Bay 12 Games Forum

Dwarf Fortress => DF Modding => Tilesets and Graphics => Topic started by: HaterSkater on August 10, 2014, 02:54:07 pm

Title: Duerer 15x15 v.0.6.A [TWBT 40.24/Classic 42.02]
Post by: HaterSkater on August 10, 2014, 02:54:07 pm
(http://i59.tinypic.com/20k7h43.jpg)

That's it. Engraved Dwarf Fortress.
The idea of this set arose after a series of experiments including noise application to other tilesets, and, in other hand, after 4 year study of art history. Resulting tileset looks like hand drawn graphics and engravings made in XV-XVI century or maps of same epoch.

Current features:
— 2 versions of tileset:
    — Duerer Classic, that holds ascii-based and semi-graphical tilesets, proposed to be used as is.
        If you like something simple, or like to play vanilla — this is your choice.
    — Duerer TWBT, a version created to be used with DFHack and "Text will be text" plugin
— modified "jade" color scheme by Vherid

More features will be added later, when are done

Spoiler: Screenshots (v.0.6) (click to show/hide)

Spoiler: How to install (click to show/hide)

Download

Duerer TWBT 0.6.A
DF File Depot (http://dffd.wimbli.com/file.php?id=10007)
Mirror (https://mega.co.nz/#!qIEyQLiB!YRAPpwW_eZOuXKgixh1kYKC-UZNXaamE6gGfDUrUL3Q)
fricy' repository version, updated for 40.24 (https://github.com/fricy/Duerer/tree/master)

Duerer Classic for 42.02
DF File Depot (http://dffd.bay12games.com/file.php?id=9341)
Mirror (https://mega.nz/#!XFdnzIZR!Rn3EnZffMd8kLeDnMaUVq_acszvzBZ83EsuffTH75r4)

Modding

Information about modded tiles and raws
Spoiler: Duerer TWBT v.0.6.A (click to show/hide)
Spoiler: Duerer Classic v.0.5.b (click to show/hide)

Thanks to:
Vherid, for color scheme
Albrecht Dürer, for inspiration
Meph, CLA, Taffer and other community members for help and advices
Ironhand, for invention of "tile magic"
fricy, for including and maintaining Duerer in his repository
Title: Re: Duerer tileset [15x15][40.07]
Post by: Meph on August 10, 2014, 02:56:54 pm
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
Title: Re: Duerer tileset [15x15][40.07]
Post by: Doren on August 10, 2014, 03:03:57 pm
Very impressive
Title: Re: Duerer tileset [15x15][40.07]
Post by: HaterSkater on August 10, 2014, 03:05:30 pm
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

Sure. And yes i think i will dig deeply into graphics after a while, but now this set needs to be polished.
There should be my sign i think :) but nevermind. This gif is reproduction of Dürer's "Knight Devil and Death".
Title: Re: Duerer tileset [15x15][40.07]
Post by: BigD145 on August 10, 2014, 04:23:25 pm
That is one busy tileset.
Title: Re: Duerer tileset [15x15][40.07]
Post by: Vherid on August 10, 2014, 05:22:41 pm
Whoa, yeah that's pretty cool.
Title: Re: Duerer tileset [15x15][40.07]
Post by: Kumil on August 10, 2014, 05:41:36 pm
Wow, that's beautiful, it looks like a tapestry. I like the aesthetic research that you put into it. The engravings and floors are very nice. I'm not particuliary fond of symbolic minerals because it's like putting a sign "dig here for ore", it hurts immersion a bit and is too much hand-holding for the player. But it's an amazing tileset nonetheless and a clever balance of ASCII 'purity' and aesthetics. Well done.
Title: Re: Duerer tileset [15x15][40.07]
Post by: Meph on August 10, 2014, 05:43:48 pm
Could you please post a screenshot of that fort (or any other fort with engraved walls and floors) with obscured engravings? Just set [ENGRAVINGS_START_OBSCURED:YES] in the d_init. I think it would make it appear much cleaner.

Edit: Another thing: Not sure if you already know this, but you can make walls merge into natural looking stone. Ironhand does this really well. There are 8 hardcoded wall tiles that are used for "ends", when a smoothed wall hits a natural wall. :)

(http://i.imgur.com/15YaDYJ.png)
Title: Re: Duerer tileset [15x15][40.07]
Post by: dwarf_reform on August 10, 2014, 05:49:05 pm
This is really nice :> I'm glad DF attracts artists talented and dedicated enough to create these packs :) Going to give this a try..
Title: Re: Duerer tileset [15x15][40.07]
Post by: HaterSkater on August 10, 2014, 06:04:49 pm

(http://i58.tinypic.com/2rm05zk.png)
1. There it is. definitely cleaner

2. I guess i know what you are talking about
tiles 183,184; 189,190; 211-214, right? That's one of the things i didn't knew how to draw at the moment. Thanks for advice, Ironhand's looks really well.
Title: Re: Duerer tileset [15x15][40.07]
Post by: HaterSkater on August 10, 2014, 06:13:39 pm
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.
Title: Re: Duerer tileset [15x15][40.07]
Post by: Taffer on August 10, 2014, 06:36:37 pm
I like your logo and your unique style. Good show!
Title: Re: Duerer tileset [15x15][40.07]
Post by: CLA on August 11, 2014, 06:21:44 am
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?
Title: Re: Duerer tileset [15x15][40.07]
Post by: HaterSkater on August 11, 2014, 10:37:31 am
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?

Problem for now is that actual Dürer-like graphics requires me to change colours of environment to brown-to-gray palette. It's do-able, but i need some time to implement that right way, because i don't want green colour (nor others) completely missing (at least i think so for now).
Title: Re: Duerer tileset [15x15][40.07]
Post by: Godlysockpuppet on August 13, 2014, 08:32:46 am
Really loving the outside screenshot you have there, looks gorgeous. Only thing that irks me (Sorry, I don't mean to sound harsh!) is the dwarf tile you have. I don't really like them :( Looks like an angry man with a beard, and I had to zoom in to even tell that :-X Maybe it's just me?  I really like your walls, and those ore tiles though ;)
Title: Re: Duerer tileset [15x15][40.07]
Post by: 1v0ry_k1ng on August 14, 2014, 05:01:46 am
This is absolutely amazing, my eyeballs are crying magma!

Can you upload this to a mirror site? dffd appears to be down
Title: Re: Duerer tileset [15x15][40.07]
Post by: HaterSkater on August 14, 2014, 03:25:30 pm
Can you upload this to a mirror site? dffd appears to be down

Added mirror to OP, if still needed
Title: Re: Duerer tileset [15x15][40.07]
Post by: 1v0ry_k1ng on August 15, 2014, 03:28:27 am
Thanks  :) this + CLA creatures = DF eyesex addition
Title: Re: Duerer tileset [15x15][40.07]
Post by: HaterSkater on August 15, 2014, 09:04:24 am
this + CLA creatures

Sounds fun. Can you post some screenshots here?
Title: Re: Duerer tileset [15x15][40.07]
Post by: i00n on August 17, 2014, 07:06:04 am
This tileset is great. The only thing that I don't like is the dwarf tile, for me it looks like some kind of gas mask.
Title: Re: Duerer tileset v.02[15x15][40.09]
Post by: HaterSkater on August 17, 2014, 04:51:37 pm
Update!

Duerer v.0.2 [40.09] (http://dffd.wimbli.com/file.php?id=9341)

What's new?
— Increased overall readability
— New tiles for chairs and tables (made it compatible to siege engines/bridges tiles)
— Slightly better and brighter water/sand
— swapped Æ(any container in vanilla) and 𝛑(cabinet in vanilla) to each other. i think it looks more logical now.
— redrawn wooden floodgate/ wall grates
— made dwarves more distinguishable and less evil
— stopped military dwarves from thinking they are Gene Simmons
— added new awesome Wall-to-Stone junctions
and some more minor things i probably forgot
Title: Re: Duerer tileset v.02[15x15][40.09]
Post by: xenofeel on August 18, 2014, 03:24:51 am
Looks great.
Title: Re: Duerer tileset v.02[15x15][40.09]
Post by: 1v0ry_k1ng on August 18, 2014, 03:51:34 am
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.
Title: Re: Duerer tileset v.02[15x15][40.09]
Post by: HaterSkater on August 18, 2014, 04:12:54 am
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.
Thanks for mention that.
Title: Re: Duerer tileset v.02[15x15][40.09]
Post by: SeelenJägerTee on August 18, 2014, 06:34:01 am
This should be in the starter pack.
Title: Re: Duerer tileset v.02[15x15][40.09]
Post by: i00n on August 18, 2014, 11:36:03 am
Nice changes so far, I really like where this is going. As stated above try to fiddle with ramp tile and it will be perfect. Right now ramp tile looks too much like tree and it is hard to see it with just a quick glance.
Title: Re: Duerer tileset v.02[15x15][40.09]
Post by: HaterSkater on August 18, 2014, 02:03:03 pm
Right now ramp tile looks too much like tree
Hmm. 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?
Title: Re: Duerer tileset v.02[15x15][40.09]
Post by: 1v0ry_k1ng on August 19, 2014, 03:47:03 am
0.2 changes are great.

Quote
Right now ramp tile looks too much like tree

The ramp graphic is really nice, but I don't think it blends that well nor is as clear as somthing simpler and strictly triangular could be - with the awesome level of detail and blended noise elsewhere in the set, it might be more effective to use a simpler ramp graphic.
Title: Re: Duerer tileset v.02[15x15][40.09]
Post by: i00n on August 19, 2014, 01:44:47 pm
Right now ramp tile looks too much like tree
Hmm. 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?

