Bay 12 Games Forum

Dwarf Fortress => DF Modding => Tilesets and Graphics => Topic started by: Mike Mayday on March 25, 2014, 06:32:28 pm

Title: Mayday's tileset compilation - in the hands of community heroes
Post by: Mike Mayday on March 25, 2014, 06:32:28 pm
EDIT:
Hey guys, since I'm now working on the official graphics for DF, I'm no longer maintaining this tileset. However, the magnificent Fricy has a repository where he uploads updates prepared by himself (and, I assume, using some graphics from the community).
You can find it here:
https://github.com/DFgraphics/Mayday/releases

Original info:
The Mayday tileset pack is here:

http://goblinart.pl/vg-eng/df.php

I'm preparing to move to TwbT and such, please use Truetype if possible to avoid garbled text.
I think the up/down keys are /* right now... list scrolling by <>.

This is the new URL, by the way, and it's here to stay (I've placed the site on my portfolio website).
Also, the blog will contain updates on new releases, if you want a convenient notification, you can use the RSS (links in the sidebar). I hope those work- again, let me know if they don't work for you.

If you have any troubles or questions, please read the FAQ (located on the main page) and then post them in this thread.
I will not be answering questions that are already answered in the FAQ.

There is a high possibility that I forget to include something in a release. If that happens, ask around on the forums- if others confirm that this is indeed a DFG bug, be sure to send me an e-mail about it (unless I will have also responded in the forums).
Title: Re: Mayday's tileset compilation - sorry...
Post by: Meph on March 25, 2014, 07:12:01 pm
Will you be active again from now on?
Title: Re: Mayday's tileset compilation - sorry...
Post by: Stoup on March 26, 2014, 02:50:38 am
Well, yay! Welcome back I say. Your tileset is the reason I was able to mount the learning curve of DF and learn what it means to dig deep. Cheers!
Title: Re: Mayday's tileset compilation - sorry...
Post by: Mike Mayday on March 26, 2014, 03:45:56 am
Will you be active again from now on?

Yes. If You're willing to work on that Masterwork implementation we talked about years ago, I'm game.
Title: Re: Mayday's tileset compilation - sorry...
Post by: Meph on March 26, 2014, 04:12:16 am
Hehe, yes, thats the thing. I got the question about your tileset a few times, but if it wont be updated to the new Df version, it wouldnt make much sense. But if you say: I'm back and ready to go, I'd be happy to integrate it.

Mind that I am cycling through North/West Africa atm, and wont be able to mod for the next two months, so there is enough time to think about it. ;) I am still hoping for the next Df version, before I am back in Germany.

The main issue is simply that you use your own set of raws, otherwise I would have added it long ago. :)
Title: Re: Mayday's tileset compilation - sorry...
Post by: Mike Mayday on March 26, 2014, 05:54:52 am
Alright. Have fun in Africa :)
Title: Re: Mayday's tileset compilation - sorry...
Post by: Deon on March 26, 2014, 12:37:21 pm
Mike, you are one of the best tileset makers, and I really love both the beauty and simplicity you provide :). I would really love to see you around.
Title: Re: Mayday's tileset compilation - sorry...
Post by: Mike Mayday on March 26, 2014, 03:14:23 pm
Thank You... (http://goblinart.pl/sitegfx/gobticons/gobticons3/oops.gif)
Title: Re: Mayday's tileset compilation - sorry...
Post by: a_bee on March 31, 2014, 10:56:46 pm
wow.. mayday.. hurray.!!  :D
i like your work very much. my favorite graphic all of time.
thanks you for your hardwork.
Title: Re: Mayday's tileset compilation - sorry...
Post by: soaringdragon42 on May 06, 2014, 10:00:19 pm
Yay, you're back!

Thank you for putting this together. Yours is my favorite pack of all. :D I hope you keep updating when the new release gets here! (But if not, its ok. Real life sucks like that.)
Title: Re: Mayday's tileset compilation - sorry...
Post by: Bärchen Gravelmaker on May 31, 2014, 08:30:39 am
I can't wait to play Masterwork with Mayday-graphics!!!   :D
Title: Re: Mayday's tileset compilation - sorry...
Post by: Meph on June 12, 2014, 04:34:46 pm
And Mayday is officialy part of MasterworkDF now. Just select it in the GUI and have a go at it. :)
Title: Re: Mayday's tileset compilation - sorry...
Post by: Berserkenstein on June 20, 2014, 01:22:05 am
My favorite graphics pack of all time!  My man!  8)
Title: Re: Mayday's tileset compilation - sorry...
Post by: PeridexisErrant on June 21, 2014, 02:12:29 am
PTW
Title: Re: Mayday's tileset compilation - sorry...
Post by: dirkzen on July 03, 2014, 11:49:12 am
This tileset was the first I ever downloaded when I first started playing years ago, and its still my favorite and the one I go to first whenever I feel like re-downloading the game  :)

Great to hear you're still around and supporting it!
Title: Re: Mayday's tileset compilation - sorry...
Post by: Dibuk on July 08, 2014, 07:40:51 am
Can't wait!
Title: Re: Mayday's tileset compilation - sorry...
Post by: Mike Mayday on July 08, 2014, 02:28:20 pm
So now that the new version is up, I must say I'm kinda overwhelmed with possibilies, given what Mifki's plugin allows... This is gonna take some time indeed.
Title: Re: Mayday's tileset compilation - sorry...
Post by: mnjiman on July 08, 2014, 03:13:23 pm
I tend to use Pheobus's tileset atm, however before his I was using yours. You do have a great tileset and it will be nice to see it working again. I wonder who will win with updating their tile sets first lol :P
Title: Re: Mayday's tileset compilation - sorry...
Post by: Mike Mayday on July 08, 2014, 03:15:58 pm
I wonder who will win with updating their tile sets first lol :P

I... actually don't :D Leaving on vacation pretty soon, DF will have to wait while I visit Scandinavia and hunt for trolls :)
Title: Re: Mayday's tileset compilation - sorry...
Post by: Kamin on July 08, 2014, 11:58:52 pm
I wonder who will win with updating their tile sets first lol :P

I... actually don't :D Leaving on vacation pretty soon, DF will have to wait while I visit Scandinavia and hunt for trolls :)
NOOOOOOOOO, YOU'VE KILLED MEEEEE

Hahaha, just kidding bro--have a sick time in Scandinavia!
Title: Re: Mayday's tileset compilation - sorry...
Post by: Mike Mayday on July 09, 2014, 07:27:52 am
Ok, a preliminary (very basic) release will be ready today, because apparently a lot of the magic will need to be updated and worked out by the respective amazing coders.

I'm looking for feedback on what should be incorporated in the pack (I realize some of these things don't work or cause conflicts right now):

-Rendermax: lighting and occlusion
-Mifki's Text Will Be Text icluding:
-Meph's objects for TWBT

Tree icons are apparently no longer needed, so there's that. I assume there are thousands of new creatures... again?
What else is there? Please tell me what you need and I'll probably won't do it but at least I'll know I should.
Title: Re: Mayday's tileset compilation - sorry...
Post by: CLA on July 09, 2014, 08:51:27 am
Tree icons are apparently no longer needed, so there's that. I assume there are thousands of new creatures... again?
What else is there? Please tell me what you need and I'll probably won't do it but at least I'll know I should.
No new animals, but
Spoiler: HFS (click to show/hide)
.
Trees are still used in the various maps (world map, quick travel in adventure mode), but I figure with TWBT, we eventually will have separate tilesets for maps and game.
As for other changes:
Quote from: CLA
There are leaves (tile#249, #059-semicolon, and #172-¼), branches/trunks ("wall" and "river" tiles as well as the animaltrap/low mountain symbol #127 and capital 'O' #79). They can all be changed in d_init.txt
#15 or #42 (can't remember) is used for a few more things (armies moving on the quick travel map in adventure mode, and stuff like chestnuts and seed pods on trees), and #5 is used as flower symbol.
#176-178 are also used for falling/fallen leaves and vision cones, and #219-223, #254 and #000 or #255 are used for composite footprint images.
Some more tiles are used for footprints in sneaking mode: from what I remember: [ and %
! is used to indicate a sound source
Otherwise, I think nothing changed in terms of tiles.
Title: Re: Mayday's tileset compilation - sorry...
Post by: fricy on July 09, 2014, 08:51:55 am
Ok, a preliminary (very basic) release will be ready today, because apparently a lot of the magic will need to be updated and worked out by the respective amazing coders.
Cool! Also PTW.

Quote
What else is there? Please tell me what you need and I'll probably won't do it but at least I'll know I should.
Mifki is also working on non-square text along with square graphics, (nextgen branch) so if you make a twbt release (god yes!) please keep in mind that the text-only tileset should be rectangle. According to my tests 10x16 is about ideal, 12x16 tileset works reasonably ok and looks best, and 8x16 leaves too much whitespace.
Title: Re: Mayday's tileset compilation - getting ready for DF2014
Post by: Mike Mayday on July 09, 2014, 09:22:20 am
What a time to be alive...

CLA: thanks!
Looks like I'll need to handle those. I'll play around in adventure mode a bit first, though.

Anyway, the new version is up for grabs. It should WORK (although use /* to go up and down, <> to scroll up and down), though I'll be adding LOTS of new functionality as soon as the coders are done (unless they're done while I'm away). This is just something to let you play.
If there are any HORRIBLE mistakes, please let me know anyway.
Title: Re: Mayday's tileset compilation - getting ready for DF2014
Post by: smjjames on July 09, 2014, 01:37:26 pm
Awesome, thanks for having a basic one up so quick. :D
Title: Re: Mayday's tileset compilation - getting ready for DF2014
Post by: XXSockXX on July 09, 2014, 02:16:43 pm
Wow, that was a lot faster than expected, thanks!
Title: Re: Mayday's tileset compilation - getting ready for DF2014
Post by: saltmummy626 on July 10, 2014, 01:19:34 am
awesome. I learned to play DF on your tile set waaay back, and as a result its got the most recognizable collection of sprites for me. makes the game much more tolerable and easier to play. phoebus and all the other tilesetters do a good job but your set will always be the first I go to. cheers!
Title: Re: Mayday's tileset compilation - getting ready for DF2014
Post by: PK1312 on July 10, 2014, 02:11:55 am
Please integrate Text Will Be Text! I absolutely love this tileset, it's the only one that does it for me, and Text Will be Text will make it even better (and save me a lot of headache trying to configure it myself.)
Title: Re: Mayday's tileset compilation - getting ready for DF2014
Post by: Authority2 on July 10, 2014, 06:30:59 am
I originally started playing on phoebus, but after I switched to yours I liked it much better. It's the best. :)
Title: Re: Mayday's tileset compilation - getting ready for DF2014
Post by: smjjames on July 11, 2014, 10:39:41 am
Is it possible to update this to v40_02 by just transferring the graphics files and raws over? I don't think there are any changes to the raws.

Edit: Actually, no wait, I think there might be some.
Title: Re: Mayday's tileset compilation - getting ready for DF2014
Post by: fricy on July 11, 2014, 11:31:24 am
Is it possible to update this to v40_02 by just transferring the graphics files and raws over? I don't think there are any changes to the raws.
Edit: Actually, no wait, I think there might be some.

Only raw change I found between 40.01 and .02 was plant_standard, quarry bushes were fixed:
[ITEM_REACTION_PRODUCT:BAG_ITEM:PLANT_GROWTH:LEAVES:LOCAL_PLANT_MAT:LEAF]
let me know if there's anything else.
Title: Re: Mayday's tileset compilation - getting ready for DF2014
Post by: palu on July 11, 2014, 11:36:57 am
Quote from: file changes.txt
******************************************************

Auxiliary file changes for 0.40.02:

   Fixed the tracking key for the SDL version in data/init/interface.txt.
   Added A_SHORT_WAIT to the manual (you can use , instead of . to wait for just one instant instead of ten).
   Changed raw/objects/plant_standard.txt so that quarry bushes process to the correct edible leaf material.

******************************************************
Title: Re: Mayday's tileset compilation - getting ready for DF2014
Post by: smjjames on July 11, 2014, 03:25:17 pm
Okay thanks.

Edit: The walls, ground, water, lava, and trees changed to the graphics set, but for some reason the creatures didn't change?....

Edit2: Oop, forgot to move the graphics themselves, heh.
Title: Re: Mayday's tileset compilation - getting ready for DF2014
Post by: Mike Mayday on July 11, 2014, 04:47:02 pm
I've left for the weekend, sorry :( I'll be back Monday evening.
Title: Re: Mayday's tileset compilation - getting ready for DF2014
Post by: smjjames on July 12, 2014, 01:17:20 am
I've left for the weekend, sorry :( I'll be back Monday evening.

It was a quick and easy thing to do (mainly copying the raws over from your raw folder (is that even necessary?) changing a couple init stuff and copying over the graphics) so it's ok. :)
Title: Re: Mayday's tileset compilation - getting ready for DF2014
Post by: Mike Mayday on July 12, 2014, 03:40:14 am
Oh cool, could you upload it and post a link somewhere for the time being?
Title: Re: Mayday's tileset compilation - getting ready for DF2014
Post by: smjjames on July 12, 2014, 08:24:15 am
Sure: http://dffd.wimbli.com/file.php?id=8907

There are a few changes that I made to a few stuff, which I mention on the DFFD page, nothing major.
Title: Re: Mayday's tileset compilation - getting ready for DF2014
Post by: Mike Mayday on July 12, 2014, 08:36:53 am
For the time being, I don't think that will be a problem. Thanks!
Title: Re: Mayday's tileset compilation - getting ready for DF2014
Post by: Doren on July 12, 2014, 03:31:18 pm
Hi Mike.

I've just tried to add some diversity to your dwarves, like it is in phoebus or ironhand tilesets.
Most of new features are barely visible, so all carpenters are still yellow, crafters are blue, etc. But now it is possible to distinguish brewers from lye makers and such if taken a closer look.

And yet your tileset is best over there, i really love it. Fell free using my drawings as you wish.

(http://i.imgur.com/jh1bm9l.png)

creature sheet
Spoiler (click to show/hide)

object:graphics
Spoiler (click to show/hide)
Title: Re: Mayday's tileset compilation - getting ready for DF2014
Post by: Mike Mayday on July 12, 2014, 03:44:57 pm
Yeah, I've spent some time trying to do that as well, but ended up ditching the idea because:
-trying to discern the different proffessions was a terrible strain to the eyes, no matter what I did
-I realized it... doesn't really matter. I believe it doesn't actually provide any important information.

If there was a way to display the dwarves ASSIGNED job (and possibly also his skill in it), that would be great. But "what is this dwarf's highest skill" - I don't believe making the icons less clear and... "iconic" is worth the gain.

Since we'll be moving to 32px soon, I'll probably be remaking all the icons anyway, so some of the proffessions might get dedicated icons. We'll see.
Title: Re: Mayday's tileset compilation - getting ready for DF2014
Post by: Doren on July 12, 2014, 04:03:49 pm
Oh, and gender and age-specific tiles would be even more awesome. Too bad Toady isn't going to implement them soon.

