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Messages - burned

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1
February 16th, 2020 (DF 0.47.03)
**  Compatible with DF 0.47.03
February 8th, 2020 (DF 0.47.02)
** Fixed tile size of bfx_subterranean_G_H.png located in 24x24 > raw > graphics > bfx


edit:
March 2nd, 2020 (DF 0.47.04)
**  Updated Optional Raws for 47.04

2
Tilesets and Graphics / Re: burnedfx Graphic Set [12x12 / 24x24] - DF 44.12
« on: February 02, 2020, 06:24:32 pm »
Hi and thanks 2xW!

Hrm. Okay, regarding the errors . . . I will do my best to help you figure this out, but first I have a few questions.

Where are you seeing these error messages?

Are you using the optional raws?
If so, are you generating a new world with them or installing them on an existing save?
I do know that you cannot use the optional raws on an existing save - which would probably produce the first error message, since there is no "TOAD_MAN" in the optional raws as noted in the bfx_ReadMe.txt

But, that doesn't explain the second set of errors - which may be unrelated to the graphic set, because, entity_default.txt is not edited in any way by this set and the second set of error messages seem to imply that the new 47.01 tools are missing from entity_default.txt. Again, a file untouched by this graphic set. What is Date Modified on your entity_default.txt? It should be 7.23.2019

My best guess is that you installed the set on a existing save (which you cannot do with the optional raws), but that's just a guess. And, that would only explain the first error message.

But, you tell me. How did you go about installing the set?

3
Tilesets and Graphics / Re: burnedfx Graphic Set [12x12 / 24x24] - DF 44.12
« on: February 01, 2020, 01:58:24 pm »
No worries ANickel!

February 1st, 2020 (DF 0.47.01)
**  Updated 001, 002, 008, 064, 139, 144, 154, and 156 in companion tileset.


The above change was actually inspired by Taffer, specifically the "dwarves-as-letters" - if you are just using the companion tileset and not the graphic tiles. And, since it's a square tileset, I made the 008 tile, well, square among other minor tweaks.

edit: Snapshot updated, etc.

4
January 30th, 2020 (DF 0.47.01)
**  Updated Optional Raws for 47.01

5
Erm, the download doesn't work?

It redirects to a big 'Not Found'.

Derp.

Fixed and thank you.

6
June 30th, 2018  (DF 0.44.11)
**  Adjusted colors and/or tweaked pixels for Ant Men, Cave Swallow Men, Olm Men, and Plump Helmet Men


Snapshot updated, etc

edit:
July 7th, 2018 (DF 0.44.12)
**  Compatible with DF 0.44.12

7
In February of 2016 I changed all the creature tile backgrounds to black to minimize the extremely annoying flash caused by bug 2278. It (obviously) doesn't fix the bug, but the temporary solution satisfies me. See change log entry "February 19th, 2016 (DF 0.42.06)" for more info.

As an aside, I don't think anything can be done for "thrown" creature tiles barring the bug being squashed (which may or may not be related to bug 2278).

So, my guess is that you didn't do anything wrong per se and it's unrelated to using wanderlust (12x12 wanderlust should work as designed). It's most likely because you are using a color scheme that uses something other than [BLACK_R:0][BLACK_G:0][BLACK_B:0] in the color scheme.

I hope that helps.

8
June 23rd, 2018 (DF 0.44.11)
**  Added Messenger to Dwarf, Human, Elf and Goblin civs
**  Updated Optional Raws for 44.11


Note: Snapshot not updated yet.

edit: Snapshot updated.

9
Tilesets and Graphics / Re: burnedfx Graphic Set [12x12 / 24x24]
« on: March 10, 2018, 06:47:52 pm »
No changes necessary, so if you're transferring a save there is no need to download the "new" bfx set.

March 10th, 2018 (DF 0.44.06)
**  Compatible with DF 0.44.06


edit:
March 12th, 2018 (DF 0.44.07)
**  Updated Optional Raws for 44.07


edit 2:
March 29th, 2018 (DF 0.44.08)
**  Compatible with DF 0.44.08


edit 3:
April, 1st, 2018 (DF 0.44.09)
**  Compatible with DF 0.44.09


edit 4:
May 6th, 2018 (DF 0.44.10)
**  Updated Optional Raws for 44.10


edit 5:
June 23rd, 2018 (DF 0.44.11)
**  Updated Optional Raws for 44.11

See next post. There was an actual change to the creature tiles.

