbing for the atmosphere.
I'd say nix the eye for the sandstone set, that's the most stand-out aspect that doesn't fit given its potential abundance.
Hey, maybe this has been answered before but i have a conundrum. When i build decorative floors (like wooden beams) i can't seem to be able to place furniture on the same tile, it says that the building spot is already occupied. As a result the furniture background is different from the decorative floor tile and it makes it look unblended.
Not with the new material-based floors I put in. I can port the old sprites into that new system... it would just be a lot of under-the-hood work.Hey, maybe this has been answered before but i have a conundrum. When i build decorative floors (like wooden beams) i can't seem to be able to place furniture on the same tile, it says that the building spot is already occupied. As a result the furniture background is different from the decorative floor tile and it makes it look unblended.
The decorative tiles count as workshops, and so you can't build on them. The minor oddities are just something you'll have to live with, unfortunately.
My settings if you want to reproduce the compression save issue completely:yes, happened to me too some time ago... currently not playing, although i foudn an old 0.44.09.r01 install
https://snag.gy/MPSAlx.jpg
https://snag.gy/OlNTEP.jpg
https://snag.gy/zLPIl3.jpg
https://snag.gy/SMAhJe.jpg
https://snag.gy/x5NqfZ.jpg
https://snag.gy/RsjSK3.jpg
As for the second one, it does feel like being related to the mouse caption or maybe some other thing (is race condition even possible here?). It happens to me when I exaggerate with placing many of them, like you know... key, mouse key, key mouse key... bam bam bam, crash.
I'm using the latest version V4.4
Could use some help diagnosing an issue here. TWBT doesn't seem to be rendering the correct background for furniture, I've looked at screenshots for the tileset and TWBT in general and it appears furniture tile-backgrounds are supported so I'm not sure whats going on.
Gen'd a new world and re-downloaded the Tileset just to double check, didn't touch the overrides or any options at all.
Here is a screenshot showing whats going on. https://imgur.com/a/pKTDJAU (https://imgur.com/a/pKTDJAU)
Any have trouble getting the varied Statues to work? Took me three weeks to notice that they aren't working.There is an option the the launcher to turn them off, maybe you touched that option?
Haven't had time to look into why yet, but thought I'd ask if anyone else has run into the problem.
Will post more about it once I've had time to poke the problem a little. Might take me a long time, never looked at the code DF graphics before.
*Meph: For those that dislike the many statues, enable these two lines:
!OVERRIDE:234:B:STATUE:Statue::_MDF_overrides_7:7:::IS_STONE!
!OVERRIDE:234:I:STATUE:STATUE::_MDF_overrides_7:7:::IS_STONE!
Then disable these two lines:
[OVERRIDE:234:B:STATUE:Statue::_MDF_overrides_10:R:256:0:1:2:3:4:5:6:7:8:9:10:11:12:13:14:15:16:17:18:19:20:21:22:23:24:25:26:27:28:29:30:31:32:33:34:35:36:37:38:39:40:41:42:43:44:45:46:47:48:49:50:51:52:53:54:55:56:57:58:59:60:61:62:63:64:65:66:67:68:69:70:71:72:73:74:75:76:77:78:79:80:81:82:83:84:85:86:87:88:89:90:91:92:93:94:95:96:97:98:99:100:101:102:103:104:105:106:107:108:109:110:111:112:113:114:115:116:117:118:119:120:121:122:123:124:125:126:127:128:129:130:131:132:133:134:135:136:137:138:139:140:141:142:143:144:145:146:147:148:149:150:151:152:153:154:155:156:157:158:159:160:161:162:163:164:165:166:167:168:169:170:171:172:173:174:175:176:177:178:179:180:181:182:183:184:185:186:187:188:189:190:191:192:193:194:195:196:197:198:199:200:201:202:203:204:205:206:207:208:209:210:211:212:213:214:215:216:217:218:219:220:221:222:223:224:225:226:227:228:229:230:231:232:233:234:235:236:237:238:239:240:241:242:243:244:245:246:247:248:249:250:251:252:253:254:255:::IS_STONE]
[OVERRIDE:234:I:STATUE:STATUE::_MDF_overrides_10:R:256:0:1:2:3:4:5:6:7:8:9:10:11:12:13:14:15:16:17:18:19:20:21:22:23:24:25:26:27:28:29:30:31:32:33:34:35:36:37:38:39:40:41:42:43:44:45:46:47:48:49:50:51:52:53:54:55:56:57:58:59:60:61:62:63:64:65:66:67:68:69:70:71:72:73:74:75:76:77:78:79:80:81:82:83:84:85:86:87:88:89:90:91:92:93:94:95:96:97:98:99:100:101:102:103:104:105:106:107:108:109:110:111:112:113:114:115:116:117:118:119:120:121:122:123:124:125:126:127:128:129:130:131:132:133:134:135:136:137:138:139:140:141:142:143:144:145:146:147:148:149:150:151:152:153:154:155:156:157:158:159:160:161:162:163:164:165:166:167:168:169:170:171:172:173:174:175:176:177:178:179:180:181:182:183:184:185:186:187:188:189:190:191:192:193:194:195:196:197:198:199:200:201:202:203:204:205:206:207:208:209:210:211:212:213:214:215:216:217:218:219:220:221:222:223:224:225:226:227:228:229:230:231:232:233:234:235:236:237:238:239:240:241:242:243:244:245:246:247:248:249:250:251:252:253:254:255:::IS_STONE]
If it looks like this, everything is fine.With Design new world, then use the arrow keys to choose it, they're at the bottom.Thank you!
Meph, is there any way to download 44.09 version of the launcher? Can't find it anywhere, and I am kinda tired of my dwarves going batshit crazy in the current version.i still got it somewhere on HDD.
Hey! I've been having a problem recently. I'm pretty sure I've seen mention of it on this thread, but searches turned up nothing, so apologies if I'm asking an answered question. Using the tileset and launcher, for the first time ever in DF, my graphics framerate has dropped beneath my cap of 30 and (possibly unrelated) I get half second to second long hangups/freezes every few seconds. It's not a major issue, but it presents a serious slowdown and becomes irritating enough to mention. My initial theory is that it has something to do with my graphics framerate dropping and the graphics freezing up for a second to catch up, though its only a theory. I hope that this is a problem that's already been solved at other points in the thread and that my search-fu was simply insufficient to discover it, but if not I'm happy to provide whatever manner of technical information to help solve this problem.there are a handful of other possible reasons in the gameworld that can cause this.
Thanks in advance for any help that can be offered!
Encountered a bug, all text is replaced by various tiles that are completely unrelated to what's supposed to be text.Not a bug, that happens if TWBT is off. Did you change anything in the dfhack installation, or copy this tileset into a different DF version?
then the latest downlaod may be corrupt?erm i mean the file on the server.
(...) Not sure if I can get the color right, but don't you hate it, when a room/corridor is full of miasma and you can't see anything? Worth making a few sprites for that? ^^
It's not about adding a new layer, I technically cheat.
I'd make a new item sprite that looks like "item + smoke/miasma" and override the smoke/miasma with that.
Shouldn't affect performance at all, except making saving/loading a tiny fraction slower, because it increases the filesize by a few KB. ;)
Is it possible to turn off different wood colours?Only manually, in plant_standard.txt and plant_new_trees.txt. An easy workaround would be redirecting all wood types to one "standard wood". That's an easy mass find&replace. Open both files, search for "[TREE:LOCAL_PLANT_MAT:WOOD]" and replace with "[TREE:PLANT_MAT:tree-id:WOOD]" and all trees give you the same wood. For tree-id you can take any tree in the files... for example MAHOGANY should have a nice color. ;)
The file on the server is fine, since this is the first report about TWBT not working from over 2500 downloads.
Edit: Wow, just figured out that I could fake see-through miasma/smoke/mist... at least for furniture and items. Not sure if I can get the color right, but don't you hate it, when a room/corridor is full of miasma and you can't see anything? Worth making a few sprites for that? ^^
i built a fort under a 10zlevel waterfall and the meeting hall had fortifications towards the fall. it was amazing as long as it lasted.The file on the server is fine, since this is the first report about TWBT not working from over 2500 downloads.
Edit: Wow, just figured out that I could fake see-through miasma/smoke/mist... at least for furniture and items. Not sure if I can get the color right, but don't you hate it, when a room/corridor is full of miasma and you can't see anything? Worth making a few sprites for that? ^^
If you do the see-through mist, I can finally realise my fps-killing dream of a massive waterfall falling through the middle of my fortress through all the layers :D
i built a fort under a 10zlevel waterfall and the meeting hall had fortifications towards the fall. it was amazing as long as it lasted.The file on the server is fine, since this is the first report about TWBT not working from over 2500 downloads.
Edit: Wow, just figured out that I could fake see-through miasma/smoke/mist... at least for furniture and items. Not sure if I can get the color right, but don't you hate it, when a room/corridor is full of miasma and you can't see anything? Worth making a few sprites for that? ^^
If you do the see-through mist, I can finally realise my fps-killing dream of a massive waterfall falling through the middle of my fortress through all the layers :D
no, sry, no screens, but i described it before:i built a fort under a 10zlevel waterfall and the meeting hall had fortifications towards the fall. it was amazing as long as it lasted.The file on the server is fine, since this is the first report about TWBT not working from over 2500 downloads.
Edit: Wow, just figured out that I could fake see-through miasma/smoke/mist... at least for furniture and items. Not sure if I can get the color right, but don't you hate it, when a room/corridor is full of miasma and you can't see anything? Worth making a few sprites for that? ^^
If you do the see-through mist, I can finally realise my fps-killing dream of a massive waterfall falling through the middle of my fortress through all the layers :D
That sounds awesome! Do you have any screenshots?
I like circles so I'm thinking of building a massive cistern above the entrance and then have a curtain of water fall in a circle all the way down to the underground water level. It'll probably flood everything if I don't do some pressure shenanigans, but not sure how to yet. Oh well. It'll be awesome for a while :)
i still got the initial save, so i could upload it if you want.
http://dffd.bay12games.com/file.php?id=14125 here you go!i still got the initial save, so i could upload it if you want.
Sure! Show us what you've got :)
http://dffd.bay12games.com/file.php?id=14125 here you go!i still got the initial save, so i could upload it if you want.
Sure! Show us what you've got :)
well, in that safe i haven't come to opening it yet. i wanted to give you the location to build on.http://dffd.bay12games.com/file.php?id=14125 here you go!i still got the initial save, so i could upload it if you want.
Sure! Show us what you've got :)
Interesting although you didn't let the mist into the fort so not quite what I'm going for :)
Using the amazing font "meph clean 16x24", I came across one digit (or symbol?) I cannot decypher:i got no idea, but i need that font! i am currently using cursed as font because that way the menu doesn't take up 2/5 of my screen (but only 1/4).
(https://tof.cx/images/2018/11/25/8d8ea4716a4a30ed8e48130a052b5907.md.png) (https://tof.cx/image/kTvBh)
What is the goblin population in this image, please ?
something..60 ?
Using the amazing font "meph clean 16x24", I came across one digit (or symbol?) I cannot decypher:i got no idea, but i need that font! i am currently using cursed as font because that way the menu doesn't take up 2/5 of my screen (but only 1/4).
(..img..)
What is the goblin population in this image, please ?
something..60 ?
So i made an account cause i can't find an answer to this anywhere.It's due to TWBT. It forces a certain color on a lot of sprites, and the vision cones try to recolor those tiles... but TWBT (the dfhack plugin that allows adding to many new sprites) doesn't let it do that.
I noticed with this tileset the vision cones while sneaking in adventurer mode don't show up properly, mostly they don't show up at all however i don't remember having an issue with the tilesets I used before which i believe was phoebus and/or ironhand, not sure it's been awhile and i'm on a new PC. Is there some setting or graphic i can change to fix this?
Any idea why all my cheese is red? Is it how it's supposed to be? It's red in every season.Not sure, but I can easily make it yellow again. ^^
So i made an account cause i can't find an answer to this anywhere.It's due to TWBT. It forces a certain color on a lot of sprites, and the vision cones try to recolor those tiles... but TWBT (the dfhack plugin that allows adding to many new sprites) doesn't let it do that.
I noticed with this tileset the vision cones while sneaking in adventurer mode don't show up properly, mostly they don't show up at all however i don't remember having an issue with the tilesets I used before which i believe was phoebus and/or ironhand, not sure it's been awhile and i'm on a new PC. Is there some setting or graphic i can change to fix this?QuoteAny idea why all my cheese is red? Is it how it's supposed to be? It's red in every season.Not sure, but I can easily make it yellow again. ^^
I'm not sure how big an ask it is since I'm not a modder but would it be possible to incorporate the more meal variety mod from masterwork since it's only cosmetic anyway and having only 3 cooked dishes in all is a bit eh just on a cosmetic level, if not that's fine I just figured with the engraving expansion that such cosmetic adds would be a good fitI have good news for you:
Another addition is new food. This is modded; but does not change game balance at all. Each prepared meal now has 6 new types each:
- Easy: Mash, Soup, Pudding, Bread, Creme, Donuts.
- Fine: Scewers, Rolls, Muffin, Dessert, Burger, Pasta.
- Lavish: Cake, Pancakes, Ham, Balls, Ribs, Lasagna.
(https://i.imgur.com/eTGVgK0.png)
- Food sprites are taken from neoriceisgood (https://www.deviantart.com/neoriceisgood/art/100-Food-sprites-348664936) set on deviantart.