Title: Re: Mayday's tileset compilation - getting ready for DF2014
Post by: Grey Goo on July 12, 2014, 04:06:58 pm
\o/

Keep working, I like simplier and easy to read tilesets ^^
Title: Re: Mayday's tileset compilation - getting ready for DF2014
Post by: Codyo on July 13, 2014, 10:57:54 pm
Ssweeeeeeeeeeeeet my favorite tileset is staying up to date.
Title: Re: Mayday's tileset compilation - getting ready for DF2014
Post by: smjjames on July 13, 2014, 11:27:15 pm
Ssweeeeeeeeeeeeet my favorite tileset is staying up to date.

It updated again, though it doesn't sound like theres any raw changes in 40.03. Mike just needs to do a difference check in the raws to be sure.
Title: Re: Mayday's tileset compilation - getting ready for DF2014
Post by: Mike Mayday on July 14, 2014, 01:44:46 am
Back home in 12 hrs.
Title: Re: Mayday's tileset compilation - sorry...
Post by: PeridexisErrant on July 14, 2014, 03:21:24 am
I'm looking for feedback on what should be incorporated in the pack (I realize some of these things don't work or cause conflicts right now):

-Rendermax: lighting and occlusion
-Mifki's Text Will Be Text including:
  • separate icons for objects
  • the ability to display large map tiles with small interface tiles
-Meph's objects for TWBT

My suggestion: 
 - ignore Rendermax for now.  Lighting is cool, but it works regardless of graphics packs and drops my FPS from ~70 to ~15 with TwbT
 - ignore varied tile sizes for now.  All 16x16 works now, and looks amazing if the tiles are available. 
 - Create three versions of the basic tileset. 
        * One vanilla, which you have now (for when TwbT is broken or unavailable)
        * One "pure text" for menus, just the ASCII in your preferred font. 
        * And one TwbT-reliant, which takes advantage of the separate text tileset to maximise the tiles used for the map
 - Make a Mayday-style item overrides tileset; there's not that many vanilla items (using Meph's overrides.txt simplifies both creation and installation)

This would lead to an amazing pack, pretty much fulfilling your old graphics suggestions.  If you want a look, I just updated the 34.11 Starter Pack with a similar setup earlier today and it looks amazing. 

In future, you can tweak eg the size of tiles or make special narrow text tiles - but that functionality isn't out yet anyway. 
Title: Re: Mayday's tileset compilation - getting ready for DF2014
Post by: Mayama on July 14, 2014, 09:33:15 am
Since we'll be moving to 32px soon, I'll probably be remaking all the icons anyway, so some of the proffessions might get dedicated icons. We'll see.

Is 32x32 even necessary? I doubt that it will help with readability, sure you can make nice smooth gradients but from my experience on my 1080p monitor I rarely zoom in enough to see the extra details of a 32pixel tileset. Thats of course only my way of playing the game.
Title: Re: Mayday's tileset compilation - getting ready for DF2014
Post by: smjjames on July 14, 2014, 01:10:54 pm
Not sure if I should go ahead and slap together the graphics stuff into the new update or wait for Mike to release his main version.
Title: Re: Mayday's tileset compilation - getting ready for DF2014
Post by: Mike Mayday on July 14, 2014, 01:29:48 pm
Wait up, I'll get it done in an hour (just came back home :)
Title: Re: Mayday's tileset compilation - getting ready for DF2014
Post by: smjjames on July 14, 2014, 02:32:29 pm
Wait up, I'll get it done in an hour (just came back home :)

Okay and thanks.

Edit: It's been an hour.....

Edit2: Bored of waiting, going to compile one, doesn't seem like it would take more than 15 minutes.
Title: Re: Mayday's tileset compilation - getting ready for DF2014
Post by: Mike Mayday on July 14, 2014, 04:28:26 pm
Hey there, sorry, got caught up in testing if all's alright. The new version is up at
http://goblinart.pl/vg-eng/df.php
Title: Re: Mayday's tileset compilation - sorry...
Post by: fricy on July 15, 2014, 11:54:20 am
- ignore varied tile sizes for now.  All 16x16 works now, and looks amazing if the tiles are available.
I don't agree. With twbt we are losing ttf support as a fallback, so it's very important to have usable text display without cutoff.
Title: Re: Mayday's tileset compilation - getting ready for DF2014
Post by: PeridexisErrant on July 15, 2014, 05:52:56 pm
Fair enough. Do the text tileset in both 16x16 and, oh, about 10x16?
Title: Re: Mayday's tileset compilation - getting ready for DF2014
Post by: PK1312 on July 15, 2014, 06:27:35 pm
Does this new version come with twbt? Because i'm not seeing it, still getting coffins in place of 0's and stuff.
Title: Re: Mayday's tileset compilation - getting ready for DF2014
Post by: Doren on July 15, 2014, 11:13:30 pm
twbt version is in development.
Current set doesn't have dfhack neither twbt.
Title: Re: Mayday's tileset compilation - getting ready for DF2014
Post by: Mike Mayday on July 16, 2014, 02:48:10 am
Oh yeah, forgot to mention: PLEASE USE TRUETYPE for now!
Title: Re: Mayday's tileset compilation - preliminary 40.03 - USE TRUETYPE!
Post by: PK1312 on July 16, 2014, 12:43:04 pm
Alright, cool! I will eagerly watch this space for updates. Keep up the good work, man- your tileset is still the best one I've ever seen.
Title: Re: Mayday's tileset compilation - preliminary 40.03 - USE TRUETYPE!
Post by: Mike Mayday on July 17, 2014, 06:26:40 am
Alright, time for some moral clean-up!

As you know, this isn't MY graphics pack per se. Many of the icons are grabbed and/or altered from other people- always with their permission, of course. One of the sources was a set of icons made by Tocky aka Atoji: http://atoji.deviantart.com/
http://atoji.deviantart.com/art/dwarf-fortress-tiles-71452862?q=gallery%3Aatoji%2F137012&qo=49

When I was building my pack, I wasn't actually very good with pixelart or colour theory and I didn't have much time for conceptual work on these, wanting instead to get as much graphics into the game as possible, as quickly as possible. So I grabbed Tocky's EXTREMELY charming icons with his permission, but didn't ask for his permission to shade them to match the rest of the graphics in the pack and made more icons in the same style for the remaining dwarves. Problem is, this streamlining made the icons lose their original old-school charm. What's worse, Tocky's work was made famous in this butchered form, which, unsurprisingly, he's not very happy with.

Granted, if these were MY work, I'd leave them as they are, but since they're not, I'd rather stop getting so much credit for icons 99% based on the work of another, very talented artist. I gotta say Tocky's dwarves are easily my favourite set of icons for DF, but now that I'm confident in my pixelart skills and scalable icons are coming thanks to TwbT, I've decided to try my hand at my own dwarves set.

How do you feel about these?  Would you play with them or would you rather keep using Tocky's dwarves? Please don't hesitate to state an honest opinion, I personally believe they are not as charming or interesting as Tocky's.


(http://goblinart.pl/upload/tockyvsmayday.png)
Title: Re: Mayday's tileset compilation - preliminary 40.03 - USE TRUETYPE!
Post by: PeridexisErrant on July 17, 2014, 07:23:20 am
I like the new ones, especially 16 and 24. 32 looks a little dark to me, and for 24 and 32 I'd be careful with the faces since they start to have recognisable expressions.

Reuse and remixing is a touchy subject, so I admire the work you're putting in to make amends. Regardless of views on freedom / culture / copyright & left, it's good to keep the community together.
Title: Re: Mayday's tileset compilation - preliminary 40.03 - USE TRUETYPE!
Post by: Mike Mayday on July 17, 2014, 07:32:18 am
Oh yeah, 32 was an experiment if I actually CAN fit an expression in an icon of this size.
Everything will be kept in the same style, so any darkness and colour problems will be fixed.
Title: Re: Mayday's tileset compilation - preliminary 40.03 - USE TRUETYPE!
Post by: soaringdragon42 on July 17, 2014, 12:17:20 pm
Oh, I like the new ones! They have a charm of their own. The expression on the 32 made me laugh, very dorfy.

Good for you for trying to make amends!
Title: Re: Mayday's tileset compilation - preliminary 40.03 - USE TRUETYPE!
Post by: Mike Mayday on July 17, 2014, 01:08:51 pm
32 is looking at his fellow, who just fell of a tree he climbed for no reason, splitting his skull and bruising the brain.
Title: Re: Mayday's tileset compilation - preliminary 40.03 - USE TRUETYPE!
Post by: PK1312 on July 17, 2014, 01:48:16 pm
To be perfectly honest, I think I actually prefer Tocky's dwarves.
Title: Re: Mayday's tileset compilation - preliminary 40.03 - USE TRUETYPE!
Post by: The_Fool76 on July 17, 2014, 02:52:50 pm
There isn't a dwarf there that I don't like.  I think though for the sake of your own conscience you should go with yours as the default for your bundled package.
Title: Re: Mayday's tileset compilation - preliminary 40.03 - USE TRUETYPE!
Post by: Doren on July 21, 2014, 01:33:52 am
Hey Mike that's me again.

I've noticed that some of creature tiles (like serpentmen or such) are still missing. Considering you are working on nextgen mod of yours, and have no time for current 16x16, i want to contribute again. Here are my tiles made years ago for phoebus, and i think you can include them as well.

http://dffd.wimbli.com/file.php?id=6399

Spoiler (click to show/hide)

Title: Re: Mayday's tileset compilation - preliminary 40.03 - USE TRUETYPE!
Post by: smjjames on July 21, 2014, 10:05:46 am
Also, demons are still shown as dead/leafless trees. Might want to also change the tile used for flowers (which are trees) since the old tree icons aren't valid anymore.

When is the 40.04 version going to be up?
Title: Re: Mayday's tileset compilation - preliminary 40.03 - USE TRUETYPE!
Post by: Mike Mayday on July 21, 2014, 11:24:16 am
Wait, what? Why do demons show as dead trees?? They're supposed to use tile 38. Also, the wiki states their tile number can be edited, but I thought that's not the case?

I'll try to change the flower icons, since that's really annoying. The less important icons will need to wait until dfhack.
Title: Re: Mayday's tileset compilation - preliminary 40.03 - USE TRUETYPE!
Post by: smjjames on July 21, 2014, 12:50:01 pm
I haven't checked about the escaped demons or the underworld demons (which were fine in the previous version), but the angels/demons in the vaults use the dead/leafless tree icon.
Title: Re: Mayday's tileset compilation - preliminary 40.03 - USE TRUETYPE!
Post by: Mike Mayday on July 21, 2014, 12:52:21 pm
Well, if there's no raw item for those, I'll wait until TbwT, otherwise I'd have to change all the tree raws, and that's a HUGE pain in the backside.

Anyway, update's up!
Title: Re: Mayday's tileset compilation - preliminary 40.04 - USE TRUETYPE!
Post by: Mike Mayday on July 23, 2014, 04:13:11 pm
BTW, Doren: many thanks for those tiles, I'll be sure to use them when I make the graphics update (I'm holding off until DFhack).
Title: Re: Mayday's tileset compilation - preliminary 40.04 - USE TRUETYPE!
Post by: Kumil on July 26, 2014, 12:14:22 pm
I prefer Tocky's. I learned to play Dwarf Fortress on this tileset years ago and it has been my favorite ever since (I'm glad you are back, btw). But your intent of drawing your very own set is honorable.
Title: Re: Mayday's tileset compilation - preliminary 40.04 - USE TRUETYPE!
Post by: BatCountry on July 26, 2014, 07:43:35 pm
I absolutely love your new dwarves, particularly the 32x32 fellow. I want a couple hundred of that guy wandering around.

I always imagine some dustbowl-era Nebraska farmer with a sort of permanent stoic scowl most of the time when I see my dwarves anyway:

Spoiler (click to show/hide)

Quote from: Urist McFarmhand
"Ayuh. Rainin' goo again."
Title: Re: Mayday's tileset compilation - preliminary 40.04 - USE TRUETYPE!
Post by: Codyo on July 27, 2014, 12:47:15 pm
Thank goodness you fixed the engraved floors and walls. They looked horrible before with the random images.
Title: Re: Mayday's tileset compilation - preliminary 40.04 - USE TRUETYPE!
Post by: smjjames on July 28, 2014, 09:10:07 am
Hey mike, new update please?
Title: Re: Mayday's tileset compilation - preliminary 40.04 - USE TRUETYPE!
Post by: fricy on July 28, 2014, 09:16:41 am
Hey mike, new update please?

raw/object for Mayday 40.05 (https://dl.dropboxusercontent.com/u/36491887/Mayday_objects_40.05v1.zip)


Title: Re: Mayday's tileset compilation - preliminary 40.04 - USE TRUETYPE!
Post by: smjjames on July 28, 2014, 09:23:36 am
Hey mike, new update please?

raw/object for Mayday 40.05 (https://dl.dropboxusercontent.com/u/36491887/Mayday_objects_40.05v1.zip)

Thanks, there are a good deal of raw changes and I didn't know how to change the raws accordingly for the graphics. The init part I can do though.
Title: Re: Mayday's tileset compilation - preliminary 40.04 - USE TRUETYPE!
Post by: Mike Mayday on July 28, 2014, 09:31:11 am
Oh hey, fricy, you have a compare script or something?

Update in a few hours, at work now.
Title: Re: Mayday's tileset compilation - preliminary 40.04 - USE TRUETYPE!
Post by: fricy on July 28, 2014, 09:54:41 am
Oh hey, fricy, you have a compare script or something?
Update in a few hours, at work now.

No compare script, just good-old fashioned diffmerge.
 
Spoiler: ASCII 40.04 to 40.05 (click to show/hide)
Much less work than Ironhand. :)

Thanks, there are a good deal of raw changes and I didn't know how to change the raws accordingly for the graphics. The init part I can do though.
That's exactly why I posted the edited raws for you. :)
Title: Re: Mayday's tileset compilation - preliminary 40.04 - USE TRUETYPE!
Post by: Mike Mayday on July 28, 2014, 06:00:58 pm
Looks like there was a bunch of data missing in the obsidian raws? weird.

Anyway, update's up. This is the last one until I get back on August the 20th, so if anyone can please post "unofficial" updates in this thread until then, I'd be most grateful.
Title: Re: Mayday's tileset compilation - preliminary 40.05 - USE TRUETYPE!
Post by: PeridexisErrant on July 28, 2014, 07:30:43 pm
Note to all:  there's a change in the d_init file for 40_05; if you don't have the line [STRICT_POPULATION_CAP:220] (or whatever number) then NO MIGRANTS EVER - it interprets absent line as a cap of zero. 

