Will you be active again from now on?
I wonder who will win with updating their tile sets first lol :P
NOOOOOOOOO, YOU'VE KILLED MEEEEEI 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 :)
Tree icons are apparently no longer needed, so there's that. I assume there are thousands of new creatures... again?No new animals, but
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.
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#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.
#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.
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.
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.
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.
******************************************************
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.
******************************************************
I've left for the weekend, sorry :( I'll be back Monday evening.
Ssweeeeeeeeeeeeet my favorite tileset is staying up to date.
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:-Meph's objects for TWBT
- separate icons for objects
- the ability to display large map tiles with small interface tiles
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.
Wait up, I'll get it done in an hour (just came back home :)
- 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.
"Ayuh. Rainin' goo again."
Hey mike, new update please?
Hey mike, new update please?
raw/object for Mayday 40.05 (https://dl.dropboxusercontent.com/u/36491887/Mayday_objects_40.05v1.zip)
Oh hey, fricy, you have a compare script or something?
Update in a few hours, at work now.
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. :)
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
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
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.
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.
Mike, i love your set. Please, release the new version.
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'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.
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 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...
Thank ye, sir! ^^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.
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
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?
Thanks burned. I was thinking it had something to do with the example.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.
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. :(
[CHEESE_MAKER:DORFS:3:24:AS_IS:DEFAULT]
Can you upload a save somewhere for investigation?
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*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.
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?
Here you go. (http://dffd.bay12games.com/file.php?id=10626)Thx.
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.
ETA on an update? (Because I can't play without my favorite tileset!)
https://github.com/fricy/DFgraphics, it's updated there. Well the 42.02, not the 42.03 version.
https://github.com/fricy/DFgraphics, it's updated there. Well the 42.02, not the 42.03 version.
@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.
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.pngfor comparison here is the the originalSpoiler (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.Spoiler (click to show/hide)
Take a look ... tell me what you guys think ... should i finish?
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.
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.
@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.
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.
And now they're implemented and uploaded on DFFD here (http://dffd.bay12games.com/file.php?id=11557)
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.
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
Spoiler (click to show/hide)
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?
That worked. Thank you!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
Right, I think I've managed to resolve the raw conflict for subterranean beastmen without breaking either set@Habbadax & Tallcastle
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...
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.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?
Thanks!You must not update the data/save/region raws, only install the files in data/art, data/init and /raws.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?
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.
(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.
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)
Found here (http://dffd.bay12games.com/file.php?id=11557), as per the usual
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
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.
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
[...]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.
so.. what should I do?
Wait for a fixed version of the tileset?
Updated (http://dffd.bay12games.com/file.php?id=11557) to latest Dorfs
As always, let me know if I broke something horribly
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...
Updated (http://dffd.bay12games.com/file.php?id=11557) to latest Dorfs
Contains pre-installed and pack only versions...
(Or would that leave out something vital...?)yes. you need the objects because tile-related numbers in them changed.
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.
url=http://"http://dffd.bay12games.com/file.php?id=12056"
When it should read:url=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!
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.
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. :-\
Here is the next one.
creture_bug_slug_new.pngI'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.Spoiler (click to show/hide)
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)
[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]
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.
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)
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)
Does this work with the latest version?
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.)Even my non-DF related art is 16x16, so ya ... pretty much committed at this point.
You're probably pretty invested in 16x16 already, though.
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.
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.
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
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.
It's been a long while, but those are for worm critters and bamboo aren't they?
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)
Anyone know what this is used for?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.Spoiler (click to show/hide)
[ITEM_TOOL:ITEM_TOOL_ALTAR]
[NAME:altar:altars]
[VALUE:10]
[HARD_MAT]
[TOOL_USE:PLACE_OFFERING]
[FURNITURE]
[TILE:144]
[SIZE:500]
[MATERIAL_SIZE:6]
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) |
(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) Spoiler: tile 18 - Igneous stones, value 1 (click to show/hide) |
(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) Spoiler: tile 28 - Sedimentary stones, value 1 (click to show/hide) |
(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) Spoiler: tile 29 - Metamorphic stones, value 1 (click to show/hide) |
(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))
|
(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) Spoiler: tile 182 - "other" stones, value 1 (click to show/hide) |
(https://i.imgur.com/GnOIGKy.png) | tile 199: (stone with material value of 2): Spoiler: tile 199 - value 2 stones (click to show/hide) |
(https://i.imgur.com/8AaY8es.png) | tile 156: (Iron (https://dwarffortresswiki.org/index.php/DF2014:Iron) ores)
|
(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) Spoiler: tile 255 - non-iron metals (click to show/hide) |
One more lost vermin: Bat (https://i.imgur.com/Z9JiW82.png) | Also a not-lost vermin: Cave lobster (https://i.imgur.com/z0V9k4z.png) |