Would this work alright with the current version of Masterwork or would it break everything?That would break everything, sorry.
Either way, great tileset. Reminds me a bit of LttP.
Hm, for some reason the water in rivers doesn't look like on your preview. I don't see the flow animation or depth numbers.The depth number you can toggle in the init or in dfhack. The animation requires "twbt redraw_all 1", or you need to open the launcher and click on the "animations" button on the first page. It's off by default, because it hurts FPS a bit (and some people report crashes, so quicksave and try it out. ;) )
Still appreciate your work immensely, I never knew how much of a nightmare assigning tiles to raws was. Truly an undertaking of utmost masochism.Thank you. :) It's a bit of a mess, with over 5000 lines of code just to assign the new images.
Spacefox 0.40.14/15/16 twbt (https://www.dropbox.com/sh/fm5pu3129fxihu6/AADqW_LsvzZ-RTa55FTodEkQa?dl=0) Lazynewbpack doesn't transfer overides.txt to the main Dwarf Fortress 0.40.0#\data\init folder so you have to manually move that. It may now.
On my screen, it looks ugly, like this (screenshot) :Describe in words what exactly you does not like.
https://imgur.com/3lpfOG3
Hi! Is it normal to have those black backgrounds on furniture? If not, how do I fix it? Thanks.
https://imgur.com/3lpfOG3
Hi! Is it normal to have those black backgrounds on furniture? If not, how do I fix it? Thanks.
Oh yay, I came to ask this too. It's only on some furniture for me, but not all.
https://imgur.com/3lpfOG3
Hi! Is it normal to have those black backgrounds on furniture? If not, how do I fix it? Thanks.
Oh yay, I came to ask this too. It's only on some furniture for me, but not all.
Rename _MDF_furniture-bg.png to _Meph_furniture-bg.png in Dwarf Fortress\data\art
This worked for me.
new updates in the coming days. :)In general, a lot of changes will be?
OBSIDIAN
MARBLE
SILVER
GOLD
ROSE_GOLD
SLADE
COPPER
EVAPORATES
BONE
wrong code
Wouldnt a set foreground color from TWBT also mean that recolors like blood/vomit get overriden?
So... how do you like shiny gems?Looks great. I like it.
Edit: Falcn, it doesn't work. Bodyparts and horn/hoof/etc still use the same sprites. The screenshot you send me on Reddit was of "misc corpses", which I use for monsters.At least in my game nothing but horn/hoof/bones use these tiles. All bodyparts use different tile (same for every bodypart). Why have blood for dry bones if AFAIK these tiles are not used for anything but dry bones/hoofs/skulls?
(https://i.imgur.com/qMlPAUo.gif)New gems look fantastic! Their new look makes me want to set up gem industry.
(https://i.imgur.com/3XIFHZc.gif)
It makes ore stand out a bit more.
Edit: Smoke/Miasma that shows items test, using picks:So this is not a transparency but a separate tile for each item that should be visible through miasma/smoke?
I'll have to make 1-2 sprites of that for each possible item, so... possible, but a lot of work. But at least smoke or mist or miasma wouldnt automatically block all infos.
Vordak: Looks great. I've recently seen some terrain changes in your screenshots, grass, dirt, rocks... guess you are planning a larger update?This will be my biggest update for non-creature tiles. Grass, saplings, dirt, rocks, vast majority of walls, stairs and furniture, many fixes and other my taste changes.
Vordak: Looks great. I've recently seen some terrain changes in your screenshots, grass, dirt, rocks... guess you are planning a larger update?This will be my biggest update for non-creature tiles. Grass, saplings, dirt, rocks, vast majority of walls, stairs and furniture, many fixes and other my taste changes.
Awesome, good to see :)
1)About smoke.
As for me - the beauty of smoke\miasma is that nothing is visible in it. This is a kind of obstacle that makes the game more fun - visible in smoke items, definitely, is cheat.
But they are visible if you look with 'k' manually. It's just an extra step.
2)About viking dwarves.
Are you talking about creature-dwarves or room design?
Room design. If I do real-life cultures, it would be for humans.
3)About Meph Launcher.exe
Is it possible to make the design images somewhere in TilesetExtras folder? Just for my tileset I would like to make a another logotype, something like Meph Tileset vX.X + Vordak Tileset vX.X. It's just hard for me to decompile .exe file - I'm in this little understand.
What do you mean with design images and logotype?
What do you mean with design images and logotype?I mean the convenience of changing the logo from the top image and changing the background (maybe lava) from the second one.
[BODY_TRANSFORMATION:A_D:D_D]NOSTOPTRANS
Are you sure you don't want the game to pause and recenter on were-creature transformation? This can be quite deadly for new players[BODY_TRANSFORMATION:A_D:D_D:BOX:P:R]YESSTOPTRANS
pause, recenter, show red boxThat looks much nicer than the current river water.If you have water level turned on (Ctrl-w), original shows very nice flow animation (quality lost due to compression)
#BONE doors
[OVERRIDE:197:I:DOOR:DOOR::_MDF_overrides_7:143:7::BONE]
[OVERRIDE:240:I:DOOR:DOOR::_MDF_overrides_7:143:7::BONE]
[OVERRIDE:186:I:DOOR:DOOR::_MDF_overrides_7:143:7::BONE]
[OVERRIDE:79:I:DOOR:DOOR::_MDF_overrides_7:143:7::BONE]
[OVERRIDE:15:I:DOOR:DOOR::_MDF_overrides_7:143:7::BONE]
#BONE doors
[OVERRIDE:197:B:DOOR:Door::_MDF_overrides_7:143:7::BONE]
[OVERRIDE:240:B:DOOR:Door::_MDF_overrides_7:143:7::BONE]
[OVERRIDE:186:B:DOOR:Door::_MDF_overrides_7:143:7::BONE]
[OVERRIDE:79:B:DOOR:Door::_MDF_overrides_7:143:7::BONE]
[OVERRIDE:15:B:DOOR:Door::_MDF_overrides_7:143:7::BONE]
Oh wow, that's a dark screenshot. Grass should be like on the picture above.(https://i.imgur.com/RZRrl6e.gif)
But yeah, the two designs are very different. The newer one is friendlier and has waves, while the older one has more information: The depth and the flow direction.River animation is direction-aware?
I swapped the default color scheme (which is active if season-palette is disabled) with a brighter one.Thank you.
The brooks don't have a flow direction, TWBT only has one override for them: BROOK_TOP.Current animation for rivers is perfect. in my game it animates flow from east -> west in the east-west part of the river, then animation switches to south->north just in the right place, where river turns north. It flows in the correct direction in both parts, which is very impressive.
You dont need the LNP. There is a custom LNP included.
I was thinking of putting it in so I could compare it in my two current forts, as opposed to starting a new one. That is why I was asking about dumping the tileset into LNP. So is the prefered method to get your launcher and import my save folders to that?Changing tileset for existing save is a bit more complex than just copying the save folder. I see files belonging to a tileset inside my save.
They're under furnaces, probably to reduce clutter in the workshop tab.
is the workshop linked to any stockpile other than the one with the microcline? - its the typical problem when this occurs.They're under furnaces, probably to reduce clutter in the workshop tab.
Thanks! Found them.
What about the gem/ore sparkles? Is there something I need to tick off for that to work? The brook works fine.
ALSO something's wrong with microcline. There's a pile of it lying in a stockpile next to my mason's workshop, but he claims he can't make any microcline items because he can't find any of this rock. Is it possible something went wrong with the overrides?
Since the new materials for weapons & armor change game balance, they are of course optional and can be disabled in the launcher. Same button as always: Decorational workshops YES/NO. I might split that up in future, to give players greater control over individual features.I kept this feature disabled, but my stones are still all economic now (and they show, that they can be used for weapons).
Is there a way to not have all those stones listed as economic (and still have this feature working)?Nope, that's just how DF works.
I've installed the latest Meph Tileset Pack. There appear to be default settings in the pack that represent changes to the default behavior of DF, such as Aquifers being turned off, varied ground tiles being turned off, and so on. To be frank, there's a *lot* of settings, and because I'm relatively new to DF, I can't distinguish what settings are considered to be "vanilla" DF defaults.
Other than the 1-tile "decoration" workshops, I'd like some assurance that the rest of the settings hew pretty closely to how the game is configured when you download the vanilla version. Failing that, a delta of what settings have changed versus default DF would be appreciated.
Pvt. Pirate: Copy over data/art and data/init/overrides.txt and you should get most features on linux too.
Just started using your launcher and I love it. Great work! I've only had two issues so far: My plus key doesn't work as expected. '-' goes backward in a list as expected but to get '+' to move forward in a list I have to hold shift. It's really obnoxious hahaha. Also, alt+w doesn't bring up any Workflow for me. :[ I tried manually enabling Workflow in DFHack, and it says it's enabled, but I get no response out of alt-w when used at a crafting station. Appreciate any help you could send my way!are you sure you selected the correct keyboardprofile?
Ah, ok. Sad.QuoteIs there a way to not have all those stones listed as economic (and still have this feature working)?Nope, that's just how DF works.
The way it currently works is this:Ah, ok. Sad.QuoteIs there a way to not have all those stones listed as economic (and still have this feature working)?Nope, that's just how DF works.
But is it possible for you to change it in a way, that the non-economic stone is non-economic, when this feature is turned off?
Because I didn't enable this feature, but it still lists almost all stones as economic now.
Ah, so that was why Mifki always included a separate mousequery plugin. Never knew what it did exactly.seems so. anyway the fixed version was nowhere to be found by me, so i have to stick with 44.09 some more...
I blame my fondness for the bronze age as a historical thing for an increasing urge to use just the sand set (what with Egypt being one of the four biggest powers in the Bronze Age middle/near east before the collapse.) Dunno why.i blame my enthusiansm for the medieval ages for the many fortresses that denied the fact that in medieval ages, they would've built their fortresses like bunkers if they had to withstand the many mystical beasts that live in DF.
"An error has occurred. Please see the created ERRORLOG.txt file and email it to dfstorymaker@gmail.com, or let TheGazelle (either on Reddit or the Bay12 forums) know about its contents so he can fix it."I have a sneaking suspicion some certain pip-squeak ghosts have found their way into your launcher's shortcut pathing on their path to hell and have decided to take up residence and spend their time making stories about punching undead in their eternal quest to play make believe.
Not that I want to impart other work on you or make you do something you don't want to and/or have the time to do, but I think it'd be nice if, instead of integrating it into your default tileset and making it a part of the overall thing, just add a little submod or something that would, while affecting the balance of the game, also make it so other races would be viable to use? Kinda like how you've integrated Vordak's dwarf skins whilst also keeping your own as a setting. I'm not sure how much effort that would take, as I'm not well versed in what DF modding is like, so I completely understand if you wouldn't want to do that for various reasons, but it'd be nice! Also, thanks for the really cool pack, this'd be a nightmare to put together all by itself.
- Playable goblins, dark fortresses with dungeons full of slaves."but you could try out the other races (Kobolds, Orcs, Humans, Succubi) or the fleshed out Dwarves while you wait
[ITEM_TOY:ITEM_TOY_HANDCUFFS]I'm about to throw that part in to my game for all those intoxicated children infecting my fort
[NAME:handcuff:handcuffs]
[HARD_MAT]
[ITEM_TOY:ITEM_TOY_BLINDFOLD]
[NAME:blindfold:blindfolds]
[HARD_MAT]
[ITEM_TOY:ITEM_TOY_FLOGGING_WHIP]
[NAME:flogging whip:flogging whips]
[HARD_MAT]
So if you really want to test if there's actually floors just do a quick new small map, add adaminite wafers cheat by typing dwarf fortress cheats into google and add those reactionsAlright it looks like we don't need reaction modding to test, all we have to do is use this DFHack command: http://dwarffortresswiki.org/Utility:DFHack/createitem
createitem [Item token] [Material] [Quantity (optional)]So if I'm doing this right
createitem BAR INORGANIC:ADAMANTINE 200(https://i.imgur.com/DNRiOrs.png)
createitem ARMORSTAND INORGANIC:ADAMANTINE 2
createitem BOX INORGANIC:ADAMANTINE 2
createitem BED INORGANIC:ADAMANTINE 2
createitem CABINET INORGANIC:ADAMANTINE 2
createitem CHAIR INORGANIC:ADAMANTINE 2
createitem DOOR INORGANIC:ADAMANTINE 2
createitem STATUE INORGANIC:ADAMANTINE 2
createitem TABLE INORGANIC:ADAMANTINE 2
createitem WEAPONRACK INORGANIC:ADAMANTINE 2
This is a adamatine statue of a devil of coal. The item is an image of a devil of coal in adamantine.The circus is going to pay me a visit for this.
You can make it so dwarven children grow up within a year to adult form,(you can set their size for each year of growth) instead of being small babies. Just pretend they are like the amazons and made of clay, the dwarves make new ones in their workshops..(just an option)I tried that before, hit the Faster Adults in the launcher then traced the change to \raw\objects\creature_standard.txt [CHILD:12] under [CREATURE:DWARF] and changed it to [CHILD:2]
(Do new items even apply to old saves? I know there's a script you can run to inject raws to a ongoing game, but I forget what its called but from what I remember to add new things without it, it'd require a new game.So I wonder if I even knew to start a new game after I changed it
Do new items even apply to old saves?Nope.
It worked.The way it currently works is this:Ah, ok. Sad.QuoteIs there a way to not have all those stones listed as economic (and still have this feature working)?Nope, that's just how DF works.