Add it at line 233. 
Title: Re: Mayday's tileset compilation - preliminary 40.05 - USE TRUETYPE!
Post by: Mike Mayday on July 29, 2014, 02:38:18 am
wooooow that requires a fix. Thanks!
Title: Re: Mayday's tileset compilation - preliminary 40.05 - USE TRUETYPE!
Post by: smjjames on August 05, 2014, 05:39:57 pm
Just wondering when you'll update for 40.06? Though 40.07 is probably going to be released soon.
Title: Re: Mayday's tileset compilation - preliminary 40.05 - USE TRUETYPE!
Post by: PeridexisErrant on August 05, 2014, 11:59:19 pm
You can take the 40_05 set and update it with these files:

http://www.reddit.com/r/dwarffortress/comments/2ciwhp/dwarf_fortress_04006_released/cjgchxr
Title: Re: Mayday's tileset compilation - preliminary 40.05 - USE TRUETYPE!
Post by: smjjames on August 10, 2014, 04:35:01 pm
Is there a raws download I can use to update to 40.07? I know it just got released though.
Title: Re: Mayday's tileset compilation - preliminary 40.05 - USE TRUETYPE!
Post by: fricy on August 10, 2014, 05:21:10 pm
Is there a raws download I can use to update to 40.07? I know it just got released though.
https://github.com/fricy/Mayday
Title: Re: Mayday's tileset compilation - preliminary 40.05 - USE TRUETYPE!
Post by: smjjames on August 11, 2014, 12:11:20 pm
\
Is there a raws download I can use to update to 40.07? I know it just got released though.
https://github.com/fricy/Mayday

Thanks.

Edit: Just noting that for some reason, despite the truetype option being set to yes, the truetype still has to be activated by F12 ingame. Really minor issue.
Title: Re: Mayday's tileset compilation - preliminary 40.05 - USE TRUETYPE!
Post by: Naryar on August 21, 2014, 01:03:08 pm
Mayday is still supporting ? Hurrah !

Do I need anything for .34.09 or will it work with the official site"s .34.05 version ?
Title: Re: Mayday's tileset compilation - preliminary 40.05 - USE TRUETYPE!
Post by: ragincajun on August 21, 2014, 10:36:10 pm
A little lost on how to get my saves back.  I made an entire copy of my DF folder.

Unzipped your program into one folder.  Went into your folder, deleted the raw files from 2 of my 7 saves.  Copied those two raw files and pasted them into your folder.

Still not getting a continue game option. 

Obviously I'm doing something wrong..but some guidance would be appreciated.
Title: Re: Mayday's tileset compilation - preliminary 40.05 - USE TRUETYPE!
Post by: smjjames on August 24, 2014, 04:35:16 pm
A little lost on how to get my saves back.  I made an entire copy of my DF folder.

Unzipped your program into one folder.  Went into your folder, deleted the raw files from 2 of my 7 saves.  Copied those two raw files and pasted them into your folder.

Still not getting a continue game option. 

Obviously I'm doing something wrong..but some guidance would be appreciated.

Just use the compilation Fricy is giving (the one for 40.10 should be out soonish), download the main 40.10 and then copy over the files from Fricys package into the same folders in the main download.
Title: Re: Mayday's tileset compilation - preliminary 40.05 - USE TRUETYPE!
Post by: JBramhall on August 26, 2014, 05:10:43 pm
So Mike, When are you planning on releasing a new pack???
Title: Re: Mayday's tileset compilation - preliminary 40.05 - USE TRUETYPE!
Post by: ragincajun on August 29, 2014, 10:45:55 am
A little lost on how to get my saves back.  I made an entire copy of my DF folder.

Unzipped your program into one folder.  Went into your folder, deleted the raw files from 2 of my 7 saves.  Copied those two raw files and pasted them into your folder.

Still not getting a continue game option. 

Obviously I'm doing something wrong..but some guidance would be appreciated.

Just use the compilation Fricy is giving (the one for 40.10 should be out soonish), download the main 40.10 and then copy over the files from Fricys package into the same folders in the main download.

Who/what is Fricy and where is this and what's it got to do with Mike's tileset?  Not sure how this helps me understand how to get my current game back.  Although it's been so long I've moved on but it would still be nice to know for the future.
Title: Re: Mayday's tileset compilation - preliminary 40.05 - USE TRUETYPE!
Post by: fricy on August 29, 2014, 11:11:59 am
Who/what is Fricy and where is this and what's it got to do with Mike's tileset?  Not sure how this helps me understand how to get my current game back.  Although it's been so long I've moved on but it would still be nice to know for the future.

fricy is a who. My post with the working Mayday link is 3 posts above your first, sometimes it helps to read back a few posts... I'm updating it while Mike is on vacation, and keeping a copy for my own reasons. And if you have a problem installing tilesets, get the starter pack of your platform. We maintain them for this very reason.
Title: Re: Mayday's tileset compilation - preliminary 40.05 - USE TRUETYPE!
Post by: Astarch on September 02, 2014, 11:50:08 pm
Is the plan to only offer a dfhack integrated version now that it's working with the 40.* series, or will there also be a non-dfhack version maintained?
Title: Re: Mayday's tileset compilation - preliminary 40.05 - USE TRUETYPE!
Post by: LeoCean on September 02, 2014, 11:54:38 pm
Of course there will be a non twbt version. Twbt requires dfhack to work and toady hasn't finished his bug fixes yet so it's going to break quite a few more times. The twbt versions don't usually edit the main tileset anyways.
Title: Re: Mayday's tileset compilation - preliminary 40.05 - USE TRUETYPE!
Post by: smjjames on September 03, 2014, 07:39:37 pm
Is Mayday graphics 40.09 compatible with 40.11?

Edit: File changes text says that there are new materials stuff and that he changed the materials for plants to use the new ones. Might be okay if I just replace the plant stuff and the material one in the 40.09 mayday graphics raws, but not sure.

Edit2: Did that and things look just fine and are working just fine.
Title: Re: Mayday's tileset compilation - preliminary 40.05 - USE TRUETYPE!
Post by: smjjames on October 25, 2014, 05:11:18 pm
Hey Mike, just wondering when you'll do an official update?
Title: Re: Mayday's tileset compilation - preliminary 40.05 - USE TRUETYPE!
Post by: Kerohs on December 18, 2014, 02:26:30 pm
Mike, i love your set. Please, release the new version.

With love and Translate of Google...
Title: Re: Mayday's tileset compilation - preliminary 40.05 - USE TRUETYPE!
Post by: fricy on December 18, 2014, 02:37:14 pm
Mike, i love your set. Please, release the new version.

https://github.com/fricy/Mayday/releases
Title: Re: Mayday's tileset compilation - preliminary 40.05 - USE TRUETYPE!
Post by: Kerohs on December 19, 2014, 12:39:27 pm
Now i love you fricy...
Title: Re: Mayday's tileset compilation - preliminary 40.05 - USE TRUETYPE!
Post by: soaringdragon42 on December 19, 2014, 10:33:39 pm
Thanks Fricy!

I don't suppose we could get a 40.21 version? >_>
Title: Re: Mayday's tileset compilation - preliminary 40.05 - USE TRUETYPE!
Post by: PeridexisErrant on December 20, 2014, 12:21:11 am
I don't suppose we could get a 40.21 version? >_>

No raw changes, so the 40.19 graphics are compatible with 40.20 and 40.21 without issue.
Title: Re: Mayday's tileset compilation - preliminary 40.05 - USE TRUETYPE!
Post by: Moonshine Fox on December 21, 2014, 07:38:28 am
I'm a noob at this, but I have an issue. I'm running TrueType, but I'm getting this ugly grayish brown background on the menu in game. How can I make it BLACK? Screenshot below.

(http://i.imgur.com/rJHVTjA.jpg)
Title: Re: Mayday's tileset compilation - preliminary 40.05 - USE TRUETYPE!
Post by: soaringdragon42 on December 21, 2014, 02:54:58 pm

No raw changes, so the 40.19 graphics are compatible with 40.20 and 40.21 without issue.

I'm utterly lame and suck at fixing that. :)
Title: Re: Mayday's tileset compilation - preliminary 40.05 - USE TRUETYPE!
Post by: fricy on December 22, 2014, 05:01:06 am
I'm a noob at this, but I have an issue. I'm running TrueType, but I'm getting this ugly grayish brown background on the menu in game. How can I make it BLACK? Screenshot below.
Use the no-higlight version tileset.
Title: Re: Mayday's tileset compilation - preliminary 40.05 - USE TRUETYPE!
Post by: TechnoXan on December 22, 2014, 02:11:04 pm
I don't suppose we could get a 40.21 version? >_>

No raw changes, so the 40.19 graphics are compatible with 40.20 and 40.21 without issue.

I am very new to Dwarf Fortress and am trying to get just a few mods (or whatever they are officially called) to help get the game at least a little easier to learn. These graphics are at the top of the list, and I have tried everything i could find on the internet and this forum. And yet it still wont work, is anyone else experiencing issues? And if so, please help!  :D  I did everything that this site and the one where you downloaded it said to do. But for reasons i cannot figure out, it still doesn't work...
Title: Re: Mayday's tileset compilation - preliminary 40.05 - USE TRUETYPE!
Post by: PeridexisErrant on December 22, 2014, 05:29:16 pm
I don't suppose we could get a 40.21 version? >_>

No raw changes, so the 40.19 graphics are compatible with 40.20 and 40.21 without issue.

I am very new to Dwarf Fortress and am trying to get just a few mods (or whatever they are officially called) to help get the game at least a little easier to learn. These graphics are at the top of the list, and I have tried everything i could find on the internet and this forum. And yet it still wont work, is anyone else experiencing issues? And if so, please help!  :D  I did everything that this site and the one where you downloaded it said to do. But for reasons i cannot figure out, it still doesn't work...

Have you tried the Starter Pack?

http://www.bay12forums.com/smf/index.php?topic=126076
Title: Re: Mayday's tileset compilation - preliminary 40.05 - USE TRUETYPE!
Post by: Moonshine Fox on December 23, 2014, 02:08:57 pm
I'm a noob at this, but I have an issue. I'm running TrueType, but I'm getting this ugly grayish brown background on the menu in game. How can I make it BLACK? Screenshot below.
Use the no-higlight version tileset.
Thank ye, sir! ^^
Title: Re: Mayday's tileset compilation - preliminary 40.05 - USE TRUETYPE!
Post by: TechnoXan on December 23, 2014, 08:42:55 pm
I don't suppose we could get a 40.21 version? >_>

No raw changes, so the 40.19 graphics are compatible with 40.20 and 40.21 without issue.

I am very new to Dwarf Fortress and am trying to get just a few mods (or whatever they are officially called) to help get the game at least a little easier to learn. These graphics are at the top of the list, and I have tried everything i could find on the internet and this forum. And yet it still wont work, is anyone else experiencing issues? And if so, please help!  :D  I did everything that this site and the one where you downloaded it said to do. But for reasons i cannot figure out, it still doesn't work...

Have you tried the Starter Pack?

http://www.bay12forums.com/smf/index.php?topic=126076

I have not, I looked at the pack. But I would like to keep the game as mod free as possible. Basically, just Dwarf Therapist, This graphics set, and workflow. (also having trouble with!  :'(  ) 
Title: Re: Mayday's tileset compilation - preliminary 40.05 - USE TRUETYPE!
Post by: Zwaryczuk on January 20, 2015, 12:15:40 am
Does anyone know if the Mayday 40.05 graphics pack will work on 40.24?
Title: Re: Mayday's tileset compilation - preliminary 40.05 - USE TRUETYPE!
Post by: PeridexisErrant on January 20, 2015, 12:25:12 am
It won't.  Try https://github.com/fricy/DFgraphics
Title: Re: Mayday's tileset compilation - preliminary 40.05 - USE TRUETYPE!
Post by: Zwaryczuk on January 20, 2015, 01:34:32 am
I'm not at my pc right now. Let me get this straight. This compilation has the updated graphics? Are they easily extracted from the pack in case I want to avoid all of the mods included?  Thanks.
Title: Re: Mayday's tileset compilation - preliminary 40.05 - USE TRUETYPE!
Post by: PeridexisErrant on January 20, 2015, 02:21:16 am
Yep, the Mayday repo is just the graphics.  Download as zip, extract, and drop over DF to install.
Title: Re: Mayday's tileset compilation - preliminary 40.05 - USE TRUETYPE!
Post by: Zwaryczuk on January 23, 2015, 08:53:57 am
Yep, the Mayday repo is just the graphics.  Download as zip, extract, and drop over DF to install.

 So I've tried this. It works for the most part. My miner dwarf though seems to be using the example dwarf instead of the Mayday miner graphic. Thoughts?
Title: Re: Mayday's tileset compilation - preliminary 40.05 - USE TRUETYPE!
Post by: burned on January 23, 2015, 12:20:18 pm
So I've tried this. It works for the most part. My miner dwarf though seems to be using the example dwarf instead of the Mayday miner graphic. Thoughts?

You need to take out the instructions to use the example miner inside the graphics_example.txt file.

Alternatively, you could just delete graphics_example.txt.
Title: Re: Mayday's tileset compilation - preliminary 40.05 - USE TRUETYPE!
Post by: Zwaryczuk on January 23, 2015, 03:34:44 pm
So I've tried this. It works for the most part. My miner dwarf though seems to be using the example dwarf instead of the Mayday miner graphic. Thoughts?

You need to take out the instructions to use the example miner inside the graphics_example.txt file.

Alternatively, you could just delete graphics_example.txt.
Thanks burned. I was thinking it had something to do with the example.
Title: Re: Mayday's tileset compilation - preliminary 40.05 - USE TRUETYPE!
Post by: evictedSaint on February 27, 2015, 12:42:21 pm
Heyo!

In the Starter Pack, the Cheesemakers (and I think maybe a couple other farmers?) show up as brown skeletons with Mayday graphics.

I feel like this is unintentional (like maybe starter pack is using outdated Mayday graphics?), but I wanted to check first.
Title: Re: Mayday's tileset compilation - preliminary 40.05 - USE TRUETYPE!
Post by: fricy on February 27, 2015, 01:26:26 pm
I feel like this is unintentional (like maybe starter pack is using outdated Mayday graphics?), but I wanted to check first.
Just checked, and as far as I can see it's configured correctly. No clue why it shows up as a skeleton for you. :(
Code: [Select]
[CHEESE_MAKER:DORFS:3:24:AS_IS:DEFAULT]Can you upload a save somewhere for investigation?
Title: Re: Mayday's tileset compilation - preliminary 40.05 - USE TRUETYPE!
Post by: evictedSaint on February 27, 2015, 02:53:46 pm
Sure thing.  It's persisted through multiple iterations of Starter Pack, and I only recently thought to bring it up.

OH, dang, sorry, after double-checking I realize I made a mistake.  It's not cheesemakers, it's actually a couple different ones.  Gelders and Pressers, to be exact.  I guess I just remembered that it was some obscure farming skill. *shrug*

(http://i.imgur.com/8ddIYiB.png)

You can see a couple pressers and gelders here, as well as a couple who have both gelding AND pressing as their jobs and default to "farmer".

Gelding is pretty new, so I guess a sprite never got drawn?  Not sure about pressing, though.

Do you still want a save?
Title: Re: Mayday's tileset compilation - preliminary 40.05 - USE TRUETYPE!
Post by: fricy on February 27, 2015, 03:04:58 pm
OH, dang, sorry, after double-checking I realize I made a mistake.  It's not cheesemakers, it's actually a couple different ones.  Gelders and Pressers, to be exact.  I guess I just remembered that it was some obscure farming skill. *shrug*
You can see a couple pressers and gelders here, as well as a couple who have both gelding AND pressing as their jobs and default to "farmer".

Gelding is pretty new, so I guess a sprite never got drawn?  Not sure about pressing, though.

