Bay 12 Games Forum

Dwarf Fortress => DF Modding => Tilesets and Graphics => Topic started by: Phoebus on March 13, 2014, 07:57:17 pm

Title: [0.40.24v00] Phoebus' Graphic Set
Post by: Phoebus on March 13, 2014, 07:57:17 pm
* Remember to update your savegames & inits *
After updating the game, run DF_savegame_updater.bat to update your savegames, run DF_phoebus_init_updater.bat to update your inits, then play the game.
Note: .NET Framework v4 (http://www.microsoft.com/net/download.aspx) is required to run the Tileset Assembler utility, so you should try installing that if you can't get the util to run.

--------------------------------------

Screenshots:
Spoiler: Glorious Round Trees (click to show/hide)
Spoiler: Minecart Tracks (click to show/hide)
Spoiler: Tileset Assembler (click to show/hide)
Spoiler: Classic Diagonal Walls (click to show/hide)

Symbol Chart (Outdated):
Spoiler: Rocks and stuff (click to show/hide)
Spoiler: Plants and Herbs (click to show/hide)

--------------------------------------

*Updated* 0.40.24v00
Updated to Dwarf Fortress 0.40.24.

Spoiler: Update History DF2014 (click to show/hide)

--------------------------------------

Graphic Packs:
Pre-Installed Package for Windows @DFFD (http://dffd.wimbli.com/file.php?id=2431) (w/ DF 0.40.24)
Graphic Set Package @DFFD (http://dffd.wimbli.com/file.php?id=2430) (for DF 0.40.24): (Remember to run the init_updater.)

Pre-Installed Package for Linux @DFFD (http://dffd.wimbli.com/file.php?id=9179)  (w/ DF 0.40.16+) (by King Mir (http://www.bay12forums.com/smf/index.php?action=profile;u=57030).)

DF Starter Pack @DFFD (http://dffd.wimbli.com/file.php?id=7622) (by PeridexisErrant (http://www.bay12forums.com/smf/index.php?action=profile;u=94844).) (DF Starter Pack Homepage (http://www.bay12forums.com/smf/index.php?topic=126076.0))

MasterWork (DF2012) @DFFD (http://dffd.wimbli.com/file.php?id=5315) (by Meph (http://www.bay12forums.com/smf/index.php?action=profile;u=61165).) (MasterWork Homepage (http://www.bay12forums.com/smf/index.php?topic=98196.0))

Mirrors:
@ MediaFire (http://www.mediafire.com/?2p7axbyagp2ij)
@ MediaFire (Old 0.40 Files) (http://www.mediafire.com/?3a644qd35f9zp)
@ MediaFire (Old 0.34 Files) (http://www.mediafire.com/?6a465xis5it22)
@ MediaFire (Old 0.31 Files) (http://www.mediafire.com/?z9zsbevc27bwn)
@ MediaFire (Very Old Files) (http://www.mediafire.com/?7zk2l02v6pdj0)

--------------------------------------

Installation:

1. Unzip the 'Pre-Installed Package' where you want the game to be installed, or unzip the Graphic Set Package over your current installation.

2. Run DF_Phoebus_Init_Updater.bat to update your inits.

3. (Optional) Run DF_Savegame_Updater.bat (or DF_savegame_updater.sh on Linux) to update your savegames.

4. (Optional) Run PhoebusTilesetAssembler.exe to customize your tileset.

5. Strike the Earth!
Title: Re: [0.34.11v01] Phoebus' Graphic Set (No update, just moving thread to new forum)
Post by: Phoebus on March 13, 2014, 07:58:34 pm
Old thread. (http://www.bay12forums.com/smf/index.php?topic=57557.0)
Title: Re: [0.34.11v01] Phoebus' Graphic Set (No update, just moving thread to new forum)
Post by: Phoebus on March 13, 2014, 07:59:31 pm

Title: Re: [0.34.11v01] Phoebus' Graphic Set (No update, just moving thread to new forum)
Post by: Phoebus on March 13, 2014, 07:59:48 pm
Spoiler: Credits and Thanks (click to show/hide)

Spoiler: F.A.Q.s (click to show/hide)

Spoiler: Donation (click to show/hide)
Title: Re: [0.34.11v01] Phoebus' Graphic Set (No update, just moving thread to new forum)
Post by: Taffer on March 13, 2014, 09:06:13 pm
I suppose it's a little late now, but there is an option to move your thread, if you prefer that. I'm looking forward to seeing what you can do with the trees in the next version. Keep up the good work!
Title: Re: [0.34.11v01] Phoebus' Graphic Set (No update, just moving thread to new forum)
Post by: SalmonGod on March 15, 2014, 09:15:24 pm
PTW
Title: Re: [0.34.11v01] Phoebus' Graphic Set (No update, just moving thread to new forum)
Post by: Intrinsic on March 18, 2014, 02:18:40 am
PTW
Title: Re: [0.34.11v01] Phoebus' Graphic Set (No update, just moving thread to new forum)
Post by: Raul on March 18, 2014, 08:40:26 am
PTW
Title: Re: [0.34.11v01] Phoebus' Graphic Set (No update, just moving thread to new forum)
Post by: palu on March 19, 2014, 03:22:49 pm
PTW
Title: Re: [0.34.11v01] Phoebus' Graphic Set (No update, just moving thread to new forum)
Post by: HammerHand on April 09, 2014, 08:48:13 am
Like so many already, PTW.
Title: Re: [0.34.11v01] Phoebus' Graphic Set (No update, just moving thread to new forum)
Post by: PeridexisErrant on June 12, 2014, 07:22:05 pm
PTW the new thread. 

You may be interested in the new Text will be Text plugin (http://www.bay12forums.com/smf/index.php?topic=138754), which allows you to set up a separate tileset for text to the rest of the tiles.  As of version 2.01 (2014-06-04), it also allows you to add an arbitrary number of additional tilesets, tiles from which can be set to override specific items or building tiles.  This functionally implements eternal suggestion #4 for full graphics support. 

I'm going to include this in the Starter Pack, and it would be great to have a 'pure text' version of your tileset that can be dropped in.  Most of the letters are already clear, but there's a few things like the quality symbols and any changed letters, numbers, and punctuation which are hopefully easy to include in a pure text tileset, and would make things a lot easier to read in cases where truetype doesn't work or has been disabled. 

Any further stuff like overrides would be awesome, but given the rate of updates (including recently a demo of allowing different tile width for the menu) you might not want to invest too much time just yet - but don't let anyone stop you if it look fun!  It's also probably a good way to deal with the whole walls-as-leaves thing that's going to come up in the new version, though that's still not so bad as the cursor/stairs/bins/'x' mixture. 

Please don't feel any pressure - I just thought it worth sharing with the people who have done the work to make pretty graphics happen already  :D
Title: Re: [0.34.11v01] Phoebus' Graphic Set (No update, just moving thread to new forum)
Post by: Aydjile on June 14, 2014, 07:04:44 am
hey Phoebus! what your thoughts on "Text Will Be Text" - dfhack plugin?
will you incorporate it into your tileset?
Title: Re: [0.34.11v01] Phoebus' Graphic Set (No update, just moving thread to new forum)
Post by: Raul on June 14, 2014, 05:15:27 pm
PTW the new thread. 

You may be interested in the new Text will be Text plugin (http://www.bay12forums.com/smf/index.php?topic=138754), which allows you to set up a separate tileset for text to the rest of the tiles.  As of version 2.01 (2014-06-04), it also allows you to add an arbitrary number of additional tilesets, tiles from which can be set to override specific items or building tiles.  This functionally implements eternal suggestion #4 for full graphics support. 

I'm going to include this in the Starter Pack, and it would be great to have a 'pure text' version of your tileset that can be dropped in.  Most of the letters are already clear, but there's a few things like the quality symbols and any changed letters, numbers, and punctuation which are hopefully easy to include in a pure text tileset, and would make things a lot easier to read in cases where truetype doesn't work or has been disabled. 

Any further stuff like overrides would be awesome, but given the rate of updates (including recently a demo of allowing different tile width for the menu) you might not want to invest too much time just yet - but don't let anyone stop you if it look fun!  It's also probably a good way to deal with the whole walls-as-leaves thing that's going to come up in the new version, though that's still not so bad as the cursor/stairs/bins/'x' mixture. 

Please don't feel any pressure - I just thought it worth sharing with the people who have done the work to make pretty graphics happen already  :D
That sounds brilliant, full tileset support for DF! Never imagined I'd see the day, this community is absolutely amazing...
Title: Re: [0.34.11v01] Phoebus' Graphic Set (No update, just moving thread to new forum)
Post by: nimbus25 on June 24, 2014, 12:06:58 am
For some reason, a lot of characters are missing when I go to check them. So I can't see my wealth, or can't properly see my dwarves' names.
(http://i60.tinypic.com/2m4q58w.png)
(http://i57.tinypic.com/wtvqty.png)
Title: Re: [0.34.11v01] Phoebus' Graphic Set (No update, just moving thread to new forum)
Post by: PeridexisErrant on June 24, 2014, 12:08:51 am
This is a truetype issue - using F12 to toggle it off and back on should reset the problem. 
Title: Re: [0.34.11v01] Phoebus' Graphic Set (No update, just moving thread to new forum)
Post by: nimbus25 on June 24, 2014, 12:10:51 am
This is a truetype issue - using F12 to toggle it off and back on should reset the problem.
Thanks for the help, especially with how fast that was. Turning it back on didn't fix it, so I'm just going to leave it off, I don't really mind.
Title: Re: [0.34.11v01] Phoebus' Graphic Set (No update, just moving thread to new forum)
Post by: Raul on June 24, 2014, 12:31:49 am
This is a truetype issue - using F12 to toggle it off and back on should reset the problem.
Thanks for the help, especially with how fast that was. Turning it back on didn't fix it, so I'm just going to leave it off, I don't really mind.
Isn't it F10? Anyway, it's just a temporary fix, unfortunately. It may fix the missing letters for a few dozen seconds or so, but it comes back eventually. You'd have to press the button every once in a while, but I personally don't mind doing that if it means I can actually differentiate between the gender symbols.
Title: Re: [0.34.11v01] Phoebus' Graphic Set (No update, just moving thread to new forum)
Post by: EvilBob22 on June 25, 2014, 03:56:01 pm
There is a setting to start with true-type turned off in one of the ini files.  (I'm not at my computer, so I don't have the details handy.)  That is one of the first things I do after installing a graphics pack.
Title: Re: [0.34.11v01] Phoebus' Graphic Set (No update, just moving thread to new forum)
Post by: falcn on June 30, 2014, 10:03:52 am
del
Title: Re: [0.34.11v01] Phoebus' Graphic Set (No update, just moving thread to new forum)
Post by: CLA on June 30, 2014, 10:20:21 am
I loaded my save and this happens
IIRC phoebus uses the ¿ for unused tiles on his tileset.
You don't have the correct raws for the tileset you want to use. Phoebus' uses different raws from the default. Each DF save stores its own raws. So assuming you installed phoebus correctly, you just have to copy the raws from the DF root folder and overwrite the raws of your save.
I suggest you backup your save before that, in case something goes wrong.
Also, make sure you have the correct data/init/d_init.txt settings.

I'm not sure what's wrong though. The minerals/stones seem to be correctly shown (which are different from default, too), so the raws only seem to be partially incorrect.

Really, it would be best to tell us what exactly you did.
What tileset did you use before?
How exactly did you install phoebus?
Where did you get the download from?
Are you using any mods?
Are you using any dfhack plugins that could affect this?
What versions of all these things are you using?

If all else fails, download phoebus' prepacked download, extract in a new folder, make sure it works.
then, copy over your save, and finally overwrite your save's raws with the ones from the root folder of the new phoebus install.
Make sure that works too, and then apply whatever dfhack stuff, mods, etc you want.
Title: Re: [0.34.11v01] Phoebus' Graphic Set (No update, just moving thread to new forum)
Post by: Rewoljwer on July 07, 2014, 01:48:47 pm
Do please to dvarfa women pictures and male dvarfa mixed. I would like to have more pictures of weapons and armor-like in Masterworke. All this want I am not the only one, but still many people will support me.
Title: Re: [0.34.11v01] Phoebus' Graphic Set (No update, just moving thread to new forum)
Post by: Rewoljwer on July 07, 2014, 01:49:44 pm
Do please to dvarfa women pictures and male dvarfa mixed. I would like to have more pictures of weapons and armor-like in Masterworke. All this want I am not the only one, but still many people will support me.
Title: Re: [0.34.11v01] Phoebus' Graphic Set (No update, just moving thread to new forum)
Post by: palu on July 07, 2014, 02:48:25 pm
What?
Title: Re: [0.34.11v01] Phoebus' Graphic Set (No update, just moving thread to new forum)
Post by: Gnomeknows on July 07, 2014, 10:53:28 pm
Do please to dvarfa women pictures and male dvarfa mixed. I would like to have more pictures of weapons and armor-like in Masterworke. All this want I am not the only one, but still many people will support me.

What's that lassie?  Jeff's fallen down the well?
Title: Re: [0.34.11v01] Phoebus' Graphic Set (No update, just moving thread to new forum)
Post by: Lockyy on July 08, 2014, 08:56:53 am
Hope Pheobus is updated for DF2014, really love the artwork in it.

Anyone know if Pheobus will work alright in the new version and just fallback to default textures for things not covered? Or are tilesets not backwards compatible?

If you do read this Pheobus, thanks for all the hard work over the years.
Title: Re: [0.34.11v01] Phoebus' Graphic Set (No update, just moving thread to new forum)
Post by: ronron on July 08, 2014, 11:54:50 am

If it wasn't for this tileset I couldn't have started playing DF, and now all the other tileset look worse to me. I hope we get an update!
Title: Re: [0.34.11v01] Phoebus' Graphic Set (No update, just moving thread to new forum)
Post by: mnjiman on July 08, 2014, 12:13:07 pm
This is my favorite graphics pack by far, I do hope for an update in the near future. Thank you for an awesome graphics pack!
Title: Re: [0.34.11v01] Phoebus' Graphic Set (No update, just moving thread to new forum)
Post by: Aydjile on July 08, 2014, 01:45:22 pm
Phoebus, you still with us? Please let us know if we should expect tileset update.
Title: Re: [0.34.11v01] Phoebus' Graphic Set (No update, just moving thread to new forum)
Post by: Lockyy on July 08, 2014, 02:02:02 pm
I've loaded up .40 with the latest version of Phoebus and it seems to be working almost perfectly. A few things seem odd but for those who cannot play without this tileset it's perfectly usable.

Also, it'd be great if those using it were able to point out problems, it'll probably help things along.

For me the only thing I've seen so far is that it seems like Goblin Settlements use the cloth icon instead of whatever they used to use, so that might've been moved around.
Title: Re: [0.34.11v01] Phoebus' Graphic Set (No update, just moving thread to new forum)
Post by: SammyLiimex on July 08, 2014, 02:37:40 pm
How do the new trees look with this tileset, if you use the .34 version of it?
Title: Re: [0.34.11v01] Phoebus' Graphic Set (No update, just moving thread to new forum)
Post by: antropia on July 08, 2014, 02:42:04 pm
How do the new trees look with this tileset, if you use the .34 version of it?

Spoiler (click to show/hide)
Title: Re: [0.34.11v01] Phoebus' Graphic Set (No update, just moving thread to new forum)
Post by: Lockyy on July 08, 2014, 02:49:34 pm
How do the new trees look with this tileset, if you use the .34 version of it?

Just came back to mention this.

No textures at all, just black squares.

As you can see in the last post in the image.

Don't include the raws from the pheobus download if you want it to work. Also do not use the init updater, do it yourself manually. Trees are working fine for me now. Not textured, but visible.

Result:
Spoiler (click to show/hide)
Title: Re: [0.34.11v01] Phoebus' Graphic Set (No update, just moving thread to new forum)
Post by: mnjiman on July 08, 2014, 03:11:33 pm
I attempted to run the game with the most recent Phoebus graphics set (.34.11v01) ontop of the new .40.01 df release. Upon running a fortress I already started, I encountered a "FATAL ERROR" window. It reads "Missing Plant Gloss: BERRIES_STRAW."

I assume that as long as your fortress doesn't contain certain items that are new, you should be fine. Otherwise either a) start a fortress until you do not get any errors like this or b) wait until a new graphics pack comes out.

I for one will simply continue playing my current fortress without a graphics pack for now. :-)
Title: Re: [0.34.11v01] Phoebus' Graphic Set (No update, just moving thread to new forum)
Post by: SammyLiimex on July 08, 2014, 03:24:44 pm
How do the new trees look with this tileset, if you use the .34 version of it?

Just came back to mention this.

No textures at all, just black squares.

As you can see in the last post in the image.

Don't include the raws from the pheobus download if you want it to work. Also do not use the init updater, do it yourself manually. Trees are working fine for me now. Not textured, but visible.

Result:
Spoiler (click to show/hide)

Thanks, Ill do this when I start it up soon this week if not today
Title: Re: [0.34.11v01] Phoebus' Graphic Set (No update, just moving thread to new forum)
Post by: MaximumZero on July 08, 2014, 03:29:52 pm
PTW, and apparently, I've forgotten how to install graphics packs.
Title: Re: [0.34.11v01] Phoebus' Graphic Set (No update, just moving thread to new forum)
Post by: Lockyy on July 08, 2014, 03:36:45 pm
I've packaged up my version of Dwarf Fortress with Pheobus installed and working nicely with trees.

You can download it here: https://www.dropbox.com/s/j7zit70gkikl9ik/DF2014_with_Pheobus.zip

Spoiler (click to show/hide)

The tileset assembler is included and worked perfectly for me.

Note: Sand looks a little weird (the solid yellow walls in the first image) and roots and certain branches are displayed using gems. This isn't great but is just how the current tileset works. It still looks much nicer than empty, black space.
Title: Re: [0.34.11v01] Phoebus' Graphic Set (No update, just moving thread to new forum)
Post by: MaximumZero on July 08, 2014, 03:41:48 pm
Awesome, much appreciated.
Title: Re: [0.34.11v01] Phoebus' Graphic Set (No update, just moving thread to new forum)
Post by: SammyLiimex on July 08, 2014, 03:44:31 pm
I've packaged up my version of Dwarf Fortress with Pheobus installed and working nicely with trees.

You can download it here: https://www.dropbox.com/s/j7zit70gkikl9ik/DF2014_with_Pheobus.zip

Spoiler (click to show/hide)

The tileset assembler is included and worked perfectly for me.

Note: Sand looks a little weird (the solid yellow walls in the first image) and roots and certain branches are displayed using gems. This isn't great but is just how the current tileset works. It still looks much nicer than empty, black space.

wow, I forgot how nice people are on here, compared to the internet
Title: Re: [0.34.11v01] Phoebus' Graphic Set (No update, just moving thread to new forum)
Post by: cken1774 on July 08, 2014, 03:58:52 pm
I've packaged up my version of Dwarf Fortress with Pheobus installed and working nicely with trees.

You can download it here: https://www.dropbox.com/s/j7zit70gkikl9ik/DF2014_with_Pheobus.zip

Spoiler (click to show/hide)

The tileset assembler is included and worked perfectly for me.

Note: Sand looks a little weird (the solid yellow walls in the first image) and roots and certain branches are displayed using gems. This isn't great but is just how the current tileset works. It still looks much nicer than empty, black space.

You sir are a Gentleman and a Scholar
Title: Re: [0.34.11v01] Phoebus' Graphic Set (No update, just moving thread to new forum)
Post by: nenjin on July 08, 2014, 04:06:08 pm
Thanks, I can start playing some adventure mode a little earlier than anticipated.
Title: Re: [0.34.11v01] Phoebus' Graphic Set (No update, just moving thread to new forum)
Post by: Lockyy on July 08, 2014, 04:14:10 pm
I posted the link in a separate thread so that it doesn't get buried under posts and so people just glancing in for working tilesets can see there is one available.

http://www.bay12forums.com/smf/index.php?topic=140111.0
Title: Re: [0.34.11v01] Phoebus' Graphic Set (No update, just moving thread to new forum)
Post by: Aydjile on July 08, 2014, 06:10:28 pm
my version of Dwarf Fortress with Pheobus

thank you, good sir.
Title: Re: [0.34.11v01] Phoebus' Graphic Set (No update, just moving thread to new forum)
Post by: Varee on July 09, 2014, 01:32:12 am
PTW
Title: Re: [0.34.11v01] Phoebus' Graphic Set (No update, just moving thread to new forum)
Post by: Phoebus on July 09, 2014, 08:34:46 am
I apologize for the delay. I've just noticed the new release and I'm starting to update the graphic set right now. It could take a few days to make everything work right.
Title: Re: [0.34.11v01] Phoebus' Graphic Set (No update, just moving thread to new forum)
Post by: Raul on July 09, 2014, 08:40:32 am
I apologize for the delay. I've just noticed the new release and I'm starting to update the graphic set right now. It could take a few days to make everything work right.
Fantastic news! This is my second favorite tileset, Spacefox is my favorite.
Title: Re: [0.34.11v01] Phoebus' Graphic Set (No update, just moving thread to new forum)
Post by: Kromgar on July 09, 2014, 08:44:15 am
I apologize for the delay. I've just noticed the new release and I'm starting to update the graphic set right now. It could take a few days to make everything work right.

WOHOOOO
Title: Re: [0.34.11v01] Phoebus' Graphic Set (No update, just moving thread to new forum)
Post by: Mokkun on July 09, 2014, 09:28:59 am
I apologize for the delay. I've just noticed the new release and I'm starting to update the graphic set right now. It could take a few days to make everything work right.
Nice. Cant wait.
Still take your time.. ;)
This is my favorite graphic set..
Title: Re: [0.34.11v01] Phoebus' Graphic Set (No update, just moving thread to new forum)
Post by: Phoebus on July 09, 2014, 10:06:32 am
Spoiler: How I feel right now (click to show/hide)
Title: Re: [0.34.11v01] Phoebus' Graphic Set (No update, just moving thread to new forum)
Post by: Mokkun on July 09, 2014, 10:41:58 am
Spoiler (click to show/hide)
2014

(yes, joke flying way over my head)....
Title: Re: [0.34.11v01] Phoebus' Graphic Set (No update, just moving thread to new forum)
Post by: Raul on July 09, 2014, 10:47:24 am
Spoiler (click to show/hide)
2014

(yes, joke flying way over my head)....
I think he was referring to the fact that he hadn't said a thing around here in like 4 months :P
Title: Re: [0.34.11v01] Phoebus' Graphic Set (No update, just moving thread to new forum)
Post by: Phoebus on July 09, 2014, 12:18:05 pm
That's the best I can do for the moment.
Spoiler (click to show/hide)

There seems to be a problem with the central trunk and the large branch tips using the tile in the config. I can't do miracles there.

The new tree system does reduce the number of tiles needed for trees. Some are still used on the overworld map, but others are freed and could be used for higher quality branches and leaves.
Title: Re: [0.34.11v01] Phoebus' Graphic Set (No update, just moving thread to new forum)
Post by: CLA on July 09, 2014, 12:23:54 pm
There seems to be a problem with the central trunk and the large branch tips using the tile in the config. I can't do miracles there.

Details? Does the game just ignore what you assign in d_init.txt?
Title: Re: [0.34.11v01] Phoebus' Graphic Set (No update, just moving thread to new forum)
Post by: Phoebus on July 09, 2014, 12:32:14 pm
There seems to be a problem with the central trunk and the large branch tips using the tile in the config. I can't do miracles there.

Details? Does the game just ignore what you assign in d_init.txt?
Central trunk and large branch terminations are using the same assignment line. So if I change one, I change the other. That seems like a strange limitation given how much customization there is for the other details of the tree structure.
Title: Re: [0.34.11v01] Phoebus' Graphic Set (No update, just moving thread to new forum)
Post by: CLA on July 09, 2014, 01:18:35 pm
There seems to be a problem with the central trunk and the large branch tips using the tile in the config. I can't do miracles there.

Details? Does the game just ignore what you assign in d_init.txt?
Central trunk and large branch terminations are using the same assignment line. So if I change one, I change the other. That seems like a strange limitation given how much customization there is for the other details of the tree structure.
Ah yeah, I see what you mean. Have you found out what TREE_CAP_PILLAR does? I haven't found a change when assigning tile #001 to it for debugging. Maybe that setting is supposed to change large branch terminations, but doesn't due to a bug.

Edit: looking at it again, it does make sense to me now. If you consider it to mean "straight vertical branch", it's really the same as a trunk.
Title: [0.40.01v00] Phoebus' Graphic Set (What year is it? edition)
Post by: Phoebus on July 09, 2014, 01:33:56 pm
*Updated* 0.40.01v00
An ancient evil has been awakened.
Most of the graphic set has been updated to the latest version.
No tileset changes.
Plants and trees raws are still vanillas. I will not delay the release further, or risk breaking the raws by hastily modifying the new plant and tree system.
Expect some plants to look a bit funky until they get updated.
I've made the trees as pretty as I could without changing the raws or the tileset.
Title: Re: [0.40.01v00] Phoebus' Graphic Set (What year is it? edition)
Post by: Phoebus on July 09, 2014, 01:36:53 pm
The last version (34.11v01) was downloaded 47605 times from DFFD.
Title: Re: [0.40.01v00] Phoebus' Graphic Set (What year is it? edition)
Post by: Turn on July 09, 2014, 02:14:31 pm
Thanks for your work, now I won't mentally shout "C is for cat" every time one runs by (oh so frequently....)

Title: Re: [0.40.01v00] Phoebus' Graphic Set (What year is it? edition)
Post by: sal880612m on July 09, 2014, 02:19:30 pm
Props to you, sir for this fine piece of work.

Seriously thanks it's my favourite graphics set.
Title: Re: [0.40.01v00] Phoebus' Graphic Set (What year is it? edition)
Post by: NullForceOmega on July 09, 2014, 02:21:07 pm
Thank you Phoebus, I for one am very appreciative of the work you put in to make these updates so quickly.
Title: Re: [0.40.01v00] Phoebus' Graphic Set (What year is it? edition)
Post by: palu on July 09, 2014, 03:06:00 pm
Thank you for all the work you've done. I mostly use ASCII, but I've used your tileset a few times, and it's one of the best out there. Clean, readable, and you can easily tell what something is (Almost as easily as in ASCII  :P). I'm sure there arem many people who've gotten into the game because of your tileset that wouldn't otherwise. And I've noticed how many other tilesets there are that use your creature craphics, your raws, and even some of your tiles.
Title: Re: [0.40.01v00] Phoebus' Graphic Set (What year is it? edition)
Post by: thburns on July 09, 2014, 04:12:16 pm
I'm probably doing something wrong. Haven't played DF in over a year (waiting.... for that patch). And so I went and installed the LNP. Yes heretic, so burn me. I tried to install this pack to it but I keep coming up with the error: missing data/art/mouse.png. Which I didn't receive when trying ironhands pack. (but lets face it that ones not quite as nice!)

Some help would be appreciated, as I am now feeling quite dwarfy again.
Title: Re: [0.40.01v00] Phoebus' Graphic Set (What year is it? edition)
Post by: CLA on July 09, 2014, 04:16:35 pm
I'm probably doing something wrong. Haven't played DF in over a year (waiting.... for that patch). And so I went and installed the LNP. Yes heretic, so burn me. I tried to install this pack to it but I keep coming up with the error: missing data/art/mouse.png. Which I didn't receive when trying ironhands pack. (but lets face it that ones not quite as nice!)

Some help would be appreciated, as I am now feeling quite dwarfy again.

It's an issue with LNP. Try asking in the relevant thread. I don't know how LNP works but it might completely delete the data/art folder when switching tilesets, which would delete mouse.png too.
Title: Re: [0.40.01v00] Phoebus' Graphic Set (What year is it? edition)
Post by: thburns on July 09, 2014, 04:29:49 pm
Wasn't quite sure which to post this in. But I have over in the LNP also. Never had the issue in previous versions, but with the new stuff... bugs/problems, are bound to arise.
Title: Re: [0.40.01v00] Phoebus' Graphic Set (What year is it? edition)
Post by: chaosgear on July 09, 2014, 07:55:16 pm
> DF_Phoebus_40_01v00.zip is malicious, and Chrome has blocked it.

wat
Title: Re: [0.40.01v00] Phoebus' Graphic Set (What year is it? edition)
Post by: Greenbane on July 09, 2014, 08:35:10 pm
> DF_Phoebus_40_01v00.zip is malicious, and Chrome has blocked it.

wat

Chrome also blocked another pre-installed tileset pack (CLA) for me. The Google elves must have something against Dwarf Fortress. You can most likely ignore the warning.
Title: Re: [0.40.01v00] Phoebus' Graphic Set (What year is it? edition)
Post by: Hibgolz98G on July 09, 2014, 08:53:38 pm
yay! cant wait to check out the trees!
Title: Re: [0.40.01v00] Phoebus' Graphic Set (What year is it? edition)
Post by: Fairawen on July 09, 2014, 11:07:23 pm
You, sir, are fantastic. I came to this thread just hoping for a general may-get-released-in-a-few-months sort of statement. And here you are with a working version! *bows down*

Undeniably my favorite graphic set. Wouldn't use another - would miss it too much. :D
Title: Re: [0.40.01v00] Phoebus' Graphic Set (What year is it? edition)
Post by: Phoebus on July 10, 2014, 11:09:40 am
The tile still needs a lot of work.
Title: Re: [0.40.01v00] Phoebus' Graphic Set (What year is it? edition)
Post by: oldmansutton on July 10, 2014, 04:41:28 pm
I know that getting the tileset fully functional has got to be priority one, but just curious if there is an ETA on the linux pre-installed version, or if anybody would be kind enough to post one that works.  ^_^
Title: Re: [0.40.01v00] Phoebus' Graphic Set (What year is it? edition)
Post by: Moonshadow101 on July 10, 2014, 05:51:11 pm
---Edited---

Neeevermind. Got it going.

To the guy below this though, I haven't the faintest clue what a "Starter Pack" is.
Title: Re: [0.40.01v00] Phoebus' Graphic Set (What year is it? edition)
Post by: Aydjile on July 10, 2014, 06:19:14 pm
good day to you, dear Phoebus! thank for your quick update! so there is a question that has been nagging me for a while - will you support, incorporate and develop "Text Will Be Text" - dfhack plugin into your tileset?
i really do hope so - in my opinion; your capacity; can make df shine in terms of graphics and visual esthetics.
Title: Re: [0.40.01v00] Phoebus' Graphic Set (What year is it? edition)
Post by: PeridexisErrant on July 10, 2014, 07:00:47 pm
Just dropped the 40.01 set into 40.02 and it didn't take at all. Like, the game launched in pure ASCII. I didn't expect it to work perfectly, but it seems like a pretty weird thing to happen, especially since the 34.11 set could be dropped into 40.01 with only a few game-breaking problems.
Well, it's working through the Starter Pack. 

The upgrade package is missing init.txt, d_init.txt, and colors.txt, as well as mouse.bmp&png.  It works if you drop it over an install and edit your inits, but not in the starter pack. 
Title: Re: [0.40.01v00] Phoebus' Graphic Set (What year is it? edition)
Post by: thetorsoboy on July 10, 2014, 07:11:32 pm
Hey guys, I downloaded Phoebus, and got it all working, except for one thing.

When I start the game, it skips the intro, and I don't get any music, and I really like the music. Anyone know how to fix this?
Title: Re: [0.40.01v00] Phoebus' Graphic Set (What year is it? edition)
Post by: Chimerat on July 10, 2014, 07:19:06 pm
Hey guys, I downloaded Phoebus, and got it all working, except for one thing.

When I start the game, it skips the intro, and I don't get any music, and I really like the music. Anyone know how to fix this?
I believe you want to put "YES" beside "Sound" in the Init file. I get rid of the sound by putting "NO" there.
Title: Re: [0.40.01v00] Phoebus' Graphic Set (What year is it? edition)
Post by: Iamblichos on July 10, 2014, 07:27:18 pm
One interesting thing I've noticed is that sweet pods now display as red traction bench icons, instead of red nut icons.

Doesn't matter, but it is a difference.
Title: Re: [0.40.01v00] Phoebus' Graphic Set (What year is it? edition)
Post by: Couchmonster on July 11, 2014, 01:25:25 am
I know that getting the tileset fully functional has got to be priority one, but just curious if there is an ETA on the linux pre-installed version, or if anybody would be kind enough to post one that works.  ^_^

I can give you one made out of the windows version :)
Aint no magic in those scripts.
Title: Re: [0.40.01v00] Phoebus' Graphic Set (What year is it? edition)
Post by: crossmr on July 11, 2014, 06:32:02 am
Because I've been away so long, how do I apply the phoebus graphics to the 0.40.02 version or is an official release just around the corner?
Title: Re: [0.40.01v00] Phoebus' Graphic Set (What year is it? edition)
Post by: Couchmonster on July 11, 2014, 08:18:34 am
Linux Phoebus with Phoebus for Windows:

Step1: Download Phoebus to your users Downloads Folder
Step2: Copy this bash script to df-inst.sh and make it +x
Step3: Use this bash script ./df-inst.sh 40_02 40_01v00 (e.g. df version 40_02 and phoebus 40_01v00)
Step3: Profit! You can find DF now ~/Games/dwarf-fortress/df_linux/df

Feel free to change it to your liking!

Code: [Select]
#!/bin/bash
set -e

MY_DF="$1" #In der Form xx_xx e.g. 40_02
MY_PHOEBUS="$2" #In der Form xx_xxvxx e.g. 40_02v00

[ -f "$HOME/Downloads/df_${MY_DF}_linux.tar.bz2" ] || wget -O "$HOME/Downloads/df_${MY_DF}_linux.tar.bz2" "http://bay12games.com/dwarves/df_${MY_DF}_linux.tar.bz2" || echo "DF_${MY_DF} downloaded!"
[ -d "$HOME/Games/dwarf-fortress" ] || mkdir "$HOME/Games/dwarf-fortress" || echo "Folder "$HOME/Games/dwarf-fortress" created!"
tar xfj "$HOME/Downloads/df_${MY_DF}_linux.tar.bz2" -C "$HOME/Games/dwarf-fortress"
#rm "df_${MY_VERSION}_linux.tar.bz2"
unzip -o "$HOME/Downloads/Phoebus_${MY_PHOEBUS}.zip" -d "$HOME/Games/dwarf-fortress/df_linux"
cp "$HOME/Games/dwarf-fortress/df_linux/data/init/phoebus/colors.txt" "$HOME/Games/dwarf-fortress/df_linux/data/init/"
cp "$HOME/Games/dwarf-fortress/df_linux/data/init/phoebus/d_init.txt" "$HOME/Games/dwarf-fortress/df_linux/data/init/"
cp "$HOME/Games/dwarf-fortress/df_linux/data/init/phoebus/init.txt" "$HOME/Games/dwarf-fortress/df_linux/data/init/"
Title: Re: [0.40.01v00] Phoebus' Graphic Set (What year is it? edition)
Post by: Jiri Petru on July 11, 2014, 08:43:47 am
Love your work, Phoebus.

By the way, in your hibernation you might have not noticed the Text will be Text (http://www.bay12forums.com/smf/index.php?topic=138754.0) plugin, which allows you to set basically a unique tile for everything in the game. I admit I'm fuzzy in the details, and the thread has 30 pages, I'm just posting it here because it's something you might want to look into.

See e.g. Meph's item tileset here (http://www.bay12forums.com/smf/index.php?topic=139579.0). That said, I don't really like Meph's huge and colourful art direction and would prefer something more modest and iconic, which is why my hopes are in you. No pressure.  ;)
Title: [0.40.02v00] Phoebus' Graphic Set (Elf edition)
Post by: Phoebus on July 11, 2014, 09:13:57 am
*Updated* 0.40.02v00
Plants and trees updated.
New tree trunk tile.
Leaves are now edible. (Quarry bush only. (After being processed.))
Title: Re: [0.40.01v00] Phoebus' Graphic Set (What year is it? edition)
Post by: Phoebus on July 11, 2014, 09:26:21 am
Spoiler: Glorious Round Trees (click to show/hide)

Love your work, Phoebus.

By the way, in your hibernation you might have not noticed the Text will be Text (http://www.bay12forums.com/smf/index.php?topic=138754.0) plugin, which allows you to set basically a unique tile for everything in the game. I admit I'm fuzzy in the details, and the thread has 30 pages, I'm just posting it here because it's something you might want to look into.

See e.g. Meph's item tileset here (http://www.bay12forums.com/smf/index.php?topic=139579.0). That said, I don't really like Meph's huge and colourful art direction and would prefer something more modest and iconic, which is why my hopes are in you. No pressure.  ;)
I was aware of that development. I'm waiting to see how stable and flexible the system is. Take in consideration that I create few tiles, I mostly combine tiles created by other artists and try to find the best compromises for problems caused by limited and hardcoded tiles. TwbT fixes those problems directly. Graphic sets are completely different beasts with and without TwbT.
Title: Re: [0.40.02v00] Phoebus' Graphic Set (Elf edition)
Post by: helmacon on July 11, 2014, 11:45:51 am
I come back to dwarf fortress for the update after a year of hibernation and whats the first tile-set ready for the update only days after the release? Great job as always, i really admire your tenacity. Keep up the good work.

(My God, has it really been a year?)
Title: Re: [0.40.02v00] Phoebus' Graphic Set (Elf edition)
Post by: Kingpin232323 on July 11, 2014, 12:48:50 pm
I noticed with ASCII that in the spring the trees get different colors and things like that.

Is it the same with these tilesets?
Or is that still work in progress?
Title: Re: [0.40.02v00] Phoebus' Graphic Set (Elf edition)
Post by: Phoebus on July 11, 2014, 02:40:06 pm
I noticed with ASCII that in the spring the trees get different colors and things like that.

Is it the same with these tilesets?
Or is that still work in progress?
Same thing in the tilesets. The tilesets are black and white, it's the game that chooses how to color each tile.
Title: Re: [0.40.02v00] Phoebus' Graphic Set (Elf edition)
Post by: MorphiusFaydal on July 11, 2014, 02:49:50 pm
First up, I just want to say thank you so much for this graphics pack! It is gorgeous!

Second, raw/graphics/version.txt still shows 0.34.11v01. Shouldn't that be updated? :)
Title: Re: [0.40.02v00] Phoebus' Graphic Set (Elf edition)
Post by: Phoebus on July 11, 2014, 04:23:25 pm
First up, I just want to say thank you so much for this graphics pack! It is gorgeous!

Second, raw/graphics/version.txt still shows 0.34.11v01. Shouldn't that be updated? :)
That version.txt is for the version of the graphics folder only, which has not changed since 0.34.11v01 when I added a background texture to Doren's creatures.
It's a relic of a time when I packaged unit graphics separately. It was more trouble than it was worth; Other utilities were offering the same function, but better.
Title: Re: [0.40.02v00] Phoebus' Graphic Set (Elf edition)
Post by: Dyrxaend on July 11, 2014, 07:04:15 pm
um, im having a very major problem. Said very major problem is that I cant open up the website where you get the pre-installed package from.
Title: Re: [0.40.02v00] Phoebus' Graphic Set (Elf edition)
Post by: Dyrxaend on July 11, 2014, 07:15:08 pm
oh yeah, and the mediafire download works but that one isnt updated to the most recent version.
Title: Re: [0.40.01v00] Phoebus' Graphic Set (What year is it? edition)
Post by: crossmr on July 11, 2014, 07:31:18 pm
Because I've been away so long, how do I apply the phoebus graphics to the 0.40.02 version or is an official release just around the corner?

So, I tried to do this myself. I updated the 4 instances of the name of the graphic set in the init file. The walls look fine, but the dwarves look weird and strange. Did I miss something?
Title: Re: [0.40.01v00] Phoebus' Graphic Set (What year is it? edition)
Post by: SammyLiimex on July 11, 2014, 09:21:42 pm
The tile still needs a lot of work.

That looks a lot better!
Title: Re: [0.40.01v00] Phoebus' Graphic Set (What year is it? edition)
Post by: MorphiusFaydal on July 11, 2014, 11:17:42 pm
Because I've been away so long, how do I apply the phoebus graphics to the 0.40.02 version or is an official release just around the corner?

So, I tried to do this myself. I updated the 4 instances of the name of the graphic set in the init file. The walls look fine, but the dwarves look weird and strange. Did I miss something?
There's a version in the OP with the pack pre-installed on .40.02. If you want to install it manually, directions in OP are accurate. Unzip the graphics pack on top of a fresh folder of .40.02 and run df_phoebus_init_updater.bat

That's all you need to do.
Title: Re: [0.40.01v00] Phoebus' Graphic Set (What year is it? edition)
Post by: crossmr on July 12, 2014, 05:07:04 am
Because I've been away so long, how do I apply the phoebus graphics to the 0.40.02 version or is an official release just around the corner?

So, I tried to do this myself. I updated the 4 instances of the name of the graphic set in the init file. The walls look fine, but the dwarves look weird and strange. Did I miss something?
There's a version in the OP with the pack pre-installed on .40.02. If you want to install it manually, directions in OP are accurate. Unzip the graphics pack on top of a fresh folder of .40.02 and run df_phoebus_init_updater.bat

That's all you need to do.

ah I read the readme which mentioned changing the init file with those 4 entries, maybe I missed something. I downloaded the prepackaged version now, but attempted this before it was available.
Title: Re: [0.40.02v00] Phoebus' Graphic Set (Elf edition)
Post by: Papanixtas on July 12, 2014, 02:41:56 pm
Crouchmonsters' script works perfectly as long as you have a Games (capital G) folder. Maybe Phoebus could include it as instuctions in first post.
Title: Re: [0.40.02v00] Phoebus' Graphic Set (Elf edition)
Post by: Vlad on July 12, 2014, 09:30:35 pm
um, im having a very major problem. Said very major problem is that I cant open up the website where you get the pre-installed package from.

