The outside screenshot looks amazing. :o
May I add this into MasterworkDF? And are you planning on making a more graphical version, with the special characters replaced with actual icons... for example the tables, cabinets, chairs...
PS: Nice Signature on the upper right. I think I know this from somewhere :P
Wow, that's beautiful, it looks like a tapestry.Lol, now i see that it looks more like tapestry than engraving. I've seen that something wrong here, after i decided to draw diagonal strokes instead of horizontal, but i was forced to do so, because 1px horizontal strokes produce annoying flickering of screen, at least on my computer. Maybe i'll do something about it next week.
ToDo list:
[...]
graphic set
[...]
Thanks to:
[...]
Albrecht Dürer, for inspiration
ToDo list:
[...]
graphic set
[...]
Thanks to:
[...]
Albrecht Dürer, for inspiration
I'm looking forward to your hare and rhinoceros sprites then.
On a related note, have you considered picking the colors from an actual Dürer painting?
Can you upload this to a mirror site? dffd appears to be down
this + CLA creatures
The only thing I find difficult with these tiles is spotting Z-level open space/drops, as they look very similar to normal ground tiles.I see. That's maybe because i changed noise value for all tiles, while not creating unique settings for some of them. As, for example, tile 32 (text windows background and undiscovered terrain) goes with it's own less visible overlay noise layer.
Right now ramp tile looks too much like treeHmm. I don't see a problem with ramps, although they do look like spade symbol. But do you mean small plants from 0.40 or one-tile trees from 0.34?
Right now ramp tile looks too much like tree
Right now ramp tile looks too much like treeHmm. I don't see a problem with ramps, although they do look like spade symbol. But do you mean small plants from 0.40 or one-tile trees from 0.34?
I just have to say, I've played with a lot of different tilesets from Ironhand to Phoebus, to Mayday, and beyond. This is by far my favorite tileset as far as aesthetics go. I love the desaturated look!Thanks, i appreciate that, and i hope you will enjoy further updates.
use some improvements on the dwarfs themselves.such as? i'd like to start with modding dwarf graphics after next release though.
:D
would you consider making a branch of this that has triangular ramp tiles? I'm still finding it hard to visualise these.
I personally just find the triangle graphic for slopes much clearer.Ah. Got it now :)
G O R G E O U S.No problem. And i'd like to see screenshots ;)
May I have a permission to modify the tiles a bit and use it in my Wasteland mod? It looks amazing, both the color scheme and the icons.
Looks slightly brighter now, I like that :) previosely I had some problems looking ad dark text or dwarves that were recruits, they were just too dark.That's something i'm trying to adjust at the moment, but constantly failing. The problem is dark grey of Vherid's Jade is actually dark. And it may be ok for recruits or iron bars, but if you try (srsly, try it) to embark at desert... And since Vherid schemes are pretty well and precisely designed, i need to be careful, because simple "brighter dark grey" somehow ruins everything. Anyway, i'll try my best prior weekend, thanks for feedback
Thumbs up for your "Information about modded tiles (v. 0.3)". Its very helpful to all modders that might want to use the set. :)Thanks. And logging this helps me a lot too, just as you advised.
Might I include it for the font alone for now?No problem, but i'd like to know what should be fixed asap to improve compability with 0.34
Its very readable and you still have all the accented characters.What do you exactly mean by "accented characters"?
Something might be off with your internet connection. ^^Got it. I'd like to discuss some of the details via PM
Accented characters are things like â or ì. Essentially all that stuff (MDF tileset as comparison, I use many more graphical tiles than characters)
(http://i.imgur.com/vsbOxzW.png) (sorry for horrible jpeg artefacts)
Tiles that look like text, but represent objects ingame, while still appearing in names (depending on language files). Honestly, I am not used to Ascii at all, and would much rather see a actual undead-icon instead of '~N' or a demon-looking creatures sprites instead of an '&', or a little dwarf statue instead of an Omega. You get the point. ;)
Edit: Some are quite important for gameplay. ó and ò for on/off levers would drive me insane, I am way too used to having a green ON lever, and a red OFF lever, with actual text on the tile. ^^
As my work continues here, i have some questions to community. Basically because working without feedback and suggestions seems for me like walking blind. :(
Here they are:
1. most important: What do you think of new volumetric walls?