But is it possible for you to change it in a way, that the non-economic stone is non-economic, when this feature is turned off?
Because I didn't enable this feature, but it still lists almost all stones as economic now.
- Disabling the feature removes the reaction from your civ, but the reaction still exists. (deep down DF knows that stone can be used in it, hence it's economic)
I could change the launcher to remove the entire reaction too. It's just a few extra lines, which would fix your issue. Btw, you can do that yourself by just deleting reaction_meph, reaction_brickoven and reaction_crematory. Those contain all the custom reactions that the tileset adds. Of course you should keep everything turned off in the launcher, otherwise it will throw a lot of error messages.
...
I think I shouldn't release stuff as quickly as I do.
No idea what those numbers between the DISPLAY_COLOR and the TILE do though.The numbers are the original, vanilla color values. If something goes wrong, I can easily find them. Since they lack the brackets, DF completely ignores them.
[STATE_NAME_ADJ:ALL_SOLID:sand][DISPLAY_COLOR:199:199:0]6:4:1[TILE:141]
Blighttrain, can I keep you? :D This is fantastic.Happy to help, I've been enjoying the tile-set and everything that comes with it so I'm glad I could assist
Procedual stuff shouldn't be able to use it if it's not in the raws.
In a vanilla game with this tileset, while missing the eggplant entry?
in your screenshot, the NE bench corner has an offset of one pixel to the east. i bet you can fix it in no time.
it looks awesome!
I know that feel, Bro.in your screenshot, the NE bench corner has an offset of one pixel to the east. i bet you can fix it in no time.
it looks awesome!
You just had to point that out.
Now it's buggin' the shit out of me.
I know.i thought so.
I fixed that before the release, just was too lazy to build another dining room ingame. ^^
I noticed that kobolds are set to playable in adventure mode, and I'm wondering: what settings in the launcher's default deviate from vanilla?If you think the tiny cosmetic changes and occasional balance changes from the launcher are in any way the scope of MasterworkDF, I just don't know what to say.
Also in regards to adventurer mode, how stable will it be, and how far am I likely to get? Do you recommend against it altogether? Any tips, generally?
edit: aquifers are also off lol
edit II: You can also set off from goblin strongholds...are goblins peaceful with their ringleaders? At this point I thought maybe this is actually just the masterwork mod, which I know nothing about, but I'm pretty sure that has orcs and a whole ton of things in it, which I haven't seen any hint of so far.
Meph is such a god and everyone who assists him.no matter how much? i'm a god now?
My dwarf experience is so great cause of Meph
:'( :'( :)
Any plans from you n Vordak to add female sprites or is that not in the books?With question about possibility of caste-based graphic need address to Toady himself. Modders here can not do anything.
Meph_32x32.pngOh, the cages. DF is tricky sometimes.
Tiles (with different cages) # 2, 11, 12, 21, 36, 38, 56, 57, 58, 127, 143, 162 how are they used? If used, how?
In overrides.txt they are not registered, in ASCII characters they are used for text.
P.S.1 I didn’t like the idea with the diagonal walls.
P.S.2 It would be more useful to convert the decor items from _Meph_decorations.png into normal furniture(with transparency) like how did you do with composite banquet tables. The same could be done with pictures from _Meph_decorations_2.png - just need to place them on wooden easel.
Y'know, I had a sneaking suspicion you were going to release an update not long after the previous. Glad I fiddled with Battlejudge instead of starting the fort :PYou'll never start that way.
Well it's hard to do anything when you come out with new stuff that won't get to be in the fort a week after one is started. Ain't a bad thing on your part, but it sort of puts me in a holding pattern cause I keep thinking "Oh, that'd be cool to have! But I can't."Y'know, I had a sneaking suspicion you were going to release an update not long after the previous. Glad I fiddled with Battlejudge instead of starting the fort :PYou'll never start that way.
No worries, there are no updates planned any time soon. You'll figure out why.
I don't know how old your Revised option is, but my current release is IMO a (comparably) good time to update things. I'm mostly done with the descriptions and I'm avoiding editing the comments, so the diff between this version and whatever my next version is should be comparably small.Oh yeah, that's something I could do. :) Thanks for the heads up.
I don't know how old your Revised option is, but my current release is IMO a (comparably) good time to update things. I'm mostly done with the descriptions and I'm avoiding editing the comments, so the diff between this version and whatever my next version is should be comparably small.Oh yeah, that's something I could do. :) Thanks for the heads up.
Revised is under "additions," already baked in and toggleable with the launcher.
UPDATE!
It would be absolutely fantastic if people could send me a few saves of fortresses that they build with this tileset. I always play short test-forts, but barely see the big picture. It would really help. Just pack the data/save/regionX folder into a rar or zip and upload on DFFD. :)
just started playing DF with a friend and we came to the same problem: bauxite is forbidden for building walls.The way it currently works is this:Ah, ok. Sad.QuoteIs there a way to not have all those stones listed as economic (and still have this feature working)?Nope, that's just how DF works.
But is it possible for you to change it in a way, that the non-economic stone is non-economic, when this feature is turned off?
Because I didn't enable this feature, but it still lists almost all stones as economic now.
- Disabling the feature removes the reaction from your civ, but the reaction still exists. (deep down DF knows that stone can be used in it, hence it's economic)
I could change the launcher to remove the entire reaction too. It's just a few extra lines, which would fix your issue. Btw, you can do that yourself by just deleting reaction_meph, reaction_brickoven and reaction_crematory. Those contain all the custom reactions that the tileset adds. Of course you should keep everything turned off in the launcher, otherwise it will throw a lot of error messages.
Why don't you open your stone menu and set them non-economic?tried navigating it and bauxite had what felt like 50 reactions and i would have had to deactivate them all not knowing how to deactivate them.
The stone menu has only one entry for Bauxite and you only have to toggle it once, regardless of the amount of reactions that use anything.okay, i'll pass that on to her and hopefully she understands how to do that ^^
Idk but I personally think that a happy medium (aka current tileset) looks better. One looks too busy, one looks too bland. The current tileset is the perfect balance!same here.
Idk but I personally think that a happy medium (aka current tileset) looks better. One looks too busy, one looks too bland. The current tileset is the perfect balance!Which tilesets do you mean, that are too busy and too bland?
I wonder how hard it would be for TWBT to check what creature the statue is of...You mean like this? http://www.bay12forums.com/smf/index.php?topic=152734.msg6480648#msg6480648
Nah, by checking the art on the statue itself, and assigning a sprite for that. So a statue of a dwarf can get a dwarf sprite, without custom reactions or anything.I wonder how hard it would be for TWBT to check what creature the statue is of...You mean like this? http://www.bay12forums.com/smf/index.php?topic=152734.msg6480648#msg6480648
There is a taxidermy script (no idea if it's still running with current DFhack) that takes the creatures corpse and make the fitting figurine or statue.
It's not quite compatible with TWBT, since TWBT goes by the material; while this script ignore it and I modded in a single custom inorganic for the statues. And of course people would need corpses in the first place... making it tough to get a lot of them, or picking between butchering and making statues. ^^
Would be cool though. :D
UPDATE!
Download: Meph Tileset V5 (http://dffd.bay12games.com/file.php?id=13407)
You can support the tileset on Patreon (https://www.patreon.com/meph) or as a one-time donation on Paypal (https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=ZTPEFV6LCDDAJ).
Another update that I didn't really plan, but the timing seems right. ^^
Meet the decorator's shop:
(https://i.imgur.com/adYEBTK.png)
Now what does that little buddy do? He decorates your walls. No one asked for this, ever, so of course I made it for you to play around with. :P Your dwarven rooms might get a bit more cozy with a tiny bit more character to them:
(https://i.imgur.com/6kB7cMQ.png)
How does it works?
- Build decorator's shop.
- Takes 1 boulder, makes 4 blocks. There are 17(!) different blocks you can make, like "decorated with candles", "decorated with shields", etc.
- Build wall with blocks. Done.
It's really pretty simple.
16 of the blocks are decorations, while the last one is a bit special: It's blocks to make diagonal walls. I sometimes get requests for that type of wall, but I never added it because it would require changing the look of the walls from 3/4 view to top-down. I kinda went with a compromise for this, so half of the time the diagonal walls don't merge perfectly with the normal walls... no way around that. But for people that want the option, you can now do this:
(https://i.imgur.com/ynQjgfr.png)
I also added the SPECIAL tag to all the new inorganics, so that things like the majestic "banquet table forgotten beast (https://i.imgur.com/3nechjM.jpg)" (by Kruggsmash) or eternally burning "campfire artefacts" won't happen in future. ;)
It would be absolutely fantastic if people could send me a few saves of fortresses that they build with this tileset. I always play short test-forts, but barely see the big picture. It would really help. Just pack the data/save/regionX folder into a rar or zip and upload on DFFD. :)
Cheers,
Meph
PS: Please remember that this tileset includes it's on launcher and utilities and is far more refined than the Meph-Lite version in the LNP.
PPS: You need to generate a new world for this.
PPPS: No, you can't update old saves.
soulside86: No chance, PeridexisErrant won't add it, since it would cause issues with the LNPs savegame updater/tileset changer. That's why I made this pack myself. :)
Looks like you're playing adventure mode, which the tileset was not made for, really.That's unfortunate... although I'm still a bit confused, as I have come across screenshots of people using the tileset in adventure mode with (seemingly) no problems - is there some trick to get it working properly?
I'd like to lodge a formal complaint.
In the modpack, beak dogs are pink. In the game, beak dogs are consistently described as rainbow striped (with stripes of red, orange, yellow, green, blue, indigo, and violet)
I rest my case.
I am diagnosed with Deuteranomaly and i can only see a pinkish-violet creature with something red in its beak and holding something red with its claw.I'd like to lodge a formal complaint.
In the modpack, beak dogs are pink. In the game, beak dogs are consistently described as rainbow striped (with stripes of red, orange, yellow, green, blue, indigo, and violet)
I rest my case.
Are you perhaps undiagnosed partial color blind? Here's a screenshot of a Meph beak dog from my game. I see a wide range of colors clearly represented. Only a single stripe of pink.
My kids are partial color blind and see or don't see all kinds of weird colors that don't match up with everyone else. It's not uncommon.
(https://i.imgur.com/QSPjNCv.jpg)
i just foudn a possible reason for the nonfunctioning pack when using it with linuxlnp:Yeah, sure. Many tilesets do that.
you made various changes in the d_init.txt regarding which tiles are used...
yes, but it makes it hard to copy in your 44.12 tileset into a 44.09 LinuxLNP without getting unwanted wrong overrides...i just foudn a possible reason for the nonfunctioning pack when using it with linuxlnp:Yeah, sure. Many tilesets do that.
you made various changes in the d_init.txt regarding which tiles are used...
Newb question: Is there a way to take a save that was used with the Phoebus tileset via the LNP and update that save to be playable with in the Meph Tileset v5 launcher?Nope.
Newb question: Is there a way to take a save that was used with the Phoebus tileset via the LNP and update that save to be playable with in the Meph Tileset v5 launcher?Nope.
the problem here lies within the overrides and mods/changes to the raws and even modded new workshops/functionality.Newb question: Is there a way to take a save that was used with the Phoebus tileset via the LNP and update that save to be playable with in the Meph Tileset v5 launcher?Nope.
Ah ... so you have to play a game from the beginning using the launcher otherwise there's no switching to the tileset later? That's unfortunate. Part of the fun for me is seeing how my fortress looks later in development using different tilesets. And I can't see myself being locked into using a single tileset with one of my worlds, so this one's not for me I guess. Admirable effort, though.
the problem here lies within the overrides and mods/changes to the raws and even modded new workshops/functionality.Newb question: Is there a way to take a save that was used with the Phoebus tileset via the LNP and update that save to be playable with in the Meph Tileset v5 launcher?Nope.
Ah ... so you have to play a game from the beginning using the launcher otherwise there's no switching to the tileset later? That's unfortunate. Part of the fun for me is seeing how my fortress looks later in development using different tilesets. And I can't see myself being locked into using a single tileset with one of my worlds, so this one's not for me I guess. Admirable effort, though.
if any of those differ from those in the save, it will most likely not work at all, no matterwhich pack you use.
you could use only the tileset without any of the other changes and use it in a vanilla DF or a LNP.
add only the graphics - no overrides at all. no raws. and don't take a save from an old version to a new version. just copy in the new graphics and change your d_init.txt and init.txt to use the new textures.
Getting a weird bug trying to play this in vanilla lazie noob pack. Everything looks great when I load in but as soon as the game loads the next chunk, about half of the tiles turn to something random.
Ex.
good: https://i.imgur.com/sDcVC4c.png
bad: https://i.imgur.com/bdnEWjB.png
as you can see, the slopes changed to sprites and random leaves changed to random other tiles. It reverts to normal again after travelling until it has to load a new chunk. Whats wrong?
adv mode has many problems with twbt and this tileset relies on twbt.Getting a weird bug trying to play this in vanilla lazie noob pack. Everything looks great when I load in but as soon as the game loads the next chunk, about half of the tiles turn to something random.
Ex.
good: https://i.imgur.com/sDcVC4c.png
bad: https://i.imgur.com/bdnEWjB.png
as you can see, the slopes changed to sprites and random leaves changed to random other tiles. It reverts to normal again after travelling until it has to load a new chunk. Whats wrong?
