Bay 12 Games Forum

Dwarf Fortress => DF Modding => Tilesets and Graphics => Topic started by: Meph on October 11, 2016, 03:10:16 pm

Title: ☼Meph Tileset☼ V5.5 (32x32) - 47.05 - offline
Post by: Meph on October 11, 2016, 03:10:16 pm
Hey guys,

Since I have been far from diligent at posting proper credits for the open-source or free-to-use creative commons sprites I've used in the set, and I don't want this to reflect negatively on Toady One, I've decided to take this tileset down. I had a blast making it and I hope you had some fun playing with it, but considering that it will be replaced by the much better Steam release anyway, I don't feel like it's worth to disentangle and identify exactly where I got which sprite from and by which author. It's been 5 years and over 10.000 variations of sprites.

I've sourced the sprites from websites like https://opengameart.org/ or https://www.spriters-resource.com/ , using sprites for non-commercial use; or asked artists on deviantart and other sites directly, while the initial idea of this tileset was to give life to abandoned sprites by Obsidian Soul and Dibujor. Both started, then stopped working on, a 24x to 32x tileset.

I talked with Dibujor via email about it and I won't quote a private conversation, but he was more than happy to see the sprites being used by players. Obsidian Soul had this to say:
Very late to the party, but Meph, I just want to say this is gorgeous. THANK YOU for using my abandoned tiles and adapting them to a complete set. It's exactly like what I would have wanted them to be. ^^

My only complaint at the moment is your base grass tile. The leaves are too long and coily and makes the exteriors noisy. More like overgrown vines rather than grasslands. Though they'd do well as wormy tendrils or even pigtails. Switching tree leaves and grass might also work. Other than that, I love everything in this. <3

Anyhow... hope you are all doing well;
so long,
Meph
Title: Re: ☼Meph Tileset☼ - 32x full graphic set for TWBT, civ-creatures and more.
Post by: jecowa on October 11, 2016, 03:29:57 pm
Oh, wow. I got the first download.

Meph, are you okay with your Meph Tileset being bundled with Lazy Newb Packs?
Title: Re: ☼Meph Tileset☼ - 32x full graphic set for TWBT, civ-creatures and more.
Post by: Meph on October 11, 2016, 03:36:04 pm
Meph, are you okay with your Meph Tileset being bundled with Lazy Newb Packs?
Not yet. Not because I wouldn't want it on those packs, but because it's not finished. This is a first release to get more play-testers, but I plan to work on it more. I'll probably update it fairly regularly in the near future. But I can let you know once I consider it "finished".
Title: Re: ☼Meph Tileset☼ - 32x full graphic set for TWBT, civ-creatures and more.
Post by: Wyrdean on October 11, 2016, 03:39:17 pm
Looks Great Meph
Going to Download As soon as I get home!
And I'm very surprised that you're already almost completely done! :P :)
Title: Re: ☼Meph Tileset☼ - 32x full graphic set for TWBT, civ-creatures and more.
Post by: Meph on October 11, 2016, 03:43:37 pm
Thank Utkonos for that, he is responsible for throwing 750x5 creatures sprites my way. ;)
Title: Re: ☼Meph Tileset☼ - 32x full graphic set for TWBT, civ-creatures and more.
Post by: gchristopher on October 11, 2016, 04:37:49 pm
Wow, this is definitely worth trying! Thanks for all the work!
Title: Re: ☼Meph Tileset☼ - 32x full graphic set for TWBT, civ-creatures and more.
Post by: jecowa on October 11, 2016, 06:10:55 pm
Meph, are you okay with your Meph Tileset being bundled with Lazy Newb Packs?
Not yet. Not because I wouldn't want it on those packs, but because it's not finished. This is a first release to get more play-testers, but I plan to work on it more. I'll probably update it fairly regularly in the near future. But I can let you know once I consider it "finished".

Thank you, that sounds good.
Title: Re: ☼Meph Tileset☼ - 32x full graphic set for TWBT, civ-creatures and more.
Post by: SalmonGod on October 11, 2016, 07:24:19 pm
PTW - thanks for your work Meph!
Title: Re: ☼Meph Tileset☼ - 32x full graphic set for TWBT, civ-creatures and more.
Post by: cludgo on October 11, 2016, 08:09:37 pm
Awesome work Meph! The tileset is supreme.

Downloaded and ran the game and within 2 seconds the screen flashed, the game minimized to the toolbar, and i got an alert that my graphics driver had crashed but recovered. Any thoughts?

Edit: Second run it seems to be holding up ok. Maybe a fluke? Damn the tileset looks nice in the wild.
Edit 2: Ran three adventurers through quickly. Crashed after the third.
Title: Re: ☼Meph Tileset☼ - 32x full graphic set for TWBT, civ-creatures and more.
Post by: PeridexisErrant on October 11, 2016, 08:13:07 pm
PTW - I look forward to including a vanilla version in my pack once it's finished :D
Title: Re: ☼Meph Tileset☼ - 32x full graphic set for TWBT, civ-creatures and more.
Post by: dirkdragonslayer on October 12, 2016, 12:11:44 am
Wow, when did you start working on this, because it is beautiful. I think I found my new texture pack.
Title: Re: ☼Meph Tileset☼ - 32x full graphic set for TWBT, civ-creatures and more.
Post by: Del1m on October 12, 2016, 03:33:42 am
Elf crossbowmen just show up as black/grey squares, can get pretty confusing in a fight.

Spoiler (click to show/hide)

Title: Re: ☼Meph Tileset☼ - 32x full graphic set for TWBT, civ-creatures and more.
Post by: Meph on October 12, 2016, 04:41:35 am
Elf crossbowmen just show up as black/grey squares, can get pretty confusing in a fight.

Spoiler (click to show/hide)
Perfect, thank you.

Awesome work Meph! The tileset is supreme.

Downloaded and ran the game and within 2 seconds the screen flashed, the game minimized to the toolbar, and i got an alert that my graphics driver had crashed but recovered. Any thoughts?

Edit: Second run it seems to be holding up ok. Maybe a fluke? Damn the tileset looks nice in the wild.
Edit 2: Ran three adventurers through quickly. Crashed after the third.

TWBT dislikes adventure mode because of something with the travel-map. Mifki has to update a few things. No idea about the first thing.
Title: Re: ☼Meph Tileset☼ - 32x full graphic set for TWBT, civ-creatures and more.
Post by: DanielCoffey on October 12, 2016, 07:48:47 am
I see the bundled DF, Tileset and Utilities are for Windows DF. Could you give me some pointers on what I would have to do to use the 32x Tileset in Linux DF please?

I should add I am a new player but I do understand why folks are still using 43.03 rather than 43.05 (64-bit) at the moment.

EDIT : I have stumbled across the reply by jecowa to the same question in the reddit (in your own thread (https://www.reddit.com/r/dwarffortress/comments/5705ua/meph_tileset_32x_full_graphic_set_for_twbt/) there) so I will give that a go and report back if I have any specific issues. Cheers.
Title: Re: ☼Meph Tileset☼ - 32x full graphic set for TWBT, civ-creatures and more.
Post by: Dirst on October 12, 2016, 12:05:42 pm
I should add I am a new player but I do understand why folks are still using 43.03 rather than 43.05 (64-bit) at the moment.
Dwarf Fortress is highly configurable, but there are a suite of memory-hacking tools that white-hat their way into the game engine to allow vastly expanded features.  The Meph Tileset uses one of those tools to assign distinct icons to items that would otherwise look identical in game.  There have been technical issues slowing down the latest update of the memory-hacking tools, and the last version for which everything works is 0.43.03.

There's nothing wrong or especially unstable with DF 0.43.05 itself; the problem is just that tools like DFHack and Dwarf Therapist aren't available for it yet.
Title: Re: ☼Meph Tileset☼ - 32x full graphic set for TWBT, civ-creatures and more.
Post by: DanielCoffey on October 12, 2016, 01:58:46 pm
Thanks for the explanation. I had seen the comments to the effect that the 64-bit change was causing DFHack a lot more work. I remember when Euro Truck Simulator 2 migrated to 64-bit it caused a real headache for the memory sniffers that put out the "cruise control" mod.

I got Meph's pack working with only two minor changes to the instructions on the Reddit post...

1. Rename df_linux/data/art/font.png to df_linux/data/art/Font.png as it is case sensitive. It is referenced in the init.txt with the upper-case F.

2. I actually created a LNP/graphics/Meph folder and put all the relevant data and raw files in there along with an edited manifest.json. That way I could just choose them from the LNP menu and everything was set up properly for me. The first time I just tried to place the files in the df_linux folders by hand the game locked up on me and I had to Reset the PC.

I have to say, Meph, you have done a sweet job there. The scale is just perfect on a 2560x1440p 27" monitor. Well done and thanks!
Title: Re: ☼Meph Tileset☼ - 32x full graphic set for TWBT, civ-creatures and more.
Post by: DragonDePlatino on October 13, 2016, 09:23:56 am
Congratulations on the release, Meph! I saw this tileset posted on reddit and was instantly impressed. You did a great job creating a consistent-looking tileset that suits the tone of DF.
Title: Re: ☼Meph Tileset☼ - 32x full graphic set for TWBT, civ-creatures and more.
Post by: kicktothehead on October 13, 2016, 09:55:39 am
Wow Meph thank you for all your work on this. For me - this is the best Tileset to date.
Things start to "come live" in the game ..... outstanding work.

-B
Title: Re: ☼Meph Tileset☼ - 32x full graphic set for TWBT, civ-creatures and more.
Post by: BloodLines on October 13, 2016, 12:28:55 pm
Hey Meph,

Think we could get just the files as well, I am attempting to create a pre-install for Linux

Edit: For a little more clarification, I really more just need the TWBT files, I should be able to manage the rest using the pre-install you posted, I just dont have much experience using TWBT so I am unfamiliar with the files.

Thanks!

Title: Re: ☼Meph Tileset☼ - 32x full graphic set for TWBT, civ-creatures and more.
Post by: daagar on October 13, 2016, 07:58:09 pm
I'm using this in the default 32x32 res, though I'm on a 1080 resolution. I prefer the slightly larger size of the sprites. Why is this (in theory) a bad thing to do?

My only "complaint" is that when zooming this tileset, it seems to blur more than others. I'm training myself to not zoom in or out, as I know this isn't a function of the tileset itself - it was just more apparent for whatever reason.
Title: Re: ☼Meph Tileset☼ - 32x full graphic set for TWBT, civ-creatures and more.
Post by: Amostubal on October 15, 2016, 06:14:27 am
Very Nice.  Will this be available in the next MWDF release Meph?   I want to try it, but I like the whole package deals, lol.
Title: Re: ☼Meph Tileset☼ - 32x full graphic set for TWBT, civ-creatures and more.
Post by: raeborga on October 20, 2016, 12:20:48 am
Might just be me, but I'm fairly certain it's raining mushrooms in my game right now.

js...
Title: Re: ☼Meph Tileset☼ - 32x full graphic set for TWBT, civ-creatures and more.
Post by: Stronghammer on October 20, 2016, 07:54:47 am
Fantastically beautiful tileset Meph. The only "problem" I have with it is that bins are just black squares. Wonderful job on it. I'm getting to the point that anything with your name attached is a guaranteed success and need to have.
Title: Re: ☼Meph Tileset☼ - 32x full graphic set for TWBT, civ-creatures and more.
Post by: Meph on October 20, 2016, 08:09:40 am
Oh... BINS!

I use an override for them, but DF uses inverted colors on them. I can fix that easily. Thanks for the notice :)
Title: Re: ☼Meph Tileset☼ - 32x full graphic set for TWBT, civ-creatures and more.
Post by: DanielCoffey on October 20, 2016, 08:34:31 am
I had noticed the bins too but being a new player I was not sure whether it was intended or not.

Could you either let us know when a new pack is up or if there is a simple edit that we can make then we can do it.
Title: Re: ☼Meph Tileset☼ - 32x full graphic set for TWBT, civ-creatures and more.
Post by: DanielCoffey on October 20, 2016, 09:06:01 am
Actually Meph, I do have a question for you...

I had some children arrive with my first migrant wave and they have moved into my Meeting Hall in their little red suits but there appears to be some red leafy thing sharing the same tile as them. Every one of the children alternates with this red tile. Do you know what it is meant to be? I have raised the levels in the image to show two of them (there are actually five children in this room but I got the chairs at the instant I pressed PrintScreen). You can see one at the top left of the room..

(http://www.dcoffey.co.uk/images/dwarffortress/MephChildren.jpg)
Title: Re: ☼Meph Tileset☼ - 32x full graphic set for TWBT, civ-creatures and more.
Post by: SQman on October 20, 2016, 09:31:39 am
Actually Meph, I do have a question for you...

I had some children arrive with my first migrant wave and they have moved into my Meeting Hall in their little red suits but there appears to be some red leafy thing sharing the same tile as them. Every one of the children alternates with this red tile. Do you know what it is meant to be?
If it's only children, maybe they're playing make believe? Normally it's indicated by a magenta ["] symbol.
Title: Re: ☼Meph Tileset☼ - 32x full graphic set for TWBT, civ-creatures and more.
Post by: DanielCoffey on October 20, 2016, 09:34:42 am
Yes they were all "Playing Make Believe" but I didn't know what that meant. Are they dressing up as something else then?
Title: Re: ☼Meph Tileset☼ - 32x full graphic set for TWBT, civ-creatures and more.
Post by: Meph on October 20, 2016, 09:39:15 am
Oh... another good report. A hardcoded tile I didnt knew about.

They are playing and flashing an alternate tile. I can replace the plant with a playing child, then use overrides for the plant. :)
Title: Re: ☼Meph Tileset☼ - 32x full graphic set for TWBT, civ-creatures and more.
Post by: DanielCoffey on October 20, 2016, 11:02:50 am
I may have another one for you although I have not managed to get a screenshot of it yet...

When a Turkey Hen lays an egg clutch in a nestbox the eggs appear as something like a Granite Boulder instead of "something more eggy". Is that the intended behaviour?

The reason I have not managed to get a picture of it is that the dwarf who delivered the nest box spotted the eggs before leaving the room and grabbed them for the kitchen. I will have another go later at getting a picture if needed.
Title: Re: ☼Meph Tileset☼ - 32x full graphic set for TWBT, civ-creatures and more.
Post by: taptap on October 20, 2016, 04:02:21 pm
The tiles for 3 or 4 way tracks are misleading regarding their in game behaviour. (E.g. A cart coming from west to a NSW track tile continues east (or stops when there is a wall) but does not turn.)
Title: Re: ☼Meph Tileset☼ - 32x full graphic set for TWBT, civ-creatures and more.
Post by: Rose on October 20, 2016, 10:19:09 pm
I'll be keeping a watch on this.
Title: Re: ☼Meph Tileset☼ - 32x full graphic set for TWBT, civ-creatures and more.
Post by: Meph on October 21, 2016, 11:09:41 am
The tiles for 3 or 4 way tracks are misleading regarding their in game behaviour. (E.g. A cart coming from west to a NSW track tile continues east (or stops when there is a wall) but does not turn.)
Can you show me a screenshot for that?

Very Nice.  Will this be available in the next MWDF release Meph?   I want to try it, but I like the whole package deals, lol.
Thank you. Yes, I'm putting it into Masterwork for sure.

I'm using this in the default 32x32 res, though I'm on a 1080 resolution. I prefer the slightly larger size of the sprites. Why is this (in theory) a bad thing to do?

My only "complaint" is that when zooming this tileset, it seems to blur more than others. I'm training myself to not zoom in or out, as I know this isn't a function of the tileset itself - it was just more apparent for whatever reason.
I actually thought it would be impossible to use on a 1080p resolution, but maybe TWBT allows for a lower minimum of tiles.

Hey Meph,

Think we could get just the files as well, I am attempting to create a pre-install for Linux

Edit: For a little more clarification, I really more just need the TWBT files, I should be able to manage the rest using the pre-install you posted, I just dont have much experience using TWBT so I am unfamiliar with the files.

Thanks!
Currently uploading both mac and linux edition.

Wow Meph thank you for all your work on this. For me - this is the best Tileset to date.
Things start to "come live" in the game ..... outstanding work.

-B
Thank you :)

Congratulations on the release, Meph! I saw this tileset posted on reddit and was instantly impressed. You did a great job creating a consistent-looking tileset that suits the tone of DF.
Thank you too! Btw, Gemset is installed in Masterwork too. ;) Just working on the creatures sprites for that, I need to standardize the creature files between all tilesets for that. :/ Mostly Phoebus is making issues.

Title: Re: ☼Meph Tileset☼ - 32x full graphic set for TWBT, civ-creatures and more.
Post by: Meph on October 21, 2016, 11:33:31 am
Mac version is up.
Linux version is up.
Barebones version is up. (only text and image files)

I have not made any changes yet, still waiting for more issues to pop up. So far:
 - Eggs in nestboxes look like boulders (their vanilla tile)
 - Children playing make-believe flash-tile is wrong. ("), which is a bush.
 - Something shady with 3/4 way track tiles. Maybe.
 - Bins are black, since DF inverts their color.
 - Elven archers (probably other non-dwarven archer/crossbowmen/blowgunners) are black tiles.
 - Some players think some tiles are too dark, rock floor/walls...
Title: Re: ☼Meph Tileset☼ - 32x full graphic set for TWBT, civ-creatures and more.
Post by: taptap on October 21, 2016, 03:42:54 pm
The tiles for 3 or 4 way tracks are misleading regarding their in game behaviour. (E.g. A cart coming from west to a NSW track tile continues east (or stops when there is a wall) but does not turn.)
Can you show me a screenshot for that?

It is a minor thing. You won't see much in a screenshot, minecarts just behave that way. I.e. 4-way tracks are a crossing between a horizontal and vertical not a little circuit in the middle. And 3-way tracks are a horizontal or vertical straight line and a stump going off in another direction, but they will never make a minecart turn like 2-track turns do (NW, NE, SE, SW), i.e. composing them out of the turn sprites might be misleading for some players not yet experienced in minecarts.
Title: Re: ☼Meph Tileset☼ - 32x full graphic set for TWBT, civ-creatures and more.
Post by: DragonDePlatino on October 21, 2016, 07:09:21 pm
- Some players think some tiles are too dark, rock floor/walls...

The trick for solving this is to normalize all of your colorized tiles so white is the brightest color, like this:

(http://i.imgur.com/7vEPqkU.png)

When creating overrides, the tile you see in the image file is what in-game white looks like. Everything else looks reaaal dark once it's colorized. It's why all the item overrides in GemSet are bright white. If the player wants darker colors exactly like you have now, they can swap out the color scheme and customize the colors to their liking. It's easy to go from bright tiles to dark with color schemes, but impossible to do the opposite.
Title: Re: ☼Meph Tileset☼ - 32x full graphic set for TWBT & civ-creatures. WIN/MAC/LINUX
Post by: jecowa on October 21, 2016, 08:11:18 pm
The mist kind of looks like stone.
Spoiler: Waterfall/Water depth (click to show/hide)

Can TwbT overrides be used for partially-dug stone? These overrides look kind of promising:I'm not seeing any overrides that looks like they could be overrides for mist, misasma, steam, smoke or fog.
Title: Re: ☼Meph Tileset☼ - 32x full graphic set for TWBT & civ-creatures. WIN/MAC/LINUX
Post by: DragonDePlatino on October 21, 2016, 09:56:04 pm
I don't think there are overrides for the various gases. If I recall correctly, all of the gases use their ASCII tiles. If you want separate graphics for stone and gases, you need to move the stone graphic to its own file and keep it out of the map tileset.

I'm almost positive there are the overrides for the various mining levels of stone. From what I see in GemSet the order goes
StoneWallWorn3, StoneWallWorn2 then StoneWallWorn1. They are 25%, 50% and 75% broken walls respectively.
Title: Re: ☼Meph Tileset☼ - 32x full graphic set for TWBT & civ-creatures. WIN/MAC/LINUX
Post by: ANickel on October 23, 2016, 03:20:19 pm
Has anyone else been having issues with this set?  A good amount of items are blacked out or incorrectly displayed in Fortress Mode, and much of the Adventure Mode functionality is stripped bare or removed.  (Sneaking indicator!)

I love the sprite work in this set, but these issues make it frustrating to use in Fortress Mode, and impossible to use in Adventure Mode.
Title: Re: ☼Meph Tileset☼ - 32x full graphic set for TWBT & civ-creatures. WIN/MAC/LINUX
Post by: DanielCoffey on October 23, 2016, 03:40:14 pm
Meph will need specifics. Apart from Crates which he knows about, what in particular are you having issues with?
Title: Re: ☼Meph Tileset☼ - 32x full graphic set for TWBT & civ-creatures. WIN/MAC/LINUX
Post by: ANickel on October 23, 2016, 10:55:22 pm
-Deleted-

Nevermind!  Check out the MW thread for the issues.
Title: Re: ☼Meph Tileset☼ - 32x full graphic set for TWBT & civ-creatures. WIN/MAC/LINUX
Post by: Meph on October 24, 2016, 03:16:30 pm
Has anyone else been having issues with this set?  A good amount of items are blacked out or incorrectly displayed in Fortress Mode, and much of the Adventure Mode functionality is stripped bare or removed.  (Sneaking indicator!)

I love the sprite work in this set, but these issues make it frustrating to use in Fortress Mode, and impossible to use in Adventure Mode.
Screenshots and letting me know exactly what tiles is portrait as what is the only thing that helps me fix this. Previous to your post, I did not even know that a think like a sneaking indicator does exist.
Title: Re: ☼Meph Tileset☼ - 32x full graphic set for TWBT & civ-creatures. WIN/MAC/LINUX
Post by: ANickel on October 29, 2016, 03:23:00 pm
I think I may have found some issue with TWBT integration.  Every 3-10th launch of the game will give these errors in DFhack.  This may be the cause of the tree/pillar issues as well as the ones with gem-roots.

TWBT: Version 5.65
TWBT: no tileset with id 6 (I have seen other numbers here as well)
TWBT: invalid override specification OVERRIDE:254:B:WORKSHOP_CUSTOM:Workshop:CAMPFIRE:6:82
Title: Re: ☼Meph Tileset☼ - 32x full graphic set for TWBT & civ-creatures. WIN/MAC/LINUX
Post by: Meph on October 29, 2016, 05:36:26 pm
AARGH! I figured out why your reports dont seem to fit anything I can find.

Please do not post MasterworkDF feedback here.

I got really, really confused, spending a lot of time looking for the errors you mention. Couldnt find anything. Because they dont exist in this set. This is the thread for the vanilla DF tileset. Its not the same as the one in the mod, because the mod has different raws. Please keep them separate. This is for the mod: http://www.bay12forums.com/smf/index.php?topic=161180.0

I've seen you screenshots, but you need to let me know which tile is what. For example you have black icons in the stockpiles. I'd need to know which items are shown as black.

And the trees... did you generate a new world after you changed tilesets? Because the pillars are "O"s, which means that the init is a different one that is intended to be used with the tileset.
Title: Re: ☼Meph Tileset☼ - 32x full graphic set for TWBT & civ-creatures. WIN/MAC/LINUX
Post by: Meph on October 29, 2016, 10:00:47 pm
Update 1.1 is in the works... so far done:

 - Fixed elven archers, crossbowmen and blowgunners.
 - Fixed human archers, crossbowmen and blowgunners.
 - Fixed goblin archers, crossbowmen and blowgunners.
 - Fixed kobold archers, crossbowmen and blowgunners.

 - Fixed bins.
 - Fixed trap stops.
 - Fixed eggs in nestboxes. (well... while testing I noticed that boulders now look like eggs. Guess it can be only one: Either eggs look like boulders in the nestbox, or boulders look like eggs while being carried around.)
 - Fixed "children playing make-believe", added animation.
 
 - Made stockpiles brighter.
 - Made water/magma brighter.
 - Made rocks/inorganics brighter.

 - Fixed digging designation numbers. (appeared as solid black tiles)
 - Fixed furniture designations. (appeared as solid black tiles)

 - Added 25 new tiles for vermin. Maybe halfway done with vermins by now. 25 more to go.

 - Working on animated vermins. Utkonos did some great work on that for the Dungeon Set, I want to expand on that, as well as make proper 32x sprites for it.

(http://i.imgur.com/bdHa5md.gif)
(http://i.imgur.com/32myZQo.gif)
(http://i.imgur.com/a45w9nP.gif)
(http://i.imgur.com/0HLzElb.gif)
(http://i.imgur.com/OpKT9cO.gif)

I hope to be able to make a release soonish.

Edit: 6 new tiles for smoke and mined rocks: (large gifs)
Spoiler: Breaking rocks down (click to show/hide)
Title: Re: ☼Meph Tileset☼ - 32x full graphic set for TWBT & civ-creatures. WIN/MAC/LINUX
Post by: Rose on October 30, 2016, 06:19:39 am
Do you mind if I use your sprites in Armok Vision?
Title: Re: ☼Meph Tileset☼ - 32x full graphic set for TWBT & civ-creatures. WIN/MAC/LINUX
Post by: Heretic on October 30, 2016, 06:29:00 am
I don't really like "M@sterwork mod" but I love this tileset. It's great. And it's great that you use Dbjour tileset - I was so sad than he stopped updates.
And, for more inspiration
https://vk.com/doc5642818_410186586?hash=0887393ba11ebb0180&dl=46b3fa794ed5e2b69f (https://vk.com/doc5642818_410186586?hash=0887393ba11ebb0180&dl=46b3fa794ed5e2b69f)
It was made by one russian player, but after made all dwarves he stoped. I'm absolutely sure,he will not mind if you use it.
Title: Re: ☼Meph Tileset☼ - 32x full graphic set for TWBT & civ-creatures. WIN/MAC/LINUX
Post by: Heretic on October 30, 2016, 06:29:47 am
Do you mind if I use your sprites in Armok Vision?
Ohh... Armok Vision with these sprites... It should be great!
Title: Re: ☼Meph Tileset☼ - 32x full graphic set for TWBT & civ-creatures. WIN/MAC/LINUX
Post by: Insanegame27 on October 30, 2016, 06:42:23 am
Holyshit I'm DLing this and playing DF at school tomorrow after my final exam of my school life!
Title: Re: ☼Meph Tileset☼ - 32x full graphic set for TWBT & civ-creatures. WIN/MAC/LINUX
Post by: Meph on October 30, 2016, 07:09:41 am
Do you mind if I use your sprites in Armok Vision?
Not at all, please go ahead. :)
Title: Re: ☼Meph Tileset☼ - 32x full graphic set for TWBT & civ-creatures. WIN/MAC/LINUX
Post by: Rose on October 30, 2016, 10:20:22 am
Do you mind if I use your sprites in Armok Vision?
Not at all, please go ahead. :)
In that case, would you mind uploading a version with transparent backgrounds?

Also with each tile being a separate file would be handy, but I can do that myself otherwise.
Title: Re: ☼Meph Tileset☼ - 32x full graphic set for TWBT & civ-creatures. WIN/MAC/LINUX
Post by: Meph on October 30, 2016, 12:49:23 pm
Do you mind if I use your sprites in Armok Vision?
Not at all, please go ahead. :)
In that case, would you mind uploading a version with transparent backgrounds?
Which tiles/sprites?
Title: Re: ☼Meph Tileset☼ - 32x full graphic set for TWBT & civ-creatures. WIN/MAC/LINUX
Post by: Rose on October 30, 2016, 12:55:57 pm
Which tiles/sprites?
Clothing, armor, weapons, and food.
Title: Re: ☼Meph Tileset☼ - 32x full graphic set for TWBT & civ-creatures. WIN/MAC/LINUX
Post by: Meph on October 30, 2016, 12:59:47 pm
Which tiles/sprites?
Clothing, armor, weapons, and food.
Here:

(http://i.imgur.com/WoQ4EIK.png)

Please also credit Dibujor and Obsidian Soul. :)
Title: Re: ☼Meph Tileset☼ - 32x full graphic set for TWBT & civ-creatures. WIN/MAC/LINUX
Post by: Rose on October 30, 2016, 01:03:37 pm
Thanks, I'll work on putting these into Armok Vision
Title: Re: ☼Meph Tileset☼ - 32x full graphic set for TWBT & civ-creatures. WIN/MAC/LINUX
Post by: Meph on October 30, 2016, 06:43:10 pm
I made the mistake of starting with plants...

So. Many. Plants.

Shrub. Dead shrub. Picked. Dead picked. Leaves. Fruits. Seeds. Flowers/Petals. for each of them. Times 120-ish.

So far I've done plant_standard and started a bit on the crops.

(http://i.imgur.com/fXM5zx7.png)

(Farmplot, Wild, Stockpiled)
Title: Re: ☼Meph Tileset☼ - 32x full graphic set for TWBT & civ-creatures. WIN/MAC/LINUX
Post by: Rose on October 30, 2016, 09:55:40 pm
Is there a legend for the clothing? Most of the armor is on the first page, but the clothing is confusing.

I got them figured out.
Title: Re: ☼Meph Tileset☼ - 32x full graphic set for TWBT & civ-creatures. WIN/MAC/LINUX
Post by: DanielCoffey on October 31, 2016, 02:21:38 am
Meph - I sympathise with you when you think" Hey, I can do this next" and then you discover that there are a squillion variations to it!

When I first started a Book mod for Skyrim I thought "There are probably a few dozen books. If I do ten and he does ten we can meet in the middle really soon!". Hah! One, I got lumped with the lot. Two, there were hundreds to do. Three, I increased the scope to cover other things. I swear - we are our own worst enemies sometimes!

Mind you, the end result will be worth it.
Title: Re: ☼Meph Tileset☼ - 32x full graphic set for TWBT & civ-creatures. WIN/MAC/LINUX
Post by: Rose on October 31, 2016, 04:20:02 am
Okay, I got all the clothing from your set into AV. Thanks a bunch.

http://i.imgur.com/RVrYjOR.jpg
Title: Re: ☼Meph Tileset☼ - 32x full graphic set for TWBT & civ-creatures. WIN/MAC/LINUX
Post by: Meph on October 31, 2016, 05:02:30 am
Meph - I sympathise with you when you think" Hey, I can do this next" and then you discover that there are a squillion variations to it!

When I first started a Book mod for Skyrim I thought "There are probably a few dozen books. If I do ten and he does ten we can meet in the middle really soon!". Hah! One, I got lumped with the lot. Two, there were hundreds to do. Three, I increased the scope to cover other things. I swear - we are our own worst enemies sometimes!

Mind you, the end result will be worth it.
Worst part is figuring out when DF displays which tiles. Artichokes have flowers, leaves, hearts... great. But if I have them in a farmplot, which one is shown? Which one is shown in a stockpile?

Trees I just standardize, the set gets too noisy if all leaves, flowers, nuts, etc clutter up the surface. But plants I still need to figure out.
Title: Re: ☼Meph Tileset☼ - 32x full graphic set for TWBT & civ-creatures. WIN/MAC/LINUX
Post by: Heretic on October 31, 2016, 05:26:23 am
It's really difficult to understand basic terrain levels in this tileset. Some problems with ramps etc.
Please, think again about these tiles :-X
Just other things here are great.
Title: Re: ☼Meph Tileset☼ - 32x full graphic set for TWBT & civ-creatures. WIN/MAC/LINUX
Post by: Meph on October 31, 2016, 05:43:57 am
It's really difficult to understand basic terrain levels in this tileset. Some problems with ramps etc.
Please, think again about these tiles :-X
Just other things here are great.
I like the ramps. Whats wrong with them?
Title: Re: ☼Meph Tileset☼ - 32x full graphic set for TWBT & civ-creatures. WIN/MAC/LINUX
Post by: Heretic on October 31, 2016, 07:01:17 am
(http://i.imgur.com/CvGxoJg.png)
It's ramps on this pic, yes? they are not distinct, as for me. It can use something closer to the classic triangle? Оr you can use TWBT to made special ramps to each condition such as corner or border.
Title: Re: ☼Meph Tileset☼ - 32x full graphic set for TWBT & civ-creatures. WIN/MAC/LINUX
Post by: Insanegame27 on October 31, 2016, 07:15:05 am
I gotta agree with Heretic on this one.
Title: Re: ☼Meph Tileset☼ - 32x full graphic set for TWBT & civ-creatures. WIN/MAC/LINUX
Post by: Meph on October 31, 2016, 08:53:10 am
You'd rather have a normal ground tile with a down/up arrow on it?

I tried avoiding symbols/icons, instead going for the graphical route. The ramps are a little mound, shaded to look 3-dimensional.
Title: Re: ☼Meph Tileset☼ - 32x full graphic set for TWBT & civ-creatures. WIN/MAC/LINUX
Post by: Rose on October 31, 2016, 09:00:59 am
I agree, they look pretty bad, as-is. Either have it contextual, or something else, because a mound doesn't look any more like a ramp than a symbol does.
Title: Re: ☼Meph Tileset☼ - 32x full graphic set for TWBT & civ-creatures. WIN/MAC/LINUX
Post by: Rose on October 31, 2016, 12:35:26 pm
Could I also have a copy of this sheet without the background?

http://i.imgur.com/qI9bSIY.png
Title: Re: ☼Meph Tileset☼ - 32x full graphic set for TWBT & civ-creatures. WIN/MAC/LINUX
Post by: gustavoghe on October 31, 2016, 09:03:19 pm
Hey guys,

How can I add this to Pylnp? Is it possible? I know, a very noobish questions, but i just got in on tilesets. Maybe someone can point me in the right direction?
Title: Re: ☼Meph Tileset☼ - 32x full graphic set for TWBT & civ-creatures. WIN/MAC/LINUX
Post by: Lurker28 on November 01, 2016, 01:08:21 pm
Is there a way to make the ground texture, particularly the outside areas not so dark? I seems that the outside is the hardest to read and has the most amount of visual "noise." This would help a lot with separation between the current z your on and the and what's in the lower z levels
Title: Re: ☼Meph Tileset☼ - 32x full graphic set for TWBT & civ-creatures. WIN/MAC/LINUX
Post by: ashGlaw on November 02, 2016, 12:45:07 am
I agree with Heretic, too. Most of the tileset is beautiful, but those ramps are keeping me from using it. I went back to plain ascii instead, though it took me ages to figure out how.
Title: Re: ☼Meph Tileset☼ - 32x full graphic set for TWBT & civ-creatures. WIN/MAC/LINUX
Post by: Novaris on November 02, 2016, 07:37:21 am
Hi,

First, I have to say "THANK YOU" for the work on the tile set, it is just beautiful. Until now I sticked with spacefox and its Dibojur extension but the minute I noticed your tileset I ported it to LNP and installed it on my "vanilla with extensions" version of DF together with DAS's colorset. The details are just breathtaking.

And now, as you asked for it:
While using it I noticed a few miss-alignments in the tiles. The "play make-believe" thing and the bins are well known, but I have seen the same issue with the colors also on wodden cages and seeds seem to be very dark as well. The engraved walls and normal walls seem to be the same tile information, the same goes for the engraved floors (this is not a big issue but still, it would be so nice if it would fit into the complete picture). Also, for some strange reason, the bookcases I install are just black tiles (rock material).

If I may humbly ask for something: I would love to see the bridge-tiles getting a rework to fit into the floor tiles with the same remarkable detail as the smoothed walls. I played around a little with it already and as soon as I have a possible solution I will post it here for you to have a look at it. The same with the fallen dwarfs - in spacefox the tile was a lying dwarf if a little "red" around it. In this tileset it seems to be just a normal dwarf tile, hard to distiguish from any life peasant running around.

As for the ramp discussion, I think they are fine as they are, the shadow could be a little more distinct, because with TWBT the edges of the different layers now like kind of sharp.

Please, keep up the good work and if I can be of any help with this tileset don't hesitate to ask.
Title: Re: ☼Meph Tileset☼ - 32x full graphic set for TWBT & civ-creatures. WIN/MAC/LINUX
Post by: Meph on November 02, 2016, 06:21:11 pm
Could I also have a copy of this sheet without the background?

http://i.imgur.com/qI9bSIY.png
Sure, once I am back on my laptop.

Novaris: Thanks for the detailed feedback. I fixed pretty much all of that, except the bridges. Do you mean the bridge floor that I should alter, or the bridge design itself?

Still trying to figure out how to best do engraved floors and walls.
Title: Re: ☼Meph Tileset☼ - 32x full graphic set for TWBT & civ-creatures. WIN/MAC/LINUX
Post by: dantebelmondo on November 03, 2016, 07:08:27 pm
(http://i.imgur.com/vsoQiXH.png)
Wooden bins are in black tiles.
Title: Re: ☼Meph Tileset☼ - 32x full graphic set for TWBT & civ-creatures. WIN/MAC/LINUX
Post by: DanielCoffey on November 04, 2016, 02:11:43 am
Meph is aware of that and hopes to have Bins fixed in the next release.
Title: Re: ☼Meph Tileset☼ - 32x full graphic set for TWBT & civ-creatures. WIN/MAC/LINUX
Post by: Meph on November 04, 2016, 07:28:24 pm
How does that look? (The ramps)

(http://i.imgur.com/IFVDGpw.png)
Title: Re: ☼Meph Tileset☼ - 32x full graphic set for TWBT & civ-creatures. WIN/MAC/LINUX
Post by: DragonDePlatino on November 04, 2016, 09:09:32 pm
How does that look? (The ramps)

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

Better! Keep the arrow symbols but make them a little less bright. To keep them from "popping out" too much, I would give the arrows a luminosity somewhere between the current level and the one below. The gray ramps look perfect if you could somehow bring everything closer to that brightness.
Title: Re: ☼Meph Tileset☼ - 32x full graphic set for TWBT & civ-creatures. WIN/MAC/LINUX
Post by: Meph on November 04, 2016, 09:47:56 pm
Hehe, some people want darker colors, others want brighter colors. :D

I could also make them pop-out less by making the arrows themselves smaller. Underneath I still use the ramp I had previously.

Also: More plants... slowly working my way through them.

(http://i.imgur.com/xqI2iri.png)
Title: Re: ☼Meph Tileset☼ - 32x full graphic set for TWBT & civ-creatures. WIN/MAC/LINUX
Post by: DanielCoffey on November 05, 2016, 02:42:29 am
I didn't have difficulty with the old Meph-style ramps but I agree these new ones would be easier to see.

My immediate impression however was that they resembled text symbols (down arrow  or "V") and the focus on the rest of the pack is away from such symbols and towards pictures.Does that make sense?
Title: Re: ☼Meph Tileset☼ - 32x full graphic set for TWBT & civ-creatures. WIN/MAC/LINUX
Post by: IDontNeedAUsername on November 05, 2016, 02:08:58 pm
I registered just because I wanted to say thanks for making this graphics set.  It's awesome to play with my 7 year-old son and have big beautiful tiles.  He especially loves the butcher shop and wants to butcher everything.  Everything.

Also, since you asked for feedback, I noticed that beehives are missing.  They showed up as cut wood.

I also agree that the outside graphics are somewhat dark and would love to have them brightened up a bit.  If I turn my laptop's screen's brightness all the way up, it's slightly better, but would still love to have them brighter overall.

I didn't mind the old ramps, but I like the newer ones you posted very well.

The plants look great!

Thanks again for all your efforts!
Title: Re: ☼Meph Tileset☼ - 32x full graphic set for TWBT & civ-creatures. WIN/MAC/LINUX
Post by: Meph on November 05, 2016, 03:44:49 pm
I registered just because I wanted to say thanks for making this graphics set.  It's awesome to play with my 7 year-old son and have big beautiful tiles.  He especially loves the butcher shop and wants to butcher everything.  Everything.

Also, since you asked for feedback, I noticed that beehives are missing.  They showed up as cut wood.

I also agree that the outside graphics are somewhat dark and would love to have them brightened up a bit.  If I turn my laptop's screen's brightness all the way up, it's slightly better, but would still love to have them brighter overall.

I didn't mind the old ramps, but I like the newer ones you posted very well.

The plants look great!

Thanks again for all your efforts!
Thank you so much for that post :)

And I fixed the Beehives:
(http://i.imgur.com/5i2Qy3Z.png)
Title: Re: ☼Meph Tileset☼ - 32x full graphic set for TWBT & civ-creatures. WIN/MAC/LINUX
Post by: gustavoghe on November 05, 2016, 06:22:28 pm
Hey Meph, this looks wonderfull. Is there a way to install the set using PYLNP? It would be great!
Title: Re: ☼Meph Tileset☼ - 32x full graphic set for TWBT & civ-creatures. WIN/MAC/LINUX
Post by: Meph on November 05, 2016, 07:03:02 pm
Hey Meph, this looks wonderfull. Is there a way to install the set using PYLNP? It would be great!
I say the same as I said to PeridexisErrant and Jecowa: Once its done, yes please. :) But I'm still working on it. Plants, vermin, creatures, corpses... all still missing.
Title: Re: ☼Meph Tileset☼ - 32x full graphic set for TWBT & civ-creatures. WIN/MAC/LINUX
Post by: gustavoghe on November 05, 2016, 08:06:45 pm
Hey Meph, this looks wonderfull. Is there a way to install the set using PYLNP? It would be great!
I say the same as I said to PeridexisErrant and Jecowa: Once its done, yes please. :) But I'm still working on it. Plants, vermin, creatures, corpses... all still missing.

Ops, i didn realize that. Well, I hope you keep doing this, its a great titleset, the plants you just posted look wonderfull, as all the rest.
Title: Re: ☼Meph Tileset☼ - 32x full graphic set for TWBT & civ-creatures. WIN/MAC/LINUX
Post by: Meph on November 05, 2016, 08:50:46 pm
and another line of plants...

Chickpeas, chicory, eggplants, garden cress, garlic, spiked melons, celery, musk melons, onions, parsnips, peanuts, peppers, potatoes, red beans, ruhbarb, spinach, squash...

(http://i.imgur.com/9lpjpaF.png)

Testing them ingame is super slow, because you need to wait for the GROWTH_PRINTS to show... which means runnings at least 1 ingame year. :/

Edit: And plants in their native area:
Title: Re: ☼Meph Tileset☼ - 32x full graphic set for TWBT & civ-creatures. WIN/MAC/LINUX
Post by: DragonDePlatino on November 05, 2016, 11:11:32 pm
Wow, it's really interesting how this is coming together. The combination of photo-realistic tiles and black outlines reminds me of the Absurd NetHack tileset (http://authenticinvention.com/nethack/absurd/absurd64.bmp). Good job pulling together all of these tiles into something consistent-looking.

This is far, far too dark though. The tiles look perfect in the tileset but they're very hard to see in the screenshot. The pepper plant in particular is exactly the same color as the background. The issue might be that the game is colorizing everything. If you colorize tiles white they'll appear exactly as they do in your tileset.
Title: Re: ☼Meph Tileset☼ - 32x full graphic set for TWBT & civ-creatures. WIN/MAC/LINUX
Post by: Rose on November 05, 2016, 11:39:58 pm
When you draw the plants, do you keep the plant and fruits on separate layers?
Title: Re: ☼Meph Tileset☼ - 32x full graphic set for TWBT & civ-creatures. WIN/MAC/LINUX
Post by: Meph on November 06, 2016, 05:36:33 am
Wow, it's really interesting how this is coming together. The combination of photo-realistic tiles and black outlines reminds me of the Absurd NetHack tileset (http://authenticinvention.com/nethack/absurd/absurd64.bmp). Good job pulling together all of these tiles into something consistent-looking.

This is far, far too dark though. The tiles look perfect in the tileset but they're very hard to see in the screenshot. The pepper plant in particular is exactly the same color as the background. The issue might be that the game is colorizing everything. If you colorize tiles white they'll appear exactly as they do in your tileset.
I can easily make it brighter by using a different green color in the color scheme. I really like the dark theme, but yes, several people have said that its too dark for them.

I hoped that plants would blend into the background a bit on the surface, because the surface is littered with them, and making bright, pop-up tiles for them would look very distracting. The green plants are very visible on the farmplots and stockpiles though. :)

I'm surprised you think its consistent looking :D I used different techniques for them, anything from pixel art, to photoshop brushes, to simple, downscaled photos of plants. I mean... there is this perfect, smooth cabbage. Right below it, a pixel-pepper. And two to the right of the cabbage is a horrible frankenstein plant made from photoshop brushes, that came out looking like a tiny palm tree.

When you draw the plants, do you keep the plant and fruits on separate layers?
No. So far I've barely made any plants with fruits, and I still have the original plants, without fruits, in another file.
Title: Re: ☼Meph Tileset☼ - 32x full graphic set for TWBT & civ-creatures. WIN/MAC/LINUX
Post by: Meph on November 06, 2016, 07:13:04 pm
UPDATE! - Download here (http://dffd.bay12games.com/file.php?id=12499)

(http://i.imgur.com/D2Vwhu9.png)

Update 1.1 is done. Now with 1000% more plants!

In short I did the following things:
 - All 100+ plants have sprites now.
 - All vermin have proper graphics, some of them animated!
 - Tweaks and fixes according to user feedback.
 - Map tileset.
 - Updated TWBT, fixing TWBT-related crashes.


PLANTS!

 - Added plants. All of them.
 - Added plant growths. All of them.

Spoiler: Plants ingame (click to show/hide)
Spoiler: Plant Legend (click to show/hide)

Yes, I'm aware that I used a few icons several times, for example all the wheats share a graphic, or the four types of yams. I did that for three reasons:
1. Less work.
2. Easier for the player. Less symbols to remember/figure out.
3. More space for cooler TWBT stuff, because I'm limited to 256 plant icons. I saved 34 spaces due to using tiles several times.


TWEAKS AND FIXES!

 - Fixed elven archers, crossbowmen and blowgunners.
 - Fixed human archers, crossbowmen and blowgunners.
 - Fixed goblin archers, crossbowmen and blowgunners.
 - Fixed kobold archers, crossbowmen and blowgunners.
 - Fixed bins.
 - Fixed constructed bee hives.
 - Fixed trap stops.
 - Fixed eggs in nestboxes. (well... while testing I noticed that boulders now look like eggs. Guess it can be only one: Either eggs look like boulders in the nestbox, or boulders look like eggs while being carried around.)
 - Fixed build bookcases. (kinda. They at least show something, but TWBT doesnt allow them to be overwritten?)
 - Fixed "children playing make-believe", added animation.
 
 - Made stockpiles brighter.
 - Made water/magma brighter.
 - Made rocks/inorganics brighter.
 - Made surface grass slightly brighter.
 - Made ramps a lot clearer.

 - Added 3 new tiles for smoke.
 - Added new tile for trapparts/mechanism. Look like 3 interlocking gears now.

 - Fixed digging designation numbers. (appeared as solid black tiles)
 - Fixed furniture designations. (appeared as solid black tiles)
 - Fixed "Sleeping Indicator", shows sign with Zzz... instead of just a normal letter.


VERMIN-TIDE!

 - Added 37 new graphics for vermin.
 - Added several animated creatures. Small fish breathe/swim; small birds flap their wings; worms wiggle; rats run... and dogs wag their tails. :)

(http://i.imgur.com/bdHa5md.gif)(http://i.imgur.com/32myZQo.gif)
(http://i.imgur.com/a45w9nP.gif)(http://i.imgur.com/0HLzElb.gif)
(http://i.imgur.com/OpKT9cO.gif)

- Added 3 new tiles mined rocks, which creates a sorta-animation for mining.



I also added someone else I made to the mix:

(http://i.imgur.com/TPA6FKu.png)

A tileset exclusively used to portrait nice worldmaps. All characters are improved to show hills, grasses, forests, towns and hamlets, necromancer towers and goblin pits. Unfortunately a lot of text character like ",", ".", "V", "0", "I" and "n" are replaced too, which means that this tileset is only for maps!

I formerly released it as a stand-alone tileset, but I think I might as well put it in here, considering that this is the place for all my graphic content.

(http://i.imgur.com/VS9LVgf.png)

Spoiler: Example map 32x32 (click to show/hide)
Spoiler: Example map 24x24 (click to show/hide)
Spoiler: Example map 16x16 (click to show/hide)

Credits:
I use the text characters from Dragondeplatinos Dawnfortress set, it was the nicest 32x32 text I could find.


THANKS EVERYONE FOR THE 1000+ DOWNLOADS!!! :)

PS: If you like the content I create, consider giving it a boost on Patreon (https://www.patreon.com/meph).
Title: Re: ☼Meph Tileset☼ V1.1 - 32x graphics, TWBT & civ-creatures & plants! WIN/MAC/LINUX
Post by: IDontNeedAUsername on November 07, 2016, 04:48:53 pm
Thanks!  Downloaded and cannot wait to check this out - but it might not be till later this week.  However, I will report back!
Title: Re: ☼Meph Tileset☼ V1.1 - 32x graphics, TWBT & civ-creatures & plants! WIN/MAC/LINUX
Post by: Meph on November 08, 2016, 04:04:30 am
Updated the barebones, linux and mac versions too. :) See first post for downloads.
Title: Re: ☼Meph Tileset☼ V1.1 - 32x graphics, TWBT & civ-creatures & plants! WIN/MAC/LINUX
Post by: Chaosegg on November 08, 2016, 12:40:45 pm
Holy gaad, this is amazing! I can't even imagine how much love, sweat, blood & tears has gone into this; GREAT JERB!

[I'm] going to try this on my current Ironhand-43.05-32-bit game RIGHT AWAY.

Thanks Meph1! Keep the awesome coming!!
Title: Re: ☼Meph Tileset☼ V1.1 - 32x graphics, TWBT & civ-creatures & plants! WIN/MAC/LINUX
Post by: DanielCoffey on November 08, 2016, 01:08:12 pm
Thanks for the Linux 1.1 update too. Now I have got my Skyrim modding fiasco sorted (damned undocumented Special Edition changes), I can return to a fresh embark with the dorfs.
Title: Re: ☼Meph Tileset☼ V1.1 - 32x graphics, TWBT & civ-creatures & plants! WIN/MAC/LINUX
Post by: herocrafter on November 11, 2016, 01:25:19 pm
Nice.  Came w/ the latest newb pack.  I can now pick out the various surface plants.  Still getting a feel of the icons and enjoying the ride.  I did pick a brighter color scheme though as I had to strain to see.  Lots of work went into your tileset. Thanks
Title: Re: ☼Meph Tileset☼ V1.1 - 32x graphics, TWBT & civ-creatures & plants! WIN/MAC/LINUX
Post by: Draignean on November 11, 2016, 01:33:57 pm
This is amazing, but I'm worried, since a poster I once saw years ago said I shouldn't try it, not even once...

Should I run and hide, or should I try embrace this glorious tileset and play DF until my teeth melt and the pleasure receptors in my brain burn out?

Title: Re: ☼Meph Tileset☼ V1.1 - 32x graphics, TWBT & civ-creatures & plants! WIN/MAC/LINUX
Post by: Polywomple on November 12, 2016, 03:40:02 pm
Meph I'm loving this tile set so far.

One thing I wanted to thank you for was for making the floor tiles a solid consistent color. Walls change color as they are smoothed, but I'm okay with that. I was using the Gemset tile set before and I only played that tile set because floors and walls were always one color (grey) and it helped create a predictable aesthetic feel to the fortress. So please don't change that! Keep smoothed floor tiles one color, it maintains a professional fortress image.

Really looking forward to carpets as you mentioned before, I've actually used bridges to simulate a "carpet" in my fortress. (BTW my hallways are always 7 tiles wide, I don't want any cramped Dorfs  8) )

Keep up the great work.
Title: Re: ☼Meph Tileset☼ V1.1 - 32x graphics, TWBT & civ-creatures & plants! WIN/MAC/LINUX
Post by: Meph on November 13, 2016, 09:40:49 am
Quote
Really looking forward to carpets as you mentioned before, I've actually used bridges to simulate a "carpet" in my fortress. (BTW my hallways are always 7 tiles wide, I don't want any cramped Dorfs  8) )
MasterworkDF already has a carpet. But its for 16x16, so I cant just port it ^^
Title: Re: ☼Meph Tileset☼ V1.1 - 32x graphics, TWBT & civ-creatures & plants! WIN/MAC/LINUX
Post by: jecowa on November 13, 2016, 10:35:05 am
Here's something you could use until something better gets made.
Spoiler: _Carpet32x.png (click to show/hide)
Title: Re: ☼Meph Tileset☼ V1.1 - 32x graphics, TWBT & civ-creatures & plants! WIN/MAC/LINUX
Post by: Meph on November 16, 2016, 01:41:57 pm
Update 1.2 - Download here (http://dffd.bay12games.com/file.php?id=12499)

Now with 100+ new creature sprites!

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

This update has 115 new creatures sprites, friendlier colors, and the 4-season color-script.


The 4-season script overlays the game with a slightly different color-scheme fitting the season. Winters are gloomier, with a cold blue hue... while summers are bright and colorful. Read more about it here: http://www.bay12forums.com/smf/index.php?topic=161494.0

Spoiler: 4-seasons screenshot (click to show/hide)

I included 4 sets for the seasonal colors: Grimdark, Bright, Pastel and Subtle. :)

Credits: This time I did not make the sprites myself, but asked other artists, tilesetmakers and open/free-to-use game resources. Most creatures are done by an amazing artist called Denzi. :)

Quote
Copyright/Attribution Notice:
DENZI部屋のドット絵フリー素材は、クリエイティブ・コモンズ・ライセンス (http://www3.wind.ne.jp/DENZI/diary/) に基づいて公開しています。 (CC-by SA 表示-継承) https://creativecommons.org/licenses/by-sa/3.0/ --- Medicine's crappy translation: "DENZI Room's pixel art (published at http://www3.wind.ne.jp/DENZI/diary/) is free material under the Creative Commons license (CC-BY-SA attribution, share alike) https://creativecommons.org/licenses/by-sa/3.0/"
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OpenGameArt.org
Quote
Stormbolts Angband Creature Set
Quote
Copyright/Attribution Notice:
Stephen "Redshrike" Challener, hosted by OpenGameArt.org
Quote
Jorge BF @ jbfproject
Title: Re: ☼Meph Tileset☼ V1.2 - 32x full graphic set - WIN/MAC/LINUX - Now with seasons!
Post by: DanielCoffey on November 16, 2016, 03:29:36 pm
Is it appropriate to move from Meph 1.1 to Meph 1.2 in the same game or do I have to do a new WorldGen?
Title: Re: ☼Meph Tileset☼ V1.2 - 32x full graphic set - WIN/MAC/LINUX - Now with seasons!
Post by: Meph on November 16, 2016, 03:34:16 pm
You should be able to copy everything over. Just remember that you have to update your saves too.
Title: Re: ☼Meph Tileset☼ V1.2 - 32x full graphic set - WIN/MAC/LINUX - Now with seasons!
Post by: DanielCoffey on November 16, 2016, 04:05:05 pm
Thanks - I will watch for the 1.2 Linux release.

Oh, your link in the announcement just above is not working. The link in the page 1 thread is however (windows only of course).

EDIT : Please could someone point me to instructions on which save files to update when the tileset changes. I can then bookmark the link and have a look.
Title: Re: ☼Meph Tileset☼ V1.2 - 32x full graphic set - WIN/MAC/LINUX - Now with seasons!
Post by: Meph on November 16, 2016, 06:36:07 pm
just copy the raw folder over. Thats it. dwarfortress/raw to data/save/regionX/raw. Done.

Thanks for the hint with the link, I fixed it.
Title: Re: ☼Meph Tileset☼ V1.2 - 32x full graphic set - WIN/MAC/LINUX - Now with seasons!
Post by: milo christiansen on November 18, 2016, 01:51:52 pm
It's kinda cool to see seasonal colors :) I never actually used the script beyond some minimal testing.

I wonder how hard it would be to slowly change the colors as time passes... It wouldn't be hard to blend the colors on the fly, the only tricky bit would be deciding how much to blend from each for a particular date. Hmmm... Maybe later.
Title: Re: ☼Meph Tileset☼ V1.2 - 32x full graphic set - WIN/MAC/LINUX - Now with seasons!
Post by: Meph on November 18, 2016, 02:45:45 pm
It's kinda cool to see seasonal colors :) I never actually used the script beyond some minimal testing.

I wonder how hard it would be to slowly change the colors as time passes... It wouldn't be hard to blend the colors on the fly, the only tricky bit would be deciding how much to blend from each for a particular date. Hmmm... Maybe later.
What people asked about is a distinction between above and below-ground... seaons shouldnt affect the colors in a cave. Or my suggestio : a day/night cycle would be cool. ;)
Title: Re: ☼Meph Tileset☼ V1.2 - 32x full graphic set - WIN/MAC/LINUX - Now with seasons!
Post by: Dirst on November 18, 2016, 02:56:07 pm
It's kinda cool to see seasonal colors :) I never actually used the script beyond some minimal testing.

I wonder how hard it would be to slowly change the colors as time passes... It wouldn't be hard to blend the colors on the fly, the only tricky bit would be deciding how much to blend from each for a particular date. Hmmm... Maybe later.
What people asked about is a distinction between above and below-ground... seaons shouldnt affect the colors in a cave. Or my suggestio : a day/night cycle would be cool. ;)
At the default 100FPS, a fort-mode day lasts twelve seconds.  I think that might get irritating after a while.

Above-below ground would require tile-by-tile control of the color scheme.  It might even call for determining the state of each border tile, since that gray figures prominently in the seasonal effect.  But if that's feasible, the idea could be extended into biome-specific effects as well.
Title: Re: ☼Meph Tileset☼ V1.2 - 32x full graphic set - WIN/MAC/LINUX - Now with seasons!
Post by: Meph on November 18, 2016, 03:35:08 pm
I was more thinking of a monthly day/night cycle, or a bi-weekly. Like Rendermax did, when that still worked, with 34.11.
Title: Re: ☼Meph Tileset☼ V1.2 - 32x full graphic set - WIN/MAC/LINUX - Now with seasons!
Post by: milo christiansen on November 18, 2016, 03:46:08 pm
Above and below ground isn't really feasible. It would be possible to do something based on z levels, but it would be kinda odd (how do you decide where the cutoff point is?). The main problem is that you can't switch colors for a single tile (at least not without rendering magic, like what TWBT or Rendermax does).

Day night cycle (unrealistically slow) could work, but without lights who would want it?

Blending the seasonal changes over an in-game week or so is possible, and would (IMHO) greatly enhance the effect by reducing the "shock" of season changes. I don't know when or if I'll find time to actually write the code though... Maybe never, maybe tomorrow (but more likely never).
Title: Re: ☼Meph Tileset☼ V1.2 - 32x full graphic set - WIN/MAC/LINUX - Now with seasons!
Post by: DanielCoffey on November 18, 2016, 04:10:36 pm
Meph, is there a rough timetable for the 1.2 versions with the lovely new sprites for Linux or OSX?
Title: Re: ☼Meph Tileset☼ V1.2 - 32x full graphic set - WIN/MAC/LINUX - Now with seasons!
Post by: Meph on November 18, 2016, 05:04:37 pm
Not really, I could upload one in half an hour, if you want. I'm mostly just waiting for feedback... for example I made the vermin, and apparently 2 of the letters I replaced are used ingame: In the high/low traffic designation icons. :/

Now I only have to fix 1 version, instead of 4. ;)
Title: Re: ☼Meph Tileset☼ V1.2 - 32x full graphic set - WIN/MAC/LINUX - Now with seasons!
Post by: ANickel on November 18, 2016, 05:35:57 pm
Noticed another issue with the new plant sprites.  When some animals wander over the tiles, they appear as the plant or one of its products...
I'll upload pictures if you need them.
Title: Re: ☼Meph Tileset☼ V1.2 - 32x full graphic set - WIN/MAC/LINUX - Now with seasons!
Post by: Meph on November 18, 2016, 07:16:34 pm
I think thats simply a redraw-issue. Creature walks on the tile, the override is not used anymore, creatures walks off, original tile is shown, and it takes a screen-refresh (by moving the camera or changing zlevels) to allow TWBT to redraw them.
Title: Re: ☼Meph Tileset☼ V1.2 - 32x full graphic set - WIN/MAC/LINUX - Now with seasons!
Post by: Rose on November 18, 2016, 08:57:59 pm
You can use Armok Vision to see how long day and night last.

It's fast.
Title: Re: ☼Meph Tileset☼ V1.2 - 32x full graphic set - WIN/MAC/LINUX - Now with seasons!
Post by: Meph on November 18, 2016, 09:11:14 pm
Question: What do you guys think of this design?

(http://i.imgur.com/hM3Tyzf.png)

Main creature... Child creature (smaller, with KID)... Undead creature (green hue, red eyes, skull icon).
War-trained creature (crossed sword icon)... Hunting-trained creature (bow icon)... Giant creature (red up-arrow).

Alternative ideas were a small, green arrow for the kids; or a G for the giant creatures.
Title: Re: ☼Meph Tileset☼ V1.2 - 32x full graphic set - WIN/MAC/LINUX - Now with seasons!
Post by: DragonDePlatino on November 18, 2016, 10:36:38 pm
Those designs look good! The symbols were well-chosen and visible.

A word of warning: You can have giant varieties of child, undead and trained creatures. Therefore, I recommend putting the red arrow in another corner so there isn't any overlap. Alternatively, all of the giant creatures could have red symbols. A giant child deer would have a red "kid" in the corner. A giant undead polar bear would have a red skull in the corner. etc etc etc.

Another thing...The skull symbol feels a bit redundant considering the creature is already visibly green. I would consider removing that. Of course, this introduces the issue of undead frogs/goblins/lizards looking indistinguishable from their normal counterparts. My solution in GemSet was to have all normal creatures facing right, and the undead varieties facing left.

They have all turned undead so to speak.

Ah...ah ha ha ha ha.........I'll see myself out. :-X
Title: Re: ☼Meph Tileset☼ V1.2 - 32x full graphic set - WIN/MAC/LINUX - Now with seasons!
Post by: CLA on November 19, 2016, 07:17:38 am
I think a more elegant solution could be have all animals face the same direction; then, have all child versions mirrored.
Similarly, undead could be flipped upside down, although I think having them tinted green with red eyes is already more than enough

War/hunting works well, giant not so much. I would associate "enraged" or "aggressive" with the symbol.
Maybe something like this instead?

(http://i.imgur.com/XPz23fj.png)
Title: Re: ☼Meph Tileset☼ V1.2 - 32x full graphic set - WIN/MAC/LINUX - Now with seasons!
Post by: Heretic on November 19, 2016, 11:38:31 am
+1with previous.
Title: Re: ☼Meph Tileset☼ V1.2 - 32x full graphic set - WIN/MAC/LINUX - Now with seasons!
Post by: Clatch on November 20, 2016, 09:59:10 pm
Holy god, Meth this is gorgeous.
Title: Re: ☼Meph Tileset☼ V1.2 - 32x full graphic set - WIN/MAC/LINUX - Now with seasons!
Post by: Meph on November 21, 2016, 12:04:30 pm
Thanks for the suggestions and feedback :)

Current set:
(http://i.imgur.com/LP8YzSX.png)

I made the giant-arrow like one of the suggestions by CLA (thanks!) and left out the kid-tag and turned them. The undead symbol IF'd like to keep, but if people think it distracting, its the easiest to be done away with.

Red icons are giant versions. Giant war-trained, giant hunting-trained, giant undead.
Title: Re: ☼Meph Tileset☼ V1.2 - 32x full graphic set - WIN/MAC/LINUX - Now with seasons!
Post by: Meph on November 21, 2016, 04:53:38 pm
small_mammals_new

(http://i.imgur.com/YQeAmU8.png)

riverlakepool_new

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

reptiles

(http://i.imgur.com/jdx9lyH.png)

desert_new

(http://i.imgur.com/DUX2Vyw.png)
Title: Re: ☼Meph Tileset☼ V1.2 - 32x full graphic set - WIN/MAC/LINUX - Now with seasons!
Post by: DanielCoffey on November 21, 2016, 05:06:18 pm
The icons work really well with those creatures. So... many... creatures!
Title: Re: ☼Meph Tileset☼ V1.2 - 32x full graphic set - WIN/MAC/LINUX - Now with seasons!
Post by: jecowa on November 21, 2016, 05:13:47 pm
The turtle men look a bit like turtle teenagers. But I guess turtle people become adults at the age of 1 year?
Title: Re: ☼Meph Tileset☼ V1.2 - 32x full graphic set - WIN/MAC/LINUX - Now with seasons!
Post by: Meph on November 21, 2016, 05:55:42 pm
The turtle men look a bit like turtle teenagers. But I guess turtle people become adults at the age of 1 year?
They look like super hero ninja turtles :P
Title: Re: ☼Meph Tileset☼ V1.2 - 32x full graphic set - WIN/MAC/LINUX - Now with seasons!
Post by: Meph on November 22, 2016, 08:29:11 pm
Birds....

Spoiler (click to show/hide)

Spoiler (click to show/hide)

I'm aware that the bird-men dont look that great... I used one body-template for them, just changed the head and the color scheme. It mostly works, but owls, emo/ostrich/cassowary, kiwis... the weird bird body types look weird.

I used the same body type, so that I may copy+paste weapons/armor above it, in case I want to expand it and give the intelligent creatures profession sprites too... fort mode visitors, mercenaries, adv-mode and all that.

Criticize away!

Spoiler (click to show/hide)

Edit: I tested the idea of a bird-men civilization... it does work. Wouldnt be much harder to enable all bird-men to have full profession, miliatry and visitor sprites. Like this:

Red-Winged Blackbird civ
Spoiler (click to show/hide)

I gave them a loincloth, so that there is some clothing that I can recolor for the different professions. Only thing thats missing is armor and a different look for recruit-skill vs. master-skill soldiers; and some of the nobles are duplicates, like the diplomat/administrator or trader/merchant...

Filesize is 187kb, not too bad. One of those for all animal-men, means ~196*187kb= 36.6mb ... mh...
Title: Re: ☼Meph Tileset☼ V1.2 - 32x full graphic set - WIN/MAC/LINUX - Now with seasons!
Post by: Meph on November 23, 2016, 07:02:44 pm
Got it down to 160kb by deleting a few unused sprites, and added chainmail and breastplate to the soldier sprites.

Here the kestrel man:
(http://i.imgur.com/Z4gDM2Q.png)
Title: Re: ☼Meph Tileset☼ V1.2 - 32x full graphic set - WIN/MAC/LINUX - Now with seasons!
Post by: jecowa on November 23, 2016, 10:06:39 pm
Is it okay to include the modded content from this graphics pack as its own mod in Lazy Newb Packs?

If I move some stuff around, it should make it completely pretty compatible with any graphics pack and other mods:

Move "building_custom.txt" to "building_meph.txt".
Spoiler: building_meph.txt (click to show/hide)

Move "plant_standard.txt" to "plant_meph.txt".
Spoiler: plant_meph.txt (click to show/hide)

Move "reaction_other.txt" to "reaction_meph.txt".
Spoiler: reaction_meph.txt (click to show/hide)

And leave the "entity_default.txt" stuff in "entity_default.txt".
Spoiler: entity_default.txt (click to show/hide)

I'm guessing those will still work if they're in different files, but I'm not an expert.

Edit: Move "inorganic_other.txt" to "inorganic_meph.txt".
Spoiler: inorganic_meph.txt (click to show/hide)
Title: Re: ☼Meph Tileset☼ V1.2 - 32x full graphic set - WIN/MAC/LINUX - Now with seasons!
Post by: Meph on November 24, 2016, 06:06:59 am
You missed INORGANIC:COAL_BONFIRE. And yes, that will work, and is probably the far smarter way than how I did it, adding it into vanilla files. I was under impression that Peridexis LNP merges raw files, aka merges the actual lines of code inside the raws... not just copies raw.txts over.

I'll repack it the way you described. But the building_meph and reaction_meph will get a lot larger, because a lot more decorative buildings are planned. Only way to allow the player to set up new graphics themselves in a fort.

The OUTDOOR_PLANTS I'll remove, that was just so that I have access to all plants while testing the new plant graphics.
Title: Re: ☼Meph Tileset☼ V1.2 - 32x full graphic set - WIN/MAC/LINUX - Now with seasons!
Post by: jecowa on November 24, 2016, 09:52:06 am
I think maybe PyLNP used to be able to merge stuff. There's stuff in the code that sounds like it is meant to do that, but it spits out errors whenever it needs to merge.

Thanks for reorganizing the mod content. That will make it easier for me.
Title: Re: ☼Meph Tileset☼ V1.2 - 32x full graphic set - WIN/MAC/LINUX - Now with seasons!
Post by: Dirst on November 24, 2016, 04:45:44 pm
My understanding is that the merge logic only really worked with graphics packs changing init files, and for now that's the only place it is even attempted.  That's because a given setting will only be changed once per build, which is a simpler case than two mods dumping stuff into entity_default.
Title: Re: ☼Meph Tileset☼ V1.2 - 32x full graphic set - WIN/MAC/LINUX - Now with seasons!
Post by: PeridexisErrant on November 24, 2016, 06:04:37 pm
PyLNP does try to merge raw files, but it doesn't know about the structure of raw files - it's like just pasting lines together from a simple diff.  The errors are probably because it can't tell if it's safe to use the output, which we thought was better than breaking people's saves.

Init files are special; PyLNP knows all the options and what valid settings are.
Title: Re: ☼Meph Tileset☼ V1.2 - 32x full graphic set - WIN/MAC/LINUX - Now with seasons!
Post by: Meph on November 24, 2016, 06:12:14 pm
Ok, PeridexisErrant... but what would you do with modded workshops, that have no function besides using TWBT overrides to allow people to set up clocks, mirrors, carpets, fireplaces, etc. ?

I want to add a large pack of those to the tileset. I'm already familiar with the concept, no other tileset has anything alike, and with 32x its really worth it, since there are more details.
Title: Re: ☼Meph Tileset☼ V1.2 - 32x full graphic set - WIN/MAC/LINUX - Now with seasons!
Post by: PeridexisErrant on November 24, 2016, 07:27:29 pm
The PyLNP position is that such things should go in mods rather than graphics packs, to preserve save compatibility.  (Mods can also include graphics content)
Title: Re: ☼Meph Tileset☼ V1.2 - 32x full graphic set - WIN/MAC/LINUX - Now with seasons!
Post by: Meph on November 24, 2016, 08:07:48 pm
Throwing extra reactions/workshops in/out of saves does not cause any issues. It just disables the workshops, there are no errorlogs or crashes because of that.

Slowly making progess towards a next release...

Birds
Spoiler (click to show/hide)

Reptiles / Amphibians / Snakes
Spoiler (click to show/hide)
Title: Re: ☼Meph Tileset☼ V1.2 - 32x full graphic set - WIN/MAC/LINUX - Now with seasons!
Post by: AceSV on November 24, 2016, 08:33:21 pm
Wow, really lookin' good.  I look forward to trying these out. 

Quick artistic thing, if you want the tiles that change colors a little more interesting, try making the base tile go from a warm light grey to a cool dark grey.  The Furry Fortress 2 sprites do this if you want to see an example: 
Spoiler (click to show/hide)
Title: Re: ☼Meph Tileset☼ V1.2 - 32x full graphic set - WIN/MAC/LINUX - Now with seasons!
Post by: Meph on November 25, 2016, 04:15:35 am
Thanks for the tip, but none of them change colors.
Title: Re: ☼Meph Tileset☼ V1.2 - 32x full graphic set - WIN/MAC/LINUX - Now with seasons!
Post by: AceSV on November 25, 2016, 10:15:44 am
Thanks for the tip, but none of them change colors.

I'm thinking more the trees and rocks and clothing so forth.  I've been away.  I'm seeing all your tiles all at once. 
Title: Re: ☼Meph Tileset☼ V1.3
Post by: Meph on November 26, 2016, 11:11:23 am
Update 1.3

<<< Download Windows >>> (http://dffd.bay12games.com/file.php?id=12499)
<<< Download Mac >>> (http://dffd.bay12games.com/file.php?id=12518)
<<< Download Linux >>> (http://dffd.bay12games.com/file.php?id=12517)

<<< Download Barebones - Raws/Pngs only >>> (http://dffd.bay12games.com/file.php?id=12516)

The new update adds mostly creature sprites. A lot of them. I managed to finish about 500 creatures, as well as a lot of semi-procedually generated sprites for forgotten beasts, titans, demons and nightcreatures. Still missing are about half of the insects, half of the mammals and most aquatic creatures.



Birds


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


Mammals


(http://i.imgur.com/VE5QA28.png)


Reptiles/Snakes/etc


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


Insects/Arachnids/etc


(http://i.imgur.com/18qmEZX.png)


Demons, FBs, Nightcreatures, Titans


(http://i.imgur.com/j2gn64g.png)



You can see the overall progress of all creature sprites here:
Spoiler: Warning, large images (click to show/hide)

I made only about half the sprites myself, the other half I took from open-source/creative-commons material. The largest credit deserves Denzi.

Original artwork by:
Quote
Copyright/Attribution Notice:
DENZI部屋のドット絵フリー素材は、クリエイティブ・コモンズ・ライセンス (http://www3.wind.ne.jp/DENZI/diary/) に基づいて公開しています。 (CC-by SA 表示-継承) https://creativecommons.org/licenses/by-sa/3.0/ --- Medicine's crappy translation: "DENZI Room's pixel art (published at http://www3.wind.ne.jp/DENZI/diary/) is free material under the Creative Commons license (CC-BY-SA attribution, share alike) https://creativecommons.org/licenses/by-sa/3.0/"
Quote
OpenGameArt.org
Quote
www.spriters-resource.com
Quote
Stormbolts Angband Creature Set
Quote
Stephen "Redshrike" Challener
Quote
Jorge BF @ jbfproject

Next update: I think I take a little break from creatures, because my eyes bleed. Instead I'll sit down working on decorations. Decorative items and buildings, like mirrors, clocks, flags, carpets... and with that you can help me. Please post suggestions and requests for decorations!

I'll also split the modded content, the new workshops/decorations, from the original files, making it easier for PeridexisErrant, Jecowa and co, to add the tileset to their LNPs, startpacks, etc. (Guys, this version I havent done that yet. Next update will have all new content in "*_Meph.txt" files)
Title: Re: ☼Meph Tileset☼ V1.2 - 32x full graphic set - WIN/MAC/LINUX - Now with seasons!
Post by: DanielCoffey on November 26, 2016, 11:26:42 am
Thank you for the three-platform release of v1.3. The new creatures look wonderful and yes, I agree a rest is probably a good idea. While melted eyeballs is definitely a Dwarfy thing, it is not conducive to keeping the creative juices flowing.

EDIT : I have an oddity to report on the Legend Templates in the Linux version of 1.3. Legend - Birds.png and Legends - Fish (WIP).png are not immediately recognised as PNG files by Image Viewer in Mint 18. They are shown as an unknown file of extension PNG and any attempt to open those two files gives "Fatal error reading PNG image file: Not a PNG file".

GIMP does open them perfectly without issue but reports them to be File Type : Windows BMP.
Title: Re: ☼Meph Tileset☼ V1.2 - 32x full graphic set - WIN/MAC/LINUX - Now with seasons!
Post by: ZM5 on November 26, 2016, 01:50:26 pm
I've already commented on this before on the subreddit, but I really love the SNES era RPG sprites used for some of the creatures - so uncommon to see Lufia 2 or BOF2 get some recognition and love.

Also laughed at the turtle men - glad you decided to go for broke and gave some of the animal men more joke-y sprites ;p
Title: Re: ☼Meph Tileset☼ V1.2 - 32x full graphic set - WIN/MAC/LINUX - Now with seasons!
Post by: Meph on November 26, 2016, 02:28:46 pm
Still internally debating if I should do the wolverine-man a bit differently.

I'd love to put some more easter eggs in, but I'm afraid it would be too much at some point.
Title: Re: ☼Meph Tileset☼ V1.2 - 32x full graphic set - WIN/MAC/LINUX - Now with seasons!
Post by: zakhad on November 26, 2016, 07:34:48 pm
I've already commented on this before on the subreddit, but I really love the SNES era RPG sprites used for some of the creatures - so uncommon to see Lufia 2 or BOF2 get some recognition and love.

Also laughed at the turtle men - glad you decided to go for broke and gave some of the animal men more joke-y sprites ;p

I thought I recognised some of the icons lol, Tales of Phantasia, Chrono trigger, & Final Fantasty 3 & 4 should all have similar level of sprites, if you're looking for inspiration.

https://www.spriters-resource.com/snes/talephantasia/sheet/13774/
Title: Re: ☼Meph Tileset☼ V1.2 - 32x full graphic set - WIN/MAC/LINUX - Now with seasons!
Post by: NakedFury on November 26, 2016, 09:21:42 pm
Are those Ninja Turtles sprites?

This keep getting better and better with each new update.
Title: Re: ☼Meph Tileset☼ V1.2 - 32x full graphic set - WIN/MAC/LINUX - Now with seasons!
Post by: IDontNeedAUsername on November 28, 2016, 02:43:51 pm
I've been tied up with real life this past month, but am really looking forward to keep playing with this set.  And the fact that I didn't notice a bunch of missing stuff, but that Meph keeps adding to it, is like a dorfy christmas present.

I didn't know I needed spiders and demons until you gave them to me!  You're so sweet!
Title: Re: ☼Meph Tileset☼ V1.2 - 32x full graphic set - WIN/MAC/LINUX - Now with seasons!
Post by: Meph on November 28, 2016, 05:08:09 pm
Well thank you. You are sweet too. :P

Jokes aside, I can also add this:
(http://i.imgur.com/XlWg6iy.png)

And this:
(http://i.imgur.com/e69AncH.png)
Title: Re: ☼Meph Tileset☼ V1.2 - 32x full graphic set - WIN/MAC/LINUX - Now with seasons!
Post by: Ph.D Banana on November 29, 2016, 10:22:39 pm
This tileset is absolutely beautiful, Meph.
Title: Re: ☼Meph Tileset☼ V1.2 - 32x full graphic set - WIN/MAC/LINUX - Now with seasons!
Post by: Follower on November 30, 2016, 04:32:20 am
Yes, this is the best tileset I've ever seen. Well, I wonder about a couple of things.
1. Will ☼Masterwork☼ come with this set preinstalled? I suppose it has some MW-unique sprites. Can't wait to see all these beautiful tiles while wandering about with my adventurer. Or maybe it is already in and I just wasn't able to use it somehow?
2. I'm not very familiar with inner DF mechanics. Is it possible to generate sprites on go by merging a few images with transparent background? Like creatures and stuff already are put over the terrain, so maybe you somehow can separate weapons and profession tools and such, and then just stick them over generalized creature sprite, so you won't need to make like 100 images for every animal man race.
Title: Re: ☼Meph Tileset☼ V1.2 - 32x full graphic set - WIN/MAC/LINUX - Now with seasons!
Post by: Meph on November 30, 2016, 10:10:28 am
Thank you :)

1. Yes, its the default set for masterwork atm. But I havent ported everything yet, and Masterwork requires 1000~ new sprites that I havent made yet. Its a long way off to be complete for the mod.

2. No, sadly not.
Title: Re: ☼Meph Tileset☼ V1.2 - 32x full graphic set - WIN/MAC/LINUX - Now with seasons!
Post by: Ph.D Banana on November 30, 2016, 08:03:43 pm
Actually I was curious about this. Since Masterwork introduces new things that aren't covered by your default pack yet, what do they look like? Are they ASCII?
Title: Re: ☼Meph Tileset☼ V1.2 - 32x full graphic set - WIN/MAC/LINUX - Now with seasons!
Post by: Meph on December 01, 2016, 10:31:29 am
They are phoebus-style. I made 16x16 graphics for them long ago. Some creatures are ascii.
Title: Re: ☼Meph Tileset☼ V1.2 - 32x full graphic set - WIN/MAC/LINUX - Now with seasons!
Post by: Meph on December 01, 2016, 05:16:22 pm
Update 1.4 - Decorations

(http://i.imgur.com/I9xiRUf.png)

<<< Download Windows >>> (http://dffd.bay12games.com/file.php?id=12499)

This week you get decorations. New, decorative workshops that are build like any other workshop, but they are for free. There are:
 - Signs
 - Lights
 - Fountains
 - Banners/Flags
 - Carpets
 - Floor tiles
 - Display Racks
 - Garden/Plants
 - Objects (Misc items)
 - Icons (Arrows only so far)

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

All in all about 160 in total. You build the workshop, then pick your wanted design in the reactions/jobs. Currently all decorations are free. I'm considering making them cost items; Blocks for floor tiles, Cloth for carpets, Weapons for the racks... it would cost the player more resources, but it makes it more realistic and allows the workshops to change color. Currently the colors are set, but I could make it take on the color of the build material.

Which is better? Free decorations or decorations that have a realistic cost?

Spoiler: statues (16) (click to show/hide)
Spoiler: lights (13 x 2) (click to show/hide)
Spoiler: Racks (click to show/hide)
Spoiler: Room examples (click to show/hide)

I also made new giant mushrooms for the caverns, instead of using the tiles from Phoebus, which are not 32x. The new ones are more stylized, I like them. If you think differently, let me know.
Spoiler (click to show/hide)

Credits: Sprites are done by me, some based on previous works of Denzi, Dibujor and Obsidian Soul (like the main tileset), and several decorations (Banners, Carpets, some floor tiles) have been taken from Celiannas (http://pixanna.nl/ (http://pixanna.nl/)) tilesets, which are free for non-commercial use with any game engine; to quote the website. She also has commercial tilesets, which are gorgeous, and I'm considering buying them, just to use a few tiles from them.

A few lonely sprites are taken from old SNES games, as before as easter eggs. There is a brazier from Secret of Mana, and a fountain from Legend of Zelda: A Link to the Past, the Doom Oven and Starcraft Zerg Creep floor.

Please make requests if you have ideas for other cool decorations. :)

Patreon: If you like where this set is going, please consider supporting me on Patreon (https://www.patreon.com/meph). If people request it, I can use the money to buy licenses for Celiannas other sets.
Title: Re: ☼Meph Tileset☼ V1.2 - 32x full graphic set - WIN/MAC/LINUX - Now with seasons!
Post by: Ph.D Banana on December 01, 2016, 05:40:33 pm
I love the pumpkin lanterns!

Is there any way to manually port over 1.4 to Masterwork?
Title: Re: ☼Meph Tileset☼ V1.4 - 32x full graphic set - WIN/MAC/LINUX - Now with seasons!
Post by: Meph on December 01, 2016, 05:50:07 pm
Sure there is a way, but you could just wait till tomorrow, when I do the MasterworkDF update with them. ;)

PS: Peridexis/Jecowa: I splitted all the new content into *_meph.txt files and removed the ability of the campfire to start fires. That means the decorations are truly neutral; and no vanilla DF file, except for entity_default, with the permitted_workshop/reaction entries. But the workshops require the onload.init entries and roses building sub-type change script to work.
Title: Re: ☼Meph Tileset☼ V1.4 - 32x full graphic set - WIN/MAC/LINUX - Now with seasons!
Post by: Donar on December 01, 2016, 06:45:36 pm
I'm trying to get this working on Fedora 25 64-bit using this with 'official' df_linux from bay12 (http://www.bay12forums.com/smf/index.php?topic=158289.0).
before booting the game it gives me two of this warning: libpng warning: iCCP: known incorrect sRGB profile
In the main menu, there is no text but this: http://imgur.com/a/Zbu7J (http://imgur.com/a/Zbu7J)
Title: Re: ☼Meph Tileset☼ V1.4 - 32x full graphic set - WIN/MAC/LINUX - Now with seasons!
Post by: Immortal-D on December 01, 2016, 10:28:11 pm
Just chiming in to say I'd prefer if decorations had a material cost.  Anything to help use up all those extra boulders and ☼Pig Tail Cloth☼.
Title: Re: ☼Meph Tileset☼ V1.4 - 32x full graphic set - WIN/MAC/LINUX - Now with seasons!
Post by: Meph on December 02, 2016, 02:24:07 am
I'm trying to get this working on Fedora 25 64-bit using this with 'official' df_linux from bay12 (http://www.bay12forums.com/smf/index.php?topic=158289.0).
before booting the game it gives me two of this warning: libpng warning: iCCP: known incorrect sRGB profile
In the main menu, there is no text but this: http://imgur.com/a/Zbu7J (http://imgur.com/a/Zbu7J)
You are missing TWBT, and most likely Roses building-subytype-change scripts too.
Title: Re: ☼Meph Tileset☼ V1.4 - 32x full graphic set - WIN/MAC/LINUX - Now with seasons!
Post by: PeridexisErrant on December 02, 2016, 03:10:48 am
Note that TwbT does not have a 43.05-compatible release yet.
Title: Re: ☼Meph Tileset☼ V1.4 - 32x full graphic set - WIN/MAC/LINUX - Now with seasons!
Post by: IDontNeedAUsername on December 02, 2016, 11:02:26 am
I'm definitely picking up what you're dropping, Meph.

I also like the idea of decorations having a minimal cost.
Title: Re: ☼Meph Tileset☼ V1.4 - 32x full graphic set - WIN/MAC/LINUX - Now with seasons!
Post by: daagar on December 02, 2016, 05:47:25 pm
I also like the minimal cost idea, simply because it makes building some maybe not-so-common things worthwhile. Just like in free-to-play games, people will go to great lengths for cosmetics. If you can do different color banners for example, 'purple' would be done with some rare items, where maybe some other colors are done with cheaper ones.
Title: Re: ☼Meph Tileset☼ V1.4 - 32x full graphic set - WIN/MAC/LINUX - Now with seasons!
Post by: LordBalkan on December 02, 2016, 10:06:01 pm
Just want to register here my "Thank You Very Much for this MASTERWORK tileset".
Title: Re: ☼Meph Tileset☼ V1.4 - 32x full graphic set - WIN/MAC/LINUX - Now with seasons!
Post by: daagar on December 03, 2016, 02:55:51 pm
Sure there is a way, but you could just wait till tomorrow, when I do the MasterworkDF update with them. ;)

Oh oh! Is this still happening soon? This appears to be a great time to make the jump to MW, since I'm not sure I want to mess up trying to make all this awesome work with the Newbie Pack.
Title: Re: ☼Meph Tileset☼ V1.4 - 32x full graphic set - WIN/MAC/LINUX - Now with seasons!
Post by: Ph.D Banana on December 03, 2016, 03:29:14 pm
Sure there is a way, but you could just wait till tomorrow, when I do the MasterworkDF update with them. ;)

Oh oh! Is this still happening soon? This appears to be a great time to make the jump to MW, since I'm not sure I want to mess up trying to make all this awesome work with the Newbie Pack.

I'm excited about this too! Especially since the MW launcher is extremely organized and comes with most utilities that are also in the lazy newb pack.
Title: Re: ☼Meph Tileset☼ V1.4 - 32x full graphic set - WIN/MAC/LINUX - Now with seasons!
Post by: Kebab on December 04, 2016, 11:20:11 am
Sure there is a way, but you could just wait till tomorrow, when I do the MasterworkDF update with them. ;)

Well, Masterwork still not updated, so... How?
Title: Re: ☼Meph Tileset☼ V1.4 - 32x full graphic set - WIN/MAC/LINUX - Now with seasons!
Post by: Meph on December 04, 2016, 03:54:35 pm
Sure there is a way, but you could just wait till tomorrow, when I do the MasterworkDF update with them. ;)

Well, Masterwork still not updated, so... How?
Sorry, the internet here is abysmal. I tried uploading, but it kep disconnecting/cancelling before the 160mb were up.
Title: Re: ☼Meph Tileset☼ V1.4 - 32x full graphic set - WIN/MAC/LINUX - Now with seasons!
Post by: Meph on December 09, 2016, 12:31:09 pm
Could people please post screenshots using the set?
Title: Re: ☼Meph Tileset☼ V1.4 - 32x full graphic set - WIN/MAC/LINUX - Now with seasons!
Post by: DanielCoffey on December 09, 2016, 04:08:56 pm
I know the 1.4 features are Win-only at the moment as you explained for 1.3 but are you looking for specific things to be screenshotted?
Title: Re: ☼Meph Tileset☼ V1.4 - 32x full graphic set - WIN/MAC/LINUX - Now with seasons!
Post by: Kebab on December 12, 2016, 12:50:00 pm
Could people please post screenshots using the set?
Oh, really? Okay then! This is Malevich Square, aka Adventure Mode Building Screen. Fix it, please. Thanks.
Spoiler (click to show/hide)
Title: Re: ☼Meph Tileset☼ V1.4 - 32x full graphic set - WIN/MAC/LINUX - Now with seasons!
Post by: Meph on December 12, 2016, 04:46:02 pm
Could people please post screenshots using the set?
Oh, really? Okay then! This is Malevich Square, aka Adventure Mode Building Screen. Fix it, please. Thanks.
Spoiler (click to show/hide)
No.
Title: Re: ☼Meph Tileset☼ V1.4 - 32x full graphic set - WIN/MAC/LINUX - Now with seasons!
Post by: Rose on December 12, 2016, 11:29:23 pm
More than likely, this is a Text Will be Text issue.
Title: Re: ☼Meph Tileset☼ V1.4 - 32x full graphic set - WIN/MAC/LINUX - Now with seasons!
Post by: Follower on December 13, 2016, 01:29:03 am
Spoiler (click to show/hide)

Plants out there looks kinda very strange. Squirrel plants are rhubarbs, "small ugly guy" plants are galena, fairy ones are blackberry, stairs are leek plants and so on.
Title: Re: ☼Meph Tileset☼ V1.4 - 32x full graphic set - WIN/MAC/LINUX - Now with seasons!
Post by: Kebab on December 13, 2016, 02:37:22 am
No.
Аnd how about
Please report any issues you encounter
?
Title: Re: ☼Meph Tileset☼ V1.4 - 32x full graphic set - WIN/MAC/LINUX - Now with seasons!
Post by: Meph on December 13, 2016, 08:22:01 am
Spoiler (click to show/hide)

Plants out there looks kinda very strange. Squirrel plants are rhubarbs, "small ugly guy" plants are galena, fairy ones are blackberry, stairs are leek plants and so on.
Are you using a very outdated version of the tileset; or did you load a save that was generated with a different set? Download the set again and generate a new world, I assure you that plants all have their own, unique graphics.

No.
Аnd how about
Please report any issues you encounter
?
1. You were rather rude. 2. Its a TWBT issue that affects all tilesets that use TWBT; if you want someone to fix it, be kind (not rude) to Mifki, not me.
Title: Re: ☼Meph Tileset☼ V1.4 - 32x full graphic set - WIN/MAC/LINUX - Now with seasons!
Post by: DanielCoffey on December 13, 2016, 12:09:18 pm
Feature Request : Narrow Carpets

Would it be possible to consider an additional six decoration tiles to support narrow 1-wide carpets? Narrow Carpet East-West, Narrow Carpet North-South, Narrow Carpet North End, Narrow Carpet South End, Narrow Carpet East End, Narrow Carpet West End.

This would allow a single-width straight runner of carpet down the center of a 3-wide hallway. It would not need to support carpets turning corners.

At the moment the carpet tiles support broad carpets for grand rooms and hallways and are perfect for 2-wide and greater carpets. I can clearly see how you can pick the outer edges, centers and corner pieces to build up broad carpets (apart from the inside piece of a corner... imagine a broad carpet running up a corridor and turning to the left or right... there is no piece for the inside of the corner where the pattern continues).

I looked in GIMP to see if the current carpet corner pieces could be reused 1-wide with their borders as is but by the time you add the current broad border to both sides, it covers almost all of the width. Any narrow carpets would really have to use narrower borders (keep the background, outer straight line and ornate patterns, just drop the inner line) and just be straight runs.

Thoughts?

EDIT : Something like this? It looks a little odd zoomed in where the middle sections meet the ends but it is pretty good at 100% zoom.
(http://www.dcoffey.co.uk/images/dwarffortress/NarrowCarpet.png)
Title: Re: ☼Meph Tileset☼ V1.4 - 32x full graphic set - WIN/MAC/LINUX - Now with seasons!
Post by: Meph on December 13, 2016, 06:38:16 pm
Yeah, those I can add easily. I thought people would use the standard, undecorated carpet for single-tile carpets.
Title: Re: ☼Meph Tileset☼ V1.4 - 32x full graphic set - WIN/MAC/LINUX - Now with seasons!
Post by: Follower on December 14, 2016, 12:37:12 am
I used fresh install of Masterwork V1.23 there. I thought it was updated with current version of tileset.
Title: Re: ☼Meph Tileset☼ V1.4 - 32x full graphic set - WIN/MAC/LINUX - Now with seasons!
Post by: Meph on December 14, 2016, 01:42:24 pm
I used fresh install of Masterwork V1.23 there. I thought it was updated with current version of tileset.
Please make masterwork mod feedback in the masterwork forum, not here. This is the vanilla set.

Did you use an old save?
Title: Re: ☼Meph Tileset☼ V1.4 - 32x full graphic set - WIN/MAC/LINUX - Now with seasons!
Post by: Follower on December 15, 2016, 07:22:35 am
Nope, I just delete the whole folder every time it is updated and generate a new world.
Title: Re: ☼Meph Tileset☼ V1.4 - 32x full graphic set - WIN/MAC/LINUX - Now with seasons!
Post by: Vitor_Goatman on December 20, 2016, 08:55:39 am
This looks beautiful, I am so fucking split right now between choosing this or the LCD set....both are awesome in their unique ways.

It almost feels like Meph is trying to seduce Toady with their wonderful stuff.

Quote from: Meph
Toady senpai pls notice me look at what wonderful  (http://www.bay12forums.com/smf/index.php?topic=161047.165)things (http://www.bay12forums.com/smf/index.php?board=24.0) I did for ur game

But seriously, your stuff is masterworkly great.
Title: Re: ☼Meph Tileset☼ V1.4 - 32x full graphic set - WIN/MAC/LINUX - Now with seasons!
Post by: Rhinoserious on January 06, 2017, 01:56:14 pm
I just downloaded the new Masterwork mod and it my first time using it. I would like to use the Meph tileset but the 32x32 is a to big. I think there's a 24x24 and a 16x16 version but I am having trouble installing them so I can select them from the Mastwork Mod UI.  How would I go about getting those installed so I could use them?

Thanks
Title: Re: ☼Meph Tileset☼ V1.4 - 32x full graphic set - WIN/MAC/LINUX - Now with seasons!
Post by: DanielCoffey on January 06, 2017, 03:55:45 pm
I understand that there are reasonable instructions in the ReadMe to do with alternate font sizes. Did that not have the information?
Title: Re: ☼Meph Tileset☼ V1.4 - 32x full graphic set - WIN/MAC/LINUX - Now with seasons!
Post by: Polywomple on January 08, 2017, 03:38:51 pm
Just downloaded the updated tileset. Great work Meph, by far the best tileset I've ever used for DF, and quite innovative as well.

Title: Re: ☼Meph Tileset☼ V1.4 - 32x full graphic set - WIN/MAC/LINUX - Now with seasons!
Post by: IDontNeedAUsername on January 18, 2017, 04:28:44 pm
Meph, I just started a new fort with this tileset and am a slow player due to limited time.

What are you looking for from screenshots?

I'm happy to post random shots as I'm having "fun", but was wondering if you're after something specific.
Title: Re: ☼Meph Tileset☼ V1.4 - 32x full graphic set - WIN/MAC/LINUX - Now with seasons!
Post by: Rose on January 20, 2017, 07:57:46 am
Meph, I just want you to know that I'm adding support for direct loading of DF graphics sets in armok vision (parsing the raw files) specifically because of this set.
Title: Re: ☼Meph Tileset☼ V1.4 - 32x full graphic set - WIN/MAC/LINUX - Now with seasons!
Post by: Moridin920 on January 24, 2017, 11:56:23 am
I'm downloading this tileset and I just wanted to say Meph I've been using your work/mods for a long time now and thanks man you're f***in awesome.
Title: Re: ☼Meph Tileset☼ V1.4 - 32x full graphic set - WIN/MAC/LINUX - Now with seasons!
Post by: Master Catfish on January 27, 2017, 12:24:47 am
I absolutely love this tileset. Thanks for making a download with all the other tools bundled together, too. I never would have used them otherwise - really improved my experience with DF.

My only criticism is that some of the sprites are different styles. I'm sure it's because you drew from old/unusued graphics packs, but it's occasionally jarring. I may be more sensitive to that than most, though.

Are there any other sets that use tile replacements? It's an important part of my DF experience now.
Title: Re: ☼Meph Tileset☼ V1.4 - 32x full graphic set - WIN/MAC/LINUX - Now with seasons!
Post by: Ironlion on February 02, 2017, 02:39:08 am
This is a great tileset!  Beautiful (though I'd prefer world maps were a bit greener). 

Because of this preference, I sought to load a different tileset to export the map from legends, one with a bit more of an ascii feel because i'm more experienced reading those.   

I ran into an error when switching though; missing a coal bonfire or something to that effect.  So do the extra features included in this set make it incompatible with older sets that don't have those features? 

Is there any way that I could "fix" the save to make it work with other tilesets?

Great work on this btw; I love the graphics here.  I compared this to older sets and it just pops.   I also am liking the upgraded tile size, 32 pixels is so much more aesthetically pleasing. 
Title: Re: ☼Meph Tileset☼ V1.4 - 32x full graphic set - WIN/MAC/LINUX - Now with seasons!
Post by: Rydel on February 02, 2017, 08:21:48 am
That error sounds like the Text Will Be Text override was trying to load an image from a tileset that was deleted.
Do you have the exact error?
Also, try renaming the overrides.txt file and see if that fixes it.
Title: Re: ☼Meph Tileset☼ V1.4 - 32x full graphic set - WIN/MAC/LINUX - Now with seasons!
Post by: Ironlion on February 02, 2017, 09:40:00 pm
Yeah, it was the TWBT interfering.  I Just not using it is also a viable workaround.   

I also could have settled on simply changing the palette as well. 
Title: Re: ☼Meph Tileset☼ V1.4 - 32x full graphic set - WIN/MAC/LINUX - Now with seasons!
Post by: StagnantSoul on February 02, 2017, 10:31:15 pm
Damn this is gorgeous, glad I noticed it was in the pack's graphic settings! Sorry Ironhand...

Wish I was as good as you for pixel art, I'd love to include my Draconians in this.
Title: Re: ☼Meph Tileset☼ V1.4 - 32x full graphic set - WIN/MAC/LINUX - Now with seasons!
Post by: Rydel on February 02, 2017, 10:55:01 pm
If you replace the override.txt with a blank version, the separate text/map part of TWBT will still work.  You won't get the custom items, but you mentioned you were going for a more ASCII feel anyway.
Title: Re: ☼Meph Tileset☼ V1.4 - 32x full graphic set - WIN/MAC/LINUX - Now with seasons!
Post by: se5a on February 25, 2017, 09:46:11 am
is it possible to update this for df 43.05? are there instructions somewhere?
Title: Re: ☼Meph Tileset☼ V1.4 - 32x full graphic set - WIN/MAC/LINUX - Now with seasons!
Post by: veantur on February 26, 2017, 05:08:00 am
is it possible to make this tileset run with 43.05?
If yes where i cen get the installation guide?
Title: Re: ☼Meph Tileset☼ V1.4 - 32x full graphic set - WIN/MAC/LINUX - Now with seasons!
Post by: Rose on February 27, 2017, 12:02:49 am
Graphics sets in general don't need updating between DF versions.

But Text Will be Text does, which this set uses, but Meph has nothing to do with that.
Title: Re: ☼Meph Tileset☼ V1.4 - 32x full graphic set - WIN/MAC/LINUX - Now with seasons!
Post by: se5a on February 27, 2017, 09:45:07 am
pretty sure just dumping a new version of df ontop of a tileset will overwrite some settings needed for the tileset.
it's been a long time since I've looked at this stuff so I don't remember the steps for installing a tileset properly. I'm assuming the download here includes the older version of DF rather than instructions for installing it, but maybe my assumption is incorrect.
Title: Re: ☼Meph Tileset☼ V1.4 - 32x full graphic set - WIN/MAC/LINUX - Now with seasons!
Post by: Rydel on February 27, 2017, 05:44:11 pm
Typically tilesets don't come with a copy of DF.  You install dwarf fortress, and then add the tileset.
I don't think there have been any major raw changes in the latest version, so this should work fine.

As Japa mentioned, this tileset does support TWBT, which is much more sensitive to version changes, but that has already been updated for the lastest release.
Title: Re: ☼Meph Tileset☼ V1.4 - 32x full graphic set - WIN/MAC/LINUX - Now with seasons!
Post by: se5a on March 01, 2017, 11:47:24 am
From the readme:
Quote
The tileset comes with a pre-installed Dwarf Fortress, dfhack and Text-will-be-text (TWBT) plugin. All you need to do is run DwarfFortress.exe.
except the Linux version does not appear to include DF.
Title: Re: ☼Meph Tileset☼ V1.4 - 32x full graphic set - WIN/MAC/LINUX - Now with seasons!
Post by: Rydel on March 01, 2017, 05:44:29 pm
Well it appears I've been playing the fool.  And also downloaded the barebones version.

If you're wanting to try it with a newer version of Dwarf Fortress, I would suggest
1. Install the latest version of Dwarf Fortress
2. Install the latest version of DFHack that TWBT supports (which, at the time of this post, should be the current one)
3. Install the latest version of TWBT
4. Install the barebones version of the tileset.
Title: Re: ☼Meph Tileset☼ V1.4 - 32x full graphic set - WIN/MAC/LINUX - Now with seasons!
Post by: se5a on March 02, 2017, 11:52:51 am
Where are you getting the bare bones versions?


actually I can probably maybe figure out how to extract just the graphics and tile-set from the download linked on the OP
Title: Re: ☼Meph Tileset☼ V1.4 - 32x full graphic set - WIN/MAC/LINUX - Now with seasons!
Post by: Rydel on March 02, 2017, 05:40:58 pm
The bare-bones version is in the original post.  It's the fourth link, a bit smaller than the rest
Title: Re: ☼Meph Tileset☼ V1.4 - 32x full graphic set - WIN/MAC/LINUX - Now with seasons!
Post by: se5a on March 03, 2017, 01:34:03 pm
unfortunately the latest twbt has not Linux version yet...
Title: Re: ☼Meph Tileset☼ V1.4 - 32x full graphic set - WIN/MAC/LINUX - Now with seasons!
Post by: Vitor_Goatman on March 06, 2017, 02:10:43 pm
Question, what do those new raw files change in the game? Because I usually play with other mods and I don't want to overwrite them.
Title: Re: ☼Meph Tileset☼ V1.4 - 32x full graphic set - WIN/MAC/LINUX - Now with seasons!
Post by: Rydel on March 06, 2017, 05:43:00 pm
It looks like it makes changes to creatures, inorganic materials, tools, and plants.