Yeah it looks like the tree tile fom 0.34 but I'm already slowly getting used to it, it's just that in other tilesets the ramp tile really stands out and I'm used to spotting it right away.
Title: Re: Duerer tileset v.02[15x15][40.09]
Post by: Ensayia on August 20, 2014, 07:36:01 am
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!
Title: Re: Duerer tileset v.02[15x15][40.09]
Post by: antydoom on August 20, 2014, 08:06:42 am
love the enviroment screens but you could use some improvements on the dwarfs themselves.
  :D
Title: Re: Duerer tileset v.02[15x15][40.09]
Post by: HaterSkater on August 20, 2014, 08:10:06 am
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.
And same goes to everyone ;)
Title: Re: Duerer tileset v.02[15x15][40.09]
Post by: HaterSkater on August 20, 2014, 08:21:24 am
use some improvements on the dwarfs themselves.
  :D
such as? i'd like to start with modding dwarf graphics after next release though.
Title: Re: Duerer tileset v.02[15x15][40.09]
Post by: i00n on August 20, 2014, 12:51:36 pm
You are going to make different graphics for each profession? It would be nice :) I'm looking forward to what you will come up with.
Title: Re: Duerer tileset v.02[15x15][40.09]
Post by: 1v0ry_k1ng on August 22, 2014, 07:10:52 am
would you consider making a branch of this that has triangular ramp tiles? I'm still finding it hard to visualise these.
Title: Re: Duerer tileset v.02[15x15][40.09]
Post by: HaterSkater on August 22, 2014, 09:52:17 am
would you consider making a branch of this that has triangular ramp tiles? I'm still finding it hard to visualise these.
Wait a minute, until i update this post
Thanks. Here is a current work-in-progress screenshot. Vanilla added, so you may easily call the tile which is wrong from your point of view, because now i don't quite understand. So, what do you think should be fixed?  ???
Spoiler (click to show/hide)
Title: Re: Duerer tileset v.02[15x15][40.09]
Post by: 1v0ry_k1ng on August 22, 2014, 11:41:39 am
Sorry, I was reffering to ramps - tiles that indicate a slope either upward or downward to a new Z - level.

You currently use a spade-shaped graphic. The screenshot below shows the default triangular graphic.

I'm not saying its wrong - your tileset is gorgeous - I personally just find the triangle graphic for slopes much clearer.
Title: Re: Duerer tileset v.02[15x15][40.09]
Post by: HaterSkater on August 22, 2014, 12:02:04 pm
I personally just find the triangle graphic for slopes much clearer.
Ah. Got it now :)
But HaterSkater likes spade tiles for their fanciness
Actually after your post i noticed that similarity of some of the environment tiles really may be confusing. I played with tree tiles again, and kinda fixed / overworked this issue, so for now tiles remains the same as in v02, but tree leaves are more darker than ramps, so it's easier to tell them apart, and also forest doesn't look like acid carpet now.
Title: Re: Duerer tileset v.03[15x15][40.10]
Post by: HaterSkater on August 24, 2014, 03:10:18 pm
Update!

Duerer v.0.3 [40.10] (http://dffd.wimbli.com/file.php?id=9341)
Please wait for a while, i found issue in d_init
Fixed.
Line [POST_PREPARE_EMBARK_CONFIRMATION:IF_POINTS_REMAIN] was missing in d_init. You may redownload now or just write it in d_init.txt after the [EMBARK_WARNING_ALWAYS:NO] line.


What's new:
— Changed noise values again so surroundings looks more calm now
— Decreased brightness of water/sand/snow tiles
— Font is more medieval (based on XV century Jenson Antiqua), while keeping same level of readability
— Added halftones to text as well as furniture and other stuff for more fanciness
— More detailed appearance of dwarves
— Changed military dwarf's helm to gothic one for bonus historical accuracy points
— Significantly improved trees with new unique tiles added
— Fixed issue with tree leaves/branches blending with ramp tiles when located near each other (thanks to 1v0ry_k1ng)
— Fixed appearance of tiles below current Z-level (again thanks to 1v0ry_k1ng)
— New tile-magic-based graphics for minecart tracks
— Blocks looks like blocks now
— Other minor changes
Title: Re: Duerer tileset v.03[15x15][40.10]
Post by: HaterSkater on August 24, 2014, 04:13:21 pm
I'll reply to UP thread. read Note in previous post please.
I apologize for any inconvenience ::)
Title: Re: Duerer tileset v.03[15x15][40.10]
Post by: Deon on August 25, 2014, 09:50:04 am
G O R G E O U S.

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.
Title: Re: Duerer tileset v.03[15x15][40.10]
Post by: HaterSkater on August 25, 2014, 10:55:21 am
G O R G E O U S.

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.
No problem. And i'd like to see screenshots ;)

UPD: aye, almost forgot, tree graphics here uses some of the tiles that have no use in vanilla. Consult subsection in OP, if you didn't yet. That may be important, since you want to use it with mod
Title: Re: Duerer tileset v.03[15x15][40.10]
Post by: Eich on August 26, 2014, 10:55:05 am
This tileset looks awesome! Keep it coming!
Title: Re: Duerer tileset v.03[15x15][40.10]
Post by: i00n on August 28, 2014, 01:55:15 pm
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.
Title: Re: Duerer tileset v.03[15x15][40.10]
Post by: HaterSkater on August 28, 2014, 02:27:23 pm
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
Title: Re: Duerer tileset v.03[15x15][40.10]
Post by: Meph on August 28, 2014, 03:21:25 pm
Thumbs up for your "Information about modded tiles (v. 0.3)". Its very helpful to all modders that might want to use the set. :)
Title: Re: Duerer tileset v.03[15x15][40.10]
Post by: HaterSkater on August 28, 2014, 07:05:51 pm
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.
Title: Re: Duerer tileset v.03[15x15][40.10]
Post by: Meph on August 28, 2014, 07:11:13 pm
I had a look at including this into MDF, but its not possible atm, because the tileset is for 40.x, while MDF is still on 34.11, but your font would make a beautiful font-tileset for Twbt. Its very readable and you still have all the accented characters. Might I include it for the font alone for now?
Title: Re: Duerer tileset v.03[15x15][40.10]
Post by: HaterSkater on August 28, 2014, 07:37:41 pm
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"?

Btw, i have a plan to release lite version of Duerer with more vanilla ASCII characters before i'd start to make graphics. With this or next week update.
Title: Re: Duerer tileset v.03[15x15][40.10]
Post by: HaterSkater on August 28, 2014, 07:38:00 pm
Sorry, double post, don't know how to delete
Title: Re: Duerer tileset v.03[15x15][40.10]
Post by: HaterSkater on August 28, 2014, 07:42:11 pm
Or i constantly missing modify button, or there is something wrong with the board
Anyway, as i already posted new message, i'd like to clarify question about "accented characters" from my pre-previous post:
Æ and 'pi' characters are swapped in Duerer at the moment. Is it ok, and do they have use as text characters in masterwork?
Title: Re: Duerer tileset v.03[15x15][40.10]
Post by: Meph on August 28, 2014, 07:53:30 pm
Something might be off with your internet connection. ^^

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. ^^
Title: Re: Duerer tileset v.03[15x15][40.10]
Post by: HaterSkater on August 28, 2014, 08:07:50 pm
Something might be off with your internet connection. ^^

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. ^^
Got it. I'd like to discuss some of the details via PM
Title: Re: Duerer tileset v.03[15x15][40.11]
Post by: HaterSkater on September 04, 2014, 02:14:01 am
Announcement
Duerer is compatible with 40.11, no changes required.

About v.0.4 delayed release:
It took more time than expected, to complete current development cycle. Still i should fix several minor issues. I hope it will be out in next 2 days.
Title: Re: Duerer tileset v.04[15x15][40.11]
Post by: HaterSkater on September 05, 2014, 10:15:31 am
Update!

Duerer v.0.4 [40.11] (http://dffd.wimbli.com/file.php?id=9341)

What’s new:
—Duerer now contains 2 tile sets
—"Duerer_ascii" is based on v03 with simplified floors and furniture tiles. If you like something simple — enjoy it!
—"Duerer" itself has been reworked and now contains detailed tiles for furnishing, pseudo-volumetric walls and uses more “tile magic” tricks. Some things here are still partially undone though

Other changes:
— eye friendly dig and channel designations
— minor changes in text font (numbers and &)
— tree trunk moved to tile 10 (thus freeing up tile 245)
— track ends moved to tiles 220-223
— slightly smoother wall corners
— water/sand is now seamless
— adjusted colour scheme, dark grey is slightly more visible

Notes:
— As now there is 2 tilesets, i have to change install info in OP. Read, how to swap tilesets, if you are new player ;)
— Both tileset designed to be used as is. However you may try to feed DFHack/TWBT with them. They just aren't optimised for this purpose yet.
— If you don't like new dark grey (because it's now dark brown aka rust) here is...
Spoiler: old colour code (click to show/hide)

Spoiler: Screenshots (click to show/hide)
Title: Re: Duerer tileset v.04[15x15][40.11]
Post by: Meph on September 05, 2014, 08:39:37 pm
Good work. :)
Title: Re: Duerer tileset v.04[15x15][40.11]
Post by: HaterSkater on September 06, 2014, 05:04:41 pm
Went building new fortress just to find an issue in appearance of bauxite (and probably puddingstone) in duerer (not duerer_ascii, it's ok).
+ and Θ tiles are redrawn to represent fancy floors and beds and now look strange in stone layers. I advise you to change them tiles
from '+' and 233
to 241 and 232 respectively.
Spoiler: howto (click to show/hide)

Spoiler: screenshot(animated) (click to show/hide)
Title: Re: Duerer tileset v.04[15x15][40.11]
Post by: HaterSkater on September 08, 2014, 04:27:56 pm
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  :)
Title: Re: Duerer tileset v.04[15x15][40.11]
Post by: CLA on September 08, 2014, 06:11:47 pm
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  :)

Disclaimer: I can only go from sctreenshots here, haven't played with your tileset yet.
But I figured you might want to hear it anyway when you specifically ask for feedback.