I am having the same problem, Google Chrome just keeps telling me that it can't find the website.
Title: Re: [0.40.02v00] Phoebus' Graphic Set (Elf edition)
Post by: Phoebus on July 13, 2014, 08:46:39 am
um, im having a very major problem. Said very major problem is that I cant open up the website where you get the pre-installed package from.

I am having the same problem, Google Chrome just keeps telling me that it can't find the website.
Is there a lot of people who can't use DFFD?

I've uploaded both version to the Mediafire (http://www.mediafire.com/?2p7axbyagp2ij) mirror.
Title: Re: [0.40.02v00] Phoebus' Graphic Set (Elf edition)
Post by: forgetaboutit on July 13, 2014, 09:06:24 am
Great work Phoebus'

I like your tileset the best.
Title: Re: [0.40.02v00] Phoebus' Graphic Set (Elf edition)
Post by: Phoebus on July 13, 2014, 04:53:40 pm
Working on the update.
Edit: No raw changes... yay!
Title: Re: [0.40.02v00] Phoebus' Graphic Set (Elf edition)
Post by: mnjiman on July 13, 2014, 05:15:07 pm
Cheers!
Title: [0.40.03v00] Phoebus' Graphic Set (Bugfixes)
Post by: Phoebus on July 13, 2014, 05:31:31 pm
*Updated* 0.40.03v00
Title: Re: [0.40.03v00] Phoebus' Graphic Set (Bugfixes)
Post by: PeridexisErrant on July 13, 2014, 06:20:10 pm
*Updated* 0.40.03v00
Updated to work with DF v0.30.03.
/typo
Title: Re: [0.40.03v00] Phoebus' Graphic Set (Bugfixes)
Post by: Phoebus on July 13, 2014, 06:52:56 pm
*Updated* 0.40.03v00
Updated to work with DF v0.30.03.
/typo
Thanks. I've removed the typo.
Title: Re: [0.40.03v00] Phoebus' Graphic Set (Bugfixes)
Post by: dwarf_reform on July 13, 2014, 10:58:46 pm
Man, thanks for keeping this updated so quickly :D Precious business :)
Title: Re: [0.40.03v00] Phoebus' Graphic Set (Bugfixes)
Post by: anthony62490 on July 14, 2014, 01:07:24 pm
So I ran the .bats for 0.40.01 and now my game window looks like this and does not respond to input.
(http://i.imgur.com/jmm6FQw.png)
Any idea what's going on here?
EDIT: Changed [GRAPHICS_WINDOWEDX:0] and [GRAPHICS_WINDOWEDY:0] to more suitable numbers. Now the window is bigger, but it is still black and unresponsive.
Title: Re: [0.40.03v00] Phoebus' Graphic Set (Bugfixes)
Post by: Phoebus on July 14, 2014, 08:42:12 pm
So I ran the .bats for 0.40.01 and now my game window looks like this and does not respond to input.
Spoiler (click to show/hide)
Any idea what's going on here?
EDIT: Changed [GRAPHICS_WINDOWEDX:0] and [GRAPHICS_WINDOWEDY:0] to more suitable numbers. Now the window is bigger, but it is still black and unresponsive.
You're not giving enough information. 0.40.01 should work just fine. How did you install everything?
Title: Re: [0.40.03v00] Phoebus' Graphic Set (Bugfixes)
Post by: King Mir on July 14, 2014, 11:43:21 pm
I'd be nice if branches and twigs had a slightly different tile.
Title: Re: [0.40.03v00] Phoebus' Graphic Set (Bugfixes)
Post by: Phoebus on July 15, 2014, 09:36:40 am
I'd be nice if branches and twigs had a slightly different tile.
Yes it would, but I'm terrible at making organic tiles. I'll have to steal some leaf tiles from other tilesets. *scurries away*
Title: Re: [0.40.03v00] Phoebus' Graphic Set (Bugfixes)
Post by: Phoebus on July 15, 2014, 09:57:48 am
Spoiler (click to show/hide)
I 'created' a new twig tile. I'm not sure it looks quite right.
Title: Re: [0.40.03v00] Phoebus' Graphic Set (Bugfixes)
Post by: salithus on July 15, 2014, 10:39:54 am
Spoiler (click to show/hide)
I 'created' a new twig tile. I'm not sure it looks quite right.
looks like you got a whole lot of malachite in those trees :ohdear:
Title: Re: [0.40.03v00] Phoebus' Graphic Set (Bugfixes)
Post by: Phoebus on July 15, 2014, 11:57:30 am
Spoiler (click to show/hide)
I 'created' a new twig tile. I'm not sure it looks quite right.
looks like you got a whole lot of malachite in those trees :ohdear:
Pine trees are now copper trees! You can't stop progress!
We need a custom reaction to extract copper from pine needles!
Title: Re: [0.40.03v00] Phoebus' Graphic Set (Bugfixes)
Post by: salithus on July 15, 2014, 12:04:40 pm
ahahahaha that would be amazing
Title: Re: [0.40.03v00] Phoebus' Graphic Set (Bugfixes)
Post by: King Mir on July 15, 2014, 01:09:43 pm
The two other updates I'd suggest is 1) Find a better tile for the tops of mushroom caps and 2) Make spades look like leaves not trees.
Title: Re: [0.40.03v00] Phoebus' Graphic Set (Bugfixes)
Post by: Phoebus on July 15, 2014, 01:59:35 pm
The two other updates I'd suggest is 1) Find a better tile for the tops of mushroom caps and 2) Make spades look like leaves not trees.
I've not really played DF2014 yet, so I don't even know what underground mushroom trees look like... but I think I understand what you mean. Above ground trees have similar problems.
Do you mean the tool 'spade' or the tile 'spade'?
Title: Re: [0.40.03v00] Phoebus' Graphic Set (Bugfixes)
Post by: sal880612m on July 15, 2014, 02:03:53 pm
With the new trees and plant varieties all the old tree tiles are either now shrubs or also being used for shrubs/plants.
Title: Re: [0.40.03v00] Phoebus' Graphic Set (Bugfixes)
Post by: King Mir on July 15, 2014, 05:35:38 pm
The two other updates I'd suggest is 1) Find a better tile for the tops of mushroom caps and 2) Make spades look like leaves not trees.
I've not really played DF2014 yet, so I don't even know what underground mushroom trees look like... but I think I understand what you mean. Above ground trees have similar problems.
Do you mean the tool 'spade' or the tile 'spade'?
Spoiler: Underground Trees (click to show/hide)
They look good over all, except the + like tile that makes up the middle of the caps for capped mushrooms. It looks weirder when there's not enough room for a full cap, so it's just a mass of + tiles. Tunnel tube (the one without branches) looks really cool.

By spade I meant the spade tile. It must be used for something in the spring, because I can't find it in my summer fort now. Maybe it was a shrub with flowers on it.  So that needs to be changed to not like a tree or the raws need to be purged of references to the tile.
EDIT: The wiki suggests it was actually the clubs tile meant to show flower blossoms.

Also, now that trees are big, the sapping tiles can be made to look bigger possibly.
Title: Re: [0.40.03v00] Phoebus' Graphic Set (Bugfixes)
Post by: nenjin on July 15, 2014, 05:38:03 pm
With the new trees and plant varieties all the old tree tiles are either now shrubs or also being used for shrubs/plants.

Not quite. I've seen a couple tree tiles that are still functioning as some stage of tree growth. I know this because they block movement.
Title: Re: [0.40.03v00] Phoebus' Graphic Set (Bugfixes)
Post by: King Mir on July 15, 2014, 05:42:53 pm
With the new trees and plant varieties all the old tree tiles are either now shrubs or also being used for shrubs/plants.

Not quite. I've seen a couple tree tiles that are still functioning as some stage of tree growth. I know this because they block movement.
I think we're probably both thinking of flowers.
Title: Re: [0.40.03v00] Phoebus' Graphic Set (Bugfixes)
Post by: sal880612m on July 15, 2014, 06:07:11 pm
I kinda meant that with what used to be the tree tile in the new release act more like shrubs in the last version in that they are harvest-able through herbalism; So, either trees have migrated away from being used to display anything to do with trees or are now also being used to depict some varieties of flora. I only played around with 40.01 for a bit so I have no idea how tree growth works at this point.
Title: Re: [0.40.03v00] Phoebus' Graphic Set (Bugfixes)
Post by: King Mir on July 15, 2014, 07:04:36 pm
I'd be nice if branches and twigs had a slightly different tile.
Yes it would, but I'm terrible at making organic tiles. I'll have to steal some leaf tiles from other tilesets. *scurries away*
In that case you might also consider stealing someone's minecraft textures.
Title: Re: [0.40.03v00] Phoebus' Graphic Set (Bugfixes)
Post by: Phoebus on July 15, 2014, 08:43:29 pm
Club and Spade are used by many plants for flowers and stuff like that.
It's not hard-coded, but I've not touched them yet.

The tree tiles are still being used on the map.

Anyway, I'm out of tile right now, so unless I move to TwbT, I won't be able to do much.
It's a one way jump, if I move to TwbT, then the tileset will be TwbT only. Or I'll have to support two independent tilesets.

I'd be nice if branches and twigs had a slightly different tile.
Yes it would, but I'm terrible at making organic tiles. I'll have to steal some leaf tiles from other tilesets. *scurries away*
In that case you might also consider stealing someone's minecraft textures.
Look what you've done!
Spoiler (click to show/hide)
Title: Re: [0.40.03v00] Phoebus' Graphic Set (Bugfixes)
Post by: Phoebus on July 15, 2014, 08:54:13 pm
Map tree tiles are not hardcoded. The tile number for each tree is now being used to represent them on the map.
There's 4 deciduous trees (including willow and palm), 2 Coniferous, 2 Mushroom Trees, A cactus, and the dead tree.
That could be reduced.
Title: Re: [0.40.03v00] Phoebus' Graphic Set (Bugfixes)
Post by: palu on July 15, 2014, 09:20:50 pm
Club and Spade are used by many plants for flowers and stuff like that.
It's not hard-coded, but I've not touched them yet.

The tree tiles are still being used on the map.

Anyway, I'm out of tile right now, so unless I move to TwbT, I won't be able to do much.
It's a one way jump, if I move to TwbT, then the tileset will be TwbT only. Or I'll have to support two independent tilesets.

I'd be nice if branches and twigs had a slightly different tile.
Yes it would, but I'm terrible at making organic tiles. I'll have to steal some leaf tiles from other tilesets. *scurries away*
In that case you might also consider stealing someone's minecraft textures.
Look what you've done!
Spoiler (click to show/hide)
Someone needs to make a minecraft tileset.
Title: Re: [0.40.03v00] Phoebus' Graphic Set (Bugfixes)
Post by: King Mir on July 16, 2014, 02:16:15 am
Map tree tiles are not hardcoded. The tile number for each tree is now being used to represent them on the map.
There's 4 deciduous trees (including willow and palm), 2 Coniferous, 2 Mushroom Trees, A cactus, and the dead tree.
That could be reduced.

Club and Spade are used by many plants for flowers and stuff like that.
It's not hard-coded, but I've not touched them yet.

The tree tiles are still being used on the map.

Anyway, I'm out of tile right now, so unless I move to TwbT, I won't be able to do much.
It's a one way jump, if I move to TwbT, then the tileset will be TwbT only. Or I'll have to support two independent tilesets.
What about tile 245, the bottom of the integral sign? Is that used anywhere?

You might also consider using the tree tiles for sapping tiles now. That gets you a couple of tiles.

Tiles 18 and 42 might be usable as flowers as is.

Quote
I'd be nice if branches and twigs had a slightly different tile.
Yes it would, but I'm terrible at making organic tiles. I'll have to steal some leaf tiles from other tilesets. *scurries away*
In that case you might also consider stealing someone's minecraft textures.
Look what you've done!
Spoiler (click to show/hide)
That looks good. It tiles better than the branch tile even.
Title: Re: [0.40.03v00] Phoebus' Graphic Set (Bugfixes)
Post by: Phoebus on July 16, 2014, 11:29:55 am
What about tile 245, the bottom of the integral sign? Is that used anywhere?

You might also consider using the tree tiles for sapping tiles now. That gets you a couple of tiles.

Tiles 18 and 42 might be usable as flowers as is.
244 is the Willow tile. 245 was my one free tile that I was using for the new leaf tile.

Look what you've done!
Spoiler (click to show/hide)
That looks good. It tiles better than the branch tile even.
This new doubled texture does look nice. It's a classic leaf texture that everyone knows. I'm not sure of the brightness and contrast, but I can fix that anytime I want.
Spoiler: Bright vs Dim (click to show/hide)

Edit.: I'm sticking with dimmer leaves for now, they work better overall with the tileset and the readability of the map.
Title: Re: [0.40.03v00] Phoebus' Graphic Set (Bugfixes)
Post by: Phoebus on July 16, 2014, 11:59:55 am
Which is your favorite core tile for Caps? Trunk, Center or Pillar?
Spoiler: Trunk (click to show/hide)
Spoiler: Center (click to show/hide)
Spoiler: Pillar (click to show/hide)
Title: Re: [0.40.03v00] Phoebus' Graphic Set (Bugfixes)
Post by: Meph on July 16, 2014, 12:01:30 pm
Trunk :)
Title: Re: [0.40.03v00] Phoebus' Graphic Set (Bugfixes)
Post by: Raul on July 16, 2014, 12:01:54 pm
Trunk :)
+1
Title: Re: [0.40.03v00] Phoebus' Graphic Set (Bugfixes)
Post by: salithus on July 16, 2014, 12:14:19 pm
Trunk here too
Title: Re: [0.40.03v00] Phoebus' Graphic Set (Bugfixes)
Post by: sal880612m on July 16, 2014, 01:03:04 pm
Trunk :)
+1
+1
Title: Re: [0.40.03v00] Phoebus' Graphic Set (Bugfixes)
Post by: Phoebus on July 16, 2014, 01:34:01 pm
Until next update, you can use the trunk tile for giant mushrooms by editing d_init.txt:
[TREE_CAP_PILLAR:10]
[TREE_CAP_PILLAR_DEAD:10]
Title: Re: [0.40.03v00] Phoebus' Graphic Set (Bugfixes)
Post by: Phoebus on July 16, 2014, 01:50:43 pm
I think it looks pretty good. More appropriate that individual trees. Although we won't be able to tell at a glance between coniferous, deciduous, swamp(willow), and tropical forests.
The grey forests are Feather Trees.
Title: Re: [0.40.03v00] Phoebus' Graphic Set (Bugfixes)
Post by: palu on July 16, 2014, 02:13:18 pm
Trunk :)
+1
+1
+1
Title: Re: [0.40.03v00] Phoebus' Graphic Set (Bugfixes)
Post by: sal880612m on July 16, 2014, 02:58:03 pm
I think it looks pretty good. More appropriate that individual trees. Although we won't be able to tell at a glance between coniferous, deciduous, swamp(willow), and tropical forests.
The grey forests are Feather Trees.

That will taking some getting used to. It does seem more appropriate though.

Edit:removed image from qoute.
Title: Re: [0.40.03v00] Phoebus' Graphic Set (Bugfixes)
Post by: MaximumZero on July 16, 2014, 03:04:26 pm
Trunk :)
-snip-
Also trunk.
Title: Re: [0.40.03v00] Phoebus' Graphic Set (Bugfixes)
Post by: NullForceOmega on July 16, 2014, 04:10:16 pm
I'll be odd man out, I like the center tile.
Title: Re: [0.40.03v00] Phoebus' Graphic Set (Bugfixes)
Post by: Phoebus on July 16, 2014, 04:26:11 pm
Sadly, the forest biome tiles are still partially hardcoded. It's common to still see some Willows (244), Pine (24) and Palm (226) even if no tree use those tiles.
There's also a bug with 'Conifer Forest' because most do not contain any conifers.

Forest Biomes: (the primary tile can be overridden by individual [TREE_TILE:x], the secondary tile (in swamp) cannot)
Swamp Biome = Tile 244, Willow (and 34, Shrub)
Conifer Forest = Tile 24, Pine
Broadleaf Forest = Tile 6, Broadleaf Tree (Almost always covered by individual tree tiles)
Tropical Forest = Tile 226, Palm/Weight

Non-Forest Biomes: (individual tree tiles do not override the biome tiles)
Hill = Tile 239, Hill/Slab (and 110, 'n'/Hill)
Savanna = Tile 252, Long Grass (and 34, Shrub)
Shrubland = Tile 231, Sappling (and 34, Shrub)
Grassland = Tile 46, '.'/Rough Floor/Grass (and 252, Long Grass)
Badlands = Tile 251, Weapon Rack (and 252, Long Grass)
Desert = Tile 247, Water/Sand (and 126, Water/Sand)
Marsh = Tile 34, Shrub (and 252, Long Grass)
Title: Re: [0.40.03v00] Phoebus' Graphic Set (Bugfixes)
Post by: Phoebus on July 16, 2014, 04:33:35 pm
Spoiler: Map (click to show/hide)
At the bottom of the map is a conifer forest, but only one default 'pine' conifer forest tile isn't replaced by individual tree tiles, it's above the elves.
At the top of the map is a marsh with grass/bush tiles.
Most of the map is swamps, but half of the swamps have the default 'willow' swamp tile, in the other half the default 'willow' tile is completely replaced by individual tree tiles.
I don't understand the process.

I'll be odd man out, I like the center tile.
I also prefer the center tile. I've been thinking of creating a square tile with rounded corners to replace or supplement the current pillar tile. It would be more appropriate for
Edit.: the mushroom core tile than either the center or trunk tiles. IMO
Title: Re: [0.40.03v00] Phoebus' Graphic Set (Bugfixes)
Post by: Raul on July 16, 2014, 04:40:38 pm
It would be more appropriate for
for...?
Title: Re: [0.40.03v00] Phoebus' Graphic Set (Bugfixes)
Post by: Phoebus on July 16, 2014, 09:20:54 pm
Seeing as the two primary problem tiles are the Willow and Palm/Weight tiles, I'll just use those two tiles for tree leaves. The problem will fix itself. Occasionally we'll see some pine here and there, but I'm sure we can live with that.
+7 free tiles.

While I'm at it, I'll upgrade the sapling tile. And I'll create a flower tile with a leaf background for trees.

So that leaves 7 "¿".
Title: Re: [0.40.03v00] Phoebus' Graphic Set (Bugfixes)
Post by: Meph on July 16, 2014, 09:35:32 pm
Phoebus, do you have any intention in using the Text-will-be-text plugin, to get more tiles?
Title: Re: [0.40.03v00] Phoebus' Graphic Set (Bugfixes)
Post by: Phoebus on July 16, 2014, 09:50:41 pm
I need to know what you think about this map style. Is it better? Worse? Acceptable?
Spoiler (click to show/hide)

Phoebus, do you have any intention in using the Text-will-be-text plugin, to get more tiles?
Depends of the cost/benefit. Requiring every Phoebus tileset users to use the plugin is very restrictive.
If I maintain a version of the tileset that does not require the plugin, then plugin users can also use that version, or a slight modification to it.
If the plugin reaches the point that it's clearly superior (stable, no gamemode limitations, etc.) to vanilla for the vast majority of Phoebus tileset users, I'll migrate to TwbT.
Until then, I think it's wiser to stick to vanilla.
Title: Re: [0.40.03v00] Phoebus' Graphic Set (Bugfixes)
Post by: King Mir on July 16, 2014, 10:08:40 pm
I think you need more contrast between the two leaf/canopy tiles.

The other concern I have is that you're loosing the distinction between the four forest biomes. So maybe have 4 different canopies, one for each kind of forest.

Another thought: how would the shrubs, saplings and pine trees with dark leaves in the backgrounds?
Title: Re: [0.40.03v00] Phoebus' Graphic Set (Bugfixes)
Post by: Phoebus on July 16, 2014, 11:27:19 pm
I think you need more contrast between the two leaf/canopy tiles.

The other concern I have is that you're loosing the distinction between the four forest biomes. So maybe have 4 different canopies, one for each kind of forest.

Another thought: how would the shrubs, saplings and pine trees with dark leaves in the backgrounds?
Saplings represent shrublands, not forests, and are used ingame. Shrubs represent many non-forest biomes, and are also used ingame.
I could add a leaf background to the pine tree tile.

Swamp is easy to identify without a specific tile, it's a mix of forest and shrubs. Only the willow and mangrove are pure swamp trees, yet many other trees can spawn in swamps. So I don't think it's worth using a tile for a single tree and an unreliable biome identifier only used in map mode.
Conifer forest are bugged, they are everywhere yet are full of non-conifer trees. But I can't reuse the conifer tile because it's also an up arrow tile, so I was already kept using it for conifers anyway.
Tropical trees could have their own tile. I think that's a good idea.

I'm going to improve the contrast between the leaf tiles.

Thank you for your input.
Title: Re: [0.40.03v00] Phoebus' Graphic Set (Bugfixes)
Post by: PeridexisErrant on July 16, 2014, 11:41:21 pm
I need to know what you think about this map style. Is it better? Worse? Acceptable?
Please do not quote the image.

Phoebus, do you have any intention in using the Text-will-be-text plugin, to get more tiles?
Depends of the cost/benefit. Requiring every Phoebus tileset users to use the plugin is very restrictive.
If I maintain a version of the tileset that does not require the plugin, then plugin users can also use that version, or a slight modification to it.
If the plugin reaches the point that it's clearly superior (stable, no gamemode limitations, etc.) to vanilla for the vast majority of Phoebus tileset users, I'll migrate to TwbT.
Until then, I think it's wiser to stick to vanilla.
I think that's an improvement to the world map and I really like the style. 

Regarding TwbT - you don't have to require it at all.  I've set up Phoebus graphics with TwbT as the default in the 34.11 Starter Pack (http://dffd.wimbli.com/file.php?id=8687); the difference is adding a pure text tileset, item tiles, and the overrides config (which should be standard for vanilla).  You can get more out of it by removing text from the map tileset to get more usable tiles - and thus requiring TwbT to be playable - but that can wait since it would mean maintaining two distinct sets. 
Title: Re: [0.40.03v00] Phoebus' Graphic Set (Bugfixes)
Post by: Phoebus on July 17, 2014, 12:05:57 am
A mix of normal and tropical trees, with a few conifer tiles in the NW.
Spoiler (click to show/hide)

I need to know what you think about this map style. Is it better? Worse? Acceptable?
I think that's an improvement to the world map and I really like the style. 

Regarding TwbT - you don't have to require it at all.  I've set up Phoebus graphics with TwbT as the default in the 34.11 Starter Pack (http://dffd.wimbli.com/file.php?id=8687); the difference is adding a pure text tileset, item tiles, and the overrides config (which should be standard for vanilla).  You can get more out of it by removing text from the map tileset to get more usable tiles - and thus requiring TwbT to be playable - but that can wait since it would mean maintaining two distinct sets.
That makes sense. I could just make a few tiles to take advantage of it without making the tileset dependent on those tiles. For those who wish to use them.
Title: Re: [0.40.03v00] Phoebus' Graphic Set (Bugfixes)
Post by: Meph on July 17, 2014, 12:15:05 am
Twbt would allow you to add more tilesets, without altering the "normal" Phoebus set. Its an addition for people that want it, it wouldnt necessarily affect the tileset you release now in any way, if you dont want to.

Options are for example a font/text only tileset, or overrides for items or specific buildings/constructions. For example the hardcoded bins, which look like an X, or the hardcoded coffins that look like an 0, can be given unique tiles. The tiles on the Phoebus tileset would still look like X and 0, but in the additional tileset you would have special graphics for them.

If people play without Twbt, this second tileset will simply do nothing. It can also be installed, enabled and disabled on the fly, without genning a new world.
Title: Re: [0.40.03v00] Phoebus' Graphic Set (Bugfixes)
Post by: PeridexisErrant on July 17, 2014, 12:17:27 am
I like the first map more.  Looking forward to the tiles!
Title: Re: [0.40.03v00] Phoebus' Graphic Set (Bugfixes)
Post by: King Mir on July 17, 2014, 01:13:55 am
Looks good.

The suggestion with the pine was not to change it to a canopy, but to put a canopy behind it. Like so:
(http://s3.postimg.org/qcig7vp33/df_pine.png)

Speaking of which, I wonder if it'd be better to make all the direction arrows be rotations of this tile. It'd make it more consistent. This is nothing to do with DF14 though.
Title: Re: [0.40.03v00] Phoebus' Graphic Set (Bugfixes)
Post by: Aydjile on July 17, 2014, 08:44:47 am
Is it better? Worse? Acceptable?

way better! +1
Title: Re: [0.40.03v00] Phoebus' Graphic Set (Bugfixes)
Post by: Phoebus on July 17, 2014, 04:58:50 pm
Jungle Tile vs Palm
vs
Palm+Forest A vs Palm+Forest B
Spoiler (click to show/hide)

I like the first map more.  Looking forward to the tiles!
I can't contextually figure out which first map you are referring to.

Looks good.

The suggestion with the pine was not to change it to a canopy, but to put a canopy behind it.
I understood the first time, but can't I be lazy? Why can't I just be lazy?

Speaking of which, I wonder if it'd be better to make all the direction arrows be rotations of this tile. It'd make it more consistent. This is nothing to do with DF14 though.
Nope. I would turn the pine into an arrow before I would turn the other arrows into pines.
Title: Re: [0.40.03v00] Phoebus' Graphic Set (Bugfixes)
Post by: Chimerat on July 17, 2014, 05:17:55 pm
Jungle Tile vs Palm
vs
Palm+Forest A vs Palm+Forest B
I like the second image best. You can make out the palms best there, in my opinion.
Title: Re: [0.40.03v00] Phoebus' Graphic Set (Bugfixes)
Post by: sal880612m on July 17, 2014, 05:22:10 pm
I like the second least. I can't really tell the difference between the last two.
Title: Re: [0.40.03v00] Phoebus' Graphic Set (Bugfixes)
Post by: Raul on July 17, 2014, 05:23:34 pm
I like the second least. I can't really tell the difference between the last two.
Title: Re: [0.40.03v00] Phoebus' Graphic Set (Bugfixes)
Post by: Phoebus on July 17, 2014, 05:57:21 pm

I like the second least. I can't really tell the difference between the last two.
"A" has the palm leaves shifted down two pixels. "B" has the palm leaves at the same location as the lone palm tree.
I think "B" has a better contrast. I'll also try a version with a darker background forest.
Title: Re: [0.40.03v00] Phoebus' Graphic Set (Bugfixes)
Post by: PeridexisErrant on July 17, 2014, 05:59:44 pm
Jungle Tile vs Palm
vs
Palm+Forest A vs Palm+Forest B
Spoiler (click to show/hide)

I like the first map more.  Looking forward to the tiles!
I can't contextually figure out which first map you are referring to.
Um, looking back I'm not sure either  :o  Of the four quoted:  'P' is my favourite. 

'J' doesn't distinguish much between the three kinds of green texture, so I wouldn't know that there are swamps or different forests at a glance.  In the palm options, the added background makes it unclear that it's a palm tree; I prefer the 'P'-style palms.  The pine trees are OK on the background, but it would be good to increase the contrast or define the edge a bit more. 

The new saplings look great!
Title: Re: [0.40.03v00] Phoebus' Graphic Set (Bugfixes)
Post by: Chimerat on July 17, 2014, 06:33:20 pm
I'm working on a 'new' Sapling tile!
Very nice! (Just to be sure, those are trees you can't cut down, smaller trees you can cut down, or are they some new type of plan completely? [Sorry, I haven't really had time to play with DF2014 just yet. I will have the weekend off, though! :D])
Title: Re: [0.40.03v00] Phoebus' Graphic Set (Bugfixes)
Post by: Phoebus on July 17, 2014, 07:17:42 pm
Spoiler: Sapling Adjusted (click to show/hide)
Spoiler: Sapling on World Map (click to show/hide)
Title: Re: [0.40.03v00] Phoebus' Graphic Set (Bugfixes)
Post by: sal880612m on July 17, 2014, 07:20:07 pm
looks good  :)
Title: Re: [0.40.03v00] Phoebus' Graphic Set (Bugfixes)
Post by: King Mir on July 17, 2014, 07:22:36 pm
I like "A" the best. But if you end up using P, then I'd say leave the pine tile how it was.

I like the jungle tile in J on principle, but it's not obvious that it's supposed to be jungle.

And I like the sapping a lot.
Title: Re: [0.40.03v00] Phoebus' Graphic Set (Bugfixes)
Post by: PeridexisErrant on July 17, 2014, 07:47:43 pm
Sapling adjusted, on world map, tropical forest with contrast
I love all of these. 
Title: Re: [0.40.03v00] Phoebus' Graphic Set (Bugfixes)
Post by: fricy on July 18, 2014, 04:51:21 am
I prefer this to J/P.
Title: Re: [0.40.03v00] Phoebus' Graphic Set (Bugfixes)
Post by: chronicpayne on July 18, 2014, 07:20:11 am

I like the second least. I can't really tell the difference between the last two.
"A" has the palm leaves shifted down two pixels. "B" has the palm leaves at the same location as the lone palm tree.
I think "B" has a better contrast. I'll also try a version with a darker background forest.
Spoiler (click to show/hide)

Palm+Forest B / final look is really nice.
Excited to see this coming along.
Title: Re: [0.40.03v00] Phoebus' Graphic Set (Bugfixes)
Post by: Phoebus on July 18, 2014, 02:29:37 pm
Title: Re: [0.40.03v00] Phoebus' Graphic Set (Bugfixes)
Post by: as-der-reiter on July 18, 2014, 03:36:10 pm
Awesome!
Title: Re: [0.40.03v00] Phoebus' Graphic Set (Bugfixes)
Post by: sal880612m on July 18, 2014, 03:42:17 pm
Keeps getting better. Part of me wants to see a comparison between the first v0.40 release and what you finally end up with when your done.
Title: Re: [0.40.03v00] Phoebus' Graphic Set (Bugfixes)
Post by: Phoebus on July 18, 2014, 04:56:16 pm
I made a simpler flower pattern for trees.
I've generated four sample with dark/bright and sparse/dense.
The distribution of flowers in tiles must be improved, but I'd like to get some external view before I move forward.

Is this new pattern preferable to the old? If so, which is your favorite pattern along the Darker/Dark/Mid/Bright and Sparser/Sparse/Mid/Dense/Denser axis?
Your opinion of the brightness and density of the old pattern would also be helpful.

Spoiler: Dark Sparse (click to show/hide)
Spoiler: Bright Sparse (click to show/hide)
Spoiler: Dark Dense (click to show/hide)
Spoiler: Bright Dense (click to show/hide)
Title: Re: [0.40.03v00] Phoebus' Graphic Set (Bugfixes)
Post by: NullForceOmega on July 18, 2014, 05:29:44 pm
I like dark/sparse, it's colorful but doesn't overwhelm.
Title: Re: [0.40.03v00] Phoebus' Graphic Set (Bugfixes)
Post by: crossmr on July 18, 2014, 07:20:14 pm
Was there ever a solution for the disappearing text problem?
Title: Re: [0.40.03v00] Phoebus' Graphic Set (Bugfixes)
Post by: Phoebus on July 18, 2014, 07:43:04 pm
I'm also working on fixing plants.
(http://i.imgur.com/oVa5Crc.png)

Was there ever a solution for the disappearing text problem?
I've not heard about the problem in 0.40.0x either way.
Title: Re: [0.40.03v00] Phoebus' Graphic Set (Bugfixes)
Post by: Phoebus on July 18, 2014, 07:54:45 pm
There's a bug in the raws in plant_garden.txt [Taro]
Quote
   [GROWTH:FLOWERS]
      [GROWTH_NAME:taro flower:STP]
      [GROWTH_ITEM:PLANT_GROWTH:NONE:LOCAL_PLANT_MAT:FLOWER]
      [GROWTH_DENSITY:1000]
      [GROWTH_TIMING:60000:119999]
      [GROWTH_PRINT:5:5:8:0:1:60000:119999:2]
Color 8:0:1 in the [GROWTH_PRINT is invalid.
Title: Re: [0.40.03v00] Phoebus' Graphic Set (Bugfixes)
Post by: MaximumZero on July 18, 2014, 08:05:39 pm
Dark sparse for me.
Title: Re: [0.40.03v00] Phoebus' Graphic Set (Bugfixes)
Post by: Phoebus on July 18, 2014, 08:06:42 pm
Spoiler: Tree and Plant Flowers (click to show/hide)
Title: Re: [0.40.03v00] Phoebus' Graphic Set (Bugfixes)
Post by: PeridexisErrant on July 18, 2014, 08:19:39 pm
Lovely. 
Title: Re: [0.40.03v00] Phoebus' Graphic Set (Bugfixes)
Post by: Raul on July 18, 2014, 09:19:15 pm
Was there ever a solution for the disappearing text problem?
I've not heard about the problem in 0.40.0x either way.
The problem persists, unfortunately. Just watch PlumpHelmetPunk's most recent DF video on YouTube and you'll see. I can give you a temporary solution though, crossmr: just press F10 twice (or is it F12? too lazy to check) and it should temporarily fix it, but it'll come back after a bit.
Title: Re: [0.40.03v00] Phoebus' Graphic Set (Bugfixes)
Post by: Descan on July 18, 2014, 09:42:21 pm
PTW, glorious Phoebus masterrace.
Title: Re: [0.40.03v00] Phoebus' Graphic Set (Bugfixes)
Post by: King Mir on July 18, 2014, 11:11:47 pm
Dark sparse for me too.

Are ground flowers walkable?
Title: Re: [0.40.03v00] Phoebus' Graphic Set (Bugfixes)
Post by: Phoebus on July 19, 2014, 12:36:33 am
Spoiler: Tree and Plant Fruits (click to show/hide)

Are ground flowers walkable?
Yes. They're plants, with flowers. A few months later you get plants, with fruits.
Title: Re: [0.40.03v00] Phoebus' Graphic Set (Bugfixes)
Post by: sal880612m on July 19, 2014, 12:56:44 am
Adding to support for dark sparse.

New flowers look really good as well.
Title: Re: [0.40.03v00] Phoebus' Graphic Set (Bugfixes)
Post by: chronicpayne on July 19, 2014, 04:01:29 am
Dark sparse definitely gets my vote.

If anything maybe even sparser?

Either way great stuff.
Title: Re: [0.40.03v00] Phoebus' Graphic Set (Bugfixes)
Post by: Chimerat on July 19, 2014, 08:01:36 am
I honestly find them all painful... They're much too "busy" for my eyes to deal with... :(

I do love the flowers on the ground though (with the stems), my eyes just start watering with the bundles of dots beside each other.
Title: [0.40.03v01] Phoebus' Graphic Set (Plant & Forest Update)
Post by: Phoebus on July 19, 2014, 09:49:15 pm
*Updated* 0.40.03v01
New Leaf, Forest, Sapling, Plant, Flower, Fruit, and Open Space Tiles.
Mushroom Tree pillar tile changed.
Removed the Meld optional tileset and the optional DejaVu font.
Title: Re: [0.40.03v01] Phoebus' Graphic Set (Plant & Forest Update)
Post by: Phoebus on July 19, 2014, 10:05:40 pm
Thanks everyone for the feedback. It was very helpful.
I know some of the tile choices I've settled on are far from perfect, but I had to release the new tiles at some point.
I'll keep improving the tiles when I can.
Title: Re: [0.40.03v01] Phoebus' Graphic Set (Plant & Forest Update)
Post by: King Mir on July 19, 2014, 10:59:04 pm
Wooh! New tileset! Thankyou!

Small Nit: You forgot to remove mention of Phoebus_16x16_Meld.png from the readme.
Title: [0.40.04v00] Phoebus' Graphic Set (DF version updated)
Post by: Phoebus on July 20, 2014, 06:10:57 pm
*Updated* 0.40.04v00
DF version updated.
Title: Re: [0.40.04v00] Phoebus' Graphic Set (DF version updated)
Post by: Moonshadow101 on July 20, 2014, 06:18:59 pm
Sheesh, that was fast. Thanks a lot!
Title: Re: [0.40.04v00] Phoebus' Graphic Set (DF version updated)
Post by: Dyrxaend on July 20, 2014, 06:24:05 pm
pls upload to mediafire
Title: Re: [0.40.04v00] Phoebus' Graphic Set (DF version updated)
Post by: palu on July 20, 2014, 08:33:38 pm
The human lords and ladies don't have graphics.
Title: Re: [0.40.04v00] Phoebus' Graphic Set (DF version updated)
Post by: Phoebus on July 20, 2014, 08:48:49 pm
The human lords and ladies don't have graphics.
Could you share a screenshot?
Title: Re: [0.40.04v00] Phoebus' Graphic Set (DF version updated)
Post by: Dyrxaend on July 21, 2014, 12:25:30 am
thnks for uploading to mediafire. Now, with my updated files, I can finally play this game.
For the first time in like three months.
Title: Re: [0.40.04v00] Phoebus' Graphic Set (DF version updated)
Post by: Kuxe on July 21, 2014, 05:27:27 am
It would be nice with pink-colored graphics for Cherry flowers that drop from trees, instead of white as of now. I'd add it myself if I knew howto..
Title: Re: [0.40.03v00] Phoebus' Graphic Set (Bugfixes)
Post by: SammyLiimex on July 21, 2014, 06:21:22 am
Spoiler: Tree and Plant Flowers (click to show/hide)

Are those just generic background plants or did he add new things for fort mode in 40 that use them? Seems liek a waste to have pretty flowers and not let our dwarves plant flower gardens around your fort of death
Title: Re: [0.40.03v00] Phoebus' Graphic Set (Bugfixes)
Post by: Phoebus on July 21, 2014, 11:52:00 am
Are those just generic background plants or did he add new things for fort mode in 40 that use them? Seems liek a waste to have pretty flowers and not let our dwarves plant flower gardens around your fort of death
New plants. Among them is rice, maize, melon, cotton.
They're not flower tiles, they're plant tiles that bloom with flowers in the flowering season.

It would be nice with pink-colored graphics for Cherry flowers that drop from trees, instead of white as of now. I'd add it myself if I knew howto..
Not possible. There's only 16 colors and pink isn't one of them.
Title: Re: [0.40.04v00] Phoebus' Graphic Set (DF version updated)
Post by: Meph on July 21, 2014, 12:05:13 pm
Quote
Not possible. There's only 16 colors and pink isn't one of them.
I dont want to yell TwbT all the time, but mifki is actually working on that as well. Removing that 16 color limit will be a feature of it in future releases.
Title: Re: [0.40.04v00] Phoebus' Graphic Set (DF version updated)
Post by: fricy on July 21, 2014, 12:09:34 pm
Quote
Not possible. There's only 16 colors and pink isn't one of them.
I dont want to yell TwbT all the time, but mifki is actually working on that as well. Removing that 16 color limit will be a feature of it in future releases.
Having fun with TWBT today...
Spoiler (click to show/hide)

And isometric display apparently...  :o
Title: Re: [0.40.04v00] Phoebus' Graphic Set (DF version updated)
Post by: Descan on July 21, 2014, 12:17:44 pm
Er, I thought having Stonesense run in the game window was already a thing at some point...?
Title: Re: [0.40.04v00] Phoebus' Graphic Set (DF version updated)
Post by: Meph on July 21, 2014, 12:25:16 pm
Er, I thought having Stonesense run in the game window was already a thing at some point...?
Thats not stonesense, thats DF ^^
Title: Re: [0.40.04v00] Phoebus' Graphic Set (DF version updated)
Post by: Descan on July 21, 2014, 12:58:44 pm
...

To reiterate: I thought having stonesense running in the DF game window was already a thing at some point?
Title: Re: [0.40.04v00] Phoebus' Graphic Set (DF version updated)
Post by: Meph on July 21, 2014, 01:07:50 pm
...

To reiterate: I thought having stonesense running in the DF game window was already a thing at some point?
This is getting off-topic a bit, but thats not stonesense. Its TwbT. Just have a look in its thread (http://www.bay12forums.com/smf/index.php?topic=138754.555), its better than filling the phoebus thread with it. (Edit: I feel like a hyppocrite for typing that, so sorry.)