If your mod edits the vanilla creature_, inorganic_, or plant_ files, or item_tools, it will conflict.
If it just adds new files it should be fine.
The changes to the raws should be small, so utilities that merge text files should be able to combine the modes without much difficulty.
Title: Re: ☼Meph Tileset☼ V1.4 - 32x full graphic set - WIN/MAC/LINUX - Now with seasons!
Post by: se5a on March 11, 2017, 01:30:14 am
hikop updated TWBT for linux, it apears to be working for me. you can get the binary from a link in issue 52 here (https://github.com/mifki/df-twbt/issues/52/) while we wait for the official repository to accept the pull request. 
many kudos to hikop.


Also note that the bare bones tile-set has a minor error that will affect linux users: the font file is "font.png" (lowercase f) whereas the init file asks for "Font.png" (uppercase F)
Title: Re: ☼Meph Tileset☼ V1.4 - 32x full graphic set - WIN/MAC/LINUX - Now with seasons!
Post by: ancient_vampire on March 15, 2017, 11:42:36 am
Thanks for this great tileset, meph!

In v1.4, wooden cages show up as black tiles, while metal cages look like they should.
Title: Re: ☼Meph Tileset☼ V1.4 - 32x full graphic set - WIN/MAC/LINUX - Now with seasons!
Post by: Nobak on April 01, 2017, 05:26:49 pm
Hello. I've been experiencing issues that seem to be related to the interaction of this tileset and TWBT. An overview of my situation and biggest issue is detailed here (http://www.bay12forums.com/smf/index.php?topic=138754.msg7409625#msg7409625).

Other issues I've been having, which I've also verified not to happen if I use TWBT print mode and a different tileset, or 2D print mode with this tileset, but which happen reliably if I copmbine both:

According to my findings, it seems I could just use another tileset and be done with it, but this one is just so gorgeous, I don't want to give up without a fight.

The version of the tileset that is bundled with my version of PyLNP seems to be v1.1, according to the manifest file.

Is there anything known about similar issues? Would it be safe to try and update to the latest version of the tileset while still playing DF 0.43.03? The answer to that is right there in post 1. Oops.
Any input is appreciated.


Update: Got the barebones 1.3 and plopped it down next to the other tilesets and switched to it with the launcher. Loading seems to work again. So whatever it was, seems like it's already fixed.
Title: Re: ☼Meph Tileset☼ V1.4 - 32x full graphic set - WIN/MAC/LINUX - Now with seasons!
Post by: Obsidian Soul on April 10, 2017, 05:15:07 am
Very late to the party, but Meph, I just want to say this is gorgeous. THANK YOU for using my abandoned tiles and adapting them to a complete set. It's exactly like what I would have wanted them to be. ^^

My only complaint at the moment is your base grass tile. The leaves are too long and coily and makes the exteriors noisy. More like overgrown vines rather than grasslands. Though they'd do well as wormy tendrils or even pigtails. Switching tree leaves and grass might also work. Other than that, I love everything in this. <3
Title: Re: ☼Meph Tileset☼ V1.4 - 32x full graphic set - WIN/MAC/LINUX - Now with seasons!
Post by: Curious Key on April 19, 2017, 12:05:46 am
This looks phenomenal. As always Meph, your work astounds.

My poor attempts at flattery aside, I have a few questions:

Firstly, in the OP it says I need a display with 2500-ish width (can't recall the exact number) to not force it to downscale.

Is this true of the 16x16 as well as the 32x32 version? (forgive my technical illiteracy)

Also, for the 32x32, as this is quite a high resolution for a texture pack, should I expect a performance hit? (I'll be quite surprised if I shouldn't, frankly)

Again, this is fantastic work!
Title: Re: ☼Meph Tileset☼ V1.4 - 32x full graphic set - WIN/MAC/LINUX - Now with seasons!
Post by: Rose on April 19, 2017, 12:15:43 am
Compared to everything else in DF, having a bigger texture pack has negligible impact on performance.
Title: Re: ☼Meph Tileset☼ V1.4 - 32x full graphic set - WIN/MAC/LINUX - Now with seasons!
Post by: Alkmayix on April 19, 2017, 06:26:19 pm
Compared to everything else in DF, having a bigger texture pack has negligible impact on performance.

Which is nice, I personally have bad eyes and the 8x8 is too small I need 16x16 or bigger or it's a bit tricky to make out in DF now...darned eyes. Rather funny how that works knowing how other games are.
Title: Re: ☼Meph Tileset☼ V1.4 - 32x full graphic set - WIN/MAC/LINUX - Now with seasons!
Post by: Vordak on June 10, 2017, 10:38:56 am
Decided to make dwarves look more like dwarves.
(http://i.imgur.com/O1HXl7t.png)
Spoiler: more faces-V0.1 (click to show/hide)
Spoiler: faces-V0.2 (click to show/hide)
Spoiler: faces-V0.3 (click to show/hide)
Spoiler: some professions-v0.2 (click to show/hide)
Spoiler: helmets-v0.2 (click to show/hide)


Title: Re: ☼Meph Tileset☼ V1.4 - 32x full graphic set - WIN/MAC/LINUX - Now with seasons!
Post by: Heretic on June 28, 2017, 10:29:00 am
Great work, Vordak! I'd can't wait a moment to play with it.
Title: Re: ☼Meph Tileset☼ V1.4 - 32x full graphic set - WIN/MAC/LINUX - Now with seasons!
Post by: ZM5 on June 28, 2017, 01:12:26 pm
I really love these.
Title: Re: ☼Meph Tileset☼ V1.4 - 32x full graphic set - WIN/MAC/LINUX - Now with seasons!
Post by: Vordak on July 08, 2017, 06:04:13 pm
The process is slowly going on.
Upd. 16.07.2017 - increased shoulder width.
Upd. 30.07.2017 - new patterns for soldiers and new beads.

Upd. 30.08.2017 - These sprites are not the latest version.
See more in Vordak`s 32x Dwarf Tileset (http://www.bay12forums.com/smf/index.php?topic=165118.0).
Title: Re: ☼Meph Tileset☼ V1.4 - 32x full graphic set - WIN/MAC/LINUX - Now with seasons!
Post by: Hommit on July 19, 2017, 10:57:56 am
Is this usable now with latest LNP (43.05)?
If yes, any insctructions on mod features? Didn't play DF for a long while, so...
Title: Re: ☼Meph Tileset☼ V1.4 - 32x full graphic set - WIN/MAC/LINUX - Now with seasons!
Post by: LeoCean on July 29, 2017, 01:49:28 am
It says it's for DF 43.03, idk what the changes between that and the current version but someone can easily fix those small issues, and it's just a tileset, no "mod" changes besides his visual/extra decor. Which probably cannot downgrade into another mod once you add those in your fort. But who would want to if they were playing with those 32x graphics?
Title: Re: ☼Meph Tileset☼ V1.4 - 32x full graphic set - WIN/MAC/LINUX - Now with seasons!
Post by: Novurist on July 31, 2017, 05:45:44 am
Would it be possible to have a preliminary test version of your dwarf graphics? I really like the details and work you put into it so far!
Title: Re: ☼Meph Tileset☼ V1.4 - 32x full graphic set - WIN/MAC/LINUX - Now with seasons!
Post by: Hassanbot on August 01, 2017, 02:40:09 pm
Hi! This is a beautiful tileset, and I love it! I've got an issue however, where wooden doors stored in stockpiles display as black squares. Is this because there's no art for wooden doors yet, or is the problem on my side?

Title: Re: ☼Meph Tileset☼ V1.4 - 32x full graphic set - WIN/MAC/LINUX - Now with seasons!
Post by: LeoCean on August 02, 2017, 08:22:28 pm
Just check in the overrides.txt if I:DOOR:Door:# is set the same as B:DOOR:Door:#, there will be 2-3(1 for wood and one for metal doors at least)

Like in spacefox it has,

Quote
[OVERRIDE:186:B:DOOR:Door::3:197]#wood door
[OVERRIDE:186:I:DOOR:DOOR::3:197]#wood door
[OVERRIDE:240:B:DOOR:Door::3:198]#metal door
[OVERRIDE:240:I:DOOR:DOOR::3:198]#metal door

Just search for Door, it is not guaranteed to look like my example as the (3) will be different and could be the name of the override tileset instead. Main thing you are looking for is if there is a B(building) and I(item, so when it's moved or in the stockpile). If you got them both, well idk I feel like I've seen the issue before but idk at the moment what causes it, does it happen to all doors that are in the stockpile? or even some that are built? because that could be caused by how the image was made.
Title: Re: ☼Meph Tileset☼ V1.4 - 32x full graphic set - WIN/MAC/LINUX - Now with seasons!
Post by: -A_Dwarven_Bard- on August 30, 2017, 08:59:17 am
Vordak you are some sort of demigod. Your efforts can never recieve enough appreciation. I will name a god in your honour in every world I ever create.
Title: Re: ☼Meph Tileset☼ V1.4 - 32x full graphic set - WIN/MAC/LINUX - Now with seasons!
Post by: Pvt. Pirate on September 05, 2017, 08:24:30 am
what would i need to do to install this into the LNP43.03.r09?
the LNP only got a severly cut version of this.
Title: Re: ☼Meph Tileset☼ V1.4 - 32x full graphic set - WIN/MAC/LINUX - Now with seasons!
Post by: LeoCean on September 08, 2017, 10:04:10 pm
All you need is the raw folder + the data art/init folder. It's only about 5-6 mb not the 50 mb dl, 140 or so unpacked this version has. Unless you mean Lnp is outdated? or is missing things from this version.
Title: Re: ☼Meph Tileset☼ V1.4 - 32x full graphic set - WIN/MAC/LINUX - Now with seasons!
Post by: Pvt. Pirate on September 09, 2017, 07:26:07 am
nevermind - i found how to change the dfhack init etc so all the features i was missing now work.
Title: Re: ☼Meph Tileset☼ V1.4 - 32x full graphic set - WIN/MAC/LINUX - Now with seasons!
Post by: McFeel on September 09, 2017, 12:40:00 pm
Hello, I used to play DF 34.11 with great Phoebus tileset. Now I want to play DF 43.xx, but it is outdated. This tileset is good too, but I want to play with advfort script for dfhack, and seems incompatible with TWBT. Is there a way to disable it? I downloaded the barebones version of this tileset, but text is glitched and unreadable. I also noticed that barebones init uses PRINT_MODE:TWBT.
Title: Re: ☼Meph Tileset☼ V1.4 - 32x full graphic set - WIN/MAC/LINUX - Now with seasons!
Post by: LeoCean on September 17, 2017, 03:42:44 pm
PRINT_MODE:STANDARD will turn twbt off (or should? that or 2D), I think you can turn it off through dfhack? But a lot of the graphics are going to be missing if you don't use twbt with a graphics set which is mainly built for twbt. At least lots of stuff which is in the main tileset will be different. All that turning twbt off does is use one tileset(main one). Twbt is suppose to work with Adventure mode, so I if advfort is still being updated you could try asking in the twbt thread why it doesn't work with advfort.
Title: Re: ☼Meph Tileset☼ - 32x full graphic set for TWBT, civ-creatures and more.
Post by: Thundercraft on October 03, 2017, 12:32:24 am
This is an amazing, beautiful graphics set, made even more amazing by features such as support for changing seasons! :o

However, I really want to use this with DF 0.43.05.

Ignoring any new creatures or tiles that 43.05 has that 43.03 lacks, what would it take to manually update this to function with 43.05? Could I just download the barebones version and use that, perhaps using Winmerge to compare and update any files that need updating?

I took a look at the files in the download and there is a lot of extra stuff. And some of it depends on DFHack and TWBT...

...There's nothing wrong or especially unstable with DF 0.43.05 itself; the problem is just that tools like DFHack and Dwarf Therapist aren't available for it yet.

Fast forward almost 12 months... Aren't most of the tools like DFHack and Dwarf Therapist now available for 0.43.05?

Are there currently any plans to update this to 0.43.05? (Also, I noticed that version 1.4 did not have a barebones release or seperate versions for Linux or OSX...)

P.S.: Are there any plans to incorporate some TWBT Next (http://www.bay12forums.com/smf/index.php?topic=163298.0) features in a future release?
Title: Re: ☼Meph Tileset☼ V1.4 - 32x full graphic set - WIN/MAC/LINUX - Now with seasons!
Post by: YDraigAur on October 05, 2017, 09:01:51 pm
I registered so I could say thanks for this mod Meph and ask a question I can't seem to find an answer for. I am looking for the unit I'D of my hero in Adventure Mode with this tile set. I hit "v" to center and place the cursor over my dwarf. DFhack still won't give me an ID when queried. Am I doing it wrong?
Title: Re: ☼Meph Tileset☼ V1.4 - 32x full graphic set - WIN/MAC/LINUX - Now with seasons!
Post by: Thundercraft on October 05, 2017, 10:05:23 pm
I used WinMerge to compare v1.4 files with DF vanilla files and I noticed a peculiar discrepancy. In vanilla, bulding_custom.txt (in /raw/objects) has these tags:

   [BUILD_LABOR:SOAP_MAKER]
   [BUILD_KEY:CUSTOM_SHIFT_S]


But in Meph Tileset v1.4, bulding_custom.txt is missing the [BUILD_LABOR:SOAP_MAKER] tag. Was it omitted on purpose? Wouldn't this prevent the Soap Maker's Workshop (http://dwarffortresswiki.org/index.php/DF2014:Soap_maker%27s_workshop) from allowing workers to produce soap? (From the DF2014:Labor_token (http://dwarffortresswiki.org/index.php/DF2014:Labor_token) page, it looks like a required tag.)

I also noticed that the BUILD_KEY tag was changed to:

[BUILD_KEY:CUSTOM_SHIFT_P]

But, I figured the BUILD_KEY was changed to make room for the custom workshops you added in your building_meph.txt file. Could it be that you accidentally deleted the [BUILD_LABOR:SOAP_MAKER] line when you only meant to change the BUILD_KEY? If that's the case, it's understandable. Accidentally deleting the line immediately above what you're trying to edit is easy to do.

Edit:

I found another bug / typo. In item_tool.txt (in /raw/objects/), scroll down to ITEM_TOOL_NEST_BOX and:

Line 143 ; Reverted "[VALUE:255]10" back to: [VALUE:10]
Line 146 ; Changed "[TILE:8]" to: [TILE:255]8

(Likely, you were getting drowsy or bleary-eyed, which happens to all of us. ;) )

Using WinMerge to compare nearly everything, I think that I've isolated what needs to be changed to update to v0.43.05.

In creature_next_underground.txt (in /raw/objects/), scroll down to GORLAK and:
Line 2216 ; Deleted this line: [BODY_DETAIL_PLAN:HUMANOID_RELSIZES]
Line 2278 (or so) ; After "[EQUIPS]", added this line: [CANOPENDOORS]

In creature_standard.txt (in /raw/objects/), scroll down to KOBOLD and:
Line 1271 ; Changed (reduced agility) to: [PHYS_ATT_RANGE:AGILITY:700:1200:1400:1500:1600:1800:2500]

Optionally (no gameplay impact), you might also:

In init.txt (in /data/init/):
Line 46 ; Changed "As of May 2016," to: As of July 2016,
Title: Re: ☼Meph Tileset☼ V1.4 - 32x full graphic set - WIN/MAC/LINUX - Now with seasons!
Post by: Thundercraft on October 07, 2017, 01:41:16 pm
I wanted to point out that I finally managed to update Meph Tileset v1.4 to DF 0.43.05 and I have uploaded two downloads to DFFD:
The second download should work for other OS's... I think. (I haven't tried this.) But, as barebones, it requires an installation procedure, which is explained.

And I did send a PM to Meph about this.

Also, as mentioned here (http://www.bay12forums.com/smf/index.php?topic=138754.msg7585874#msg7585874) in the TwbT topic, recent releases of TwbT now require the included transparent1px.png and white1px.png files to be located in the /data/art/ folder. TwbT will fail to load without these, so they should probably be included in future releases of Meph Tileset and other graphics sets that use TwbT.
Title: Re: ☼Meph Tileset☼ V1.4 - 32x full graphic set - WIN/MAC/LINUX - Now with seasons!
Post by: Hylum on October 13, 2017, 03:26:43 pm
When can we expect to see a complete tile set added to DF Starter Pack? This would be an awesome addition!
Title: Re: ☼Meph Tileset☼ V1.4 - 32x full graphic set - WIN/MAC/LINUX - Now with seasons!
Post by: Amostubal on October 19, 2017, 02:11:03 pm
Hey Thundercraft... do you do graphics?  was wondering if you was interested in turning Meph's tileset into a "twbt next" tileset.... that would make it more cool than anything else I can think of.
Title: Re: ☼Meph Tileset☼ V1.4 - 32x full graphic set - WIN/MAC/LINUX - Now with seasons!
Post by: Antmf on October 21, 2017, 09:20:36 am
Can this pack be installed in the LNP and if so how?
Title: Re: ☼Meph Tileset☼ V1.4 - 32x full graphic set - WIN/MAC/LINUX - Now with seasons!
Post by: Thundercraft on October 21, 2017, 04:03:34 pm
Can this pack be installed in the LNP and if so how?

If you use a Windows PC or by "LNP" you are referring to PeridexisErrant's Starter Pack (http://www.bay12forums.com/smf/index.php?topic=126076.0), then it may be easy as I released a pack to easily install onto that here (http://dffd.bay12games.com/file.php?id=13141). (Though, as I state in the description: This is provided as-is. As this is untested, I make no guarantees, implied or otherwise. And, so far, nobody has given me any feedback, despite 11 downloads.)

OTOH, if you are on Linux, you need Enay's Unofficial Lazy Newb Pack, or if you're on a Mac, you need the Lazy Mac Pack. (The original "Lazy Newb Pack" was split up many versions ago, as explained on the wiki (http://dwarffortresswiki.org/Utility:Lazy_Newb_Pack).) I am unsure whether or not my package for PeridexisErrant's Starter Pack would work for Enay's Newb Pack or the Lazy Mac Pack. If not, it's probably a good starting point.

Hey Thundercraft... do you do graphics?  was wondering if you was interested in turning Meph's tileset into a "twbt next" tileset.... that would make it more cool than anything else I can think of.

Actually, I'm just a tinkerer. I've never been heavily involved in a graphics pack before. I saw that the Meph Tileset was outdated (particularly the barebones version) and I wanted to update it so I could use it... so I did. And, honestly, what I did was not very much.

That said, I do have interest in adding sprites for some of the creatures that Meph Tileset is still missing... when I feel motivated to work on it again. It's just my nature that I have difficulty sticking to one thing for very long before I have to switch to something else. But, I'll probably get back to it before too long.

As for turning Meph Tileset into a "twbt next" graphics set: That'd be awesome! I suggested as much in a PM I sent Meph some two weeks or so ago. However, I feel that attempting this by myself is over my head. At least, I'd be more comfortable (and motivated) in adding sprites for more creatures.
Title: Re: ☼Meph Tileset☼ V1.4 - 32x full graphic set - WIN/MAC/LINUX - Now with seasons!
Post by: Lothian on November 11, 2017, 09:16:48 am
I make no guarantees, implied or otherwise. And, so far, nobody has given me any feedback, despite 11 downloads.)

Downloaded them the other day there, put together, will send back and issues that prop up. Got far too used to using Meph's for the last edition.
Title: Re: ☼Meph Tileset☼ V1.4 - 32x full graphic set - WIN/MAC/LINUX - Now with seasons!
Post by: Megaman_zx on November 23, 2017, 01:42:57 pm
For whatever reason, everytime I fast travel in adventure mode, the game crashes.
Title: Re: ☼Meph Tileset☼ V1.4 - 32x full graphic set - WIN/MAC/LINUX - Now with seasons!
Post by: Rose on November 23, 2017, 02:02:30 pm
Current release is a bit crashy, yes.

Wait a few days.
Title: Re: ☼Meph Tileset☼ V1.4 - 32x full graphic set - WIN/MAC/LINUX - Now with seasons!
Post by: Megaman_zx on November 23, 2017, 02:15:13 pm
I've been playing in 43.05

apparently it's a TWBT issue. I found this fix: df/data/init/init.txt -> Replace [PRINT_MODE:TWBT] with [PRINT_MODE:STANDARD]

The problem with that is it replaces all the text with tiles, so it is unplayable.

edit: looking around on Google, it looks like TWBT isn't compatible with Adventure mode fast travel, and I should choose a different tyleset, or use ASCII.

edit: Fixed it: I set [PRINT_MODE:TWBT_LEGACY] and it fixed it.

edit: Never mind, certain words are readable, but most menus are still gibberish.

Edit: I tried installing the latest version of TWBT and at first it crashed, but then I wandered off site to test a bug in the older version where the adventure (b)uild menu was a black screen, and after fast traveling from my site, it worked. Not sure why. It seems to crash half the time now, it will work, and then randomly decide to stop working.

Edit: Just in case anyone wants to look for a fix, I am using the 43.05 version uploaded by Thundercraft, mainly so I can use the latest DFHack to use the latest version of Armok Viision.
Title: Re: ☼Meph Tileset☼ V1.4 - 32x full graphic set - WIN/MAC/LINUX - Now with seasons!
Post by: Hylum on November 24, 2017, 04:47:45 pm
Anyone updating graphics pack for DF 0.44?
Title: Re: ☼Meph Tileset☼ V1.4 - 32x full graphic set - WIN/MAC/LINUX - Now with seasons!
Post by: jecowa on November 30, 2017, 05:47:35 am
I could probably update this graphics pack for 0.44.x, but this is a pack is not designed to work without Text will be Text. So it might not be very useful at this point to have it updated. We might give him some more time to see if he wants to come back and work on it some more. If he doesn't want to work on it at the moment, this pack might be a good candidate to add to the DFGraphics Repo. Sticking it on there would make it easier to keep updated and distributed.
Title: Re: ☼Meph Tileset☼ V1.4 - 32x full graphic set - WIN/MAC/LINUX - Now with seasons!
Post by: Jostino on December 05, 2017, 05:55:59 am
I could probably update this graphics pack for 0.44.x, but this is a pack is not designed to work without Text will be Text. So it might not be very useful at this point to have it updated. We might give him some more time to see if he wants to come back and work on it some more. If he doesn't want to work on it at the moment, this pack might be a good candidate to add to the DFGraphics Repo. Sticking it on there would make it easier to keep updated and distributed.
it will be amazing be able to play the v44 with this graphics <3
Title: Re: ☼Meph Tileset☼ V1.4 - 32x full graphic set - WIN/MAC/LINUX - Now with seasons!
Post by: Brynjar on December 06, 2017, 04:44:03 am
The sprites are so cool! Would love it for 44.02 and with the lazy newb pack.
Title: Re: ☼Meph Tileset☼ V1.4 - 32x full graphic set - WIN/MAC/LINUX - Now with seasons!
Post by: Meph on December 08, 2017, 08:29:33 pm
I'll read through everything I've missed. I skimmed it, thank you for the kind words and the adaptations of the tileset. I might do a quick vanilla version without twbt/dfhack for the new df. After all, this was the last thing I worked on, and there are still creature sprites missing.
Title: Re: ☼Meph Tileset☼ V1.4 - 32x full graphic set - WIN/MAC/LINUX - Now with seasons!
Post by: PeridexisErrant on December 09, 2017, 07:49:45 am
You're back!  Great to see you again  :D

I'll read through everything I've missed. I skimmed it, thank you for the kind words and the adaptations of the tileset. I might do a quick vanilla version without twbt/dfhack for the new df. After all, this was the last thing I worked on, and there are still creature sprites missing.

https://github.com/jecowa/Meph is a good starting point.
Title: Re: ☼Meph Tileset☼ V1.4 - 32x full graphic set - WIN/MAC/LINUX - Now with seasons!
Post by: Meph on December 10, 2017, 08:52:16 pm
Dabbled a bit in photoshop to get back into it.

(https://i.imgur.com/Q3qKYPv.png)

Lets welcome the mothman, tickman, louseman, thripsman, slugman, mosquito man, cave spiderman, brown recluse spiderman, snailman, grasshopperman and moonsnailman.
Title: Re: ☼Meph Tileset☼ V1.4 - 32x full graphic set - WIN/MAC/LINUX - Now with seasons!
Post by: PhenomTaker on December 10, 2017, 10:23:56 pm
awesome! :D
Title: Re: ☼Meph Tileset☼ V1.4 - 32x full graphic set
Post by: NullForceOmega on December 11, 2017, 02:33:26 am
I approve whole-heartedly with your excellent Spider-man joke, but deduct points for your failure to make an equivalent The Tick and Mothman jokes.
Title: Re: ☼Meph Tileset☼ V1.4 - 32x full graphic set - WIN/MAC/LINUX - Now with seasons!
Post by: Meph on December 11, 2017, 10:03:49 am
(https://i.imgur.com/Q1mnKOr.png)

Another ten: Dragonfly, Dragonflyman, Grasshopper, Mantis, Platypusman, Stoatman, Lynxman, Antman, Flying Squirrelman, Giant Olm, Olmman.
Title: Re: ☼Meph Tileset☼ V1.4 - 32x full graphic set - WIN/MAC/LINUX - Now with seasons!
Post by: 90908 on December 12, 2017, 08:14:16 am
Wonderful work! Good to have you back, Meph.
Title: Re: ☼Meph Tileset☼ V1.4 - 32x full graphic set - WIN/MAC/LINUX - Now with seasons!
Post by: Acolyte on December 14, 2017, 01:48:49 am
Hey, Meph! Really liking your set here.

Off the wall thought, though - transparent stockpiles? Not completely, but enough to see under.

I have no idea if this is even possible/worth the effort but it'd be kind of neat to see your floor tiles under the stockpile. Or perhaps the middle taken out of the stockpile tile, leaving a grid pattern over the floor tiles.

Just a curiosity, thought I'd ask a much more talented artist than I.
   
Thanks!
   - Shane
Title: Re: ☼Meph Tileset☼ V1.4 - 32x full graphic set - WIN/MAC/LINUX - Now with seasons!
Post by: jecowa on December 14, 2017, 04:14:16 am
transparent stockpiles? Not completely, but enough to see under.

That's a good idea. I don't think it can do partial-transparency, but TWBT-Next (Text Will Be Text multi-layer rendering) might be able to let you get a checkerboard effect (so that half the pixels are completely transparent and the other half are completely opaque) if Mifki is able to add the stockpile as one of the supported items. I believe he has to add support for each item one-at-a-time, so not everything supports TWBT-Next yet.
Title: Re: ☼Meph Tileset☼ V1.4 - 32x full graphic set - WIN/MAC/LINUX - Now with seasons!
Post by: Amostubal on December 14, 2017, 11:22:21 am
transparent stockpiles? Not completely, but enough to see under.

That's a good idea. I don't think it can do partial-transparency, but TWBT-Next (Text Will Be Text multi-layer rendering) might be able to let you get a checkerboard effect (so that half the pixels are completely transparent and the other half are completely opaque) if Mifki is able to add the stockpile as one of the supported items. I believe he has to add support for each item one-at-a-time, so not everything supports TWBT-Next yet.

hmm STOCKPILE:Stockpile is already in TWBT, it should already be switching the tile.... as far as transparent, I've switched tiles in shops and etc to a transparent tile... it generally doesn't show the floor... it shows the next floor below it, as if the floor is missing... If there is a wall beneath the tile, it just shows the top of the wall, or whatever else is down there.
Title: Re: ☼Meph Tileset☼ V1.4 - 32x full graphic set - WIN/MAC/LINUX - Now with seasons!
Post by: Meph on December 15, 2017, 09:37:42 am
Stockpiles are not workshops though, so that way doesn't work. TWBT-Next seems to be the only way.

Finished another 10 creatures.

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

Capybara, Capybaraman, Nautilusman, Orca, Orcaman, Octopusman, Crabman, Spongeman (ripped from a GBA game), Leopard seal, Cuttlefishman and Cuttlefish.

Edit: Make it 20.

(https://i.imgur.com/gzw9qGT.png)

Walrus, Leopard Sealman, Harp Sealman, Harp Seal, Elephant Sealman, Badgerman, Mooseman, Buzzard, Horseshoe Crab, Horseshoe Crabman, Sperm Whaleman.
Title: Re: ☼Meph Tileset☼ V1.4 - 32x full graphic set - WIN/MAC/LINUX - Now with seasons!
Post by: Meph on December 15, 2017, 02:13:48 pm
UPDATE!

<<< ☼Download☼ - V1.5 for DF 43.05 - WINDOWS >>> (http://dffd.bay12games.com/file.php?id=12499)

Four important additions.

1. 40+ new creature sprites. Please excuse the Cave Spider Man and the Sponge Man.

(https://i.imgur.com/Q3qKYPv.png)
Mothman, Tickman, Louseman, Thripsman, Slugman, Mosquito man, Cave spiderman, Brown recluse spiderman, Snailman, Grasshopperman and Moonsnailman.

(https://i.imgur.com/Q1mnKOr.png)
Dragonfly, Dragonflyman, Grasshopper, Mantis, Platypusman, Stoatman, Lynxman, Antman, Flying Squirrelman, Giant Olm, Olmman.

(https://i.imgur.com/jbAImOx.png)
Capybara, Capybaraman, Nautilusman, Orca, Orcaman, Octopusman, Crabman, Spongeman (ripped from a GBA game), Leopard seal, Cuttlefishman and Cuttlefish.

(https://i.imgur.com/gzw9qGT.png)
Walrus, Leopard Sealman, Harp Sealman, Harp Seal, Elephant Sealman, Badgerman, Mooseman, Buzzard, Horseshoe Crab, Horseshoe Crabman, Sperm Whaleman.

2. Upgrade to DF version 43.05, aka 64bit support.

3. Far less noise. Walls, floors, grass, pebbles and rocks are more seamless and less intrusive. No hard borders either, grass and pebbles now blend into each other.

(https://i.imgur.com/LKO2PZ0.png)

(https://i.imgur.com/hHBq48G.png)

4. ENGRAVINGS! Engraving walls and floors now shows runes/script on them. Somehow I never got around to add this before.

Spoiler: Larger image (click to show/hide)

Special thanks to Thundercraft, who made a 43.05 update while I was away and found a few issues, like the missing build-labor for the soap-maker workshop and a wrong value on nest-boxes, as well as more agile kobolds and less stupid gorlaks. :) Those fixes have been incorporated in this upload.

Next: I'll have a look at DF 44.02 and TWBT for it... and the remaining creature sprites. Of 780 animals, I have about 680 done now... 100 to go.
Title: Re: ☼Meph Tileset☼ V1.5 - 32x full graphic set - WIN/MAC/LINUX - Updated 15 Dec.
Post by: Hylum on December 15, 2017, 07:46:33 pm
Nice to see you back Meph! The new tiles look awesome! Cant wait to play with them!
Title: Re: ☼Meph Tileset☼ V1.5 - 32x full graphic set - WIN/MAC/LINUX - Updated 15 Dec.
Post by: Meph on December 15, 2017, 08:38:20 pm
Oh... I like Twbt-Next.

(https://i.imgur.com/gZVomR3.png)
Title: Re: ☼Meph Tileset☼ V1.5 - 32x full graphic set - WIN/MAC/LINUX - Updated 15 Dec.
Post by: Sanctume on December 16, 2017, 03:03:47 am
I installed <<< ☼Download☼ - V1.5 for DF 43.05 - WINDOWS >>> (http://dffd.bay12games.com/file.php?id=12499)

I gen a world, started a fort, pause and save. 

Upon continue, I get this error
(https://i.imgur.com/2mewcfp.png)
Title: Re: ☼Meph Tileset☼ V1.5 - 32x full graphic set - WIN/MAC/LINUX - Updated 15 Dec.
Post by: Meph on December 16, 2017, 08:10:40 am
The file is certainly here. Not sure how you got that error. I downloaded it and checked.

Edit: I know what I'm doing next... corpses.

Twbt allows overrides for these, which is great. I can't do one for each creature (max overrides per item type are 256), but I want to do one for each type of creature.

I got those so far: Misc, Humanoid, Snake, small mammal, lizard, bird, small humanoid, canine, ursine, dwarf (done by Obsidian Soul), feline and fish. Not sure how to do corpses of insects... anything I missed? I want to be pretty sure before I start assigning 767 creature tiles. :D

(https://i.imgur.com/h1vwUL7.png)
Title: Re: ☼Meph Tileset☼ V1.5 - 32x full graphic set - WIN/MAC/LINUX - Updated 15 Dec.
Post by: jecowa on December 16, 2017, 07:21:51 pm
Those look great! Maybe a yellowish-green bug splatter for insects.
Spoiler: insect gore (click to show/hide)
Title: Re: ☼Meph Tileset☼ V1.5 - 32x full graphic set - WIN/MAC/LINUX - Updated 15 Dec.
Post by: Hylum on December 16, 2017, 08:30:29 pm
Will this also work with the latest 44.02 with DFHack and Twbt?
Title: Re: ☼Meph Tileset☼ V1.5 - 32x full graphic set - WIN/MAC/LINUX - Updated 15 Dec.
Post by: Acolyte on December 16, 2017, 09:52:40 pm
Loving the new grass!

   - Shane
Title: Re: ☼Meph Tileset☼ V1.5 - 32x full graphic set - WIN/MAC/LINUX - Updated 15 Dec.
Post by: Meph on December 17, 2017, 01:54:26 am
Will this also work with the latest 44.02 with DFHack and Twbt?
Not yet. I have a version with raws for 44.02, but Twbt isnt finished yet for 44.02. It works, but only parts of it.
Title: Re: ☼Meph Tileset☼ V1.5 - 32x full graphic set - WIN/MAC/LINUX - Updated 15 Dec.
Post by: Hylum on December 18, 2017, 02:56:57 am
Will this also work with the latest 44.02 with DFHack and Twbt?
Not yet. I have a version with raws for 44.02, but Twbt isnt finished yet for 44.02. It works, but only parts of it.
Cool thanks for the update! Cant wait!
Title: Re: ☼Meph Tileset☼ V1.5 - 32x full graphic set - WIN/MAC/LINUX - Updated 15 Dec.
Post by: Hylum on December 18, 2017, 02:59:12 am
Also if possible will you be making updated versions in the future that can also be used and included with the DF Starter Pack?
Title: Re: ☼Meph Tileset☼ V1.5 - 32x full graphic set - WIN/MAC/LINUX - Updated 15 Dec.
Post by: Meph on December 18, 2017, 03:40:06 am
I've already talked to Peridexis about it. He wants it in the pack, but only for 44.02. Not the old DF version, obviously. Since I make heavy use of TWBT, that might take a bit.
Title: Re: ☼Meph Tileset☼ V1.5 - 32x full graphic set - WIN/MAC/LINUX - Updated 15 Dec.
Post by: Hylum on December 18, 2017, 05:05:51 pm
I've already talked to Peridexis about it. He wants it in the pack, but only for 44.02. Not the old DF version, obviously. Since I make heavy use of TWBT, that might take a bit.

I understand it takes time and work. If possible it would be great to see your graphics in the 44.02 pack in the future!
Title: Re: ☼Meph Tileset☼ V1.5 - 32x full graphic set - WIN/MAC/LINUX - Updated 15 Dec.
Post by: Meph on December 20, 2017, 10:46:51 am
(http://i.imgur.com/j9f84nu.png)

<<< ☼Download☼ - V1.6 for DF 43.05 - WINDOWS >>> (http://dffd.bay12games.com/file.php?id=12499)
<<< ☼Download☼ - V1.6.1 for DF 44.02 - WINDOWS >>> (http://dffd.bay12games.com/file.php?id=13329)
Comes pre-installed with df, dfhack and twbt.

Another huge update coming up. :) This one includes several new features and a vast improvement in overall noise reduction. Everything looks much cleaner, rocks and ore veins blend together, items have transparency, trees are finally interesting and more...

1. All trees now have their fitting flowers, pollen, seeds and fruits.


100+ Fruits, Nuts, Seeds and Flowers

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


2. Twbt-Next. Most items now show the tile that below them. Sounds simple, but it visually a massive change. It also allows them to use several extra colors. For example wooden handles of iron swords will always show as brown, the blade as grey, and the background taken from the tile below it. This is true for terrain features as well, for example spider-webs; and buildings, for example cages.


Transparency. Over 160 items are now shown with a transparent background.

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



3. Mining has never looked so clean. The same transparency can be used on inorganics. So I standardized the rock sprite, but made the unique features see-through. Now tiny veins of ore can be seen through the cracks in the rock, gem-stones appear without changing the rock color, etc.


Neutral ores, gems and rocks that seamlessly blend into each other.

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


4. Tree colors. I decided to change the color on the leaves for nearly each tree, making them either brighter/darker or less/more saturated than their neighbours. It gives a nice effect in forests and stops the different trees from all looking exactly the same.


All trees have slightly offset colors and show their pollen, seeds, flowers and fruits.

Spoiler (click to show/hide)

This, in combination with season-palette, allows for a colorful change over the ingame year.
Spoiler: WARNING! Large image (click to show/hide)


5. Extra colors. Twbt allows to use more than just the 16 colors that DF offers, which means that bright-red rubies, fire opals, tourmalines, pyrope and zircons can be 5 different shades of bright-red.

I got the idea from Dragonmaster, who recently released a fantastic 16x tileset here (http://www.bay12forums.com/smf/index.php?topic=168704.0). I've added his rendition of metal colors in this update, as a test-run.


More ingame colors than just the 16 standard DF colors.

(https://i.imgur.com/G1FvU6k.png)


6. Toned down sufrace clutter. I made the grass more uniform, with only minor changes between grass types. Ramps are simplified. Rocks and pebbles blend into the grass background, and all plants have been made a bit darker and 1/3 smaller. Tuber, roots and trunks blend into the grass, as if they were buried a bit.


Friendly surface without distractions.

Spoiler (click to show/hide)


Hope you like the update. :) Please post screenshots and let me know if any issues arise. Next I'll work on more sprites for creature and corpses. I'm sure they can be improved quite a bit, especially for domestic war/hunt versions, which you see a lot more than any other animal ingame.

Cheers,
Meph
Title: Re: ☼Meph Tileset☼ V1.6 - 32x - 43.05 & 44.02 - Win/Mac/Linux - BIG UPDATE 20th Dec
Post by: Meph on December 20, 2017, 01:27:23 pm
I just made some new giant mushrooms... not sure about them though...

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

The point in the design is, that the giant mushrooms often get wedged in single-tile labyrinths in the caverns, not showing their mushroomy shape. So I made them more of a tangle of organic growth, which would hopefully fit both; the giant mushroom standing apart and the mushroom stuff growing down hallways.

So, more like a mushroom mycelium, than a traditional giant mushroom.
Title: Re: ☼Meph Tileset☼ V1.6 - 32x - 43.05 & 44.02 - Win/Mac/Linux - BIG UPDATE 20th Dec
Post by: Bumber on December 20, 2017, 03:56:11 pm
What do the tree droppings look like? Do contaminants have transparency yet?
Title: Re: ☼Meph Tileset☼ V1.6 - 32x - 43.05 & 44.02 - Win/Mac/Linux - BIG UPDATE 20th Dec
Post by: Meph on December 20, 2017, 04:29:01 pm
Tree droppings have no tile, but discolor the grass, just like in every other tileset/ascii. Can be cleaned with dfhack.
Title: Re: ☼Meph Tileset☼ V1.6 - 32x - 43.05 & 44.02 - Win/Mac/Linux - BIG UPDATE 20th Dec
Post by: Acolyte on December 20, 2017, 06:12:55 pm
So, for dropping this into an existing game, which RAWs have been modified? Specifically I'm wondering about the Creature_Standard and Entity_Default.

Thanks for this, it looks fantastic!
   - Shane
Title: Re: ☼Meph Tileset☼ V1.6 - 32x - 43.05 & 44.02 - Win/Mac/Linux - BIG UPDATE 20th Dec
Post by: Meph on December 20, 2017, 06:25:07 pm
So, for dropping this into an existing game, which RAWs have been modified? Specifically I'm wondering about the Creature_Standard and Entity_Default.

Thanks for this, it looks fantastic!
   - Shane
Tools, all plant files, all creature files, all inorganic files, descriptors... all raw/graphic files. Entity default only for the modded decoration workshops, which can't be added to a saved game.

Could you send me the save? I'll see what happens if updated.
Title: Re: ☼Meph Tileset☼ V1.6 - 32x - 43.05 & 44.02 - Win/Mac/Linux - BIG UPDATE 20th Dec
Post by: Acolyte on December 20, 2017, 06:43:15 pm
So, for dropping this into an existing game, which RAWs have been modified? Specifically I'm wondering about the Creature_Standard and Entity_Default.

Thanks for this, it looks fantastic!
   - Shane
Tools, all plant files, all creature files, all inorganic files, descriptors... all raw/graphic files. Entity default only for the modded decoration workshops, which can't be added to a saved game.

Could you send me the save? I'll see what happens if updated.

Sure!..... How do I do that? Just PM you?

Oh, and the folder for the 44.02 Alpha is still named 43.05.

   - Shane
Title: Re: ☼Meph Tileset☼ V1.6 - 32x - 43.05 & 44.02 - Win/Mac/Linux - BIG UPDATE 20th Dec
Post by: Meph on December 20, 2017, 07:03:26 pm
Post or send me the download link as you like. :)
Title: Re: ☼Meph Tileset☼ V1.6 - 32x - 43.05 & 44.02 - Win/Mac/Linux - BIG UPDATE 20th Dec
Post by: Acolyte on December 20, 2017, 07:19:07 pm
Post or send me the download link as you like. :)

Never mind - got it to work.  :) Just had to copy my mods over to your RAW files. Nothing extreme - I just remove rust from the dwarves, make the nobles show up later, change the insects and worms that poultry should eat to [EDIBLE_GROUND_BUG] to get rid of the excess vermin they create with the rooting behavior and up the size of the smaller domestic animals to provide a little meat when butchered. That's about it.

This is a great set - are you going to be adding it to the LNP?

   - Shane
Title: Re: ☼Meph Tileset☼ V1.6 - 32x - 43.05 & 44.02 - Win/Mac/Linux - BIG UPDATE 20th Dec
Post by: Meph on December 20, 2017, 07:50:58 pm
PeridexisErrant got the link to add it, yes.

Could I please still have the save? I really need to see a larger fort, to find bugs. ;)
Title: Re: ☼Meph Tileset☼ V1.6 - 32x - 43.05 & 44.02 - Win/Mac/Linux - BIG UPDATE 20th Dec
Post by: Acolyte on December 20, 2017, 10:52:51 pm
PeridexisErrant got the link to add it, yes.

Could I please still have the save? I really need to see a larger fort, to find bugs. ;)

Can't seem to get an attachment to .... attach. Do I need dropbox or something?

   - Shane
Title: Re: ☼Meph Tileset☼ V1.6 - 32x - 43.05 & 44.02 - Win/Mac/Linux - BIG UPDATE 20th Dec
Post by: Meph on December 20, 2017, 11:13:10 pm
Well, you'd need to upload a file somewhere... DFFD, Dropbox, Megashare, whatever. That being said, it's not necessary anymore. I downloaded 5 forts from the community fort forum, spend the last 1-2 hours looking through them.

Found lots of small stuff I want to improve, but nothing horribly broken. :)
Title: Re: ☼Meph Tileset☼ V1.6 - 32x - 43.05 & 44.02 - Win/Mac/Linux - BIG UPDATE 20th Dec
Post by: Meph on December 21, 2017, 08:45:53 pm
Vordak, who made the beautiful dwarf sprites in 32x here, allowed me to add a few of his tiles into the set. This means a free upgrade to the tracks, potentially trap-components, and several options for the dwarves. While I will keep the original dwarf design, it never hurts to offer options to the player. So maybe you'll see 2 or 3 dwarf civ-sprite sets in future. You can pick one, or I make them all available at the same time.

Today I worked on machines. Siege engines are the toughest items to work on, it's insane how convulated their design is, due to being multi-tile workshops that turn, without turning their tiles. Instead they realign them, so it's a 9 piece puzzle that always has to look good in any configuration. Here the results:

(https://i.imgur.com/wYeAdn9.jpg)

I think it turned out quite alright, all things considered. Ballista-parts and Catapult-parts also show different sprites now, so you can keep them apart with one look. Siege ammo looks a lot more solid and heavy now.

Please let me know what you think about the trap components... which ones would you like to see added?

Next I'll have a look at the axles, gear assemblies, screw pump, windmill and waterwheel.
Title: Re: ☼Meph Tileset☼ V1.6 - 32x - 43.05 & 44.02 - Win/Mac/Linux - BIG UPDATE 20th Dec
Post by: Fluffe9911 on December 21, 2017, 09:50:15 pm
Hmm I think I would go in trap order You for the axe trap Vordak for the corkscrew Obsidian for the spiked ball obsidian for the saw blade and vordak or obsidian for the spike trap this is just based on what I think looks best for what thing so I think these would be good lol
Title: Re: ☼Meph Tileset☼ V1.6 - 32x - 43.05 & 44.02 - Win/Mac/Linux - BIG UPDATE 20th Dec
Post by: Meph on December 21, 2017, 11:29:16 pm
(https://i.imgur.com/ZXxsZpm.jpg)

Progress. :)
Title: Re: ☼Meph Tileset☼ V1.6 - 32x - 43.05 & 44.02 - Win/Mac/Linux - BIG UPDATE 20th Dec
Post by: jecowa on December 22, 2017, 02:58:14 am
I've been kind of hoping you and Vordak would join forces.
Title: Re: ☼Meph Tileset☼ V1.6 - 32x - 43.05 & 44.02 - Win/Mac/Linux - BIG UPDATE 20th Dec
Post by: Meph on December 22, 2017, 04:30:48 am
(https://i.imgur.com/le4aGPV.gif)

New screw pump. I remade a 32x version from scratch of a similar design to Dorens 24x set. Much cleaner.
Title: Re: ☼Meph Tileset☼ V1.6 - 32x - 43.05 & 44.02 - Win/Mac/Linux - BIG UPDATE 20th Dec
Post by: Amostubal on December 22, 2017, 10:15:39 am
On the trapcomps... the Vordak set looks better to me. except the discs.... none of the discs look right  they need to be more circular, with more eh saw blade like teeth? which at that pixel size is like little triangles or dots, lol.  but If I had to choose Vordak or Obsidian.
Title: Re: ☼Meph Tileset☼ V1.6 - 32x - 43.05 & 44.02 - Win/Mac/Linux - BIG UPDATE 20th Dec
Post by: Vordak on December 22, 2017, 11:29:12 am
*deleted remark about gamma

About different different graphic for constructed and smoothed wall.

I think that they should be almost identical, but only constructed wall must look like brickwork.

Spoiler:  Example walls (click to show/hide)

Drawn of saw blade
(https://i.imgur.com/VYgLq3e.png)
Title: Re: ☼Meph Tileset☼ V1.6 - 32x - 43.05 & 44.02 - Win/Mac/Linux - BIG UPDATE 20th Dec
Post by: Meph on December 22, 2017, 11:38:24 am
I did not edit them at all. Those are compression artefacts, because I posted the screenshot as a JPG and not as a PNG, because it's smaller. That's why they look blurry.

Ingame (and in the files), they are 1-on-1 the same. Same for the tracks, no changes.
Title: Re: ☼Meph Tileset☼ V1.6 - 32x - 43.05 & 44.02 - Win/Mac/Linux - BIG UPDATE 20th Dec
Post by: Sanctume on December 22, 2017, 12:24:16 pm
I kinda don't like how hard it is to see my temporay fort dug in the soil layer. 

The floor and dirt walls blends fairly well so it's hard to see at a glance when 3-wide hallway is dug with door-less 3x3 workshops.
Title: Re: ☼Meph Tileset☼ V1.6 - 32x - 43.05 & 44.02 - Win/Mac/Linux - BIG UPDATE 20th Dec
Post by: Meph on December 22, 2017, 02:07:48 pm
I kinda don't like how hard it is to see my temporay fort dug in the soil layer. 

The floor and dirt walls blends fairly well so it's hard to see at a glance when 3-wide hallway is dug with door-less 3x3 workshops.
In dirt they should look very distinct. Do you mean sand?

Finding out about the moon-indicator tile through the wiki, I tried improving it. Ended up improving the entire ingame menu, except for the moon tile (which uses text unfortunately).

(https://i.imgur.com/xrzIq0q.jpg)
Title: Re: ☼Meph Tileset☼ V1.6 - 32x - 43.05 & 44.02 - Win/Mac/Linux - BIG UPDATE 20th Dec
Post by: DragonDePlatino on December 22, 2017, 04:46:31 pm
I really like how those menus look! The celtic detailing adds a lot of character without cluttering up the interface. However, I do agree about the contrast between walls and floors.

Where does the wall end and the floor begin in that screw pump screenshot? The wall tiles should be a little brighter than the floor tiles to let the player know at a glance what is solid or nonsolid. I tend to heavily exaggerate the difference but you should have this as an absolute minimum:

(https://i.imgur.com/uKtw3im.png)
Title: Re: ☼Meph Tileset☼ V1.6 - 32x - 43.05 & 44.02 - Win/Mac/Linux - BIG UPDATE 20th Dec
Post by: Sanctume on December 22, 2017, 06:26:50 pm
Yellow Sand Cavern Floor tiles vs Wall
Spoiler (click to show/hide)
Title: Re: ☼Meph Tileset☼ V1.6 - 32x - 43.05 & 44.02 - Win/Mac/Linux - BIG UPDATE 20th Dec
Post by: Meph on December 22, 2017, 08:27:15 pm
Sanctume, which version is that? Because the sand wall shouldnt even look like that. :/

So many adjustments to make. ^^ I'll have a look at sand walls/floors again.

Btw, somehow I stumbled upon a way to:
 - Give trees up to three colors that radiate outwards.
 - Make multiple tree types.

Still cant figure out if it possible to make several sapling-types, but I guess I still have more work to do on trees now. :D

(https://i.imgur.com/agP0EAo.png)
Title: Re: ☼Meph Tileset☼ V1.6 - 32x - 43.05 & 44.02 - Win/Mac/Linux - BIG UPDATE 20th Dec
Post by: jecowa on December 22, 2017, 08:47:27 pm
Btw, somehow I stumbled upon a way to:
 - Give trees up to three colors that radiate outwards.

Is this achieved by combining multi-layer (NEXT) rendering with multi-level rendering?

Also, I've been looking at the changes in version 1.6, and I'm curious about the changes to creature_domestic.txt. It sets the Cat tile to use the Cage graphic and sets a bunch of other animals to use wall graphics. Was this intentional?

By the way, if you rename `Meph_plants.png` to `_Meph_plants.png` it will let the LNP software know that it's an overrides tilesheet and prevent users from selecting it as their graphics or font tilesheet. If you do this, though, don't forget to also update the reference in overrides.txt file.
Title: Re: ☼Meph Tileset☼ V1.6 - 32x - 43.05 & 44.02 - Win/Mac/Linux - BIG UPDATE 20th Dec
Post by: Meph on December 23, 2017, 04:20:56 am
Ah, that's why there was an extra "_" in the version you send me once. Got it. :)

No, it's three different sprites. One with all the branches, one overrides for all twigs, one override for just leaves.

Edit: Sorry, forgot to answer your question about creature tiles. That's just left-overs from tests. As you know I want to give each creature a corpse-tile... but creature in build cages blink in their tile-number, which can't be overriden... I had to scrap that. Then I made a new system, using 2 cage tiles, and an override for the second cage tile that will be the corpse. It works, but for each corpse-type I need a tile in the original tileset.

Sounds convoluted, which is true, but the only way to go about it without problems. Otherwise creatures in cages blink in all sorts of graphics that no one wants.
Title: Re: ☼Meph Tileset☼ V1.6 - 32x - 43.05 & 44.02 - Win/Mac/Linux - BIG UPDATE 20th Dec
Post by: Amostubal on December 23, 2017, 08:19:44 am

Drawn of saw blade
(https://i.imgur.com/VYgLq3e.png)

NUMBER 3! PICK 3 MELORD 3!!!!!! (sorry shrek quoting) but still 3 is better than all the blades I've seen.
Title: Re: ☼Meph Tileset☼ V1.6 - 32x - 43.05 & 44.02 - Win/Mac/Linux - BIG UPDATE 20th Dec
Post by: Vordak on December 23, 2017, 08:22:20 am
It seems to me that my rails\tracks do not correspond to the nature of the movement of minecarts. Below you can see new rails.
Spoiler: New tracks (click to show/hide)
Title: Re: ☼Meph Tileset☼ V1.6 - 32x - 43.05 & 44.02 - Win/Mac/Linux - BIG UPDATE 20th Dec
Post by: Amostubal on December 23, 2017, 09:02:53 am
It seems to me that my rails\tracks do not correspond to the nature of the movement of minecarts. Below you can see new rails.
Spoiler: New tracks (click to show/hide)


Yeah I noticed those... they look pretty, but the fact that a minecart tries to remain going straight through a T or + intersection. makes the originals appear as false turns.

the + still needs some sort of appearance of providing turns as a dwarf ordered to push across one will still make a turn on it.  the new + looks like the N-S E-W are forced and turning isn't allowed.
Title: Re: ☼Meph Tileset☼ V1.6 - 32x - 43.05 & 44.02 - Win/Mac/Linux - BIG UPDATE 20th Dec
Post by: Vordak on December 23, 2017, 09:46:10 am
the + still needs some sort of appearance of providing turns as a dwarf ordered to push across one will still make a turn on it.  the new + looks like the N-S E-W are forced and turning isn't allowed.

I think, in real life, it does not seem that two railways that intersect at 90 degrees have normal fork with the possibility of changing the direction of motion - there is always a rather confusing denouement - but I'm not a specialist railroader, I can be wrong.

How in DF works + fork have no idea - never used rails.

Аnyway, I drew what you described. Previous post updated.

Spoiler: Track + forks (click to show/hide)
Title: Re: ☼Meph Tileset☼ V1.6 - 32x - 43.05 & 44.02 - Win/Mac/Linux - BIG UPDATE 20th Dec
Post by: Amostubal on December 23, 2017, 10:33:48 am
the + still needs some sort of appearance of providing turns as a dwarf ordered to push across one will still make a turn on it.  the new + looks like the N-S E-W are forced and turning isn't allowed.

I think, in real life, it does not seem that two railways that intersect at 90 degrees have normal fork with the possibility of changing the direction of motion - there is always a rather confusing denouement - but I'm not a specialist railroader, I can be wrong.

How in DF works + fork have no idea - never used rails.

Аnyway, I drew what you described. Previous post updated.

Spoiler: Track + forks (click to show/hide)

number 3 is more like how it functions, it can allow a dwarf to "guide" it but the implied direction of movement in "pushed" or "ride" mode is straight unless a wall is present.

how carts work:
lets say you have this setup:
Code: [Select]
1---+---3
    |
    2
where 1,2,3 are defined track route stops.
If a dwarf is ordered to push|ride at point 1 he will give the cart a shove and the cart wont turn at the + and continue until it reaches 3(and if there is no wall beyond 3 and no actual track stop building that can break it, it wont stop it will just keep going).  At that point a dwarf will retrieve the cart and drag it to point 2 along the straightest route...even over no track.  if 2 is also a push|ride he would then shove it and it would continue north past the + if there is no wall, otherwise stopping at the + if there is a wall past it.  At which point the dwarf drags it to point 3 and if it was the same thing... at least then the cart would reach point 1 and hopefully there is a wall and it stops there and a dwarf doesn't have to drag it back to one.

If the dwarf is ordered to guide it, he would move it from 1 to 2 then 2 to 3 then 3 to 1(if 2 and 3 are guides too). at the + or T or any other turn he would make the appropriate turn needed to finish the path.  guided routes across connected track is the easiest to ensure completion.  Of course this means a dwarf has to follow the cart everywhere.

Fun is when you design complex automated cart systems with ejectors, impulse ramps, decelerator rooms, dumping track stops, and all the other fun stuff that one can build.  at which point the + T intersections are the least useful unless they are built on ramps.  Even more fun is when you design it with riders and make it into a roller coaster and try not loose your passenger as you move it through system... The greatest fun is when you use it to eject material in complex assault systems that allow you to grapeshot the tavern with a cart full of daggers...

The main point of carts and tracks is to remember that shoved carts will follow curves only when they are 1-in-1-out or if its on a ramp and only 1 out is to the lower floor.  The cart will remain on the track as long as its under derailment speed(which without impulses or other ramp tracks is easy) or there is a wall blocking the forward movement(and thus also blocking derailment), forcing the cart to stay on the track and seek a single lower exit from the tile.  additionally track tiles main purpose is to reduce the friction of the cart against the surface.

so if a cart is moving at decent speed and reaches a set of tracks that look like this:
Code: [Select]
----|||||||+++----
It will move across these as if they as a straight line.  even if a dwarf is told to guide across these... the dwarf will get confused and just start dragging the cart across the straight distance... which means he will drag across these and the friction is less anyway on these tiles... well as long as there isn't a straighter path available that circumvents these tiles,such as this:
Code: [Select]
+------------------1
|WWWWWWWWWWWWWWWWW   WWWW - walls with a gap in it. and the track doesn't connect so the dwarf will just drag from 1 to 2 through the gap.
+----|||||||+++----2

I could build some actual track images and explain some of this a lot better with images.  but I think that covers what we was discussing.
Title: Re: ☼Meph Tileset☼ V1.6 - 32x - 43.05 & 44.02 - Win/Mac/Linux - BIG UPDATE 20th Dec
Post by: Meph on December 23, 2017, 11:03:04 am
and I ported the update to my working version. Thanks both of you. :)

I'm not sure if this one is better or worse, but I tried another thing with the font. I wanted something that fits the theme of DF, 14th century, so I went with the embossed capital letters...

Spoiler (click to show/hide)

Spoiler (click to show/hide)
Title: Re: ☼Meph Tileset☼ V1.6 - 32x - 43.05 & 44.02 - Win/Mac/Linux - BIG UPDATE 20th Dec
Post by: Vordak on December 23, 2017, 07:01:31 pm
Drawn of machine components
original(https://i.imgur.com/zWmOexM.gif) v01(https://i.imgur.com/bMV7oI1.gif) v02(https://i.imgur.com/y9nlNfx.gif) v03(https://i.imgur.com/6uGhuum.gif) v04(https://i.imgur.com/vHSR2Gx.gif)

Spoiler: Axis-v01 (click to show/hide)
Spoiler: Axis-v02 (click to show/hide)
Spoiler: Axis-v03 (click to show/hide)
Spoiler: Axis-v04 (click to show/hide)

Upd. Added a shadow on the gears.
Upd 2. Minor fixes. All sprites have been updated.
Title: Re: ☼Meph Tileset☼ V1.6 - 32x - 43.05 & 44.02 - Win/Mac/Linux - BIG UPDATE 20th Dec
Post by: Meph on December 23, 2017, 07:20:02 pm
Hehe, and here I sit and have just made a new mechanism sprite...

(https://i.imgur.com/K9wWAV0.png)

Maybe we should communicate more. :D

It's amazing how you can see something here and immediately improve it. Those machines were Dorens sprite, for phoebus. The millstone was from Obsidian Soul. Now you remade both, thinner, clearer and with a design that fits together. That's so good.

Just out of curiousity (and to avoid working on similar areas): Do you have any ideas on which sprites you will work next?
Title: Re: ☼Meph Tileset☼ V1.6 - 32x - 43.05 & 44.02 - Win/Mac/Linux - BIG UPDATE 20th Dec
Post by: Vordak on December 23, 2017, 07:43:00 pm
Do you have any ideas on which sprites you will work next?
Unify remaining mechanisms - a water wheel with a windmill. Also repaint quern. But in the next two days I'm forced to stop modding.

Title: Re: ☼Meph Tileset☼ V1.6 - 32x - 43.05 & 44.02 - Win/Mac/Linux - BIG UPDATE 20th Dec
Post by: Meph on December 23, 2017, 08:51:35 pm
Sure, I'll be visiting family too. It's christmas after all.

Why unify the machines? It's no issue to have a sprite for each, thanks to TWBT.
Title: Re: ☼Meph Tileset☼ V1.6 - 32x - 43.05 & 44.02 - Win/Mac/Linux - BIG UPDATE 20th Dec
Post by: Bumber on December 24, 2017, 03:49:39 pm
Drawn of machine components
(https://i.imgur.com/y9nlNfx.gif)
Don't the gears look tilted sideways a bit too much? Looks weird when you think the axles should be sitting nearly flat.
Title: Re: ☼Meph Tileset☼ V1.6 - 32x - 43.05 & 44.02 - Win/Mac/Linux - BIG UPDATE 20th Dec
Post by: jecowa on December 24, 2017, 04:39:22 pm
Inconsistent perspectives is really common in tilesets, but it looks kind of weird in this case.

Maybe something more like this:
(https://i.imgur.com/vdqXyMX.png)
Title: Re: ☼Meph Tileset☼ V1.6 - 32x - 43.05 & 44.02 - Win/Mac/Linux - BIG UPDATE 20th Dec
Post by: Vordak on December 24, 2017, 05:14:16 pm
Mechanism, shown in previous post, should not, in principle, work.
v05(https://i.imgur.com/UHqe3cr.gif) v06(https://i.imgur.com/JsQbnFw.gif) v07(https://i.imgur.com/X2oDxnd.gif)

Upd. 2017.12.25
v08(https://i.imgur.com/8SdBhiE.gif)
Title: Re: ☼Meph Tileset☼ V1.6 - 32x - 43.05 & 44.02 - Win/Mac/Linux - BIG UPDATE 20th Dec
Post by: Bumber on December 24, 2017, 07:01:16 pm
v07 seems best in line with the rest of the set.

The EW axle's gear seems a bit smaller than the NS axle's. This may be intended.
Title: ☼Meph Tileset☼ V1.7 - 32x - 43.05 & 44.02 - Win/Mac/Linux - BIG UPDATE 20th Dec
Post by: Meph on December 27, 2017, 11:16:41 am
Update!

<<< ☼Download☼ - V1.7 for DF 44.02 - WINDOWS >>> (http://dffd.bay12games.com/file.php?id=12499)

 - New catapult, catapult parts, ballista, ballista parts, ballista ammo.
 - New tracks,track stops and rollers.
 - New sprites for the 5 new professions, Criminal, Pilgrim, Monk, Prophet and Peddler. For Dwarves, Elves, Humans, Goblins and Kobolds.
 - New items, lots of them.
 - New animated Screwpump.
 - Constructed walls and smoothed walls now have different styles.
 - Constructed stairs and dug stairs now have different styles.
 - Smoothed walls have a new style.
 - Added a fancy font set with detailing and nicer map view and embossed capital letters.
 - New bridge tiles.
 - New leaves. There are three types of tree styles now.
 - New saplings.
 - New vermin. Vermin have more unique sprites now, some animated, and are way smaller than before.
 - A dozen corpse sprites.
 - Caged creature silhouettes.
 - New utility sprites for Mouse Cursor, Wall Constructions, Well/Bridge Constructions, Depot Access, Channelling...

To sum it up: A really big update. A special thanks to Vordak for his contributions, as well as the currently absent Obsidian Soul. I started this tileset to give the art assets he posted a platform. He did reappear for a while and updated his portfolio, so I did the same. Many already existing sprites have been replaced with his work.

Here some previews of the new sprites.

(https://i.imgur.com/0PNdDKh.png)
Bow, Scimitar, Scourge, Training weapons. Done by Obsidian Soul.

(https://i.imgur.com/D7t2F0U.png)
Trap components and mechanism. Done by me, Obsidian Soul and Vordak. (I did the mechanism, retreated spikes and axe blade, Obsidian Soul did the spikes and spiked ball, Vordak did the serrated disc and corkscrew. I altered those slightly, hope that's ok. :) )

(https://i.imgur.com/70kbZaY.png)
All kinds of clothing, toys, crafts, prepared fish, engraved slab... all done by Obsidian Soul.

(https://i.imgur.com/PoViEG2.png)
Vermin! Also done by Obsidian Soul, with a few changes by me. As you can see a few of them are there twice, right next to each other. These sprites are slightly different and result in an animated vermin graphic ingame.

(https://i.imgur.com/qfQyfWL.png)
New bridge. Done by me.

(https://i.imgur.com/7HkGg23.png)
New constructed walls. Taken from Warcraft II, I stumbled over the tiles by chance and they fit perfectly. Also to see: The constructed stairs and the new mouse pointer, which was done by HaterSkater for his excellent Duerer Set. He didn't just make a tileset, he made art. (http://www.bay12forums.com/smf/index.php?topic=142083.0)

(https://i.imgur.com/gRloOGd.png)
New trees, done by me. Now with different leaves, different coloration in the leaves (three layers from the tree center).

(https://i.imgur.com/cgtqgxn.png)
New saplings. I made a few variations and unique ones for the cavern trees/giant mushrooms. Should add a bit more atmosphere without distracting too much.

(https://i.imgur.com/12j2RoH.png)
Corpses! Previously when a creature died, it reverted back to its tile. So you had a nice-looking bear sprite, but the dead bear was just a "b". Dead snake? "s". Now you get skeletons that fit the body type. The bottom left also shows the corpsepiece, aka a cut-off bodypart. No longer will teeth, arms and legs look like extra corpses in your stockpiles.

(https://i.imgur.com/TaPo8Gm.png)
Caged creatures! Previously they also showed/blinked in their tile number, like "b" for bear, or "S" for a giant snake... now they show the silhouette of the creature type you caught. I kinda had to do this together with the corpses, otherwise the cages would have shown the corpses. DF is weird :D

(https://i.imgur.com/UrZHTSJ.png)
Constructions! When you start building a wall or well, you were always greeted with a "O" and "o" ingame. Now it looks like an actual, small construction site. And a shovel icon for designated channel digging.

(https://i.imgur.com/ipuMvFN.jpg)
Civ-sprites! The new DF version added 5 new professions, the monk, pilgrim, prophet, criminal and peddler. Here they are for all civs. Dwarves are done by Vordak, I did the others. (Sorry for the jpg compression, they look clearer ingame)

(https://i.imgur.com/WyS8gQC.png)
Siege engines! Ballista and Catapult and their parts. Also done: Animated screw pump. :)

(https://i.imgur.com/erjwzjN.png)
Tracks, rollers and track stops! Done by Vordak, special thanks for those, also to Jecowa who noticed some minecart movement clashing with the design, which has been fixed.

And the last one:
Spoiler: MENU (click to show/hide)

The ingame menu now has a nice celtic-knot border, the mini-map is a bit nicer, and capital letters are embossed. I'm sure that it's a matter of taste, for those that dislike this font, you can find an alternative without the embossed letters in the extra-fonts folder. I made the font 12px wide, which means that the menu takes up less space. On my machine it shows 5.5 ingame tiles more, in comparison to the old 16px font. That means you see more of the map. :)

That's it. A big update containing a lot of extra work by Vordak (http://www.bay12forums.com/smf/index.php?topic=165118.0) and Obsidian Soul (http://www.bay12forums.com/smf/index.php?topic=126934.0). Check out their threads for more cool art by them.

Next I'll work on the caverns. Give them 3 different designs and make civ-sprites for the cavern tribes. Antmen spearman and frog blowgunner should show their proper military sprites soon. :)

Edit: PS: (https://i.imgur.com/AOwhUqA.gif) and (https://i.imgur.com/ZO1EWjE.gif)
Title: Re: ☼Meph Tileset☼ V1.7 - 32x - 43.05 & 44.02 - Win/Mac/Linux - BIG UPDATE 20th Dec
Post by: ANickel on December 27, 2017, 01:47:38 pm
Absolutely amazing work!  I'd love to play with this set again, but there's too much fiddling to get it to work with LNP.  Any idea when it will be added back into the pack?
Title: Re: ☼Meph Tileset☼ V1.7 - 32x - 43.05 & 44.02 - Win/Mac/Linux - BIG UPDATE 20th Dec
Post by: jecowa on December 27, 2017, 02:11:03 pm
I'm curious about the item clouds being removed from growth drops on the trees. What is an item cloud?

(https://i.imgur.com/erjwzjN.png)
Tracks, rollers and track stops! Done by Vordak, special thanks for those, also to Jecowa who noticed some minecart movement clashing with the design, which has been fixed.

I think it was Vordak who noticed the Minecart Movements.
Title: Re: ☼Meph Tileset☼ V1.7 - 32x - 43.05 & 44.02 - Win/Mac/Linux - BIG UPDATE 20th Dec
Post by: Meph on December 27, 2017, 02:20:45 pm
Absolutely amazing work!  I'd love to play with this set again, but there's too much fiddling to get it to work with LNP.  Any idea when it will be added back into the pack?
No fiddling at all, it should be just drag and drop.  :o

I'm curious about the item clouds being removed from growth drops on the trees. What is an item cloud?

Tracks, rollers and track stops! Done by Vordak, special thanks for those, also to Jecowa who noticed some minecart movement clashing with the design, which has been fixed.

I think it was Vordak who noticed the Minecart Movements.
I checked, it was Amostubal. Sorry. ^^

Item clouds are created when leaves or fruit fall off trees... it's like a dust-cloud, using tile 176,177,178 and 1-2 other tiles. There are no overrides for it, and it doesn't really add anything but distractions to the game, so I eradicated them. Mostly because the tiles in question do not look like falling leaves/fruit at all.

Title: Re: ☼Meph Tileset☼ V1.7 - 32x - 43.05 & 44.02 - Win/Mac/Linux - BIG UPDATE 20th Dec
Post by: Button on December 27, 2017, 03:31:11 pm
PTW.
Title: Re: ☼Meph Tileset☼ V1.7 - 32x - 43.05 & 44.02 - Win/Mac/Linux - BIG UPDATE 20th Dec
Post by: jecowa on December 27, 2017, 04:15:55 pm
Item clouds are created when leaves or fruit fall off trees... it's like a dust-cloud, using tile 176,177,178 and 1-2 other tiles. There are no overrides for it, and it doesn't really add anything but distractions to the game, so I eradicated them. Mostly because the tiles in question do not look like falling leaves/fruit at all.
That sounds like a good change. It looks like leaves are just a graphical effect at this point in the game and don't affect any mechanics. So it's probably safe to give them "no cloud" tags in existing saves. Does that sound right to you?

Also, concerning the survey, being able to see which parts of the walls are constructed instead of carved sounds like it could be nice, even if it does make them a little more ugly. It gives them more character.
Title: Re: ☼Meph Tileset☼ V1.7 - 32x - 43.05 & 44.02 - Win/Mac/Linux - BIG UPDATE 20th Dec
Post by: Meph on December 27, 2017, 04:24:51 pm
A little bit is funny... I made them very different looking. ^^

Edit: Sorry, didn't answer your question about the cloud-change. Yes, it causes no issues if you switch that between saves.
Title: Re: ☼Meph Tileset☼ V1.7 - 32x - 43.05 & 44.02 - Win/Mac/Linux - BIG UPDATE 20th Dec
Post by: Ruttiger on December 27, 2017, 05:30:13 pm
Wow, that's amazingly beautiful.  I haven't logged in or posted here in years, and did just to point out to you how fantastic this looks.

the only thing I'd complain about is that the vermin is too large.  Those things should be tiny, because vermin are tiny. 
Title: Re: ☼Meph Tileset☼ V1.7 - 32x - 43.05 & 44.02 - Win/Mac/Linux - BIG UPDATE 20th Dec
Post by: Kromtec on December 28, 2017, 05:47:56 am
I recently tried v1.6.1 with Vordaks' dwarfs and have to say that this tileset is awesome. Especially the uniform look of the grass, boulders, pebbles and plants on the surface is a feature that really thrills me.
The changes in v1.7 look equally cool, particularly the tracks and trees.

Looking forward to the cavern improvements, because they currently look a little bit all over the place.  :D

Is it possible with TWBT Next to make gems more shiny? If you compare cut gems and large gems with the gems shown in the jewelers workshop, they look really dull because of the missing highlights.
Maybe give even rough gems and gem walls some highlights.
(https://i.imgur.com/1teti7Z.png) (https://i.imgur.com/Yb1VDhU.png) (https://i.imgur.com/PZkBhKg.png)


edit:
It looks like decorations do not work neither in 1.6.1 nor in 1.7. I get random tiles instead of the tiles that you show in this post (http://www.bay12forums.com/smf/index.php?topic=161047.msg7281637#msg7281637).
Oh and please put the decoration legend into the first post, it is rather hard to find at the moment.
Title: Re: ☼Meph Tileset☼ V1.7 - 32x - 43.05 & 44.02 - Win/Mac/Linux - BIG UPDATE 20th Dec
Post by: Meph on December 28, 2017, 04:00:10 pm
The decoration legend is included in the download, see "Legend - Decorations.png".

I can easily add highlights to the gems.

I tested the decorations... damn. I know there was a problem with workshop overrides, and thought mifki fixed it... but it's seemingly only fixed for hardcoded workshops, not for custom workshops. Thats bad. I can't fix that.
Title: Re: ☼Meph Tileset☼ V1.7 - 32x - 43.05 & 44.02 - Win/Mac/Linux - BIG UPDATE 20th Dec
Post by: jecowa on December 28, 2017, 04:08:47 pm
If I'm understanding the correctly, the _MDF_decorations.png overrides are for all the modded content of the graphics pack. He would probably need to generate a new world with Meph installed to get the decorated display racks, statues, gardens, banners, carpets, floors, signs, lights, etc.
Title: Re: ☼Meph Tileset☼ V1.7 - 32x - 43.05 & 44.02 - Win/Mac/Linux - BIG UPDATE 20th Dec
Post by: Meph on December 28, 2017, 06:07:15 pm
No no, he is perfectly right. You can build the workshops, they transform (so Roses scripts work), but they use the tile in the Meph_32x32.png, instead of the overrides. It was a problem with TWBT in 44.02, since it adds a new workshop (Display Case), but I thought mifki fixed it. Apparently it's not fixed.
Title: Re: ☼Meph Tileset☼ V1.7 - 32x - 43.05 & 44.02 - Win/Mac/Linux - BIG UPDATE 20th Dec
Post by: jecowa on December 28, 2017, 06:13:26 pm
I'm kind of thinking that TWBT v1.26 was a temporary fix to get the pre-0.44 buildings working, but it still can't override the Display Case and the Pedestal since the alpha version of DFHack for 0.44.02 only had the buildings from DF v0.43.05.
Title: Re: ☼Meph Tileset☼ V1.7 - 32x - 43.05 & 44.02 - Win/Mac/Linux - BIG UPDATE 20th Dec
Post by: Broms on December 28, 2017, 08:14:35 pm
Hey, anyone else not having the texture packs load? When I place carpets and such they look to be random graphics and the tiles are all shaded in as if the new update isn't taking hold. When I look at DFhack I am getting an error.
"
attemping to load color palette file: "/data/save/region1/raw/colors.txt" Could not open file. The current world do not provide a valid default palette, disabling palette swapping for this world."

Any ideas how to fix it?
Title: Re: ☼Meph Tileset☼ V1.7 - 32x - 43.05 & 44.02 - Win/Mac/Linux - BIG UPDATE 20th Dec
Post by: jecowa on December 28, 2017, 08:19:39 pm
It sounds like your save file might not have the /raw/ content loaded. Graphics packs have to store creature graphics in each save file that you use them in. And many graphics packs modify the /raw/objects/ content to change which tiles are used for some items.
Title: Re: ☼Meph Tileset☼ V1.7 - 32x - 43.05 & 44.02 - Win/Mac/Linux - BIG UPDATE 20th Dec
Post by: Broms on December 28, 2017, 08:21:13 pm
Ya the weird thing is I was using the full pre-installed version from Meph's pack.
Title: Re: ☼Meph Tileset☼ V1.7 - 32x - 43.05 & 44.02 - Win/Mac/Linux - BIG UPDATE 20th Dec
Post by: jecowa on December 28, 2017, 08:31:03 pm
Were you using a save file from somewhere else? Or did you create a new world with Meph 32x?
Title: Re: ☼Meph Tileset☼ V1.7 - 32x - 43.05 & 44.02 - Win/Mac/Linux - BIG UPDATE 20th Dec
Post by: Broms on December 28, 2017, 08:32:32 pm
Yes, I created a new world with Meph 32x exactly out of the download.
Title: Re: ☼Meph Tileset☼ V1.7 - 32x - 43.05 & 44.02 - Win/Mac/Linux - BIG UPDATE 20th Dec
Post by: Moonshine Fox on December 29, 2017, 08:28:00 am
I'm going to chalk this up to "you're running alpha content, you dunce" but I just installed Meph in df 44.03 with the DFhack alpha 1 and TWBT 6.27 and it looks like this (https://www.dropbox.com/s/x3kfhg7p9vz2hpv/meph_bugged.png?dl=0). I'm just going to assume that something is fishy with the overrides atm?
Title: Re: ☼Meph Tileset☼ V1.7 - 32x - 43.05 & 44.02 - Win/Mac/Linux - BIG UPDATE 20th Dec
Post by: jecowa on December 29, 2017, 08:40:26 am
It looks like your link is broken.
Title: Re: ☼Meph Tileset☼ V1.7 - 32x - 43.05 & 44.02 - Win/Mac/Linux - BIG UPDATE 20th Dec
Post by: Meph on December 29, 2017, 09:46:41 am
I have a working 44.03 version, which I'll upload now. Just wait a bit. ^^
Title: Re: ☼Meph Tileset☼ V1.75 - 32x - 43.05 & 44.03 - Win/Mac/Linux
Post by: Meph on December 29, 2017, 10:50:55 am
<<< ☼Download☼ - V1.75 for DF 44.03 - WINDOWS >>> (http://dffd.bay12games.com/file.php?id=12499)

ANOTHER UPDATE!

Changelog:
- Updated to 44.03.
 - Fixed decorational buildings. They all work now!
 - Fixed bookcase building.
 - Fixed one different-looking wall tile.
 - Fixed earring tile.
 - Added tile for display case and pedestal, both building and item.
 - Added Spearman, Master-Spearman, Blowgunner and Master-Blowgunner for underground animal men tribes.
 - Added tile for window item.
 - Added new tiles for ice floor, ice walls, smoothed ice floors, smoothed ice walls, ice stairs and ice pillars.
 - Added new floor hatch tile and fixed wooden floor hatch.
 - Added new driftwood tile.
 - Updated tree densities
 - Smoothed wall endings now blend into the rock.

Ok, this is a quick update with 4 main features.

1. Decorations work again. These were broken for quite some time due to a TWBT issue with the new DF. This has been fixed my Mifki, and everything works perfectly again. In case you don't know what kind of decorations I'm talking about, see this old post:
Spoiler (click to show/hide)

2. ICE! Glaciers got their own unique tiles for terrain and fortress.

(https://i.imgur.com/ZFC5EPL.png)

(https://i.imgur.com/2OgWsno.gif)

If you look closely, you can see the mined tile slowly breaking... the ice gets cracks.

3. Walls

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

The end of smoothed walls now blend into the rock. :)

4. Cavern civs

Subterranean animal men sometimes form tribes with spearmen and blowgunners in the caverns. Well, those have proper profession sprites now.

(https://i.imgur.com/1ezSY7c.png)


Special thanks to Jecowa, who send me several bug reports, together with a suggested fix right away. Those were really helpful and you have to thank him for the fixed earring, wood densities and altered wall tile.

Title: Re: ☼Meph Tileset☼ V1.75 - 32x - 44.03 - Win/Mac/Linux - Updated 28th Dec
Post by: IDontNeedAUsername on December 29, 2017, 01:33:36 pm
Haven't had time for engaging in anything other than family activities for months.

But this.  This, my friend, is the siren to my Odysseus.
Title: Re: ☼Meph Tileset☼ V1.7 - 32x - 43.05 & 44.02 - Win/Mac/Linux - BIG UPDATE 20th Dec
Post by: Moonshine Fox on December 29, 2017, 03:53:43 pm
It looks like your link is broken.
It actually deleted itself for some reason. Fixed now though.
Title: Re: ☼Meph Tileset☼ V1.7 - 32x - 43.05 & 44.02 - Win/Mac/Linux - BIG UPDATE 20th Dec
Post by: Moonshine Fox on December 29, 2017, 03:54:25 pm
I have a working 44.03 version, which I'll upload now. Just wait a bit. ^^
Ah. So it was the "calm the hell down" thing. ^^ Thanks Meph!
Title: Re: ☼Meph Tileset☼ V1.75 - 32x - 44.03 - Win/Mac/Linux - Updated 28th Dec
Post by: Meph on December 29, 2017, 10:20:21 pm
It's late here, but I really wanted to finish the caverns.

I had to change the depth of a few underground trees to make them more distinct from each other, and restrict the depth of 1 grass per cavern. Technically that goes above changing graphics, but it really doesn't matter if you get "spore tree wood" or "tunnel tube wood" in cavern 1 and not 2, and vice versa.

I also made some designs for good and evil regions, which I so far mostly ignored. ^^








In short:
 - Cavern 1, rocky floor, green, giant mushrooms.
 - Cavern 2, fungi floor, dark green, trees with weird fungi-leaves.
 - Cavern 3, tentacle floor, cyan, giant mushrooms.

For them I did end up using a few 32x minecraft sprites... I didn't plan to, was just looking at their texture packs to get some good ideas, but 8 tiles in total got stuck with me. ^^

 Credits:
  - http://pixeljoint.com/pixelart/67541.htm  DustyCraft by Dusty (6 tiles)
  - ArestiansDawn Minecraft tileset by Levaunt (1 tile, Hellsand, heavily altered)
  - Derivation_5 Minecraft tileset by theVoid1313 (1 tile, Hellsand)

What do you guys think? (Evil regions maybe a bit overdone? ^^)
Title: Re: ☼Meph Tileset☼ V1.75 - 32x - 44.03 - Win/Mac/Linux - Updated 28th Dec
Post by: Rose on December 30, 2017, 12:06:36 am
I love the sprites.

Not sure about the raw changes, though.
Title: Re: ☼Meph Tileset☼ V1.75 - 32x - 44.03 - Win/Mac/Linux - Updated 28th Dec
Post by: jecowa on December 30, 2017, 02:14:36 am
I didn't notice all the skulls at first – just thought they were twigs and rocks and was trying to figure out why you thought it was overdone. It's kind of a lot of skulls and bones, but I don't think it looks overdone unless I zoom in. The low contrast and darkness helps the make the bones more subtle. I'd like to see those winking eyes.
Title: Re: ☼Meph Tileset☼ V1.75 - 32x - 44.03 - Win/Mac/Linux - Updated 28th Dec
Post by: Kromtec on December 30, 2017, 04:30:09 am
Good biome looks awesome!

Love the sprites with the little corpses and skulls.

I don't like the green colors of cavern 1 and 2. Floor fungus in real life tends to be mostly white with spots where the color of the cavern floor shines through.
(https://reishiandrosesbotanicals.files.wordpress.com/2015/12/fresh_11.jpg)(https://www.timberwise.co.uk/wp-content/uploads/mycelium-growth-6721.jpg)
Maybe colors like
(https://i.pinimg.com/736x/70/80/37/708037ec852dd7c21ca67b250f8efd59--color-balance-color-combos.jpg)
could fit, but I think grass-green should be reserved for the surface.

Cavern 3 looks really cool, I like how the rose-thorn and blood thorn plants blend in with the floor.

Fantastic!
Title: Re: ☼Meph Tileset☼ V1.75 - 32x - 44.03 - Win/Mac/Linux - Updated 28th Dec
Post by: jecowa on December 30, 2017, 05:19:24 am
Is it intentional that v1.7.5 includes the vanilla /data/init/colors.txt palette?
Title: Re: ☼Meph Tileset☼ V1.75 - 32x - 44.03 - Win/Mac/Linux - Updated 28th Dec
Post by: Meph on December 30, 2017, 05:53:04 am
Is it intentional that v1.7.5 includes the vanilla /data/init/colors.txt palette?
Yeah. The raw/colors.txt and seasonal colors exist, which are used by default. But if people say "I dont want this fancy nonsense" and turn it off, they go back to vanilla.

Kromtec: I cheated a bit and gave the first cavern no grass. DF doesn't like that and fills it with a default "grass", which colors the floor tiles green, without changing their style. That means the green is hardcoded. Then I added a green fungus for cavern 2, because the cavern grass starts growing everywhere together, as soon as you breach more than 1 cavern. They have to fit together. I took green, dark green and cyan, because they don't look too horrible when all three are mixed in the same room. Maybe not realistic colors for floor fungi, but than again there are made-up nether-cap mushrooms that a blue and goblin-cap mushrooms that are red... so I think I'm good. ^^

Japa: There are only two. Depths of grass and depths of tree. The grass doesn't affect anything, because all three layers end up with grass and it makes no game-play difference at all. The trees, as I said, a tiny bit. I left in the original depths as comments in the raws, depending on feedback I can easily undo the change.

Title: Re: ☼Meph Tileset☼ V1.75 - 32x - 44.03 - Win/Mac/Linux - Updated 28th Dec
Post by: Novaris on December 30, 2017, 09:56:38 am
Really great work! It's just amazing what you carved out of dwarf fortress and TWBT here!

A quick question: I downloaded your 1.75 version and tried to add two custom races I used before. An orc and a succubi race. Everything works fine so far but the corpses are odd. The corpse of the orcs looks like one of your consturction sprites and the corpse of the succubi looks like a dead small spider. I digged through your overrides.txt to find the corpse section but now I'm a little puzzled what lines I have to add to override the orc and succubi corpse. Can you enlighten me how to find the proper override lines I need to identify the corpse IDs?


Also, I noticed that the corpsepiece refers to _MDF_overrides_1 which then shows up as a miniforge or so...I changed it to _MDF_overrides_2:205 to look like older versions of your tileset.
Title: Re: ☼Meph Tileset☼ V1.75 - 32x - 44.03 - Win/Mac/Linux - Updated 28th Dec
Post by: Meph on December 30, 2017, 10:03:00 am
Based on the feedback I got, two changes.

(https://i.imgur.com/iX8jyLt.gif)

Evil region looks more different from the HFS. Now looks more like a swamp/tendril with eyes.

(https://i.imgur.com/6yPuk2t.png)

Cavern 2 floor grey instead of green. That sets it more apart from cavern 1 (green) and cavern 3 (cyan), and still fits when mixed, since grey is neutral. Also, the original DF floor fungus is grey.

Edit: Also, new giant mushrooms.

(https://i.imgur.com/okF5HYD.png)

@Novaris: Corpses use tile numbers. Go to the creatures, find the CREATURE_TILE number and make it 11. It only works with non-civ members though. Overrides dont work for civ-members, so if you play the orcs/succubi, best to make them 253. Thanks for the heads up on the typo, I fixed the corpsepiece override. :)
Title: Re: ☼Meph Tileset☼ V1.75 - 32x - 44.03 - Win/Mac/Linux - Updated 28th Dec
Post by: Novaris on December 30, 2017, 10:35:18 am
I tried this but this just turned the corpses into cages. I don't play them I just test it in the testing arena. The plan is to slaughter them by the hundrets in many dwarfy ways ;)

EDIT: But thanks for the suggestion I guess I have to dig more into it or adjust the CREATURE_TILE to something the resembles what I want the closest.
Title: Re: ☼Meph Tileset☼ V1.75 - 32x - 44.03 - Win/Mac/Linux - Updated 28th Dec
Post by: Rose on December 30, 2017, 11:00:29 am
New evil biome stuff looks great.

But the tendrils need to wiggle!
Title: Re: ☼Meph Tileset☼ V1.75 - 32x - 44.03 - Win/Mac/Linux - Updated 28th Dec
Post by: Meph on December 30, 2017, 11:19:24 am
I tried this but this just turned the corpses into cages. I don't play them I just test it in the testing arena. The plan is to slaughter them by the hundrets in many dwarfy ways ;)

EDIT: But thanks for the suggestion I guess I have to dig more into it or adjust the CREATURE_TILE to something the resembles what I want the closest.
Strange. 11 is in the overrides, [OVERRIDE:11:I:CORPSE:CORPSE::_MDF_overrides_2:174:15] #humanoid, I use it myself a lot.

EDIT: Tested again. Interestingly enough, corpse overrides do not work for INTELLIGENT and/or CAN_LEARN creatures. I thought it was civ-members, but in fact it does not work for any corpses of sentient beings. Thanks, you just helped me find a bug that concerned 205 creature corpses. ^^

New evil biome stuff looks great.

But the tendrils need to wiggle!
Like this?

Spoiler (click to show/hide)

It sadly takes up soooo many tiles. I try to avoid overrides for grass (since transparent items on top would delete the override), but the evil grass alone takes 9 tiles. ^^
Title: Re: ☼Meph Tileset☼ V1.75 - 32x - 44.03 - Win/Mac/Linux - Updated 28th Dec
Post by: Vordak on December 30, 2017, 11:35:51 am
Spoiler (click to show/hide)
Looking at this, it becomes a pity that the game does not have a portable flamethrower)) Сhic art.
Title: Re: ☼Meph Tileset☼ V1.75 - 32x - 44.03 - Win/Mac/Linux - Updated 28th Dec
Post by: Novaris on December 30, 2017, 12:15:19 pm
Glad i could be of service ;)
Title: Re: ☼Meph Tileset☼ V1.75 - 32x - 44.03 - Win/Mac/Linux - Updated 28th Dec
Post by: Kromtec on December 30, 2017, 04:50:23 pm
I'm almost 3 years into my fortress with 1.75 and wanted to say thanks for this awesome set and thanks to Vordak for all the dwarfy Dwarves.
The recent changes to cavern 2 and evil region look gorgeous!
Title: Re: ☼Meph Tileset☼ V1.75 - 32x - 44.03 - Win/Mac/Linux - Updated 28th Dec
Post by: Meph on December 30, 2017, 05:21:29 pm
I'm almost 3 years into my fortress with 1.75 and wanted to say thanks for this awesome set and thanks to Vordak for all the dwarfy Dwarves.
The recent changes to cavern 2 and evil region look gorgeous!
Uh, could you please upload a save? I'm super curious how it looks. Any issues?
Title: Re: ☼Meph Tileset☼ V1.75 - 32x - 44.03 - Win/Mac/Linux - Updated 28th Dec
Post by: jecowa on December 30, 2017, 05:35:45 pm
I like the new giant cavern mushroom cap texture. Those lighter-colored spots make them look more like mushroom. The new texture with brighter blue makes the nether cap look less like water.

Those blinking tendril eyes are nice and creepy.

Testing out what the cave grasses might look like together:

Spoiler: white moss (click to show/hide)

Having the white moss a little yellow helps it stick out a bit more from the walls. A little yellow tint might not look too cancerous.
Title: Re: ☼Meph Tileset☼ V1.75 - 32x - 44.03 - Win/Mac/Linux - Updated 28th Dec
Post by: Iliithid on December 30, 2017, 06:08:56 pm
Your pack looks gorgeous down in the earth where everything can be smoothed and lovely, but I seem to have a bone to pick with most large-res packs like this in regards to surface stuff, where grass/trees/etc collide with the solid backgrounds of units or other tiles in a really unsettling way. Is there a way past this, design wise, in your experience? Your unit sprites are gorgeous, I just wish the surface tiles meshed more happily.
Title: Re: ☼Meph Tileset☼ V1.75 - 32x - 44.03 - Win/Mac/Linux - Updated 28th Dec
Post by: Kromtec on December 30, 2017, 06:15:43 pm
I'm almost 3 years into my fortress with 1.75 and wanted to say thanks for this awesome set and thanks to Vordak for all the dwarfy Dwarves.
The recent changes to cavern 2 and evil region look gorgeous!
Uh, could you please upload a save? I'm super curious how it looks. Any issues?
I'm not at my pc right now but I will upload a save tomorrow.

The only issues I got are some corpse parts that look like constuction designations, wagons from traders don't look like the wagon you start with but like brown static smoke tiles and items often have wrong tiles during hauling jobs.

Oh and one bigger issue... after putting an artifact on a display case, the display case now looks like a slightly darker normal floor and the artifact is invisible.
Title: Re: ☼Meph Tileset☼ V1.75 - 32x - 44.03 - Win/Mac/Linux - Updated 28th Dec
Post by: Meph on December 30, 2017, 06:50:15 pm
Your pack looks gorgeous down in the earth where everything can be smoothed and lovely, but I seem to have a bone to pick with most large-res packs like this in regards to surface stuff, where grass/trees/etc collide with the solid backgrounds of units or other tiles in a really unsettling way. Is there a way past this, design wise, in your experience? Your unit sprites are gorgeous, I just wish the surface tiles meshed more happily.
Mifki was working on creature transparency, but currently nothing is possible besides using a dark-grey neutral background.

Quote
Oh and one bigger issue... after putting an artifact on a display case, the display case now looks like a slightly darker normal floor and the artifact is invisible.
Oh, I didn't know that they change their look when something is in them. If you have one of those in the save, please point it out to me. Might be a TWBT issue, when a transparent item is on top of an override tile.

The hauling I can't fix. Item carried use their original tile.

Corpses I'd be happy to have a look at. They are hard to come by, when I start my little test forts, since I cant spawn them with dfhack.

Wagon... damn. That's good to know, but also quite bad. The embark wagon counts as building, so the override works. Visiting wagons count as creatures, no override possible. :/ They dont even use creature sprites, nor a creature tile... it's hardcoded to tile:178. Silly, it's used for smoke, miasma, dust, ocean foam, swarms of insects, fallen leaves and the wagon...
Title: Re: ☼Meph Tileset☼ V1.75 - 32x - 44.03 - Win/Mac/Linux - Updated 28th Dec
Post by: jecowa on December 30, 2017, 08:11:41 pm
I don't know if it's causing it, but the wagon is a 24x24 image while the text file for it lists it as a 32x32 image. Maybe this is causing it to fallback to the main tilesheet?
Title: Re: ☼Meph Tileset☼ V1.75 - 32x - 44.03 - Win/Mac/Linux - Updated 28th Dec
Post by: PeridexisErrant on December 30, 2017, 09:17:21 pm
FWIW I'd really love a barebones version of this :D

(also I'll have mobile internet maybe once more before Jan ~8, so no rush and don't expect quick responses from me ;) )
Title: Re: ☼Meph Tileset☼ V1.75 - 32x - 44.03 - Win/Mac/Linux - Updated 28th Dec
Post by: Meph on December 31, 2017, 01:49:50 am
I don't know if it's causing it, but the wagon is a 24x24 image while the text file for it lists it as a 32x32 image. Maybe this is causing it to fallback to the main tilesheet?
The 24x version in the graphics folder isnt used for wagons in vanilla DF at all.

There are three types of wagons in the game:
 - Embark, a building. This one uses tile 178, but accepts overrides.
 - Multi-tile wagon, the one traders arrive with. This one uses tile 178, does not accept overrides.
 - Single-tile wagon, the actual creature from the files (if for example spawned with Dfhack). This one uses the sprite. Sadly, those wagons don't exist if not spawned by the player.

Perdidexis: Got it. :)
Title: Re: ☼Meph Tileset☼ V1.75 - 32x - 44.03 - Win/Mac/Linux - Updated 28th Dec
Post by: jecowa on December 31, 2017, 02:42:04 am
I'm guessing he wants a barebones version that can be safely swapped in and out of save files with vanilla raws at a later point. The Lazy Newb Pack software lets people swap these whenever, and PE might get complaints if switching graphics causes save files to behave strangely.
Title: Re: ☼Meph Tileset☼ V1.75 - 32x - 44.03 - Win/Mac/Linux - Updated 28th Dec
Post by: Kromtec on December 31, 2017, 03:49:57 am
Quote
Oh and one bigger issue... after putting an artifact on a display case, the display case now looks like a slightly darker normal floor and the artifact is invisible.
Oh, I didn't know that they change their look when something is in them. If you have one of those in the save, please point it out to me. Might be a TWBT issue, when a transparent item is on top of an override tile.

Save file is up:
http://dffd.bay12games.com/file.php?id=13365 (http://dffd.bay12games.com/file.php?id=13365)

Spoiler (click to show/hide)

Quote
Corpses I'd be happy to have a look at. They are hard to come by, when I start my little test forts, since I cant spawn them with dfhack.
You can find lots of corpses that show some anvil tile in the south of the main entrance F1.

Another issue maybe.. if you press F2 and go the living quarters you can see lots of dwarven children and all of them flash between their normal tile and some purple variant.

F3 goes to the first cavern layer.

The save is at the exact moment an elven ambush starts. Screen is centered on them after loading.  :D
I didn't raid them, I was not at war with them and I don't know why I am now. First time in all the years I play DF that this happens.  ;D

edit off topic:
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Didn't turn out well for the elves. The last strike was even to horrifying for my dwarves.  :o
Title: Re: ☼Meph Tileset☼ V1.75 - 32x - 44.03 - Win/Mac/Linux - Updated 28th Dec
Post by: Pvt. Pirate on December 31, 2017, 04:34:11 am
i love this, but i couldn't play without the neat things from the LNP.
Title: Re: ☼Meph Tileset☼ V1.75 - 32x - 44.03 - Win/Mac/Linux - Updated 28th Dec
Post by: somebears on December 31, 2017, 05:04:52 am
you can use this with the LNP:


Either just drop the whole thing in the root Folder where the executable file lies. This allows you to select the folder when starting the LNP. The only Problem with this is, that you cannot change the Tileset and/or install Mods. And you probably want to download the new version of Legends Viewer (as the latest version of this tileset uses a newer DF version than supported by it)
If that is okay, I'd suggest this approach.


If you want to install mods/change graphic packs with the newest version of the Tileset, you have quite a bit of work to do. You need to install the new DF version as a baseline, add the new DFHack and TWBT versions to the installed Folder. Then you can add this Tileset to the Tileset Folder and it should work. Emphasis on should
Title: Re: ☼Meph Tileset☼ V1.75 - 32x - 44.03 - Win/Mac/Linux - Updated 28th Dec
Post by: Meph on December 31, 2017, 05:12:19 am
Kromtec, thank you. :)

No idea about the display-case behaviour. It's pretty opaque and I dont know how/why it doesnt work.

Corpses are fixed now.

Children blink, because the second tile is "children playing make believe". I managed to remove the color from it, now it doesnt have the magenta hue.

Title: Re: ☼Meph Tileset☼ V1.75 - 32x - 44.03 - Win/Mac/Linux - Updated 28th Dec
Post by: Meph on December 31, 2017, 07:55:36 am
More animal sprites. Almost forgot that I never finished them. Of the 100 that were left, I now have about 50 to go...

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

Fish are Obsidian Souls work for the most part, and the animal men and monkey variations I based on his designs, trying to keep them similar.
Title: Re: ☼Meph Tileset☼ V1.75 - 32x - 44.03 - Win/Mac/Linux - Updated 28th Dec
Post by: Acolyte on December 31, 2017, 11:35:31 pm
So, if I have your 1.7, what would I need to replace to get 1.75?  :)

Or should I wait a while for you to get to a natural stopping point?

   - Shane
Title: Re: ☼Meph Tileset☼ V1.75 - 32x - 44.03 - Win/Mac/Linux - Updated 28th Dec
Post by: jecowa on December 31, 2017, 11:58:40 pm
If you take your /data/saves/ folder from Meph 1.7 and move them to the same place in Meph 1.7.5, you'd have pretty much all the new features except for the new cavern civ graphics. You can get those in your saves too by copying /raw/graphics/cavern_civ/graphics_cavern_civs.png and /raw/graphics/graphics_cavern_civs.txt to the equivalent locations in your save folders.
Title: Re: ☼Meph Tileset☼ V1.75 - 32x - 44.03 - Win/Mac/Linux - Updated 28th Dec
Post by: Acolyte on January 01, 2018, 12:33:55 am
Thank you!
 
   - Shane
Title: Re: ☼Meph Tileset☼ V1.75 - 32x - 44.03 - Win/Mac/Linux - Updated 28th Dec
Post by: Kromtec on January 01, 2018, 07:38:15 am
Kromtec, thank you. :)

No idea about the display-case behaviour. It's pretty opaque and I dont know how/why it doesnt work.

Corpses are fixed now.

Children blink, because the second tile is "children playing make believe". I managed to remove the color from it, now it doesnt have the magenta hue.

Awesome!

I found a little inconsistency after capturing and training some dralthas.
They breeded and got a "little" draltha child.
(https://i.imgur.com/Mrm8DsZ.png)
The child is on the left, next to mother and father...  :D

Child:
(https://i.imgur.com/7T6neNj.png)

Mother:
(https://i.imgur.com/69vw6cv.png)

Father:
(https://i.imgur.com/69vw6cv.png)

From the description, the tile used for the child would better fit for the adult dralthas
and the tile from the adults could be recolored and used for the childs. Or is this already child tile of another animal and is only wrongly used?

More animal sprites. Almost forgot that I never finished them. Of the 100 that were left, I now have about 50 to go...