Do you still want a save?
Yes please for the save, I'll look at it. What you say sounds about right, the new professions never got a sprite and a config, so they default to ... for some reason ... to the skeleton sprite? Toady did change some professions, I guess that could be it.
If this happens in Mayday then I other sets are should be affected. hmm
Title: Re: Mayday's tileset compilation - preliminary 40.05 - USE TRUETYPE!
Post by: evictedSaint on February 27, 2015, 03:47:05 pm
Here you go. (http://dffd.bay12games.com/file.php?id=10626)

Does the Starter Pack use the most recent version of Mayday?  Idk if that could be the issue, if he's already done the new professions.
Title: Re: Mayday's tileset compilation - preliminary 40.05 - USE TRUETYPE!
Post by: fricy on February 27, 2015, 04:04:25 pm
Here you go. (http://dffd.bay12games.com/file.php?id=10626)

Does the Starter Pack use the most recent version of Mayday?  Idk if that could be the issue, if he's already done the new professions.
Thx.
Mike hasn't been here for a few months, so I ketp the raws updated in the packs. I'm no pixel artist, so I try not to meddle too much with the tileset otherwise.
Title: Re: Mayday's tileset compilation - preliminary 40.05 - USE TRUETYPE!
Post by: fricy on February 28, 2015, 05:13:32 am
Replace this file (https://github.com/fricy/Mayday/blob/master/raw/graphics/graphics_dorfs.txt) for the fix.

I used (https://github.com/fricy/Mayday/commit/10ecb2e65b39289603186a4aeab3919d894229a4) the tresher sprite for the presser and the shearer for the gelder job.
Title: Re: Mayday's tileset compilation - preliminary 40.05 - USE TRUETYPE!
Post by: LeoCean on February 28, 2015, 06:08:49 am
It affects all the other graphics sets also, no one actually added them to them yet.
Title: Re: Mayday's tileset compilation - preliminary 40.05 - USE TRUETYPE!
Post by: evictedSaint on March 01, 2015, 07:27:58 pm
Neat! Thanks.  It was unnerving to see a bunch of skeletons show up in a migrant wave.
Title: Re: Mayday's tileset compilation - preliminary 40.05 - USE TRUETYPE!
Post by: Amuys on May 15, 2015, 02:07:07 pm
Is this active?
Title: Re: Mayday's tileset compilation - preliminary 40.05 - USE TRUETYPE!
Post by: soaringdragon42 on December 01, 2015, 11:24:29 pm
ETA on an update? (Because I can't play without my favorite tileset!)
Title: Re: Mayday's tileset compilation - preliminary 40.05 - USE TRUETYPE!
Post by: Ragnos on December 12, 2015, 04:22:47 pm
ETA on an update? (Because I can't play without my favorite tileset!)


Ditto the above ...
Title: Re: Mayday's tileset compilation - preliminary 40.05 - USE TRUETYPE!
Post by: LeoCean on December 12, 2015, 07:08:24 pm
https://github.com/fricy/DFgraphics, it's updated there. Well the 42.02, not the 42.03 version.
Title: Re: Mayday's tileset compilation - preliminary 40.05 - USE TRUETYPE!
Post by: Ragnos on December 12, 2015, 11:15:31 pm
https://github.com/fricy/DFgraphics, it's updated there. Well the 42.02, not the 42.03 version.

Thank you for this!!
Title: Re: Mayday's tileset compilation - preliminary 40.05 - USE TRUETYPE!
Post by: Naryar on December 16, 2015, 10:59:54 am
Thank you for that. Finally I can stop digging weirdly due to vanilla tiles being rectangular.
Title: Re: Mayday's tileset compilation - preliminary 40.05 - USE TRUETYPE!
Post by: HungryHobo on December 17, 2015, 01:19:48 pm
https://github.com/fricy/DFgraphics, it's updated there. Well the 42.02, not the 42.03 version.

Do I just drop these in? Thanks so much, I really struggle to play with the default graphics. Can barely see what's going on. 
Title: Re: Mayday's tileset compilation - preliminary 40.05 - USE TRUETYPE!
Post by: LeoCean on December 17, 2015, 06:40:44 pm
Yeah you can drop them in, but you also have to drop the graphics folder in your save file, where it's graphics folder is. Back it up if you like.
Title: Re: Mayday's tileset compilation - preliminary 40.05 - USE TRUETYPE!
Post by: Tallcastle on December 18, 2015, 10:13:13 am
This has always been my favorite graphics set.  Now I don't know if it's still kept updated or not ... and if the original author still has plans, than pay me no mind.  However seeing as we for the first time can have multicultural forts i started setting up an extension to the original tileset.  if you guys like I'll post the rest as i finish them .. so for now here you go
new elves.png
Spoiler (click to show/hide)
for comparison here is the the original
Spoiler (click to show/hide)
I think you could just download the image direct from the websight with a "Save Image As..." if not just let me know and i will add a download link.

Take a look ... tell me what you guys think ... should i finish?
Title: Re: Mayday's tileset compilation - preliminary 40.05 - USE TRUETYPE!
Post by: Mike Mayday on December 18, 2015, 03:24:45 pm
Many thanks for keeping this up to date, Fricy!

Since I'm busy with other projects right now and have little desire to play DF anyway, are there any "raw" (psd or something) files that would be useful for the volunteers to have?

Tallcastle (and everyone) - feel free to apply and release any modifications at this point.
Title: Re: Mayday's tileset compilation - in the hands of community heroes
Post by: HungryHobo on December 18, 2015, 03:59:23 pm
@Mike

I'm sure others have done so many times before but thank you and everyone else who's helped keep your mod up to date, it made DF accessible to me and personally I think it's the best looking tileset out there.
Title: Re: Mayday's tileset compilation - in the hands of community heroes
Post by: Tallcastle on December 18, 2015, 07:04:08 pm
Quote
@Mike

I'm sure others have done so many times before but thank you and everyone else who's helped keep your mod up to date, it made DF accessible to me and personally I think it's the best looking tileset out there.

Seconded!  :)  Best one out there!
Here's a humans.png for you guys
Spoiler (click to show/hide)
and the original for comparison
Spoiler (click to show/hide)
Title: Re: Mayday's tileset compilation - preliminary 40.05 - USE TRUETYPE!
Post by: soaringdragon42 on December 18, 2015, 09:32:22 pm
This has always been my favorite graphics set.  Now I don't know if it's still kept updated or not ... and if the original author still has plans, than pay me no mind.  However seeing as we for the first time can have multicultural forts i started setting up an extension to the original tileset.  if you guys like I'll post the rest as i finish them .. so for now here you go
new elves.png
Spoiler (click to show/hide)
for comparison here is the the original
Spoiler (click to show/hide)
I think you could just download the image direct from the websight with a "Save Image As..." if not just let me know and i will add a download link.

Take a look ... tell me what you guys think ... should i finish?

These are awesome, Tallcastle, thank you. Are you going to do a goblin set too?
Title: Re: Mayday's tileset compilation - in the hands of community heroes
Post by: Fist_Of_Armok on December 18, 2015, 10:58:13 pm
Ohhh man. I haven't played since 40d and I'm ready to get back on the horse, but I've forgotten all my modding knowledge.

Can someone put together a 42.03 pack for me, please?
Title: Re: Mayday's tileset compilation - in the hands of community heroes
Post by: Tallcastle on December 19, 2015, 12:19:02 am
Goblin nobles are done.

Wrapping up some craftsgoblin images as we speak. 

Anyone get any petitions from kobolds? 
What are the most common animal people that petition for citizenship?
Any requests? 

I'm more than a little ADD so may as well take advantage of my interest while it's there.
Title: Re: Mayday's tileset compilation - in the hands of community heroes
Post by: LeoCean on December 19, 2015, 12:28:21 pm
Have you confirmed that they actually change sprites when they get new jobs? The other races that join the fort? Mainly ones that aren't human/elf/goblin/kobold.
Title: Re: Mayday's tileset compilation - in the hands of community heroes
Post by: Tallcastle on December 19, 2015, 06:03:35 pm
no. these are just images ... for all i know they may even be slightly off a pixel left or right.  As far as i am concerned, I'm with Mayday,
Tallcastle (and everyone) - feel free to apply and release any modifications at this point.
and if I make anything, then it belongs to the community.  feel free to change or fix it at your leisure.
Title: Re: Mayday's tileset compilation - in the hands of community heroes
Post by: Tallcastle on December 19, 2015, 06:09:14 pm
Have you confirmed that they actually change sprites when they get new jobs? The other races that join the fort? Mainly ones that aren't human/elf/goblin/kobold.
Haven't played 0.42 yet.  (waiting for the run of bug fixes to finish) Don't see any reason it shouldn't work, may not thoe.  Perhaps someone out there can do some !!Science!! and find out.
Title: Re: Mayday's tileset compilation - in the hands of community heroes
Post by: Mike Mayday on December 19, 2015, 06:11:20 pm
@Mike

I'm sure others have done so many times before but thank you and everyone else who's helped keep your mod up to date, it made DF accessible to me and personally I think it's the best looking tileset out there.

*salute*
Title: Re: Mayday's tileset compilation - in the hands of community heroes
Post by: Habbadax on December 19, 2015, 08:34:02 pm
no. these are just images ... for all i know they may even be slightly off a pixel left or right.  As far as i am concerned, I'm with Mayday,
Tallcastle (and everyone) - feel free to apply and release any modifications at this point.
and if I make anything, then it belongs to the community.  feel free to change or fix it at your leisure.

I've been doing exactly that, after a little bit of placement and spacing cleanup, I've taken a whack at repurposing some raws for your tiles

So far it seems to be working, though there's probably still a bunch of tile assignments that need changing and tweaking

I've got a working version here (http://www.mediafire.com/download/bai3jp6l8u8sua5/Dorf+Fort+0.42.03%2C+Community+Mayday.rar), if anyone wants to help find anywhere I screwed up and make some suggestions
Title: Re: Mayday's tileset compilation - in the hands of community heroes
Post by: Tallcastle on December 26, 2015, 10:24:40 am
Here you guys go.  Sorry it took so long.  gimp killed the file while i was working on it and had to start from scratch.

the new goblins.png
Spoiler (click to show/hide)
the original for comparison
Spoiler (click to show/hide)

now for some animal people.
Title: Re: Mayday's tileset compilation - in the hands of community heroes
Post by: Habbadax on December 26, 2015, 07:00:34 pm
And now they're implemented and uploaded on DFFD here (http://dffd.bay12games.com/file.php?id=11557)
Title: Re: Mayday's tileset compilation - in the hands of community heroes
Post by: Tallcastle on December 28, 2015, 12:13:11 pm
here are some extended graphics for the tribal animal people you find underground (plus one for Plump Helmet Men because ... why not) there is still space for one more if anybody can think of one i missed
animaltribal.png
Spoiler (click to show/hide)
Going to experiment for a while. However if anyone has a request or suggestion, fire it off on this thread and i'll take a crack at it.
Title: Re: Mayday's tileset compilation - in the hands of community heroes
Post by: Groeneappel on December 29, 2015, 12:00:48 pm
And now they're implemented and uploaded on DFFD here (http://dffd.bay12games.com/file.php?id=11557)

I'm getting 'missing creature definition: Tigerman' uppon trying to load my save.
Might just be my incompetence though, I replaced the raws folder inside the region folder (removed the old one) and tried loading it. But i'm not sure if I have to do more than that.
Title: Re: Mayday's tileset compilation - in the hands of community heroes
Post by: Habbadax on December 30, 2015, 01:19:32 am
And now they're implemented and uploaded on DFFD here (http://dffd.bay12games.com/file.php?id=11557)

I'm getting 'missing creature definition: Tigerman' uppon trying to load my save.
Might just be my incompetence though, I replaced the raws folder inside the region folder (removed the old one) and tried loading it. But i'm not sure if I have to do more than that.

What version was the save from? 'Cause I know there were some additions to the raws between .03 and .04 which might cause some incompatibilities

If it was .04 then that's probably a fuckup on me and I'll look into it
Title: Re: Mayday's tileset compilation - in the hands of community heroes
Post by: Groeneappel on December 30, 2015, 07:27:01 am
And now they're implemented and uploaded on DFFD here (http://dffd.bay12games.com/file.php?id=11557)

I'm getting 'missing creature definition: Tigerman' uppon trying to load my save.
Might just be my incompetence though, I replaced the raws folder inside the region folder (removed the old one) and tried loading it. But i'm not sure if I have to do more than that.

What version was the save from? 'Cause I know there were some additions to the raws between .03 and .04 which might cause some incompatibilities

If it was .04 then that's probably a fuckup on me and I'll look into it

Yes, the save is from .03. So I guess there are some incompatibilities.
Title: Re: Mayday's tileset compilation - in the hands of community heroes
Post by: HellishINC on January 01, 2016, 05:11:06 pm
Any chance we could get the updated elf included?

Spoiler (click to show/hide)
Title: Re: Mayday's tileset compilation - in the hands of community heroes
Post by: Habbadax on January 01, 2016, 10:17:52 pm
Wow, I managed to completely miss that one

Should be implemented now, gonna find time to add the beastmen tiles either sometime tonight or tomorrow

As always, lemme know if I broke things horribly
Title: Re: Mayday's tileset compilation - in the hands of community heroes
Post by: HellishINC on January 01, 2016, 10:48:02 pm
Thanks for your work! You too TallCastle. You guys rock.
Title: Re: Mayday's tileset compilation - in the hands of community heroes
Post by: Mendo on January 02, 2016, 11:59:41 pm
The version that comes with 42.03 LNP has black background to all the terrain blocks, instead of the colorful ones like in previous versions. Is there a way to fix this?
Title: Re: Mayday's tileset compilation - in the hands of community heroes
Post by: Habbadax on January 03, 2016, 06:48:51 pm
The version that comes with 42.03 LNP has black background to all the terrain blocks, instead of the colorful ones like in previous versions. Is there a way to fix this?

I dunno if the LNP still has the highlighted version of the tiles included, but if it does, find the init.txt in DorfFolder/data/init, tileset lines should be using mayday-no-highlight.png, just change those to mayday.png and you should be good

Alternately, there's an up to date version of Mayday here (http://dffd.bay12games.com/file.php?id=11557), though if the LNP is still on 42.03 I'm not sure how well it'd work with it
Title: Re: Mayday's tileset compilation - in the hands of community heroes
Post by: Mendo on January 03, 2016, 10:51:01 pm
The version that comes with 42.03 LNP has black background to all the terrain blocks, instead of the colorful ones like in previous versions. Is there a way to fix this?