Phoebus, a suggestion for the leaves tile: Did you ever check how it looks with round leaves, a bit larger than the current ones? The current ones could very much be used as grass as well, and the leaves on them are tiny in comparison to the massive trunks/branches.
Title: Re: [0.40.04v00] Phoebus' Graphic Set (DF version updated)
Post by: Descan on July 21, 2014, 01:15:53 pm
I *know* it's not stonesense, I'm saying didn't stonesense already *do* that in the past, in which case, why is TwbT so special for having copied the same functionality?

andbeforeyoutwistTHOSEwords, I *also* know what other stuff TwbT does that's so special. :I But the isometric display was already being done by stonesense so why is TwbT special for doing the same thing?
Title: Re: [0.40.04v00] Phoebus' Graphic Set (DF version updated)
Post by: Phoebus on July 21, 2014, 02:10:55 pm
Quote
Not possible. There's only 16 colors and pink isn't one of them.
I dont want to yell TwbT all the time, but mifki is actually working on that as well. Removing that 16 color limit will be a feature of it in future releases.
The problem with cherry blossom is that they fall to the ground, and when they do they do not have their own tile display, they just change the color of whatever they fell on.
I could easily do pink flowers for them, although the tile wouldn't have green leaves anymore as a background. But I can't do if I can't control the displayed tile.
Even if TwbT enables 24bit, it won't help when it can't handle DF's color switching shenanigans.
Title: Re: [0.40.04v00] Phoebus' Graphic Set (DF version updated)
Post by: Mokkun on July 22, 2014, 09:07:50 am
Just some nitpicking but it seems my gold door to barracks is using the bar look instead of the door look.
Spoiler (click to show/hide)
https://www.dropbox.com/s/xshwmjkpydhtkjz/Gold%20door%20bars.jpg
Title: Re: [0.40.04v00] Phoebus' Graphic Set (DF version updated)
Post by: Archmonk on July 22, 2014, 09:10:51 am
Phoebus, thanks for the amazing tileset and such quick updates for the latest versions. Your efforts are appreciated!
Title: Re: [0.40.04v00] Phoebus' Graphic Set (DF version updated)
Post by: Phoebus on July 22, 2014, 11:16:08 am
Phoebus, thanks for the amazing tileset and such quick updates for the latest versions. Your efforts are appreciated!
Thank you! :)

Just some nitpicking but it seems my gold door to barracks is using the bar look instead of the door look.
Spoiler (click to show/hide)
https://www.dropbox.com/s/xshwmjkpydhtkjz/Gold%20door%20bars.jpg
Sadly, that's hardcoded. The tile used by DF to display doors changes based on the material. Most doors will use tile 197 (normal door), wooden doors use tile 186 inverted (north/south wall), metal doors use tile 216 (metal door) or tile 240 (bars/metal door/many other hardcoded things).
I can't fix golden doors without using TwbT, unless you want all metal bars and other things hardcoded to tile 240 to also look like metal doors.
Title: Re: [0.40.04v00] Phoebus' Graphic Set (DF version updated)
Post by: Mokkun on July 22, 2014, 11:20:39 am
Just some nitpicking but it seems my gold door to barracks is using the bar look instead of the door look.
Spoiler (click to show/hide)
https://www.dropbox.com/s/xshwmjkpydhtkjz/Gold%20door%20bars.jpg
Sadly, that's hardcoded. The tile used by DF to display doors changes based on the material. Most doors will use tile 197 (normal door), wooden doors use tile 186 inverted (north/south wall), metal doors use tile 216 (metal door) or tile 240 (bars/metal door/many other hardcoded things).
I can't fix golden doors without using TwbT, unless you want all metal bars and other things hardcoded to tile 240 to also look like metal doors.
Ahh, so thats why. nah. not that important specially if its a hardcode issue..
Oh. And thanks for your hard work.
Title: Re: [0.40.03v00] Phoebus' Graphic Set (Bugfixes)
Post by: crossmr on July 23, 2014, 10:00:22 am
Was there ever a solution for the disappearing text problem?
I've not heard about the problem in 0.40.0x either way.
The problem persists, unfortunately. Just watch PlumpHelmetPunk's most recent DF video on YouTube and you'll see. I can give you a temporary solution though, crossmr: just press F10 twice (or is it F12? too lazy to check) and it should temporarily fix it, but it'll come back after a bit.

Yeah, I've got it all over my game, words, numbers, etc all cut off. Default install.

Title: Re: [0.40.04v00] Phoebus' Graphic Set (DF version updated)
Post by: Shrike77 on July 23, 2014, 04:57:57 pm
Love the graphics pack! Kudos on the amazing work.

Unusual question - let's say I wanted to create a .BMP version of a pack (for the legacy non-SDL 34.11 version of DF). Would it be as simple as modifying the .PNG files into suitable 24-bit bitmaps, dealing with transparency issues (i.e. replacing surrounding transparency with magenta and solidifying transparencies on top of the graphics) or would there be more involved? Do graphics positions and references in the raw files remain the same? Struggling to find any guides on how to create .BMP graphics packs presumably because .PNGs replaced them long ago. Please excuse my ignorance!
Title: Re: [0.40.04v00] Phoebus' Graphic Set (DF version updated)
Post by: Phoebus on July 23, 2014, 09:04:58 pm
Love the graphics pack! Kudos on the amazing work.

Unusual question - let's say I wanted to create a .BMP version of a pack (for the legacy non-SDL 34.11 version of DF). Would it be as simple as modifying the .PNG files into suitable 24-bit bitmaps, dealing with transparency issues (i.e. replacing surrounding transparency with magenta and solidifying transparencies on top of the graphics) or would there be more involved? Do graphics positions and references in the raw files remain the same? Struggling to find any guides on how to create .BMP graphics packs presumably because .PNGs replaced them long ago. Please excuse my ignorance!
Converting my graphic pack to BMP? That's insane! Don't do that!
I spent A LOT of time transforming my BMP tileset into a PNG tileset. My graphic pack has changed a lot since then, it now has a lot more semi-transparency, and it would take you a ridiculous amount of time to make it look half good as a BMP tileset.

You'll be much better off using either, one of the old BMP tilesets (magenta = BMP, dark magenta = PNG) (http://dwarffortresswiki.org/index.php/Tileset_repository#16.C3.9716), converting a low-alpha-transparency tileset or graphic pack to BMP (CLA or Mayday are good options I think), or fixing your graphic card problems.
Title: Re: [0.40.04v00] Phoebus' Graphic Set (DF version updated)
Post by: Shrike77 on July 24, 2014, 03:29:33 am
Converting my graphic pack to BMP? That's insane! Don't do that!
I spent A LOT of time transforming my BMP tileset into a PNG tileset. My graphic pack has changed a lot since then, it now has a lot more semi-transparency, and it would take you a ridiculous amount of time to make it look half good as a BMP tileset.

You'll be much better off using either, one of the old BMP tilesets (magenta = BMP, dark magenta = PNG) (http://dwarffortresswiki.org/index.php/Tileset_repository#16.C3.9716), converting a low-alpha-transparency tileset or graphic pack to BMP (CLA or Mayday are good options I think), or fixing your graphic card problems.

Thanks for the quick reply. I know it's a little crazy but I've spent so long attempting to fix the underlying graphics card problem that a few days playing with images might actually be good for my sanity. The basic tilesets aren't a massive problem, it's the graphics for dwarves and creatures that are the biggest puzzle. If I took your suggestion of modifying a low-transparency pack to BMP would there be any modifying of data files needed, or simply the transformation of PNGs to BMPs?
Title: Re: [0.40.04v00] Phoebus' Graphic Set (DF version updated)
Post by: pamelrabo on July 24, 2014, 04:36:57 pm
Phoebus, thanks for the amazing tileset and such quick updates for the latest versions. Your efforts are appreciated!

Your gorgeous tileset made me start into DF.
And while I enjoy it in ascii mode... well, I prefer your tileset looks.

i fantasize from time to time to create a romanic - medieval looking tileset, but it won't ever look as well as yours.
Title: Re: [0.40.04v00] Phoebus' Graphic Set (DF version updated)
Post by: Phoebus on July 24, 2014, 07:37:39 pm
Converting my graphic pack to BMP? That's insane! Don't do that!
I spent A LOT of time transforming my BMP tileset into a PNG tileset. My graphic pack has changed a lot since then, it now has a lot more semi-transparency, and it would take you a ridiculous amount of time to make it look half good as a BMP tileset.

You'll be much better off using either, one of the old BMP tilesets (magenta = BMP, dark magenta = PNG) (http://dwarffortresswiki.org/index.php/Tileset_repository#16.C3.9716), converting a low-alpha-transparency tileset or graphic pack to BMP (CLA or Mayday are good options I think), or fixing your graphic card problems.

Thanks for the quick reply. I know it's a little crazy but I've spent so long attempting to fix the underlying graphics card problem that a few days playing with images might actually be good for my sanity. The basic tilesets aren't a massive problem, it's the graphics for dwarves and creatures that are the biggest puzzle. If I took your suggestion of modifying a low-transparency pack to BMP would there be any modifying of data files needed, or simply the transformation of PNGs to BMPs?
There are no RAW differences between SDL and legacy. But data/init/init.txt is completely different. I don't know, because I never work with legacy, if the SDL init.txt is compatible with legacy.
Title: Re: [0.40.04v00] Phoebus' Graphic Set (DF version updated)
Post by: Shrike77 on July 26, 2014, 04:10:18 am
There are no RAW differences between SDL and legacy. But data/init/init.txt is completely different. I don't know, because I never work with legacy, if the SDL init.txt is compatible with legacy.

Cheers for the info.

I've edited the init.txt file quite a bit so hopefully I can handle that aspect. I'll have a go at modifying an existing pack then and see what happens. Maybe I'll be helping a multitude of legacy DF players that so far have been as frustrated as me.

Or maybe it's just me...
Title: [0.40.05v00] Phoebus' Graphic Set
Post by: Phoebus on July 27, 2014, 09:48:58 pm
0.40.05v00 was corrupted and has been deleted.
Title: Re: [0.40.05v00] Phoebus' Graphic Set (DF 0.40.05)
Post by: crossmr on July 27, 2014, 10:39:41 pm
Just downloaded, installed it , copied over the save. Ran the init updater and save updater
and "missing word definition" when I try to load my save.

even tried copying over a fresh init.txt from the pack without running the updater. still "missing word definition"

[2nd edit]
copied over a fresh init.txt from the official release, and its still not loading, missing word definition.

game loads fine under 40.04

[3rd edit]

I unpacked the game, copied my save loaded it, it works fine
I ran the init updater
it still loads fine.
ran the save game updater
"missing word definition"

any ideas?

Title: Re: [0.40.05v00] Phoebus' Graphic Set (DF 0.40.05)
Post by: Phoebus on July 27, 2014, 11:03:00 pm
Warning, my 0.40.05 release is damaged, you need to run the savegame updater to not generate corrupted worlds.
There's plenty of .bak files all over the place.
Will be releasing 0.40.05v01 soon.

Just downloaded, installed it , copied over the save. Ran the init updater and save updater
and "missing word definition" when I try to load my save.

even tried copying over a fresh init.txt from the pack without running the updater. still "missing word definition"

[2nd edit]
copied over a fresh init.txt from the official release, and its still not loading, missing word definition.

game loads fine under 40.04
The problem is that 40.05 updated the language files. And changed 'YOR' into 'YORE', so you can't run the savegame updater from 40.04 to 40.05 without restoring the language_DWARF.txt, and co. to your original savegame files.
Title: Re: [0.40.05v00] Phoebus' Graphic Set (DF 0.40.05)
Post by: crossmr on July 27, 2014, 11:06:32 pm
Warning, my 0.40.05 release is damaged, you need to run the savegame updater to not generate corrupted worlds.
There's plenty of .bak files all over the place.
Will be releasing 0.40.05v01 soon.

Just downloaded, installed it , copied over the save. Ran the init updater and save updater
and "missing word definition" when I try to load my save.

even tried copying over a fresh init.txt from the pack without running the updater. still "missing word definition"

[2nd edit]
copied over a fresh init.txt from the official release, and its still not loading, missing word definition.

game loads fine under 40.04
The problem is that 40.05 updated the language files. And changed 'YOR' into 'YORE', so you can't run the savegame updater from 40.04 to 40.05 without restoring the language_DWARF.txt, and co. to your original savegame files.

My problem is it works until I run the savegame updater. If i don't run it, it will load fine. I'll wait for your fix though.
Title: Re: [0.40.05v00] Phoebus' Graphic Set (DF 0.40.05)
Post by: King Mir on July 27, 2014, 11:11:53 pm
I uploaded a linux version Here (http://dffd.wimbli.com/file.php?id=9179), since wurli isn't updating.
Hope that's cool.
Title: Re: [0.40.05v00] Phoebus' Graphic Set (DF 0.40.05)
Post by: Phoebus on July 27, 2014, 11:14:59 pm
Warning, my 0.40.05 release is damaged, you need to run the savegame updater to not generate corrupted worlds.
There's plenty of .bak files all over the place.
Will be releasing 0.40.05v01 soon.

Just downloaded, installed it , copied over the save. Ran the init updater and save updater
and "missing word definition" when I try to load my save.

even tried copying over a fresh init.txt from the pack without running the updater. still "missing word definition"

[2nd edit]
copied over a fresh init.txt from the official release, and its still not loading, missing word definition.

game loads fine under 40.04
The problem is that 40.05 updated the language files. And changed 'YOR' into 'YORE', so you can't run the savegame updater from 40.04 to 40.05 without restoring the language_DWARF.txt, and co. to your original savegame files.

My problem is it works until I run the savegame updater. If i don't run it, it will load fine. I'll wait for your fix though.
I'm not uploading a fix for the updater problem. Generally, the savegame updater should NOT be used between major DF versions. Only between minor DF versions. Because Toady can add/remove things to the raws that break raw compatibility. Most of the time it works ok, but in 0.40.05 a word has been replaced.
If you want to update your raws, you'll need to preserve and restrore your savegame's language raws after you update, so the old vocabulary is no longer missing after updating.
Title: Re: [0.40.05v00] Phoebus' Graphic Set (DF 0.40.05)
Post by: crossmr on July 27, 2014, 11:23:52 pm
Warning, my 0.40.05 release is damaged, you need to run the savegame updater to not generate corrupted worlds.
There's plenty of .bak files all over the place.
Will be releasing 0.40.05v01 soon.

Just downloaded, installed it , copied over the save. Ran the init updater and save updater
and "missing word definition" when I try to load my save.

even tried copying over a fresh init.txt from the pack without running the updater. still "missing word definition"

[2nd edit]
copied over a fresh init.txt from the official release, and its still not loading, missing word definition.

game loads fine under 40.04
The problem is that 40.05 updated the language files. And changed 'YOR' into 'YORE', so you can't run the savegame updater from 40.04 to 40.05 without restoring the language_DWARF.txt, and co. to your original savegame files.

My problem is it works until I run the savegame updater. If i don't run it, it will load fine. I'll wait for your fix though.
I'm not uploading a fix for the updater problem. Generally, the savegame updater should NOT be used between major DF versions. Only between minor DF versions. Because Toady can add/remove things to the raws that break raw compatibility. Most of the time it works ok, but in 0.40.05 a word has been replaced.
If you want to update your raws, you'll need to preserve and restrore your savegame's language raws after you update, so the old vocabulary is no longer missing after updating.

How does one do that? Is there a guide for updating saves manually?
Title: [0.40.05v01] Phoebus' Graphic Set (Fixed RAW problem)
Post by: Phoebus on July 27, 2014, 11:23:58 pm
*Updated* 0.40.05v01
Removed file doubles in the raw folder.
Title: Re: [0.40.05v01] Phoebus' Graphic Set (Fixed RAW problem)
Post by: Dutchling on July 28, 2014, 05:51:01 am
How do you update a savegame? I moved over the region1 folder and ran both update .BATs but the game give me a "FATAL ERROR: Missing world definition" error.
Title: Re: [0.40.05v01] Phoebus' Graphic Set (Fixed RAW problem)
Post by: crossmr on July 28, 2014, 06:03:37 am
How do you update a savegame? I moved over the region1 folder and ran both update .BATs but the game give me a "FATAL ERROR: Missing world definition" error.

edit all the language_*.txt files and change YORE to YOR
Title: Re: [0.40.05v01] Phoebus' Graphic Set (Fixed RAW problem)
Post by: Dutchling on July 28, 2014, 06:10:28 am
Thanks, that worked!
Title: Re: [0.40.05v01] Phoebus' Graphic Set (Fixed RAW problem)
Post by: Mokkun on July 28, 2014, 09:48:25 am
How do you update a savegame? I moved over the region1 folder and ran both update .BATs but the game give me a "FATAL ERROR: Missing world definition" error.

edit all the language_*.txt files and change YORE to YOR
Jupp. this worked for me too.. :) thanks.
Title: Re: [0.40.05v01] Phoebus' Graphic Set (Fixed RAW problem)
Post by: Moonshadow101 on July 28, 2014, 01:41:27 pm
Thanks for the quick update. Only issue I'm having is the unsmoothed Obsidian tile is wrong. Like, tile 177 is linked to the wrong place or something.
Title: Re: [0.40.05v01] Phoebus' Graphic Set (Fixed RAW problem)
Post by: Phoebus on July 28, 2014, 01:42:54 pm
I've created a special updater to make 0.40.04 (or previous) worlds work with 0.40.05 raws.
Unpack this in your 0.40.05 install, and run "df_savegame_compatibility_updater_Phoebus_40_04.bat" to fix all your savegames raws to be compatible with 0.40.04.
Warning, it will break savegames that have been generated with 0.40.05. So generate your 0.40.05 worlds only AFTER running the compatibility updater.
Compatibility Updater for Phoebus_40_04 worlds (115KB) (http://www.mediafire.com/download/ij69t0pa9xabwfw/Compatibility_Updater_Phoebus_40_04.zip)

I hope this will help.
Title: Re: [0.40.05v01] Phoebus' Graphic Set (Fixed RAW problem)
Post by: Phoebus on July 28, 2014, 01:46:13 pm
Thanks for the quick update. Only issue I'm having is the unsmoothed Obsidian tile is wrong.
>.>
This has not been a great update for me.
Title: [0.40.05v02] Phoebus' Graphic Set (Obsidian fix & Compatibility with 0.40.04)
Post by: Phoebus on July 28, 2014, 02:35:08 pm
*Updated* 0.40.05v02
Fixed rough Obsidian tile.
Included the Compatibility Updater for Phoebus_40_04 worlds.
Title: Re: [0.40.05v02] Phoebus' Graphic Set (Obsidian fix & Compatibility with 0.40.04)
Post by: Moonshadow101 on July 28, 2014, 06:17:15 pm
Thanks for everything forever.
Title: Re: [0.40.05v02] Phoebus' Graphic Set (Obsidian fix & Compatibility with 0.40.04)
Post by: SalmonGod on July 28, 2014, 06:25:40 pm
Thanks for everything forever.

So... Phoebus, you can do anything you want, and this person will be thankful for it.  I say get creative!
Title: Re: [0.40.05v02] Phoebus' Graphic Set (Obsidian fix & Compatibility with 0.40.04)
Post by: Moonshadow101 on July 28, 2014, 08:05:58 pm
True, though unfortunately my gratitude does not currently constitute a legal pardon. So... not too creative.
Title: [0.40.06v00] Phoebus' Graphic Set (Updated to DF 0.40.06)
Post by: Phoebus on August 03, 2014, 03:46:47 pm
*Updated* 0.40.06v00
Updated to Dwarf Fortress 0.40.06.
Title: Re: [0.40.06v00] Phoebus' Graphic Set (Updated to DF 0.40.06)
Post by: PeridexisErrant on August 03, 2014, 07:05:00 pm
I just noticed in the OP... you're pointing people to the old LNP, which has been retired fro a while now :(
Title: Re: [0.40.06v00] Phoebus' Graphic Set (Updated to DF 0.40.06)
Post by: Phoebus on August 03, 2014, 07:32:25 pm
I just noticed in the OP... you're pointing people to the old LNP, which has been retired fro a while now :(
Thank you for informing me.
I've removed the old LNP link and wurli's Linux link, and added King Mir's Linux link.

Edit.: And added a link for DF Starter Pack.
Title: Re: [0.40.06v00] Phoebus' Graphic Set (Updated to DF 0.40.06)
Post by: King Mir on August 03, 2014, 08:45:44 pm
*Updated Linux version* (http://dffd.wimbli.com/file.php?id=9179)
Title: Re: [0.40.06v00] Phoebus' Graphic Set (Updated to DF 0.40.06)
Post by: Phoebus on August 03, 2014, 10:10:07 pm
Thanks King Mir. I've updated the main post with the correct version.
Title: Re: [0.40.06v00] Phoebus' Graphic Set (Updated to DF 0.40.06)
Post by: pexium on August 04, 2014, 03:40:14 pm
Nice use of the minecraft sapling texture for saplings  :P
Great tileset btw, thanks for the work you have put into it.
Title: Re: [0.40.06v00] Phoebus' Graphic Set (Updated to DF 0.40.06)
Post by: HunterBlackLuna on August 05, 2014, 08:26:17 pm
Thanks a ton for this tileset, and the tireless work updating it every time something new comes down the pipe. It's much appreciated, and for every person like me who says it, many more appreciate it but never leave a comment.
Title: Re: [0.40.04v00] Phoebus' Graphic Set (DF version updated)
Post by: palu on August 06, 2014, 10:29:23 pm
The human lords and ladies don't have graphics.
Could you share a screenshot?
Milker on far left.
Spoiler (click to show/hide)
Title: Re: [0.40.06v00] Phoebus' Graphic Set (Updated to DF 0.40.06)
Post by: Meph on August 07, 2014, 12:30:18 am
I noticed that a while ago, when I made the graphics for the human civ. Mayor, Count, Baron and King were not in the same style as the rest of the set. I made those to fix it:

(http://i.imgur.com/QRaSW4i.png)

They are thinner versions of the dwarven version, without beard and with a human head.
Title: Re: [0.40.04v00] Phoebus' Graphic Set (DF version updated)
Post by: Phoebus on August 07, 2014, 02:23:51 pm
Milker on far left.
Spoiler (click to show/hide)
That's a Lye Maker. Fitting for a king.
But the problem is it's not even using the correct placeholder tile. It's using the lye maker tile, and it's colored instead of as-is.
I have no idea what's causing the problem.

I noticed that a while ago, when I made the graphics for the human civ. Mayor, Count, Baron and King were not in the same style as the rest of the set. I made those to fix it:

(http://i.imgur.com/QRaSW4i.png)

They are thinner versions of the dwarven version, without beard and with a human head.
Thank you, I've added them for the next version.
Title: [0.40.07v00] Phoebus' Graphic Set (New Human Monarchs)
Post by: Phoebus on August 10, 2014, 04:05:42 pm
*Updated* 0.40.07v00
Added Meph's new human monarchs.
Updated to Dwarf Fortress 0.40.07.
Title: Re: [0.40.07v00] Phoebus' Graphic Set (New Human Monarchs)
Post by: Midboss on August 11, 2014, 12:37:26 am
It would be nice if there was a unit from the race showing as the civilization icon in embark mode like a lowly peasant for a village and a king for the capital or an option to customize this in the phoebus tileset assembler. I had no idea the cabinets represented goblin settlements until I started doing some research for this post.

Version 40 of dwarf fortress seems to choose dwarven icons in the legends historical map for dwarven races and so on but I would like to be able to tell on embark rather than remembering where everyone extends their power when switching to embark mode. It also seems that on world generation it describes what race inhabits which settlements but then the historical map no longer describes which race is in the settlement.

Please implement this suggestion.

Title: Re: [0.40.07v00] Phoebus' Graphic Set (New Human Monarchs)
Post by: Phoebus on August 11, 2014, 09:54:01 am
It would be nice if there was a unit from the race showing as the civilization icon in embark mode like a lowly peasant for a village and a king for the capital or an option to customize this in the phoebus tileset assembler. I had no idea the cabinets represented goblin settlements until I started doing some research for this post.

Version 40 of dwarf fortress seems to choose dwarven icons in the legends historical map for dwarven races and so on but I would like to be able to tell on embark rather than remembering where everyone extends their power when switching to embark mode. It also seems that on world generation it describes what race inhabits which settlements but then the historical map no longer describes which race is in the settlement.

Please implement this suggestion.
No.
Title: Re: [0.40.07v00] Phoebus' Graphic Set (New Human Monarchs)
Post by: Meph on August 11, 2014, 10:42:33 am
Maybe another suggestion?

All tilesets except Ironhand have some duplicate wall tiles. Literally the same graphics, although they are used differently in the game. Some of the are wall-to-wall and other are wall-to-natural-rock. Your set has 4 tiles that exist 3 times, looking the same, although they could look different and would improve the look of a fort.

Spoiler (click to show/hide)

I did a quick mock-up with paint to show exactly what I mean:

Spoiler (click to show/hide)

Suggestion: Make 8 new tiles for the ones I mentioned, and blur the most common inorganic/rock tile you have into these walls, so that you have a natural, flowing progress from smoothed wall to natural rock wall.
Title: Re: [0.40.07v00] Phoebus' Graphic Set (New Human Monarchs)
Post by: King Mir on August 11, 2014, 03:20:21 pm
Is there any reason why the graphics set could not be used on versions 40.05 through 40.08? It's labeled as 40.07 only, but is that really the case?
Title: Re: [0.40.07v00] Phoebus' Graphic Set (New Human Monarchs)
Post by: LeoCean on August 11, 2014, 03:28:04 pm
You could probably use it on those versions. Idk why you'd want to as it was more buggy in previous versions and dwarf therapist has been updated now to the 0_40_07 version. If you really wanted it to be compatible though you'd just add everything but the raws/objects folder.
Title: Re: [0.40.07v00] Phoebus' Graphic Set (New Human Monarchs)
Post by: thistleknot on August 11, 2014, 04:43:05 pm
well... to answer the question about whether it could be used from 40_05 to 40_08 depends on if anything was changed in data or raw between those versions that affect creature tiles.

at least with 40_07 and 40_08 nope.  So the 40_07 phoebus data/init folder can be copied over a 40_08 installation
Title: Re: [0.40.07v00] Phoebus' Graphic Set (New Human Monarchs)
Post by: mnjiman on August 11, 2014, 05:56:50 pm
The only thing that needs to be updated then is the title of this thread? :D
Title: Re: [0.40.07v00] Phoebus' Graphic Set (New Human Monarchs)
Post by: GoldenShadow on August 11, 2014, 06:00:23 pm
Is there any reason why the graphics set could not be used on versions 40.05 through 40.08? It's labeled as 40.07 only, but is that really the case?

Some of Toady's bug fixes include changes to the raws. If you use raws from an older version, you don't benefit from the bug fixes.  However, the latest release from .40.07 to .40.08 only has a new binary exe. the raws were not changed.
Title: Re: [0.40.07v00] Phoebus' Graphic Set (New Human Monarchs)
Post by: thistleknot on August 11, 2014, 06:04:54 pm
Is there any reason why the graphics set could not be used on versions 40.05 through 40.08? It's labeled as 40.07 only, but is that really the case?

Some of Toady's bug fixes include changes to the raws. If you use raws from an older version, you don't benefit from the bug fixes.  However, the latest release from .40.07 to .40.08 only has a new binary exe. the raws were not changed.

yes, exactly.   My point was I hit up on a winmerge comparison between the two folders before my post.

It's entirely trivial.  Open up winmerge (free app), and compare two folders.  If nothing in creature*.txt or plant*.txt or .\data changed, you're good.

But it makes more sense after a while, because Toady documents his file changes apparently.
Title: Re: [0.40.07v00] Phoebus' Graphic Set (New Human Monarchs)
Post by: Phoebus on August 11, 2014, 06:05:09 pm
Correct, the 40.07 graphic set is compatible with 40.08.
Title: [0.40.08v00] Phoebus' Graphic Set (DF Version Updated)
Post by: Phoebus on August 11, 2014, 06:19:43 pm
*Updated* 0.40.08v00
Updated to Dwarf Fortress 0.40.08.
Title: Re: [0.40.08v00] Phoebus' Graphic Set (DF Version Updated)
Post by: Lemunde on August 11, 2014, 08:01:13 pm
*Updated* 0.40.08v00
Updated to Dwarf Fortress 0.40.08.

Good job!  ;D
Title: Re: [0.40.08v00] Phoebus' Graphic Set (DF Version Updated)
Post by: billw on August 12, 2014, 09:48:24 am
Thanks for the tile set, it is my favorite. Just one question, is there some trick to stop strings from overwriting parts of the UI? i.e. the blank area that sometimes extends out further than the end of the string.
Title: Re: [0.40.08v00] Phoebus' Graphic Set (DF Version Updated)
Post by: Meph on August 12, 2014, 10:04:10 am
Thanks for the tile set, it is my favorite. Just one question, is there some trick to stop strings from overwriting parts of the UI? i.e. the blank area that sometimes extends out further than the end of the string.
No. TrueType helps a bit, try pressing F12 ingame.
Title: Re: [0.40.08v00] Phoebus' Graphic Set (DF Version Updated)
Post by: LeoCean on August 12, 2014, 09:48:44 pm
Is there anyway to make the swarm of flies show up as anything but tile 177? In creature_insects they are tile:250 but they don't show up as it, and if you add them to the graphics, graphics_nwkohaku_bugs for example they still don't show up as anything different. Not that it really matters.  :'( I think they probably carry the miasma around with them maybe which gives them the tile 177.
Title: Re: [0.40.08v00] Phoebus' Graphic Set (DF Version Updated)
Post by: Phoebus on August 13, 2014, 10:22:32 am
Is there anyway to make the swarm of flies show up as anything but tile 177? In creature_insects they are tile:250 but they don't show up as it, and if you add them to the graphics, graphics_nwkohaku_bugs for example they still don't show up as anything different. Not that it really matters.  :'( I think they probably carry the miasma around with them maybe which gives them the tile 177.
Vermin can't have their tiles replaced with tiles from the graphics folders. It's an engine limitation.
Vermin that swarm will use hardcoded tiles, like tile 177, to represent the swarm.
Yes, it sucks.
Title: Re: [0.40.07v00] Phoebus' Graphic Set (New Human Monarchs)
Post by: Phoebus on August 14, 2014, 01:13:59 pm
Maybe another suggestion?

All tilesets except Ironhand have some duplicate wall tiles. Literally the same graphics, although they are used differently in the game. Some of the are wall-to-wall and other are wall-to-natural-rock. Your set has 4 tiles that exist 3 times, looking the same, although they could look different and would improve the look of a fort.

Spoiler (click to show/hide)

I did a quick mock-up with paint to show exactly what I mean:

Spoiler (click to show/hide)

Suggestion: Make 8 new tiles for the ones I mentioned, and blur the most common inorganic/rock tile you have into these walls, so that you have a natural, flowing progress from smoothed wall to natural rock wall.
I've considered that suggestion, but I do not like that style for multiple reasons.
Even in ASCII those walls terminations are only walls, not wall/stone hybrids. ex: ╘════╛
Also, I cannot represent the appropriate stone texture for the stone type with it's specific foreground and background colors.
I think I'd rather just change those wall ends into pillars. Doing so could also save one tile as I could use one of those 8 tiles in replacement for the tile I currently use for the normal pillar.
Title: Re: [0.40.08v00] Phoebus' Graphic Set (DF Version Updated)
Post by: King Mir on August 17, 2014, 08:09:38 pm
I updated DFFD with a partial linux update to .09. (http://dffd.wimbli.com/file.php?id=9179) I'll wait on Phoebus to release an official 09 version with updated raws. d_init.txt also gained a new option, which I patched in.
Title: Re: [0.40.08v00] Phoebus' Graphic Set (DF Version Updated)
Post by: alcon678 on August 18, 2014, 12:31:10 pm
Is there a free phoebus version of Masterwork to use with DF2014?
I find the MDF version more clear than standard phoebus, expecially with grass
Thank you ;)
Title: [0.40.09v00] Phoebus' Graphic Set (DF Version Updated)
Post by: Phoebus on August 18, 2014, 09:02:32 pm
*Updated* 0.40.09v00
Updated to Dwarf Fortress 0.40.09.
Title: Re: [0.40.09v00] Phoebus' Graphic Set (DF Version Updated)
Post by: Phoebus on August 18, 2014, 09:04:37 pm
I'm very busy at the moment and can't find the time to make any changes to the graphic set. I've at least updated to the latest version. Sorry for the delay.
Title: Re: [0.40.09v00] Phoebus' Graphic Set (DF Version Updated)
Post by: TheHossofMoss on August 18, 2014, 11:54:41 pm
I'm very busy at the moment and can't find the time to make any changes to the graphic set. I've at least updated to the latest version. Sorry for the delay.

Thank you for all you do, Phoebus. I highly appreciate your work.
Title: Re: [0.40.09v00] Phoebus' Graphic Set (DF Version Updated)
Post by: Chimerat on August 19, 2014, 12:20:54 am
I'm very busy at the moment and can't find the time to make any changes to the graphic set. I've at least updated to the latest version. Sorry for the delay.

Thank you for all you do, Phoebus. I highly appreciate your work.
Seconded!
Title: Re: [0.40.09v00] Phoebus' Graphic Set (DF Version Updated)
Post by: Raul on August 19, 2014, 11:14:18 am
I'm very busy at the moment and can't find the time to make any changes to the graphic set. I've at least updated to the latest version. Sorry for the delay.

Thank you for all you do, Phoebus. I highly appreciate your work.
Seconded!
Thirded!
Title: Re: [0.40.09v00] Phoebus' Graphic Set (DF Version Updated)
Post by: Lemunde on August 19, 2014, 11:34:40 pm
Would it be possible to include the Mayday style floors as an option?
Title: Re: [0.40.09v00] Phoebus' Graphic Set (DF Version Updated)
Post by: LeoCean on August 21, 2014, 03:52:19 am
Do goblins in cages with the Phoebus graphics set look like the one from the art/tileset or from the raw/graphics/phoebus/goblins?

I tested a spacefox save with the lazynewbpack and it shows the one from the tileset and when I converted it to phoebus with lazynewbpack and it was from the tileset still. But Meph was somehow able to get them to take the graphic from the phoebus_goblin tileset, from what I saw from quill18's dwarf fortress series (he had a goblin thief in the cage video 10 of the recent series).

Spoiler: Big image (click to show/hide)

That's from the spacefox version but they looked the same when I loaded it with phoebus 0_40_08, also for some reason Ettin shows up as E, giantess on the other hand doesn't have a graphic in the set so it gets G. That's in cages at least..
Title: Re: [0.40.09v00] Phoebus' Graphic Set (DF Version Updated)
Post by: Chimerat on August 21, 2014, 05:22:59 am
[...]also for some reason Ettin shows up as E, giantess on the other hand doesn't have a graphic in the set so it gets G. That's in cages at least..
That's what happens to any chicks/cats I put into cages.
Title: Re: [0.40.09v00] Phoebus' Graphic Set (DF Version Updated)
Post by: Xerberus on August 21, 2014, 06:28:13 am
Do goblins in cages with the Phoebus graphics set look like the one from the art/tileset or from the raw/graphics/phoebus/goblins?

I tested a spacefox save with the lazynewbpack and it shows the one from the tileset and when I converted it to phoebus with lazynewbpack and it was from the tileset still. But Meph was somehow able to get them to take the graphic from the phoebus_goblin tileset, from what I saw from quill18's dwarf fortress series (he had a goblin thief in the cage video 10 of the recent series).

Spoiler: Big image (click to show/hide)

That's from the spacefox version but they looked the same when I loaded it with phoebus 0_40_08, also for some reason Ettin shows up as E, giantess on the other hand doesn't have a graphic in the set so it gets G. That's in cages at least..

if you mean the ducimvel videos, then these are with DF2012.
Title: Re: [0.40.09v00] Phoebus' Graphic Set (DF Version Updated)
Post by: King Mir on August 21, 2014, 08:30:19 am
Creatures in cages, on engravings, and corpses show up as a tile. It's impossible to change that, but you could change what tile each creature represents.
Title: Re: [0.40.09v00] Phoebus' Graphic Set (DF Version Updated)
Post by: LeoCean on August 21, 2014, 02:23:31 pm

if you mean the ducimvel videos, then these are with DF2012.

Yeah I know they are with Masterwork 5.10 or w.e version of masterwork he is using. But I don't see anything special he is using to do it. I was hoping Meph would show up.
Title: Re: [0.40.09v00] Phoebus' Graphic Set (DF Version Updated)
Post by: Xerberus on August 21, 2014, 03:31:44 pm

if you mean the ducimvel videos, then these are with DF2012.

Yeah I know they are with Masterwork 5.10 or w.e version of masterwork he is using. But I don't see anything special he is using to do it. I was hoping Meph would show up.

if you watch the first episode you'll see that for the ducimvel LP serise he does not use the masterwork mod but the starter pack. the graphic pack / tileset he uses is the "phoebus_twbt_fricy" version.
http://youtu.be/gmKCvSJVwOw?t=9m15s
Title: Re: [0.40.09v00] Phoebus' Graphic Set (DF Version Updated)
Post by: LeoCean on August 21, 2014, 04:41:23 pm
It must be a dfhack plugin that fixes it but it hasn't been updated yet.
Title: Re: [0.40.09v00] Phoebus' Graphic Set (DF Version Updated)
Post by: PeridexisErrant on August 21, 2014, 05:23:41 pm
Make Starter Pack, can confirm - it's the dfhack plugin Text will be Text.  It should be back soonish once we have dfhack for 40_09.
Title: Re: [0.40.09v00] Phoebus' Graphic Set (DF Version Updated)
Post by: LeoCean on August 22, 2014, 04:52:57 pm
Really I was testing it with 48_08 and twbt and it didn't change them.

Anyways feather tree has a mistype in phoebus pack. Plants_standard. Idk if that mistake is in the starter pack but it's in the 40_09 version dl version of this pack.

[GROWTH:EGGS]
      [GROWTH_NAME:feather tree egg:STP]

Is what it should be and phoebus has.

[GROWTH_NAME:her tree egg:STP]
Title: Re: [0.40.09v00] Phoebus' Graphic Set (DF Version Updated)
Post by: Phoebus on August 22, 2014, 06:18:31 pm
The error is not present in any of the download that I've checked.
Quote from: 0.40.08v00 & 0.40.09v00
   [GROWTH:EGGS]
      [GROWTH_NAME:feather tree egg:STP]
Title: Re: [0.40.09v00] Phoebus' Graphic Set (DF Version Updated)
Post by: LeoCean on August 22, 2014, 07:12:21 pm
Man I don't know how I deleted feat from feather..... Only way to explain that.. Sorry about that..
Title: Re: [0.40.10v00] Phoebus' Graphic Set (DF Version Updated)
Post by: Phoebus on August 24, 2014, 04:52:34 pm
*Updated* 0.40.10v00
Updated to Dwarf Fortress 0.40.10.
(No RAW changes)
Title: Re: [0.40.10v00] Phoebus' Graphic Set (DF Version Updated)
Post by: King Mir on September 03, 2014, 10:56:37 pm
I updated the linux version to 0.40.11 (http://dffd.wimbli.com/file.php?id=9179)

I did not include the dwarves liking to eat trees fix, because that requires raw tweaking.
Title: Re: [0.40.10v00] Phoebus' Graphic Set (DF Version Updated)
Post by: fricy on September 04, 2014, 02:48:24 am
I did not include the dwarves liking to eat trees fix, because that requires raw tweaking.
About those plant template changes: will they break existing saves, or are they safe to upgrade?
Title: Re: [0.40.10v00] Phoebus' Graphic Set (DF Version Updated)
Post by: LeoCean on September 04, 2014, 06:48:16 am
They won't I tested it with spacefox. Though toady would have said if they did.
Title: Re: [0.40.10v00] Phoebus' Graphic Set (DF Version Updated)
Post by: fricy on September 04, 2014, 07:03:09 am
They won't I tested it with spacefox. Though toady would have said if they did.
Thx for the confirmation.
Title: [0.40.11v00] Phoebus' Graphic Set (DF Version Updated)
Post by: Phoebus on September 05, 2014, 08:24:45 am
*Updated* 0.40.11v00
Updated to Dwarf Fortress 0.40.11.
Removed the Compatibility Updater for Phoebus_40_04 worlds.
Title: Re: [0.40.11v00] Phoebus' Graphic Set (DF Version Updated)
Post by: dwarf_reform on September 05, 2014, 03:03:50 pm
I spent all day yesterday rabidly reloading waiting for the above post to appear :) TODAY.. BRINGS SATISFACTION!

Thanks again, Sir Phoebus!

EDIT: On your front page the 'Pre-Installed Package for Windows @DFFD (w/ DF 0.40.10)' hasn't had its number updated yet (though all is well and updated at DFFD, of course) :)
Title: Re: [0.40.11v00] Phoebus' Graphic Set (DF Version Updated)
Post by: Phoebus on September 05, 2014, 06:30:33 pm
I spent all day yesterday rabidly reloading waiting for the above post to appear :) TODAY.. BRINGS SATISFACTION!

Thanks again, Sir Phoebus!

EDIT: On your front page the 'Pre-Installed Package for Windows @DFFD (w/ DF 0.40.10)' hasn't had its number updated yet (though all is well and updated at DFFD, of course) :)
Thank you for sharing your enthusiasm, and for noting my oversight. :D
Title: Re: [0.40.11v00] Phoebus' Graphic Set (DF Version Updated)
Post by: ptb_ptb on September 11, 2014, 04:40:33 am
Some checking with winmerge and finger crossing suggests that the version for 40.11 will still work with 40.12.  I'm about to try it. :)

Wish me luck.
Title: Re: [0.40.11v00] Phoebus' Graphic Set (DF Version Updated)
Post by: King Mir on September 11, 2014, 09:22:11 am
There are no changes for this version to any files the pack touches, so yeah, it will work. Don't bother updating save raws either.

With that in mind, I updated the linux version to 0.40.12. (http://dffd.wimbli.com/file.php?id=9179)

This does contain raw changes from the previous linux version, because I never got around to adding that plant fix to the old one.
Title: [0.40.12v00] Phoebus' Graphic Set (DF Version Updated)
Post by: Phoebus on September 11, 2014, 09:37:41 am
*Updated* 0.40.12v00
Updated to Dwarf Fortress 0.40.12.
(No RAW changes)
Title: Re: [0.40.12v00] Phoebus' Graphic Set (DF Version Updated)
Post by: Kuikka on September 11, 2014, 09:47:41 am
That was fast! highly appreciated, thanks.
Title: Re: [0.40.12v00] Phoebus' Graphic Set (DF Version Updated)
Post by: TheHossofMoss on September 11, 2014, 10:09:13 am
*Updated* 0.40.12v00
Updated to Dwarf Fortress 0.40.12.
(No RAW changes)

Praise the Phoebus!
Title: Re: [0.40.12v00] Phoebus' Graphic Set (DF Version Updated)
Post by: Kamamura on September 11, 2014, 02:06:12 pm
Phoebus, kind sir, you are the King of Awesomeness.
Title: Re: [0.40.12v00] Phoebus' Graphic Set (DF Version Updated)
Post by: Aydjile on September 11, 2014, 08:14:33 pm
hey, phoebus! any news on progress regarding incorporation "text will be text" into your tileset?
Title: Re: [0.40.12v00] Phoebus' Graphic Set (DF Version Updated)
Post by: Cptn Kaladin Anrizlokum on September 14, 2014, 01:37:44 pm
Okay, this is my favorite tileset! Thank you!
Title: Re: [0.40.12v00] Phoebus' Graphic Set (DF Version Updated)
Post by: Phoebus on September 14, 2014, 11:13:57 pm
hey, phoebus! any news on progress regarding incorporation "text will be text" into your tileset?
I currently don't have the time to work with TwbT, sorry.
It's the first thing I'll look into when I have more free time.
Title: Re: [0.40.12v00] Phoebus' Graphic Set (DF Version Updated)
Post by: yasic on September 15, 2014, 11:44:16 am
I recently downloaded your graphic set and tried to update my game with it. When I try to load my game I am getting a fatal error that says "Missing Word Definition" and the program closes.