1. Volumetric walls
I like them, they look good. However, 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. See your screenshot above directly northeast of the "Y" with red background (dead yak?). It's not something that can be changed with the way DF works, but I think it would make me reconsider using the volumetric walls.
They do harmonize better with the rest of the tileset than the old version though. I suggest experimenting with thinner non-volumetric walls. Basically just take the volumetric walls, center them and remove the volumetric effect.
Generally I like the whole look. Coming from someone that struggles to get some more consistency in his own tileset, I think you did a very good job on that end.
2.dwarves
I'm not convinced yet with your dwarves. They improved since the first implementation, but I think it's not there yet. Have you tried full-body graphics instead of just the head? I think that could fit the rest of the tileset better.

3. ascii
Looking at the comparison screenshots above, the non-ascii version really looks better. I guess it's because you achieved a certain, very sharp and consistent style with your floor/soil/(volumetric)wall tiles and the finer details on the non-ascii symbols harmonize with that better. The letters are great (especially in text!), but you can't change the monospaced nature of tile based graphics, so the letters look clunkier amongst wall and floor tiles than they would normally, I think.
The furniture (of the non-ascii version) especially is fantastic. Armor stand could be better, barrel is fine, but could look more like the other furniture (i.e. finer and more detailed). Don't know how much that conflicts with how easily it is to identify as barrel though.

Other things:
*Trunk looks great, fits with rest, not sure about other tree tiles.
*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.
*Contrary to my own tileset, floor on the current z-level and floor on a level below can be distinguished well.
*Letters are great

All in all it's already one of my favorite tilesets and I'm looking forward to what you do with it.
Title: Re: Duerer tileset v.04[15x15][40.11]
Post by: HaterSkater on September 08, 2014, 07:40:56 pm
<...> 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.
And yes, volume removal will solve everything, but i'd like to try other solutions before. Just to be sure.

<...> 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.

Thanks for your help, i appreciate that :)


Title: Re: Duerer tileset v.04[15x15][40.11]
Post by: Meph on September 08, 2014, 11:53:15 pm
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. :)
Title: Re: Duerer tileset v.04[15x15][40.11]
Post by: HaterSkater on September 09, 2014, 02:29:32 am
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. :)

Yes, i remember your suggestion about ores/stones  ;) Still, terrain/dungeon features aren't a today's task. At the moment i just has made surroundings look same style, and moved my focus to other aspects.

Thanks for feedback :)
Title: Re: Duerer tileset v.04[15x15][40.11]
Post by: i00n on September 12, 2014, 06:32:24 pm
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.
Title: Re: Duerer tileset v.04[15x15][40.11]
Post by: HaterSkater on September 12, 2014, 07:11:25 pm
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):
(http://i57.tinypic.com/9ibotk.png)
Walls along with other problems still bother me. If i don't invent something about it, i'll switch back to plain-drawn ones.
Title: Re: Duerer tileset v.04[15x15][40.11]
Post by: CLA on September 12, 2014, 08:52:08 pm
The new barrels are a great improvement!
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.
I feel like a preaching asshole mentioning this when my own tileset has the exact same problems for some tiles, but maybe it helps you.

Not sure how all of this works without volumetric walls. From looking at other tilesets though, it seems to me the way walls are displayed (i.e. volumetric or not) has a negligible effect compared to how well the perspective of items fit together.

Looking at it more accurately, it seems chests, (new) barrels, and beds work well together, while chairs and cabinets seem to have the same perspective as well, but don't work with chests/barrels.beds.
Tables seem to be somewhere in between.

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.
Edit: grammar
Title: Re: Duerer tileset v.04[15x15][40.11]
Post by: CLA on September 12, 2014, 08:56:07 pm
Edit: double post because I'm a moron.
Title: Re: Duerer tileset v.04[15x15][40.11]
Post by: HaterSkater on September 12, 2014, 10:30:02 pm
The new barrels are a great improvement!
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.
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.
To explain my position, i'd like to reveal a secret:
Drawing style based on 1px outline and thick diagonal hatch fill (see walls in "ascii" as best example) came from very early version of my tileset, when i was trying several different design ideas ("noise application experiments", as stated in OP ::)). As now things getting clear, i need to remove those rudiments.
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  :)
Title: Re: Duerer tileset v.0.4.A [15x15][40.13]
Post by: HaterSkater on September 17, 2014, 03:42:02 pm
Fix

Duerer v.0.4.A [40.13] (http://dffd.wimbli.com/file.php?id=9341)

Added [GRAZE_COEFFICIENT:100] line in d_init.txt (new in 40.13)

That's all  :)
0.5 will be released when it's done
Title: Re: Duerer 15x15 tileset v.0.5 [40.13]
Post by: HaterSkater on September 20, 2014, 07:43:33 am
Update!

Duerer v.0.5 [40.13] (http://dffd.wimbli.com/file.php?id=9341)

This release removes many artifacts from so-called “v.0.0”

What’s new:
— Completely redesigned walls / pillars
— Better furniture
— More tiles are pseudovolumetric now, including:
   — grates
   — logs
   — blocks
   — floors
— Full-scaled dwarves
— environment improvements (new plants, for instance)
— Minor fixes of 0.4 tiles (barrels, armour stand etc.)

Spoiler: screenshot (click to show/hide)
Title: Re: Duerer 15x15 tileset v.0.5 [40.13]
Post by: CLA on September 20, 2014, 09:12:59 am
I'm amazed. The new dwarves and floors especially look fantastic. But pretty much everything is improved indeed. Logs, furniture, walls, barrels. Can't judge how the volumetric trees look ingame from just that screenshot.
The only thing I don't like are the sapling and bush tiles.
Obviously the old ones were just a placeholder so to speak, but I believe you can do them better. The sapling just doesn't look like a sapling anymore, which is a shame because even the pure 'τ' character itself already perfectly looks like cotyledons (http://www.quia.com/files/quia/users/lmcgee/plants/APchapter30seedplants/dicot-germination.gif). Bush is just too "mushy" and not clearly recognizable as anything.
Title: Re: Duerer 15x15 tileset v.0.5 [40.13]
Post by: HaterSkater on September 20, 2014, 09:21:15 am
Thanks
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

UPD: cave wheat... i just realised that there is no bread in DF. what a pointless thing

And also, about trees. there are few more shots in OP
Title: Re: Duerer 15x15 tileset v.0.5 [40.13]
Post by: CLA on September 20, 2014, 11:34:36 am
Ah, I didn't realize you've updated those. Leaves look great, trunk is fine, not sure about the "+" branches.
And man, your header image looks nice.
Title: Re: Duerer 15x15 tileset v.0.5 [40.13]
Post by: i00n on September 22, 2014, 10:19:20 am
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 :D
Title: Re: Duerer 15x15 tileset v.0.5 [40.13]
Post by: Astrid on September 23, 2014, 04:05:45 pm
Really love it. but i need to admit, a few of the Dorfs are a little difficult to see and recognize.
Title: Re: Duerer 15x15 tileset v.0.5 [40.13]
Post by: Taffer on September 23, 2014, 05:48:33 pm
The more I play with it, the more I like it. This is an absolutely beautiful tileset. Thanks for including an ASCII variant. I've linked here from my thread as a recommendation.
Title: Re: Duerer 15x15 tileset v.0.5 [40.13]
Post by: HaterSkater on September 23, 2014, 09:18:57 pm
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 :D
Seems 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.
Glad that you like it.
Title: Re: Duerer 15x15 tileset v.0.5 [40.13]
Post by: Taffer on September 23, 2014, 11:17:31 pm
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.

Well you can delete it if you like. TWBT fixes most of the graphical/textual oddities that justify the need for a separate tileset. You could always keep it in the archive for people who can't/won't run DFHack, though. I'm looking forward to seeing where you go with this.
Title: Re: Duerer tileset [15x15][40.07]
Post by: Clatch on September 24, 2014, 03:54:19 am
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. :)
Title: Re: Duerer tileset [15x15][40.07]
Post by: HaterSkater on September 24, 2014, 05:14:25 am
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
Title: Re: Duerer tileset [15x15][40.07]
Post by: Clatch on September 24, 2014, 04:34:37 pm
I had an idea to make more "tapestry" version of this one, but honestly it's too hard to maintain different versions

I wouldn't change a thing with the direction your going.  This is absolutely perfect!

I really like how you've made some of the quirky seams in the punctuation and other places work into the "threads" of the "tapestry".  That's the only way I can describe your genius.  And that's what DF is anyhow, weaving a new story each time you play.  So now as the player you get to scribe your own art on the wall.
Title: Re: Duerer 15x15 tileset v.0.5.A [40.13]
Post by: HaterSkater on September 26, 2014, 04:25:31 pm
Update! Fix! Update-o-fix

Duerer v.0.5.A [40.13] (http://dffd.wimbli.com/file.php?id=9341)

Let it be .A, because this features were meant to be in fifth release.