10
Tilesets and Graphics / Re: Nixie Glow Tileset [16x16][32x32]
« on: January 17, 2018, 11:29:31 pm »
I get the same neon vibe jecowa mentioned.

176, 177, 178 are the tiles that don't work for me - mainly because of the sky/open space, but also the falling leaves and vermin swarms.
You can remap the sky tile in the d_init.txt, but that doesn't solve the vermin and leaves and misc that comes with changing those tiles.

Great work regardless!


Also . . .

<snip>
!!Note!! For best results, switch minecraft tracks . . .
</snip>

;]


@jecowa

Spoiler (click to show/hide)

11
Tilesets and Graphics / Re: burnedfx Graphic Set [12x12 / 24x24]
« on: January 16, 2018, 09:19:06 pm »
I appreciate the suggestion jecowa. I do want to cover possible variations with other people's set ups, but there are limits to how much I want to accommodate all possibilities. To that end, I am not interested in using TWBT. If someone wants to use DFhack or TWBT or whatever they can set it up themselves and if they need help, there are other forums for third party utilities.

January 16th, 2018 (DF 44.05)
**  Resized creature tilesets to 24x24 so people aren't forced to use a specific print mode and texture parameter to scale 12x12
**  Updated folder structure of creature tilesets to seperate 12x12 from 24x24
**  Updated instructions in bfx_ReadMe.txt to reflect the above changes.


edit:
January 17th, 2018 (DF 44.05)
**  Updated 016, 017, 030, 031 in companion tileset.
**  Adjusted alignment of 174, 175 in companion tileset.
**  Updated/Adjusted simast variant tileset sans X and Z (see December 18th notes for original variant).


edit 2:
January 18th, 2018 (DF 44.05)
**  Adjusted colors for toad giant cave


edit 3:
January 19th, 2018 (DF 44.05)
**  Updated 244, 245 in companion tileset.


12
Tilesets and Graphics / Re: burnedfx Graphic Set [12x12 / 24x24]
« on: January 16, 2018, 06:28:33 pm »
Yes. You're probably right.

I don't like the idea of telling someone which settings they should use outside of what is necessary for the creature tileset to work (e.g. texture parameter and now print mode?). Providing two option sizes is more reasonable than trying to force outside init.txt preferences on other people.

Thanks KillzEmAllGod


13
Tilesets and Graphics / Re: burnedfx Graphic Set [12x12 / 24x24]
« on: January 16, 2018, 06:05:41 pm »
Thanks for letting me know. I appreciate it. That combo never occurred to me until today (even though 2D is default! Heh).

Related . . .

In another thread I was "thinking out loud" about this . . .

<snip>

I believe the only print mode that officially supports true type is 2D, but I'm just referencing my brain and honestly don't recall. I settled on STANDARD during all the SDL testing since it produced the best results for me. I'm not sure why 2D is the default. Maybe because it's the only one that offers true type(?) - I do remember people would need to use 2d if they had "bad OpenGL drivers" or something like that. . .

. . . Yeah, that's exactly what Baughn typed. Heh. So maybe it's default to just avoid having rendering problems in the first place(?).

</snip>


Out of curiosity, is there a reason you prefer 2D? Is it because you prefer using true type? Or something else that I may not have thought of?
I'm trying to think of the best way to address this in the updated bfx_ReadMe.txt

14
Tilesets and Graphics / Re: burnedfx Graphic Set [12x12 / 24x24]
« on: January 16, 2018, 05:19:48 pm »
Oh!

Thanks for testing that out. You've helped me realize why that doesn't work for you (thanks to the screenshots). Correct me if I'm wrong, but you are NOT using [PRINT_MODE:STANDARD], right?

I may need to rewrite bfx_ReadMe.txt to accommodate people who would prefer a different print mode. Thanks again KillzEmAllGod!

15
Tilesets and Graphics / Re: burnedfx Graphic Set [12x12 / 24x24]
« on: January 16, 2018, 05:57:25 am »
Thanks KillzEmAllGod.

Also, I'm happy you figured out a solution, but if you follow step 5 and set [TEXTURE_PARAM:NEAREST] in the init.txt you shouldn't get any blurring. No need to resize anything ;]

This has come up before . . .
I don't get it, it looks great in your pictures but crap in my game. I even changed the tileset to yours, but the graphics still look... blurry.


EDIT: Nevermind, I'm an idiot. I followed the instructions and it looks good now.

Do you think I should make it more clear in the bfx_ReadMe.txt?


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