I tried starting a new game, and everything works without an issue. This only happens when I load my old saves. I ran the file for savegame updater. Is there anything I can try to make this work?
Title: Re: [0.40.12v00] Phoebus' Graphic Set (DF Version Updated)
Post by: LeoCean on September 15, 2014, 01:26:06 pm
Go into each of the language files and change YORE to YOR. In the raw\objects folder, it'd be best to do that in the lnp version of it then update it again. I'm guessing your file is older than 40.05? There may be other languages changes, I'm not quite sure but that one stands out the most, there may be a few that were misspelled that got changed too.
Title: Re: [0.40.12v00] Phoebus' Graphic Set (DF Version Updated)
Post by: yasic on September 15, 2014, 01:49:03 pm
I started the game at like .40.03, but with each update I re-download the game and copy over only the save file.

I changed YORE to YOR in all the language files but it still is giving me the error.
Title: Re: [0.40.12v00] Phoebus' Graphic Set (DF Version Updated)
Post by: LeoCean on September 15, 2014, 01:55:55 pm
Were you updating it during every patch? You could use this then use just those language files from 40.03. Unless you had a backup of your save before you updated it, it's hard to tell. But in 40.03 Yore wasn't corrected yet and it was still YOR.

It could be that you missed curiousity which turned into curiosity in 40.05. So you want the misspelled one (first), I don't think the other ones that were changed mattered because only the first word in the corrections seem to break saves from what I found out.
Title: Re: [0.40.12v00] Phoebus' Graphic Set (DF Version Updated)
Post by: yasic on September 15, 2014, 02:09:13 pm
I missed a few patches and I am not 100% sure I started in .03 (though it would be around then).
Title: Re: [0.40.12v00] Phoebus' Graphic Set (DF Version Updated)
Post by: LeoCean on September 15, 2014, 02:26:46 pm
You don't happen to have a backup of your save do you or upload that one if you can.
Title: Re: [0.40.12v00] Phoebus' Graphic Set (DF Version Updated)
Post by: yasic on September 15, 2014, 02:53:57 pm
I can upload it, what is the best way to do that?
Title: Re: [0.40.12v00] Phoebus' Graphic Set (DF Version Updated)
Post by: LeoCean on September 15, 2014, 03:21:30 pm
Dropbox is pretty easy, you could try mediafire or any other dl site though.
Title: Re: [0.40.12v00] Phoebus' Graphic Set (DF Version Updated)
Post by: yasic on September 15, 2014, 05:01:40 pm
I signed up for mediafire but that site only lets you upload 300 files at once and the save takes up way more.

I'll just wait for the inevitable doom of my fortress and try a tileset on my next playthrough.
Title: Re: [0.40.12v00] Phoebus' Graphic Set (DF Version Updated)
Post by: PeridexisErrant on September 15, 2014, 07:22:36 pm
I can upload it, what is the best way to do that?

http://dffd.wimbli.com/index.php

Free DF-related file hosting, for exactly this kind of thing. 

I signed up for mediafire but that site only lets you upload 300 files at once and the save takes up way more.
You should zip the folder (right-click, send to, compressed archive), and then it's only one file.
Title: Re: [0.40.12v00] Phoebus' Graphic Set (DF Version Updated)
Post by: Phoebus on September 15, 2014, 09:39:54 pm
*snipped problem updating a savegame from 0.40.03*
I've made a util to update savegames from DF 0.40.04 (or earlier) to 0.40.05 (or later).
It's on mediafire and the file called Compatibility_Updater_Phoebus_40_04.zip (http://www.mediafire.com/download/ij69t0pa9xabwfw/Compatibility_Updater_Phoebus_40_04.zip) .
Download that file, extract the zip in your DF installation directory, and run the updater batch file 'df_savegame_compatibility_updater_Phoebus_40_04.bat'.
I hope this will fix your problem.
Title: Re: [0.40.12v00] Phoebus' Graphic Set (DF Version Updated)
Post by: yasic on September 15, 2014, 11:26:35 pm
It worked. Thanks
Title: Re: [0.40.12v00] Phoebus' Graphic Set (DF Version Updated)
Post by: kr0pper on September 16, 2014, 01:23:18 pm
My personal letters over Phoebus' tileset.
It's for TwbT, 24x24, font is modifying Consolas.
Made for my big monitor and my poor eyesight. 8)

Example:
Spoiler (click to show/hide)

Download:
https://www.dropbox.com/s/71dxw3ss5y9ep0k/phoebus_twbt.png?dl=0 (https://www.dropbox.com/s/71dxw3ss5y9ep0k/phoebus_twbt.png?dl=0)

init.txt
Spoiler (click to show/hide)
Title: Re: [0.40.12v00] Phoebus' Graphic Set (DF Version Updated)
Post by: ptb_ptb on September 17, 2014, 04:06:05 pm
I had a quick look with a file comparison utility and found only one file in the raw\objects had changed for DF 0.40.13. creature_next_underground.txt has two lines changed

Find
[CREATURE:ELK_BIRD]
and change the line
   [GRAZER:600]
to
   [STANDARD_GRAZER]

Find
[CREATURE:DRALTHA]
and change the line
   [GRAZER:24]
to
   [STANDARD_GRAZER]

[EDIT] Lol, had that back to front. :P
Title: Re: [0.40.12v00] Phoebus' Graphic Set (DF Version Updated)
Post by: LeoCean on September 17, 2014, 04:11:30 pm
All the grazers were changed to  [STANDARD_GRAZER] from [GRAZER:#] in quite a few creature_.txt files + d_init was changed and [LARGE_PREDATOR] was added to the mega beasts that were meant to get it in 40.12. Your comparison utility is either bad or you just compared that one creature_.txt file and not the entire folder.

You should be able to use the 40.12 version on 40.13, the only change that may make it incompatible is the d_init change. But the grazer changes can still use the old grazer #'s only those with the standard_grazer tag use the number from d_init. It'd be best to change them all to standard grazer just so if there are issues with that the issues are reported sooner rather than later.
Title: Re: [0.40.12v00] Phoebus' Graphic Set (DF Version Updated)
Post by: ptb_ptb on September 17, 2014, 04:15:29 pm
Quote
All the grazers were changed to  [STANDARD_GRAZER] from [GRAZER:#] in quite a few creature_.txt files + d_init was changed and [LARGE_PREDATOR] was added to the mega beasts that were meant to get it in 40.12. Your comparison utility is either bad or you just compared that one creature_.txt file and not the entire folder.

A bunch more files were changed. But creature_next_underground.txt is the only changed raw file that is distributed with Phoebus' Graphic Set.
Title: Re: [0.40.12v00] Phoebus' Graphic Set (DF Version Updated)
Post by: LeoCean on September 17, 2014, 04:24:50 pm
Creature_standard.txt has grazer and Large_predator changes. + d_init so....

 creature_next_underground.txt, d_init, creature_standard.txt is all phoebus really needs to change. And that is going from the 40.12 Phoebus Graphics set release on the front page.
Title: Re: [0.40.12v00] Phoebus' Graphic Set (DF Version Updated)
Post by: ptb_ptb on September 17, 2014, 04:39:11 pm
Huh. It looks like I lost creature_standard.txt from my Phoebus Graphic Set directory. I must have used a <ctrl>+X instead of <ctrl>+C at some point or similar. :P
Title: Re: [0.40.12v00] Phoebus' Graphic Set (DF Version Updated)
Post by: dwarf_reform on September 17, 2014, 05:08:40 pm
You industrious souls, all helping track down the changes, and here I am just to type something like "Give me .13 update or give me framerate death!!" ;)

Seriously though, a horde of 80 undead just showed up to my unprepared fort and dropped my framerate from around 30 down to 5 :( Hoping this update may give me a little more speed so I can wage (failing) war a little faster :>
Title: Re: [0.40.12v00] Phoebus' Graphic Set (DF Version Updated)
Post by: Chimerat on September 18, 2014, 06:26:49 pm
Were there a lot of changes for 40.13?
Title: Re: [0.40.12v00] Phoebus' Graphic Set (DF Version Updated)
Post by: LeoCean on September 18, 2014, 07:09:04 pm
Just grazing and adding large_predator to some mega beasts so they don't run away or what ever.
Title: [0.40.13v00] Phoebus' Graphic Set (DF Version Updated)
Post by: Phoebus on September 18, 2014, 07:52:19 pm
*Updated* 0.40.13v00
Updated to Dwarf Fortress 0.40.13.
Title: Re: [0.40.13v00] Phoebus' Graphic Set (DF Version Updated)
Post by: TioFuna on September 18, 2014, 10:02:22 pm
Hello! A little question...

I downloaded the Pre-Installed Package for Windows version and updated my saves and inits.

But my tiles no change. In this case are Honey Bee and Lungfish.
Spoiler (click to show/hide)

Why the Doren´s critterman tileset don´t work? Is only with Doren´s tileset?

Thanks
Title: Re: [0.40.13v00] Phoebus' Graphic Set (DF Version Updated)
Post by: Chimerat on September 19, 2014, 05:23:20 am
*Updated* 0.40.13v00
Updated to Dwarf Fortress 0.40.13.
Thank you! Again. :D
Title: Re: [0.40.13v00] Phoebus' Graphic Set (DF Version Updated)
Post by: Phoebus on September 19, 2014, 10:26:14 am
Hello! A little question...

I downloaded the Pre-Installed Package for Windows version and updated my saves and inits.

But my tiles no change. In this case are Honey Bee and Lungfish.
Spoiler (click to show/hide)

Why the Doren´s critterman tileset don´t work? Is only with Doren´s tileset?

Thanks
Vermins are hardcoded to only use tiles from the basic tileset. They cannot use tiles from the graphics folder.
Both Lungfish and Honey Bee are tagged as VERMIN.
Title: Re: [0.40.11v00] Phoebus' Graphic Set (DF Version Updated)
Post by: King Mir on September 19, 2014, 08:36:22 pm
*I updated the linux version to 0.40.13.* (http://dffd.wimbli.com/file.php?id=9179)
Title: Re: [0.40.13v00] Phoebus' Graphic Set (DF Version Updated)
Post by: deathc4 on October 02, 2014, 03:51:40 am
Is anyone else having a lot of words be black and unreadable?
Title: Re: [0.40.13v00] Phoebus' Graphic Set (DF Version Updated)
Post by: LeoCean on October 02, 2014, 02:01:35 pm
Try text will be text? With a font tileset to, curses16x16 if you can't find another one.
Title: Re: [0.40.13v00] Phoebus' Graphic Set (DF Version Updated)
Post by: dirkzen on October 13, 2014, 02:40:12 pm
Is there a working version of Dwarf Therapist thats compatible with this?
Title: Re: [0.40.13v00] Phoebus' Graphic Set (DF Version Updated)
Post by: Chimerat on October 20, 2014, 06:16:20 pm
Strange question, but are animal corpses hard coded? If not, would it be possible to somehow flip the creatures to indicate if they're dead (or something of that nature)?
If given the image files, I could flip them, but I don't know if it would be wasted effort since it depends on the restrictions on tiles for corpses.

Hopefully that makes sense. :-[
Title: Re: [0.40.13v00] Phoebus' Graphic Set (DF Version Updated)
Post by: CLA on October 21, 2014, 04:07:34 am
Strange question, but are animal corpses hard coded? If not, would it be possible to somehow flip the creatures to indicate if they're dead (or something of that nature)?
If given the image files, I could flip them, but I don't know if it would be wasted effort since it depends on the restrictions on tiles for corpses.

Hopefully that makes sense. :-[
They're hardcoded to use the letter they would use by default, with a red background. Similarly, in adventure mode, creatures out of view cannot use a graphic. So, if you use creature graphics, dead creatures are already quite distinct from their living counterparts and don't really need any other indication.
Title: Re: [0.40.13v00] Phoebus' Graphic Set (DF Version Updated)
Post by: Chimerat on October 21, 2014, 07:38:24 am
So, if you use creature graphics, dead creatures are already quite distinct from their living counterparts and don't really need any other indication.
I find it difficult to remember what the corpse is without a graphic, which is why I asked. If I "[didn't] really need any other indication", then I wouldn't have asked.

But thank you for the information anyway.
Title: Re: [0.40.13v00] Phoebus' Graphic Set (DF Version Updated)
Post by: CLA on October 21, 2014, 08:07:13 am
I find it difficult to remember what the corpse is without a graphic, which is why I asked. If I "[didn't] really need any other indication", then I wouldn't have asked.

But thank you for the information anyway.
Ah, yes of course, you still need some indication which specific dead animal it is. Wasn't trying to say anything else.
You could make a feature request in the TWBT thread.
Title: Re: [0.40.13v00] Phoebus' Graphic Set (DF Version Updated)
Post by: LeoCean on October 21, 2014, 02:26:01 pm
Even if you made a feature request mifki may not know the answer and the answer may be you can already do it because there are those sort of "commands" in the readme. And asking mifki who doesn't actually mod that stuff would be pointless.

You won't be able to set individual corpses though, it will likely have to be one corpse look for each letter or tile that is used and most likely when they are in cages they will look like those lumps of meat. But I kind of prefer it over the letters. I'd do it/ try it but I'm a tad too lazy to work on df atm.
Title: Re: [0.40.13v00] Phoebus' Graphic Set (DF Version Updated)
Post by: Chimerat on October 25, 2014, 05:55:48 pm
I suspect we, at the very least, require a stepladder image for this to be compatible with 40.14?
Title: Re: [0.40.13v00] Phoebus' Graphic Set (DF Version Updated)
Post by: Kamamura on October 25, 2014, 08:26:16 pm
Also, a schlobism. Nice, round one.
Title: Re: [0.40.13v00] Phoebus' Graphic Set (DF Version Updated)
Post by: ptb_ptb on October 26, 2014, 05:59:59 am
I suspect we, at the very least, require a stepladder image for this to be compatible with 40.14?

In the Phoebus' Graphics Set raw files:
creature_next_underground.txt, creature_standard.txt and creature_subterranean.txt
[LIKES_FIGHTING]
should be removed from a bunch of creatures.

And in item_tool.txt the stepladder details need to be added to the end. It uses 'TILE:158' but I have no idea what to do with that.

I didn't check the 'inorganic_*.txt' files because it seems very unlikely they will have changed.
Title: Re: [0.40.13v00] Phoebus' Graphic Set (DF Version Updated)
Post by: fricy on October 26, 2014, 06:10:26 am
I suspect we, at the very least, require a stepladder image for this to be compatible with 40.14?
In the Phoebus' Graphics Set raw files:
creature_next_underground.txt, creature_standard.txt and creature_subterranean.txt
[LIKES_FIGHTING]
should be removed from a bunch of creatures.
And in item_tool.txt the stepladder details need to be added to the end. It uses 'TILE:158' but I have no idea what to do with that.
I didn't check the 'inorganic_*.txt' files because it seems very unlikely they will have changed.
Plus add stepladder to entity_default.
https://github.com/fricy/Phoebus/releases
Title: Re: [0.40.13v00] Phoebus' Graphic Set (DF Version Updated)
Post by: Badger Storm on October 27, 2014, 04:00:15 am
I have been trying to install this pack for the latest version, but I don't know how to.  For one, I have no idea what it means to unzip a file "over" something.  Then it says to run DF_Phoebus_Init_Updater.bat.  This file literally does not exist - I searched for it on the entire computer and found nothing close to it.  I've never even heard of a .bat file!  Even if I do eventually get those graphics installed, I don't quite know how to update my current saves.  Do I just move their folders over to the new one?

I currently have the two separate folders, the vanilla DF folder and the Phoebus pack, sitting separately in my applications.  Can ANYONE help me out, please?  This is incredibly frustrating.
Title: Re: [0.40.13v00] Phoebus' Graphic Set (DF Version Updated)
Post by: Chimerat on October 27, 2014, 06:28:26 am
I have been trying to install this pack for the latest version, but I don't know how to.  For one, I have no idea what it means to unzip a file "over" something.  Then it says to run DF_Phoebus_Init_Updater.bat.  This file literally does not exist - I searched for it on the entire computer and found nothing close to it.  I've never even heard of a .bat file!  Even if I do eventually get those graphics installed, I don't quite know how to update my current saves.  Do I just move their folders over to the new one?

I currently have the two separate folders, the vanilla DF folder and the Phoebus pack, sitting separately in my applications.  Can ANYONE help me out, please?  This is incredibly frustrating.
I haven't yet tried to update to 40.14 here (found another tileset that officially has a link to a 40.14 version).

For previous versions, though, I just extracted the new version in its own folder, copied over the save files and then ran the updater. (It took me a while to find too. The updater is in the Phoebus folder. There should be two update files, if memory serves.)
Title: Re: [0.40.13v00] Phoebus' Graphic Set (DF Version Updated)
Post by: Badger Storm on October 27, 2014, 06:45:04 am
I definitely appreciate your answer.  There are a few sub-folders in the Phoebus folder (including one named Phoebus itself) and I'm rummaging through them, but I can't seem to find any updaters.  I see:

Phoebus:

Raw-> graphics & objects -> what looks to be mostly graphics sheets and a few init files

Data -> art & init

Is it in one of the init files?

Title: Re: [0.40.13v00] Phoebus' Graphic Set (DF Version Updated)
Post by: Chimerat on October 27, 2014, 07:30:17 am
I definitely appreciate your answer.  There are a few sub-folders in the Phoebus folder (including one named Phoebus itself) and I'm rummaging through them, but I can't seem to find any updaters.  I see:

Phoebus:

Raw-> graphics & objects -> what looks to be mostly graphics sheets and a few init files

Data -> art & init

Is it in one of the init files?
Okay... Checking the 40.13 folder I still have on the desktop. The "df_phoebus_init_updater" and "df_savegame_updater" files are in the same main folder as the "Dwarf Fortress.exe" file. And the data, raw and sdl folders.

Hope that helps.
Title: Re: [0.40.13v00] Phoebus' Graphic Set (DF Version Updated)
Post by: Badger Storm on October 27, 2014, 02:49:25 pm
Those files aren't there.  df_osx (which I guess is the 40.14 folder)only has command line, file changes, readme, gamelog, and errorlog. It doesn't have Phoebus anything.   Phoebus-40.14 only has nothing but data and raw folders.

I literally did a search on the entire computer - typed the exact file name in the search bars - and got no results.  This isn't about being unable to find the files, it's about the files not existing at all.  I literally can't install the graphics because I don't have the files to do so.
Title: Re: [0.40.13v00] Phoebus' Graphic Set (DF Version Updated)
Post by: Chimerat on October 27, 2014, 03:03:41 pm
I literally can't install the graphics because I don't have the files to do so.
Which would be why I'm waiting for 40.14 to officially be supported here... Yeah. :-\
Title: Re: [0.40.13v00] Phoebus' Graphic Set (DF Version Updated)
Post by: fricy on October 27, 2014, 03:11:14 pm
Those files aren't there.  df_osx (which I guess is the 40.14 folder)only has command line, file changes, readme, gamelog, and errorlog. It doesn't have Phoebus anything.   Phoebus-40.14 only has nothing but data and raw folders.

I literally did a search on the entire computer - typed the exact file name in the search bars - and got no results.  This isn't about being unable to find the files, it's about the files not existing at all.  I literally can't install the graphics because I don't have the files to do so.
Next time please mention what OS you're using. Forget the .bat file, it's only usable on windows.
I assume you have the zip file I linked to:
1. Extract it into a temporary directory, like downloads/phoebus.
2. Go to phoebus/raw and copy the graphics and object folders. Go to df_osx/raw and paste these folders here overwriting the existing directories
3. Go to phoebus/data/art and copy the contents. Paste these files into df_osx/data/art. Overwrite
4. Go to phoebus/data/init and copy the contents. Paste these files into df_osx/data/init. Overwrite
Done, go play. Check back for the Macnewbie pack sometime this week.
Title: Re: [0.40.13v00] Phoebus' Graphic Set (DF Version Updated)
Post by: Badger Storm on October 27, 2014, 03:24:25 pm
I was actually afraid to let on that I used Mac, because I know it's not well thought of in some circles and I didn't want to get dogpiled.

That would explain why the .bat files weren't showing up!  Following those directions seems to have worked.  Thank you so, so much, Chimerat and fricy <3 

EDIT: There still seem to be a few kinks left.  The animals' sprites won't show up, and the dwarves are shown by something that is weird, ugly, and definitely not Phoebus.  I noticed that not all the graphics files in vanilla asked if I wanted to overwrite them - perhaps there are extra files left over that I need to ditch?  I know those ugly dwarf sprites are from vanilla, but I think I deleted the file with 'em and they're still showing up.  I'm including a screenshot.

(http://i12.photobucket.com/albums/a249/Evanji/Screenshot2014-10-27at50008PM.png)

If you want to take it to PMs or even Skype that's fine, because I feel bad for clogging up the thread with my incompetence.
Title: Re: [0.40.13v00] Phoebus' Graphic Set (DF Version Updated)
Post by: dwarf_reform on October 27, 2014, 04:37:01 pm
Its terrifying how dependent I am on Phoebus.. It was inevitable. DF 40.14 isn't released in my world until it says '[0.40.14v00] Phoebus' Graphic Set' here :>

Also, it seems like true DF fans aren't the type of imbeciles to bear their teeth and think less of someone based on what type of technology they use :) You use what you like best! (or what cruel fate and finance has forced upon you, in my case)

Give us stepladders and emotional dwarves or give us death!
Title: Re: [0.40.13v00] Phoebus' Graphic Set (DF Version Updated)
Post by: Badger Storm on October 27, 2014, 05:04:45 pm
Now I literally have drumsticks just flying around and claiming to be lungfish when I mouse over them.  This is actually more amusing than annoying.  I probably do need to wait a little bit and then try reinstalling Phoebus, because I've a feeling there are at least a few kinks still being worked out.

Title: Re: [0.40.13v00] Phoebus' Graphic Set (DF Version Updated)
Post by: fricy on October 27, 2014, 05:08:58 pm
EDIT: There still seem to be a few kinks left.  The animals' sprites won't show up, and the dwarves are shown by something that is weird, ugly, and definitely not Phoebus.  I noticed that not all the graphics files in vanilla asked if I wanted to overwrite them - perhaps there are extra files left over that I need to ditch?  I know those ugly dwarf sprites are from vanilla, but I think I deleted the file with 'em and they're still showing up.  I'm including a screenshot.
If you generated a world previously with ascii you need to update the saves too:
copy the raws (graphics and objects) to data/save/regionx/raw
Title: Re: [0.40.13v00] Phoebus' Graphic Set (DF Version Updated)
Post by: Gukag on October 27, 2014, 05:09:32 pm
Plus add stepladder to entity_default.
https://github.com/fricy/Phoebus/releases

I literally just created a world with this version installed, and it seems to be working so far.
Title: Re: [0.40.13v00] Phoebus' Graphic Set (DF Version Updated)
Post by: Badger Storm on October 27, 2014, 05:44:07 pm
Just imported over my worlds from the previous version; they seem to work perfectly!

Thank you to everyone for fielding my questions.
Title: [0.40.14v00] Phoebus' Graphic Set (DF Version Updated)
Post by: Phoebus on October 29, 2014, 12:20:36 am
*Updated* 0.40.14v00
Updated to Dwarf Fortress 0.40.14.
Title: Re: [0.40.14v00] Phoebus' Graphic Set (DF Version Updated)
Post by: Phoebus on October 29, 2014, 12:22:26 am
Sorry for the slowness. :(
Title: Re: [0.40.14v00] Phoebus' Graphic Set (DF Version Updated)
Post by: Chimerat on October 29, 2014, 06:13:56 am
*Updated* 0.40.14v00
Updated to Dwarf Fortress 0.40.14.

Twilight would say it better than me (https://www.youtube.com/watch?v=Jpgy21r_dRE), but YES! :D
Title: Re: [0.40.14v00] Phoebus' Graphic Set (DF Version Updated)
Post by: Kuikka on October 29, 2014, 08:27:16 am
An update was completed! Let's go see it! #weirdsoundsensereference
Title: Re: [0.40.14v00] Phoebus' Graphic Set (DF Version Updated)
Post by: TheHossofMoss on October 30, 2014, 09:06:46 am
Sorry for the slowness. :(

You have always updated stuff very quickly. This random "slow" update should not change anybody's opinion of you!
Title: [0.40.15v00] Phoebus' Graphic Set (DF Version Updated)
Post by: Phoebus on November 06, 2014, 01:16:17 am
*Updated* 0.40.15v00
Updated to Dwarf Fortress 0.40.15.
(No RAW Changes)
Title: Re: [0.40.15v00] Phoebus' Graphic Set (DF Version Updated)
Post by: Phoebus on November 06, 2014, 01:21:11 am
I've updated the Linux links on DFFD. They now link to King Mir's file listing.
Title: Re: [0.40.15v00] Phoebus' Graphic Set (DF Version Updated)
Post by: King Mir on November 12, 2014, 08:18:20 pm
*Updated Linux version to 0.40.16*
Title: [0.40.16v00] Phoebus' Graphic Set (DF Version Updated)
Post by: Phoebus on November 13, 2014, 12:45:27 pm
*Updated* 0.40.16v00
Updated to Dwarf Fortress 0.40.16.
(No RAW Changes)
Title: Re: [0.40.16v00] Phoebus' Graphic Set (DF Version Updated)
Post by: Badger Storm on November 14, 2014, 08:02:51 am
Is this up for OSX yet?  If not, when can I expect such?
Title: Re: [0.40.16v00] Phoebus' Graphic Set (DF Version Updated)
Post by: ptb_ptb on November 14, 2014, 08:30:18 am
Is this up for OSX yet?  If not, when can I expect such?
As there are no raw changes, can't you just use the 0.40.15 one?
Title: Re: [0.40.16v00] Phoebus' Graphic Set (DF Version Updated)
Post by: fricy on November 14, 2014, 08:46:06 am
Is this up for OSX yet?  If not, when can I expect such?
You can extract 40.16 into Macnewbie next to the existing 'Dwarf Fortress' folder, copy you save into 40.16, and the launcher will detect it and prompt which version you want to play with. Since there are no changes to the the raws or the keybinds you can install any settings you like. I'll post a layout for Therapist as soon as possible.
Just keep a backup of your saves from 40.15, without backing up once you make a save there's no going back.
Title: Re: [0.40.16v00] Phoebus' Graphic Set (DF Version Updated)
Post by: Badger Storm on November 14, 2014, 03:32:13 pm
That worked nicely uvu Thanks!
Title: Re: [0.40.16v00] Phoebus' Graphic Set (DF Version Updated)
Post by: TheHossofMoss on November 18, 2014, 03:59:51 pm
Hey y'all,

Which one of these do I need to use so that the music still plays? I play the pre-installed package and it has my music disabled.
Title: Re: [0.40.16v00] Phoebus' Graphic Set (DF Version Updated)
Post by: Phoebus on November 18, 2014, 06:32:26 pm
Hey y'all,

Which one of these do I need to use so that the music still plays? I play the pre-installed package and it has my music disabled.
Open the file: DF_Phoebus_40_16v00\data\init\init.txt
Edit [SOUND:NO] to [SOUND:YES], save and restart DF.
You'll also need to do that again after you run the init_updater.
Title: Re: [0.40.16v00] Phoebus' Graphic Set (DF Version Updated)
Post by: Badger Storm on November 19, 2014, 02:44:09 pm
When can we expect 40.16 for OSX?  I don't mean to rush you.
Title: Re: [0.40.16v00] Phoebus' Graphic Set (DF Version Updated)
Post by: TheHossofMoss on November 19, 2014, 03:16:45 pm
Hey y'all,

Which one of these do I need to use so that the music still plays? I play the pre-installed package and it has my music disabled.
Open the file: DF_Phoebus_40_16v00\data\init\init.txt
Edit [SOUND:NO] to [SOUND:YES], save and restart DF.
You'll also need to do that again after you run the init_updater.

Hey thank you. What do I need to do again? Save and restart DF after I use the init_updater?

<EDIT> Nevermind! I figured it out. Thanks for your help!!!
Title: Re: [0.40.16v00] Phoebus' Graphic Set (DF Version Updated)
Post by: Phoebus on November 19, 2014, 11:13:18 pm
When can we expect 40.16 for OSX?  I don't mean to rush you.
Never, sorry. I don't have a Mac. I can't properly test an OSX package. I can't know if I'm uploading a broken package. I wouldn't know how to fix it if I knew it was broken. It's kind of pointless.
Did you try downloading the smaller, not pre-installed, package and install it on the vanilla Mac release?

<EDIT> Nevermind! I figured it out. Thanks for your help!!!
You're welcome! :)
Title: [0.40.17v00] Phoebus' Graphic Set (DF Version Updated)
Post by: Phoebus on November 19, 2014, 11:24:43 pm
*Updated* 0.40.17v00
Updated to Dwarf Fortress 0.40.17.
(No RAW changes)
Title: Re: [0.40.17v00] Phoebus' Graphic Set (DF Version Updated)
Post by: Badger Storm on November 20, 2014, 02:46:16 pm
When I downloaded 40.16 I put it in the folder with the LNP and it's been working just fine.  I'll have to see if this works with 40.17, but considering I just got access to updated DFHack I will probably wait a bit until I download 14.17.
Title: [0.40.18v00] Phoebus' Graphic Set (DF Version Updated)
Post by: Phoebus on November 20, 2014, 07:54:30 pm
*Updated* 0.40.18v00
Updated to Dwarf Fortress 0.40.18.
(No RAW changes)
Title: Re: [0.40.18v00] Phoebus' Graphic Set (DF Version Updated)
Post by: Archereon on November 28, 2014, 07:33:02 pm
I assume since the RAWs changed for 40.19, this mod will need to be updated.
Title: Re: [0.40.18v00] Phoebus' Graphic Set (DF Version Updated)
Post by: LeoCean on November 29, 2014, 04:33:36 pm
Until it's updated you can use this https://github.com/fricy/DFgraphics.
Title: [0.40.19v00] Phoebus' Graphic Set (DF Version Updated)
Post by: Phoebus on November 30, 2014, 03:18:12 pm
*Updated* 0.40.19v00
Updated to Dwarf Fortress 0.40.19.
Title: Re: [0.40.19v00] Phoebus' Graphic Set (DF Version Updated)
Post by: Phoebus on November 30, 2014, 03:23:49 pm
DFFD seems down. I could only upload the packages to the Mediafire mirror (http://www.mediafire.com/?2p7axbyagp2ij). Sorry for the inconvenience.
Edit: DFFD is back up. The latest version is now available on both DFFD and MediaFire.

As for the reason it took me so long to do this update? I downloaded 0.40.19 the day it was released, then I got distracted by a squirrel, or a tree falling on my house, or something, and completely forgot that I had to update the graphic pack. I blame the elves.
Title: Re: [0.40.19v00] Phoebus' Graphic Set (DF Version Updated)
Post by: Badger Storm on November 30, 2014, 08:03:10 pm
The 40.19 Phoebus /data/init folder has two sub folders, plain "phoebus" and "phoebus nott".  Which one should I copy/paste into the df_osx files?

EDIT: Tried to paste in the regular phoebus inits, and when I got "Not found: data/art/Phoebus_16x16.png" and then it immediately crashes before the game even starts.  What's going on?

EDIT:EDIT: Seem to have the graphics working fine, but I haven't got the Phoebus font.  It was not letting me put the Phoebus font file in because it was "in use" for whatever reason, but when I did get it in, it just made this real small, ugly font.

I think I might just want to re-install both the game and the graphics entirely,
Title: Re: [0.40.19v00] Phoebus' Graphic Set (DF Version Updated)
Post by: Phoebus on November 30, 2014, 08:49:29 pm
The 40.19 Phoebus /data/init folder has two sub folders, plain "phoebus" and "phoebus nott".  Which one should I copy/paste into the df_osx files?

EDIT: Tried to paste in the regular phoebus inits, and when I got "Not found: data/art/Phoebus_16x16.png" and then it immediately crashes before the game even starts.  What's going on?

EDIT:EDIT: Seem to have the graphics working fine, but I haven't got the Phoebus font.  It was not letting me put the Phoebus font file in because it was "in use" for whatever reason, but when I did get it in, it just made this real small, ugly font.

I think I might just want to re-install both the game and the graphics entirely,
The difference between the two subfolders is "phoebus nott" has TrueType disabled.

Maybe OSX doesn't like the truetype font, you might want to try the "nott" inits.
Title: Re: [0.40.19v00] Phoebus' Graphic Set (DF Version Updated)
Post by: se5a on December 09, 2014, 03:08:36 pm
So I've started messing around in adventure mode, however I'm having a hard time with the map, is there a  Phoebus graphics legend for the map anywhere?
Title: Re: [0.40.19v00] Phoebus' Graphic Set (DF Version Updated)
Post by: dwarf_reform on December 18, 2014, 01:29:47 am
There is a viewable legend in-game in the '?' Help screen that should show some helpful tiles + descriptions.. Hope it helps (at least a little, haha..)
Title: [0.40.20v00] Phoebus' Graphic Set (DF Version Updated)
Post by: Phoebus on December 18, 2014, 11:55:32 pm
*Updated* 0.40.20v00
Updated to Dwarf Fortress 0.40.20.
(No RAW changes)
Title: Re: [0.40.19v00] Phoebus' Graphic Set (DF Version Updated)
Post by: se5a on December 19, 2014, 08:05:58 am
There is a viewable legend in-game in the '?' Help screen that should show some helpful tiles + descriptions.. Hope it helps (at least a little, haha..)

pretty sure that only has the normal view tiles, not any of the travel map tiles. I could be wrong though, i'll double check when I retire this fort thats currently under siege.
Title: Re: [0.40.20v00] Phoebus' Graphic Set (DF Version Updated)
Post by: Badger Storm on December 19, 2014, 02:47:32 pm
I've been working on modding some creatures.  Is there any way to make little graphics for them?
Title: Re: [0.40.20v00] Phoebus' Graphic Set (DF Version Updated)
Post by: LeoCean on December 19, 2014, 05:01:28 pm
I've been working on modding some creatures.  Is there any way to make little graphics for them?

Do you mean you want Phoebus to make you those graphics or do you mean just giving them graphics like most of the other creatures have? If so it isn't that hard, though I don't think I could explain it atm.

For one of the creatures I made I just did this, it is based off of the cave dragoon. That's all that is required to give it a image.

[CREATURE_GRAPHICS:DRAGOON] <-- It's name in raw\objects _creature.txt
   [DEFAULT:MAGNUT_NU:2:6:AS_IS:DEFAULT]
   [CHILD:MAGNUT_NU:3:6:AS_IS:DEFAULT]
   [TRAINED_HUNTER:MAGNUT_NU:2:6:AS_IS:DEFAULT]
   [TRAINED_WAR:MAGNUT_NU:2:6:AS_IS:DEFAULT]

And that is the dragon looking image/tile in the \raw\graphics\magnut folder of spacefox/ phoebus.
Title: [0.40.21v00] Phoebus' Graphic Set (DF Version Updated)
Post by: Phoebus on December 19, 2014, 07:37:06 pm
*Updated* 0.40.21v00
Updated to Dwarf Fortress 0.40.21.
(No RAW changes)
Title: Re: [0.40.21v00] Phoebus' Graphic Set (DF Version Updated)
Post by: MaximumZero on December 19, 2014, 08:07:21 pm
Aaaand downloaded. Holy super speed, Phoebus-man!
Title: Re: [0.40.20v00] Phoebus' Graphic Set (DF Version Updated)
Post by: Badger Storm on December 20, 2014, 04:39:39 pm
I've been working on modding some creatures.  Is there any way to make little graphics for them?

Do you mean you want Phoebus to make you those graphics or do you mean just giving them graphics like most of the other creatures have? If so it isn't that hard, though I don't think I could explain it atm.

For one of the creatures I made I just did this, it is based off of the cave dragoon. That's all that is required to give it a image.

[CREATURE_GRAPHICS:DRAGOON] <-- It's name in raw\objects _creature.txt
   [DEFAULT:MAGNUT_NU:2:6:AS_IS:DEFAULT]
   [CHILD:MAGNUT_NU:3:6:AS_IS:DEFAULT]
   [TRAINED_HUNTER:MAGNUT_NU:2:6:AS_IS:DEFAULT]
   [TRAINED_WAR:MAGNUT_NU:2:6:AS_IS:DEFAULT]

And that is the dragon looking image/tile in the \raw\graphics\magnut folder of spacefox/ phoebus.

I see that.  So if I wanted to use the wolf image for my dire wolf (hey, it's more similar than moose and deer), I'd go to the creature graphics raws in the phoebus folder, type in "WOLF, DIRE" under creature graphics, and then just copy/paste the settings for wolf into that?

I don't expect Phoebus to make little sprites for me (heaven knows he must be busy enough), but I do want to know if it would be possible to make custom sprites to add into Phoebus. 
Title: Re: [0.40.21v00] Phoebus' Graphic Set (DF Version Updated)
Post by: CLA on December 20, 2014, 05:05:50 pm
So if I wanted to use the wolf image for my dire wolf (hey, it's more similar than moose and deer), I'd go to the creature graphics raws in the phoebus folder, type in "WOLF, DIRE" under creature graphics, and then just copy/paste the settings for wolf into that?

Basically, yes. You make sure your custom creature exists (is in the raws, you have a new world generated, etc), and then make a new entry in the creature graphic files with your creature name and point it to the same position the wolf has on phoebus' graphic set. Or you add your own little sprites with a corresponding text file.

Here's a more detailed documentation, by the way:
http://dwarffortresswiki.org/index.php/Graphic_set
Title: Re: [0.40.21v00] Phoebus' Graphic Set (DF Version Updated)
Post by: Badger Storm on December 20, 2014, 05:50:42 pm
So in order to get the coordinates to read correctly, do I need to make the image an exact multiple of 16?  Honestly, I think spriting might be the hardest part.  I can draw pretty well - I have an art degree, in fact - but pixel-by-pixel work is very different from pencil and paper drawing.
Title: Re: [0.40.21v00] Phoebus' Graphic Set (DF Version Updated)
Post by: starburst98 on December 21, 2014, 08:54:11 am
where can i get the old 34.11v01 ? all the "old version" links have only up to 34.11v00.
Title: Re: [0.40.21v00] Phoebus' Graphic Set (DF Version Updated)
Post by: Phoebus on December 21, 2014, 12:36:31 pm
where can i get the old 34.11v01 ? all the "old version" links have only up to 34.11v00.
I've just uploaded 0.34.11v01 on the MediaFire 0.34 archive (http://www.mediafire.com/?6a465xis5it22). Enjoy.
Title: Re: [0.40.21v00] Phoebus' Graphic Set (DF Version Updated)
Post by: Centigrade on December 22, 2014, 03:32:07 am
Does the 40.21 version work with 40.22?
Title: Re: [0.40.21v00] Phoebus' Graphic Set (DF Version Updated)
Post by: PeridexisErrant on December 22, 2014, 04:08:14 am
where can i get the old 34.11v01 ? all the "old version" links have only up to 34.11v00.
I've just uploaded 0.34.11v01 on the MediaFire 0.34 archive (http://www.mediafire.com/?6a465xis5it22). Enjoy.

Yes.  There are no raw changes since 40.19, so it's compatible.
Title: [0.40.22v00] Phoebus' Graphic Set (DF Version Updated)
Post by: Phoebus on December 24, 2014, 08:26:33 am
*Updated* 0.40.22v00
Updated to Dwarf Fortress 0.40.22.
(No RAW changes)
Title: Re: [0.40.22v00] Phoebus' Graphic Set (DF Version Updated)
Post by: Shonai_Dweller on December 24, 2014, 06:57:07 pm
I guess this won't work with 40_23 as Toady mentions raw typo fixes?
Title: [0.40.23v00] Phoebus' Graphic Set (DF Version Updated)
Post by: Phoebus on December 25, 2014, 12:23:03 am
*Updated* 0.40.23v00
Updated to Dwarf Fortress 0.40.23.
Title: Re: [0.40.23v00] Phoebus' Graphic Set (DF Version Updated)
Post by: Shonai_Dweller on December 25, 2014, 04:29:49 am
Woohoo. It's like Christmas...
Title: [0.40.24v00] Phoebus' Graphic Set
Post by: Phoebus on January 07, 2015, 11:29:51 pm
*Updated* 0.40.24v00
Updated to Dwarf Fortress 0.40.24.
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: BuGGaTon on January 08, 2015, 11:37:25 am
Kudos for the lightning fast update, Phoebus!  Changed to this a couple of years ago and couldn't imagine DF any other way :)
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: TheHossofMoss on January 09, 2015, 03:16:43 pm
The Phoebus rises, once again!
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: Badger Storm on January 10, 2015, 01:07:50 pm
I have installed the graphics into 40.24 just as the instructions say, yet when I attempt to gen a new world, this white rectangle comes up and the game freezes completely.  Said rectangle covers everything on the screen underneath it.

This is a fresh install, no DFHack or anything, and without the graphics this doesn't happen.  It happens whether or not I use the phoebus_nott version.  What's going on here?

EDIT: And for once I haven't modded a single thing.  I also tried to install Phoebus on a fresh second installation, and the exact same thing happened.  The intro movie is off in d_init.  I seriously cannot think of anything that could be causing this.  The last time I "resolved" this by just using the MacNewbie pack, but 40.23 turned out to have so many bugs that it was intolerable, and Mantis was no help at all.  I'm starting to despair of ever moving past 40.19.
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: Phoebus on January 10, 2015, 04:24:37 pm
I have installed the graphics into 40.24 just as the instructions say, yet when I attempt to gen a new world, this white rectangle comes up and the game freezes completely.  Said rectangle covers everything on the screen underneath it.

This is a fresh install, no DFHack or anything, and without the graphics this doesn't happen.  It happens whether or not I use the phoebus_nott version.  What's going on here?