That looks like Adventure Mode, which the tileset wasn't really made for (it can work, but you need to save and load often, that bug usually heralds an imminent crash while playing Adventure.) Very crash prone in that mode as well.
Is Vordak still working on his graphics?Vordak locked his thread the day the Steam announcement was made, since then he posted one picture to reddit. He didn't answer my PMs. So... I don't know.
Is Vordak still working on his graphics?Vordak locked his thread the day the Steam announcement was made, since then he posted one picture to reddit. He didn't answer my PMs. So... I don't know.
Oh no! I hope he comes back to it, he might just be burnt out though. It'd be nice if someone took over his tileset n continued the style with the humans & elves, I really like his work.Is Vordak still working on his graphics?Vordak locked his thread the day the Steam announcement was made, since then he posted one picture to reddit. He didn't answer my PMs. So... I don't know.
Is Vordak still working on his graphics?Vordak locked his thread the day the Steam announcement was made, since then he posted one picture to reddit. He didn't answer my PMs. So... I don't know.
Maybe he works secretly
Nice :)and here I thought the German Shepard dog would be the obvious pick. :-D
and germany is represented too :DSpoiler (click to show/hide)
"Alles für den Dackel - alles für den Club - unser Leben für den Hund" (everything for the dachshund - everything for the club - our life for the dog!) :DNice :)and here I thought the German Shepard dog would be the obvious pick. :-D
and germany is represented too :DSpoiler (click to show/hide)
Anyone is using it on LNP for Linux? Just wanna know how to install on LNP for Linux, if possible.i tried it and it didn't work as i wanted. also installing it into the 44.09 LinuxLNP didn't work either.
You can disable them the same way you disable any other decoration, in the launcher.I don't see any option in the launcher to enable or disable these dogs.
I'm sorry if somebody has asked this before, but has anybody experienced some sort of "graphical tearing" in game? I'm just using the tileset straight out of the box with the masterwork launcher.its because twbt doesnt redraw all tiles - you can use a command to forceit to always redraw all tiles to eliminate the bug, but it is reported to make the game unstable and cause crashes.
By "graphical tearing" I mean that if I have a 10x10 constructed floor, then sometimes tiles that aren't on the edges are displayed with an incorrect graphic, but if I hover over them they will revert back. I've also noticed this only happens above ground, but its very immersion breaking at times.
I don't know how old your Revised option is, but my current release is IMO a (comparably) good time to update things. I'm mostly done with the descriptions and I'm avoiding editing the comments, so the diff between this version and whatever my next version is should be comparably small.Oh yeah, that's something I could do. :) Thanks for the heads up.
[snip]...just to clarify: I would assume that the "Meph Tileset Launcher + Utilities" package has not yet been updated with the latest Revised changes? DFFD says it was last updated "Mar 12, 2019, 03:23:29 pm", whereas Meph's reply above was time stamped March 12, 2019, 01:17:20 pm. But that does not seem like enough time. And the version is still 5.
Revised was requested a couple of times and Taffer was kind enough to allow me to put it in. As splint said, you can toggle it on in the launcher. It's not the most up to date version of Revised, since I haven't touched that part for a while.
Hey, it's been a while since the last update on this set. Any requests by now, ideas for the future, bugs? (apart from the adv mode stuff that I couldn't fix)Since you're asking for requests... Would you consider updating the Revised (http://www.bay12forums.com/smf/index.php?topic=161832.0) portion of your package to the latest version (v2.1.0)? Please? The Revised thread still indicates that the mod's status is on "hiatus", so it should not get a new update any time soon.
The only thing I changed last update was adding the dogs, which have a tale-wagging greeting interaction. I guess brolol.404 didn't catch that bug before release.If adding the dogs was the only change in the last version, then is it safe to assume that you haven't yet updated Revised?
It's not a small thing to ask, but I am working on just that right now. I have been for the past couple weeks. I'm just about done, and am just working out the bugs right now.I don't know how old your Revised option is, but my current release is IMO a (comparably) good time to update things. I'm mostly done with the descriptions and I'm avoiding editing the comments, so the diff between this version and whatever my next version is should be comparably small.Oh yeah, that's something I could do. :) Thanks for the heads up.[snip]...just to clarify: I would assume that the "Meph Tileset Launcher + Utilities" package has not yet been updated with the latest Revised changes? DFFD says it was last updated "Mar 12, 2019, 03:23:29 pm", whereas Meph's reply above was time stamped March 12, 2019, 01:17:20 pm. But that does not seem like enough time. And the version is still 5.Revised was requested a couple of times and Taffer was kind enough to allow me to put it in. As splint said, you can toggle it on in the launcher. It's not the most up to date version of Revised, since I haven't touched that part for a while.Hey, it's been a while since the last update on this set. Any requests by now, ideas for the future, bugs? (apart from the adv mode stuff that I couldn't fix)Since you're asking for requests... Would you consider updating the Revised (http://www.bay12forums.com/smf/index.php?topic=161832.0) portion of your package to the latest version (v2.1.0)? Please? The Revised thread still indicates that the mod's status is on "hiatus", so it should not get a new update any time soon.The only thing I changed last update was adding the dogs, which have a tale-wagging greeting interaction. I guess brolol.404 didn't catch that bug before release.If adding the dogs was the only change in the last version, then is it safe to assume that you haven't yet updated Revised?
Has anyone had any luck merging Sver's armor and weapons mod into this one?
humanscholar, Merging Svers mod into this should be fairly simple, but the new items would lack sprites. Maybe ask Svers what he thinks about this, and I can expand the tileset by a few items. :D
Currently, my mod incorporates all of the Revised features from the files that overlap. They are fully compatible, as long as you install my mod after Revised and simply overwrite everything.
scholar, Merging Svers mod into this should be fairly simple, but the new items would lack sprites. Maybe ask Svers what he thinks about this, and I can expand the tileset by a few items. :D
Since tables and chairs are usually placed in bulks, it would probably make meeting halls look weird... The best option would be making it possible to switch on and off.tables and chairs already have the option to be build with fancy graphics: benches and banquet tables. It's a bit more work, but looks awesome. 😊
tables and chairs already have the option to be build with fancy graphics: benches and banquet tables. It's a bit more work, but looks awesome. 😊Fantastic!
Hey guys I have a problem here. when I use meph launcher I don't have soundsense working so I don't have sound (even in game sound option its not available). But when I use lazy newb launcher sound work just fine but in game I have fish tile instead of grass. Neither of these make me happy in discovering this wonderful game and I don't wanna use other tileset I just very much like this one. can you please help me?did you move the folder after directing SS to the gamelog.txt?
(I launch SS before game)
Nope, merging this with masterwork df could cause all sorts of issues, since the mod runs on multiple sets of raws for the 20+ tilesets included. :/
Do you have a version that can be used with LNP? So I can just copy it to LNP/graphics and have it recognize it and update (big advantage of LNP and PyLNP launcher is that it can update saves).same prob here. but copying it over just created duplicate entries and the overrides didn't work as intended.
//edit: Looks like 44.12 LNP comes with this set, but older version. I really would like to have 5.1 as that older version doesn't have all the sprites.
Xeen: :o ... ehm... bog iron? Did I overlook something in Taffers Revised?
Could you fix the set for the adventurer mode? It displays nonsensical tiles on map (stairs where in the middle of forest, random coffins/armored guard sprites in place of far-away slopes or walls, thought bubbles, etc.)Nope, can't change that.
because it's a problem of TWBT.Could you fix the set for the adventurer mode? It displays nonsensical tiles on map (stairs where in the middle of forest, random coffins/armored guard sprites in place of far-away slopes or walls, thought bubbles, etc.)Nope, can't change that.
Yes, sorry. I didn't mean "No, I can't, because I don't want to", but "No, I can't because it's not possible". ;)just wanted to clarify that before anyone gets confused and/or angry :D
https://imgur.com/a/zgmruOq
So I've recently started playing DF and I'm using your tile set but I've ran into this issue where my floor tiles seem to be something else. When I click on them all I see is wooden floor tile and I've tried destroying and putting them back but in that space they always look weird like that.
Do you have any idea why this is? Thanks
when only copying in his textures and overrides, i had strange stuff. like kaolinite was depicted as red statues etc.Nope, that's because the tile numbers in the raws change as well.
i guess it's due to mutiple contradicting overrides due to the other files from the LNP.
I simplified my planned instructions. But yes, no copying of binaries between systems. Copy anything non base application-related etc....Have a look at the raw-only version. That way you know which files you need.
Just need to work out what Meph modified exactly in the base df folder with a few diff's maybe
@Meph will you make a new release once the latest DF Revised is ready?Maybe? ^^ Is it ready?
So I have to take it up with TWBT developer then? Sure, where can I contact him or her?That would be Mifki. Write him a PM.
but i also had it when i had a "vanilla" linux-LNP and only copied in that version of your pack and created a new world.when only copying in his textures and overrides, i had strange stuff. like kaolinite was depicted as red statues etc.Nope, that's because the tile numbers in the raws change as well.
i guess it's due to mutiple contradicting overrides due to the other files from the LNP.
What about some foreign weapons? I always wanted to add a few RL cultures to DF, but using actual RL location/country names feels out of place. So instead of Japanese, Viking, Germanic and Egyptian, how about...
@Meph will you make a new release once the latest DF Revised is ready?Maybe? ^^ Is it ready?
I don't know how old your Revised option is, but my current release is IMO a (comparably) good time to update things. I'm mostly done with the descriptions and I'm avoiding editing the comments, so the diff between this version and whatever my next version is should be comparably small.Oh yeah, that's something I could do. :) Thanks for the heads up.Revised was requested a couple of times and Taffer was kind enough to allow me to put it in. As splint said, you can toggle it on in the launcher. It's not the most up to date version of Revised, since I haven't touched that part for a while.Hey, it's been a while since the last update on this set. Any requests by now, ideas for the future, bugs? (apart from the adv mode stuff that I couldn't fix)Since you're asking for requests... Would you consider updating the Revised (http://www.bay12forums.com/smf/index.php?topic=161832.0) portion of your package to the latest version (v2.1.0)? Please? The Revised thread still indicates that the mod's status is on "hiatus", so it should not get a new update any time soon.
Only trouble I have with that system of weapon-naming... you're totally gonna get "Men of the North" in southern corners of the world, and vice versa.Depends if I add 4 human civs, or if I just add them through workshops. ^^
I guess you could fluff it as "these cultures arrived on this particular DF continent from their correspondent corners of the globe"? "Boat" is a word in the dwarven-human-elfin-goblin languages, after all, despite the utter lack of boats in modern-day DF worlds...
-awesome sauce-Thanks so much for that. Seems I should have been paying more attention. I'm downloading the updated Revised now, will have a look at everything. :)
What about some foreign weapons? I always wanted to add a few RL cultures to DF, but using actual RL location/country names feels out of place. So instead of Japanese, Viking, Germanic and Egyptian, how about...
Ranged weapons require a weapon + ammo. Throwing knives aren't systematically implemented, nor are throwing spears.What about some foreign weapons? I always wanted to add a few RL cultures to DF, but using actual RL location/country names feels out of place. So instead of Japanese, Viking, Germanic and Egyptian, how about...
What are Throwing Gloves? Are they gloves that throw stuff, or are they gloves that get thrown at people? ???
Correct.were throwing weapons suggested to toady?
I only have the option to make a "throwing tool" of sorts, like spear + atlatl. Or black ninja gloves that people wear when they throw shuriken around. :D The alternative would be "shuriken (weapon) + shuriken (ammo)" which is a bit confusing at times.
were throwing weapons suggested to toady?
it would be weird to pick up shuriken in adv mode ad not being able to throw them.
Training rooms look nice, the whole August 3rd update instead of September threw me off :o. But aren't these workshops basically the "Skill Practice Workshops" from dwarf fortress cheats? This is definitely better with graphics and probably encompasses much more though. Looking forward to using it, since it looks cool.Apparently I forgot which month it was. ^^
New weapons look good as well.
i only played adv mode a few times... it's too complicated for me, but of course now i remember...were throwing weapons suggested to toady?
it would be weird to pick up shuriken in adv mode ad not being able to throw them.
Adventurers can [t]hrow anything in their inventory. Fort dwarves only do so during a tantrum.
Hey, this might be a dumb question but i gonna ask anyway i'm playing DF for quite awhile and i found your tileset recently and i love it is there anyway to disable the DFhack and play the game vanilla as possible? i only want the graphics nothing morethen just download the vanilla game and the meph barebones pack.
You need dfhack for the graphics. No way to have the tileset without it.
Just download the tileset, open the launcher, disable the new workshops, start a new game. Dfhack doesn't change anything in the game, it's still vanilla df.
All I did was unzip the files to a folder.Was it a new folder? Or did you unzip it over an older version?
This hasn't been a feature of Masterwork df, this is new. ;)
I can probably do one better: Make an inorganic material that looks like roof shingles, so that you can build it like any other floor.
Looks great, who are these spooky fast moving ppl? Part of the warlock/necromancer addition? :)Yeah, it's from my warlock test fort.
