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Worldmap: What style would you prefer?

Icons, like ASCII but prettier.
Hand-drawn, like an old-timey sepia map.
Full graphics, like JRPGs with full-on sprites.
Same as the tileset ingame. Forests would use the tree sprite, mountains a rock sprite, etc.
Other. Please post your ideas/examples.

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Author Topic: ☼Meph Tileset☼ V5.5 (32x32) - 47.05 - offline  (Read 875264 times)

Meph

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Re: ☼Meph Tileset☼ V2.3 - 32x - 44.05 - Updated 18th January
« Reply #870 on: February 18, 2018, 09:39:13 pm »

Considering how quiet it's here, I guess everything is working as intended? ^^
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

Rose

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Re: ☼Meph Tileset☼ V2.3 - 32x - 44.05 - Updated 18th January
« Reply #871 on: February 18, 2018, 10:42:29 pm »

Well, I did manage to get your creatures to show up in my armok vision engravings, so that's nice.

Too bad I don't have support for professions yet.
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Pvt. Pirate

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Re: ☼Meph Tileset☼ V2.3 - 32x - 44.05 - Updated 18th January
« Reply #872 on: February 19, 2018, 05:11:21 am »

Considering how quiet it's here, I guess everything is working as intended? ^^
well, it works quite great.
one thing though: when smooting stone and carving Fortifications into it, this works, while built fortifications look like the icon for the engraving job.
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"dwarves are by definition alcohol powered parasitic beards, which will cling to small caveadapt humanoids." (Chaia)

falcn

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Re: ☼Meph Tileset☼ V2.3 - 32x - 44.05 - Updated 18th January
« Reply #873 on: February 19, 2018, 09:51:23 am »

Considering how quiet it's here, I guess everything is working as intended? ^^
I messed up trying to apply tileset to a clean OS X dfhack installation. Everything works except dwarves carrying furniture blink with a wrong item. What I missed?
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Meph

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Re: ☼Meph Tileset☼ V2.3 - 32x - 44.05 - Updated 18th January
« Reply #874 on: February 19, 2018, 11:03:29 am »

Considering how quiet it's here, I guess everything is working as intended? ^^
I messed up trying to apply tileset to a clean OS X dfhack installation. Everything works except dwarves carrying furniture blink with a wrong item. What I missed?
Nothing. It's a TWBT bug that I can't affect. I assume that mifki will fix it at some point.
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

falcn

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Re: ☼Meph Tileset☼ V2.3 - 32x - 44.05 - Updated 18th January
« Reply #875 on: February 19, 2018, 05:37:21 pm »

Noticed that your plant_grasses.txt in Meph Tileset 2.3 [44.05]/df/raw/objects differs from both plant_grasses (with moving grass).txt and plant_grasses (without moving grass.txt from "Moving grass" folder.
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Hylum

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Re: ☼Meph Tileset☼ V2.3 - 32x - 44.05 - Updated 18th January
« Reply #876 on: February 19, 2018, 05:51:50 pm »

Everything is great so far! Thanks Meph!
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☼MASTERWORK☼

Dahrk

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Re: ☼Meph Tileset☼ V2.3 - 32x - 44.05 - Updated 18th January
« Reply #877 on: February 20, 2018, 01:51:06 pm »

It's working very well, I still can't get my head around how many sprites were made for this pack!

Gameplay wise, the only things I could hope for are standardized materials and you turning your gaze towards Adventure Mode, if/when it gets better twbt support.
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jecowa

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Re: ☼Meph Tileset☼ V2.3 - 32x - 44.05 - Updated 18th January
« Reply #878 on: February 20, 2018, 03:39:23 pm »

This pack has an amazing set of creature graphics. I think there's like 657 non-vermin creatures in the game, and this pack has good 32x graphics for pretty close to all of them. And then it includes 780 variations for each of four procedural creatures (e.g. forgotten beasts, titans).
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Meph

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Re: ☼Meph Tileset☼ V2.3 - 32x - 44.05 - Updated 18th January
« Reply #879 on: February 20, 2018, 04:47:06 pm »

I guess I could finish the last remaining creatures sprites, and add standardization to the launcher. That's a bit trickier, since it alters vanilla files, but hey. ^^

Adv mode I wouldnt even know where to start. People would have to tell me what to change/add.
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

tnuhnivad

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Re: ☼Meph Tileset☼ V2.3 - 32x - 44.05 - Updated 18th January
« Reply #880 on: February 23, 2018, 12:42:01 pm »

Considering how quiet it's here, I guess everything is working as intended? ^^

Was there a fix I missed for the cages showing up for items, corpses and plants, etc.?
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jecowa

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Re: ☼Meph Tileset☼ V2.3 - 32x - 44.05 - Updated 18th January
« Reply #881 on: February 23, 2018, 01:24:51 pm »

Was there a fix I missed for the cages showing up for items, corpses and plants, etc.?

This pack reorganizes tiles a lot. I'm wondering if you updated your /data/art/ files with the latest version of the pack without also updating your /data/save/region x/raw/objects/ files with the latest version of the pack. That could cause the kind of visual errors you described.

You might backup your save before trying to update its objects files, though.
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Dahrk

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Re: ☼Meph Tileset☼ V2.3 - 32x - 44.05 - Updated 18th January
« Reply #882 on: February 24, 2018, 08:00:00 am »

Adv mode I wouldnt even know where to start. People would have to tell me what to change/add.

I've done a bit of experimenting in Adv mode and found a few things that may be of interest. Overall, it's looking very good, but there are still twbt bugs that render it unstable.

My wolfman started in a human hall. The transparent overrides look great, as do the status indicators - note the gentleman slumped next to a display case. It's a small change, but the status indicators enrich the experience of visiting taverns and halls, making it easier to keep track of who's doing what.


I wandered outside and took a look at some of the locals' gardens. That rectangle of random sprites is a collection of garden plants, and the glitched sprite that is displayed for each plant appears to be consistent.


After wandering off into the wood, the sprites switch back to their correct overrides after a moment of stutter. Two of the plants shown here, the cranberries and bitter vetch, were also in the garden. There appears to be a crossover of about 15 tiles, where you can keep running back and forth watching the overrides flicker. The game stutters every time this happens, sometimes followed by a ctd.


I also took look around a treehome as an elf. As you can see, npcs look great, but my adventurer became rather fruity every time she walked over leaves.


In short, Adv mode is actually already looking great, but twbt is glitchy and appears to cause crashes.

EDIT: Thanks to falcn for fixing the embedded images!
« Last Edit: February 24, 2018, 11:20:18 am by Dahrk »
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falcn

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Re: ☼Meph Tileset☼ V2.3 - 32x - 44.05 - Updated 18th January
« Reply #883 on: February 24, 2018, 08:57:07 am »

deleted
« Last Edit: February 24, 2018, 12:04:28 pm by falcn »
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Leonidas

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Re: ☼Meph Tileset☼ V2.3 - 32x - 44.05 - Updated 18th January
« Reply #884 on: March 01, 2018, 10:52:21 pm »

Meph, I recently started using your tileset, from the Lazy Newb Pack. And it's amazing. The detailed art bring a whole new dimension to the game.

But I have one problem. My current fortress has tetrahedrite veins in a granite layer. I'm having trouble distinguishing the granite from the tetrahedrite.
Spoiler (click to show/hide)

Is there a variant of your tileset that'll help with this?
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