EDIT: And for once I haven't modded a single thing.  I also tried to install Phoebus on a fresh second installation, and the exact same thing happened.  The intro movie is off in d_init.  I seriously cannot think of anything that could be causing this.  The last time I "resolved" this by just using the MacNewbie pack, but 40.23 turned out to have so many bugs that it was intolerable, and Mantis was no help at all.  I'm starting to despair of ever moving past 40.19.
I can't even.
This kind of situation is the reason why I'm not releasing an OSX version. I can't test the OSX release, or reproduce and fix OSX specific problems.
I wish I could help. Sorry. :(

Edit: I don't even have a clue what could be the cause of the problem. I'd have to debug the hard way, by installing every modded file, one by one, on a fresh install, and test the game after installing each and every single file, to find which file(s) cause the crash. Then try add/remove every modification in the file(s), one by one, until I find which line(s) cause the crash. Then try to guess why that file/line makes the game crash. Fun times.
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: lethosor on January 10, 2015, 05:32:50 pm
I have installed the graphics into 40.24 just as the instructions say, yet when I attempt to gen a new world, this white rectangle comes up and the game freezes completely.  Said rectangle covers everything on the screen underneath it.

This is a fresh install, no DFHack or anything, and without the graphics this doesn't happen.  It happens whether or not I use the phoebus_nott version.  What's going on here?

EDIT: And for once I haven't modded a single thing.  I also tried to install Phoebus on a fresh second installation, and the exact same thing happened.  The intro movie is off in d_init.  I seriously cannot think of anything that could be causing this.  The last time I "resolved" this by just using the MacNewbie pack, but 40.23 turned out to have so many bugs that it was intolerable, and Mantis was no help at all.  I'm starting to despair of ever moving past 40.19.
Is there anything in errorlog.txt? The "white box" is usually a DF error message - see this report (http://www.bay12games.com/dwarves/mantisbt/view.php?id=8721). Typically problems like this are due to faulty raws or a faulty installation (or both).

I can't even.
This kind of situation is the reason why I'm not releasing an OSX version. I can't test the OSX release, or reproduce and fix OSX specific problems.
I wish I could help. Sorry. :(
You could try following those installation instructions on a fresh copy of DF (I'm assuming this is easier for you than me, since you already have a copy of Phoebus :) ) and see if the issue reproduces for you. If not, it's probably an installation problem. I can try to reproduce it as well, although I'm not sure how soon I'll be able to.
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: Badger Storm on January 10, 2015, 05:44:43 pm
Honestly, I keep forgetting the errorlog exists.  In it, I found this:

Code: [Select]
undefined local plant material set to default: ROOT_MUCK SEED
undefined local plant material set to default: TUBER_BLOATED SEED
*** Error(s) finalizing the creature FLESH_BALL
undefined local creature material set to default: FLESH_BALL MUSCLE
*** Error(s) finalizing the creature POND_GRABBER
undefined local creature material set to default: POND_GRABBER CLAW
*** Error(s) finalizing the creature CAVE_FLOATER
undefined local creature material set to default: CAVE_FLOATER LEATHER
*** Error(s) finalizing the creature CAVE_BLOB
undefined local creature material set to default: CAVE_BLOB LEATHER
*** Error(s) finalizing the creature WAMBLER_FLUFFY
undefined local creature material set to default: WAMBLER_FLUFFY TALLOW
undefined local creature material set to default: WAMBLER_FLUFFY LEATHER
undefined local creature material set to default: WAMBLER_FLUFFY FAT
undefined local creature material set to default: WAMBLER_FLUFFY HAIR
*** Error(s) finalizing the creature MUSSEL
undefined local creature material set to default: MUSSEL TALLOW
undefined local creature material set to default: MUSSEL LEATHER
*** Error(s) finalizing the creature OYSTER
undefined local creature material set to default: OYSTER TALLOW
undefined local creature material set to default: OYSTER LEATHER
*** Error(s) finalizing the creature PANGOLIN
undefined local creature material set to default: PANGOLIN SKIN
*** Error(s) finalizing the creature PANGOLIN_MAN
undefined local creature material set to default: PANGOLIN_MAN SKIN
*** Error(s) finalizing the creature GIANT_PANGOLIN
undefined local creature material set to default: GIANT_PANGOLIN SKIN
*** Error(s) found in the file "data/save/region1/raw/objects/creature_riverlakepool_new.txt"
BEAVER:Unrecognized Creature Token: ANY_TEMPERATE_SWAMP
BEAVER_MAN:Unrecognized Creature Token: ANY_TEMPERATE_SWAMP
GIANT_BEAVER:Unrecognized Creature Token: ANY_TEMPERATE_SWAMP
*** Error(s) found in the file "data/save/region1/raw/objects/creature_standard.txt"
AQUILOUP:Unrecognized Creature Caste Body Gloss Token: TALON
AQUILOUP:Attack SCRATCH seems to have correct format but could not find proper BPs in any caste, so not added
undefined local plant material set to default: ROOT_MUCK SEED
undefined local plant material set to default: TUBER_BLOATED SEED
*** Error(s) finalizing the creature FLESH_BALL
undefined local creature material set to default: FLESH_BALL MUSCLE
*** Error(s) finalizing the creature POND_GRABBER
undefined local creature material set to default: POND_GRABBER CLAW
*** Error(s) finalizing the creature CAVE_FLOATER
undefined local creature material set to default: CAVE_FLOATER LEATHER
*** Error(s) finalizing the creature CAVE_BLOB
undefined local creature material set to default: CAVE_BLOB LEATHER
*** Error(s) finalizing the creature WAMBLER_FLUFFY
undefined local creature material set to default: WAMBLER_FLUFFY TALLOW
undefined local creature material set to default: WAMBLER_FLUFFY LEATHER
undefined local creature material set to default: WAMBLER_FLUFFY FAT
undefined local creature material set to default: WAMBLER_FLUFFY HAIR
*** Error(s) finalizing the creature MUSSEL
undefined local creature material set to default: MUSSEL TALLOW
undefined local creature material set to default: MUSSEL LEATHER
*** Error(s) finalizing the creature OYSTER
undefined local creature material set to default: OYSTER TALLOW
undefined local creature material set to default: OYSTER LEATHER
*** Error(s) finalizing the creature AQUILOUP
undefined local creature material set to default: AQUILOUP NAIL
undefined local creature material set to default: AQUILOUP FEATHER
*** Error(s) finalizing the creature FAIRY_DRAGON
undefined local creature material set to default: FAIRY_DRAGON CHITIN
*** Error(s) finalizing the creature PANGOLIN
undefined local creature material set to default: PANGOLIN SKIN
*** Error(s) finalizing the creature PANGOLIN_MAN
undefined local creature material set to default: PANGOLIN_MAN SKIN
*** Error(s) finalizing the creature GIANT_PANGOLIN
undefined local creature material set to default: GIANT_PANGOLIN SKIN
*** Error(s) found in the file "data/save/region1/raw/objects/creature_riverlakepool_new.txt"
BEAVER:Unrecognized Creature Token: ANY_TEMPERATE_SWAMP
BEAVER_MAN:Unrecognized Creature Token: ANY_TEMPERATE_SWAMP
GIANT_BEAVER:Unrecognized Creature Token: ANY_TEMPERATE_SWAMP
*** Error(s) found in the file "data/save/region1/raw/objects/creature_standard.txt"
AQUILOUP:Unrecognized Creature Caste Body Gloss Token: TALON
AQUILOUP:Attack SCRATCH seems to have correct format but could not find proper BPs in any caste, so not added
undefined local plant material set to default: ROOT_MUCK SEED
undefined local plant material set to default: TUBER_BLOATED SEED
*** Error(s) finalizing the creature FLESH_BALL
undefined local creature material set to default: FLESH_BALL MUSCLE
*** Error(s) finalizing the creature POND_GRABBER
undefined local creature material set to default: POND_GRABBER CLAW
*** Error(s) finalizing the creature CAVE_FLOATER
undefined local creature material set to default: CAVE_FLOATER LEATHER
*** Error(s) finalizing the creature CAVE_BLOB
undefined local creature material set to default: CAVE_BLOB LEATHER
*** Error(s) finalizing the creature WAMBLER_FLUFFY
undefined local creature material set to default: WAMBLER_FLUFFY TALLOW
undefined local creature material set to default: WAMBLER_FLUFFY LEATHER
undefined local creature material set to default: WAMBLER_FLUFFY FAT
undefined local creature material set to default: WAMBLER_FLUFFY HAIR
*** Error(s) finalizing the creature MUSSEL
undefined local creature material set to default: MUSSEL TALLOW
undefined local creature material set to default: MUSSEL LEATHER
*** Error(s) finalizing the creature OYSTER
undefined local creature material set to default: OYSTER TALLOW
undefined local creature material set to default: OYSTER LEATHER
*** Error(s) finalizing the creature AQUILOUP
undefined local creature material set to default: AQUILOUP NAIL
undefined local creature material set to default: AQUILOUP FEATHER
*** Error(s) finalizing the creature FAIRY_DRAGON
undefined local creature material set to default: FAIRY_DRAGON CHITIN
*** Error(s) finalizing the creature PANGOLIN
undefined local creature material set to default: PANGOLIN SKIN
*** Error(s) finalizing the creature PANGOLIN_MAN
undefined local creature material set to default: PANGOLIN_MAN SKIN
*** Error(s) finalizing the creature GIANT_PANGOLIN
undefined local creature material set to default: GIANT_PANGOLIN SKIN
*** Error(s) found in the file "data/save/region3/raw/objects/creature_standard.txt"
AQUILOUP:Unrecognized Creature Caste Body Gloss Token: TALON
AQUILOUP:Attack SCRATCH seems to have correct format but could not find proper BPs in any caste, so not added
*** Error(s) found in the file "data/save/region3/raw/objects/creature_tropical_new.txt"
BONGO:Attack HGORE seems to have correct format but could not find proper BPs in any caste, so not added
BONGO:Unrecognized Creature Token: [SET_TL_GROUP
BONGO Color Mod Ending With (CHESTNUT,1) Was Not Used
undefined local plant material set to default: ROOT_MUCK SEED
undefined local plant material set to default: TUBER_BLOATED SEED
*** Error(s) finalizing the creature FLESH_BALL
undefined local creature material set to default: FLESH_BALL MUSCLE
*** Error(s) finalizing the creature POND_GRABBER
undefined local creature material set to default: POND_GRABBER CLAW
*** Error(s) finalizing the creature CAVE_FLOATER
undefined local creature material set to default: CAVE_FLOATER LEATHER
*** Error(s) finalizing the creature CAVE_BLOB
undefined local creature material set to default: CAVE_BLOB LEATHER
*** Error(s) finalizing the creature WAMBLER_FLUFFY
undefined local creature material set to default: WAMBLER_FLUFFY TALLOW
undefined local creature material set to default: WAMBLER_FLUFFY LEATHER
undefined local creature material set to default: WAMBLER_FLUFFY FAT
undefined local creature material set to default: WAMBLER_FLUFFY HAIR
*** Error(s) finalizing the creature MUSSEL
undefined local creature material set to default: MUSSEL TALLOW
undefined local creature material set to default: MUSSEL LEATHER
*** Error(s) finalizing the creature OYSTER
undefined local creature material set to default: OYSTER TALLOW
undefined local creature material set to default: OYSTER LEATHER
*** Error(s) finalizing the creature AQUILOUP
undefined local creature material set to default: AQUILOUP NAIL
undefined local creature material set to default: AQUILOUP FEATHER
*** Error(s) finalizing the creature FAIRY_DRAGON
undefined local creature material set to default: FAIRY_DRAGON CHITIN
*** Error(s) finalizing the creature PANGOLIN
undefined local creature material set to default: PANGOLIN SKIN
*** Error(s) finalizing the creature PANGOLIN_MAN
undefined local creature material set to default: PANGOLIN_MAN SKIN
*** Error(s) finalizing the creature GIANT_PANGOLIN
undefined local creature material set to default: GIANT_PANGOLIN SKIN
*** Error(s) found in the file "raw/objects/creature_standard.txt"
AQUILOUP:Unrecognized Creature Caste Body Gloss Token: TALON
AQUILOUP:Attack SCRATCH seems to have correct format but could not find proper BPs in any caste, so not added
*** Error(s) found in the file "raw/objects/creature_tropical_new.txt"
BONGO:Attack HGORE seems to have correct format but could not find proper BPs in any caste, so not added
BONGO:Unrecognized Creature Token: [SET_TL_GROUP
BONGO Color Mod Ending With (STRIPES_CHESTNUT_WHITE,1) Was Not Used
undefined local plant material set to default: ROOT_MUCK SEED
undefined local plant material set to default: TUBER_BLOATED SEED
*** Error(s) finalizing the creature FLESH_BALL
undefined local creature material set to default: FLESH_BALL MUSCLE
*** Error(s) finalizing the creature POND_GRABBER
undefined local creature material set to default: POND_GRABBER CLAW
*** Error(s) finalizing the creature CAVE_FLOATER
undefined local creature material set to default: CAVE_FLOATER LEATHER
*** Error(s) finalizing the creature CAVE_BLOB
undefined local creature material set to default: CAVE_BLOB LEATHER
*** Error(s) finalizing the creature WAMBLER_FLUFFY
undefined local creature material set to default: WAMBLER_FLUFFY TALLOW
undefined local creature material set to default: WAMBLER_FLUFFY LEATHER
undefined local creature material set to default: WAMBLER_FLUFFY FAT
undefined local creature material set to default: WAMBLER_FLUFFY HAIR
*** Error(s) finalizing the creature MUSSEL
undefined local creature material set to default: MUSSEL TALLOW
undefined local creature material set to default: MUSSEL LEATHER
*** Error(s) finalizing the creature OYSTER
undefined local creature material set to default: OYSTER TALLOW
undefined local creature material set to default: OYSTER LEATHER
*** Error(s) finalizing the creature AQUILOUP
undefined local creature material set to default: AQUILOUP NAIL
undefined local creature material set to default: AQUILOUP FEATHER
*** Error(s) finalizing the creature FAIRY_DRAGON
undefined local creature material set to default: FAIRY_DRAGON CHITIN
*** Error(s) finalizing the creature PANGOLIN
undefined local creature material set to default: PANGOLIN SKIN
*** Error(s) finalizing the creature PANGOLIN_MAN
undefined local creature material set to default: PANGOLIN_MAN SKIN
*** Error(s) finalizing the creature GIANT_PANGOLIN
undefined local creature material set to default: GIANT_PANGOLIN SKIN

And honestly I'm not sure what to do about those.  I know that I added the temperate swamp biome to the beavers, because lake and river creatures for some reason only ever spawn once, at first embark. Copy/paste fresh raws from the wiki for the ?

Speaking of copying/pasting raws, copying the raws from my 40.19 version seems to have fixed it for now.  Are there any significant differences over the versions?

Considering that MacNewbie could open it just fine, it makes me think the problem is in the installation.
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: lethosor on January 10, 2015, 06:25:30 pm
All right, it seems that the problem is the fact that copying a folder over another folder on OS X overwrites the original folder entirely, and the package only includes some of the files needed by DF. It took me quite a bit of effort to get around it, but I managed to get a new world created successfully. I'll upload the copy of DF shortly.
Edit: For reference, I copied all of the files/folders in these folders in the package into the corresponding folders in the DF folder, overwriting when/if necessary (I did this from the command line without an overwrite confirmation enabled, so I don't know if overwriting anything is necessary):
* raw/graphics
* raw/objects
* data/art
* data/init/phoebus -> data/init (in other words, copy everything from package/data/init/phoebus to DF/data/init)
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: Badger Storm on January 10, 2015, 07:14:27 pm
Yeah, I did all of those - that's just the simple process of installing it.  Or, perhaps, do you think the problem might be caused by modding the raws before generating any worlds?

I don't think I really need to have a world genned for me, seeing as a simple copy-paste of older raws appears to have solved the problem.  Though stderr.txt says something about leaking pools and switching from QuickDraw to Quartz.  Is it really necessary to download Quartz, or is there another workaround?

It's good to have a fix for the short term, but ideally I'd like to learn to prevent it from happening at all and save all of us the headache.  (On that note, bless you and your patience)
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: lethosor on January 10, 2015, 07:24:15 pm
You followed those steps exactly? Could you compare the number of files in raw/objects and data/art in a vanilla DF installation compared to yours? Also, you copied the contents of the folders, not the folders themselves, correct?
At any rate, here (http://dffd.wimbli.com/file.php?id=10418) is what I put together. I managed to generate and load a world successfully with this, which I assume means it's working properly. It uses truetype by default - I don't know if that matters to you, but you can turn it off in init.txt if you like.
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: Badger Storm on January 10, 2015, 08:26:56 pm
For the objects/graphics folders, I had copied the folders themselves - which, honestly, is my mistake, and I ought to have thought of it earlier.  That makes sense, considering the problem is apparently with the raws...and, it would appear that this very simple thing might have solved my problem, once and for all.

Thank you so, so much for bearing with me.  Is there any way I can compensate you?
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: Virtual Russian on February 09, 2015, 05:28:51 pm
Is there by any chance a phoebus tileset for DF v.23 ?  I'm going back to play the old 2d game (for the intense challenge) and want a nice looking tileset.  This is what I currently use, and would like to continue using it.

Edit:  I meant version .23
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: Uggh on February 15, 2015, 05:45:43 am
Did I miss something when you changed the appearance of engravings (using PyLNP 40.24r3)? Now they are not curly double lines but appear to symbolize the engraved pictures which is really nice. HOwever, is it possible to switch back and forth between the two modes? While it is really a fine idea, sometimes it's distracting and I would like to get a simpler view.
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: PeridexisErrant on February 15, 2015, 05:56:07 am
Did I miss something when you changed the appearance of engravings (using PyLNP 40.24r3)? Now they are not curly double lines but appear to symbolize the engraved pictures which is really nice. HOwever, is it possible to switch back and forth between the two modes? While it is really a fine idea, sometimes it's distracting and I would like to get a simpler view.

THis is an init setting; "ENGRAVINGS_START_OBSCURED".  You can change it in the init file, or toggle in-game with d-v.
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: Uggh on February 15, 2015, 06:31:13 am
Thanks, I never noticed that d-v. Has it always been there?

Probably yes, I wonder what else I might have missed.
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: palu on February 17, 2015, 03:30:24 pm
The latest Phoebus in the starter pack (don't know if its been fixed by now) is missing graphics for the gelder.
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: Getdat40 on February 23, 2015, 01:14:14 pm
Thanks, love this graphics pack!
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: MonkeyHead on March 29, 2015, 04:13:44 pm
So, are flowers meant to look like this:


There is something about the black tiles that does not seem right. Is something wrong with my set up that is causing the lack of colour? For reference, they are meadowsweet flowers, and I have dug in the RAW's for that flower, but have no idea which values I should change to experiment with the colour display.
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: LeoCean on March 31, 2015, 03:53:16 am
Did you change the color scheme by any chance? It shouldn't look like that. It'd be best to redownload it to fix it or reinstall it if you are using the starter packs (just the phoebus part).
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: MonkeyHead on March 31, 2015, 04:10:54 am
Did you change the color scheme by any chance? It shouldn't look like that. It'd be best to redownload it to fix it or reinstall it if you are using the starter packs (just the phoebus part).

Thanks for the advice, but...

Did not change the colour scheme. Tried re-downloading the graphics pack and reinstalling it over the file structure in the starter packs, to no avail. This is a literally out of the box problem with either the starter pack or the tileset, and I cant get my head around it. going to try a download of DF without the starter pack in a second and see if I get a difference.

EDIT: Yeah, no difference. A bit of looking around with "k" shows that all other plants, leaves and flowers are displayed correctly - it is only the meadowsweet flowers that are doing the black tile thing. This is not that big a problem, other than the few weeks in summer season where they are literally everywhere.
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: LeoCean on March 31, 2015, 05:30:30 pm
Can you backup your save file then install the spacefox version and see if it's also having that issue? The meadowsweet versions in the text files of those 2 are the same so I'm wondering if it's a phoebus thing or some other thing causing this issue.
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: MonkeyHead on April 01, 2015, 05:48:02 am
Running with Spacefox was... interesting. The meadowsweet was represented by a grey tree like symbol - seemingly also lacking in colour. This suggests the problem might lie with how the meadowsweet is defined in the RAW's rather than it being an issue with either graphics pack. The most probable scenario is that they ware meant to be some kind of white/silver.grey flower, but the way that this set renders it causes the black tile issue. Does anyone know how I would go about experimenting with how this plant is displayed by Pheobus tileset?
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: LeoCean on April 01, 2015, 04:29:13 pm
Thanks I noticed the text file for Spacefox was the same as phoebus in that regards (I had relocated that tree, and had meant to move it back, just never did it... Q_Q It involves tedious stuff). I've no idea why meadowsweet isn't working correctly, maybe it has to be reported to Toady because the color scheme for it is the same as the other grasses next to it in the file.

Can you try adding [DISPLAY_COLOR:6:0:0] or something like that to the plant_grasses file in the area that meadowsweet is and delete the current colors it has or just replace the [] it has with # to comment them out. Or if you could upload your save file cause I don't really want to put much work into this....

Or changing the [GRASS_COLORS:2:0:1:2:0:0:6:0:1:6:0:0] to something like [GRASS_COLORS:2:1:2:1:2:1:6:1:6:1:6:1] it doesn't really matter. The thing should have color it makes no sense, if none of what I just suggest works, then only way I could figure it out is with a save file to easily test solutions. I could just easily open up df and embark in a marsh but I'd have to wait till summer and I'm lazzyyyy while waiting for the next version.
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: MonkeyHead on April 02, 2015, 05:37:32 am
Actually, it turns out its not just meadowsweet. A few different sites seem to all have this issue with some flowers - only some though, which is odd. I am genning a new world at the moment, and if I notice more white/black plant tiles I will identify them, and try fiddling with the RAW's in the manner you suggest and report back.
Title: A generic positive review
Post by: itblobboy on May 11, 2015, 05:10:25 pm
I'd just like to say, thanks! A lot!

I've stubbornly played with the standard texture for the longest time, and it was never a problem with understanding the symbols. However, it did become boring on the eyes after these past years. I spent a while today looking for DF texture packs that are updated and pleasant to look at (I decided to take the liberty to since I had to update to 24 anyway), and the fact that this has a preinstalled DF with texture pack was pretty awesome to see.

I couldn't bring myself to not express my appreciation for this, so know I do!

Sorry if this is considered an unappreciated bump.
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: HammerHand on May 21, 2015, 07:23:28 am
So, are flowers meant to look like this:


There is something about the black tiles that does not seem right. Is something wrong with my set up that is causing the lack of colour? For reference, they are meadowsweet flowers, and I have dug in the RAW's for that flower, but have no idea which values I should change to experiment with the colour display.

I get this, too, but it appears to be specific types of flowers?  Or maybe I only have one kind of flower on my current embark.
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: Pvt. Pirate on September 09, 2015, 04:45:44 am
i like the look, the atmosphere this gives and the customizability,
but sadly it doesnt work well with twbt on a 5:4 screen, as it doesnt allow text to stay the font that i selected in the LNP starter.
also the mousecontrol dfhack doesnt work with this.

great, now it seems i can't get it back to spacefox with default menu text.
i hope overriding my gamefolder with the freshly unpacked LNP folder will both preserve my savegames and i only have to do all the settings again.
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: Aydjile on November 30, 2015, 04:17:47 pm
dear phoebus, the patch is behind the corner. are you gonna be ready for it? shall we await for you to modify it?
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: PeridexisErrant on November 30, 2015, 06:49:13 pm
dear phoebus, the patch is behind the corner. are you gonna be ready for it? shall we await for you to modify it?

There's also Doren's Phoebus graphics (http://www.bay12forums.com/smf/index.php?topic=152698), and Fricy's graphics collection (https://github.com/fricy/Phoebus) if something goes wrong.
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: Max™ on November 30, 2015, 07:26:49 pm
Plus GemSet which is a natively HD and full TWBT set with an emphasis on being crisp and legible.
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: Shonai_Dweller on December 01, 2015, 10:06:30 am
Plus GemSet which is a natively HD and full TWBT set with an emphasis on being crisp and legible.
So...kind of useless really until DfHack catches up with the new release...
 ;)
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: Max™ on December 01, 2015, 10:11:56 am
Still usable with the graphics, and Phoebus makes use of twbt stuff as well.
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: Doren on December 02, 2015, 01:42:39 pm
Phoebus 0.42.01

http://dffd.bay12games.com/file.php?id=11330

It is just a plain merge of older Phoebus with new DF release.
No new features whatsoever. Just sharing what i compiled for myself
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: Moonshadow101 on December 02, 2015, 01:59:39 pm
You're a saint.
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: SirFinbar on December 02, 2015, 02:47:49 pm
Thanks dude.
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: Button on December 02, 2015, 02:56:47 pm
How're the quire/scroll/book graphics in Doren's merge?
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: Doren on December 02, 2015, 03:46:53 pm
How're the quire/scroll/book graphics in Doren's merge?

I gave book binding 8th tile (the one used for books)

Everything else was changed to /'s. Because i have no idea what tiles would look better for them.

Also it seems i messed up the book case. Tile 35 should work better for that
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: PeridexisErrant on December 02, 2015, 06:41:53 pm
Phoebus 0.42.01

http://dffd.bay12games.com/file.php?id=11330

It is just a plain merge of older Phoebus with new DF release.
No new features whatsoever. Just sharing what i compiled for myself

Legend!  Thanks Doren  :D
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: Chimerat on December 03, 2015, 06:16:17 pm
Phoebus 0.42.01

http://dffd.bay12games.com/file.php?id=11330

It is just a plain merge of older Phoebus with new DF release.
No new features whatsoever. Just sharing what i compiled for myself
Sweet. Thanks!  :D
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: Gapmeister on December 03, 2015, 07:38:51 pm
Phoebus 0.42.01

http://dffd.bay12games.com/file.php?id=11330

It is just a plain merge of older Phoebus with new DF release.
No new features whatsoever. Just sharing what i compiled for myself

Thanks for this. I've gone ahead and done the same for the Linux version:

http://dffd.bay12games.com/file.php?id=11354
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: Doren on December 05, 2015, 05:03:11 am
There's a bunch of new professions that weren't present in older versions, like dancers or tavern keepers. Therefore in graphic mode they all are shown in a plain color default look.

upd: whoops,sorry, they are listed in the default graphics_example file already
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: dennislp3 on December 05, 2015, 03:58:03 pm
I went ahead and assigned the new professions with suitable graphics.

This does not add any new graphics I simply assigned what I thought were fitting, already existing, textures to the new professions. it only covers Humans, Dwarves, and Goblins

Just unzip this to your raw/graphics folder

https://www.dropbox.com/s/vao9t7vahfslk2f/graphics.zip?dl=0 (https://www.dropbox.com/s/vao9t7vahfslk2f/graphics.zip?dl=0)

(I will host it at DFFD when i get my activation email from them...which I have been waiting an hour for...)
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: Button on December 06, 2015, 02:02:02 am
Btw, at least as of the version included in the Windows Lazy Newb Pack, I think you missed a few of the new words with diacritic'd vowels. There was an elf whose name started with a minecart in my legends, and another who had a spider in the middle of their name. :D
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: Doren on December 06, 2015, 02:51:46 am
What do you think, would Phoebus mind if we actually added new profesions ourselves?

(http://i.imgur.com/cV4q8C6.png)

Btw, at least as of the version included in the Windows Lazy Newb Pack, I think you missed a few of the new words with diacritic'd vowels. There was an elf whose name started with a minecart in my legends, and another who had a spider in the middle of their name. :D
Yep theres a couple of new words at the end of language_ files and i totally missed it.
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: PeridexisErrant on December 06, 2015, 06:37:50 am
What do you think, would Phoebus mind if we actually added new profesions ourselves?

Not at all - Fricy has been maintaining a fork for ages, and Phoebus hasn't logged in since May this year.

I'd love for community updates to become common, especially those faithful to the style.
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: FortunaDraken on December 06, 2015, 06:44:33 am
Would some kind soul upload a version/send me a link to a version that can be unpacked onto an existing 42.02 game? Already started a new fort and already so tired of the ASCII @_@ How does one update a save game's graphics without PyLNP...cry new versions.
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: Doren on December 06, 2015, 06:55:36 am
Would some kind soul upload a version/send me a link to a version that can be unpacked onto an existing 42.02 game? Already started a new fort and already so tired of the ASCII @_@ How does one update a save game's graphics without PyLNP...cry new versions.

There's df_savegame_updater.bat inside the root folder of Phoebus DF that updates your save's raws.
Only thing you need to do is copy your saves into respective folder
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: Aydjile on December 06, 2015, 07:43:56 am
What do you think, would Phoebus mind if we actually added new profesions ourselves?

i think they are beatifull. and very much cannon to phoebus tileset. go for it!
and i hope everything okay with him. why he didn't logged it for long time?
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: Chimerat on December 06, 2015, 07:54:55 am
What do you think, would Phoebus mind if we actually added new profesions ourselves?

(http://i.imgur.com/cV4q8C6.png)
I can't speak for anyone else, but those are beautiful.

If you're uncertain, you could always release it as a clearly marked modified tileset (like one that's out there with "Text Will be Text".
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: FortunaDraken on December 06, 2015, 06:27:05 pm
Would some kind soul upload a version/send me a link to a version that can be unpacked onto an existing 42.02 game? Already started a new fort and already so tired of the ASCII @_@ How does one update a save game's graphics without PyLNP...cry new versions.

There's df_savegame_updater.bat inside the root folder of Phoebus DF that updates your save's raws.
Only thing you need to do is copy your saves into respective folder
That's good to know, thank-you c: What files though should be copied into a 42.02 folder? Cause the upload a page or so back also has the base game in it of 42.01 and I only want the graphics...
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: Kijiro on December 07, 2015, 03:34:42 pm
Would some kind soul upload a version/send me a link to a version that can be unpacked onto an existing 42.02 game? Already started a new fort and already so tired of the ASCII @_@ How does one update a save game's graphics without PyLNP...cry new versions.

There's df_savegame_updater.bat inside the root folder of Phoebus DF that updates your save's raws.
Only thing you need to do is copy your saves into respective folder
That's good to know, thank-you c: What files though should be copied into a 42.02 folder? Cause the upload a page or so back also has the base game in it of 42.01 and I only want the graphics...

BACK UP YOUR SAVE FILES before you do this. I ran the save file updater and it gave me an error about something being missing whenever I tried to load my saves. Maybe I did it wrong, but I took a save folder for a region that was generated with no graphics pack for 0.42.02. I copied the Pheobus files into the Dwarf Fortress folder and ran the updater (no_TT) .bat, then ran the save game update .bat. After that I couldn't run my save games.
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: Manzeenan on December 07, 2015, 07:26:11 pm
Sooo does someone have a 40.02 updated Phoebus' game? Derp
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: LeoCean on December 07, 2015, 08:23:26 pm
Would some kind soul upload a version/send me a link to a version that can be unpacked onto an existing 42.02 game? Already started a new fort and already so tired of the ASCII @_@ How does one update a save game's graphics without PyLNP...cry new versions.

There's df_savegame_updater.bat inside the root folder of Phoebus DF that updates your save's raws.
Only thing you need to do is copy your saves into respective folder
That's good to know, thank-you c: What files though should be copied into a 42.02 folder? Cause the upload a page or so back also has the base game in it of 42.01 and I only want the graphics...

BACK UP YOUR SAVE FILES before you do this. I ran the save file updater and it gave me an error about something being missing whenever I tried to load my saves. Maybe I did it wrong, but I took a save folder for a region that was generated with no graphics pack for 0.42.02. I copied the Pheobus files into the Dwarf Fortress folder and ran the updater (no_TT) .bat, then ran the save game update .bat. After that I couldn't run my save games.

You know there's a graphics folder in your save folder that's the only thing that would be corrupted and pretty damn easy to fix.
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: PeridexisErrant on December 07, 2015, 08:23:45 pm
Sooo does someone have a 40.02 updated Phoebus' game?

Phoebus 0.42.01

http://dffd.bay12games.com/file.php?id=11330

It is just a plain merge of older Phoebus with new DF release.
No new features whatsoever. Just sharing what i compiled for myself

Thanks for this. I've gone ahead and done the same for the Linux version:

http://dffd.bay12games.com/file.php?id=11354
I went ahead and assigned the new professions with suitable graphics.

This does not add any new graphics I simply assigned what I thought were fitting, already existing, textures to the new professions. it only covers Humans, Dwarves, and Goblins

Just unzip this to your raw/graphics folder

https://www.dropbox.com/s/vao9t7vahfslk2f/graphics.zip?dl=0 (https://www.dropbox.com/s/vao9t7vahfslk2f/graphics.zip?dl=0)

(I will host it at DFFD when i get my activation email from them...which I have been waiting an hour for...)
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: HARD on December 08, 2015, 07:07:25 pm
anyone got Phoebus compatible with 0.42.02?
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: Manzeenan on December 08, 2015, 08:36:37 pm
anyone got Phoebus compatible with 0.42.02?
LNP has it
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: lethosor on December 08, 2015, 11:17:41 pm
Fricy also maintains the raws here: https://github.com/fricy/phoebus (note that I haven't checked to make sure they work with 0.42.02, though)
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: PeridexisErrant on December 09, 2015, 12:01:06 am
Fricy also maintains the raws here: https://github.com/fricy/phoebus (note that I haven't checked to make sure they work with 0.42.02, though)

That's where I'm getting it now; it updated for 0.42.02 yesterday.
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: Evrett33 on December 11, 2015, 09:22:51 pm
Heya. I've got V's and N's representing biomes (badlands and wetlands I think) on the world map with 40.24. Otherwise everything looks fine. I'm sure its a setting I've got wrong..any help
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: Doren on December 12, 2015, 03:52:34 am
Heya. I've got V's and N's representing biomes (badlands and wetlands I think) on the world map with 40.24. Otherwise everything looks fine. I'm sure its a setting I've got wrong..any help

They look like v's and n's in any non-TWBT tileset.
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: Magganon on December 12, 2015, 06:05:02 am
So are those new profession designs going to be implemented?
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: Doren on December 12, 2015, 07:45:26 am
they are
http://dffd.bay12games.com/file.php?id=11330
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: Evrett33 on December 12, 2015, 03:29:25 pm
Heya. I've got V's and N's representing biomes (badlands and wetlands I think) on the world map with 40.24. Otherwise everything looks fine. I'm sure its a setting I've got wrong..any help

They look like v's and n's in any non-TWBT tileset.

What is a "non-TWBT tileset" and what do I need to change to go back to the non letter icons. I've been using whatever comes with PELNP pack.
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: Chimerat on December 12, 2015, 03:54:43 pm
What is a "non-TWBT tileset" and what do I need to change to go back to the non letter icons. I've been using whatever comes with PELNP pack.
I believe "TWBT" is "Text Will Be Text", a dfHack-based mod that does...something to the text in the game so it doesn't have odd characters in it.
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: barkalot on December 13, 2015, 06:18:33 pm
Vanilla df 42.03 works with therapist, but the presintalled phoebus one does not.


e: nvm http://www.bay12forums.com/smf/index.php?topic=122968.msg6663118#msg6663118
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: Phoebus on December 13, 2015, 09:13:01 pm
Hey, what's going on in here?
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: DoomOnion on December 13, 2015, 09:19:59 pm
Hey, what's going on in here?
Am I going insane again, or are you actually back? o.O
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: PeridexisErrant on December 13, 2015, 09:27:14 pm
Hey, what's going on in here?

You've been away for a while, but at least three people loved your graphics enough to make updates for them without you.  Welcome back!
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: Phoebus on December 13, 2015, 09:41:06 pm
Hmm, hello everyone...
*scurries back under his rock*
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: Manzeenan on December 14, 2015, 12:11:04 am
probably some of the funnier reactions ive seen lol
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: Max™ on December 14, 2015, 12:34:06 am
I was looking at it like "wait why is the title of the thread on that poster's name... OH SHIT!" you got some 'splanin' to do, Phoebus.
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: Chimerat on December 14, 2015, 06:27:49 am
Hmm, hello everyone...
*scurries back under his rock*
*places some tasty, "thank you" treats around said rock*
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: Aydjile on December 14, 2015, 08:08:44 am
Hey, what's going on in here?

yay! welcome back!  ;D ;D ;D
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: Evrett33 on December 14, 2015, 06:32:49 pm
Is there someone I can go to explain the difference between graphic font and font settings, TBWT and Standard and 2D, truetype or no truetype? I seem to be forced to make a choice between newer graphics (tiny hard to see chairs, non-spiderweb gems and bookcases on all the workshop everywhere) or older graphics that look better (IMHO) but bug out/have pieces disappear and don't show gender or the apostrophe in a word like surrounding nicknames.

Its unclear what these settings do and randomly trying different settings isnt getting me the results I want. Older gfx with working letters (and no V or N on the world map)   
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: Button on December 14, 2015, 06:43:16 pm
Is there someone I can go to explain the difference between graphic font and font settings, TBWT and Standard and 2D, truetype or no truetype? I seem to be forced to make a choice between newer graphics (tiny hard to see chairs, non-spiderweb gems and bookcases on all the workshop everywhere) or older graphics that look better (IMHO) but bug out/have peices disapper and dont show gender or the apostrophe in a word like surrounding nicknames.

Its unclear what these settings do and randomly trying differnt settings isnt getting me the results I want. Older gfx with working letters (and no V or N on the world map)   

TWBT ("Text Will Be Text") is a DFHack plugin that makes major changes to how graphics are displayed. DFHack is not ready for the current version yet, so TWBT cannot be used on the current version yet. Until DFHack and TWBT are ready, you cannot achieve the results you want.

Some graphics packs require TWBT to render properly. This is the cause of many of the glitches you're seeing when you try to use "older" graphics packs. The graphics packs which have been updated for the newest version do not require TWBT, but need to make some sacrifices in clarity as a consequence (e.g. V and N on the world map).

Please be patient. DFHack and TWBT, like all Dwarf Fortress utilities, are fan-made, fan-maintained, and fan-updated.
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: Phoebus on December 14, 2015, 08:14:34 pm
*Phoebus snatches the treats and replaces them with his precious Pouch of Secrets (http://www.mediafire.com/download/y9dkbn6n4yimy69/Phoebus%27+Pouch+of+Secrets.zip)*
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: Chimerat on December 14, 2015, 09:10:04 pm
*Phoebus snatches the treats and replaces them with his precious Pouch of Secrets (http://www.mediafire.com/download/y9dkbn6n4yimy69/Phoebus%27+Pouch+of+Secrets.zip)*
*unable to resist the mix of PackRat and Canine natures, Chimerat snatches up the Pouch!*

Ooh, :o very pretty! :D
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: Manzeenan on December 14, 2015, 09:58:22 pm
hot diggity
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: Evrett33 on December 14, 2015, 11:55:53 pm
Is there someone I can go to explain the difference between graphic font and font settings, TBWT and Standard and 2D, truetype or no truetype? I seem to be forced to make a choice between newer graphics (tiny hard to see chairs, non-spiderweb gems and bookcases on all the workshop everywhere) or older graphics that look better (IMHO) but bug out/have peices disapper and dont show gender or the apostrophe in a word like surrounding nicknames.

Its unclear what these settings do and randomly trying differnt settings isnt getting me the results I want. Older gfx with working letters (and no V or N on the world map)   

TWBT ("Text Will Be Text") is a DFHack plugin that makes major changes to how graphics are displayed. DFHack is not ready for the current version yet, so TWBT cannot be used on the current version yet. Until DFHack and TWBT are ready, you cannot achieve the results you want.

Some graphics packs require TWBT to render properly. This is the cause of many of the glitches you're seeing when you try to use "older" graphics packs. The graphics packs which have been updated for the newest version do not require TWBT, but need to make some sacrifices in clarity as a consequence (e.g. V and N on the world map).

Please be patient. DFHack and TWBT, like all Dwarf Fortress utilities, are fan-made, fan-maintained, and fan-updated.

Sorry I wasnt clear but I'm using the 40.24 not 42. None of the issues I'm having are bugs - I just dont know how to set the gfx setting and what they do and I was looking for help.
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: burned on December 15, 2015, 02:37:31 am
Is there someone I can go to explain the difference between graphic font and font settings, TBWT and Standard and 2D, truetype or no truetype? I seem to be forced to make a choice between newer graphics (tiny hard to see chairs, non-spiderweb gems and bookcases on all the workshop everywhere) or older graphics that look better (IMHO) but bug out/have peices disapper and dont show gender or the apostrophe in a word like surrounding nicknames.

Its unclear what these settings do and randomly trying differnt settings isnt getting me the results I want. Older gfx with working letters (and no V or N on the world map)   

TWBT ("Text Will Be Text") is a DFHack plugin that makes major changes to how graphics are displayed. DFHack is not ready for the current version yet, so TWBT cannot be used on the current version yet. Until DFHack and TWBT are ready, you cannot achieve the results you want.

Some graphics packs require TWBT to render properly. This is the cause of many of the glitches you're seeing when you try to use "older" graphics packs. The graphics packs which have been updated for the newest version do not require TWBT, but need to make some sacrifices in clarity as a consequence (e.g. V and N on the world map).

Please be patient. DFHack and TWBT, like all Dwarf Fortress utilities, are fan-made, fan-maintained, and fan-updated.

Sorry I wasnt clear but I'm using the 40.24 not 42. None of the issues I'm having are bugs - I just dont know how to set the gfx setting and what they do and I was looking for help.


Aside from what the init.txt says right above the PRINT_MODE setting and the TRUETYPE setting, you could probably find sporadic information in the old FotF: Dwarf Fortress 40dxx threads before the merge in 34.04 (trivia at this point).

Quote
"By and large, 2D should be the most reliable, while STANDARD has a good combination of speed and reliability.
However, all 2D modes are normally far slower than even STANDARD, which may be the slowest OpenGL mode."

If you're focused on fps, turn TRUETYPE off just like the init.txt says.