I dunno if the LNP still has the highlighted version of the tiles included, but if it does, find the init.txt in DorfFolder/data/init, tileset lines should be using mayday-no-highlight.png, just change those to mayday.png and you should be good
That worked. Thank you!
Title: Re: Mayday's tileset compilation - in the hands of community heroes
Post by: Tallcastle on January 04, 2016, 11:45:10 am
Here you go.  Some extended animal people for use.  this should act as an adequate replacement for most of the "birds.png" files currently included (as most of the images in them are already included at the bottom of this one)
This File includes an intermediate setup of "Toad Men" and 6 variations of "Bird Men". I have also put a great deal of effort on ensuring everything is sized and positioned in its own 16x16 box.  This should make this file usable out the gate.
Spoiler (click to show/hide)
Each animal man type includes the following images from left to right
Spoiler (click to show/hide)
Well... im off to craft some more. don't hesitate to comment, let me know what you think.
Title: Re: Mayday's tileset compilation - in the hands of community heroes
Post by: Habbadax on January 04, 2016, 09:57:41 pm
I think I'm gonna have to build and change up a lot more raws than I originally anticipated

Fantastic work, though. You got any particular type of bird people in mind for each of those numbers?
Title: Re: Mayday's tileset compilation - in the hands of community heroes
Post by: Tallcastle on January 04, 2016, 10:29:17 pm
Supposed to be Blue Jay, Cardinal, Crane, two kinds of parrot, and crow.  choices made due to these birds primary color rather than a specific kind of bird.  Hopefully they can stand in for the majority of the bird people out there, though i may go back and do one for Owl people and ones with the primary colors pink, orange, and brown.
Title: Re: Mayday's tileset compilation - in the hands of community heroes
Post by: Habbadax on January 04, 2016, 10:42:45 pm
Alright, got it. Thanks a ton

One other question I had been meaning to ask, I've been finishing up the beastman raws, but

(http://puu.sh/mk2BL/eacde8a7ca.png)

This guy has had me stumped, the current raws I'm working on are using this tile for cave fish men, did I get that one right or was your intention for something else?

EDIT

Probably gonna take quite a bit longer to implement the first beastmen tiles than I originally anticipated, there seems to be a conflict somewhere in the raws I'm working on and the raws already in the original pack. I'm afraid the best I can offer is my deepest apologies to those expecting them.
Title: Re: Mayday's tileset compilation - in the hands of community heroes
Post by: Tallcastle on January 05, 2016, 07:54:24 am
Its an Olm Man. 

Think this is a cave fish man.
(http://i.imgur.com/7ODqt3f.png)

and no worries,  :) if it takes time than it takes time.  Im grateful either way.
Title: Re: Mayday's tileset compilation - in the hands of community heroes
Post by: Tallcastle on January 06, 2016, 01:24:00 am
don't spend too much time remapping the old images ... i plan to change some things after a bit.  I'm still working out the best way to set these pages up, evolving as i go.
Title: Re: Mayday's tileset compilation - in the hands of community heroes
Post by: Habbadax on January 06, 2016, 04:29:01 pm
Right, I think I've managed to resolve the raw conflict for subterranean beastmen without breaking either set

Time to start working through the above-ground types

Found here (http://dffd.bay12games.com/file.php?id=11557), as per the usual

Edited:

Got the toad men and various birdmen mostly done, mostly it's just a matter of pairing bird people with the tiles there, shouldn't take too horribly long from here
Title: Re: Mayday's tileset compilation - in the hands of community heroes
Post by: fricy on January 08, 2016, 01:44:19 pm
Right, I think I've managed to resolve the raw conflict for subterranean beastmen without breaking either set
@Habbadax & Tallcastle
Thx for both of your work, I added these changes to the github repo (https://github.com/fricy/Mayday/) I maintain for the LNPs.
Habbadax, am I correct in assuming that the raw/graphics/BackupMayday and the /MOD THAT MAYDAY are temporary working directories that don't do anything? I cleaned them up for now, and everything seems to work correctly this way, just making sure...
Title: Re: Mayday's tileset compilation - in the hands of community heroes
Post by: Habbadax on January 08, 2016, 04:26:25 pm
Right, I think I've managed to resolve the raw conflict for subterranean beastmen without breaking either set
@Habbadax & Tallcastle
Thx for both of your work, I added these changes to the github repo (https://github.com/fricy/Mayday/) I maintain for the LNPs.
Habbadax, am I correct in assuming that the raw/graphics/BackupMayday and the /MOD THAT MAYDAY are temporary working directories that don't do anything? I cleaned them up for now, and everything seems to work correctly this way, just making sure...

You're correct, yeah. I keep forgetting to remove them
Title: Re: Mayday's tileset compilation - in the hands of community heroes
Post by: Ravendarksky on January 11, 2016, 09:01:32 am
Yes, the save is from .03. So I guess there are some incompatibilities.
Did you manage to fix this or did you give up? Is this something fixable?
Title: Re: Mayday's tileset compilation - in the hands of community heroes
Post by: fricy on January 11, 2016, 09:06:19 am
Yes, the save is from .03. So I guess there are some incompatibilities.
Did you manage to fix this or did you give up? Is this something fixable?
You must not update the data/save/region raws, only install the files in data/art, data/init and /raws.
Title: Re: Mayday's tileset compilation - in the hands of community heroes
Post by: Ravendarksky on January 11, 2016, 10:53:09 am
Yes, the save is from .03. So I guess there are some incompatibilities.
Did you manage to fix this or did you give up? Is this something fixable?
You must not update the data/save/region raws, only install the files in data/art, data/init and /raws.
Thanks!
Title: Re: Mayday's tileset compilation - in the hands of community heroes
Post by: Tallcastle on January 12, 2016, 02:51:56 pm
Been playing around with the setup a bit. Think I've gotten together a layout that is easy to use and work with.  I'll likely use this layout for all future .png's and may go back in the future and redo the ones I've already done.

creature_large_ocean.png
Spoiler (click to show/hide)
creature_large_riverlake.png
Spoiler (click to show/hide)

notes on how to navigate these files (as well as all future ones)
Spoiler (click to show/hide)

Again, help yourself and enjoy.  Any questions, feel free to post them here and ill answer best i can.
Title: Re: Mayday's tileset compilation - in the hands of community heroes
Post by: Tallcastle on January 12, 2016, 03:43:30 pm
Here is a quick one.

creature_small_ocean.png
Spoiler (click to show/hide)
Title: Re: Mayday's tileset compilation - in the hands of community heroes
Post by: Habbadax on January 12, 2016, 10:56:04 pm
Layout's been a breeze to work with so far, I think you've just about nailed it

My only suggestion is maybe some more drably colored bird men. The ones already available are pretty excellent, but there's a couple woodland species that don't really mesh that well with the available colors
Title: Re: Mayday's tileset compilation - in the hands of community heroes
Post by: Tallcastle on January 14, 2016, 01:01:32 pm
And now for your amusement ... "Worm Men"

creature_annelids.png
Spoiler (click to show/hide)
Title: Re: Mayday's tileset compilation - in the hands of community heroes
Post by: ragincajun on January 21, 2016, 12:44:33 pm
I missed this thread but I've used Mike's tileset since I started playing (and found LNP with the tilesets included).  Love his set.  Glad to see he's back in DF Land.
Title: Re: Mayday's tileset compilation - in the hands of community heroes
Post by: Tallcastle on January 22, 2016, 11:32:48 pm
Here is the next one.
creture_bug_slug_new.png
Spoiler (click to show/hide)
I'm considering opening a new topic exclusively for these files.  Mostly because they could easily be used in any number of graphics sets that do not themselves contain these images, and as its own topic it would reach a larger audience.  haven't decided one way or the other thoe.  Next up, a few more birdmen to complete the creature_birds.png from before.
Title: Re: Mayday's tileset compilation - in the hands of community heroes
Post by: DragonDePlatino on January 23, 2016, 01:44:36 pm
Nah, just post 'em here! You've got 12 pages worth of people getting updates so this is a good place.

Your work so far is pretty great. It must take a herculean amount of patience to go through all of the profession sprites race-by-race like that so it's great that you're carrying Mayday's torch. Only think I can say is that the baby sprites aren't very readable at all. Slugs/moths are OK but Scorpions/Mantis need some work.
Title: Re: Mayday's tileset compilation - in the hands of community heroes
Post by: Tallcastle on January 23, 2016, 03:26:38 pm
I could just switch the 'baby' icon for those back to the standard 'maggot baby' one I've been using for all bug people since i did 'Ant Men' a while back.  Tried something different in these cases since when you look at baby scorpions and matises IRL they actually look like miniature versions of there adult counterparts, rather than going thru a stage of metamorphosis like with the caterpillar/moth, maggot/fly, antling/ant, and so on.  As far as patience, it's not so bad (though I am tremendously flattered by the complement) the only parts that frustrate me are the fact that I'm really not much of a pixel artist. A Lot of what i do is reskin existing Images to my own liking and reposting them. (as below)
(http://i.imgur.com/hvMgtN3.png)
Some of the ones i use (like the Slug Men, Snail Men, and most of the Underground Men) haven't been changed at all.

Also in the past i've always tried to make custom variations specifically for the 'Priest' and 'Performer' versions.  something i've stopped doing due to time constraints since ... well ... I'm not a Pixel artist.  It took me 8 hours to make the icon for 'Jumping Spider Men', wound up with nearly 6 variations to choose from (all but one of them dreadful to look at).
Title: Re: Mayday's tileset compilation - in the hands of community heroes
Post by: Tallcastle on January 26, 2016, 12:21:34 am
Speaking of which ... anyone out there think they can come up with a decent 16x16 pixel penguin man ... i'm not happy with what i've come up with.
Title: Re: Mayday's tileset compilation - in the hands of community heroes
Post by: awdixon on January 26, 2016, 05:12:32 am
(First post ever!)

Here is my attempt at penguin man/child:
(http://i.imgur.com/uP1Wwfs.png)

Edit: For some reason it kept losing pixel clarity when I uploaded the other day.  Seems better now. 


This is my first ever pixel art.  I based these off of the emperor penguin.

I also want to say thank you to everyone involved with making this texture pack.  I tried to play DF twice using base ASCII and quit each time, before I found this texture pack.  Third time's the charm! 

On an unrelated note, in my current embark there were hippos when I showed up, but they appeared to be using the (I think) pike sprite.  Didn't think to check the graphics files until they had already left the map, so I'm not positive on the sprite they were using, but it definitely wasn't hippo.  This was on the 1/19 release, if that's relevant.
Title: Re: Mayday's tileset compilation - in the hands of community heroes
Post by: burned on January 26, 2016, 03:59:45 pm
On an unrelated note, in my current embark there were hippos when I showed up, but they appeared to be using the (I think) pike sprite.  Didn't think to check the graphics files until they had already left the map, so I'm not positive on the sprite they were using, but it definitely wasn't hippo.  This was on the 1/19 release, if that's relevant.

Mayday's definitions are not maintained by the DFgraphics repo (http://www.bay12forums.com/smf/index.php?topic=140808.msg6741013#msg6741013). The definitions in the repo currently contain multiple definitions for the same creature which reference different files. The hippo and the pike are among these creatures.

I hope that helps.
Title: Re: Mayday's tileset compilation - in the hands of community heroes
Post by: Habbadax on January 26, 2016, 10:23:56 pm
(First post ever!)

Here is my attempt at penguin man/child:
(http://i.imgur.com/QB1COnS.png)

Edit: How do I make it so that it doesn't lose pixel quality in the upload/download, Tallcastle?  Made in MS paint and saved as .png.
Edit 2: Best I could come up with was uploading and making public on Google drive.  Link: https://goo.gl/dh7DSL

This is my first ever pixel art.  I based these off of the emperor penguin.

I also want to say thank you to everyone involved with making this texture pack.  I tried to play DF twice using base ASCII and quit each time, before I found this texture pack.  Third time's the charm! 

On an unrelated note, in my current embark there were hippos when I showed up, but they appeared to be using the (I think) pike sprite.  Didn't think to check the graphics files until they had already left the map, so I'm not positive on the sprite they were using, but it definitely wasn't hippo.  This was on the 1/19 release, if that's relevant.

Yeah, that's a huge screwup on my end, sorry. There's a bunch of raw conflicts that I didn't catch before the last release. Should be fixed now on the DFFD link
Title: Re: Mayday's tileset compilation - in the hands of community heroes
Post by: Tallcastle on January 27, 2016, 12:30:15 am
ive been using http://imgur.com/ (http://imgur.com/) for all of the pictures i post here. 
Title: Re: Mayday's tileset compilation - in the hands of community heroes
Post by: awdixon on January 27, 2016, 01:06:14 pm
Not sure what was happening.  I made it in Paint, uploaded, then immediately downloaded just to make sure and it lost a bunch of clarity.  Just uploaded now and for some reason it worked better.  Better image (also updated original post image):

(http://i.imgur.com/uP1Wwfs.png)

Feel free to lose the white flap on the back of the adult's right arm (image left); I was just trying to mimic the white edges of the wings, but 16x16 resolution makes it look almost absurdly thick.
Title: Re: Mayday's tileset compilation - in the hands of community heroes
Post by: burned on January 27, 2016, 01:55:21 pm
Not sure what was happening.  I made it in Paint, uploaded, then immediately downloaded just to make sure and it lost a bunch of clarity.  Just uploaded now and for some reason it worked better.  Better image (also updated original post image):

(http://i.imgur.com/uP1Wwfs.png)


The image is being scaled by your browser which is anti-aliasing your pixel art. You'll have to scale the image manually in whatever program you're using in order to provide a pixel perfect enlarged view.

(http://burnedfx.com/DF/awdixon_example_x4.png)

I hope that helps.
Title: Re: Mayday's tileset compilation - in the hands of community heroes
Post by: burned on January 29, 2016, 01:55:43 am
@Habbadax check out this thread (http://www.bay12forums.com/smf/index.php?topic=155882.0).
Title: Re: Mayday's tileset compilation - in the hands of community heroes
Post by: Nemoder on February 05, 2016, 02:42:07 pm
Found here (http://dffd.bay12games.com/file.php?id=11557), as per the usual

Awesome work on this!

I repackaged this for the Linux version and uploaded it here (http://dffd.bay12games.com/file.php?id=11745).
Title: Re: Mayday's tileset compilation - in the hands of community heroes
Post by: Habbadax on February 12, 2016, 11:39:32 pm
Updated (http://dffd.bay12games.com/file.php?id=11557) to latest Dorfs

As always, let me know if I broke something horribly
Title: Re: Mayday's tileset compilation - in the hands of community heroes
Post by: Couchmonster on February 18, 2016, 12:23:02 pm
Is there a not preinstalled version?
Title: Re: Mayday's tileset compilation - in the hands of community heroes
Post by: burned on February 18, 2016, 01:09:17 pm
Is there a not preinstalled version?

Updated (http://dffd.bay12games.com/file.php?id=11557) to latest Dorfs

As always, let me know if I broke something horribly
Title: Re: Mayday's tileset compilation - in the hands of community heroes
Post by: Couchmonster on February 19, 2016, 05:17:13 am
Is there a not preinstalled version?

Updated (http://dffd.bay12games.com/file.php?id=11557) to latest Dorfs

As always, let me know if I broke something horribly

thx, but that IS the preinstalled version.
I do not want that.
Title: Re: Mayday's tileset compilation - in the hands of community heroes
Post by: burned on February 19, 2016, 04:35:02 pm
thx, but that IS the preinstalled version.
I do not want that.

Ack! Sorry about that.

You could download a version of it from the DFgraphics repo (https://github.com/DFgraphics/Mayday/tree/c7212ff35b29c93f9e349b9d7aac59d44252ba42), but it does not have the latest updates that Habbadax has been implementing. Alternatively, you could download the preinstalled version that Habbadax maintains and extract the graphic set. Or, maybe Habbadax could upload the set without the game?

