PTW the new thread.That sounds brilliant, full tileset support for DF! Never imagined I'd see the day, this community is absolutely amazing...
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
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.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.
I loaded my save and this happensIIRC phoebus uses the ¿ for unused tiles on his tileset.
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.
How do the new trees look with this tileset, if you use the .34 version of it?
How do the new trees look with this tileset, if you use the .34 version of it?
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)
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.zipSpoiler (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.
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.zipSpoiler (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.
my version of Dwarf Fortress with Pheobus
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.
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.
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.
2014Spoiler (click to show/hide)
I think he was referring to the fact that he hadn't said a thing around here in like 4 months :P2014Spoiler (click to show/hide)
(yes, joke flying way over my head)....
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.
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.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?
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.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.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?
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.
> DF_Phoebus_40_01v00.zip is malicious, and Chrome has blocked it.
wat
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.
Hey guys, I downloaded Phoebus, and got it all working, except for one thing.I believe you want to put "YES" beside "Sound" in the Init file. I get rid of the sound by putting "NO" there.
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 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. ^_^
#!/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/"
Love your work, Phoebus.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.
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 noticed with ASCII that in the spring the trees get different colors and things like that.Same thing in the tilesets. The tilesets are black and white, it's the game that chooses how to color each tile.
Is it the same with these tilesets?
Or is that still work in progress?
First up, I just want to say thank you so much for this graphics pack! It is gorgeous!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.
Second, raw/graphics/version.txt still shows 0.34.11v01. Shouldn't that be updated? :)
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?
The tile still needs a lot of work.Spoiler: I'm working on rounder Trees (click to show/hide)
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.batBecause 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.batBecause 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?
That's all you need to do.
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.
Is there a lot of people who can't use DFFD?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.
*Updated* 0.40.03v00/typo
Updated to work with DF v0.30.03.
Thanks. I've removed the typo.*Updated* 0.40.03v00/typo
Updated to work with DF v0.30.03.
So I ran the .bats for 0.40.01 and now my game window looks like this and does not respond to input.You're not giving enough information. 0.40.01 should work just fine. How did you install everything?Any idea what's going on here?Spoiler (click to show/hide)
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.
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*
looks like you got a whole lot of malachite in those trees :ohdear:I 'created' a new twig tile. I'm not sure it looks quite right.Spoiler (click to show/hide)
Pine trees are now copper trees! You can't stop progress!looks like you got a whole lot of malachite in those trees :ohdear:I 'created' a new twig tile. I'm not sure it looks quite right.Spoiler (click to show/hide)
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.
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'?
With the new trees and plant varieties all the old tree tiles are either now shrubs or also being used for shrubs/plants.
I think we're probably both thinking of flowers.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.
In that case you might also consider stealing someone's minecraft textures.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*
Look what you've done!In that case you might also consider stealing someone's minecraft textures.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*
Club and Spade are used by many plants for flowers and stuff like that.Someone needs to make a minecraft tileset.
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.Look what you've done!In that case you might also consider stealing someone's minecraft textures.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*Spoiler (click to show/hide)
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.What about tile 245, the bottom of the integral sign? Is that used anywhere?
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.
That looks good. It tiles better than the branch tile even.Look what you've done!In that case you might also consider stealing someone's minecraft textures.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*Spoiler (click to show/hide)
What about tile 245, the bottom of the integral sign? Is that used anywhere?244 is the Willow tile. 245 was my one free tile that I was using for the new leaf tile.
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.
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.Look what you've done!That looks good. It tiles better than the branch tile even.Spoiler (click to show/hide)
Trunk :)+1
+1Trunk :)+1
+1+1Trunk :)+1
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.
Also trunk.Trunk :)-snip-
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
It would be more appropriate forfor...?
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.
I think you need more contrast between the two leaf/canopy tiles.Saplings represent shrublands, not forests, and are used ingame. Shrubs represent many non-forest biomes, and are also used ingame.
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?
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.
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.
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.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.
Is it better? Worse? Acceptable?
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.I understood the first time, but can't I be lazy? Why can't I just be lazy?
The suggestion with the pine was not to change it to a canopy, but to put a canopy behind it.
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.