On another topic: is there an option to deactivate these many, many different dog-races? They look great and all, but its easier to manage 1 dog race instead of 30 or so. :)
They are purely ornamental. They don't do anything cool. Besides looking cool. 8)love them though :)
They are purely ornamental. They don't do anything cool. Besides looking cool. 8)
Just downloaded the tileset and flipping through the workshops noticed a few new things I wasn't familiar with, for one, the Training section, I assume that that's essentially room prefabs I can place with the idea of training particular skills correct? The other thing I genuinely didnt have any idea about was the Migration section, was having liaisons to build offices for already in the game and I was just being silly or?That's all new; some for the workshops that make different furniture. I went overboard with the tiny mods I put in at some point. You can disable them in the launcher though, with the button "decorational buildings"
Just downloaded the tileset and flipping through the workshops noticed a few new things I wasn't familiar with, for one, the Training section, I assume that that's essentially room prefabs I can place with the idea of training particular skills correct? The other thing I genuinely didnt have any idea about was the Migration section, was having liaisons to build offices for already in the game and I was just being silly or?That's all new; some for the workshops that make different furniture. I went overboard with the tiny mods I put in at some point. You can disable them in the launcher though, with the button "decorational buildings"
I searched the forums and didnt find an answer but when i load your tileset (Meph+Vordak lite 32x) in the Lazy Newb Pack and start up the game the main menu is showing the unreadable tiles and not text. Do i need to go to Customize tab on graphics and switch the font?make sure to have dfhack and twbt enabled - otherwise those features won't work.
Very new Im sorry. I didnt know if i should ask PeridexisErrant instead
Thanks in advance
I found out my DFhack isnt opening when i start up the game anymore...it is enabled so not sure why that is.I searched the forums and didnt find an answer but when i load your tileset (Meph+Vordak lite 32x) in the Lazy Newb Pack and start up the game the main menu is showing the unreadable tiles and not text. Do i need to go to Customize tab on graphics and switch the font?make sure to have dfhack and twbt enabled - otherwise those features won't work.
Very new Im sorry. I didnt know if i should ask PeridexisErrant instead
Thanks in advance
yes, i read it too.I found out my DFhack isnt opening when i start up the game anymore...it is enabled so not sure why that is.I searched the forums and didnt find an answer but when i load your tileset (Meph+Vordak lite 32x) in the Lazy Newb Pack and start up the game the main menu is showing the unreadable tiles and not text. Do i need to go to Customize tab on graphics and switch the font?make sure to have dfhack and twbt enabled - otherwise those features won't work.
Very new Im sorry. I didnt know if i should ask PeridexisErrant instead
Thanks in advance
Edit: there is a known problem with the newest version of LazyNewbPack that it isnt launching dfhack.
So, bit of a noob question, but I've been playing without a launcher for a while (I'm on a Mac, and the LNP hasn't been updated for 44.12 yet). How would I map all of these assets to my game using just the folders? I've already successfully unarchived all the files, but I can't figure out where to put them in the game folders, or what I have to do to init.txt to get them to appear. Any help would be appreciated.Well, in theory you just unpack it, overwrite all. What exactly are you trying to do? Install the tileset on Mac, on a vanilla DF version?
Are brown 4 way cross sections supposed to also be brown? I've been having a little bit of a problem with them given that the smoothened/constructed wall border is typically grey as standard.Thanks for the report, fixed. :)
(http://puu.sh/Ehq71/db5dcae1e6.png)
I searched the forums and didnt find an answer but when i load your tileset (Meph+Vordak lite 32x) in the Lazy Newb Pack and start up the game the main menu is showing the unreadable tiles and not text. Do i need to go to Customize tab on graphics and switch the font?That means your TWBT/dfhack isn't on. Better ask PeridexisErrant, I'm not doing the LNP.
Very new Im sorry. I didnt know if i should ask PeridexisErrant instead
Thanks in advance
Been trying a lot of tilesets for DF, and i have to admit, yours is the best looking.Thank you. What exactly was the issue?
Ran into a tiny problem with the DFHack supplied, but went to the thread and reported my issue...
My god meph...Thank you. Guess you just found out about this set? ;)
Such a god. :)
Seriously. Thank you!
Meph, any plans to make your horror mods compatable with your tileset? I just discovered it and don't want to play without it.Horror mods? You mean the Warlocks? Yeah, they are all with 32x32 sprites, fully integrated. :)
Meph buddy awesome as always just playing around with your latest release!Thank you :)
Haven't been seeing bed variants? Downloaded from the first page and all my wooden beds come out the same. Am I missing something?Wooden bed variants should work, there shouldn't be any issues with those. Strange. I did test that ingame, had no problems.
Is there a way to make DF cursor "stick" to mouse cursor in designation mode? Currently it does but only when I enable "rectangle mode" (alt+m). And yes, I have mousequery track enabled.No to my knowledge, but if there is one, you will probably find it in the dfhack thread. :)
Meph, any plans to make your horror mods compatable with your tileset? I just discovered it and don't want to play without it.Horror mods? You mean the Warlocks? Yeah, they are all with 32x32 sprites, fully integrated. :)
Haven't been seeing bed variants? Downloaded from the first page and all my wooden beds come out the same. Am I missing something?Wooden bed variants should work, there shouldn't be any issues with those. Strange. I did test that ingame, had no problems.
That's certainly not one of my mods...Meph, any plans to make your horror mods compatable with your tileset? I just discovered it and don't want to play without it.Horror mods? You mean the Warlocks? Yeah, they are all with 32x32 sprites, fully integrated. :)
No the ones with predators, Gray's, pirates and clowns
yeah i don't know whats up, i'm not seeing bed variants and they seem to be using the old sprite regardless.I'll have another look.
Hey Meph!I dont' have a linux machine, but I can update the raw only version for you to port yourself. In theory the files should be the same, you just need to setup DF, dfhack and twbt.
You got an awesome tileset. I started playing DF two weeks ago and I got in love with those beautiful tiles and I'm eagerly awaiting for the steam version. The only thing that I (as a linux user) miss is an updated version of your pack :'(. The linux lazy pack has a tileset that is outdated (V3.0).https://github.com/jecowa/Meph (https://github.com/jecowa/Meph)
Any chance we could get an updated version?
Jecowa, the guy that modified your pack, has not been active since June and I have failed miserably while trying to make an updated version.
That's certainly not one of my mods...Meph, any plans to make your horror mods compatable with your tileset? I just discovered it and don't want to play without it.Horror mods? You mean the Warlocks? Yeah, they are all with 32x32 sprites, fully integrated. :)
No the ones with predators, Gray's, pirates and clowns
Considering most of his creature packs seem to be crossovers, I think it wouldn't be too hard to rip sprites from the original games... Doom, Diablo, etc, should have reasonably fitting sprites.
Best to play it with ascii then.
Best to play it with ascii then.
It honestly is best to use that, or a similar "low res" low intensity tileset, with ZM's stuff.
i use the linux LNP, mostly because that way i dont have to setup DF, DFHack and twbt.That's certainly not one of my mods...Meph, any plans to make your horror mods compatable with your tileset? I just discovered it and don't want to play without it.Horror mods? You mean the Warlocks? Yeah, they are all with 32x32 sprites, fully integrated. :)
No the ones with predators, Gray's, pirates and clownsQuoteyeah i don't know whats up, i'm not seeing bed variants and they seem to be using the old sprite regardless.I'll have another look.Hey Meph!I dont' have a linux machine, but I can update the raw only version for you to port yourself. In theory the files should be the same, you just need to setup DF, dfhack and twbt.
You got an awesome tileset. I started playing DF two weeks ago and I got in love with those beautiful tiles and I'm eagerly awaiting for the steam version. The only thing that I (as a linux user) miss is an updated version of your pack :'(. The linux lazy pack has a tileset that is outdated (V3.0).https://github.com/jecowa/Meph (https://github.com/jecowa/Meph)
Any chance we could get an updated version?
Jecowa, the guy that modified your pack, has not been active since June and I have failed miserably while trying to make an updated version.
I dont' have a linux machine, but I can update the raw only version for you to port yourself. In theory the files should be the same, you just need to setup DF, dfhack and twbt.That would be amazing... so far my crude attempts to replace the files in the "data" and "raw" folders have been unsuccessful.
Gotta say I'm a fan of the textures that blend, makes it a little less minecraftyi also prefer them blending with eachother.
I downloaded this and unless I use TWBT everything is jumbled garbage.using multilevel rendering makes the game more likely to crash. set it to 0 and you'll be fine.
If I enable TWBT I just randomly crash every 10 minutes.
I am on Windows 10 64 bit wit an i7 and a Gforce 1070
Is this, therefore, just ununasable?
Can't say I'm a fan of the borders. They're a bit jarring and.. unimmersive? Instead of looking at a nice landscape it becomes more like you're just looking at blocks in a game.same here.
Just my opinion.
I seem to be getting some message about how the Corrosion mod isn't installed, but besides that, the game seems to run like normal?that's the reason why i never use a world from another version, but always have them create their own worlds.
I'm gonna try to test to see if it's an actual significant issue.
EDIT: For my first time playing, how should I configure stuff like Civilizations and Invaders? I'm not really sure what options to choose or whatnot.
DOUBLE EDIT: Turns out that I'd put a folder or two of modded Dwarf Fortress games and the Meph's Tileset launcher was detecting those, but since those weren't intended for use with Meph's Tileset, errors were showing up.
are you sure you haven't linked the workshop to a stockpile or linked the stock pile to only give to somewhere else?
also check the profile of the workshop if it limits the user
are you sure you haven't linked the workshop to a stockpile or linked the stock pile to only give to somewhere else?
also check the profile of the workshop if it limits the user
Yes I am sure.
Had some people inspect the saves and they say the mods bugged the game.
All my cloths were 6000/10000 or some such so they wouldn't be recognized.
Bug -
Orthoclase is not showing up in my masons or crafts workshops, despite having a stockpile full of it feeding both.
I had installed the graphics raw into the lazy newb pack, by dropping the contents of the zip into the pack's graphics folder.
Screenshots:
https://imgur.com/a/8ojzZYf
Entire Game Folder:
https://drive.google.com/open?id=1iqQi8qQfcJlwD9lwDz4jPDas_wLgom5F
thats a known problem if you don't use the forceredrawall=1.
it has been known since twbt's first releases.
The download keeps failing saying the File is incomplete.Tried downloading on another browser & it said the file is corrupt.
https://prnt.sc/q1z50l
Anyone have a download mirror? Or can someone upload it somewhere for me?
oh, i thought it was that those tiles failed to redraw when moving the view around.thats a known problem if you don't use the forceredrawall=1.
it has been known since twbt's first releases.
I tried "twbt redraw_all 1" and those tiles did not disappear, but I did notice a slight color change in the overall tile set. I read that the command was to fix animations for other users, but no luck on this issue. Not a big deal and isolated to those particular tiles for now, but any other advice is appreciated.
[
{
"Name":"Meph 32",
"TilesetType":"ASCII",
"ColorScheme":"DEFAULTPLUS"
},
{
"Name":"Vettlingr",
"TilesetType":"ASCII",
"ColorScheme":"DEFAULTPLUS"
}
]
Hi,what a luck it doesnt autotranslate everything though :D that's always funny when using autotranslate on french websites and the chat becomes the cat instead :D
When I try to add any other tileset (Vettlingr) to the Meph Launcher, it crashes with this exception : "path" parameter can’t be "null".
Below the full stacktrace (sorry, my OS are in French)
System.ArgumentNullException: La valeur ne peut pas être null.
Nom du paramètre : path
à System.IO.Path.GetFullPathInternal(String path)
à System.IO.Path.GetFullPath(String path)
à System.Drawing.IntSecurity.UnsafeGetFullPath(String fileName)
à System.Drawing.IntSecurity.DemandReadFileIO(String fileName)
à System.Drawing.Bitmap..ctor(String filename)
à MasterworkDwarfFortress.tilesetPreviewer.loadImage(String key, String filePath)
à MasterworkDwarfFortress.tilesetPreviewer.refreshPreview(String key, String filePath)
à MasterworkDwarfFortress.MainForm.cmbTileSets_Hover(Object sender, HoverEventArgs e)
à MasterworkDwarfFortress.hoverComboBox.OnHover(HoverEventArgs e)
à MasterworkDwarfFortress.hoverComboBox.WndProc(Message& msg)
à System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
Maybe I’ve misunderstood how to add any tileset…
I’ve put Vettlingr folder with raw and datas inside TilesetExtras\graphics (alongside Meph 32 folder), and I’ve edited the JSON file like this:Code: [Select][
{
"Name":"Meph 32",
"TilesetType":"ASCII",
"ColorScheme":"DEFAULTPLUS"
},
{
"Name":"Vettlingr",
"TilesetType":"ASCII",
"ColorScheme":"DEFAULTPLUS"
}
]
Isn’t right ?
I fixed it in DM's tileset by swapping the locations of bookcase and activity zone overrides. Overrides work on first-come-first-serve basis.You Sir are my hero of the day, I moved the ACTIVITY_ZONE entry all the way to the end of the file and boom, bookcases and farmer workshops are as they should be!
How long will it take you to port the tileset over once villains update hits?Since it requires dfhack and twbt, it's mostly up to the utility authors, no me.
Oh No!How long will it take you to port the tileset over once villains update hits?Since it requires dfhack and twbt, it's mostly up to the utility authors, no me.
I am however unavailable for modding till at least March/April. No access to my laptop or PC.
Pretty much, yeah. Only have a phone to check up on bay12 in the meantime.Oh No!How long will it take you to port the tileset over once villains update hits?Since it requires dfhack and twbt, it's mostly up to the utility authors, no me.
I am however unavailable for modding till at least March/April. No access to my laptop or PC.
are you on a hike until then?
I dragged this world in from PYLNP as I didn't want to start my fort over.You need to generate a new world for the tileset to work correctly. If TWBT still causes issues, enter "twbt redraw_all 0" into the dfhack window. Also remember that "quicksave" or ctrl+s saves your game. I use it a lot.