What's new:
— redrawn duerer_ascii to match style of its semigraphical counterpart
— removed most questionable tiles from semigraphical set (they will return in next releases)
— included modified raws to fix bauxite/puddingstone
— other minor fixes

Spoiler: new duerer_ascii (click to show/hide)

This will be final release of vanilla oriented version of Duerer and it's download link will be available in OP forever as "Duerer Classic"

And last but not least, this archive contains "dev" folder with both tilesets and hatch fill stored as separated images. So, if you want to redraw something, now it significantly easier.

How to:
— open tileset you want to modify in photoshop/gimp/wherever-you-like-to-work
— drop "duerer_dev_hatch" over it as second layer and set its blending mode to "screen"
— draw the tiles!

So, now i'm moving to TWBT (finally!). Work on 0.6 will take some time because first of all i need to analyse tile IDs and raws, draw all of the placeholders in additional tilesets, and build new fortress, cuz i'm tired showing you this cemetery :(
Title: Re: Duerer 15x15 tileset v.0.5.A — last vanilla release/moving to TWBT — [40.13]
Post by: Vanst7 on October 02, 2014, 10:04:23 pm
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?  :D
Title: Re: Duerer 15x15 tileset v.0.5.A — last vanilla release/moving to TWBT — [40.13]
Post by: HaterSkater on October 03, 2014, 04:29:27 am
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?  :D
Busy with my work + running some tests, nothing to show yet :(
Title: Re: Duerer 15x15 tileset v.0.5.A — last vanilla release/moving to TWBT — [40.13]
Post by: Vherid on October 14, 2014, 01:59:46 pm
This really is just fantastic.
Title: Re: Duerer 15x15 tileset v.0.5.A — last vanilla release/moving to TWBT — [40.14]
Post by: HaterSkater on October 25, 2014, 05:33:39 pm
Happy to hear that 40.14 is finally out!
And Duerer is compatible to it.

October went a bit more crazy, than i expected, so i'm still working on next release, and i hope it won't take long.
Some screenshots to discuss:
Spoiler (click to show/hide)
Title: Re: Duerer 15x15 tileset v.0.5.A — last vanilla release/moving to TWBT — [40.14]
Post by: i00n on October 26, 2014, 05:29:04 am
Oh man! Brilliant idea with those stairs, I absolutely love those. Good work :)
Title: Re: Duerer 15x15 tileset v.0.5.A — last vanilla release/moving to TWBT — [40.14]
Post by: HaterSkater on October 26, 2014, 04:16:17 pm
Oh man! Brilliant idea with those stairs, I absolutely love those. Good work :)
Good that you like it! Thanks

Well. Actually i found that 0.5.A is not so compatible to .14 ::)
(http://i61.tinypic.com/2ujob3q.png)
That's a new tool, stepladder.
This will be fixed in a hour.
Title: Re: Duerer 15x15 tileset v.0.5.A — last vanilla release/moving to TWBT — [40.14]
Post by: Meph on October 26, 2014, 04:35:11 pm
Luckily tools have tile numbers, so you can alter that even without changing icons in the tileset or using twbt.
Title: Re: Duerer 15x15 tileset v.0.5.A — last vanilla release/moving to TWBT — [40.14]
Post by: HaterSkater on October 26, 2014, 04:52:17 pm
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.
UPD: worst thing here is the fact, that 158 is used for up-down stair in TWBT version i'm working on
Title: Re: Duerer 15x15 tileset v.0.5.A — last vanilla release/moving to TWBT — [40.14]
Post by: LeoCean on October 26, 2014, 06:35:24 pm
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.
Title: Re: Duerer 15x15 tileset v.0.5.A — last vanilla release/moving to TWBT — [40.14]
Post by: HaterSkater on October 26, 2014, 06:57:38 pm
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.

Wait, wait, what's with train track crossroad? It's tile 197 here and i think it's ok. I just want to make 158 to look like stepladder
Like this
(http://i60.tinypic.com/4rddef.png)
my tracks aren't detailed well to serve as a ladder btw
Title: Re: Duerer 15x15 tileset v.0.5.A — last vanilla release/moving to TWBT — [40.14]
Post by: LeoCean on October 26, 2014, 07:07:55 pm
Ah I was thinking most of the tilesets use the same things for tracks but I guess they don't.
Title: Re: Duerer 15x15 tileset v.0.5.B — quick fix, still working on TWBT :) [40.14]
Post by: HaterSkater on October 26, 2014, 08:21:30 pm
Fix!

Duerer v.0.5.B [40.14] (http://dffd.wimbli.com/file.php?id=9341)

Ok, here it is:
— redrawn stepladder for semigraphical version (note, in ascii it's still ₷)
— also fixed several minor issues i found while working on TWBT version
Title: Re: Duerer 15x15 tileset v.0.5.B — quick fix, still working on TWBT — [40.14]
Post by: NoobKid on October 27, 2014, 09:28:37 am
Best not-that-graphical set I've ever seen! And not just for Dwarf Fortress!
Title: Re: Duerer 15x15 tileset v.0.5.A — last vanilla release/moving to TWBT — [40.14]
Post by: CLA on October 28, 2014, 04:42:56 pm
windows, doors, slabs (that highly detailed floor tiles in dining room)
weapon racks, coffins
All types of stairs
Windows and doors I like, although there's probably room for improvement.
Weapon racks and coffins work great, fit with the rest, etc.
Style of the up and down stairs is great. But similarly to vanilla, it's hard to tell at a glance which are up and which are downstairs. Up/downstairs seem a bit steep and the vertical line is irritating.
Maybe you can try experimenting with the current up stairs as basis for all stairs. That is, use them as up/down stairs, and the lower 2/3s as up stair; while the upper 3rd, moved to the bottom of the tile functions as down stair. Of course then it doesn't resemble the '<' and '>' tiles anymore.

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.

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.
Title: Re: Duerer 15x15 tileset v.0.5.B — last vanilla release/moving to TWBT — [40.14]
Post by: HaterSkater on October 28, 2014, 06:47:14 pm
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. Yes, they don't look like tombs or graveyard slabs etc. But let me explain.
1. Unlike casket/coffin, slab doesn't necessary means to be a grave, you can place it without engraving it, and it will increase room value just like statue and other furniture.
2. Unlike statue, it is passable tile, and i'd like to draw it as passable. Of course, cabinet is passable too, but i can't make cabinet hidden under floor level :)
3. How does it looks like from a point of a real world? Everyone remember that cyberpunk idea. "High tech — low life". So, check this out:

Spoiler (click to show/hide)
Here we see clean developing upper world with huge stock of goods,
fancy interiors, windows, that are hard-to-produce and valuable improvement
(modest quarters use grates instead) etc.


Spoiler (click to show/hide)
And 2 floors below we see dirty streets with ground walls and no roads at all, random workshops with
piles of junk and vomit tracks, "drawn" by miners, who aren't satisfied by their job.

I think i'm digging deep

So, what am i trying to say. Dwarves are short, sturdy creatures fond of drink and industry, who live in dangerous and sick world of endless fun. And medieval wasn't friendly time too. But what i'm drawing here is not about medieval, it's about renaissance. One of most important milestones of our civilisation. So, dwarves still are dirty and still pouring magma onto their enemies, traitors, heretics and cats (by some strange reason). And at the same time they like to live in prosperity and develop their artist skills. They are miners, and they pretend to be roman patricians.

(http://i59.tinypic.com/9ifz9x.png)

That's a statue. It's not gothic at all, but it fits into that idea of "High tech — low life". It's dawn of new Era in this incarnation of ARMOK's world, so why not to make other site improvements to look a bit out of place?   ???
Recently i asked you a permission to make graphic set based on letters, just like yours. But two or three days ago, when i started working on it, i realised that you actually was right about the fact, that i should stick with initial concept, and should base my graphic set on Dürer works. So i have to say sorry for misleading you  ::)

Also sorry for this big-text-out-of-nowhere, i felt i must clarify my ideas. And thanks for feedback  :)


Tl;dr
I'll redraw casket instead. Casket is out of place.
Title: Re: Duerer 15x15 tileset v.0.5.B — last vanilla release/moving to TWBT — [40.14]
Post by: CLA on October 28, 2014, 07:02:35 pm
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.
Title: Re: Duerer 15x15 tileset v.0.5.B — last vanilla release/moving to TWBT — [40.14]
Post by: HaterSkater on October 28, 2014, 07:34:14 pm
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.

Ah, ok. Lol. I thought, you're pointing on style problem.
I refused to make real-life graveyard slabs to begin with. And first time i tried to make them to "stand out" by filling entire tile to 100%, but it looked like a huge pressure plate. Then i had read about players, who use it as a furniture and asked myself "why not?". And made engraved floor tile out of it.

Btw, almost forgot. About my stairs. I agree, there is a problem with them, but at the same time i like their look. I think, i'll just add optional override for those who prefer traditional solutions, like in Mayday's, Ironhand's and other tilesets
Title: Re: Duerer 15x15 tileset v.0.6 — TWBT version is here! [40.13/40.14]
Post by: HaterSkater on October 31, 2014, 06:17:18 pm
(http://i59.tinypic.com/20k7h43.jpg)

And text now will be text!