As for TBWT, I have no idea. I suspect it probably has its own thread . . . like if you had a Phoebus' Graphic Set question you'd ask in the . . . Ack!
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: LeoCean on December 15, 2015, 03:58:48 pm
Yeah if you want to know what the truetype/ standard and all that shit is about go to the wiki, it's kindof hard to off hand say what it's about when it's already there, besides the twbt printmode which is just to allow twbt to work. It use to run on standard but that wasn't the best printmode for it since it had something that conflicted with it.
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: Evrett33 on December 15, 2015, 09:54:02 pm
Yeah if you want to know what the truetype/ standard and all that shit is about go to the wiki, it's kindof hard to off hand say what it's about when it's already there, besides the twbt printmode which is just to allow twbt to work. It use to run on standard but that wasn't the best printmode for it since it had something that conflicted with it.

Thnaks I went to the wiki first (duh). It is not helpful. I'm wondering if anyone really understands these setting as I've asked in two big threads now and I get a lot of defections but no straight answers. People seem to not know or are afraid to answer from lack of confidence. What is the dif between the various TBWT button settings? How does it relate to the various types of fonts and gfx fonts and what do all the terms there mean? WhyHow do I get rid of the newer detailed gfx (tiny chairs ugly crystals and bookcases in al lthe workstations) but set the font to regular text without it being buggy or failing to show gender and apostrophe symbols? Can I get a non ascii world map that has gfx for V and N (hills and badlands).
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: lethosor on December 15, 2015, 10:48:54 pm
Yeah if you want to know what the truetype/ standard and all that shit is about go to the wiki, it's kindof hard to off hand say what it's about when it's already there, besides the twbt printmode which is just to allow twbt to work. It use to run on standard but that wasn't the best printmode for it since it had something that conflicted with it.
STANDARD couldn't have conflicted with TwbT because DF defaults to STANDARD when it doesn't recognize the print mode setting (which is the case with "TWBT"). "TWBT" is just what TwbT uses to know if it should enable itself on startup, as far as I know.
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: burned on December 15, 2015, 10:51:37 pm
Evrett33,

Perhaps your words are difficult to parse, because your complaints don't match what those settings are for OR TWBT uses those settings as a "hack" if you will in a way that was not originally intended. . . in vanilla PRINT_MODE has ZERO to do with any character tileset or creature tileset and everything to do with the OpenGL code introduced back in 34.04.

Button's post points you in the right direction regardless of what version you originally meant.

In other words, try this thread (http://www.bay12forums.com/smf/index.php?topic=138754.0).

If no one can help you there maybe the problem is not with TWBT; perhaps the problem is ungratefulness.
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: Manzeenan on December 16, 2015, 03:40:04 am
what do i do with the pouch of secrets to get them in game??
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: LeoCean on December 16, 2015, 05:49:20 am
Yeah if you want to know what the truetype/ standard and all that shit is about go to the wiki, it's kindof hard to off hand say what it's about when it's already there, besides the twbt printmode which is just to allow twbt to work. It use to run on standard but that wasn't the best printmode for it since it had something that conflicted with it.
STANDARD couldn't have conflicted with TwbT because DF defaults to STANDARD when it doesn't recognize the print mode setting (which is the case with "TWBT"). "TWBT" is just what TwbT uses to know if it should enable itself on startup, as far as I know.

Yeah you are right, it just uses TWBT and TWBT_LEGACY because it can't use STANDARD to just differentiate those 2 modes.

Evrett33 I'm guessing you don't like overrides? If so you can find overrides.txt in the data/init folder and delete it. I've no idea, if you posted a screenshot with what you dislike it'd be clear but I've no idea what you mean by chair and bookcase without it. Idk what you mean by twbt buttons? Are you using the starter pack or something? That'd be the best place to ask if you are and then PeridexisErrant should have all that stuff already documented. I know the wiki more or less has all that info besides twbt printmode because that's just what text will be text uses to differentiate between those two modes. The legacy one allows the graphics font tileset to be used on the map instead of the text font that is usually used with Twbt as the text font is more or less clearer on it but pretty maps are better.

Ah for not acii world map you could run twbt_legacy in capitals until you embark then exit out and switch back to twbt since legacy mode is suppose to be laggier or something. It could have been changed who knows, it was really just left in for those who wanted the pretty map I believe plus less obscure reasons. You can make tilesizes bigger with twbt tilesize ## ##  in extra_dfhack_init.init for example. FONT is clearly the font that is used for text while Graphics font is the main tileset that is used for the ingame map and other stuff that uses it, it's much better to read the wiki for that. The printmodes for everything but twbt is already explained on the wiki and the above should have told you whatever you wanted to know about twbt printmodes. It just allows people to use more than one tileset for map items/stuff otherwise graphics font/ font used is the same unless you use truetype text.
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: Phoebus on December 16, 2015, 08:14:03 pm
The pouch of secrets contains most of the content that I used to make the graphic pack. It's in the GIMP format, and most file contain multitudes of layers for different object, to separate foreground from background, and to create complex foreground/background graphic effects.
You can't directly use it for the game, but other people can use them to more easily add things to the graphic packs without my help.

On that subject, yes you are free to add things to the graphic pack, or make your own version of the graphic pack. Most of the art in the pack has been, borrowed, from the community, and I've created to pack for the benefit of the community. Feel free to use or improve it as you wish.

Sadly, I will no be able to update the graphic pack myself. I suffer from anxiety/dread issues, and working on this pack is one of my triggers (download GIMP and study the graphic files to quickly understand why.) I'm sorry I can no longer support the pack. I will visit/lurk once in a while, like I did for the past year, to keep up with what's happening with DF.

In the spirit of the winter season, I wish you all some happy goblin slaying and elf forest lava flooding!
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: Chimerat on December 16, 2015, 08:32:22 pm
On that subject, yes you are free to add things to the graphic pack, or make your own version of the graphic pack. Most of the art in the pack has been, borrowed, from the community, and I've created to pack for the benefit of the community. Feel free to use or improve it as you wish.
Thank you. :)

Sadly, I will no be able to update the graphic pack myself. I suffer from anxiety/dread issues, and working on this pack is one of my triggers
Being forced into a French work environment is one of mine.

Take care of yourself Phoebus, I certainly hope everyone else understands health comes before anything else.
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: Button on December 16, 2015, 08:35:32 pm
Don't worry about it Phoebus! You take care of yourself, and have a merry Christmas/whatever!
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: Evrett33 on December 17, 2015, 01:51:32 am
Evrett33,

Perhaps your words are difficult to parse, because your complaints don't match what those settings are for OR TWBT uses those settings as a "hack" if you will in a way that was not originally intended. . . in vanilla PRINT_MODE has ZERO to do with any character tileset or creature tileset and everything to do with the OpenGL code introduced back in 34.04.

If no one can help you there maybe the problem is not with TWBT; perhaps the problem is ungratefulness.

Gotta luv the internet.

Still looking for someone who can spell out which  differnt gfx modes/fonts I should be using and what they mean.
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: Aydjile on December 17, 2015, 10:04:55 am
I'm sorry I can no longer support the pack.

wow, i am very sad to hear that and i wish you would give me a chance to help you with your anxiety. because i believe that your tileset is the best one and DF would lack greatly without it. when Doren started working on in, it does not have the same feeling anymore. there is no even assembler. different vibe and everything. your pixel art is very canon to the world of dwarfs.
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: Button on December 17, 2015, 10:22:04 am
Gotta luv the internet.

Still looking for someone who can spell out which  differnt gfx modes/fonts I should be using and what they mean.

You might have more luck if, instead of hijacking existing threads focused on barely-related topics, you created a help thread.

You also might have more luck if you didn't insult the people who are trying to help you.
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: MDFification on December 17, 2015, 11:12:16 am
Sadly, I will no be able to update the graphic pack myself. I suffer from anxiety/dread issues, and working on this pack is one of my triggers (download GIMP and study the graphic files to quickly understand why.) I'm sorry I can no longer support the pack. I will visit/lurk once in a while, like I did for the past year, to keep up with what's happening with DF.

I'm sorry to here that mate. I'm the same way.

I encourage you to at least keep up with how the graphics pack is doing if other people continue development - from personal experience, exposing yourself to the source of the anxiety in a limited, controlled way can really help you make progress.

Keep fighting the good fight!
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: JRF2k on December 17, 2015, 11:32:07 am
I love your graphics pack and used it since I started playing. I appreciate all the work and time you have put into it.

I hear you on the anxiety. It's some horrible crap to deal with.

Thanks for a great contribution to the DF community and I hope you can get ahold of the beast that anxiety can be and overcome it.

Health and happiness to you in the coming year!

JRF2k
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: notfood on December 17, 2015, 11:52:17 am
Thank you for creating this graphic set. I learned Dwarf Fortress with it and it's been my all time favorite since then.
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: mariankonieczny on December 17, 2015, 12:17:00 pm
On that subject, yes you are free to add things to the graphic pack, or make your own version of the graphic pack. Most of the art in the pack has been, borrowed, from the community, and I've created to pack for the benefit of the community. Feel free to use or improve it as you wish.

Sadly, I will no be able to update the graphic pack myself. I suffer from anxiety/dread issues, and working on this pack is one of my triggers (download GIMP and study the graphic files to quickly understand why.) I'm sorry I can no longer support the pack. I will visit/lurk once in a while, like I did for the past year, to keep up with what's happening with DF.

Thank you for your job on the tileset, take care!
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: Zupkuck on December 17, 2015, 12:42:58 pm
Thank you for creating the tileset! It's been my favorite for a while now. Be well and take care of yourself. Some people that are close to me have had anxiety, and found that therapy helped them develop coping strategies. I wish you the best of health and wellness.
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: HawtNudie on December 17, 2015, 01:09:55 pm
Thank you for your great work with the tileset, Phoebus. Take care.
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: Sozzals on December 17, 2015, 01:11:06 pm
I mostly just lurk around the forums, rarely post, but I wanted to offer my personal gratitude to you for creating this awesome tileset.  Stay safe bro x
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: migshark on December 17, 2015, 01:22:04 pm
Thanks, Phoebus, for all your hard work. You've helped a lot of people gain an appreciation of a great game - rather like censoring the gore in a horror movie with rainbows and puppies, so that people with queasy stomachs can appreciate its spectacular plot line.
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: SinsOfTheBothers on December 17, 2015, 01:26:24 pm
Hey Phoebus! This might be my first actual post here, I'm not 100% sure. Anyway, I just wanted to let you know, this has been my absolute favorite DF tileset since I first started using tilesets. I wish you all the best.
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: USP45 on December 17, 2015, 01:46:58 pm
Thanks Phoebus! (And everyone else who works on these kinds of experience enhancers.)
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: RadGH on December 17, 2015, 01:51:10 pm
Thanks for maintaining the tileset for so long. I've been using it for as long as I can remember. Your health and happiness should be your top priority and I'm glad you are taking an action to improve it.

You did not have to give us a reason of why, but I thank you for letting us know. I've seen many projects just get abandoned and it makes it difficult/awkward for someone to pick up the project. Hopefully someone will pick up the project where you left off and keep your tileset alive.

But if not, you'll still be a legend in Dwarf Fortress history! Thanks again Phoebus, happy holidays!
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: Mokkun on December 17, 2015, 02:25:24 pm
Phoebus, Thanks for all your work on the best tileset for DF out there.
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: ghostwoods on December 17, 2015, 02:40:24 pm
In the spirit of the winter season, I wish you all some happy goblin slaying and elf forest lava flooding!

Thanks for all the very, very hard work, Phoebus. DF is a stronger, better thing because of you. Be gentle with yourself -- you deserve it.
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: Aqma on December 17, 2015, 02:45:15 pm
Even though I've been reading these forums for more than a year, i've never created an account up until now when I just wanted to say a BIG THANK YOU Phoebus for this amazing tileset you have created, it eased my start in df a lot and even now i associate df with your pack.

Thank you as well for all the modders and contributeurs to df, amazing work!
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: Kroy Mortlach on December 17, 2015, 03:00:24 pm
Any sort of mental health issues deserve to be treated with full care and attention. Anything that detracts from that deserves to be canned in favour of your own well being. Take care of yourself. And cheers. I enjoyed your work and effort greatly in my time playing DF as a complete and total noob (nothing has changed there over the months/years).
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: DragonDePlatino on December 17, 2015, 03:08:42 pm
Phoebus, you've made an enormous contribution to the Dwarf Fortress community and without your efforts many never would have discovered the game. Don't feel pressured to continue your work because as long as there's a thriving community, your work will live on. :)
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: Valience on December 17, 2015, 03:10:46 pm
I don't post too much, but like some others have mentioned your graphics pack was what made DF playable for me forever ago. Without it I probably would have dumped it because while the ascii is playable, it strains the crap out of my eyes and gives me a headache way too fast.

I might have moved on to trying other sets, but thank you for opening the door for thousands of hours of enjoyment. Best of luck with everything you do from here on out, and have a great holiday.
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: hawkwing on December 17, 2015, 03:12:06 pm
Quote
I suffer from anxiety/dread issues, and working on this pack is one of my triggers

Sorry to hear things aren't going well for you. Thank you for all the work you've done. I (and the rest of the community!) hope you manage to overcome the issues you are dealing with - not because we're hoping you'll come back and do more, but because you have already done so much.
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: Roxfall on December 17, 2015, 03:44:22 pm
Quote
I suffer from anxiety/dread issues, and working on this pack is one of my triggers

Sorry to hear things aren't going well for you. Thank you for all the work you've done. I (and the rest of the community!) hope you manage to overcome the issues you are dealing with - not because we're hoping you'll come back and do more, but because you have already done so much.

Dear Phoebus,
I want to thank you, personally, for being an inspiration, and for making my favorite tileset for this game. Sorry to hear you are not well, and hope you do whatever it is you need to do to feel better.
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: madk on December 17, 2015, 03:49:29 pm
Don't sweat it, Phoebus. I believe we are all nothing but grateful for the work you've done. You deserve respite.
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: txtsd on December 17, 2015, 04:41:45 pm
[...] and working on this pack is one of my [...]

Clinical depression here. I know what it's like to be unable to do even your favorite things.
May the rest of your life be devoid of anxiety inducing things.
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: CatalystParadox on December 17, 2015, 04:45:34 pm
The pouch of secrets contains most of the content that I used to make the graphic pack. It's in the GIMP format, and most file contain multitudes of layers for different object, to separate foreground from background, and to create complex foreground/background graphic effects.
You can't directly use it for the game, but other people can use them to more easily add things to the graphic packs without my help.

On that subject, yes you are free to add things to the graphic pack, or make your own version of the graphic pack. Most of the art in the pack has been, borrowed, from the community, and I've created to pack for the benefit of the community. Feel free to use or improve it as you wish.

Sadly, I will no be able to update the graphic pack myself. I suffer from anxiety/dread issues, and working on this pack is one of my triggers (download GIMP and study the graphic files to quickly understand why.) I'm sorry I can no longer support the pack. I will visit/lurk once in a while, like I did for the past year, to keep up with what's happening with DF.

In the spirit of the winter season, I wish you all some happy goblin slaying and elf forest lava flooding!

Phoebus, thank you for your amazing work.  It's been an integral part of my DF experience and will continue to be so.  Don't think of it as discontinuing your work, but rather as having finished it at long last.  Your great artifact has been completed!  A masterwork for the ages.

I've dealt with some of the same things you are now dealing with in the past, and DF was my usual source of respite - your tileset, specifically, became associated with me-time and relief from the outside pressures.  I hope you find similar sources of solace and wish you all the best.
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: Extreme Boyheat on December 17, 2015, 06:01:03 pm
Thankyou for being such a great pillar of the community, it'll be different without you and your work. I wish you all the best and hope things turn out well for you soon.
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: mnjiman on December 17, 2015, 06:01:26 pm
Thank you Phoebus for all your hard work. Your health and safety is much more important then anything else. Take care of yourself. :-) *hugz*
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: palu on December 17, 2015, 06:11:36 pm
I don't have much to say other than what everyone else has already said, but thank you so, so, much for all your work, Phoebus.
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: kmob on December 17, 2015, 06:39:55 pm
Phoebus, many thanks for all your work over the years. It's made such a difference to my DF enjoyment. Thank you! All the best for the future.
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: boogiemanspud on December 17, 2015, 06:46:36 pm
Thanks for all you've done.   :)
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: BlackFlyme on December 17, 2015, 07:39:34 pm
Phoebus, I just want to thank you for your work, and for helping me start doing pixel art of my own. I may not be great, but it was your set, as well as other talented people in this community, that pushed me to start learning.

Again, thanks for what you have done in the community, and I wish you all the best. You just do what you feel is best for you.
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: Iamblichos on December 17, 2015, 09:44:53 pm
No worries, Phoebus... you have brought a tremendous amount of joy to a tremendous number of people  :)  Come or go as you need, but always know that you made an enjoyable thing ever so muchly more enjoyable for hundreds of folks.  That's some serious good karma right there  :)
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: krenshala on December 17, 2015, 11:45:29 pm
I would also like to say (another) thank you for all the hard work you have put into one of the best known graphics sets for DF.  As others have said, please do not worry about stopping work on this.  I think we would all rather have you healthy, happy and, hopefully, still a part of the DF community.
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: James009 on December 18, 2015, 03:13:15 am
I just wanted to express my support for your graphical modpack, Phoebus. I know it's super difficult keeping this stuff updated, maintaining interest and focus, and taking all of the feedback but your pack is one of the main reasons I love playing Dwarf Fortress. It makes the game into something similar to an old Sega RPG and that's fantastic!
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: NullForceOmega on December 18, 2015, 03:28:51 am
Thanks for all the work you put into the set Phoebus, I can honestly say tat without your pack I could not have played DF at all (my glaucoma makes high contrast, especially bright colors on dark backgrounds, very painful for me if I look at them for more than a few minutes.)  Do what is best for you, and remember that there are people who wish you well.
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: Boltgun on December 18, 2015, 06:03:03 am
Good luck Phoebus, you did a lot of good.
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: Terminutter on December 18, 2015, 06:43:41 am
There is no need to apologise, Phoebus, you have done a tremendous amount of good for the community, and I firmly believe that you should do what is best for you as a person. Your health comes first, and always should. You don't owe your work to anyone, you should only ever do something because you want to, and if it is making your condition worse, I fully support dropping it like it's hot! I am sure the community will keep supporting the pack, and even if they don't, I think we can all agree that we would sooner have you healthy than a tileset!

I wish you all the best with managing your condition, and hope you can find successful coping strategies to mitigate the effects of it. I also struggle with diagnosed anxiety, and can understand that this tileset was probably a massive burden to keep updated with performance anxiety about the speed and quality of updates! You should be proud with how well you managed, but don't feel guilty or sorry that you stopped, it is your choice and for your health, and you are no indebted to anyone, the only slavery we support is that of elves!

Maybe you will come back later to it, maybe you won't. I believe we can agree that for now it is good that you leave it for now.
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: meadman on December 18, 2015, 07:42:54 am
Thanks for all your hard work, Phoebus!
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: rudregues on December 18, 2015, 07:44:41 am
Thank you very much Phoebus, your graphic was the only that helped me to play df.
I wish you the best

EDIT: I'm playing df 0.42.03 through a Linux box and was able to use the last graphic set
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: rudregues on December 18, 2015, 08:16:45 am
I struggled a little, so I'm posting the steps here:

Worked for Manjaro Linux (Arch based):

(Optional, unless you already has a saved game) update your savings:



Obs.: In Manjaro, df is installed in /opt/dwarffortress (fromAUR) and the directory $HOME/.dwarffortress has symlinks to /opt/dwarffortress, so I'm not sure if it could work with other distro like Ubuntu/Debian, maybe some adaptation would be required.
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: Magganon on December 18, 2015, 08:41:03 am
a Job well done Phoebus, you helped this noob get into DF!  I myself have struggled with anxiety and depression and fully understand your decision. I see you already got a ton of thank you messages from the communities vets and noobs alike, but I decided to also add my own personal thank you note to the pile to help show you the magnitude of our appreciation. I wish you all the best!
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: splinterz on December 18, 2015, 08:43:56 am
Thanks for the tileset and supporting it for so long Phoebus, it was the very first tileset I ever used and is still a favorite!
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: slothen on December 18, 2015, 10:41:13 am
I'm sad, this is my favorite tileset!  Thank you for contributing to my joy in this game and I wish you well.
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: pamelrabo on December 18, 2015, 01:09:06 pm
Thank you, thank you, thank you for your beautiful and amazing work.

Your tileset introduced me to Dwarf Fortress, and still now I consider it the only way to play it. And I'm sure I'm not the only one.

That said: you go first. Do what you need to do to be ok.

And again: thanks a lot for all your efforts.
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: Phoebus on December 18, 2015, 02:26:40 pm
Wow, I did not expect this reaction! I'm very touched! Thanks everyone for the support, I feel a lot better now that I've read all your replies!
I won't be replying to specific replies, but to you all, so much thanks!

PS: RIP my inbox.
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: Button on December 18, 2015, 02:46:07 pm
Phoebus, would you feel comfortable naming a successor/Official Phoebus* Graphics Pack Maintainer? I'd love it if we could keep your graphics pack & its style alive, and an official new maintainer with an official new thread would help with that, I think.

I'm not volunteering, I can't art worth a damn; but I'm hoping someone will want to pick up the torch?

* or a different name if you don't feel comfortable having your name on it, ofc
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: DragonDePlatino on December 18, 2015, 02:53:16 pm
Phoebus, would you feel comfortable naming a successor/Official Phoebus* Graphics Pack Maintainer? I'd love it if we could keep your graphics pack & its style alive, and an official new maintainer with an official new thread would help with that, I think.

I'm not volunteering, I can't art worth a damn; but I'm hoping someone will want to pick up the torch?

* or a different name if you don't feel comfortable having your name on it, ofc

Seconded. I was considering proposing that myself, but I couldn't think of a way to say it without sounding rude. If you're up for that idea, Phoebus, pick someone who's active! IMO when it comes to modding, sheet passion for a project will always trump artistic skill. :D
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: Max™ on December 18, 2015, 03:09:42 pm
I personally kinda think of GemSet as having already picked up the torch since it's got so much of the friendliness and completeness that people like about Phoebus but ready for an HD+ world where 24x24 is more on the small end of native 80x25 tilesizes.
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: Chimerat on December 18, 2015, 03:11:53 pm
I personally kinda think of GemSet as having already picked up the torch since it's got so much of the friendliness and completeness that people like about Phoebus but ready for an HD+ world where 24x24 is more on the small end of native 80x25 tilesizes.
I don't know about that... The sample screenshot over there makes my eyes bleed... :-[ I think it's because of the bright colours?
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: Pouncer on December 18, 2015, 03:29:29 pm
Thanks Phoebus. I've been teaching my son how to play recently, so two generations of DFers have used your graphics set.

Pouncer
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: Aydjile on December 18, 2015, 03:38:54 pm

I think it's because of the bright colours?

agree. "phoebus" tileset have grimdark approach. colors and pixel art included. which "gems" have none.
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: Max™ on December 18, 2015, 05:20:11 pm
I don't know about that... The sample screenshot over there makes my eyes bleed... :-[ I think it's because of the bright colours?
agree. "phoebus" tileset have grimdark approach. colors and pixel art included. which "gems" have none.
Fixed your misquote, but I never really thought of Phoebus as grimdark, I like the bright and clear contrasts though. The color schemes with stuff like the brownish blacks always hurt my eyes due to the lack of contrast.
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: Button on December 18, 2015, 05:37:11 pm
Yeah, I've always thought of Phoebus as bright and cheery, not grimdark. The main reason I prefer it over GemSet is that GemSet isn't usable without TWBT, and I like to be able to see what I'm doing without DFHack (for testing purposes, etc.)

Ironhand & Obsidian are grimdark. Phoebus is just... naturalistic? Bright, without being cartoony.
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: Chimerat on December 18, 2015, 07:57:31 pm
I don't know about that... The sample screenshot over there makes my eyes bleed... :-[ I think it's because of the bright colours?
agree. "phoebus" tileset have grimdark approach. colors and pixel art included. which "gems" have none.
Fixed your misquote, but I never really thought of Phoebus as grimdark, I like the bright and clear contrasts though. The color schemes with stuff like the brownish blacks always hurt my eyes due to the lack of contrast.
I don't think it was a misquote. I think Aydjile just wanted to specify what was being agreed with? ;)
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: BlackFlyme on December 18, 2015, 08:03:12 pm
Accidentally quoted the right text, but the wrong person. Max just fixed the "Quote from X" part.
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: Chimerat on December 18, 2015, 08:07:51 pm
Accidentally quoted the right text, but the wrong person. Max just fixed the "Quote from X" part.
Oh, I hadn't even noticed that. :D
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: Phoebus on December 18, 2015, 08:28:19 pm
The tileset is design around contrast, not brightness.
Floor and soil is dark. Walls, creatures and objects are bright.
This allows for an overall dark screen that doesn't strain the eye, and the contrast makes it easier to find creatures and objects, which further reduces eye strain.
And the creature/objects/walls are bright so the tileset is a bit cheery.

And I've not picked a successor. I would suggest that volunteer(s) colaborate with eachother to maintain the tileset until one of them picks up the torch, so to speak. I'd rather the tileset branch out in a few direction, than it be constrained to one 'official' successor.
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: DragonDePlatino on December 18, 2015, 09:26:36 pm
That sounds good to me! It reminds me of how a lot of NetHack variants work. You've got the older, unmaintained branches (e.g. NitroHack) and then lots of variants that branch off from there (i.e. DynaHack, NetHack 4). This sort of thing is pretty natural in the roguelike community so let's just see how it plays out.
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: Ozyton on December 18, 2015, 09:48:35 pm
I know the last few pages have been filled with these posts, but I'd just like to show my appreciation here as well. This graphics set is my go-to with any version of DF, and with every new DF release it's the first thing I checked so I could enjoy the game without struggling with the ASCII (both in how hard it can be to read and how un-smooth it looks compared to the graphics set). So, thank you, and thanks to this awesome community for contributing to the project and continuing to support it. It's pretty awesome that you even provided the GIMP files for us to toy around with.

I do agree with the contrast thing. I play in a fairly dark room (only one light, pah) and having very bright objects on a black background puts a bit of strain on my eye (even the box I am typing this in is kinda bad, the dark theme of the forum has always been a favorite though). I never even heard of DFHack until fairly recently, and I never used the lazy newb pack, the graphics set and Dwarf Therapist were always good enough for me.

So hopefully you guys can pick up where Phoebus left off and continue to make this a great and accessible graphics set. I wouldn't want to see it go.
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: shazow on December 19, 2015, 02:26:55 pm
Dear Phoebus, thank you for your excellent work and for sharing it with us. I wish you all the best. :)
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: kiwiphoenix on December 19, 2015, 03:20:51 pm
Just felt the need to throw in my two bits, but:

Thank you, Phoebus, for all you've done for the DF community!
Your tileset has always been the face of this game to me - and many others, evidently.

Beyond being crisp and visually pleasant, I've also always respected how perfectly ambiguous your tiles are. It's not easy to make a single picture to represent cheese/fruit/rock/pumps, chests/quivers/villages, hills/headstons, etc, but you managed it brilliantly.

So, like the rest of us, I just want to salute you, Phoebus. Best of luck in your future endeavours.
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: TheHossofMoss on December 19, 2015, 09:41:44 pm
Don't sweat it, Phoebus! Thank you for all of your hard work. It is my favorite tileset! Rest easy, knowing you did great work, and will never be forgotten.
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: HammerHand on December 20, 2015, 03:00:13 pm

This is just another echo of support from the community, but...


Phoebus... thank you so much for your hard work on this graphics set.  It's always been my go-to, and I never took your efforts for granted.  So... thank you, and please take care of yourself.  Your health and happiness should take priority in your own life.

Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: Meph on December 24, 2015, 04:05:44 pm
Would it be ok with everyone if I continue this?

I will come back to DF after a year off, might as well help maintain the tileset that I started playing with. Due to my work on the MDF mod I'm quite used to altering tilesets, especially Phoebus.
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: Archmonk on December 24, 2015, 11:37:38 pm
Dittos on the thanks to Phoebus. For me DF just isn't DF without this mod.

Big thumbs up to Meph.   :)
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: PeridexisErrant on December 25, 2015, 01:44:25 am
Would it be ok with everyone if I continue this?

I will come back to DF after a year off, might as well help maintain the tileset that I started playing with. Due to my work on the MDF mod I'm quite used to altering tilesets, especially Phoebus.

Collaborate with https://github.com/fricy/Phoebus
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: Zeranamu on December 27, 2015, 08:46:17 pm
Sad to see you go, Phoebus, but I can understand! Thank you very much for your work and your tileset. Pretty much the only one I like to use, DF wouldn't be DF for me without it. Take care of yourself and don't be a stranger!
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: JustMercy1994 on December 27, 2015, 09:41:53 pm
So, is there a link to a pre-installed package that's upgraded to the latest version?
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: Uristits on December 28, 2015, 11:22:11 am
Yeah I need a tileset to really enjoy this game. I can play and understand the matrix, but I rather look at pokemonesque sprites. It helps with immersion. I've been waiting for tilesets and they just aren't happening D:
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: Ghills on December 31, 2015, 03:42:50 pm
Yeah I need a tileset to really enjoy this game. I can play and understand the matrix, but I rather look at pokemonesque sprites. It helps with immersion. I've been waiting for tilesets and they just aren't happening D:

Go get the LNP, it has multiple tilesets.

Sorry to see you go, Phoebus, but I understand.  You gotta take care of yourself. Your tileset is my favorite of all though, and I'm sad to hear that it's been the source of such anxiety for you. You did a really good job!
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: Judge Dredd on January 01, 2016, 02:16:42 pm
I had to reset my password on this old account.

I just wanted to say thanks Phoebus for the effort you put into this tileset, It's always been the one I've used!

Wish you all the best.
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: CazuzaCzz on January 01, 2016, 05:37:14 pm
When i was trying load a game from df 42.03 on 42.04 with Phoebus' Graphic Set, i started getting a msg error. "Missing Creature Definition: TIGERMAN"

After messing around for a bit, found that if i change one line of the file \raw\objects\creature_large_tropical.txt on my save it would fix something and stop the error msg.
I changed [CREATURE:TIGER_MAN] to [CREATURE:TIGERMAN]
After this i also needed to change the file \raw\objects\creature_subterranean.txt.  [CREATURE:TOAD_GIANT_CAVE] to [CREATURE:TOAD_GIANT]

I dont know why this happened. Dont know if this is something that need to be fixed or just something that i broke by myself.

Thanks for the Graphic Set, and hope that this help someone.
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: LeoCean on January 01, 2016, 06:56:25 pm
Toady added new units to the game it's not weird that saves could break as a result and perhaps he changed those names and just added some lines to the thing to give it a human variant in that set of code.
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: Meph on January 03, 2016, 07:25:18 am
Toady used different version of names, now he standardized them a bit. Some things are GIANT_animal, other animal_GIANT or animal GIANT. You have to look them up every time. ^^
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: sv-esk on January 03, 2016, 08:29:13 am
Hello from dfwk.ru (http://dfwk.ru)! One russian-speaking anonymous has improved human tileset and asked to publish it here.
Вопросник тред, post  No. 145507  (http://chuck.dfwk.ru/df/res/141215.html#i145507)
Spoiler: work (click to show/hide)
Spoiler: comparison (click to show/hide)
forked fricy's repo, updated to 0.42.04, included this file: https://github.com/sv-esk/Phoebus.git
Instruction: download zip, unpack, copy-paste folders to your df folder(copy into all, owerwrite all)
Optionally - open your old init and new one, search for changes. You might want to change [GRAPHICS_FONT]  to Phoebus_16x16_TextBackground.png, Phoebus_16x16_Smooth.png or any other from data/art if you see them prettier
full list of new creatures:
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: Meph on January 03, 2016, 10:49:44 am
Please, do! This is very nice work, thank you for the contribution.

Phoebus released the control of his tileset to the community, so that everyone can pitch in and improve it.
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: Chimerat on January 03, 2016, 05:15:04 pm
Is there any easy way to find the most resent version of this without going through pages of posts? :-\
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: lethosor on January 03, 2016, 05:34:15 pm
Yes, go to the first page.
Phoebus isn't maintaining this himself anymore, so there isn't an official release for v0.42. Fricy has provided an update for 0.42.03 here (https://github.com/fricy/phoebus), and hopefully future development can take place there, but the number of creatures added in 0.42.04 might cause delays.
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: Chimerat on January 03, 2016, 05:47:10 pm
Yes, go to the first page.
Phoebus isn't maintaining this himself anymore, so there isn't an official release for v0.42. Fricy has provided an update for 0.42.03 here (https://github.com/fricy/phoebus), and hopefully future development can take place there, but the number of creatures added in 0.42.04 might cause delays.
So... Phoebus updates the links in the first post? ???
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: sv-esk on January 03, 2016, 05:53:10 pm
Is there any easy way to find the most resent version of this without going through pages of posts? :-\
Spoiler: comparison (click to show/hide)
forked fricy's repo, updated to 0.42.04, included this file: https://github.com/sv-esk/Phoebus.git
Instruction: download zip, unpack, copy-paste folders to your df folder(copy into all, owerwrite all)
Optionally - open your old init and new one, search for changes. You might want to change [GRAPHICS_FONT]  to Phoebus_16x16_TextBackground.png, Phoebus_16x16_Smooth.png or any other from data/art if you see them prettier
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: Chimerat on January 03, 2016, 05:53:58 pm
Is there any easy way to find the most resent version of this without going through pages of posts? :-\
Spoiler: comparison (click to show/hide)
forked fricy's repo, updated to 0.42.04, included this file: https://github.com/sv-esk/Phoebus.git
Instruction: download zip, unpack, copy-paste folders to your df folder(copy into all, owerwrite all)
Optionally - open your old init and new one, search for changes. You might want to change [GRAPHICS_FONT]  to Phoebus_16x16_TextBackground.png, Phoebus_16x16_Smooth.png or any other from data/art if you see them prettier
Thank you! :D
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: sv-esk on January 03, 2016, 06:56:28 pm
Probably it's ok if some giant creatures will have same tile as their normal versions, until somebody draws tiles for them.(new_creatures_temporary branch (https://github.com/sv-esk/Phoebus/blob/new_creatures_temporary/raw/graphics/graphics_temporary_04204.txt)).
Also I see, some giant version graphics already exist in graphics but wrong named(CHEETAH_GIANT in graphics, but GIANT_CHEETAH new creature).
Oh, its not new. For some reason Toady One deleted creature_savage_tropical.txt and put creatures from it to other files. And swapped name components.

Giant (2000kg) fly- my first pixel-drawing from scratch attempt:
(http://i.imgur.com/zYTy55W.png)
upd:
Toad man(recolored Doren frog man), worm man(Worms!), all new insects, bird men(remixed Doren birds, normal birds for comparison)
(http://i.imgur.com/kSD0Cyz.png)
"probably barely better then letters/remixed new animalmen" release coming soon
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: Doren on January 05, 2016, 03:01:54 pm
Whoah, nice job sv-esk!

btw, i've got some new animals too.
I think we could make a compilation of our tiles into one set or let the forum users do that for us

(http://i.imgur.com/nBcdmYH.png)

DFFD download (http://dffd.bay12games.com/file.php?id=11614)
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: Button on January 05, 2016, 04:43:02 pm
BTW Fricy & sv-esk, the font on your default Phoebus tileset is wrong (or at least different from classic). The classic Phoebus font is the sans-serif font you can see on the diagonal-walls variant. I think the font you have in the default Phoebus tileset now is from Obsidian or Ironhand.
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: sv-esk on January 05, 2016, 06:57:13 pm
That was fast. Well ok, I am cancelling further remixing. Interrupted by Doren. Sure thing, If you think some of my work good enough and fits overall style - It may be included in compilation, or be modified and then included.

Yes, I noticed font is different, and I don't like it. I thought Fricy's font and everything else is accurate so I just left it as is when I forked from his repository. 
So what fonts are accurate? I checked out latest 40.24-preinstalled from first post. It has sans-serif font but has no walls from spoiler Engraved old crenelated walls and floors, which are default in Fricy's repo. Am I missing something?
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: Button on January 06, 2016, 12:14:27 pm
My hypothesis is that Fricy grabbed his default from the Lazy Newb Pack, and someone involved with the LNP accidentally uploaded their own custom variant of Phoebus instead of default-Phoebus sometime in the past month or so.

The fix would presumably be to use Phoebus's tileset re-mixing utility to put together a close approximation of the default tileset from 0.40.24 - or even just revert to the 0.40.24 tileset, if that wouldn't break any graphics for the new things.
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: lethosor on January 06, 2016, 04:07:08 pm
Fricy maintains a LNP (but he also maintains a dozen other graphics sets on GitHub, so it's possible he included the wrong font in that one).
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: sv-esk on January 07, 2016, 12:53:21 pm
Reverted tilesets to 40.24(only default font is different) and added tileset with "old crenelated walls"(see spoilers in first post). Fixed tracks (the tracks in Fricy's repo are not inversed for some reason), included Doren's new animalmen and giants tileset as is.
So, unofficial phoebus 42.04 graphic set full release! (https://github.com/sv-esk/Phoebus/releases)
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: fricy on January 08, 2016, 02:27:22 pm
My hypothesis is that Fricy grabbed his default from the Lazy Newb Pack, and someone involved with the LNP accidentally uploaded their own custom variant of Phoebus instead of default-Phoebus sometime in the past month or so.
Almost correct, I didn't spot this change when merging in changes from Doren's TWBT (http://www.bay12forums.com/smf/index.php?topic=152698.0). Thx for the nagging, and sorry for taking this long to respond.
Fricy maintains a LNP (but he also maintains a dozen other graphics sets on GitHub, so it's possible he included the wrong font in that one).
Perhaps we should really move my repos under a proper organization, so it's in one place, and I'm not the only one with write access. Although if anyone want's in, there's this: https://github.com/Lazy-Newb-Pack/DFgraphics. The submodules can be changed to point to another fork like sv-esk's.

Reverted tilesets to 40.24(only default font is different) and added tileset with "old crenelated walls"(see spoilers in first post). Fixed tracks (the tracks in Fricy's repo are not inversed for some reason), included Doren's new animalmen and giants tileset as is.
Thx, merged as it is now. Feel free to send a pull when you have more, or I can change DFgraphics to point to your fork if you think it's better.
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: lethosor on January 08, 2016, 04:55:21 pm
Perhaps we should really move my repos under a proper organization, so it's in one place, and I'm not the only one with write access. Although if anyone want's in, there's this: https://github.com/Lazy-Newb-Pack/DFgraphics. The submodules can be changed to point to another fork like sv-esk's.
You could move yours to Lazy-Newb-Pack/DFgraphics - there's nothing really important in that fork right now, so I'm not sure why it's there. Maybe we could set up a "graphics" team or something and move over the other repos as well.

Edit: Oh, you uploaded the releases in the LNP fork, but all of the other development is taking place in yours. Hm.
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: PeridexisErrant on January 10, 2016, 09:40:57 pm
FWIW I support a new organisation dedicated to graphics packs, to hold current work and hopefully encourage new contributors.  It could also use something like BAMM as "source code", and then build release sets.
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: lethosor on January 10, 2016, 09:53:23 pm
I mentioned to Fricy that it would be possible to have Travis put together and upload the packages for the main DFgraphics repo automatically. If you're suggesting having packages with preinstalled graphics sets, that would work too.
I was leaning toward a team in the LNP organization myself (and there already is one), because most LNP maintainers would also be involved with maintaining graphics sets to an extent, and it would still be really easy to give people write access to the graphics repos all at once or individually. If repos like LNP-shared-core ever get used, it would also be less of a headache to ensure that everyone with access to it also has access to the graphics repos (at least, the DFHack team has had an easier time dealing with non-core repos in the DFHack organization than repos outside of the organization). I'm not sure how much of a factor clutter would be, though.
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: PeridexisErrant on January 10, 2016, 10:36:57 pm
That sounds good to me - I'd forgotten the team-within-existing-org option, and it's pretty clearly better.

I've defaulted to a separate system with https://github.com/PeridexisErrant/starter-pack over the shared core, simply due to differences about which of the files I include from those Fricy uses.  However I plan to (eventually, after consulting) treat the shared core as a repository of everything we've encountered, and then take a subset of that via config file.  Making the pack builder work on OSX and Linux too might help with this, of course, and that's another project somewhere on the list.
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: notfood on January 18, 2016, 06:59:16 pm
For your information, 42_05 compatible download is at Fricy's github courtesy of sv-esk: https://github.com/fricy/phoebus
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: Quiet-Sun on January 25, 2016, 08:26:35 pm
Hey Guys,

I'm new to DF and, since 16x16 tilesets are kind of small in my screen I made a 24x24 version for you to check out:

http://dffd.bay12games.com/file.php?id=11711

I used the waifu2x algorithm which seems to work pretty well for upscaling pixel art.   Check it out and let me know of any problems.

Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: Chimerat on January 25, 2016, 08:41:57 pm
Hey Guys,

I'm new to DF and, since 16x16 tilesets are kind of small in my screen I made a 24x24 version for you to check out:

http://dffd.bay12games.com/file.php?id=11711

I used the waifu2x algorithm which seems to work pretty well for upscaling pixel art.   Check it out and let me know of any problems.

Is this for the 0.42.05 release? It seems to be for 40.24? ???
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: Button on January 25, 2016, 09:19:09 pm
Hey Guys,

I'm new to DF and, since 16x16 tilesets are kind of small in my screen I made a 24x24 version for you to check out:

http://dffd.bay12games.com/file.php?id=11711

I used the waifu2x algorithm which seems to work pretty well for upscaling pixel art.   Check it out and let me know of any problems.