Just letting you know that I'm in the process of merging this with the latest version of the Revised mod.Oh, that's cool. :)
Pretty much, yeah. Only have a phone to check up on bay12 in the meantime.Oh No!How long will it take you to port the tileset over once villains update hits?Since it requires dfhack and twbt, it's mostly up to the utility authors, no me.
I am however unavailable for modding till at least March/April. No access to my laptop or PC.
are you on a hike until then?
nice! have fun man! i went hiking with a friend on new years and the last two years we went hiking and even camping on new years too.
but this year's been low for me, so we started with just a day-trip.
ps. when are you going to update this awesome tileset to the newest build of the game?
(...)never looked back at my old starter tileset.(...)
[OVERRIDE:246:B:WORKSHOP_KITCHEN:Workshop::_MDF_overrides_5:126:16] # ÷ (barrel)
[OVERRIDE:176:B:WORKSHOP_KITCHEN:Workshop::_MDF_overrides_5:127:16] # ░ (countertop)
[OVERRIDE:236:B:WORKSHOP_KITCHEN:Workshop::_MDF_overrides_5:142:16] # ∞ (meat slab)
[OVERRIDE:59:B:WORKSHOP_KITCHEN:Workshop::_MDF_overrides_5:143:16] # ; (maybe a fish or meat hook)
[OVERRIDE:47:B:WORKSHOP_KITCHEN:Workshop::_MDF_overrides_0:79]16 # / (animation)
[OVERRIDE:92:B:WORKSHOP_KITCHEN:Workshop::_MDF_overrides_0:111]16 # \ (animation)
[OVERRIDE:45:B:WORKSHOP_KITCHEN:Workshop::_MDF_overrides_0:111]16 # - (animation)
[OVERRIDE:78:B:WORKSHOP_KITCHEN:Workshop::_MDF_overrides_0:79]16 # N ?
[OVERRIDE:40:B:WORKSHOP_KITCHEN:Workshop::_MDF_overrides_0:79]16 # ( ?
It's very different. Masterwork DF has probably the 0.1 version of this tileset. I never got around merging them, because steam came along and I knew it would be outdated once that hits.
New caverns looks very cool. Bright colors create a great atmosphere.Done.
p.S. Update my dwarves and goblins)
And... wow! Just saw the changes you did to the constructions, furniture, etc. Every time you do stuff like that, I wonder why I made sprites in the first place. :D
Now I understand what you meant about the missing -top file for the _variety.png.
Hi Meph,
I love your launcher and sprites, but I have some problems:
1) it crashes quite often
2) Sprites are replaced with running guy sprite
3) Sometimes, as I travel through the world, the sprites will just randomly switch places - grass becomes gray rock sprite etc. Tiles got their sprites changed to random ones and they flicker as I move.
Is there any log I can send you to debug that? The luncher's version is 5.4
UPDATE!
Download: Meph Tileset V5.5 for 47.04 (http://dffd.bay12games.com/file.php?id=13407)
You can support the tileset on Patreon (https://www.patreon.com/meph) or as a one-time donation on Paypal (https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=ZTPEFV6LCDDAJ).
This version updates the tileset to DF.47.04, aka the newest villains release. :)
The new altar and die use these sprites:
(https://i.imgur.com/6vZWfMO.png)
I also incorporated the updated Revised Mod by Taffer, which Datura released in my absence. Thank you!
(Edit: Fixed a little TWBT error, if your start menu looked a bit scrambled: It's fine now. ;) )
ok so i have a two Packs the meph tileset V5.5 47.04 (but when i open the game bottom right it said 47.03) and the Caveat emptor pack (which have the 47.04) should i put the raws or file from the meph tileset to the Caveat epmtor pack to play dwarf fortress 47.04 with the meph launcher and the mods in it? im not really good at english cause im asian
I cannot load saves from vanilla 47.04.. the folder is ignored
It's very cool but... why the hell there is no official verisons of new TWBT and DF hack?
I cannot load saves from vanilla 47.04.. the folder is ignored
I don't think you can load saves from a new version of Dwarf Fortress in an older version. And for the Meph pack you might want to create a new save file anyway so you can take advantage of all its features (e.g. decorative workshops).
Changed the title.I cannot load saves from vanilla 47.04.. the folder is ignored
I don't think you can load saves from a new version of Dwarf Fortress in an older version. And for the Meph pack you might want to create a new save file anyway so you can take advantage of all its features (e.g. decorative workshops).
the problem is that the title and OP state "47.04" and its not...
Is there supposed to be no sound? Because i remember playing a previous version of this with sound but that might have been with soundsense enabled.
Can someone compile a full pack for me with the 47.04 and appropriate DFHack and TWBT versions? Knowing my luck I'll break something and then spend an eternity wondering why it isn't working.+1
Ok so should I go the default skill level or should I erased the added skill?Their defaults appear perfectly functional.
I think it's the newly introduced no_eat races crash worldgen bug.
Sorry guys, I'm a bit slow atm, lots of steam df stuff happening. :)
I think it's the newly introduced no_eat races crash worldgen bug.
Sorry guys, I'm a bit slow atm, lots of steam df stuff happening. :)
[OVERRIDE:1:I:CORPSE:CORPSE::_MDF_overrides_13:R:8:152:153:154:155:156:157:158:159:16] #dwemer based on humanoid one
Gday, love the work. Feel guilty for asking but is there any way to turn off boxed capitalization in the written text? Just strainsSure. Just open the launcher, there are about 2 dozen font to pick from. :)
my eyes a touch. Cheers
When you update it to 47.04? There are already nightly builds for DFHack that supports .04 and there's TWBT for that as well, as shown earlier in the thread.When dfhack officially updates.
Do you have animations on? That's usually the culprit.they were disabled, appreciate the info
You can disable all extra content in the launcher, the mods tab has a button. Oddly most are linked to the Decorational workshop button. :)Will try disabling decorations in the additions tab, strange if its causing me problems haha! I'll consider disabling the extra bugfixes if problems persist.
Mostly, yeah. Their armies and ambushes still need to travel across the worldmap, which means there might be fewer attacks or they take longer to arrive.
You can up their natural combat skills and give them better materials if you want more of a challenge.
I'm unable to run `exportlegends` on this version of DF. It freezes on the step `Exporting: Extra legends_plus xml` every time. Does anyone know if that's a current DF-Hack / script error or if it's something to do with the additions in this pack?
I'm unable to run `exportlegends` on this version of DF. It freezes on the step `Exporting: Extra legends_plus xml` every time. Does anyone know if that's a current DF-Hack / script error or if it's something to do with the additions in this pack?
That's a dfhack problem. I'm sure they'll get around to ironing it and issues like it out.
I'm unable to run `exportlegends` on this version of DF. It freezes on the step `Exporting: Extra legends_plus xml` every time. Does anyone know if that's a current DF-Hack / script error or if it's something to do with the additions in this pack?
That's a dfhack problem. I'm sure they'll get around to ironing it and issues like it out.
exportlegends is fixed in the latest dfhack alphas. You can either update the dfhack locally or wait for a new pack to be built.
The error log has nothing to do with the crash; your minecarts are safe. I can't say what caused it, usually twbt in some form. Quicksave often, maybe turn down the animations (if on).Thanks you for replying.
Sand is certainly not supposed to be pink. Did you add or change any inorganics, or use an older save with this version?
From looking at the other sands, I'm guessing all those display_color numbers need to be increased by one.-.- Not just sands, it would affect everything that uses any of the twbt color values.
It changes the word for Festival from "Korsid" to "Seshothud". It changes the word for Dagger from "Urist" to "Tith".Now I'm not embarrassed at all. :/ How did that happen, I hope that's not from the Taffers Revised or Modest Mod.
I'm getting lots of long, unwieldy, triple compound and multiple hyphenated names. I've not played the vanilla version of 47 yet but I've never seen this in previous versions. I'm getting last names like:Could you please open your error log and see if there is any mention of DUPLICATE entries for your raws?
Peach-Faced-Lovebird-Personknitting
Polargila-Monster-person
Motivatormasked-lovebirds
Floor-fungusbraises
Great-Horned-Owldots
Kernelskunk-people
Swaggeredpanda-person
Death-wishbilked
Nookdunghills
Salmongreat-barracuda
Deltagreat-Horned-Owls
Bone-Opalkobold-Bulb
Midnight-Bluegold-Opals
Bandfire-Opalsnuffle
Eggplant-fruitarches
Is this a change to vanilla that is making these names?
Could you please open your error log and see if there is any mention of DUPLICATE entries for your raws?
Strange. I'll have a closer look.Could you please open your error log and see if there is any mention of DUPLICATE entries for your raws?
in the "Dwarf Fortress"/errorlog.txt I have no mention of DUPLICATE.
Can I change Civs settings in existing save? I want to try another "caravans" options for dwarfs and "AI" for goblins. And can I disable bugfix mod without corrapting a save?You can, but you have to do it manually in data/save/regionX in the entity files. The launcher doesn't alter saves.
046 . Text, rough floors, various stones*, unexplored underground, various grasses*
Got it to work now. Thank you so much!Quote046 . Text, rough floors, various stones*, unexplored underground, various grasses*
Basically, TWBT sees there's upright weapon building on the tile, and that the tile has rough floor tile - it has no way to tell what the tile actually represents, just to detect what tile is visible and what what terrain/item/building is on tile.
Retracted upright spikes in vanilla disappear completely, displaying the floor tile beneath (46 in case of rough floors).
So the line is basically telling TWBT to display the override image for retracted spikes whenever they're not displaying the spear/spike but the rough floor below.
Is there any way for me to remove the additional dog breeds? The sprites are nice, but I don't like the clutter. I'd rather just have plain old dogs like vanilla.
Hello, is possible to use this tileset without TWBT? I use Adv Fort, that isn't compatible with TWBT.
Hello, is possible to use this tileset without TWBT? I use Adv Fort, that isn't compatible with TWBT.
Heyo, took me forever to realized this is out. Glad its around and love using it.Either DFhack or TWBT is not running correctly or your save needs the raws from the pack.
But when I keep downloading the recent download for 47.03, none of the stone overrides and workshop overrides go through at all. So I've been getting weird stone wall textures like stone wall that looks like armor and granite looking like grass. Any idea why that's happening?
Note: I've tried turned off decorations, but that didn't seem to change anything...
Either DFhack or TWBT is not running correctly or your save needs the raws from the pack.As I can tell by getting this every time I try redownloading the tileset entirely and dfhack working fine without it. I'm assuming it has something to do with TWBT not processing it correctly. Any ideas on how to fix that or is that something to discuss on TWBT rather then here?
You could post a screenshot and maybe I can figure it out. TWBT not working shows mostly on the furniture and assets that have a hardcoded tile, if those are still overridden, it's a problem in your save.Either DFhack or TWBT is not running correctly or your save needs the raws from the pack.As I can tell by getting this every time I try redownloading the tileset entirely and dfhack working fine without it. I'm assuming it has something to do with TWBT not processing it correctly. Any ideas on how to fix that or is that something to discuss on TWBT rather then here?
You could post a screenshot and maybe I can figure it out. TWBT not working shows mostly on the furniture and assets that have a hardcoded tile, if those are still overridden, it's a problem in your save.
If you are on a new embark, using the Meph raws, and it is not showing things correctly. it is either DFhack acting up or TWBT.
If it is DFhack, you'll notice that there is no "DFhack" title in the title screen
If it is TWBT, the text in the titlescreen will not load and be replaced by sprites. Mostly fish sprites if I remember correctly.
If you are trying to port a save from another version of DF with another or the same version of Mephs or another Tileset, You will have to make sure the raws are updated correctly, I am not sure how to do it for mephs tileset, but I think it is not the easiest thing to do.
Anyway, If you send me a screencap, I can probably work out your issue. :)
Ok, Ill do that and post a screencap cause its messing with my head. Its like TWBT or dfhack hates me more then anything else. xdSpoiler (click to show/hide)
[TILESET:_Meph_decorations_3.png:_Meph_decorations_3.png:_MDF_overrides_6]
Ok, Ill do that and post a screencap cause its messing with my head. Its like TWBT or dfhack hates me more then anything else. xdSpoiler (click to show/hide)
It looks like there's a problem with your /data/init/overrides.txt file. You might check that file and make sure this line exists:Code: [Select][TILESET:_Meph_decorations_3.png:_Meph_decorations_3.png:_MDF_overrides_6]
It needs to be that and only that on the line.
[TILESET:_MDF_decorations_3.png:_MDF_decorations_3.png:_MDF_overrides_6]
I'm unable to run `exportlegends` on this version of DF. It freezes on the step `Exporting: Extra legends_plus xml` every time. Does anyone know if that's a current DF-Hack / script error or if it's something to do with the additions in this pack?
That's a dfhack problem. I'm sure they'll get around to ironing it and issues like it out.
exportlegends is fixed in the latest dfhack alphas. You can either update the dfhack locally or wait for a new pack to be built.
I tried again and this time just let it run indefinitely and it did actually work. It was just a very long process like 30+ minutes on that step.
are there any plans on updating it to 47.04? There are frequent unfixable loyality cascade problems with this 47.03...
0.47.04-r1 is up! (https://github.com/DFHack/dfhack/releases/tag/0.47.04-r1)
Sorry everyone, I'm a bit focused on the Steam tileset at the moment.