Duerer v.0.6 [40.13/40.14] (http://dffd.wimbli.com/file.php?id=10007)

What’s new:
This update adds first tier support for "Text will be text" plugin

interface:
— decapitalized numbers (on map they are same as before, though)
— X as cursor
— bunch of minor changes

Map tileset:
— added new tiles for most frequently used items / constructions and minor items, that won’t require raw changes:
   Furniture:
   — coffins / caskets
   — pressure plates / traps
   — levers
   — traction benches
   — slabs
   — weapon racks
   — hives
   Constructions
   — stairs (all three types)
   — doors
   — windows (note, both doors and windows will still use their vanilla tiles as items)
   — bridge borders
   Items
   — jugs / mugs (moved to same tile for now)
   — animal traps
   — mechanisms
   — bins
   — pots
   — buckets
   — cauldrons
   Goods
   — coins (lol)
   — totems
   — figurines
   — clothes
   — threads
   — crowns, earrings, rings, pearls and all
   — leather
— redrawn wall junctions
— minor changes to other tiles

Raw and init changes:

inorganic_mineral.txt
— puddingstone tile changed again, from 232 to 224
— aluminium and alabaster tiles changed from '^' to 131

plants_standart.txt
— Sweet pod, bloated tuber, kobold bulb tiles changed from 232 to 226

item_tool.txt
— jug tile changed from 229 to 20
— pot tile changed from 232 to 238

d_init.txt
— both sky and chasm changed to 0:0:0:0 for slightly better visibility

NOTE: archive contains two raw folders, because there is no DFHack, nor TWBT for 40.14 at the moment
— default "raw" for 40.13
— additional "raw-4014" for 40.14
Title: Re: Duerer 15x15 tileset v.0.6 — TWBT version is here! [40.13/40.14]
Post by: Rogue Yun on October 31, 2014, 06:40:11 pm
Too late :D I already saw the "Wext will be text!" Haha! Though I love what you have done. It looks fantastic beyond measure!
Title: Re: Duerer 15x15 tileset v.0.6 — TWBT version is here! [40.13/40.14]
Post by: HaterSkater on October 31, 2014, 06:52:06 pm
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
Thanks, but wait, i haven't uploaded previews yet  :)
Title: Re: Duerer 15x15 tileset v.0.6 — TWBT version is here! [40.13/40.14]
Post by: HaterSkater on October 31, 2014, 07:47:53 pm
There it is, with enabled multilevel

Spoiler (click to show/hide)

Also, i just added more new screenshots to OP
Title: Re: Duerer 15x15 tileset v.0.6 — TWBT version is here! [40.13/40.14]
Post by: Max™ on October 31, 2014, 10:14:05 pm
Ok, did you add the cross-hatching to the shadows, because that is fantastic.
Title: Re: Duerer 15x15 tileset v.0.6 — TWBT version is here! [40.13/40.14]
Post by: HaterSkater on October 31, 2014, 10:38:07 pm
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  :)
Title: Re: Duerer 15x15 tileset v.0.6 — TWBT version is here! [40.13/40.14]
Post by: Max™ on October 31, 2014, 10:41:35 pm
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. :D
Title: Re: Duerer 15x15 tileset v.0.6 — TWBT version is here! [40.13/40.14]
Post by: HaterSkater on October 31, 2014, 11:06:09 pm
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. :D
Thanks, i appreciate that :)
Title: Re: Duerer 15x15 tileset v.0.6 — TWBT version is here! [40.13/40.14]
Post by: Max™ on November 01, 2014, 12:23:05 am
On the other hand, let me know if you ever decide to put out a 24x24 or 32x32 even... *cough cough*
Title: Re: Duerer 15x15 tileset v.0.6 — TWBT version is here! [40.13/40.14]
Post by: CLA on November 01, 2014, 11:02:53 am
Spoiler (click to show/hide)
That's a fucking beautiful header.
Title: Re: Duerer 15x15 tileset v.0.6 — TWBT version is here! [40.13/40.14]
Post by: HaterSkater on November 01, 2014, 11:13:42 am
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.
Title: Re: Duerer 15x15 tileset v.0.6 — TWBT version is here! [40.13/40.14]
Post by: Max™ on November 01, 2014, 05:41:58 pm
Hmmm, 30x30 could be resized down with twbt couldn't it.
Title: Re: Duerer 15x15 tileset v.0.6 — TWBT version is here! [40.13/40.14]
Post by: HaterSkater on November 01, 2014, 06:27:44 pm
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.
Title: Re: Duerer 15x15 tileset v.0.6 — TWBT version is here! [40.13/40.14]
Post by: HaterSkater on November 01, 2014, 08:48:25 pm
@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)
Title: Re: Duerer 15x15 tileset v.0.6 — TWBT version is here! [40.13/40.14]
Post by: Vanst7 on November 01, 2014, 09:00:50 pm
@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. =)
Title: Re: Duerer 15x15 tileset v.0.6 — TWBT version is here! [40.13/40.14]
Post by: Taffer on November 01, 2014, 09:07:18 pm
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. =)

Upscaling by an integer factor produces much nicer results. Upscaling 15px to 24px isn't likely to look as nice.
Title: Re: Duerer 15x15 tileset v.0.6 — TWBT version is here! [40.13/40.14]
Post by: HaterSkater on November 01, 2014, 09:22:15 pm
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 :)
Title: Re: Duerer 15x15 tileset v.0.6 — TWBT version is here! [40.13/40.14]
Post by: Vanst7 on November 01, 2014, 10:01:33 pm
Upscaling by an integer factor produces much nicer results. Upscaling 15px to 24px isn't likely to look as nice.

Oh true, i'm so dumb, didnt thought about that, doing a 24px version of it would probably too much work. Well, 30px is fine then, i would get used to it.

Well, seems i have no other choice but to refuse to upscale :)

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.
Title: Re: Duerer 15x15 tileset v.0.6 — TWBT version is here! [40.13/40.14]
Post by: HaterSkater on November 01, 2014, 10:24:19 pm

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.
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.
That's sad to hear that you have stopped :(
Title: Re: Duerer 15x15 tileset v.0.6 — TWBT version is here! [40.13/40.14]
Post by: Max™ on November 01, 2014, 10:51:17 pm
@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)
...did you just card crusher me?
"Here, do you want this pretty graphics set?"
'Sure I'll have it.'
*CRUSH*
*zoom... Zoom... ZOOM*
Title: Re: Duerer 15x15 tileset v.0.6 — TWBT version is here! [40.13/40.14]
Post by: HaterSkater on November 01, 2014, 10:58:01 pm
@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)
...did you just card crusher me?
"Here, do you want this pretty graphics set?"
'Sure I'll have it.'
*CRUSH*
*zoom... Zoom... ZOOM*
HAHAHAHAHAHA
Here you go, map for TWBT:
(http://i61.tinypic.com/9hv0hf.png)
Title: Re: Duerer 15x15 tileset v.0.6 — TWBT version is here! [40.13/40.14]
Post by: Max™ on November 02, 2014, 12:10:25 am
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:
Spoiler (click to show/hide)
Fixed the overrides and included the 15x15 text tiles properly.
Spoiler (click to show/hide)
I like that, very pretty indeed.
Title: Re: Duerer 15x15 tileset v.0.6 — TWBT version is here! [40.13/40.14]
Post by: HaterSkater on November 02, 2014, 03:23:48 pm
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:
Spoiler (click to show/hide)
Fixed the overrides and included the 15x15 text tiles properly.
Spoiler (click to show/hide)
I like that, very pretty indeed.
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 this
Title: Re: Duerer 15x15 tileset v.0.6 — TWBT version is here! [40.13/40.14]
Post by: Max™ on November 02, 2014, 06:51:52 pm
Just got it set up to work with the 1920x1080 and no borders, the 15x15 text actually works better because it's easier to size it up just a little to be more legible while the bigger tiles work as they are. Think it's pretty much the vanilla color scheme, but I'm too used to it to be able to deciper what I'm looking at otherwise.
Title: Re: Duerer 15x15 tileset v.0.6 — TWBT version is here! [40.13/40.14+]
Post by: HaterSkater on November 05, 2014, 07:32:17 pm
Tileset is compatible to 40.15, no changes required.

Don't forget, that you should use raws from "raw-4014" folder to install Duerer TWBT to newer version of DFHack'ed Dwarf Fortress (40.14, 40.15 or later). Old raws will be removed with next release.
Title: Re: Duerer 15x15 tileset v.0.6 — TWBT version is here! [40.13/40.14+]
Post by: CL3AR on November 19, 2014, 11:00:21 am
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.
Title: Re: Duerer 15x15 tileset v.0.6 — TWBT version is here! [40.13/40.14+]
Post by: smeeprocket on November 19, 2014, 03:31:50 pm
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?
Title: Re: Duerer 15x15 tileset v.0.6 — TWBT version is here! [40.13/40.14+]
Post by: HaterSkater on November 19, 2014, 08:37:53 pm
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.

That's Great to hear. Thanks!

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?

You can use it this way with Lazy newb packs, as PyLNP launcher allows you to change tilesets with four clicks.
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
Title: Re: Duerer 15x15 tileset v.0.6 — TWBT version is here! [40.13/40.14+]
Post by: smeeprocket on November 20, 2014, 05:50:50 am
I will have to wait for the update for that to either 40.16 or 7 then :(

I wonder if dfhack has a way to do it
Title: Re: Duerer 15x15 tileset v.0.6 — TWBT version is here! [40.13/40.14+]
Post by: Clatch on November 20, 2014, 05:33:01 pm
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.
Title: Re: Duerer 15x15 tileset v.0.6 — TWBT version is here! [40.13/40.14+]
Post by: HaterSkater on November 20, 2014, 06:51:34 pm
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.

I feel like i should add very detailed installation manual to OP, because for me it was hard to understand how to install DFHack and TWBT first time. But now with Macnewbie i forgot it again :D
Currently i'm not working on Duerer — too busy again :( I have done several new things, but amount of work is too small for new release. Not abandoning it, but there may be no updates next month (or two, if i'll decide to join one interesting project)
Title: Re: Duerer 15x15 v.0.6.A [40.19]
Post by: HaterSkater on November 26, 2014, 08:49:51 pm
Update!