Jungle Tile vs PalmI like the second image best. You can make out the palms best there, in my opinion.
vs
Palm+Forest A vs Palm+Forest B
I like the second least. I can't really tell the difference between the last two.
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.
Jungle Tile vs PalmUm, looking back I'm not sure either :o Of the four quoted: 'P' is my favourite.
vs
Palm+Forest A vs Palm+Forest BSpoiler (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.
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])
Sapling adjusted, on world map, tropical forest with contrastI love all of these.
I prefer this to J/P.Spoiler: More contrast for Tropical Forest (click to show/hide)
Spoiler: I'm working on a 'new' Sapling tile! (click to show/hide)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)
Was there ever a solution for the disappearing text problem?I've not heard about the problem in 0.40.0x either way.
[GROWTH:FLOWERS]Color 8:0:1 in the [GROWTH_PRINT is invalid.
[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]
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.Was there ever a solution for the disappearing text problem?I've not heard about the problem in 0.40.0x either way.
Are ground flowers walkable?Yes. They're plants, with flowers. A few months later you get plants, with fruits.
The human lords and ladies don't have graphics.Could you share a screenshot?
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 deathNew plants. Among them is rice, maize, melon, cotton.
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.
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.
QuoteNot 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)
Er, I thought having Stonesense run in the game window was already a thing at some point...?Thats not stonesense, thats DF ^^
...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.)
To reiterate: I thought having stonesense running in the DF game window was already a thing at some point?
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.QuoteNot 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.
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.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).https://www.dropbox.com/s/xshwmjkpydhtkjz/Gold%20door%20bars.jpgSpoiler (click to show/hide)
Ahh, so thats why. nah. not that important specially if its a hardcode issue..Just some nitpicking but it seems my gold door to barracks is using the bar look instead of the door look.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).https://www.dropbox.com/s/xshwmjkpydhtkjz/Gold%20door%20bars.jpgSpoiler (click to show/hide)
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.
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.Was there ever a solution for the disappearing text problem?I've not heard about the problem in 0.40.0x either way.
Love the graphics pack! Kudos on the amazing work.Converting my graphic pack to BMP? That's insane! Don't do that!
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.
Phoebus, thanks for the amazing tileset and such quick updates for the latest versions. Your efforts are appreciated!
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.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.
Just downloaded, installed it , copied over the save. Ran the init updater and save updaterThe 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.
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
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 updaterThe 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.
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
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.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 updaterThe 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.
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
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.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 updaterThe 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.
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
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.
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 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.
Jupp. this worked for me too.. :) thanks.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
Thanks for the quick update. Only issue I'm having is the unsmoothed Obsidian tile is wrong.>.>
Thanks for everything forever.
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.
Milker on far left.The human lords and ladies don't have graphics.Could you share a screenshot?
Milker on far left.That's a Lye Maker. Fitting for a king.Spoiler (click to show/hide)
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:Thank you, I've added them for the next version.
(http://i.imgur.com/QRaSW4i.png)
They are thinner versions of the dwarven version, without beard and with a human head.
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.No.
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.
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?
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.
*Updated* 0.40.08v00
Updated to Dwarf Fortress 0.40.08.
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.
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.
Maybe another suggestion?I've considered that suggestion, but I do not like that style for multiple reasons.
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'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.
Seconded!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.
Thirded!Seconded!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.
[...]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.
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.
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.
[GROWTH:EGGS]
[GROWTH_NAME:feather tree egg:STP]
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?
They won't I tested it with spacefox. Though toady would have said if they did.Thx for the confirmation.
I spent all day yesterday rabidly reloading waiting for the above post to appear :) TODAY.. BRINGS SATISFACTION!Thank you for sharing your enthusiasm, and for noting my oversight. :D
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) :)
*Updated* 0.40.12v00
Updated to Dwarf Fortress 0.40.12.
(No RAW changes)
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.
I can upload it, what is the best way to do that?
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.
*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).
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.
*Updated* 0.40.13v00Thank you! Again. :D
Updated to Dwarf Fortress 0.40.13.
Hello! A little question...Vermins are hardcoded to only use tiles from the basic tileset. They cannot use tiles from the graphics folder.
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
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)?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.
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. :-[
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.
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.Ah, yes of course, you still need some indication which specific dead animal it is. Wasn't trying to say anything else.
But thank you for the information anyway.