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

Fish are Obsidian Souls work for the most part, and the animal men and monkey variations I based on his designs, trying to keep them similar.
They all look beautiful, I especially like the little pants on the monkey people.  :)

Looking at these I wonder if you will revisit some of the domestic animals after finishing up all the animals, like you did with the dogs?
Some of the domestic animals do not fit the overall style, like the yak and reindeer and some have a very odd scale, for example the chickens compared to the horses:
(https://i.imgur.com/AGj29lD.png)
Title: Re: ☼Meph Tileset☼ V1.75 - 32x - 44.03 - Win/Mac/Linux - Updated 28th Dec
Post by: Rose on January 01, 2018, 09:01:05 am
(https://i.imgur.com/oDuDMAZ.png)

I should point out that leopard seal men don't have 6 limbs.
Title: Re: ☼Meph Tileset☼ V1.75 - 32x - 44.03 - Win/Mac/Linux - Updated 28th Dec
Post by: Meph on January 01, 2018, 10:33:13 am
(https://i.imgur.com/oDuDMAZ.png)

I should point out that leopard seal men don't have 6 limbs.
Molemarians do.

Kromtec: Yes, I probably redo at the very least the domestic pets.
Title: Re: ☼Meph Tileset☼ V1.75 - 32x - 44.03 - Win/Mac/Linux - Updated 28th Dec
Post by: Rose on January 01, 2018, 11:16:08 am
Wow, today I learned. I did not know those things existed.
Title: Re: ☼Meph Tileset☼ V1.75 - 32x - 44.03 - Win/Mac/Linux - Updated 28th Dec
Post by: Aerth on January 01, 2018, 03:43:54 pm
Sorry if this a bit daft but I am not experienced at all with tilesets and color configurations. I really loved the work Meph did on this one and I gave it a try with a new Fortress but I am having an issue with I am designating a zone for mining: It is barely readable on the screen.
Does someone know what kind of parameter or setting should I change to make it really standout like it does with LNP + Phoebus?

Thank you Meph for the awesome tileset.
Title: Re: ☼Meph Tileset☼ V1.75 - 32x - 44.03 - Win/Mac/Linux - Updated 28th Dec
Post by: jecowa on January 01, 2018, 04:40:40 pm
The plain mining designation is hard to see? It looks fine to me. Maybe the upstairs, downstairs, and up ramp designations are kind of vague, though.
Title: Re: ☼Meph Tileset☼ V1.75 - 32x - 44.03 - Win/Mac/Linux - Updated 28th Dec
Post by: Aerth on January 01, 2018, 04:54:00 pm
The plain mining designation is hard to see? It looks fine to me. Maybe the upstairs, downstairs, and up ramp designations are kind of vague, though.

Thanks for the reply, this is how it looks for me:
Spoiler: Mining designation (click to show/hide)
Title: Re: ☼Meph Tileset☼ V1.75 - 32x - 44.03 - Win/Mac/Linux - Updated 28th Dec
Post by: jecowa on January 01, 2018, 05:19:28 pm
Does the channel designations look okay? There might possibly be a better solution if the channel designation looks okay, but as a temporary fix you could download one of the files below, rename it to "Meph_32x32-top.png", and place it in your /data/art/ folder to hopefully make it more readable.

Title: Re: ☼Meph Tileset☼ V1.75 - 32x - 44.03 - Win/Mac/Linux - Updated 28th Dec
Post by: Aerth on January 01, 2018, 05:34:55 pm
Does the channel designations look okay? There might possibly be a better solution if the channel designation looks okay, but as a temporary fix you could download one of the files below, rename it to "Meph_32x32-top.png", and place it in your /data/art/ folder to hopefully make it more readable.


Thank you! The first one did the trick :) thanks again
Title: Re: ☼Meph Tileset☼ V1.75 - 32x - 44.03 - Win/Mac/Linux - Updated 28th Dec
Post by: Meph on January 01, 2018, 05:41:01 pm
Jecowa, you just added some transparency, didn't you? ^^
Title: Re: ☼Meph Tileset☼ V1.75 - 32x - 44.03 - Win/Mac/Linux - Updated 28th Dec
Post by: jecowa on January 01, 2018, 05:57:51 pm
I deleted the "-top" tile from the rock that was covering up the designations.
Title: Re: ☼Meph Tileset☼ V1.75 - 32x - 44.03 - Win/Mac/Linux - Updated 28th Dec
Post by: Meph on January 01, 2018, 06:25:53 pm
I meant in the first tileset. Because I couldnt make out the difference. ^^

Two things:
 - I made gems.
 - I made workshops.

Gems have 8 tiles, sorted by value. 2, 3, 10, 15, 20, 30, 40, 60.

(https://i.imgur.com/brua3rF.png)

And I redid all workshop tiles. All of them. Like... all. I tried giving them a border, but I'm only able to override 3-5 tiles per workshop usually, and often these tiles repeat themselves twice or trice in the same design.

I wish they'd all offer the same freedom as the soap maker, that would be great.

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

Please let me know if any of them look unclear...
Title: Re: ☼Meph Tileset☼ V1.75 - 32x - 44.03 - Win/Mac/Linux - Updated 28th Dec
Post by: jecowa on January 01, 2018, 06:38:02 pm
I meant in the first tileset. Because I couldnt make out the difference. ^^
In the first one, only tile 131 is deleted.

Two things:
 - I made gems.
 - I made workshops.

Gems have 8 tiles, sorted by value. 2, 3, 10, 15, 20, 30, 40, 60.

(https://i.imgur.com/brua3rF.png)
Those look really nice.

And I redid all workshop tiles. All of them. Like... all. I tried giving them a border, but I'm only able to override 3-5 tiles per workshop usually, and often these tiles repeat themselves twice or trice in the same design.

I wish they'd all offer the same freedom as the soap maker, that would be great.

Spoiler: workshops (click to show/hide)

Please let me know if any of them look unclear...
I'm not very familiar with workshops, but I could still guess most of them. It looks like you might have the cheese maker labeled as a kitchen.
Title: Re: ☼Meph Tileset☼ V1.75 - 32x - 44.03 - Win/Mac/Linux - Updated 28th Dec
Post by: Vordak on January 01, 2018, 07:13:47 pm
Is it possible to make gems more contrast against the background stone? And in general, just gems.
(https://i.imgur.com/NHZjk8y.png)
Title: Re: ☼Meph Tileset☼ V1.75 - 32x - 44.03 - Win/Mac/Linux - Updated 28th Dec
Post by: Acolyte on January 01, 2018, 07:54:54 pm
These look great. Couple things, though.

1. I wonder if it'd be possible to have the dye vats in the Dyer's be different - IIRC they were in a different tileset. Don't know if that's still possible with TWBT. Making one red, one blue, and one green would be highly appropriate.  ;)
2. In that same other tileset, the impassible squares of the Magma Workshops actually lit up when the Magma under them got to 4/7. One of my favorite things was to watch the red light flash, then flash faster, then go solid as the magma built up underneath.  :D

Anyway, just wonder if these are still a thing that can be done/are worth doing.

Thanks!
   - Shane
Title: Re: ☼Meph Tileset☼ V1.75 - 32x - 44.03 - Win/Mac/Linux - Updated 28th Dec
Post by: Pvt. Pirate on January 02, 2018, 01:17:46 am
thanks for the explanation. i'll try to put it into the LNP once it updates. currently using the 43.05.r11 because

Quote
0.44.02-r01
 - updated Dwarf Fortress
 - updated Phoebus graphics - *but still for 43.05*

0.44.01-r01
 - updated Dwarf Fortress to 0.44.01
 - updated PyLNP to 0.13
 - removed Therapist, DFHack, etc pending compatibility
 - graphics packs included but *not yet* updated
  (do not update graphics on saves - may be incompatible)

the latest changes on this thread are amazing :) i hope i can get to trying it out soon.
Title: Re: ☼Meph Tileset☼ V1.75 - 32x - 44.03 - Win/Mac/Linux - Updated 28th Dec
Post by: Meph on January 02, 2018, 01:22:02 am
Is it possible to make gems more contrast against the background stone? And in general, just gems.
(https://i.imgur.com/NHZjk8y.png)
The point was to make them more hidden, embedded... ingame it depends on the gem color... white, grey and brown gems are harder to see, while colorful gems are easy to spot. They are white in the tileset.

Jecomwa, yeah, happens when you do that one last thing before heading to bed and don't check... it's the Farmers Shop. Not the kitchen ^^

1. Yes, especially now with the transparency. I think mifki gave me a few new toys to play with. That should not be a problem.
2. Could you please tell me which tileset? I can't check how they do it, if I dont know about it... but as far as I'm aware, it would be fairly simple, just make anything red/fiery on the graphics transparent.

Title: Re: ☼Meph Tileset☼ V1.75 - 32x - 44.03 - Win/Mac/Linux - Updated 28th Dec
Post by: Rose on January 02, 2018, 01:23:49 am
Vanilla dyer shop uses three colors, so the override should probably use them too.
Title: Re: ☼Meph Tileset☼ V1.75 - 32x - 44.03 - Win/Mac/Linux - Updated 28th Dec
Post by: Meph on January 02, 2018, 01:38:05 am
I checked, it's just a color-change for powered/unpowered magma workshops. It's done automatically.

For the screenshots I overrode every tile with a white foreground color. I haven't worked with the fancy new transparency -bg and top-files yet, but once I start, I can give them the vanilla colors for selected parts, like the dye in the dyers vats (instead of the entire tile), or the fire in the forges (again, instead of coloring the entire thing red).
Title: Re: ☼Meph Tileset☼ V1.75 - 32x - 44.03 - Win/Mac/Linux - Updated 28th Dec
Post by: Acolyte on January 02, 2018, 02:03:25 am
Woot!

   - Shane
Title: Re: ☼Meph Tileset☼ V1.75 - 32x - 44.03 - Win/Mac/Linux - Updated 28th Dec
Post by: Meph on January 02, 2018, 06:17:35 am
Ok, following new stuff...

Since several people said that cavern 1 is too green, boring and too much like the surface....
(https://i.imgur.com/m27Bb5m.png)

workshops show more colors... for example a difference between an unpowered and a powered magma forge. :) And the dyer that was asked about a lot.
(https://i.imgur.com/JYQvHLH.png)

Engraving is now properly animated.
(https://i.imgur.com/aIbFa3k.gif)

Dwarves and domestic animals have transparent backgrounds.
(https://i.imgur.com/jaQ7SxO.png)

Speaking of domestic animals, I took what Obsidian Soul had done, finished the rest, and remade them. Much, much better now, especially the ratio between creatures. Before transparency, I made them as large as possible, so that not that much ugly, black background would show... now that does not matter anymore.

The all come with a proper child-version and a blood-crying, injured zombie version. Happy New Year! :P
(https://i.imgur.com/lGDYMDi.png)

If you look closely, you will see two extra dogs at the bottom, next to the bunny. That's hunting- and war-trained dogs. I decided to make them more distinct than just an icon... now you have "generic dog", a hunting greyhound-dog and a fighting bulldog-dog.

Speaking of training... I could do this:
(https://i.imgur.com/2tECtzd.png)

Give domestic animals saddles, stirrups and the like. But sadly, these animals also exist in the wild. A wagon-pulling yak with a harness and a wild, free yak look the same... the solution is simple: Make two creatures. YAK and YAK_DOMESTIC, purely for the purpose of different graphics. One is available as a pet, but not in nature; the other only in nature and not as pet. Problem: It's technically modding and (!) might mess up save compatibility. :/

Thoughts?
Title: Re: ☼Meph Tileset☼ V1.75 - 32x - 44.03 - Win/Mac/Linux - Updated 28th Dec
Post by: Vordak on January 02, 2018, 06:53:19 am
Look wonderful.
I think this is a significant step forward, that you started using developments of Obsidian Soul creatures. Creatures with icons (kid, gigantic and other), like Dungeon set, I personally did not like, although I understand that it was forced to use.

I've already imagined how to I draw metal armor on a dog))
Title: Re: ☼Meph Tileset☼ V1.75 - 32x - 44.03 - Win/Mac/Linux - Updated 28th Dec
Post by: Meph on January 02, 2018, 07:10:14 am
Thank you.

I always thought it would be way too much work, but I recently checked how many trainable creatures are in vanilla DF... from 767 creatures, exactly 22 are trainable. 1 war, 2 hunting, 19 both. That's only 41 extra creature sprites.

The undead-skull icon I can redo with the injuries/open wounds. It's clear enough that they are undead.

The only hard thing will be child-sprites for all creatures. ^^
Title: Re: ☼Meph Tileset☼ V1.75 - 32x - 44.03 - Win/Mac/Linux - Updated 28th Dec
Post by: Acolyte on January 02, 2018, 07:11:18 am
Damn that's beautiful!

   - Shane
Title: Re: ☼Meph Tileset☼ V1.75 - 32x - 44.03 - Win/Mac/Linux - Updated 28th Dec
Post by: dambros on January 02, 2018, 07:16:20 am
Everything looks amazing as always. Are the transparent background dwarves already on 1.75?
Title: Re: ☼Meph Tileset☼ V1.75 - 32x - 44.03 - Win/Mac/Linux - Updated 28th Dec
Post by: Meph on January 02, 2018, 07:24:53 am
No, this is all work in progress. But I might upload a new pack today. Tons of things unfinished, but if I wait till everything is done, I'll upload never. ^^

I also might just delete the VERMIN_MICRO. They use tile 178 for "a swarm of" small flying vermin, but that tiles is also wagons, smoke, falling leaves and more... it would allow me to give the 5 vermin types proper graphics. Again, tiniest of balance changes in the game, since micro-vermin leave no remains, but if I make them normal vermin, they'd do.
Title: Re: ☼Meph Tileset☼ V1.75 - 32x - 44.03 - Win/Mac/Linux - Updated 28th Dec
Post by: dambros on January 02, 2018, 07:43:37 am
This amount of detail you put into this graphics pack is the reason I keep using it over ascii ones. I will definitely check it out if the new version once you release it.
Title: Re: ☼Meph Tileset☼ V1.75 - 32x - 44.03 - Win/Mac/Linux - Updated 28th Dec
Post by: Mrok Girl on January 02, 2018, 08:19:20 am
No, this is all work in progress. But I might upload a new pack today. Tons of things unfinished, but if I wait till everything is done, I'll upload never. ^^

Looking forward to it! I love this tileset the most and really appreciate your work :) <3
Title: Re: ☼Meph Tileset☼ V1.75 - 32x - 44.03 - Win/Mac/Linux - Updated 28th Dec
Post by: Meph on January 02, 2018, 08:47:16 am
<<< ☼Download☼ - V1.8 for DF 44.03 - WINDOWS >>> (http://dffd.bay12games.com/file.php?id=12499)

UPDATE!

This time the update changes the entire style of six regions. It has a huge impact on the visual style of your embark zone, so listen up! New, unique graphics for: Evil, Good, Volcano, Cavern 1, Cavern 2, Cavern 3 and the HFS. Last update already got the glaciers done.

A note on the volcanic graphics: Just like ice-walls and ice-floors look unique since 1.75, now Obsidian gets a new look. Smoothed and engraved Obsidian walls and floors get their own, special sprites. But (!) this only works on obsidian that was made through magma/water, as well as the walls of a volcano. It does not (!) work on normal obsidian layer stone.

Other changes in this version include the workshops, which all have been redone; Transparent backgrounds for dwarves and domestic pets; almost 100 new decorational buildings; and gems look more natural now.

Changelog:
 - Updated to dfhack beta and twbt6.31. Aka newest versions.
 - Fixed dead sapling and a couple minor pixel errors.
 - Tree colors are more varied, especially feather/glumprong now look white/magenta again.
 - Fixed corpsepiece/bodypart tile.
 - Children playing make-believe look better now.
 - Added 50+ new creature sprites.
 - Remade all domestic creatures, including new child/undead versions.
 - Dwarves and domestic creatures now have transparent backgrounds.
 - Added new constructed floor tile.
 - Added new tileset for obsidian walls/floors/stairs. (only works on magma-created obsidian)
 - Changed design of cavern 1
 - Changed design of cavern 2
 - Changed design of cavern 3
 - Changed design of Evil regions
 - Changed design of Good regions
 - Changed design of HFS
 - New design for cavern plants.
 - New design for cavern trees.
 - Remade all workshops.
 - Almost 100 new decorations: Oil paintings.
 - New gems, 8 types, that look more naturally encased in rock.
 - Engraving shows an animated tile of the dwarf now.

So, lets see.

Spoiler: Creature transparency (click to show/hide)
Spoiler: Animated engraver (click to show/hide)
Spoiler: New gems (click to show/hide)
Spoiler: New workshops (click to show/hide)
Spoiler: Workshop colors (click to show/hide)
Spoiler: New creature sprites (click to show/hide)
Spoiler: New giant mushrooms (click to show/hide)

Spoiler: Animated EVIL region (click to show/hide)
Spoiler: GOOD region (click to show/hide)
Spoiler: Volcano region (click to show/hide)
Spoiler: Cavern 1, Shrooms (click to show/hide)
Spoiler: Cavern 2, Fungi (click to show/hide)
Spoiler: Cavern 3, Brambles (click to show/hide)
Spoiler: The HFS (click to show/hide)

Spoiler: 96 oil paintings (click to show/hide)

The new oil paintings are build just like the other decorations. You build a free, 1-tile "painting" workshop, and run a reaction to "hang painting #X" to show the fitting graphic.

Credits:
 - Obsidian Soul for the domestic pet sprites; some added/altered by me.
 - Mifki for the TWBT update that allows transparent creature backgrounds.
 - Vordak, Kromtec and Jecowa for their ongoing support and suggestions.
 - Painting sprites by DeviantArt user Ayene-chan (https://ayene-chan.deviantart.com/art/RPG-Maker-VX-Small-Paintings-338749301). Thank you for making them free to use, regardless of game or license. :)
And a few resources from modded minecraft sets:
  - http://pixeljoint.com/pixelart/67541.htm  DustyCraft by Dusty (7 tiles)
  - ArestiansDawn Minecraft tileset by Levaunt (1 tile, Hellsand, heavily altered)
  - Derivation_5 Minecraft tileset by theVoid1313 (1 tile, Hellsand)

Next I can probably update the screenshots and documentation included, make a proper, full credits file, make all creatures transparent, make kid-creature sprites, proper war/hunting creature sprites, a few optional features (like no raw changes on plant depths), and I getting a good idea how to add Vordaks dwarves. Because they look awesome. ;)
Title: Re: ☼Meph Tileset☼ V1.8 - 32x - 44.03 - Win/Mac/Linux - Updated 2nd January
Post by: somebears on January 02, 2018, 08:49:58 am
I love you
Title: Re: ☼Meph Tileset☼ V1.8 - 32x - 44.03 - Win/Mac/Linux - Updated 2nd January
Post by: Kromtec on January 02, 2018, 08:52:24 am
Can't wait to get home and try it out! Soooo excited!
Title: Re: ☼Meph Tileset☼ V1.8 - 32x - 44.03 - Win/Mac/Linux - Updated 2nd January
Post by: Meph on January 02, 2018, 08:56:41 am
Oh yeah, and all the fish are done.

Fish/Aquatic - 100% done

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


Only a few mammals and animal men missing.

PS: I'm not sorry for the Narwal sprite.
Title: Re: ☼Meph Tileset☼ V1.8 - 32x - 44.03 - Win/Mac/Linux - Updated 2nd January
Post by: Mrok Girl on January 02, 2018, 09:05:59 am
YES thank you! Are the fish sprites you just posted in the new update as well?
Title: Re: ☼Meph Tileset☼ V1.8 - 32x - 44.03 - Win/Mac/Linux - Updated 2nd January
Post by: Meph on January 02, 2018, 09:14:24 am
YES thank you! Are the fish sprites you just posted in the new update as well?
Sure.
Title: Re: ☼Meph Tileset☼ V1.8 - 32x - 44.03 - Win/Mac/Linux - Updated 2nd January
Post by: Mrok Girl on January 02, 2018, 11:11:30 am
I'm having a small problem - the zone designations don't blink so when I try to set up a pasture zone on top of a plant gathering zone, I can't tell where the pasture boundaries are. I know the blinking was annoying but it was actually the only way I could set up pastures and food gathering in the same place. Think you could make them blink again, or at least change colour so I can tell where the smaller zones on top of the bigger one are?
Title: Re: ☼Meph Tileset☼ V1.8 - 32x - 44.03 - Win/Mac/Linux - Updated 2nd January
Post by: Meph on January 02, 2018, 02:48:29 pm
Better?

Spoiler (click to show/hide)
Title: Re: ☼Meph Tileset☼ V1.8 - 32x - 44.03 - Win/Mac/Linux - Updated 2nd January
Post by: Kromtec on January 02, 2018, 03:12:44 pm
First of all let me say that the changes in 1.8 are all I wished for and more!  :D

I uploaded an updated save (http://dffd.bay12games.com/file.php?id=13374) of my game to DFFD.
Press Shift+H, I have named all the levels where there is a little more going on.

The new domestic animals look very nice and the caverns are awesome.

Minor issues I found in V1.8
Some corpses still show wrong tiles. You can find them right in front of the main entrance, next to the dog pasture and a few in the refuse stockpiles next to the volcano. (1 z-level below the surface)
(https://i.imgur.com/JS1JOsW.png)

The new gems look great, I love them. I haven't found all 8 of them, but one of the 3-4 gem tiles I have found has the color on a slightly shifted position and looks a bit weird:
(https://i.imgur.com/7g5YfJT.png)(https://i.imgur.com/GC4NKxQ.png)

The dralthas now have the same sprite for adults and children. But it's the sprite that doesn't fit the ingame description. They should have ecru skin and a yellow mane.
(https://i.imgur.com/Zw3xUYQ.png)

Oh and pedestals behave exactly like display cases. They get invisible after placing an item on them. (Tavern now has two pedestals with artifacts too)
Better?

Spoiler (click to show/hide)
Yes, much better!
Title: Re: ☼Meph Tileset☼ V1.8 - 32x - 44.03 - Win/Mac/Linux - Updated 2nd January
Post by: Mrok Girl on January 02, 2018, 03:16:30 pm
Better?

Spoiler (click to show/hide)

Much better <3
Title: Re: ☼Meph Tileset☼ V1.8 - 32x - 44.03 - Win/Mac/Linux - Updated 2nd January
Post by: Meph on January 02, 2018, 03:53:04 pm
I'll have a look through your save. :)

The gem color is not shifted, it's a glow. On purpose. The lights falls through them and throws a colored shadow on the rocks around them. Probably not the best idea. ^^

Draltha I didnt check, but it should be trivial to give them the correct color.

Still no idea about pedestals/display cases. None at all.

The corpses... ha, found it! They tricked me. They always use CREATURE_TILE, in 764 cases. In 3 cases, it's CREATURE_SOLDIER_TILE. ^^ Dwarves, Elves and Human soldiers have their own special tile numbers. (curiously enough, Goblins and Kobolds don't have them). I tried overriding it, but it doesn't work, since they are intelligent units.

Corpses fixed. They were elf-corpses. Well done.



Title: Re: ☼Meph Tileset☼ V1.8 - 32x - 44.03 - Win/Mac/Linux - Updated 2nd January
Post by: Kromtec on January 02, 2018, 04:02:43 pm
The gem color is not shifted, it's a glow. On purpose. The lights falls through them and throws a colored shadow on the rocks around them. Probably not the best idea. ^^
It looks good on the other gem tiles I've found, but on this particular one it looks a little bit off.

The corpses... ha, found it! They tricked me. They always use CREATURE_TILE, in 764 cases. In 3 cases, it's CREATURE_SOLDIER_TILE. ^^ Dwarves, Elves and Human soldiers have their own special tile numbers. (curiously enough, Goblins and Kobolds don't have them). I tried overriding it, but it doesn't work, since they are intelligent units.

Corpses fixed. They were elf-corpses. Well done.
Great!
Title: Re: ☼Meph Tileset☼ V1.8 - 32x - 44.03 - Win/Mac/Linux - Updated 2nd January
Post by: Meph on January 03, 2018, 03:28:21 am
Thanks to Kromtec and Mrok Girl, I turned my attention to zones, which I completely ignored so far... as well as ashes/broken ammo, which was around plenty in Komtecs save.

Traffic designations... fast, slow, restricted. Then activity zone, then selected activity zone.:
(https://i.imgur.com/3cWq3W3.png)

Constructions and channeling
(https://i.imgur.com/abCbmPj.png)

Wagons and smoke:
(https://i.imgur.com/7SVUQmK.png)

Ashes and broken ammo:
(https://i.imgur.com/RZVAAEp.png)

And a redditor suggested something about the trade depot (unsure about that one... I like the iconic original design)
(https://i.imgur.com/xN8hp9m.png)
Title: Re: ☼Meph Tileset☼ V1.8 - 32x - 44.03 - Win/Mac/Linux - Updated 2nd January
Post by: Kromtec on January 03, 2018, 04:28:25 am
The zones and designations look awesome as do the broken ammo and ashes sprites!

Smoke/wagon tiles are fine but now they look a bit too solid for smoke/miasma.
It never bothered me with Phoebus:
(http://i.imgur.com/QvreEKH.png)
But now looking at it after playing some time with this tileset it wasn't very coherent there either.

I'm not very fond of the trade depot, I think the original one looks more dwarfy.
Title: Re: ☼Meph Tileset☼ V1.8 - 32x - 44.03 - Win/Mac/Linux - Updated 2nd January
Post by: Sver on January 03, 2018, 05:39:28 am
Zones and designations look great.

I too think that the "thick smoke" tiles look kinda too blocky. Personally, I'd rather tolerate borderless wagons - but then again, that might be just me.

I find the new Trade depot design quite interesting.
Title: Re: ☼Meph Tileset☼ V1.8 - 32x - 44.03 - Win/Mac/Linux - Updated 2nd January
Post by: Meph on January 03, 2018, 05:43:18 am
My reasoning is this: Wagons will always exist in every fortress. People will see them. Smoke and miasma are optional.

Therefore a nicer wagon is more important than nicer miasma.
Title: Re: ☼Meph Tileset☼ V1.8 - 32x - 44.03 - Win/Mac/Linux - Updated 2nd January
Post by: Meph on January 03, 2018, 07:01:59 am
Turns out that making proper child-graphics and undead-graphics is a lot of work.  ::)

(https://i.imgur.com/oTE19zK.png)

Red X means that they don't exist ingame. Fairy and Pixie are vermin, the Sea Monster, Grimeling, Nightwing, Harpy, Foul Blendec, Blizzard Man and Bronze Colossus are mono-gendered races and don't have children.

About half of those are the last leftover of Obsidian Soul sprites, the rest I made myself.

The war/hunting dragon and rocs got some slight changes, like coloration, a saddle or a collar.
Title: Re: ☼Meph Tileset☼ V1.8 - 32x - 44.03 - Win/Mac/Linux - Updated 2nd January
Post by: mifki on January 03, 2018, 07:30:36 am
Stripes make everything better, I like.

I also like the trade depot idea, but it needs tweaking, the market stalls look too much like chests to me.
Title: Re: ☼Meph Tileset☼ V1.8 - 32x - 44.03 - Win/Mac/Linux - Updated 2nd January
Post by: Mrok Girl on January 03, 2018, 08:18:52 am
I like the designations, the zones, and the ashes. Not too sure about the smoke/wagon but I think I could get used to it. Trade depot - like mifki said, looks too much like chests. I kinda like the regular classic design too but I guess if you're improving everything, why not this :) Sprites look nifty ^^
Title: Re: ☼Meph Tileset☼ V1.8 - 32x - 44.03 - Win/Mac/Linux - Updated 2nd January
Post by: Meph on January 03, 2018, 08:29:06 am
I'm not a big fan of the trade depot design I posted. I like the original one more, but someone suggested it, so I thought it would be best to share it... see what other people think.

Edit: Concepts for animal-men visitors... although I'm not even sure if you get them. Could someone please enlighten me? (Edit: ZM5 did enlighten me. Turns out they are exceedingly rare.)

(https://i.imgur.com/7mU0uJG.png)

(https://i.imgur.com/GNKSfqF.png)
Title: Re: ☼Meph Tileset☼ V1.8 - 32x - 44.03 - Win/Mac/Linux - Updated 2nd January
Post by: Pvt. Pirate on January 03, 2018, 11:33:53 am
i like the original trade depot better.
the borderless wagon never bothered me - maybe make the border less "strong" in contrast so it doesnt make smoke and miasma look too strange. btw: are smoke and miasma bound to use the same tile and could they be overwritten?
Title: Re: ☼Meph Tileset☼ V1.8 - 32x - 44.03 - Win/Mac/Linux - Updated 2nd January
Post by: Meph on January 03, 2018, 12:37:04 pm
All flows are bound to the same tiles, 176, 177, 178 (and occasionally 219, but it's rare). Miasma, smoke, ocean spray, waterfalls... and none of them can be overriden.

They are also the wagon tiles (176 and 178), and all three are used in insect swarms of microvermin, which also can't be overridden or changed.

The same tiles also have 3-4 other uses, but luckily those I can override.

And: creature_large_riverlake in Obsidian style with child- and zombie- versions.

(https://i.imgur.com/4kaoGto.png)
Title: Re: ☼Meph Tileset☼ V1.8 - 32x - 44.03 - Win/Mac/Linux - Updated 2nd January
Post by: Hommit on January 03, 2018, 01:29:44 pm
Imo, better have good smoke. Wagon will be deconstructed shortly anyway, but there is going to be lots of miasma/smoke/fog for sure.
Title: Re: ☼Meph Tileset☼ V1.8 - 32x - 44.03 - Win/Mac/Linux - Updated 2nd January
Post by: Meph on January 03, 2018, 01:52:52 pm
The embark wagon is not affected by this, it always looks like proper wooden planks. It's a building. The tiles 176-178 are only used for wagon creatures, which arrive with caravans.

large_tundra
(https://i.imgur.com/ibmdHjm.png)

large_mountain
(https://i.imgur.com/hL2ZyHg.png)
Title: Re: ☼Meph Tileset☼ V1.8 - 32x - 44.03 - Win/Mac/Linux - Updated 2nd January
Post by: Vordak on January 03, 2018, 03:13:25 pm
It was supposed to be some kind of bearman - muzzle is not like, It resembles a rat).
Spoiler: Bearman (click to show/hide)
Title: Re: ☼Meph Tileset☼ V1.8 - 32x - 44.03 - Win/Mac/Linux - Updated 2nd January
Post by: lysaght on January 03, 2018, 03:34:15 pm
Love this tileset Meph - playing on 44.03.

Early days yet but everything looks sweet.

Spoiler (click to show/hide)
Title: Re: ☼Meph Tileset☼ V1.8 - 32x - 44.03 - Win/Mac/Linux - Updated 2nd January
Post by: Meph on January 03, 2018, 04:06:36 pm
Ah, I wish I could use something like this for all animal-men, but I think the game will crash automatically, while merging all the graphic files. Mifki explained it to me here:

Quote
The limits question is more important. There's no fixed number, it depends on graphics card used. I think all currently used cards should support texture size 4096x4096 or at least 2048x2048. This gives 64 512x512 sheets or at least 16 sheets. It may seem ok then, but this also includes all creature graphics, so I really need to find a way to split tiles into several GPU textures and not worry about limits anymore.
Summary: All graphic tiles have to fit into one large, 4096x4096 png.

If we add just military professions to the 200 animal-people and other intelligent humanoids, that's 24*200*32px. With some professions to cover the visitors, scholars, performers, etc, lets make it 35 extra sprites per creature.

35*200= 7000 sprites. With creature transparency, 14000, because of the -bg files. With some good templates thats doable, but would crash. I alread have 10x 512x512 tilesets in data/art, and the large procedual sets for Titans, Demons, Nightcreatures and FBs are 1024x832, of which there are 4.

Overall I think there is enough space left for about 4000-5000 sprites. That's guess-work, but an educated guess.

tl;dr: Vordak, I/we/you can't do full spritesheets for all animal men. Only a few selected professions. I thought about 4: Melee, Ranged, Scholar, Performer. That's 1600 sprites in total. (200 creatures * 4 = 800. Times two for the -bg files) That's well within the limits of TWBT.

Title: Re: ☼Meph Tileset☼ V1.8 - 32x - 44.03 - Win/Mac/Linux - Updated 2nd January
Post by: Vordak on January 03, 2018, 04:17:18 pm
tl;dr: Vordak, I/we/you can't do full spritesheets for all animal men. Only a few selected professions. I thought about 4: Melee, Ranged, Scholar, Performer. That's 1600 sprites in total. (200 creatures * 4 = 800. Times two for the -bg files) That's well within the limits of TWBT.
It's probably good because for extremely rare animal-men make a complete set - it's a waste of time.

Title: Re: ☼Meph Tileset☼ V1.8 - 32x - 44.03 - Win/Mac/Linux - Updated 2nd January
Post by: Meph on January 03, 2018, 04:22:50 pm
I agree. Much more important to make the kid-versions. And undead versions. ^^

The war/hunting training is easy, it's only 40 sprites or so. In total. :)

Edit: I'm still thinking that child/undead sprites take a lot of work... but it does look better than a straight copy that has a little "KID" note on it. Those are made entirely new by me, but I tried sticking to Obsidians style.

(https://i.imgur.com/O4yyd5J.png)
Title: Re: ☼Meph Tileset☼ V1.8 - 32x - 44.03 - Win/Mac/Linux - Updated 2nd January
Post by: Kromtec on January 04, 2018, 04:07:52 am
large_tundra
(https://i.imgur.com/ibmdHjm.png)

large_mountain
(https://i.imgur.com/hL2ZyHg.png)
Love the bear in battle armor!  :D
To have proper child/war/hunt/undead graphics for at least the most common animals would make a big difference.

It was supposed to be some kind of bearman - muzzle is not like, It resembles a rat).
Spoiler: Bearman (click to show/hide)
Now I want to have a bearman in my fortress.


Maybe an approach to solve the problem with hauled items:
In the GemSet graphics, DragonDePlatino left the main tileset mostly ascii and handled all graphics in override files. So whenever something is hauled and the sprite falls back to the main tileset at least a sprite is shown that can be better associated with the performed task.
(https://raw.githubusercontent.com/DFgraphics/GemSet/master/data/art/gemset_map.png)
Doesn't have to be all ascii like in his set, but keep only fallback sprites in the main tileset and outsource everything to overrides.
Could this be a possible solution or doesn't that work with the newer features like transparency?

Title: Re: ☼Meph Tileset☼ V1.8 - 32x - 44.03 - Win/Mac/Linux - Updated 2nd January
Post by: Meph on January 04, 2018, 05:01:22 am
That doesn't work. I could have left most of the items in the main tileset in that case... for example most of the carried items are furniture or crafts... which I could leave in the main tileset. But I decided to outsource them, to have more space for grasses and vermin; aka things I don't want or can't use overrides for.
Title: Re: ☼Meph Tileset☼ V1.8 - 32x - 44.03 - Win/Mac/Linux - Updated 2nd January
Post by: Novaris on January 04, 2018, 05:05:09 am
Is it just my version or do the track stops look like bookcases? Also, zones look like bookcases as well...
Title: Re: ☼Meph Tileset☼ V1.8 - 32x - 44.03 - Win/Mac/Linux - Updated 2nd January
Post by: Kromtec on January 04, 2018, 05:23:23 am
That doesn't work. I could have left most of the items in the main tileset in that case... for example most of the carried items are furniture or crafts... which I could leave in the main tileset. But I decided to outsource them, to have more space for grasses and vermin; aka things I don't want or can't use overrides for.

Thats too bad, then lets hope mifki works his magic and finds a way eventually. Would be cool to see a music note when someone plays an instrument instead of a soup spoon or leaves.  ;D

Is it just my version or do the track stops look like bookcases? Also, zones look like bookcases as well...
Don't know about the tracks (haven't built them so far in my current game) but Meph showed the new zone sprites that should be in the next version:
Traffic designations... fast, slow, restricted. Then activity zone, then selected activity zone.:
(https://i.imgur.com/3cWq3W3.png)

Constructions and channeling
(https://i.imgur.com/abCbmPj.png)
Title: Re: ☼Meph Tileset☼ V1.8 - 32x - 44.03 - Win/Mac/Linux - Updated 2nd January
Post by: Meph on January 04, 2018, 05:33:15 am
Track stops I haven't worked on yet.

Wait... instruments don't show as instruments when carried? Because the instrument tile is still the original, I don't use overrides on them. (Checked your fort, only one guy reciting poetry... blinking in the "children playing make believe" tile. :/ )

Baby and undead reptiles:
(https://i.imgur.com/EloHIr9.png)

And the same for desert_new:
(https://i.imgur.com/nFzNoaf.png)

Beware the zombie tortoise!
Title: Re: ☼Meph Tileset☼ V1.8 - 32x - 44.03 - Win/Mac/Linux - Updated 2nd January
Post by: Mrok Girl on January 04, 2018, 06:28:06 am
Dead dwarf bodies show up as cages. Is that intentional?

There are actually 3 bodies on the image below, but the pointer is covering two. They also look like cages but in different colour (one is purple? Presumably cos a noble died?)

Spoiler (click to show/hide)

Edit: Also I generated a world with short history (125 years) and almost none of my dwarfs have any relationships. I only got one migrant pair. This is concerning because I was planning to increase the size of the fort slowly with childbirths. Is this because I chose a civ that is on the other side of the world and so the game is spawning dwarfs out of thin air, or is something wrong with the raws?
Title: Re: ☼Meph Tileset☼ V1.8 - 32x - 44.03 - Win/Mac/Linux - Updated 2nd January
Post by: Kromtec on January 04, 2018, 06:32:29 am
Wait... instruments don't show as instruments when carried? Because the instrument tile is still the original, I don't use overrides on them. (Checked your fort, only one guy reciting poetry... blinking in the "children playing make believe" tile. :/ )

No, when they haul an instrument it might be the right sprite.

The top right icons with music notes are displayed when a dwarf plays music or dances I think.
(https://raw.githubusercontent.com/DFgraphics/GemSet/master/data/art/gemset_map.png)(https://78.media.tumblr.com/4b7fd577d78e08796f7e11425131cd68/tumblr_o0dwhoGyKy1tikbl5o1_400.gif)


That would be a soup spoon and leaves in your set:
(https://raw.githubusercontent.com/jecowa/Meph/master/data/art/Meph_32x32.png)

edit:
Oh, now I just realized, there are two graphics for eggs on this sheet (in the first and in the last row). Can it be that the eggs in the first row are used for hauled rocks?
Title: Re: ☼Meph Tileset☼ V1.8 - 32x - 44.03 - Win/Mac/Linux - Updated 2nd January
Post by: Meph on January 04, 2018, 06:41:50 am
Kromtec, you have no idea how useful your feedback it. :) I use the tile numbers in the wiki, but it seems to be hilariously outdated, especially concerning blinking tiles and anything that is no actual object (like a music note).

I can certainly fix those. Both tiles I can rearrange.

Mrok Girl, not intentional. Which version is that? If it's the newest one, could you please upload the save? (And I did nothing to raws, like relationships etc)
Title: Re: ☼Meph Tileset☼ V1.8 - 32x - 44.03 - Win/Mac/Linux - Updated 2nd January
Post by: Mrok Girl on January 04, 2018, 06:58:21 am
Mrok Girl, not intentional. Which version is that? If it's the newest one, could you please upload the save? (And I did nothing to raws, like relationships etc)

It is the 1.8 version, the one you uploaded a couple of days ago. As for the save, sure but um, I haven't done it in a while - which folder has the latest game save? The 'current' one or the 'region 1' one?
Title: Re: ☼Meph Tileset☼ V1.8 - 32x - 44.03 - Win/Mac/Linux - Updated 2nd January
Post by: jecowa on January 04, 2018, 07:10:14 am
"current" is usually an empty folder. Upload region 1.
Title: Re: ☼Meph Tileset☼ V1.8 - 32x - 44.03 - Win/Mac/Linux - Updated 2nd January
Post by: Mrok Girl on January 04, 2018, 07:16:08 am
Thanks, it's uploading :)
Title: Re: ☼Meph Tileset☼ V1.8 - 32x - 44.03 - Win/Mac/Linux - Updated 2nd January
Post by: Meph on January 04, 2018, 07:33:46 am
(https://i.imgur.com/Wo0a5oy.png)

 :)
Title: Re: ☼Meph Tileset☼ V1.8 - 32x - 44.03 - Win/Mac/Linux - Updated 2nd January
Post by: Mrok Girl on January 04, 2018, 07:37:09 am
Some other people died and it appears it's the military dwarves that turn into cages upon death, the regular dorfs' corpses appear normal. Upload is still going >_>
Title: Re: ☼Meph Tileset☼ V1.8 - 32x - 44.03 - Win/Mac/Linux - Updated 2nd January
Post by: Kromtec on January 04, 2018, 07:46:20 am
(https://i.imgur.com/Wo0a5oy.png)

 :)

Nice!  :)

Have you seen my edit?
edit:
Oh, now I just realized, there are two graphics for eggs on this sheet (in the first and in the last row). Can it be that the eggs in the first row are used for hauled rocks?

According to the wiki for Status Icon (http://dwarffortresswiki.org/index.php/DF2014:Status_icon). An upper case Z flashes when a dwarf sleeps. On that position is no sprite in your sheet.
Title: Re: ☼Meph Tileset☼ V1.8 - 32x - 44.03 - Win/Mac/Linux - Updated 2nd January
Post by: Mrok Girl on January 04, 2018, 07:58:38 am
Finally, it uploaded: http://dffd.bay12games.com/file.php?id=13385
Title: Re: ☼Meph Tileset☼ V1.8 - 32x - 44.03 - Win/Mac/Linux - Updated 2nd January
Post by: Meph on January 04, 2018, 08:12:29 am
I do have a "Zzz" there, but I removed it by accident. I already added it back in... that one I know. But the "+" for injuries for example, or * for paralized...  and it seems I have to remove the children-playing sprite... it's ", also used for reciting poetry and telling stories. :/

Again, super helpful. Now I can make 3 more status icon: Paralyzed, Poetry/Storytelling/Playing and "Injured".

Mh.
Quote
Masterpiece quality tags, unmined Gem Cluster*, Rough Gems and Raw Glass, unmined bituminous coal*, mined bituminous coal*, currency symbol, spider webs, pond turtle*, sun, gear assemblies, paralyzed indicator, fireballs, bandit camps on travel map, towns on world map, night creature senses, artifact gem doors
Seems getting one sprite that fits all "*" topics is nearly impossible.

Double Me. The injury indicator is also smoothed floors. Which is bad, because I really don't want to use overrides on floors.

Title: Re: ☼Meph Tileset☼ V1.8 - 32x - 44.03 - Win/Mac/Linux - Updated 2nd January
Post by: Meph on January 04, 2018, 08:14:54 am
Mrok Girl: open creature_standard.txt, find CREATURE_SOLDIER_TILE:2 and replace it with :1. That's it. Corpses fixed.

I already fixed them in my dev version, that's why I was a bit confused.
Title: Re: ☼Meph Tileset☼ V1.8 - 32x - 44.03 - Win/Mac/Linux - Updated 2nd January
Post by: Vordak on January 04, 2018, 08:25:18 am
Misses in tiles.
_MDF_items - Floor Grate, Anvil.
_MDF_items_bg - Anvil.
_MDF_items_top - Anvil, Totem, Bookcase, Statue.
Spoiler (click to show/hide)
Title: Re: ☼Meph Tileset☼ V1.8 - 32x - 44.03 - Win/Mac/Linux - Updated 2nd January
Post by: Meph on January 04, 2018, 08:43:52 am
You know, those tiny lines in that screenshot look useful.

"And thus Meph learned about grids in photoshop". ^^

Thanks, I'll fix those.
Title: Re: ☼Meph Tileset☼ V1.8 - 32x - 44.03 - Win/Mac/Linux - Updated 2nd January
Post by: Mrok Girl on January 04, 2018, 08:58:51 am
Mrok Girl: open creature_standard.txt, find CREATURE_SOLDIER_TILE:2 and replace it with :1. That's it. Corpses fixed.

I already fixed them in my dev version, that's why I was a bit confused.

Thanks!

Something else though, if you look at my previous screenshot the name 'Dwarf Fortress' on top of the screen is all black. As if only the background loaded? It makes reading some stuff tricky. The same happens when you go to the 'z' menu, the name of the fort looks like that too, all black. Is this intended?
Title: Re: ☼Meph Tileset☼ V1.8 - 32x - 44.03 - Win/Mac/Linux - Updated 2nd January
Post by: Meph on January 04, 2018, 09:32:43 am
That's hardcoded. DF uses only the background color for them, it's called inverted-tiles. They are a horror for any tileset-maker. Usually I just override them with TWBT, but that doesn't work in the text.

Unrelated to that, making undead fish was surprisingly fun. ^^
(https://i.imgur.com/rm4Hhm4.png)
Title: Re: ☼Meph Tileset☼ V1.8 - 32x - 44.03 - Win/Mac/Linux - Updated 2nd January
Post by: Mrok Girl on January 04, 2018, 09:59:32 am
Ah, gotcha :) I guess I'll just have to remember the name of my current fort xD

Those fishies are neat!
Title: Re: ☼Meph Tileset☼ V1.8 - 32x - 44.03 - Win/Mac/Linux - Updated 2nd January
Post by: Meph on January 04, 2018, 10:23:24 am
Well, I can fix it, somehow... transparency, alpha-layer, stuff, thingies... but I don't know how that affects the look of the normal letters. tbh I'm not exactly sure how it works. Edit: Wait, no. I do. But it wont work, because the letters are embossed. :/

Solution: You can just use one of the more normal fonts that I include.

Small_mammals_new.png:
(https://i.imgur.com/2KPVISN.png)

Insects and their zombified counterparts.
(https://i.imgur.com/nHiA9dw.png)
Title: Re: ☼Meph Tileset☼ V1.8 - 32x - 44.03 - Win/Mac/Linux - Updated 2nd January
Post by: Mrok Girl on January 04, 2018, 11:51:19 am
Eep those insects are creepy!

BTW I just built some glass workshops and they require architecture now. I don't recall them needing that earlier. Was that a recent change?
Title: Re: ☼Meph Tileset☼ V1.8 - 32x - 44.03 - Win/Mac/Linux - Updated 2nd January
Post by: Meph on January 04, 2018, 11:53:19 am
Eep those insects are creepy!

BTW I just built some glass workshops and they require architecture now. I don't recall them needing that earlier. Was that a recent change?
I don't change anything in the raws. This is not a mod.

All furnaces have always required architecture.

...and creature_mountain_new.png
(https://i.imgur.com/sRAWL6J.png)

Edit: And lets add a playing-make-believe/storytelling/reciting-poetry icon to the mix. First one.

(https://i.imgur.com/e0rOwGc.png)
Title: Re: ☼Meph Tileset☼ V1.8 - 32x - 44.03 - Win/Mac/Linux - Updated 2nd January
Post by: Pvt. Pirate on January 04, 2018, 01:24:56 pm
It was supposed to be some kind of bearman - muzzle is not like, It resembles a rat).
Spoiler: Bearman (click to show/hide)
you could put the ears more to the top of the head and make them appear less behind the head. that could make them look more like bears than rats.
Title: Re: ☼Meph Tileset☼ V1.8 - 32x - 44.03 - Win/Mac/Linux - Updated 2nd January
Post by: Kromtec on January 04, 2018, 02:34:56 pm
(https://i.imgur.com/LUh4qET.gif)
(https://i.imgur.com/UDDewO9.gif)
When a dwarf reads a book in the library it flashes with this basin sprite and sometimes with the pedestal sprite.

All the animals look really cool btw. I'm tempted to try an ocean embark with the next version.
Title: Re: ☼Meph Tileset☼ V1.8 - 32x - 44.03 - Win/Mac/Linux - Updated 2nd January
Post by: Archmonk on January 04, 2018, 03:33:26 pm
Just wanted to thank you, Meph, for sharing your fantastic work!

After thinking nothing would ever get me away from Phoebus, I just spent a couple of very enjoyable hours with Meph 44_03--not sure if I can go back now! :)
Title: Re: ☼Meph Tileset☼ V1.8 - 32x - 44.03 - Win/Mac/Linux - Updated 2nd January
Post by: Meph on January 04, 2018, 03:49:11 pm
Mrok Girl, thanks for the hint with the track stops:
(https://i.imgur.com/aP0mKG9.png)

And Kromtec, people reading books now show a book:
(https://i.imgur.com/EOOwlJz.png)

:)
Title: Re: ☼Meph Tileset☼ V1.8 - 32x - 44.03 - Win/Mac/Linux - Updated 2nd January
Post by: Kromtec on January 04, 2018, 04:36:58 pm
Edit: And lets add a playing-make-believe/storytelling/reciting-poetry icon to the mix. First one.

(https://i.imgur.com/e0rOwGc.png)
What do you think of a theatre mask in the bubble?
Spoiler (click to show/hide)

Mrok Girl, thanks for the hint with the track stops:
(https://i.imgur.com/aP0mKG9.png)

And Kromtec, people reading books now show a book:
(https://i.imgur.com/EOOwlJz.png)

:)
Nice!

I uploaded an updated save (http://dffd.bay12games.com/file.php?id=13386) where my fortress is now the mountainhome.
F4 are the chambers of the queen and F5 is a library. Maybe it helps you with testing.

The pedestal in the throne room has an artifact crown and shows no sprite like the pedestals in the tavern previously.
The pedestals on the right in bed and dining room have artifact clothing on them and show a sprite!
Spoiler (click to show/hide)


Title: Re: ☼Meph Tileset☼ V1.8 - 32x - 44.03 - Win/Mac/Linux - Updated 2nd January
Post by: Meph on January 04, 2018, 05:28:46 pm
I'm having a look at your save. It must be a twbt bug. It has the same output in the print-twbt-override script, both items use overrides, both items use transparencies, and both pedestals are of the same quality/material.

If you press "c" to stop displaying it, you see the crown. If you put it back on display, you see the crown, till you move the view once. As soon as twbt/df has to redraw the tiles, the crown turns invisible.

At this point I'm sure that it's something only Mifki himself can fix.

Oh, but the Dralthas on your front porch are yellow-maned now. ;)

(https://i.imgur.com/HOpXW1I.gif)

(https://i.imgur.com/02ZdbYI.gif)

No idea why I didn't think of the tragedy/comedy masks... after all I picked them for the Therapist poet profession icon. ^^ Guess one fits better for "telling a story", the other is more fitting for "reciting poetry". I do like the masks more.

Edit: Oh, and people reading books show books... but people reading quires show pedestals. ;)

Title: Re: ☼Meph Tileset☼ V1.8 - 32x - 44.03 - Win/Mac/Linux - Updated 2nd January
Post by: mifki on January 04, 2018, 06:11:05 pm
I'm having a look at your save. It must be a twbt bug. It has the same output in the print-twbt-override script, both items use overrides, both items use transparencies, and both pedestals are of the same quality/material.

I disabled TWBT completely and still could not see the crown.
Title: Re: ☼Meph Tileset☼ V1.8 - 32x - 44.03 - Win/Mac/Linux - Updated 2nd January
Post by: Mrok Girl on January 04, 2018, 06:11:37 pm

I uploaded an updated save (http://dffd.bay12games.com/file.php?id=13386) where my fortress is now the mountainhome.
F4 are the chambers of the queen and F5 is a library. Maybe it helps you with testing.

The pedestal in the throne room has an artifact crown and shows no sprite like the pedestals in the tavern previously.
The pedestals on the right in bed and dining room have artifact clothing on them and show a sprite!
Spoiler (click to show/hide)

Those chambers look very royal :) Are the walls engraved or just smoothed?

And I like the little icons for reading/singing/poetry!
Title: Re: ☼Meph Tileset☼ V1.8 - 32x - 44.03 - Win/Mac/Linux - Updated 2nd January
Post by: IlFedaykin on January 04, 2018, 06:53:56 pm
I'm having a look at your save. It must be a twbt bug. It has the same output in the print-twbt-override script, both items use overrides, both items use transparencies, and both pedestals are of the same quality/material.

If you press "c" to stop displaying it, you see the crown. If you put it back on display, you see the crown, till you move the view once. As soon as twbt/df has to redraw the tiles, the crown turns invisible.

I noticed some time ago that tiles seem to be "dragged around" when you move the view. It's an old bug (possibly already fixed, haven't played in a while) and i don't know if it's related, but it's for sure due to twbt.
In my varios cases were usually bridge tiles that changed to wall ones when moving the visual or farm plots dragging on black tiles.
Welcome back, btw. Awesome work with the tileset.
Title: Re: ☼Meph Tileset☼ V1.8 - 32x - 44.03 - Win/Mac/Linux - Updated 2nd January
Post by: mifki on January 04, 2018, 07:48:49 pm
I'm having a look at your save. It must be a twbt bug. It has the same output in the print-twbt-override script, both items use overrides, both items use transparencies, and both pedestals are of the same quality/material.

If you press "c" to stop displaying it, you see the crown. If you put it back on display, you see the crown, till you move the view once. As soon as twbt/df has to redraw the tiles, the crown turns invisible.

I noticed some time ago that tiles seem to be "dragged around" when you move the view. It's an old bug (possibly already fixed, haven't played in a while) and i don't know if it's related, but it's for sure due to twbt.
In my varios cases were usually bridge tiles that changed to wall ones when moving the visual or farm plots dragging on black tiles.
Welcome back, btw. Awesome work with the tileset.

With tilesets like Meph's, "twbt redraw_all 1" must be used.
Title: Re: ☼Meph Tileset☼ V1.8 - 32x - 44.03 - Win/Mac/Linux - Updated 2nd January
Post by: IlFedaykin on January 04, 2018, 08:29:47 pm
I see, I was mistaken. Thanks for the mod, anyway, it really makes wonderful things possible.
Title: Re: ☼Meph Tileset☼ V1.8 - 32x - 44.03 - Win/Mac/Linux - Updated 2nd January
Post by: mifki on January 04, 2018, 08:38:59 pm
I see, I was mistaken. Thanks for the mod, anyway, it really makes wonderful things possible.

Not your fault, Meph should have this in his dfhack.init actually, don't know why he didn't notice problems without it.
Title: Re: ☼Meph Tileset☼ V1.8 - 32x - 44.03 - Win/Mac/Linux - Updated 2nd January
Post by: jecowa on January 04, 2018, 08:41:17 pm
With tilesets like Meph's, "twbt redraw_all 1" must be used.

Is this because nearly everything in the pack is using overrides?

Is the disadvantage to this feature that it requires more GPU power?
Title: Re: ☼Meph Tileset☼ V1.8 - 32x - 44.03 - Win/Mac/Linux - Updated 2nd January
Post by: mifki on January 04, 2018, 08:59:22 pm
With tilesets like Meph's, "twbt redraw_all 1" must be used.

Is this because nearly everything in the pack is using overrides?

Is the disadvantage to this feature that it requires more GPU power?

It's required when there are many overrides for a single tile number, usually affecting terrain. In that case it may happen that neither a tile nor its colour in the buffer changes when scrolling but still has to be processed because after overrides it will be different. With this option TWBT processes all tiles every frame.

Not GPU but yeah it requires more processing, but we don't have a choice anyway. Eventually TWBT will undergo a major rewrite which is required to support multiple GPU textures and overrides for all workshop tiles, and I'm going to change (hopefully also meaning optimise) how the tiles are processed, and this option won't be needed.
Title: Re: ☼Meph Tileset☼ V1.8 - 32x - 44.03 - Win/Mac/Linux - Updated 2nd January
Post by: jecowa on January 05, 2018, 12:07:42 am
I like the optimizations in the creature graphics in 1.8. And I like all your commenting in the raws. Those are always educational.

In the main graphics tilesheet on tile 219 (the full "box" of the box characters), there's a little strip in the alpha channel that might be miscolored. It's noticeable in the mining designations:
Spoiler (click to show/hide)
But maybe it's supposed to be a glare.
Title: Re: ☼Meph Tileset☼ V1.8 - 32x - 44.03 - Win/Mac/Linux - Updated 2nd January
Post by: Meph on January 05, 2018, 01:37:45 am
The tiles that are "drawn" around:
Quote
twbt redraw_all 0|1 This command controls the full redraw mode, in which all tiles are updated each frame - useful for some tilesets in case of graphics issues when scrolling.

Mifki did indeed fix it, but it's off by default since the script works harder when it's on, possibly affecting framerate.
Title: Re: ☼Meph Tileset☼ V1.8 - 32x - 44.03 - Win/Mac/Linux - Updated 2nd January
Post by: Kromtec on January 05, 2018, 02:33:57 am
Those chambers look very royal :) Are the walls engraved or just smoothed?
Yes, the walls are all engraved. My main engraver has an obsession with a peregrin falcon woman who is the sheriff of my civilization, so most of the engravings are about her.  ;D
Title: Re: ☼Meph Tileset☼ V1.8 - 32x - 44.03 - Win/Mac/Linux - Updated 2nd January
Post by: Meph on January 05, 2018, 02:50:41 am
tundra_taiga_new:
(https://i.imgur.com/sJN95Nw.png)
Title: Re: ☼Meph Tileset☼ V1.8 - 32x - 44.03 - Win/Mac/Linux - Updated 2nd January
Post by: Kromtec on January 05, 2018, 04:38:27 am
Papaya tree trunks have a stair sprite.
(https://i.imgur.com/4JhHumm.png)
Title: Re: ☼Meph Tileset☼ V1.8 - 32x - 44.03 - Win/Mac/Linux - Updated 2nd January
Post by: jecowa on January 05, 2018, 05:17:34 am
I think I see the problem. It looks like maybe there is a papaya fruit attached to the trunk of the papaya tree. The same thing might be happening to Bananas and Dates. Most fruits attach themselves to the branches, but Papaya, Banana, and Date attach to the trunk of the tree. These are the current overrides for the papaya fruit:

Code: [Select]
[OVERRIDE:60:T:TreeBranches:_MDF_overrides_2:60] papaya
[OVERRIDE:60:T:TreeBranchesSmooth:_MDF_overrides_2:60]
[OVERRIDE:60:T:TreeTwigs:_MDF_overrides_2:60]

I'm wondering if it needs to have an override that specifies the trunk of the tree instead of the branches. I'm not very familiar with overrides codes, but you might try adding this to your overrides.txt file:

Code: [Select]
[OVERRIDE:60:T:TreeTrunk:_MDF_overrides_2:60]
[OVERRIDE:60:T:TreeTrunkInterior:_MDF_overrides_2:60]
[OVERRIDE:60:T:TreeTrunkSloping:_MDF_overrides_2:60]
[OVERRIDE:60:T:TreeTrunkPillar:_MDF_overrides_2:60]
[OVERRIDE:60:T:TreeCap:_MDF_overrides_2:60]
[OVERRIDE:60:T:TreeCapPillar:_MDF_overrides_2:60]
[OVERRIDE:60:T:TreeCapRamp:_MDF_overrides_2:60]
[OVERRIDE:60:T:Trunk:_MDF_overrides_2:60]

Maybe one of those will work.

Title: Re: ☼Meph Tileset☼ V1.8 - 32x - 44.03 - Win/Mac/Linux - Updated 2nd January
Post by: Meph on January 05, 2018, 05:39:50 am
Please let me know if that fixes it. Trees are very hard to test, since I can't spawn them or find specific ones at embark.

I'm currently re-doing cavern creatures.

Quote
Gorlak. A small, round humanoid found wandering the caves deep underground.  Most of its body is taken up by a huge tusked mouth.

Gorlaks are small good-aligned humanoids encountered in cavern areas. Despite their appearance they are mostly harmless, although will prove to be an annoyance due to spamming cancelled jobs, and occasional weak attacks against animals or sleeping dwarves. Easily dispatched by even a novice military dwarf and/or most civilians. Gorlaks can learn, so they may visit a fortress.

(https://i.imgur.com/5W3Sdts.png)

I hope to one day see some visiting a fort. :D
Title: Re: ☼Meph Tileset☼ V1.8 - 32x - 44.03 - Win/Mac/Linux - Updated 2nd January
Post by: Kromtec on January 05, 2018, 06:24:29 am
I think I see the problem. It looks like maybe there is a papaya fruit attached to the trunk of the papaya tree. The same thing might be happening to Bananas and Dates. Most fruits attach themselves to the branches, but Papaya, Banana, and Date attach to the trunk of the tree. These are the current overrides for the papaya fruit:

Code: [Select]
[OVERRIDE:60:T:TreeBranches:_MDF_overrides_2:60] papaya
[OVERRIDE:60:T:TreeBranchesSmooth:_MDF_overrides_2:60]
[OVERRIDE:60:T:TreeTwigs:_MDF_overrides_2:60]

I'm wondering if it needs to have an override that specifies the trunk of the tree instead of the branches. I'm not very familiar with overrides codes, but you might try adding this to your overrides.txt file:

Code: [Select]
[OVERRIDE:60:T:TreeTrunk:_MDF_overrides_2:60]
[OVERRIDE:60:T:TreeTrunkInterior:_MDF_overrides_2:60]
[OVERRIDE:60:T:TreeTrunkSloping:_MDF_overrides_2:60]
[OVERRIDE:60:T:TreeTrunkPillar:_MDF_overrides_2:60]
[OVERRIDE:60:T:TreeCap:_MDF_overrides_2:60]
[OVERRIDE:60:T:TreeCapPillar:_MDF_overrides_2:60]
[OVERRIDE:60:T:TreeCapRamp:_MDF_overrides_2:60]
[OVERRIDE:60:T:Trunk:_MDF_overrides_2:60]

Maybe one of those will work.

Thanks, that worked!
(https://i.imgur.com/T1L7ayI.png)

These lines where invalid though:
(https://i.imgur.com/6u26Gsg.png)

Please let me know if that fixes it. Trees are very hard to test, since I can't spawn them or find specific ones at embark.

I'm currently re-doing cavern creatures.

Quote
Gorlak. A small, round humanoid found wandering the caves deep underground.  Most of its body is taken up by a huge tusked mouth.

Gorlaks are small good-aligned humanoids encountered in cavern areas. Despite their appearance they are mostly harmless, although will prove to be an annoyance due to spamming cancelled jobs, and occasional weak attacks against animals or sleeping dwarves. Easily dispatched by even a novice military dwarf and/or most civilians. Gorlaks can learn, so they may visit a fortress.

(https://i.imgur.com/5W3Sdts.png)

I hope to one day see some visiting a fort. :D
Wow, now I want a gorlak scholar in my library.
Title: Re: ☼Meph Tileset☼ V1.8 - 32x - 44.03 - Win/Mac/Linux - Updated 2nd January
Post by: Meph on January 05, 2018, 06:46:52 am
Perfect, I'll add the fix for fruits-on-trunks asap.

How about plump helmet men?

(https://i.imgur.com/HF69n0l.png)
Title: Re: ☼Meph Tileset☼ V1.8 - 32x - 44.03 - Win/Mac/Linux - Updated 2nd January
Post by: ZM5 on January 05, 2018, 06:59:28 am
You might want to remove the tiny faces on them, since, well, they don't actually have any (unless the MW version is different) - Gorlaks also have more of a goldenrod skin colour than green (IIRC thats their only skin colour option too - not sure why whoever drew the wiki image made them green - then again cutebolds are also a thing despite DF kobolds not being that at all).

Fun fact - PHM are more like "mushroom golems" than "mushroom people". They don't even have fingers or toes.

I admit that this tileset seems to go for a bit sillyness, going from the Spongebob and Sonic tiles, so maybe aside from tiny moustaches you could have TF2 spy-masks on the spies.
Title: Re: ☼Meph Tileset☼ V1.8 - 32x - 44.03 - Win/Mac/Linux - Updated 2nd January
Post by: Meph on January 05, 2018, 07:11:27 am
Gorlaks do have faces... BODY_HEAD:BASIC_3PARTARMS:BASIC_3PARTLEGS:2EYES:2EARS:NOSE. The color, you are absolutely right... I took the wiki picture as reference, should have checked the raws.

Title: Re: ☼Meph Tileset☼ V1.8 - 32x - 44.03 - Win/Mac/Linux - Updated 2nd January
Post by: Rose on January 05, 2018, 07:12:17 am
Meph, you can just spawn trees in arena mode for testing tilesets. Time does pass, and they do get flowers and fruits over time. You can even use dfhack to change the date and that will work instantly.


And it's mushroom men without faces.
Title: Re: ☼Meph Tileset☼ V1.8 - 32x - 44.03 - Win/Mac/Linux - Updated 2nd January
Post by: ZM5 on January 05, 2018, 07:15:25 am
I was talking about Plump Helmet Men in regards to the no-face no-fingers/toes bit - I'm aware Gorlaks do have faces.
Title: Re: ☼Meph Tileset☼ V1.8 - 32x - 44.03 - Win/Mac/Linux - Updated 2nd January
Post by: Kromtec on January 05, 2018, 07:15:53 am
Gorlaks do have faces... BODY_HEAD:BASIC_3PARTARMS:BASIC_3PARTLEGS:2EYES:2EARS:NOSE. The color, you are absolutely right... I took the wiki picture as reference, should have checked the raws.

No, he meant the plump helmet men.
Spoiler (click to show/hide)

Gorlaks according to Toady:
Spoiler (click to show/hide)
Title: Re: ☼Meph Tileset☼ V1.8 - 32x - 44.03 - Win/Mac/Linux - Updated 2nd January
Post by: Meph on January 05, 2018, 07:19:31 am
No faces mean no expressions. I'll leave them in.

Goldenrod skin and red eyes coming up...
(https://i.imgur.com/UeTCshW.png)

Any other things I've gotten wrong on the next_underground file?

(https://i.imgur.com/nm39ecx.png)

It's floatin guts, drunian, creeping eye, cave crawler, blind cave ogre, cap hopper.
 magma crab, crundle, hungry head, flesh ball, elk bird, helmet snake.
green devourer, rutherer, creepy crawler, draltha, giant earthworm, blood man.
bug bat, manera, molemarian, jabberer, pond grabber, blind cave bear.
cave dragon, reacher, gabbro man, gorlak, cave floater, plump helmet man.
cave blob, amethyst man.

87 tiles in total. ^^

The missing children sprites are for the creatures without male/female caste. They can't have children, so I didnt design any.
Title: Re: ☼Meph Tileset☼ V1.8 - 32x - 44.03 - Win/Mac/Linux - Updated 2nd January
Post by: jecowa on January 05, 2018, 07:53:09 am

(https://i.imgur.com/i0cB3SL.png)

They're creepier with no faces.
Title: Re: ☼Meph Tileset☼ V1.8 - 32x - 44.03 - Win/Mac/Linux - Updated 2nd January
Post by: Rose on January 05, 2018, 07:55:01 am
I'm personally not a fan of the gorlak teeth. Makes them seem more evil than they're supposed to be.
Title: Re: ☼Meph Tileset☼ V1.8 - 32x - 44.03 - Win/Mac/Linux - Updated 2nd January
Post by: Meph on January 05, 2018, 08:32:23 am
But... but... they are smiling!  :P
Title: Re: ☼Meph Tileset☼ V1.8 - 32x - 44.03 - Win/Mac/Linux - Updated 2nd January
Post by: ZM5 on January 05, 2018, 08:49:31 am
Seems to mostly be fine - the Blind Cave Ogre should be missing the eye though, and also only have two fingers (not sure if they're meant to be two claw-like fingers or more like a crab claw-grip). As with other cave critters, they're rather peculiar looking.

They're creepier with no faces.
Heh, yeah.

Admittedly, a lot of the creature would probably be a lot creepier than how the community interprets them. I.e people use the "cutebold" interpretation a lot, but given the drawing Toady used for them in Kobold Quest, and their in-game raws making their eyes glow yellow (their pupils themselves are yellow too), you probably wouldn't want to come across one on a dark night, despite how cowardly they are.

EDIT: Took a bit of a closer look at the green devourer - they are basically two-legged armless things with a featureless "head" that has no neck. They have those two fanged tentacles though. Think this drawing (https://i.pinimg.com/originals/5c/a9/ba/5ca9ba3713d5752d3fe6e2c62416174d.jpg) best demonstrates what they'd look like (though they have no eye on their "head" - I think their "bizarre appearance" prefstring is sorta underselling the truth).
Title: Re: ☼Meph Tileset☼ V1.8 - 32x - 44.03 - Win/Mac/Linux - Updated 2nd January
Post by: Meph on January 05, 2018, 09:03:20 am
Well, the plump helmet men I had before were like this:
(https://i.imgur.com/LCE0GyA.png)

But I thought it would be nicer to have a more... normal, friendly version, since they seem to be intelligent, fort-visiting entities that read and tell poetry and dance and the like.

Oh so slowly making progress...

riverlakepool_new
(https://i.imgur.com/LLKJ6Oj.png)
Title: Re: ☼Meph Tileset☼ V1.8 - 32x - 44.03 - Win/Mac/Linux - Updated 2nd January
Post by: Mrok Girl on January 05, 2018, 09:19:10 am
I for one like the plump helmet men with smiling faces <3
Title: Re: ☼Meph Tileset☼ V1.8 - 32x - 44.03 - Win/Mac/Linux - Updated 2nd January
Post by: Kromtec on January 05, 2018, 09:21:56 am
creeping eye - adult only has hands in your sprite instead of arms, child looks good
draltha - should be a huge massive grazer
manera - too similar face with crundle and gorlak - mouth should be more shark like according to wiki
jabberer - doesn't look frightening - looks like a giant puffy fledgling
cave blob -  should have a leathery half transparent skin filled with orange liquid
gorlak - I like the first design, but given that there is a drawing by toady himself I would give it tusks
plump helmet man - if you go with the more cute look - don't make the cap completely symmetric and I vote for no face :)

I personally don't mind if there are some easter egg sprites for rare creatures like the spider man or sonic ones.
But I don't think the more common creatures, especially the cave creatures should be to much "cutified" or made into a joke.
Title: Re: ☼Meph Tileset☼ V1.8 - 32x - 44.03 - Win/Mac/Linux - Updated 2nd January
Post by: Vordak on January 05, 2018, 09:24:27 am
(https://i.imgur.com/41muUWJ.png)(https://i.imgur.com/kqee03r.png)
What a stormy discussion of mushrooms.
Upd. child or other variation.
(https://i.imgur.com/bnlaefS.png)
Title: Re: ☼Meph Tileset☼ V1.8 - 32x - 44.03 - Win/Mac/Linux - Updated 2nd January
Post by: Meph on January 05, 2018, 09:46:42 am
Cool :)

Vordak, could you try your hand at the cat-people? Like lion man, cheetah man, etc? They give me a bit of trouble. ^^ (or birds_new.png. I really don't like that file.)
Title: Re: ☼Meph Tileset☼ V1.8 - 32x - 44.03 - Win/Mac/Linux - Updated 2nd January
Post by: Vordak on January 05, 2018, 10:04:43 am
I will try with cats. How many it will take time - unknown, now unfortunately there are urgent matters IRL.

birds_new.png - is there a version without a background? How I understand that there are only to draw weapons and some clothes.
Title: Re: ☼Meph Tileset☼ V1.8 - 32x - 44.03 - Win/Mac/Linux - Updated 2nd January
Post by: Meph on January 05, 2018, 10:11:52 am
I will try with cats. How many it will take time - unknown, now unfortunately there are urgent matters IRL.

birds_new.png - is there a version without a background? How I understand that there are only to draw weapons and some clothes.
No worries, take your time. :)

About the birds: I don't have any of them without the background. I've been busy removing it by hand the last 2 days... ^^ But I meant re-doing them, making better birds. And like all old files, they lack the children and zombie versions. I'm really not satisfied with how they look atm.
Title: Re: ☼Meph Tileset☼ V1.8 - 32x - 44.03 - Win/Mac/Linux - Updated 2nd January
Post by: Vordak on January 05, 2018, 10:18:19 am
New birds? This is extremely difficult to paint, because I do not distinguish birds at all - not known how to make them different.
Title: Re: ☼Meph Tileset☼ V1.8 - 32x - 44.03 - Win/Mac/Linux - Updated 2nd January
Post by: Meph on January 05, 2018, 10:39:42 am
I tried on one... Peregrine Falcon Man.

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

My old bird-men just look so crappy. ^^

Edit: Mh, it's actually fine if I make a individual sprite for each one, instead of recoloring and adding heads...  Adding different wings and feet to it, and colored trousers, and they already look much more diverse.

(https://i.imgur.com/PvmARbD.png)
Title: Re: ☼Meph Tileset☼ V1.8 - 32x - 44.03 - Win/Mac/Linux - Updated 2nd January
Post by: Vordak on January 05, 2018, 10:58:33 am
(https://i.imgur.com/2BoYWS9.png)
Most importantly thing - it is to correctly make a pattern.

From pants probably need to get rid of - either at all or replaced by a loincloth.
Title: Re: ☼Meph Tileset☼ V1.8 - 32x - 44.03 - Win/Mac/Linux - Updated 2nd January
Post by: Meph on January 05, 2018, 11:14:21 am
Why would you want to delete the pants?

I found patterns useful, if the creatures end up with the same body. For example grizzly bear, black bear, polar bear, cave bear... not sure if that will be true for all bird types.

birds.png finished:
(https://i.imgur.com/Bh6xj3t.png)

Pff... that makes 249 sprites for today so far.  :)
Title: Re: ☼Meph Tileset☼ V1.8 - 32x - 44.03 - Win/Mac/Linux - Updated 2nd January
Post by: Vordak on January 05, 2018, 11:22:58 am
(https://i.imgur.com/alIo4gQ.png)
So they will be more different from the more civilized beings.
Title: Re: ☼Meph Tileset☼ V1.8 - 32x - 44.03 - Win/Mac/Linux - Updated 2nd January
Post by: Meph on January 05, 2018, 11:47:02 am
Ah, that makes sense. And it looks better. :)

Edit: subterranean done. I outsourced the animal-men that are in tribes to their own file, because they will get more military sprites and the like. And the file has many vermin and single-caste creatures that can't have children... all in all fewer sprites than expected.

(https://i.imgur.com/xsNc28E.png)
Title: Re: ☼Meph Tileset☼ V1.8 - 32x - 44.03 - Win/Mac/Linux - Updated 2nd January
Post by: Meph on January 05, 2018, 03:44:36 pm
<<< ☼Download☼ - V1.9 for DF 44.03 - WINDOWS >>> (http://dffd.bay12games.com/file.php?id=12499)

Update!

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

A quality-of-life update. Mostly fixes and improvements of already existing tiles, as well as activity zones and notifications. The other big addition are zombies and children for about... 300 creatures or so, so about 600 new sprites. I also made over 1200 creature sprites with transparent background, and added professions like scholars, fighters or performers to some animal-men, Gorlaks and Plump Helmet people.

I also included Vordaks dwarf sprites (http://www.bay12forums.com/smf/index.php?topic=165118.0). They are now the default dwarf graphic; the old ObsidianSoul/Meph dwarves are also included in an extra folder as an optional feature.

Spoiler: Ingame (click to show/hide)

Thank you Vordak! :)


Visiting adventurers:
(https://i.imgur.com/UeTCshW.png)

Example of new children and zombie sprites:
Spoiler (click to show/hide)

Screenshots, here we go:

Spoiler: A storyteller (click to show/hide)

Spoiler: Track stops are fixed (click to show/hide)

Spoiler: Traffic designations (click to show/hide)


Credits:
 - Vordak for his dwarf sprites.
 - Denzi for a few creature sprites.
 - Obsidian Soul for a lot of the creature sprites.
 - Thanks to Jecowa, Mrok Girl and Kromtec for the good feedback and bug reports/solutions.

Changelog:
 - Vermin got their background back. (Creature transparency does not work on vermin)
 - Fixed corpse-tiles for military dwarves, military humans and military elves.
 - Fixed display of stockpiles on top of plants.
 - Carried boulders look like boulders again. (Eggs in nestboxes now look like boulders)
 - New Ash tiles. (3)
 - New broken ammo tiles. (2)
 - Pixies, Mosquitoes, Flies, Acorn Flies and Blood Gnats are no longer "swarms", but normal vermin. This gives them proper graphic sprites. (Sideeffect: Cats can kill them)
 - Children-playing-make-believe are now transparent.
 - New tile for Activity-Zones, aka pastures, hospital, etc.
 - Wagons of caravans look much, much better.
 - New smoke/miasma tiles.
 - New tile for construction designation (the blinking 'C' in vanilla DF)
 - Added about 600 new (or improved) sprites for creatures, especially child-version and undead-versions.
 - Gave about 1000 creature sprites transparent backgrounds.
 - Removed Gauges from Still, seemed too high-tech.
 - Added sprite for roc nests (in adv-mode)
 - Added sprites for musical notes, dancing and singing.
 - Added book-sprite for reading dwarves.
 - Fixed wrong sprites for banana and papaya fruits.
Title: Re: ☼Meph Tileset☼ V1.9 - 32x - 44.03 - Win/Mac/Linux - Updated 5th January
Post by: Kromtec on January 05, 2018, 04:05:12 pm
Thank you so much for all this hard work!
This looks awesome, sooo many cool fixes and improvements. I think I will start a new fortress with this version of the set. :)
Title: Re: ☼Meph Tileset☼ V1.9 - 32x - 44.03 - Win/Mac/Linux - Updated 5th January
Post by: Hylum on January 05, 2018, 04:40:13 pm
Awesome Meph! Thank you for the update! Will be playing this when I get home, I will let you know if I find any bugs.
Also thank you to all others involved with helping Meph on this project, awesome work!
Title: Re: ☼Meph Tileset☼ V1.9 - 32x - 44.03 - Win/Mac/Linux - Updated 5th January
Post by: jecowa on January 05, 2018, 05:39:40 pm
I think the bright red clothes overpower the rest of the sprite. Maybe lower the saturation, brightness, and contrast a bit.
(https://i.imgur.com/iAnQKTs.png)
Title: Re: ☼Meph Tileset☼ V1.9 - 32x - 44.03 - Win/Mac/Linux - Updated 5th January
Post by: Mrok Girl on January 05, 2018, 05:52:14 pm
Thanks for the update! I ported my save from 1.8 and everything appears to work fine :) especially the zones! <3
Title: Re: ☼Meph Tileset☼ V1.9 - 32x - 44.03 - Win/Mac/Linux - Updated 5th January
Post by: EvilWaffleThing on January 05, 2018, 06:12:47 pm
Awesome work meph, it looks great!
How would I go about updating my masterwork DF to use this?
I haven't played in years so I've forgotten how to mod the game.
Title: Re: ☼Meph Tileset☼ V1.9 - 32x - 44.03 - Win/Mac/Linux - Updated 5th January
Post by: Vordak on January 05, 2018, 06:27:22 pm
- Removed Gauges from Still, seemed too high-tech.
It seems like everything in the old.
Also Ballista head(Up) from Meph_32x32and Meph_32x32-bg shifted by 1 pixel to the right from a symmetrical position.
Title: Re: ☼Meph Tileset☼ V1.9 - 32x - 44.03 - Win/Mac/Linux - Updated 5th January
Post by: Meph on January 05, 2018, 06:27:48 pm
Awesome work meph, it looks great!
How would I go about updating my masterwork DF to use this?
I haven't played in years so I've forgotten how to mod the game.
You can't. It would break everything. This is a tileset for vanilla DF.

Edit: Started a little test-fort here. (http://www.bay12forums.com/smf/index.php?topic=169003.0)
Title: Re: ☼Meph Tileset☼ V1.9 - 32x - 44.03 - Win/Mac/Linux - Updated 5th January
Post by: Mrok Girl on January 05, 2018, 06:45:33 pm
I love this:

(http://i8.photobucket.com/albums/a9/Calanndra/songwise%203.jpg)

Two bards are chanting and the rest are simulating instruments, in a performance for the outpost liaison and some of their mates.

<3<3<3<3<3
Title: Re: ☼Meph Tileset☼ V1.9 - 32x - 44.03 - Win/Mac/Linux - Updated 5th January
Post by: LeoCean on January 05, 2018, 06:50:10 pm
He probably meant how would he go about taking the graphics from this over to masterwork, and that'd be rough(not compared with what you do of course), especially with all the creature tile changes. Gl.
Title: Re: ☼Meph Tileset☼ V1.9 - 32x - 44.03 - Win/Mac/Linux - Updated 5th January
Post by: EvilWaffleThing on January 05, 2018, 07:07:19 pm
You can't. It would break everything. This is a tileset for vanilla DF.

Edit: Started a little test-fort here. (http://www.bay12forums.com/smf/index.php?topic=169003.0)

I see, that's a shame but still a nice looking pack!
Thanks for the prompt response.
Title: Re: ☼Meph Tileset☼ V1.9 - 32x - 44.03 - Win/Mac/Linux - Updated 5th January
Post by: Meph on January 06, 2018, 03:04:22 am
He probably meant how would he go about taking the graphics from this over to masterwork, and that'd be rough(not compared with what you do of course), especially with all the creature tile changes. Gl.
Not only those, but also all items. Weapons, armors, tools... all plants... and of course the fact that Masterwork has about three times as much stuff than vanilla, of of which missing graphics.
Title: Re: ☼Meph Tileset☼ V1.9 - 32x - 44.03 - Win/Mac/Linux - Updated 5th January
Post by: Meph on January 06, 2018, 03:31:19 am
Seems that the microvermin change was a bit... ehm... how should I say this?

Spoiler: 1 month ingame (click to show/hide)

They keep respawning in giant swarms.

I think I might have found the reason:
Normal pop-number: [POPULATION_NUMBER:10:20]... mosquitos: [POPULATION_NUMBER:2500:5000].
Normal cluster-number: None or [CLUSTER_NUMBER:5:10]... mosquitos: [CLUSTER_NUMBER:100:200].
Title: Re: ☼Meph Tileset☼ V1.9 - 32x - 44.03 - Win/Mac/Linux - Updated 5th January
Post by: jecowa on January 06, 2018, 04:37:34 am

Spoiler: 1 month ingame (click to show/hide)

They keep respawning in giant swarms.

Could be the start of a 12 plagues mod.
Title: Re: ☼Meph Tileset☼ V1.9 - 32x - 44.03 - Win/Mac/Linux - Updated 5th January
Post by: mifki on January 06, 2018, 05:46:12 am
Why doesn't vermin background work now?
Title: Re: ☼Meph Tileset☼ V1.9 - 32x - 44.03 - Win/Mac/Linux - Updated 5th January
Post by: Novaris on January 06, 2018, 05:55:19 am
Interestingly, when you move your mouse cursor with active mousequery (the green cursor that follows the mouse movement) over the ashery workshop, the tile of the cursor changes... :D

EDIT: and dwarfes carrying or drinking out of glass goblets look like being caged :D but as it seems only when they drink out of the stockpile, if the pot is on the ground the flashing green goblet is vissible.

EDIT²: I anyway seem to have a weird bookcase infection going on in my fortress. hauled bars of metal look like bookcases as well :D

EDIT³: AND animals in pastures have the bookcase as background :D Also dwarfes in meeting areas stand in front of a bookcase .D
Title: Re: ☼Meph Tileset☼ V1.9 - 32x - 44.03 - Win/Mac/Linux - Updated 5th January
Post by: Meph on January 06, 2018, 07:42:13 am
Please upload the save. :)

Hauled bars, sure. They share a tile, but that's normal with the carried items.

I didn't consider drinking dwarves... I fixed that, they show a goblet now. Also while carrying goblets.

Edit: Ok, a few fixes.

Dwarves carrying tools look like this now:
(https://i.imgur.com/itVfCib.gif)

The bookcase-background in activity-zones is gone. It was because animals with transparency were on top of the overridden activity-zone tile.

Carried and used goblets (aka drinking from) look like goblets again.

No idea about the  "dwarfes in meeting areas stand in front of a bookcase" you mentioned. Edit2: Ah... you meant the meeting area zone. That's fixed too. :)

downside: Carried bars now look like a zone-tile, but there is only so much that I can do. :/

Title: Re: ☼Meph Tileset☼ V1.9 - 32x - 44.03 - Win/Mac/Linux - Updated 5th January
Post by: Rose on January 06, 2018, 08:06:21 am
Can I steal your sprites from this tileset for Armok Vision?
Title: Re: ☼Meph Tileset☼ V1.9 - 32x - 44.03 - Win/Mac/Linux - Updated 5th January
Post by: Meph on January 06, 2018, 08:19:51 am
As far as I know you already use a lot of them... didn't I send you all the items once? ;)

So yeah, sure, please go ahead. There are two sets of dwarves btw, one set is by Vordak, not me. Also credit Obsidian Soul please, he did a lot of the creatures and items, but he never released his own set with them, only posted mock-ups.
Title: Re: ☼Meph Tileset☼ V1.9 - 32x - 44.03 - Win/Mac/Linux - Updated 5th January
Post by: Rose on January 06, 2018, 08:23:15 am
Yeah, I have your items, but the creatures you have match the style of Armok Vision a lot better, which are what I've been eyeing specficially.

The dwarfs I don't need anyway, because I have nice high res sprites of those (Also mushroom men and badger men and snake men) but the other animals are all in a style that doesn't really fit very well. (Gemset, which looks great on its own, but not so much with the rest)
Title: Re: ☼Meph Tileset☼ V1.9 - 32x - 44.03 - Win/Mac/Linux - Updated 5th January
Post by: Meph on January 06, 2018, 08:24:42 am
Take anything you like. Just mind that I haven't finished the creatures yet. Lots of child/undead are only done as icons, and maybe 100 or so creatures are older, upscaled 16 or 24x sprites. Eventually I finished all of them.
Title: Re: ☼Meph Tileset☼ V1.9 - 32x - 44.03 - Win/Mac/Linux - Updated 5th January
Post by: Rose on January 06, 2018, 08:31:11 am
Take your time. I'm working on a big item update right now, that will take a bit still.

Though feel free to make as many creatures transparent as you can ;)
Title: Re: ☼Meph Tileset☼ V1.9 - 32x - 44.03 - Win/Mac/Linux - Updated 5th January
Post by: Meph on January 06, 2018, 08:37:23 am
<<< ☼Download☼ - V1.91 for DF 44.03 - WINDOWS >>> (http://dffd.bay12games.com/file.php?id=12499)

UPDATE 1.91

Quick bugfix update. Following fixes:

 - Added "twbt redraw_all 1" to the init, so no artefacts while scrolling anymore.
 - Fixed giant insect swarms. (mosquito, fly, acorn fly, pixie and blood gnats)
 - Fixed a few transparency issues on humans and elves.
 - Made procedually generated creatures transparent. (Titans, FBs, Demons and Nightcreatures)
 - Fixed 5 tiles with leftover pixels.
 - Fixed grass flower tiles. (the looked like cavern moss)
 - Added two new tiles for grass flowers.
 - All carried items now look like a small box. (That the dwarf uses to carry the item)
 - Dwarves drinking from goblets/mugs now properly show goblets/mugs. Also applies to carried items.
 - Creatures on activity zones (like dwarves in meeting areas or pastured animals on pastures) now show a highlighted background, instead of a bookcase.
 - Plump helmet men have no faces anymore.
 - Properly fixed date palms and papaya palms.

Special thanks to Jecowa for his continued support and suggested fixes. That helped so much. :)

Full changelog with the changes from yesterday:
Update 1.9!

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

A quality-of-life update. Mostly fixes and improvements of already existing tiles, as well as activity zones and notifications. The other big addition are zombies and children for about... 300 creatures or so, so about 600 new sprites. I also made over 1200 creature sprites with transparent background, and added professions like scholars, fighters or performers to some animal-men, Gorlaks and Plump Helmet people.

I also included Vordaks dwarf sprites (http://www.bay12forums.com/smf/index.php?topic=165118.0). They are now the default dwarf graphic; the old ObsidianSoul/Meph dwarves are also included in an extra folder as an optional feature.

Spoiler: Ingame (click to show/hide)

Thank you Vordak! :)


Visiting adventurers:
(https://i.imgur.com/UeTCshW.png)

Example of new children and zombie sprites:
Spoiler (click to show/hide)

Screenshots, here we go:

Spoiler: A storyteller (click to show/hide)

Spoiler: Track stops are fixed (click to show/hide)

Spoiler: Traffic designations (click to show/hide)


Credits:
 - Vordak for his dwarf sprites.
 - Denzi for a few creature sprites.
 - Obsidian Soul for a lot of the creature sprites.
 - Thanks to Jecowa, Mrok Girl and Kromtec for the good feedback and bug reports/solutions.

Changelog:
 - Vermin got their background back. (Creature transparency does not work on vermin)
 - Fixed corpse-tiles for military dwarves, military humans and military elves.
 - Fixed display of stockpiles on top of plants.
 - Carried boulders look like boulders again. (Eggs in nestboxes now look like boulders)
 - New Ash tiles. (3)
 - New broken ammo tiles. (2)
 - Pixies, Mosquitoes, Flies, Acorn Flies and Blood Gnats are no longer "swarms", but normal vermin. This gives them proper graphic sprites. (Sideeffect: Cats can kill them)
 - Children-playing-make-believe are now transparent.
 - New tile for Activity-Zones, aka pastures, hospital, etc.
 - Wagons of caravans look much, much better.
 - New smoke/miasma tiles.
 - New tile for construction designation (the blinking 'C' in vanilla DF)
 - Added about 600 new (or improved) sprites for creatures, especially child-version and undead-versions.
 - Gave about 1000 creature sprites transparent backgrounds.
 - Removed Gauges from Still, seemed too high-tech.
 - Added sprite for roc nests (in adv-mode)
 - Added sprites for musical notes, dancing and singing.
 - Added book-sprite for reading dwarves.
 - Fixed wrong sprites for banana and papaya fruits.
Title: Re: ☼Meph Tileset☼ V1.91 - 32x - 44.03 - Win/Mac/Linux - Updated 6th January
Post by: Meph on January 06, 2018, 10:15:20 am
Oh, found out something new while testing... you can override individual trap types.

(https://i.imgur.com/Os9ylL5.png)

Stonefall trap (trip-wire with a shadow on top). Pressure plate. Cage trap. Weapon trap. Spear/Spikes.
Title: Re: ☼Meph Tileset☼ V1.91 - 32x - 44.03 - Win/Mac/Linux - Updated 6th January
Post by: Pvt. Pirate on January 06, 2018, 11:22:16 am
so without faces and without a mouth, how can those toadmen tell tales?
Title: Re: ☼Meph Tileset☼ V1.91 - 32x - 44.03 - Win/Mac/Linux - Updated 6th January
Post by: Rose on January 06, 2018, 11:54:44 am
so without faces and without a mouth, how can those toadmen tell tales?

They actually can't.
Title: Re: ☼Meph Tileset☼ V1.91 - 32x - 44.03 - Win/Mac/Linux - Updated 6th January
Post by: Kromtec on January 06, 2018, 12:23:46 pm
I just got to try 1.91.

Two things I noticed:

Constructed bookcases look like zones
Spoiler (click to show/hide)

Fungiwood twigs and branches look like leaves
Spoiler (click to show/hide)

Everything other looks great in my old embark!
Title: Re: ☼Meph Tileset☼ V1.91 - 32x - 44.03 - Win/Mac/Linux - Updated 6th January
Post by: Meph on January 06, 2018, 12:34:37 pm
For the bookcases:
Code: [Select]
[OVERRIDE:240:B:ANY_STORAGE:Bookcase::_MDF_overrides_1:246] i:zone
[OVERRIDE:240:B:UNK_V42_2:Bookcase::_MDF_overrides_1:246] i:zone
[OVERRIDE:255:B:ANY_STORAGE:Bookcase::_MDF_overrides_1:246] i:zone

add it to the overrides.txt in data/init, below ######, and you'll be fine. I finally found out about UNK_V42_2, which is apparently the correct tag for constructed bookcases. ^^

The trees are already in my todo list, but didnt find the time to fix it yet. I kinda want to give them mushroom-growth leaves.

edit: why are the miners in your screenshot black/white?
Title: Re: ☼Meph Tileset☼ V1.91 - 32x - 44.03 - Win/Mac/Linux - Updated 6th January
Post by: Kromtec on January 06, 2018, 12:40:14 pm
For the bookcases:
Code: [Select]
[OVERRIDE:240:B:ANY_STORAGE:Bookcase::_MDF_overrides_1:246] i:zone
[OVERRIDE:240:B:UNK_V42_2:Bookcase::_MDF_overrides_1:246] i:zone
[OVERRIDE:255:B:ANY_STORAGE:Bookcase::_MDF_overrides_1:246] i:zone

add it to the overrides.txt in data/init, below ######, and you'll be fine. I finally found out about UNK_V42_2, which is apparently the correct tag for constructed bookcases. ^^

The trees are already in my todo list, but didnt find the time to fix it yet. I kinda want to give them mushroom-growth leaves.
Ok, thanks!

edit: why are the miners in your screenshot black/white?
They are legendary and flash between the colored and this black&white state. I took the screenshot exactly at the moment they flashed.
Title: Re: ☼Meph Tileset☼ V1.91 - 32x - 44.03 - Win/Mac/Linux - Updated 6th January
Post by: Mrok Girl on January 06, 2018, 01:23:57 pm
For the bookcases:
Code: [Select]
[OVERRIDE:240:B:ANY_STORAGE:Bookcase::_MDF_overrides_1:246] i:zone
[OVERRIDE:240:B:UNK_V42_2:Bookcase::_MDF_overrides_1:246] i:zone
[OVERRIDE:255:B:ANY_STORAGE:Bookcase::_MDF_overrides_1:246] i:zone

add it to the overrides.txt in data/init, below ######, and you'll be fine. I finally found out about UNK_V42_2, which is apparently the correct tag for constructed bookcases. ^^

The trees are already in my todo list, but didnt find the time to fix it yet. I kinda want to give them mushroom-growth leaves.

edit: why are the miners in your screenshot black/white?

Does that text go just in addition to the
Code: [Select]
[OVERRIDE:240:B:ANY_STORAGE:Bookcase::_MDF_overrides_5:238] i:zone
[OVERRIDE:255:B:ANY_STORAGE:Bookcase::_MDF_overrides_5:238] i:zone
that is already there, or instead of it?
Title: Re: ☼Meph Tileset☼ V1.91 - 32x - 44.03 - Win/Mac/Linux - Updated 6th January
Post by: Vordak on January 06, 2018, 01:26:31 pm
It is necessary to replace -
Code: [Select]
[OVERRIDE:240:B:ANY_STORAGE:Bookcase::_MDF_overrides_5:238] i:zone
[OVERRIDE:255:B:ANY_STORAGE:Bookcase::_MDF_overrides_5:238] i:zone

to -

Code: [Select]
[OVERRIDE:240:B:ANY_STORAGE:Bookcase::_MDF_overrides_1:246] i:zone
[OVERRIDE:240:B:UNK_V42_2:Bookcase::_MDF_overrides_1:246] i:zone
[OVERRIDE:255:B:ANY_STORAGE:Bookcase::_MDF_overrides_1:246] i:zone
Title: Re: ☼Meph Tileset☼ V1.91 - 32x - 44.03 - Win/Mac/Linux - Updated 6th January
Post by: Meph on January 06, 2018, 01:48:05 pm
Correct, replace the old entries.

Working a bit more on creatures... zombie large_tropical:
(https://i.imgur.com/dPiYEpr.png)
Title: Re: ☼Meph Tileset☼ V1.91 - 32x - 44.03 - Win/Mac/Linux - Updated 6th January
Post by: Vordak on January 06, 2018, 04:09:27 pm
(https://i.imgur.com/JzEoTpD.png)
It was supposed to be a lionman.
Upd. add lion.
Upd. a side effect of the work)    (https://i.imgur.com/TZOMKn9.gif)
Title: Re: ☼Meph Tileset☼ V1.91 - 32x - 44.03 - Win/Mac/Linux - Updated 6th January
Post by: LeoCean on January 06, 2018, 06:10:33 pm
You may be able to fix the bearmen (blackones) by getting rid of the white bucktooth, possibly making the ears rounder closer together on the top. The lionman maybe by getting rid of the green eyes(makes it look mutant(silver maybe?, or maybe gold if it works)), perhaps you love ratmen. :P Lions with light yellow brown skin/body(anyways should look quite different than the mane). They should probably have ears.

(https://imgur.com/5UrMeOC.gif)
(https://imgur.com/3RmxQF5.gif)
Title: Re: ☼Meph Tileset☼ V1.91 - 32x - 44.03 - Win/Mac/Linux - Updated 6th January
Post by: LeoCean on January 06, 2018, 07:18:55 pm
Edited the first lion, just changed the eyes a bit, moved the head up, added ears modified from the mutant bearman.(Wheres the delete button) Anyways might look a bit like a tigerman with those ears. Hmm the one I edited should have it's arms moved up 1 also, probably wouldn't hurt it.
Title: Re: ☼Meph Tileset☼ V1.91 - 32x - 44.03 - Win/Mac/Linux - Updated 6th January
Post by: Hylum on January 06, 2018, 07:19:57 pm
Maybe try giving them more of noticeable fangs more to the sides of the mouth?
Title: Re: ☼Meph Tileset☼ V1.91 - 32x - 44.03 - Win/Mac/Linux - Updated 6th January
Post by: Meph on January 07, 2018, 05:15:25 am
(https://i.imgur.com/U4oHjLy.png)

I tried. Cheetah man, Tiger man, Leopard man, Lion man.
Title: Re: ☼Meph Tileset☼ V1.91 - 32x - 44.03 - Win/Mac/Linux - Updated 6th January
Post by: LeoCean on January 07, 2018, 06:01:51 am
The first one looks like a rabbitman, maybe some mix breed between prey and predator... The other 3 fit pretty good. Looking closely it almost looks like a grasshopperman. Perhaps I'm looking to closely.
Title: Re: ☼Meph Tileset☼ V1.91 - 32x - 44.03 - Win/Mac/Linux - Updated 6th January
Post by: Vordak on January 07, 2018, 06:10:07 am
Blue cartoon eyes is terrible. I'm big surprised that of patterns selected the earliest and wretched. Use full-face is a bad decision.
I like it more (https://i.imgur.com/kQOszj0.png)

Cheetah man is good looking, but head should be slightly turned.

Tigerman (https://i.imgur.com/iB2W2xL.png)

Upd. Tzar of nature mutating to semiman(https://i.imgur.com/9eBNNnZ.png)
Title: Re: ☼Meph Tileset☼ V1.91 - 32x - 44.03 - Win/Mac/Linux - Updated 6th January
Post by: Novaris on January 07, 2018, 09:32:37 am
I upgraded to 1.91 and I must say, GREAT WORK. The bookcases are gone, only the constructed ones don't like like bookcases still but thats a minor thing. The mugs and goblets are ok and I love the new art for the social interactions.

A few things that I saw:
- hauled bags look like cages
- a few corpses look like cages (stray billy goat skeleton, stray cavy sow corpse)
- display cases are somehow strange. Rings and bracelets look like a fish (I guess Nemo :D), the crown looks like a smoothed floor, the scepter is an arrow, an animal trap and a figurine look like cages, a weapon rack looks like cavern floor or grass from an evil biome, gauntlets look like armor, a mini-forge like a normal toy duck, same for the toy axe.
- when you move your green mouse cursor into the ashery, the tile you move the cursor into changes it's style.
Title: Re: ☼Meph Tileset☼ V1.91 - 32x - 44.03 - Win/Mac/Linux - Updated 6th January
Post by: Meph on January 07, 2018, 09:35:26 am
Those are all twbt bugs, with items on top of items. If two things with overrides occupy the same tile, only one fof them works. For example the item on the display case.

Edit: War and hunting version.

(https://i.imgur.com/GmdUmJg.png)
Title: Re: ☼Meph Tileset☼ V1.91 - 32x - 44.03 - Win/Mac/Linux - Updated 6th January
Post by: Novaris on January 07, 2018, 09:43:31 am
thanks, then nevermind :)

I'm currently reverting your external wall sections because I looks weird when you construct the walls to fill holes inside of your mointainhome. Also, the tiles of WC2 aleady have a fortification on top while in DF the wall can be built on and only the next z-level would have a fortification if needed so I would love another foritification style for the normal walls which looks more like an opening to shoot through, still fooling around with this and use this for both smoothed wall and constructed. or a variant of the smoothed for constructed (like with visible bricks instead of the ornament or so).
Title: Re: ☼Meph Tileset☼ V1.91 - 32x - 44.03 - Win/Mac/Linux - Updated 6th January
Post by: Meph on January 07, 2018, 09:58:18 am
Not entirely what your very long fortification sentence means... ^^ but I can do a new sprite just for fortifications.