Duerer v.0.6.A (http://dffd.wimbli.com/file.php?id=10007)

Small update, as development of DF goes on and i feel like i already need to remove old raws :)

What's new:
— removed pre-stepladder raws and reorganised archive structure right way
— added 'aux' tileset for additional tiles / removed overrides from text tileset

— Small changes in Bin, Pressure Plate (added mechanisms to it), Barrel (added tile magic here)
— New tiles for all door types
— Gem window (you may want to check optional override in overrides.txt, as i removed flickering)
— Support
— Slabs instead of 'O' in Trade Depot

UPD: ok, i forgot it's raw/objects, not simply raw/. Shame on me ::) be careful, when installing :)

UPD2:screenshot with doors
Spoiler (click to show/hide)
Title: Re: Duerer 15x15 v.0.6.A [40.19]
Post by: Rogue Yun on November 26, 2014, 11:11:30 pm
Simply gorgeous! The slabs in the trade depot are exactly how I imagined them! (The wagons driving over pillars never seemed right).

The rooms at the top look perfect! My ocd would make me put rooms and doors only to the north and south so that I could keep the amazing 3d feel. It is superb! The pots, the bucket, the chests, the pillars, the slabs, the blocks, the stairs, and the traction bench are downright perfect. The rest looks amazing, and though I would want to change some things I doubt my mind could ever work it to look any better! This is great.

On closer inspection, I think the step ladder could use some improvement. It looks like a chair. Here is a sloppy example of how I might have done it if I happened to be in your shoes.
(http://s7.postimg.org/utr3mvdzb/stepladder_example.png)

But I'm glad I'm not in your shoes.. Because it would have been like butchering a Leonardo da Vinci. I could never do this justice! I applaud you!
Title: Re: Duerer 15x15 v.0.6.A [40.19]
Post by: Clatch on November 26, 2014, 11:14:29 pm
On closer inspection, I think the step ladder could use some improvement. It looks like a chair.

To be fair though, that's the best looking ladder of any pack so far. :)
Title: Re: Duerer 15x15 v.0.6.A [40.19]
Post by: Rogue Yun on November 26, 2014, 11:21:13 pm
I have a liking for CowThing's Tergel (http://www.bay12forums.com/smf/index.php?topic=145802.0) stepladder. But because of the angle at which most of Duerer set is conveyed it would look out of place. But I WILL say that I am certainly outclassed in this forum, and my opinion should certainly be taken with a grain of salt, or, shall we say, discarded at the first opportunity ;D
Title: Re: Duerer 15x15 v.0.6.A [40.19]
Post by: Shonai_Dweller on November 27, 2014, 04:03:02 am
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?
Title: Re: Duerer 15x15 v.0.6.A [40.19(40.14+)]
Post by: HaterSkater on November 27, 2014, 05:27:31 am
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?

Just install everything with older DF and older DFHack. I have set 40.19 flag just to mark it as "new" + all the raws were taken from 40.19 DF (i was thinking, that there will be new tool for gelding, or smthng) and as far as i know they don't differ from any post-40.14 version. Added (40.14+) remark in topic name

@Rogue Yun and Clatch: True that CowThing have drawn awesome stepladder. There is 2 reasons, why it's not "volumetric" in Duerer:
1. I was under impression, that we will see stepladders as a siege equipment (and that means it shouldn't look same way as one, that everyone IRL use to gather plants)
2. Standing garden stepladder, i have drawn on my first attempt wasn't looking like something good and clear. While trying to draw it with same perspective, i ended up with tile, that was looking like compasses :)

So i don't know, maybe i'll try something later, now i feel ok about it. And thanks for advice and this sketch :)

P.S. Don't butcher DaVinci, i've heard he's good at modding (http://www.bay12forums.com/smf/index.php?topic=142372.0)  :D
Title: Re: Duerer 15x15 v.0.6.A [40.19]
Post by: draeath on December 06, 2014, 08:36:32 am
I would love to see this included in Masterwork. You should go bug Meph! (http://www.bay12forums.com/smf/index.php?board=24.0)
Title: Re: Duerer 15x15 v.0.6.A [40.19]
Post by: Meph on December 06, 2014, 10:37:32 pm
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

The set is for 40.x, Masterwork is still on 34.11. Wouldnt work, because most of the plants changed.
Title: Re: Duerer 15x15 v.0.6.A [40.19]
Post by: rumpel on March 30, 2015, 06:13:53 am
One of my favorite tilesets to show friends how great DF and its community is and how awesome DF can look. :3
Title: Re: Duerer 15x15 v.0.6.A [40.19]
Post by: Meph on March 30, 2015, 08:10:03 pm
Oh my, thanks for bumping this, I totally forgot that I had not added it into the mod yet.  :-\
Title: Re: Duerer 15x15 v.0.6.A [40.19]
Post by: Klisz on March 31, 2015, 12:00:10 am
I love the fleurs-de-lis for asterisks.
Title: Re: Duerer 15x15 v.0.6.A [40.19]
Post by: Antsan on April 15, 2015, 06:37:56 am
Has anyone tried using this for 40.24?
Title: Re: Duerer 15x15 v.0.6.A [40.19]
Post by: HaterSkater on April 22, 2015, 08:48:45 am
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
Title: Re: Duerer 15x15 v.0.6.A [40.19/40.24]
Post by: Clatch on April 27, 2015, 02:46:18 pm
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.

Duerer Light
Spoiler (click to show/hide)

Original
Spoiler (click to show/hide)

Duerer Light
Spoiler (click to show/hide)
Title: Re: Duerer 15x15 v.0.6.A [40.19/40.24]
Post by: Clatch on May 16, 2015, 01:30:52 am
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.

So... confession.

I finally dumped my monitor for something brighter and now I can see very little difference between the two.
Title: Re: Duerer 15x15 v.0.6.A [40.19/40.24]
Post by: DragonDePlatino on May 16, 2015, 01:52:04 am
Well...In your defense, I think plain Duerer Original lacks contrast too. I have my monitor set as dark as it will go, but it's perfectly calibrated contrast-wise and I can barely make out anything in Duerer Original. Not to mention, not everyone has excellent eyesight so a brighter scheme would be a great alternative for some.
Title: Re: Duerer 15x15 v.0.6.A [40.19/40.24]
Post by: Antsan on May 16, 2015, 04:13:27 am
I actually use an even lighter version of that scheme.
Title: Re: Duerer 15x15 v.0.6.A [40.19/40.24]
Post by: Cthulhu_Pakabol on December 01, 2015, 06:50:00 pm
Anyone know if this'll work in 42.01?
Title: Re: Duerer 15x15 v.0.6.A [40.19/40.24]
Post by: CLA on December 01, 2015, 07:10:36 pm
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.
Title: Re: Duerer 15x15 v.0.6.A [40.19/40.24]
Post by: Cthulhu_Pakabol on December 01, 2015, 07:14:29 pm
Awesome. Thanks, CLA!
Title: Re: Duerer 15x15 v.0.6.A [40.19/40.24]
Post by: HaterSkater on December 03, 2015, 02:10:31 pm
Oh, new DF finally
I'll update everything to new version in a few days
Title: Re: Duerer 15x15 v.0.6.A [TWBT 40.24/Classic 42.02]
Post by: HaterSkater on December 06, 2015, 07:13:50 pm
Fix!

Duerer Classic for 42.02 (http://dffd.bay12games.com/file.php?id=9341)

Recreated Classic tileset archive with raw and init files taken from new version. Now simple drag-n-drop installation will not delete new d_init parameters that were added with 42.xx release.
Title: Re: Duerer 15x15 v.0.6.A [TWBT 40.24/Classic 42.02]
Post by: Clatch on January 27, 2016, 03:39:03 pm
I seem to always come back to this tile set.  Thanks for keeping it up!
Title: Re: Duerer 15x15 v.0.6.A [TWBT 40.24/Classic 42.02]
Post by: Clatch on January 28, 2016, 05:35:10 am
Since we're getting frequent updates from Toady, I haven't been bothering much with TWBT.  I thought I'd post a nice 18x18 version of Duerer SG that I'm using on a larger monitor.

(https://i.imgur.com/g7OEu9b.png)
Title: Re: Duerer 15x15 v.0.6.A [TWBT 40.24/Classic 42.02]
Post by: Cthulhu_Pakabol on February 01, 2016, 08:42:00 pm
Hey, should the TWBT version of this tileset still work with the new 42.XX versions of TWBT?
Title: Re: Duerer 15x15 v.0.6.A [TWBT 40.24/Classic 42.02]
Post by: HaterSkater on February 10, 2016, 07:45:37 am
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.
Title: Re: Duerer 15x15 v.0.6.A [TWBT 40.24/Classic 42.02]
Post by: Clatch on February 10, 2016, 01:44:36 pm
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.

I'm in the same boat.  I had tried some larger sizes, but unless TWBT is installed, the larger sizes are kind of worthless as the vanilla resizing routines skew the detail in this set pretty bad.  I've been shying away from DFhack these days in celebration of all the recent updates by Toady.

In blowing up the image assets you included, I opted not to use any interpolation filters because they erase the majority of the signature details.
Title: Re: Duerer 15x15 v.0.6.A [TWBT 40.24/Classic 42.02]
Post by: Max™ on February 12, 2016, 08:32:45 pm
Yeah I did a lot of cleaning to restore the backgrounds when they got skewed after I resized them.
Title: Re: Duerer 15x15 v.0.6.A [TWBT 40.24/Classic 42.02]
Post by: raeborga on March 17, 2016, 04:05:40 pm
This is my first post so forgive me if I mess something up.
I use Duerer a lot, so I merged the graphical portion of my mod with it.