I had the same issue and learned that its the ORDER inside the override fileMaybe it helps?
Best solution: locate the activity zone entry that sepcifies the zones (not the bookcases) and move it ALL THE WAY to the end of the file. TWBT will the find the bookcase first and draw this tile instead of the zone tile.
The line you are looking for:
[OVERRIDE:240:B:ACTIVITY_ZONE:::_MDF_overrides_5:238] i:zone
I just had a delicious banana apple spinach smoothie and delightful 4h of sleep.
Am I doing this right? ^^
@sotiweastral: Searching for "bookcase" in this thread brings up this:I had the same issue and learned that its the ORDER inside the override fileMaybe it helps?
Best solution: locate the activity zone entry that sepcifies the zones (not the bookcases) and move it ALL THE WAY to the end of the file. TWBT will the find the bookcase first and draw this tile instead of the zone tile.
The line you are looking for:
[OVERRIDE:240:B:ACTIVITY_ZONE:::_MDF_overrides_5:238] i:zone
So this happened:I have to repeat - is snow supposed to look like rock in Meph's Tileset?
(https://i.ibb.co/tJw9Qqc/fortress.png) (https://ibb.co/NygMt9p)
This rocky terrain is actually snow.
Also some of the actually snowy tiles disappear and sometimes reappear if I hover over them with the cursor (the yellow X, not the mouse cursor).
Fresh install, fresh world. Anyone experiencing the same issue?
I have to repeat - is snow supposed to look like rock in Meph's Tileset?that snow in the picture looks perfectly fine to me.
Packs maintained:Obviously you will have a more basic look without TWBT.
Afro (Spacefox fork) (http://dffd.wimbli.com/file.php?id=9137)
CLA (http://www.bay12forums.com/smf/index.php?topic=105376.0)
Duerer (http://www.bay12forums.com/smf/index.php?topic=142083.0)
Gemset (http://www.bay12forums.com/smf/index.php?topic=150753.0)
Grim Fortress (http://www.bay12forums.com/smf/index.php?topic=122421.0)
Ironhand (http://www.bay12forums.com/smf/index.php?topic=122400.0)
JollyBastion (http://www.bay12forums.com/smf/index.php?topic=104261.0)
Mayday (http://www.bay12forums.com/smf/index.php?topic=137370.0)
Obsidian (http://www.bay12forums.com/smf/index.php?topic=126934.0)
Phoebus (http://www.bay12forums.com/smf/index.php?topic=137096.0)
Shizzle (http://dffd.wimbli.com/file.php?id=7205)
Spacefox/LeoCean (http://www.bay12forums.com/smf/index.php?topic=129219.120)
Taffer (http://www.bay12forums.com/smf/index.php?topic=107924.0)
Tergel (http://www.bay12forums.com/smf/index.php?topic=145802.0)
Wanderlust (http://www.bay12forums.com/smf/index.php?topic=145362.0)
Because the author is working on the steam tileset and its really no big issue to update DF inside this pack yourself. Just download the latest Starter Pack (http://www.bay12forums.com/smf/index.php?topic=126076.0) and replace all folders inside the DF folder of this pack with the dwarf fortress folder of the starter pack. just leave out the art, init and raw folder as these contain the tileset information. from the starter pack you get the latest TWBT build and dfhack. You can also update the Utilities (to get the latest dwarf therapist for example) either with the content of the starter pack or with the tools directly from the 3rd party tools page.
Edit: oh and don't overwrite the dfhack.init files, they are needed as well for the migration stuff.
I would give you mine but I extended Meph with gunmod and warlock. Give me a few minutes I will prepare an inofficial one. Hope Meph does not mind...
Done and tested: https://dffd.bay12games.com/file.php?id=15145
Have you tried a different tileset and are those other tilesets displaying the world map properly?
Also, does downloading a fresh DF LNP, and generating a world with the Meph tileset still have this issue?
If not, then try copying your whole region1 folder into the save folder of the fresh install.
It does look like something in your save folder for sure. I don't know what it might be though. At least you've narrowed down the effect to certain world tile types. I would just struggle to read the world map for the next few embarks or so until you want to generate a new world (as long as the in game tiles are still good of course), then make one with a fresh install where it's all good.
Edit: You might be able to take the seed values of your region1 world and recreate it if you're only 1 embark in, and had big long term plans for the world.
Edit 2: This is very strange, but I just checked and my world map with the Meph+Vordak (lite) tileset is messed up in the exact same way as yours is now. I did not see that coming lol.Spoiler: World Map (click to show/hide)
I can at least confirm in my case that I do nothing fancy with the game. I use just what's including in the LNP and nothing else. And within the LNP, I only use Dwarf Therapist and DFHack. DFHack just for the savestock / loadstock function, plus whatever it does in the background. The only thing that changed with my computer was I re-downloaded a game from the steam client. Perplexing indeed.
@Dwarf_Fever:
The problem lies in the overrides.txt file.
Locate the following line in the <DF_ROOT>\data\init\overrides.txt:
[OVERRIDE:240:B:ACTIVITY_ZONE:::_MDF_overrides_5:238] i:zone
and move it all the way to the end of the overrides.txt file. This way bookcases are shown as actual bookcases rather than zones :)
If you are talking about 0.47.04-r2 for DFHack then I can't help you as I am not aware of a valid TWBT release for this version. If r1 is enough for you then here you go:
https://dffd.bay12games.com/file.php?id=15145
EDIT: I just realized the new TWBT is part of the nazy newb pack. I updated my unoffical release accordingly.
Thanks
I was able to reproduce the crash with your save by loading and scrolling up. The game CTDs immediately. From what I can see there are only 4 things that are shown there, a dwarf hauling something, hamster vermin and a dog. Once unpaused also a bunch of flies appear. I ported your game to a -r1 release of Meph's I did a while back and the same game works perfectly fine there. No CTDs when scrolling around. For me its clear that this is a TWBT bug, something messes with the graphics it needs to draw and crashes in the latest build of the plugin.
You can load an older release of the Meph pack using -r1 of dfhack and twbt, there it seems to run. Meanwhile, I will try the latest stable build of dfhack to see if they changed anything.
Update:
I tried moving to DFHack -r3 using the same twbt pulgin but the crash remains, seems to be inherit to the twbt update. I will now try moving twbt from r1 up
Update 2:
Moving -r1 up to -r2 and even -r3 works, please use this file https://dffd.bay12games.com/file.php?id=15244 and store it in Meph Tileset V5.5 - 47.04\Dwarf Fortress\hack\plugins\, Meph Tileset V5.5 - 47.04\Dwarf Fortress\hack\plugins\twbt\ and Meph Tileset V5.5 - 47.04\Dwarf Fortress\hack\plugins\original\
You will get a warning message when starting the game saying the version was not compiled for this dfhack version but it seems to work just fine.
@ Oin:
Please try to use the latest version of this pack https://dffd.bay12games.com/file.php?id=15145
I updated it to 0.47.04 with the latest DFHack.
Please use this version here: https://dffd.bay12games.com/file.php?id=15145
I don't know how to fix those problems. I'm not trying to steer you away, but maybe you could try the newest DF version 0.47.04 and use the starter pack in the meantime to get going with the game while those problems get worked out. http://www.bay12forums.com/smf/index.php?topic=126076
This is strange cause the dfhack log says TWBT got loaded and transparency activated. So the only explanation I have as to why you still see the wrong grahpics is that your overrides file is wrong but if you downloaded the file at the link I provided this is impossible, I tried a fresh download just to confirm and everything worked fine. Did you maybe mix installations and copied over the file provided over an already existing installation? Or mixed LNP and Meph's? Did you use any additional settings in the launcher?
Random crashes can occur and are not necessarily related to the tileset but may also come from the TWBT plugin itself. Even the barebones version has a lot of graphics files and a long list of overrides TWBT seems to struggle with sometimes. The settings for redraw all and transparency are not really helping on this matter either. You could try activating the redraw_all in the dfhack.init file that comes with the barebone version or remove all the special "material" versions from the overrides to trim it a little down, this might help stability. also reducing the window size (visible tiles on screen) may help but unfortunately I have no magic answer that makes the tileset completely stable.No?
I can only wish we will get something like this in DF, maybe, one day.
Honestly I did not report it to TWBT because I'm not of the opinion that it's activly maintained but rather just recompiled with the latest DFHACK version so the version check passes again. If you want to report it please be my guest, I am not 100% if its really "just" TWBT or a combination of the sheer amount of overrides Meph put in his tileset and the way TWBT handles them.
Honestly I did not report it to TWBT because I'm not of the opinion that it's activly maintained but rather just recompiled with the latest DFHACK version so the version check passes again. If you want to report it please be my guest, I am not 100% if its really "just" TWBT or a combination of the sheer amount of overrides Meph put in his tileset and the way TWBT handles them.
Seems to be the case... now that we know it's definitely Meph's tileset causing it, how to debug it, I wonder?
Honestly I did not report it to TWBT because I'm not of the opinion that it's activly maintained but rather just recompiled with the latest DFHACK version so the version check passes again. If you want to report it please be my guest, I am not 100% if its really "just" TWBT or a combination of the sheer amount of overrides Meph put in his tileset and the way TWBT handles them.
Seems to be the case... now that we know it's definitely Meph's tileset causing it, how to debug it, I wonder?
I tend to disagree as the old TWBT version works with Meph's tileset without crash and the new version does crash it must be TWBT that changed.
Honestly I did not report it to TWBT because I'm not of the opinion that it's activly maintained but rather just recompiled with the latest DFHACK version so the version check passes again. If you want to report it please be my guest, I am not 100% if its really "just" TWBT or a combination of the sheer amount of overrides Meph put in his tileset and the way TWBT handles them.
Seems to be the case... now that we know it's definitely Meph's tileset causing it, how to debug it, I wonder?
I tend to disagree as the old TWBT version works with Meph's tileset without crash and the new version does crash it must be TWBT that changed.
That was discussed here: https://github.com/thurin/df-twbt/commit/1463d16b3642c2c5b88cb5b7d909a8f3b3f70350
The conclusion they came to is that the fault lies with the Meph Tileset.
Does anyone know if that's a probability any time soon?Meph is busy drawing art for the DF Steam/itch.io release, so probably not until that is done.
I'd give them out like candy. :PNah just call us beta testers. I'll submit bug reports when I find something.
But I think Kitfox would mind.
Its not a far stretch to come to the idea that someone would buy the Steam version, rip the tileset out of it and hack some of the tiles together to make a mod for the classic version.This specifically is illegal and has been mentioned many times by Kitfox.
The dwarves are still mostly from the official tileset, but this would be a first test look into the Meph tileset for the future DF. It's just imported sprites from the current tileset. Since I learned a lot working on the Steam release and it offers a lot more options, I can probably increase the quality by quite a bit.
I kinda want to make a new thread, just to show other tileset authors how to set up the spritesheets and what's new, but I don't know how much of this will change till the release. If there is interest for it, for sure.Spoiler: screenshot (click to show/hide)Spoiler: screenshot (click to show/hide)
I know you guys are joking, but I'm in a bit of an ethical dilemma.
One the one hand, I'm one of the few people with access to the Steam version and I know exactly how it works. I have an unfair advantage over every other tileset maker. On the other hand, we (the bay12 community that doesn't buy the game on Steam) will need some form of tileset that uses the new updates. Usually authors borrow from another when they make a new tileset, but in this case the only one in existance would be the official Steam tileset, which can't be borrowed from for the free, classic DF release. And the tileset easily has 10k sprites, it's no longer 256 + creatures. Not many people will have time to create something that large.
I feel like I'm booting out other tileset authors. It's MasterworkDF all over again, back when it was popular.
In addition to that I'd be directly competing with Toady. If he releases the game with a 32x tileset for $20 on Steam, and I release a 32x tileset at the same time for Classic DF for $0, that's controversial to say the least.
On the other hand, we (the bay12 community that doesn't buy the game on Steam) will need some form of tileset that uses the new updates.
It's not a requirement, but likely the way graphics will work is going to change, which means there won't be any day 1 graphical sets when the new release hits (depending on how much info tileset makers get before the release). And of course, nothing will be anywhere near the complexity of Steam set for a long time except Mephset.On the other hand, we (the bay12 community that doesn't buy the game on Steam) will need some form of tileset that uses the new updates.
Is it a requirement to have a free graphics pack to make the game work with the new UI? If there's anything that the game absolutely requires, maybe those parts of the graphics should be included? But I'm guessing that it can probably fallback on "ASCII"-style graphics.
As usual, I'm far behind the times here. From reading the recent comments here, it sounds like the ASCII UI is going away after the Steam release?The UI is going away yes. Being replaced with something more user friendly and mouse controlled (or with keyboard shortcuts for those who prefer not to use a mouse)
Its anyway going to be hard to choose. On the one hand, the new skin looks beautiful, on the other hand though I am going to miss DFHack and all its bugfixes and enhancements...Why would DFHack not work in the premium DF?
Its anyway going to be hard to choose. On the one hand, the new skin looks beautiful, on the other hand though I am going to miss DFHack and all its bugfixes and enhancements...Why would DFHack not work in the premium DF?
There's been no indication that that will change.
[OVERRIDE:253:I:ANY:::_MDF_overrides_13:162:16:::CREATURE_MAT:POND_TURTLE:SHELL] bodyparts
[OVERRIDE:253:I:CORPSEPIECE:CORPSEPIECE::_MDF_overrides_13:R:8:32:33:34:35:36:37:38:39:16] bodyparts
So about 25% might be interested, and anyone who wants prettier screenshots...If Steam enables smooth switching between tilesets with no accidental messing up of custom raws, init files or keybindings, I'll certainly give 64x tilesets a try even if they're too big to be practical in the long-term. Nice to shake things up a bit every so often.