If you dont want the new constructions, just delete this from init/overrides:
Code: [Select]
#different wall tiles


[OVERRIDE:43:T:ConstructedFloor:_MDF_overrides_2:221]

[OVERRIDE:206:T:ConstructedFortification:_MDF_overrides_2:184]
[OVERRIDE:199:T:ConstructedPillar:_MDF_overrides_2:180]

[OVERRIDE:186:T:ConstructedWallUD:_MDF_overrides_2:167]
[OVERRIDE:205:T:ConstructedWallLR:_MDF_overrides_2:170]

[OVERRIDE:200:T:ConstructedWallRU:_MDF_overrides_2:181]
[OVERRIDE:211:T:ConstructedWallRU:_MDF_overrides_2:181]
[OVERRIDE:212:T:ConstructedWallRU:_MDF_overrides_2:181]
[OVERRIDE:200:T:ConstructedWallRU2:_MDF_overrides_2:181]
[OVERRIDE:211:T:ConstructedWallRU2:_MDF_overrides_2:181]
[OVERRIDE:212:T:ConstructedWallRU2:_MDF_overrides_2:181]
[OVERRIDE:200:T:ConstructedWallR2U:_MDF_overrides_2:181]
[OVERRIDE:211:T:ConstructedWallR2U:_MDF_overrides_2:181]
[OVERRIDE:212:T:ConstructedWallR2U:_MDF_overrides_2:181]

[OVERRIDE:188:T:ConstructedWallLU:_MDF_overrides_2:169]
[OVERRIDE:189:T:ConstructedWallLU:_MDF_overrides_2:169]
[OVERRIDE:190:T:ConstructedWallLU:_MDF_overrides_2:169]
[OVERRIDE:188:T:ConstructedWallLU2:_MDF_overrides_2:169]
[OVERRIDE:189:T:ConstructedWallLU2:_MDF_overrides_2:169]
[OVERRIDE:190:T:ConstructedWallLU2:_MDF_overrides_2:169]
[OVERRIDE:188:T:ConstructedWallL2U:_MDF_overrides_2:169]
[OVERRIDE:189:T:ConstructedWallL2U:_MDF_overrides_2:169]
[OVERRIDE:190:T:ConstructedWallL2U:_MDF_overrides_2:169]

[OVERRIDE:213:T:ConstructedWallRD:_MDF_overrides_2:164]
[OVERRIDE:214:T:ConstructedWallRD:_MDF_overrides_2:164]
[OVERRIDE:201:T:ConstructedWallRD:_MDF_overrides_2:164]
[OVERRIDE:213:T:ConstructedWallRD2:_MDF_overrides_2:164]
[OVERRIDE:214:T:ConstructedWallRD2:_MDF_overrides_2:164]
[OVERRIDE:201:T:ConstructedWallRD2:_MDF_overrides_2:164]
[OVERRIDE:213:T:ConstructedWallR2D:_MDF_overrides_2:164]
[OVERRIDE:214:T:ConstructedWallR2D:_MDF_overrides_2:164]
[OVERRIDE:201:T:ConstructedWallR2D:_MDF_overrides_2:164]

[OVERRIDE:183:T:ConstructedWallLD:_MDF_overrides_2:168]
[OVERRIDE:184:T:ConstructedWallLD:_MDF_overrides_2:168]
[OVERRIDE:187:T:ConstructedWallLD:_MDF_overrides_2:168]
[OVERRIDE:183:T:ConstructedWallLD2:_MDF_overrides_2:168]
[OVERRIDE:184:T:ConstructedWallLD2:_MDF_overrides_2:168]
[OVERRIDE:187:T:ConstructedWallLD2:_MDF_overrides_2:168]
[OVERRIDE:183:T:ConstructedWallL2D:_MDF_overrides_2:168]
[OVERRIDE:184:T:ConstructedWallL2D:_MDF_overrides_2:168]
[OVERRIDE:187:T:ConstructedWallL2D:_MDF_overrides_2:168]

[OVERRIDE:202:T:ConstructedWallLRU:_MDF_overrides_2:183]
[OVERRIDE:203:T:ConstructedWallLRD:_MDF_overrides_2:172]
[OVERRIDE:185:T:ConstructedWallLUD:_MDF_overrides_2:166]
[OVERRIDE:204:T:ConstructedWallRUD:_MDF_overrides_2:165]

[OVERRIDE:206:T:ConstructedWallLRUD:_MDF_overrides_2:171]

[OVERRIDE:62:T:ConstructedStairD:_MDF_overrides_2:186]
[OVERRIDE:60:T:ConstructedStairU:_MDF_overrides_2:187]
[OVERRIDE:88:T:ConstructedStairUD:_MDF_overrides_2:185]
#[OVERRIDE:88:T:ConstructedStairUD:_MDF_overrides_1:119::]old original
Title: Re: ☼Meph Tileset☼ V1.91 - 32x - 44.03 - Win/Mac/Linux - Updated 6th January
Post by: Novaris on January 07, 2018, 10:04:08 am
I noticed myself that i wrote that rather complicated after posting it.

Just imagine being a poor stone detailer, spending the whole day smoothing walls and just by accident a dumb miner destroys the wall right next to your masterwork hallway. And instead of just replacing the wall to match the rest and move on he builds up a complete different wall style and even puts fortifications on top :D as a stone detailer I would throw a tantrum :D

But thanks for the hint about the override removal!
Title: Re: ☼Meph Tileset☼ V1.91 - 32x - 44.03 - Win/Mac/Linux - Updated 6th January
Post by: Mrok Girl on January 07, 2018, 10:47:46 am
I noticed myself that i wrote that rather complicated after posting it.

Just imagine being a poor stone detailer, spending the whole day smoothing walls and just by accident a dumb miner destroys the wall right next to your masterwork hallway. And instead of just replacing the wall to match the rest and move on he builds up a complete different wall style and even puts fortifications on top :D as a stone detailer I would throw a tantrum :D

But thanks for the hint about the override removal!

Do you mean crenelations? The teeth on top of the constructed wall?
Title: Re: ☼Meph Tileset☼ V1.91 - 32x - 44.03 - Win/Mac/Linux - Updated 6th January
Post by: Novaris on January 07, 2018, 10:54:09 am
Yes indeed, thx for correcting my english. always a pleasure to learn something new.
Title: Re: ☼Meph Tileset☼ V1.91 - 32x - 44.03 - Win/Mac/Linux - Updated 6th January
Post by: Mrok Girl on January 07, 2018, 10:56:55 am
You're welcome :)
Title: Re: ☼Meph Tileset☼ V1.91 - 32x - 44.03 - Win/Mac/Linux - Updated 6th January
Post by: Vordak on January 07, 2018, 01:33:10 pm
(https://i.imgur.com/q1iUihm.png)

Cat-humans:
Pattern, Lion, Tiger, Jaguar, Leopard, Cougar, Cheetah.
Title: Re: ☼Meph Tileset☼ V1.91 - 32x - 44.03 - Win/Mac/Linux - Updated 6th January
Post by: jecowa on January 07, 2018, 02:55:00 pm
Upd. a side effect of the work)    (https://i.imgur.com/TZOMKn9.gif)
Is Mifki adding animation support?

(https://i.imgur.com/q1iUihm.png)

Cat-humans:
Pattern, Lion, Tiger, Jaguar, Leopard, Cougar, Cheetah.
The new animal people eyes look a lot less goofy.

(https://i.imgur.com/PTQewle.png)
This guy looks kind of familiar, though, but I don't know what from.

Edit: I just noticed that this graphics pack includes a bunch of files and folders other than the main "df_44_03_win" folder. I had heard about these, but had thought you must have forgotten to include them. I only noticed from watching the unrar process listing the files in the terminal window as it unpacked them. With so many files in my downloads folder, I didn't notice all the other ones being created before.
Title: Re: ☼Meph Tileset☼ V1.91 - 32x - 44.03 - Win/Mac/Linux - Updated 6th January
Post by: Novaris on January 07, 2018, 05:21:16 pm
It seems the constructed Tracks are somehow misordered. The SE track looks like the north easth and so on. I tweaked the override section for now to match the numbers and it seems to work but I'm not sure if thats already the solution. The OVERRIDE:30:T: sections have ascending numbers whereas the OVERRIDE:208:T: is scrambled. I matched all parts to the scrambled pattern and it seems to work.
Title: Re: ☼Meph Tileset☼ V1.91 - 32x - 44.03 - Win/Mac/Linux - Updated 6th January
Post by: Meph on January 07, 2018, 05:59:04 pm
Jecowa: Well, yeah... 101 files, 13 folders. :D

Novaris: I better test that. Maybe something got mixed up, but I was quite certain that it looked fine in a test fort. I'll check. :)
Title: Re: ☼Meph Tileset☼ V1.91 - 32x - 44.03 - Win/Mac/Linux - Updated 6th January
Post by: Vordak on January 07, 2018, 06:05:17 pm
It seems the constructed Tracks are somehow misordered.
What is your version of tileset? I have for example all right.
Spoiler (click to show/hide)
Title: Re: ☼Meph Tileset☼ V1.91 - 32x - 44.03 - Win/Mac/Linux - Updated 6th January
Post by: Novaris on January 07, 2018, 06:10:45 pm
It should be 1.91... I will also double-check. The normal tracks are ok, its the carved ramp tracks that are somewhat strange.

EDIT: I just love this tileset :D Just now a bunch of succubi marched into my fortress and were quickly met with fire.
Spoiler (click to show/hide)
Title: Re: ☼Meph Tileset☼ V1.91 - 32x - 44.03 - Win/Mac/Linux - Updated 6th January
Post by: Mrok Girl on January 07, 2018, 09:02:52 pm
So I'm having this problem where the the dorfs apparently can't see some stuff in the stockpiles. Just now a dwarf cancelled making stuff out of silk cloth claiming that there is no unused silk cloth available. Except there is - piles of it in the Cloth stockpile.

Do you think it's the problem with the DFhack and/or the overrides messing with something, or should I post it as a bug on Mantis?

Link to the save tomorrow, because it takes forever to upload and I need to sleep now.
Title: Re: ☼Meph Tileset☼ V1.91 - 32x - 44.03 - Win/Mac/Linux - Updated 6th January
Post by: Novaris on January 07, 2018, 09:19:34 pm
A few possible reasons:
- stockpile not in burrow while alarm active
- items forbidden or marked for dumping
- bins, barrels or bags used - items in bins are only available when there is no current job needing another item in the same barrel/bin/bag (consider quantum stockpiles if thats the case)
- burrow set to limit workshops into burrow / dwarf burrowed an not able to access stockpile
- another job running requiring cloth but job got suspended (like, in another workshop) - this job will block the bin with all the other cloth inside!
Title: Re: ☼Meph Tileset☼ V1.91 - 32x - 44.03 - Win/Mac/Linux - Updated 6th January
Post by: Meph on January 08, 2018, 01:50:28 am
Novaris, good catch with the ramp-tracks. They are indeed a bit off. I did only check the floor track (6 sets of them), but not the ramp-tracks.
Title: Re: ☼Meph Tileset☼ V1.91 - 32x - 44.03 - Win/Mac/Linux - Updated 6th January
Post by: Meph on January 08, 2018, 07:18:06 am
I'll focus on optimization now. Readme, legends, bugfixes, coloration, etc.

Here is the list of currently missing high-res creatures. You guys have been super kind with your input, so maybe some of you want to try your hand on them. All of them already exist in some way, but generally upscaled/blurry 16x16 versions with a background.

I'd be more than happy to make the children and zombie versions. But after so many days of staring at creature sprites, I need a break. ^^

Quote
##################\df_44_03_win\raw\graphics\graphics_4204_giant.txt (48 hits)
129: [GIANT_DEER]
136: [GIANT_FOX]
143: [GIANT_RACCOON]
150: [GIANT_MACAQUE_RHESUS]
157: [GIANT_COUGAR]
164: [GIANT_WOLF]
178: [GIANT_ALLIGATOR]
185: [GIANT_BUZZARD]
199: [GIANT_WARTHOG]
213: [GIANT_LEOPARD]
220: [GIANT_JAGUAR]
234: [GIANT_GAZELLE]
241: [GIANT_MANDRILL]
262: [GIANT_CROCODILE_SALTWATER]
269: [GIANT_VULTURE]
276: [GIANT_RHINOCEROS]
283: [GIANT_GIRAFFE]
339: [GIANT_TIGER]

##################\df_44_03_win\raw\graphics\graphics_4204_man.txt (48 hits)
10: [BLUEJAY_MAN]
17: [CARDINAL_MAN]
24: [GRACKLE_MAN]
31: [ORIOLE_MAN]
38: [RW_BLACKBIRD_MAN]
45: [FLY_MAN]
52: [ROACH_MAN]
94: [MARMOT_MAN]
129: [DEER_MAN]
136: [FOX_MAN]
143: [RACCOON_MAN]
150: [MACAQUE_RHESUS_MAN]
171: [GROUNDHOG_MAN]
178: [ALLIGATOR_MAN]
199: [WARTHOG_MAN]
234: [GAZELLE_MAN]
241: [MANDRILL_MAN]
262: [CROCODILE_SALTWATER_MAN]
283: [GIRAFFE_MAN]
290: [HONEY BADGER MAN]

##################\df_44_03_win\raw\graphics\graphics_birds_new.txt (84 hits)
17: [CROW_MAN]
24: [GIANT_CROW]
38: [RAVEN_MAN]
45: [GIANT_RAVEN]
52: [BIRD_CASSOWARY]
59: [CASSOWARY_MAN]
66: [GIANT_CASSOWARY]
73: [BIRD_KEA]
80: [KEA_MAN]
87: [GIANT_KEA]
101: [SNOWY_OWL_MAN]
108: [GIANT_SNOWY_OWL]
115: [SPARROW]
122: [SPARROW_MAN]
129: [GIANT_SPARROW]
136: [BIRD_STORK_WHITE] Black-faced Spoonbill
143: [WHITE_STORK_MAN]
150: [GIANT_WHITE_STORK]
157: [BIRD_LOON]
164: [LOON_MAN]
171: [GIANT_LOON]
178: [BIRD_OWL_BARN]
185: [BARN_OWL_MAN]
192: [GIANT_BARN_OWL]
199: [BIRD_PARAKEET]
206: [PARAKEET_MAN]
213: [GIANT_PARAKEET]
220: [BIRD_KAKAPO]
227: [KAKAPO_MAN]
234: [GIANT_KAKAPO]
241: [BIRD_PARROT_GREY]
248: [GREY_PARROT_MAN]
255: [GIANT_GREY_PARROT]
269: [PUFFIN_MAN]
276: [GIANT_PUFFIN]
283: [BIRD_SWAN]
290: [SWAN_MAN]
297: [GIANT_SWAN]
304: [BIRD_LORIKEET]
311: [LORIKEET_MAN]
318: [GIANT_LORIKEET]
325: [BIRD_WREN]
332: [WREN_MAN]
339: [GIANT_WREN]
346: [BIRD_OSPREY]
353: [OSPREY_MAN]
360: [GIANT_OSPREY]
367: [BIRD_EMU]
374: [EMU_MAN]
381: [GIANT_EMU]
388: [BIRD_COCKATIEL]
395: [COCKATIEL_MAN]
402: [GIANT_COCKATIEL]
409: [BIRD_LOVEBIRD_PEACH-FACED]
416: [PEACH-FACED_LOVEBIRD_MAN]
423: [GIANT_PEACH-FACED_LOVEBIRD]
430: [BIRD_MAGPIE]
437: [MAGPIE_MAN]
444: [GIANT_MAGPIE]
458: [KESTREL_MAN]
465: [GIANT_KESTREL]
472: [BIRD_ALBATROSS]
479: [ALBATROSS_MAN]
486: [GIANT_ALBATROSS]
493: [BIRD_OWL_GREAT_HORNED]
500: [GREAT_HORNED_OWL_MAN]
507: [GIANT_GREAT_HORNED_OWL]
514: [BIRD_EAGLE]
521: [EAGLE_MAN]
528: [GIANT_EAGLE]
542: [HORNBILL_MAN]
549: [GIANT_HORNBILL]
556: [BIRD_LOVEBIRD_MASKED]
563: [MASKED_LOVEBIRD_MAN]
570: [GIANT_MASKED_LOVEBIRD]
577: [BIRD_BUSHTIT]
584: [BUSHTIT_MAN]
591: [GIANT_BUSHTIT]

##################\df_44_03_win\raw\graphics\graphics_temperate_new.txt (63 hits)
17: [WILD_BOAR_MAN]
24: [GIANT_WILD_BOAR]
38: [COYOTE_MAN]
45: [GIANT_COYOTE]
59: [KANGAROO_MAN]
66: [GIANT_KANGAROO]
80: [KOALA_MAN]
87: [GIANT_KOALA]
108: [ECHIDNA]
136: [PORCUPINE]
213: [GIANT_BOBCAT]
220: [SKUNK]
227: [SKUNK_MAN]
234: [GIANT_SKUNK]
262: [HARE]
269: [HARE_MAN]
283: [RATTLESNAKE]
290: [RATTLESNAKE_MAN]
297: [GIANT_RATTLESNAKE]
304: [WEASEL]
311: [WEASEL_MAN]
318: [GIANT_WEASEL]
325: [COPPERHEAD_SNAKE]
332: [COPPERHEAD_SNAKE_MAN]
339: [GIANT_COPPERHEAD_SNAKE]
346: [IBEX]
353: [IBEX_MAN]
360: [GIANT_IBEX]
374: [WOMBAT_MAN]
381: [GIANT_WOMBAT]
395: [DINGO_MAN]
402: [GIANT_DINGO]
423: [GIANT_COATI]
430: [OPOSSUM]
437: [OPOSSUM_MAN]
444: [GIANT_OPOSSUM]

##################\df_44_03_win\raw\graphics\graphics_tropical_new.txt (60 hits)
10: [MONGOOSE]
17: [MONGOOSE_MAN]
24: [GIANT_MONGOOSE]
38: [HYENA_MAN]
45: [GIANT_HYENA]
80: [MONITOR_LIZARD_MAN]
87: [MONITOR_LIZARD]
94: [KING_COBRA]
101: [KING_COBRA_MAN]
108: [GIANT_KING_COBRA]
129: [GIANT_OCELOT]
143: [JACKAL_MAN]
150: [GIANT_JACKAL]
178: [SLOTH]
185: [SLOTH_MAN]
192: [GIANT_SLOTH]
220: [PANGOLIN]
227: [PANGOLIN_MAN]
241: [BLACK_MAMBA]
248: [BLACK_MAMBA_MAN]
255: [GIANT_BLACK_MAMBA]
283: [AYE-AYE]
290: [AYE-AYE_MAN]
297: [GIANT_AYE-AYE]
304: [BUSHMASTER]
311: [BUSHMASTER_MAN]
318: [GIANT_BUSHMASTER]

These are kinda done... all creature sprites exist, but no unique sprites for giant, child or zombie.
##################\df_44_03_win\raw\graphics\graphics_ocean_new.txt (33 hits)
17: [OCTOPUS_MAN]
24: [GIANT_OCTOPUS]
31: [CRAB]
66: [GIANT_LEOPARD_SEAL]
73: [CUTTLEFISH]
80: [CUTTLEFISH_MAN]
87: [GIANT_CUTTLEFISH]
94: [ORCA]
101: [ORCA_MAN]
115: [SPONGE]
122: [SPONGE_MAN]
129: [GIANT_SPONGE]
136: [HORSESHOE_CRAB]
143: [HORSESHOE_CRAB_MAN]
164: [SPERM_WHALE_MAN]
171: [GIANT_SPERM_WHALE]
192: [GIANT_ELEPHANT_SEAL]
213: [GIANT_HARP_SEAL]
220: [NAUTILUS]
227: [NAUTILUS_MAN]
Title: Re: ☼Meph Tileset☼ V1.91 - 32x - 44.03 - Win/Mac/Linux - Updated 6th January
Post by: Novaris on January 08, 2018, 08:12:49 am
So....this is a bad time to ask about the designation tile of carved tracks? the ends don't seem to show a 'track'related tile :D
Title: Re: ☼Meph Tileset☼ V1.91 - 32x - 44.03 - Win/Mac/Linux - Updated 6th January
Post by: Meph on January 08, 2018, 08:29:39 am
It's a good time, since I do fixes. But its oh, so-bad, because the only way to fix it is to use 4 tiles from the main tileset. :/ I can't use overrides for the designations.
Title: Re: ☼Meph Tileset☼ V1.91 - 32x - 44.03 - Win/Mac/Linux - Updated 6th January
Post by: Mrok Girl on January 08, 2018, 09:41:23 am
A few possible reasons:
- bins, barrels or bags used - items in bins are only available when there is no current job needing another item in the same barrel/bin/bag (consider quantum stockpiles if thats the case)

I think this is what might be a problem - I have two clothes workshops both doing stuff but only one stockpile. I didn't even know this is a thing that might happen with the bins being used :O Time for a quantum stockpile then O_o
Title: Re: ☼Meph Tileset☼ V1.91 - 32x - 44.03 - Win/Mac/Linux - Updated 6th January
Post by: Novaris on January 08, 2018, 10:24:35 am
Then my proposal would be to override it with the zone designation tile if thats possible, and maybe change its borders to fit the orange line to the track designation, that would look ok i guess? a little orange border wouldn't hurt so much for designations i would assume. Another possibility would be the NSEW designation tile.
Title: Re: ☼Meph Tileset☼ V1.91 - 32x - 44.03 - Win/Mac/Linux - Updated 6th January
Post by: Pvt. Pirate on January 08, 2018, 10:45:29 am
A few possible reasons:
- stockpile not in burrow while alarm active
- items forbidden or marked for dumping
- bins, barrels or bags used - items in bins are only available when there is no current job needing another item in the same barrel/bin/bag (consider quantum stockpiles if thats the case)
- burrow set to limit workshops into burrow / dwarf burrowed an not able to access stockpile
- another job running requiring cloth but job got suspended (like, in another workshop) - this job will block the bin with all the other cloth inside!
i stopped using bins in the latest forts and haven't had any such job cancelation at all.
never had that with barrels at all, so i guess it's only the bins (or the stuff i store in barrels and bags is less likely to be the object of multiple dwarves' jobs)
Title: Re: ☼Meph Tileset☼ V1.91 - 32x - 44.03 - Win/Mac/Linux - Updated 6th January
Post by: Novaris on January 08, 2018, 11:19:42 am
the weirdest part are seed in bags in bins :D
You can encounter them in barrels as well, if beer is used for cooking and another dwarf wants to drink from the same barrel.

@Meph:
An interesting side effect: when you hover the mouse over any of the furniture (cabinets, coffers, chest, beds) but NOT the statues or tables or chairs, the curour changes to the designation tile. :D
Title: Re: ☼Meph Tileset☼ V1.91 - 32x - 44.03 - Win/Mac/Linux - Updated 6th January
Post by: Meph on January 08, 2018, 11:38:30 am
Novaris, I said I can't use overrides for it. Not I can. :P

I had to move 4 tiles around (cage and 3 grasses), make new -bg and -top files for them, write overrides for levers, move them around, make -bg and -top entries for the new lever positions, then move the grasses and the cage to where the levers (and two other free tiles) where, just so that I can fill the 4 tiles for track-stop-designations for proper graphics.

Df really doens't make it easy sometimes. It took a while.
Title: Re: ☼Meph Tileset☼ V1.91 - 32x - 44.03 - Win/Mac/Linux - Updated 6th January
Post by: Boltgun on January 08, 2018, 12:09:33 pm
Just now a bunch of succubi marched into my fortress and were quickly met with fire.

/me laughs in FIREIMMUNE.  :P
Magma cannot be crossed however.

Some feedback, playing with Vordak's additions.
* When a worker goes to the mason's shop, he is located on top of the slab (center tile). Could it be possible to move the slab and its base one tile up so it look like he is corking on it instead ?
* Sand and sand walls have low contrast, making it hard to figure ground from wall (from a previous version, in case you took a look at it already).
* Most furniture and items, when held, look like mess. I know we can display an override when an unit is holding the item, but would it be possible to have a generic tile for furniture and one for items for the game to display?
* My main motivation about Vordak is the removal of the engraver tile. It's nice on paper but it only look good if the engraver is on the tile working. As I tend to design large space for engraving, I keep seeing a bunch of dwarves where they aren't any.

I'll add screen shots later on.
Title: Re: ☼Meph Tileset☼ V1.91 - 32x - 44.03 - Win/Mac/Linux - Updated 6th January
Post by: Meph on January 08, 2018, 12:48:00 pm
But you only see the engravers when you designate it, right?

The sand floor is already darker... still not high enough contrast?

I can't move the tile in the masons shop. Positions are hardcoded.

Edit: Found out today that supports had no sprite yet. Bottom right:
(https://i.imgur.com/vcUTbft.png)

It's supposed to be a scaffolding. I also tweaked the colors on the furniture... that's all wood furniture in the pic, it has a lot more highlights. The chest was fun. ^^
Title: Re: ☼Meph Tileset☼ V1.91 - 32x - 44.03 - Win/Mac/Linux - Updated 6th January
Post by: Vordak on January 08, 2018, 01:38:47 pm
The mason's workshop can be altered into something like this:
(https://i.imgur.com/XFeXQcq.png)
Title: Re: ☼Meph Tileset☼ V1.91 - 32x - 44.03 - Win/Mac/Linux - Updated 6th January
Post by: Novaris on January 08, 2018, 02:08:05 pm
@Boltgun
I modded the race a little so it is not fireimmune ;-) they are now as orcs sirface living creatures that march into battle with steel and adamantium :-D orcs only ise steel. I wanted to make invading forces a little more interesting without making all lava based fun void. And I used a tileset for them that I found in of the mods here. If it was yours then THANK YOU for those :-D

@Meph
Sorry for the misunderstanding.
Title: Re: ☼Meph Tileset☼ V1.91 - 32x - 44.03 - Win/Mac/Linux - Updated 6th January
Post by: Hylum on January 08, 2018, 02:11:45 pm
Hi Meph,
I found a few strange things but haven't uploaded any pics yet let me know if you want to see some screen shots.

1. When looking a trade depot access it only shows solid Red and Green blocks, it does not show the letters to let you know if you have [W] Wagon and [D] Depot access.

2. Not sure if this is a game bug or related to the graphics pack but I am getting giant swarms of Flys that are never ending on my Embarks. They seem to be attracted to a large pile of different Plant food parts that are just randomly sitting on the map and are shown as a Farmed Plant tile.

3. This is just an inquiry and I wanted to know what you think. It could look really good if the workshops had there own floors like maybe a fixed color carpet (Like your Red carpets) and leave a little of the surface ground type showing underneath around the edges, or maybe a slight change of tint of the natural surface its built on, something that defines the workshop area more clearly.

4. is there anyway to make the stockpile graphics transparent so that you can tell there is a stockpile there but the surface soil underneath mostly shows through. I just think this may be more aesthetically pleasing.

5. not a big fan of the constructed walls having there own graphic. The graphics are really good though and I am not completely against the idea. I like to be able to build walls to match the ones that I have mined out. also it would be even better if constructed walls would blend in and properly connect into mined out walls. Is it also possible to engrave constructed walls somehow, this makes sense right?

6. Stone doors don't really seem to look like doors.

7. The engraver tile could be changed to something less busy looking like maybe just a transparent overlay of the engraved wall graphic until it is actually engraved. Some times the engraving status can sit there for some time before a dwarf actually gets around to it.

8. I like the Mason Workshop Vordak suggested :P
Title: Re: ☼Meph Tileset☼ V1.91 - 32x - 44.03 - Win/Mac/Linux - Updated 6th January
Post by: Boltgun on January 08, 2018, 03:01:31 pm
@Boltgun
I modded the race a little so it is not fireimmune ;-) they are now as orcs sirface living creatures that march into battle with steel and adamantium :-D orcs only ise steel. I wanted to make invading forces a little more interesting without making all lava based fun void. And I used a tileset for them that I found in of the mods here. If it was yours then THANK YOU for those :-D

Nice, Meph made the tileset. I am including the compatible set in a future release.

But you only see the engravers when you designate it, right?

The sand floor is already darker... still not high enough contrast?

I can't move the tile in the masons shop. Positions are hardcoded.

It's seeing dwarves where there is no dwarves that confuses me. Maybe I'm just used for designation to be abstract symbols. Plus if I test it with succubi it's extra odd, but I simply enjoy having an alternative with Vordak's variant.

Tried a new embark in a yellow desert, sand is looking good. I must have been having issues in an older version.
Title: Re: ☼Meph Tileset☼ V1.91 - 32x - 44.03 - Win/Mac/Linux - Updated 6th January
Post by: Novaris on January 08, 2018, 04:00:39 pm
I also played around with the stockpile tile and as I only build fortresses out of stone and all my floors are usually smoothed or constructed I came up with this tile:
Spoiler (click to show/hide)
notice the faint image of a box engraved in the floor tile. I think it looks quite neat and isn't so prominent as the original stockpile tile.
Title: Re: ☼Meph Tileset☼ V1.91 - 32x - 44.03 - Win/Mac/Linux - Updated 6th January
Post by: mifki on January 08, 2018, 04:06:06 pm
I also played around with the stockpile tile and as I only build fortresses out of stone and all my floors are usually smoothed or constructed I came up with this tile:
Spoiler (click to show/hide)
notice the faint image of a box engraved in the floor tile. I think it looks quite neat and isn't so prominent as the original stockpile tile.

If you don't want stockpile background, have you tried "twbt hide_stockpiles 1"?
Title: Re: ☼Meph Tileset☼ V1.91 - 32x - 44.03 - Win/Mac/Linux - Updated 6th January
Post by: Novaris on January 08, 2018, 04:09:52 pm
There is a twbt switch for this? Is there a list of all the hidden magic twbt allows somewhere? :D

No and actually I do like to have a tile for them do distinguish them from the normal floor tiles I just wanted to have something that fits more seemlessly into the normal smoothed floor. What would be great though is a possibility to have the stockpile tile automatically change its color to fit the background stone (so a dark gray on dark stone, yellow on orthoclase and so on)
Title: Re: ☼Meph Tileset☼ V1.91 - 32x - 44.03 - Win/Mac/Linux - Updated 6th January
Post by: jecowa on January 08, 2018, 04:35:33 pm
If you are using a version of Meph before 1.9.1, you will have to run the "twbt redraw_all 1" command before running "twbt hide_stockpiles 1". If you want the stockpiles to always be invisible in all your games, you can add it the commands to your "dfhack.init" file. If you only want stockpiles to be invisible in particular saves, you can add the commands to your /data/save/regionx/raw/onLoad.init file. And you might add the "twbt redraw_all 1" command before the "twbt hide_stockpiles 1" just to make sure that it gets put into redraw-everything mod first.
Title: Re: ☼Meph Tileset☼ V1.91 - 32x - 44.03 - Win/Mac/Linux - Updated 6th January
Post by: Meph on January 08, 2018, 04:43:18 pm
Hi Meph,
I found a few strange things but haven't uploaded any pics yet let me know if you want to see some screen shots.

1. When looking a trade depot access it only shows solid Red and Green blocks, it does not show the letters to let you know if you have [W] Wagon and [D] Depot access.
Intended change.

2. Not sure if this is a game bug or related to the graphics pack but I am getting giant swarms of Flys that are never ending on my Embarks. They seem to be attracted to a large pile of different Plant food parts that are just randomly sitting on the map and are shown as a Farmed Plant tile.
I fixed that in my dev version. Microvermin swarms had too high cluster numbers. I changed everything back to vanilla df.

3. This is just an inquiry and I wanted to know what you think. It could look really good if the workshops had there own floors like maybe a fixed color carpet (Like your Red carpets) and leave a little of the surface ground type showing underneath around the edges, or maybe a slight change of tint of the natural surface its built on, something that defines the workshop area more clearly.
not possible

4. is there anyway to make the stockpile graphics transparent so that you can tell there is a stockpile there but the surface soil underneath mostly shows through. I just think this may be more aesthetically pleasing.
sure. just enter "twbt hide_stockpiles 1" into dfhack.

5. not a big fan of the constructed walls having there own graphic. The graphics are really good though and I am not completely against the idea. I like to be able to build walls to match the ones that I have mined out. also it would be even better if constructed walls would blend in and properly connect into mined out walls. Is it also possible to engrave constructed walls somehow, this makes sense right?
not possible.

6. Stone doors don't really seem to look like doors.
I think they look fine. It's up for interpretation of course ^^

7. The engraver tile could be changed to something less busy looking like maybe just a transparent overlay of the engraved wall graphic until it is actually engraved. Some times the engraving status can sit there for some time before a dwarf actually gets around to it.
Yeah, you are not the first to suggest it. I probably change it, especially since it has to fit both my dwarves and vordaks dwarves.

8. I like the Mason Workshop Vordak suggested :P
ok

Novaris: Please upload screenshots as .png. The jpg-compression makes everything blurry. But I'd be interested in seeing those alternate floor tiles.

I'm not sure if stockpiles support transparency, but I can in theory fiddle around a bit. I do like them as they are though, they give a very clear border between stockpile and not-stockpile.

Title: Re: ☼Meph Tileset☼ V1.91 - 32x - 44.03 - Win/Mac/Linux - Updated 6th January
Post by: Novaris on January 08, 2018, 04:58:19 pm
Can you suggest a good upload-site? imgur always compresses my png's to jpg's :(

EDIT: I meanwhile put it on DFFD
(http://dffd.bay12games.com/download.php?id=13395&f=workshops.PNG)
Title: Re: ☼Meph Tileset☼ V1.91 - 32x - 44.03 - Win/Mac/Linux - Updated 6th January
Post by: Hylum on January 08, 2018, 05:04:04 pm
Meph: Just trying to give some feedback and toss around ideas, don't worry I also like everything you are doing its awesome so far! Thanks for the reply and consideration :D
Novaris: Not bad but maybe a little more defined than that haha. maybe slight shade difference.
Title: Re: ☼Meph Tileset☼ V1.91 - 32x - 44.03 - Win/Mac/Linux - Updated 6th January
Post by: Meph on January 08, 2018, 05:09:18 pm
I upload on imgur, they dont compress pngs.  ??? Maybe you can post just the one tile, in 32x32 px.

What is that in front of the bookcases? floor grate and... ?

Title: Re: ☼Meph Tileset☼ V1.91 - 32x - 44.03 - Win/Mac/Linux - Updated 6th January
Post by: Hylum on January 08, 2018, 05:10:08 pm
Any way i can fix the Microvermin swarms in my current game for V1.91?
Title: Re: ☼Meph Tileset☼ V1.91 - 32x - 44.03 - Win/Mac/Linux - Updated 6th January
Post by: Meph on January 08, 2018, 05:12:06 pm
I'm not sure how vermin token behave in already generated worlds. I'll upload v.1.92 today or tomorrow, it will have a fix.
Title: Re: ☼Meph Tileset☼ V1.91 - 32x - 44.03 - Win/Mac/Linux - Updated 6th January
Post by: Novaris on January 08, 2018, 05:21:05 pm
I upload on imgur, they dont compress pngs.  ??? Maybe you can post just the one tile, in 32x32 px.

What is that in front of the bookcases? floor grate and... ?



...and an override error on my side :D i fixed it already. below the upload of the single tile
(https://i.imgur.com/q7ZNzlW.png)

EDIT:
@Hylum:
Like this?
(https://i.imgur.com/eJ1Mgrf.png)
(https://i.imgur.com/5lDDcoO.png)
Title: Re: ☼Meph Tileset☼ V1.91 - 32x - 44.03 - Win/Mac/Linux - Updated 6th January
Post by: Hylum on January 08, 2018, 06:26:56 pm

EDIT:
@Hylum:
Like this?
(https://i.imgur.com/eJ1Mgrf.png)

That looks good, something like that would work for sure.
Title: Re: ☼Meph Tileset☼ V1.91 - 32x - 44.03 - Win/Mac/Linux - Updated 6th January
Post by: Hylum on January 08, 2018, 06:27:55 pm
I'm not sure how vermin token behave in already generated worlds. I'll upload v.1.92 today or tomorrow, it will have a fix.

Ok cool :D
Title: Re: ☼Meph Tileset☼ V1.91 - 32x - 44.03 - Win/Mac/Linux - Updated 6th January
Post by: Mrok Girl on January 08, 2018, 06:34:25 pm
I also played around with the stockpile tile and as I only build fortresses out of stone and all my floors are usually smoothed or constructed I came up with this tile:
Spoiler (click to show/hide)
notice the faint image of a box engraved in the floor tile. I think it looks quite neat and isn't so prominent as the original stockpile tile.

I can only barely tell there is something there. I don't think I would like that in my fort :(
Title: Re: ☼Meph Tileset☼ V1.91 - 32x - 44.03 - Win/Mac/Linux - Updated 6th January
Post by: Meph on January 08, 2018, 06:52:36 pm
How about like this?

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

Left: Engraving designation tile.
Right: Stockpile. I simply added a border/shading to it.

Other new stuff I've been working on:
(https://i.imgur.com/Z0KTYF2.png)

Floodgates, vertical bars, floor bars, wall grate, support (should look like scaffolding, not really happy with it), new craftsmen workshop tile.
Weapon trap, pressure plate, cage trap, stonefall trap, hive, remains, new still tile, new craftsmen workshop tile.
Roc nest, new jewelers tiles (one looks a bit like a wall because it's impassable), tanner gets green color back, loom gets magenta/red color back, slade pillar, track-end designation.
Title: Re: ☼Meph Tileset☼ V1.91 - 32x - 44.03 - Win/Mac/Linux - Updated 6th January
Post by: Isher on January 08, 2018, 06:56:47 pm
I tried using folder diff to put the Vordak dwarves (changes from 1.75 to 1.91) and it didn't work, so I replaced my DF entirely and moved saves over, still see Meph dwarves instead of Vordak dwarves. Does using the new dwarves require a new world gen or am I being a Kobold about this somehow?

EDIT: The border on the stockpile makes it pop, I like that.
Title: Re: ☼Meph Tileset☼ V1.91 - 32x - 44.03 - Win/Mac/Linux - Updated 6th January
Post by: Novaris on January 08, 2018, 07:07:22 pm
I removed my border around it as I wanted to avoid to make it pop so, yeah, I like both versions :)

as for the scaffolding: maybe a simple wood floor and a ladder thorugh it? (https://i.imgur.com/uhXdNq0.png)
Title: Re: ☼Meph Tileset☼ V1.91 - 32x - 44.03 - Win/Mac/Linux - Updated 6th January
Post by: Vordak on January 08, 2018, 07:24:55 pm
Old stockpile tiles is better.
Title: Re: ☼Meph Tileset☼ V1.91 - 32x - 44.03 - Win/Mac/Linux - Updated 6th January
Post by: Isher on January 08, 2018, 07:27:20 pm
Here is my poor man's attempt at a scaffold:

(https://image.prntscr.com/image/wM1jaFpeTNa_ao2cEtmJnA.png)

It's a little busy maybe, would have to see in a real situation. But you are welcome to use it if you want, or not, whatevs.
Title: Re: ☼Meph Tileset☼ V1.91 - 32x - 44.03 - Win/Mac/Linux - Updated 6th January
Post by: jecowa on January 08, 2018, 07:30:08 pm
I tried using folder diff to put the Vordak dwarves (changes from 1.75 to 1.91) and it didn't work, so I replaced my DF entirely and moved saves over, still see Meph dwarves instead of Vordak dwarves. Does using the new dwarves require a new world gen or am I being a Kobold about this somehow?

You need to replace the graphics folder in your save file (located at /data/save/regionx/raw/graphics/) with the updated /raw/graphics/ folder from the latest Meph.
Title: Re: ☼Meph Tileset☼ V1.91 - 32x - 44.03 - Win/Mac/Linux - Updated 6th January
Post by: Isher on January 08, 2018, 07:33:26 pm
I tried using folder diff to put the Vordak dwarves (changes from 1.75 to 1.91) and it didn't work, so I replaced my DF entirely and moved saves over, still see Meph dwarves instead of Vordak dwarves. Does using the new dwarves require a new world gen or am I being a Kobold about this somehow?

You need to replace the graphics folder in your save file (located at /data/save/regionx/raw/graphics/) with the updated /raw/graphics/ folder from the latest Meph.

Thank you, I for some reason thought only raws had to be done that way.
Title: Re: ☼Meph Tileset☼ V1.91 - 32x - 44.03 - Win/Mac/Linux - Updated 6th January
Post by: Meph on January 09, 2018, 01:53:47 am
I actually consider un-doing a few of the overrides, because of the carried-item display-bug. I only managed to trick the tools and give them all a "being-carried" graphics. I can't do that with the furniture for example. :/

Isher: They are raws. ;) There is raw/objects and raw/graphics. I think most people mean the objects when they speak of raws.

The support you posted looks great, I'll give it a try.

Novaris: I don't think a ladder whould fit. It's a support, (sometimes renamed to pillar ingame), the things you build to deconstruct with a lever.

Title: Re: ☼Meph Tileset☼ V1.91 - 32x - 44.03 - Win/Mac/Linux - Updated 6th January
Post by: Novaris on January 09, 2018, 02:46:09 am
Yep, my bad, I thouht you wanted something that looks like scaffolding, not a pillar or roof support. I'll think about something.

As for the hauling issue: I would rather have a nice looking tile when the item is on the floor or contructed than put emphasis on the hauling image because the ratio of the time my dwarf spend hauling them compared to their storage or construction time is just to small to make it worth the effort.
Title: Re: ☼Meph Tileset☼ V1.91 - 32x - 44.03 - Win/Mac/Linux - Updated 6th January
Post by: jecowa on January 09, 2018, 03:07:14 am
I actually consider un-doing a few of the overrides, because of the carried-item display-bug.
That's too bad that items being hauled can't use overrides. I tried to guess which tiles are affected by this. There's 53 items listed in the table below, but I'm not completely sure if all of them can be carried.

Spoiler: possible carried items (click to show/hide)

Another tile that might not be overrideable is tile 226 (for symbol for the unit of weight). I'm not sure where this is used or if the TWBT font tilesheet overrides that or not. I'm guessing it is used somewhere in a Z-menu or maybe on the caravan trading screen?

I only managed to trick the tools and give them all a "being-carried" graphics. I can't do that with the furniture for example. :/

Now I understand why all your tools use tile 255.

Isher: They are raws. ;) There is raw/objects and raw/graphics. I think most people mean the objects when they speak of raws.

I try to remember to call them objects files when I'm not also talking about the graphics.
Title: Re: ☼Meph Tileset☼ V2 - 32x - 44.03 - Win/Mac/Linux - Updated 6th January
Post by: Meph on January 09, 2018, 06:44:21 am
<<< ☼Download☼ - V2 for DF 44.03 - WINDOWS >>> (http://dffd.bay12games.com/file.php?id=12499)

Update! - All around improvements

This update adds a lot of minor changes that add up. The biggest change is the addition of unique tile for each trap: Stonefall traps, Weapon traps, Cage traps and pressure plates now look very different from each other.

I also made a lot of terrain blend into each other better, like marble/dolomite, hives, gems, etc.

The last remaining buildings got their unique tiles: Supports, build hives, gem floodgates, vertical and floor bars, wall grates.

Added transparent background to all fruits, plants, nuts, and another 150 creatures or so. Also ~100 new zombie sprites.

A few fixes made their way into it as well, especially the microvermin swarm problem is fixed, as well as the track-end-designation tiles.

I made alttiles (animation) for 7 more vermin types.

Engraving and undeads got new status icons too.

Here a preview:
(https://i.imgur.com/rIO8P6C.png)

Quote
Changelog:
 - Added hidden-spear/spikes trap sprite.
 - Added unique sprites for stonefall-traps, weapon-traps, cage-traps and pressure plates.
 - Saplings and dead saplings blend in with the grass better.
 - Added about 100 more child/zombie creatures sprites.
 - Gave about 150 more creatures transparent backgrounds.
 - Gave all plants transparent backgrounds.
 - Gave tree leaves slightly off-set green tones, for more varied view of forests.
 - Windmill got a nicer background.
 - Gave all fruits/nuts transparent backgrounds.
 - Gave axles/gears transparent backgrounds.
 - Bridge-ends look nicer.
 - Fixed tracks on ramps.
 - Constructed stairs got a nicer background.
 - Added sprite for slade pillars.
 - Improved several workshop tiles (Jeweler, Still, Craftsman)
 - Made flies, mosquitoes etc microvermin again. Even if it's all the same tile, at least no issues with remains.
 - Made roots blend in better.
 - Made soil floors blend in better.
 - Made gem blend in better.
 - Fixed the 4 track-end carving designation tiles.
 - Added a unique tile for vermin remains.
 - Redid the tiles for depot-wagon access.
 - Added a unique tile for build hives.
 - Added a unique tile for supports.
 - Added a unique tile for wall grates.
 - Added a unique tile for vertical bars.
 - Fixed Gem floodgate tile.
 - Added unique tiles for wood floodgate, gem floodgate and floodgate (stone/metal)
 - Mechanisms look like mechanisms while being carried.
 - Animated 7 more vermin sprites (bats, lizards, creepy-crawlers, bees, spiders, toads, fire snakes)
 - Fixed wrong mushroom-ramp tile on giant mushrooms.
 - Made some minerals blend in more.
 - Made coal icon darker.
 - Added new status icon for undead.
 - Added new statues icon for engraving designations.

Credits: Special thanks to Isher for the support tile. :)
Title: Re: ☼Meph Tileset☼ V2 - 32x - 44.03 - Win/Mac/Linux - Updated 9th January
Post by: Novaris on January 09, 2018, 08:21:26 am
Is it just because I modified the files or do single-tile wide bridge endings not work properly? they seem to be black on one side rather than fading into the background tile.

Also, the transparency-map of the earrings is a white tile instead of the shape of the earring so the game show a black background. :)
Title: Re: ☼Meph Tileset☼ V2 - 32x - 44.03 - Win/Mac/Linux - Updated 9th January
Post by: Meph on January 09, 2018, 08:26:32 am
That's how it supposed to look. I wanted to give them a bit of a gradient for a 2.5D effect.
Title: Re: ☼Meph Tileset☼ V2 - 32x - 44.03 - Win/Mac/Linux - Updated 9th January
Post by: Novaris on January 09, 2018, 08:33:49 am
oh, i get it. i will have to adapt the tiles then because it just looks a little weird in the forts I usually build :D
(https://i.imgur.com/FaIRNNC.png)
You may also notice the small darker edge in the right lower corner of each bridge. Is this also intended?

And I seem to have messed up the ballista too :D
Title: Re: ☼Meph Tileset☼ V2 - 32x - 44.03 - Win/Mac/Linux - Updated 9th January
Post by: Meph on January 09, 2018, 08:48:53 am
No, that's some pixel artefacts. I usually test with granite, it wasnt that visible with dark grey bridges.

Ballista is fine... the center tile is a TWBT bug, with the item (ammo) on top of the center ballista tile. It reverts back to no override. :/ Nothing I can do about that.
Title: Re: ☼Meph Tileset☼ V2 - 32x - 44.03 - Win/Mac/Linux - Updated 9th January
Post by: Novaris on January 09, 2018, 08:52:56 am
A real fance dorf has gold bridges :P
Of so I will default back to the bridge as it was in 1.91 in a separate file as this fits better to my style, thanks for the clarification :D
Title: Re: ☼Meph Tileset☼ V2 - 32x - 44.03 - Win/Mac/Linux - Updated 9th January
Post by: Mrok Girl on January 09, 2018, 08:54:30 am
I've been copying my saves over to the new versions since 1.75 and some things get fixed (like the look of the zones and designations) and some don't (like I don't have Vordak's dwarves just the original ones). I guess I need to generate a new world for everything to work properly?

Also a weird thing happened, I was trying to get a friend to play DF. He has a big monitor with resolution over 1920 x 1080 and when he tried to run 1.91 with all the default settings (so full screen mode for example), everything crashed and suddenly his computer didn't recognise the monitor as bigger res than 1920 x 1080. We're not sure if it was DF or just a coincidence, but I thought you'd like to know.
Title: Re: ☼Meph Tileset☼ V2 - 32x - 44.03 - Win/Mac/Linux - Updated 9th January
Post by: Meph on January 09, 2018, 08:54:43 am
Finally found some undeads...

(https://i.imgur.com/3JU1ySe.gif)
Title: Re: ☼Meph Tileset☼ V2 - 32x - 44.03 - Win/Mac/Linux - Updated 9th January
Post by: Meph on January 09, 2018, 08:57:43 am
Quote
(like I don't have Vordak's dwarves just the original ones)
That's because you copied into the folder, instead of replacing the folder. The original files are still in there. They didnt get replaced, since they are named differently. No need to gen a world for those. Just delete graphics_Meph_dwarves.txt and/or graphics_dwarves.txt. They are the active ones because they are sorted alphabetically (and V in vordak comes fairly late).

Your friend needs to disable dpi scaling on the exe. At least if it's a windows OS.
Title: Re: ☼Meph Tileset☼ V2 - 32x - 44.03 - Win/Mac/Linux - Updated 9th January
Post by: jecowa on January 09, 2018, 09:06:03 am
oh, i get it. i will have to adapt the tiles then because it just looks a little weird in the forts I usually build :D
Spoiler: bridge screenshot (click to show/hide)
You may also notice the small darker edge in the right lower corner of each bridge. Is this also intended?

And I seem to have messed up the ballista too :D

That's a cool effect. I can't figure out how he managed it. The tile between the two bridges somehow matches with the tile above it to make it look like it's at a lower elevation than the bridge next to it.
Title: Re: ☼Meph Tileset☼ V2 - 32x - 44.03 - Win/Mac/Linux - Updated 9th January
Post by: Meph on January 09, 2018, 09:16:34 am
The 4 bridge-end tiles have a black gradient. It's actually quite simple, but I usually can't use it because DF doesn't know directions. For bridges it's ok, but it only works on the 1-tile wide bridges.
Title: Re: ☼Meph Tileset☼ V2 - 32x - 44.03 - Win/Mac/Linux - Updated 9th January
Post by: jecowa on January 09, 2018, 09:42:05 am
No, that's some pixel artefacts. I usually test with granite, it wasnt that visible with dark grey bridges.

Ballista is fine... the center tile is a TWBT bug, with the item (ammo) on top of the center ballista tile. It reverts back to no override. :/ Nothing I can do about that.

I wonder if this happens when workshop transparency is off. I think the ballista might technically be a workshop.
Title: Re: ☼Meph Tileset☼ V2 - 32x - 44.03 - Win/Mac/Linux - Updated 9th January
Post by: Novaris on January 09, 2018, 09:45:10 am
easy to test.... aaaaaand no, ballista looks the same with and without workshop transparency
Title: Re: ☼Meph Tileset☼ V2 - 32x - 44.03 - Win/Mac/Linux - Updated 9th January
Post by: Mrok Girl on January 09, 2018, 09:49:41 am
Oh no! And now the game crashes randomly! T_T
Title: Re: ☼Meph Tileset☼ V2 - 32x - 44.03 - Win/Mac/Linux - Updated 9th January
Post by: Meph on January 09, 2018, 09:50:29 am
Haha, I've found a solution to the inverted text: (https://i.imgur.com/MivWUgx.png)

Mrok Girl: What exactly do you mean? The save that you altered? Or a newly generated world with the default download? Any errorlog?
Title: Re: ☼Meph Tileset☼ V2 - 32x - 44.03 - Win/Mac/Linux - Updated 9th January
Post by: Mrok Girl on January 09, 2018, 10:00:02 am
This is on the save I copied but before I had the chance to alter it. The game was paused and I was moving around the map setting constructions and the like when suddenly everything closed. The errorlog.txt file only has:
Code: [Select]
removed erroneous unit occupancy flag
removed erroneous unit occupancy flag
removed erroneous unit occupancy flag
removed erroneous unit occupancy flag
removed erroneous unit occupancy flag
removed erroneous unit occupancy flag
removed erroneous unit occupancy flag

Edit: I'm uploading my latest save but it will take a while. Also, it started crashing in v. 1.91, I thought when I copy to v. 2 it will stop but apparently not :/
Title: Re: ☼Meph Tileset☼ V2 - 32x - 44.03 - Win/Mac/Linux - Updated 9th January
Post by: Novaris on January 09, 2018, 10:02:04 am
@Meph,

Which colorset do you actually use? if I use the colors.txt out of the init folder the fields have a very yellowish color, water is unnaturally blue, same as cobaltine.

@Mrok:
Random crashes can occur without any info in the errorlog. there is also the stderr.log/stderr.txt which comes from dfhack as far as I know, maybe they contain more info.
Title: Re: ☼Meph Tileset☼ V2 - 32x - 44.03 - Win/Mac/Linux - Updated 9th January
Post by: Meph on January 09, 2018, 10:03:42 am
try typing season-palette disable into dfhack. ;)

Mrok Girl: Strange. No idea what might cause it. Usually it's multilevel view, at least so I've been told. Try setting it to lower than the default 10.
Title: Re: ☼Meph Tileset☼ V2 - 32x - 44.03 - Win/Mac/Linux - Updated 9th January
Post by: Mrok Girl on January 09, 2018, 10:05:12 am
Mrok Girl: Strange. No idea what might cause it. Usually it's multilevel view, at least so I've been told. Try setting it to lower than the default 10.

Where do I do that?
Title: Re: ☼Meph Tileset☼ V2 - 32x - 44.03 - Win/Mac/Linux - Updated 9th January
Post by: Meph on January 09, 2018, 10:05:43 am
dfhack.init, at the very top. or just in the dfhack window.

EDIT: Mh... I just had the same. Game crashed, no reason, no log. Happened when I placed a farmplot.
Title: Re: ☼Meph Tileset☼ V2 - 32x - 44.03 - Win/Mac/Linux - Updated 9th January
Post by: Novaris on January 09, 2018, 10:12:16 am
Farm plots tend to do this. The game seems to survey all possible seeds and then crashes occasionally. Happens more often if more or larger caverns are generated.

This season-palette line is commented out as I normally use a colorset created by DASTactics, just modified to have a true black. My question was which of the four season-palettes  you deem as 'default'
Title: Re: ☼Meph Tileset☼ V2 - 32x - 44.03 - Win/Mac/Linux - Updated 9th January
Post by: Meph on January 09, 2018, 10:17:15 am
If you go into the "seasonal colors" folder, you see 4 subfolder. First one should be "DragonDePlatino (subtle) - This is the default set". ;)
Title: Re: ☼Meph Tileset☼ V2 - 32x - 44.03 - Win/Mac/Linux - Updated 9th January
Post by: Mrok Girl on January 09, 2018, 10:18:52 am
I didn't put a farm plot when it crashed, was just pressing arrow keys, I think :/

And I now modified the game by deleting the standard_dwarves.txt and now all the dwarves look the same! I think I did something wrong :O

Ah wait, that's probably there is no 'standard_vodrak_dwarves.txt' in my folder as it was generated before Meph added Vodrak's dorfs. Does this mean I need to copy everything else to my save folder too? All the raw graphics?
Title: Re: ☼Meph Tileset☼ V2 - 32x - 44.03 - Win/Mac/Linux - Updated 9th January
Post by: Meph on January 09, 2018, 10:19:56 am
... yes. If you update the save, you need to update all the files in it, raw/graphics and raw/objects. that includes all the images and text files.
Title: Re: ☼Meph Tileset☼ V2 - 32x - 44.03 - Win/Mac/Linux - Updated 9th January
Post by: Mrok Girl on January 09, 2018, 10:28:47 am
Doh.. I feel so silly. Anyway that's done now and working properly, and multilevel view is at 5 now so hopefully that will stop the crashes.
Title: Re: ☼Meph Tileset☼ V2 - 32x - 44.03 - Win/Mac/Linux - Updated 9th January
Post by: Meph on January 09, 2018, 10:49:47 am
remember, "quicksave" is a very handy command.

The only other dfhack change I made is "twbt redraw_all 1", which is more processor heavy. If you still have crashes, enter "twbt redraw_all 0" into dfhack, that disables it.
Title: Re: ☼Meph Tileset☼ V2 - 32x - 44.03 - Win/Mac/Linux - Updated 9th January
Post by: Mrok Girl on January 09, 2018, 11:10:37 am
remember, "quicksave" is a very handy command.

... there is a quicksave in the game? I've been out of the loop for too long! How do I use it? Or do you just mean saving the regular way early and often? :)
Title: Re: ☼Meph Tileset☼ V2 - 32x - 44.03 - Win/Mac/Linux - Updated 9th January
Post by: jecowa on January 09, 2018, 11:27:00 am
Type quicksave into the Terminal window to save without quitting.
Title: Re: ☼Meph Tileset☼ V2 - 32x - 44.03 - Win/Mac/Linux - Updated 9th January
Post by: Meph on January 09, 2018, 11:27:19 am
you just type "quicksave" into dfhack.

Default hotkey for it is "Ctrl-Alt-S". It's been there for a couple of years... ;)
Title: Re: ☼Meph Tileset☼ V2 - 32x - 44.03 - Win/Mac/Linux - Updated 9th January
Post by: somebears on January 09, 2018, 01:29:43 pm
Very nice!
There might be a tiny of regression in \raw\objects\plant_new_trees.txt Line 3047

it was changed into
Code: [Select]
[STATE_COLOR:ALL_SOLID:DARK_TAN] *** https://www.woodworkerssource.com/shop/category/Walnut.htmlin some patch (.44?), but in the pack it's back to

Code: [Select]
[STATE_COLOR:ALL_SOLID:BURNT_SIENNA] *** not yet searched
not that it changes much but it may cause merge problems at some point
Title: Re: ☼Meph Tileset☼ V2 - 32x - 44.03 - Win/Mac/Linux - Updated 9th January
Post by: Meph on January 09, 2018, 02:28:18 pm
Ups, just found a little oversight... the page dimension of large_temperate is off... should be:

Code: [Select]
graphics_large_temperate

[OBJECT:GRAPHICS]

[TILE_PAGE:LARGE_TEMPERATE]
[FILE:large_temperate.png]
[TILE_DIM:32:32]
[PAGE_DIM:18:6]
Title: Re: ☼Meph Tileset☼ V2 - 32x - 44.03 - Win/Mac/Linux - Updated 9th January
Post by: Novaris on January 09, 2018, 02:36:07 pm
Quick question: your tileset can distinguish between constructed walls and smoothed / carved ones. And you managed to defined special walls for ice and obsidian. would it also be possible to have tiles for constructed walls out of rock and different ones for metal and wood? like scaffolding for wodden walls and stairs, the carved wall tiles for walls errected with metal blocks and the wc2 tiles for constructed walls out of rock?

EDIT: also, I just noticed that the siege engine workshop has six black tiles in it, is this intended?
(https://i.imgur.com/NmNuZ5k.png)
Title: Re: ☼Meph Tileset☼ V2 - 32x - 44.03 - Win/Mac/Linux - Updated 9th January
Post by: Meph on January 09, 2018, 02:46:28 pm
They shouldnt be black. They are transparent. Did you disable workshop transparency?

No, sadly I can't do constructed walls of different materials have different sprites. I wish. ^^
Title: Re: ☼Meph Tileset☼ V2 - 32x - 44.03 - Win/Mac/Linux - Updated 9th January
Post by: Novaris on January 09, 2018, 02:47:40 pm
not intentionally, but now its correct. hm, have to check my dfhack.init

Another question: it seems transparency only works for the current z-level but lower levels show black background in twbt. Am I using an old version or is this currently the behavior?
Title: Re: ☼Meph Tileset☼ V2 - 32x - 44.03 - Win/Mac/Linux - Updated 9th January
Post by: Meph on January 09, 2018, 03:22:27 pm
Only works on the current zlvl.
Title: Re: ☼Meph Tileset☼ V2 - 32x - 44.03 - Win/Mac/Linux - Updated 9th January
Post by: Novaris on January 09, 2018, 03:51:41 pm
When molten items or dwarfs pass over te bridge tiles the background changes to a wall
(https://i.imgur.com/H5poYGX.png)
Title: Re: ☼Meph Tileset☼ V2 - 32x - 44.03 - Win/Mac/Linux - Updated 9th January
Post by: mifki on January 09, 2018, 04:24:22 pm
Only works on the current zlvl.

Wait, again? I thought I've fixed that...
Title: Re: ☼Meph Tileset☼ V2 - 32x - 44.03 - Win/Mac/Linux - Updated 9th January
Post by: Meph on January 09, 2018, 04:27:19 pm
I use twbt 6.30. Didn't realize that you made another release. I make a quick test with 6.31.

Edit: Yep, you did indeed fix it. :)
Title: Re: ☼Meph Tileset☼ V2 - 32x - 44.03 - Win/Mac/Linux - Updated 9th January
Post by: tnuhnivad on January 09, 2018, 04:30:33 pm
Hey Meph,
you actually responded to me on reddit, but, I figured it'd be better to post here. I love your work here, but, I am struggling to get this to work with the latest P.E. Starter Pack and all of its lifesaving functions I cant seems to break my dependency on. If you or anyone one could either submit something to download or give a detailed explanation on how to install this tile set with all the current features: art works, seasonal changes, world map tile set, extra dwarves, etc. into the LNP I'd be forever thankful!
Title: Re: ☼Meph Tileset☼ V2 - 32x - 44.03 - Win/Mac/Linux - Updated 9th January
Post by: Novaris on January 09, 2018, 04:36:59 pm
really? I just ran it and see this:
(https://i.imgur.com/Kb3lnO8.png)
the left part is one level lower than the marksdwarves
Title: Re: ☼Meph Tileset☼ V2 - 32x - 44.03 - Win/Mac/Linux - Updated 9th January
Post by: mifki on January 09, 2018, 04:40:10 pm
really? I just ran it and see this:

Um.. "Unit transparency disabled" in your console?
Title: Re: ☼Meph Tileset☼ V2 - 32x - 44.03 - Win/Mac/Linux - Updated 9th January
Post by: Novaris on January 09, 2018, 04:41:20 pm
yes but interestingly it works on z0 and dfhack.init says:
multilevel 1
twbt unit_transparency 1
twbt workshop_transparency 1

and onload.init
twbt redraw_all 1
multilevel 8
multilevel fogcolor 0.1 0.1 0.3
multilevel shadowcolor 0.0 0.0 0.0 0.35

Also, in 6.31, dwarfes in stockpiles have a black background but back in 6.30 they do not
Title: Re: ☼Meph Tileset☼ V2 - 32x - 44.03 - Win/Mac/Linux - Updated 9th January
Post by: mifki on January 09, 2018, 04:57:44 pm
yes but interestingly it works on z0 and dfhack.init says:

Yep, my fault, wrong console output.

Also, in 6.31, dwarfes in stockpiles have a black background but back in 6.30 they do not

I mentioned somewhere that the difference between 6.30 and 6.31 is how it renders unit on building on terrain - 6.30 renders unit and terrain (because two levels only are supported), and 6.31 renders unit and building. In either case there may be some issues because of this limitation, just need to choose one of these options. Although you can consider all this temporary anyway because eventually I'll support rendering all three layers one on top of another.
Title: Re: ☼Meph Tileset☼ V2 - 32x - 44.03 - Win/Mac/Linux - Updated 9th January
Post by: jecowa on January 09, 2018, 04:59:12 pm
I am struggling to get this to work with the latest P.E. Starter Pack and all of its lifesaving functions I cant seems to break my dependency on. If you or anyone one could either submit something to download or give a detailed explanation on how to install this tile set with all the current features: art works, seasonal changes, world map tile set, extra dwarves, etc. into the LNP I'd be forever thankful!

This is kind of complicated. The LNP includes a version without the decorations (paintings, pedestals that show the pedestal below the item on top, wooden floors, campfires.) You can add those features in, but save files made with the or that you install it into will not be compatible with the vanilla game anymore. (So you wouldn't want to do this in a community save unless everyone else was going to use this tileset too.)

To update the Meph included with the LNP to the latest version, including all the decorational items, download the Meph 32x + Dwarf Fortress for Windows bundle (http://dffd.bay12games.com/file.php?id=12499).

And from it, copy the "art" and "init" folders from its /df_44_03_win/data/ folder into the /LNP/graphics/Meph/data/ folder in the Lazy Newb Pack.

And then move the "objects" and "graphic" folders and the "onLoad.init" and "onLoad_twbt_meph.init" files from the /df_44_03_win/raw/ folder to the /LNP/graphics/Meph/raw/ folder.


really? I just ran it and see this:
(https://i.imgur.com/Kb3lnO8.png)
the left part is one level lower than the marksdwarves

It looks like you moved your save from an older Meph to Meph 2.0 without copying the new onLoad_twbt_meph.init file from the /raw/ folder to your /data/save/regionx/raw/ folder.
Title: Re: ☼Meph Tileset☼ V2 - 32x - 44.03 - Win/Mac/Linux - Updated 9th January
Post by: Novaris on January 09, 2018, 05:03:21 pm
True this file is missing but contains also the same commands as dfhack.init. let me check

jep still the same.
The weird thing is, when called from an init script it always says 'transparency disabled' even though its enabled but when I type the same command into dfhack afterwards it always says 'enabled' regardless if I write 0 or 1.
Title: Re: ☼Meph Tileset☼ V2 - 32x - 44.03 - Win/Mac/Linux - Updated 9th January
Post by: Novaris on January 09, 2018, 05:33:53 pm
yes but interestingly it works on z0 and dfhack.init says:

Yep, my fault, wrong console output.

Also, in 6.31, dwarfes in stockpiles have a black background but back in 6.30 they do not


I mentioned somewhere that the difference between 6.30 and 6.31 is how it renders unit on building on terrain - 6.30 renders unit and terrain (because two levels only are supported), and 6.31 renders unit and building. In either case there may be some issues because of this limitation, just need to choose one of these options. Although you can consider all this temporary anyway because eventually I'll support rendering all three layers one on top of another.

I will do so :D thanks
Title: Re: ☼Meph Tileset☼ V2 - 32x - 44.03 - Win/Mac/Linux - Updated 9th January
Post by: Meph on January 09, 2018, 05:48:52 pm
tnuhnivad: What Jecowa said, but in addition to that you also need to generate a new world, and copy the dfhack (just the entire "df_44_03_win/hack" folder) I pack with it. It's different from the LNP version in so far that it includes a whole bunch of custom scripts by Roses, which allow me to change building subtypes in a running game through a reaction. It's absolutely necessary for the new workshops.

Title: Re: ☼Meph Tileset☼ V2 - 32x - 44.03 - Win/Mac/Linux - Updated 9th January
Post by: Mrok Girl on January 09, 2018, 05:51:30 pm
My console also says TWBT: version 6.30
Unit transparency disabled
Workshop transparency disabled

Also I appear to have a problem with a couple of animals (and an alpaca turning into an aubergine when it walked over some plums some dorfs left on the ground)
(http://i8.photobucket.com/albums/a9/Calanndra/songwise%204.jpg)

Edit:

Also, someone went crazy with the tree colours! My constructed walls look... interesting :)

Spoiler (click to show/hide)
Title: Re: ☼Meph Tileset☼ V2 - 32x - 44.03 - Win/Mac/Linux - Updated 9th January
Post by: jecowa on January 09, 2018, 06:00:40 pm
It l
My console also says TWBT: version 6.30
Unit transparency disabled
Workshop transparency disabled

Also I appear to have a problem with a couple of animals (and an alpaca turning into an aubergine when it walked over some plums some dorfs left on the ground)
(http://i8.photobucket.com/albums/a9/Calanndra/songwise%204.jpg)

It's an oversight from his efforts to optimize the creature graphics. In your data/save/regionx/raw/graphics/ folder, edit your graphics_large_temperate.txt file and change [PAGE_DIM:18:11] to [PAGE_DIM:18:6] to fix the bear and wolf. Please mention if you find more.

Edit: Alpaca and aubergine / eggplant both use tile 56. This might possibly be a bug with TWBT creature transparency.
Title: Re: ☼Meph Tileset☼ V2 - 32x - 44.03 - Win/Mac/Linux - Updated 9th January
Post by: Mrok Girl on January 09, 2018, 06:20:05 pm
Ah yes, I read that but didn't correct it at the time. Now it works.

Is the quick save supposed to give some sort of confirmation somewhere that it saved the game, or does it just happen?

Also, it used to be in the previous version of DF that when visitors came in and joined your fort for the purpose of 'soldiering' you could add them to your military squads, but I can't do it now. Anyone knows if that's intentional?
Title: Re: ☼Meph Tileset☼ V2 - 32x - 44.03 - Win/Mac/Linux - Updated 9th January
Post by: Meph on January 10, 2018, 01:46:59 am
The alpaca turned invisible. ^^

I'm so waiting for mifki to render 3 layers on top of another instead of just 2. Yesterday I was building a fort and the constructions on plants on floor are invisible, because twbt can only show 2 tiles, but there are 3 graphics on that tile.
Title: Re: ☼Meph Tileset☼ V2 - 32x - 44.03 - Win/Mac/Linux - Updated 9th January
Post by: mifki on January 10, 2018, 03:04:23 am
The alpaca turned invisible. ^^

I'm so waiting for mifki to render 3 layers on top of another instead of just 2. Yesterday I was building a fort and the constructions on plants on floor are invisible, because twbt can only show 2 tiles, but there are 3 graphics on that tile.

But the top layer should always be visible. I didn't quite get is there a problem?
Title: Re: ☼Meph Tileset☼ V2 - 32x - 44.03 - Win/Mac/Linux - Updated 9th January
Post by: Meph on January 10, 2018, 03:22:03 am
Maybe I misunderstood you, but yes, there is a bug. Apart from the "carried items revert back to normal / not using overrides",  I had a few issues where plants override everything. Stockpile on plant, shows plant. Construction on plant, shows plant.

But seriously, the only thing that I consider any issue is that overrides revert back to the original tile if there are other objects on the same tile.

Title: Re: ☼Meph Tileset☼ V2 - 32x - 44.03 - Win/Mac/Linux - Updated 9th January
Post by: Mrok Girl on January 10, 2018, 05:38:40 am
Why is plum wood blue?
Title: Re: ☼Meph Tileset☼ V2 - 32x - 44.03 - Win/Mac/Linux - Updated 9th January
Post by: Meph on January 10, 2018, 05:49:22 am
Why is plum wood blue?
Worked plum wood (https://cdn.shopify.com/s/files/1/0758/6229/products/rustic_plum_ss_776x.png?v=1504996860)
Title: Re: ☼Meph Tileset☼ V2 - 32x - 44.03 - Win/Mac/Linux - Updated 9th January
Post by: Mrok Girl on January 10, 2018, 06:29:11 am
Why is plum wood blue?
Worked plum wood (https://cdn.shopify.com/s/files/1/0758/6229/products/rustic_plum_ss_776x.png?v=1504996860)

Surely not that blue/purple though? It looks dyed on your pix. (https://www.tonewood.rs/upload/products/zoom/plum_wood_squares_35x35x320__65pcs.jpg)
Title: Re: ☼Meph Tileset☼ V2 - 32x - 44.03 - Win/Mac/Linux - Updated 9th January
Post by: Meph on January 10, 2018, 06:39:39 am
I tested a few color values from Dagonmasters set. He made it very blue.

I'm now debating (internally) if I use his color values for gems, woods and stone, or if I make my own, or if I keep them.

On the one hand, it does allow more designs, is more realistic and more colorful... on the other hand, the people that like symetry and mono-colored forts will lynch me.
Title: Re: ☼Meph Tileset☼ V2 - 32x - 44.03 - Win/Mac/Linux - Updated 9th January
Post by: Mrok Girl on January 10, 2018, 06:51:04 am
I think I'd like to change it to Pale_Chesnut (bottom left on the table on the bottom of this page (http://dwarffortresswiki.org/index.php/DF2014:Color)) but not sure how. I found the plum tree entry in the plant_new_tree.txt, but not sure which token needs to be changed.

Edit:

I decided to be lazy and just changed it to the Apple tree colours. Looking much better now imo. The other wood has a different colour because it's a different season.

Spoiler (click to show/hide)
Title: Re: ☼Meph Tileset☼ V2 - 32x - 44.03 - Win/Mac/Linux - Updated 9th January
Post by: Mrok Girl on January 10, 2018, 06:53:32 am
I tested a few color values from Dagonmasters set. He made it very blue.

I'm now debating (internally) if I use his color values for gems, woods and stone, or if I make my own, or if I keep them.

On the one hand, it does allow more designs, is more realistic and more colorful... on the other hand, the people that like symetry and mono-colored forts will lynch me.

Personally I'm ok with having different colours for woords and stuff, just this plum is too blue for me for a regular tree. If it was an underground tree, I wouldn't mind. Other people might like it though?
Title: Re: ☼Meph Tileset☼ V2 - 32x - 44.03 - Win/Mac/Linux - Updated 9th January
Post by: Novaris on January 10, 2018, 08:25:22 am
Ah darn, I so wanted to see some clown fun with your tileset but HFS/FB/SMB and MB don't path to your fort, they now all stick down there... :( no fun for me today
Title: Re: ☼Meph Tileset☼ V2 - 32x - 44.03 - Win/Mac/Linux - Updated 9th January
Post by: Meph on January 10, 2018, 08:33:45 am
They don't? Since when?
Title: Re: ☼Meph Tileset☼ V2 - 32x - 44.03 - Win/Mac/Linux - Updated 9th January
Post by: Novaris on January 10, 2018, 08:42:57 am
Since this release. Something related to quester code, there is an open bugtracker for this.
http://www.bay12games.com/dwarves/mantisbt/view.php?id=10388
According to Toady its fixed in the next release coming in a few days hopefully though.
Title: Re: ☼Meph Tileset☼ V2 - 32x - 44.03 - Win/Mac/Linux - Updated 9th January
Post by: Novaris on January 10, 2018, 11:19:15 am
Meph, by any chance do you also happen to be the orginator of the graphics of the elves used in your tileset? I want to start working on a high-elf race and reuse the graphics, maybe modifying them a little (hair color or facial color, maybe the ears or adding a halo or so :D) and it would be much easier with the sources rather than reverse engineering it in photoshop, would it be possible to get those from you?
Title: Re: ☼Meph Tileset☼ V2 - 32x - 44.03 - Win/Mac/Linux - Updated 9th January
Post by: Meph on January 10, 2018, 11:37:10 am
Funnily enough I just talked to someone on reddit about an elf mode. :D

Obsidian Soul made the proto-elf, a single green-clad elf peasant. I made the rest. There you go, photoshop file with elves, tools, weapons, background, etc split into layers. http://dffd.bay12games.com/file.php?id=13399 (http://dffd.bay12games.com/file.php?id=13399)
Title: Re: ☼Meph Tileset☼ V2 - 32x - 44.03 - Win/Mac/Linux - Updated 9th January
Post by: Hylum on January 10, 2018, 05:16:41 pm
Just throwing this out here because a lot of us enjoy the convenience of the PeridexisErrant's DF Starter Pack GUI to quickly change settings in the init files.
I was thinking, if possible, maybe just include the Starter Pack GUI (Striped down version of the full PE Starter Pack) with latest versions of Dwarf Therapist and SoundSense and start your own little Meph's DF Pack. Make life easy for all of your loyal followers! Just run it with your graphics and text options. What do you think!? :D

Obviously your in the middle of developing this graphics pack and there are many changes to come so this could be a temp work around until your pack is finished and you could release an official version specifically to add to PE's Starter Pack that includes and ties in all of your graphics packs features.

I think having the first option would be great, its all you need.
Title: Re: ☼Meph Tileset☼ V2 - 32x - 44.03 - Win/Mac/Linux - Updated 9th January
Post by: Meph on January 10, 2018, 05:32:57 pm
I did that. It ended up in MasterworkDF. ^^

I do have the source code for the old LNP, before Peridexis took over. I could have a look at making a new set... but I'm not sure if I want to compete with the LNP. It's bad enough that I have a big mod and a big tileset, now my own starterpack? :P

Edit: PS: Peridexis doesn't want all the additions. The workshops for example he'd never include in his pack.
Title: Re: ☼Meph Tileset☼ V2 - 32x - 44.03 - Win/Mac/Linux - Updated 9th January
Post by: Hylum on January 10, 2018, 05:55:50 pm
I did that. It ended up in MasterworkDF. ^^

I do have the source code for the old LNP, before Peridexis took over. I could have a look at making a new set... but I'm not sure if I want to compete with the LNP. It's bad enough that I have a big mod and a big tileset, now my own starterpack? :P

Edit: PS: Peridexis doesn't want all the additions. The workshops for example he'd never include in his pack.

Do it! :D haha
you wouldn't be competing with LNP your version can be very simple just have a GUI to easily chose a few options and change the init text files settings.
It would complement your mod and tileset and you could add in cool functionality as you go, just see it as part of your mod!

Exactly why you need your own because it cant be added to Peridexis starter pack without loosing parts that make your mod so awesome!

Masterwork was awesome! and I loved it but this would be much more simple.

I also think others here or myself could probably put something together for you if you need assistance. We are always happy to help!
Title: Re: ☼Meph Tileset☼ V2 - 32x - 44.03 - Win/Mac/Linux - Updated 9th January
Post by: jecowa on January 10, 2018, 06:23:02 pm
I think including the Lazy Newb Pack software in your pack is a great idea. You could use the graphics pack feature to allow players to easily switch between Vordak dwarves and Obsidian Dwarves. You could put all your color palettes in the colors folder to let users easily switch between them. You could put DFHack options in to let users easily enabled and disabled seasonal colors, change multi-level settings, forced redraw setting, and transparent workshop setting, etc. It will also let users more easily switch out which text font they want to use. And give everyone easy-access to Dwarf Therapist. (I suspect that of players don't know how to get (or don't want to mess with getting) Dwarf Therapist without a Lazy Newb Pack.
Title: Re: ☼Meph Tileset☼ V2 - 32x - 44.03 - Win/Mac/Linux - Updated 9th January
Post by: Meph on January 10, 2018, 06:31:17 pm
If I install python, learn python, and get the source code of the newest version. ^^
Title: Re: ☼Meph Tileset☼ V2 - 32x - 44.03 - Win/Mac/Linux - Updated 9th January
Post by: jecowa on January 10, 2018, 06:41:33 pm
There are pre-built binaries available. I could never use it if I had to compile it myself.
Title: Re: ☼Meph Tileset☼ V2 - 32x - 44.03 - Win/Mac/Linux - Updated 9th January
Post by: tnuhnivad on January 10, 2018, 08:36:59 pm
tnuhnivad: What Jecowa said, but in addition to that you also need to generate a new world, and copy the dfhack (just the entire "df_44_03_win/hack" folder) I pack with it. It's different from the LNP version in so far that it includes a whole bunch of custom scripts by Roses, which allow me to change building subtypes in a running game through a reaction. It's absolutely necessary for the new workshops.

[/quote]
This is kind of complicated. The LNP includes a version without the decorations (paintings, pedestals that show the pedestal below the item on top, wooden floors, campfires.) You can add those features in, but save files made with the or that you install it into will not be compatible with the vanilla game anymore. (So you wouldn't want to do this in a community save unless everyone else was going to use this tileset too.)

To update the Meph included with the LNP to the latest version, including all the decorational items, download the Meph 32x + Dwarf Fortress for Windows bundle (http://dffd.bay12games.com/file.php?id=12499).

And from it, copy the "art" and "init" folders from its /df_44_03_win/data/ folder into the /LNP/graphics/Meph/data/ folder in the Lazy Newb Pack.

And then move the "objects" and "graphic" folders and the "onLoad.init" and "onLoad_twbt_meph.init" files from the /df_44_03_win/raw/ folder to the /LNP/graphics/Meph/raw/ folder.
[/quote]

Thanks guys!
Title: Re: ☼Meph Tileset☼ V2 - 32x - 44.03 - Win/Mac/Linux - Updated 9th January
Post by: PeridexisErrant on January 10, 2018, 10:57:36 pm
you wouldn't be competing with LNP your version can be very simple
just have a GUI to easily chose a few options and change the init text files settings.
That sounds pretty similar to the Starter Pack to me  :P

PS: Peridexis doesn't want all the additions. The workshops for example he'd never include in his pack.
FWIW I'd be very happy to include them as a mod, just not as a graphics pack (because that could break saves if people changed graphics).

Someone might need to upgrade PyLNP's mod handling for this to work reliably, though  :(
Title: Re: ☼Meph Tileset☼ V2 - 32x - 44.03 - Win/Mac/Linux - Updated 9th January
Post by: jecowa on January 10, 2018, 11:40:57 pm
FWIW I'd be very happy to include them as a mod, just not as a graphics pack (because that could break saves if people changed graphics).

Someone might need to upgrade PyLNP's mod handling for this to work reliably, though  :(

PyLNP's merging eats objects files unless they are specially-crafted to work together in PyLNP. In its present state, I would need to update the other graphics packs to safely merge with the mod too.

I think it's just the triple merge that has the problem. As long as mods and graphics packs don't edit the same files, it works fine.
Title: Re: ☼Meph Tileset☼ V2 - 32x - 44.03 - Win/Mac/Linux - Updated 9th January
Post by: Meph on January 11, 2018, 09:43:53 am
You might want to test this: http://dffd.bay12games.com/file.php?id=13401

Launcher with utilities, new init settings, twbt settings, the three tilesets. Also balancing options for all civs and fortress defense mod. Also all civs playable if you like, but still on vanilla settings.

It's probably going to implode and erupt in a plethora of bugs (the launcher, not the tileset), so please let me know what happens when you try it out. ^^

Edit: Screenshots:

Spoiler: Balancing and civs (click to show/hide)
Spoiler: Worldgen Editor (click to show/hide)

The balancing settings you can change:
 - If merchants come early or late.
 - If sieges come early or late.
 - Who is your ally/enemy. (you can play with hostile elves, no humans and friendly goblins for example)
 - If merchants bring bodyguards.
 - How the AI works on sieges: Normal, besieges your fort (waits outside with campfires), or giant ambushes.
 - If enemies spawn ambushes or not.
 - Which season they are active. (4 dwarven caravans per year? Oh, yeah. Or no sieges at all in winter? no problem)
 - Combat skills. You can automatically add X points to all combat skills of any race. (For example all goblins get 5 points extra)

Utilities included are the same as the LNP, plus a few more.

Edit: apparently the "play DF" button and the open-folder buttons dont work atm. ^^
Title: Re: ☼Meph Tileset☼ V2 - 32x - 44.03 - Win/Mac/Linux - Updated 9th January
Post by: Hylum on January 11, 2018, 12:58:07 pm
I think including the Lazy Newb Pack software in your pack is a great idea. You could use the graphics pack feature to allow players to easily switch between Vordak dwarves and Obsidian Dwarves. You could put all your color palettes in the colors folder to let users easily switch between them. You could put DFHack options in to let users easily enabled and disabled seasonal colors, change multi-level settings, forced redraw setting, and transparent workshop setting, etc. It will also let users more easily switch out which text font they want to use. And give everyone easy-access to Dwarf Therapist. (I suspect that of players don't know how to get (or don't want to mess with getting) Dwarf Therapist without a Lazy Newb Pack.

This Exactly what I was thinking! Also an easy way to view the world map with your world map tileset.

☼Mephs Map Tileset☼ - 16x/24x/32x tilesets for a nicer worldmap

Title: Re: ☼Meph Tileset☼ V2 - 32x - 44.03 - Win/Mac/Linux - Updated 9th January
Post by: Hylum on January 11, 2018, 01:00:33 pm
Meph that was incredibly fast! haha! I will test it out today after work!
Title: Re: ☼Meph Tileset☼ V2 - 32x - 44.03 - Win/Mac/Linux - Updated 9th January
Post by: Meph on January 11, 2018, 04:54:03 pm
I did some more work on it. Changing overrides can be done with it, for example I made the constructed walls optional. Works on the fly too, you don't need to generate a new world. Just close DF, apply settings, start DF; it automatically works on all your saves.
Title: Re: ☼Meph Tileset☼ V2 - 32x - 44.03 - Win/Mac/Linux - Updated 9th January
Post by: Hylum on January 11, 2018, 04:56:50 pm
That's awesome! Meph the MasterCraft Wizard!
Title: Re: ☼Meph Tileset☼ V2 - 32x - 44.03 - Win/Mac/Linux - Updated 9th January
Post by: Vordak on January 11, 2018, 05:15:54 pm
(https://i.imgur.com/1mqKWix.png)
What is the difference between these floodgate tiles? Difference from material, like doors?
Title: Re: ☼Meph Tileset☼ V2 - 32x - 44.03 - Win/Mac/Linux - Updated 9th January
Post by: jecowa on January 11, 2018, 05:37:21 pm
(https://i.imgur.com/1mqKWix.png)
What is the difference between these floodgate tiles? Difference from material, like doors?

I'm not sure, but only the one on the left is used in Meph 2.0.
Title: Re: ☼Meph Tileset☼ V2 - 32x - 44.03 - Win/Mac/Linux - Updated 9th January
Post by: Meph on January 11, 2018, 05:40:21 pm
Vordak: Yes. Stone/Metal, Wood, Gem.

Hylum: More like Meph the brute-force-programmer-novice, but thank you. ;)

Jecowa: All three are used.
Code: [Select]
[OVERRIDE:88:I:FLOODGATE:::_MDF_overrides_1:183:16]
[OVERRIDE:88:B:FLOODGATE:::_MDF_overrides_1:183:16]
[OVERRIDE:215:I:FLOODGATE:::_MDF_overrides_1:183:16]
[OVERRIDE:215:B:FLOODGATE:::_MDF_overrides_1:183:16]
[OVERRIDE:42:I:FLOODGATE:::_MDF_overrides_1:183:16]
[OVERRIDE:42:B:FLOODGATE:::_MDF_overrides_1:183:16]

Edit: Now that I look at this... I'm an idiot. I never changed the new-tile for the three versions.  ::)

Edit: Fixed version would look like this:
Code: [Select]
[OVERRIDE:88:I:FLOODGATE:::_MDF_overrides_1:183:16] stone/metal
[OVERRIDE:88:B:FLOODGATE:::_MDF_overrides_1:183:16] stone/metal
[OVERRIDE:215:I:FLOODGATE:::_MDF_overrides_1:125:16] wood
[OVERRIDE:215:B:FLOODGATE:::_MDF_overrides_1:125:16] wood
[OVERRIDE:42:I:FLOODGATE:::_MDF_overrides_1:110:16] gem
[OVERRIDE:42:B:FLOODGATE:::_MDF_overrides_1:110:16] gem
Title: Re: ☼Meph Tileset☼ V2 - 32x - 44.03 - Win/Mac/Linux - Updated 9th January
Post by: Meph on January 11, 2018, 07:02:16 pm
I'm done for today, added a few things here and there to the launcher: https://imgur.com/a/rQyf0
Title: Re: ☼Meph Tileset☼ V2 - 32x - 44.03 - Win/Mac/Linux - Updated 9th January
Post by: Bumber on January 11, 2018, 07:54:27 pm
Spoiler: Balancing and civs (click to show/hide)
DF is now an RTS game.

Kobold rush, kek
Title: Re: ☼Meph Tileset☼ V2 - 32x - 44.03 - Win/Mac/Linux - Updated 9th January
Post by: Hylum on January 12, 2018, 01:19:29 pm
Spoiler: Balancing and civs (click to show/hide)
DF is now an RTS game.

Kobold rush, kek

Haha its actually really cool what you have done here Meph, your added customization actually adds a bunch of new ways to play DF that I didn't consider before!
Title: Re: ☼Meph Tileset☼ V2 - 32x - 44.03 - Win/Mac/Linux - Updated 9th January
Post by: Meph on January 12, 2018, 01:33:13 pm
Been part of MasterworkDF for years. The launcher here is just a slimmed down and updated version of the mod launcher.
Title: Re: ☼Meph Tileset☼ V2 - 32x - 44.03 - Win/Mac/Linux - Updated 9th January
Post by: Hylum on January 12, 2018, 01:59:15 pm
Been part of MasterworkDF for years. The launcher here is just a slimmed down and updated version of the mod launcher.

That's right, its just been a while since I have played with Masterworks, never adjusted those settings before.
Title: Re: ☼Meph Tileset☼ V2 - 32x - 44.03 - Win/Mac/Linux - Updated 9th January
Post by: Meph on January 12, 2018, 05:35:21 pm
<<< ☼Download☼ - Meph Pack V2.1 for DF 44.03 - WINDOWS >>> (http://dffd.bay12games.com/file.php?id=13407)

Update!

This update adds three things.

1. A few more fixes. Floodgates for example; the Bookcase; the tracks on ramps; creature_temperate...
2. Improvements to the font. The inverted font (Fort name, active name in a list, etc) are now fully readable.
3. GUI - Tileset launcher with utilities.

(https://i.imgur.com/eoYxJ6b.png)

Features:

- Includes all utilities that are in the LNP.

- Custom Init Editor.

- Settings for TWBT features and overrides, like workshop transparency, realcolors, constructed walls/floors.

- Toggles Vordak / Meph dwarves.

- Custom Worlgen Editor.

- Fortress Defense races. (DF is too easy, I know people love those)

- Custom balancing settings. (Earlier/later sieges or traders, extra combat skills for your dwarves or the invaders, or mixing it up with friendly goblins, trading kobolds and aggressive human sieges. Mix and match as you like.)

- All races playable. Since I made all the ~200 profession sprites for each race, why not use them. Embark as humans, elves, kobolds or goblins. (No mod content atm, purely vanilla DF settings for all those races.)

- Decorational workshops. Small mod-addition that doesn't change any balance, but gives access to about 250 extra sprites. Everything from lamps you can turn on/off, over custom pedestals, flags, signs, icons, floor and roof tiles, more statues, plants and grasses...

- Extra engravings. 2000 procedually generated descriptors for engravings, decorations and statues.

More screenshots:
Spoiler: civ tab (click to show/hide)
Spoiler: worldgen editor (click to show/hide)
Title: Re: ☼Meph Tileset☼ V2.1 - 32x - 44.03 - Win/Mac/Linux - Updated 12th January
Post by: Mrok Girl on January 12, 2018, 06:02:09 pm
Awesome :)

Will you also be updating to 44.04? That fixes the HFS not pathing properly to the fort to give everyone some Fun.
Title: Re: ☼Meph Tileset☼ V2.1 - 32x - 44.03 - Win/Mac/Linux - Updated 12th January
Post by: Hylum on January 12, 2018, 06:19:39 pm
Meph is there an option for disabling Aquifers for new world Gens? I am not seeing anything.
Title: Re: ☼Meph Tileset☼ V2.1 - 32x - 44.03 - Win/Mac/Linux - Updated 12th January
Post by: Meph on January 12, 2018, 06:33:44 pm
Don't have the aquifer change in it yet. I wanted to add a "Balancing" tab, which does things like that. Aquifer, more tantrums, pickier nobles, that sort of thing.

Twbt for 44.04 is not out yet. I have to wait.
Title: Re: ☼Meph Tileset☼ V2.1 - 32x - 44.03 - Updated 12th January
Post by: Mrok Girl on January 12, 2018, 07:52:35 pm
Oh dear. Just tried to lauch your new DF without the launcher after copying my save from last version and replacing all the raw files in the save again, and I got a FATAL ERROR Missing Entity Definition. But nothing says what is the missing entity, not even DFHack.

stderr has these last two lines:
Code: [Select]
Invoking: sc-script add SC_WORLD_LOADED onLoad.init-example
UNKNOWN CLASS 'dfhack_lua_viewscreen@DFHack': vtable = 0x7ffd3daf8240

When I delete the new raws and bring back the previous ones, it loads up fine.

Title: Re: ☼Meph Tileset☼ V2.1 - 32x - 44.03 - Updated 12th January
Post by: Nimrod on January 13, 2018, 02:01:59 am
I came back to DF after a long pause (again and again) and it is great to see, that you are still making new stuff, Meph. Great work! :)
Title: Re: ☼Meph Tileset☼ V2.1 - 32x - 44.03 - Updated 12th January
Post by: Meph on January 13, 2018, 04:48:07 am
Oh dear. Just tried to lauch your new DF without the launcher after copying my save from last version and replacing all the raw files in the save again, and I got a FATAL ERROR Missing Entity Definition. But nothing says what is the missing entity, not even DFHack.

stderr has these last two lines:
Code: [Select]
Invoking: sc-script add SC_WORLD_LOADED onLoad.init-example
UNKNOWN CLASS 'dfhack_lua_viewscreen@DFHack': vtable = 0x7ffd3daf8240

When I delete the new raws and bring back the previous ones, it loads up fine.
Yes. Not sure how I should say this, but not a big surprise, considering that the version with the launcher splits up entity_default into 6 files (1 for each race, 1 for cavern civs), and adds 12 new entitiy files (the fortress defense races). THIS version of the tileset is certainly modded and not save-compatible.

That's the reason I made the launcher myself in the first place, so that Perixedis, Jecowa and co don't have to worry about stuff like this in their packs. ^^
Title: Re: ☼Meph Tileset☼ V2.1 - 32x - 44.03 - Updated 12th January
Post by: JesterHell696 on January 13, 2018, 08:52:18 am
Yes. Not sure how I should say this, but not a big surprise, considering that the version with the launcher splits up entity_default into 6 files (1 for each race, 1 for cavern civs), and adds 12 new entitiy files (the fortress defense races). THIS version of the tileset is certainly modded and not save-compatible.

That's the reason I made the launcher myself in the first place, so that Perixedis, Jecowa and co don't have to worry about stuff like this in their packs. ^^

Will this tileset be consumed by masterwork or will a completely standalone (no launcher) vanilla tileset remain available?

I ask because its already got a couple of that I remove, workshops and grass and because I like to do some custom modding of my raws I don't want to have to dig though masterworks level raws to make my "standard" changes, no offense intended but I don't like masterwork at all and the launcher preview already has me worried with that invaders tab.
Title: Re: ☼Meph Tileset☼ V2.1 - 32x - 44.03 - Updated 12th January
Post by: Meph on January 13, 2018, 09:40:48 am
Vanilla download will stay. I'm surprised myself about the requests I got on Reddit. They want balance changes, standardized materials, etc.

The invaders are mostly in because they were already in the launcher when I ported it. No harm done, since they are disabled by default.

But what do you mean about the grasses? I only changed the depth of 3 grass entries, that doesn't do anything to save compatibility.
Title: Re: ☼Meph Tileset☼ V2.1 - 32x - 44.03 - Updated 12th January
Post by: Amostubal on January 13, 2018, 12:07:06 pm
Hey Meph I'm not sure but I don't think you need LAA anymore, and I think perfect world is so far back that it no longer functions, unless someone started work on it in the last 6 months...
Title: Re: ☼Meph Tileset☼ V2.1 - 32x - 44.03 - Updated 12th January
Post by: Novaris on January 13, 2018, 12:52:31 pm
Somehow I don't like the change to the launcher approach. Until now it was easy to use and extend your DF version as it was mostly vanilla with  a few files added. Easy to find the differences and extend with creatures, entities and items. Now I first have to remove the stuff that is not vanilla or workshops and then add in the other mods/changes/extensions. Still, the tileset is worth the effort but it just got more complicated to fool around with it :D
Title: Re: ☼Meph Tileset☼ V2.1 - 32x - 44.03 - Updated 12th January
Post by: Boochdizzle on January 13, 2018, 05:14:25 pm
Meph, I just want to say that I'm really enjoying what you've done with this tileset and launcher, and I'm having a lot of fun with it. It also seems to work a lot more smoothly and make more sense than the LNP does... which is weird since it's like 2 days old? Keep up the good work!
Title: Re: ☼Meph Tileset☼ V2.1 - 32x - 44.03 - Updated 12th January
Post by: Isher on January 13, 2018, 05:16:49 pm
I hate to have to regen a world but on the other hand it's about time anyway. Looking forward to 44.04 now that TWBT is updated.
Title: Re: ☼Meph Tileset☼ V2.1 - 32x - 44.03 - Updated 12th January
Post by: jecowa on January 13, 2018, 05:39:30 pm
It's probably it's possible to use a version 2.0 save in Meph 2.1. Use all the 2.0 /raw/objects/ files and only install "/raw/objects/plant_grasses.txt" from v2.1 into your save file.

And to continue using a pre-2.1 save in future versions of Meph, you would probably install everything from the updated /raw/objects/ folder into your save file except these files:
Title: Re: ☼Meph Tileset☼ V2.1 - 32x - 44.03 - Updated 12th January
Post by: Shweebish on January 13, 2018, 10:26:14 pm
How do I use the lower resolutions?
Title: Re: ☼Meph Tileset☼ V2.1 - 32x - 44.03 - Updated 12th January
Post by: jecowa on January 14, 2018, 12:50:06 am
How do I use the lower resolutions?

Use the twbt tilesize command. I recommend one of these two tilesizes for use with Meph:

three-fourths wide:
(great for 1080p screens)
Code: [Select]
twbt tilesize 24 24
one-half wide:
(great for 720p displays and 1280- & 1366-pixel wide displays)
Code: [Select]
twbt tilesize 16 16
Title: Re: ☼Meph Tileset☼ V2.1 - 32x - 44.03 - Updated 12th January
Post by: Pvt. Pirate on January 14, 2018, 05:26:52 am
i had to copy in the "curses640x300" font and amnually change the resolution to 1280x960 for the menu to not take 70% of the screen, but now it looks amazing and is fun to play.
can you add options for mousequery etc. to the launcher?
Title: Re: ☼Meph Tileset☼ V2.1 - 32x - 44.03 - Updated 12th January
Post by: Pvt. Pirate on January 14, 2018, 05:51:33 am
do some of the decoration-workshops actually cast light? can they keep my dorfs from becoming fully caveadapt?
Title: Re: ☼Meph Tileset☼ V2.1 - 32x - 44.03 - Updated 12th January
Post by: JesterHell696 on January 14, 2018, 06:28:20 am
Vanilla download will stay. I'm surprised myself about the requests I got on Reddit. They want balance changes, standardized materials, etc.

Thank you for the assurance, I don't really care about balance nor do I like standardized materials.

The invaders are mostly in because they were already in the launcher when I ported it. No harm done, since they are disabled by default.

ah, okay that's less worrying.

But what do you mean about the grasses? I only changed the depth of 3 grass entries, that doesn't do anything to save compatibility.

I meant the moving grass, I like my raws as vanilla as possible because I have my own mods and the more that gets added with the tileset the more chance that I could break something because of what ties into it.

I already had to remake my mod to work with the tileset using the raws that came with it but every extra change to the raws adds to the chance of having to do it again, and again, but if no more extras are added I should just be able to copy my current modded raws into future releases like I've done before.
Title: Re: ☼Meph Tileset☼ V2.1 - 32x - 44.03 - Updated 12th January
Post by: Hylum on January 14, 2018, 03:51:15 pm
Meph, I just want to say that I'm really enjoying what you've done with this tileset and launcher, and I'm having a lot of fun with it. It also seems to work a lot more smoothly and make more sense than the LNP does... which is weird since it's like 2 days old? Keep up the good work!

+1 Great work so far Meph, Really enjoying the Launcher, no major issues yet in testing. Also I am having no problem modding the Raws which I do time to time.
Title: Re: ☼Meph Tileset☼ V2.1 - 32x - 44.03 - Updated 12th January
Post by: Meph on January 14, 2018, 04:04:10 pm
Considering what I'm seeing here about people modifying the tileset raws and wanting to keep a completely unedited set of raws, I consider splitting this project into two. Tileset and Editor.

That gives me the freedom to change whatever is necessary for the optional features of the editor, without compromising save compatibility for those updating older saves or their own mods.
Title: Re: ☼Meph Tileset☼ V2.1 - 32x - 44.03 - Updated 12th January
Post by: Hylum on January 14, 2018, 04:15:09 pm
Hi Meph the game closes with no report when building carpet tiles and farm plots. Not sure whats causing this.

Title: Re: ☼Meph Tileset☼ V2.1 - 32x - 44.03 - Updated 12th January
Post by: Meph on January 14, 2018, 04:40:18 pm
I had that with farm plots. Novaris mentioned that it's a vanilla DF issue (?). I haven't changed farm plots or anything related to them at all since I first did the plants a year ago. Only thing is the transparency that Mifki added.

Carpet tiles are custom workshops, they shouldnt influence anything, at all.

Is it a repeatable problem on your end? Does it  happen every time?
Title: Re: ☼Meph Tileset☼ V2.1 - 32x - 44.03 - Updated 12th January
Post by: Hylum on January 14, 2018, 04:59:45 pm
I had that with farm plots. Novaris mentioned that it's a vanilla DF issue (?). I haven't changed farm plots or anything related to them at all since I first did the plants a year ago. Only thing is the transparency that Mifki added.

Carpet tiles are custom workshops, they shouldnt influence anything, at all.

Is it a repeatable problem on your end? Does it  happen every time?

Ok cool, the Carpet thing was the same as the farm plot for me, where the game just closes. I will see if its repeatable. I think its probably just a vanilla DF issue or my system. I have had this happen in the past. Just need to save often.
Title: Re: ☼Meph Tileset☼ V2.1 - 32x - 44.03 - Updated 12th January
Post by: Meph on January 14, 2018, 05:19:19 pm
It's really important that I know about possible crash sources. If there is even the remote chance that it's a part of the tileset/overrides/twbt, I have to fix it.
Title: Re: ☼Meph Tileset☼ V2.1 - 32x - 44.03 - Updated 12th January
Post by: Hylum on January 14, 2018, 06:21:46 pm
It's really important that I know about possible crash sources. If there is even the remote chance that it's a part of the tileset/overrides/twbt, I have to fix it.

It is repeatable but I cant say its part of the tileset. When I am placing the carpet tiles it will happen randomly maybe every 10 or so. Same thing happens with farm plots. Only happens with those 2 so far. Game just closes. See if anyone else can make this happen?
Title: Re: ☼Meph Tileset☼ V2.1 - 32x - 44.03 - Updated 12th January
Post by: Meph on January 14, 2018, 07:01:52 pm
try this: Type "twbt redraw_all 0" into the dfhack console; or permanent fix: Remove the line "twbt redraw_all 1" from the dfhack.init in the df folder.