This is what it looks like:
(http://i.imgur.com/mt3EugE.png)
(http://i.imgur.com/Z1AmaJU.png)

I uploaded the pack here:
http://www.mediafire.com/download/kt0jc5bn9499bs5/outsiders15x15d.zip
[NOTE: THIS IS JUST AN ADD-ON! YOU WILL STILL NEED TO DOWNLOAD AND INSTALL DUERER!]

Also, here's another color scheme based on Vherid's palettes:
Spoiler (click to show/hide)

ps. My one and only gripe with Duerer is that the elevation ramps look like balls, but that could just be me...
Title: Re: Duerer 15x15 v.0.6.A [TWBT 40.24/Classic 42.02]
Post by: jecowa on May 18, 2016, 12:57:00 am
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".

Times New Roman's "V":
V

Georgia's "V":
V

Also, the lowercase "m" looks backwards too. The serifs on the "m" usually point in the other direction.

Courier's "m":
m
Title: Re: Duerer 15x15 v.0.6.A [TWBT 40.24/Classic 42.02]
Post by: PopTart on May 18, 2016, 01:07:49 pm
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".

Thank you! I have always wondered this too! And I see the "flipped" V on handmade signs all over town, but on my computer all the fonts have the V as in Times New Roman and Georgia.

You'll notice my set is correct!

But here I'll mention that I think the Duerer set is absolutely stunning, especially the 15x15. The economy of pixels makes it feel so natural, like the creator didn't invent the set, but rather discovered it from the laws of nature. Love the touches like the fleur de lys and also the card suits, which I stole shamelessly for my set.
Title: Re: Duerer 15x15 v.0.6.A [TWBT 40.24/Classic 42.02]
Post by: jecowa on June 04, 2016, 11:32:51 am
Is it okay to include your graphics pack in Lazy Newb Packs?
Title: Re: Duerer 15x15 v.0.6.A [TWBT 40.24/Classic 42.02]
Post by: LordBaal on July 13, 2016, 09:50:23 am
Is it okay to include your graphics pack in Lazy Newb Packs?
I hope it gets in it.
Title: Re: Duerer 15x15 v.0.6.A [TWBT 40.24/Classic 42.02]
Post by: Morgoth on July 13, 2016, 11:49:15 am
I hope this gets updated for the newest version.
Title: Re: Duerer 15x15 v.0.6.A [TWBT 40.24/Classic 42.02]
Post by: Clatch on July 22, 2016, 01:35:34 pm
I hope this gets updated for the newest version.

Yeah, it's a personal favorite.
Title: Re: Duerer 15x15 v.0.6.A [TWBT 40.24/Classic 42.02]
Post by: jecowa on July 28, 2016, 04:57:21 pm
I hope this gets updated for the newest version.

It looks like both versions of Duerer are fully compatible with every version of Dwarf Fortress from v0.42.02 up to v0.43.05.

Edit: It looks like there's an error with the TWBT version, though. But this error is what's keeping the TWBT version compatible with the latest versions of Dwarf Fortress. He's got the objects files in the "raws" folder instead of the "raws/objects" folder. This keeps them from having any effect, but also keeps the pack compatible.
Title: Re: Duerer 15x15 v.0.6.A [TWBT 40.24/Classic 42.02]
Post by: BlueAnchorite on August 01, 2016, 07:35:53 am
I too would like to see this updated!
Title: Re: Duerer 15x15 v.0.6.A [TWBT 40.24/Classic 42.02]
Post by: jecowa on August 01, 2016, 08:42:40 am
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?
Title: Re: Duerer 15x15 v.0.6.A [TWBT 40.24/Classic 42.02]
Post by: BlueAnchorite on August 01, 2016, 08:59:36 am
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?

Preferably, I really enjoy playing with TWBT
Title: Re: Duerer 15x15 v.0.6.A [TWBT 40.24/Classic 42.02]
Post by: Valdus92 on October 14, 2016, 09:47:59 am
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.
Title: Re: Duerer 15x15 v.0.6.A [TWBT 40.24/Classic 42.02]
Post by: Taffer on October 14, 2016, 10:59:47 am
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.

You can zoom in and out with the mouse wheel. Changing TEXTURE_PARAM:LINEAR to NEAREST in init.txt should help this look much better. You'll also need to change PRINT_MODE:2D to STANDARD. Yes, this will affect the quality: I usually disable zoom entirely.

Otherwise, no, not unless HaterSkater feels like redrawing the whole thing. Resizing pixel art is different from resizing regular art or photographs: there will always be a loss in quality unless you're precisely doubling it. Well-done tilesets are pixel art: art where the artist has thought about every pixel in their work. When you arbitrarily resize it, you're relying on a program to haphazardly insert more pixels everywhere and hoping the result will look good (it won't). I see people scale tilesets non-linearly anyways using various shaders designed for pixel art, but the result always loses quality (and IMO looks bad).

You can always double the size of this tileset in GIMP or Krita (using "None" or "Box" scaling, respectively). The result will look a bit more blocky (see my own 20x20 sets), but there won't be a loss of quality at all. If you're feeling adventurous, hunt down a program that supports xBRZ scaling--or some other scaler designed for pixel art--then double Duerer using that.

I get the same question sometimes.
Title: Re: Duerer 15x15 v.0.6.A [TWBT 40.24/Classic 42.02]
Post by: jecowa on October 14, 2016, 11:20:23 am
If you could zoom in to the level you wanted it to be (with the scroll wheel) and post a screenshot on it, maybe someone would be able to re-draw a larger version at the ideal size for you.

Also, if you're okay with non-square tilesets, Max™'s "duerasam_30x45" should be included. You can customize the Duerer tileset to use Max's version from the "Customize" tab in the "Graphics" tab of the Lazy Newb Pack launcher.

Spoiler: duerasam (click to show/hide)
Title: Re: Duerer 15x15 v.0.6.A [TWBT 40.24/Classic 42.02]
Post by: Max™ on October 18, 2016, 08:28:57 pm
I tinkered with that and reconstructed the parts of the background dithering where they got damaged by the scaling. It isn't as nice as a redrawn version would be of course, but I was pretty happy with it after I got the obviously broken parts out of the way.
Title: Re: Duerer 15x15 tileset v.0.6 — TWBT version is here! [40.13/40.14]
Post by: x86 on May 13, 2017, 09:16:41 pm
HAHAHAHAHAHA
Here you go, map for TWBT:
Spoiler (click to show/hide)
This 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?
Title: Re: Duerer 15x15 v.0.6.A [TWBT 40.24/Classic 42.02]
Post by: BionicMeatloaf on November 18, 2017, 05:37:49 am
is this tileset still being worked on? it looks gorgeous
Title: Re: Duerer 15x15 v.0.6.A [TWBT 40.24/Classic 42.02]
Post by: Clatch on November 21, 2017, 12:22:50 am
This is not a tileset -- it's a work of art.  That said, I'm not sure how you could improve on it?
Title: Re: Duerer 15x15 v.0.6.A [TWBT 40.24/Classic 42.02]
Post by: Fleeting Frames on November 21, 2017, 07:10:40 am
Making it take advantage of new features of twbt next, if I were to answer the question. Lots of effort for small details, though.
Title: Re: Duerer 15x15 v.0.6.A [TWBT 40.24/Classic 42.02]
Post by: Clatch on November 21, 2017, 01:02:44 pm
Making it take advantage of new features of twbt next, if I were to answer the question. Lots of effort for small details, though.

True.  What people are doing with TWBT is pretty amazing.  At their core though, DFHack and TWBT are attempts to modernize DF.  I personally haven't played with DFHack since the series of updates were released last year.  I didn't want to miss anything coming out -- exciting times, right?  I haven't really looked back either.  It will take me several years just to understand and use the existing features -- and I haven't even started Adventure mode yet.

For me, one of the endearing factors of this tileset is that I can drop it on a vanilla install and I'm left with the impression that TWBT is installed.  There are no more unsightly seams!  All of the different terrain melds together as if someone hand-stitched each screen presentation.  And the maps - oh man, the maps.  Duerer really captures the impression that you are reading off the wall of a master engraver... and all you need is one little graphic -- rediculous.
Title: Re: Duerer 15x15 v.0.6.A [TWBT 40.24/Classic 42.02]
Post by: Grimmace696 on June 14, 2018, 05:10:21 am
Sorry for necro

I haven't been playing for a while, and came back only to discover that the only tileset I desire to play with, throws crashes on me. So I decided to leave a note here, in case somebody get same issue.

Duerer works perfectly fine with TWBT_LEGACY instead of TWBT
Title: Re: Duerer 15x15 v.0.6.A [TWBT 40.24/Classic 42.02]
Post by: x86 on June 15, 2018, 10:27:57 am
that the only tileset I desire to play with
Same 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?
Title: Re: Duerer 15x15 v.0.6.A [TWBT 40.24/Classic 42.02]
Post by: Grimmace696 on June 24, 2018, 12:34:37 am
Did you manage to make it work with newer versions of the game/TWBT? Which version are you using?