From what I can tell, even the old versions of Mayday came preinstalled. I don't know why and I'm not familiar with it enough to know if it uses tricks outside the vanilla method (e.g. raw edits) and maybe that's why?

Do you want to use it on an older version or a specific save file perhaps?
Title: Re: Mayday's tileset compilation - in the hands of community heroes
Post by: Raven on March 02, 2016, 05:14:06 am
how is mayday going? is he still working on this tileset? I've read that it's handled by community now.. what happened? did he drop the project?
Title: Re: Mayday's tileset compilation - in the hands of community heroes
Post by: Raven on March 04, 2016, 05:48:48 am
it seems there is a bug with your latest version in which plump helmets aren't brewable

http://www.bay12forums.com/smf/index.php?topic=156720.0
Title: Re: Mayday's tileset compilation - in the hands of community heroes
Post by: CLA on March 04, 2016, 08:43:20 am
it seems there is a bug with your latest version in which plump helmets aren't brewable

http://www.bay12forums.com/smf/index.php?topic=156720.0

This happened a lot since brewing has been implemented as reaction.

See here:
Quote from: http://dwarffortresswiki.org/index.php/DF2014:Crop
[...]brewing, pressing and processing plants to bags have been re-implemented as reactions, which means these options will be unavailable in the workshop if materials are missing.

There's also this on the bugtracker:
http://www.bay12games.com/dwarves/mantisbt/view.php?id=7447
And it seems most people that are reporting it have either another problem (no barrels, faulty stockpile linking, etc), or have indeed problems with their raws.


So I'm guessing there's a fuckup with the raws somewhere.
Title: Re: Mayday's tileset compilation - in the hands of community heroes
Post by: Raven on March 04, 2016, 05:57:38 pm
so.. what should I do?

Wait for a fixed version of the tileset?
Title: Re: Mayday's tileset compilation - in the hands of community heroes
Post by: Habbadax on March 06, 2016, 12:22:18 am
so.. what should I do?

Wait for a fixed version of the tileset?

Many thanks for the heads up, do you think you could upload a copy of your save somewhere so's I could give it a looking over? I'd like to do some testing on it and make sure my raws are all good in the latest release
Title: Re: Mayday's tileset compilation - in the hands of community heroes
Post by: Raven on March 06, 2016, 04:25:22 am
Updated (http://dffd.bay12games.com/file.php?id=11557) to latest Dorfs

As always, let me know if I broke something horribly

sorry, I deleted the save since I started another fort with a different tileset

Anyway I used this version.

I hope you will fix the problem though, I really appreciate this tileset and I really need it

Btw, another question: I've noticed that dorfs look pretty different in this new version, is there a way to have classic maygreen dorfs?
Title: Re: Mayday's tileset compilation - in the hands of community heroes
Post by: Habbadax on March 07, 2016, 08:41:35 am
I've been doing some testing and I think I've managed to rule out the tileset itself as the problem being experienced

From reading and testing I think the problem is connected to stockpile links and/or burrows

If you've got stockpile links to your stills, make sure they have links to both a source of brewable fruits/plants as well as barrels, as a linked workshop will only take from its linke

If your still is in a burrow, make sure that any stockpiles linked to the workshop share the same burrow

Title: Re: Mayday's tileset compilation - in the hands of community heroes
Post by: Raven on March 07, 2016, 01:38:14 pm
sorry but the problem was that in the kitchen menù, the plump helmet plant didn't have the brew option but a line of ----

I didn't use links, burrows, or else...
Title: Re: Mayday's tileset compilation - in the hands of community heroes
Post by: Habbadax on March 07, 2016, 03:16:02 pm
sorry but the problem was that in the kitchen menù, the plump helmet plant didn't have the brew option but a line of ----

I didn't use links, burrows, or else...

Then I'm well and truly stumped 'cause I can't reproduce this issue in testing, they're working just fine for me

(http://puu.sh/nylEN/b97c24f817.png)
Title: Re: Mayday's tileset compilation - in the hands of community heroes
Post by: Raven on March 07, 2016, 06:07:46 pm
don't know what to say... I'll retry this tileset in my next fortress
Title: Re: Mayday's tileset compilation - in the hands of community heroes
Post by: Tallcastle on March 28, 2016, 11:32:38 am
Sorry for the long wait, due to an unexpected change in residence resulting in an equally unexpected change in employment. I have only had intermittent computer access over the last few months.  Just got settled into my new arrangements and I'll be returning to my previous release schedule in the next few days. 

Also I have been in contact with someone over at This Thread (http://www.bay12forums.com/smf/index.php?topic=155882.30) ... Quiet-Sun i think (Though I hope he contacts and corrects me if I'm wrong about that) I've volunteered to help him out with his project, and at his suggestion I've started to fabricate 6 new images for each of the animal people I've done so far, including Drunk, Cook, Adventurer, Thief, Administrator, and Sheriff

Well, for the time being enjoy a few i've made in the interim ... just for fun
Guess who?  :)

(http://i.imgur.com/wzlso98.png)
Title: Re: Mayday's tileset compilation - in the hands of community heroes
Post by: Tallcastle on April 07, 2016, 04:59:25 am
Here is the first 4 of the new set.  Each include some of the new images requested by "Quiet-Sun", and following that request, if anyone would be willing to order these images so it is usable with the project HERE (http://www.bay12forums.com/smf/index.php?topic=156151.0) it would be appreciated.
(the only reason I'm not making them in this arrangement is that these things are a good deal easier to make in the condensed format I have them in now.)
The requested layout for them can be found.
HERE
Spoiler (click to show/hide)

The New order of the images is as follows ...
Spoiler (click to show/hide)

and now....
Creature_Anphibians.png
Spoiler (click to show/hide)

Creature_Annelids.png
Spoiler (click to show/hide)

Creature_Birds.png
Spoiler (click to show/hide)

Creature_Large_Riverlake.png
Spoiler (click to show/hide)

The next release is not far off, about half way into "Creature_Birds_New.png"
once done with "Loons" and "Barn Owls" if i NEVER see a bird man again it will be to soon.

after that we can get into some of the cooler stuff ... (lions and tigers and bears, o my!)
Title: Re: Mayday's tileset compilation - in the hands of community heroes
Post by: Habbadax on May 13, 2016, 01:43:33 am
Updated (http://dffd.bay12games.com/file.php?id=11557) to latest Dorfs

I haven't had a whole lot of time for major raw changes lately, but I'll hopefully be able to get to integrating those really soon
Title: Re: Mayday's tileset compilation - in the hands of community heroes
Post by: Thundercraft on May 17, 2016, 11:31:22 pm
Updated (http://dffd.bay12games.com/file.php?id=11557) to latest Dorfs
Quote
Contains pre-installed and pack only versions...

I do appreciate the community effort to keep this tileset updated. Really. However:

Q1: Why have a single download for both "pre-installed" and "pack only" versions? For those who just need the "pack only", this makes it much larger than it needs to be. Split up, they'd be about 12 MB and 2 MB, respectively. (I have very slow internet and my storage drive is nearly full... :()

Q2: Why is the "pack only" version nearly 8 MB (2 MB compressed)? I see a lot of game files in that folder which are unrelated to the graphics set. My idea of a "pack only" version contains just the [graphics] folder inside the [raws]. (Or would that leave out something vital...?) When I zip only that up, it comes to about 1 MB.
Title: Re: Mayday's tileset compilation - in the hands of community heroes
Post by: Meph on May 17, 2016, 11:36:37 pm
Quote
(Or would that leave out something vital...?)
yes. you need the objects because tile-related numbers in them changed.
Title: Re: Mayday's tileset compilation - in the hands of community heroes
Post by: jecowa on May 21, 2016, 03:05:27 pm
Just a small update to make the raws and such compatible with version 0.43.xx of Dwarf Fortress. Hope this helps.

Download link - Mayday graphics pack (http://dffd.bay12games.com/file.php?id=12056)


Edit: Just did some more testing for compatibility. This version of this graphics pack is compatible with the following versions of Dwarf Fortress:
This version of Mayday is safe to use with the above listed versions of Dwarf Fortress. It is not guaranteed to be safe to use with versions 0.40.24 and under due to differences in raw files.

Edit: There were some changes to giant creature name in the v0.42.05 update, so while I don't think it will break your game, you won't have graphics for those creatures when running this with a version under v0.42.05.
Title: Re: Mayday's tileset compilation - in the hands of community heroes
Post by: jecowa on May 23, 2016, 05:00:07 am
Just wanted to let everyone following this thread know that the above link still works with version 0.43.03 of Dwarf Fortress. In fact, all graphics packs that are compatible with version 0.43.02 should be compatible with 0.43.03 since the only change was to "reaction_adv_carpenter.txt", which doesn't look like it's of use to any graphics pack.
Title: Re: Mayday's tileset compilation - in the hands of community heroes
Post by: Kolnukbyne on May 23, 2016, 11:28:23 pm
Just a small update to make the raws and such compatible with version 0.43.xx of Dwarf Fortress. Hope this helps.

Download link - Mayday graphics pack (http://"http://dffd.bay12games.com/file.php?id=12056")

For some reason the posted link doesn't seem to be working for me however I did manage to get to the page by copy+pasting the url that you used when I was quoting this to say that the link wasn't working.

Hm.

Well, I got there in the end. Thanks!
Title: Re: Mayday's tileset compilation - in the hands of community heroes
Post by: Thundercraft on May 24, 2016, 12:34:45 am
For some reason the posted link doesn't seem to be working for me however I did manage to get to the page by copy+pasting the url that you used when I was quoting this to say that the link wasn't working.

An extra http:// got inserted (due to the use of quotes). The URL reads:
Code: [Select]
url=http://"http://dffd.bay12games.com/file.php?id=12056"When it should read:
Code: [Select]
url=http://dffd.bay12games.com/file.php?id=12056
Fixed Download link - Mayday graphics pack (http://dffd.bay12games.com/file.php?id=12056)

Edit: The same thing happened to me, accidentally. Apparently, the {URL} BBCode (at least for this forum) can not handle quotes "" around the address. That breaks it.
Title: Re: Mayday's tileset compilation - in the hands of community heroes
Post by: jecowa on May 24, 2016, 12:55:04 am
For some reason the posted link doesn't seem to be working for me however I did manage to get to the page by copy+pasting the url that you used when I was quoting this to say that the link wasn't working.

Hm.

Well, I got there in the end. Thanks!

Thanks for the notice. I'm used to having to put quotation marks around URLs in links, but it looks like that causes it to mess up.

Edit: The same thing happened to me, accidentally. Apparently, the {URL} BBCode (at least for this forum) can not handle quotes "" around the address. That breaks it.

Yeah, It's confusing. They take perfectly good HTML tags and modify just a little to make it confusing. I think the BBCode people should know that many people are going to be used to putting quotation marks around URLs and have the software programed to ignore them. I don't think URLs can even contain quotation marks.
Title: Re: Mayday's tileset compilation - in the hands of community heroes
Post by: jecowa on May 28, 2016, 02:40:59 pm
Just another small update - only raw/graphics/graphics_creatures.txt was changed. Bay12 changed the name of some giant-sized creatures in v0.42.05, so I just changed those to the correct names for v0.42.05 and up.

Download link here again for convenience: http://dffd.bay12games.com/file.php?id=12056

These were the creatures affected (listed with the new names):

Also of note: The old subterranean "TOAD_GIANT" has been renamed as "TOAD_GIANT_CAVE (http://dwarffortresswiki.org/index.php/DF2014:Giant_cave_toad)", but now there is a new pond-dwelling "GIANT_TOAD (http://dwarffortresswiki.org/index.php/DF2014:Giant_toad)". So the new Giant_Toad is in need of some graphics.
Title: Re: Mayday's tileset compilation - in the hands of community heroes
Post by: jecowa on June 04, 2016, 12:18:49 pm
Mike Mayday gave us all permission to release updated versions of his graphics pack, but I was wondering, Tallcastle and Habbadax, are both of you are okay with your updates to Mayday being included in Lazy Newb Packs?
Title: Re: Mayday's tileset compilation - in the hands of community heroes
Post by: Tallcastle on June 12, 2016, 06:15:53 am
Absolutely!  (At least on my end) And for future reference, anyone out there that wants to use anything I make, you are all most welcome to use my material.  This goes for all graphics sets, mods, or whatever.

Also while I’m online.  Sorry about being so checked out lately.
I’ve got … more … life issues ... sort of ::).  It’s kind of kept me from getting to those bird men I’ve needed to do.
Hopefully you guys will see it ... eventually.  :-\
Title: Re: Mayday's tileset compilation - in the hands of community heroes
Post by: jecowa on June 13, 2016, 02:19:26 am
Absolutely!  (At least on my end) And for future reference, anyone out there that wants to use anything I make, you are all most welcome to use my material.  This goes for all graphics sets, mods, or whatever.

Also while I’m online.  Sorry about being so checked out lately.
I’ve got … more … life issues ... sort of ::).  It’s kind of kept me from getting to those bird men I’ve needed to do.
Hopefully you guys will see it ... eventually.  :-\

Thanks! So are you saying that you are fine with your Dwarf Fortress art being integrated into other graphics packs (e.g. Phoebus, Obsidian, Ironhand, etc)?
Title: Re: Mayday's tileset compilation - in the hands of community heroes
Post by: jecowa on June 15, 2016, 12:11:14 am
Here is the next one.
creture_bug_slug_new.png
Spoiler (click to show/hide)
I'm considering opening a new topic exclusively for these files.  Mostly because they could easily be used in any number of graphics sets that do not themselves contain these images, and as its own topic it would reach a larger audience.  haven't decided one way or the other thoe.  Next up, a few more birdmen to complete the creature_birds.png from before.

I'm guessing brown_recluse_spider_man and jumping_spider_man are both intended to share tiles. And then moon_snail_man and snail_man both share tiles.

Then maybe louse_man can use tick_man's tiles, and thrips_man can use mosquito_man's tiles? Or should thrips_man use damselfly_man's tiles?


Edit: I got this taken care of.

I think it'd be cool if you had your own post. That way you could update the OP and stuff.
Title: Re: Mayday's tileset compilation - in the hands of community heroes
Post by: Habbadax on June 21, 2016, 10:53:42 am
Updated to latest Dorfs, split into two downloads as requested

Prepacked (http://dffd.bay12games.com/file.php?id=11557) and pack only (http://dffd.bay12games.com/file.php?id=12175)
Title: Re: Mayday's tileset compilation - in the hands of community heroes
Post by: Iamblichos on June 21, 2016, 12:04:39 pm
{{ Removed by poster due to issue being non-graphics related }}
Title: Re: Mayday's tileset compilation - in the hands of community heroes
Post by: jecowa on June 22, 2016, 02:00:34 pm
Updated to latest Dorfs, split into two downloads as requested

Prepacked (http://dffd.bay12games.com/file.php?id=11557) and pack only (http://dffd.bay12games.com/file.php?id=12175)

Thanks for the update. I just double-checked it, and the objects files look compatible with v0.43.04 of Dwarf Fortress. The graphics folder is still using some old v0.42.04 definitions that I had fixed in the post at the top of this page, but that won't cause any game corruption.