It's a little late to tell you this now, I suppose, but you can zoom in and out using (by default) the mouse scroll button.
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: Quiet-Sun on January 25, 2016, 09:33:04 pm
Is this for the 0.42.05 release? It seems to be for 40.24? ???

it is for the 40.24, which is the version of the lazy newb pack.  I wanted to see if there is interest, I can do 42.05

It's a little late to tell you this now, I suppose, but you can zoom in and out using (by default) the mouse scroll button.

Thank you, I know.  But DF uses a linear interpolation which degrades the quality of the art.  Not a big deal, but I thought maybe someone else minds it.   The waifu2x algorithm makes things very pretty:

Bilinear:
(https://dl.dropboxusercontent.com/u/408446/DF/kobolds_bilinear.png)

Weifu2x:
(https://dl.dropboxusercontent.com/u/408446/DF/kobolds_waifu.png)
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: Chimerat on January 25, 2016, 09:45:05 pm
Is this for the 0.42.05 release? It seems to be for 40.24? ???

it is for the 40.24, which is the version of the lazy newb pack.  I wanted to see if there is interest, I can do 42.05
I haven't played in a while because the version that's being linked here has very odd font that literally hurts my eyes. So my interest would depend on the font used, honestly.
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: Quiet-Sun on January 25, 2016, 10:20:18 pm
I haven't played in a while because the version that's being linked here has very odd font that literally hurts my eyes. So my interest would depend on the font used, honestly.

I'm very new at this.  do you use the Text Will Be Text hack and DFHack?  If so, I could make one for you with the font from the GEMSET which is very pretty:

(https://dl.dropboxusercontent.com/u/408446/DF/Phoebus_gemsetfont.jpg) 
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: BlackSmokeDMax on January 25, 2016, 10:31:35 pm
Is this for the 0.42.05 release? It seems to be for 40.24? ???

it is for the 40.24, which is the version of the lazy newb pack.  I wanted to see if there is interest, I can do 42.05
I haven't played in a while because the version that's being linked here has very odd font that literally hurts my eyes. So my interest would depend on the font used, honestly.

Look at my post here: http://www.bay12forums.com/smf/index.php?topic=126076.msg6708258#msg6708258 and see if that will help you out. I swapped out the standard for something I liked better and it worked very well, hopefully you can find something that will work well for you with the same basic game plan I used. It does take a bunch of quitting and reloading, but getting the exact look you want is worth the time in my opinion. I ended up changing the color scheme from that picture in my post (need to click spoiler tag to see it) from whatever it was in that post to the ASCII default color scheme, but I do waver on that decision. You can make a lot of tries with different combos before you even mess around doing what I did with moving the one file from GemSet to Spacefox.
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: Chimerat on January 26, 2016, 05:46:56 am
I haven't played in a while because the version that's being linked here has very odd font that literally hurts my eyes. So my interest would depend on the font used, honestly.

I'm very new at this.  do you use the Text Will Be Text hack and DFHack?  If so, I could make one for you with the font from the GEMSET which is very pretty:

(https://dl.dropboxusercontent.com/u/408446/DF/Phoebus_gemsetfont.jpg)
I can use Text Will Be Text, so long as DFHack doesn't make any other changes to the game past that.
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: lethosor on January 26, 2016, 12:32:10 pm
There has been 0.42.05 support at https://github.com/fricy/Phoebus for nine days now. Never mind, didn't realize that was referring to a different download.
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: sv-esk on January 27, 2016, 09:33:35 am
Odd font in the version that's being linked here has been fixed 19 days ago.
Btw, PhoebusTilesetAssembler from 40.24 still usable - it modifies only data/art/Phoebus_16x16.png file, not raws.
Spoiler (click to show/hide)
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: jaardichten on February 02, 2016, 11:31:37 pm
I'm new to DF and, since 16x16 tilesets are kind of small in my screen I made a 24x24 version for you to check out:

http://dffd.bay12games.com/file.php?id=11711

I used the waifu2x algorithm which seems to work pretty well for upscaling pixel art.   Check it out and let me know of any problems.
I looked at the spacefox 24px tiles and their scaling is impressive, they look much much better on my screen than being upscaled via DF zooming. This is great! How are you doing it? Is there a plugin with that algorithm which can be used with whatever batch job supporting software? TIA.

Very much interested in Phoebus 24px. Coupled with TWBT and another font, DF will be a dream.
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: Quiet-Sun on February 03, 2016, 12:51:02 am
I'm new to DF and, since 16x16 tilesets are kind of small in my screen I made a 24x24 version for you to check out:

http://dffd.bay12games.com/file.php?id=11711

I used the waifu2x algorithm which seems to work pretty well for upscaling pixel art.   Check it out and let me know of any problems.
I looked at the spacefox 24px tiles and their scaling is impressive, they look much much better on my screen than being upscaled via DF zooming. This is great! How are you doing it? Is there a plugin with that algorithm which can be used with whatever batch job supporting software? TIA.

Very much interested in Phoebus 24px. Coupled with TWBT and another font, DF will be a dream.

Here is Phoebus 24px for 40.24:

http://dffd.bay12games.com/file.php?id=11711

Is this the version you need?
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: jaardichten on February 03, 2016, 07:16:06 am
Here is Phoebus 24px for 40.24:
http://dffd.bay12games.com/file.php?id=11711
Is this the version you need?
Oh sorry, no, I need the newest for Phoebus/DF42.05
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: Quiet-Sun on February 03, 2016, 02:40:53 pm
Ok try this one and let me know:

Phoebus 24x24 for 42.05 (http://dffd.bay12games.com/file.php?id=11737)
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: jaardichten on February 03, 2016, 11:26:47 pm
Ok try this one and let me know:

Phoebus 24x24 for 42.05 (http://dffd.bay12games.com/file.php?id=11737)
Those are perfect in size. This, TWBT and Shizzle_1280x500 are the perfect combination for a Lenovo W500 Notebook/my eyes. That algorithm is way better than doing ingame zooming.

With TWBT and using another font, which Phoebus tileset is recommended? The Symbol one?

I've seen a few binaries for that algorithm, which one do you use... so coupled with a cmd script with a for loop it's no problem for me to batch encode and DIY... is any altering of text files necessary? OK I've seen the manifest file, but maybe there's more and technical reasons....
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: Quiet-Sun on February 04, 2016, 01:56:53 am
Those are perfect in size. This, TWBT and Shizzle_1280x500 are the perfect combination for a Lenovo W500 Notebook/my eyes. That algorithm is way better than doing ingame zooming.

I'm glad to hear it!

With TWBT and using another font, which Phoebus tileset is recommended? The Symbol one?

It's a matter of personal choice.  The symbol one is indeed my favorite.


I've seen a few binaries for that algorithm, which one do you use... so coupled with a cmd script with a for loop it's no problem for me to batch encode and DIY... is any altering of text files necessary? OK I've seen the manifest file, but maybe there's more and technical reasons....

I actually used this one.  It's really the best and it has pre-compiled binaries:

https://github.com/tanakamura/waifu2x-converter-cpp

Of course, the best result is achieved if you dissasemble first all pngs into individual tiles.  I intend to upload a matlab application to do it.  Keep an eye on the forums and I'll drop a line here when I do.
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: Chimerat on February 04, 2016, 04:59:46 am
Of course, the best result is achieved if you dissasemble first all pngs into individual tiles.  I intend to upload a matlab application to do it.  Keep an eye on the forums and I'll drop a line here when I do.
I look forward to it. I'd asked a while back if there was a list of all the images required for a tileset, but a folder (or folders) with individual files sorted would work just as well. :)
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: Aydjile on February 04, 2016, 10:56:08 am
how come there is no phoebus tileset assembler included?  :-[
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: Quiet-Sun on February 04, 2016, 01:05:40 pm
I look forward to it. I'd asked a while back if there was a list of all the images required for a tileset, but a folder (or folders) with individual files sorted would work just as well. :)

how come there is no phoebus tileset assembler included?  :-[

I'm also in the process of defining a universal standard with templates for all creatures and everything so that we truly take advantage of artists's talent without people having to worry about text files, raws, and placement.  The upscaler application will be released with the standard.  Keep an eye open for it
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: Chimerat on February 04, 2016, 05:05:32 pm
Keep an eye open for it
:o I'll keep two!
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: Aydjile on February 04, 2016, 07:36:18 pm
Keep an eye open for it

thank you, i will!
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: jaardichten on February 06, 2016, 03:20:00 am
Keep an eye open for it
:o I'll keep two!
Three-eyed raven is watching you as well.
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: Lohakar on February 08, 2016, 06:29:19 am
I returned to DF after some time. It is more fun now with Temples, Tavers etc.

If I omitt such things like a backpack made from ONE chicken hide :-),
I would like to point to picture of the real wheelbarrow:
(https://kamusi.org/sites/kamusi.org/files/styles/large/public/field/image/wheelbarrow-300px.jpg?itok=e3BhOFxw) and what we have here: (http://www.akrangard.cz/ruzne/Phoebus_24x24Wheelbarrow.png).

Is it possible to remake it, please?
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: Boltgun on February 08, 2016, 08:27:20 am
I returned to DF after some time. It is more fun now with Temples, Tavers etc.

If I omitt such things like a backpack made from ONE chicken hide :-),
I would like to point to picture of the real wheelbarrow:
(https://kamusi.org/sites/kamusi.org/files/styles/large/public/field/image/wheelbarrow-300px.jpg?itok=e3BhOFxw) and what we have here: (http://www.akrangard.cz/ruzne/Phoebus_24x24Wheelbarrow.png).

Is it possible to remake it, please?

Wheelbarrow should look like a minecart (they have the same tile). What you have usually happens when you change graphic sets after generating a new world.
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: Quiet-Sun on February 09, 2016, 02:58:52 am
Keep an eye open for it
:o I'll keep two!
Three-eyed raven is watching you as well.

Ok! the tools are up!
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: Chimerat on February 09, 2016, 04:50:29 am
Keep an eye open for it
:o I'll keep two!
Three-eyed raven is watching you as well.

Ok! the tools are up!

"Unfortunately these tools work only for Windows 64-bit"
*dies* NOooo... :(
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: Boltgun on February 09, 2016, 08:44:43 am
Is there a source file for the TWBT overrides in gimp format? I could not find them in the pouch of secrets.

I am trying to add the workshop overrides to Obsidian's set but as those use the Phoebus groud tiles, it does not look very good. If there is a file where the ground is on a separate layer that would help a lot.
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: Quiet-Sun on February 09, 2016, 10:45:41 am
Keep an eye open for it
:o I'll keep two!
Three-eyed raven is watching you as well.

Oh no Chimerat!  I discovered I have access to a Linux server with Matlab, would a linux binary work for you?

Ok! the tools are up!

"Unfortunately these tools work only for Windows 64-bit"
*dies* NOooo... :(
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: Aydjile on February 10, 2016, 09:02:21 am
ah! link please?
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: Quiet-Sun on February 10, 2016, 09:57:54 am
ah! link please?

Here! look at this thread:

http://www.bay12forums.com/smf/index.php?topic=156151.0
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: Chimerat on February 10, 2016, 07:32:20 pm
Oh no Chimerat!  I discovered I have access to a Linux server with Matlab, would a linux binary work for you?
(At least I think that's what was new in there?)

I don't use Linux. I use Windows 7, but 32 bit, not 64.
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: Quiet-Sun on February 10, 2016, 10:39:14 pm
Ah! That's easier to solve!  go to my thread and download the version there.  Install the 32bit matlab runtime and let me know if it works.  Let's switch our conversation to the other thread too.  I'll help you there.
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: Blue_Dwarf on February 11, 2016, 04:09:55 am
I've been using this version (https://github.com/DFgraphics/Phoebus) of Phoebus for 42.05, but it doesn't seem to be working for .06 (at least PyLNP doesn't show it as available for installing).

Does it need to be updated or am I doing it wrong?
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: PeridexisErrant on February 11, 2016, 05:28:16 am
I've been using this version (https://github.com/DFgraphics/Phoebus) of Phoebus for 42.05, but it doesn't seem to be working for .06 (at least PyLNP doesn't show it as available for installing).

Does it need to be updated or am I doing it wrong?

Yes, it needs to be updated (probably, I haven't tested yet).  The df_max_version declared in manifest.json thus tells PyLNP to hide it from users who might otherwise break their savegames...
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: sv-esk on February 11, 2016, 06:02:51 am
Code: (file changes.txt) [Select]

Auxiliary file changes for 0.42.06:

announcements
removed TRAVEL_ADVISORY

reaction
added adv bone carving reactions, with category support
added has_edge for reagent   

manifest.json is only thing that needs to be updated in pack itself

BTW lion man and 42.05 lizards still ASCII
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: Blue_Dwarf on February 11, 2016, 07:01:38 am
I've been using this version (https://github.com/DFgraphics/Phoebus) of Phoebus for 42.05, but it doesn't seem to be working for .06 (at least PyLNP doesn't show it as available for installing).

Does it need to be updated or am I doing it wrong?

Yes, it needs to be updated (probably, I haven't tested yet).  The df_max_version declared in manifest.json thus tells PyLNP to hide it from users who might otherwise break their savegames...

Yeah that worked, thanks :)
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: TheOnlySolitaire on March 27, 2016, 07:08:46 pm
Hi guys.

It's been a few years since I've played. I'm excited to get back into DF again, but I'm hitting a problem. I've used both the stable and unstable versions of LNP to install Phoebus, and even downloaded a Phoebus tileset master file from one of the recent posts above. But while the tileset seems to work on Fortress mode, it doesn't work on the world-gen/site selection screens, where it seems to revert to Ascii.

I swear I remember there being tiles for the woods/jungles/oceans and such on the worldgen that were the same on fort view, ie grasslands were displayed like grass tiles were.

Is that no longer the case, or is there an issue with my installation of Phoebus?

Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: Shonai_Dweller on March 27, 2016, 07:16:28 pm
Hi guys.

It's been a few years since I've played. I'm excited to get back into DF again, but I'm hitting a problem. I've used both the stable and unstable versions of LNP to install Phoebus, and even downloaded a Phoebus tileset master file from one of the recent posts above. But while the tileset seems to work on Fortress mode, it doesn't work on the world-gen/site selection screens, where it seems to revert to Ascii.

I swear I remember there being tiles for the woods/jungles/oceans and such on the worldgen that were the same on fort view, ie grasslands were displayed like grass tiles were.

Is that no longer the case, or is there an issue with my installation of Phoebus?
I think that's a TWBT issue. It uses the tileset you have set for your text to show the map.
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: TheOnlySolitaire on March 27, 2016, 07:20:18 pm
I think that's a TWBT issue. It uses the tileset you have set for your text to show the map.

Thanks for the speedy reply.

TWBT is "Text Will Be Text", correct?

So should I download TWBT or do I need to edit a setting with notepad++?
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: CLA on March 28, 2016, 04:45:00 am
I think that's a TWBT issue. It uses the tileset you have set for your text to show the map.

Thanks for the speedy reply.

TWBT is "Text Will Be Text", correct?

So should I download TWBT or do I need to edit a setting with notepad++?
You already have TWBT - that's why this is happening. You can either disable TWBT or edit a setting with notepad++ (data/init/init.txt: FONT and FULLFONT to the same as GRAPHIC_FONT and GRAPHICS_FULLFONT, which should be phoebus_something.png).

The reason this is done is so that text looks like text: no levers or other weird looking tiles, and grass patches instead of punctuation in text.
This also includes the world map.

You can set the "second" tileset to whatever you want, by the way. it doesn't have to be the default tileset.
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: Shonai_Dweller on March 28, 2016, 06:19:21 am
I loved my custom font tileset which I used with TWBT. But it was totally inappropriate for the map. Eventually it became annoying having to remember to turn it off whenever I started a new game or wanted to export to Legends Viewer so I gave up on TWBT altogether (was crashing adventurer too at the time which helped make the decision easier).
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: TheOnlySolitaire on March 28, 2016, 06:49:26 am
-snip-
-snip-

Thanks a lot guys, I solved the problem and Phoebus works properly now.

Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: NW_Kohaku on March 31, 2016, 02:45:50 pm
Say, I'm back after a while away... As I understand it, there are now new animalpeople in the newer versions, so is there any sort of list of animals that as yet need graphic-ing?
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: CLA on April 01, 2016, 04:19:46 am
Loci updated the list on the wiki a while back:
http://dwarffortresswiki.org/index.php?title=DF2014%3AGraphic_set&diff=224136&oldid=223187
And here are the new professions:
http://dwarffortresswiki.org/index.php?title=DF2014%3AGraphic_set&diff=221468&oldid=220629
Note that some merely changed file location or name (giant toad, tiger man ,etc).
I guess diff-ing the raws might give you a more readable format. Or even easier, check out Quiet-Sun's graphic standardization tools  (http://www.bay12forums.com/smf/index.php?topic=156151.0), which should directly show you which of your graphics are missing.
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: NW_Kohaku on April 01, 2016, 10:57:36 am
That's helpful for changing my own graphics, but what I meant was that I was asking what holes there were in Phoebus's graphics.  A lot of the "difference" there seems to pick up a formatting change.

Of course, a cursory glance says there aren't any poets, performers, bookbinders, or proper number of scholars, although those aren't my graphics to update.  I'm not sure it would be right to change someone else's graphics set without permission.
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: CLA on April 01, 2016, 12:42:34 pm
That's helpful for changing my own graphics, but what I meant was that I was asking what holes there were in Phoebus's graphics.  A lot of the "difference" there seems to pick up a formatting change.
Oh right, I misunderstood.
Still, using the graphic standardization tool on a current phoebus graphics bundle should reveal all that are missing (as blank tiles).
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: LeoCean on April 05, 2016, 03:35:48 am
That's helpful for changing my own graphics, but what I meant was that I was asking what holes there were in Phoebus's graphics.  A lot of the "difference" there seems to pick up a formatting change.

Of course, a cursory glance says there aren't any poets, performers, bookbinders, or proper number of scholars, although those aren't my graphics to update.  I'm not sure it would be right to change someone else's graphics set without permission.

Phoebus quit go right ahead and add them if they aren't already added.
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: PeridexisErrant on April 05, 2016, 03:40:30 am
That's helpful for changing my own graphics, but what I meant was that I was asking what holes there were in Phoebus's graphics.  A lot of the "difference" there seems to pick up a formatting change.

Of course, a cursory glance says there aren't any poets, performers, bookbinders, or proper number of scholars, although those aren't my graphics to update.  I'm not sure it would be right to change someone else's graphics set without permission.

Phoebus quit go right ahead and add them if they aren't already added.

See also http://www.bay12forums.com/smf/index.php?topic=152698
and https://github.com/DFgraphics/Phoebus

Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: NW_Kohaku on April 05, 2016, 01:17:05 pm
Yes, actually, I didn't see it at first, but it looks like Doren did all the new scholars and performers graphics, as well as a ton of animal variations.

Elves seem to be really lacking, and goblins have some real divergence in quality, tough...

(And Doren's been pretty busy.  I never liked that diagonal brick icon for the floor, but it's clearly at the point where it would take too much effort to overwrite. For that matter, I've been replacing the "puffy cloud" wall for flux stone walls and sand/water textures, bar textures, and making a separate bamboo.  Alongside modded creature icons, as well...)

Still, though, looking at this makes me wonder more and more why Toady doesn't just realize there's only so much he can overload the same icons, and just allow for tilesets of more than 256 tiles.  He's resorting to inverting colors at this point, and even if he only wants pseudo-"ASCII", he could at least expand to unicode characters.
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: LeoCean on April 05, 2016, 03:39:59 pm
Better chance of that happening once df gets to 64 bit but that is a mere dream to think we will ever have more than 256 tiles to use without twbt.
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: NW_Kohaku on April 05, 2016, 09:32:21 pm
Better chance of that happening once df gets to 64 bit but that is a mere dream to think we will ever have more than 256 tiles to use without twbt.

I'm not sure what 64 bit has to do with it.  It's supposed to be coming soon, regardless, but as far as I know, that's more because of Worldgen hitting the memory limit than Fortress Mode. 

Regardless, the problem isn't memory, but making distinct fortress tiles, items, and/or distinct images to represent statuses. Even ignoring tileset utility, there are plenty of existing text characters that would be of use in the base game:


It wouldn't be hard at all to make tilesets arbitrarily extensible in size the way that graphic files already are.  (You can declare how many tiles the .png gets diced into, which means you can have any arbitrary size.)  It's literally only Toady's feigning this is an ASCII game and not seeing any reason to bother to expand from there (even just into unicode characters) standing in the way.
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: lethosor on April 06, 2016, 07:51:19 am
It actually would be hard, because the core graphics system is set up to deal with 8-bit tiles (which limits it to 256). Creature tiles are an exception, but adding more generic tiles would probably require more work than you'd expect.
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: NW_Kohaku on April 06, 2016, 12:12:44 pm
It actually would be hard, because the core graphics system is set up to deal with 8-bit tiles (which limits it to 256). Creature tiles are an exception, but adding more generic tiles would probably require more work than you'd expect.

So, what you are saying is Toady actually put the tile in the map data, which needs compression?

That would make it more complex to change, but I don't think that's how it works.  I thought how it works is that the map data has a material ID and object ID, which links to properties like tiles to display.
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: lethosor on April 28, 2016, 07:21:20 pm
I'm not talking about maps at all. I'm talking about the system that draws tiles to various positions on the screen, which only supports 256 tiles plus additional creature graphics. It's possible to overload the creature graphics system to include other stuff (see TwbT), but that would require extensive changes to raws, in-game structures, and the renderers. That also wouldn't make it possible to have more than 256 generic tiles (i.e. tiles not tied to specific items, like additional border tiles and generic special characters) - those would require changing lots of renderer-related things.
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: crossmr on May 06, 2016, 12:50:25 am
That's helpful for changing my own graphics, but what I meant was that I was asking what holes there were in Phoebus's graphics.  A lot of the "difference" there seems to pick up a formatting change.

Of course, a cursory glance says there aren't any poets, performers, bookbinders, or proper number of scholars, although those aren't my graphics to update.  I'm not sure it would be right to change someone else's graphics set without permission.

Phoebus quit go right ahead and add them if they aren't already added.

Wow.. I didn't see that. That's too bad. I haven't played this in awhile but Phoebus' set was always my favorite. I also didn't notice that when I started playing again. I've got a nice fort all set up and didn't even realize I wasn't playing the latest version. I only noticed when I started reading up on things like libraries and couldn't figure out why I couldn't make them.

So...

is there any set I can transition to that is set up for the latest version and I could port my save over from this one to?
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: Pvt. Pirate on May 06, 2016, 03:52:05 pm
the savegames from 40.x are compatible with 42.06 and "phoebus TWBT" is included in the "LNP 42.06.r04"
sry, i just saw your post in the corresponding thread :(
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: CLA on May 07, 2016, 09:46:55 am
Wow.. I didn't see that. That's too bad. I haven't played this in awhile but Phoebus' set was always my favorite. I also didn't notice that when I started playing again. I've got a nice fort all set up and didn't even realize I wasn't playing the latest version. I only noticed when I started reading up on things like libraries and couldn't figure out why I couldn't make them.

So...

is there any set I can transition to that is set up for the latest version and I could port my save over from this one to?

Phoebus is still being updated to new versions, just not by Phoebus himself. See here:
https://github.com/DFgraphics/Phoebus/releases

Or just use the Starter pack:
http://www.bay12forums.com/smf/index.php?topic=126076.0
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: SpyderVenom on May 27, 2016, 04:50:29 am
I dont like that it changes the text from clean nice text to blotchy shit, but I dont like to play with default and the lazy newb pack just crashes every hour and i read its the pack itselfs fault so I went and got the game, soundsense, and therapist... but then I added this pack and it chopped the text up into bits... I didnt want DF hack but is that what makes the text work again in the starter pack? And how can I make it work without DFhack? Thanks
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: CLA on May 27, 2016, 05:56:36 am
I dont like that it changes the text from clean nice text to blotchy shit, but I dont like to play with default and the lazy newb pack just crashes every hour and i read its the pack itselfs fault so I went and got the game, soundsense, and therapist... but then I added this pack and it chopped the text up into bits... I didnt want DF hack but is that what makes the text work again in the starter pack? And how can I make it work without DFhack? Thanks

You're either referring to TWBT (http://www.bay12forums.com/smf/index.php?topic=138754.0) (indeed a DFhack plugin), or enabling True Type. I assume the former, because that's what's shipped with the starter pack. Uou get a different effect by using the latter: enabling the True Type font with F12 (there's also a permanent setting in the init files, and you can change which font you want to use by replacing "data/art/font.ttf"), but this comes with its own set of problems (http://www.bay12games.com/dwarves/mantisbt/view.php?id=5097).
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: Iamblichos on June 21, 2016, 09:52:51 am
Apologies for the doubtlessly n00by question, but will Phoebus work with the new .43.04?
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: xDarkz on June 22, 2016, 03:18:15 am
I too would like to know. It's been so long since I've played Dwarf Fortress that I've totally forgotten how to do everything.
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: Valikdu on June 22, 2016, 07:30:08 am
It works, you just have to set the inits manually. Can't just copy them from the phoebus folder because of the new parameters.
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: jecowa on June 22, 2016, 04:25:55 pm
The outdated version might cause problems of some kind with crops. To get the version for DF v0.43.04, go to the following link, click the green "Clone or download" button, and download it as a ZIP.
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: Iamblichos on June 23, 2016, 02:34:05 pm
The outdated version might cause problems of some kind with crops. To get the version for DF v0.43.04, go to the following link, click the green "Clone or download" button, and download it as a ZIP.

Following link?  :)
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: Broseph Stalin on June 23, 2016, 02:38:47 pm
The outdated version might cause problems of some kind with crops. To get the version for DF v0.43.04, go to the following link, click the green "Clone or download" button, and download it as a ZIP.

Following link?  :)

I think he was trying to do this. (https://github.com/DFgraphics/Phoebus)

Edit: Also is there any sorcery I can perform to get diagonal walls?
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: CLA on June 23, 2016, 03:04:12 pm
Edit: Also is there any sorcery I can perform to get diagonal walls?
Didn't phoebus write a little program that assembled the various tiles from different tilesets into a new one? Tileset assembler? I'm sure you can find it with google. Maybe even in this thread.
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: jecowa on June 23, 2016, 03:16:07 pm
I think he was trying to do this. (https://github.com/DFgraphics/Phoebus)

Edit: Also is there any sorcery I can perform to get diagonal walls?

Yeah, that's the one.

There is a tilesheet with diagonal walls included. If you want to activate it, open the file located at "/data/init/init.txt" and edit these lines:

Code: [Select]
[GRAPHICS_FONT:Phoebus_16x16.png]
[GRAPHICS_FULLSCREENX:0]
[GRAPHICS_FULLSCREENY:0]
[GRAPHICS_FULLFONT:Phoebus_16x16.png]

and change them to this:

Code: [Select]
[GRAPHICS_FONT:Phoebus_16x16_Diagonal.png]
[GRAPHICS_FULLSCREENX:0]
[GRAPHICS_FULLSCREENY:0]
[GRAPHICS_FULLFONT:Phoebus_16x16_Diagonal.png]

And then save the file.
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: Kuria on July 11, 2016, 12:57:16 pm
I think he was trying to do this. (https://github.com/DFgraphics/Phoebus)

Edit: Also is there any sorcery I can perform to get diagonal walls?

I'm so frustrated by this game. I wanted to try 43.05 on Saturday, but the arcana of installing Phoebus from the above link has totally escaped me.

I'm a smart person, and I have a background in technology. Could someone please write or link a step by step guide to installing this set of graphics into vanilla DF 43.05 for Windows? The Wiki instructions ( http://dwarffortresswiki.org/index.php/Tileset_repository#Installation "If the selected tileset requires modifications to the Raws, you will have to make those edits." ???) are simply not specific enough and I'm pulling out my hair.

K
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: jecowa on July 11, 2016, 01:53:37 pm
First, you need a program that can compare text files to each other and find the differences. (I use the free TextWrangler for Mac. I think Windows users use something called "DiffCheck" or something.)

If the current version of Phoebus is for Dwarf Fortress v0.43.03, then compare Phoebus' raws to the vanilla raws of Dwarf Fortress v0.43.03 to see what changes the graphics pack makes. Then you can make those same changes to the updated raws.

It's kind of tedious, but not too hard to do unless stuff gets renamed or moved around (which is confusing).
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: CLA on July 11, 2016, 01:56:34 pm
Could someone please write or link a step by step guide to installing this set of graphics into vanilla DF 43.05 for Windows?
You actually need to do 2 things:
To update phoebus, you need to know
a) which raw files the phoebus tileset changes to look as intended (i.e. you compare 43.04 vanilla raws with 43.04 phoebus raws) and
b) which files were changed by toady between 43.04 and 43.05 - if any (i.e. compare 43.04 files with 43.05 files).

Then you apply the relevant vanilla changes (from .04 to .05) to the phoebus raws. You also need to look out for changes in the data/init/init.txt, by the way. Best starting point is file changes.txt in the vanilla DF directory - it's Toady's detailed changelog.

For example, comparing 43.04 to 43.05, you might notice a new crop could have been added to plants_standard.txt (or whatever it's called): You'd need to copy that entire entry from 43.05 to the phoebus raws.
Or, a tool had its properties changed. The Phoebus tileset might assign a different tile to that tool, so you'd need to copy the new item properties to the phoebus raws, without changing the modified tile back to default.

Installing after this is trivial: Just drop the copy of phoebus in your fresh vanilla DF installation and overwrite files when prompted. Then generate a new world and play.
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: Kuria on July 11, 2016, 03:38:37 pm
Then generate a new world and play.
This helped some, thank you. Is it possible to update the graphics for an existing world/savegame?
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: CLA on July 11, 2016, 05:14:53 pm
Then generate a new world and play.
This helped some, thank you. Is it possible to update the graphics for an existing world/savegame?

Yes, copy the raws to your savegame raws (/raws to /data/save/<your region>/raws).
Just using a 43.04 version of Phoebus for 43.05 (or more accurately the raws of .04 for .05) without making sure if it actually works might lead to some issues though, so at least make a backup copy of your save.
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: Kuria on July 12, 2016, 03:09:51 pm
Yeeee!  :D

(It worked.)

Thank you!!
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: Kaly2 on July 26, 2016, 03:49:40 am
Hello everyone!
I update phoebus to 43.05 myself, there is any way to share it with others? It's kind of boring task to update it, so I want to save their time.
Of course, I'm new at this, so may be there is some bug, but until now I didn't find any.
(Sorry for my english, I'm not native speaker)
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: CLA on July 26, 2016, 05:28:46 am
https://github.com/DFgraphics/Phoebus
Just submit a pull request or become a member of the group.
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: Prismaa on July 28, 2016, 10:15:07 am
Been waiting for this to update so I can play 43.05, I have no idea how to do it myself so :c
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: Kaly2 on July 28, 2016, 02:16:24 pm
Been waiting for this to update so I can play 43.05, I have no idea how to do it myself so :c

Sorry, I'm updating it now, it's my first and i'm not really sure how it's done XD
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: Kaly2 on July 28, 2016, 02:23:13 pm
Okey, here it is. You only have to download and drag to the DF 43.05 file (and click on replace files, of course)
https://github.com/DFgraphics/Phoebus/tree/Phoebus-43.05
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: Prismaa on July 28, 2016, 02:49:42 pm
Okey, here it is. You only have to download and drag to the DF 43.05 file (and click on replace files, of course)
https://github.com/DFgraphics/Phoebus/tree/Phoebus-43.05
Thanks! Seems to work nicely so far.
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: Whiskey on July 29, 2016, 05:47:20 am
thx Kaly2, works fine for me  :)
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: Kaly2 on August 02, 2016, 12:24:05 am
I have a bug, and I don't know if someone else has it. My military squad refuses to wear the left high boot. Has anyone seen this bug?
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: jecowa on August 02, 2016, 12:38:42 am
I have a bug, and I don't know if someone else has it. My military squad refuses to wear the left high boot. Has anyone seen this bug?

They are really picky about what order they put on their clothing. It has to be sock, boot, sock, boot. If you try to do sock, sock, boot, boot, then they won't put on the final boot.
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: Kaly2 on August 02, 2016, 01:47:48 am
I have a bug, and I don't know if someone else has it. My military squad refuses to wear the left high boot. Has anyone seen this bug?

They are really picky about what order they put on their clothing. It has to be sock, boot, sock, boot. If you try to do sock, sock, boot, boot, then they won't put on the final boot.

And how I change the order of clothing? I don't how to put only one sock
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: jecowa on August 02, 2016, 02:46:38 am
Sorry, I was getting mixed up and thinking of an adventure mode bug that was fixed over a year ago.

The rules for uniforms are very complicated, and I haven't really messed with them any. Maybe you are reaching a permit limit or something?

http://dwarffortresswiki.org/index.php/DF2014:Armor
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: jecowa on August 10, 2016, 01:12:58 pm
Anyone know why the height of the lowercase characters isn't uniform in Phoebus?
(http://i.imgur.com/LFlM2q2.png)

I guess everyone likes this and is used to it. It just seems unusual to me.
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: PeridexisErrant on August 10, 2016, 06:45:25 pm
It's optimised for use as graphics tiles, not text; presumably in each case it fits better in some other usage... this is why I love TwbT!
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: jecowa on August 11, 2016, 04:11:35 am
While comparing the walls in the different versions of the Phoebus tileset, I noticed something. It looks like the "Wonderdimension" user customized the Phoebus tileset a bit. That squished "o" and "n" are actually the ones used in the TWBT text tileset for Phoebus. All the accented characters in the Phoebus TWBT tileset are squished down too, so the "o" and "n" are probably squished like that for uniformity with them. But since accented characters aren't used in Phoebus anyway, it might make more sense to use the normal-sized versions of those two letters for the TWBT text font.
Title: New work-in-progress TWBT text tilesheet for Phoebus and Bisasum.
Post by: jecowa on August 15, 2016, 10:39:17 pm
The current TWBT text font in Phoebus is too wide, and it makes it hard for me to read. This new font takes advantage of a TWBT feature that allows the text tiles to be more narrow than the graphics tiles.

Before:

After:
Spoiler: WIP Phoebus TWBT text (click to show/hide)

If you want to test it out, turn on TWBT and set this as your text font:
Spoiler: Bisasum/Phoebus 10x16 (click to show/hide)

If you are using the Lazy Newb Pack, it's probably easiest to drag it into your /LNP/tilesets/ folder, then open the Lazy Newb Pack and re-apply "Phoebus" to your save files, then go to the "customize" tab and choose this new tilesheet as your text tilesheet.

Do you think this change is an improvement?
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: Meph on August 16, 2016, 04:20:37 am
Sure thats an improvement :)
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: Chimerat on August 16, 2016, 05:05:55 am
I agree with Meph that it appears to be easier to read, but that might depend on the size of your screen and the resolution you play at.

Good find, nevertheless.
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: jecowa on August 16, 2016, 05:03:25 pm
might depend on the size of your screen and the resolution you play at.

I think zoom level plays a big part. I think many users with 16x16 tilesets probably play while zoomed in a bit (using the scroll wheel). I know I do. It would be helpful to have tilesheets made with larger tilesizes so these users don't have to zoom in so much. I would like to move all the old ones up to 20x20 so we could have maybe 12x20 text tilesheets, but that would be a long-term project. PeridexisErrant suggested a feature for the Lazy Newb Pack that would allow graphics packs to have options for different tile sizes. I think that sounds pretty awesome.
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: Pvt. Pirate on August 16, 2016, 08:31:58 pm
i tried the 10x20 font and it totally f***ed up the worldmap: nothing related to water was visible and everything had the same pitchblack background opposed to how it has been before.
using LNP 43.03.r03 with TWBT and phoebus graphics.
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: jecowa on August 16, 2016, 10:13:53 pm
i tried the 10x20 font and it totally f***ed up the worldmap: nothing related to water was visible and everything had the same pitchblack background opposed to how it has been before.
using LNP 43.03.r03 with TWBT and phoebus graphics.

That's good to know. I had forgotten that the text font gets used for the map. It should work fine with maps once all the tiles are finished.

It's kind of good that the text font gets used for maps. On the bright side we can have maps that don't use bolts of cloth and cabinets. On the not bright side, the maps will be rectangular. Ideally the maps could have their own tilesheet, or maybe TWBT overrides can be used for maps?

These ones look like they are probably good choices to apply shading to for the maps (to make it look less like an ASCII pack and more like a graphics pack):
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: Tallcastle on August 17, 2016, 03:14:53 am
Ideally the maps could have their own tilesheet
I have to admit.  I'm not as familiar with modding as i should be.  i've never actually seen this done. (or at least i don't think i have)

Is it possible to make a graphics set just for maps and terrain?
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: Pvt. Pirate on August 17, 2016, 06:00:43 am
i tried the 10x20 font and it totally f***ed up the worldmap: nothing related to water was visible and everything had the same pitchblack background opposed to how it has been before.
using LNP 43.03.r03 with TWBT and phoebus graphics.

That's good to know. I had forgotten that the text font gets used for the map. It should work fine with maps once all the tiles are finished.

It's kind of good that the text font gets used for maps. On the bright side we can have maps that don't use bolts of cloth and cabinets. On the not bright side, the maps will be rectangular. Ideally the maps could have their own tilesheet, or maybe TWBT overrides can be used for maps?

These ones look like they are probably good choices to apply shading to for the maps (to make it look less like an ASCII pack and more like a graphics pack):
  • ♠  (CLA shades this)
  • ♣ (CLA shades this)
  • Γ (capital gamma)
  • ↑ (CLA shades this)
  • ↨ (CLA shades this)
  • ⌂ (CLA shades this)
  • ▲ (CLA shades this)
  • ^
  • ~ (CLA shades this)
  • ≈ (CLA shades this)
  • ∙ (weird bullet)
  • · (multiply dot)
  • maybe the box characters? (maybe switch the double box characters to single so that they look better as rivers, and add some rounding)
as long as text still is text and punctuation stays the same...
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: jecowa on August 17, 2016, 05:00:50 pm
Ideally the maps could have their own tilesheet
I have to admit.  I'm not as familiar with modding as i should be.  i've never actually seen this done. (or at least i don't think i have)

Is it possible to make a graphics set just for maps and terrain?

I don't think so. It would be nice, though.

as long as text still is text and punctuation stays the same...

Yeah, text looking good is the main priority. Maps are probably second, unless there's something else I'm forgetting.

Maps should look a bit better now.
(http://i.imgur.com/BgHOwuZ.png)

Spoiler: TWBT text tilesheet (click to show/hide)

Took the tiny mountain idea from CLA.
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: PeridexisErrant on August 17, 2016, 08:24:46 pm
Is it possible to make a graphics set just for maps and terrain?
I don't think so. It would be nice, though.
It's been on the wishlist for a while, but don't hold your breath - https://github.com/mifki/df-twbt/issues/4

Maps should look a bit better now.
Do they ever!
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: Heretic on October 30, 2016, 04:51:09 am
How can I update my save 43.05 into Phoebus correctly? LNP feature looking broken.
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: jecowa on October 30, 2016, 04:59:56 am
So you save file was originally created with Dwarf Fortress v0.43.05, right?

Was your save file created in Dwarf Fortress from a Lazy Newb Pack?
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: Heretic on October 30, 2016, 05:31:07 am
Probably not. And I found solution - hand-made change files to 43.05 phoebus from github.
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: jecowa on October 30, 2016, 09:35:15 am
If your save file was created in Dwarf Fortress v0.43.05, then it sounds like you installed Phoebus perfectly.
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: NullForceOmega on October 31, 2016, 10:21:36 pm
Just one question, is it possible to use the current version of the tileset without any of the TWBT crap, and if it is not, where can I get a current version that doesn't require TWBT, as that plugin is the absolute bane of my DF experience?
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: jecowa on October 31, 2016, 10:50:47 pm
I think it should work good enough without TwbT. I don't think anyone has reported any problems with using it without TwbT, anyway.
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: NullForceOmega on November 01, 2016, 03:06:40 am
Thank you for the quick response.
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: JimmyAgent007 on December 06, 2016, 10:39:21 am
Hey, everyone.  Im using this tileset for a webcomic I want to try out.  However, Im having issues with the resolution of screenshots.  Things look wrong when I resize them.  Ive got the sprites easy enough but objects, walls, wood, and all sorts of things are kind of off.  Anyone have good screenshots 1:1 ratio that dont need to be resized?  I dont want to craft everything by hand, but a lot of objects dont have any colour in the tilesets.
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: Pvt. Pirate on December 07, 2016, 10:44:36 am
Hey, everyone.  Im using this tileset for a webcomic I want to try out.  However, Im having issues with the resolution of screenshots.  Things look wrong when I resize them.  Ive got the sprites easy enough but objects, walls, wood, and all sorts of things are kind of off.  Anyone have good screenshots 1:1 ratio that dont need to be resized?  I dont want to craft everything by hand, but a lot of objects dont have any colour in the tilesets.
That's because not all overrides use the same item size. some are 16x16, some 24x24, while some even use 10x10.
So there will always be some that look blurry.
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: k33n on December 26, 2016, 05:37:23 pm
Hey, everyone.  Im using this tileset for a webcomic I want to try out.  However, Im having issues with the resolution of screenshots.  Things look wrong when I resize them.  Ive got the sprites easy enough but objects, walls, wood, and all sorts of things are kind of off.  Anyone have good screenshots 1:1 ratio that dont need to be resized?  I dont want to craft everything by hand, but a lot of objects dont have any colour in the tilesets.

Make sure you have up-sampling turned off, and realize that the game engine use two colours and png transparency to create the tiles displayed on the screen.

Also, not to be blunt, but you better friggin well be willing to craft everything by hand if you want to make a comic.
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: JimmyAgent007 on January 03, 2017, 08:38:26 am
Make sure you have up-sampling turned off, and realize that the game engine use two colours and png transparency to create the tiles displayed on the screen.

Also, not to be blunt, but you better friggin well be willing to craft everything by hand if you want to make a comic.