Please repeat back to me if it works. I tried testing as good as I can, but it's a bit erratic. Sometimes it crashes when placing farm plots, carpets, etc, but other times I could place 100 of them with no issue. I only know that I could never get it to crash when I disabled the forced redraw mode of TWBT.
Title: Re: ☼Meph Tileset☼ V2.1 - 32x - 44.03 - Updated 12th January
Post by: Pvt. Pirate on January 15, 2018, 12:58:14 am
It's really important that I know about possible crash sources. If there is even the remote chance that it's a part of the tileset/overrides/twbt, I have to fix it.
had those random crashes when using 43.03 LNP with phoebus when placing bridges or constructed walls.
i hope it's not related to your pack.
Title: Re: ☼Meph Tileset☼ V2.1 - 32x - 44.03 - Updated 12th January
Post by: Meph on January 15, 2018, 04:33:42 am
If you had it with the LNP and Phoebus, it's not my pack. ^^

Sounds like dfhack. Especially considering that they are across different releases, with different tilesets, from different downloads. My best guess would be a plugin that hasn't been updated/tested that ties in into building placement.
Title: Re: ☼Meph Tileset☼ V2.1 - 32x - 44.03 - Updated 12th January
Post by: Novaris on January 15, 2018, 04:39:39 am
Best guess is the material tweak that keeps preselcting the material when you build walls or other constructions. You can try disabling that tweak in the dfhack.ini. The crashes with the farming plot are really old (back in 0.40.24), and happened with spacefox, mayday and phoebus, but not with vanilla df without hack.
Title: Re: ☼Meph Tileset☼ V2.1 - 32x - 44.03 - Updated 12th January
Post by: Meph on January 15, 2018, 04:45:28 am
Neither farm plots nor the decorational workshops require any materials. It never goes to the selection screen in the first place.
Title: Re: ☼Meph Tileset☼ V2.1 - 32x - 44.03 - Updated 12th January
Post by: Novaris on January 15, 2018, 06:32:01 am
That doesn't necessarily mean that the dfhack plugin does not trie to do something. I was able to avoid crashes when irrigating farm plots by having all seeds very close or wall off the section while defining the farm using locked doors. But true, both do not require material, maybe that is the common issue here? We could try adding required products to your reactions (like a statue for the statue decoration, cloth for the carpet, weapons for the weapon racks...) and if the crashes still remain we have circeled our waggons around the issue.
Title: Re: ☼Meph Tileset☼ V2.1 - 32x - 44.03 - Updated 12th January
Post by: Mrok Girl on January 15, 2018, 10:57:24 am
What is wrong with the dumping orders? I have several items marked for dumping and a few dwarves with nothing but refuse hauling enabled and yet nothing is being dumped. I think I had this problem in the previous versions of Mephs DF, but can't remember if I had it in different tilesets without DF Hack. Any ideas how to make it work? I have a werekangaroo body right next to the depot, it's bound to scare the traders :(
Title: Re: ☼Meph Tileset☼ V2.1 - 32x - 44.03 - Updated 12th January
Post by: Meph on January 15, 2018, 11:28:57 am
You probably didn't enable dwarves to gather refuse on the surface. Press o r o.
Title: Re: ☼Meph Tileset☼ V2.1 - 32x - 44.03 - Updated 12th January
Post by: Pvt. Pirate on January 15, 2018, 11:48:06 am
If you had it with the LNP and Phoebus, it's not my pack. ^^

Sounds like dfhack. Especially considering that they are across different releases, with different tilesets, from different downloads. My best guess would be a plugin that hasn't been updated/tested that ties in into building placement.
yes, i wanted to point out that i had this problem outside your pack :)
so it might be a problem with twbt and/or dfhack.

i haven't had any problems with your pack at all - except the need to start certain dfhack-plugins manually (until i find out how to make dfhack start them automatically (or you add them as options in the launcher) ).
Title: Re: ☼Meph Tileset☼ V2.1 - 32x - 44.03 - Updated 12th January
Post by: Meph on January 15, 2018, 11:50:22 am
What plugins do you want to start?

Could  you do me the favor and gen a world, use "twbt redraw_all 0" to disable that feature and try to crash your game using farm plots, carpets and the like? It would be nice to have a confirmation that this helps on another machine, not just on my end.
Title: Re: ☼Meph Tileset☼ V2.1 - 32x - 44.03 - Updated 12th January
Post by: Novaris on January 15, 2018, 11:55:43 am
I can confirm it helps.
Title: Re: ☼Meph Tileset☼ V2.1 - 32x - 44.03 - Updated 12th January
Post by: Pvt. Pirate on January 15, 2018, 11:58:55 am
What plugins do you want to start?

Could  you do me the favor and gen a world, use "twbt redraw_all 0" to disable that feature and try to crash your game using farm plots, carpets and the like? It would be nice to have a confirmation that this helps on another machine, not just on my end.
i haven't had those crashes with your pack. i also delete older DF versions once i tested the newer versions, so i cannot even try to reproduce the errors i had about a year ago. sorry if i wrote misleading stuff earlier.  ::)
Title: Re: ☼Meph Tileset☼ V2.1 - 32x - 44.03 - Updated 12th January
Post by: Hylum on January 15, 2018, 12:55:51 pm
What plugins do you want to start?

Could  you do me the favor and gen a world, use "twbt redraw_all 0" to disable that feature and try to crash your game using farm plots, carpets and the like? It would be nice to have a confirmation that this helps on another machine, not just on my end.

Meph, i will try this later on today and let you know what happens. This crash doesn't have anything to do with your pack, I recall it happening now on occasion with PE Starter Pack and the previous version of DF. It would be nice though if we can solve this problem, seems like the whole community is experiencing the same thing. It is most likely a problem with DFHack.
Title: Re: ☼Meph Tileset☼ V2.1 - 32x - 44.03 - Updated 12th January
Post by: Meph on January 15, 2018, 01:42:55 pm
Ok, lets see how it goes... ^^

I worked on some balancing changes... how about those? :)

(https://i.imgur.com/w8rODUB.png)

That should give players a few options to make the game harder/easier as they like.
Title: Re: ☼Meph Tileset☼ V2.1 - 32x - 44.03 - Updated 12th January
Post by: Hylum on January 15, 2018, 01:48:00 pm
Very cool! Will you include some detailed descriptions when you mouse over so we know exactly what happens when enabled/disabled?
Title: Re: ☼Meph Tileset☼ V2.1 - 32x - 44.03 - Updated 12th January
Post by: jecowa on January 15, 2018, 01:52:42 pm
Very cool! Will you include some detailed descriptions when you mouse over so we know exactly what happens when enabled/disabled?

Just what I was going to ask. Tool tips to give a little more detail would be nice. And maybe some documentation that details exactly what changes the options make to the game. Picky Nobles sounds fun.
Title: Re: ☼Meph Tileset☼ V2.1 - 32x - 44.03 - Updated 12th January
Post by: Mrok Girl on January 15, 2018, 02:17:49 pm
You probably didn't enable dwarves to gather refuse on the surface. Press o r o.

ARGH no, I didn't T_T Thanks!
Title: Re: ☼Meph Tileset☼ V2.1 - 32x - 44.03 - Updated 12th January
Post by: Isher on January 15, 2018, 05:09:52 pm
I hope bleeding/pain are roughly equivalent to the deadlier combat/faster bleeding mod, those are good changes that keep combat from being a torture session. When we make a change will we still need to update save raws manually?
Title: Re: ☼Meph Tileset☼ V2.1 - 32x - 44.03 - Updated 12th January
Post by: Meph on January 15, 2018, 05:37:57 pm
There is a mouse-over with details; I might also write a proper manual for it. Although in my experience people don't read it.

The bleeding and pain values are exactly the same as in averagebandits mod here: http://www.bay12forums.com/smf/index.php?topic=159427.msg7091728#msg7091728

Tooltip example: "witless dwarves: Halves all mental attributes of dwarves", or "picky nobles: Doubles all mandates and demands by your nobles. If a noble had none before, they can now make one demand/mandate extra."
Title: Re: ☼Meph Tileset☼ V2.1 - 32x - 44.03 - Updated 12th January
Post by: Hylum on January 15, 2018, 11:58:37 pm
try this: Type "twbt redraw_all 0" into the dfhack console; or permanent fix: Remove the line "twbt redraw_all 1" from the dfhack.init in the df folder.

Please repeat back to me if it works. I tried testing as good as I can, but it's a bit erratic. Sometimes it crashes when placing farm plots, carpets, etc, but other times I could place 100 of them with no issue. I only know that I could never get it to crash when I disabled the forced redraw mode of TWBT.

Meph this fixed the problem no more freezing up.
Title: Re: ☼Meph Tileset☼ V2.1 - 32x - 44.03 - Updated 12th January
Post by: tnuhnivad on January 16, 2018, 12:59:38 am
You're awesome Meph thank you so much for this!!
Title: Re: ☼Meph Tileset☼ V2.1 - 32x - 44.03 - Updated 12th January
Post by: Meph on January 16, 2018, 03:33:54 am
<<< ☼Download☼ - Meph Pack V2.2 for DF 44.03 - WINDOWS >>> (http://dffd.bay12games.com/file.php?id=13407)

Update!

Another update that combines three new additions. This time I concentrated on worldgen, the balancing options in the launcher, and stumbled over item_symbol for inorganics... so I made unique sprites for each type of rock/boulder.

1. Worldgens.

The pack now contains a duplicate of the normal worldgens, all with widers, open caverns and a few other small changes. The caverns help improve FPS, since the pathfinding is easier in open areas than in a maze.

I also included the MasterworkDF worldgens, which are based on themes. Starter-World has 10000 embark points, for beginners. There is a world with mostly good biomes; one with evil biomes; one volcano world; one desert world; and a mixed "everything world".

In addition to that I found three worldgens done by Deon: Westeros, Discworld and Middle-Earth. There are also included.

(https://i.imgur.com/i6OiPC1.png)


2. Balancing options.

There are 36 optional settings that make the game harder or easier now. Anything from half as many plants or metal bars being produced, to more crazy demands by nobles, but also kids that grow up twice as fast and downright cheating, like removing the need to eat, drink or sleep.

(https://i.imgur.com/8ohqIya.png)

3. Boulder sprites.

There are normal rocks, ores, gems, gypsum-powder rocks, clays, flux-stones, coal-giving stones, sharp obsidian rock... most people don't have all of that in their heads, so now they can see it directly in their stockpiles. :)

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

I wish that I could do the same for gems; splitting them into different rarity/value, but it seems that IS_GEM always reverts to one tile, regardless of which item_symbol I use. Still, I think this improves the set a bit more. :)

I also disabled redraw_all by default, since that seems to have helped with the crashes. :)

The 44.04 update I skipped, since 44.05 is out already. Just waiting for TWBT. Once that is up, I will do an update to the launcher AND to the vanilla tileset version. Dont worry, I didnt forget about the people that want to keep that version up.
Title: Re: ☼Meph Tileset☼ V2.2 - 32x - 44.03 - Updated 16th January
Post by: Novaris on January 16, 2018, 03:55:44 am
Thank you for forking of a spearate branch for the launcher. I really appreciate it, this makes adapting your spriteset so much more convenient.
Can you also override the tile for molten armor or weapons? currently they are a basket with some metal sludge sitting on the ground which just doesn't really fit, a semi-molten breastplate or so just a puddle in the metal color would make more sense somehow...
Title: Re: ☼Meph Tileset☼ V2.2 - 32x - 44.03 - Updated 16th January
Post by: Meph on January 16, 2018, 04:01:41 am
Can you post a screenshot? I actually havent seen molten items with this tileset. But I assume that they all share a tile atm.
Title: Re: ☼Meph Tileset☼ V2.2 - 32x - 44.03 - Updated 16th January
Post by: dragonlotion on January 16, 2018, 04:44:20 am
I don't have high hopes for this, but... is there a way to use ASCII during world gen? I love your tileset for everything else but I'm so used to the ASCII symbols on the map, and I'd rather not need a legend to read it. Keep up the great work, man, the tileset and the launcher are fantastic <3
Title: Re: ☼Meph Tileset☼ V2.2 - 32x - 44.03 - Updated 16th January
Post by: Novaris on January 16, 2018, 04:50:33 am
Right on it.
(http://i.xomf.com/rnngd.png)
yellow: molten silver, represented as "{silver}" when placing the cursor over it
blue: molten "{bismuth bronze}" or "{bronze}"
green: molten "{copper}"

(and yes I know the {} means forbidden :D I have yet to reclaim it and melt it down)

BTW: nice work on the forgotteb beasts
Spoiler (click to show/hide)
Title: Re: ☼Meph Tileset☼ V2.2 - 32x - 44.03 - Updated 16th January
Post by: Meph on January 16, 2018, 05:01:01 am
I don't have high hopes for this, but... is there a way to use ASCII during world gen? I love your tileset for everything else but I'm so used to the ASCII symbols on the map, and I'd rather not need a legend to read it. Keep up the great work, man, the tileset and the launcher are fantastic <3
That would be pretty simple to add. But either you'd have to keep playing with ascii text font in the menu; or after embarking you'd have to save, close, switch to a nicer font, open DF again.
Title: Re: ☼Meph Tileset☼ V2.2 - 32x - 44.03 - Updated 16th January
Post by: Meph on January 16, 2018, 08:52:48 am
Novaris: Found it.

Quote
247 ≈   Rough stone road or bridge, water, magma, snow, glob (fat/tallow), farm plot, furrowed soil, vomit, blood pools, sea foam, sand, various stones*

That's your molten bars. A glob. That's an item type, its not actually "a molten silver bar", but "a molten silver glob". So they all look the same, molten bars, globs of fat, globs of tallows... they wiki only lists the fat/tallow, which is why I made a bowl around it, since it belongs in the kitchen.

If I make you a graphic for molten bars, I will also change fat/tallow. :/
Title: Re: ☼Meph Tileset☼ V2.2 - 32x - 44.03 - Updated 16th January
Post by: Novaris on January 16, 2018, 10:32:31 am
That would be ok for me, I could convince myself that butter also melts once it gets warm which may even look the same and anyways tallow and fat are always stored in barrels so you nearly never see them lying around.  Could I convince you to try your magic?
Title: Re: ☼Meph Tileset☼ V2.2 - 32x - 44.03 - Updated 16th January
Post by: Meph on January 16, 2018, 10:59:10 am
Magic. (https://i.imgur.com/7kWtjml.png)
Title: Re: ☼Meph Tileset☼ V2.2 - 32x - 44.03 - Updated 16th January
Post by: Novaris on January 16, 2018, 11:08:26 am
Wuhu!
Title: Re: ☼Meph Tileset☼ V2.2 - 32x - 44.03 - Updated 16th January
Post by: tnuhnivad on January 16, 2018, 11:18:25 am
I'm not sure if this is something I'm doing wrong but it only seems to happen to me when I use the tile set pack. I get an error when using the "expertlegends info" in df hack in legends mode. Trying to then import the exported files in worlds viewer results in errors.
Title: Re: ☼Meph Tileset☼ V2.2 - 32x - 44.03 - Updated 16th January
Post by: Meph on January 16, 2018, 12:35:45 pm
I'm not sure if this is something I'm doing wrong but it only seems to happen to me when I use the tile set pack. I get an error when using the "expertlegends info" in df hack in legends mode. Trying to then import the exported files in worlds viewer results in errors.

It's known and fixed in DFHack 0.44.04-alpha1
https://dfhack.readthedocs.io/en/latest/docs/NEWS-dev.html#dfhack-0-44-04-alpha1

It was a dfhack issue in 44.03, which is fixed in the new version. The fix will be in this set with the next update.
Title: Re: ☼Meph Tileset☼ V2.2 - 32x - 44.03 - Updated 16th January
Post by: Meph on January 16, 2018, 02:33:45 pm
Foods have sub types... so far they had the same sprite, just with a +, ++ and +++ on it for the three meal types.

Now there are biscuits, stew and roast. :)

(https://i.imgur.com/Yd2Fktz.png)

(https://i.imgur.com/PDxuEE7.png)
Title: Re: ☼Meph Tileset☼ V2.2 - 32x - 44.03 - Updated 16th January
Post by: Hylum on January 16, 2018, 03:09:04 pm
Foods have sub types... so far they had the same sprite, just with a +, ++ and +++ on it for the three meal types.

Now there are biscuits, stew and roast. :)

(https://i.imgur.com/Yd2Fktz.png)

(https://i.imgur.com/PDxuEE7.png)

This is great! Was just thinking about this yesterday!
Title: Re: ☼Meph Tileset☼ V2.2 - 32x - 44.03 - Updated 16th January
Post by: Meph on January 16, 2018, 05:05:51 pm
I found a few more missing things... this is what I did so far:
 - Fixed earring transparency.
 - Added unique sprites for each food type.
 - Added unique sprite for frozen brooks.
 - Updated the workshop legend sheet.
 - Added "construction" sprite for unfinished workshop parts.
 - Added unique sprite for constructed ramps.
 - Added unique sprite for carved fortifications.
 - Added unique sprite for sheets.
Title: Re: ☼Meph Tileset☼ V2.2 - 32x - 44.03 - Updated 16th January
Post by: Mrok Girl on January 16, 2018, 06:37:38 pm
I like those new food sprites and looking forward to sheets :)
Title: Re: ☼Meph Tileset☼ V2.2 - 32x - 44.03 - Updated 16th January
Post by: Meph on January 17, 2018, 01:32:53 am
The sheet sprite I already had, for a year or so... just not the fitting override. It's not in the readme of twbt, but the new print-twbt-override script allowed me to find the proper tags. :)
Title: Re: ☼Meph Tileset☼ V2.2 - 32x - 44.03 - Updated 16th January
Post by: Meph on January 17, 2018, 04:38:37 am
...

I just had an inspiration.

Walls. No item or creature will ever be on the same tile as a wall. Walls are completely save from the bug that shows a wrong tile when two sprites are on the same tile, because they are freaking walls.

Walls have 20 different tiles.

I have 20 completely free tiles in the main tileset that I can use for overrides.

I could fix the "carried-item-looks-wrong" bug for 20 items.

Would be a lot of work (writing 20 overrides, changing 20 overrides, and moving 180 sprites across 6 tilesets. ^^), but it's possible.
Title: Re: ☼Meph Tileset☼ V2.2 - 32x - 44.03 - Updated 16th January
Post by: Novaris on January 17, 2018, 04:56:39 am
Is this print-twbt-ovveride an inherrent script of dfhack?

as for walls: cool idea :D
Title: Re: ☼Meph Tileset☼ V2.2 - 32x - 44.03 - Updated 16th January
Post by: Meph on January 17, 2018, 05:26:10 am
No, it's a custom script.
Title: Re: ☼Meph Tileset☼ V2.1 - 32x - 44.03 - Updated 12th January
Post by: JesterHell696 on January 17, 2018, 07:26:52 am
Considering what I'm seeing here about people modifying the tileset raws and wanting to keep a completely unedited set of raws, I consider splitting this project into two. Tileset and Editor.

That gives me the freedom to change whatever is necessary for the optional features of the editor, without compromising save compatibility for those updating older saves or their own mods.

That would be much appreciated, Thanks.
Title: Re: ☼Meph Tileset☼ V2.2 - 32x - 44.03 - Updated 16th January
Post by: Isher on January 17, 2018, 12:45:47 pm
Do creatures take up the same tiles as walls when climbing over the top, or are they technically above them then (or do they just climb across them in one go?)
Title: Re: ☼Meph Tileset☼ V2.2 - 32x - 44.03 - Updated 16th January
Post by: Meph on January 17, 2018, 12:51:15 pm
When they are climbing over the top, they are on top of the wall. The top of the wall is a floor sprite, not a wall sprite. Not a problem. ;)
Title: Re: ☼Meph Tileset☼ V2.2 - 32x - 44.03 - Updated 16th January
Post by: Novaris on January 17, 2018, 04:17:56 pm
Really sounds good and since twbt got updated I'm really looking forward to your update to 0.44.05
Title: Re: ☼Meph Tileset☼ V2.2 - 32x - 44.03 - Updated 16th January
Post by: tagtag on January 17, 2018, 04:35:08 pm
(https://i.imgur.com/rgv0UH9.png)
In my old save bunch of wall tiles are randomly wrong. Those are orthoclase instead of the ground.
Title: Re: ☼Meph Tileset☼ V2.2 - 32x - 44.03 - Updated 16th January
Post by: Meph on January 17, 2018, 04:47:26 pm
Did you update the save? Like the raws in data/save/regionX ? Because the walls themselves look wrong too.
Title: Re: ☼Meph Tileset☼ V2.2 - 32x - 44.03 - Updated 16th January
Post by: jecowa on January 17, 2018, 04:50:02 pm
Oh yeah, some tiles changed in stone layer and stone soil between versions 2.1 and 2.2.
Title: Re: ☼Meph Tileset☼ V2.2 - 32x - 44.03 - Updated 16th January
Post by: Meph on January 17, 2018, 05:12:38 pm
They shouldnt. I changed item_symbols on them, not the tile numbers.

Edit: to clarify: Yes, the items on the ground look wrong because of the changes and he didnt update the save, but the walls themselves shouldnt look like that either.
Title: Re: ☼Meph Tileset☼ V2.2 - 32x - 44.03 - Updated 16th January
Post by: Jarardo on January 17, 2018, 05:48:16 pm
Thanks for your work on this I love it. I would like to update to 44.05 but I really love the world gen I ended up with and I haven't updated a save before. Would there be much to it in this instance?

I am running this 44.03 version of the Meph Tileset, I downloaded it on 1/13.

Thanks!
Title: Re: ☼Meph Tileset☼ V2.2 - 32x - 44.03 - Updated 16th January
Post by: Meph on January 17, 2018, 05:59:52 pm
Copy the raw folder, paste into data/save/region X, replace all. And make a backup first.

I'll make a 44.05 update tomorrow. Now that dfhack, twbt and therapist are updated, that shouldnt be a problem.
Title: Re: ☼Meph Tileset☼ V2.2 - 32x - 44.03 - Updated 16th January
Post by: Jarardo on January 17, 2018, 07:12:03 pm
Awesome thank you. To clarify, do I just need to take the raw folder from 44.05 and put it in the 44.03/save/regionX folder and I'm good to go still using the launcher from your 44.03 release?

Or do I need to:
Extract 44.05 to new folder
Move 44.03 regionX folder to 44.05/data/save
Take 44.05 raw and copy into moved 44.03 regionX folder
Install 44.05 DFHack
Copy all your tileset stuff to new 44.05 folder.

Title: Re: ☼Meph Tileset☼ V2.2 - 32x - 44.03 - Updated 16th January
Post by: Mrok Girl on January 17, 2018, 07:48:03 pm
Copy the raw folder, paste into data/save/region X, replace all. And make a backup first.

I'll make a 44.05 update tomorrow. Now that dfhack, twbt and therapist are updated, that shouldnt be a problem.

Looking forward to it! My fort fell to a werekangaroo cascade, so now I can start a new game without feeling bad about abandoning it :)
Title: Re: ☼Meph Tileset☼ V2.2 - 32x - 44.03 - Updated 16th January
Post by: jecowa on January 17, 2018, 08:25:06 pm
Awesome thank you. To clarify, do I just need to take the raw folder from 44.05 and put it in the 44.03/save/regionX folder and I'm good to go still using the launcher from your 44.03 release?

Or do I need to:
Extract 44.05 to new folder
Move 44.03 regionX folder to 44.05/data/save
Take 44.05 raw and copy into moved 44.03 regionX folder
Install 44.05 DFHack
Copy all your tileset stuff to new 44.05 folder.

You want to update your save and Meph pack to Dwarf Fortress v0.44.05? To update your save, Only copy "/raw/objects/reaction_other.txt" from DF v0.44.05 into your old DF v0.44.03 save.

Updating the pack is more complicated. I think this is how you would need to do it:
Title: Re: ☼Meph Tileset☼ V2.2 - 32x - 44.03 - Updated 16th January
Post by: Jarardo on January 17, 2018, 09:55:14 pm
Thanks for putting that together for me Jecowa. I will probably just wait until tomorrow if Meph is going to release a new version then. 44.03 is still playable but I am seeing some stuttering which should be resolved with 44.05.
Title: Re: ☼Meph Tileset☼ V2.2 - 32x - 44.03 - Updated 16th January
Post by: jecowa on January 17, 2018, 10:31:23 pm
Yeah, it's probably worth waiting to get it done right and get all the new tileset features and stuff.
Title: Re: ☼Meph Tileset☼ V2.2 - 32x - 44.03 - Updated 16th January
Post by: Novaris on January 18, 2018, 07:25:17 am
its like waiting on a game release on steam, every hour you look at the forums to see whether the new version got released already :D
Title: Re: ☼Meph Tileset☼ V2.2 - 32x - 44.03 - Updated 16th January
Post by: Mrok Girl on January 18, 2018, 07:47:30 am
its like waiting on a game release on steam, every hour you look at the forums to see whether the new version got released already :D

Haha yes, I'm right there with you :D
Title: Re: ☼Meph Tileset☼ V2.2 - 32x - 44.03 - Updated 16th January
Post by: Meph on January 18, 2018, 09:13:10 am
<<< ☼Download☼ - Meph Pack V2.3 for DF 44.05 - WINDOWS >>> (http://dffd.bay12games.com/file.php?id=13407)

Update!

The 44.05 DF update, over 100 new creature sprites, unique foods and some optimization on workshops.

Changelog:
 - Fixed earring transparency.
 - Added unique sprites for each food type.
 - Added unique sprite for frozen brooks.
 - Updated the workshop legend sheet.
 - Added "construction" sprite for unfinished workshop parts.
 - Added unique sprite for constructed ramps.
 - Added unique sprite for carved fortifications.
 - Added unique sprite for sheets.
 - Added icon for "engraving/smoothing walls"
 - Fixed engravings not showing up on pillars.
 - All carried trap-components now look like a toolbox. (Aka the mechanic carries the parts in a box)
 - Fire snakes got magma-background.
 - Added 14 more zombified fish sprites. 34 animal man zombies. 24 giant animal zombies. 31 more zombie birds. 25 new giant bird sprites.
 - Added vanilla Ascii to map/font tilesets.
 - Updated Dwarf Therapist to 39.2
 - Updated DF to 44.05
 - Updated dfhack to 44.05 alpha
 - Updated twbt to 6.33

Foods:
(https://i.imgur.com/PDxuEE7.png)

Title: Re: ☼Meph Tileset☼ V2.3 - 32x - 44.05 - Updated 18th January
Post by: Novaris on January 18, 2018, 09:17:36 am
Wuhu! Will you also provide the standalone version without the launcher? ;)
Title: Re: ☼Meph Tileset☼ V2.3 - 32x - 44.05 - Updated 18th January
Post by: Mrok Girl on January 18, 2018, 09:23:50 am
Yess, awesome! <3
Title: Re: ☼Meph Tileset☼ V2.3 - 32x - 44.05 - Updated 18th January
Post by: Meph on January 18, 2018, 09:24:47 am
<<< ☼Download☼ - V2.3 for DF 44.05 - WINDOWS >>> (http://dffd.bay12games.com/file.php?id=12499)
<<< ☼Download☼ - V2.3 Barebones Edition >>> (http://dffd.bay12games.com/file.php?id=12516)

Both updated too. ;)
Title: Re: ☼Meph Tileset☼ V2.3 - 32x - 44.05 - Updated 18th January
Post by: Novaris on January 18, 2018, 09:25:04 am
Wuhu³ :D
Title: Re: ☼Meph Tileset☼ V2.3 - 32x - 44.05 - Updated 18th January
Post by: Meph on January 18, 2018, 09:26:04 am
I hope they are both fine. I didn't test them manually, only did that for the big main release. It would take too much time to do everything thrice. ^^
Title: Re: ☼Meph Tileset☼ V2.3 - 32x - 44.05 - Updated 18th January
Post by: Mrok Girl on January 18, 2018, 09:37:02 am
I'm going to 'test' the launcher release in a moment xD and by 'test' I mean 'play' ;D
Title: Re: ☼Meph Tileset☼ V2.3 - 32x - 44.05 - Updated 18th January
Post by: Meph on January 18, 2018, 09:56:10 am
:P That one I tested of course. ^^
Title: Re: ☼Meph Tileset☼ V2.3 - 32x - 44.05 - Updated 18th January
Post by: Pvt. Pirate on January 18, 2018, 10:44:24 am
now it's no longer time to create a new world once i failed it, but once you upload a new updated version :D
Title: Re: ☼Meph Tileset☼ V2.3 - 32x - 44.05 - Updated 18th January
Post by: Neothanos on January 18, 2018, 11:35:08 am
Hi! Dropped from a long time of lurk for saying... good work! I'm pretty excited to play with this pack!

One question. I want to implement adventurecraft (http://www.bay12forums.com/smf/index.php?topic=153036.0)
And that require a merging of raw. Do you changed something that could require a manual merging, or I can simply paste adventurecraft in your pack? I don't have much experience with RAW editing, so any advice would be appreciated
Title: Re: ☼Meph Tileset☼ V2.3 - 32x - 44.05 - Updated 18th January
Post by: Jarardo on January 18, 2018, 11:58:15 am
Not sure if I'm just looking at this wrong. The 2.3 + launcher release for 44.05 seems to be still the 44.03 release?

http://dffd.bay12games.com/file.php?id=13407

The tileset without launcher is the 44.05 release, but there is of course no launcher.

http://dffd.bay12games.com/file.php?id=12499

Title: Re: ☼Meph Tileset☼ V2.3 - 32x - 44.05 - Updated 18th January
Post by: Mrok Girl on January 18, 2018, 12:15:33 pm
Started generating a world but apparently 1050 years of history is too much for my computer and it closed the game. No error log or anything. Used the preset Small Region with Optimised Caverns.

Now trying it again but with only 550 years of history.
Title: Re: ☼Meph Tileset☼ V2.3 - 32x - 44.05 - Updated 18th January
Post by: Meph on January 18, 2018, 12:22:34 pm
 :-[

That happens when you have 6 folders and 3 different uploads going on at the same time. Jarardo, you are right, I did upload the old version. Re-uploading now.

Neothanos, I had a look at adventurecraft. If you drag&drop it, it will destroy everything, panic, chaos, random black holes appearing. Don't do it. You need to manually take the changes from the text files and merge them with the tileset files. A lot of work.
Title: Re: ☼Meph Tileset☼ V2.3 - 32x - 44.05 - Updated 18th January
Post by: Neothanos on January 18, 2018, 12:26:00 pm

Neothanos, I had a look at adventurecraft. If you drag&drop it, it will destroy everything, panic, chaos, random black holes appearing. Don't do it. You need to manually take the changes from the text files and merge them with the tileset files. A lot of work.

ok. I'll try to do it for the greater good, manually checking file for file. I'll try to mantain your tiles, and adding the rest. Wish me luck >:D
Title: Re: ☼Meph Tileset☼ V2.3 - 32x - 44.05 - Updated 18th January
Post by: Meph on January 18, 2018, 12:28:00 pm
At least use winmerge or beyondcompare or any other program like that.
Title: Re: ☼Meph Tileset☼ V2.3 - 32x - 44.05 - Updated 18th January
Post by: Neothanos on January 18, 2018, 12:34:02 pm
I use brackets, it has a double view with differences where I can simply click to revert.
So, correct me if I'm wrong, I'll just replace what that mod adds (different body parts, instead of vanilla body parts, and recipes) while mantaining your tiles. right?
Title: Re: ☼Meph Tileset☼ V2.3 - 32x - 44.05 - Updated 18th January
Post by: Meph on January 18, 2018, 12:38:13 pm
Yes. It's only the text files in raw/objects, everything else you can ignore.
Title: Re: ☼Meph Tileset☼ V2.3 - 32x - 44.05 - Updated 18th January
Post by: Meph on January 18, 2018, 12:48:41 pm
And it's up. Sorry for the confusion.

http://dffd.bay12games.com/file.php?id=13407
Title: Re: ☼Meph Tileset☼ V2.3 - 32x - 44.05 - Updated 18th January
Post by: Hylum on January 18, 2018, 01:30:42 pm
Awesome! Thanks again Meph!
Title: Re: ☼Meph Tileset☼ V2.3 - 32x - 44.05 - Updated 18th January
Post by: PeridexisErrant on January 18, 2018, 06:09:16 pm
Meph, can you please upload at least the bare-bones edition in .zip format?  rar is a propriety format, and an enormous pain to work with - I literally can't open it with my scripts to build a pack, whereas almost anything can read and write .zip :-\

FWIW .7z has similar problems, while .tar is not great on Windows but otherwise fine.
Title: Re: ☼Meph Tileset☼ V2.3 - 32x - 44.05 - Updated 18th January
Post by: Meph on January 18, 2018, 07:20:54 pm
Sure, although I have to admit that I'm a bit confused. Can't winzip and 7z unpack rars too? It always seemed like a fairly universal format.

(Actually, screw that. I just tried using winzip for the first time, it says "my trail is expired" and I should buy it. Sure. I did upload it as 7z. I know you said it has similar problems for you, but it's all I have. Rar or 7z.)

http://dffd.bay12games.com/file.php?id=13439

I hope it helps a bit. If it's still a problem, I download some freeware that can do .zips.
Title: Re: ☼Meph Tileset☼ V2.3 - 32x - 44.05 - Updated 18th January
Post by: PeridexisErrant on January 18, 2018, 07:33:39 pm
.zip is built in to Windows explorer!  You right-click on a file or folder, then "Send to -> Compressed (zipped) folder".  To decompress, you can just click on it and explore as you would a normal folder and copy-paste the contents out.
Title: Re: ☼Meph Tileset☼ V2.3 - 32x - 44.05 - Updated 18th January
Post by: jecowa on January 19, 2018, 01:27:23 am
I was curious how much more space it would take up as a zip. Using normal compression, the zip version is 4 MB larger than the rar version (48.3 vs 44.1 MB). Turning the compression on the zip all the way up only saves an extra 465 KB bringing it down to 47.8 MB.

I have a special program just for unraring things because neither my preferred compression tool or the built-in decompression tool support rar.

I'm not sure how the script works, but could it call on a CLI un-rar (https://www.rarlab.com/rar_add.htm) tool?
Title: Re: ☼Meph Tileset☼ V2.3 - 32x - 44.05 - Updated 18th January
Post by: Meph on January 19, 2018, 02:04:24 am
Mh... you are right, just below the entire "winzip" section in the right-click menu is another "send to zip" in a subfolder. That one worked: http://dffd.bay12games.com/file.php?id=13439
Title: Re: ☼Meph Tileset☼ V2.3 - 32x - 44.05 - Updated 18th January
Post by: dragonlotion on January 19, 2018, 05:31:08 am
So, I marked all races as playable in fortress mode on the launcher and then ended up generating a world where human and dwarven civilizations have all fallen. I want to play as dwarves in this world, but I can only select goblin and elf civilizations. How do?
Title: Re: ☼Meph Tileset☼ V2.3 - 32x - 44.05 - Updated 18th January
Post by: Meph on January 19, 2018, 05:35:13 am
You have to pick your civ in the civ tab before embarking. You can check which one is yours in the neighbours tab, the top one is your currently active civ.
Title: Re: ☼Meph Tileset☼ V2.3 - 32x - 44.05 - Updated 18th January
Post by: dragonlotion on January 19, 2018, 06:02:13 am
You have to pick your civ in the civ tab before embarking. You can check which one is yours in the neighbours tab, the top one is your currently active civ.

The problem is that there aren't any dwarf civs anymore (I generated a lot of titans and megabeasts), the only options are three goblin civs and one elven. Is it just impossible to play dwarves in this world?
Title: Re: ☼Meph Tileset☼ V2.3 - 32x - 44.05 - Updated 18th January
Post by: Meph on January 19, 2018, 06:05:52 am
I think so, unless you go to data/save/region and open the entity files, leave dwarves playable and remove playable from all other civs.
Title: Re: ☼Meph Tileset☼ V2.3 - 32x - 44.05 - Updated 18th January
Post by: PxiePip on January 19, 2018, 07:15:58 am
I really love the look of your tileset, Meph, and I'm trying to get it working with Vordak's dwarves on a Mac after taking a long hiatus from DF. I notice it usually says Windows / Mac / Linux in the thread title, is it only possible to do by hand using the barebones version?
Title: Re: ☼Meph Tileset☼ V2.3 - 32x - 44.05 - Updated 18th January
Post by: dragonlotion on January 19, 2018, 07:33:41 am
I think so, unless you go to data/save/region and open the entity files, leave dwarves playable and remove playable from all other civs.

Thanks, that worked!
Title: Re: ☼Meph Tileset☼ V2.3 - 32x - 44.05 - Updated 18th January
Post by: LeoCean on January 19, 2018, 01:12:21 pm
I really love the look of your tileset, Meph, and I'm trying to get it working with Vordak's dwarves on a Mac after taking a long hiatus from DF. I notice it usually says Windows / Mac / Linux in the thread title, is it only possible to do by hand using the barebones version?

I'm quite sure Meph uses Vordak's dwarves as the default dwarves now? I could be wrong but I'm sure it was mentioned.

Anyways Meph even when it says winrar requires you to buy it you can click the close button and it works fine, millions ignore that.
Title: Re: ☼Meph Tileset☼ V2.3 - 32x - 44.05 - Updated 18th January
Post by: Meph on January 19, 2018, 01:35:27 pm
I use Vordaks dwarves, but not all the changes Vordak made.

For Mac, have a look at Jecowas Mac Starterpack, it includes the tileset. :)
Title: Re: ☼Meph Tileset☼ V2.3 - 32x - 44.05 - Updated 18th January
Post by: Pvt. Pirate on January 19, 2018, 01:57:58 pm
.zip is built in to Windows explorer!  You right-click on a file or folder, then "Send to -> Compressed (zipped) folder".  To decompress, you can just click on it and explore as you would a normal folder and copy-paste the contents out.
i just rightclick a folder -> 7zip -> add to archive - then i could select compression type and click on done and it starts compressing.
i do so for nearly 10 years now and it's more reliable than the standard windows explorer zip functionality.
Title: Re: ☼Meph Tileset☼ V2.3 - 32x - 44.05 - Updated 18th January
Post by: jecowa on January 19, 2018, 02:16:37 pm
Yeah, Vordak's dwarves are included with the Lazy Mac Pack. They're used in the main Meph tileset and there's also a second Meph tileset with some more changes from Vordak.

The downside of using it in the Lazy Mac Pack is that you don't get a lot of the special features - maybe most notably the workshops that are used to make things like paintings and wooden floors. The Lazy Mac Pack is also still on Meph 2.2 and doesn't include the new tiles for workshops under constructions and the new improved birds (which look really cute, btw).
Title: Re: ☼Meph Tileset☼ V2.3 - 32x - 44.05 - Updated 18th January
Post by: Novaris on January 19, 2018, 06:22:04 pm
Any idea how to fix these animals?
(https://i.imgur.com/yt63FEr.png)
Title: Re: ☼Meph Tileset☼ V2.3 - 32x - 44.05 - Updated 18th January
Post by: dragonlotion on January 19, 2018, 07:39:25 pm
Marble walls and marble rocks (the ones that drop when the wall is mined) look the same, is this intentional? It's not a major problem, but it's a bit confusing.
Title: Re: ☼Meph Tileset☼ V2.3 - 32x - 44.05 - Updated 18th January
Post by: jecowa on January 19, 2018, 08:43:45 pm
Any idea how to fix these animals?
Spoiler (click to show/hide)

You found a bug. Open your /data/save/regionx/raw/graphics/graphics_4204_giant.txt file and change [CREATURE_GRAPHICS:GIANT_MARMOT] to [CREATURE_GRAPHICS:GIANT_MARMOT_HOARY].

Marble walls and marble rocks (the ones that drop when the wall is mined) look the same, is this intentional? It's not a major problem, but it's a bit confusing.

This might be a bug. You might try opening your /data/init/overrides.txt and adding a new line somewhere with this tag (but I don't know if this will help):
[OVERRIDE:137:B:BOULDER:BOULDER::_MDF_overrides_1:122] flux


Edit: I think you didn't update an objects file. Copy these two files from the "/raw/objects/" folder of Meph 2.3:
And paste them into your /data/save/regionx/raw/objects/ folder. It's really the stone_layer that you need for this, but you might as well get the stone_soil too while you're at it.
Title: Re: ☼Meph Tileset☼ V2.3 - 32x - 44.05 - Updated 18th January
Post by: Novaris on January 19, 2018, 10:00:08 pm
Nice! thank you for the quick help! Now I know where all the giant creates are defined, never reaalized this file before.
Title: Re: ☼Meph Tileset☼ V2.3 - 32x - 44.05 - Updated 18th January
Post by: Nefarian on January 20, 2018, 12:11:51 am
Maybe i'm blind, but i can't find the decorational workshops anywhere!

I'm using Meph's Tileset launcher and the is mod active, but they are nowhere to be found in-game.

I read the description and generated a new world, but i can't seem to be able to build them.

Is that because i'm using a custom race? If yes, do dwarf caravans sell the decorations? or can i spawn them with DFhack?

Sorry if the question seems obvious, i'm new to Dwarf Fortress modding.
Title: Re: ☼Meph Tileset☼ V2.3 - 32x - 44.05 - Updated 18th January
Post by: jecowa on January 20, 2018, 12:56:11 am
Yes, it's because you are using a custom race (actually it's custom civ that causes it). I think the Mountain civilization will have some tags that your cob doesn't have that allows them to craft the decorative workshops. You might look around in entity_default.txt and copy some tags to your civ. I think the tags will have "reaction" in their names.
Title: Re: ☼Meph Tileset☼ V2 - 32x - 44.03 - Win/Mac/Linux - Updated 6th January
Post by: Qrox on January 20, 2018, 01:57:01 am
Gave axles/gears transparent backgrounds.

Windmills look fine but hanging axles/gears above empty space (with or without other axles/gears in such empty space) are drawn with a pure-blue background. Also, sometimes the tiles are not properly updated when switching z-levels. I just migrated a save from vanilla so I might have missed something?
Title: Re: ☼Meph Tileset☼ V2.3 - 32x - 44.05 - Updated 18th January
Post by: dragonlotion on January 20, 2018, 08:42:15 am
Marble walls and marble rocks (the ones that drop when the wall is mined) look the same, is this intentional? It's not a major problem, but it's a bit confusing.

This might be a bug. You might try opening your /data/init/overrides.txt and adding a new line somewhere with this tag (but I don't know if this will help):
[OVERRIDE:137:B:BOULDER:BOULDER::_MDF_overrides_1:122] flux


Edit: I think you didn't update an objects file. Copy these two files from the "/raw/objects/" folder of Meph 2.3:
  • inorganic_stone_layer.txt
  • inorganic_stone_soil.txt
And paste them into your /data/save/regionx/raw/objects/ folder. It's really the stone_layer that you need for this, but you might as well get the stone_soil too while you're at it.

I did both and neither worked, here are screenshots

Spoiler (click to show/hide)
Title: Re: ☼Meph Tileset☼ V2.3 - 32x - 44.05 - Updated 18th January
Post by: Lithandrill on January 20, 2018, 09:45:37 am
Hi Meph,

Love the new tileset and launcher combo, glad to see you're back!
One thing: Could you turn off the arrow keys switching tabs in the launcher? Or at least make it not trigger while in a textbox? Right now it switches tabs whenever I want to move my typing cursor.
Title: Re: ☼Meph Tileset☼ V2.3 - 32x - 44.05 - Updated 18th January
Post by: jecowa on January 20, 2018, 12:39:19 pm
Spoiler: previous conversation (click to show/hide)

I did both and neither worked, here are screenshots

Spoiler (click to show/hide)

Sorry, it looks like you already had the updated objects file. It seems like either you are using an outdated /data/init/overrides.txt or overrides are not able to work with this type of rock.

It's supposed to look something like this:
Spoiler: doctered screenshots (click to show/hide)
Title: Re: ☼Meph Tileset☼ V2.3 - 32x - 44.05 - Updated 18th January
Post by: Nefarian on January 20, 2018, 12:59:52 pm
Yes, it's because you are using a custom race (actually it's custom civ that causes it). I think the Mountain civilization will have some tags that your cob doesn't have that allows them to craft the decorative workshops. You might look around in entity_default.txt and copy some tags to your civ. I think the tags will have "reaction" in their names.

I'm not sure that adding the the reaction after generating the world does anything. I tried, but i still can't build them.

Meh, guess i'll have to generate another world then.

EDIT: i've added them to the "region" folder, i can build them but the game crashes instantly after building them. Seems like generating a new world is the only way to go.

EDIT 2: still crashes. i give up.
Title: Re: ☼Meph Tileset☼ V2.3 - 32x - 44.05 - Updated 18th January
Post by: Mrok Girl on January 20, 2018, 02:48:46 pm
Hmmm launcher doesn't remember some of my choices, the varied ground tiles, for example, or the transform message. It does remember population and visitor caps though.

Game sometimes freezes for a few moments, not sure if it's my computer or something else.

Also prepared food still has the old look:

(http://i8.photobucket.com/albums/a9/Calanndra/brimsarrows%201.jpg)

Alsoalso, I have chalk on this embark and it looks ok (mentioning in case it helps with dragonlotion's problem) :

(http://i8.photobucket.com/albums/a9/Calanndra/brimsarrows%202.jpg)

Otherwise everything is good :)
Title: Re: ☼Meph Tileset☼ V2.3 - 32x - 44.05 - Updated 18th January
Post by: jecowa on January 20, 2018, 04:30:31 pm
Also prepared food still has the old look:
Spoiler: screenshot (click to show/hide)

This took me a while to figure this out. Version 2.3 updated the main items sheet, but not the two supporting twbt multi-layered support sheets. Here's instructions to fix, if you'd like:

Replace your "_MDF_items-bg.png" with this one:
Spoiler: _MDF_items-bg.png (click to show/hide)

And replace your "_MDF_items-top.png" with one of these two files :
(top one is normal version and bottom one has "+++" quality overlay on the food)
Title: Re: ☼Meph Tileset☼ V2.3 - 32x - 44.05 - Updated 18th January
Post by: Mrok Girl on January 20, 2018, 05:52:24 pm
Thanks, I think that helped! Although I have yet to see a prepared food out of its barrel so I guess we'll see :)

Any idea why my game freezes every half a minute? Is it because some event wants to happen but I have too low population for it? As far as I can tell my computer continues to operate normally while DF freezes, and the task manager only shows a drop in gpu usage. Also, it only happens when not paused.
Title: Re: ☼Meph Tileset☼ V2.3 - 32x - 44.05 - Updated 18th January
Post by: jecowa on January 20, 2018, 05:59:58 pm
Any idea why my game freezes every half a minute? Is it because some event wants to happen but I have too low population for it? As far as I can tell my computer continues to operate normally while DF freezes, and the task manager only shows a drop in gpu usage. Also, it only happens when not paused.

I'm wondering if your "dfhack.init" file in the root Dwarf Fortress folder still has the "twbt redraw_all 1" line in it. It should be on about the fifth line of the file. You might delete that line if you see it.

Oh, and also your save file might have a "onLoad_twbt_meph.init" file in its /raw/ folder. You can just delete that file since it's redundant now.

The redraw_all feature fixes some graphical issues, but makes crashes more likely.
Title: Re: ☼Meph Tileset☼ V2.3 - 32x - 44.05 - Updated 18th January
Post by: Mrok Girl on January 20, 2018, 06:08:33 pm
I checked those files.

DFHack.init had redraw_all 0, so consistent with the launcher. In the /raw/ folder of my region1 save there is only onLoad.init.

So I guess it's neither of those :/

I have multilevel view on 3, this seemed like a stable number in the previous version. Could this be a problem?

I also don't have any of the caverns revealed yet.
Title: Re: ☼Meph Tileset☼ V2.3 - 32x - 44.05 - Updated 18th January
Post by: jecowa on January 20, 2018, 06:11:00 pm
Some people have had issues with crashes with the multilevel feature. It might be worth trying with it off.
Title: Re: ☼Meph Tileset☼ V2.3 - 32x - 44.05 - Updated 18th January
Post by: Mrok Girl on January 20, 2018, 06:16:02 pm
Yeah, I was one of those people who had crashes when it was at 10, and still was crashing when I changed it to 5. It only stopped crashing at 3. I'll set it to lower numbers and see what happens.

Edit: OK, I think this was it. I set it to 2 and now instead of freezing for 5 seconds, it has a 0.5 second hickup. I'll set it to 1, I think that should clear it up. Or to 0, just to be safe. Thanks!

Edit2: Ah no, it was not that. It looks like I was just lucky and the game didn't freeze for a while. Maybe because dorfs were not digging? Now I'm watching a miner and the freezes are back :/
Title: Re: ☼Meph Tileset☼ V2.3 - 32x - 44.05 - Updated 18th January
Post by: jecowa on January 20, 2018, 06:35:05 pm
I wonder if the multilevel causes crashes have something to do with GPU power. Maybe you need a lower multilevel setting with Meph 32x than other graphics packs because Meph is much more demanding on the GPU than other graphics packs. And maybe with a really simple graphics pack you could turn it all the way up to 15.
Title: Re: ☼Meph Tileset☼ V2.3 - 32x - 44.05 - Updated 18th January
Post by: Mrok Girl on January 20, 2018, 06:51:37 pm
I wonder if the multilevel causes crashes have something to do with GPU power. Maybe you need a lower multilevel setting with Meph 32x than other graphics packs because Meph is much more demanding on the GPU than other graphics packs. And maybe with a really simple graphics pack you could turn it all the way up to 15.

Sadly in my case it looks like it was not the multilevel view. I have task manager open and every time the freeze happens the gpu usage goes down, but I guess that's normal when nothing new is moving on screen.

Could it be a windows update? Are we due one soon? I vaguely remember it happening before, but now not so sure about those memories.
Title: Re: ☼Meph Tileset☼ V2.3 - 32x - 44.05 - Updated 18th January
Post by: Meph on January 21, 2018, 02:58:43 am
The food looks weird, because I updated the main set, but not the two override tilesets. TWBT triples the amount of .png-files and sometimes I forget to triple check. ^^ It's only the food though.

Multilevel 0 stops TWBT-related crashes for some people, as does twbt redraw_all 0. Both are worth a try.

Nefarian, new buildings are added in the entity file and you need a new worldgen. The buildings themselves can't causes crashes, since they are 1-tile workshops that do nothing. The only culprit in this case I could identify is twbt redraw_all 1.

dragonlotion, that looks like your overrides.txt in data/init might be outdated. Did you move any saves around in between versions?

Lithandrill, I'll have a look at the tabs. :)

Qrox, tiles not updating is a TWBT issue. You can force it to redraw everything all the time with twbt redraw_all 1, but it might causes instability. Even I can repeat those, it really dislikes farmplots and custom workshops. The black background on the machines I can't fix... it shows the background tile, open-space, but somehow makes it black instead of giving it a color. You have to ask mifki about a fix for that. ^^

Novaris, GIANT_MARMOT bug found, GIANT_MARMOT bug fixed. :)
Title: Re: ☼Meph Tileset☼ V2.3 - 32x - 44.05 - Updated 18th January
Post by: jecowa on January 21, 2018, 03:58:25 am
The axels and gears don't have a "-top" layer PNG. I think Multi-layer rendering activates when both a "-top" and "-bg" png file are present.
Title: Re: ☼Meph Tileset☼ V2.3 - 32x - 44.05 - Updated 18th January
Post by: dragonlotion on January 21, 2018, 08:21:16 am
dragonlotion, that looks like your overrides.txt in data/init might be outdated. Did you move any saves around in between versions?

Nope, but I redownloaded the launcher and it's working now, I must have messed up the overrides file... somehow? Sorry to bother y'all
Title: Re: ☼Meph Tileset☼ V2.3 - 32x - 44.05 - Updated 18th January
Post by: Mrok Girl on January 21, 2018, 09:52:54 am
Could someone please check if my game freezes on their computer too? I've uploaded it here: Brimsarrows (http://dffd.bay12games.com/file.php?id=13448)
I have population cap at 20, visitor cap at 20, invader cap also at 20, and invading monsters cap at 10.

The game stops for a few seconds as if it was calculating something, and then goes on again as if nothing happened. One of my fans starts working harder when it happens, but the Task Manager doesn't show an increase in any activity, only a drop in GPU load.
Title: Re: ☼Meph Tileset☼ V2.3 - 32x - 44.05 - Updated 18th January
Post by: Nefarian on January 21, 2018, 01:54:21 pm
Nefarian, new buildings are added in the entity file and you need a new worldgen. The buildings themselves can't causes crashes, since they are 1-tile workshops that do nothing. The only culprit in this case I could identify is twbt redraw_all 1.

I did generate a new world, but the game crashes each time after i place a decoration and resume

Even after disabling redraw_all it still crashes. Do i need to generate a new world for that too?
Title: Re: ☼Meph Tileset☼ V2.3 - 32x - 44.05 - Updated 18th January
Post by: Meph on January 21, 2018, 02:07:03 pm
Nefarian, do you have any errorlog and/or modded your files in any way?
Title: Re: ☼Meph Tileset☼ V2.3 - 32x - 44.05 - Updated 18th January
Post by: Nefarian on January 21, 2018, 04:40:28 pm
Nefarian, do you have any errorlog and/or modded your files in any way?

I have a custom race, i've added the decoration's reactions to their entity file, no problems there. The decorations appear and everything is fine. Except the crashing.

I've only now noticed an error in the log about a wrong color token in my custom race, probably caused by a typo, but i doubt it has anything to do with the decoration crashes.

Unrecognized Color Token: ASH_GRAY

That is the only error shown there.

Title: Re: ☼Meph Tileset☼ V2.3 - 32x - 44.05 - Updated 18th January
Post by: Meph on January 21, 2018, 05:33:36 pm
Yeah, that should be ASH_GREY.

Anyway, it shouldnt have anything to do with crashes, as you say. No idea why they do that. It's a simple workshop, no reaction, 1 override. Even the vanilla workshop use a lot of overrides, I can only say that it has to be a TWBT problem. Nothing I can do about it. :/
Title: Re: ☼Meph Tileset☼ V2.3 - 32x - 44.05 - Updated 18th January
Post by: jecowa on January 21, 2018, 05:39:57 pm
Yeah, that should be ASH_GREY.
Are you sure? It's called "ASH_GRAY" in descriptor_color_standard.txt. I'm not seeing "ASH_GREY" used anywhere in any version of your pack.
Title: Re: ☼Meph Tileset☼ V2.3 - 32x - 44.05 - Updated 18th January
Post by: Nefarian on January 21, 2018, 07:20:25 pm
Yeah, that should be ASH_GREY.

Anyway, it shouldnt have anything to do with crashes, as you say. No idea why they do that. It's a simple workshop, no reaction, 1 override. Even the vanilla workshop use a lot of overrides, I can only say that it has to be a TWBT problem. Nothing I can do about it. :/


Sad to hear, but thank you for helping me. I can live without the decorations, the tileset is already epic anyway :)

Maybe i'll try downloading the Launcher and all when i'm done with this fort. Maybe something went wrong during the download?

Btw, the decoration pack needs some kind of sacrificial altar to Armok. So we can kill the elves abominations in front of it. :D
Title: Re: ☼Meph Tileset☼ V2.3 - 32x - 44.05 - Updated 18th January
Post by: Mrok Girl on January 21, 2018, 09:38:59 pm
My game still freezes every now and then and I can't figure out what to do. Tried changing multilevel redraw to 0, the priority of DF in task manager, limiting it to only one CPU core (although I think it does that anyway), swapping it from the launcher version to the barebones (but I had to keep the raws in the save file so that didn't really change anything), and it's still doing that.

Any ideas what else I can try?
Title: Re: ☼Meph Tileset☼ V2.3 - 32x - 44.05 - Updated 18th January
Post by: mifki on January 21, 2018, 10:17:58 pm
My game still freezes every now and then and I can't figure out what to do.

Freezes? Or crashes?
Title: Re: ☼Meph Tileset☼ V2.3 - 32x - 44.05 - Updated 18th January
Post by: Pvt. Pirate on January 22, 2018, 12:55:06 am
can you add a purpose to blood barrels or disable them from being on trade caravans?
Title: Re: ☼Meph Tileset☼ V2.3 - 32x - 44.05 - Updated 18th January
Post by: KoE on January 22, 2018, 04:45:58 am
What's going on with the green borders on dug out tiles?

The OP has what I expected:

Spoiler (click to show/hide)

What I'm seeing in my game is also present in recent screenshots from this thread - here's a quote of one for easier reference.

:

(http://i8.photobucket.com/albums/a9/Calanndra/brimsarrows%202.jpg)


It's kinda driving me nuts. I thought maybe it was some glitch with my setup, but it persists across embarks, reinstalls, and on different computers entirely. I've fiddled with TWBT and most of the other launcher settings I can think of to no avail, and I'd very much like to have the more regular cavern floors as they appear in the original post's example screenshot.
Title: Re: ☼Meph Tileset☼ V2.3 - 32x - 44.05 - Updated 18th January
Post by: Qrox on January 22, 2018, 06:24:06 am
What's going on with the green borders on dug out tiles?

Meph_32x32.png has the dug out floor tile green. I guess it is for giving surface grasslands a better, gradual shading, but nontheless makes dug out tiles look weird. You can edit the image to turn the four tiles used for dug out floors grey-scale, I have done it and they now look fine.
Title: Re: ☼Meph Tileset☼ V2.3 - 32x - 44.05 - Updated 18th January
Post by: Mrok Girl on January 22, 2018, 06:43:34 am
Freezes? Or crashes?

Hi mifki, it's freezes. The game doesn't close, only stops responding for a few seconds and no dwarves move on the screen, then starts up again as if nothing happened. It only happens when it's unpaused.

I've uploaded a save before if you want to see if it happens to you too: Brimsarrows (http://dffd.bay12games.com/file.php?id=13448)
Title: Re: ☼Meph Tileset☼ V2.3 - 32x - 44.05 - Updated 18th January
Post by: mifki on January 22, 2018, 07:44:16 am
Freezes? Or crashes?

Hi mifki, it's freezes. The game doesn't close, only stops responding for a few seconds and no dwarves move on the screen, then starts up again as if nothing happened. It only happens when it's unpaused.

I've uploaded a save before if you want to see if it happens to you too: Brimsarrows (http://dffd.bay12games.com/file.php?id=13448)

I'll try, never heard of such behaviour though.
Title: Re: ☼Meph Tileset☼ V2.3 - 32x - 44.05 - Updated 18th January
Post by: Meph on January 22, 2018, 08:15:04 am
Me neither, I can load up the save on my machine and see what happens.

KoE, the screenshots are really old in the first post. Sorry for that. I did give them this green border, so they blend in with grass on the surface. Sadly the pebbles on top are the same as the rock floor in dug areas, so one of them has to look odd. I can make it an option in the launcher though.
Title: Re: ☼Meph Tileset☼ V2.3 - 32x - 44.05 - Updated 18th January
Post by: jecowa on January 22, 2018, 08:27:54 am
I think the color on the cavern floor is nice. Makes it look like it's been exposed long enough to have some growth on it.
Title: Re: ☼Meph Tileset☼ V2.3 - 32x - 44.05 - Updated 18th January
Post by: Meph on January 22, 2018, 09:37:33 am
It also means that it will blend in better when the caverns are breached and things start to grow on it.
Title: Re: ☼Meph Tileset☼ V2.3 - 32x - 44.05 - Updated 18th January
Post by: KoE on January 22, 2018, 03:42:14 pm
KoE, the screenshots are really old in the first post. Sorry for that. I did give them this green border, so they blend in with grass on the surface. Sadly the pebbles on top are the same as the rock floor in dug areas, so one of them has to look odd. I can make it an option in the launcher though.

I think having it as an option would be a good idea if it's not too much trouble. It is a nice effect on surface maps with vegetation, and I can respect the idea of it giving a mossy feeling underground, but it makes for too obvious a seam / grid effect in open areas dominated by that tile. Especially aboveground on barren maps, like my current freezing tundra/mountain fort, presumably the rocky desert types, etc.

It seems like a fairly easy edit, so I can take care of myself in any case.
Title: Re: ☼Meph Tileset☼ V2.3 - 32x - 44.05 - Updated 18th January
Post by: Mrok Girl on January 22, 2018, 04:00:25 pm

I'll try, never heard of such behaviour though.

I abandoned a copy of the fort to check the legends, and it turns out my fort is the only dwarven fortress left standing in that world. Could it be what is causing the freezes? It really feels as if the game was calculating something, since it only happens when it's running, not paused. Is it checking if I have enough population to start raiding the fort? Or spawning more dwarves somewhere?

I'm going to start a new fort in the same world on the abandoned copy, without launcher this time, and see if it happens again.
Title: Re: ☼Meph Tileset☼ V2.3 - 32x - 44.05 - Updated 18th January
Post by: falcn on January 22, 2018, 04:03:50 pm
It seems like a fairly easy edit, so I can take care of myself in any case.
If you'll fix it, please post it here.
Title: Re: ☼Meph Tileset☼ V2.3 - 32x - 44.05 - Updated 18th January
Post by: Meph on January 22, 2018, 08:05:03 pm
It seems like a fairly easy edit, so I can take care of myself in any case.
If you'll fix it, please post it here.
(https://i.imgur.com/uH1yQkg.png)

Just save into your data/art folder, replace the Meph_32x32.png in there.
Title: Re: ☼Meph Tileset☼ V2.3 - 32x - 44.05 - Updated 18th January
Post by: falcn on January 23, 2018, 01:20:34 am
For reference:
https://imgur.com/a/ioEBK

And by the way, thank you Meph, amazing work!
Title: Re: ☼Meph Tileset☼ V2.3 - 32x - 44.05 - Updated 18th January
Post by: vite on January 23, 2018, 02:24:52 am
Hey Meph, do you plan to include other mods like Dark Ages III as an addition to your pack?
Title: Re: ☼Meph Tileset☼ V2.3 - 32x - 44.05 - Updated 18th January
Post by: falcn on January 23, 2018, 03:05:40 am
For reference:
https://imgur.com/a/ioEBK
It is probably safe to conclude that "boulder" is exclusive to surface, so it can have green outline to blend in with surrounding tiles.
edited Meph_32x32.png (https://i.imgur.com/jm4vqVU.png)

Other 4 tiles are used universally, so it's a choice between better looking surface, or better looking tunnels.
Title: Re: ☼Meph Tileset☼ V2.3 - 32x - 44.05 - Updated 18th January
Post by: Meph on January 23, 2018, 06:29:15 am
vite, I don't plan to include any larger mods that change game balance. Planned features are standardized materials, bugfixes... think modest mod. But Dark Ages is not even in MasterworkDF, its author doesn't allow sharing his work in other packs.
Title: Re: ☼Meph Tileset☼ V2.3 - 32x - 44.05 - Updated 18th January
Post by: Mrok Girl on January 23, 2018, 07:43:34 am
I checked Mantis and it seems these freezes (stutters they call them there) are not just my problem. Toady One fixed a couple but clearly not all since mine is still happening. I tried some suggestions there but they didn't work so I'm thinking of uploading my save to Mantis and see what they can do.

The only thing is, how do I make my save from Meph Launcher game work on a bare vanilla DF?
Title: Re: ☼Meph Tileset☼ V2.3 - 32x - 44.05 - Updated 18th January
Post by: Alyfox on January 23, 2018, 07:29:04 pm
Question if I may.. I'm looking through the various options in the launcher, and I noticed that Goblin AI is set to "none". How does this affect them? Kobolds are set to Ambusher, Humans to Sieger.. does None mean they will use both? Or something else entirely?

Also, there is a tab for Invaders, with the Fort Defense stuffs.. but they're not listed as included on the original post. Clarify, is Fort Defense included?
Edit: I see the Fort Def RAWs, so IM going to assume they're in there. Leaving the Q though in case anyone else is uncertain.
Title: Re: ☼Meph Tileset☼ V2.3 - 32x - 44.05 - Updated 18th January
Post by: Meph on January 23, 2018, 07:39:33 pm
Fortress Defense is included.

None for the invader AI is the normal goblin AI as is in vanilla. They have "no special" AI, while kobolds/elves ambush and humans camp outside your walls.
Title: Re: ☼Meph Tileset☼ V2.3 - 32x - 44.05 - Updated 18th January
Post by: Alyfox on January 23, 2018, 10:56:11 pm
Fortress Defense is included.

None for the invader AI is the normal goblin AI as is in vanilla. They have "no special" AI, while kobolds/elves ambush and humans camp outside your walls.

Thanks Meph, I appreciate the clarification. I figured that was the case with AI, but I wasnt sure. I want to thank you, btw, for the 32x tile set. I have old eyes, and I hugely appreciate being able to see things better :D
Title: Re: ☼Meph Tileset☼ V2.3 - 32x - 44.05 - Updated 18th January
Post by: ildabaoth on January 24, 2018, 01:59:35 am
Hi guys. First of all, thanks Meph and all the modders involved with this awesome work. Dwarf fortress is a lot better.

I'm having a small issue with the Fortress defense mod here included. I post here because I don't know if this issue also exists in the full Masterwork mod. The thing is, I've had quite a few dark stranglers sieges. Their corpses are hauled to my refuse stockpile, where they can be processed to get leather, bones, skulls and other stuff. Some parts are marked as dark stranglers bronze (or dark stranglers arms/legs bronze). It seems I can't do anything with those. They can be marked for melting, but the outcome is dark stranglers bronze which apparently is being taken back to the refuse stockpile to be melted again (automelt), but I can't craft anything with that.

I guess I could deal with this by not allowing anything dark strangler related to go to that stockpile, but it would be a half assed solution, since the landscape would be cluttered with the strangler remains all over the place. Is there something I can do so to process the dark stranglers bronze or should I atom smash them? Thanks
Title: Re: ☼Meph Tileset☼ V2.3 - 32x - 44.05 - Updated 18th January
Post by: Meph on January 24, 2018, 03:26:48 am
Atom smash them.

The fortress defense mod is by Darkflagrance, best post such feedback in his thread. I just include the mod. In theory MasterworkDF offers a crematory workshop that clears clutter like that, but it's not included in this pack. ^^
Title: Re: ☼Meph Tileset☼ V2.3 - 32x - 44.05 - Updated 18th January
Post by: vite on January 24, 2018, 04:56:02 am
Has anyone had that problem? I installed Dark Ages III with Meph's tileset and some of the stones/ores like Aquamarine/Heliodor/Chert are not correctly displayed.
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Title: Re: ☼Meph Tileset☼ V2.3 - 32x - 44.05 - Updated 18th January
Post by: Meph on January 24, 2018, 05:42:41 am
vite, let me guess: You just copied the mod into the raws. That will break things. I don't know what Dark Ages modifies, but any vanilla DF files it changes will replace the ones used in the tileset. I'm sure a lot more than just the Aquamarine/Heliodor/Chert are wrong.
Title: Re: ☼Meph Tileset☼ V2.3 - 32x - 44.05 - Updated 18th January
Post by: vite on January 24, 2018, 06:40:51 am
Ok, I get it to work, I pasted /object and /graphics folder without overriding your native files. It seems that the Dark Age does not really override any native ones, just adds some stuff in new files. I had to override few elements in /data folder though
Title: Re: ☼Meph Tileset☼ V2.3 - 32x - 44.05 - Updated 18th January
Post by: Novaris on January 24, 2018, 05:04:49 pm
Hey Meph,

Two things I found: in create_bird it says giant paregrine falcon were it should be peregrine falcon
[CREATURE_GRAPHICS:GIANT PAREGRINE FALCON]

and in _mdf_items-top.bg it seems the old food graphics are still in use. :)

Other than this I LOVE IT :D
Title: Re: ☼Meph Tileset☼ V2.3 - 32x - 44.05 - Updated 18th January
Post by: dragonlotion on January 25, 2018, 01:26:59 pm
Two problems with the Announcements section of the launcher:

Transform Msg. - it doesn't save my setting, every time I open the launcher I need to reactivate it
Digging Stop - just doesn't work, dorfs are still scared of warm rocks (don't know if this is true of damp stones as well, haven't dug next to water yet)
Title: Re: ☼Meph Tileset☼ V2.3 - 32x - 44.05 - Updated 18th January
Post by: Mrok Girl on January 25, 2018, 02:15:28 pm
Speaking of giant peregrine falcons, here's one that looks like it's in a cage (it's tamed and out of cage, brought in by the elves):

(http://i8.photobucket.com/albums/a9/Calanndra/BIRD.jpg)
Title: Re: ☼Meph Tileset☼ V2.3 - 32x - 44.05 - Updated 18th January
Post by: Meph on January 25, 2018, 05:40:59 pm
Two problems with the Announcements section of the launcher:

Transform Msg. - it doesn't save my setting, every time I open the launcher I need to reactivate it
Digging Stop - just doesn't work, dorfs are still scared of warm rocks (don't know if this is true of damp stones as well, haven't dug next to water yet)
Are the dwarves scared of rocks, or does the game tell you "Stop, warm rock located" and pauses the game? That's a difference. I can only affect the announcements.

Mrok girl, that's the same bug that Novaris posted. the creature ID in graphics is wrong, so he has no assigned sprite and picks it's tile instead.
Title: Re: ☼Meph Tileset☼ V2.3 - 32x - 44.05 - Updated 18th January
Post by: Novaris on January 27, 2018, 01:50:41 pm
Hey Meph, I notices that you added the new food to the _mdf_items but you didn't update the -bg and -top files accordingly :D Or is this just my version?
Title: Re: ☼Meph Tileset☼ V2.3 - 32x - 44.05 - Updated 18th January
Post by: Pvt. Pirate on January 27, 2018, 02:05:31 pm
Hey Meph, I notices that you added the new food to the _mdf_items but you didn't update the -bg and -top files accordingly :D Or is this just my version?
ah, so that was the reason for the funky visions. i thought i missed updating the raws in my save.
Title: Re: ☼Meph Tileset☼ V2.3 - 32x - 44.05 - Updated 18th January
Post by: ZayZe on January 28, 2018, 11:42:07 am
Best dang Tileset out there.  :) :D :D :D :D :D
Title: Re: ☼Meph Tileset☼ V2.3 - 32x - 44.05 - Updated 18th January
Post by: Mrok Girl on January 28, 2018, 03:20:07 pm
Is there a way for the game to use the tileset when exporting layers? I tried it just now but all I got was rectangular ascii :/
Title: Re: ☼Meph Tileset☼ V2.3 - 32x - 44.05 - Updated 18th January
Post by: Meph on January 29, 2018, 09:51:45 am
Is there a way for the game to use the tileset when exporting layers? I tried it just now but all I got was rectangular ascii :/
What's "exporting layers"?
Title: Re: ☼Meph Tileset☼ V2.3 - 32x - 44.05 - Updated 18th January
Post by: Mrok Girl on January 29, 2018, 01:48:56 pm
Is there a way for the game to use the tileset when exporting layers? I tried it just now but all I got was rectangular ascii :/
What's "exporting layers"?

When you are in game, hit ESC, and choose Export Local Image. It then allows you to export all layers of your fortress as BMPs, but it doesn't use tileset for that, for some reason.

Example:
Spoiler (click to show/hide)
Title: Re: ☼Meph Tileset☼ V2.3 - 32x - 44.05 - Updated 18th January
Post by: jecowa on January 29, 2018, 04:03:30 pm
That's a cool feature. It looks like it's using the TWBT text tilesheet for the layers export. I'm guessing the fix for this is to temporarily change your font to Meph_32x32.png when you want to use this feature.
Title: Re: ☼Meph Tileset☼ V2.3 - 32x - 44.05 - Updated 18th January
Post by: Meph on January 30, 2018, 01:37:56 am
Yep, jecowa is perfectly right. It does use the font/map tileset for the export feature.
Title: Re: ☼Meph Tileset☼ V2.3 - 32x - 44.05 - Updated 18th January
Post by: Meph on January 30, 2018, 06:06:13 am
Just wondering: Are there any requests? For tileset, launcher, minor mod additions?

So far I have standardized materials and modest-mod balance/bugfixes on the list.
Title: Re: ☼Meph Tileset☼ V2.3 - 32x - 44.05 - Updated 18th January
Post by: Pvt. Pirate on January 30, 2018, 07:41:10 am
can you add a tab for dfhack features as options?
mousequery, autolabor would be nice.
Title: Re: ☼Meph Tileset☼ V2.3 - 32x - 44.05 - Updated 18th January
Post by: vite on January 30, 2018, 07:46:47 am
Are you going to update your tileset for Masterwork?
Can you add deteriorating bodies/food/etc?
Title: Re: ☼Meph Tileset☼ V2.3 - 32x - 44.05 - Updated 18th January
Post by: Meph on January 30, 2018, 08:10:49 am
can you add a tab for dfhack features as options?
mousequery, autolabor would be nice.
I'm not quite sure what those do or what options I could offer for them. Aren't plugins active by default?

vite, I don't know yet. Next on the list for Masterwork is a 44.05 update.

I can add the deterioating bodies/food/etc scripts, although I personally never liked how fast they run.
Title: Re: ☼Meph Tileset☼ V2.3 - 32x - 44.05 - Updated 18th January
Post by: Mrok Girl on January 30, 2018, 08:16:52 am
If it makes food rot faster than no thanks for me, I already have trouble with keeping everything from being covered in miasma from food left lying around randomly >_>
Title: Re: ☼Meph Tileset☼ V2.3 - 32x - 44.05 - Updated 18th January
Post by: Novaris on January 30, 2018, 08:36:23 am
can you add a tab for dfhack features as options?
mousequery, autolabor would be nice.
I'm not quite sure what those do or what options I could offer for them. Aren't plugins active by default?

vite, I don't know yet. Next on the list for Masterwork is a 44.05 update.

I can add the deterioating bodies/food/etc scripts, although I personally never liked how fast they run.
Well reducing the speed of these scripts is not a big issue, you can easily enlarge it to take half a year for one level of wear or just 3 months or as it is now, a month. Maybe just copy the script and make the adaptions yourself if you want different flavors of it?
Title: Re: ☼Meph Tileset☼ V2.3 - 32x - 44.05 - Updated 18th January
Post by: Arcturus on January 30, 2018, 04:25:47 pm
I would really like a 16x16 option on the barebones so I can install it on my 32bit OS. Can you add that option to barebones or did I miss it and you can?

EDIT : I noticed your launcher can run a 32 bit system. Is there any way I can swap in a 32 bit version of DF and play it?

EDIT2 : It really just faster to figure it out than ask you guys. Will let you know if I make a workable 32 bit version.
Title: Re: ☼Meph Tileset☼ V2.3 - 32x - 44.05 - Updated 18th January
Post by: jecowa on January 30, 2018, 06:45:33 pm
Meph' tileset will not work on 32-bit computers because it uses TWBT, which is only made for 64-bit.

The tile dimensions don't have anything to do with the bitness of the computer. The best way to play Meph at 16x16 would be to use the command "twbt tilesize 16 16" (without the quotes).
Title: Re: ☼Meph Tileset☼ V2.3 - 32x - 44.05 - Updated 18th January
Post by: Arcturus on January 30, 2018, 07:58:38 pm
I may be able to remedy the situation by taking the source code for TWBT. Seems it comes out that all the letters are replaced with pictures. I would literally have to learn to read hieroglyphs.
Title: Re: ☼Meph Tileset☼ V2.3 - 32x - 44.05 - Updated 18th January
Post by: Pvt. Pirate on January 31, 2018, 05:24:09 am
I may be able to remedy the situation by taking the source code for TWBT. Seems it comes out that all the letters are replaced with pictures. I would literally have to learn to read hieroglyphs.
that's what tilesets and graphicsets are made for: replacing the letters with pictures for easier "reading"
Title: Re: ☼Meph Tileset☼ V2.3 - 32x - 44.05 - Updated 18th January
Post by: Arcturus on January 31, 2018, 07:27:33 am
hmmm.... I got it to run on a version of DF with some older files added to the mix. There were some errors with DFhack but it seems to work correctly. It was just a process of replacing key files that returned errors.

EDIT : Got rid of most of the errors. Will pack it up and put it on DFFD.

EDIT 2 : Spoke too soon. The characters and letters turned into blocks and I can't read anything in adventure mode.
Title: Re: ☼Meph Tileset☼ V2.3 - 32x - 44.05 - Updated 18th January
Post by: Meph on January 31, 2018, 03:23:46 pm
Without TWBT it wont work. Even if you add all the letters back, then you'd break the graphics for other items, vermins or rocks.
Title: Re: ☼Meph Tileset☼ V2.3 - 32x - 44.05 - Updated 18th January
Post by: Arcturus on January 31, 2018, 09:35:00 pm
Without TWBT it wont work. Even if you add all the letters back, then you'd break the graphics for other items, vermins or rocks.

I'm trying to take the source code from twbt and build a x86 version but it's missing some library files I would have to track down. Maybe you could talk to the creator of twbt and ask what's in the core.h file. That way I could build a 32bit version for you. I'm no master programmer but I don't really need to be for this task.
Title: Re: ☼Meph Tileset☼ V2.3 - 32x - 44.05 - Updated 18th January
Post by: Rose on February 01, 2018, 12:45:40 am
It's not just a matter of compiling it, you also need to reverse engineer the DF exe to find where the rendering function is.
Title: Re: ☼Meph Tileset☼ V2.3 - 32x - 44.05 - Updated 18th January
Post by: jecowa on February 01, 2018, 12:51:06 am
It's not just a matter of compiling it, you also need to reverse engineer the DF exe to find where the rendering function is.

Is this similar to finding a Dwarf Therapist memory layout address?
Title: Re: ☼Meph Tileset☼ V2.3 - 32x - 44.05 - Updated 18th January
Post by: Rose on February 01, 2018, 12:52:48 am
It's a bit more complicated, and you need specialized tools for it (Ida, for example)
Title: Re: ☼Meph Tileset☼ V2.3 - 32x - 44.05 - Updated 18th January
Post by: Meph on February 18, 2018, 09:39:13 pm
Considering how quiet it's here, I guess everything is working as intended? ^^
Title: Re: ☼Meph Tileset☼ V2.3 - 32x - 44.05 - Updated 18th January
Post by: Rose on February 18, 2018, 10:42:29 pm
Well, I did manage to get your creatures to show up in my armok vision engravings, so that's nice.

Too bad I don't have support for professions yet.
Title: Re: ☼Meph Tileset☼ V2.3 - 32x - 44.05 - Updated 18th January
Post by: Pvt. Pirate on February 19, 2018, 05:11:21 am
Considering how quiet it's here, I guess everything is working as intended? ^^
well, it works quite great.
one thing though: when smooting stone and carving Fortifications into it, this works, while built fortifications look like the icon for the engraving job.
Title: Re: ☼Meph Tileset☼ V2.3 - 32x - 44.05 - Updated 18th January
Post by: falcn on February 19, 2018, 09:51:23 am
Considering how quiet it's here, I guess everything is working as intended? ^^
I messed up trying to apply tileset to a clean OS X dfhack installation. Everything works except dwarves carrying furniture blink with a wrong item. What I missed?
Title: Re: ☼Meph Tileset☼ V2.3 - 32x - 44.05 - Updated 18th January
Post by: Meph on February 19, 2018, 11:03:29 am
Considering how quiet it's here, I guess everything is working as intended? ^^
I messed up trying to apply tileset to a clean OS X dfhack installation. Everything works except dwarves carrying furniture blink with a wrong item. What I missed?
Nothing. It's a TWBT bug that I can't affect. I assume that mifki will fix it at some point.
Title: Re: ☼Meph Tileset☼ V2.3 - 32x - 44.05 - Updated 18th January
Post by: falcn on February 19, 2018, 05:37:21 pm
Noticed that your plant_grasses.txt in Meph Tileset 2.3 [44.05]/df/raw/objects differs from both plant_grasses (with moving grass).txt and plant_grasses (without moving grass.txt from "Moving grass" folder.
Title: Re: ☼Meph Tileset☼ V2.3 - 32x - 44.05 - Updated 18th January
Post by: Hylum on February 19, 2018, 05:51:50 pm
Everything is great so far! Thanks Meph!
Title: Re: ☼Meph Tileset☼ V2.3 - 32x - 44.05 - Updated 18th January
Post by: Dahrk on February 20, 2018, 01:51:06 pm
It's working very well, I still can't get my head around how many sprites were made for this pack!

Gameplay wise, the only things I could hope for are standardized materials and you turning your gaze towards Adventure Mode, if/when it gets better twbt support.
Title: Re: ☼Meph Tileset☼ V2.3 - 32x - 44.05 - Updated 18th January
Post by: jecowa on February 20, 2018, 03:39:23 pm
This pack has an amazing set of creature graphics. I think there's like 657 non-vermin creatures in the game, and this pack has good 32x graphics for pretty close to all of them. And then it includes 780 variations for each of four procedural creatures (e.g. forgotten beasts, titans).
Title: Re: ☼Meph Tileset☼ V2.3 - 32x - 44.05 - Updated 18th January
Post by: Meph on February 20, 2018, 04:47:06 pm
I guess I could finish the last remaining creatures sprites, and add standardization to the launcher. That's a bit trickier, since it alters vanilla files, but hey. ^^

Adv mode I wouldnt even know where to start. People would have to tell me what to change/add.
Title: Re: ☼Meph Tileset☼ V2.3 - 32x - 44.05 - Updated 18th January
Post by: tnuhnivad on February 23, 2018, 12:42:01 pm
Considering how quiet it's here, I guess everything is working as intended? ^^

Was there a fix I missed for the cages showing up for items, corpses and plants, etc.?
Title: Re: ☼Meph Tileset☼ V2.3 - 32x - 44.05 - Updated 18th January
Post by: jecowa on February 23, 2018, 01:24:51 pm
Was there a fix I missed for the cages showing up for items, corpses and plants, etc.?

This pack reorganizes tiles a lot. I'm wondering if you updated your /data/art/ files with the latest version of the pack without also updating your /data/save/region x/raw/objects/ files with the latest version of the pack. That could cause the kind of visual errors you described.

You might backup your save before trying to update its objects files, though.
Title: Re: ☼Meph Tileset☼ V2.3 - 32x - 44.05 - Updated 18th January
Post by: Dahrk on February 24, 2018, 08:00:00 am
Adv mode I wouldnt even know where to start. People would have to tell me what to change/add.

I've done a bit of experimenting in Adv mode and found a few things that may be of interest. Overall, it's looking very good, but there are still twbt bugs that render it unstable.

My wolfman started in a human hall. The transparent overrides look great, as do the status indicators - note the gentleman slumped next to a display case. It's a small change, but the status indicators enrich the experience of visiting taverns and halls, making it easier to keep track of who's doing what.

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

I wandered outside and took a look at some of the locals' gardens. That rectangle of random sprites is a collection of garden plants, and the glitched sprite that is displayed for each plant appears to be consistent.

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

After wandering off into the wood, the sprites switch back to their correct overrides after a moment of stutter. Two of the plants shown here, the cranberries and bitter vetch, were also in the garden. There appears to be a crossover of about 15 tiles, where you can keep running back and forth watching the overrides flicker. The game stutters every time this happens, sometimes followed by a ctd.

(https://i.imgur.com/XsxvS2W.png)

I also took look around a treehome as an elf. As you can see, npcs look great, but my adventurer became rather fruity every time she walked over leaves.

(https://i.imgur.com/G11Q2Rg.png)

In short, Adv mode is actually already looking great, but twbt is glitchy and appears to cause crashes.

EDIT: Thanks to falcn for fixing the embedded images!
Title: Re: ☼Meph Tileset☼ V2.3 - 32x - 44.05 - Updated 18th January
Post by: falcn on February 24, 2018, 08:57:07 am
deleted
Title: Re: ☼Meph Tileset☼ V2.3 - 32x - 44.05 - Updated 18th January
Post by: Leonidas on March 01, 2018, 10:52:21 pm
Meph, I recently started using your tileset, from the Lazy Newb Pack. And it's amazing. The detailed art bring a whole new dimension to the game.

But I have one problem. My current fortress has tetrahedrite veins in a granite layer. I'm having trouble distinguishing the granite from the tetrahedrite.
Spoiler (click to show/hide)

Is there a variant of your tileset that'll help with this?
Title: Re: ☼Meph Tileset☼ V2.3 - 32x - 44.05 - Updated 18th January
Post by: Hylum on March 07, 2018, 03:27:24 pm
Hi Meph!
Any up and coming updated version of your pack?

 - updated DFHack to 44.05-r2
 - updated TwbT to v6.35
 - updated Dwarf Therapist to v39.2.1
Title: Re: ☼Meph Tileset☼ V2.3 - 32x - 44.05 - Updated 18th January
Post by: Meph on March 15, 2018, 06:47:08 am
Just wanted to say that I planned that update, then 44.06 came out, so I waited for TWBT, now 44.07 came out, so now I'm waiting again on the utilities. ^^ Once everything looks stable, I'll upload a new version.
Title: Re: ☼Meph Tileset☼ V2.3 - 32x - 44.05 - Updated 18th January
Post by: Hylum on March 15, 2018, 12:05:53 pm
Haha, I thought so, that makes sense. I am looking forward to the next release.
Title: Re: ☼Meph Tileset☼ V2.3 - 32x - 44.05 - Updated 18th January
Post by: Pvt. Pirate on March 15, 2018, 03:18:53 pm
Haha, I thought so, that makes sense. I am looking forward to the next release.
yeah, double that.
Title: Re: ☼Meph Tileset☼ V2.3 - 32x - 44.05 - Updated 18th January
Post by: fricy on March 17, 2018, 12:03:37 pm
Just wanted to say that I planned that update, then 44.06 came out, so I waited for TWBT, now 44.07 came out, so now I'm waiting again on the utilities. ^^ Once everything looks stable, I'll upload a new version.
Hey!

Nice set!
You might want to look at Cacao trees. I'm getting these white rectangles where the branches are. Other trees seem to be ok.
Spoiler (click to show/hide)
I'm also getting a bunch of twbt error messages on startup about missing custom buildings (Painting 1-95, wooden floor).
I'm using the set in PE's starter pack with 44.07 dfhack alpha.
Title: Re: ☼Meph Tileset☼ V2.3 - 32x - 44.05 - Updated 18th January
Post by: jecowa on March 17, 2018, 02:05:41 pm
For those white rectangles, is it possible you have some kind of activity zone set up in the tree? That's the only thing I'm seeing a tile like that being used for.

With the error about the paintings and the wooden floor, I'm guessing you created your save file in the full version of Meph and then installed the version of Meph from the Starter Pack into it. Is that right? The full version of Meph adds a bunch of decorative items (like paintings and wood floors) that aren't included in the Lazy Newb Packs. They are excluded from the LNP to that save compatibility doesn't break when users change graphics packs.
Title: Re: ☼Meph Tileset☼ V2.3 - 32x - 44.05 - Updated 18th January
Post by: Meph on March 17, 2018, 03:36:04 pm
Paintings are a newer addition to the set... guess the lines in the override files made their way into PEs starterpack.

The Cacao tree bug: If an activity zone is anywhere (active, inactive, shown or not) it messes with overrides, if the item has the same tile number as the override I use for zones. In short: I'll just have to find a new tile number for the Cacao fruits and it fixes itself.
Title: Re: ☼Meph Tileset☼ V2.3 - 32x - 44.05 - Updated 18th January
Post by: jecowa on March 17, 2018, 04:59:09 pm
Paintings are a newer addition to the set... guess the lines in the override files made their way into PEs starterpack.

Oh, yeah. That's it. I think it's a harmless error.
Title: Re: ☼Meph Tileset☼ V2.3 - 32x - 44.05 - Updated 18th January
Post by: fricy on March 18, 2018, 04:28:40 am
Paintings are a newer addition to the set... guess the lines in the override files made their way into PEs starterpack.
Oh, yeah. That's it. I think it's a harmless error.
Thanks, that was my hunch too.

The Cacao tree bug: If an activity zone is anywhere (active, inactive, shown or not) it messes with overrides, if the item has the same tile number as the override I use for zones. In short: I'll just have to find a new tile number for the Cacao fruits and it fixes itself.
Guess that explains it, though I could'nt make them go away by deleting all zones and reloading the save. And the zones were not  under the trees or anywhere near.
Title: Re: ☼Meph Tileset☼ V2.3 - 32x - 44.05 - Updated 18th January
Post by: ThoMeuhGal on March 18, 2018, 05:37:28 am
Hi, congratulations and thank you for all this nice work, Meph and everyone who contributed in some way.

I saw Meph was asking if we had requests so :
What would make me really happy would be to have Taffer's Revised (http://www.bay12forums.com/smf/index.php?topic=161832.0) mod included in the pack, maybe even toggleable in the launcher.

I also see Vordak's dwarves included as alternative sprites. I recently discovered Oab's sprites (http://www.bay12forums.com/smf/index.php?topic=169225.0) and I'm loving them. Maybe they could also be included as alternatives?
Title: Re: ☼Meph Tileset☼ V2.3 - 32x - 44.05 - Updated 18th January
Post by: fricy on March 18, 2018, 10:18:32 am
I saw Meph was asking if we had requests so :
What would make me really happy would be to have Taffer's Revised (http://www.bay12forums.com/smf/index.php?topic=161832.0) mod included in the pack, maybe even toggleable in the launcher.
You can try this (https://www.dropbox.com/s/p0f0kx6brvs97p2/Meph_Revised.44.07_merged.zip?dl=0) until Meph (if) includes it the pack. It was a relatively straightforward merge, and I'm not seeing errors in the logs, but treat it as experimental, because it was a long time ago I last touched any raws. :)
Overwrite the files in Meph's df/raw/objects, and generate a new worlds because the changes are not compatible with the base game.
Title: Re: ☼Meph Tileset☼ V2.3 - 32x - 44.05 - Updated 18th January
Post by: ThoMeuhGal on March 18, 2018, 11:09:41 am
Thank you very much! I'll try it tonight
Title: Re: ☼Meph Tileset☼ V2.3 - 32x - 44.05 - Updated 18th January
Post by: Pvt. Pirate on March 18, 2018, 11:46:43 am
I saw Meph was asking if we had requests so :
What would make me really happy would be to have Taffer's Revised (http://www.bay12forums.com/smf/index.php?topic=161832.0) mod included in the pack, maybe even toggleable in the launcher.
You can try this (https://www.dropbox.com/s/p0f0kx6brvs97p2/Meph_Revised.44.07_merged.zip?dl=0) until Meph (if) includes it the pack. It was a relatively straightforward merge, and I'm not seeing errors in the logs, but treat it as experimental, because it was a long time ago I last touched any raws. :)
Overwrite the files in Meph's df/raw/objects, and generate a new worlds because the changes are not compatible with the base game.
i like many of taffers changes. so i support the request for it being added as an optional change.
Title: Re: ☼Meph Tileset☼ V2.3 - 32x - 44.05 - Updated 18th January
Post by: Meph on March 21, 2018, 11:33:40 am
I asked Taffer, he is up for it. I can add his revised changes to the tileset, as optional features in the launcher. :)
Title: Re: ☼Meph Tileset☼ V2.3 - 32x - 44.05 - Updated 18th January
Post by: Dahrk on March 21, 2018, 12:21:51 pm
I asked Taffer, he is up for it. I can add his revised changes to the tileset, as optional features in the launcher. :)


This is good news! I've been putting off playing 44.07, because I couldn't decide between your tileset and Revised. I've been happily playing both this evening, with no problems, so thanks fricy for sharing the merged raws!
Title: Re: ☼Meph Tileset☼ V2.3 - 32x - 44.05 - Updated 18th January
Post by: ThoMeuhGal on March 22, 2018, 02:24:36 am
Thats great news ! Thank you  :P
Title: Re: ☼Meph Tileset☼ V2.3 - 32x - 44.05 - Updated 18th January
Post by: Pvt. Pirate on March 22, 2018, 12:56:30 pm
I asked Taffer, he is up for it. I can add his revised changes to the tileset, as optional features in the launcher. :)
Woohoo Yay!
Title: Re: ☼Meph Tileset☼ V2.3 - 32x - 44.05 - Updated 18th January
Post by: Meph on March 22, 2018, 02:48:12 pm
Tomorrow is the last day of the first course in flight school (paragliding), the day after tomorrow I have free and will sit down and do the update. Just as info for the people that press F5 all day. ;)
Title: Re: ☼Meph Tileset☼ V2.3 - 32x - 44.05 - Updated 18th January
Post by: ThoMeuhGal on March 22, 2018, 03:23:23 pm
Just as info for the people that press F5 all day. ;)

Did you hack my webcam?  :o
Title: Re: ☼Meph Tileset☼ V2.3 - 32x - 44.05 - Updated 18th January
Post by: Pvt. Pirate on March 23, 2018, 03:46:14 am
Tomorrow is the last day of the first course in flight school (paragliding), the day after tomorrow I have free and will sit down and do the update. Just as info for the people that press F5 all day. ;)
even more woohoo! :D
Title: Re: ☼Meph Tileset☼ V2.3 - 32x - 44.05 - Updated 18th January
Post by: Hylum on March 23, 2018, 01:07:06 pm
Tomorrow is the last day of the first course in flight school (paragliding), the day after tomorrow I have free and will sit down and do the update. Just as info for the people that press F5 all day. ;)
even more woohoo! :D
Nice! \:D/
Title: Re: ☼Meph Tileset☼ V2.3 - 32x - 44.05 - Updated 18th January
Post by: hemmingjay on March 25, 2018, 04:36:33 pm
Tomorrow is the last day of the first course in flight school (paragliding), the day after tomorrow I have free and will sit down and do the update. Just as info for the people that press F5 all day. ;)

Take a moment to savor the experience! It is a memory you will carry to your death bed. That being said, I am very eager to get my grubby paws on the new update.
Title: Re: ☼Meph Tileset☼ V2.3 - 32x - 44.05 - Updated 18th January
Post by: dimondmine2 on March 26, 2018, 03:51:54 pm
How would I go about importing the TomiTaipo Old Genesis mod into the Meph launcher? Assuming that its possible and reasonable to explain in a forum post.
Title: Re: ☼Meph Tileset☼ V2.3 - 32x - 44.05 - Updated 18th January
Post by: fricy on March 27, 2018, 02:38:43 am
How would I go about importing the TomiTaipo Old Genesis mod into the Meph launcher? Assuming that its possible and reasonable to explain in a forum post.
I don't know about the bringing it into the launcher part.
To make anything compatible with this (or any other gfx set) follow this workflow:
If it's an old mod for a previous DF version you need to update it yourself first. Follow the same workflow.
Eg. if you have a 43.05 mod, Panel A loads base 43.05 raws, B -> base 44.07 raws, Panel C -> Mod 43.05 raws. Merge to get 44.07 Mod. Test again, if all is well merge the gfx.
Theoretically you can merge any number of mods this way: A -> base, B ->Mod1, C -> Mod2. Merge, then A- >Base, B->Mod3, C->Mod1+2. Rinse, repeat.
I say theoretically, because some tags in older raws have been changed, so you need to know what changed and why. So I wouldn't advice updating something like a .22b mod or something this way. Probably not even .34.11. That needs a complete rewrite.
Title: Re: ☼Meph Tileset☼ V2.3 - 32x - 44.05 - Updated 18th January
Post by: ThoMeuhGal on March 27, 2018, 04:29:36 am
Thank you very much for this! Great, simple, effective.
Title: Re: ☼Meph Tileset☼ V2.3 - 32x - 44.05 - Updated 18th January
Post by: Krutchen on March 27, 2018, 01:32:17 pm
I'm over here jonesin' for this next tileset update, my attempts to cobble my own together keeps on crashing :(
Title: Re: ☼Meph Tileset☼ V2.3 - 32x - 44.05 - Updated 18th January
Post by: dimondmine2 on March 27, 2018, 02:29:16 pm
Thank you Fricy! I really appreciate it.
Title: Re: ☼Meph Tileset☼ V2.3 - 32x - 44.05 - Updated 18th January
Post by: Meph on March 29, 2018, 11:04:07 am
I did some work on the update, reading through all the files changes and applying half of the revised mod. Adding the tags so that the GUI finds everything takes some time.
Title: Re: ☼Meph Tileset☼ V2.3 - 32x - 44.05 - Updated 18th January
Post by: ThoMeuhGal on March 29, 2018, 11:07:57 am
Glad to hear you are making progress and thank you for your work  :)
Title: Re: ☼Meph Tileset☼ V2.3 - 32x - 44.05 - Updated 18th January
Post by: Meph on March 30, 2018, 12:53:52 pm
The creatures have a surprisingly high amount of changes, it might take a while. I did add everything else from Taffers Revised, but finished only 8 creatures files so far. 20 to go.
Title: Re: ☼Meph Tileset☼ V2.3 - 32x - 44.05 - Updated 18th January
Post by: PrudentDwarves on March 30, 2018, 04:25:34 pm
Found some wrong values in "overrides.txt".

For "pig tales" there is
[OVERRIDE:7:I:PLANT:PLANT::_MDF_overrides_3:1:8:8]
[OVERRIDE:7:I:PLANT_GROWTH:PLANT_GROWTH::_MDF_overrides_3:33:8:8]

Must be (changed first line new tile from 1 to 33 (plus 32))
[OVERRIDE:7:I:PLANT:PLANT::_MDF_overrides_3:33:8:8]
[OVERRIDE:7:I:PLANT_GROWTH:PLANT_GROWTH::_MDF_overrides_3:33:8:8]

Other plants in "_MDF_overrides_3" have the same error, except "plump helmets".
They are all right:
[OVERRIDE:6:I:PLANT:PLANT::_MDF_overrides_3:32:8:8]
[OVERRIDE:6:I:PLANT_GROWTH:PLANT_GROWTH::_MDF_overrides_3:32:8:8]

Also what's wrong with wooden doors in a stockpile? Just a black empty space there.
Title: Re: ☼Meph Tileset☼ V2.3 - 32x - 44.05 - Updated 18th January
Post by: Meph on March 30, 2018, 04:38:01 pm
Found some wrong values in "overrides.txt".

For "pig tales" there is
[OVERRIDE:7:I:PLANT:PLANT::_MDF_overrides_3:1:8:8]
[OVERRIDE:7:I:PLANT_GROWTH:PLANT_GROWTH::_MDF_overrides_3:33:8:8]

Must be (changed first line new tile from 1 to 33 (plus 32))
[OVERRIDE:7:I:PLANT:PLANT::_MDF_overrides_3:33:8:8]
[OVERRIDE:7:I:PLANT_GROWTH:PLANT_GROWTH::_MDF_overrides_3:33:8:8]

Other plants in "_MDF_overrides_3" have the same error, except "plump helmets".
They are all right:
[OVERRIDE:6:I:PLANT:PLANT::_MDF_overrides_3:32:8:8]
[OVERRIDE:6:I:PLANT_GROWTH:PLANT_GROWTH::_MDF_overrides_3:32:8:8]

Also what's wrong with wooden doors in a stockpile? Just a black empty space there.
Wooden doors use so called inverted tiles, they use the background color, black, which TWBT cant really handle. The only way to change that would be to apply a fixed color, which would make all wooden doors the same hue. I'm fine with how it looks right now, as long as the build wooden doors look fine.

Are you sure that the overrides are errors? I'm fairly certain that they are perfectly fine. Just have a look at the PNG. There are three versions for each plant... one with the picked plant, one with the plant in a farmplot, one with the plant on grass.
Title: Re: ☼Meph Tileset☼ V2.3 - 32x - 44.05 - Updated 18th January
Post by: Meph on March 30, 2018, 04:49:44 pm
<<< ☼Download☼ - Meph Pack V2.4 for DF 44.07 - WINDOWS >>> (http://dffd.bay12games.com/file.php?id=13407)

Update!

Long time no see... anyway, here is the 44.07 update. Utilities for 44.08 are not updated yet, so please be patient.

The update adds another option to the launcher, Taffers Revised Mod. http://www.bay12forums.com/smf/index.php?topic=161832.0 (http://www.bay12forums.com/smf/index.php?topic=161832.0). To use his own words: "An editor's pass over Dwarf Fortress: more balanced gameplay, more atmosphere, and fewer bugs. Every creature in the game has a rewritten description and many have simpler names. I want to make the game more pleasant to read and play, without straying too far from the original."

All in all it makes a lot of small changes, but none dramatically change the gameplay. It mostly fixes vanilla DF bugs, makes a few things more realistic and adds longer, more colorful descriptions to creatures.

You can enable it by going to the "ADDITIONS" tab in the launcher; a single button-press will install the mod for you, then you have to gen a new world. (I have not finished going through all the changes, about half of the creature changes are missing. I'm not sure if I want to add the name-simplifications for them, and a few other changes I have to take a closer look at. Right now, you probably have about 80% of Taffers original revised mod. Everything is there, except for some creature changes.)

Please let me know if you encounter any issues; if you have feedback specifically about the Revised mod, please send it to Taffer. :)
Title: Re: ☼Meph Tileset☼ V2.4 - 32x - 44.07 - Updated 31th March
Post by: Vordak on March 30, 2018, 07:15:28 pm
Thank for work.
Graphic files from ...data\art\  were there any changes?
p.s It would be good to update dwarves to latest version.
Title: Re: ☼Meph Tileset☼ V2.4 - 32x - 44.07 - Updated 31th March
Post by: Meph on March 31, 2018, 01:33:08 am
Hi Vordak. No, no changes on the graphics themselves. Thanks for reminding me, I'll update your set next. :) Hopefully for 44.08 when TWBT is updated too.
Title: Re: ☼Meph Tileset☼ V2.3 - 32x - 44.05 - Updated 18th January
Post by: PrudentDwarves on March 31, 2018, 03:35:53 am
Wooden doors use so called inverted tiles, they use the background color, black, which TWBT cant really handle. The only way to change that would be to apply a fixed color, which would make all wooden doors the same hue. I'm fine with how it looks right now, as long as the build wooden doors look fine.

Left side: how it is right now.
Right side: with fixed foreground color.
(https://i.imgur.com/yaldnFr.png)
I don't understand how it is fine by you. More so since both wooden and stone doors as buildings have their colors fixed. (I am not a fan of fixed hue either.)

Are you sure that the overrides are errors? I'm fairly certain that they are perfectly fine. Just have a look at the PNG. There are three versions for each plant... one with the picked plant, one with the plant in a farmplot, one with the plant on grass.