Also, does anyone have any thoughts/opinions on the "highlights" (partially-transparent backgrounds) of the creatures? I've noticed that some of the creatures have partially-transparent backgrounds and others have completely-transparent backgrounds. Should the backgrounds of all creatures be the same, or is it better for some creatures to have different backgrounds than others?

If they should all be the same, is it better for them to all have highlights or for them all to not have highlights?

In this picture, you can see the difference between highlights and no highlights. (Dwarves have highlights; farm animals don't have any.)
(http://i.imgur.com/FnJ3nmK.png)

The black background might clash a bit, but it makes the animals stand out better. The dwarves kind of blend in with the terrain.

It might look better with a darker creature background. Phoebus uses a darker color as seen below.
Spoiler: "Phoebus example" (click to show/hide)

Would something similar to Phoebus' background would be good? Maybe a bit darker and less brown than Phoebus' creature background.
Title: Re: Mayday's tileset compilation - in the hands of community heroes
Post by: jecowa on June 22, 2016, 02:17:59 pm
Getting a little off-topic, but I was having fun with comparison screenshots. Here's a couple more.

Spoiler: "Spacefox example" (click to show/hide)

Spoiler: "Obsidian example" (click to show/hide)
Title: Re: Mayday's tileset compilation - in the hands of community heroes
Post by: CLA on June 22, 2016, 03:01:58 pm
The issue is always how much you want the creatures to stand out vs how much you want the image as a whole be consistent/look good. From a gameplay perspective, it would certainly be more beneficial to have them stand out more, but it's not a black&white either-or problem, and moreover a matter of taste.
So to answer your question I don't think either of the shown examples is better or worse, in fact their difference is barely noticeable.
Title: Re: Mayday's tileset compilation - in the hands of community heroes
Post by: nitus on June 23, 2016, 12:27:42 am
jecowa - One of the main reasons why I prefer mayday to tilesets like phoebus or obsidian is that mayday's is very bright and colorful compared to most others, on account of the highlight. Other sets just seem to be dim, dark, gloomy, and headache-inducing.
 
It stands to reason that, if the tileset is highlighted, the creature graphics should be too. Having a black background on creature tiles makes them seem wrong, jarringly so as you say. It doesn't do much good to compare it with a tileset that isn't highlighted, because a black background doesn't stand out nearly as much with those - it iis much more distracting with a set like mayday's.

The objective, it seems to me, is to have it as immersive as possible. Ideal would be if the tranparency actually worked in-game, so the background was whatever tile the creature was standing on, but the next best thing is for it to blend as much as possible with the background. Black doesn't blend at all. The clarity of a given tile is more important to the artist or compiler than to players

I'd suggest taking a selection of creature tiles that cover a wide range of sizes and colors, and combining them on a single image, then experimenting with background colors and alphas see if there's a  combination that allows them to blend in yet sacrifices nothing. I doubt there's one combination that serves every tile equally, but that's not to say the existing ones are the best possible choices.

I have noticed with my own, personal game modding and tweaking that there is not much consistency as far as the background colors go, and it's hard to tell whether any of them were chosen deliberately or whether they're just whatever color the artist happened to click on.
Title: Re: Mayday's tileset compilation - in the hands of community heroes
Post by: jecowa on June 23, 2016, 11:58:13 am
While testing different background I noticed that the background currently being used for dwarves is not the same background as what Mike Mayday was using. It looks like the background color may have changed when someone drew some new dwarves for it. The partially transparent backgrounds are kind of hard to work with, so I'm not sure if this change was on purpose or not.

This first picture is testing Mike Mayday's dwarf background reapplied to dwarves and applied to animals:

(http://i.imgur.com/Rqhf0HI.png)

I think his background looks pretty nice. Somehow the background of the dwarves is almost identical to the background of the armor stand; this is kind of strange since the armorstand (located on the main tilesheet) uses a completely different background color than the dwarves. At first I thought he just chose the background colors kind of randomly, but now I'm wondering if Mayday picked these colors specifically to work together.

Here's some other background tests too:
Title: Re: Mayday's tileset compilation - in the hands of community heroes
Post by: jecowa on June 24, 2016, 08:14:49 pm
Has anyone gotten far enough to see a caravan wagon in Mayday? They don't look anything like this, do they?

(https://i.imgur.com/xnoxvxK.png)


There's some bits that point to this being the caravan wagon graphics:
Code: [Select]
[CREATURE_GRAPHICS:EQUIPMENT_WAGON]
[DEFAULT:CREATURES:0:0:AS_IS:DEFAULT]
[CHILD:CREATURES:1:0:AS_IS:DEFAULT]
[STANDARD:CREATURES:2:0:AS_IS:ANIMATED]
[STANDARD:CREATURES:3:0:AS_IS:GHOST]

Am I misunderstanding something?
Title: Re: Mayday's tileset compilation - in the hands of community heroes
Post by: Dibuk on June 25, 2016, 02:36:32 am
Just want to say THANK YOU for doing this, I can't play DF without mayday and my old hack job from ages ago started to look pretty weird.

Would you consider making a "full" DL of DF with Mayday-gfx already in it like Mayday did?

Again, Thank you.
Title: Re: Mayday's tileset compilation - in the hands of community heroes
Post by: jecowa on June 25, 2016, 03:37:52 am
Just want to say THANK YOU for doing this, I can't play DF without mayday and my old hack job from ages ago started to look pretty weird.

Would you consider making a "full" DL of DF with Mayday-gfx already in it like Mayday did?

Again, Thank you.

Habbadax posted a release of Mayday graphics bundled with DF v0.43.04 a few posts back. Here it is again:

Updated to latest Dorfs, split into two downloads as requested

Prepacked (http://dffd.bay12games.com/file.php?id=11557) and pack only (http://dffd.bay12games.com/file.php?id=12175)
Title: Re: Mayday's tileset compilation - in the hands of community heroes
Post by: PeridexisErrant on June 25, 2016, 10:29:23 am
Updated to latest Dorfs, split into two downloads as requested

Prepacked (http://dffd.bay12games.com/file.php?id=11557) and pack only (http://dffd.bay12games.com/file.php?id=12175)

Thanks!
Title: Re: Mayday's tileset compilation - in the hands of community heroes
Post by: jecowa on June 25, 2016, 06:01:37 pm
If you're wanting this for the Lazy Newb Pack, the one on the repo works with any version from 0.42.05 to 0.43.04 and it has the giant creatures changes from 0.42.05.

I'm working on an updated version, though, if you're not in a rush. It will probably add some problems, but I think it will fix a lot more than it introduces. Tallcastle requested that someone put everything in the Quiet Sun standard a while back. This should make it a lot easier for artists to see what parts of the pack are in most need of graphical improvements. It also has a side effect of showing me where all the problems in the pack are, which I'm trying to fix along the way.
Title: Re: Mayday's tileset compilation - in the hands of community heroes
Post by: jecowa on June 25, 2016, 11:04:59 pm
Here's the first test version with the new graphical updates if anyone wants to try it out. It has definitions for Tallcastle's bug-slug people, so they should appear in the game now. It changes the backgrounds of creatures to use Mayday's dwarf background. It also has numerous small fixes such as tile positioning where some were crossing over the tile boundaries or some pixels being the wrong color, but there are probably new problems introduced in this version too. It also has temporary zombie versions added for most creatures. Anyone please feel free to change them or anything else that doesn't look good. There are versions of all the creature graphics included that use transparent backgrounds instead of the "highlighted" backgrounds to help any artist that wants to work on it.

Dwarf Fortress isn't included in this download. Habbadax, please feel free to put this into your distributions of Mayday's graphics pack if you think it's working good enough.
http://dffd.bay12games.com/file.php?id=12056
Title: Re: Mayday's tileset compilation - in the hands of community heroes
Post by: CLA on June 26, 2016, 03:55:38 am
In case you didn't know it, BradUffner's Raw Explorer (http://www.bay12forums.com/smf/index.php?topic=103360.0) is quite useful to check if all the graphics work as intended.
Title: Re: Mayday's tileset compilation - in the hands of community heroes
Post by: jecowa on June 26, 2016, 04:37:14 am
Thanks for the link. I've been using a calculator to figure out where tile numbers are on the main/ASCII tilesheet and on overrides sheets. This utility looks helpful. I'll try it out next time I'm on a PC.
Title: Re: Mayday's tileset compilation - in the hands of community heroes
Post by: CLA on June 26, 2016, 07:17:54 am
It's really just useful for creature graphics though. Doesn't help you with TWBT overrides or main tileset positions.
For that, I have a separate layer in photoshop with all the tile numbers on it. This page (http://dwarffortresswiki.org/index.php/Character_table) could help with that, too.
Title: Re: Mayday's tileset compilation - in the hands of community heroes
Post by: satan on August 06, 2016, 11:11:54 am
Does this work with the latest version?
Title: Re: Mayday's tileset compilation - in the hands of community heroes
Post by: jecowa on August 06, 2016, 11:53:54 am
Does this work with the latest version?

Yes, it's compatible with everything from 0.42.05 up to at least 0.43.05.

Download link - http://dffd.bay12games.com/file.php?id=12056
Title: Re: Mayday's tileset compilation - in the hands of community heroes
Post by: Tallcastle on August 20, 2016, 10:02:47 am
Hey guys!  So i've been working away, making new sprites for most of the critters we didn't have graphics for yet
(for those of you that are interested, but aren't following yet, you can find my topic HERE (http://www.bay12forums.com/smf/index.php?topic=159779.0))

The thing is, this morning i was looking over some old posts and came across this one.
Spoiler (click to show/hide)

Now I had seen this post before, but today i was struck with the notion that ... I really like Maydays variation!

(http://i.imgur.com/8OuVy0x.png)
This Awesome Mayday Original!

Before i knew it, i was sitting on half a dozen of my own little dwarves, each spiritually inspired by Mike's work.
(http://i.imgur.com/8stij7T.png)
Top=Tocky's Loved, And Time Honored Classic
Bottom= My Morning Doodle

Im posting today for this reason.

This has inspired me to complete the set and after a bit of work, create my own graphics pack.  However since my work is so heavily inspired by Mayday's and Tocky's work, (and in Mayday's case, very alike out of hand) i'm not sure whether i should.  I'm no thief (or at least not on purpose) and i don't want to deliberately or mistakenly rob from either of them.

So, i'm asking the community.  What do you guys think?  (If Mike, or Tocky are reading this ... your opinion matters most in this and i'm especially interested in what you guys have to say.)
Title: Re: Mayday's tileset compilation - in the hands of community heroes
Post by: PeridexisErrant on August 20, 2016, 07:33:36 pm
Go for it!  Everyone builds on everyone else's work, no shame in that :)
Title: Re: Mayday's tileset compilation - in the hands of community heroes
Post by: jecowa on August 20, 2016, 09:20:59 pm
Those look good. A Tallcastle pack would be awesome.

If you're worried about "stealing" that graphic, you could redraw at 20x20. There's lots of graphics packs at 16x16 already. There's also a few 24x24 packs already, but that size id kind of big. I think 20x20 is a happy medium, and it's the perfect tile size for a 1x1 embark on a 1080p display running Dwarf Fortress in windowed mode. (disclaimer: I like 20x20.)

You're probably pretty invested in 16x16 already, though.
Spoiler (click to show/hide)
Title: Re: Mayday's tileset compilation - in the hands of community heroes
Post by: Tallcastle on August 22, 2016, 03:44:40 am
you could redraw at 20x20. There's lots of graphics packs at 16x16 already. There's also a few 24x24 packs already, but that size id kind of big. I think 20x20 is a happy medium, and it's the perfect tile size for a 1x1 embark on a 1080p display running Dwarf Fortress in windowed mode. (disclaimer: I like 20x20.)

You're probably pretty invested in 16x16 already, though.
Even my non-DF related art is 16x16, so ya ... pretty much committed at this point.
Those look good. A Tallcastle pack would be awesome.
Couldn't stop working on them (http://www.picgifs.com/smileys/smileys-and-emoticons/gaming/smileys-gaming-440047.gif), just over half done with an alpha release of 'Tallcastle Dwarves' already.
Should have a usable sprite set by the end of the week.
Title: Re: Mayday's tileset compilation - in the hands of community heroes
Post by: Urist Sonuvagimli on August 29, 2016, 02:26:45 am
Just downloaded the latest mayday pack from http://dffd.bay12games.com/file.php?id=12056. However, after installing it only terrain tiles display correctly - all creatures are still represented by letters except dwarves (that use example.png graphics). RawExplorer, on the other hand, displays everything perfectly.

Is there a readme file that I can consult to fix this issue? The archive doesn't include one.
Title: Re: Mayday's tileset compilation - in the hands of community heroes
Post by: CLA on August 29, 2016, 06:42:35 am
Just downloaded the latest mayday pack from http://dffd.bay12games.com/file.php?id=12056. However, after installing it only terrain tiles display correctly - all creatures are still represented by letters except dwarves (that use example.png graphics). RawExplorer, on the other hand, displays everything perfectly.

Is there a readme file that I can consult to fix this issue? The archive doesn't include one.

http://dwarffortresswiki.org/index.php/DF2014:Graphics#Creature_Graphics

Quote
Put the graphic set into a subfolder in raw/graphics and the corresponding text file directly in raw/graphics. If you have an active save you will have to put them into the raw folder of your save as well (data/save/<your region>/raw/graphics). Finally, set GRAPHICS to YES in data/init/init.txt

I assume you forgot to put the creature graphics in your save file folder? Also, just delete the example text file and png.
Title: Re: Mayday's tileset compilation - in the hands of community heroes
Post by: Urist Sonuvagimli on August 29, 2016, 06:58:32 am
Just downloaded the latest mayday pack from http://dffd.bay12games.com/file.php?id=12056. However, after installing it only terrain tiles display correctly - all creatures are still represented by letters except dwarves (that use example.png graphics). RawExplorer, on the other hand, displays everything perfectly.

Is there a readme file that I can consult to fix this issue? The archive doesn't include one.

I assume you forgot to put the creature graphics in your save file folder? Also, just delete the example text file and png.

*facepalm* Indeed, I forgot to update the save. Also, creating new world fixed this, thanks!
Title: Re: Mayday's tileset compilation - in the hands of community heroes
Post by: jecowa on December 06, 2017, 01:24:53 am
Anyone still here? Need some people familiar with the Mayday graphics pack.
Was wondering if anyone had seen either of these two tiles in-use in the game:


As far as I can tell, they aren't used for anything. So they might be good spots for a Pedestal tile.
Title: Re: Mayday's tileset compilation - in the hands of community heroes
Post by: Kolnukbyne on December 06, 2017, 11:50:04 pm
It's been a long while, but those are for worm critters and bamboo aren't they?
Title: Re: Mayday's tileset compilation - in the hands of community heroes
Post by: jecowa on December 07, 2017, 03:21:04 am
It's been a long while, but those are for worm critters and bamboo aren't they?

Spoiler: Current tilesheet (click to show/hide)
From the raws, it looks like the 4 Green ones are used for Wormy Tendrils and the 2 Blue ones are used for Bamboo. But the raws don't show everything, so I'm not entirely sure. Those look like they could be tendrils, though.