2. And what about new adventurer/non-fortress-dwarf tile?
3. How do you like ascii version?
That's it. If you have any other thoughts — feel free to tell me :)
<...> it doesn't work visually when the end of a wall (pillar?) is north of the rest of the wall. It looks like a piece is missing. <...>Truth. Pillar tile is the main problem of volumetric walls from my point of view. I spent 1 full day trying to make it look good, but it wasn't very successful.
<...> Have you tried full-body graphics instead of just the head? <...>Not tried yet. Sounds like a plan.
<...> Armor stand could be better, barrel is fine, but could look more like the other furniture <...>i kinda left it be that way. Wasn't sure i'll be able to work on/post update at weekend. So these two definitely are placeholders
<...> Trunk looks great, fits with rest, not sure about other tree tiles. <...>That's an interesting thing you noticed. When i changed tree tiles from vanilla wall-based to unique ones, i didn't knew (and still don't) the meaning of that trunks, caps and other things, while this may be important, since in 40.xx trees aren't just graphic thing — we can climb up there and even build a house. But after all i'm ok with tree tiles for now and also TWBT gives me great opportunities to improve it in future
<...> Don't like the ramps; there's only so much you can do with unidirectional ramps while keeping your style consistent, but I'd try to experiment with them a little more. <...>Ah. You're not the only one, who questioned ramps here. To be honest i've got some ideas about it, but ramps aren't in my short list now.
I would go for more graphics, less characters, but I am repeating myself. ;)
For example on the newest screenshots, you have a '+-' tile and a 'british pound' tile for ores/rocks. I'd try for something that looks more like ores/rocks, instead of a letter representing them.
Overall the style is great, the trees look fantastic, and the font as well. :)
Semi-graphical version is very pretty. The only things that I kinda don't like are the barrels and pillars. Pillars look really weird at the top and I would love to see some sort of rugged/old style for the barrel to match the gothic/medevil theme of your tileset.Yeah, barrels already fixed. Not sure if gothic enough, but certainly better. Here is WIP (also new statues):
The new barrels are a great improvement!I know. I just fear to start adjusting it. Because to be honest it's more style than perspective issue. No need to fix pixels, i should redraw chair/table/walls/blocks/other things from scratch instead.
One issue: If you compare it to the furniture, the perspective doesn't seem to be consistent. In fact, if you compare chairs, tables, chests, and now barrels, they all seem to have a slightly different perspective. Often not off by more than one pixel. I think it would look a lot better if they all had a consistent perspective.
Also, the way you use the bin symbol is great, I love it. It looks flat, sure, but for a compromise between the cursor, up/down-stairs and bins, it works great.Lucky accident here :) Added strike under X to fill space in staircase — went with that box. Thanks for noticing, i wasn't thinking about it :)
The sapling just doesn't look like a sapling anymore.True, but saplings share т with cave wheat. basically this forces me to hack raws
And i was just getting used to the dwarf head tile :) but this new one looks good too, it's dwarfy enough for me. Also new furniture looks much better in my opinion. But barrels still not gothic enough :DSeems i missed up a document with detailed information about gothicness level of every tile. But i'm sure barrel is 10/10 gothic. Of course there might be still not enough skulls and textura writings on it, but i'm working hard :D
a few of the Dorfs are a little difficult to see and recognize.I confirm, this might be a problem now if there aren't so many dwarfs in game. Saddest thing here that there is not enough free time for me to just play the game as a regular and test features.
Thanks for including an ASCII variant. I've linked here from my thread as a recommendation.Oh, well, and i was thinking to delete it as a playable feature and incorporate to TWBT. Ok, if Taffer says it's good — it might actually be good.