How sure I am? See for yourself:
Right now:
(https://i.imgur.com/KY04CQK.png)
Correct way (as I described above):
(https://i.imgur.com/Pk6XqYb.png)
Title: Re: ☼Meph Tileset☼ V2.4 - 32x - 44.07 - Updated 31th March
Post by: ThoMeuhGal on March 31, 2018, 06:39:22 am
Thank you very much for the update Meph :)
Title: Re: ☼Meph Tileset☼ V2.4 - 32x - 44.07 - Updated 31th March
Post by: Meph on March 31, 2018, 08:34:34 am
Touché, that does look wrong. ^^ Since you seem to have it fixed in your version already, would you be so kind to upload the correct override entries?
Title: Re: ☼Meph Tileset☼ V2.4 - 32x - 44.07 - Updated 31th March
Post by: ThoMeuhGal on March 31, 2018, 09:43:58 am
Just a very minor thing I noticed:
The "OPTIMIZED CAVERNS" presets apparently have changes to embark points (1274 vs 1504) and mineral scarcity (600 vs 2500) compared to their vanilla counterparts but no changes to the cavern settings. I assume the idea was to increase cavern openness minimum and decrease passage density maximum, just like in the presets inherited from masterwork?
Title: Re: ☼Meph Tileset☼ V2.4 - 32x - 44.07 - Updated 31th March
Post by: Meph on March 31, 2018, 10:04:36 am
Quote
just like in the presets inherited from masterwork?
Yes. They should be the presets from MasterworkDF...
Title: Re: ☼Meph Tileset☼ V2.4 - 32x - 44.07 - Updated 31th March
Post by: Pvt. Pirate on March 31, 2018, 02:32:58 pm
when using vordaks dorfs, the dorven corpses look like your dorfs. - maybe that's intended, it just made me think a while...
Title: Re: ☼Meph Tileset☼ V2.4 - 32x - 44.07 - Updated 31th March
Post by: Meph on March 31, 2018, 03:36:14 pm
It's because dwarves are creatures, but corpses are items. One use sprites, the other a tile from the tileset. It would be more difficult for the GUI to mix and match those.
Title: Re: ☼Meph Tileset☼ V2.4 - 32x - 44.07 - Updated 31th March
Post by: Pvt. Pirate on March 31, 2018, 04:10:52 pm
okay then :)
erm do all tools also look like hatchets? i remember they didnt in 2.3 release.
Title: Re: ☼Meph Tileset☼ V2.4 - 32x - 44.07 - Updated 31th March
Post by: PrudentDwarves on March 31, 2018, 05:39:25 pm
Touché, that does look wrong. ^^ Since you seem to have it fixed in your version already, would you be so kind to upload the correct override entries?
Upload? All I did is:
for wooden door item: set foreground color as for the building,
for the plants: only corrected underground crops, that took me less than a minute, so I hardly see the point in uploading.

If you are interested in doing it yourself, it's quite simple:
For "pig tales" there is
[OVERRIDE:7:I:PLANT:PLANT::_MDF_overrides_3:1:8:8]
[OVERRIDE:7:I:PLANT_GROWTH:PLANT_GROWTH::_MDF_overrides_3:33:8:8]

Must be (changed first line new tile from 1 to 33 (plus 32))
[OVERRIDE:7:I:PLANT:PLANT::_MDF_overrides_3:33:8:8]
[OVERRIDE:7:I:PLANT_GROWTH:PLANT_GROWTH::_MDF_overrides_3:33:8:8]

Other plants in "_MDF_overrides_3" have the same error, only "plump helmets" are all right.
Title: Re: ☼Meph Tileset☼ V2.4 - 32x - 44.07 - Updated 31th March
Post by: Pvt. Pirate on April 01, 2018, 09:08:08 am
i just had my first crash since 44.05.
maybe the game didn't like me planting 5 doors and restricting the meeting hall so fast.
Title: Re: ☼Meph Tileset☼ V2.4 - 32x - 44.07 - Updated 31th March
Post by: Mrok Girl on April 01, 2018, 09:32:57 am
i just had my first crash since 44.05.
maybe the game didn't like me planting 5 doors and restricting the meeting hall so fast.

Did you remember to change the multilevel redraw to whatever you had previously? I only just did ^^'
Title: Re: ☼Meph Tileset☼ V2.4 - 32x - 44.07 - Updated 31th March
Post by: Pvt. Pirate on April 01, 2018, 11:21:08 am
i just had my first crash since 44.05.
maybe the game didn't like me planting 5 doors and restricting the meeting hall so fast.

Did you remember to change the multilevel redraw to whatever you had previously? I only just did ^^'
that's always the first thing i do - otherwise mousequery edge would drive me nuts, because it doesnt work properly with multilevel view.
Title: Re: ☼Meph Tileset☼ V2.4 - 32x - 44.07 - Updated 31th March
Post by: Vordak on April 01, 2018, 12:04:19 pm
Found a strange bug - incorrect display tile of wheelbarrow(tile #237 from _MDF_items.png) - it look like helve(tile #247 from _MDF_items.png).
In overrides.txt is all written correctly:
Code: [Select]
[OVERRIDE:255:I:TOOL:TOOL:17:_MDF_overrides_1:237]Screenshot I do not attach as it is not informative.

P.S overrides.txt definitely requires marks\notes for items from ...\raw\objects\ .
P.S.2. In tileset from PeridexisErrant's Starter Pack (64bit) - v0.44.05-r03 there is no such bug (code of wheelbarrow override is similar) - It looks like the problem is related to version of DFhack or TWBT.
P.S.3. Also found that instead of pot(tile #233) shows scroll roller(tile #239).
Title: Re: ☼Meph Tileset☼ V2.3 - 32x - 44.05 - Updated 18th January
Post by: PrudentDwarves on April 01, 2018, 07:20:20 pm
Wooden doors use so called inverted tiles, they use the background color, black, which TWBT cant really handle.
The only way to change that would be to apply a fixed color, which would make all wooden doors the same hue.
No, it is not. TWBT handles them all right.
Since wooden doors in DF represented as colorwise-inverted symbol, the sprite itself must be converted as well. And I've managed to do that with one smart tool.

Where can I submit/upload it to?
(It's a PNG 32x32 new wooden door image.)

P.S. Yes!!! Finally!!! In my fortress each and every wooden door has its own hue based on material used.
Title: Re: ☼Meph Tileset☼ V2.4 - 32x - 44.07 - Updated 31th March
Post by: fricy on April 02, 2018, 01:52:19 am
Found a strange bug - incorrect display tile of wheelbarrow(tile #237 from _MDF_items.png) - it look like helve(tile #247 from _MDF_items.png).
In overrides.txt is all written correctly:
Code: [Select]
[OVERRIDE:255:I:TOOL:TOOL:17:_MDF_overrides_1:237]Screenshot I do not attach as it is not informative.

P.S overrides.txt definitely requires marks\notes for items from ...\raw\objects\ .
P.S.2. In tileset from PeridexisErrant's Starter Pack (64bit) - v0.44.05-r03 there is no such bug (code of wheelbarrow override is similar) - It looks like the problem is related to version of DFhack or TWBT.
P.S.3. Also found that instead of pot(tile #233) shows scroll roller(tile #239).

I can confirm that this bug exists if you use the Revised option in the launcher, but displays correctly with the default raws. I noticed the wheelbarrows bug in the raws sets I generated and posted here earlier, and it seems to be present in Meph's official version too. It indicates that something in Revised messes up the tool IDs in the memory.

I expect all/some tools  to be shifted by 7, because you can fix wheelbarrows by changing:
Code: [Select]
[OVERRIDE:255:I:TOOL:TOOL:24:_MDF_overrides_1:247]to
Code: [Select]
[OVERRIDE:255:I:TOOL:TOOL:24:_MDF_overrides_1:237] wheelbarrow was 247As you can see TOOL:17 became TOOL:24. Vordak's comment for pot show the same shift TOOL:12 (#233) ->TOOL:19 (#239)
It needs to be confirmed that all tools are messed up, or only some. It would also be nice to confirm that other items are ok.

I tried to compare the generated raw sets between default/revised, but nothing stands out as obvious, item_tool.txt is identical in both versions. So I'm stumped for the reason, if Meph doesn't know either, then the obvious fix is to have a modified overrides.txt for Revised with the shifted tool IDs.

PS1: What's the command in dfhack for inspecting the memory layout of units/items/etc.? I forgot, would be useful in this case.
PS2: @Meph: As far as I know you don't need the LAA patch with the now standard 64 bit DF, it can address all the memory avaliable.
Title: Re: ☼Meph Tileset☼ V2.4 - 32x - 44.07 - Updated 31th March
Post by: jecowa on April 02, 2018, 02:08:11 am
PS1: What's the command in dfhack for inspecting the memory layout of units/items/etc.? I forgot, would be useful in this case.
You mean this thing?: https://gist.github.com/cvuchener/c176e7d0bee18e5c6c75c7ac5bded6f7
Title: Re: ☼Meph Tileset☼ V2.4 - 32x - 44.07 - Updated 31th March
Post by: fricy on April 02, 2018, 03:31:44 am
PS1: What's the command in dfhack for inspecting the memory layout of units/items/etc.? I forgot, would be useful in this case.
You mean this thing?: https://gist.github.com/cvuchener/c176e7d0bee18e5c6c75c7ac5bded6f7
No, altough that script is useful for debuging this. I was thinking of gui/gm-editor. Found it. :)
(Goddam it Toady, you put tools into finished goods, large tools into furnitures, and some tools even have their own stockpile settings... And it looks like musical intruments are not musical intruments at all, but tools, so you can't seperate them out. And why is honeycomb even a tool? Joy to debug this mess. /rant off)

So, I generated a Revised world, embarked with all tools I could buy, and used to script above to get the IDs. Here are the results.
Code: [Select]
17 nest box
18 jug
19 large pot
20 hive
---
23 minecart
24 wheelbarrow
25 stepladder
26 scroll rollers
27 book binding
---
30 book case
---
33 pedestal
34 display case

That seems to be in the same order found in the wiki (http://dwarffortresswiki.org/index.php/DF2014:Tool). Crutches, splints, quivers, etc. seem to be in order, as they are items, not tools. I suspected some shenaningans with musical intruments, but their IDs are all after these base tools (35+), so that's out. Although I have to say intruments in stockpile definetly look odd, like a floor covered with straw. Is that intentional?
EDIT: intruments look all right, and go into the correct piles. Intrument pieces look odd, and go to tools piles.

Can someone else confirm they see the same shift of 7 in tool IDs? So far I have two words with the same results and Vordak's report.
Title: Re: ☼Meph Tileset☼ V2.4 - 32x - 44.07 - Updated 31th March
Post by: Meph on April 02, 2018, 04:06:04 am
Oh, that explains it.

TWBT lists things by the order they appear in the raws. Revised adds a file called item_macro_fantastic.txt. It has custom reagents (Tools) for a few new reactions that take out micromanagement from the game a bit. since item_macro_fantastic is alphabetically above item_tool, those 7 new items get added first. TWBT now thinks that those are the items 0-6 in its list.

Simple fix, thanks for letting me know that the problem exists. :)

PS: I'm very familiar with this bug/issue due to making graphics for MasterworkDF. New items constantly had to be put into item_z_name.txt, so that they appear at the bottom on the list.
Title: Re: ☼Meph Tileset☼ V2.4 - 32x - 44.07 - Updated 31th March
Post by: Rose on April 02, 2018, 04:51:28 am
Just a note, Armok Vision has options to do a full dump of all items in the game, including and IDs and raw names.
Title: Re: ☼Meph Tileset☼ V2.4 - 32x - 44.07 - Updated 31th March
Post by: fricy on April 02, 2018, 05:43:29 am
Revised adds a file called item_macro_fantastic.txt. It has custom reagents (Tools) for a few new reactions that take out micromanagement from the game a bit.
Typical, just about the only file I didn't check. Because "macro". Why would it contain tools?  ;D
Since I already made it, this should be the quickfix for overrides.txt until Meph release the official one. Note that the last two lines are not in the tools section, but further down around line 2530ish.

Spoiler: quickfix for overrides (click to show/hide)

@Meph: Will renaming that file to fix the tools break already generated worlds? I seem to remember that. Also it looks to me pedestals and display cases are mixed up. Not sure though, and the art is quite similar.
PS: Stepladders also seem off.

Just a note, Armok Vision has options to do a full dump of all items in the game, including and IDs and raw names.
Thx, would have been useful. :)
Title: Re: ☼Meph Tileset☼ V2.4 - 32x - 44.07 - Updated 31th March
Post by: Meph on April 02, 2018, 06:28:52 am
Quote
@Meph: Will renaming that file to fix the tools break already generated worlds? I seem to remember that. Also it looks to me pedestals and display cases are mixed up. Not sure though, and the art is quite similar.
Yes, if you also update the saved raws.

Taffer said something about possibly removing the Macro reactions part of his mod... I'm not sure if the new tools will even stay in till the next update. ^^
Title: Re: ☼Meph Tileset☼ V2.4 - 32x - 44.07 - Updated 31th March
Post by: Rose on April 02, 2018, 06:48:57 am
I think a lot of this could be solved by TWBT using tokens instead of numbers.
Title: Re: ☼Meph Tileset☼ V2.4 - 32x - 44.07 - Updated 31th March
Post by: Pvt. Pirate on April 02, 2018, 08:35:58 am
can you make an updated version for all those who would kill their game by changing it manually?
Title: Re: ☼Meph Tileset☼ V2.4 - 32x - 44.07 - Updated 31th March
Post by: Vordak on April 02, 2018, 12:56:13 pm
Another bug - constructed and carved fortifications looks unlike expected.
Spoiler: fortification (click to show/hide)
Title: Re: ☼Meph Tileset☼ V2.4 - 32x - 44.07 - Updated 31th March
Post by: db48x on April 02, 2018, 09:22:46 pm
This tileset is great! Thanks!

(http://db48x.net/temp/Meph's tileset is great.png)
Title: Re: ☼Meph Tileset☼ V2.4 - 32x - 44.07 - Updated 31th March
Post by: Taffer on April 02, 2018, 09:39:35 pm
TWBT lists things by the order they appear in the raws. Revised adds a file called item_macro_fantastic.txt. It has custom reagents (Tools) for a few new reactions that take out micromanagement from the game a bit. since item_macro_fantastic is alphabetically above item_tool, those 7 new items get added first. TWBT now thinks that those are the items 0-6 in its list.
Taffer said something about possibly removing the Macro reactions part of his mod... I'm not sure if the new tools will even stay in till the next update. ^^

Apologies! I'm reasonably sure that I actually just forgot to delete that file, and that it's not referenced at all in Revised v1.5.1. (Reasonably sure but not 100% sure, as I'm in the middle of adding in a bunch of changes and don't feel like checking to make sure).

It's already been deleted in my working version. I'll push some of the bigger items off of my next release's todo list and get a release out somewhat quicker, as I consider this a bug even in vanilla Revised.

Keep up the good work with the tileset, Meph! Sorry in advance that I'll be adding in a bunch more changes to merge in, as you're not even done merging in the current version yet.
Title: Re: ☼Meph Tileset☼ V2.4 - 32x - 44.07 - Updated 31th March
Post by: Pvt. Pirate on April 11, 2018, 06:27:37 am
can anyone deny or confirm that this can run on linux mint with wine?
Title: Re: ☼Meph Tileset☼ V2.4 - 32x - 44.07 - Updated 31th March
Post by: Meph on April 11, 2018, 12:07:43 pm
Just wanted to let you know that I'm still checking in daily, but don't have much time due to flying school. Still accepting requests though, so if you want anything else added than Taffers Revised, just let me know. :)

can anyone deny or confirm that this can run on linux mint with wine?
Yes. It can run on linux with wine. Players of MasterworkDF have done this to run the mod-launcher, and it's based on the same code as the tileset-launcher I included. If you just want the tileset (without the options), you can download this (http://dffd.bay12games.com/file.php?id=12516) and install dfhack/twbt yourself.
Title: Re: ☼Meph Tileset☼ V2.4 - 32x - 44.07 - Updated 31th March
Post by: Hylum on April 11, 2018, 03:13:04 pm
Hi Meph, when Vordak's dwarfs are selected in your launcher does it just add the dwarf sprites or does it also include his other sprites as well? If not can you add the option to use all of Vordak's sprite sheets?
Title: Re: ☼Meph Tileset☼ V2.4 - 32x - 44.07 - Updated 31th March
Post by: Meph on April 11, 2018, 04:25:34 pm
It only adds the sprites, since the are in raw/graphics. To get all the changes, the launcher would have to replace the files in data/art. I can in theory add that option, but that's up to Vordak. It's his work; he releases his version of the tileset. I don't know if he'd want everything included in this pack.

It's fairly simple to do it yourself, it's literally just drag&drop.
Title: Re: ☼Meph Tileset☼ V2.4 - 32x - 44.07 - Updated 31th March
Post by: Vordak on April 11, 2018, 05:39:01 pm
I'm not against including my graphic in your launcher, but need write in the launcher's description about version of included tiles.
Title: Re: ☼Meph Tileset☼ V2.4 - 32x - 44.07 - Updated 31th March
Post by: ancient_vampire on April 12, 2018, 05:45:31 am
I think there is another override mix-up for #squash.
Squash is set to tiles 193-208-193-244 but should be 192-208-224-224.
Did PrudentDwarves upload his changes? In case not:

Spoiler (click to show/hide)
Title: Re: ☼Meph Tileset☼ V2.4 - 32x - 44.07 - Updated 31th March
Post by: Hylum on April 12, 2018, 12:20:46 pm
It only adds the sprites, since the are in raw/graphics. To get all the changes, the launcher would have to replace the files in data/art. I can in theory add that option, but that's up to Vordak. It's his work; he releases his version of the tileset. I don't know if he'd want everything included in this pack.

It's fairly simple to do it yourself, it's literally just drag&drop.

That's what I thought, just thought it would be an option I/others would use if available. I like alternating games between your set and Vordak's.
Its all good I can keep doing it manually myself.  ;D
Title: Re: ☼Meph Tileset☼ V2.4 - 32x - 44.07 - Updated 31th March
Post by: se5a on April 12, 2018, 02:23:17 pm
...Yes. It can run on linux with wine. Players of MasterworkDF have done this to run the mod-launcher, and it's based on the same code as the tileset-launcher I included. If you just want the tileset (without the options), you can download this (http://dffd.bay12games.com/file.php?id=12516) and install dfhack/twbt yourself.

What's it written in Meph?

Edit: Ah, VB. do you have the source up on github anywhere? I could have a looksee if it'll compile in monodevelop in linux.
I got this trying to run it in wine:
System.TypeLoadException: Could not load type 'MasterworkDwarfFortress.MainForm' from assembly 'Masterwork Dwarf Fortress, Version=2.6.0.0, Culture=neutral, PublicKeyToken=null'.
  at MasterworkDwarfFortress.My.MyProject+MyForms.get_MainForm () [0x00000] in <filename unknown>:0
  at MasterworkDwarfFortress.My.MyApplication.OnCreateMainForm () [0x00000] in <filename unknown>:0
  at Microsoft.VisualBasic.ApplicationServices.WindowsFormsApplicationBase.OnRun () [0x00000] in <filename unknown>:0
  at Microsoft.VisualBasic.ApplicationServices.WindowsFormsApplicationBase.Run (System.String[] commandLine) [0x00000] in <filename unknown>:0
  at MasterworkDwarfFortress.My.MyApplication.Main (System.String[] Args) [0x00000] in <filename unknown>:0
[ERROR] FATAL UNHANDLED EXCEPTION: System.TypeLoadException: Could not load type 'MasterworkDwarfFortress.MainForm' from assembly 'Masterwork Dwarf Fortress, Version=2.6.0.0, Culture=neutral, PublicKeyToken=null'.
  at MasterworkDwarfFortress.My.MyProject+MyForms.get_MainForm () [0x00000] in <filename unknown>:0
  at MasterworkDwarfFortress.My.MyApplication.OnCreateMainForm () [0x00000] in <filename unknown>:0
  at Microsoft.VisualBasic.ApplicationServices.WindowsFormsApplicationBase.OnRun () [0x00000] in <filename unknown>:0
  at Microsoft.VisualBasic.ApplicationServices.WindowsFormsApplicationBase.Run (System.String[] commandLine) [0x00000] in <filename unknown>:0
  at MasterworkDwarfFortress.My.MyApplication.Main (System.String[] Args) [0x00000] in <filename unknown>:0
Title: Re: ☼Meph Tileset☼ V2.4 - 32x - 44.07 - Updated 31th March
Post by: Pvt. Pirate on April 12, 2018, 03:36:10 pm
i had your pack installed and configured just fine, then switched to linux. can i just copy the contents of your pack into the linux LNP so the gamechanges can run under linux, or will this break the game?
Title: Re: ☼Meph Tileset☼ V2.4 - 32x - 44.07 - Updated 31th March
Post by: HARD on April 13, 2018, 09:28:09 pm
When im playing V2.4 starting as humans my nobles screen is completely blank, any way to fix it? tried 2 different world gens and its all the same.
Title: Re: ☼Meph Tileset☼ V2.4 - 32x - 44.07 - Updated 31th March
Post by: Meph on April 14, 2018, 11:04:22 am
When im playing V2.4 starting as humans my nobles screen is completely blank, any way to fix it? tried 2 different world gens and its all the same.
That's because vanilla DF humans have no nobles like dwarves do. I can add them, but it's a change from vanilla DF.

i had your pack installed and configured just fine, then switched to linux. can i just copy the contents of your pack into the linux LNP so the gamechanges can run under linux, or will this break the game?
I dont run linux, so I cant say for absolute sure, but it should work. Just take the raws, and data/art, data/init files.

...Yes. It can run on linux with wine. Players of MasterworkDF have done this to run the mod-launcher, and it's based on the same code as the tileset-launcher I included. If you just want the tileset (without the options), you can download this (http://dffd.bay12games.com/file.php?id=12516) and install dfhack/twbt yourself.

What's it written in Meph?

Edit: Ah, VB. do you have the source up on github anywhere? I could have a looksee if it'll compile in monodevelop in linux.
I got this trying to run it in wine:
I can upload the vb files if you like. :)

Title: Re: ☼Meph Tileset☼ V2.4 - 32x - 44.07 - Updated 31th March
Post by: HARD on April 14, 2018, 11:25:19 am
Would be nice if u add it, well i think its quite unplayable without nobles?

Ok so it seems like the thing is, if u choose human civ that doesnt have king alive, u get blank nobles screen at the start.
Title: Re: ☼Meph Tileset☼ V2.4 - 32x - 44.07 - Updated 31th March
Post by: Meph on April 14, 2018, 12:13:54 pm
Ok, I'll add kobold, elf, goblin and human nobles, enabled as soon as you set them to playable.
Title: Re: ☼Meph Tileset☼ V2.4 - 32x - 44.07 - Updated 31th March
Post by: Llamageddon on April 15, 2018, 12:36:48 pm
If I cobble together Mephs' tileset and updated raws/graphics (+ init.text + overrides +DFHack.init + onLoad.init) with the latest DFHack and TWBT should there be any problems playing in DF 0.44.09? I already tried and had some oddities (not being able to use d->p to harvest wild plants) but I think that was because I accidentally changed the raws after mapgen/starting a game.

I seem to have set it up as a custom LNP install OK, but I suspect I am overlooking some critical files that might not be in the raw directory. I would really like all the extra fixes/changes (+ the optional Taffers revised edits) available with the v2.4 launcher.

Alternatively can I just ingore doing it manually and just install using the 44.07 Meph launcher then copy over the raw directory and the above mentioned files to a 44.09 install which is using the latest DFHack?

Edit: Well, to my surprise the cobbling together approach seems to have worked fine. Was quite tricky making sure all the changes from the v2.4 launcher were manually copied over correctly. I hope I haven't missed something. On the plus side I have now learned enough about raws to start manually adding bug fixes and improvements recommend on the forums.
Title: Re: ☼Meph Tileset☼ V2.4 - 32x - 44.07 - Updated 31th March
Post by: Llamageddon on April 16, 2018, 11:38:47 am
Re: item_macro_fantastic

TWBT lists things by the order they appear in the raws. Revised adds a file called item_macro_fantastic.txt. It has custom reagents (Tools) for a few new reactions that take out micromanagement from the game a bit. since item_macro_fantastic is alphabetically above item_tool, those 7 new items get added first. TWBT now thinks that those are the items 0-6 in its list.

Simple fix, thanks for letting me know that the problem exists. :)

@Meph: Will renaming that file to fix the tools break already generated worlds? I seem to remember that. Also it looks to me pedestals and display cases are mixed up. Not sure though, and the art is quite similar.
PS: Stepladders also seem off.

Can I just delete this raw or should I rename it? I think taffer said he just removed it from his updated Ravised but I don't really know what I am doing. :P

Edit: I added fricy's edits to overrides but I have deleted item_macro too. Is this completely wrong? Should it be one or the other?

Edit 2: I am really confused by this:

for wooden door item: set foreground color as for the building,
for the plants: only corrected underground crops, that took me less than a minute, so I hardly see the point in uploading.

If you are interested in doing it yourself, it's quite simple:
For "pig tales" there is
[OVERRIDE:7:I:PLANT:PLANT::_MDF_overrides_3:1:8:8]
[OVERRIDE:7:I:PLANT_GROWTH:PLANT_GROWTH::_MDF_overrides_3:33:8:8]

Must be (changed first line new tile from 1 to 33 (plus 32))
[OVERRIDE:7:I:PLANT:PLANT::_MDF_overrides_3:33:8:8]
[OVERRIDE:7:I:PLANT_GROWTH:PLANT_GROWTH::_MDF_overrides_3:33:8:8]

Other plants in "_MDF_overrides_3" have the same error, only "plump helmets" are all right.

Should they all be changed to 3:33 or should I it match the line unerneath? I'm probably just getting a bit obsessed with editing raws and overrides now I have kind of worked out how to do it. I should probably just wait for Meph to update, but then I won't learn. ;)
Title: Re: ☼Meph Tileset☼ V2.4 - 32x - 44.07 - Updated 31th March
Post by: fricy on April 16, 2018, 03:30:17 pm
Re: item_macro_fantastic

TWBT lists things by the order they appear in the raws. Revised adds a file called item_macro_fantastic.txt. It has custom reagents (Tools) for a few new reactions that take out micromanagement from the game a bit. since item_macro_fantastic is alphabetically above item_tool, those 7 new items get added first. TWBT now thinks that those are the items 0-6 in its list.

Simple fix, thanks for letting me know that the problem exists. :)

@Meph: Will renaming that file to fix the tools break already generated worlds? I seem to remember that. Also it looks to me pedestals and display cases are mixed up. Not sure though, and the art is quite similar.
PS: Stepladders also seem off.

Can I just delete this raw or should I rename it? I think taffer said he just removed it from his updated Ravised but I don't really know what I am doing. :P

Edit: I added fricy's edits to overrides but I have deleted item_macro too. Is this completely wrong? Should it be one or the other?
Only one. If you have already generated a world, use my fixes. If you want to start a new one, then delete the macro_fantastic. Doing both will either break your existing world, or mess up the overrides in a new one.
Title: Re: ☼Meph Tileset☼ V2.4 - 32x - 44.07 - Updated 31th March
Post by: Sanctume on April 16, 2018, 05:46:19 pm
I need to verify if I did it ok.

1. I have an existing game in DF 44_09 with dfhack alpha in Phoebus; reference "~/save/mysave/raw" folder. 

2. I applied taffer's balance raw something into my "~/DF/raw" folder.

3. I opened LNP, set graphics to Meph's Tiles 32x.

4. I created a pocket world, which create "~/save/region1/raw" folder. 

5. I copied (3) "~/save/region1/raw" folder overwriting (1)"~/save/mysave/raw" folder. 

6. I load my save game (1) and it seems Meph's Tiles is working.

Did I do it right?


Title: Re: ☼Meph Tileset☼ V2.4 - 32x - 44.07 - Updated 31th March
Post by: DizzyCrash on April 16, 2018, 07:39:40 pm
How the hell do i install this?
Title: Re: ☼Meph Tileset☼ V2.4 - 32x - 44.07 - Updated 31th March
Post by: Llamageddon on April 16, 2018, 10:57:49 pm
The 2.4 Launcher should let you pick options from the pack and automatically install DF 0.44.07 for you. I think if you get the barebones edition you should be able to just copy over the files in there to get just the tileset. I think that should work on any 0.44.xx version.
Title: Re: ☼Meph Tileset☼ V2.4 - 32x - 44.07 - Updated 31th March
Post by: Rose on April 16, 2018, 11:27:29 pm
So many of these problems could be solved if TwT used raw tokens instead of numbers.
Title: Re: ☼Meph Tileset☼ V2.4 - 32x - 44.07 - Updated 31th March
Post by: fricy on April 17, 2018, 03:07:01 am
Did I do it right?
No.
You just have Meph' GFX pack without Taffer's changes. The LNP launcher doesn't merge the mod, just overwrites the raws with the version supplied in the pack. What you did is the same as the "Apply graphics to savegame" option in the launcher. And I don't think you can mod your existing world with Taffer's changes, they go too deep for that, but you have to ask Taffer to confirm. Some mods are possible past worldgen, some are not, and break the save. If for some miraculous reason this version is save game compatible, future versions won't be with the leather changes.

You should:
a, use this pack (44.07, not up to date Taffer's mod)
or
b, generate a raw set with Meps's launcher, delete item_macro_fantastic.txt, becuse it causes bugs, set tileset to Meph's in LNP, copy the generated raws to LNP DF/raws, generate a world with LNP, and NEVER let the launcher update save raws (44.09, not up to date Taffer's mod)
or
c, if you want the latest Taffer change's before Meph updates this pack you need to make a manual raw merge like this (http://www.bay12forums.com/smf/index.php?topic=161047.msg7720258#msg7720258). Be advised that Taffer only supplies the changed raw files in his download, so to make a mod directory you need to copy the base files there first, and overwrite them with Taffer's. (latest and greatest everything)
Title: Re: ☼Meph Tileset☼ V2.4 - 32x - 44.07 - Updated 31th March
Post by: PrudentDwarves on April 17, 2018, 05:28:19 am
Should they all be changed to 3:33 or should I it match the line unerneath? I'm probably just getting a bit obsessed with editing raws and overrides now I have kind of worked out how to do it. I should probably just wait for Meph to update, but then I won't learn. ;)

Image-file for plants: data/art/_Meph_plants.png.
Code: (overrides.txt - version from 2.4 before any corrections applied) [Select]
[TILESET:_Meph_plants.png:_Meph_plants.png:_MDF_overrides_3]

#GRASS_TAIL_PIG
[OVERRIDE:7:B:FARM_PLOT:FarmPlot::_MDF_overrides_3:1:8:8] Inside the farm
[OVERRIDE:7:T:Shrub:_MDF_overrides_3:17:8:8] Growing outside
[OVERRIDE:7:T:ShrubDead:_MDF_overrides_3:17:5:5] Growing outside, but dead
[OVERRIDE:7:I:PLANT:PLANT::_MDF_overrides_3:1:8:8] Picked plant
[OVERRIDE:7:I:PLANT_GROWTH:PLANT_GROWTH::_MDF_overrides_3:33:8:8]
"_MDF_overrides_3:1" - see image, tile 1 (x=1, y=0) - farm plot with grown pig tail
"_MDF_overrides_3:17" - tile 17 (x=1, y=1 - next row) - wild pig tail
"_MDF_overrides_3:33" - tile 33 (x=1, y=2 - another row) - picked one, this is how it should look like inside a stockpile
"I:PLANT:PLANT" - referring to a picked plant
"I:PLANT_GROWTH:PLANT_GROWTH" - don't know what it means
Code: (this line is wrong) [Select]
[OVERRIDE:7:I:PLANT:PLANT::_MDF_overrides_3:1:8:8]
I hope this little explanation helps.
Also I believe ancient_vampire figured it out (msg #951). But if you are trying to learn, there are spoilers.
Title: Re: ☼Meph Tileset☼ V2.4 - 32x - 44.07 - Updated 31th March
Post by: Llamageddon on April 17, 2018, 09:20:37 am
Thanks Prudent, fricy and ancient. I think I have everything I need now. Missed both ancient's spoiler and Prudents post about KDiff, I should have looked harder, thanks for being patient. Now to roll up my sleeves and see if I can do this without breaking everything.
Title: Re: ☼Meph Tileset☼ V2.4 - 32x - 44.07 - Updated 31th March
Post by: Rose on April 17, 2018, 10:20:46 am
Oh, that explains it.

TWBT lists things by the order they appear in the raws. Revised adds a file called item_macro_fantastic.txt. It has custom reagents (Tools) for a few new reactions that take out micromanagement from the game a bit. since item_macro_fantastic is alphabetically above item_tool, those 7 new items get added first. TWBT now thinks that those are the items 0-6 in its list.

Simple fix, thanks for letting me know that the problem exists. :)

PS: I'm very familiar with this bug/issue due to making graphics for MasterworkDF. New items constantly had to be put into item_z_name.txt, so that they appear at the bottom on the list.

Hopefully this should solve that issue for good:

https://github.com/mifki/df-twbt/pull/74
Title: Re: ☼Meph Tileset☼ V2.4 - 32x - 44.07 - Updated 31th March
Post by: Llamageddon on April 17, 2018, 04:46:40 pm
Hah, great, simple solution.
Title: Re: ☼Meph Tileset☼ V2.4 - 32x - 44.07 - Updated 31th March
Post by: Meph on April 18, 2018, 07:30:35 am
Oh, that explains it.

TWBT lists things by the order they appear in the raws. Revised adds a file called item_macro_fantastic.txt. It has custom reagents (Tools) for a few new reactions that take out micromanagement from the game a bit. since item_macro_fantastic is alphabetically above item_tool, those 7 new items get added first. TWBT now thinks that those are the items 0-6 in its list.

Simple fix, thanks for letting me know that the problem exists. :)

PS: I'm very familiar with this bug/issue due to making graphics for MasterworkDF. New items constantly had to be put into item_z_name.txt, so that they appear at the bottom on the list.

Hopefully this should solve that issue for good:

https://github.com/mifki/df-twbt/pull/74
Does this mean both works (order in the raws and raw-tokens), or only raw-tokens work?
Title: Re: ☼Meph Tileset☼ V2.4 - 32x - 44.07 - Updated 31th March
Post by: Boltgun on April 18, 2018, 11:30:16 am
Does this mean both works (order in the raws and raw-tokens), or only raw-tokens work?

Both, according to the code. It will try searching the type before reverting to the id.

Great news!
Title: Re: ☼Meph Tileset☼ V2.4 - 32x - 44.07 - Updated 31th March
Post by: Pvt. Pirate on April 18, 2018, 12:50:29 pm
*snip*

Great news!
omg read that in mr farnsworth's voice :D
Title: Re: ☼Meph Tileset☼ V2.4 - 32x - 44.07 - Updated 31th March
Post by: DizzyCrash on April 18, 2018, 02:11:01 pm
I have no idea what i am doing... iv drag and dropped DF hack/Art and Init into my game but the text is stil all blocks and images...
Title: Re: ☼Meph Tileset☼ V2.4 - 32x - 44.07 - Updated 31th March
Post by: KassaK on April 18, 2018, 02:13:36 pm
Hi, just discover your pack and it's very nice !! Better than LNP for me... I was thinking about modding this awesome game and I think this pack is a very good start.

I have questions :

I added a new civ from another mod, why I can't see this civ in the Civs tab in the launcher ? Is it not dynamic ? Is there a way to have my new civ displayed in the tab for have easy acces to customization ? (Tried to duplicate an existing civ like human but still not displayed in the tab).
Same for Invaders tab.

Do we have a way to add somes additions like you did ? For example if I want to add a mod and have the possibility to enable/disable, is there a way to have this mod in the Additions tab ?

Thanks !




Title: Re: ☼Meph Tileset☼ V2.4 - 32x - 44.07 - Updated 31th March
Post by: DizzyCrash on April 18, 2018, 02:33:18 pm
http://dffd.bay12games.com/file.php?id=13690

I have uploaded my file.. can somebody please help me figure out whats wrong with it and why its not working?
Title: Re: ☼Meph Tileset☼ V2.4 - 32x - 44.07 - Updated 31th March
Post by: DizzyCrash on April 18, 2018, 06:09:34 pm
I cant even get the bare-bones version to work! The text is all gobbldy-guk! And the forums here are so slow i cant get any help in any meaningful amount of time!
Title: Re: ☼Meph Tileset☼ V2.4 - 32x - 44.07 - Updated 31th March
Post by: Llamageddon on April 18, 2018, 09:53:37 pm
You probably need to edit the the init file. If I were you I'd just install Meph's v2,3 or 2.4. It should do all the work for you. What you probably are having trouble with with a manual install is the init file (data>init). Compare yours with the Meph install. You'll need to make sure the correct font is loading. Look at these lines:

Code: [Select]
[WINDOWEDX:80]
[WINDOWEDY:25]
[FONT:font.png]

[FULLSCREENX:0]
[FULLSCREENY:0]
[FULLFONT:font.png]

You can either change the 'font.png' to the name of the font you want or just rename that font to 'font.png'

Next thing to look at is these lines.

Code: [Select]
[GRAPHICS:YES]
[GRAPHICS_WINDOWEDX:0]
[GRAPHICS_WINDOWEDY:0]
[GRAPHICS_FONT:Meph_32x32.png]
[GRAPHICS_FULLSCREENX:0]
[GRAPHICS_FULLSCREENY:0]
[GRAPHICS_FULLFONT:Meph_32x32.png]
[GRAPHICS_BLACK_SPACE:YES]

If you are using DFHack and Text Will Be Text plugin for it then you also need to change PRINT_MODE: to [PRINT_MODE:TWBT]

If you try the LNP installer it makes editing the init a bit more intuitive but might complicate things for you. However I still recommend using one of the pre-installed packs, make sure that is running fine then compare what you are doing with the files there.

Good luck
Title: Re: ☼Meph Tileset☼ V2.4 - 32x - 44.07 - Updated 31th March
Post by: DizzyCrash on April 18, 2018, 10:55:42 pm
You probably need to edit the the init file. If I were you I'd just install Meph's v2,3 or 2.4. It should do all the work for you. What you probably are having trouble with with a manual install is the init file (data>init). Compare yours with the Meph install. You'll need to make sure the correct font is loading. Look at these lines:

Code: [Select]
[WINDOWEDX:80]
[WINDOWEDY:25]
[FONT:font.png]

[FULLSCREENX:0]
[FULLSCREENY:0]
[FULLFONT:font.png]

You can either change the 'font.png' to the name of the font you want or just rename that font to 'font.png'

Next thing to look at is these lines.

Code: [Select]
[GRAPHICS:YES]
[GRAPHICS_WINDOWEDX:0]
[GRAPHICS_WINDOWEDY:0]
[GRAPHICS_FONT:Meph_32x32.png]
[GRAPHICS_FULLSCREENX:0]
[GRAPHICS_FULLSCREENY:0]
[GRAPHICS_FULLFONT:Meph_32x32.png]
[GRAPHICS_BLACK_SPACE:YES]

If you are using DFHack and Text Will Be Text plugin for it then you also need to change PRINT_MODE: to [PRINT_MODE:TWBT]

If you try the LNP installer it makes editing the init a bit more intuitive but might complicate things for you. However I still recommend using one of the pre-installed packs, make sure that is running fine then compare what you are doing with the files there.

Good luck

I literally copy and pasted the init from Mephs... what else could be wrong...
Can somebody please look at the file i uploaded and tell me whats wrong?  IV been at this for days.
Title: Re: ☼Meph Tileset☼ V2.4 - 32x - 44.07 - Updated 31th March
Post by: Dahrk on April 19, 2018, 01:03:53 am
http://dffd.bay12games.com/file.php?id=13690 (http://dffd.bay12games.com/file.php?id=13690)

I have uploaded my file.. can somebody please help me figure out whats wrong with it and why its not working?

DFHack isn't working in the files you uploaded. If you run Dwarf Fortress.exe you'll notice that the DFHack window does not open. This is why Meph's overrides aren't working for you. I don't know why, precisely, but it doesn't matter; installing the latest releases of DFHack and TWBT fixes it.

This is how to get it working for your uploaded files:
This worked for me with your files, so it should work for you!  :)
Title: Re: ☼Meph Tileset☼ V2.4 - 32x - 44.07 - Updated 31th March
Post by: DizzyCrash on April 19, 2018, 02:19:04 am
http://dffd.bay12games.com/file.php?id=13690 (http://dffd.bay12games.com/file.php?id=13690)

I have uploaded my file.. can somebody please help me figure out whats wrong with it and why its not working?

DFHack isn't working in the files you uploaded. If you run Dwarf Fortress.exe you'll notice that the DFHack window does not open. This is why Meph's overrides aren't working for you. I don't know why, precisely, but it doesn't matter; installing the latest releases of DFHack and TWBT fixes it.

This is how to get it working for your uploaded files:
  • Install the latest release of DFHack for your operating system by extracting the contents of the downloaded archive into your 'DF Plus' folder. Say yes to overwriting any files.
    https://github.com/DFHack/dfhack/releases (https://github.com/DFHack/dfhack/releases)
  • Install the latest release of TWBT for your operating system by extracting mousequery.plug.dll and twbt.plug.dll into the /hack/plugins folder. Say yes to overwriting the two files.
    https://github.com/mifki/df-twbt/releases (https://github.com/mifki/df-twbt/releases)
This worked for me with your files, so it should work for you!  :)

Will do boss! Thanks for simplifying it. I am good at tinkering with stuff but not so much with instructions haha, I tend to skim and than get overwhelmed.. I will do that now.
Title: Re: ☼Meph Tileset☼ V2.4 - 32x - 44.07 - Updated 31th March
Post by: DizzyCrash on April 19, 2018, 02:46:31 am
Plugin mousequery was not built for this version of DFHack.
Plugin: 0.44.09-alpha1, DFHack: 0.44.09-r1
Plugin twbt was not built for this version of DFHack.
Plugin: 0.44.09-alpha1, DFHack: 0.44.09-r1

The dfhack.init configuration file is missing. To customize
your DFHack installation, rename the dfhack.init-example file
to dfhack.init and edit it to suit your needs.

For now, dfhack.init-example will be used instead.

Cannot enable plugin: mousequery
DFHack is ready. Have a nice day!
DFHack version 0.44.09-r1 (release) on x86_64
Type in '?' or 'help' for general help, 'ls' to see all commands.
[DFHack]#

I did exactly as you told me and i got this error message...
Title: Re: ☼Meph Tileset☼ V2.4 - 32x - 44.07 - Updated 31th March
Post by: DizzyCrash on April 19, 2018, 02:48:55 am
Oh now its working!
Title: Re: ☼Meph Tileset☼ V2.4 - 32x - 44.07 - Updated 31th March
Post by: Dahrk on April 19, 2018, 02:53:43 am
Oh now its working!


I'm pleased to hear it!
Title: Re: ☼Meph Tileset☼ V2.4 - 32x - 44.07 - Updated 31th March
Post by: Meph on April 19, 2018, 12:24:31 pm
KassaK: No, the launcher is pre-compiled and looks for very specific things I added manually in the raws. It's not dynamic and can't auto-detect foreign mods.

DizzyCrash: Opening 3 threads, posting here AND on Dffd in the comments... seems a bit overkill. Either way, good to see that you figured it out. Do you run 44.07 or 44.09?
Title: Re: ☼Meph Tileset☼ V2.4 - 32x - 44.07 - Updated 31th March
Post by: DizzyCrash on April 19, 2018, 03:12:02 pm
KassaK: No, the launcher is pre-compiled and looks for very specific things I added manually in the raws. It's not dynamic and can't auto-detect foreign mods.

DizzyCrash: Opening 3 threads, posting here AND on Dffd in the comments... seems a bit overkill. Either way, good to see that you figured it out. Do you run 44.07 or 44.09?
To be fair it was over a span of 6 or more hours, so its not as if i made a bunch of posts at once! I was just getting impatient with the slow nature of the DF mod forums haha.
Title: Re: ☼Meph Tileset☼ V2.4 - 32x - 44.07 - Updated 31th March
Post by: Meph on April 19, 2018, 10:57:25 pm
That is a lot of posts in a short time.  ??? I check the forums once a day, so an answer to a specific tileset installation within 24h would be pretty good. ;)
Title: Re: ☼Meph Tileset☼ V2.4 - 32x - 44.07 - Updated 31th March
Post by: se5a on April 19, 2018, 11:27:37 pm
When im playing V2.4 starting as humans my nobles screen is completely blank, any way to fix it? tried 2 different world gens and its all the same.
That's because vanilla DF humans have no nobles like dwarves do. I can add them, but it's a change from vanilla DF.

i had your pack installed and configured just fine, then switched to linux. can i just copy the contents of your pack into the linux LNP so the gamechanges can run under linux, or will this break the game?
I dont run linux, so I cant say for absolute sure, but it should work. Just take the raws, and data/art, data/init files.

...Yes. It can run on linux with wine. Players of MasterworkDF have done this to run the mod-launcher, and it's based on the same code as the tileset-launcher I included. If you just want the tileset (without the options), you can download this (http://dffd.bay12games.com/file.php?id=12516) and install dfhack/twbt yourself.

What's it written in Meph?

Edit: Ah, VB. do you have the source up on github anywhere? I could have a looksee if it'll compile in monodevelop in linux.
I got this trying to run it in wine:
I can upload the vb files if you like. :)
Do it, I can't promise I'll get around to it, but if I get the mood, who knows. ;-)
winforms *should* run in mono so there's a chance it'll just work in mono without too much tweaking. alternatively there are some promising cross platform .net UI libraries that are in development and are at a usable state. Eto.Forms, and AvaloniaUI are two that I'm tracking.
Title: Re: ☼Meph Tileset☼ V2.4 - 32x - 44.07 - Updated 31th March
Post by: Llamageddon on April 21, 2018, 09:43:29 am
Would chaning overrides and graphics break a save? I assume so but thought I would ask.
Title: Re: ☼Meph Tileset☼ V2.4 - 32x - 44.07 - Updated 31th March
Post by: Meph on April 21, 2018, 11:31:49 am
Would chaning overrides and graphics break a save? I assume so but thought I would ask.
the override file is in the data folder, changing it will affect all saves. It won't "break" them, but you get the changes you made on all your forts.

Graphics... what do you mean by that? The tilesets? or creature sprites?
Title: Re: ☼Meph Tileset☼ V2.4 - 32x - 44.07 - Updated 31th March
Post by: Llamageddon on April 21, 2018, 11:57:33 am
I meant the creature sprites. Not really sure of the terminology, been using a custom LNP setup so was meaning the stuff in the raw/graphics folder (which I assume is the creature sprites) I also assume the stuff in the data/art folder is the tilesets, but again, I'm not really sure on terminology or the specifics of how graphics/tilesets really work. I am using two different tilesets in two different forts at the moment and have an install for each. Was kind of wondering if I could just hot swap them on the same install easily.

It's been interesting inferring it all by reverse engineering how the stuff is installed and implemented though. It looks like the overrides just refer to the art folder, how do creature sprites etc get added to the game correctly, if it is not too labourious an aswer? I am probably missing something on the wiki.

I doubt I really understand things correctly. It has made me interested in editing raws or even potentially making my own tileset though.

It impressive the ammount of effort you have put into your pack, I am greatly enjoying it. Thanks for having the patience to answer my questions.
Title: Re: ☼Meph Tileset☼ V2.4 - 32x - 44.07 - Updated 31th March
Post by: Meph on April 21, 2018, 12:57:19 pm
Quote
It looks like the overrides just refer to the art folder
... no. ^^ The override tiles are in the art folder, but they refer very specifically to files in the raws and to single, individual lines in those. Just moving a tool in ITEM_TOOL one item up would break all tool graphics. As an example.

It's possible to change creature sprites, but because DF is DF, the vermin and creature corpses don't use the files from raw/graphics, instead those take from data/art. It's a mess.

Overall I wouldn't recommend altering anything without knowing how exactly things work. I don't really have the time to explain everything atm, but the wiki and the TWBT thread are pretty interesting reads.

Creature sprites are added through the text files in raw/graphics. More info http://dwarffortresswiki.org/index.php/DF2014:Graphic_set and here http://dwarffortresswiki.org/index.php/DF2014:Creature_texture_token
Title: Re: ☼Meph Tileset☼ V2.4 - 32x - 44.07 - Updated 31th March
Post by: Llamageddon on April 21, 2018, 01:58:00 pm
Thanks, just what I was looking for, will have a read.
Title: Re: ☼Meph Tileset☼ V2.4 - 32x - 44.07 - Updated 31th March
Post by: LizardKing on April 22, 2018, 01:43:28 am
After not having played DF in about 7 years, I thought I'd give it another go. Your pack (http://dffd.bay12games.com/file.php?id=13407) looked pretty good and already came with everything so I thought I'd try that. I got through generating a world and starting an adventure mode game, which worked fine initially, but now the graphics will screw up after walking about 20 paces. The game will freeze for a second, and then it'll look like this:

Spoiler (click to show/hide)

It doesn't happen if I walk around in circles, so presumably it's when something loads. I tried changing the multilevel/unit transparency/redraw settings, along with changing the tileset and fonts, but none of those seemed to help. If I save the game and reload it, it's back to normal, but will then usually screw up again, though I tried it again just now and though it still pauses, the graphics are staying as they should (for now). Huh. Anyway, any idea what could cause this and/or how I could fix it?

Edit: I'm having the same issue with the 44.05 pack
Title: Re: ☼Meph Tileset☼ V2.4 - 32x - 44.07 - Updated 31th March
Post by: Meph on April 22, 2018, 07:51:28 am
redraw_all 1 should fix artefacts like that, but is prone to crashing.

It all comes down to the dfhack plugin TWBT, which is not really optimized for adv-mode. A lot of the adv-mode specific graphics do not offer overrides, so tileset authors like myself can't make individual graphics for them. In fact, I personally only recommend this set for fort-mode, due to the heavy TWBT usage.
Title: Re: ☼Meph Tileset☼ V2.4 - 32x - 44.07 - Updated 31th March
Post by: LizardKing on April 22, 2018, 08:54:47 am
redraw_all 1 should fix artefacts like that, but is prone to crashing.

It all comes down to the dfhack plugin TWBT, which is not really optimized for adv-mode. A lot of the adv-mode specific graphics do not offer overrides, so tileset authors like myself can't make individual graphics for them. In fact, I personally only recommend this set for fort-mode, due to the heavy TWBT usage.

Ah, fair enough. Guess I'll look around some more then. Thanks :)
Title: Re: ☼Meph Tileset☼ V2.4 - 32x - 44.07 - Updated 31th March
Post by: Aelforth on April 23, 2018, 03:02:12 am
is Lignite supposed to have the same image when its mined (the dropped item) as the unmined tile? Marble seems to be the same way for me. Using v2.3 barebones on a fresh install, but the same issue appears to occur with the v2.4 tileset launcher without changing anything.

edit: image
(https://i.imgur.com/Sc0JZNf.png)
Title: Re: ☼Meph Tileset☼ V2.4 - 32x - 44.07 - Updated 31th March
Post by: Pvt. Pirate on April 23, 2018, 04:29:49 am
redraw_all 1 should fix artefacts like that, but is prone to crashing.

It all comes down to the dfhack plugin TWBT, which is not really optimized for adv-mode. A lot of the adv-mode specific graphics do not offer overrides, so tileset authors like myself can't make individual graphics for them. In fact, I personally only recommend this set for fort-mode, due to the heavy TWBT usage.
ever since switching to 64 bit DF, i haven't had any such crash and i usually have redraw_all 1. well... one crash and that was after 3 ingame years without a pause.
Title: Re: ☼Meph Tileset☼ V2.4 - 32x - 44.07 - Updated 31th March
Post by: Meph on April 23, 2018, 07:59:58 am
Aelforth, nope, they should have their own icons.

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

Pvt. Pirate, that's good to know. :)
Title: Re: ☼Meph Tileset☼ V2.4 - 32x - 44.07 - Updated 31th March
Post by: Meph on April 23, 2018, 02:12:09 pm
Due to a thunderstorm I have a free day tomorrow. So lets do this. I'll try to collect all the issues and proposed fixes and make an update tomorrow. I hope I get everything done.
Title: Re: ☼Meph Tileset☼ V2.4 - 32x - 44.07 - Updated 31th March
Post by: Aelforth on April 23, 2018, 06:21:11 pm
managed to resolve the issue. Something weird happened to the texture overlays (I think) to my downloaded copy of the 2.4 texturepack launcher.. a fresh download fixed everything right up. Love the new work Meph (albeit I do use the old stone floor textures.. I'm too ingrained in the old ways to deal with my whole fort being green until I get around to smoothing it!). Everything looks fantastic.

edit: I don't know much about overrides, but I'm planning on splitting up the entity_default file into single files per entity kind of like how MWDF does so I can better control things for an overhaul type mod. If I do that after installing the texturepack so that everything has the right tags are there any issues to watch out for? Preliminary tests seem to work just fine.
Title: Re: ☼Meph Tileset☼ V2.4 - 32x - 44.07 - Updated 31th March
Post by: Meph on April 24, 2018, 03:03:41 am
managed to resolve the issue. Something weird happened to the texture overlays (I think) to my downloaded copy of the 2.4 texturepack launcher.. a fresh download fixed everything right up. Love the new work Meph (albeit I do use the old stone floor textures.. I'm too ingrained in the old ways to deal with my whole fort being green until I get around to smoothing it!). Everything looks fantastic.

edit: I don't know much about overrides, but I'm planning on splitting up the entity_default file into single files per entity kind of like how MWDF does so I can better control things for an overhaul type mod. If I do that after installing the texturepack so that everything has the right tags are there any issues to watch out for? Preliminary tests seem to work just fine.
The entity default is already split up, the very same way Masterwork does.
Title: Re: ☼Meph Tileset☼ V2.4 - 32x - 44.07 - Updated 31th March
Post by: Meph on April 24, 2018, 03:39:08 am
Ok, here we go. Started with the update, read through the last 17 pages of the thread and collected all issues.
Title: Re: ☼Meph Tileset☼ V2.4 - 32x - 44.07 - Updated 31th March
Post by: db48x on April 24, 2018, 04:34:20 am
managed to resolve the issue. Something weird happened to the texture overlays (I think) to my downloaded copy of the 2.4 texturepack launcher.. a fresh download fixed everything right up. Love the new work Meph (albeit I do use the old stone floor textures.. I'm too ingrained in the old ways to deal with my whole fort being green until I get around to smoothing it!). Everything looks fantastic.

I saw the same thing with chalk in a game I started on version 2.3. It went away when I downloaded 2.4, so I figured it had been fixed.
Title: Re: ☼Meph Tileset☼ V2.4 - 32x - 44.07 - Updated 31th March
Post by: Meph on April 24, 2018, 05:44:42 am
I tested lignite and chalk. It works fine in 2.4.
Title: Re: ☼Meph Tileset☼ V2.4 - 32x - 44.07 - Updated 31th March
Post by: Meph on April 24, 2018, 06:50:48 am
Fixed all reported issues.
Updated to 44.09.

And since I can't just leave it alone, I had to try out a new thing, that I haven't seen any were else:

(https://i.imgur.com/2zvRmBH.png)

Smoothed and engraved walls now show the minerals/gems that are ingrained in the wall. To the very right you see the engraved version.

Microncline cluster:
(https://i.imgur.com/N5QWRgl.png)

Cool? Or too colorful?
Title: Re: ☼Meph Tileset☼ V2.4 - 32x - 44.07 - Updated 31th March
Post by: Pvt. Pirate on April 24, 2018, 07:31:18 am
awesome! I hope i can just update the savegame from the linuxLNP with your new pack and keep playing.
Title: Re: ☼Meph Tileset☼ V2.4 - 32x - 44.07 - Updated 31th March
Post by: monkeyfritz on April 24, 2018, 09:25:58 am
I think it's a really cool idea, if a little busy. I feel the dark walls clash a bit, but that's from the bias of someone who likes the walls being colored based on what they are made of. I know some would rather have all walls uniform.

A middle ground might be nicer. Include the nice detailing, but still have the wall change color with the material. I expect you will get conflicting opinions on that though, for the aforementioned biases.
Title: Re: ☼Meph Tileset☼ V2.4 - 32x - 44.07 - Updated 31th March
Post by: Rose on April 24, 2018, 09:30:26 am
I absolutely love it. Specifically because the walls themselves don't change color, only the detailing.
Title: Re: ☼Meph Tileset☼ V2.4 - 32x - 44.07 - Updated 31th March
Post by: Meph on April 24, 2018, 09:54:38 am
I think it's a really cool idea, if a little busy. I feel the dark walls clash a bit, but that's from the bias of someone who likes the walls being colored based on what they are made of. I know some would rather have all walls uniform.

A middle ground might be nicer. Include the nice detailing, but still have the wall change color with the material. I expect you will get conflicting opinions on that though, for the aforementioned biases.
I made several polls and most people like their fortresses to be more uniform in color. That's why all the walls default to one color, more or less.
Title: Re: ☼Meph Tileset☼ V2.4 - 32x - 44.07 - Updated 31th March
Post by: Meph on April 24, 2018, 10:40:51 am
Dwarves are now literate.  :D

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

26 new decorational workshop: The Alphabet. Only takes up one spot in the workshop menu, and the hotkeys are the letters you want to write. "Build 'Writing'" => "Write 'A' - a". Pretty simple.

It uses the beautiful letters from monkeyfritz brand new Stained Glass set (http://www.bay12forums.com/smf/index.php?topic=170157.0). Check it out. :)
Title: Re: ☼Meph Tileset☼ V2.4 - 32x - 44.07 - Updated 31th March
Post by: Vordak on April 24, 2018, 11:56:16 am
Smoothed and engraved walls now show the minerals/gems that are ingrained in the wall. To the very right you see the engraved version.
I understand correctly? Now the walls will always be generally gray, but with colored veins inside.
If so, then I really like it because the fort in one style is much more pleasant for perception. But then need to do something similar with tiles of floor
Title: Re: ☼Meph Tileset☼ V2.4 - 32x - 44.07 - Updated 31th March
Post by: Rose on April 24, 2018, 12:06:41 pm
Floor no longer keeps the vein material in any case, so I'm not sure that's possible.
Title: Re: ☼Meph Tileset☼ V2.4 - 32x - 44.07 - Updated 31th March
Post by: SenorPez on April 24, 2018, 12:13:08 pm
I tested lignite and chalk. It works fine in 2.4.

I downloaded a fresh copy (http://dffd.bay12games.com/file.php?id=13407), created a game without changing anything, and am still getting the Chalk and Lignite problem.

Also, TWBT throws an error on startup:
TWBT: invalid override specification OVERRIDE:240:B:UNK_V42_2:Bookcase::_MDF_overrides_1:246

I didn't see another option for getting just the 2.4 graphics, either; the "standalones" are all 2.3.
Title: Re: ☼Meph Tileset☼ V2.4 - 32x - 44.07 - Updated 31th March
Post by: monkeyfritz on April 24, 2018, 12:32:36 pm
Dwarves are now literate.  :D


That's a really cool addition. I've never really liked the 'notes' system as it is, this is much more adaptive.
Title: Re: ☼Meph Tileset☼ V2.4 - 32x - 44.07 - Updated 31th March
Post by: Meph on April 24, 2018, 12:47:16 pm
I tested lignite and chalk. It works fine in 2.4.

I downloaded a fresh copy (http://dffd.bay12games.com/file.php?id=13407), created a game without changing anything, and am still getting the Chalk and Lignite problem.

Also, TWBT throws an error on startup:
TWBT: invalid override specification OVERRIDE:240:B:UNK_V42_2:Bookcase::_MDF_overrides_1:246

I didn't see another option for getting just the 2.4 graphics, either; the "standalones" are all 2.3.
You can't possibly have the current version, if you have a "B:UNK_V42_2" line in your overrides. That one is commented out in the current version.

Anyway, I just uploaded the new stuff, so maybe give it a go. And delete any old versions you might have.

Smoothed and engraved walls now show the minerals/gems that are ingrained in the wall. To the very right you see the engraved version.
I understand correctly? Now the walls will always be generally gray, but with colored veins inside.
If so, then I really like it because the fort in one style is much more pleasant for perception. But then need to do something similar with tiles of floor
Yes, walls will mostly be gray. Only mineral, ore and gem walls will have this feature. So marble walls are still whiteish, granite light gray, gabbro dark gray... I can in theorie standardize all walls to one "gray", and just leave the color in the rock you see.

Lets see how people like it, and if they do like it, I can make this for all rocks.

Floors... doesn't work. For multiple reasons, Japa mentioned one; the other one is a TWBT bug with creatures using transparency on top of overrides tiles... a bit complicated. Suffice to say that I don't use overrides at all for floors, grass, bridges... anything where people can walk on.
Title: Re: ☼Meph Tileset☼ V2.5 - 32x - 44.09 - Updated 24th April
Post by: Meph on April 24, 2018, 12:56:59 pm
(https://i.imgur.com/xdPdUyW.png)

<<< ☼Download☼ - Meph Pack incl. Tileset V2.5 for DF 44.09 - WINDOWS >>> (http://dffd.bay12games.com/file.php?id=13407)
Comes pre-installed with df, dfhack, twbt, a custom LNP, 12+ utilities like Therapist, Soundsense and more.

Update!

Thanks to a completely free day due to bad weather, I present to you the following:

 - Updated to DF 44.09.

 - Fixed food icons.
 - Added nobles for humans, elves, kobolds and goblins. They are disabled by default and enabled automatically if you set their race to playable.
 - Added all decorational buildings to humans, elves, kobolds and goblins.
 - Fixed giant hoary marmot sprites and giant peregrine falcon sprites.
 - Fixed wooden-door item sprite.
 - Fixed plant overrides for picked-plant items. Thanks PrudentDwarves for the heads up.
 - Removed the "MacroFantastic" portion of Taffers Revised mod; which also fixes the sprites for all tools.
 - Updated Vordaks dwarf sprites.
 - Increased cavern openess in the extra worldgen sets.
 - Added 65 new creature sprites. A few missing in temperate_new, then mostly zombies.

New feature: Gems, ores and minerals show through smoothed and engraved walls.

(https://i.imgur.com/2zvRmBH.png)

New feature: Dwarves can write letters using 1-tile workshops.

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

Special thanks to Monkeyfritz and his beautiful gothic/stained glass font from the Stained Glass set. (http://www.bay12forums.com/smf/index.php?topic=170157.0) Check it out. :)
Title: Re: ☼Meph Tileset☼ V2.5 - 32x - 44.09 - Updated 24th April
Post by: Vordak on April 24, 2018, 01:05:42 pm

Yes, walls will mostly be gray. Only mineral, ore and gem walls will have this feature. So marble walls are still whiteish, granite light gray, gabbro dark gray... I can in theorie standardize all walls to one "gray", and just leave the color in the rock you see.

Lets see how people like it, and if they do like it, I can make this for all rocks.
Nevertheless I will make a proposal. Just an idea for experiments.
Walls have two rims - outer rim could be left gray, and color of the inner rim change.

Title: Re: ☼Meph Tileset☼ V2.5 - 32x - 44.09 - Updated 24th April
Post by: Meph on April 24, 2018, 01:17:47 pm
I think that's a good idea. :)
Title: Re: ☼Meph Tileset☼ V2.5 - 32x - 44.09 - Updated 24th April
Post by: Vordak on April 24, 2018, 01:32:18 pm
About version 2.5:
1)Tiles of remains from _MDF_trees.png do not match with tiles from _MDF_trees-bg.png
I think it would be wise to do everything as I do in Vordak`s 32x Dwarf Tileset v0.7.1 with addition of a new file _MDF_trees-top.png. I strongly advise you to remove the gray background for the remains.
2)Is it possible to obtain for tiles the bodies of dwarves, elfs, goblins and humans from Meph_32x32.png normal transparency, like for items?
Title: Re: ☼Meph Tileset☼ V2.5 - 32x - 44.09 - Updated 24th April
Post by: funkydwarf on April 24, 2018, 03:10:55 pm
Hooray! Thanks Meph!And the weather!
Title: Re: ☼Meph Tileset☼ V2.5 - 32x - 44.09 - Updated 24th April
Post by: Meph on April 24, 2018, 03:11:51 pm
About version 2.5:
1)Tiles of remains from _MDF_trees.png do not match with tiles from _MDF_trees-bg.png
I think it would be wise to do everything as I do in Vordak`s 32x Dwarf Tileset v0.7.1 with addition of a new file _MDF_trees-top.png. I strongly advise you to remove the gray background for the remains.
2)Is it possible to obtain for tiles the bodies of dwarves, elfs, goblins and humans from Meph_32x32.png normal transparency, like for items?
1. Thanks for the heads-up. Luckily it doesn't matter, since the ones in _MFD_trees.png have no transparency anyway. I'll have a look at your top/bg files. You often do great work improving things I leave in.
2. Not entirely sure what you mean. You want the civ sprites without any background? If yes, you can pick them from the spoiler.

Spoiler (click to show/hide)
Title: Re: ☼Meph Tileset☼ V2.5 - 32x - 44.09 - Updated 24th April
Post by: Vordak on April 24, 2018, 03:46:02 pm
1. Thanks for the heads-up. Luckily it doesn't matter, since the ones in _MFD_trees.png have no transparency anyway. I'll have a look at your top/bg files. You often do great work improving things I leave in.
2. Not entirely sure what you mean. You want the civ sprites without any background? If yes, you can pick them from the spoiler.

1) How then to explain the thing that a spoiler? Transparency for remains in most cases, can be seen. Sometimes remain background is black, but it's rare.
Spoiler: remains (click to show/hide)
2) I understand as follows - since for civilized races use graphics from raw\graphics folder then creature tiles from Meph_32x32.png are used mainly as sprites for dead bodies in fortress mode.
Below the picture with dead goblins. In left pic can be seen that goblin tiles have a background. Would like it was like the picture on the right.
Spoiler: dead goblins (click to show/hide)
Title: Re: ☼Meph Tileset☼ V2.5 - 32x - 44.09 - Updated 24th April
Post by: Hylum on April 24, 2018, 03:46:15 pm
Awesome Meph! Thanks again for the update, will try it out today after work!
Title: Re: ☼Meph Tileset☼ V2.5 - 32x - 44.09 - Updated 24th April
Post by: Meph on April 24, 2018, 03:51:26 pm
Vordak:
1. OH! I did not know that. That's great!
2. Ah, I understand. I can give it a try, but DF treats corpses of civ-members in a very special way. I'm not sure if it will work for those. But thank you for the suggestion. I hope it works.

I'd love to make proper corpse-graphics for them, but the same tile is also used for live, caged goblins /dwarves/humans/elves/kobolds.
Title: Re: ☼Meph Tileset☼ V2.5 - 32x - 44.09 - Updated 24th April
Post by: Vordak on April 24, 2018, 04:01:25 pm
By the way these screenshots from PeridexisErrant's Starter Pack 0.44.09-r01 with jecowa`s overrides.txt. I remind that remains tiles are contained in Meph_32x32.png, _MDF_items.png and _MDF_trees.png.
Title: Re: ☼Meph Tileset☼ V2.4 - 32x - 44.07 - Updated 31th March
Post by: SenorPez on April 24, 2018, 04:38:48 pm
I tested lignite and chalk. It works fine in 2.4.

I downloaded a fresh copy (http://dffd.bay12games.com/file.php?id=13407), created a game without changing anything, and am still getting the Chalk and Lignite problem.

Also, TWBT throws an error on startup:
TWBT: invalid override specification OVERRIDE:240:B:UNK_V42_2:Bookcase::_MDF_overrides_1:246

I didn't see another option for getting just the 2.4 graphics, either; the "standalones" are all 2.3.
You can't possibly have the current version, if you have a "B:UNK_V42_2" line in your overrides. That one is commented out in the current version.

Anyway, I just uploaded the new stuff, so maybe give it a go. And delete any old versions you might have.

I downloaded the new file (Tileset Launcher 44.09.rar), extracted it to its own folder (didn't overwrite an old folder), and I'm still getting an error on launch. I included the whole output to show it's running the latest DFHack version?

Code: [Select]
TWBT: version 6.41
TWBT: invalid override specification OVERRIDE:240:B:UNK_V42_2:Bookcase::_MDF_overrides_1:246
Unit transparency enabled
Workshop transparency enabled
Forced redraw mode disabled
DFHack is ready. Have a nice day!
DFHack version 0.44.09-r1 (release) on x86_64
Type in '?' or 'help' for general help, 'ls' to see all commands.
[DFHack]#

Am I missing something that needs to be done, setup-wise? Please help. Thanks.
Title: Re: ☼Meph Tileset☼ V2.5 - 32x - 44.09 - Updated 24th April
Post by: Pvt. Pirate on April 24, 2018, 04:53:22 pm

Yes, walls will mostly be gray. Only mineral, ore and gem walls will have this feature. So marble walls are still whiteish, granite light gray, gabbro dark gray... I can in theorie standardize all walls to one "gray", and just leave the color in the rock you see.

Lets see how people like it, and if they do like it, I can make this for all rocks.
Nevertheless I will make a proposal. Just an idea for experiments.
Walls have two rims - outer rim could be left gray, and color of the inner rim change.
i like that approach!
Title: Re: ☼Meph Tileset☼ V2.4 - 32x - 44.07 - Updated 31th March
Post by: gcook725 on April 24, 2018, 05:03:27 pm
I tested lignite and chalk. It works fine in 2.4.

I downloaded a fresh copy (http://dffd.bay12games.com/file.php?id=13407), created a game without changing anything, and am still getting the Chalk and Lignite problem.

Also, TWBT throws an error on startup:
TWBT: invalid override specification OVERRIDE:240:B:UNK_V42_2:Bookcase::_MDF_overrides_1:246

I didn't see another option for getting just the 2.4 graphics, either; the "standalones" are all 2.3.
You can't possibly have the current version, if you have a "B:UNK_V42_2" line in your overrides. That one is commented out in the current version.

Anyway, I just uploaded the new stuff, so maybe give it a go. And delete any old versions you might have.

I downloaded the new file (Tileset Launcher 44.09.rar), extracted it to its own folder (didn't overwrite an old folder), and I'm still getting an error on launch. I included the whole output to show it's running the latest DFHack version?

Code: [Select]
TWBT: version 6.41
TWBT: invalid override specification OVERRIDE:240:B:UNK_V42_2:Bookcase::_MDF_overrides_1:246
Unit transparency enabled
Workshop transparency enabled
Forced redraw mode disabled
DFHack is ready. Have a nice day!
DFHack version 0.44.09-r1 (release) on x86_64
Type in '?' or 'help' for general help, 'ls' to see all commands.
[DFHack]#

Am I missing something that needs to be done, setup-wise? Please help. Thanks.

I'm having the same problem currently, but for Gypsum and Limestone. Log looks the same.

For me, Tileset = Meph 32, Font = Spacefox, Color = defaultPlus, Print Mode = TWBT, TTF Font = Masterwork, Shadows = Small, Truetype Font = ON, Unit Sprites = ON. Default everything else except for all Additions are turned ON.
Title: Re: ☼Meph Tileset☼ V2.5 - 32x - 44.09 - Updated 24th April
Post by: Shazbot on April 24, 2018, 05:05:05 pm
Time for Toady to bundle this into the front page download and check off "graphics". Next step: UI overhaul.
Title: Re: ☼Meph Tileset☼ V2.5 - 32x - 44.09 - Updated 24th April
Post by: Meph on April 24, 2018, 10:29:18 pm
SenorPez or gcook725: Since I can't replicate it, would either of you be so kind to pack their entire installation up and upload it for me? DFFD, Dropbox, anything is fine. I just tested again, no UNK_42 error, no problem with lignite/other rocks (except when creatures stand on top of them, but that's a TWBT bug that affects all overwritten tiles)
Title: Re: ☼Meph Tileset☼ V2.5 - 32x - 44.09 - Updated 24th April
Post by: gcook725 on April 25, 2018, 03:56:38 am
SenorPez or gcook725: Since I can't replicate it, would either of you be so kind to pack their entire installation up and upload it for me? DFFD, Dropbox, anything is fine. I just tested again, no UNK_42 error, no problem with lignite/other rocks (except when creatures stand on top of them, but that's a TWBT bug that affects all overwritten tiles)

Link via Google Drive: https://drive.google.com/open?id=1rZ-0OB5JyfWEz93vyy9hQIbLxGjvdrYK (https://drive.google.com/open?id=1rZ-0OB5JyfWEz93vyy9hQIbLxGjvdrYK)

So, a fresh install fixed the issue, but I still kept the one that was having an issue. Something of note that I'm not sure could be part of what caused the problem is that I did try to install Meph 24, then back to Meph 32 a few times in a few pocket worlds until I decided to stick with Meph 32.
Title: Re: ☼Meph Tileset☼ V2.5 - 32x - 44.09 - Updated 24th April
Post by: Yinseng on April 25, 2018, 06:55:08 am
I run a Patreon for my DF projects (https://www.patreon.com/meph), mainly the MasterworkDF mod (http://www.bay12forums.com/smf/index.php?topic=125638.0). If you like this set and want to see further development for it, consider supporting it there.

The last update was in December. I understand if there's technical issues you're waiting to be resolved, but I don't understand why you aren't releasing a DF version and a MWDF version of this tileset. You have one for 44.09 and one for 44.05, the latter of which doesn't seem to indicate it's immediately compatible with Masterwork without some advanced steps taken.

Wouldn't it make more sense to do tileset releases for both vanilla and Masterwork (whatever version it may be at the time) concurrently, given that's what the Patreon is primarily for?
Title: Re: ☼Meph Tileset☼ V2.5 - 32x - 44.09 - Updated 24th April
Post by: Meph on April 25, 2018, 08:34:22 am
I run a Patreon for my DF projects (https://www.patreon.com/meph), mainly the MasterworkDF mod (http://www.bay12forums.com/smf/index.php?topic=125638.0). If you like this set and want to see further development for it, consider supporting it there.

The last update was in December. I understand if there's technical issues you're waiting to be resolved, but I don't understand why you aren't releasing a DF version and a MWDF version of this tileset. You have one for 44.09 and one for 44.05, the latter of which doesn't seem to indicate it's immediately compatible with Masterwork without some advanced steps taken.

Wouldn't it make more sense to do tileset releases for both vanilla and Masterwork (whatever version it may be at the time) concurrently, given that's what the Patreon is primarily for?
The main issue is that Masterwork DF is about 5 times as large as vanilla DF. Of course I could just slap this tileset on top of it, but it would lack all the new weapons, armors, tools, workshops, creatures, plants, trees, etc. This tileset is a lot of work already, and for Masterwork I would have to do thousands of sprites more.

To be honest, I'm not sure what to do with MasterworkDF. The jump from 34.11 to DF2016 was so jarring, I started the entire thing from scratch, and before it was even finished, Toady One made more large releases. I couldn't keep up with updating and bugfixing and testing for constantly changing DF and dfhack versions.

I'm quite happy with how the tileset turned out; it also enables me to reach more people than with the big mod. I often think about starting to mod again, smaller things, but I just know that it will turn into another giant project. And right now I already have one; this year I'm going to climb the highest mountain of about 50 countries and paraglide down. It takes a lot of preparation and time for that. I only managed to do the update yesterday because there were 2 days of bad weather here.
Title: Re: ☼Meph Tileset☼ V2.5 - 32x - 44.09 - Updated 24th April
Post by: Meph on April 25, 2018, 09:40:30 am
SenorPez or gcook725: Since I can't replicate it, would either of you be so kind to pack their entire installation up and upload it for me? DFFD, Dropbox, anything is fine. I just tested again, no UNK_42 error, no problem with lignite/other rocks (except when creatures stand on top of them, but that's a TWBT bug that affects all overwritten tiles)

Link via Google Drive: https://drive.google.com/open?id=1rZ-0OB5JyfWEz93vyy9hQIbLxGjvdrYK (https://drive.google.com/open?id=1rZ-0OB5JyfWEz93vyy9hQIbLxGjvdrYK)

So, a fresh install fixed the issue, but I still kept the one that was having an issue. Something of note that I'm not sure could be part of what caused the problem is that I did try to install Meph 24, then back to Meph 32 a few times in a few pocket worlds until I decided to stick with Meph 32.
I had a look. First think I noticed is the 850mb file... WOW, that's much larger than it should be. I had a look at the files, your override.txt is from the 16th January, so quite old. The files in raw/graphics and raw/objects are the new ones.

It's really strange I could only find that one file, the overrides.txt to be severely outdated. For example the new alphabet decoration or the gem/mineral walls wouldn't work either with it. Once you replace it with the current overrides.txt, it should fix everything, even in a running fort. (if you close DF and the launcher, replace the file, then restart everything)
Title: Re: ☼Meph Tileset☼ V2.5 - 32x - 44.09 - Updated 24th April
Post by: db48x on April 25, 2018, 10:31:03 am
(http://db48x.net/temp/Meph's%20tileset%20is%20great%202.png)

This tileset is so great that I've deliberately gone 8 years without making any cabinets.
Title: Re: ☼Meph Tileset☼ V2.5 - 32x - 44.09 - Updated 24th April
Post by: Meph on April 25, 2018, 10:40:22 am
Oh, that's cool. Mind uploading the save/more screenshots? I never see much of the set myself, because my testforts are super short, usually just to test 1-2 individual features.

I might also be a bit slow... my first thought when you saw your post was: "What, why? Is the cabinet sprite that bad?"
Title: Re: ☼Meph Tileset☼ V2.5 - 32x - 44.09 - Updated 24th April
Post by: db48x on April 25, 2018, 12:02:06 pm
Oh, that's cool. Mind uploading the save/more screenshots? I never see much of the set myself, because my testforts are super short, usually just to test 1-2 individual features.

I'd be happy to!

I might also be a bit slow... my first thought when you saw your post was: "What, why? Is the cabinet sprite that bad?"

Hah, no. I just like seeing all the unique clothing sprites everywhere.

Here are some fortifications in the lower caverns. You can see that I have too many animals; they're eating all the nice floor fungus. TWBT's multilevel rendering makes these caverns look great. This is the only layer I've explored; I hit the first layer but walled it up quickly and didn't use it for much. All my monster slayers hang out in these caverns, so it's quite safe.
(http://db48x.net/temp/Gladcrafts%20cavern%20fortifications.png)

Here's where the Duke lives, and the grand dining room that hardly anyone uses. Mostly people hang out in the library.
(http://db48x.net/temp/Gladcrafts%20ducal%20residence%20and%20dining%20room.png)

One level down are my farms, with a cistern and irrigation system. I haven't actually built any wells in this cistern yet; I've got some in the second cavern layer that I still use.
(http://db48x.net/temp/Gladcrafts%20farms%20and%20cistern.png)

On the same level as the farms are the magma industries; this is the lowest level above the magma sea.
(http://db48x.net/temp/Gladcrafts%20magma%20industries%20and%20stockpiles.png)

The bedrooms and industries I showed previously are a few levels above all of this.

Then there's the keep on the surface, again taking advantage of multilevel rendering. Sorry about the mess, the Elves objected to the number of feather trees I've cut down. Hilariously, they managed to sneak all the way into the keep before being detected.
(http://db48x.net/temp/Gladcrafts%20surface%20fort%20above.png)

Here's the ground level of the fort,showing the depot and some misc storage.
(http://db48x.net/temp/Gladcrafts%20surface%20fort%20entrance.png)
Title: Re: ☼Meph Tileset☼ V2.5 - 32x - 44.09 - Updated 24th April
Post by: Pvt. Pirate on April 25, 2018, 02:07:11 pm
seeing your forts, i get the impression, you all go for minimalism... my meeting hall is 22x22, each temple is 20x20 and every craftsroom is 9x9 or 20x20. and my entryway is so huge, it could easily be a stupid-dwarf-trick :O
am i playing this game the wrong way?
Title: Re: ☼Meph Tileset☼ V2.5 - 32x - 44.09 - Updated 24th April
Post by: Meph on April 25, 2018, 02:22:32 pm
seeing your forts, i get the impression, you all go for minimalism... my meeting hall is 22x22, each temple is 20x20 and every craftsroom is 9x9 or 20x20. and my entryway is so huge, it could easily be a stupid-dwarf-trick :O
am i playing this game the wrong way?
Well, both designs are hilariously inefficient... :P

Nanoembark, a tiny cube-formed fortress with minimal walking distances and 2x1 rooms for the dwarves. That's my style.

(Seriously though, I'm always amazed at people that build large forts with a lot of spare room for decorations and flourish. It'S great!)
Title: Re: ☼Meph Tileset☼ V2.5 - 32x - 44.09 - Updated 24th April
Post by: Pvt. Pirate on April 25, 2018, 02:51:24 pm
well, without bins and without dumps, i always need storage room. also my fort is going to hit 200 inhabitants soon.
i also haven't hit the first cavern layer yet and don't have a cistern yet.

also i doubt you will write a linux-compatible launcher.
Title: Re: ☼Meph Tileset☼ V2.5 - 32x - 44.09 - Updated 24th April
Post by: Meph on April 25, 2018, 03:13:16 pm
You are right, the launcher will stay as is. I neither know how to make it linux compatible, not are there enough players that use it to warrant the extra work. :/
Title: Re: ☼Meph Tileset☼ V2.5 - 32x - 44.09 - Updated 24th April
Post by: Pvt. Pirate on April 25, 2018, 03:21:58 pm
You are right, the launcher will stay as is. I neither know how to make it linux compatible, not are there enough players that use it to warrant the extra work. :/
well, so i just copied your meph32 folder (data and raw) into the df_linux folder, overwriting the contents. but i can only launch it via the linuxLNP-Launcher, which rewinds some settings...
Title: Re: ☼Meph Tileset☼ V2.5 - 32x - 44.09 - Updated 24th April
Post by: Meph on April 25, 2018, 03:30:16 pm
I'm afraid I can't help you with that. I've never used linux. Best person to ask would be the author of the linuxLNP.
Title: Re: ☼Meph Tileset☼ V2.5 - 32x - 44.09 - Updated 24th April
Post by: Meph on April 25, 2018, 05:30:10 pm
Biome test. From top to bottom: Desert, Badlands, Marsh, Mountain, Rocky Wasteland, Shrubland, Swamp, Grassland, Glacier, Forest (seen from above).

(https://i.imgur.com/qENu2Zy.png)

Those are just tests, but please let me know what you think of them. It only works as long as grass exists, so if you embark with "vegetation:none", it won't show. ;) It should be easy to find a desert or wasteland or badlands with "vegetation:scarce", that's enough.

I haven't touched yet: Tundra, Taiga, Savanna, Differences between temperate/tropical marsh/swamp/forest/grassland/shrubland, and the differences between broadleaf and conifer forest. For some reason DF also has a special "Mangrove Swamp", which is so rare, I'll just use the swamp for it.

Anyway... embark sites should look a lot more interesting depending on the biome. :)
Title: Re: ☼Meph Tileset☼ V2.5 - 32x - 44.09 - Updated 24th April
Post by: gcook725 on April 25, 2018, 06:13:08 pm
SenorPez or gcook725: Since I can't replicate it, would either of you be so kind to pack their entire installation up and upload it for me? DFFD, Dropbox, anything is fine. I just tested again, no UNK_42 error, no problem with lignite/other rocks (except when creatures stand on top of them, but that's a TWBT bug that affects all overwritten tiles)

Link via Google Drive: https://drive.google.com/open?id=1rZ-0OB5JyfWEz93vyy9hQIbLxGjvdrYK (https://drive.google.com/open?id=1rZ-0OB5JyfWEz93vyy9hQIbLxGjvdrYK)

So, a fresh install fixed the issue, but I still kept the one that was having an issue. Something of note that I'm not sure could be part of what caused the problem is that I did try to install Meph 24, then back to Meph 32 a few times in a few pocket worlds until I decided to stick with Meph 32.
I had a look. First think I noticed is the 850mb file... WOW, that's much larger than it should be. I had a look at the files, your override.txt is from the 16th January, so quite old. The files in raw/graphics and raw/objects are the new ones.

It's really strange I could only find that one file, the overrides.txt to be severely outdated. For example the new alphabet decoration or the gem/mineral walls wouldn't work either with it. Once you replace it with the current overrides.txt, it should fix everything, even in a running fort. (if you close DF and the launcher, replace the file, then restart everything)

Weird. I downloaded it fresh and new, directly from the download link on the OP yesterday, the one with the launcher. I wonder why overrides.txt wasn't right? Perhaps there is an issue when changing graphicsets or something too much and an out-of-date overrides.txt got left behind on accident?

I think the extra size is because I had the soundsense default music/sound pack installed.
Title: Re: ☼Meph Tileset☼ V2.5 - 32x - 44.09 - Updated 24th April
Post by: se5a on April 26, 2018, 01:51:03 am
You are right, the launcher will stay as is. I neither know how to make it linux compatible, not are there enough players that use it to warrant the extra work. :/

Did you stick it up on github?
Sounds like there's a couple of us, I'm willing to take a look depending on the amount of work.
Title: Re: ☼Meph Tileset☼ V2.5 - 32x - 44.09 - Updated 24th April
Post by: Garfink on April 26, 2018, 03:25:13 am
It happened to me too.  I just unzipped it a brand new directory and somehow I got that old (January) override.txt file as well.  No idea how it got there.  I then opened the tileset zip file and drag over the April version of the override.txt over and voila no problem.  Odd, not sure where that override.txt got generated. 

For the record, all I did was changed some of the font options in the launcher and then booted up the game and noticed the same error as the other folks here.  So it looks like a systemic problem with the launcher.

(Meph, your pack is awesome.  Thanks for the updates.  I can't wait till you reboot Masterwork, that would make my year.... )
Title: Re: ☼Meph Tileset☼ V2.5 - 32x - 44.09 - Updated 24th April
Post by: Meph on April 26, 2018, 04:08:49 am
YES! Found it. The differently sized tileset versions have their own override files in TilesetExtras\graphics, because I was setting it up to use different tileset versions like Vordaks (which might need their own override files). All I had to do was update the overrides.txt in there.

Thanks for the reports. I'll do a few minor things today and upload a fix.
Title: Re: ☼Meph Tileset☼ V2.5 - 32x - 44.09 - Updated 24th April
Post by: gcook725 on April 26, 2018, 04:45:50 am
YES! Found it. The differently sized tileset versions have their own override files in TilesetExtras\graphics, because I was setting it up to use different tileset versions like Vordaks (which might need their own override files). All I had to do was update the overrides.txt in there.

Thanks for the reports. I'll do a few minor things today and upload a fix.

Victory! Good work!
Title: Re: ☼Meph Tileset☼ V2.5 - 32x - 44.09 - Updated 24th April
Post by: Meph on April 26, 2018, 05:55:50 am
More good news. Vordak, the transparency works on civ-member corpses (dwarves, elves, humans, kobolds, goblins).

Sadly I can't make proper corpse-sprites for them, because the same graphic is also used for civ-members in build cages; overrides do not work for civ-member corpses either, so they will have to keep the style they have right now. :/
Title: Re: ☼Meph Tileset☼ V2.5 - 32x - 44.09 - Updated 24th April
Post by: Meph on April 26, 2018, 11:47:42 am
(https://i.imgur.com/xdPdUyW.png)

<<< ☼Download☼ - Meph Pack incl. Tileset V2.6 for DF 44.09 - WINDOWS >>> (http://dffd.bay12games.com/file.php?id=13407)
Comes pre-installed with df, dfhack, twbt, a custom LNP, 12+ utilities like Therapist, Soundsense and more.

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

UPDATE!
 - Fixed the launcher from applying an older override file when changing tileset size/tileset font.
 - Added unique designs for following biomes: Desert, Badlands, Rocky Wasteland, Mountain, Swamp, Marsh, Scrubland, Tundra, Taiga, Tropical Dry Forest, Tropical Moist Forest, Savanna.
 - Added unique sprites for conifers.
 - Added transparency to corpses and remains. Thanks Vordak!
 - Improved a few workshop tiles. Again, thank you Vordak.

Credits: Badland sprites from Blizzards Warcraft II, a few terrain tiles from Minecraft sets by Derivation_5 and ArestiansDawn. Most I made myself.

Here the new biome styles:
Spoiler: Badlands (click to show/hide)
Spoiler: Broadleaf forest (click to show/hide)
Spoiler: Conifer forest (click to show/hide)
Spoiler: Moist tropical forest (click to show/hide)
Spoiler: Desert (click to show/hide)
Spoiler: Grassland (click to show/hide)
Spoiler: Glacier (click to show/hide)
Spoiler: Savanna (click to show/hide)
Spoiler: Mountain (click to show/hide)
Spoiler: Tundra (click to show/hide)
Spoiler: Marsh (click to show/hide)
Spoiler: Swamp (click to show/hide)
Spoiler: Ocean (with driftwood) (click to show/hide)
Spoiler: Rocky wasteland (click to show/hide)
Spoiler: Taiga (click to show/hide)
Spoiler: Shrubland (click to show/hide)

I'd be very happy about playtesting and screenshots. I hope they all work as intended and make embarks more unique and atmospheric. :)

PS: Now I thought about making a unique sprite for each inorganic. That's 100 for the soil/rock/minerals and another 125 for the gems. Question is: Would anyone even want that, is it useful or rather confusing?
Title: Re: ☼Meph Tileset☼ V2.5 - 32x - 44.09 - Updated 24th April
Post by: db48x on April 26, 2018, 04:13:26 pm
PS: Now I thought about making a unique sprite for each inorganic. That's 100 for the soil/rock/minerals and another 125 for the gems. Question is: Would anyone even want that, is it useful or rather confusing?

Interesting idea. Isn't the shape rather important to recognize that it's a boulder, with the color (and texture) to tell you about the material? I'm curious to see what you would come up with, at any rate.

BTW, the file "Ledgend - Color Schemes.png" mentions a "Meph" color scheme, but it's not listed in the launcher. I've always just left it set to "defaultPlus", and checked the "Seasonal Colors" and "Real Colors" options. How do these options interact, and how do they correspond to the legend?
Title: Re: ☼Meph Tileset☼ V2.6 - 32x - 44.09 - Updated 26th April
Post by: Meph on April 26, 2018, 04:49:24 pm
PS: Now I thought about making a unique sprite for each inorganic. That's 100 for the soil/rock/minerals and another 125 for the gems. Question is: Would anyone even want that, is it useful or rather confusing?

Interesting idea. Isn't the shape rather important to recognize that it's a boulder, with the color (and texture) to tell you about the material? I'm curious to see what you would come up with, at any rate.

BTW, the file "Ledgend - Color Schemes.png" mentions a "Meph" color scheme, but it's not listed in the launcher. I've always just left it set to "defaultPlus", and checked the "Seasonal Colors" and "Real Colors" options. How do these options interact, and how do they correspond to the legend?
I meant the walls/terrain, not the items you get. Those are already split into unique sprites for rock, flux, coal (fuel), obsidian (sharp), ore, gem and chalk/gypsum (cask powder).

The seasonal colors overwrite the other color sets, if you pick them you automatically get the "meph" color set. Its a bit complicated, especially since I can't even tell how real-colors would affect all this, since it triggers script that I didnt write. ^^
Title: Re: ☼Meph Tileset☼ V2.5 - 32x - 44.09 - Updated 24th April
Post by: Dahrk on April 27, 2018, 01:54:49 am
PS: Now I thought about making a unique sprite for each inorganic. That's 100 for the soil/rock/minerals and another 125 for the gems. Question is: Would anyone even want that, is it useful or rather confusing?


I personally wouldn't use it, as the colours are sufficient and it'd mean many more sprites to decipher. The current sprites for stones, ores, clay etc look good and even help with gameplay.


I'm delighted by the visual diversity and atmosphere of this release! The biome styles will make farming on multi-biome embarks less confusing too.
Title: Re: ☼Meph Tileset☼ V2.5 - 32x - 44.09 - Updated 24th April
Post by: Hylum on April 27, 2018, 01:57:12 pm
PS: Now I thought about making a unique sprite for each inorganic. That's 100 for the soil/rock/minerals and another 125 for the gems. Question is: Would anyone even want that, is it useful or rather confusing?


I personally wouldn't use it, as the colours are sufficient and it'd mean many more sprites to decipher. The current sprites for stones, ores, clay etc look good and even help with gameplay.


I'm delighted by the visual diversity and atmosphere of this release! The biome styles will make farming on multi-biome embarks less confusing too.

I Agree, its great the way it is. It could become a little overwhelming with different spits for each stone/gem type.
Title: Re: ☼Meph Tileset☼ V2.6 - 32x - 44.09 - Updated 26th April
Post by: Garfink on April 27, 2018, 03:03:32 pm
I beg to differ good sir, I would love to see more inorganics, it would make identifying things easier in the medium and long term.  In the short term there will be an accustom period but we'll get over that.  There are so many sprites as it is, that a layer more won't make it more confusing. 

More is the point:  Meph is on inspirational fire at the moment, I don't want the momentum to curb.
Title: Re: ☼Meph Tileset☼ V2.6 - 32x - 44.09 - Updated 26th April
Post by: Meph on April 27, 2018, 03:19:21 pm
Pfff... :P I'm just using the free time I have due to less flight school atm. Too much wind.

I did a few animal men profession sprites for fun, 32 in total, for the adventurers or visitors. They are: Melee unit, Ranged unit, Scholar, Entertainer.

Stoat men; Lynx men; Penguin men; Peregrine Falcon men; Kiwi men; Ostrich men; Narwhal men and Platypus men.

(https://i.imgur.com/AnFPwE9.png)
Title: Re: ☼Meph Tileset☼ V2.6 - 32x - 44.09 - Updated 26th April
Post by: Vordak on April 27, 2018, 03:51:24 pm
1. And again about the remains:

_MDF_trees.png:
 in _MDF_trees.png all remain tiles shifted to 1 pixel to up regarding such tiles in -top\bg. - mistake in main png.

Meph_32x32.png:
  in Meph_32x32.png tile of remain (tile #253) shifted to 1 pixel to left  regarding such tiles in -top\bg. - mistake in main png.

2. Question about overrides.txt
Spoiler: lines 2760-2775 (click to show/hide)

How can different tiles have one and the same Tile Types?
It seems like it should not and now the code is used, which is lower in the line.

3. Where I can read about what Tile Types applies to each biome?

4. Thank you very much for describing what changes you made in .png files.
Title: Re: ☼Meph Tileset☼ V2.6 - 32x - 44.09 - Updated 26th April
Post by: Meph on April 27, 2018, 03:57:15 pm
Vordak:

1. Thanks!

2. These are the 4 floor tiles, and I don't know which floor is which. So I added each floor for each possible tile number, 4x4. Only 4 of the 16 entries are used, you are absolutely correct. I do the same sometimes for the walls corners, because there are 3 versions and I never know which ingame tile is which tiletype. If I wanted to be super correct, I'd only make 4 entries for the floors.

3. Tile types have nothing to do with the biomes. I didn't even use overrides for biomes. I simply used grass. Everything you need is in plant_grasses.txt and meph_32x32.png. That's it. No magic trickery this time.

PS: 4. How can I make it easier for you to update/help? Anything I can do?
Title: Re: ☼Meph Tileset☼ V2.6 - 32x - 44.09 - Updated 26th April
Post by: Meph on April 27, 2018, 03:58:10 pm
And reptile men. Lizard men; Skink men; Chameleon men; Anole men and Iguana men. With the ones above that makes 52. :)

(https://i.imgur.com/GIRGEZ2.png)
Title: Re: ☼Meph Tileset☼ V2.5 - 32x - 44.09 - Updated 24th April
Post by: waterphage13 on April 27, 2018, 04:13:25 pm
Spoiler (click to show/hide)
Spoiler: Broadleaf forest (click to show/hide)
Spoiler: Conifer forest (click to show/hide)
Spoiler: Moist tropical forest (click to show/hide)
Spoiler: Desert (click to show/hide)
Spoiler: Grassland (click to show/hide)
Spoiler: Glacier (click to show/hide)
Spoiler: Savanna (click to show/hide)
Spoiler: Mountain (click to show/hide)
Spoiler: Tundra (click to show/hide)
Spoiler: Marsh (click to show/hide)
Spoiler: Swamp (click to show/hide)
Spoiler: Ocean (with driftwood) (click to show/hide)
Spoiler: Rocky wasteland (click to show/hide)
Spoiler: Taiga (click to show/hide)
Spoiler: Shrubland (click to show/hide)

I'd be very happy about playtesting and screenshots. I hope they all work as intended and make embarks more unique and atmospheric. :)

PS: Now I thought about making a unique sprite for each inorganic. That's 100 for the soil/rock/minerals and another 125 for the gems. Question is: Would anyone even want that, is it useful or rather confusing?
[/spoiler]
Next turn is colored trees?
Title: Re: ☼Meph Tileset☼ V2.6 - 32x - 44.09 - Updated 26th April
Post by: Vordak on April 27, 2018, 04:18:04 pm
PS: 4. How can I make it easier for you to update/help? Anything I can do?

I made an almost semi-automatic update process by using layers in Photoshop. Just a brief reference in which file there were changes without specifying individual tiles.
Title: Re: ☼Meph Tileset☼ V2.6 - 32x - 44.09 - Updated 26th April
Post by: RadGH on April 27, 2018, 11:32:39 pm
I got the latest version of the tileset today and noticed the granite block walls look like... a desert plant. No other mods running. Any idea how to fix that?

Spoiler (click to show/hide)
Title: Re: ☼Meph Tileset☼ V2.6 - 32x - 44.09 - Updated 26th April
Post by: Toxica on April 28, 2018, 03:46:36 am
I am totally new to dwarf fortress, and I must say awesome pack Meph. Really helps a beginner to understand the game. I have just one issue and that is with the decorations in the workshop menu. In the launcher I have it set as active also started a new world. But for some odd reason everytime I try to place a decoration the game crashes. Any Idea what could be wrong there?
Title: Re: ☼Meph Tileset☼ V2.6 - 32x - 44.09 - Updated 26th April
Post by: Meph on April 28, 2018, 07:24:37 am
RadGH: Ah... yeah, you switched the design for the constructed walls, right? I forgot about that... there are two options for it; one works atm, the other I did not add overrides for. Easy fix, but I'll have to change how the UI handles that. You can fix it by switching to the other design in the launcher.

Toxica: I've seen that behaviour a few TWBT versions ago, I hoped that mifki (the author of the plugin) fixed that. You can try to set "twbt redraw_all 0" either in the launcher, dfhack.init or the dfhack command window, that should fix it.
Title: Re: ☼Meph Tileset☼ V2.6 - 32x - 44.09 - Updated 26th April
Post by: Toxica on April 28, 2018, 10:08:58 am
Sadly "twbt redraw_all 0" did not fix it. Ether if I set it in the launcher to 0 or if I type it in dfhack command window.
Title: Re: ☼Meph Tileset☼ V2.6 - 32x - 44.09 - Updated 26th April
Post by: RadGH on April 28, 2018, 03:22:14 pm
Thanks Meph, that fixed it.
Title: Re: ☼Meph Tileset☼ V2.6 - 32x - 44.09 - Updated 26th April
Post by: Meph on April 28, 2018, 03:25:10 pm
Thanks Meph, that fixed it.
Yeah!

Sadly "twbt redraw_all 0" did not fix it. Ether if I set it in the launcher to 0 or if I type it in dfhack command window.
Damn!

Sadly the crashes are nothing I can affect; the workshops are really just 1-tile buildings that shouldn't cause any issues at all, except that they use building-subtype change and twbt overrides, aka scripts/plugins by other authors. I just added sprites/graphics.

Edit: Worked the evening on creature sprites, added another 50 or so. Mostly ones that had sprites, but not very good ones... and those that haven't been updated since transparency is possible with twbt.
Title: Re: ☼Meph Tileset☼ V2.6 - 32x - 44.09 - Updated 26th April
Post by: Rices on April 29, 2018, 08:17:07 pm
seems  DF lacks some Keybinds with the Mephtilelauncher with activated and not activated "additions" from the additionstab, Namely sofar i encountered to miss the Keybindings for Details  to raid  other Civs.

it lacked a few entries in the \Dwarf Fortress\data\init\interface.txt
Code: [Select]
[BIND:CIV_RAID:REPEAT_NOT]
[KEY:r]
[BIND:CIV_CENTER_ON_FORT:REPEAT_NOT]
[KEY:y]
[BIND:CIV_REMOVE_MISSION:REPEAT_NOT]
[KEY:x]
[BIND:CIV_RESCUE:REPEAT_NOT]
[KEY:r]
[BIND:CIV_RECOVER:REPEAT_NOT]
[KEY:r]
[BIND:CIV_WORLD:REPEAT_NOT]
[KEY:w]
[BIND:CIV_MISSIONS:REPEAT_NOT]
[KEY:m]
[BIND:CIV_MISSION_DETAILS:REPEAT_NOT]
[SYM:0:d]
[BIND:CIV_NEWS:REPEAT_NOT]
[KEY:n]
[BIND:CIV_PEOPLE:REPEAT_NOT]
[KEY:p]
[BIND:CIV_ARTIFACTS:REPEAT_NOT]
[KEY:a]
[BIND:CIV_CIVS:REPEAT_NOT]
[KEY:c]
compared to (probably) the full list of aviable keybinds for the "Civ_" keybinds.

Code: [Select]
[BIND:CIV_RAID:REPEAT_NOT]
[KEY:r]
[BIND:CIV_CENTER_ON_FORT:REPEAT_NOT]
[KEY:y]
[BIND:CIV_REMOVE_MISSION:REPEAT_NOT]
[KEY:x]
[BIND:CIV_RESCUE:REPEAT_NOT]
[KEY:r]
[BIND:CIV_RECOVER:REPEAT_NOT]
[KEY:r]
[BIND:CIV_WORLD:REPEAT_NOT]
[KEY:w]
[BIND:CIV_MISSIONS:REPEAT_NOT]
[KEY:m]
[BIND:CIV_MISSION_DETAILS:REPEAT_NOT]
[KEY:d]
[BIND:CIV_MISSION_FREE_CAPTIVES:REPEAT_NOT]
[KEY:f]
[BIND:CIV_MISSION_RELEASE_OTHERS:REPEAT_NOT]
[KEY:o]
[BIND:CIV_MISSION_TAKE_ARTIFACTS:REPEAT_NOT]
[KEY:A]
[BIND:CIV_MISSION_TAKE_ITEMS:REPEAT_NOT]
[KEY:i]
[BIND:CIV_MISSION_TAKE_LIVESTOCK:REPEAT_NOT]
[KEY:l]
[BIND:CIV_MISSION_RAID:REPEAT_NOT]
[KEY:r]
[BIND:CIV_MISSION_PILLAGE:REPEAT_NOT]
[KEY:g]
[BIND:CIV_MISSION_RAZE:REPEAT_NOT]
[KEY:x]
[BIND:CIV_MISSION_TRIBUTE_ONE_TIME:REPEAT_NOT]
[KEY:t]
[BIND:CIV_MISSION_TRIBUTE_ONGOING:REPEAT_NOT]
[KEY:T]
[BIND:CIV_NEWS:REPEAT_NOT]
[KEY:n]
[BIND:CIV_PEOPLE:REPEAT_NOT]
[KEY:p]
[BIND:CIV_ARTIFACTS:REPEAT_NOT]
[KEY:a]
[BIND:CIV_CIVS:REPEAT_NOT]
[KEY:c]

Title: Re: ☼Meph Tileset☼ V2.6 - 32x - 44.09 - Updated 26th April
Post by: RadGH on April 29, 2018, 10:24:54 pm
I made the walls a hybrid of the "standard" and "new" constructed walls. I liked the brick pattern and tighter cobblestone of the new, but the smooth edges of the standard walls. I also changed the stone door so it looks more like a door.