The question is, how many people could actually need/use something like that? It works fine on 3840x2160, but that seems a bit rare.I would use it. It looks great.
So about 25% might be interested, and anyone who wants prettier screenshots...If Steam enables smooth switching between tilesets with no accidental messing up of custom raws, init files or keybindings, I'll certainly give 64x tilesets a try even if they're too big to be practical in the long-term. Nice to shake things up a bit every so often.
The zoom commands are vanilla. Lazy Noob Packs will often add an easier keybind for zooming (left and right brackets). And then it's F10 to reset the zoom to pixel-perfect.
It looks like real life Bismuth is kind of rainbow colored.If I add a specific bar sprite just for bismuth and use the _top.png, I could give it a preset coloration that looks full on rainbow. ;)
disable mousequery
Yeah, it really should use [STATE_COLOR:ALL_SOLID:CHOCOLATE] or similar to do this, rather than messing with the display color.
Hi! First of all, thanks for your work, the tileset is amazing.Both of those are limitations of the dfhack plugin TWBT. Only way to fix it is to wait for future SteamDF releases, where I can make a tileset without TWBT.
I have a couple questions: is there a way I can zoom out without having the game to become "blurry"?
Also, is it normale some sprites (like some dwarfs or animals) are on a black background instead of "merging" with the actual background?
Both of those are limitations of the dfhack plugin TWBT. Only way to fix it is to wait for future SteamDF releases, where I can make a tileset without TWBT.Uh, I see. I can't wait to play the steam game then 😄 keep up the good work
I changed now (in my personal version, not the official one)
SAND_TAN to 200,
SAND_YELLOW to 144,
SAND_WHITE to 178,
SAND_BLACK to 201 and
SAND_RED to 191
and it looks brilliant :) many thanks for your color table!
[INORGANIC:SAND_YELLOW]
[USE_MATERIAL_TEMPLATE:SOIL_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:yellow sand][DISPLAY_COLOR:145:7:0]158:7:0[TILE:141]
[SOIL][AQUIFER][SOIL_SAND]
[SOLID_DENSITY:1710] SCS = 90/5/5
toI can share the files as I currently use them but beware, there are a few changes (like platinum being able to be turned into thread) as I modified the game in addition. But you can extract the color information.
https://ufile.io/ktiuxqbz
Having been annoyed by the imperfect version of this tileset provided by the Newb Pack, I downloaded the latest Meph launcher.
I encountered a few...surprises when starting a new game:
-the embark screen is cluttered up with 20 different breeds of dogs (making menu navigation a pain),
-gold is a weapons-grade metal,
-sheep-leather is now...sheep fur?
I thought this was just a graphics set, but apparently there are some mods installed by default?
Any way to fix these changes? Any other surprises I should be aware of? I'd been hoping to just play a normal game, but be able to enjoy Meph's graphics in their full beautiful glory.
Other question related to the mod: My materials list is littered with entries like "NSEW Table", but I was sure I'd turned decorations off. Is there any way to fix this in my current save? I'd hate to lose it to raws corruption, but it also makes "cut gem" orders very annoying.
As for the updates I would suggest posting this in the official tileset subforum as a feature suggestion, I am sure Meph will see it and react to it there.
I'm not here as often as previously, still waiting like everyone else for the Steam release. If I would have known from the start how long it would be, I would have updated the tileset and mod more often ^^
If you do I can compile a alternate version of the pack and add it to the download. I would love to see the new version you came up withYou may find it interesting to include something like this too.
Vettlingr I did answer your PM, but just be very clear: You are absolutely correct, I do use Denzis bones and nice bone-color-palettes that I found online. Both of which are free to be used according to their license. In my own, free, non-commercial tileset.It is an impossibility that all are free-to-distribute licenses, maybe these two are, but I have looked over others which I know are not.
Also I know that you didn't draw anything yourself in your tileset, everything is ripped, stripped or jumbled/mishmashed together.
If Everything is from free licenses and nothing is original content:
It is not your work and it is not your tileset.
You can even claim it so don't even try
The Meph tileset is the first graphical 32x32 tileset for Dwarf Fortress. It was born from my research about tilesets, finding old, abandoned 24x and 32x sprites by Dibujor and Obsidian Soul, both inactive since 2015. I thought that their sprites are too good to waste and started with them as a basis for a new tileset.
This tileset also uses some of Utkonos 24x creatures sprites for monsters, upscaled and smoothed to 32x, and a few of Dorens 24x machinery tiles. Thank you both! About 600 of the creatures are newly done in 32x. Vordak was so kind to make a new dwarf-spritesheet for this set, which is now included as well.
I made only about half the sprites myself, the other half I took from open-source/creative-commons material. The largest credit deserves Denzi.
Original artwork by:QuoteCopyright/Attribution Notice:
DENZI部屋のドット絵フリー素材は、クリエイティブ・コモンズ・ライセンス (http://www3.wind.ne.jp/DENZI/diary/) に基づいて公開しています。 (CC-by SA 表示-継承) https://creativecommons.org/licenses/by-sa/3.0/ --- Medicine's crappy translation: "DENZI Room's pixel art (published at http://www3.wind.ne.jp/DENZI/diary/) is free material under the Creative Commons license (CC-BY-SA attribution, share alike) https://creativecommons.org/licenses/by-sa/3.0/"QuoteOpenGameArt.orgQuotewww.spriters-resource.comQuoteStormbolts Angband Creature SetQuoteStephen "Redshrike" ChallenerQuoteJorge BF @ jbfproject
Wow, I will definetly! Thanks!For the time being, i prohibit any of my content or derived content to be used with this mismatched "compilation" of tiles.
It's entirely possible that I missed giving credit to some sprites, because there are a lot, but usually I'm quite clear about where I got the sprites from.
The quote myself from the opening post:QuoteThe Meph tileset is the first graphical 32x32 tileset for Dwarf Fortress. It was born from my research about tilesets, finding old, abandoned 24x and 32x sprites by Dibujor and Obsidian Soul, both inactive since 2015. I thought that their sprites are too good to waste and started with them as a basis for a new tileset.
This tileset also uses some of Utkonos 24x creatures sprites for monsters, upscaled and smoothed to 32x, and a few of Dorens 24x machinery tiles. Thank you both! About 600 of the creatures are newly done in 32x. Vordak was so kind to make a new dwarf-spritesheet for this set, which is now included as well.
Or this one:I made only about half the sprites myself, the other half I took from open-source/creative-commons material. The largest credit deserves Denzi.
Original artwork by:QuoteCopyright/Attribution Notice:
DENZI部屋のドット絵フリー素材は、クリエイティブ・コモンズ・ライセンス (http://www3.wind.ne.jp/DENZI/diary/) に基づいて公開しています。 (CC-by SA 表示-継承) https://creativecommons.org/licenses/by-sa/3.0/ --- Medicine's crappy translation: "DENZI Room's pixel art (published at http://www3.wind.ne.jp/DENZI/diary/) is free material under the Creative Commons license (CC-BY-SA attribution, share alike) https://creativecommons.org/licenses/by-sa/3.0/"QuoteOpenGameArt.orgQuotewww.spriters-resource.comQuoteStormbolts Angband Creature SetQuoteStephen "Redshrike" ChallenerQuoteJorge BF @ jbfproject
but usually I'm quite clear about where I got the sprites from.You got me fooled, most of reddit fooled and seems like you got toady and kitfox fooled too
You are a developer, you have to be more professional than this!No, I'm not. I'm a random dude who made some mods and hacked together sprites to work with TWBT in my free time.
Edit: Hope you are happier now.No, I am not happy. The only thing that would make me happy is if I didn't have to do any of this in the first place.
Edit: Hope you are happier now.No, I am not happy. The only thing that would make me happy is if I didn't have to do any of this in the first place.
Good, wallow in misery.Edit: Hope you are happier now.No, I am not happy. The only thing that would make me happy is if I didn't have to do any of this in the first place.
Good, wallow in misery.Edit: Hope you are happier now.No, I am not happy. The only thing that would make me happy is if I didn't have to do any of this in the first place.
There was a way to handle this with a good outcome, several. You decided to take the destructive route here over a hobby mod release not having perfect attribution. Meph has been straightforward and upfront about it's status and has shown nothing but good faith.
Enjoy the scorn of the community.
Vettlingr,That because my tileset does not use textures with a non-redistribution license behind a 25$ paywall. such as the ones meph must have procured from Celianna. Its proof he did swipe sprites outside of any creative commons too
Some sprites may not be properly accredited. I honestly don't know what the referencing standards for this are, though by looking at your own tileset I see very little difference. Such is the state of free fan creations in general. You have obviously looked into where many of this came from, but instead of using the information to provide credit and improve this tileset, you have instead focused on the possibility some aren't licenced for this use, yet have provided no evidence regarding this.
I was thinking, the really significant part of the Meph Tileset isn't necessarily the artwork that can't be used, but the underlying code. Could the pack be remade with the same code, but clean art?
What parts of it?
this tileset removed for the momentIt's not for the moment as far as I'm concerned. Me from today and me from several years ago wouldn't do things the same way. If I were to recreate this tileset, it would be from scratch. Like I did when I redid MasterworkDF from scratch when DF migrated from v.34.11.
Good, wallow in misery.Edit: Hope you are happier now.No, I am not happy. The only thing that would make me happy is if I didn't have to do any of this in the first place.
There was a way to handle this with a good outcome, several. You decided to take the destructive route here over a hobby mod release not having perfect attribution. Meph has been straightforward and upfront about it's status and has shown nothing but good faith.
Enjoy the scorn of the community.
Good, wallow in misery.Edit: Hope you are happier now.No, I am not happy. The only thing that would make me happy is if I didn't have to do any of this in the first place.
There was a way to handle this with a good outcome, several. You decided to take the destructive route here over a hobby mod release not having perfect attribution. Meph has been straightforward and upfront about it's status and has shown nothing but good faith.
Enjoy the scorn of the community.
Yeah, really. What a douche. This is non-commercial usage.
Anevis/CaynezAnevis! I did ask and got permission from them for the armor/weapon sets. May 16, 2018, on Deviantart. I first posted a mock-up with them here, and after it worked, approached them: http://www.bay12forums.com/smf/index.php?topic=161047.msg7752332;topicseen#msg7752332 Though I never did send them another message after that first one, since I only made a deviantart account to write them once.
- Armors and weapons
Credits: The flux walls, just like to upcoming obsidian walls, are from Blizzards Warcraft Il. All rights reserved. I hope they don't mind me using these 23 year old sprites, since I do love Warcraft Il and its style.
I'll throw in a few parting words:... Thanks... I guess? I mean, thank you, it's clear that you are much calmer now and not as super confrontational as a few days ago. I just never took licencing seriously, hence why nothing I created for DF over the roughly 2000h of work and 9 years of time, is behind a paywall; and why all my mods are free to be used and taken apart by anyone. I couldn't fathom why it would be bad to take stuff from Google or opengameart. After all, they were images that anyone can access and download; and this is a mod that anyone can access and download. At the beginning I didn't think any further than that.
Meph, you are great at raw editing, modding and all that. I am ever thankful and grateful for all your help, advice and tricks you've taught me. But god I wish you could credit properly and consistently! You have lots of things to be proud of that are way more significant than being a tileset 'genius', you've been all over the world, and experienced more than most people would do in a lifetime. That being said, I'm still incredibly confounded to what to make out of all of this.
That, plus the near 100k downloads/5years without anyone caring about the sprites used. Like I said in a post earlier, it never occured to me that it's a big deal, I thought that it technically exists but is not enforced or cared about much, like jaywalking. This is not intended as an excuse, just an explanation that might help you understand my point of view.Five years ago, that viewpoint was more true than it is today, and five years prior it was more true still. The world changes as we get older, and the internet is changing too.
That because my tileset does not use textures with a non-redistribution license behind a 25$ paywall. such as the ones meph must have procured from Aurora R. Its proof he did swipe sprites outside of any creative commons too
Full license:
"Can only be used in RPG Maker VX and RPG Maker VX Ace, and in NO other game engine. Can not be redistributed or sold as-is. Can be edited however you want. Edits cannot be redistributed. Only for non-commercial usage. For commercial usage, visit the products tab to buy a commercial license."
This author is not credited at all.
These are in _Meph_decorations.png: https://pixanna.nl/materials/celiannas-parallax-tiles/interior-tiles/ I think this is what he was referring to when he mentioned the RPGmaker tiles. I really doubt Meph paid the $30 just to use those sprites that are present there. https://i.imgur.com/agYxqPO.png The terms of use are right up at the top in clear font:Right... the thing is, I'd have to visit her website to read all that. Like I said multiple times, I made the mistake of starting out by just taking pictures from google image search, right-click, save. Which is why I didn't knew any of the licencing or even some of the names Vettlingr posted earlier. Over the time I noticed licencing and started posting credits and sources. The issues arise because I didnt retroactively remove the old stuff from 2016/17 after I learned that.
"Can only be used in RPG Maker VX and RPG Maker VX Ace, and in NO other game engine. Can not be redistributed or sold as-is. Can be edited however you want. Edits cannot be redistributed. Only for non-commercial usage. For commercial usage, visit the products tab to buy a commercial license."