I'm using latest LazyPack (that would be DF v0.44.10), switched print mode TWBT to TWBT_LEGACY, and it works, well most of the time. For some reason it randomly crashes on loading, but after few tries it loads and works like a charm.
Oh, also there is a glitch with smooth walls and bridges not displaying correctly if they appear on the same tile after switching z-levels

As for new TWBT, I don't really care about it, so I didn't bother
Title: Re: Duerer 15x15 v.0.6.A [TWBT 40.24/Classic 42.02]
Post by: jecowa on June 24, 2018, 01:57:56 am
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. One is a white pixel and the other is a transparent pixel. All graphics packs need these while using TWBT print mode.
Title: Re: Duerer 15x15 v.0.6.A [TWBT 40.24/Classic 42.02]
Post by: Grimmace696 on June 24, 2018, 04:23:40 am
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.

Yeah, I have them. But, again, since I'm using TWBT_LEGACY, I don't think it matters.
Title: Re: Duerer 15x15 v.0.6.A [TWBT 40.24/Classic 42.02]
Post by: x86 on January 07, 2019, 10:30:05 am
JFYI, this tileset seems to be working perfectly well with df-0.44.12 + dfhack-0.44.12-r2 + twbt-6.57 and TWBT (not TWBT_LEGACY) print mode.
Title: Re: Duerer 15x15 v.0.6.A [TWBT 40.24/Classic 42.02]
Post by: sisuaika on April 20, 2019, 08:21:10 pm
Registered on this forum literally so I could leave a message here and say that this tileset is astonishingly beautiful. As a newb to DF (a few weeks now), I was really struggling to get into the game. The ASCII was hard to look at for me, and the full graphics sets were pulling me out of the actual game world and it's incredible depth. Grim Fortress was pretty good, but didn't hit me right.

Durer was that perfect middle ground for me. It's moody, beautiful, simple, and doesn't remove me from my head-fiction at all. I was zoomed out and watching the waves crashing around a coastal fort earlier today and it was just mesmerizing. I love it!

Thank you, HaterSkater. What a work of art!

Side note: I am using TWBT on DF 0.44.12. No crashes or issues on my end. Installed it through the LNP.
Title: Re: Duerer 15x15 v.0.6.A [TWBT 40.24/Classic 42.02]
Post by: x86 on July 06, 2019, 09:18:59 am
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.
Title: Re: Duerer 15x15 v.0.6.A [TWBT 40.24/Classic 42.02]
Post by: Clatch on May 01, 2022, 11:31:43 pm
I was looking around at some of the recent new tilesets.  Some of them are pretty impressive for sure.  I think if you were to ask me about dwarf fortress in ten years, this is the tileset that would come to mind.

The work of the steam version is super impressive, but I hope somehow this tileset finds a home as a nostalgic facelift to the new game...
Spoiler (click to show/hide)
Title: Re: Duerer 15x15 v.0.6.A [TWBT 40.24/Classic 42.02]
Post by: Clatch on August 10, 2022, 08:12:29 pm
Sorry, to be spamming here lately.  I needed a break from work.

Towards the end of life for this tileset, HaterSkater released the overlays and such.  So here's an updated version of an 18x18 Duerer tileset.

It includes centered text, accented punctuation and small creature patch.

Spoiler (click to show/hide)
Title: Re: Duerer 15x15 v.0.6.A [TWBT 40.24/Classic 42.02]
Post by: Clatch on August 12, 2022, 08:08:26 pm
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.

Examples
Spoiler (click to show/hide)

brighter Duerer colors
Spoiler (click to show/hide)

Title: Re: Duerer 15x15 v.0.6.A [TWBT 40.24/Classic 42.02]
Post by: Ucarty on September 21, 2022, 03:43:25 am
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.


Much more legible, great work.
Title: Re: Duerer 15x15 v.0.6.A [TWBT 40.24/Classic 42.02]
Post by: Grimmace696 on January 01, 2023, 07:15:53 am
Glad to see someone taking care of this masterpiece. It was 5 years since my last commet, and I still play with Duerer exclusively.

Regarding colors. I always play with (very slightly edited) Dawnbreaker color palette. I think it goes great with Duerer and encourage everyone to try it.
Title: Re: Duerer 15x15 v.0.6.A [TWBT 40.24/Classic 42.02]
Post by: tnuhnivad on January 11, 2023, 05:56:45 pm
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.

Thanks! I'm really wanting to figure out this smaller sidebar trick; I'm going to try this
Title: Re: Duerer 15x15 v.0.6.A [TWBT 40.24/Classic 42.02]
Post by: Clatch on May 12, 2023, 06:35:23 pm
WOW, even after all this time. I thought I'd load this up in 50.08. I've been on a hiatus for a while, but I thought I'd give it a try. It even works in Wine!

Can't wait to check this out.

Spoiler (click to show/hide)

Spoiler (click to show/hide)

I think the main thing I noticed was the new scaling options. Both have to be set equally for this:

[INTERFACE_SCALING_TO_DESIRED_GRID:YES]
[INTERFACE_SCALING_DESIRED_GRID_WIDTH:170]
[INTERFACE_SCALING_DESIRED_GRID_HEIGHT:170]

It's pretty generous that he's still releasing all the new stuff publically.

Spoiler (click to show/hide)

OMG, how did Toady do this? The new UI is so beautiful!
Title: Re: Duerer 15x15 v.0.6.A [TWBT 40.24/Classic 42.02]
Post by: Clatch on June 04, 2023, 12:04:56 pm
Duerer Tapestry
For Versions 47.05 and 50.08

In shadowed depths, my hammer sang,
Unleashing doom with an echoing clang.
Yet in despair, dreams cast a glow,
Kindled by hope's enduring fire deep below.
Gems, precious in my sight,
Ignite my masterwork in the lantern's light.
With fingers weathered by relentless time,
This tale I craft in a dwarf's own rhyme.
Adventures feebly etched into memory,
Now woven into time with this tapestry.


This tileset features a few minor rearrangements of HaterSkater's original tileset,
but it's intended to be as faithful to the original layout as possible. Don't get me
wrong; I love the new art in the Steam launch. This is purely for some nerdy nostalgia.

duerer_tapestry_480x480.png
(https://i.imgur.com/CoKW5Et.png)

Preview
Spoiler (click to show/hide)

colors.txt (original colors w/ less intense yellow and white and better letter bleeding)
Spoiler (click to show/hide)


Suggested changes to 50.08 init_default.txt
Spoiler (click to show/hide)

In DF 50 with the SDL2 changes, ASCII can now be zoomed in and out with the [ ] keys.

Suggested changes to 47.05 init.txt
Spoiler (click to show/hide)
Title: Re: Duerer 15x15 v.0.6.A [TWBT 40.24/Classic 42.02]
Post by: Clatch on June 10, 2023, 09:57:58 am
Duerer Tapestry
For Versions 47.05 and 50.08

Tweaks for Civs

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

(https://i.imgur.com/b2EfRiH.png)
Title: Re: Duerer 15x15 v.0.6.A [TWBT 40.24/Classic 42.02]
Post by: Clatch on June 30, 2023, 01:49:29 am
Duerer Tapestry
For Versions 47.05 and 50.08

Tweaks for Stairs and Doors

(https://i.imgur.com/K1WSAOG.png)

(https://i.imgur.com/1z82BTt.png)
Title: Re: Duerer 15x15 v.0.6.A [TWBT 40.24/Classic 42.02]
Post by: Clatch on July 03, 2023, 02:15:05 pm
Duerer Tapestry TWBT
With Vettlingr Tiles!
For Version 47.05

What if there were beautiful maps and beautiful tiles in 47.05?

(https://github.com/bridgesense/duerer-vettlingr-twbt/blob/main/assets/duerer_twbt_logo.png?raw=true)

(https://github.com/bridgesense/duerer-vettlingr-twbt/blob/main/assets/beautiful_maps.png?raw=true)

(https://github.com/bridgesense/duerer-vettlingr-twbt/blob/main/assets/vettlingr_maps.png?raw=true)

Download version r003 (https://github.com/bridgesense/duerer-vettlingr-twbt/releases/download/0.47.05_r003/duerer-vettlingr-twbt-47.05.zip)

Download DF 47.05 for Linux with everything installed (https://github.com/bridgesense/duerer-vettlingr-twbt/releases/download/0.47.05_r003/dwarf-fortress_complete_0.47.05_linux-x64.zip)

Installation Instructions (https://github.com/bridgesense/duerer-vettlingr-twbt/tree/main)

Update History:
2024-12-17: Fixed a few references in the Vettingr tileset that caused the game to crash
2024-07-04: Added more clarity to text and improved the map view
2024-07-02: Initial project release
Title: Re: Duerer 15x15 v.0.6.A [TWBT 40.24/Classic 42.02]
Post by: Fereval on August 05, 2023, 11:46:44 am
Wow ! Thank you so myuch for reviving this and allowing me to enjoy Duerer on modern df... : )
I used keep old versions of DF just to enjoy HaterSkater art... (shame the old image at the beginning of the thread seems all lost to times).

the tapestry lives on, thanks for sewing Clatch.
Title: Re: Duerer 15x15 v.0.6.A [TWBT 40.24/Classic 42.02]
Post by: Clatch on December 17, 2023, 11:47:15 pm
I'm not exactly sure the cause, but recently DF started to crash because of a typo in the raw references for Vettingr. It might just be a Linux thing. In any case, the issue has been resolved and new links have been added.

Download version r003 base package for all platforms (https://github.com/bridgesense/duerer-vettlingr-twbt/releases/download/0.47.05_r003/duerer-vettlingr-twbt-47.05.zip)

Download DF 47.05 for Linux with everything installed (https://github.com/bridgesense/duerer-vettlingr-twbt/releases/download/0.47.05_r003/dwarf-fortress_complete_0.47.05_linux-x64.zip)