Before
Spoiler (click to show/hide)

After
Spoiler (click to show/hide)

Zip of replacements in data/art if interested: https://s3-us-west-2.amazonaws.com/elasticbeanstalk-us-west-2-868470985522/ShareX/2018/04/Meph%20custom%20walls%20and%20stone%20door-png.zip

It is more boring, but I prefer it that way :)
Title: Re: ☼Meph Tileset☼ V2.6 - 32x - 44.09 - Updated 26th April
Post by: Vordak on April 30, 2018, 04:06:54 am
@RadGH
Thanks for screenshots. I also thought about unifying the walls. Below you can see my draft (from thread page #19). In my version of the set I will try and do it, also I will make so that the external perimeter of walls was always the same gray color.
Spoiler:  Example walls (click to show/hide)
p.s only one problem - wooden walls and floors - but there's nothing to be done, there are no special markers for dividing walls and floors according to materials.
p.s.2 you could not share your save?
Title: Re: ☼Meph Tileset☼ V2.6 - 32x - 44.09 - Updated 26th April
Post by: Meph on April 30, 2018, 07:00:22 am
Damn, that does look better. :D I might have to adapt that.

My line of thought was using two very different styles, to give a more distinct change between surface forts (castles) and dug fortresses underground... but seeing both flow together, I might rethink my idea.
Title: Re: ☼Meph Tileset☼ V2.6 - 32x - 44.09 - Updated 26th April
Post by: Meph on April 30, 2018, 02:14:33 pm
RadGH, you have a pixel error (dark pixel) on the constructed NS-aligned wall, on the top right. I'm a bit surprised that you added the brick-texture to the smoothed mineral/rock walls too. I might make improvements to the main set based on this idea, if that's ok with you.

I worked on creatures in the meantime, improved around 50 sprites, added transparent background, larger giant version and the like. Maybe I can do an update in 1-2 days with those and the new walls.
Title: Re: ☼Meph Tileset☼ V2.6 - 32x - 44.09 - Updated 26th April
Post by: RadGH on April 30, 2018, 04:36:41 pm
Vordak those looks great! Though I'm not a fan of the "elvish swirls" on the side of the walls in both Smooth and Constructed. But I love the simplicity of the constructed wall. I think I'll update my own using those. I like the brick texture on top of the constructed wall (although maybe too much contrast for me).

Here is my current save, F5 to go where I took the screenshot (not an exact position): https://radleysustaire.com/s3/g4ksz

I also forgot to attach Meph_32x32.png which has the edited stone door, updated files here (still with my own edits/glitches): https://radleysustaire.com/s3/cq2xn

Meph, nice catch. I had a feeling you would notice some errors. I have no clue what I'm doing! Anyway go ahead and incorporate any of the ideas to the pack, I would love that! My edits were just patched together roughly in Photoshop, so you'll probably want to make your own version because I'm sure you'll do a better job!
Title: Re: ☼Meph Tileset☼ V2.6 - 32x - 44.09 - Updated 26th April
Post by: db48x on May 01, 2018, 03:41:37 am
PS: Now I thought about making a unique sprite for each inorganic. That's 100 for the soil/rock/minerals and another 125 for the gems. Question is: Would anyone even want that, is it useful or rather confusing?

Interesting idea. Isn't the shape rather important to recognize that it's a boulder, with the color (and texture) to tell you about the material? I'm curious to see what you would come up with, at any rate.
I meant the walls/terrain, not the items you get. Those are already split into unique sprites for rock, flux, coal (fuel), obsidian (sharp), ore, gem and chalk/gypsum (cask powder).


Oooh, I think I see what you're saying. It would be cool for rough walls to be a fancy sprite rather than a plain character.

On a similar note, I've been struggling against a double-layer aquifer in the middle of winter (and not winning), and it occurs to me that it would be awesome to see the corpses that are now encased in ice as actual corpse sprites behind a partially-transparent terrain sprite. Is there any chance that's possible?
Title: Re: ☼Meph Tileset☼ V2.6 - 32x - 44.09 - Updated 26th April
Post by: Vordak on May 01, 2018, 07:53:32 am
Below the result of work on unification of constructed walls, also redrawn constructed floor.
Spoiler: constructed walls (click to show/hide)

P.s. Experiments with wall rims.
Spoiler: wall rims (click to show/hide)
Title: Re: ☼Meph Tileset☼ V2.6 - 32x - 44.09 - Updated 26th April
Post by: Hylum on May 01, 2018, 12:37:03 pm
Since we are kind of on the topic, I know we have talked about this before but I still cant get myself to like the engraved floors, I think it would look better if the entire floor tile was engraved with some detail instead of just the center. What do you guys think? Have you tried this approach?

I really like the unified carved and constructed walls it looks really clean! I like how you can still differentiate the two as well.
Title: Re: ☼Meph Tileset☼ V2.6 - 32x - 44.09 - Updated 26th April
Post by: Meph on May 01, 2018, 01:17:44 pm
RadGH: Sure thing, thanks. :) I love it when people alter and/or improve things on the forum. It's great seeing interaction by the community.

dfb48x: In theory TWBT has the item ID "ANY_ENCASED", but no one has ever used it. Not sure if it's actually possible. I need a save with encased corpses/items. Can you upload it and let me know exactly where the corpses/encased dwarves are?

Vordak: You were faster than me. :D Those look great. You use the grey top file, but leave the inside colored by build materials, which is something I wanted to try out after I did the gem/mineral walls. Have you done that for all walls, or only constructed walls? Either way, I probably will want to straight up copy+paste that into the main tileset. It's a huge improvement.

On your "Experiments with wall rims." screenshot I liked to top-left version best.

Hylum: I tried that first, I thought it looked too busy, so I restricted it to only the 4 center tiles.
Title: Re: ☼Meph Tileset☼ V2.6 - 32x - 44.09 - Updated 26th April
Post by: waterphage13 on May 01, 2018, 04:25:02 pm
What about colored trees?
P.S.:
In a fact, I want to sliamzit' your tree raws, sorry. You know more about TWBT than me.
Title: Re: ☼Meph Tileset☼ V2.6 - 32x - 44.09 - Updated 26th April
Post by: Meph on May 01, 2018, 11:20:32 pm
waterphage13: I don't know what you mean with colored trees. They already have color. I also don't know what sliamzit means, when I google it I get a couple of Russian pages...
Title: Re: ☼Meph Tileset☼ V2.6 - 32x - 44.09 - Updated 26th April
Post by: jecowa on May 01, 2018, 11:40:47 pm
I think Sliamzit' is слиамзить meaning "merge".
Title: Re: ☼Meph Tileset☼ V2.6 - 32x - 44.09 - Updated 26th April
Post by: Dahrk on May 02, 2018, 02:06:26 am
P.s. Experiments with wall rims.
Spoiler: wall rims (click to show/hide)

I really like the wall rims design, especially the top right!

Meph, just to update you on using your tileset in adventure mode: I've been playing a succession of adventures without a single crash, and it looks great! I moved over to a computer with more ram and, while the twbt glitches still occur occasionally, I've had no crashes. I enjoy exploring my fortress worlds in adventure mode occasionally, so this option makes me like this tileset even more.

A quick question, do you know whether using item token names instead of numbers is officially supported in twbt yet? I tend to mod my game quite heavily, adding small details like training versions of all weapons, civilian tool versions for all weapons (pitchforks, hatchets etc.), and using [ADJECTIVE:adjective] to add flavourful weapons to non-human entities like "Dwarven steel axe" or "Goblin iron cleaver". At the moment, this obviously throws off the numbered item overrides. The more I mod DF, the more I realise just how much time you spent on Masterwork!
Title: Re: ☼Meph Tileset☼ V2.6 - 32x - 44.09 - Updated 26th April
Post by: Rose on May 02, 2018, 02:19:04 am
A quick question, do you know whether using item token names instead of numbers is officially supported in twbt yet? I tend to mod my game quite heavily, adding small details like training versions of all weapons, civilian tool versions for all weapons (pitchforks, hatchets etc.), and using ADJ to add flavourful weapons to non-human entities like "Dwarven steel axe" or "Goblin iron cleaver". At the moment, this obviously throws off the numbered item overrides. The more I more, the more I realise just how much time you spent on Masterwork!

It's been merged into the main TWBT branch, but there hasn't been any public builds of it that I know of.
Title: Re: ☼Meph Tileset☼ V2.6 - 32x - 44.09 - Updated 26th April
Post by: Dahrk on May 02, 2018, 02:42:55 am
It's been merged into the main TWBT branch, but there hasn't been any public builds of it that I know of.

Thanks Japa, both for the info and for adding item token support in the first place! It's a big deal for those of us who like playing with modded weapons!
Title: Re: ☼Meph Tileset☼ V2.6 - 32x - 44.09 - Updated 26th April
Post by: waterphage13 on May 02, 2018, 03:48:03 am
waterphage13: I don't know what you mean with colored trees. They already have color. I also don't know what sliamzit means, when I google it I get a couple of Russian pages...

If you have not noticed, the bark of the vast majority of trees does not look brown, like their wood. I tried to give them the colors that I saw in the pictures from Google, but it turned out slightly crappy. Since this is a basic material, it can have only one color value. I has used realcolors to get more colors with a negative value and made a palette of fifty values, but it was not enough. I hope you will deal with this matter, and I will be able to steal your work again (thank you in advance). I can give a color palette and raw files of trees.
https://drive.google.com/file/d/1TDcv9mL6rMyeyZW5FpNJajgGFP9V73sZ/view?usp=sharing
sliamzit'=слямзить=украсть=steal.
Title: Re: ☼Meph Tileset☼ V2.6 - 32x - 44.09 - Updated 26th April
Post by: Meph on May 02, 2018, 08:16:40 am
well, if you want to steal tree colors, check out dragonmasters set. He was all up and about with item/plant/inorganic colors.
Title: Re: ☼Meph Tileset☼ V2.6 - 32x - 44.09 - Updated 26th April
Post by: Vordak on May 02, 2018, 09:36:49 am
By the way, I notify you, I'm now drawing graphics for fortress defense mod - 3 out of 10 creatures have already painted for today.
Title: Re: ☼Meph Tileset☼ V2.6 - 32x - 44.09 - Updated 26th April
Post by: Rose on May 02, 2018, 09:37:08 am
Stonesense also has a good selection of tree bark colors. Armok Vision does too, but they're harder to parse because you need Unity.
Title: Re: ☼Meph Tileset☼ V2.6 - 32x - 44.09 - Updated 26th April
Post by: Meph on May 02, 2018, 09:54:19 am
By the way, I notify you, I'm now drawing graphics for fortress defense mod - 3 out of 10 creatures have already painted for today.
Oh, great. Do you do base models, or different military sprites?

Japa, how would I go about copying those from stonesense/armok vision? I don't have that many options to parse color data into raws.

Whoever wanted iced-sprites: I have good and bad news.

The good: It works.

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

The bad: It's not very smart. The screenshot shows 4 examples: Dead dwarf, dead goblin, a sword and a boulder. Sadly I couldn't make subtypes register, so all weapons will get one "frozen weapon" sprite, regardless of them being a sword, a bow or an axe. The same for creatures: Iced dwarf, iced goblin or iced cat will look the same... ANY_ENCASED:CORPSE. To make it even worse: You notice that the screenshot shows 1 boulder and 3 iced swords. That's because the dwarf and goblin were carrying weapons, and TWBT only displays one possible sprite. For arcane reasons the weapon wins over the corpse, so instead of a iced-corpse it shows the iced-weapons, because the corpse has a weapon equipped. :/
Title: Re: ☼Meph Tileset☼ V2.6 - 32x - 44.09 - Updated 26th April
Post by: Rose on May 02, 2018, 09:56:34 am
I'm not actually sure how TWBT choses to display colors, particularly rgb ones.
Title: Re: ☼Meph Tileset☼ V2.6 - 32x - 44.09 - Updated 26th April
Post by: Meph on May 02, 2018, 10:19:42 am
I guess it's not really important, since Dragonmaster clearly has figured that one out.

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

I'll ask him about porting the color changes.
Title: Re: ☼Meph Tileset☼ V2.6 - 32x - 44.09 - Updated 26th April
Post by: Vordak on May 02, 2018, 10:21:30 am
Oh, great. Do you do base models, or different military sprites?
For each creature - 24 sprites with weapons, in addition +1 tile for [ANIMATED].
Title: Re: ☼Meph Tileset☼ V2.6 - 32x - 44.09 - Updated 26th April
Post by: Meph on May 02, 2018, 10:24:07 am
Going all out. :) That's good. Darkflagrance will be happy too, if he can use them for his mod.

I've ported the wall changes you send me, thanks for that. I'll now do a few "encased in ice" sprites, and see if Dragonmaster answers about the colors.
Title: Re: ☼Meph Tileset☼ V2.6 - 32x - 44.09 - Updated 26th April
Post by: waterphage13 on May 02, 2018, 10:39:12 am
I guess it's not really important, since Dragonmaster clearly has figured that one out.

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

I'll ask him about porting the color changes.
Thanks but his raw's colors a little obsolete. But I have modern palette!
Title: Re: ☼Meph Tileset☼ V2.6 - 32x - 44.09 - Updated 26th April
Post by: Meph on May 02, 2018, 10:41:26 am
I think you have to be a bit more detailed than that. Why are those obsolete? The raws for the trees didn't change, and as far as I know, he was quite thorough and tried to be as exact as possible with the colors.
Title: Re: ☼Meph Tileset☼ V2.6 - 32x - 44.09 - Updated 26th April
Post by: Rose on May 02, 2018, 11:22:01 am
I need some wall sprites for testing TWBT.

Bonus points if they have the overrides already provided.

Overrides should be in the format:

[OVERRIDE:Tile:T:Type:Tileset:NewTile:NewFg:NewBg:MaterialFlag]

where MaterialFlag can by any found in this list:
https://github.com/DFHack/df-structures/blob/master/df.materials.xml#L80

That said, interesting ones are:
WOOD, IS_METAL, IS_GLASS, IS_STONE
Title: Re: ☼Meph Tileset☼ V2.6 - 32x - 44.09 - Updated 26th April
Post by: jecowa on May 02, 2018, 11:25:52 am

I guess it's not really important, since Dragonmaster clearly has figured that one out.

Spoiler (click to show/hide)

I'll ask him about porting the color changes.

Are these the colors from your pack or from DragonMaster's pack?
Title: Re: ☼Meph Tileset☼ V2.6 - 32x - 44.09 - Updated 26th April
Post by: waterphage13 on May 02, 2018, 11:37:10 am
I think you have to be a bit more detailed than that. Why are those obsolete? The raws for the trees didn't change, and as far as I know, he was quite thorough and tried to be as exact as possible with the colors.
Some colors in some case don't look as they must look. Blue and green trees are everywhere!
Title: Re: ☼Meph Tileset☼ V2.6 - 32x - 44.09 - Updated 26th April
Post by: Pvt. Pirate on May 02, 2018, 11:40:15 am
I think you have to be a bit more detailed than that. Why are those obsolete? The raws for the trees didn't change, and as far as I know, he was quite thorough and tried to be as exact as possible with the colors.
Some colors in some case don't look as they must look. Blue and green trees are everywhere!
yes, i've never seen a blue plumtree in my life.
Title: Re: ☼Meph Tileset☼ V2.6 - 32x - 44.09 - Updated 26th April
Post by: Meph on May 02, 2018, 12:23:52 pm
Japa: This is just a mock-up, but here you go:

the new "_MDF_decorations_3.png" for data/art. drag & drop & replace old one.
(https://i.imgur.com/zHwdVVg.png)

the new lines for the override.txt in data/init. Add at the bottom.
Code: [Select]
##################################################################################
#different wall tiles for wood

OVERRIDE:43:T:ConstructedFloor:_MDF_overrides_6:221
OVERRIDE:206:T:ConstructedFortification:_MDF_overrides_6:184
OVERRIDE:62:T:ConstructedStairD:_MDF_overrides_6:186
OVERRIDE:60:T:ConstructedStairU:_MDF_overrides_6:187
OVERRIDE:88:T:ConstructedStairUD:_MDF_overrides_6:185

[OVERRIDE:199:T:ConstructedPillar:_MDF_overrides_6:126:::WOOD]

[OVERRIDE:186:T:ConstructedWallUD:_MDF_overrides_6:123:::WOOD]
[OVERRIDE:205:T:ConstructedWallLR:_MDF_overrides_6:142:::WOOD]

[OVERRIDE:200:T:ConstructedWallRU:_MDF_overrides_6:127:::WOOD]
[OVERRIDE:211:T:ConstructedWallRU:_MDF_overrides_6:127:::WOOD]
[OVERRIDE:212:T:ConstructedWallRU:_MDF_overrides_6:127:::WOOD]
[OVERRIDE:200:T:ConstructedWallRU2:_MDF_overrides_6:127:::WOOD]
[OVERRIDE:211:T:ConstructedWallRU2:_MDF_overrides_6:127:::WOOD]
[OVERRIDE:212:T:ConstructedWallRU2:_MDF_overrides_6:127:::WOOD]
[OVERRIDE:200:T:ConstructedWallR2U:_MDF_overrides_6:127:::WOOD]
[OVERRIDE:211:T:ConstructedWallR2U:_MDF_overrides_6:127:::WOOD]
[OVERRIDE:212:T:ConstructedWallR2U:_MDF_overrides_6:127:::WOOD]

[OVERRIDE:188:T:ConstructedWallLU:_MDF_overrides_6:125:::WOOD]
[OVERRIDE:189:T:ConstructedWallLU:_MDF_overrides_6:125:::WOOD]
[OVERRIDE:190:T:ConstructedWallLU:_MDF_overrides_6:125:::WOOD]
[OVERRIDE:188:T:ConstructedWallLU2:_MDF_overrides_6:125:::WOOD]
[OVERRIDE:189:T:ConstructedWallLU2:_MDF_overrides_6:125:::WOOD]
[OVERRIDE:190:T:ConstructedWallLU2:_MDF_overrides_6:125:::WOOD]
[OVERRIDE:188:T:ConstructedWallL2U:_MDF_overrides_6:125:::WOOD]
[OVERRIDE:189:T:ConstructedWallL2U:_MDF_overrides_6:125:::WOOD]
[OVERRIDE:190:T:ConstructedWallL2U:_MDF_overrides_6:125:::WOOD]

[OVERRIDE:213:T:ConstructedWallRD:_MDF_overrides_6:138:::WOOD]
[OVERRIDE:214:T:ConstructedWallRD:_MDF_overrides_6:138:::WOOD]
[OVERRIDE:201:T:ConstructedWallRD:_MDF_overrides_6:138:::WOOD]
[OVERRIDE:213:T:ConstructedWallRD2:_MDF_overrides_6:138:::WOOD]
[OVERRIDE:214:T:ConstructedWallRD2:_MDF_overrides_6:138:::WOOD]
[OVERRIDE:201:T:ConstructedWallRD2:_MDF_overrides_6:138:::WOOD]
[OVERRIDE:213:T:ConstructedWallR2D:_MDF_overrides_6:138:::WOOD]
[OVERRIDE:214:T:ConstructedWallR2D:_MDF_overrides_6:138:::WOOD]
[OVERRIDE:201:T:ConstructedWallR2D:_MDF_overrides_6:138:::WOOD]

[OVERRIDE:183:T:ConstructedWallLD:_MDF_overrides_6:124:::WOOD]
[OVERRIDE:184:T:ConstructedWallLD:_MDF_overrides_6:124:::WOOD]
[OVERRIDE:187:T:ConstructedWallLD:_MDF_overrides_6:124:::WOOD]
[OVERRIDE:183:T:ConstructedWallLD2:_MDF_overrides_6:124:::WOOD]
[OVERRIDE:184:T:ConstructedWallLD2:_MDF_overrides_6:124:::WOOD]
[OVERRIDE:187:T:ConstructedWallLD2:_MDF_overrides_6:124:::WOOD]
[OVERRIDE:183:T:ConstructedWallL2D:_MDF_overrides_6:124:::WOOD]
[OVERRIDE:184:T:ConstructedWallL2D:_MDF_overrides_6:124:::WOOD]
[OVERRIDE:187:T:ConstructedWallL2D:_MDF_overrides_6:124:::WOOD]

[OVERRIDE:202:T:ConstructedWallLRU:_MDF_overrides_6:139:::WOOD]
[OVERRIDE:203:T:ConstructedWallLRD:_MDF_overrides_6:140:::WOOD]
[OVERRIDE:185:T:ConstructedWallLUD:_MDF_overrides_6:122:::WOOD]
[OVERRIDE:204:T:ConstructedWallRUD:_MDF_overrides_6:141:::WOOD]

[OVERRIDE:206:T:ConstructedWallLRUD:_MDF_overrides_6:143:::WOOD]


##################################################################################
#different wall tiles for metal

OVERRIDE:43:T:ConstructedFloor:_MDF_overrides_6:221
OVERRIDE:206:T:ConstructedFortification:_MDF_overrides_6:184
OVERRIDE:62:T:ConstructedStairD:_MDF_overrides_6:186
OVERRIDE:60:T:ConstructedStairU:_MDF_overrides_6:187
OVERRIDE:88:T:ConstructedStairUD:_MDF_overrides_6:185

[OVERRIDE:199:T:ConstructedPillar:_MDF_overrides_6:158:::IS_METAL]

[OVERRIDE:186:T:ConstructedWallUD:_MDF_overrides_6:155:::IS_METAL]
[OVERRIDE:205:T:ConstructedWallLR:_MDF_overrides_6:174:::IS_METAL]

[OVERRIDE:200:T:ConstructedWallRU:_MDF_overrides_6:159:::IS_METAL]
[OVERRIDE:211:T:ConstructedWallRU:_MDF_overrides_6:159:::IS_METAL]
[OVERRIDE:212:T:ConstructedWallRU:_MDF_overrides_6:159:::IS_METAL]
[OVERRIDE:200:T:ConstructedWallRU2:_MDF_overrides_6:159:::IS_METAL]
[OVERRIDE:211:T:ConstructedWallRU2:_MDF_overrides_6:159:::IS_METAL]
[OVERRIDE:212:T:ConstructedWallRU2:_MDF_overrides_6:159:::IS_METAL]
[OVERRIDE:200:T:ConstructedWallR2U:_MDF_overrides_6:159:::IS_METAL]
[OVERRIDE:211:T:ConstructedWallR2U:_MDF_overrides_6:159:::IS_METAL]
[OVERRIDE:212:T:ConstructedWallR2U:_MDF_overrides_6:159:::IS_METAL]

[OVERRIDE:188:T:ConstructedWallLU:_MDF_overrides_6:157:::IS_METAL]
[OVERRIDE:189:T:ConstructedWallLU:_MDF_overrides_6:157:::IS_METAL]
[OVERRIDE:190:T:ConstructedWallLU:_MDF_overrides_6:157:::IS_METAL]
[OVERRIDE:188:T:ConstructedWallLU2:_MDF_overrides_6:157:::IS_METAL]
[OVERRIDE:189:T:ConstructedWallLU2:_MDF_overrides_6:157:::IS_METAL]
[OVERRIDE:190:T:ConstructedWallLU2:_MDF_overrides_6:157:::IS_METAL]
[OVERRIDE:188:T:ConstructedWallL2U:_MDF_overrides_6:157:::IS_METAL]
[OVERRIDE:189:T:ConstructedWallL2U:_MDF_overrides_6:157:::IS_METAL]
[OVERRIDE:190:T:ConstructedWallL2U:_MDF_overrides_6:157:::IS_METAL]

[OVERRIDE:213:T:ConstructedWallRD:_MDF_overrides_6:170:::IS_METAL]
[OVERRIDE:214:T:ConstructedWallRD:_MDF_overrides_6:170:::IS_METAL]
[OVERRIDE:201:T:ConstructedWallRD:_MDF_overrides_6:170:::IS_METAL]
[OVERRIDE:213:T:ConstructedWallRD2:_MDF_overrides_6:170:::IS_METAL]
[OVERRIDE:214:T:ConstructedWallRD2:_MDF_overrides_6:170:::IS_METAL]
[OVERRIDE:201:T:ConstructedWallRD2:_MDF_overrides_6:170:::IS_METAL]
[OVERRIDE:213:T:ConstructedWallR2D:_MDF_overrides_6:170:::IS_METAL]
[OVERRIDE:214:T:ConstructedWallR2D:_MDF_overrides_6:170:::IS_METAL]
[OVERRIDE:201:T:ConstructedWallR2D:_MDF_overrides_6:170:::IS_METAL]

[OVERRIDE:183:T:ConstructedWallLD:_MDF_overrides_6:156:::IS_METAL]
[OVERRIDE:184:T:ConstructedWallLD:_MDF_overrides_6:156:::IS_METAL]
[OVERRIDE:187:T:ConstructedWallLD:_MDF_overrides_6:156:::IS_METAL]
[OVERRIDE:183:T:ConstructedWallLD2:_MDF_overrides_6:156:::IS_METAL]
[OVERRIDE:184:T:ConstructedWallLD2:_MDF_overrides_6:156:::IS_METAL]
[OVERRIDE:187:T:ConstructedWallLD2:_MDF_overrides_6:156:::IS_METAL]
[OVERRIDE:183:T:ConstructedWallL2D:_MDF_overrides_6:156:::IS_METAL]
[OVERRIDE:184:T:ConstructedWallL2D:_MDF_overrides_6:156:::IS_METAL]
[OVERRIDE:187:T:ConstructedWallL2D:_MDF_overrides_6:156:::IS_METAL]

[OVERRIDE:202:T:ConstructedWallLRU:_MDF_overrides_6:171:::IS_METAL]
[OVERRIDE:203:T:ConstructedWallLRD:_MDF_overrides_6:172:::IS_METAL]
[OVERRIDE:185:T:ConstructedWallLUD:_MDF_overrides_6:154:::IS_METAL]
[OVERRIDE:204:T:ConstructedWallRUD:_MDF_overrides_6:173:::IS_METAL]

[OVERRIDE:206:T:ConstructedWallLRUD:_MDF_overrides_6:175:::IS_METAL]

EDIT: The override.txt also has overrides for all normal walls without material mentioned, not sure if they clash with the new system. Just CTRL+F for "#different wall tiles" to find the entries. Maybe you can delete them for testing.

waterphage13 & Pvt. Pirate: True, some look a bit weird ingame, but it depends heavily on the color scheme you install.

jecowa: They are dragonmasters set; but I ported a few of them (10 or so) once to have a look.

EDIT: OH. I can do subtypes for encased-in-ice items. mh. That's good news on the one hand, but it also means that I'd have to add several hundred sprites just for that. ^^
Title: Re: ☼Meph Tileset☼ V2.6 - 32x - 44.09 - Updated 26th April
Post by: Rose on May 02, 2018, 12:27:09 pm
I don't know if it'll be at all useful, but I'm allowing a comma separated list of flags, and the override will apply when all of them are applied.
Title: Re: ☼Meph Tileset☼ V2.6 - 32x - 44.09 - Updated 26th April
Post by: Meph on May 02, 2018, 12:48:39 pm
I don't know if it'll be at all useful, but I'm allowing a comma separated list of flags, and the override will apply when all of them are applied.
Not 100% sure what that will result in, but I'm curious. I just hope that the mockup helps you test everything.

I hope you are aware that I'll start asking you more and more ridiculous things for TWBT if that works...  ;)  I've been waiting for ages for caste-specific sprites for example. ^^
Title: Re: ☼Meph Tileset☼ V2.6 - 32x - 44.09 - Updated 26th April
Post by: Rose on May 02, 2018, 12:53:16 pm
I don't know what it'd take to add overrides to creatures yet.
Title: Re: ☼Meph Tileset☼ V2.6 - 32x - 44.09 - Updated 26th April
Post by: Meph on May 02, 2018, 12:57:57 pm
Me neither. ^^ It's mostly useful for modding anyway. Or showing gender.

Anyway, the encasing-in-ice is done:

(https://i.imgur.com/ZyNv9lm.png)

I can also do one for obsidian I think.
Title: Re: ☼Meph Tileset☼ V2.6 - 32x - 44.09 - Updated 26th April
Post by: Rose on May 02, 2018, 01:06:50 pm
I'd avoid obsidian just because it's not transparent the way ice is.
Title: Re: ☼Meph Tileset☼ V2.6 - 32x - 44.09 - Updated 26th April
Post by: Meph on May 02, 2018, 01:15:11 pm
I think it looks quite interesting. Red-hot glowing, broken chairs and weapon racks encased in a layer of obsidian:

(https://i.imgur.com/Ck0I9vB.png)
Title: Re: ☼Meph Tileset☼ V2.6 - 32x - 44.09 - Updated 26th April
Post by: Pvt. Pirate on May 02, 2018, 02:23:59 pm
Japa: This is just a mock-up, but here you go:

the new "_MDF_decorations_3.png" for data/art. drag & drop & replace old one.
(https://i.imgur.com/zHwdVVg.png)

the new lines for the override.txt in data/init. Add at the bottom.
Code: [Select]
##################################################################################
#different wall tiles for wood

OVERRIDE:43:T:ConstructedFloor:_MDF_overrides_6:221
OVERRIDE:206:T:ConstructedFortification:_MDF_overrides_6:184
OVERRIDE:62:T:ConstructedStairD:_MDF_overrides_6:186
OVERRIDE:60:T:ConstructedStairU:_MDF_overrides_6:187
OVERRIDE:88:T:ConstructedStairUD:_MDF_overrides_6:185

[OVERRIDE:199:T:ConstructedPillar:_MDF_overrides_6:126:::WOOD]

[OVERRIDE:186:T:ConstructedWallUD:_MDF_overrides_6:123:::WOOD]
[OVERRIDE:205:T:ConstructedWallLR:_MDF_overrides_6:142:::WOOD]

[OVERRIDE:200:T:ConstructedWallRU:_MDF_overrides_6:127:::WOOD]
[OVERRIDE:211:T:ConstructedWallRU:_MDF_overrides_6:127:::WOOD]
[OVERRIDE:212:T:ConstructedWallRU:_MDF_overrides_6:127:::WOOD]
[OVERRIDE:200:T:ConstructedWallRU2:_MDF_overrides_6:127:::WOOD]
[OVERRIDE:211:T:ConstructedWallRU2:_MDF_overrides_6:127:::WOOD]
[OVERRIDE:212:T:ConstructedWallRU2:_MDF_overrides_6:127:::WOOD]
[OVERRIDE:200:T:ConstructedWallR2U:_MDF_overrides_6:127:::WOOD]
[OVERRIDE:211:T:ConstructedWallR2U:_MDF_overrides_6:127:::WOOD]
[OVERRIDE:212:T:ConstructedWallR2U:_MDF_overrides_6:127:::WOOD]

[OVERRIDE:188:T:ConstructedWallLU:_MDF_overrides_6:125:::WOOD]
[OVERRIDE:189:T:ConstructedWallLU:_MDF_overrides_6:125:::WOOD]
[OVERRIDE:190:T:ConstructedWallLU:_MDF_overrides_6:125:::WOOD]
[OVERRIDE:188:T:ConstructedWallLU2:_MDF_overrides_6:125:::WOOD]
[OVERRIDE:189:T:ConstructedWallLU2:_MDF_overrides_6:125:::WOOD]
[OVERRIDE:190:T:ConstructedWallLU2:_MDF_overrides_6:125:::WOOD]
[OVERRIDE:188:T:ConstructedWallL2U:_MDF_overrides_6:125:::WOOD]
[OVERRIDE:189:T:ConstructedWallL2U:_MDF_overrides_6:125:::WOOD]
[OVERRIDE:190:T:ConstructedWallL2U:_MDF_overrides_6:125:::WOOD]

[OVERRIDE:213:T:ConstructedWallRD:_MDF_overrides_6:138:::WOOD]
[OVERRIDE:214:T:ConstructedWallRD:_MDF_overrides_6:138:::WOOD]
[OVERRIDE:201:T:ConstructedWallRD:_MDF_overrides_6:138:::WOOD]
[OVERRIDE:213:T:ConstructedWallRD2:_MDF_overrides_6:138:::WOOD]
[OVERRIDE:214:T:ConstructedWallRD2:_MDF_overrides_6:138:::WOOD]
[OVERRIDE:201:T:ConstructedWallRD2:_MDF_overrides_6:138:::WOOD]
[OVERRIDE:213:T:ConstructedWallR2D:_MDF_overrides_6:138:::WOOD]
[OVERRIDE:214:T:ConstructedWallR2D:_MDF_overrides_6:138:::WOOD]
[OVERRIDE:201:T:ConstructedWallR2D:_MDF_overrides_6:138:::WOOD]

[OVERRIDE:183:T:ConstructedWallLD:_MDF_overrides_6:124:::WOOD]
[OVERRIDE:184:T:ConstructedWallLD:_MDF_overrides_6:124:::WOOD]
[OVERRIDE:187:T:ConstructedWallLD:_MDF_overrides_6:124:::WOOD]
[OVERRIDE:183:T:ConstructedWallLD2:_MDF_overrides_6:124:::WOOD]
[OVERRIDE:184:T:ConstructedWallLD2:_MDF_overrides_6:124:::WOOD]
[OVERRIDE:187:T:ConstructedWallLD2:_MDF_overrides_6:124:::WOOD]
[OVERRIDE:183:T:ConstructedWallL2D:_MDF_overrides_6:124:::WOOD]
[OVERRIDE:184:T:ConstructedWallL2D:_MDF_overrides_6:124:::WOOD]
[OVERRIDE:187:T:ConstructedWallL2D:_MDF_overrides_6:124:::WOOD]

[OVERRIDE:202:T:ConstructedWallLRU:_MDF_overrides_6:139:::WOOD]
[OVERRIDE:203:T:ConstructedWallLRD:_MDF_overrides_6:140:::WOOD]
[OVERRIDE:185:T:ConstructedWallLUD:_MDF_overrides_6:122:::WOOD]
[OVERRIDE:204:T:ConstructedWallRUD:_MDF_overrides_6:141:::WOOD]

[OVERRIDE:206:T:ConstructedWallLRUD:_MDF_overrides_6:143:::WOOD]


##################################################################################
#different wall tiles for metal

OVERRIDE:43:T:ConstructedFloor:_MDF_overrides_6:221
OVERRIDE:206:T:ConstructedFortification:_MDF_overrides_6:184
OVERRIDE:62:T:ConstructedStairD:_MDF_overrides_6:186
OVERRIDE:60:T:ConstructedStairU:_MDF_overrides_6:187
OVERRIDE:88:T:ConstructedStairUD:_MDF_overrides_6:185

[OVERRIDE:199:T:ConstructedPillar:_MDF_overrides_6:158:::IS_METAL]

[OVERRIDE:186:T:ConstructedWallUD:_MDF_overrides_6:155:::IS_METAL]
[OVERRIDE:205:T:ConstructedWallLR:_MDF_overrides_6:174:::IS_METAL]

[OVERRIDE:200:T:ConstructedWallRU:_MDF_overrides_6:159:::IS_METAL]
[OVERRIDE:211:T:ConstructedWallRU:_MDF_overrides_6:159:::IS_METAL]
[OVERRIDE:212:T:ConstructedWallRU:_MDF_overrides_6:159:::IS_METAL]
[OVERRIDE:200:T:ConstructedWallRU2:_MDF_overrides_6:159:::IS_METAL]
[OVERRIDE:211:T:ConstructedWallRU2:_MDF_overrides_6:159:::IS_METAL]
[OVERRIDE:212:T:ConstructedWallRU2:_MDF_overrides_6:159:::IS_METAL]
[OVERRIDE:200:T:ConstructedWallR2U:_MDF_overrides_6:159:::IS_METAL]
[OVERRIDE:211:T:ConstructedWallR2U:_MDF_overrides_6:159:::IS_METAL]
[OVERRIDE:212:T:ConstructedWallR2U:_MDF_overrides_6:159:::IS_METAL]

[OVERRIDE:188:T:ConstructedWallLU:_MDF_overrides_6:157:::IS_METAL]
[OVERRIDE:189:T:ConstructedWallLU:_MDF_overrides_6:157:::IS_METAL]
[OVERRIDE:190:T:ConstructedWallLU:_MDF_overrides_6:157:::IS_METAL]
[OVERRIDE:188:T:ConstructedWallLU2:_MDF_overrides_6:157:::IS_METAL]
[OVERRIDE:189:T:ConstructedWallLU2:_MDF_overrides_6:157:::IS_METAL]
[OVERRIDE:190:T:ConstructedWallLU2:_MDF_overrides_6:157:::IS_METAL]
[OVERRIDE:188:T:ConstructedWallL2U:_MDF_overrides_6:157:::IS_METAL]
[OVERRIDE:189:T:ConstructedWallL2U:_MDF_overrides_6:157:::IS_METAL]
[OVERRIDE:190:T:ConstructedWallL2U:_MDF_overrides_6:157:::IS_METAL]

[OVERRIDE:213:T:ConstructedWallRD:_MDF_overrides_6:170:::IS_METAL]
[OVERRIDE:214:T:ConstructedWallRD:_MDF_overrides_6:170:::IS_METAL]
[OVERRIDE:201:T:ConstructedWallRD:_MDF_overrides_6:170:::IS_METAL]
[OVERRIDE:213:T:ConstructedWallRD2:_MDF_overrides_6:170:::IS_METAL]
[OVERRIDE:214:T:ConstructedWallRD2:_MDF_overrides_6:170:::IS_METAL]
[OVERRIDE:201:T:ConstructedWallRD2:_MDF_overrides_6:170:::IS_METAL]
[OVERRIDE:213:T:ConstructedWallR2D:_MDF_overrides_6:170:::IS_METAL]
[OVERRIDE:214:T:ConstructedWallR2D:_MDF_overrides_6:170:::IS_METAL]
[OVERRIDE:201:T:ConstructedWallR2D:_MDF_overrides_6:170:::IS_METAL]

[OVERRIDE:183:T:ConstructedWallLD:_MDF_overrides_6:156:::IS_METAL]
[OVERRIDE:184:T:ConstructedWallLD:_MDF_overrides_6:156:::IS_METAL]
[OVERRIDE:187:T:ConstructedWallLD:_MDF_overrides_6:156:::IS_METAL]
[OVERRIDE:183:T:ConstructedWallLD2:_MDF_overrides_6:156:::IS_METAL]
[OVERRIDE:184:T:ConstructedWallLD2:_MDF_overrides_6:156:::IS_METAL]
[OVERRIDE:187:T:ConstructedWallLD2:_MDF_overrides_6:156:::IS_METAL]
[OVERRIDE:183:T:ConstructedWallL2D:_MDF_overrides_6:156:::IS_METAL]
[OVERRIDE:184:T:ConstructedWallL2D:_MDF_overrides_6:156:::IS_METAL]
[OVERRIDE:187:T:ConstructedWallL2D:_MDF_overrides_6:156:::IS_METAL]

[OVERRIDE:202:T:ConstructedWallLRU:_MDF_overrides_6:171:::IS_METAL]
[OVERRIDE:203:T:ConstructedWallLRD:_MDF_overrides_6:172:::IS_METAL]
[OVERRIDE:185:T:ConstructedWallLUD:_MDF_overrides_6:154:::IS_METAL]
[OVERRIDE:204:T:ConstructedWallRUD:_MDF_overrides_6:173:::IS_METAL]

[OVERRIDE:206:T:ConstructedWallLRUD:_MDF_overrides_6:175:::IS_METAL]

EDIT: The override.txt also has overrides for all normal walls without material mentioned, not sure if they clash with the new system. Just CTRL+F for "#different wall tiles" to find the entries. Maybe you can delete them for testing.

waterphage13 & Pvt. Pirate: True, some look a bit weird ingame, but it depends heavily on the color scheme you install.

jecowa: They are dragonmasters set; but I ported a few of them (10 or so) once to have a look.

EDIT: OH. I can do subtypes for encased-in-ice items. mh. That's good news on the one hand, but it also means that I'd have to add several hundred sprites just for that. ^^
awesome work there...
for my deuteranomaly i need a high colour contrast so i use the standard++ or whatever it was called.
Title: Re: ☼Meph Tileset☼ V2.6 - 32x - 44.09 - Updated 26th April
Post by: Meph on May 02, 2018, 04:22:08 pm
(https://i.imgur.com/xdPdUyW.png)

<<< ☼Download☼ - Meph Pack incl. Tileset V2.7 for DF 44.09 - WINDOWS >>> (http://dffd.bay12games.com/file.php?id=13407)
Comes pre-installed with df, dfhack, twbt, a custom LNP, 12+ utilities like Therapist, Soundsense and more.

UPDATE!

New features:
 - Tree/Wood colors.
 - Objects "Encased in ice"; 75 sprites.
 - Object "Encased in obsidian"; 75 sprites.
 - New constructed walls.
 - New status-indicator: Hot! walls (near magma).
 - New sprite for raw adamantine walls and ore.
 - New sprite for stone doors.
 - Added ~100 new creature sprites (mostly improvements and zombie/giant versions).

Spoiler: Walls (click to show/hide)
Spoiler: Tree colors (click to show/hide)
Spoiler: Encased in ice (click to show/hide)
Spoiler: Encased in obsidian (click to show/hide)
Spoiler: Creatures (click to show/hide)

A super special thanks to Vordak, who continues to be a huge help. :)
Title: Re: ☼Meph Tileset☼ V2.6 - 32x - 44.09 - Updated 26th April
Post by: waterphage13 on May 02, 2018, 04:43:08 pm
Spoiler (click to show/hide)
Spoiler: Tree colors (click to show/hide)
Spoiler: Encased in ice (click to show/hide)
Spoiler: Encased in obsidian (click to show/hide)
Spoiler: Creatures (click to show/hide)

A super special thanks to Vordak, who continues to be a huge help. :)
WOW, how did you make this work so fast? It's took me a month. You sold your souls to Devil?
Title: Re: ☼Meph Tileset☼ V2.7 - 32x - 44.09 - Updated 2nd May
Post by: waterphage13 on May 02, 2018, 04:58:45 pm
  :'( I can't slyamzit' your colors because you are not using realcolors. But you can't slyamzit' my colors in this case. My life is crap, hello new month of remastering, my old friend.
Title: Re: ☼Meph Tileset☼ V2.7 - 32x - 44.09 - Updated 2nd May
Post by: jecowa on May 02, 2018, 05:05:46 pm
I like the new creature graphics. And is that additional variety in the tree color?

Is encased in ice/obsidian a new TWBT feature? I'm guessing these are the results of fortresses becoming flooded with water and then frozen or flooded with lava and then cooled.

  :'( I can't slyamzit' your colors because you are not using realcolors. But you can't slyamzit' my colors in this case. My life is crap, hello new month of remastering, my old friend.

Are you using the realcolors.lua script in your graphics pack? From the ≥100 values for tree colors added in v2.7, it looks like Meph is using the extended color range provided by TWBT.
Title: Re: ☼Meph Tileset☼ V2.7 - 32x - 44.09 - Updated 2nd May
Post by: waterphage13 on May 02, 2018, 05:26:54 pm
... I'm used to use <0 values.
Title: Re: ☼Meph Tileset☼ V2.7 - 32x - 44.09 - Updated 2nd May
Post by: Vordak on May 02, 2018, 06:05:48 pm
For fuze - ferric elves from Fortress defense mod(FD). At the moment 7 of 19 FD creatures are drawn.
Spoiler: Ferric elves (click to show/hide)
Title: Re: ☼Meph Tileset☼ V2.7 - 32x - 44.09 - Updated 2nd May
Post by: Meph on May 02, 2018, 11:25:18 pm
waterphage13: No realcolors... ^^ They muck up too much, I don't really use them. How did you even get the idea of using color values under 0?
Quote
WOW, how did you make this work so fast? It's took me a month. You sold your souls to Devil?
How should Mephistopheles sell his soul to himself? That makes no sense. :P

jecowa: Yes, there are more tree colors now, although I left the leaves mostly alone for now.

TWBT always had the ANY_ENCASED item-id thing, just no one so far has ever used it. It's only been mentioned in the forum twice: Once because DragondePlatino quoted the entire list of tags once, and now by me. :D I was surprised that it worked as well. One single tag overlooked, BAM!, 150 new sprites.

I'm using Dragonmasters colors. I'll see how the feedback is and tweak it a bit, if weird things appear.

For fuze - ferric elves from Fortress defense mod(FD). At the moment 7 of 19 FD creatures are drawn.
Spoiler: Ferric elves (click to show/hide)
As always: These look great. I might have to take up your name up in the title at some point, if you keep adding more and more. ;)
Title: Re: ☼Meph Tileset☼ V2.7 - 32x - 44.09 - Updated 2nd May
Post by: waterphage13 on May 02, 2018, 11:33:26 pm
waterphage13: No realcolors... ^^ They muck up too much, I don't really use them. How did you even get the idea of using color values under 0?
Quote
WOW, how did you make this work so fast? It's took me a month. You sold your souls to Devil?
How should Mephistopheles sell his soul to himself? That makes no sense. :P
By the method of scientific poking.
Title: Re: ☼Meph Tileset☼ V2.7 - 32x - 44.09 - Updated 2nd May
Post by: Hommit on May 03, 2018, 05:58:30 am
Quote
That's because the dwarf and goblin were carrying weapons, and TWBT only displays one possible sprite. For arcane reasons the weapon wins over the corpse, so instead of a iced-corpse it shows the iced-weapons, because the corpse has a weapon equipped. :/
All the more reason to do multi-tile render eh?  ::)
Quote
Spoiler: Tree colors (click to show/hide)
Hmm, is it ok for some trees to have heavy "pixel noise"?
Quote
Spoiler: Encased in obsidian (click to show/hide)
"red hot" wood.... ooook :D
Title: Re: ☼Meph Tileset☼ V2.7 - 32x - 44.09 - Updated 2nd May
Post by: Rose on May 03, 2018, 06:25:51 am
(https://i.imgur.com/EScLj24.png)

Here is a test plugin. (http://dffd.bay12games.com/file.php?id=13723)

Try it out, and let me know if it crashes or anything.

Overrides that set material flags MUST be listed before overrides that don't, in the overrides.txt

For extra info, the material flag used for water is EVAPORATES. Use that for constructed ice walls.

This also has the ability to add overrides by item token, rather than simply item number.
Title: Re: ☼Meph Tileset☼ V2.7 - 32x - 44.09 - Updated 2nd May
Post by: Meph on May 03, 2018, 09:05:52 am
YES!!!!!!!!!!!

I'm super stoked. Thanks so much. For YEARS I wanted wooden palisades/fences.

For reference, if other people want to test stuff, the material_flags are:
Code: [Select]
BONE
MEAT
EDIBLE_VERMIN
EDIBLE_RAW
EDIBLE_COOKED
ALCOHOL
ITEMS_METAL
ITEMS_BARRED
ITEMS_SCALED
ITEMS_LEATHER
ITEMS_SOFT
ITEMS_HARD
IMPLIES_ANIMAL_KILL
ALCOHOL_PLANT
ALCOHOL_CREATURE
CHEESE_PLANT
CHEESE_CREATURE
POWDER_MISC_PLANT
POWDER_MISC_CREATURE
STOCKPILE_GLOB
LIQUID_MISC_PLANT
LIQUID_MISC_CREATURE
LIQUID_MISC_OTHER
WOOD
THREAD_PLANT
TOOTH
HORN
PEARL
SHELL
LEATHER
SILK
SOAP
ROTS
IS_DYE
POWDER_MISC
LIQUID_MISC
STRUCTURAL_PLANT_MAT
SEED_MAT
LEAF_MAT
CHEESE
ENTERS_BLOOD
BLOOD_MAP_DESCRIPTOR
ICHOR_MAP_DESCRIPTOR
GOO_MAP_DESCRIPTOR
SLIME_MAP_DESCRIPTOR
PUS_MAP_DESCRIPTOR
GENERATES_MIASMA
IS_METAL
IS_GEM
IS_GLASS
CRYSTAL_GLASSABLE
ITEMS_WEAPON
ITEMS_WEAPON_RANGED
ITEMS_ANVIL
ITEMS_AMMO
ITEMS_DIGGER
ITEMS_ARMOR
ITEMS_DELICATE
ITEMS_SIEGE_ENGINE
ITEMS_QUERN
IS_STONE
UNDIGGABLE
YARN
STOCKPILE_GLOB_PASTE
STOCKPILE_GLOB_PRESSED
DISPLAY_UNGLAZED
DO_NOT_CLEAN_GLOB
NO_STONE_STOCKPILE
STOCKPILE_THREAD_METAL
SWEAT_MAP_DESCRIPTOR
TEARS_MAP_DESCRIPTOR
SPIT_MAP_DESCRIPTOR
EVAPORATES

Edit: Just because I'm greedy: Any chance to teach it INORGANIC:GOLD or INORGANIC:SILVER, etc? Like material token from the raws, as they are used in reactions?
Title: Re: ☼Meph Tileset☼ V2.7 - 32x - 44.09 - Updated 2nd May
Post by: Meph on May 03, 2018, 09:10:11 am
Quote
That's because the dwarf and goblin were carrying weapons, and TWBT only displays one possible sprite. For arcane reasons the weapon wins over the corpse, so instead of a iced-corpse it shows the iced-weapons, because the corpse has a weapon equipped. :/
All the more reason to do multi-tile render eh?  ::)
Yes please ;)
Quote
Spoiler: Tree colors (click to show/hide)
Hmm, is it ok for some trees to have heavy "pixel noise"?
What exactly do you mean? If you mean the tiny spots on some trees that repeat themselves, those are pollen seeds or catkins.
Quote
Spoiler: Encased in obsidian (click to show/hide)
"red hot" wood.... ooook :D
Spoiler: Sure (click to show/hide)
Title: Re: ☼Meph Tileset☼ V2.7 - 32x - 44.09 - Updated 2nd May
Post by: Hylum on May 03, 2018, 12:24:08 pm
I love the collaboration and results here guys! Keep up the great work, its amazing and exciting! So far everything is looking good in my tests.
Title: Re: ☼Meph Tileset☼ V2.7 - 32x - 44.09 - Updated 2nd May
Post by: jecowa on May 03, 2018, 12:30:38 pm
So normally you can only change the color based on the material, but with Japa's fork of TWBT you can use a completely different tile based on the material?
Title: Re: ☼Meph Tileset☼ V2.7 - 32x - 44.09 - Updated 2nd May
Post by: Rose on May 03, 2018, 12:31:41 pm
Yes, but only broad material categories. So any metal, but not different tile between gold and iron.
Title: Re: ☼Meph Tileset☼ V2.7 - 32x - 44.09 - Updated 2nd May
Post by: Rose on May 03, 2018, 12:57:32 pm
http://dffd.bay12games.com/file.php?id=13723

Fixed the crash, I hope.

also, I don't know how you managed to build walls from logs that aren't wood, but the tag for those is STRUCTURAL_PLANT_MAT
Title: Re: ☼Meph Tileset☼ V2.7 - 32x - 44.09 - Updated 2nd May
Post by: Pvt. Pirate on May 03, 2018, 01:16:07 pm
http://dffd.bay12games.com/file.php?id=13723

Fixed the crash, I hope.

also, I don't know how you managed to build walls from logs that aren't wood, but the tag for those is STRUCTURAL_PLANT_MAT
stone blocks decorated with wood?
Title: Re: ☼Meph Tileset☼ V2.7 - 32x - 44.09 - Updated 2nd May
Post by: Meph on May 03, 2018, 01:25:59 pm
Sorry, I spawned those with "createitem WOOD TREE-ID number" ^^ I was too lazy to cut down trees.

I tested the new version, still crashes on my end. :(

But I made some nicer wood-wall sprites, based on the initial sprites by Hyptosis on http://www.lorestrome.com/pixel_archive/main.htm (http://www.lorestrome.com/pixel_archive/main.htm). The results:

(https://i.imgur.com/kFl3Uqg.png)

Edit: Jecowa: Yes. :) I posted the list of possible tags earlier. A few are a bit opaque, but EVAPORATES is apparently water/ice, while UNDIGGABLE is slade. I think I can also cheat a bit, for example add "SEED_MAT" to INORGANIC:GOLD, which doesn't affect the game, but I could give golden items their own sprites. Or add IS_DYE to STEEL. It doesn't interfere with the normal reactions, because they look for powder with IS_DYE, not bars.

Edit2: And metal:

(https://i.imgur.com/s5Mp3EY.png)
Title: Re: ☼Meph Tileset☼ V2.7 - 32x - 44.09 - Updated 2nd May
Post by: Hylum on May 03, 2018, 02:42:59 pm
Those metal walls!  :D
Title: Re: ☼Meph Tileset☼ V2.7 - 32x - 44.09 - Updated 2nd May
Post by: Meph on May 03, 2018, 02:48:46 pm
Ok, lets brainstorm some ideas. There is a massive amount of possible tiles that can be overriden, and there is a fairly large list of tags that Japa opened up. How to most sensibly combine them?

It has to be things the player creates, like constructions; furniture and items. For those the player has the agency and can pick the material. Due to a TWBT bug (creatures with transparency on overriden tiles = Ugly) we can't use anything that dwarves stand on; like floor tiles or bridges.

The most sensible from the list seem to be:
Quote
BONE
MEAT
WOOD
IS_METAL
IS_GEM
IS_GLASS
IS_STONE
EVAPORATES (ice)
STOCKPILE_THREAD_METAL (adamantine)
THREAD_PLANT (cotton cloth for example)
YARN (dog hair cloth for example)
TOOTH
HORN
PEARL
SHELL
LEATHER
SILK

In addition to that we can use a few jokers: Trick the game into thinking a material has a special tag that we add manually. For example EDIBLE_VERMIN, EDIBLE_RAW and EDIBLE_COOKED are good candidates for iron, steel and bronze weapons/armor, because the metals only exist in bar or item form ingame, non of which are item-types that are selectable for eating or cooking. This way we can cheat a bit.

Now we need to decide which constructions, furniture and items to pick.

There are 12 wall tiles + 1 for fortifications.
There are tons of items/furniture without a subtybe, 36 in total that make sense for this. (Bar, Blocks, Door, Floodgate, Bed, Chair, Chain, Flask, Goblet, Cage, Barrel, Bucket, Animal Trap, Statue, Bin, Table, Armorstand, Weaponrack, Cabinet, Box, Slab, Coffin, Leather, Thread, Cloth, Totem, Backpack, Quivers, Trapparts, Coin, Pipe-Section, Hatch-Cover, Grate, Splint, Crutch, Traction Bench)
And then we have items with subtypes; weapons, armor, clothing, tools, toys, ammo, trapcomps. 106 total, minus food and instruments.

Lets assume we want to make MEAT, BONE, METAL, STONE, WOOD, GLASS and GEM, and maybe a split for IRON, STEEL; SILVER; GOLD; ADAMANTINE. That's 12 sets. Times about 150 items, more or less; that makes roughly 1800 sprites.

I can probably single out quite a few, since no one makes gem quivers, the stone-wall already exists, meat-weapons are pretty pointless... I'd also have to add at least 1 modded workshop that allows the player to make the required materials, like MEAT/BONE blocks/boulders; glass beds or gem weapons, otherwise they can't access the fancy sprites.

I guess in the end it comes down to about 1000 sprites, about 4x 256 tilesets worth. Not too bad.

Edit: Glass walls... a bit boring I guess, similar style as the ice walls, just with little windows with them.

(https://i.imgur.com/3bBwY0U.png)
Title: Re: ☼Meph Tileset☼ V2.7 - 32x - 44.09 - Updated 2nd May
Post by: Rose on May 03, 2018, 09:05:52 pm
Tried again to remove some possible crashes. It's hard to test this because threading is involved.

http://dffd.bay12games.com/file.php?id=13723
Title: Re: ☼Meph Tileset☼ V2.7 - 32x - 44.09 - Updated 2nd May
Post by: Rose on May 04, 2018, 12:50:15 am
Also, now that overrides are checking tile materials, it's actually not difficult at this point to have direct material overrides as well.

It would look something like [OVERRIDE:200:T:ConstructedWallRU:_MDF_overrides_6:127::::PLANT:MANGO:WOOD]

Title: Re: ☼Meph Tileset☼ V2.7 - 32x - 44.09 - Updated 2nd May
Post by: jecowa on May 04, 2018, 01:33:26 am
Will this let him do the gold and iron walls that he was wanting?
Title: Re: ☼Meph Tileset☼ V2.7 - 32x - 44.09 - Updated 2nd May
Post by: Rose on May 04, 2018, 01:56:02 am
Yes. And no raw modification needed.
Title: Re: ☼Meph Tileset☼ V2.7 - 32x - 44.09 - Updated 2nd May
Post by: jecowa on May 04, 2018, 02:55:52 am
Nice! Are you both using the 64-bit version of DFHack?

As a test, maybe it would be worth compiling an unmodified version of TWBT to see if it crashes for Meph. That way you can tell if your updates are the source of the crash or if it's something else.
Title: Re: ☼Meph Tileset☼ V2.7 - 32x - 44.09 - Updated 2nd May
Post by: Rose on May 04, 2018, 03:35:57 am
I think I got the crashes sorted, but I have to wait for Meph to come back online to test.
Title: Re: ☼Meph Tileset☼ V2.7 - 32x - 44.09 - Updated 2nd May
Post by: Meph on May 04, 2018, 04:59:12 am
Sorry for the wait; I do live in Germany and the time difference probably shows. I also want to spend a lot of time learning today, because tomorrow is I probably do my pilot license test. I'm in Bavaria atm, doing a paragliding course.

That being said: Tested the newest version, same issue, crashes to desktop as soon as I embark. Tested with a save and with a newly generated world.

Edit: I wouldn't mind if someone else tests the plugin too. It's literally just copy+pasting it into the dfhack/plugins folder. I really don't want it to be something on my end, or you waiting for hours and hours, because I might not notice the update at first.
Title: Re: ☼Meph Tileset☼ V2.7 - 32x - 44.09 - Updated 2nd May
Post by: Rose on May 04, 2018, 06:13:59 am
It's really weird.

I took the Dwarf Fortress zip you sent me, and the plugin zip that I uploaded. I replaced the plugin in that dwarf fortress copy (just to be sure, I removed the two subfolders in the plugin folder) and I run it, and there's no crash.
Title: Re: ☼Meph Tileset☼ V2.7 - 32x - 44.09 - Updated 2nd May
Post by: Meph on May 04, 2018, 06:32:24 am
I just restarted my machine, downloaded the zip I send you, added the newest TWBT version you send me... still crashes. If I remove TWBT, it runs fine. I run Win 8.1.

Edit: Newest version works! Japa the madman did it!
Title: Re: ☼Meph Tileset☼ V2.7 - 32x - 44.09 - Updated 2nd May
Post by: Rose on May 04, 2018, 09:01:09 am
http://dffd.bay12games.com/submit.php?action=message&fid=13723

This one has ability to specify overrides for specific materials, in addition to material tags.

Code: [Select]
[OVERRIDE:205:T:ConstructedWallLR:_MDF_overrides_7:142::::PLANT:BAYBERRY:WOOD]
Title: Re: ☼Meph Tileset☼ V2.7 - 32x - 44.09 - Updated 2nd May
Post by: Meph on May 04, 2018, 09:10:03 am
Could you write down the syntax once? I'm wondering what's in the extra :. Is it still material_flags, like WOOD, IS_METAL, etc?

[OVERRIDE:205:T:ConstructedWallLR:_MDF_overrides_7:142:NewForegroundColor:NewBackgroundColor:?:PLANT:BAYBERRY:WOOD]
Title: Re: ☼Meph Tileset☼ V2.7 - 32x - 44.09 - Updated 2nd May
Post by: Rose on May 04, 2018, 09:11:57 am
Yeah, it's still material flags.

Code: [Select]
[OVERRIDE:205:T:ConstructedWallLR:_MDF_overrides_7:142:::WOOD:PLANT:BAYBERRY:WOOD]

This is perfectly valid, if useless.

You can see the new syntax here: https://github.com/JapaMala/df-twbt#overrides
Title: Re: ☼Meph Tileset☼ V2.7 - 32x - 44.09 - Updated 2nd May
Post by: Meph on May 04, 2018, 09:20:34 am
Ok. I just tried a test with this:
[OVERRIDE:91:I:ARMOR:ARMOR:0:_MDF_overrides_7:220::::INORGANIC:BRONZE] - Breastplate
[OVERRIDE:91:I:ARMOR:ARMOR:0:_MDF_overrides_7:236::::INORGANIC:GOLD] - Breastplate
[OVERRIDE:91:I:ARMOR:ARMOR:0:_MDF_overrides_7:188::::INORGANIC:IRON] - Breastplate
[OVERRIDE:91:I:ARMOR:ARMOR:0:_MDF_overrides_7:204::::INORGANIC:STEEL] - Breastplate
[OVERRIDE:91:I:ARMOR:ARMOR:0:_MDF_overrides_7:252::::INORGANIC:ADMANTINE] - Breastplate
[OVERRIDE:91:I:ARMOR:ARMOR:0:_MDF_overrides_1:3] - Breastplate

But it doesn't change anything ingame.

I also tried

[OVERRIDE:91:I:ARMOR:ARMOR:0:_MDF_overrides_7:220:::::INORGANIC:BRONZE] - Breastplate
[OVERRIDE:91:I:ARMOR:ARMOR:0:_MDF_overrides_7:236:::::INORGANIC:GOLD] - Breastplate
[OVERRIDE:91:I:ARMOR:ARMOR:0:_MDF_overrides_7:188:::::INORGANIC:IRON] - Breastplate
[OVERRIDE:91:I:ARMOR:ARMOR:0:_MDF_overrides_7:204:::::INORGANIC:STEEL] - Breastplate
[OVERRIDE:91:I:ARMOR:ARMOR:0:_MDF_overrides_7:252:::::INORGANIC:ADMANTINE] - Breastplate

with an extra :, which applies the lowest one, the adamantine version, to all breastplates, regardless of material.
Title: Re: ☼Meph Tileset☼ V2.7 - 32x - 44.09 - Updated 2nd May
Post by: Rose on May 04, 2018, 09:24:59 am
Uh... I think I may have only tested on tiletypes. One minute...
Title: Re: ☼Meph Tileset☼ V2.7 - 32x - 44.09 - Updated 2nd May
Post by: Rose on May 04, 2018, 09:28:01 am
And done. get the new one from here:

http://dffd.bay12games.com/file.php?id=13723
Title: Re: ☼Meph Tileset☼ V2.7 - 32x - 44.09 - Updated 2nd May
Post by: waterphage13 on May 04, 2018, 10:02:54 am
What computer can run this work? I understand that all you have GLaDOS, but what can do ordinary players?
Title: Re: ☼Meph Tileset☼ V2.7 - 32x - 44.09 - Updated 2nd May
Post by: db48x on May 04, 2018, 10:11:50 am
My aquifer slightly flooded my fortress, so I started to pump it out. Only then did I realize that I had built the pumps backwards:

(http://db48x.net/temp/Merchantmannors%20some%20mistakes%20were%20made.png)

Meph: any chance you could put an arrow on the pump, hopefully before construction?
Title: Re: ☼Meph Tileset☼ V2.7 - 32x - 44.09 - Updated 2nd May
Post by: db48x on May 04, 2018, 10:32:26 am
Oh, and thank you for doing items encased in ice! Although I don't have any dwarves left in the ice on my map (I had to dig through that spot), it's a really cool feature.

There is, of course, another level of awesome to reach for: ice floors could show any encased items in the ice wall below them.
Title: Re: ☼Meph Tileset☼ V2.7 - 32x - 44.09 - Updated 2nd May
Post by: Meph on May 04, 2018, 10:41:02 am
db48x: The pump only consists of 2 tiles using the same one sprite... so no. But you can see the direction in two ways:

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

Bright green = Passable, Dark green = Impassable tile. And in the menu to the right; just like in vanilla DF.

Quote
ice floors could show any encased items in the ice wall below them.
Not possible.

waterphage13: GlaDos literally runs on a potato, so I don't know what you are talking about. :P

Japa: You did it. You are responsible for the addition of thousands of variations to any tileset for DF. Because I can't be the only one who will pounce on this...

Bronze, Iron, Steel, Gold and Adamantine breastplates:
(https://i.imgur.com/RqjRDBf.png)
Title: Re: ☼Meph Tileset☼ V2.7 - 32x - 44.09 - Updated 2nd May
Post by: Vordak on May 04, 2018, 11:13:24 am
Pandora's box is open.
Title: Re: ☼Meph Tileset☼ V2.7 - 32x - 44.09 - Updated 2nd May
Post by: db48x on May 04, 2018, 11:30:13 am
db48x: The pump only consists of 2 tiles using the same one sprite... so no. But you can see the direction in two ways:

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

Bright green = Passable, Dark green = Impassable tile. And in the menu to the right; just like in vanilla DF.

Quote
ice floors could show any encased items in the ice wall below them.
Not possible.

In principle I'm perfectly aware that it says exactly what direction it pumps from right there on the screen. In practice, there is Murphy's law.

Don't be so sure that it's impossible, however. I'm perfectly aware that TWBT only lets you change the tile based on certain factors, but TWBT's feature set is not carved in stone. I'm sure the list of qualifiers could be extended.
Title: Re: ☼Meph Tileset☼ V2.7 - 32x - 44.09 - Updated 2nd May
Post by: Meph on May 04, 2018, 11:33:20 am
A mock-up using Avenis (https://anevis.deviantart.com/) armor sprites:
Bronze/Iron/Steel/Gold/Adamantine Breastplate/Helm/Greaves/Gauntlets/High-Boots/Shields
(https://i.imgur.com/NKH1Y70.png)
Title: Re: ☼Meph Tileset☼ V2.7 - 32x - 44.09 - Updated 2nd May
Post by: Vordak on May 04, 2018, 12:20:55 pm
I can generally take on drawing of the statues, but they will all be in the dwarfish style, like in _MDF_decorations.png.
Title: Re: ☼Meph Tileset☼ V2.7 - 32x - 44.09 - Updated 2nd May
Post by: Meph on May 04, 2018, 01:01:35 pm
I haven't quite decided what I want to do exactly. The options are a bit overwhelming. I've mostly been looking at designs of other games, how they handled that. For example Starbound:
(https://i.imgur.com/o8eLaDi.png)

I might ask around on the minecraft forums, see if some of their sets are open-source. That could cover at least part of the items.
Title: Re: ☼Meph Tileset☼ V2.7 - 32x - 44.09 - Updated 2nd May
Post by: Vordak on May 04, 2018, 01:36:00 pm
(https://i.imgur.com/o8eLaDi.png)
These chairs\thrones do not fit stylistically.
In connection with the mini revolution created by Japa, I have only one wish - all new variations of objects should preserve the dwarven style, without the overly elaborate details. As it seems to me it is necessary to aspire to a certain unification - as if everything was drawn by the hand of one artist.
Title: Re: ☼Meph Tileset☼ V2.7 - 32x - 44.09 - Updated 2nd May
Post by: Meph on May 04, 2018, 01:45:30 pm
Do you mean that these chairs don't fit into DF; or that they don't fit to each other?

I wasn't going to use them, just posted them as an example.
Title: Re: ☼Meph Tileset☼ V2.7 - 32x - 44.09 - Updated 2nd May
Post by: Vordak on May 04, 2018, 01:53:12 pm
Do you mean that these chairs don't fit into DF; or that they don't fit to each other?

I wasn't going to use them, just posted them as an example.
Don't fit into DF.
For each other they correlate well with each other - if you redraw under the current chairs, then the walls of the chairs must probably be removed.
I think you understand everything yourself.
(https://i.imgur.com/Em2n60K.png)
Title: Re: ☼Meph Tileset☼ V2.7 - 32x - 44.09 - Updated 2nd May - NEW POLL, PLEASE VOTE!
Post by: Meph on May 04, 2018, 02:33:10 pm
(https://i.imgur.com/X2D8eh8.png)

What about both? :D But yeah, I get what you mean.

Overall I'd like the "normal dwarf look" for most items, but a golden throne or a adamantine battle axe should have a bit of... grandeur.
Title: Re: ☼Meph Tileset☼ V2.7 - 32x - 44.09 - Updated 2nd May - NEW POLL, PLEASE VOTE!
Post by: Vordak on May 04, 2018, 02:44:01 pm
(https://i.imgur.com/X2D8eh8.png)

What about both? :D But yeah, I get what you mean.
Chairs with a back look good only when over the table.
(https://i.imgur.com/TXExwkq.png)
Title: Re: ☼Meph Tileset☼ V2.7 - 32x - 44.09 - Updated 2nd May - NEW POLL, PLEASE VOTE!
Post by: Meph on May 04, 2018, 02:45:51 pm
Cursed non-aligned DF tiles. Now we need to teach TWBT to give items a NESW-orientation. ;)

Bar stools it is... :/
Title: Re: ☼Meph Tileset☼ V2.7 - 32x - 44.09 - Updated 2nd May - NEW POLL, PLEASE VOTE!
Post by: Meph on May 04, 2018, 03:10:21 pm
(https://i.imgur.com/FnqywaX.png)

Bone, Stone.
Metal, Wood.
Title: Re: ☼Meph Tileset☼ V2.7 - 32x - 44.09 - Updated 2nd May - NEW POLL, PLEASE VOTE!
Post by: jecowa on May 04, 2018, 03:20:19 pm
I would rank them:

 1. Walls
 2. Furniture
 3. Resources
 4. Misc
 5. Weapons/Armor/Tools

I don't think everything needs to be super differentiated. Just being able to see the difference between broad types like metal, leather, stone, and wood would be plenty, imo.

For armor, being able to see the difference between a bronze piece and a leather piece would be kind of nice. Just having different colors is plenty for identifying them most of the time, and I don't think they're really used for decoration. I kind of think that weapons and armor are the least-commonly seen tiles out of the options.

I'm not really sure what the current resources look like, but it might be cool to have different tiles based on if something is a gem, metal, coal, or flux, or whatever. Maybe there could be different-sized gen tiles based on the value of the gem.

I think furnature could be a good one to have more options for since it is used decoratively and they are used all over the fortress. That bone furniture looks nice. 

I really like your idea for having a special tile for wood walls. I'm guessing you'll keep natural smooth walls so that walls of different stones will blend with each other, so this will mostly be for constructed walls. I'm not really understanding why a gold walls would need to be different from an iron wall, and i kind of doubt that metals would be used for walls enough to make two different metal sets of walls worth it, but i'm still interested in it.
Title: Re: ☼Meph Tileset☼ V2.7 - 32x - 44.09 - Updated 2nd May - NEW POLL, PLEASE VOTE!
Post by: Vordak on May 04, 2018, 03:33:41 pm
Wooden chair and table
(https://i.imgur.com/pdWD8rT.png)
Title: Re: ☼Meph Tileset☼ V2.7 - 32x - 44.09 - Updated 2nd May - NEW POLL, PLEASE VOTE!
Post by: Meph on May 04, 2018, 03:39:10 pm
(https://i.imgur.com/buw97s6.png)

Gold, Flux.
Bone, Stone.
Metal, Wood.

I'm mostly interested in giving players move visuals to design their fort with. Of course seeing the colors already helps to distinguish between gold and granite tables, but it would be nice to show craftier dwarfen artwork properly. And if I add support to make evil stuff like bone furniture or flesh walls, people can go all sims on their forts. ^^ So, furniture and walls are my top picks.


Quote
I don't think everything needs to be super differentiated. Just being able to see the difference between broad types like metal, leather, stone, and wood would be plenty, imo.
Same here.

For armor, being able to see the difference between a bronze piece and a leather piece would be kind of nice. Just having different colors is plenty for identifying them most of the time, and I don't think they're really used for decoration. I kind of think that weapons and armor are the least-commonly seen tiles out of the options.
True, I sometimes forget that those are mostly stored in chests, cabinets or on bodies. Creatures would need to show their worn items for this to make sense.

I'm not really sure what the current resources look like, but it might be cool to have different tiles based on if something is a gem, metal, coal, or flux, or whatever. Maybe there could be different-sized gen tiles based on the value of the gem.
That's my plan. Stone, Metal, Gem, Wood, Bone. Maybe Flux, and maybe something for Gold and Adamantine. Glass is super tough to paint. I could make differently sized gem based on value, yes. Thta would require a lot of override code lines though, about 130 for each item.

I think furnature could be a good one to have more options for since it is used decoratively and they are used all over the fortress. That bone furniture looks nice. 
Again, agreed. :)

I really like your idea for having a special tile for wood walls. I'm guessing you'll keep natural smooth walls so that walls of different stones will blend with each other, so this will mostly be for constructed walls. I'm not really understanding why a gold walls would need to be different from an iron wall, and i kind of doubt that metals would be used for walls enough to make two different metal sets of walls worth it, but i'm still interested in it.
Mostly just for people that want to show off. Nobles, monarchs, etc sometimes get golden rooms, I thought that if players put in the extra effort, they should be rewarded with a cool look.
Title: Re: ☼Meph Tileset☼ V2.7 - 32x - 44.09 - Updated 2nd May - NEW POLL, PLEASE VOTE!
Post by: Vordak on May 04, 2018, 03:44:55 pm
(https://i.imgur.com/buw97s6.png)
For a metal, it would be good to halve the brightness of the diagonal light strip.
Wood - you have a chair made of parquet)
Title: Re: ☼Meph Tileset☼ V2.7 - 32x - 44.09 - Updated 2nd May - NEW POLL, PLEASE VOTE!
Post by: Meph on May 04, 2018, 04:03:34 pm
(https://i.imgur.com/cot504T.png)

How about wooden furniture made of tree-trunks? ^^
Title: Re: ☼Meph Tileset☼ V2.7 - 32x - 44.09 - Updated 2nd May - NEW POLL, PLEASE VOTE!
Post by: Vordak on May 04, 2018, 04:13:56 pm
Wood - This is a good decision. Maybe even add a faint horizontal dark lines for rim.
Metal - diagonal light strip - too noticeable, distracting from everything else. Maybe draw black line,that denote the bottom of the table in the area  table-legs.
Flux - (https://i.imgur.com/B1RWspN.png)
Title: Re: ☼Meph Tileset☼ V2.7 - 32x - 44.09 - Updated 2nd May - NEW POLL, PLEASE VOTE!
Post by: Meph on May 04, 2018, 04:21:49 pm
Lets add some gem furniture and cavern/fungi wood.

(https://i.imgur.com/YkfbKY0.png)

I hope it's not too painstakingly obvious that I'm having a ton of fun and should really be doing other things right now. ^^
Title: Re: ☼Meph Tileset☼ V2.7 - 32x - 44.09 - Updated 2nd May - NEW POLL, PLEASE VOTE!
Post by: Vordak on May 04, 2018, 04:26:05 pm
can make a table and chair for mushroom material on one support, like as if they really are mushrooms ?
Title: Re: ☼Meph Tileset☼ V2.7 - 32x - 44.09 - Updated 2nd May - NEW POLL, PLEASE VOTE!
Post by: Meph on May 04, 2018, 04:39:26 pm
Sure.

(https://i.imgur.com/MrxQVE4.png)
Title: Re: ☼Meph Tileset☼ V2.7 - 32x - 44.09 - Updated 2nd May - NEW POLL, PLEASE VOTE!
Post by: Hylum on May 04, 2018, 05:34:22 pm
Adamantine set??
Title: Re: ☼Meph Tileset☼ V2.7 - 32x - 44.09 - Updated 2nd May - NEW POLL, PLEASE VOTE!
Post by: Meph on May 04, 2018, 05:48:07 pm
Adamantine set??
Maybe something like this?

(https://i.imgur.com/7M1esta.png)

Glass and Adamantine.

Edit: My current idea:

(https://i.imgur.com/EZ9QZnJ.png)

That should cover most of the furniture, or the most seen items in a fortress. Armorstrand, Weaponrack, Chair, Cabinet, Chest, Slab, Bed, Statue, Table, Coffin, Cage, Barrel, Bin, Blocks, Hatch Cover, Door.

Materials are: Stone, Wood, Cavern-Wood/Fungus, Gem, Bone, Flux, Glass, Soft Metals (Non-weapon grade, like Silver, Gold, Aluminum), Hard Metals (Weapon grade, Iron, Bronze, Steel), Adamantine.

Mh, clay / earthenware should probably get it's own; kaolinite / porcelain too (?)
Title: Re: ☼Meph Tileset☼ V2.7 - 32x - 44.09 - Updated 2nd May - NEW POLL, PLEASE VOTE!
Post by: Mrok Girl on May 04, 2018, 07:21:54 pm
Adamantine set??
Maybe something like this?

(https://i.imgur.com/7M1esta.png)

Glass and Adamantine.

Edit: My current idea:

(https://i.imgur.com/EZ9QZnJ.png)

That should cover most of the furniture, or the most seen items in a fortress. Armorstrand, Weaponrack, Chair, Cabinet, Chest, Slab, Bed, Statue, Table, Coffin, Cage, Barrel, Bin, Blocks, Hatch Cover, Door.

Materials are: Stone, Wood, Cavern-Wood/Fungus, Gem, Bone, Flux, Glass, Soft Metals (Non-weapon grade, like Silver, Gold, Aluminum), Hard Metals (Weapon grade, Iron, Bronze, Steel), Adamantine.

Mh, clay / earthenware should probably get it's own; kaolinite / porcelain too (?)

Oh wow! I absolutely love it! So many possibilities *_*

Can the golden and adamantine set have a metal sheen to it too? Can the glass set be see-through, as in the back legs of the table/chair showing through the top a little bit?
Title: Re: ☼Meph Tileset☼ V2.7 - 32x - 44.09 - Updated 2nd May - NEW POLL, PLEASE VOTE!
Post by: db48x on May 04, 2018, 10:15:55 pm
That furniture is looking pretty great. Personally I like parquet, inlays, and mosaics on wooden furniture, but the tree-stumps have a nice feel to them. It's as if the dwarves are saving their time for the stone and metal furniture.
Title: Re: ☼Meph Tileset☼ V2.7 - 32x - 44.09 - Updated 2nd May - NEW POLL, PLEASE VOTE!
Post by: Meph on May 05, 2018, 02:58:20 am
Good news: It really, really works.

Bad news: Walls don't support transparency, so I can't make thin, flimsy walls, they always have to be 32x32, or they get black border.

Clay walls, fortifications and stairs:
(https://i.imgur.com/ltgwPn8.png)

2x zoom:
(https://i.imgur.com/EGr6iL2.png)

The black borders you see are a result of me trying thinner walls that should show the background. Not intended, but I kinda like it in this example.
Title: Re: ☼Meph Tileset☼ V2.7 - 32x - 44.09 - Updated 2nd May - NEW POLL, PLEASE VOTE!
Post by: Nefarian on May 05, 2018, 06:33:51 am
Material based furniture is probably my n1 awaited feature for Dwarf Fortress, and now it's real!

Can't wait to see the constructions now, especially a giant Adamantine bridge. The thing has to feel like "You're not getting past me" XD
Title: Re: ☼Meph Tileset☼ V2.7 - 32x - 44.09 - Updated 2nd May - NEW POLL, PLEASE VOTE!
Post by: Meph on May 05, 2018, 06:55:46 am
Sorry, but I probably won't do floors and bridges. Anything that people walk on has a display bug, if a creature or object with transparency is on top of it.

Mh, I guess floors would be alright, since they default to the normal floor tile.

And damn it, I just realize that I already do that for bridges. :/ I think if a dwarf walks above it, it looks like the biome ground tiles.
Title: Re: ☼Meph Tileset☼ V2.7 - 32x - 44.09 - Updated 2nd May - NEW POLL, PLEASE VOTE!
Post by: Vordak on May 05, 2018, 07:57:08 am
Theoretically, if all the constructions and furniture were made only of blocks i.e rough stone would not be allowed to build, then it would be possible to make for each civilization its own types of blocks. This would lead to a notable difference in architectural cultures.
 rough stone -> block(goblin) -> unique goblin walls & furniture
Title: Re: ☼Meph Tileset☼ V2.7 - 32x - 44.09 - Updated 2nd May - NEW POLL, PLEASE VOTE!
Post by: Rose on May 05, 2018, 08:01:02 am
If walls were to show a background, what background would it show? There's nothing behind it.
Title: Re: ☼Meph Tileset☼ V2.7 - 32x - 44.09 - Updated 2nd May - NEW POLL, PLEASE VOTE!
Post by: jecowa on May 05, 2018, 08:32:54 am
I think he was hoping TWBT multilayer transparency would work with them, so it would show the grass underneath.
Title: Re: ☼Meph Tileset☼ V2.7 - 32x - 44.09 - Updated 2nd May - NEW POLL, PLEASE VOTE!
Post by: Rose on May 05, 2018, 08:35:07 am
But there is no grass underneath. Just more wall.
Title: Re: ☼Meph Tileset☼ V2.7 - 32x - 44.09 - Updated 2nd May - NEW POLL, PLEASE VOTE!
Post by: Meph on May 05, 2018, 09:24:56 am
But there is no grass underneath. Just more wall.
On ground level the wall would show the floor, for example grass or pebbles. On multiple stories, it would show a constructed floor tile as background.

I think he was hoping TWBT multilayer transparency would work with them, so it would show the grass underneath.
Correct.

Theoretically, if all the constructions and furniture were made only of blocks i.e rough stone would not be allowed to build, then it would be possible to make for each civilization its own types of blocks. This would lead to a notable difference in architectural cultures.
 rough stone -> block(goblin) -> unique goblin walls & furniture
Correct, but only for playable races, since constructions made in worldgen by civs ignore custom reactions.
Title: Re: ☼Meph Tileset☼ V2.7 - 32x - 44.09 - Updated 2nd May
Post by: Pvt. Pirate on May 05, 2018, 02:49:49 pm
What computer can run this work? I understand that all you have GLaDOS, but what can do ordinary players?
it is still singlecore and even i can run it on this old machine.
Title: Re: ☼Meph Tileset☼ V2.7 - 32x - 44.09 - Updated 2nd May - NEW POLL, PLEASE VOTE!
Post by: Meph on May 05, 2018, 02:51:22 pm
(https://i.imgur.com/AV1S24Z.png)

I tried a diagonal design for the bone walls... took WAY too long to make, but I think it's nice for interior design, makes rooms spacier.

The top-down metal walls I'm not happy with. Everything else is fake 2.5D with an angle, the metal walls look flat and more like floor tiles without a side-wall.

Edit: Ok, I think I have a good list together:
Stone
Flux
Metal (weapon-grade)
Metal (non-weapon-grade)
Glass
Bone
Wood
Cavern/Fungi Wood
Gem
Obsidian
Adamantine
Clay/Fireclay/Earthenware/Stoneware
Kaolinite/Porcelain
Ice
Marble
Title: Re: ☼Meph Tileset☼ V2.7 - 32x - 44.09 - Updated 2nd May - NEW POLL, PLEASE VOTE!
Post by: Vordak on May 05, 2018, 03:35:33 pm
For metal walls, you probably need to do as if it were a cast monolith i.e. deny the rims and play on differences in brightness on planes of walls.
(https://i.imgur.com/py2NluH.png)
p.S turns out disgustingly)
p.s.2.  (https://i.imgur.com/R6Z4SrD.png)  - some door
Title: Re: ☼Meph Tileset☼ V2.7 - 32x - 44.09 - Updated 2nd May - NEW POLL, PLEASE VOTE!
Post by: Meph on May 05, 2018, 04:31:02 pm
I haven't looked at it yet, I was busy sorting everything and making a plan.

Constructions:
(https://i.imgur.com/zXlKmEn.png)

Furniture:
(https://i.imgur.com/TW9L4qd.png)
Title: Re: ☼Meph Tileset☼ V2.7 - 32x - 44.09 - Updated 2nd May - NEW POLL, PLEASE VOTE!
Post by: Darkond2100 on May 05, 2018, 04:46:38 pm
Kaolinite should have a white/cobalt design. Clay/Earthen/Stoneware should be rough grey texture/burgundy design just like stone designs but with softer edges. Marble should be marbled. Obsidian black/white like bone inverted, but without the skulls.
Title: Re: ☼Meph Tileset☼ V2.7 - 32x - 44.09 - Updated 2nd May - NEW POLL, PLEASE VOTE!
Post by: Meph on May 05, 2018, 04:51:33 pm
Kaolinite should have a white/cobalt design. Clay/Earthen/Stoneware should be rough grey texture/burgundy design just like stone designs but with softer edges. Marble should be marbled. Obsidian black/white like bone inverted, but without the skulls.
We have very different ideas ^^
Title: Re: ☼Meph Tileset☼ V2.7 - 32x - 44.09 - Updated 2nd May - NEW POLL, PLEASE VOTE!
Post by: Nefarian on May 05, 2018, 06:05:40 pm
I think built Obsidian should have a menacing or evil feel to it. Maybe a bit mystical too.

I mean...It's the most used material for all evil stupid dwarf tricks, or eternal imprisonment of vampires, disposal of nobles and you need it to build your own personal Barad-Dûr.

Similiar to Daedric furniture from ESO/Elder Scroll universe.



Title: Re: ☼Meph Tileset☼ V2.7 - 32x - 44.09 - Updated 2nd May - NEW POLL, PLEASE VOTE!
Post by: Hylum on May 05, 2018, 07:01:31 pm
Adamantine set??
Maybe something like this?

Glass and Adamantine.

Edit: My current idea:

(https://i.imgur.com/EZ9QZnJ.png)

That should cover most of the furniture, or the most seen items in a fortress. Armorstrand, Weaponrack, Chair, Cabinet, Chest, Slab, Bed, Statue, Table, Coffin, Cage, Barrel, Bin, Blocks, Hatch Cover, Door.

Materials are: Stone, Wood, Cavern-Wood/Fungus, Gem, Bone, Flux, Glass, Soft Metals (Non-weapon grade, like Silver, Gold, Aluminum), Hard Metals (Weapon grade, Iron, Bronze, Steel), Adamantine.

Mh, clay / earthenware should probably get it's own; kaolinite / porcelain too (?)

Oh wow! I absolutely love it! So many possibilities *_*

Can the golden and adamantine set have a metal sheen to it too? Can the glass set be see-through, as in the back legs of the table/chair showing through the top a little bit?

Yes! Looks awesome Meph! I like how the Adamantine and Obsidian are more elaborate and fancier, that's what I was thinking as well.
Title: Re: ☼Meph Tileset☼ V2.7 - 32x - 44.09 - Updated 2nd May - NEW POLL, PLEASE VOTE!
Post by: funkydwarf on May 06, 2018, 03:03:19 am
Holy dwarf farts!     

I like the skulls in the bone wall, I like it all! I took the poll, screw the poll! Do what you want , follow your muse. Great job Meph, Awesome tweak Japa, it adds a great deal to the feature set of TWBT ,This is like a strange-mood spiral...

Thanks for your work guys, you really add alot to the experience for me, and a ton of people like me, I am sure.  And this is probably enough , once fully realized, for me to get a few of my hard headed friends into forting finally.
Title: Re: ☼Meph Tileset☼ V2.7 - 32x - 44.09 - Updated 2nd May - NEW POLL, PLEASE VOTE!
Post by: Meph on May 06, 2018, 11:19:13 am
(https://i.imgur.com/xdPdUyW.png)

<<< ☼Download☼ - Meph Pack incl. Tileset V2.8 for DF 44.09 - WINDOWS >>> (http://dffd.bay12games.com/file.php?id=13407)
Comes pre-installed with df, dfhack, twbt, a custom LNP, 12+ utilities like Therapist, Soundsense and more.

THE WOOD UPDATE!

Wooden exterior / constructions:
(https://i.imgur.com/bxoO4Rl.png)

Wooden interior / furniture:
(https://i.imgur.com/Coj9SEu.png)

Wooden walls, floors, stairs, fortifications; as well as chairs, tables, beds, weaponracks, armorstands, cabinets, chests, hatch covers, doors, slabs, statues, coffins, cages, bins and barrels have their own, unique sprite. (Yes, I know that slabs/statues can't be made of wood, and that beds were only wooden too... but both of those will change in the future)

Please test everything and build some fancy wooden indoor designs. :)

This is the first material-related update of many to come. It's also not a final design, but a first test.

Credits:
 - Japa for the extra TWBT code extension that allows material selection.
 - Vordak for the hearty discussion and design suggestions.
 - Hyptosis of lorestrome.com (http://www.lorestrome.com/pixel_archive/main.htm) for the wooden wall sprite basis, altered to fit DF by me.
Title: Re: ☼Meph Tileset☼ V2.8 - 32x - 44.09 - Updated 6th May - Wood update
Post by: Pvt. Pirate on May 06, 2018, 11:28:32 am
looks awesome.
from a carpenters point of view, you might chose to make the top of the coffin with length planks instead of how they are now.
otherwise its "omfg a new package :D"

a callout to all linux coders: please can someone make mephs Launcher linux-compatible?
using the linux LNP i could not launch the game without using the LNP-Launcher, which always resets a lot of mephs RAW-changes and my manual DFsettings.
Title: Re: ☼Meph Tileset☼ V2.8 - 32x - 44.09 - Updated 6th May - Wood update
Post by: jecowa on May 06, 2018, 12:57:49 pm
I love the additional labels in the comments on the ammo, armor, and tools in the overrides.txt in version 2.8. You've got the most-complete TWBT overrides file. It makes a nice reference for overrides codes.
Title: Re: ☼Meph Tileset☼ V2.8 - 32x - 44.09 - Updated 6th May - Wood update
Post by: Meph on May 06, 2018, 01:38:10 pm
I love the additional labels in the comments on the ammo, armor, and tools in the overrides.txt in version 2.8. You've got the most-complete TWBT overrides file. It makes a nice reference for overrides codes.
They were mostly for myself. ^^ But I could comment all of them, or at least the non-obvious ones.

My try at clay/earthenware: (left side sharpened, right side blurred)
Spoiler (click to show/hide)

I completely forgot that vanilla DF doesn't allow earthernware furniture, except for statues. ... So, that was a short list to make. ^^
Title: Re: ☼Meph Tileset☼ V2.8 - 32x - 44.09 - Updated 6th May - Wood update
Post by: Rose on May 06, 2018, 02:57:45 pm
nah man, earthenware walls should be bricks.
Title: Re: ☼Meph Tileset☼ V2.8 - 32x - 44.09 - Updated 6th May - Wood update
Post by: Meph on May 06, 2018, 03:22:27 pm
Yeah, you are right.. but clay was the only thing that fit the cheap-improvised-dirt-palisade I was going for.

But I can split it up into clays and earthen/stoneware.

I'm also a sucker for these old Warcraft II sprites. I love their walls...
Title: Re: ☼Meph Tileset☼ V2.8 - 32x - 44.09 - Updated 6th May - Wood update
Post by: Hommit on May 06, 2018, 03:31:10 pm
imo blurred stairs looks meh. walls... mayyybe...
what about sharpened with brown lines?
Title: Re: ☼Meph Tileset☼ V2.8 - 32x - 44.09 - Updated 6th May - Wood update
Post by: RadGH on May 06, 2018, 04:31:52 pm
Hey Meph, unrelated to the new material update. I never understood the engraved floors in the pack. It's just random pixels that look like they were painted on using the paint can tool in MS Paint. I do get that they might be trying to be some sort of symbols or something but eh.

Hiding engravings doesn't seem to work in my DF either. So I changed it to just a variation of the regular stone tile.

Before:
Spoiler (click to show/hide)

After:
Spoiler (click to show/hide)

Still not a huge fan of my own solution since it looks more just like a kitchen floor pattern. Could use some (very subtle) engravings. But if you're interested here's the tile:

(https://s3-us-west-2.amazonaws.com/elasticbeanstalk-us-west-2-868470985522/ShareX/2018/05/raw-engraved-floor-tile-praise-the-miners.png)
Title: Re: ☼Meph Tileset☼ V2.8 - 32x - 44.09 - Updated 6th May - Wood update
Post by: Meph on May 06, 2018, 04:41:14 pm
I like it. :)

The engravings are actually obsidian souls engravings, from his 16x set. The entire idea of this tileset is to finish a set in the style that he started with, but abandoned. I thought the artwork was too good to not be used.

Anyway, your engravings don't look much like engravings, but they do look much cleaner. Less noisy.
Title: Re: ☼Meph Tileset☼ V2.8 - 32x - 44.09 - Updated 6th May - Wood update
Post by: Pvt. Pirate on May 06, 2018, 05:07:46 pm
well, earthenware walls would look inlore when being made of bricks as i've never seen a ingame menu sugesting making them from anything else as vlockls bricks or logs.
otherwise yout design looks awesome from the historical point of view: walls were made from willow twigs plaited into walls and then clay was pressed inbetween the mesh.
so this actually calls for a wall made from wood an clay.meaning like 1 wood 1 clay per 2 tiles.
Title: Re: ☼Meph Tileset☼ V2.8 - 32x - 44.09 - Updated 6th May - Wood update
Post by: Meph on May 06, 2018, 05:44:49 pm
I often make a clay-gathering point for free boulders that can be used for constructions. ;) Clay-only walls, no wood, no earthenware.

Edit: Also: Mushroom walls are a lot more work than I expected. Vordak, any ideas? ^^
Title: Re: ☼Meph Tileset☼ V2.8 - 32x - 44.09 - Updated 6th May - Wood update
Post by: RadGH on May 06, 2018, 05:59:13 pm
I played around with some more floor tiles after realizing that engraved floors had a white background (below transparency) and smooth tiles used black. With the right combination you can have engraved tiles stand out while having smooth tiles be quite uniform.

And hey Meph, is there a way to separate smooth tiles from engraved tiles? That would be SO much better!

Here's some new floors:

Spoiler (click to show/hide)

Only provided the meph_32x32.png for the last example the rest you need to swap in with photoshop.
Title: Re: ☼Meph Tileset☼ V2.8 - 32x - 44.09 - Updated 6th May - Wood update
Post by: Lutteq on May 06, 2018, 07:34:02 pm
Hi guys,

Is the mod updated to 44.10?

Thank you!
Title: Re: ☼Meph Tileset☼ V2.8 - 32x - 44.09 - Updated 6th May - Wood update
Post by: jecowa on May 06, 2018, 08:45:04 pm
It's still bundled with Dwarf Fortress v0.44.09. This pack requires DFHack and TWBT, which haven't been updated for 0.44.10 yet. The raw objects changes between 0.44.09 and 0.44.10 were pretty cosmetic, so 0.44.09 graphics packs should work fine with Dwarf Fortress v0.44.10, but it's not going to work so well unless you've got an updated version of DFHack and TWBT to go with it.
Title: Re: ☼Meph Tileset☼ V2.8 - 32x - 44.09 - Updated 6th May - Wood update
Post by: Meph on May 07, 2018, 03:45:08 am
The floors look cool :) The only critique I'd have is that they purely change color (like floors in ASCII), and not show actual engravings, like little icons or letters. I mean, we have 1024 pixels per sprite... should be possible to somehow get engravings in there. ^^

Gem floor:
(https://i.imgur.com/aYad2yC.png)
Title: Re: ☼Meph Tileset☼ V2.8 - 32x - 44.09 - Updated 6th May - Wood update
Post by: Meph on May 07, 2018, 08:22:10 am
(https://i.imgur.com/xdPdUyW.png)

<<< ☼Download☼ - Meph Pack incl. Tileset V2.9 for DF 44.09 - WINDOWS >>> (http://dffd.bay12games.com/file.php?id=13407)
Comes pre-installed with df, dfhack, twbt, a custom LNP, 12+ utilities like Therapist, Soundsense and more.

Flux & Clay Update!

Now all furniture and constructions build from calcite, dolomite, limestone, chalk and marble have their own style; the same counts for clay, fire-clay, silty clay, sandy clay and clay-loam constructions. Together with stone and wood sets that gives you 4 unique styles:

(https://i.imgur.com/ySYtR3O.png)

 - Layer Rock => Your normal, smoothed fortress.
 - Flux Stone => A more expensive, lovingly carved rock design with barbicans for your outer defences.
 - Wood => Rather have your dwarves live in cozy wooden huts on the surface?
 - Soil => Or quickly pile up a dirt wall to hide behind?

Spoiler: ingame screenshot (click to show/hide)

Vordak (Please check out his extensive add-on tileset (http://www.bay12forums.com/smf/index.php?topic=165118.0)) went all-in and made military professions and sprites for all Fortress Defence races. These are optional races that you can fight with (enable in the launcher before world-gen) now have their own 32x sprites... all in all 321 new creature sprites. Thank you for your continued support!


Credits: The flux walls, just like to upcoming obsidian walls, are from Blizzards Warcraft Il. All rights reserved. I hope they don't mind me using these 23 year old sprites, since I do love Warcraft Il and its style.
Title: Re: ☼Meph Tileset☼ V2.9 - 32x - 44.09 - Updated 7th May - Wood update
Post by: Rose on May 07, 2018, 12:15:59 pm
Hm... not fond of the stair icons for stone flux and wood. While the arrows do tell you which is which, the up and down stairs otherwise look too similar.

The earth stairs look quite a bit better.
Title: Re: ☼Meph Tileset☼ V2.9 - 32x - 44.09 - Updated 7th May - Wood update
Post by: Meph on May 07, 2018, 12:41:33 pm
Hm... not fond of the stair icons for stone flux and wood. While the arrows do tell you which is which, the up and down stairs otherwise look too similar.
I can change the shading on one of them. I tried that, but didn't quite like how it looked.

Or spiral staircases:(https://i.imgur.com/XIlvQ1p.png)
Title: Re: ☼Meph Tileset☼ V2.9 - 32x - 44.09 - Updated 7th May - Wood update
Post by: Rose on May 07, 2018, 12:43:02 pm
Spiral and diagonal both look good.

Another idea would be to make a ladder type deal, the way it is in Armok Vision.
Title: Re: ☼Meph Tileset☼ V2.9 - 32x - 44.09 - Updated 7th May - Wood update
Post by: Meph on May 07, 2018, 12:57:13 pm
Better?

(https://i.imgur.com/sph7Sxx.png)

I want to do ladders eventually. But stair-functionality (knowing which is up, down and up/down) is kinda important to the player, so I don't want to go too crazy on them. They have to be recognizable easily.
Title: Re: ☼Meph Tileset☼ V2.9 - 32x - 44.09 - Updated 7th May - Wood update
Post by: Vordak on May 07, 2018, 01:24:33 pm
(https://i.imgur.com/RDxeJbD.png)
Title: Re: ☼Meph Tileset☼ V2.9 - 32x - 44.09 - Updated 7th May - Wood update
Post by: Meph on May 07, 2018, 02:26:50 pm
First test of weapon-grade metal:

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

Note that this one also has cages, barrels and bins. And since the screenshot was taken I fiddled a bit with the spiral staircase. Those things are tricky...
Title: Re: ☼Meph Tileset☼ V2.9 - 32x - 44.09 - Updated 7th May - Wood update
Post by: Vordak on May 07, 2018, 03:41:39 pm
I think it's useful.
(https://i.imgur.com/dYElKPt.png)
Title: Re: ☼Meph Tileset☼ V2.9 - 32x - 44.09 - Updated 7th May - Wood update
Post by: Pvt. Pirate on May 07, 2018, 03:58:34 pm
can you make the flux constructions optional? they aren't bad for themselves, but their geometry doesnt fit to the rest of the walls.
instead of walls with barbicans, i'd rather have TWBT use different Sprites for Fortifications, making it aware of adjacent tiles and drawing the correct fortification sprite.
Title: Re: ☼Meph Tileset☼ V2.9 - 32x - 44.09 - Updated 7th May - Wood update
Post by: Meph on May 07, 2018, 04:07:18 pm
can you make the flux constructions optional? they aren't bad for themselves, but their geometry doesnt fit to the rest of the walls.
instead of walls with barbicans, i'd rather have TWBT use different Sprites for Fortifications, making it aware of adjacent tiles and drawing the correct fortification sprite.
No, sorry. If you don't want flux walls, don't use flux to build them. I added two different designs for a reason, to give players options.

DF ignore adjacent tiles sadly, otherwise I'd be all up in tapestries, carpets and the like. Especially fortifications, because they only have 1 single tile, which has to fit omnidirectional. :/

I think it's useful.
(https://i.imgur.com/dYElKPt.png)
Very useful. The bottom left and center are gorgeous.
Title: Re: ☼Meph Tileset☼ V2.9 - 32x - 44.09 - Updated 7th May - Wood update
Post by: Vordak on May 07, 2018, 05:00:43 pm
(https://i.imgur.com/6jI30By.png)
Title: Re: ☼Meph Tileset☼ V2.9 - 32x - 44.09 - Updated 7th May - Wood update
Post by: Pvt. Pirate on May 07, 2018, 05:05:20 pm
No, sorry. If you don't want flux walls, don't use flux to build them. I added two different designs for a reason, to give players options.

DF ignore adjacent tiles sadly, otherwise I'd be all up in tapestries, carpets and the like. Especially fortifications, because they only have 1 single tile, which has to fit omnidirectional. :/
okay. i like how your work flourishes and blooms these days :) maybe i can throw in some rough drafts for designs too.
Title: Re: ☼Meph Tileset☼ V2.9 - 32x - 44.09 - Updated 7th May - Wood update
Post by: Meph on May 07, 2018, 05:13:12 pm
That would be great. :)

Sorry to disappoint on the fortifications, but some people like outdoor forts; those will appreciate the barbicans. It makes for a cool looking castle, without having to build several z-levels high and top it off with fortifications. I mean, the entire point of the latest updates is variety... I can't make all walls blend smoothly into each other. ;)
Title: Re: ☼Meph Tileset☼ V2.9 - 32x - 44.09 - Updated 7th May - Wood update
Post by: Nefarian on May 07, 2018, 05:47:00 pm
Weapon grade-metal looks incredibly good, but imo the doors look too different compared with the rest of the furniture and the walls. It's still great tho.
Title: Re: ☼Meph Tileset☼ V2.9 - 32x - 44.09 - Updated 7th May - Wood update
Post by: Meph on May 07, 2018, 05:55:45 pm
Nefarian: Look again.