Maybe we can move one of those two down to that squarish tendril spot since it looks a bit more tendrilous than the square one. Then stick a pedestal in the vanilla pedestal spot. This way no further edits to raw/objects files are needed.

Spoiler: Suggested change (click to show/hide)
It's based on one of the Pedestals that CLA drew. I'm open to changes on it.
Title: Re: Mayday's tileset compilation - in the hands of community heroes
Post by: Clément on January 08, 2018, 12:30:20 pm
Hi Jecowa, since I use a modified version of Mayday tileset and I would like to port my modifications to the new version, I need to know exactly which tiles changed in 562314d (https://github.com/DFgraphics/Mayday/commit/562314db7e97698b118aa398c1181f1be58f9041). I see that tiles 138 (è), 139 (ï) and 170 (¬) changed. Is that everything or am I missing something?
Title: Re: Mayday's tileset compilation - in the hands of community heroes
Post by: jecowa on January 08, 2018, 03:03:53 pm
Tile 138 was moved to 170. (It looked like it might make a better tendril than the ¬.)
Tile 139 was moved to the now empty 138.
And finally the new pedestal tile was placed into the now empty 139 spot.

The goal with those edits was to add a pedestal tile without editing object files and without getting rid of existing graphical tiles.

A really nice feature of Mayday is that it edits hardly any object files.
Title: Re: Mayday's tileset compilation - in the hands of community heroes
Post by: jecowa on January 10, 2018, 12:15:52 am
Any ideas for making inverted tiles like pumps and barrels look nice with multi-layer rendering?

(https://i.imgur.com/mptMVQ2.png)

I could use the -top layer for the barrel, but that might be bad for the screw pump. Are overrides the only choice?
Title: Re: Mayday's tileset compilation - in the hands of community heroes
Post by: Clément on January 10, 2018, 10:09:52 am
Personally, I painted the area around the barrel transparent in the normal and background layer, and painted the the area behind the barrel in white in the background layer. Top layer is unused (completely transparent).

edit: added tilesets so it is clearer (I modified a few tiles and it is not really tested, don't use it as is, but you can use it for inspiration).
(https://framapic.org/uwHdqwsubL96/sYz8teuGDoi0.png)(https://framapic.org/4ZX3GYAhXcDS/h1W5NcsA05M6.png)(https://framapic.org/VYvuusJRv3Lp/F3DZQhHCmrsd.png)
Title: Re: Mayday's tileset compilation - in the hands of community heroes
Post by: jecowa on January 10, 2018, 06:12:26 pm
Personally, I painted the area around the barrel transparent in the normal and background layer, and painted the the area behind the barrel in white in the background layer. Top layer is unused (completely transparent).

edit: added tilesets so it is clearer (I modified a few tiles and it is not really tested, don't use it as is, but you can use it for inspiration).
Spoiler (click to show/hide)

Wow, you got transparency working for both barrels and screw pumps.
Thanks! Here's what they look like for people wondering:
(https://i.imgur.com/9YjoXNC.png)

This is the technique I would have used otherwise (after checking to see how Meph did his):
Spoiler (click to show/hide)

These are the tilesheets for it:
Spoiler (click to show/hide)

A lot of it is still untested. I took the outlines off a bunch of stuff and am trying to figure out if it should what all needs it added back.

I'm kind of curious about your -bg file with the brown bushes and also the partially-transparent letters.
Title: Re: Mayday's tileset compilation - in the hands of community heroes
Post by: Clément on January 10, 2018, 07:08:21 pm
The gray is not partially transparent, it is fully opaque. It darkens the background color that is used for the letter outline. The most common use of the letters is for corpses with red background.

The grass and bushes are experiments with modified raws: plants with green background instead of black. This displays colored flowers/fruits over green grass/bushes. But it is not a good idea: when there are contaminants or fallen leaves, DF uses the contaminant color over black background and it looks ugly. It would have been better if DF changed only the background color with the contaminant color.
Title: Re: Mayday's tileset compilation - in the hands of community heroes
Post by: Astrobia on January 15, 2018, 05:03:45 pm
I am excited by these developments and look forward to the next release. :-D
Title: Re: Mayday's tileset compilation - in the hands of community heroes
Post by: jecowa on January 31, 2020, 05:25:31 am
Anyone know what this is used for?
(https://i.imgur.com/jj3q1zB.png)
I can't find where it's been used for anything before now. This is currently the graphic for the new altar from v0.47.01.
Title: Re: Mayday's tileset compilation - in the hands of community heroes
Post by: Vordak on January 31, 2020, 05:39:57 am
Anyone know what this is used for?
Spoiler (click to show/hide)
I can't find where it's been used for anything before now. This is currently the graphic for the new altar from v0.47.01.
Tile 144, used for different fly vermins in vanilla.
If you want to use 144, then you have to change a bunch creature_.txt and add to set.

This information was from one of my work DF folders, my mistake.

Upd. True information from fresh download df_47_01_win:
objects/item_tool.txt
Code: [Select]
[ITEM_TOOL:ITEM_TOOL_ALTAR]
[NAME:altar:altars]
[VALUE:10]
[HARD_MAT]
[TOOL_USE:PLACE_OFFERING]
[FURNITURE]
[TILE:144]
[SIZE:500]
[MATERIAL_SIZE:6]
Title: Re: Mayday's tileset compilation - in the hands of community heroes
Post by: jecowa on January 31, 2020, 08:12:17 pm
I'm not seeing "144" or "É" being used for any "CREATURE_TILE" in the raw objects. The wiki only lists "Text" and "altars" as being used for tile 144.
Title: Re: Mayday's tileset compilation - in the hands of community heroes
Post by: Meph on February 01, 2020, 09:28:15 am
Looks like a mussle or oyster to me, which are vermin creatures. Maybe mayday changed the tile numbers.
Title: Re: Mayday's tileset compilation - in the hands of community heroes
Post by: jecowa on February 01, 2020, 10:42:36 pm
You're right. It was used as oyster and mussel in the original 0.28.181.40d ("40d") version of Mayday, but wasn't used for the v0.40.05 update. I wonder if that was intentional or an oversight. The original 40d Mayday edits a bunch of raw objects files, but the v0.40.05 version only edits 2 of them.
Title: Re: Mayday's tileset compilation - in the hands of community heroes
Post by: Naryar on February 05, 2020, 06:41:35 am
Same, I've started with Mayday at my beginnings and exclusively stuck to it.

There is a new edition for the villains release ? And it's easy to install ? Cool. Thanks Jecowa !
Title: Re: Mayday's tileset compilation - in the hands of community heroes
Post by: jecowa on February 05, 2020, 04:07:50 pm
This one will work with DF v0.47.01: https://github.com/DFgraphics/Mayday/releases

Click the "source code" zip file to download it.
Title: Re: Mayday's tileset compilation - in the hands of community heroes
Post by: jecowa on February 18, 2020, 04:04:42 am
Currently a die gets used to represent a toy. However in Dwarf Fortress v0.47 dice were implemented.

I'm not sure what's best. What do we do with the old toy icon that looks like a die?
Here's the current toy and some potential new toy icons:
(https://i.imgur.com/5h3ByNI.png)
Title: Re: Mayday's tileset compilation - in the hands of community heroes
Post by: SuperPluck on February 18, 2020, 04:10:20 am
Use it for dice. get a new icon for toy.

I personally like the bear for a toy
Title: Re: Mayday's tileset compilation - in the hands of community heroes
Post by: jecowa on February 23, 2020, 02:51:32 am
Thank you. It's using the bear for toys now, but only if TWBT is running, otherwise it uses the die for both.

From looking at the original version of Mayday for Dwarf Fortress v0.28, I think something was lost in the update to DF v0.40. There seems to be lots of edits in the 0.28 release that didn't make it to the 0.40 release. The Mayday included with Lazy Newb Packs today is based on the DF 0.40 Mayday, but I'm thinking about going back to that DF 0.28 version and bringing that one to the latest Dwarf Fortress.
Title: Re: Mayday's tileset compilation - in the hands of community heroes
Post by: jecowa on February 27, 2020, 01:58:33 pm
The 12 lost vermin of Mayday 0.28 (40d):

Butterfly (129):
(https://i.imgur.com/DzAHLGs.png)
Roach/Ant/Spider (158):
(https://i.imgur.com/x39Ah6z.png)
Fly/Beetle/Firefly (132):
(https://i.imgur.com/iYhPuZE.png)
Lizard (142):
(https://i.imgur.com/ghhefQb.png)
Squirrel (133):
(https://i.imgur.com/j8345DJ.png)
Rat/Chipmunk/Hedgehog (134):
(https://i.imgur.com/Fq4oASJ.png)
Toad (138):
(https://i.imgur.com/jZqOtGH.png)
Fairy/Pixie (136):
(https://i.imgur.com/nOnC8XD.png)
Birds (137):
(https://i.imgur.com/7DfNFr5.png)
Worm/Eel/Lamprey (141):
(https://i.imgur.com/2vvPgjT.png)
Fish (160):
(https://i.imgur.com/RKxB13q.png)
Mussel/Oyster (161):
(https://i.imgur.com/gPN4TBV.png)

Hopefully there's some room on the main tilesheet to bring some of these back.
Title: Re: Mayday's tileset compilation - in the hands of community heroes
Post by: Mike Mayday on February 27, 2020, 03:52:47 pm
Guys, is this pack uploaded in a stable location right now? I'd like to add it to the OP if yes.
Title: Re: Mayday's tileset compilation - in the hands of community heroes
Post by: jecowa on February 27, 2020, 04:20:58 pm
I'm using fricy's repo: https://github.com/DFgraphics/Mayday/releases

Maybe instruct users to get the "Source code (zip)". I think the word "source code" causes confusion and makes people think it's the wrong thing. 
Title: Re: Mayday's tileset compilation - in the hands of community heroes
Post by: jecowa on March 02, 2020, 01:47:16 am
Mayday stone guide:

(https://i.imgur.com/QD8QrWo.png)tile 18: ("Igneous (https://dwarffortresswiki.org/index.php?title=DF2014:Stone&oldid=247181#Stones_forming_entire_layers)" stone with material value of 1)

(https://i.imgur.com/gRM14MM.png)tile 28: ("Sedimentary (https://dwarffortresswiki.org/index.php?title=DF2014:Stone&oldid=247181#Stones_forming_entire_layers)" stone with material value of 1)

(https://i.imgur.com/hiPA2qi.png)tile 29: ("Metamorphic (https://dwarffortresswiki.org/index.php?title=DF2014:Stone&oldid=247181#Stones_forming_entire_layers)" stone with material value of 1)

(https://i.imgur.com/WMNTPhj.png)tile 171: (stone that can be used as a fuel source (https://dwarffortresswiki.org/index.php?title=DF2014:Fuel&oldid=245574#Coke.2C_from_bituminous_coal_or_lignite))
  • Bituminous coal
  • Lignite

(https://i.imgur.com/A8IudX4.png)tile 182: ("Other (https://dwarffortresswiki.org/index.php?title=DF2014:Stone&oldid=247181#Other_Stone)" stone with a material value of 1 that can't be used as a fuel source)

(https://i.imgur.com/GnOIGKy.png)tile 199: (stone with material value of 2):
Title: Re: Mayday's tileset compilation - in the hands of community heroes
Post by: jecowa on March 02, 2020, 02:54:24 am
Mayday metal guide:

(https://i.imgur.com/8AaY8es.png)tile 156: (Iron (https://dwarffortresswiki.org/index.php/DF2014:Iron) ores)
  • Hematite
  • Limonite
  • Magnetite

(https://i.imgur.com/XZawuQ6.png)tile 255: (non-Iron Metal (https://dwarffortresswiki.org/index.php?title=DF2014:Metal&oldid=249412#List_of_metals) ores)
Title: Re: Mayday's tileset compilation - in the hands of community heroes
Post by: jecowa on March 02, 2020, 05:57:09 am
One more lost vermin:

Bat
(https://i.imgur.com/Z9JiW82.png)
Also a not-lost vermin:

Cave lobster
(https://i.imgur.com/z0V9k4z.png)

That's a total of 14, but it looks like there's only room for 9 at the moment. So we need to we need to get rid of 5.

Maybe something like this?:

I was planning to keep Worm because it's currently doubling as Wormy Tendrils, but wormy tendrils could also use river tiles like in Spacefox.
Title: Re: Mayday's tileset compilation - in the hands of community heroes
Post by: Meph on March 03, 2020, 03:18:18 am
You can keep the five of you take out some â,æ, ë characters from the language files.
Title: Re: Mayday's tileset compilation - in the hands of community heroes
Post by: Mike Mayday on March 03, 2020, 03:21:46 am
Yeah, that's the trick I would always use. Take out all the diacritic signs from all languages and then go to town with them.
Shouldn't TWBT remove the necessity to do that though?
Title: Re: Mayday's tileset compilation - in the hands of community heroes
Post by: Meph on March 03, 2020, 03:47:30 am
Vermin are a special case. They can't use overrides. But if this version uses twbt, it should be much more easy to find some free tiles.
Title: Re: Mayday's tileset compilation - in the hands of community heroes
Post by: jecowa on March 03, 2020, 06:03:35 am
Yeah, there's lot of room in the TWBT version – a full alphabet to cannibalize.

Do you happen to know anything about this used tile:
(https://i.imgur.com/j7ksRML.png)
It looks like the design matches the walls of the tileset.


There's also this unused tile:
(https://i.imgur.com/q8aaIcg.png)
I'm thinking maybe use it for Cave wheat, Longland grass, and Blade weed unless you have another idea.
Title: Re: Mayday's tileset compilation - in the hands of community heroes
Post by: Meph on March 03, 2020, 07:55:12 am
First one seems like a 4way section of either walls or tracks. Second one is the check-mark, which is used in a few menus and for the worldmap. That's why it looks like a ✓ or √ but also like a plant.

Tile numbers would help figuring out exactly what they are.
Title: Re: Mayday's tileset compilation - in the hands of community heroes
Post by: jecowa on March 03, 2020, 08:03:29 am
It's not being used as a checkmark now, but that could be done to clear up another spot.

The grass/checkmark is 139 (ê). The wall thing is 245 (⌡).

Maybe it was an alternate 4-way wall, or maybe a column.  Oh, it's the pillar tile. I was confused about its tile number before and was searching for 241 instead of 245.

Edit: Oh, the checkmark also needs to be the weapon rack. Right now it's just using an "Ascii" √ for it.
Title: Re: Mayday's tileset compilation - in the hands of community heroes
Post by: Mike Mayday on March 03, 2020, 08:40:13 am
That's a BOTH a column and 4-way wall (as that's how it's displayed in DF...)
The grass icon is generally for grasses. WHichever you deem worthy assigning to.
Title: Re: Mayday's tileset compilation - in the hands of community heroes
Post by: jecowa on March 03, 2020, 09:20:38 am
The the plants I suggested (Cave wheat, Longland grass, and Blade weed) are all crops.

All grasses have a list of tiles that they randomly pull from. At the moment, most all grasses are using punctuation like the comma and apostrophe. I think this is good because it makes the gatherable plants stand out more. These grasses all have another character mixed in that makes it look like there's something there to be gathered:


The club (♣) character is a tree, so maybe these are the grass tiles its intended to be used with.