Good call on the up-sampling.  I will look into that.  I get that I will need to do everything by hand, I just wanted to use screenshots for the backgrounds and maps, then put the sprites in later.  My issue is with the scaling, different screens at different resolutions, things didnt line up right. 
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: jocke the beast on January 03, 2017, 09:15:55 am
Hi guys.

I love Phoebus graphics and now I'm wondering if it's possible to play the latest version of DF with Phoebus with the TWBT-text (better looking clean text) and only that? I don't wan't z-level rendering just plain old Phoebus but with clean text. Possible? How to make it work?

Thanks!
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: PeridexisErrant on January 03, 2017, 05:57:23 pm
I love Phoebus graphics and now I'm wondering if it's possible to play the latest version of DF with Phoebus with the TWBT-text (better looking clean text) and only that? I don't wan't z-level rendering just plain old Phoebus but with clean text. Possible? How to make it work?

Not possible, sadly - TwbT is required for the clean text too.  (that's what the name 'Text will be Text' is about :))
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: jocke the beast on January 04, 2017, 03:05:16 am
Ok. Sad to hear. Thanks for the quick respons  :)
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: Vordak on June 04, 2017, 11:33:34 am
Hello. I consider what this tileset is the best. I took liberty of a little redraw military to my taste, while maintaining the overall style of author. Total repainted: monarchs, military officers, mechanic, militia units, militia master units.
Download links v0.2:
link Mediafire (http://www.mediafire.com/file/n6c5w2kllo9bqla/DF_Phoebus_Unupd_dwarf_0.2.rar)
link Dwarf Fortress File Depot (http://dffd.bay12games.com/file.php?id=12960)


Installation- overwrite original Phoebus`file dwarves.png.
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: Vordak on June 09, 2017, 02:45:18 pm
I present to your attention tiles of goblins. Redrawn most of the professions except children, enforcers and skeletons.
Download mirrors v1.0:
link Mediafire (http://www.mediafire.com/file/2dqf2nj4mp85oqd/DF_Phoebus_Unupd_goblin_1.0.rar)
link Dwarf Fortress File Depot (http://dffd.bay12games.com/file.php?id=12961)


Installation- overwrite original Phoebus`file goblins.png.
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: Pvt. Pirate on June 12, 2017, 04:57:11 am
this looks cool, vordak!
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: PeridexisErrant on June 12, 2017, 06:25:30 am
@Vordak - these look great, but please host them (for free) at http://dffd.bay12games.com so the files don't expire.
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: fbo on October 08, 2017, 11:58:50 am
The 43.05 version on github (http://github.com/DFgraphics/Phoebus/releases) is missing the subtype (http://www.bay12forums.com/smf/index.php?topic=150753.msg6240054#msg6240054) for wheelbarrows in the overrides. This results in minecarts looking like wheelbarrows.  :'(
For different tiles you should change this line in init/overrides.txt

Code: [Select]
[OVERRIDE:152:I:TOOL:TOOL::3:26]
to
Code: [Select]
[OVERRIDE:152:I:TOOL:TOOL:17:3:26]

Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: jecowa on November 23, 2017, 11:13:09 pm
I present to your attention tiles of goblins. Redrawn most of the professions except children, enforcers and skeletons.
Download mirrors v1.0:
link Mediafire (http://www.mediafire.com/file/2dqf2nj4mp85oqd/DF_Phoebus_Unupd_goblin_1.0.rar)
link Dwarf Fortress File Depot (http://dffd.bay12games.com/file.php?id=12961)


Installation- overwrite original Phoebus`file goblins.png.

These are great! Much more consistent design and lots of distinction between the various jobs. Are you cool with them being included with the Phoebus graphics pack on the graphics repo and being bundled in Lazy Newb Packs?
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: jecowa on November 24, 2017, 12:56:30 am
The 43.05 version on github (http://github.com/DFgraphics/Phoebus/releases) is missing the subtype (http://www.bay12forums.com/smf/index.php?topic=150753.msg6240054#msg6240054) for wheelbarrows in the overrides. This results in minecarts looking like wheelbarrows.  :'(
For different tiles you should change this line in init/overrides.txt

Code: [Select]
[OVERRIDE:152:I:TOOL:TOOL::3:26]
to
Code: [Select]
[OVERRIDE:152:I:TOOL:TOOL:17:3:26]

Thanks for the Pull Request! Your changes are now merged onto the repo.
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: satan on November 24, 2017, 10:38:42 pm
How long until the tileset is compatible with 0.44.01?
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: Ultimuh on November 24, 2017, 10:47:52 pm
How long until the tileset is compatible with 0.44.02?
Fixed your question.
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: jecowa on November 24, 2017, 10:56:28 pm
Sorry, it's updated for both Dwarf Fortress v0.44.01 and v0.42.02. (All DF v0.44.01 graphics packs are compatible with DF v0.44.02.)

You can download it from here: https://github.com/DFgraphics/Phoebus/releases
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: Ultimuh on November 24, 2017, 11:11:19 pm
It includes the new professions and museum stuff, right?
Either way, thanks!
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: jecowa on November 24, 2017, 11:37:46 pm
Sorry, it's only updated to make its raw files compatible with the DF v0.44.02 raw files. It does not include graphics for the 5 new professions.

These seem to be the new professions in case anyone is interested:

 * CRIMINAL
 * PEDDLER
 * PROPHET
 * PILGRIM
 * MONK

I'm not familiar with the museum stuff.
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: Vordak on November 25, 2017, 04:51:06 am
to jecowa

I am both hands for using my work in main Phoebus` tileset.
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: Hylum on November 28, 2017, 12:58:41 pm
That would be awesome! +1 for Vordak! :D
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: Ultimuh on December 02, 2017, 02:50:04 pm
I'm not familiar with the museum stuff.

It's just the pedestals.
To store artifacts in.
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: jecowa on December 03, 2017, 11:22:26 pm
There's 4 tiles that look like they could be unsued and suitable choices for the Pedestal. Anyone think one of these might be in use for something? From the Wiki and the raws, they look like they could be available.


CLA has a new tile drawn for the Pedestal, we just have to figure out where to stick it.
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: King Mir on December 04, 2017, 01:05:13 am
I think only the inverted question marks are unused. If you look carefully, there are 3 of those. For example you could use tile #23.
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: jecowa on December 06, 2017, 12:52:29 am
Thanks for pointing those out. I was focusing on the tiles that could be changed in the raws and overlooked all the tiles that weren't in use by default (166 & 255).

I put CLA's pedestal on tile 23 (↨) since the vanilla ASCII version of it looks vaguely similar to the shape of the pedestal tile.
(https://github.com/DFgraphics/Phoebus/blob/master/data/art/Phoebus_16x16.png?raw=true)

These tiles might still be free for future use:
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: AikonCWD on December 12, 2017, 03:34:46 am
Sorry, it's only updated to make its raw files compatible with the DF v0.44.02 raw files. It does not include graphics for the 5 new professions.

These seem to be the new professions in case anyone is interested:

 * CRIMINAL
 * PEDDLER
 * PROPHET
 * PILGRIM
 * MONK

I'm not familiar with the museum stuff.

May I help with this stuff? Do you need something like a designer to create those new dwarf bois?
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: jecowa on December 12, 2017, 03:44:33 am
Yes, you may help with this. It would be great to have a designer to make the new dwarves!
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: AikonCWD on December 12, 2017, 03:46:53 am
Yes, you may help with this. It would be great to have a designer to make the new dwarves!

no problem, Phoebus is my fav tileset. Is there any tutorial that explains how I need to mod a tileset? Should I design the new dwarfs on a new file? Or just edit and existing png?
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: jecowa on December 12, 2017, 04:18:33 am
Putting them on a new tilesheet is good, but editing the existing one works too. Some good things about a new tilesheet is that we can keep all your contributions together in one folder, and the smaller tilesheet makes it easier to write the text file for it.

I can write the text files for your graphics if you don't want to mess with that part. And if the background image of the dwarves is making things difficult, I can add that too if you need.
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: AikonCWD on December 12, 2017, 04:35:27 pm
Putting them on a new tilesheet is good, but editing the existing one works too. Some good things about a new tilesheet is that we can keep all your contributions together in one folder, and the smaller tilesheet makes it easier to write the text file for it.

I can write the text files for your graphics if you don't want to mess with that part. And if the background image of the dwarves is making things difficult, I can add that too if you need.

(https://imgur.com/uNrm8t6.png)

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


Code: [Select]
graphics_aikoncwd_professions

[OBJECT:GRAPHICS]

[TILE_PAGE:AIKONCWD_P]
[FILE:aikoncwd/newprofessions.png]
[TILE_DIM:16:16]
[PAGE_DIM:3:2]

[CREATURE_GRAPHICS:DWARF]
[CRIMINAL:AIKONCWD_P:0:0:AS_IS:DEFAULT]
[PEDDLER:AIKONCWD_P:1:0:AS_IS:DEFAULT]
[PROPHET:AIKONCWD_P:2:0:AS_IS:DEFAULT]
[PILGRIM:AIKONCWD_P:0:1:AS_IS:DEFAULT]
[MONK:AIKONCWD_P:1:1:AS_IS:DEFAULT]

Don't know if I the TXT is ok, its my first time doing this. Hope you guys enjoy my designs. :D
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: jecowa on December 12, 2017, 07:02:47 pm
These look great, AikonCWD! Your text file looks correct to me, and it doesn't freeze my game, so it's probably good. Your pull request is accepted.
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: AikonCWD on December 12, 2017, 07:13:42 pm
These look great, AikonCWD! Your text file looks correct to me, and it doesn't freeze my game, so it's probably good. Your pull request is accepted.

So.. Where is my dwarf cookie? :P
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: Stardog765 on December 13, 2017, 09:27:27 pm
Hello all! Just coming back to DF after years and as always using my favorite tileset Phoebus.
Thank you for your hard work!

I have a quick question just because I am OCD about stuff like this and I am sure someone here will know right away the answer.

When I build a Still Workshop for some reason now a days it looks like this:

(https://i.imgur.com/oh49Var.jpg)

But this is from an old version and it looked like this:

(https://i.imgur.com/rYuOJeq.jpg)

Is there something broke with workshops on the DF 0.44.02?  I know its not just on Phoebus so I am not saying it is something wrong here just this is the tileset I prefer so I thought I would ask here.
Maybe something broken with my install?

Thank you much for any help and I am sorry for my OCD :)
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: jecowa on December 13, 2017, 09:34:41 pm
There's probably other people wondering too. It's an issue in the alpha version of DFHack for DF v0.44.02. Things other than tilesets are being affected by it. The DFHack team has solved the problem, though, so it should be fixed in their next release.
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: Stardog765 on December 13, 2017, 09:36:27 pm
Oh that's great to hear!  Thank you.

Good I know im not the only one and a fix is in the works. I know it seems like such a little thing and I feel bad even about complaining but sometimes the simplest thing can drive ya nuts :)

Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: AikonCWD on December 21, 2017, 06:57:46 am
Adding new proffesions for kobolds: https://github.com/DFgraphics/Phoebus/pull/12

(https://i.imgur.com/1TxFUOB.png)

Working now with humans, goblins and elves
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: se05239 on December 30, 2017, 03:07:23 pm
I got a question.
I am a pretty amateur modder and I have added a few new races and stuff. However, since they lack any graphics in the Phoebus graphics set they'll just appear as letters (like this https://gyazo.com/caab73a69177f66a891ab291398b9d77 )

How would I go about to give them graphics? I rather not give every profession a unique look if possible, just civilian/soldier graphics.
I really don't like it that they are just letters.
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: burned on December 30, 2017, 03:15:12 pm
How would I go about to give them graphics?

The wiki goes into detail about this (http://dwarffortresswiki.org/index.php/DF2014:Graphic_set); you can also look at the set you're using and see how that was done.

I hope that helps.
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: se05239 on January 02, 2018, 10:04:16 am
How would I go about to give them graphics?

The wiki goes into detail about this (http://dwarffortresswiki.org/index.php/DF2014:Graphic_set); you can also look at the set you're using and see how that was done.

I hope that helps.

I guess it does but it's way too much information and I am kinda discouraged from it. Having to learn a crash course in pixel art is kinda disheartening as well.
So much for believing in easy fixes.
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: CLA on January 02, 2018, 12:01:02 pm
How would I go about to give them graphics?

The wiki goes into detail about this (http://dwarffortresswiki.org/index.php/DF2014:Graphic_set); you can also look at the set you're using and see how that was done.

I hope that helps.

I guess it does but it's way too much information and I am kinda discouraged from it. Having to learn a crash course in pixel art is kinda disheartening as well.
So much for believing in easy fixes.

You won't get around learning how to draw pixel art, but you could just use an existing graphic set and change the image to your race and replace the race name in the text file with the name your race has in the raws.
Delete the text with professions you don't want to draw (you can keep the graphics), but keep DEFAULT and STANDARD for your civilians.
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: se05239 on January 09, 2018, 12:07:25 pm
How would I go about to give them graphics?

The wiki goes into detail about this (http://dwarffortresswiki.org/index.php/DF2014:Graphic_set); you can also look at the set you're using and see how that was done.

I hope that helps.

I guess it does but it's way too much information and I am kinda discouraged from it. Having to learn a crash course in pixel art is kinda disheartening as well.
So much for believing in easy fixes.

You won't get around learning how to draw pixel art, but you could just use an existing graphic set and change the image to your race and replace the race name in the text file with the name your race has in the raws.
Delete the text with professions you don't want to draw (you can keep the graphics), but keep DEFAULT and STANDARD for your civilians.

Is it possible to do like the default ASCII tileset is and have two different spites that change color based upon profession and if they're in military or not, or do I have to make something for each profession.
The custom race I've made for myself is kinda hard to just squeeze in a 16x16 spot and then it gets even worse if I should try make it each spite look like their profession.
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: CLA on January 09, 2018, 01:46:17 pm
Is it possible to do like the default ASCII tileset is and have two different spites that change color based upon profession and if they're in military or not, or do I have to make something for each profession.
The custom race I've made for myself is kinda hard to just squeeze in a 16x16 spot and then it gets even worse if I should try make it each spite look like their profession.
You can tell the game to either use the graphic as it is (that is, you give it color) or let the game decide the color (usually that means the visible pixels of your sprite are white or at least greyscale), which would result in what you want.
The Graphic Set page on the wiki linked above tells you details. Look for AS_IS and ADD_COLOR, respectively.

So you have two possible solutions: either you draw one graphic, and write in the text file that all professions should use that graphic and color it automatically (i.e. they all point to the same coordinate and have ADD_COLOR).

Or, if for some reason that doesn't work as you want, you can draw one graphic, duplicate it below or next to it again and again and give them all different colors. Then you would write AS_IS and a different coordinate for each profession in the text file.
Another use case for the second option is if you don't want to write so much yourself and base it on an existing graphic set that has all the professions you want.
That way you'd have a minimum amount of work for both, writing the text file and drawing the graphic.
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: burned on January 09, 2018, 06:42:30 pm
@se05239 Take a look at Nopal's tilesets (http://www.bay12forums.com/smf/index.php?topic=164372.0), specifically the +Nopal Wacky 12x12+. It's an excellent example of using ADD_COLOR to cover all professions with minimal creature tiles.
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: surazal on January 16, 2018, 08:59:11 pm
Hello, I had a question about a recent update recent to Phoebus and my searches thus far have gotten me stumped.

I run Dwarf Fortress version 44.05 on Linux (64-bit) and I just unzip the Pheobus pack on top of it. I noticed that after 44.04 (and 44.05 right afterwards) was released, when I unzipped Phoebus on of it I saw that it came with some configuration changes to accommodate TWBT. All fine and good, but one minor problem I've noticed is that it's enabled variable-width fonts in both the main menu and in certain areas of the main game itself. The main problems I have with this is that 1) the fonts are often very small and hard to read compared with the regular text and 2) they don't always play well with the game itself. The variable-width text doesn't always render very well and doesn't align properly within the borders of the game sub-menus. Whitespace often overwrites other areas of the screen causing blank areas to appear where other text or game graphics should appear.

I think the best way to address this problem is to disable the variable-width fonts while still keeping Phoebus and TWBT enabled. Barring that, I'm open to disabling TBWT entirely, but again I'm not entirely sure how to do that either. I have tried changing the tilesets configured in the init.txt file both within the data/init and the data/twbt_init directories, but oddly they don't have any effect on the game itself. It seems like TWBT is overriding the tileset settings and rendering the variable width fonts and ignoring those changes. So, I'm kind of stumped. Ultimately, I'd prefer just the fixed width text if at all possible.

Below are screenshots of the main menu and the military screen within the game itself. Note how in the military screen chunks of text are missing in the right-most column. Sometimes the game refreshes and the text reappears but this can take anywhere between several seconds or even a few minutes.

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

(https://i.imgur.com/86iCBss.png)
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: lethosor on January 16, 2018, 09:46:10 pm
What you're seeing is vanilla DF's Truetype feature, which can only be enabled in the 2D print mode (and similar ones like 2DSW). In other words, you do not have TWBT enabled, because that requires OpenGL (the STANDARD print mode), so Truetype and TWBT cannot possibly be enabled at the same time. To enable TWBT, change your PRINT_MODE setting in data/init/init.txt to TWBT.
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: surazal on January 16, 2018, 10:00:47 pm
What you're seeing is vanilla DF's Truetype feature, which can only be enabled in the 2D print mode (and similar ones like 2DSW). In other words, you do not have TWBT enabled, because that requires OpenGL (the STANDARD print mode), so Truetype and TWBT cannot possibly be enabled at the same time. To enable TWBT, change your PRINT_MODE setting in data/init/init.txt to TWBT.

Ah HA. That did the trick! Thanks for the quick reply! No wonder I wasn't getting anywhere; I was barking up the wrong tree. Much appreciated!
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: Firebird766 on March 05, 2018, 11:32:01 pm
Hello! I'm not sure what happened, but when I installed the updated Dwarf Fortress and the latest version of this graphics pack, I somehow lost the images for floodgates and up/down stairs. Instead of nice images, they're ugly X things. How can I fix this? I started with the Lazy Newb Pack, then downloaded this graphics pack directly to try to fix things, but it didn't work.
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: jecowa on March 05, 2018, 11:41:18 pm
Sorry about that. The TWBT content isn't installed by default anymore. It's so that the twbt version and non-twbt versions can have slightly different versions of the files that are better optimized for them. You'll probably want to override the non-TWBT versions with the TWBT versions.

 • Copy the contents of the /data/art/ folder into Dwarf Fortress' /data/art/ folder.
 • Copy the contents of the /data/init/ folder into Dwarf Fortress' /data/init/ folder.
 • Copy the contents of the /raw/objects/ folder into Dwarf Fortress' /raw/objects/ folder.*
 • Copy the contents of the /raw/graphics/ folder into Dwarf Fortress' /raw/graphics/ folder.*

These last two steps will need to be repeated in the "raw" folders of any existing save files you have.

Then finally right-click to download this file (onLoad_gfx.init (https://github.com/DFgraphics/Afro-Graphics/raw/master/onLoad_gfx_Afro.init)) and place it in your Dwarf Fortress directory. Or actually you might have this file already if you downloaded it from the repo. It's just a text file that runs the "twbt unit_transparency 1" command to get the cool background for creatures feature of TWBT.
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: Firebird766 on March 05, 2018, 11:51:49 pm
Thank you! I got the graphics to work, but it won't let me download that file. If it's just text I can copypaste it where it needs to go though. Where, exactly, do I need to put it? Like, what's the actual file name?
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: jecowa on March 06, 2018, 12:43:32 am
It needs to start with "onLoad" and end with ".init". The one included in the repo is in the "raw" folder, but it works a little better from the root Dwarf Fortress directory.
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: Firebird766 on March 06, 2018, 07:16:16 pm
Aha! It works! Thanks again!
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: Baleur on May 26, 2018, 09:08:47 pm
Thank you guys soooooooo much for keeping this up to date.
It is my favorite pack by far. Feel free to try out my colorscheme if you enjoy more muted warm muddy colors.
Spoiler (click to show/hide)
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: jecowa on May 26, 2018, 10:12:41 pm
Thank you guys soooooooo much for keeping this up to date.
It is my favorite pack by far. Feel free to try out my colorscheme if you enjoy more muted warm muddy colors.
Spoiler (click to show/hide)

That looks good. Here's a couple of comparison shots of the Phoebus color palette compared to the Baleur-Vherid_Miskha-Bone color palette:

Spoiler: Arena Phoebus (click to show/hide)


Spoiler: Nature Phoebus (click to show/hide)
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: Baleur on May 27, 2018, 12:12:34 am
Side-by-side didnt realize how arid my green grass was, nor how turqoise the river was.
But i've embarked in some biomes where the rivers have been darker blue. I tuned my color on an embark in a quite hot tropical area :D
Contemplating making the white less bone-colored, and the green / blue less yellow / turqoise.

Edit: yep, modified it a bit. It used to just be a merger of the above mentioned ones, but frankly i prefer it a bit more true to intended colors like this.
Greens a fraction less yellowish, cyans a bit less green, light grey and whites a bit brighter (makes snow look less like ash and text more readable)
Basically just 5 rgb value here and there tweaked, didnt wanna alter the aesthetic too much, but still not have temperate forests look like arid savannah.
Also dark reds fixed, wasnt even aware they were orange, at least now meat in the butchering workshop looks like meat.

Spoiler (click to show/hide)
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: jecowa on May 29, 2018, 09:13:51 am
Side-by-side didnt realize how arid my green grass was, nor how turqoise the river was.

I always thought the default Phoebus colors were overly saturated. Yours looks closer to something I would have wanted. I've gotten kind of used to the Phoebus colors, though.

Greens a fraction less yellowish, cyans a bit less green, light grey and whites a bit brighter (makes snow look less like ash and text more readable)

I like the less yellow colors. Yeah, I think it's important to have good differentiation in the four black through white gradients. That's important for text stuff like making the selected item in the menu interface stand out.

Spoiler (click to show/hide)
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: Baleur on May 30, 2018, 04:44:13 am
Still love having blacks as chocolate brown though, it makes digging into mountains feel so earthy  :D
I'm curious, does this new github updated Phoebus pack have any compatability with the old configurator .exe that used to be included in Phoebus pack? I kind of miss the ability to choose exactly which stone texture or which map textures (for hills etc), and most specifically the smoothed wall textures, i miss the angled ones that look a bit more dwarven than the smooth rounded corners it defaults to.

Remember what i'm talking about? That old app that showed you an image of the texture atlas and let you pick various alternates.
But i suppose that would be even more work, unless the .exe could be updated to understand TWBT with the transparency.
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: Maul_Junior on June 30, 2018, 12:43:32 pm
whew. freaked out a bit when I couldn't find a 44.11 download on the forum.

But it's on the github.
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: firsal on July 11, 2018, 05:38:44 am
Is there a version of this available for DF 0.44.12?
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: taleden on July 16, 2018, 09:56:57 am
Sorry about that. The TWBT content isn't installed by default anymore. It's so that the twbt version and non-twbt versions can have slightly different versions of the files that are better optimized for them. You'll probably want to override the non-TWBT versions with the TWBT versions.

I was wondering why my bins and up-down stairs were both generic X's when I could swear they used to look better, and was disappointed to discover that apparently as you say PE's starter pack no longer installs the TWBT version of Phoebus (or any graphics pack?) which seems really silly to me since it does include TWBT (and enables it by default, I think?)

Do you know what would have to happen to convince PE to revert that change? I like his starter pack but if I have to go copying directories around and editing text files by hand just to get the tileset to look as intended, that kind of defeats the purpose of the pack for me.
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: LeoCean on July 16, 2018, 11:05:15 am
It's not obvious but all it takes is this:

The TWBT components are no longer installed by default on the repo. This is to allow TWBT to get the cool TWBT transparency features without making the pack look worse for non-TWBT users.
Here's how to install the TWBT components:
  • Open the /LNP/Graphics/Spacefox/ folder.
  • Copy & Paste \graphics\Spacefox to make a duplicate in case you mess up or don't if you never deleted the rar file it's easy to get back.
  • Copy the contents of the /raw/art/ folder to the /data/art/.
  • Copy the contents of the /raw/init/ folder to the /data/init/.
  • Copy the "onLoad_gfx_Spacefox.init" file into the /raw/ folder.
  • Launch the Starter Pack launcher, go to the Graphics tab, and double-click "Spacefox" and reinstall it into your saves.
This will give you dwarves and creatures without the background around them.
It will let you see the floor behind most of the furniture.
It will give you a text font designed for use with Spacefox.
It will make the workshops look fancy again.
And lots of other stuff.

That but with phoebus. Somehow PeridexisErrant's DF starter pack does not mention on the front page any of that info or that it is not installed as default. So it really is pretty easy to miss it.(not that one reads that info..unless it's their first time. You'd need to know which hole to put it in.)

Meph's pack comes with twbt enabled however because without it, it'd be bad. But that is also why it is good.
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: taleden on July 16, 2018, 11:20:15 am
Yeah, I think I understand now why things like bins and stairs stopped looking good when using Phoebus in PE's pack, and I understand how to fix it, I just don't understand why PE apparently changed it to look worse in the use case that I imagine must be by far the most common (TWBT enabled). All that fussing about with directory and file copies strikes me as something that users of PE's pack shouldn't have to do, because avoiding it is exactly why they're using PE's pack in the first place, so I wondered if jecowa had any insight into why PE did that and how we might convince him to change it back.
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: lethosor on July 16, 2018, 03:25:54 pm
PE's pack has a thread (http://www.bay12forums.com/smf/index.php?topic=126076.0) - I recommend asking there instead of wondering here.
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: Aydjile on July 25, 2018, 12:12:00 pm
Can we get Phoebus Tile Assembler?
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: taleden on August 05, 2018, 04:51:27 pm
I noticed today that my pig tails have a leafy icon exactly like quarry bushes (and their leaves), which seems odd. Is there no unique icon for pig tails? Or is there something wrong with my installation of the pack?
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: soul4hdwn on October 09, 2018, 03:30:55 pm
is there anything that might go wrong if i installed this with latest Linux df version?  what would i need to adjust or clean up if partial working?
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: treehugger on September 29, 2019, 11:33:24 am
It's not obvious but all it takes is this:

The TWBT components are no longer installed by default on the repo. This is to allow TWBT to get the cool TWBT transparency features without making the pack look worse for non-TWBT users.
Here's how to install the TWBT components:
  • Open the /LNP/Graphics/Spacefox/ folder.
  • Copy & Paste \graphics\Spacefox to make a duplicate in case you mess up or don't if you never deleted the rar file it's easy to get back.
  • Copy the contents of the /raw/art/ folder to the /data/art/.
  • Copy the contents of the /raw/init/ folder to the /data/init/.
  • Copy the "onLoad_gfx_Spacefox.init" file into the /raw/ folder.
  • Launch the Starter Pack launcher, go to the Graphics tab, and double-click "Spacefox" and reinstall it into your saves.
This will give you dwarves and creatures without the background around them.
It will let you see the floor behind most of the furniture.
It will give you a text font designed for use with Spacefox.
It will make the workshops look fancy again.
And lots of other stuff.

That but with phoebus. Somehow PeridexisErrant's DF starter pack does not mention on the front page any of that info or that it is not installed as default. So it really is pretty easy to miss it.(not that one reads that info..unless it's their first time. You'd need to know which hole to put it in.)

Meph's pack comes with twbt enabled however because without it, it'd be bad. But that is also why it is good.

Hi. I do not get what I am doing wrong. I copied over the files and reinstalled the graphics in the twbt launcher(I tried both versions of the duplicate) But I get no difference. Still x's for stairs and bins...
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: treehugger on October 01, 2019, 08:02:07 am
Figured it out. I was copying from the wrong folder  ;D
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: jecowa on February 19, 2020, 02:23:39 am
I'm working on altar graphics. Any thoughts on how to improve or alternate suggestions?
(https://i.imgur.com/ie2IDT8.png)
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: clinodev on February 19, 2020, 06:24:12 am
Looks good!

If I were doing dwarven altars, I'd probably make them blockier and more substantial; a big thick slab on a massive rectangular plinth, but yours are perfectly satisfactory.

I hope he puts in stone altars, incidentally.
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: JEB Davis on February 19, 2020, 07:41:19 am
...snip...
If I were doing dwarven altars, I'd probably make them blockier and more substantial; a big thick slab on a massive rectangular plinth,
+1
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: clinodev on February 20, 2020, 03:54:05 am
So, Toady replied to when I'd previously mentioned stone altars, and, well:

Quote from: clinodev
[snip]
*   Okay, I admit I haven't seen anyone comment about this yet, but since you've just touched this new code, I wonder if we could get stone altars as well as metal ones? Leave the wood ones to the elves, of course.
[snip]
I'll check the stone altars as well.  I agree it's the most sensible material.

It might be worth thinking about stone altars as well.  :)
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: Pvt. Pirate on February 20, 2020, 05:21:39 am
i'd prefer a rather raceneutral altar - so that it can also look fitting when playing as human.
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: clinodev on February 20, 2020, 06:00:18 pm
i'd prefer a rather raceneutral altar - so that it can also look fitting when playing as human.

The one jecowa posted above is very reminiscent of alters for burnt offerings,
Spoiler (click to show/hide)
or
Spoiler (click to show/hide)
which is appropriate, as currently there are only metal altars.

The ones I'm suggesting are more reminiscent of stone altars, like this
Spoiler (click to show/hide)
or this
Spoiler (click to show/hide)
which we may be getting, but they're all quite definitely human, historical styles.
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: jecowa on February 20, 2020, 07:32:51 pm
i'd prefer a rather raceneutral altar - so that it can also look fitting when playing as human.

The one jecowa posted above is very reminiscent of alters for burnt offerings,
Spoiler (click to show/hide)
or
Spoiler (click to show/hide)
which is appropriate, as currently there are only metal altars.

The ones I'm suggesting are more reminiscent of stone altars, like this
Spoiler (click to show/hide)
or this
Spoiler (click to show/hide)
which we may be getting, but they're all quite definitely human, historical styles.

You can also make stone and wood altars at the carpentery and craftsdwarfery. I'm not sure about glass.

some more stuff:
(https://i.imgur.com/DnkTqoQ.png)(https://i.imgur.com/1AES0fA.png)(https://i.imgur.com/1zB970o.png)(https://i.imgur.com/qqqsP95.png)(https://i.imgur.com/5jiVR6z.png)

It's not exactly the same, but here's what I was going for:
Spoiler: inspiration (click to show/hide)
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: Pvt. Pirate on February 24, 2020, 06:32:51 am
the top one doesn't look to specific human, dwarven or elvfish in style.
i especially meant the decorations on them etc.
if it looked specifically egyptian or japanese, that might have been strange to be the altar for all races.
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: jecowa on February 26, 2020, 01:23:45 am
the top one doesn't look to specific human, dwarven or elvfish in style.
i especially meant the decorations on them etc.
if it looked specifically egyptian or japanese, that might have been strange to be the altar for all races.

Is this what you mean by the top one?:

(https://i.imgur.com/TYs5MFp.jpg)
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: UncleSporky on March 02, 2020, 02:24:10 pm
Hey, Phoebus peoples.  I have a question.

I play DF really sporadically, returning once every 4-6 years...

The last time I played was in Feb 2016, with the cutting edge starter packs of that time, which had just introduced advanced features of taverns, temples and libraries, with instruments and bookmaking etc.  I had loaded up the old save to see what I'd been doing and brush up on the game again.

I'm playing now on the last stable release, linked from here, (http://dffd.bay12games.com/file.php?id=7622) which is 0.44.12-r08.  I believe this is from 2018.  I know the new "villains" update is out, but I prefer to play on the most stable release I can, so I'm fine with this.

However, I have noticed that the graphics (which is Phoebus default on both of them) are different between the two.  That old cutting edge 2016 pack has better graphics in some ways than the newer one!

Old pack:

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

Latest stable release:

(https://i.imgur.com/1NECIvD.png)

Coffins return to zeroes, both floodgates and up/down stairs revert to a simple X, and farm plots look worse.  There are a number of other differences visible too, like you can see the wheelbarrows, bins and forges are different.

Does anyone know why this might be?  Like...was there some weird dispute over who owned the art and it got reverted at some point?

I looked through the art file folder and couldn't find those old better graphics anywhere.  I don't know where the game is pulling them from.

Any ideas?

EDIT:  I see someone had a similar issue a few pages back in 2017. (http://www.bay12forums.com/smf/index.php?topic=137096.msg7643618#msg7643618)  Is this really a bug that has persisted this long...?
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: CLA on March 02, 2020, 03:12:22 pm
The upper screenshot appears to have TWBT enabled, a dfhack utility that adds a lot of graphical features. If you install the new version via the LNP, it should install it automatically, I think.
Phoebus isn't active anymore, by the way. The tileset is maintained mostly by Jecowa. Releases are here:

https://github.com/DFgraphics/Phoebus
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: UncleSporky on March 02, 2020, 03:25:48 pm
The upper screenshot appears to have TWBT enabled, a dfhack utility that adds a lot of graphical features. If you install the new version via the LNP, it should install it automatically, I think.
Phoebus isn't active anymore, by the way. The tileset is maintained mostly by Jecowa. Releases are here:

https://github.com/DFgraphics/Phoebus

TWBT is enabled by default, in its default mode, on both packs.  Both of them are "out of the box" Lazy Newb Pack/Starter Pack.

DFHack readout when launching the latest stable:

(https://i.imgur.com/6BVhICO.png)

In the TWBT thread people are talking about running version 6.61 so it sounds like that is one of the latest versions.

Both launchers side by side:

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

Anyway I don't know where the failing is here primarily...maybe PeridexisErrant, maybe DFHack.  I should probably ask in one of those threads instead, I thought it might be a graphic pack-related thing at first though.  But I just think this would tend to be a pretty visible thing since it's completely default Lazy Newb Pack behavior for anyone who downloads it as of right now.

And I know Phoebus isn't active, that's why I said hey Pheobus peoples.  :P  Hey Phoebus maintainers, I suppose.
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: CLA on March 02, 2020, 04:11:39 pm
Anyway I don't know where the failing is here primarily...maybe PeridexisErrant, maybe DFHack.  I should probably ask in one of those threads instead, I thought it might be a graphic pack-related thing at first though.  But I just think this would tend to be a pretty visible thing since it's completely default Lazy Newb Pack behavior for anyone who downloads it as of right now.

And I know Phoebus isn't active, that's why I said hey Pheobus peoples.  :P  Hey Phoebus maintainers, I suppose.
Oh sorry, I misread that.

Yeah, no idea. looks like it should work. You mighrated your save right? Maybe you were overwriting a file you shouldn't have or the new version is expecting a different folder/file structure. Try doing a clean install in a new folder without migrating your save. Start a new fort and try building a coffin and some stairs. That should allow you eliminate the save migration as cause.
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: jecowa on March 02, 2020, 05:16:02 pm
You might try double clicking Phoebus 16x while TWBT is enabled to reinstall the TWBT version of the pack. Don't worry if it can't install it into your save folder, we just need it installed into the data folder
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: UncleSporky on March 02, 2020, 05:31:11 pm
Anyway I don't know where the failing is here primarily...maybe PeridexisErrant, maybe DFHack.  I should probably ask in one of those threads instead, I thought it might be a graphic pack-related thing at first though.  But I just think this would tend to be a pretty visible thing since it's completely default Lazy Newb Pack behavior for anyone who downloads it as of right now.

And I know Phoebus isn't active, that's why I said hey Pheobus peoples.  :P  Hey Phoebus maintainers, I suppose.
Oh sorry, I misread that.

Yeah, no idea. looks like it should work. You mighrated your save right? Maybe you were overwriting a file you shouldn't have or the new version is expecting a different folder/file structure. Try doing a clean install in a new folder without migrating your save. Start a new fort and try building a coffin and some stairs. That should allow you eliminate the save migration as cause.

Initially I did not migrate my save and started fresh with default settings, and noticed the graphical difference.  Then I migrated the old save to be able to demonstrate it side by side with the screenshot.

You might try double clicking Phoebus 16x while TWBT is enabled to reinstall the TWBT version of the pack. Don't worry if it can't install it into your save folder, we just need it installed into the data folder

I just did this and it didn't make any difference.

Has anyone else tried a fresh new default install of the LNP?  The old stable and the latest alpha are the same way.  But I understand that many people probably customize the game to their liking and don't use the packs.

I will probably ask in the LNP thread, thanks for trying some tech support but this doesn't seem to be the Phoebus pack's fault.
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: jecowa on March 02, 2020, 06:50:07 pm
Are you getting an error when you launch the game concerning TWBT mode being unrecognized when you launch the game? If so, you might not have TWBT installed or it might be disabled. The TWBT plugin would be in your /Dwarf fortress/hack/plugins/ folder. And you can enabled and disabled DFHack from the DFHack tab of the LNP launcher.
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: UncleSporky on March 02, 2020, 07:09:45 pm
No errors, and TWBT is definitely on and working because one of the main things it does is the awesome multi-layer view, which is working (in both the old 2016 game and the new game):

(https://i.imgur.com/rEVGqlp.png)
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: jecowa on March 02, 2020, 08:08:13 pm
You might need to install the /data/twbt_art/ and /data/twbt_init/ files into your /data/art/ and /data/init/ folders. You can download it from here: https://github.com/DFgraphics/Phoebus/releases
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: UncleSporky on March 02, 2020, 08:45:41 pm
That fixes it!

The data/twbt_art/ and data/twbt_init/ are already present in the pack.  I just copied and pasted everything in those two folders into data/art/ and data/init/.  Overwriting init.txt meant I had to reset a lot of the settings, but yeah, that fixes the graphics.  I did not play long so I don't know if doing this copy and overwrite breaks anything else in the game or introduces bugs/glitches.  I may only have needed to copy overrides.txt.

It looks like all or nearly all the assets that were missing were from _Items.png.  This is present in the old pack's data but was over in the twbt_art folder in the new one.  Looks like the old pack didn't even have twbt_art, it was all just already installed that way.

Thanks for pointing me in the right direction!
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: jecowa on March 31, 2020, 05:56:19 am
It's a Legacy Windows Bitmap (.BMP) version of Phoebus. Especially for use with the Legacy Windows Legacy edition of Dwarf Fortress– the most particular version of Dwarf Fortress ever. REAL 24-bit png color (not 32-bit with fancy-schmancy alpha channel). And REAL RGB color (not ghetto-old indexed).

Download link: http://www.mediafire.com/file/h7s5fuhqslidcoc/Phoebus-Legacy.zip/file

More Windows Bitmap than ever before. Two scoops of Magenta.

Installation:
(https://i.imgur.com/1cplzKw.png)
Works with normal SDL Dwarf Fortress too!
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: clinodev on March 31, 2020, 12:24:15 pm
Cheers for making the effort to support users with older hardware!
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: Baleur on April 19, 2021, 01:12:36 pm
Im also having the issue with 0's as Coffins instead of the proper TWBT tile.
Ill try manually copying the twbt folder contents to art / init instead.
Using the LNP doesnt seem to properly copy those files.
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: DogsRNice on January 18, 2023, 11:19:37 am
Sorry for the necropost but are there any plans for someone to update this pack? (Not sure if the newest classic version supports this) Or port it to the steam version if that's possible.

This pack is basically the look I think of when I think about Dwarf Fortress
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: Immortal-D on February 25, 2023, 04:21:13 pm
Sorry for the necropost but are there any plans for someone to update this pack? (Not sure if the newest classic version supports this) Or port it to the steam version if that's possible.

This pack is basically the look I think of when I think about Dwarf Fortress
I have been given to understand that all the traditional tile sets will not work in 50.x+ due to the way that Premium rewrote the fundamental interactions for how graphics work.  I do not know what would be involved in updating the old packs.
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: DogsRNice on June 24, 2023, 10:03:45 pm
Sorry for the necropost but are there any plans for someone to update this pack? (Not sure if the newest classic version supports this) Or port it to the steam version if that's possible.

This pack is basically the look I think of when I think about Dwarf Fortress
I have been given to understand that all the traditional tile sets will not work in 50.x+ due to the way that Premium rewrote the fundamental interactions for how graphics work.  I do not know what would be involved in updating the old packs.

So I finally decided to look into this (mostly out of curiosity) and I'm pretty over my head looking into the files for both the vanilla graphics and the version of this hosted on github, a conversion looks like it would be a pretty big undertaking if anyone ever wanted to make one, not to mention the need for new graphics for stuff that's been added in vanilla...
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: Clatch on June 30, 2023, 08:17:55 am
So I finally decided to look into this (mostly out of curiosity) and I'm pretty over my head looking into the files for both the vanilla graphics and the version of this hosted on github, a conversion looks like it would be a pretty big undertaking if anyone ever wanted to make one, not to mention the need for new graphics for stuff that's been added in vanilla...

I figure it's only a matter of time before people start tearing that stuff apart to see how it works.  ;)

,,, but gads... there's a whole lot more there now.
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: dirkzen on December 05, 2023, 12:18:06 pm
Oh good lord, yea, I thought i'd be a clever boy and just sorta drop in the Phoebus' tileset into the current vanilla DF art folder and rename a few things, but... not quite  :o
Folder structure has changed a bit more drastically than i'd realized.
Bit of a shame, this and Mayday were the only tilesets I really used much at all.
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: mikekchar on December 05, 2023, 06:50:57 pm
Yes, it's changed *completely*.  There is no upgrade path from old graphics sets to new ones.  Keep in mind that the old graphics sets were technically mods that had reverse engineered the way the game worked.  When Toady made premium, he redesigned *everything* and so now the old graphics set mods don't work at all (and can't be made to work).

There is at least one person who has said that they will start a new graphics set for v0.50, but it's in such an early state that I don't think anything has actually been done :-)  It's a big, big job so I don't expect we'll see anything usable for a year or so.
Title: Re: [0.40.24v00] Phoebus' Graphic Set
Post by: Aydjile on April 28, 2024, 07:28:34 pm
I hope and pray that Phoebus will return and re-create his art in Steam workshop so we could enjoy his work once again. He is the reason why i got into DF in the first place many years ago.