Oh, well, and i was thinking to delete it as a playable feature and incorporate to TWBT. Ok, if Taffer says it's good — it might actually be good. Glad that you like it.
Wow, that's beautiful, it looks like a tapestry.
Wow, that's beautiful, it looks like a tapestry.
I kind of shrugged at this when I first saw it. Oh man, this is cool. This should be renamed Duerer Tapestry or Cross Stitch Caverns. :)
I had an idea to make more "tapestry" version of this one, but honestly it's too hard to maintain different versions
Any news on your work with TWbT? Can't wait to see what you'll be able to do with it. Can we see some screenshot of your work so far? :DBusy with my work + running some tests, nothing to show yet :(
Oh man! Brilliant idea with those stairs, I absolutely love those. Good work :)Good that you like it! Thanks
Luckily tools have tile numbers, so you can alter that even without changing icons in the tileset or using twbt.True, or i can draw it as a stair, since it's only tool to use tile 158. I'm trying to decide right now, what is the better solution.
What's that matter? Unless the tile being edited is 158 the + cross roads of a train track and I'm pretty sure it requires another thing unless you leave that blank (it's been a little while), if you wanted you could have them walk around with just up stairway if you didn't want to edit it with twbt.
windows, doors, slabs (that highly detailed floor tiles in dining room)Windows and doors I like, although there's probably room for improvement.
weapon racks, coffins
All types of stairs
Ah I was thinking most of the tilesets use the same things for tracks but I guess they don't.I certainly considered it, but my track tile looks too much like a track, and '₧' does kinda look like a stepladder already.
Can't really say anything about the slabs. I don't like them, they feel out of place, but I have no idea how to improve them either.I have to stop here.
The point is that slabs actually are in place from my point of view.To clarify, by "they feel out of place" I didn't mean to say that they don't fit your tileset or anything. Just that something felt odd about them and I couldn't put my finger on it. The fact that it's passable (which I didn't even consider) makes your design pretty reasonable; and after reading your explanation, I think I was so irritated by it because they looked so much like a floor tile. Or rather, that they don't stand out enough. With regular floors, engraved floors and slabs as "floor tiles", it might be nice to have slabs stand out more.
The point is that slabs actually are in place from my point of view.To clarify, by "they feel out of place" I didn't mean to say that they don't fit your tileset or anything. Just that something felt odd about them and I couldn't put my finger on it.
Too late :D I already saw the "Wext will be text!" Haha! Though I love what you have done. It looks fantastic beyond measure!HAHA
Ok, did you add the cross-hatching to the shadows, because that is fantastic.Yes, just forgot to list it. To be honest i wasn't sure that someone ever will notice this :)
I don't use your set myself due to my being hooked on 24x24 sets, but I love the aesthetic, and totally appreciate the effort that goes into it, so yeah, that's the sort of thing that stands out to me. :DThanks, i appreciate that :)
That's a fucking beautiful header.Spoiler (click to show/hide)
That's a fucking beautiful header.Thanks :)
On the other hand, let me know if you ever decide to put out a 24x24 or 32x32 even... *cough cough*i was thinking to enlarge it, but that's not today's task. I mean, i tried to make "conventional" 16x16 and now i know that it's not that hard job, but it looks really different and i'm not sure i like it. However making 30x30 out of it will be relatively easy.
Hmmm, 30x30 could be resized down with twbt couldn't it.Can't say about how it will work on Arch, but on my Mac using of DFHack allows to load tilesets larger than screen resolution (my limit is 18px for 1440px-wide screen) as they are designed, without resizing. Vanilla DF in this situation doesn't resize tileset too, it just crashes on load.
@Max:
I suddenly became curious after your request. Here is quick mockup, showing how it will look on 30px with 15px hatch fill:Spoiler (click to show/hide)
Isn't 30px a little bit too big? Personally, i found 24px to be perfect, it's just not too big or too small, well for my resolution. If you do a 24px version of your tileset, i would stop what i'm doing and just use yours. =)
If you do a 24px version of your tileset, i would stop what i'm doing and just use yours. =)Well, seems i have no other choice but to refuse to upscale :)
Upscaling by an integer factor produces much nicer results. Upscaling 15px to 24px isn't likely to look as nice.