I suspect we, at the very least, require a stepladder image for this to be compatible with 40.14?
Plus add stepladder to entity_default.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.
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 haven't yet tried to update to 40.14 here (found another tileset that officially has a link to a 40.14 version).
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 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: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.
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?
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. :-\
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.Next time please mention what OS you're using. Forget the .bat file, it's only usable on windows.
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.
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:
Plus add stepladder to entity_default.
https://github.com/fricy/Phoebus/releases
*Updated* 0.40.14v00
Updated to Dwarf Fortress 0.40.14.
Sorry for the slowness. :(
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?
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.
Hey y'all,Open the file: DF_Phoebus_40_16v00\data\init\init.txt
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.
Hey y'all,Open the file: DF_Phoebus_40_16v00\data\init\init.txt
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.
Edit [SOUND:NO] to [SOUND:YES], save and restart DF.
You'll also need to do that again after you run the init_updater.
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.
<EDIT> Nevermind! I figured it out. Thanks for your help!!!You're welcome! :)
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?The difference between the two subfolders is "phoebus nott" has TrueType disabled.
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,
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..)
I've been working on modding some creatures. Is there any way to make little graphics for them?
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.
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?
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.
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.
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.I can't even.
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 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.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).
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.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.
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. :(
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
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.
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).
So, are flowers meant to look like this:Spoiler: Black and white flowers... (click to show/hide)
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.
dear phoebus, the patch is behind the corner. are you gonna be ready for it? shall we await for you to modify it?
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...
How're the quire/scroll/book graphics in Doren's merge?
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
Phoebus 0.42.01Sweet. Thanks! :D
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
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
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. :DYep theres a couple of new words at the end of language_ files and i totally missed it.
What do you think, would Phoebus mind if we actually added new profesions ourselves?
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.
What do you think, would Phoebus mind if we actually added new profesions ourselves?
What do you think, would Phoebus mind if we actually added new profesions ourselves?I can't speak for anyone else, but those are beautiful.
(http://i.imgur.com/cV4q8C6.png)
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...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...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...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
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.
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...)
anyone got Phoebus compatible with 0.42.02?LNP has it
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)
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
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.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.
Hey, what's going on in here?Am I going insane again, or are you actually back? o.O
Hey, what's going on in here?
Hmm, hello everyone...*places some tasty, "thank you" treats around said rock*
*scurries back under his rock*
Hey, what's going on in here?
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)
*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!*
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.
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.
"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."
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.
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 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.
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 triggersBeing forced into a French work environment is one of mine.
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.
I'm sorry I can no longer support the pack.
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.
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.
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!
I suffer from anxiety/dread issues, and working on this pack is one of my triggers
QuoteI 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.
[...] and working on this pack is one of my [...]
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, 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
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?
I think it's because of the bright colours?
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 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.
I don't think it was a misquote. I think Aydjile just wanted to specify what was being agreed with? ;)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 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.
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
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.
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:
Yes, go to the first page.So... Phoebus updates the links in the first post? ???
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.
Is there any easy way to find the most resent version of this without going through pages of posts? :-\
forked fricy's repo, updated to 0.42.04, included this file: https://github.com/sv-esk/Phoebus.gitSpoiler: comparison (click to show/hide)
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! :DIs there any easy way to find the most resent version of this without going through pages of posts? :-\forked fricy's repo, updated to 0.42.04, included this file: https://github.com/sv-esk/Phoebus.gitSpoiler: comparison (click to show/hide)
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
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.
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.
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.
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? ???
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.
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.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.
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.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 can use Text Will Be Text, so long as DFHack doesn't make any other changes to the game past that.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'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: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.
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'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: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.
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.
Very much interested in Phoebus 24px. Coupled with TWBT and another font, DF will be a dream.
Here is Phoebus 24px for 40.24:Oh sorry, no, I need the newest for Phoebus/DF42.05
http://dffd.bay12games.com/file.php?id=11711
Is this the version you need?
Ok try this one and let me know: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.
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....
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. :)
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? :-[
Keep an eye open for it:o I'll keep two!
Keep an eye open for it
Three-eyed raven is watching you as well.Keep an eye open for it:o I'll keep two!
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?
Three-eyed raven is watching you as well.Keep an eye open for it:o I'll keep two!