Well, seems i have no other choice but to refuse to upscale :)
If i would have time. Because first of all i need to complete it, make graphics, finish my work. And with my effort it will take some time.
I'm sure a lot of people would love to see a upscale version of your tileset, well, i'm one of them. I really like everything you made with TWBT, your stairs, windows, they all look fucking great. I'm just too used now to use bigger tiles, so an upscale version of it would be amazing, when you would have time to make one for it. I'm not even working on my tileset anymore because it look like crap, so it doesnt matter.
@Max:...did you just card crusher me?
I suddenly became curious after your request. Here is quick mockup, showing how it will look on 30px with 15px hatch fill:Spoiler (click to show/hide)
HAHAHAHAHAHA@Max:...did you just card crusher me?
I suddenly became curious after your request. Here is quick mockup, showing how it will look on 30px with 15px hatch fill:Spoiler (click to show/hide)
"Here, do you want this pretty graphics set?"
'Sure I'll have it.'
*CRUSH*
*zoom... Zoom... ZOOM*
I'm not sure you know how many people you made happy just now, I've still gotta fiddle with it since I've got the wrong mapping for other stuff, but I'll definitely have to play around with that after seeing it in action:Looks interesting. That reminds of some guy, who made 512px tileset back in the days (can't find link now). And upscaled duerer somehow looks like thisFixed the overrides and included the 15x15 text tiles properly.Spoiler (click to show/hide)I like that, very pretty indeed.Spoiler (click to show/hide)
This is my first post in Dwarf Fortress. You just inspired me to create an account and immediately congratulate you on how beautiful this tileset is. This tileset is so beautiful the mona lisa pales in comparison. This makes modern graphics look outdated. If I had a penny for everytime this blows my mind I would die of suffocation by pennies. Mine eyes thou bless. May thou fortress grow ever deeper. May the elven folks tremble in your presence.
I really like this but I only want to use it sometimes, not all the time. Is that possible? Would I need two versions of dwarf fortress?
Duerer TWBT comes preinstalled on Macnewbie and Linux Lazy Newb pack. However, you should install it manually to Starter Pack for Windows. Thanks to fricy, there is a ready to use with PyLNP version of my tileset in his repo. Grab it here (https://github.com/fricy/Duerer/tree/master) and drop in Graphics folder of Starter Pack
Duerer TWBT comes preinstalled on Macnewbie and Linux Lazy Newb pack. However, you should install it manually to Starter Pack for Windows. Thanks to fricy, there is a ready to use with PyLNP version of my tileset in his repo. Grab it here (https://github.com/fricy/Duerer/tree/master) and drop in Graphics folder of Starter Pack
The Macnewbie version is definitely the way to go. I guess I wasn't smart enough to install the TWBT version by hand. All the dwarves looked like smudges. I've been away for a few months. I don't know how you keep improving this thing.
On closer inspection, I think the step ladder could use some improvement. It looks like a chair.
Forgive the ignorant question, but I'm not sure I understand how this is for DF 4.19.
The instructions for the TWBT version, 0.6A, which says it's for 4.19 send me to a link to Dwarf Fortress with DFHack which is only 4.16 so far as I know. And the alternative non-TWBT version, 0.5B says it's for 4.16.
So what about this tileset is for 4.19? Or does 0.6A Just Work as a standard tileset without DFHack?
I would love to see this included in Masterwork. You should go bug Meph! (http://www.bay12forums.com/smf/index.php?board=24.0)I was the first who posted here :P
Has anyone tried using this for 40.24?Sorry, i'm kinda busy to update it myself. Added link to fricy' repository (https://github.com/fricy/Duerer/tree/master) in OP
In the original scheme it was hard to make out HaterSkater's work or read the menus -- eventually I grew tired of adjusting all my monitors. I hope I'm not offending anyone for posting a lighter scheme here. There have been no significant changes - only in brightness levels.
Anyone know if this'll work in 42.01?Duerer classic should work just fine as long as you install it manually (change the 42.01 init.txt instead of using the one from the download.) the tileset only changes inorganic_stone_material.txt, and that hasn't been touched by the update from what I see.
Hey, should the TWBT version of this tileset still work with the new 42.XX versions of TWBT?Umm. I don't know yet, didn't knew that TWBT was updated. So maybe yes maybe no, i'll check it myself later.
I thought I'd post a nice 18x18 version of Duerer SG that I'm using on a larger monitor.Looks nice. It's sad that i have a lot of work and can't make manually resized 18x18 version myself. At this time, at least.
Looks nice. It's sad that i have a lot of work and can't make manually resized 18x18 version myself. At this time, at least.
Is the capital "V" backwards in this on purpose? The thicker part is normally on the left, and the skinny part is usually on the right on the letter "V".
Is it okay to include your graphics pack in Lazy Newb Packs?I hope it gets in it.
I hope this gets updated for the newest version.
I hope this gets updated for the newest version.
The raws and init files of Duerer Classic (http://dffd.bay12games.com/file.php?id=9341) are fully compatible with everything from Dwarf Fortress v0.42.02 through v0.43.05. This will not corrupt your game.
I'm not seeing anything in this version that needs to be updated. Is it the TWBT version that people are wanting updated?
Pardon my newbs showing, but how would you make this tileset larger without sacrificing quality? Also I am using lazy newb pack on Mac.
I am stunned by the beauty and immersion evoked by this set.
HAHAHAHAHAHAThis looks fantastic! Sir, would you mind posting the 50px version of duerer-aux as well, please? Otherwise up-down stairs look really blurry. Also please forgive my rudeness, but do you have any plans of updating the tileset to the newest version of DF? I noticed there's a lot of people who would love to see this masterpiece in 18x18 as well, and I'm one of them. With all respect, this is tons of work, do you have any PayPal or anything similar so we could show our gratitude properly?
Here you go, map for TWBT:Spoiler (click to show/hide)
Making it take advantage of new features of twbt next, if I were to answer the question. Lots of effort for small details, though.
that the only tileset I desire to play withSame to me. I can truly enjoy Dwarf Fortress only with this tileset. Did you manage to make it work with newer versions of the game/TWBT? Which version are you using?
Did you manage to make it work with newer versions of the game/TWBT? Which version are you using?
I'm wondering if the crashes could be related to TWBT's recent need to have those two 1-pixel png files in the art folder.
OK, so another update. I've made several changes to the original tileset to make the text more legible.
The colors have also been brightened up just a bit to make the text easier to read.
I noticed not so many folks with MacBooks know that DF can be run using full capabilities of their Retina screen, i.e. when tiles don't get artificially scaled up 2x. In order to do that, set GRAPHICS_FULLSCREEN(X/Y) to match your native screen resolution and press F11 to go fullscreen after loading DF. The problem is of course, since the DPI is so high, everything becomes too small and uncomfortable to play. I found that using the 30px version of Duerer tileset HaterSkater published in http://www.bay12forums.com/smf/index.php?topic=142083.msg5777391#msg5777391 (http://www.bay12forums.com/smf/index.php?topic=142083.msg5777391#msg5777391) works perfectly, tiles visually become the usual size while looking super sharp and extra gorgeous.
If you like me, prefer playing with huge tiles, would it be in order to feel the game on a completely different level or just concentrate on building very compact fortresses, you can blow up the 30px version of the tileset to 60px using the nearest-neighbor algorithm (you can do that with "convert in.png -filter point -resize 200% out.png" with ImageMagic) and also optionally use the original 15x15 version of the tileset for text (via TWBT) drastically shrinking the right sidebar. This is certainly not for everyone but you can give it a try. I only wish there was a simple way to fill the 60px version with the original 15px hatch.