Three-eyed raven is watching you as well.Keep an eye open for it:o I'll keep two!
Ok! the tools are up!
Three-eyed raven is watching you as well.Keep an eye open for it:o I'll keep two!
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... :(
ah! link please?
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'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?
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
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...
Hi guys.I think that's a TWBT issue. It uses the tileset you have set for your text to show the map.
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.
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).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++?
-snip--snip-
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.
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.
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.
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.
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.
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?
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
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.
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? :)
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.
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?
[GRAPHICS_FONT:Phoebus_16x16.png]
[GRAPHICS_FULLSCREENX:0]
[GRAPHICS_FULLSCREENY:0]
[GRAPHICS_FULLFONT:Phoebus_16x16.png]
[GRAPHICS_FONT:Phoebus_16x16_Diagonal.png]
[GRAPHICS_FULLSCREENX:0]
[GRAPHICS_FULLSCREENY:0]
[GRAPHICS_FULLFONT:Phoebus_16x16_Diagonal.png]
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?
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:
Then generate a new world and play.This helped some, thank you. Is it possible to update the graphics for an existing world/savegame?
Then generate a new world and play.This helped some, thank you. Is it possible to update the graphics for an existing world/savegame?
Been waiting for this to update so I can play 43.05, I have no idea how to do it myself so :c
Okey, here it is. You only have to download and drag to the DF 43.05 file (and click on replace files, of course)Thanks! Seems to work nicely so far.
https://github.com/DFgraphics/Phoebus/tree/Phoebus-43.05
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?
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.
might depend on the size of your screen and the resolution you play at.
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.
Ideally the maps could have their own tilesheetI 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)
as long as text still is text and punctuation stays the same...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)
Ideally the maps could have their own tilesheetI 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?
as long as text still is text and punctuation stays the same...
It's been on the wishlist for a while, but don't hold your breath - https://github.com/mifki/df-twbt/issues/4Is it possible to make a graphics set just for maps and terrain?I don't think so. It would be nice, though.
Maps should look a bit better now.Do they ever!
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.
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.
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?
[OVERRIDE:152:I:TOOL:TOOL::3:26]
[OVERRIDE:152:I:TOOL:TOOL:17:3:26]
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)Spoiler: Presentation - Goblins v1.0 (click to show/hide)
Installation- overwrite original Phoebus`file goblins.png.
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.txtCode: [Select][OVERRIDE:152:I:TOOL:TOOL::3:26]
toCode: [Select][OVERRIDE:152:I:TOOL:TOOL:17:3:26]
How long until the tileset is compatible with 0.44.02?Fixed your question.
I'm not familiar with the museum stuff.
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.
Yes, you may help with this. It would be great to have a designer to make the new dwarves!
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.
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]
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.
How would I go about to give them graphics?
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.
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.
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.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 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.
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.
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)
Side-by-side didnt realize how arid my green grass was, nor how turqoise the river was.
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)
Spoiler (click to show/hide)
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.
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:This will give you dwarves and creatures without the background around them.
- 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.
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.
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:This will give you dwarves and creatures without the background around them.
- 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.
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.
...snip...+1
If I were doing dwarven altars, I'd probably make them blockier and more substantial; a big thick slab on a massive rectangular plinth,
Quote from: clinodev[snip][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.
I'll check the stone altars as well. I agree it's the most sensible material.
i'd prefer a rather raceneutral altar - so that it can also look fitting when playing as human.
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,orSpoiler (click to show/hide)which is appropriate, as currently there are only metal altars.Spoiler (click to show/hide)
The ones I'm suggesting are more reminiscent of stone altars, like thisor thisSpoiler (click to show/hide)which we may be getting, but they're all quite definitely human, historical styles.Spoiler (click to show/hide)
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.
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
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.Oh sorry, I misread that.
And I know Phoebus isn't active, that's why I said hey Pheobus peoples. :P Hey Phoebus maintainers, I suppose.
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.Oh sorry, I misread that.
And I know Phoebus isn't active, that's why I said hey Pheobus peoples. :P Hey Phoebus maintainers, I suppose.
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.
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
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.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.
This pack is basically the look I think of when I think about Dwarf Fortress
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.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.
This pack is basically the look I think of when I think about Dwarf Fortress
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...