Last bit for today: Obsidian.

It's the edgy evil design; was fun to make. It's a bit dark, but if you want more contrast just use a different floor tile for underneath.

The walls are again surface-type barbicans (since I only had 1 of those so far) and obsidian is most often made/used on volcano embarks, which have magma-access directly at the surface.

The chairs are supposed to look like a certain Iron Throne. It doesn't have the right orientation when put below a table (as Vordak pointed out), but I think it's excusable for one set.

I took the criticism on the stairs to heart and tried out two new designs: Spiral (for metal) and Ladder (for obsidian).

(https://i.imgur.com/fMXC0ws.png)

Credits:
 - Walls based on Warcraft II, just like the flux version; the coffin and statue are by Vordak, I just added spikes to fit the rest of the objects.

Thoughts?
Title: Re: ☼Meph Tileset☼ V2.9 - 32x - 44.09 - Updated 7th May - Wood update
Post by: Nefarian on May 07, 2018, 06:08:33 pm
The Obsidian looks perfect, loving the spikes everywhere and the curved swords, for some reason, are perfect for the dark-and-spiky theme.

The metal door now is perfect!

Can't wait to see all the rest, i already know it's going to be awesome. ^^


Title: Re: ☼Meph Tileset☼ V2.9 - 32x - 44.09 - Updated 7th May - Wood update
Post by: Hommit on May 08, 2018, 06:43:35 am
maybe make obsidian stairs bit lighter? they are barely visible imo
also spikes on up stairs should be reverted, like it hangs from the ceiling
Title: Re: ☼Meph Tileset☼ V2.9 - 32x - 44.09 - Updated 7th May - Wood update
Post by: Mrok Girl on May 08, 2018, 09:45:15 am
I love the Obsidian tileset, but dislike the stairs in the metal one. They just seem to be viewed at the wrong angle to everything else and it annoys me. Not that much of a problem though, I don't see myself constructing anything from weapons' grade metal (unless it's copper I guess).

Are you looking for ideas and/or finished tiles for stuff? If yes, how would one go about helping out with this gorgeous expansion?

Edit: I don't suppose this hack can be used to finally give us female dwarf sprites?
Title: Re: ☼Meph Tileset☼ V2.9 - 32x - 44.09 - Updated 7th May - Wood update
Post by: Meph on May 08, 2018, 10:16:53 am
lol, most of the feedback I get is about stairs... people love the stairs, people hate the stairs... OH, the spiral staircases look amazing, oh, the only thing I don't like are the metal staircases... :D

Anyway, no caste-specific creature sprites.

If you want to help, draw sprites. :) Or have a good look at the ones I made and tell me which ones have obvious mistakes.
Title: Re: ☼Meph Tileset☼ V2.9 - 32x - 44.09 - Updated 7th May - Wood update
Post by: Meph on May 08, 2018, 10:33:25 am
Somehow I'm not happy at all with the gold; aka non-weapon-grade metal set.

In silver it looks fine, but the yellow in DF is just so... non-shiny. I even added little white "bling" to the objects, and it still looks bad. :/

Spoiler: With shiny bling (click to show/hide)
Spoiler: Without bling (click to show/hide)

The furniture looks fine when build on dark background, but if everything is gold, it kinda loses the point.

PS: Armor and weapons on the racks are from Vordaks set. :)
Title: Re: ☼Meph Tileset☼ V2.9 - 32x - 44.09 - Updated 7th May - Wood update
Post by: Vordak on May 08, 2018, 10:36:41 am
Gold without bling is better, but need more contrast with furniture and walls, and walls and floor.
Furniture is too monotonous.

About obsidian:
On coffin, in my opinion, skeleton should be less bright - it should look like a hewn. Stair is very cool.

About metal:
Something is wrong with the perspective of the barrel cover.
Title: Re: ☼Meph Tileset☼ V2.9 - 32x - 44.09 - Updated 7th May - Wood update
Post by: Meph on May 08, 2018, 10:48:19 am
I already made the skeleton darker. :)

I agree on the gold without bling. Guess I have to make the walls/floor... darker(?) too.

When you say too monotonous, do you mean the carvings on box, table, chair and cabinet?
Title: Re: ☼Meph Tileset☼ V2.9 - 32x - 44.09 - Updated 7th May - Wood update
Post by: Vordak on May 08, 2018, 10:52:11 am
Few of gradations of gold color - need more - in furniture - coffin, slab and coffer.
The floor must be darker.
About furniture and walls - I do not know what should be darker.

About obsidian:
Throne is not contrast with their swords backs.
Title: Re: ☼Meph Tileset☼ V2.9 - 32x - 44.09 - Updated 7th May - Wood update
Post by: Rose on May 08, 2018, 11:00:56 am
Yeah, I think for gold, you can go with darker floors with sharp bright highlights.
Title: Re: ☼Meph Tileset☼ V2.9 - 32x - 44.09 - Updated 7th May - Wood update
Post by: Nefarian on May 08, 2018, 11:03:03 am
I don't like the bling, it takes the attention away from the furniture into the shiny bling. Maybe making them lucid/polished like the weapon grade metal would better give the message of "oooooh, shiny"

Besides that, yellow on yellow will always be ugly no matter what, it's just a terrible combination. Meanwhile, gold on a dark background complements and emphasizes the gold color, resulting in a much better image overall. Drawing them to fit with dark colors (instead of gold on gold) is much better imo
Title: Re: ☼Meph Tileset☼ V2.9 - 32x - 44.09 - Updated 7th May - Wood update
Post by: Meph on May 08, 2018, 11:05:54 am
(https://i.imgur.com/xdPdUyW.png)

<<< ☼Download☼ - Meph Pack incl. Tileset V2.91 for DF 44.09 - WINDOWS >>> (http://dffd.bay12games.com/file.php?id=13407)
Comes pre-installed with df, dfhack, twbt, a custom LNP, 12+ utilities like Therapist, Soundsense and more.

Obsidian and Metal update!

Two new sets with complete furniture sets, (cages, bins and barrels for the metal set too), walls, stairs and floors.

(https://i.imgur.com/fMXC0ws.png)
(I already made the skeleton in the obsidian coffin darker)

Just download, unpack, play. Old saves from 2.8 and 2.9 are save compatible, just copy your data/save/region folder over to the new set, and you'll get all the additions.

Credits:
 - Obsidian walls are from Warcraft II, Blizzard, all rights reserved.
 - Coffin and Statue are by Vordak, I simply added spikes and changed the color.
Title: Re: ☼Meph Tileset☼ V2.9 - 32x - 44.09 - Updated 8th May - Metal/Obsidian update
Post by: Vordak on May 08, 2018, 12:54:11 pm
(https://i.imgur.com/IVIPNX7.png)
Title: Re: ☼Meph Tileset☼ V2.9 - 32x - 44.09 - Updated 8th May - Metal/Obsidian update
Post by: Meph on May 08, 2018, 01:51:21 pm
With the amount of coffins and statues you throw out, we might be able to give normal rock several sprites for each. ;)
Title: Re: ☼Meph Tileset☼ V2.9 - 32x - 44.09 - Updated 8th May - Metal/Obsidian update
Post by: Vordak on May 08, 2018, 02:15:15 pm
Of the 7 coffins 2 are poor - on the first picture the top - I show them out simply as a template.
(https://i.imgur.com/dYElKPt.png)
(https://i.imgur.com/6jI30By.png)

Here are a couple of new:
(https://i.imgur.com/jR6xk2x.png)
Title: Re: ☼Meph Tileset☼ V2.9 - 32x - 44.09 - Updated 8th May - Metal/Obsidian update
Post by: gcook725 on May 08, 2018, 07:31:04 pm
For the gold furniture and walls/floors, why not animate a sparkle? Use a lighter color gold for it instead of pure white perhaps as well?

I figure its possible to animate tiles since it is done with the grass in Obsidian's Tileset, though I'm unsure how its done there.
Title: Re: ☼Meph Tileset☼ V2.9 - 32x - 44.09 - Updated 8th May - Metal/Obsidian update
Post by: Meph on May 08, 2018, 10:06:44 pm
Can't do animation on objects; grass only works because of alt-tiles, which only work for grass. Don't ask me why. ^^
Title: Re: ☼Meph Tileset☼ V2.9 - 32x - 44.09 - Updated 8th May - Metal/Obsidian update
Post by: Rose on May 08, 2018, 10:07:51 pm
Hm........

I wonder....
Title: Re: ☼Meph Tileset☼ V2.9 - 32x - 44.09 - Updated 8th May - Metal/Obsidian update
Post by: Meph on May 08, 2018, 10:21:41 pm
Hm........

I wonder....
Ok, thanks. Please let me load gifs. And alt-tiles for everything. And a lighting render. Some AA would be cool, and HDR/Bloom. While you are at it, could dwarves show the worn clothing items while running around? Oh, and make TWBT display a random tile from a selection, like OVERRIDE:33%:1, OVERRIDE:33%:2, OVERRIDE:33%:3 for the same item, that way we can use Vordaks statues/coffins randomly for stone; and obviously beard-shapings and super important, so an overlay for those would be great...

:P

(Honestly: Thanks again for the amazing TWBT update, people are loving it :) )
Title: Re: ☼Meph Tileset☼ V2.9 - 32x - 44.09 - Updated 8th May - Metal/Obsidian update
Post by: Rose on May 08, 2018, 10:30:51 pm
I seriously want to do creature overrides, but I don't actually know how to get them overridden in the first place, so I'd need mifki's help with that.

as for the random, that's doable.
Title: Re: ☼Meph Tileset☼ V2.9 - 32x - 44.09 - Updated 8th May - Metal/Obsidian update
Post by: fricy on May 08, 2018, 11:35:49 pm
Hm........

I wonder....
Since we are all wondering, and you're already in a strange mood:
How about overrides by item quality? :)
 So those poor coffins can be poor, and Vordak can draw some masterwork ones as well.

Amazing work everyone!
Title: Re: ☼Meph Tileset☼ V2.9 - 32x - 44.09 - Updated 8th May - Metal/Obsidian update
Post by: Pvt. Pirate on May 09, 2018, 03:47:29 am
Hm........

I wonder....
Since we are all wondering, and you're already in a strange mood:
How about overrides by item quality? :)
 So those poor coffins can be poor, and Vordak can draw some masterwork ones as well.

Amazing work everyone!
don't be pushy with the dorf in a strange mood, they might go mad (^_^)
Title: Re: ☼Meph Tileset☼ V2.9 - 32x - 44.09 - Updated 8th May - Metal/Obsidian update
Post by: fricy on May 09, 2018, 04:45:11 am
Hm........

I wonder....
Since we are all wondering, and you're already in a strange mood:
How about overrides by item quality? :)
 So those poor coffins can be poor, and Vordak can draw some masterwork ones as well.

Amazing work everyone!
don't be pushy with the dorf in a strange mood, they might go mad (^_^)
Oh boy, can I push it some more? Pretty please?   ::)
So here's something to think about: instead of random statues, how about parsing the statue description for keywords, and overriding with something appropriate?
So something like:
Code: [Select]
OVERRIDE:dwarf:striking a menacing pose:1
OVERRIDE:dwarf:cowering:1
OVERRIDE:dragon::1
OVERRIDE:cockroach::1
etc.
That extends the neccessary work by only about a million new sprites, so it's nothing Meph can't handle.  ;D
Title: Re: ☼Meph Tileset☼ V2.9 - 32x - 44.09 - Updated 8th May - Metal/Obsidian update
Post by: Vordak on May 09, 2018, 05:10:37 am
@fricy
The ideas are wonderful, but need something more simple at the moment.
I have long been tormented by the question - Whether it is possible to make for a combination of identical objects to use other sprites?
For example, from tables and stools standing in line to get a large table and a long bench - combination of sprites like a wall.
Also for example, from the stack 3x3 of stairs get an image of a large spiral staircase.

P.s. There would be a breakthrough if the ramp had an NESW-orientation(9 directions), but this must be asked Toady.
Title: Re: ☼Meph Tileset☼ V2.9 - 32x - 44.09 - Updated 8th May - Metal/Obsidian update
Post by: Meph on May 09, 2018, 07:57:34 am
That extends the neccessary work by only about a million new sprites, so it's nothing Meph can't handle.  ;D
The texture catalog might get too large. TWBT merges all sprites into one large file on startup. It's max size depends on the memory of your GPU. Once it gets larger than 4096x4096 pixels, a lot of people might get issues with this.

But seriously, there are so many things that a statue might be, it's not worth it to even start.

BUT! what would be way more useful: Coverings. Things that cover things.

 - Dwarf full of blood.
 - Water on dirt, aka mud.
 - Table encrusted with gems.
 - Armor decorated with menacing iron spikes.

Now that would be interesting, not only because it looks cooler, but because it gives the players more info.
Title: Re: ☼Meph Tileset☼ V2.9 - 32x - 44.09 - Updated 8th May - Metal/Obsidian update
Post by: Rose on May 09, 2018, 08:03:33 am
This is getting into territory where maybe sprites isn't the right thing to use.

Maybe something more... 3D?
Title: Re: ☼Meph Tileset☼ V2.9 - 32x - 44.09 - Updated 8th May - Metal/Obsidian update
Post by: Meph on May 09, 2018, 08:26:55 am
It's mostly utopia anyway :P

But: GOOD NEWS EVERYONE!

I talked to the author of a minecraft tileset called Dokucraft Dwarven (https://dokucraft.co.uk/resource-packs/dwarven), who allowed his sprites to be used for this little project. While minecraft doesn't have creature sprites or furniture sprites, the terrain and item sprites are fantastic and surprisingly with a style like the one in this set: Nordic carving, golden highlights, lots of details.

The next update might contain several of those sprites, made by Handsome_Dan, who is like a friendlier Handsome Jack.
Title: Re: ☼Meph Tileset☼ V2.9 - 32x - 44.09 - Updated 8th May - Metal/Obsidian update
Post by: Rose on May 09, 2018, 11:41:51 am
(https://i.imgur.com/FOTzJdW.png)

Also https://youtu.be/To8_5j_TLhA
Title: Re: ☼Meph Tileset☼ V2.9 - 32x - 44.09 - Updated 8th May - Metal/Obsidian update
Post by: Meph on May 09, 2018, 12:46:19 pm
PIcture of weird walls

Also https://youtu.be/To8_5j_TLhA
That doesn't look right. Either I did something horribly wrong, or you are testing out something new.

Saw the youtube clip. It seems like you are using the smoothed mineral walls for the test. Try this file and replace _MDF_decorations_3-top.png with it.:
Spoiler (click to show/hide)
Title: Re: ☼Meph Tileset☼ V2.9 - 32x - 44.09 - Updated 8th May - Metal/Obsidian update
Post by: Vordak on May 09, 2018, 12:46:28 pm
Dokucraft Dwarven (https://dokucraft.co.uk/resource-packs/dwarven)
(https://i.imgur.com/BaJNTEa.png)
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Title: Re: ☼Meph Tileset☼ V2.9 - 32x - 44.09 - Updated 8th May - Metal/Obsidian update
Post by: Meph on May 09, 2018, 12:50:30 pm
The Dokucraft diamond armor makes a nice adamantine armor for example ;)

The best part I found in it? 1.12-Dokucraft_Dwarven\assets\minecraft\Alternative Textures (wip)\Alt Gui (stone rpg)\default.png. Have a look. :D We went full circle.

Edit: Oh, and for the people that have no idea what the Dokucraft thing looks like: They have sprites like:

(https://i.imgur.com/DxeN2Xk.png)
(https://i.imgur.com/oRXLWov.png)
(https://i.imgur.com/tlxx7lg.png)
(https://i.imgur.com/HaTxpx4.png)
(https://i.imgur.com/obHkFSG.png)

Really nice rock/metal nordic/dwarven designs.
Title: Re: ☼Meph Tileset☼ V2.9 - 32x - 44.09 - Updated 8th May - Metal/Obsidian update
Post by: Rose on May 09, 2018, 01:17:05 pm
PIcture of weird walls

Also https://youtu.be/To8_5j_TLhA
That doesn't look right. Either I did something horribly wrong, or you are testing out something new.

Saw the youtube clip. It seems like you are using the smoothed mineral walls for the test. Try this file and replace _MDF_decorations_3-top.png with it.:
Spoiler (click to show/hide)

Some more explanation:

The image in the post is placing random sprites across a smoothed wall. The sprites themselves are always the same for the same location.

The animated one is self explanatory, though fast.

Right now, the animated sprites always show the same frame of animation over all sprites, but it'd be better, I think, to offset each tile by a random amount, so sparkles can appear in different places.
Title: Re: ☼Meph Tileset☼ V2.9 - 32x - 44.09 - Updated 8th May - Metal/Obsidian update
Post by: Meph on May 09, 2018, 02:17:14 pm
It looked like its placing different wall sprites, so I replaced the wall sprites with an animated torch for you to better see the effect it would have ingame.

So... I could make different details in the wall carvings, or 10 different coffins, and they'd are used randomly for each coffin he places?

Don't offset the animated tiles, or at least make it optional please. also... you can offset tiles? Outside of the 32x grid the game has?
Title: Re: ☼Meph Tileset☼ V2.9 - 32x - 44.09 - Updated 8th May - Metal/Obsidian update
Post by: Pvt. Pirate on May 09, 2018, 02:31:24 pm
The Dokucraft diamond armor makes a nice adamantine armor for example ;)

The best part I found in it? 1.12-Dokucraft_Dwarven\assets\minecraft\Alternative Textures (wip)\Alt Gui (stone rpg)\default.png. Have a look. :D We went full circle.

Edit: Oh, and for the people that have no idea what the Dokucraft thing looks like: They have sprites like:

(https://i.imgur.com/DxeN2Xk.png)
(https://i.imgur.com/oRXLWov.png)
(https://i.imgur.com/tlxx7lg.png)
(https://i.imgur.com/HaTxpx4.png)
(https://i.imgur.com/obHkFSG.png)

Really nice rock/metal nordic/dwarven designs.
it has a great design, but in MC we never used it, because it makes everything no matter what look dwarven - sometimes even naturally occuring stuff.
it is a great source for design in DF though :)
Title: Re: ☼Meph Tileset☼ V2.9 - 32x - 44.09 - Updated 8th May - Metal/Obsidian update
Post by: Rose on May 09, 2018, 02:43:45 pm
Don't offset the animated tiles, or at least make it optional please. also... you can offset tiles? Outside of the 32x grid the game has?

Offset in the time axis. So one tile is showing frame 1, another is showing frame 5. Then they are showing frame 2 and 6, then 3 and 1, etc.

Otherwise, every torch would look exactly the same all the time, instead of looking like each torch has a different flame.
Title: Re: ☼Meph Tileset☼ V2.9 - 32x - 44.09 - Updated 8th May - Metal/Obsidian update
Post by: Meph on May 09, 2018, 03:11:36 pm
Ah, that makes sense. :)

If you need anything to test, just let me know.

Edit:
Title: Re: ☼Meph Tileset☼ V2.9 - 32x - 44.09 - Updated 8th May - Metal/Obsidian update
Post by: Pvt. Pirate on May 09, 2018, 04:05:12 pm
for adding reflection, make sprites with a diagonal reflecting line (pointing up right) moving from the top left corner of the tile to the low right.
Title: Re: ☼Meph Tileset☼ V2.9 - 32x - 44.09 - Updated 8th May - Metal/Obsidian update
Post by: Darkond2100 on May 09, 2018, 10:08:52 pm
Try a different color pallet for the gold
(https://i.imgur.com/98sGEPk.png)
like this
#a67c00   (166,124,0)
#bf9b30   (191,155,48)
#ffbf00   (255,191,0)
#ffcf40   (255,207,64)
#ffdc73   (255,220,115)
Title: Re: ☼Meph Tileset☼ V2.9 - 32x - 44.09 - Updated 8th May - Metal/Obsidian update
Post by: Pvt. Pirate on May 10, 2018, 04:08:16 am
Try a different color pallet for the gold
(https://i.imgur.com/98sGEPk.png)
like this
#a67c00   (166,124,0)
#bf9b30   (191,155,48)
#ffbf00   (255,191,0)
#ffcf40   (255,207,64)
#ffdc73   (255,220,115)
yes, that looks awesome!
Title: Re: ☼Meph Tileset☼ V2.9 - 32x - 44.09 - Updated 8th May - Metal/Obsidian update
Post by: Meph on May 10, 2018, 04:22:25 am
Darkond2100: This is the color palette I use in the actual png:
(https://i.imgur.com/GHmKcLO.png)

That stupid bland yellow is applied by DF, it only has 1 yellow... and while I type this I realize that I'm an idiot and that I can change it in inorganic_metal using the extended color palette. :D Anyway, your sprites look good. :) Sadly none of them are either walls nor furniture.
Title: Re: ☼Meph Tileset☼ V2.9 - 32x - 44.09 - Updated 8th May - Metal/Obsidian update
Post by: Rose on May 10, 2018, 04:38:39 am
Meph.

You are setting separate sprites for gold items.

You don't need to color them via the game. you can just give pre-colored sprites.
Title: Re: ☼Meph Tileset☼ V2.9 - 32x - 44.09 - Updated 8th May - Metal/Obsidian update
Post by: Meph on May 10, 2018, 04:46:37 am
I was doing a weapon-grade metal set (bronze, iron, steel) and a non-weapon-grade metal set (everything else), which just so happens to include gold. But by now I'm considering doing a gold-only set. ^^
Title: Re: ☼Meph Tileset☼ V2.9 - 32x - 44.09 - Updated 8th May - Metal/Obsidian update
Post by: Rose on May 10, 2018, 04:57:41 am
If you do a gold-only set, you can have animated sparkles that aren't colored.
Title: Re: ☼Meph Tileset☼ V2.9 - 32x - 44.09 - Updated 8th May - Metal/Obsidian update
Post by: Meph on May 10, 2018, 05:05:37 am
Well, if you give me animation, I won't focus on blinking metal objects, instead I'll focus on other things first. Like machines or fire or smoke or liquids, anything that moves. :)
Title: Re: ☼Meph Tileset☼ V2.9 - 32x - 44.09 - Updated 8th May - Metal/Obsidian update
Post by: Rose on May 10, 2018, 05:08:32 am
Machines are already animated, aren't they?
Title: Re: ☼Meph Tileset☼ V2.9 - 32x - 44.09 - Updated 8th May - Metal/Obsidian update
Post by: Meph on May 10, 2018, 06:22:00 am
Yes, to a degree. They have 2 tiles.
Title: Re: ☼Meph Tileset☼ V2.9 - 32x - 44.09 - Updated 8th May - Metal/Obsidian update
Post by: Meph on May 10, 2018, 08:11:13 am
(https://i.imgur.com/xdPdUyW.png)

<<< ☼Download☼ - Meph Pack incl. Tileset V2.92 for DF 44.09 - WINDOWS >>> (http://dffd.bay12games.com/file.php?id=13407)
Comes pre-installed with df, dfhack, twbt, a custom LNP, 12+ utilities like Therapist, Soundsense and more.

SILVER & GOLD UPDATE!

Lets crank it up to eleven and give single metals their own style. Silver and Gold are the most use precious metals for decorations, so here you go:

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

It's a bit overwhelming when everything is silver/gold, so use is sparingly for highlights. ;)

I might rework the chair to make them more regal, like a throne. So far they are normal, golden chairs to be used in mass production. ;) People seemed to like the ladders, so I made one more ladder-set for stairs, while I'm not completely done with the silver stairs yet.

The basis for the golden set is Handsome_Dans minecraft texture pack Dokucraft Dwarven (https://dokucraft.co.uk/resource-packs/dwarven). I had a quick chat with him yesterday and he gave permission to use his sprites for this Dwarf Fortress tileset. Thank you! The design is fantastic and I'm happy to share it in a second game.

The silver coffin and the weapons/armor on the racks are once again Vordaks work.

Special thanks to Japa again for continuing to work on TWBT enhancements.
Title: Re: ☼Meph Tileset☼ V2.92 - 32x - 44.09 - Updated 10th May - SILVER/GOLD update
Post by: Rose on May 10, 2018, 08:49:10 am
That gold looks absolutely fantastic.
Title: Re: ☼Meph Tileset☼ V2.92 - 32x - 44.09 - Updated 10th May - SILVER/GOLD update
Post by: Meph on May 10, 2018, 08:50:57 am
I might make it a bit darker/stronger and have a second look at table/chairs. :)

Edit: Japa finished the new features he was talking about. TWBT offer two new options now:

 - A tile is overwritten with a randomly-picked tile from a pre-set selection. This is useful when you use multiple designs for the same thing, for example if you have 10 sprites for stone coffins that look similar. You graveyard will get a lot of variety that way; or for example wall tiles that have decorations on them every now and then.

Random decorations on walls:
(https://i.imgur.com/Gmd7L7C.png)

- A tile is overwritten with either a sequential list of tiles from a pre-set selection, or a random list of tiles from a pre-set selection. This means the tile flickers either randomly between tiles you picked, or it plays like a looping gif. These are useful for anything that moves, like machines, smoke, liquids, fire... (not on creatures, sorry).

Burning torches:
(https://i.imgur.com/hQx48R8.gif)

Obviously that means adding even more sprites. The gold-wall for example has 5 versions for the single east-west wall tile. The torch is a random sequence of 13 different flames; although I guess 2-5 would be enough for a nice animation. As an example, if I wre to use 4 tiles for animated objects, a full tileset of 256 tiles (16x16) offers space for 64 objects.

Note: The randomly placed decorations can't be controlled by the player. I can use it to give the game a lot more detail and less uniformity in large sections of repeating tiles; like tree-leafs, walls, floors, water, and individual objects like tables, chairs, coffins, etc. Some might be a tiny bit lighter, or have a notch or crack, or a different engraving on them. The problem? Players can not control this.

Question: How many people that love symmetry would get a stroke and will want to murder me for that?

Next up: Suggestions, suggestions, suggestions. What should I do with this new functionality?
Title: Re: ☼Meph Tileset☼ V2.92 - 32x - 44.09 - Updated 10th May - SILVER/GOLD update
Post by: Nefarian on May 10, 2018, 12:21:34 pm
The randomness looks good on natural stuff, but i personally don't like it with things i build. When i'm constructing walls and floors it's usually because i want it to be homogeneous, or else i wouldn't bother constructing stuff and i'd just smooth whatever stone i find and having 2 different chairs for the same table would look ugly imo.

I'd prefer the randomness restricted to coffins and nature.

Title: Re: ☼Meph Tileset☼ V2.92 - 32x - 44.09 - Updated 10th May - SILVER/GOLD update
Post by: Vordak on May 10, 2018, 12:25:29 pm
Random decorations on walls
When save and load fort, their position does not change?
This function will find good use for mushroom or wood walls, where random deviations are natural. For stone and metal, fans of symmetry can really be in horror.
Also good applying in floor - different cracks in the floor and stuff.

About gold:
Furniture is not very different to each other. Maybe floor replace by a carpet with gold fringe or some other, like gold band between stone tiles?

Animated burning torches is good, but they are purely decorative. Animated workshops.... unattainable dream.
Title: Re: ☼Meph Tileset☼ V2.92 - 32x - 44.09 - Updated 10th May - SILVER/GOLD update
Post by: Meph on May 10, 2018, 12:41:46 pm
Quote
When save and load fort, their position does not change?
... I had to test that.

It looks consistent between saving/loading, but there are artefacts if you play without redraw_all 1, IF you scroll and the position of the old tile lands on a new tile that has the same tile number. Complicated, so an example: There are 10 wall tiles next to each other on grass, I scroll to the left. The display moves 5 tiles to the left. In relation to the viewer, 5 of the wall tiles are now where grass was, and 5 of the wall tiles are now were the other 5 wall tiles were.

These 5 tiles might display the old tile, until you scroll away and back.

It' nothing new, TWBT had this bug for a long time; usually noticeable on larger stockpile sections or ice.
Title: Re: ☼Meph Tileset☼ V2.92 - 32x - 44.09 - Updated 10th May - SILVER/GOLD update
Post by: Meph on May 10, 2018, 12:58:12 pm
Animated workshops.... unattainable dream.

Clearly impossible.

(https://i.imgur.com/5FxDrGz.gif)

Oh, no, wait, I meant clearly possible.
Title: Re: ☼Meph Tileset☼ V2.92 - 32x - 44.09 - Updated 10th May - SILVER/GOLD update
Post by: db48x on May 10, 2018, 01:02:30 pm
I think random doodads on the walls and floors will be great!
Title: Re: ☼Meph Tileset☼ V2.92 - 32x - 44.09 - Updated 10th May - SILVER/GOLD update
Post by: Vordak on May 10, 2018, 01:04:49 pm
Oh, no, wait, I meant clearly possible.
It's from the game or photoshop?)))
P.S. I'd better continue to deal with creatures, with buildings every day something new.
Title: Re: ☼Meph Tileset☼ V2.92 - 32x - 44.09 - Updated 10th May - SILVER/GOLD update
Post by: Meph on May 10, 2018, 01:10:02 pm
It's ingame.

Japa uploaded a new TWBT version with overrides like:
[OVERRIDE:152:B:WORKSHOP_CUSTOM:Workshop:SOAP_MAKER:_MDF_overrides_5:S:3:205:206:207:16] .
[OVERRIDE:155:B:WORKSHOP_CUSTOM:Workshop:SOAP_MAKER:_MDF_overrides_5:S:3:221:222:223:16]

The new stuff is the S:3:x:x:x. It works like this:
S = Sequence (animation). (Other options are R = random and A for animated/random)
3 = the number of different tiles I want to use.
:x:x:x = the three tiles.

I can also do: S:20:x:x:x:x:x:x:x:x:x:x:x:x:x:x:x:x:x:x:x:x or R:2:x:x.

Here is a test by Japa:
Spoiler: proof of concept (click to show/hide)

And the TWBT file: http://dffd.bay12games.com/file.php?id=13723 (http://dffd.bay12games.com/file.php?id=13723)

Edit: Curse you Japa, now I have to learn how to properly draw animated frames and make a million more sprites. :P
Title: Re: ☼Meph Tileset☼ V2.92 - 32x - 44.09 - Updated 10th May - SILVER/GOLD update
Post by: Mrok Girl on May 10, 2018, 06:29:51 pm
Wow this is all looking super beautiful. I love it! You're on a roll, Meph :D

I personally would like to see random tiles on engraved stone walls and floor, but not on non-engraved smoothed ones and not on constructed ones. Or, at lest, not big differences - I'm conflicted about the gold wall because I love the detailing but the lack of symmetry is painful. I may be able to rationalise that though because we can't 'engrave' a constructed wall, so that might be a substitute for it, so crack on with that for gold and silver, I guess :) Small cracks and changes in colour for floor would be great, randomly chosen coffins and statues also would be great. Maybe small differences in cabinets and coffers? I usually only place one in each room of a regular dwarf, so it wouldn't annoy my symmetry sense if they were different in different rooms. Random bookcases? And while we're at it, can you make bookcases that are actually filled with books or will that look too busy? My libraries look weird with all those bookcases but no books in them. I don't suppose you can make the game change the sprite to a filled bookshelf when books, quires, scrolls, or codices are put inside a bookcase, can you?

Love the animated workshops, and love the look of that minecraft dwarfy art you used in the gold pack. I still want to contribute, and as soon as I get some time and an idea I totally will - this is just too good to pass on. I'm thinking of some female dwarf statues and coffins, and pondering the glass constructions and furniture.

Title: Re: ☼Meph Tileset☼ V2.92 - 32x - 44.09 - Updated 10th May - SILVER/GOLD update
Post by: Meph on May 11, 2018, 04:11:42 am
Found a simple solution to the problem: I'll just mod in a Engraver's Shop.

 - Engrave rock block.
 - Engrave gold bar.
 - Engrave whatever construction material.

Then build the wall with that to show engravings. This gives people both the option to completely ignore engravings by not having any; and the ability to place them exactly where they like. And it doesn't affect game balance.
Title: Re: ☼Meph Tileset☼ V2.92 - 32x - 44.09 - Updated 10th May - SILVER/GOLD update
Post by: Meph on May 11, 2018, 04:51:13 am
Too chaotic? (Bars and blocks)

(https://i.imgur.com/YHuAQMK.png)
Title: Re: ☼Meph Tileset☼ V2.92 - 32x - 44.09 - Updated 10th May - SILVER/GOLD update
Post by: Rose on May 11, 2018, 05:14:51 am
I love it.
Title: Re: ☼Meph Tileset☼ V2.92 - 32x - 44.09 - Updated 10th May - SILVER/GOLD update
Post by: Meph on May 11, 2018, 05:15:45 am
It's all your fault. :P

Edit: Semimolten rock before and after:
(https://i.imgur.com/MSQUVMf.png)

and animated:
(https://i.imgur.com/An1v39k.gif)
Title: Re: ☼Meph Tileset☼ V2.92 - 32x - 44.09 - Updated 10th May - SILVER/GOLD update
Post by: Mrok Girl on May 11, 2018, 06:36:56 am
So cool, I love both blocks/bars and lava <3
Title: Re: ☼Meph Tileset☼ V2.92 - 32x - 44.09 - Updated 10th May - SILVER/GOLD update
Post by: Hommit on May 11, 2018, 06:51:14 am
Too chaotic? (Bars and blocks)
don't mind it, but really doesn't see the point in this
imo, different bar sizes should somehow reflect quantity of objects, which isn't applicable to bars in the first place...

btw, what about different base gold color someone mentioned  (http://www.bay12forums.com/smf/index.php?topic=161047.msg7756753#msg7756753)on prev page?
Title: Re: ☼Meph Tileset☼ V2.92 - 32x - 44.09 - Updated 10th May - SILVER/GOLD update
Post by: Meph on May 11, 2018, 07:12:13 am
I guess it looks a bit prettier/more realistic if the items look slightly different from each other, and not perfectly the same.

I can change the gold color values; atm they are exactly how they were in the Dokucraft Dwarven texture pack. It's trivial to make them a bit stronger/darker.

Gotta admit, I really do like these new features:
(https://i.imgur.com/yKRFDxM.png)
Title: Re: ☼Meph Tileset☼ V2.92 - 32x - 44.09 - Updated 10th May - SILVER/GOLD update
Post by: Hommit on May 11, 2018, 07:34:28 am
I guess it looks a bit prettier/more realistic if the items look slightly different from each other, and not perfectly the same.
maaaaybee...
how about this: each bars plie must have say 6 tiny bars, but the distribution of the small bars is different. because, well, it's not really logical to use 2 "small" bars or 7 for the same item.
blocks too: you made them too different in size. maybe keep size constant (or, atleast, volume) and vary position on the tile? you just did that with boulders @ the image above
Title: Re: ☼Meph Tileset☼ V2.92 - 32x - 44.09 - Updated 10th May - SILVER/GOLD update
Post by: Meph on May 11, 2018, 07:36:38 am
Good idea. Although the boulders are also slightly larger/smaller. I'll redo the bars.

Rough gems, before/after:
(https://i.imgur.com/WxY4tJe.png)
Title: Re: ☼Meph Tileset☼ V2.92 - 32x - 44.09 - Updated 10th May - SILVER/GOLD update
Post by: Meph on May 11, 2018, 07:50:00 am
Better? (always 7 bars)

(https://i.imgur.com/cdoK0Dp.png)

Title: Re: ☼Meph Tileset☼ V2.92 - 32x - 44.09 - Updated 10th May - SILVER/GOLD update
Post by: Hommit on May 11, 2018, 08:15:40 am
(https://www.diablozone.net/forum/style_emoticons/default/thumbsup.gif)

(missed one - bottom line, 3rd from the left)
Title: Re: ☼Meph Tileset☼ V2.92 - 32x - 44.09 - Updated 10th May - SILVER/GOLD update
Post by: Meph on May 11, 2018, 09:02:08 am
Got it. :)

Also: River and ponds. (Water in other areas is not animated like that)

(https://i.imgur.com/cEW6cKa.gif)
Title: Re: ☼Meph Tileset☼ V2.92 - 32x - 44.09 - Updated 10th May - SILVER/GOLD update
Post by: db48x on May 11, 2018, 10:59:00 am
(https://i.imgur.com/yKRFDxM.png)

This is especially awesome.
Title: Re: ☼Meph Tileset☼ V2.92 - 32x - 44.09 - Updated 10th May - SILVER/GOLD update
Post by: mifki on May 11, 2018, 11:07:41 am
Edit: Curse you Japa, now I have to learn how to properly draw animated frames and make a million more sprites. :P

Oh, ok, now we'll hit the texture size limit pretty quickly I'm afraid, need to start working on that problem I guess...
Title: Re: ☼Meph Tileset☼ V2.92 - 32x - 44.09 - Updated 10th May - SILVER/GOLD update
Post by: Vordak on May 11, 2018, 11:23:55 am
Random similar variations of one item is good, but I think they should not be shifted to the right or left or upside down (especially noticeable on blocks).
Here is need other "my" boulders, -top tiles is not painted.
(https://i.imgur.com/zdSWXaZ.png)
If needed, I can draw variations for the remains, but you have to decide how much for one tile.

With such innovation there is a problem  - It is extremely difficult to sketch all 256 tiles, some of their need it is necessary to leave empty - otherwise there will be confusion.
P.S.  mifki in principle about this and writes in previous post.

Title: Re: ☼Meph Tileset☼ V2.92 - 32x - 44.09 - Updated 10th May - SILVER/GOLD update
Post by: Hommit on May 11, 2018, 12:12:26 pm
Also: River and ponds. (Water in other areas is not animated like that)
hmm... is it gif bug or an one frame missed at the end of rivers animation?
Title: Re: ☼Meph Tileset☼ V2.92 - 32x - 44.09 - Updated 10th May - SILVER/GOLD update
Post by: Meph on May 11, 2018, 12:45:46 pm
Also: River and ponds. (Water in other areas is not animated like that)
hmm... is it gif bug or an one frame missed at the end of rivers animation?
Its just the end of the gif. Ingame it's smooth.

Random similar variations of one item is good, but I think they should not be shifted to the right or left or upside down (especially noticeable on blocks).
Here is need other "my" boulders, -top tiles is not painted.
(https://i.imgur.com/zdSWXaZ.png)
If needed, I can draw variations for the remains, but you have to decide how much for one tile.

With such innovation there is a problem  - It is extremely difficult to sketch all 256 tiles, some of their need it is necessary to leave empty - otherwise there will be confusion.
P.S.  mifki in principle about this and writes in previous post.
I tought shifting them a bit left/right and up/down makes them appear more natural/less repetitive, without forcing more information on the player. They will still recognize the item (because it's the same sprite), but it's not perfectly-super square like before. It's also easy to do on mass. ;)

Edit: Curse you Japa, now I have to learn how to properly draw animated frames and make a million more sprites. :P

Oh, ok, now we'll hit the texture size limit pretty quickly I'm afraid, need to start working on that problem I guess...
I'll send you a PM about that...
Title: Re: ☼Meph Tileset☼ V2.92 - 32x - 44.09 - Updated 10th May - SILVER/GOLD update
Post by: db48x on May 11, 2018, 02:06:35 pm
As long as we're talking about making millions of tiles, here's an idea/work-in-progress:

Code: [Select]
if (tt >= df::tiletype::ConstructedPillar && tt <= df::tiletype::ConstructedWallLR) {
    tt = df::tiletype::ConstructedPillar;
    for (int j = -1, n = 7; j <= 1; j++) {
        for (int i = -1; i <= 1; i++) {
            if (!(i == 0 && j == 0)) {
                walkmask |= DFHack::isWalkable(get_tiletype(xx+i, yy+j, zz)) << n--;
            }
        }
    }
}

Then the tileset can specify a wall tile to use in each of the 256 combinations of walkable neighbors. Naturally, the same can be done for other wall types.
Title: Re: ☼Meph Tileset☼ V2.92 - 32x - 44.09 - Updated 10th May - SILVER/GOLD update
Post by: Meph on May 11, 2018, 07:00:56 pm
db48x: What?
Title: Re: ☼Meph Tileset☼ V2.92 - 32x - 44.09 - Updated 10th May - SILVER/GOLD update
Post by: db48x on May 11, 2018, 08:02:54 pm
db48x: What?

How can I rephrase it?
Title: Re: ☼Meph Tileset☼ V2.92 - 32x - 44.09 - Updated 10th May - SILVER/GOLD update
Post by: Rose on May 11, 2018, 09:28:41 pm
He means do with rough walls what we can already do with smooth walls.
Title: Re: ☼Meph Tileset☼ V2.92 - 32x - 44.09 - Updated 10th May - SILVER/GOLD update
Post by: db48x on May 12, 2018, 12:18:04 am
He means do with rough walls what we can already do with smooth walls.

Not quite. I want to extend what can be done with smooth/constructed walls. The code is written and works, but I don't have the overrides set up to do a demo. Here is a crude mockup instead:

currently:
(http://db48x.net/temp/twbt idea before.png)

with some additional overrides:
(http://db48x.net/temp/twbt idea after.png)
Title: Re: ☼Meph Tileset☼ V2.92 - 32x - 44.09 - Updated 10th May - SILVER/GOLD update
Post by: Dahrk on May 12, 2018, 02:19:26 am
I just wanted to drop by and say that the recent additions are very impressive! I never expected to see my favourite Minecraft texture pack and favourite Dwarf Fortress tileset combined!
Title: Re: ☼Meph Tileset☼ V2.92 - 32x - 44.09 - Updated 10th May - SILVER/GOLD update
Post by: Pvt. Pirate on May 12, 2018, 05:11:43 am
He means do with rough walls what we can already do with smooth walls.

Not quite. I want to extend what can be done with smooth/constructed walls. The code is written and works, but I don't have the overrides set up to do a demo. Here is a crude mockup instead:

currently:
(http://db48x.net/temp/twbt idea before.png)

with some additional overrides:
(http://db48x.net/temp/twbt idea after.png)
this will be awesome!
Title: Re: ☼Meph Tileset☼ V2.92 - 32x - 44.09 - Updated 10th May - SILVER/GOLD update
Post by: Meph on May 12, 2018, 06:02:05 am
Ok, I get it now.

Quote
256 combinations of walkable neighbors.
Do you want to murder me?
Title: Re: ☼Meph Tileset☼ V2.92 - 32x - 44.09 - Updated 10th May - SILVER/GOLD update
Post by: Hommit on May 12, 2018, 08:08:40 am
Do you want to murder me?
maybe, Japa can do it with some kind of black mask?
like, tile = wall && mask...
or flood-fill with rgb(0,0,0) half a tile
Title: Re: ☼Meph Tileset☼ V2.92 - 32x - 44.09 - Updated 10th May - SILVER/GOLD update
Post by: Rose on May 12, 2018, 08:10:02 am
Hiding half the tile neighboring hidden areas the same way the multi-level shadow is done currently wouldn't be too bad.
Title: Re: ☼Meph Tileset☼ V2.92 - 32x - 44.09 - Updated 10th May - SILVER/GOLD update
Post by: Meph on May 12, 2018, 11:00:43 am
You know that I'm still working on a few creatures, creature zombie versions and child versions; different material objects, walls and funiture; randomized natural tiles for terrain; and animations, yes? :P
Title: Re: ☼Meph Tileset☼ V2.92 - 32x - 44.09 - Updated 10th May - SILVER/GOLD update
Post by: Nefarian on May 12, 2018, 11:32:31 am
Personally i don't see the point in hiding half tile near the hidden areas and it doesn't look good at all =/
Title: Re: ☼Meph Tileset☼ V2.92 - 32x - 44.09 - Updated 10th May - SILVER/GOLD update
Post by: Pvt. Pirate on May 12, 2018, 12:31:33 pm
Hiding half the tile neighboring hidden areas the same way the multi-level shadow is done currently wouldn't be too bad.
hiding the lower 1/4 of the above tile would absolutely be enough.
Title: Re: ☼Meph Tileset☼ V2.92 - 32x - 44.09 - Updated 10th May - SILVER/GOLD update
Post by: db48x on May 12, 2018, 02:07:29 pm
Hiding half the tile neighboring hidden areas the same way the multi-level shadow is done currently wouldn't be too bad.
hiding the lower 1/4 of the above tile would absolutely be enough.

Hiding part of the tile is an implementation method that I hadn't really considered. It could certainly work.

However, I have an actual demo now:

(http://db48x.net/temp/twbt idea demo.png)

This is using Meph's tileset plus some additional overrides:

Spoiler (click to show/hide)

I'm no artist, so I didn't try to make completely new tiles to use here; I just reused the existing ones.

The mask is currently 8 bits wide, with one bit per neighbor. The bit is a 1 if the tile is walkable, and a 0 otherwise. This is not quite the right test (I'm sure you'll be able to think of a few ways it will go wrong), but it was easy to implement; it's easy enough to write a better test now that we have something to play with. Also, one bit per neighbor might not be enough (it can't distinguish between a neighbor which is smooth and a neighbor which is raw stone, for one thing).

The code is here: https://github.com/mifki/df-twbt/pull/82
Title: Re: ☼Meph Tileset☼ V2.92 - 32x - 44.09 - Updated 10th May - SILVER/GOLD update
Post by: Pvt. Pirate on May 12, 2018, 03:05:00 pm
what i meant was what if the top of each full height tile overlappen with the lowest 1/4 of the tile to the north?
Title: Re: ☼Meph Tileset☼ V2.92 - 32x - 44.09 - Updated 10th May - SILVER/GOLD update
Post by: db48x on May 12, 2018, 04:10:17 pm
what i meant was what if the top of each full height tile overlappen with the lowest 1/4 of the tile to the north?

That might also be made to work. It would require that TWBT allow tiles to spill outside the current tile size, and that it sort them correctly. Make a mockup and see how it works :)
Title: Re: ☼Meph Tileset☼ V2.92 - 32x - 44.09 - Updated 10th May - SILVER/GOLD update
Post by: Meph on May 12, 2018, 07:08:53 pm
db48x: That does look interesting, especially if I don't necessarily have to make more tiles/sprites. Could you upload the TWBT plugin and a little how-to, if you find the time?
Title: Re: ☼Meph Tileset☼ V2.92 - 32x - 44.09 - Updated 10th May - SILVER/GOLD update
Post by: db48x on May 12, 2018, 08:17:51 pm
db48x: That does look interesting, especially if I don't necessarily have to make more tiles/sprites. Could you upload the TWBT plugin and a little how-to, if you find the time?

I can only build it on Linux, but here you go: http://db48x.net/temp/twbt.plug.so

The only difference is that all overrides have an extra parameter for the mask, and you can leave it blank if you want the override to apply for all masks: tile:T:type:walkmask:tileset:newtile:fg:bg. Put overries with a specific mask before overrides that match any mask.
Title: Re: ☼Meph Tileset☼ V2.92 - 32x - 44.09 - Updated 10th May - SILVER/GOLD update
Post by: RadGH on May 13, 2018, 12:30:40 am
Tiny bug report. I noticed these four whatever-they-are aren't on the grid:

Spoiler (click to show/hide)

I noticed it through I think it was a cat corpse in a refuse pile, had a white line along the bottom of its skeleton tile (confirmed (https://radleysustaire.com/s3/yvkmx)). It's in _MDF_trees.png, bottom right.

EDIT:

Also, why is marble green in the new version? Particularly marble doors. Using Phoebus palette.
Title: Re: ☼Meph Tileset☼ V2.92 - 32x - 44.09 - Updated 10th May - SILVER/GOLD update
Post by: Setari on May 13, 2018, 12:53:28 am
Hi Meph-team, small bug report I suppose. I put down a up/down staircase and was trying to click on it repeatedly and the game crashed. Windows 10, Intel 8600 processor if that matters. Thanks!
Title: Re: ☼Meph Tileset☼ V2.92 - 32x - 44.09 - Updated 10th May - SILVER/GOLD update
Post by: Nimrod on May 13, 2018, 01:07:14 am
Hey Meph,

Any chance to get the barebones set with all your newest additions - it still seems to be v2.3?
Or, of course, a 44.10  "with all things pre-installed" version :)

cheers
Title: Re: ☼Meph Tileset☼ V2.92 - 32x - 44.09 - Updated 10th May - SILVER/GOLD update
Post by: Vordak on May 13, 2018, 05:28:54 am
Tiny bug report. I noticed these four whatever-they-are aren't on the grid:
Spoiler (click to show/hide)

_MDF_trees.png:
 in _MDF_trees.png all remain tiles shifted to 1 pixel to up regarding such tiles in -top\bg. - mistake in main png.

Meph_32x32.png:
  in Meph_32x32.png tile of remain (tile #253) shifted to 1 pixel to left  regarding such tiles in -top\bg. - mistake in main png.
Also tiles of waterwheel shifted to 1 pixel up in _MDF_trees.png.
In all Meph_32x32.png(-top\bg) on coffin tile (#64) there is an unwanted translucent line on the right side.
Title: Re: ☼Meph Tileset☼ V2.92 - 32x - 44.09 - Updated 10th May - SILVER/GOLD update
Post by: Qrox on May 13, 2018, 08:30:49 am
Hi Meph, there's an incorrect override entry in overrides.txt: at line 3979 there is
Code: [Select]
[OVERRIDE:43:T:MineralFloorSmooth:_MDF_overrides_6:234]Which makes smoothed mineral floors (which can appear after using the dfhack command 'fixveins') appear as northwestern walls.

Edit: Found more issues about the graphic overrides.
1. MineralWallWorn1~3 & MineralStairU/D/UD are using the wrong sprites like MineralFloorSmooth;
2. StoneWallSmoothLRUD is rendered too dark; (It uses the sprite in _MDF_items.png while other smoothed stone walls use the sprites in _MDF_decorations_3.png)
Title: Re: ☼Meph Tileset☼ V2.92 - 32x - 44.09 - Updated 10th May - SILVER/GOLD update
Post by: Manveru Taurënér on May 13, 2018, 04:17:47 pm
Too chaotic? (Bars and blocks)

Spoiler (click to show/hide)

Shouldn't there be multiple blocks per tile stacked in a similar manner to the bars? (seeing as they're carved into 4 smaller blocks per boulder). Also feels kind of weird to have them differ that much in size imo.

Could one also perhaps make the more neatly stacked bar graphic more common throughout, to give a sliiightly more ordered appearance? (maybe it's just me tho imagining dwarves to be a bit more ordered than that). Amazing work anyhow ^^
Title: Re: ☼Meph Tileset☼ V2.92 - 32x - 44.09 - Updated 10th May - SILVER/GOLD update
Post by: funkydwarf on May 13, 2018, 05:26:21 pm
Its way more interesting to look at with the variation in size of blocks and more varied bar stack sizes. I think in a computer game, especially a block based one, things can get very repetitive and patern-y quickly, and even if it makes more "sense" for blocks to be the same and smaller and orderly, it just looks way better to not.

In other words we should embrace chaos when we can visually because so much tends towards order already.

Title: Re: ☼Meph Tileset☼ V2.92 - 32x - 44.09 - Updated 10th May - SILVER/GOLD update
Post by: Manveru Taurënér on May 14, 2018, 04:35:23 am
Its way more interesting to look at with the variation in size of blocks and more varied bar stack sizes. I think in a computer game, especially a block based one, things can get very repetitive and patern-y quickly, and even if it makes more "sense" for blocks to be the same and smaller and orderly, it just looks way better to not.

In other words we should embrace chaos when we can visually because so much tends towards order already.

I didn't say I'd prefer to have the blocks be all the same, there's obviously a balance to be struck between complete chaos and complete order but let's just agree to disagree ^^
Title: Re: ☼Meph Tileset☼ V2.92 - 32x - 44.09 - Updated 10th May - SILVER/GOLD update
Post by: Meph on May 14, 2018, 11:46:12 am
Fixed all the reported issues with the mineral wall/stair/floor overrides and the moved pixels on the windmill/remains.

Edit: I think the variety works well with webs too:

(https://i.imgur.com/wrvtCil.png)
Title: Re: ☼Meph Tileset☼ V2.92 - 32x - 44.09 - Updated 10th May - SILVER/GOLD update
Post by: Meph on May 14, 2018, 04:39:48 pm
Suggestion: I take the dwarf sprites we have right now, make them grey, add a socket, add a stronger border, and tada!, we have statues. I can easily whip up a set of 256 different statues that way, which also fit the dwarf design. Statues build ingame get a random sprite from the selection, that way you barely ever have two statues looking the same.

Mock-up:
(https://i.imgur.com/az1YxCV.png)

I'll leave "special" materials like obsidian or marble or gold statues alone, that way players can still decorate with symmetry, if they like.

What do you think?
Title: Re: ☼Meph Tileset☼ V2.92 - 32x - 44.09 - Updated 10th May - SILVER/GOLD update
Post by: Mrok Girl on May 14, 2018, 05:09:31 pm
That sounds like a good idea! Would that mean that you'll use the other statue sprites for other materials and have only the stone one be randomised?

Also, love the spiderwebs :)
Title: Re: ☼Meph Tileset☼ V2.92 - 32x - 44.09 - Updated 10th May - SILVER/GOLD update
Post by: Vordak on May 14, 2018, 05:20:29 pm
What do you think?
I think the high dwarven art is antagonist for ungodly realism - only totem-like and other abstractions.
And now seriously - yet there must be a clear difference for a dwarf and his statue - especially when consider, that the legendary dwarves are blinking gray.
It's only my opinion.
Title: Re: ☼Meph Tileset☼ V2.92 - 32x - 44.09 - Updated 10th May - SILVER/GOLD update
Post by: RadGH on May 14, 2018, 09:53:36 pm
I think the random variance of tiles is getting out of hand, honestly. Water and magma were OK, but webs and statues being randomized isn't something I would want. I like symmetry and consistency. Your work looks great Meph, but it's just not something I would want to turn on. At this point it would kind of be a dealbreaker in my choice to use the tileset :(

Is there or will there be a way to disable the random tiles? Hopefully with an option to keep animated water/magma (although I am still worried that will get annoying, haven't tried it yet).
Title: Re: ☼Meph Tileset☼ V2.92 - 32x - 44.09 - Updated 10th May - SILVER/GOLD update
Post by: db48x on May 14, 2018, 10:24:12 pm
I think the webs are great, and can't wait to try out the statues.
Title: Re: ☼Meph Tileset☼ V2.92 - 32x - 44.09 - Updated 10th May - SILVER/GOLD update
Post by: Rose on May 14, 2018, 10:46:47 pm
Now I'm wondering what it'd take to be able to show what's actually on the statues.

Certainly tons of sprites. Every creature, plant, and shape, is a possible candidate.
Title: Re: ☼Meph Tileset☼ V2.92 - 32x - 44.09 - Updated 10th May - SILVER/GOLD update
Post by: Meph on May 15, 2018, 01:08:29 am
Now I'm wondering what it'd take to be able to show what's actually on the statues.

Certainly tons of sprites. Every creature, plant, and shape, is a possible candidate.
Too many. Statues can show entire stories, not only every creature/object, but a combination of them, and in combination with a posture/gesture, or a historical event. Far too many options.

I think the random variance of tiles is getting out of hand, honestly. Water and magma were OK, but webs and statues being randomized isn't something I would want. I like symmetry and consistency. Your work looks great Meph, but it's just not something I would want to turn on. At this point it would kind of be a dealbreaker in my choice to use the tileset :(

Is there or will there be a way to disable the random tiles? Hopefully with an option to keep animated water/magma (although I am still worried that will get annoying, haven't tried it yet).
The random selection comes from a single line in the overrides txt, it would be easy to disable. I can kinda understand that you dislike statues not looking the same, but why webs? Their design is consistent, but you won't find perfectly symmetrical spider webs in RL.

What do you think?
I think the high dwarven art is antagonist for ungodly realism - only totem-like and other abstractions.
And now seriously - yet there must be a clear difference for a dwarf and his statue - especially when consider, that the legendary dwarves are blinking gray.
It's only my opinion.
Being grey, unmoving, non-blinking and with a socket should put the statues apart from dwarves. I kinda like the idea that they look similar, since dwarves are great craftsmen and their statues probably look really well made. And you made 216 extra military/undead/skeleton dwarves, which are never used anywhere, plus the evil dwarves... I could easily use 256 dwarven sprites that never made it ingame so far.

That sounds like a good idea! Would that mean that you'll use the other statue sprites for other materials and have only the stone one be randomised?

Also, love the spiderwebs :)
Yes, that's the idea. Stone statues can be mass produced, and they get the new feature of different looks, while people that like symmetry (like Radgh) can use other materials to get uniform statues that look the same.
Title: Re: ☼Meph Tileset☼ V2.92 - 32x - 44.09 - Updated 10th May - SILVER/GOLD update
Post by: Rose on May 15, 2018, 02:21:56 am
Now I'm wondering what it'd take to be able to show what's actually on the statues.

Certainly tons of sprites. Every creature, plant, and shape, is a possible candidate.
Too many. Statues can show entire stories, not only every creature/object, but a combination of them, and in combination with a posture/gesture, or a historical event. Far too many options.
Actually, artwork simply contains a list of images and the connections between them. One could just show the first image in the list. It'd be an incomplete picture, but it'd be something.

But it's still way too many images.
Title: Re: ☼Meph Tileset☼ V2.92 - 32x - 44.09 - Updated 10th May - SILVER/GOLD update
Post by: Pvt. Pirate on May 15, 2018, 02:42:57 am
Now I'm wondering what it'd take to be able to show what's actually on the statues.

Certainly tons of sprites. Every creature, plant, and shape, is a possible candidate.
Too many. Statues can show entire stories, not only every creature/object, but a combination of them, and in combination with a posture/gesture, or a historical event. Far too many options.
Actually, artwork simply contains a list of images and the connections between them. One could just show the first image in the list. It'd be an incomplete picture, but it'd be something.

But it's still way too many images.
remember your mayor in a fearful pose surrounded by lizards? would possibly result in just a dwarven statue of him without the lizards and no pose visible.
Title: Re: ☼Meph Tileset☼ V2.92 - 32x - 44.09 - Updated 10th May - SILVER/GOLD update
Post by: Meph on May 15, 2018, 03:32:15 am
Ingame test with granite and quartzite statues:
(https://i.imgur.com/4InYHMA.png)

And statue tileset:
(https://i.imgur.com/a7sJeOI.png)

Edit: Optional.
(https://i.imgur.com/k1J5ikP.png)
Title: Re: ☼Meph Tileset☼ V2.92 - 32x - 44.09 - Updated 10th May - SILVER/GOLD update
Post by: Pvt. Pirate on May 15, 2018, 05:03:51 am
i hope this is not an inappropriate question:
how can i edit the rock walls to always drop an item? is there a way to edit them without changing your overrides?
when i carve away a mountain to build a tower, i barely get any stone for building. it feels like only every fourth tile drops anything at all.
Title: Re: ☼Meph Tileset☼ V2.92 - 32x - 44.09 - Updated 10th May - SILVER/GOLD update
Post by: Meph on May 15, 2018, 05:07:25 am
i hope this is not an inappropriate question:
how can i edit the rock walls to always drop an item? is there a way to edit them without changing your overrides?
when i carve away a mountain to build a tower, i barely get any stone for building. it feels like only every fourth tile drops anything at all.
That has nothing to do with tilesets and you can't change that at all. There will always be a 25% chance. From the wiki: "Mining a rock tile leaves behind a loose stone (or just "stone") roughly 25% of the time". Can't be modded.

But you can make a reaction that takes 1 boulder and splits it into more blocks than just 4.
Title: Re: ☼Meph Tileset☼ V2.92 - 32x - 44.09 - Updated 10th May - SILVER/GOLD update
Post by: Pvt. Pirate on May 15, 2018, 05:17:35 am
i hope this is not an inappropriate question:
how can i edit the rock walls to always drop an item? is there a way to edit them without changing your overrides?
when i carve away a mountain to build a tower, i barely get any stone for building. it feels like only every fourth tile drops anything at all.
That has nothing to do with tilesets and you can't change that at all. There will always be a 25% chance. From the wiki: "Mining a rock tile leaves behind a loose stone (or just "stone") roughly 25% of the time". Can't be modded.

But you can make a reaction that takes 1 boulder and splits it into more blocks than just 4.
hmmm okay.
Title: Re: ☼Meph Tileset☼ V2.92 - 32x - 44.09 - Updated 10th May - SILVER/GOLD update
Post by: mifki on May 15, 2018, 06:00:14 am
wow making statue images out of normal dwarf (and possibly other) sprites is an excellent idea. Although currently brightness varies too much across the tiles.
Title: Re: ☼Meph Tileset☼ V2.92 - 32x - 44.09 - Updated 10th May - SILVER/GOLD update
Post by: Meph on May 15, 2018, 06:27:33 am
If you refer to the screenshot, some of them are made of dark rock (granite), others of bright rock (quartzite).

Edit: Varied soil and root tiles:
(https://i.imgur.com/tLjeD4d.png)
Title: Re: ☼Meph Tileset☼ V2.92 - 32x - 44.09 - Updated 10th May - SILVER/GOLD update
Post by: Meph on May 15, 2018, 07:36:52 am
(https://i.imgur.com/xdPdUyW.png)

<<< ☼Download☼ - Meph Pack incl. Tileset V3 for DF 44.09 - WINDOWS >>> (http://dffd.bay12games.com/file.php?id=13407)
Comes pre-installed with df, dfhack, twbt, a custom LNP, 12+ utilities like Therapist, Soundsense and more.

VARIETY UPDATE!

First of all: I fixed the moved pixels, the wrong overrides (mineralstairs/floors) and the occasional odd color on trees/wood.

And now, I present to you two completely new features:


Animations


I can now animate sprites ingame, which I tested on water and magma. It requires TWBT redraw_all 1, which might affect FPS or cause instability... so if you experience any issues, just turn it off in the Meph Launcher.exe. I added a button that says "Animation" on the first page.

Magma:
(https://i.imgur.com/1vrDKfJ.gif)

Semi-Molten Rock:
(https://i.imgur.com/5OYvymH.gif)

Pools:
(https://i.imgur.com/JMIrXNl.gif)

Rivers (with 4 directions for the animation):
(https://i.imgur.com/KqnYFJn.gif)

 - Variety

Identical terrain and objects can now pick a random sprite from a pre-set selection. This means that we can avoid the super-copy-pasted look by adding a bit of variety. I tested it with the rocks on the surface, webs, soil, rock walls, roots, blocks, bars, boulders and statues. The statues are optional and can be disabled with one click in the launcher.

Rock wall, before and after:
(https://i.imgur.com/rSBIRZx.png)

Soil and Roots:
(https://i.imgur.com/VLpzo3B.png)

Bars and Blocks:
(https://i.imgur.com/rYDr5Nl.png)

Webs (I added 3 more since the screenshot was taken):
(https://i.imgur.com/dvayIM4.png)

Statues (yes, that's 256 of them, based on the dwarf sprites of Vordak)
(https://i.imgur.com/GsrunDK.png)

I haven't mentioned it in quite a while, due to my long absence last year, but you can support this tileset on Patreon (https://www.patreon.com/meph).

Have fun testing everything and I hope you enjoy the update. :)
(It's still on 44.09, because the custom TWBT version has not been updated yet.)
Title: Re: ☼Meph Tileset☼ V3 - 32x - 44.09 - Updated 15th May - Variety & Animation update
Post by: Mrok Girl on May 15, 2018, 11:30:29 am
I made a thing! Not too sure about it. It's supposed to be a coffin with a dwarf woman on it. I used an ipad app but for some reason it doesn't want to save it as a gif or png, only jpg which removes the transparency :/ What do you use to make the sprites?

Anyway, what do you think about it?

(http://i8.photobucket.com/albums/a9/Calanndra/quickie/dots.jpg)
Title: Re: ☼Meph Tileset☼ V3 - 32x - 44.09 - Updated 15th May - Variety & Animation update
Post by: waterphage13 on May 15, 2018, 11:41:47 am
I tried to make random tiles but when I typed this into overrides, game сrashes at start. What's wrong?
[TILESET:TIER_2.png:TIER_2.png:tier2]

[OVERRIDE:133:T:SoilWall:tier2:R:0:1:2:3]
[OVERRIDE:133:T:MineralWall:tier2:R:0:1:2:3]
[OVERRIDE:133:T:StoneWall:tier2:R:0:1:2:3]

[OVERRIDE:176:T:SoilWall:tier2:R:4:5:6:7]
[OVERRIDE:177:T:SoilWall:tier2:R:8:9:10:11]
[OVERRIDE:141:T:SoilWall:tier2:R:12:13:14:15]

[OVERRIDE:157:T:SoilWall:tier2:R:16:17:18:19]
[OVERRIDE:157:T:MineralWall:tier2:R:16:17:18:19]
[OVERRIDE:157:T:StoneWall:tier2:R:16:17:18:19]

[OVERRIDE:131:T:SoilWall:tier2:R:20:21:22:23]
[OVERRIDE:131:T:MineralWall:tier2:R:20:21:22:23]
[OVERRIDE:131:T:StoneWall:tier2:R:20:21:22:23]


[OVERRIDE:137:T:MineralWall:tier2:R:24:25:26:27]

[OVERRIDE:132:T:MineralWall:tier2:R:28:29:30:31]

[OVERRIDE:138:T:MineralWall:tier2:R:32:33:34:35]

[OVERRIDE:134:T:MineralWall:tier2:R:36:37:38:39]

[OVERRIDE:139:T:MineralWall:tier2:R:40:41:42:43]
[OVERRIDE:137:T:StoneWall:tier2:R:24:25:26:27]

[OVERRIDE:132:T:StoneWall:tier2:R:28:29:30:31]

[OVERRIDE:138:T:StoneWall:tier2:R:32:33:34:35]

[OVERRIDE:134:T:StoneWall:tier2:R:36:37:38:39]

[OVERRIDE:139:T:StoneWall:tier2:R:40:41:42:43]

Title: Re: ☼Meph Tileset☼ V3 - 32x - 44.09 - Updated 15th May - Variety & Animation update
Post by: Rose on May 15, 2018, 12:04:58 pm
After the R, you need to have the number of variants, then the varients themselves.
Title: Re: ☼Meph Tileset☼ V3 - 32x - 44.09 - Updated 15th May - Variety & Animation update
Post by: waterphage13 on May 15, 2018, 12:05:19 pm
After the R, you need to have the number of variants, then the varients themselves.
Thanks
Title: Re: ☼Meph Tileset☼ V2.92 - 32x - 44.09 - Updated 10th May - SILVER/GOLD update
Post by: mifki on May 15, 2018, 04:34:56 pm
If you refer to the screenshot, some of them are made of dark rock (granite), others of bright rock (quartzite).

No I meant the statue tileset, but in your last post I see you made them brighter now.
Title: Re: ☼Meph Tileset☼ V3 - 32x - 44.09 - Updated 15th May - Variety & Animation update
Post by: db48x on May 16, 2018, 02:25:34 pm
Alas, I didn't get any animations or random tiles when I generated a new world. I don't even see _MDF_alternates.png mentioned in a TILESET rule in overrides.txt.
Title: Re: ☼Meph Tileset☼ V3 - 32x - 44.09 - Updated 15th May - Variety & Animation update
Post by: funkydwarf on May 16, 2018, 03:42:13 pm
Wow so much cool stuff going on. Love the variance! It's no where near out of hand! This work is amazing and much more interesting to look at!
Title: Re: ☼Meph Tileset☼ V3 - 32x - 44.09 - Updated 15th May - Variety & Animation update
Post by: Meph on May 16, 2018, 04:31:31 pm
Alas, I didn't get any animations or random tiles when I generated a new world. I don't even see _MDF_alternates.png mentioned in a TILESET rule in overrides.txt.
Did you change anything in the launcher before you started the new version? There was a bug with an old overrides.txt, but I thought I fixed that for good.
Title: Re: ☼Meph Tileset☼ V3 - 32x - 44.09 - Updated 15th May - Variety & Animation update
Post by: db48x on May 16, 2018, 05:32:19 pm
Did you change anything in the launcher before you started the new version? There was a bug with an old overrides.txt, but I thought I fixed that for good.

I did check a few checkboxes, but "Animations" is still checked.
Title: Re: ☼Meph Tileset☼ V3 - 32x - 44.09 - Updated 15th May - Variety & Animation update
Post by: Thoth1972 on May 17, 2018, 07:04:33 pm
Is there gonna be Mac support for this pack/tileset?
Title: Re: ☼Meph Tileset☼ V3 - 32x - 44.09 - Updated 15th May - Variety & Animation update
Post by: db48x on May 17, 2018, 07:37:35 pm
Did you change anything in the launcher before you started the new version? There was a bug with an old overrides.txt, but I thought I fixed that for good.

I did check a few checkboxes, but "Animations" is still checked.

Ok, I figured it out. All three of the copies of overrides.txt in the TilesetExtras directory are from an earlier version. At some point I must have activated the dropdown box for the tileset size, causing it to overwrite the new file with the older file.

I extracted the new overrides.txt from the rar file and overwrote the old file with it, so now I have the new features.
Title: Re: ☼Meph Tileset☼ V3 - 32x - 44.09 - Updated 15th May - Variety & Animation update
Post by: deathpunch578 on May 18, 2018, 01:14:57 pm
PTW (keep up the good work meph)
Title: Re: ☼Meph Tileset☼ V3 - 32x - 44.09 - Updated 15th May - Variety & Animation update
Post by: jecowa on May 18, 2018, 03:48:23 pm
I notice "twbt redraw_all" is enabled by default in V3. I was just wondering if this was intentional.

I also see that the EGGPLANT color was removed from descriptor color standard in v3. I'm guessing that was an accident.
Title: Re: ☼Meph Tileset☼ V3 - 32x - 44.09 - Updated 15th May - Variety & Animation update
Post by: Meph on May 18, 2018, 04:21:16 pm
I notice "twbt redraw_all" is enabled by default in V3. I was just wondering if this was intentional.

I also see that the EGGPLANT color was removed from descriptor color standard in v3. I'm guessing that was an accident.
Intentional, it's needed for the animations. I wanted people to test them. So far no negative comments about the animations themselves, but 2 reports about crashes by people on Reddit. Next update I'll have to turn it off again, since it still causes instability. :/ At least I know that I wont work on animations any time soon.

Eggplant was one of Dragonmasters colors. When I added his colors, I didn't fully understand how the numeration works. Now I do. Eggplant was deleted on purpose, it's not in vanilla DF.
Title: Re: ☼Meph Tileset☼ V3 - 32x - 44.09 - Updated 15th May - Variety & Animation update
Post by: RadGH on May 18, 2018, 04:22:55 pm
I had to turn redraw_all on even before the animations because bridges would show the wrong texture when scrolling around the map. Like they would show a wall or floor tile instead of the normal bridge tile. Turning it on solved it.
Title: Re: ☼Meph Tileset☼ V3 - 32x - 44.09 - Updated 15th May - Variety & Animation update
Post by: jecowa on May 18, 2018, 05:29:33 pm
It looks like Eggplant was added around DF v0.40.
Title: Re: ☼Meph Tileset☼ V3 - 32x - 44.09 - Updated 15th May - Variety & Animation update
Post by: Meph on May 18, 2018, 06:41:32 pm
It looks like Eggplant was added around DF v0.40.
oh. I have so many versions flying around... my mistake.
Title: Re: ☼Meph Tileset☼ V3 - 32x - 44.09 - Updated 15th May - Variety & Animation update
Post by: db48x on May 19, 2018, 06:28:15 am
So far no negative comments about the animations themselves, but 2 reports about crashes by people on Reddit. Next update I'll have to turn it off again, since it still causes instability. :/ At least I know that I wont work on animations any time soon.

I've had it crash too, but it also crashed occasionally in the previous versions.
Title: Re: ☼Meph Tileset☼ V3 - 32x - 44.09 - Updated 15th May - Variety & Animation update
Post by: evill555 on May 19, 2018, 03:56:36 pm
could you add Deeper Dwarven Domestication and your pets from masterwork. please and thank you
Title: Re: ☼Meph Tileset☼ V3 - 32x - 44.09 - Updated 15th May - Variety & Animation update
Post by: db48x on May 20, 2018, 05:16:51 am
I've had it crash too, but it also crashed occasionally in the previous versions.

Although I've been playing with it on Linux and have not had it crash except when I accidentally introduced a bug.
Title: Re: ☼Meph Tileset☼ V3 - 32x - 44.09 - Updated 15th May - Variety & Animation update
Post by: IlFedaykin on May 20, 2018, 08:22:55 am
(https://imgur.com/ouIrgSO.jpg)
24p Tileset seems to have a misalignment issue. It happens to a large variety of tiles and it is even more obvious when they change (e.g. in animations or grass).
The work you guys did is amazing, anyway. It doesn't even seem the same game anymore!
Title: Re: ☼Meph Tileset☼ V3 - 32x - 44.09 - Updated 15th May - Variety & Animation update
Post by: Meph on May 20, 2018, 08:46:35 am
IlFedaykin: Yeah, the 16 and 24x sets I downscaled in Photoshop, but it didn't quite work, because the -bg and -top files don't fit exactly. Since I use so much transparency, these versions really shouldnt be used anymore. It's easier to play with 32x and zoom out.
Title: Re: ☼Meph Tileset☼ V3 - 32x - 44.09 - Updated 15th May - Variety & Animation update
Post by: IlFedaykin on May 20, 2018, 09:32:19 am
Oh... Ok.
By the way: is this how candyland is supposed to look like?
(https://imgur.com/d5OfiJ6.jpg)
Title: Re: ☼Meph Tileset☼ V3 - 32x - 44.09 - Updated 15th May - Variety & Animation update
Post by: Meph on May 20, 2018, 09:44:25 am
Nope, that looks like missing overrides. Did you maybe copy over older saves?
Title: Re: ☼Meph Tileset☼ V3 - 32x - 44.09 - Updated 15th May - Variety & Animation update
Post by: IlFedaykin on May 20, 2018, 10:20:26 am
The only thing i can think about is me changing options in the launcher to test the other formats (18p and 24p) but this save folder was never touched. I'll try and generate a new world in order to understand if it got somehow corrupted.

EDIT: nope. Did i do something stupid with the settings? (Decorations are turned off)
(https://imgur.com/NVeYZtb.jpg)
(https://imgur.com/GKuj9sB.jpg)
By the way didn't you introduce varied wall tiles?
Title: Re: ☼Meph Tileset☼ V3 - 32x - 44.09 - Updated 15th May - Variety & Animation update
Post by: Meph on May 20, 2018, 01:26:56 pm
The cause are outdated overrides.txt files in tilesetextras/graphics, for the 16x and 24x sets. I'm sure that I deleted them, but somehow they are still there this version. No idea how that happened.
Title: Re: ☼Meph Tileset☼ V3 - 32x - 44.09 - Updated 15th May - Variety & Animation update
Post by: Morwaul on May 20, 2018, 09:45:08 pm
Not sure if this is with the tileset or DF.  I am crashing to desktop with no errors or anything.  After DF is gone it take a few minutes for DFHack to close.  It appears to only happen when the dwarves are mining.  I am using the full pack Meph Tileset V3 - 44.09.rar.  Tileset is Meph 32.  The PC is Windows 10 if it matters.  If you need me to do or provide anything let me know.

Also, I love what you are doing here.  Found it when looking for Masterwork after a couple years of not playing.

(https://preview.ibb.co/gimc88/DFSettings.jpg) (https://ibb.co/iXWoFo)
Title: Re: ☼Meph Tileset☼ V3 - 32x - 44.09 - Updated 15th May - Variety & Animation update
Post by: Meph on May 20, 2018, 10:55:59 pm
Turn off animations. Or type "TWBT redraw_all 0" into dfhack.

I really have to re-upload this version with animations off by default and a warning. :/

Edit: Caynez/Anevis on Deviantart just gave the ok to use his item sprites for this set. :)  Here a preview:

(https://orig00.deviantart.net/439b/f/2014/144/e/e/ee431169463a125d05f635f15fe3ee9c-d7jjqyt.png)

(https://orig00.deviantart.net/dd4e/f/2013/187/d/e/iron_set_by_anevis-d6c7q8u.png)

(https://orig00.deviantart.net/9ac6/f/2015/011/e/2/cheetah_set_by_caynez-d8dhgxx.png)

(https://orig00.deviantart.net/5ebd/f/2014/044/5/6/pixel_swords_small_pack_by_caynez-d769egr.png)

This means we can have some rudimentary designs for different materials on armors and weapons.
Title: Re: ☼Meph Tileset☼ V3 - 32x - 44.09 - Updated 15th May - Variety & Animation update
Post by: Hommit on May 21, 2018, 01:16:56 am
This means we can have some rudimentary designs for different materials on armors and weapons.
Have you looked up Terraria?
Title: Re: ☼Meph Tileset☼ V3 - 32x - 44.09 - Updated 15th May - Variety & Animation update
Post by: jecowa on May 21, 2018, 01:17:57 am
IlFedaykin: Yeah, the 16 and 24x sets I downscaled in Photoshop, but it didn't quite work, because the -bg and -top files don't fit exactly. Since I use so much transparency, these versions really shouldnt be used anymore. It's easier to play with 32x and zoom out.

Alternatively, in the Terminal window enter "twbt tilesize 24 24" or "twbt tilesize 16 16".
Title: Re: ☼Meph Tileset☼ V3 - 32x - 44.09 - Updated 15th May - Variety & Animation update
Post by: IlFedaykin on May 21, 2018, 08:03:59 am
...

Alternatively, in the Terminal window enter "twbt tilesize 24 24" or "twbt tilesize 16 16".
That's good to know, thanks.
On a side note: I've been playing a bit with twbt redraw disabled and it still crashes multiple times in the same season. Not much going on, starting 7 dwarves only.
Title: Re: ☼Meph Tileset☼ V3 - 32x - 44.09 - Updated 15th May - Variety & Animation update
Post by: Meph on May 21, 2018, 08:33:45 am
I know about Starbound, Terrariria, etc, but those are both in weird resolutions, have a completely different perspective, and are from currently running, commercial games. Not OpenGameArt or DeviantArt ;)

Quote
On a side note: I've been playing a bit with twbt redraw disabled and it still crashes multiple times in the same season. Not much going on, starting 7 dwarves only.
That's odd. When does it crash? Care to upload a save?
Title: Re: ☼Meph Tileset☼ V3 - 32x - 44.09 - Updated 15th May - Variety & Animation update
Post by: IlFedaykin on May 21, 2018, 08:52:45 am
http://dffd.bay12games.com/file.php?id=13772 (http://dffd.bay12games.com/file.php?id=13772)
Here you go!
Title: Re: ☼Meph Tileset☼ V3 - 32x - 44.09 - Updated 15th May - Variety & Animation update
Post by: Meph on May 21, 2018, 09:25:51 am
Placing farm plots, for whatever reason, I've heard before when it comes to crashes. That and the custom workshops, which makes no sense. It's a TWBT-related crash for sure, but I don't know how to fix it. I was under the impression that it only occurs (at least for me) when using redraw_all 1 mode. I couldn't replicate the crashes with redraw_all 0.
Title: Re: ☼Meph Tileset☼ V3 - 32x - 44.09 - Updated 15th May - Variety & Animation update
Post by: IlFedaykin on May 21, 2018, 09:58:08 am
I wasn't placing new farm plots, just planting seeds... maybe the ingame rescaling of tileset? I know it gets grumpy when you abuse of it, as if it requires too many resources or something...
EDIT: it took me about 50 seconds to crash it while rescaling. It may very well be the reason, any ideas on how to test it for sure?
EDIT2: Since i stopped rescaling it only crashed once, so there is a good chance the two things are strongly correlated.
Title: Re: ☼Meph Tileset☼ V3 - 32x - 44.09 - Updated 15th May - Variety & Animation update
Post by: db48x on May 23, 2018, 12:50:28 am
I wasn't placing new farm plots, just planting seeds... maybe the ingame rescaling of tileset? I know it gets grumpy when you abuse of it, as if it requires too many resources or something...
EDIT: it took me about 50 seconds to crash it while rescaling. It may very well be the reason, any ideas on how to test it for sure?
EDIT2: Since i stopped rescaling it only crashed once, so there is a good chance the two things are strongly correlated.

I didn't see any crashes at all with this save file. Whatever's causing the crash, it's not very reproducible.
Title: Re: ☼Meph Tileset☼ V3 - 32x - 44.09 - Updated 15th May - Variety & Animation update
Post by: Meph on May 23, 2018, 04:23:03 am
It's pretty random. When I first tested it by placing farm plots and custom workshops (half a year ago or so) sometimes I can create 500 and no crash, other times I can't make it to 10 before it crashed to desktop. That's with redraw_all 1. No idea what exactly causes it.
Title: Re: ☼Meph Tileset☼ V3 - 32x - 44.09 - Updated 15th May - Variety & Animation update
Post by: Baleur on May 24, 2018, 10:56:21 am
Love this work, but for me the color schemes are a bit too dark and grim.
I didnt manage to get my own colorscheme to look good with this pack (i created it for phoebus back in the day, havent played DF in a long time).
And i didnt manage to get any of the alternative seasonal color packs to work. How come the launcher has no dropdown list to choose those?
I must say though, your Meph Thick font is one of the most incredibly readable clear fonts i've ever seen in DF. It's a game-changer.

Edit: here is my colorscheme, feel free to include in the pack if you like it sufficently. Yes its a hodgepodge of 2 others :D
I loved the muddy parts of some, and vibrant colors of others, but muted them a bit.
I absolutely love to have black be a dark brown, makes the whole UI and mining feel a bit more muddy and warm.

Spoiler (click to show/hide)
Title: Re: ☼Meph Tileset☼ V3 - 32x - 44.09 - Updated 15th May - Variety & Animation update
Post by: Baleur on May 24, 2018, 01:48:41 pm
IlFedaykin: Yeah, the 16 and 24x sets I downscaled in Photoshop, but it didn't quite work, because the -bg and -top files don't fit exactly. Since I use so much transparency, these versions really shouldnt be used anymore. It's easier to play with 32x and zoom out.

Alternatively, in the Terminal window enter "twbt tilesize 24 24" or "twbt tilesize 16 16".

Thats almost perfect for what i want (i feel 32x is a bit too big on my 1080p monitor).
The only problem (if Meph is reading) is that the transparency of some stuff like bags, barrels, rocks etc gets a tiny 1 pixel blue outline when zooming out or in.
Is there any way to fix this?

Also, there's a mismatch between the default DF install folder and the Meph32 tileset folder.
Because i started a game without changing anything, looks great had nice wooden floors etc. Then i switched to 24x and back to 32x (to get it to re-apply the pack from the folder), booted up the game and noticed my wooden floors now look like gray squares, and barrels had a different icon.
Which is the latest, the default DF folder pre-installed Meph32, or the launcher folder Meph32 you have to manually get to re-apply?
I guess some RAW's changed and thats why my wooden floors are now gray? Also noticed all my stone walls are the same color (slate, granite etc) in the pre-installed graphics. Aren't they supposed to be different colors?
Title: Re: ☼Meph Tileset☼ V3 - 32x - 44.09 - Updated 15th May - Variety & Animation update
Post by: jecowa on May 27, 2018, 03:53:41 am
For people with crashes when using "twbt redraw_all", what resolution are you using? There was just a report on PE's thread about it working when maximized at 1080p but crashing when maximized at 4K.
Title: Re: ☼Meph Tileset☼ V3 - 32x - 44.09 - Updated 15th May - Variety & Animation update
Post by: Meph on June 08, 2018, 07:16:44 pm
Not much going on here, I guess everything is alright, or everyone is playing 44.10 instead. :D
Title: Re: ☼Meph Tileset☼ V3 - 32x - 44.09 - Updated 15th May - Variety & Animation update
Post by: Pvt. Pirate on June 09, 2018, 04:22:40 pm
Not much going on here, I guess everything is alright, or everyone is playing 44.10 instead. :D
or not getting your newer releases running properly on the linux LNP...
Title: Re: ☼Meph Tileset☼ V3 - 32x - 44.09 - Updated 15th May - Variety & Animation update
Post by: xyzzy on June 11, 2018, 01:28:38 pm
Meph, do you have plans to release a 44.10 version?
Title: Re: ☼Meph Tileset☼ V3 - 32x - 44.09 - Updated 15th May - Variety & Animation update
Post by: DizzyCrash on June 16, 2018, 05:34:38 pm
I am not seeing these decorations in the game, carpets and paintings, how do i access these art files?
Also the water doesnt look as nice as it does in the animated pictures or the weapons... am i doing something wrong?
Title: Re: ☼Meph Tileset☼ V3 - 32x - 44.09 - Updated 15th May - Variety & Animation update
Post by: McOrigin on June 22, 2018, 07:04:17 am
Hi!

First post on this forums just to let you know how awesome your tileset and pack is!
There are some things which I am not so sure about, maybe someone may clarify this:

1. In "World Gen." settings in the "Areas" box I set "Evil Areas" and Good Areas" to <0:0:0> but could not get any effect on world generation. Changing it to <1:1:0> seems to make a difference but not as I expected. Are those number "Tiles" or "Areas" or kind of "Percentage"?
I tried to get rid of Evil and Good Biomes entirely.

2. The "Tileset Legend" seems to be outdated or something is wrong with my game here:
-Petrified wood is shown as "Bricks"
-The table is looking way different than expected or shown in the legend.
-Flux stone like marble or chalk are rendered as "Rock 3" but with a blurry patch on it. Not as clear as "Flux" in the "Legend - Mail Tileset.png".
-Gem Stones are clearly not rendered as shown in the legend, with number of gems telling the value.
-All kind of Ores are .. I don't know .. hard to distinguish. I see the reference to the legend but it's hard to tell ingame which is what.

Maybe this is an issue with my screen resolution? Playing on 1920x1200 but read a 4k resolution is recommended. I tried the 24x24 version earlier but had to redownload and start with a clean version due to the blue and green outlines.

I might even consider to buy a new monitor just to play DF with this tileset, so great it is.

Title: Re: ☼Meph Tileset☼ V3 - 32x - 44.09 - Updated 15th May - Variety & Animation update
Post by: Pvt. Pirate on June 22, 2018, 01:49:58 pm
Mc origin, some of the falsely assigned overrides can be a result of some scripts working in a wrong way. i have even more of such problems because i can only use the LinuxLNP and copypaste mephs packs contents over - which means some DFHackscripts are outdated (compared to mephs features) and some inits will be overwritten each time i start the LNPlauncher.

Still loving your work meph! i still hope someone will write a linux version of your launcher soon.
Title: Re: ☼Meph Tileset☼ V3 - 32x - 44.09 - Updated 15th May - Variety & Animation update
Post by: McOrigin on June 22, 2018, 03:17:18 pm
Thanky ou very much for your reply, Pvt. Pirate. I downloaded the pack from the first page of this thread and did not change anything myself, except some setting in the launcher.

When I hit "Play Dwarf Fortress" I receive a warning in the DF Hack Console regarding TWBT:

"Warning: Plugin twbt compiled for DFHack 0.44.09-r1-2-g0ea35a6e, running DFHack 0.44.09-r1-0-gb6311ec6"

I assume, while having no clue, that there is an incompatibility here. May that cause the wrong overrides and has nobody really experienced this before? Is there any way to fix this for a noob like me?

Just for reference how much of a noob I am: I browsed the filed in the "\Dwarf Fortress\data" and could not even find the tiles shown ingame..
Title: Re: ☼Meph Tileset☼ V3 - 32x - 44.09 - Updated 15th May - Variety & Animation update
Post by: Rose on June 22, 2018, 11:06:48 pm
Nope, no incompatibility.

That warning is harmless.
Title: Re: ☼Meph Tileset☼ V3 - 32x - 44.09 - Updated 15th May - Variety & Animation update
Post by: DorfMeister on June 24, 2018, 10:16:15 am
ETA for update to 44.10? dfhack r2 has been released.
Title: Re: ☼Meph Tileset☼ V3 - 32x - 44.09 - Updated 15th May - Variety & Animation update
Post by: Darkond2100 on June 24, 2018, 08:12:19 pm
Meph is busy biking near Rome at the moment. Don't expect him for another week, by my guess. But idk his itinerary
Title: Re: ☼Meph Tileset☼ V3 - 32x - 44.09 - Updated 15th May - Variety & Animation update
Post by: db48x on June 25, 2018, 02:32:04 am
ETA for update to 44.10? dfhack r2 has been released.

I was able to use this tileset with 0.44.10 a few weeks ago by building DFHack and TWBT for it, and then copying the raws, graphics, settings, and so on from the 0.44.09 download. This is certainly something you could do yourself.
Title: Re: ☼Meph Tileset☼ V3 - 32x - 44.09 - Updated 15th May - Variety & Animation update
Post by: Meph on June 25, 2018, 06:43:23 am
Itinerary is down to greece, up to norway and back down  with some detours to iceland, Malta, cyprus and the like. A bit more than a week.

Currently Biking/Climbing/Flying the highest mountain in every country in Europe, See my Facebook or the (rather empty) highpointride.com.

I do carry a tablet with me, but i dont have much down time to program anything. :/
Title: Re: ☼Meph Tileset☼ V3 - 32x - 44.09 - Updated 15th May - Variety & Animation update
Post by: McOrigin on June 27, 2018, 11:53:31 am
Now I am a little bit jealous. Just a little bit. Enjoy your trip!
Title: Re: ☼Meph Tileset☼ V3 - 32x - 44.09 - Updated 15th May - Variety & Animation update
Post by: Pvt. Pirate on June 27, 2018, 02:19:59 pm
Now I am a little bit jealous. Just a little bit. Enjoy your trip!
now that you said it - i'm jealous too!
Title: Re: ☼Meph Tileset☼ V3 - 32x - 44.09 - Updated 15th May - Variety & Animation update
Post by: Darkond2100 on June 28, 2018, 06:38:49 pm
ETA for update to 44.10? dfhack r2 has been released.

I was able to use this tileset with 0.44.10 a few weeks ago by building DFHack and TWBT for it, and then copying the raws, graphics, settings, and so on from the 0.44.09 download. This is certainly something you could do yourself.
I'm interested. DFHack for 0.44.11 juust released. How do I do this?
Title: Re: ☼Meph Tileset☼ V3 - 32x - 44.09 - Updated 15th May - Variety & Animation update
Post by: db48x on June 29, 2018, 02:51:08 pm
ETA for update to 44.10? dfhack r2 has been released.

I was able to use this tileset with 0.44.10 a few weeks ago by building DFHack and TWBT for it, and then copying the raws, graphics, settings, and so on from the 0.44.09 download. This is certainly something you could do yourself.
I'm interested. DFHack for 0.44.11 juust released. How do I do this?

Get a fresh copy of 0.44.11. Clone the DFHack source code (https://github.com/DFHack/dfhack/), and build and install it according to its instructions, making sure you tell it where your DF is located. Clone a copy of the TWBT source code (https://github.com/mifki/df-twbt), then build and install it according to its instructions. It will need to know where your DF and your DFHack are. Then copy the DF config files and graphics from a previous release of Meph's tileset into your DF installation. Make sure you get the overrides.txt, since that's what tells TWBT which tiles to use for which things, and the dfhack.init script, which turns on TWBT.

At this point you have to decide if you want all of the modifications to the raws or not. I don't think any of them are vital, but many of them are worth having. Merging is important here; simply copying the raws from Meph's tileset will cause you to lose access to some of the features and bugfixes in 0.44.10 and 0.44.11. On the other hand, merging is complex and detail-oriented work; it'll take care and attention to detail to do correctly.
Title: Re: ☼Meph Tileset☼ V3 - 32x - 44.09 - Updated 15th May - Variety & Animation update
Post by: Meph on June 30, 2018, 12:49:16 pm
Just as a note: the altered raws are absolutely needed, because of the changed tile numbers.
Title: Re: ☼Meph Tileset☼ V3 - 32x - 44.09 - Updated 15th May - Variety & Animation update
Post by: Darkond2100 on June 30, 2018, 01:24:53 pm
Thankfully merging is going much easier with a simple diff checker.
Title: Re: ☼Meph Tileset☼ V3 - 32x - 44.09 - Updated 15th May - Variety & Animation update
Post by: jecowa on June 30, 2018, 02:56:11 pm
Use the Meph raws. There were no important raw changed between DF v0.44.07 and DF v0.44.11 - just some description changes of a few critters.
Title: Re: ☼Meph Tileset☼ V3 - 32x - 44.09 - Updated 15th May - Variety & Animation update
Post by: Krutchen on July 01, 2018, 02:37:08 pm
Get a fresh copy of 0.44.11. Clone the DFHack source code (https://github.com/DFHack/dfhack/), and build and install it according to its instructions, making sure you tell it where your DF is located. Clone a copy of the TWBT source code (https://github.com/mifki/df-twbt), then build and install it according to its instructions. It will need to know where your DF and your DFHack are. Then copy the DF config files and graphics from a previous release of Meph's tileset into your DF installation. Make sure you get the overrides.txt, since that's what tells TWBT which tiles to use for which things, and the dfhack.init script, which turns on TWBT.

At this point you have to decide if you want all of the modifications to the raws or not. I don't think any of them are vital, but many of them are worth having. Merging is important here; simply copying the raws from Meph's tileset will cause you to lose access to some of the features and bugfixes in 0.44.10 and 0.44.11. On the other hand, merging is complex and detail-oriented work; it'll take care and attention to detail to do correctly.

Could you post a link to your build so we could play with it? Beats having to download 12 different programs and specifying all the needed paths, lol.
Title: Re: ☼Meph Tileset☼ V3 - 32x - 44.09 - Updated 15th May - Variety & Animation update
Post by: Meph on July 07, 2018, 04:11:39 am
Just wanted to ask: how is the experience atm? Any cool forts out there making use of the new features?

Edit: Hu. Turns out my silly tablet has Win 32 installed. I can't even open DF. Anyone wants a completely untested 44.12 version? :D
Title: Re: ☼Meph Tileset☼ V3 - 32x - 44.09 - Updated 15th May - Variety & Animation update
Post by: DorfMeister on July 11, 2018, 02:32:22 pm
Anyone wants a completely untested 44.12 version? :D

Certainly! Been waiting few months to try new build.
Title: Re: ☼Meph Tileset☼ V3 - 32x - 44.09 - Updated 15th May - Variety & Animation update
Post by: Keiri21 on July 11, 2018, 06:49:34 pm
We'd love it!
Title: Re: ☼Meph Tileset☼ V3 - 32x - 44.09 - Updated 15th May - Variety & Animation update
Post by: Darkond2100 on July 11, 2018, 09:05:35 pm
I'll play that
Title: Re: ☼Meph Tileset☼ V3 - 32x - 44.09 - Updated 15th May - Variety & Animation update
Post by: Meph on July 12, 2018, 02:13:58 am
Ehm... you guys know that I cant even open it up myself atm? It's a blind, completely untested, unfixed, maybe horribly wrong frankenstein of a version.

Or, I just happen to make a 3 version jump without a single typo or mistake or compability issues bewteen utilities on the first try, either one. :P

TEST THIS! (http://dffd.bay12games.com/file.php?id=13884) I do absolutely require feedback on that one. If it works, if DF, DFhack, TWBT and Therapist run fine, I'll do a proper release.

Changelog:
 - Updated to 44.12
 - Turned Animations off by default due to instability some people reported. (aka crashes)
 - Removed 16 and 24 px versions, because of issues with the launcher (resetting overrides.txt) and because they look like crap anyway. If you want smaller tiles than 32x, just zoom out. There will be white pixel artefacts due to TWBTs transparency feature and the solid-white tileset-bg.png files; which can't be avoided. Best to just play on 32x as intended. ;)

Notes: I do have some down time the next couple of days, but unfortunately no mouse (only touchpad), no photoshop, dont have the launcher source code with me, and only a potato to run applications on. Not sure how much I can do with that. :D But hey, Bulgaria is cheap and the nearest mountain beckons.

Title: Re: ☼Meph Tileset☼ V3 - 32x - 44.09 - Please test 44.12 version. Thx.
Post by: Meph on July 12, 2018, 06:55:48 am
UPDATE!

Thanks to the hostel computer, I could do a test-run, everything seems to be in order, so here you go: Meph Tileset for 44.12. (http://dffd.bay12games.com/file.php?id=13407)

Changes are simple: Newest DF version and utilities, increased stability, but no animations (unless you turn them on manually in the launcher)

Changelog:
 - Updated to 44.12
 - Turned Animations off by default due to instability some people reported. (aka crashes)
 - Removed 16 and 24 px versions, because of issues with the launcher (resetting overrides.txt) and because they look like crap anyway. If you want smaller tiles than 32x, just zoom out. There will be white pixel artefacts due to TWBTs transparency feature and the solid-white tileset-bg.png files; which can't be avoided. Best to just play on 32x as intended. ;)

My only request for everyone: Do cool stuff and post cool screenshots. ;)
Title: Re: ☼Meph Tileset☼ V3.1 (32x32) - 44.12 - Last updated 12th July
Post by: EpicMadness on July 12, 2018, 09:02:15 am
Meph, do you have a tileset legend for creatures? or at least numerically labelled for modding purposes.
Title: Re: ☼Meph Tileset☼ V3.1 (32x32) - 44.12 - Last updated 12th July
Post by: Meph on July 12, 2018, 09:19:07 am
Meph, do you have a tileset legend for creatures? or at least numerically labelled for modding purposes.
Why, what's your plan? :)

And why numerically labelled, which seems weird for creatures... they are fairly unsorted in the vanilla raws, mostly by vermin/non-vermin and biomes.
Title: Re: ☼Meph Tileset☼ V3.1 (32x32) - 44.12 - Last updated 12th July
Post by: EpicMadness on July 12, 2018, 09:38:45 am
i'm trying to create a few animals and looking through which tileset to use is hard (manually looking through other creatures).

as for why numerically labelled, thats how CREATURE_TILE token work.
[CREATURE_TILE:249] = fluffy wambler / hamster


edit: wait, are you saying that biomes affect CREATURE_TILE selection? what the heck is toady thinking...
Title: Re: ☼Meph Tileset☼ V3.1 (32x32) - 44.12 - Last updated 12th July
Post by: Meph on July 12, 2018, 09:44:03 am
Ehm... I'm saying that creatures dont use tiles at all, except for vermin.

The CREATURE_TILE is pretty much useless, except maybe for their corpses, which are objects/items and therefore use the tile number. The living creature graphics are handled way differently. See raw/graphics, instead of the raw/objects files.

Biomes do not affect the tiles. I was just saying that most creature files are sorted by biomes, like temperate_large, ocean_large, etc.

Seems you have some time to spend on the wiki to figure out creature graphics. ;)

Edit: Here is an example for creature graphics:
Code: [Select]
graphics_domestic

[OBJECT:GRAPHICS]

[TILE_PAGE:DOMESTIC]
[FILE:domestic.png]
[TILE_DIM:32:32]
[PAGE_DIM:15:10]

[CREATURE_GRAPHICS:CAT]
[DEFAULT:DOMESTIC:1:0:AS_IS:DEFAULT]
[CHILD:DOMESTIC:6:0:AS_IS:DEFAULT]
[ANIMATED:DOMESTIC:11:0:AS_IS:DEFAULT]
[TRAINED_WAR:DOMESTIC:1:5:AS_IS:DEFAULT]
[TRAINED_HUNTER:DOMESTIC:6:5:AS_IS:DEFAULT]
Title: Re: ☼Meph Tileset☼ V3.1 (32x32) - 44.12 - Last updated 12th July
Post by: EpicMadness on July 12, 2018, 09:50:38 am
oops?  :P

although then how about the corpses? supposedly CREATURE_TILE would decide that no?
Title: Re: ☼Meph Tileset☼ V3.1 (32x32) - 44.12 - Last updated 12th July
Post by: Meph on July 12, 2018, 10:04:59 am
Yes.

The problem is that the tileset only has 256 tiles, while there are around 700 creatures in the game. Hence you cant make corpses for all of them. Most tilesets give them a letter (like c for cat), others have a singular corpse sprite (so all creature-tiles point to that one number), while I made a dozen or so corpse sprites, based on their body type. Bird, Fish, Mammal, etc.

Your choice.

Creatures in constructed cages (aka zoos) also display their creature_tile, instead of the sprites. Just a fun little thing Toady added to make it even harder for us poor poor modders. :P
Title: Re: ☼Meph Tileset☼ V3.1 (32x32) - 44.12 - Last updated 12th July
Post by: EpicMadness on July 12, 2018, 10:08:55 am
ah, i noticed that when i added animals without graphics, CREATURE_TILE seems to have taken over.
Title: Re: ☼Meph Tileset☼ V3.1 (32x32) - 44.12 - Last updated 12th July
Post by: Meph on July 12, 2018, 10:09:58 am
Sure. If you have no actual graphics for them, they revert to their tile.

The graphics are needed for distinguising adults from kids, from war/hunting trained and from zombies... and you can easily make fitting graphics, no need to occupy a tile in the tileset for a creature.

EDIT: Wow, it's really weird trying to do pixelart with a touchpad instead of a mouse.
Title: Re: ☼Meph Tileset☼ V3.1 (32x32) - 44.12 - Last updated 12th July
Post by: Leon1qaz on July 12, 2018, 01:29:18 pm
Adventure mode crash all the time
Title: Re: ☼Meph Tileset☼ V3.1 (32x32) - 44.12 - Last updated 12th July
Post by: Meph on July 12, 2018, 01:44:14 pm
Adventure mode crash all the time
Graphical TWBT tilesets and adventure mode don't really go hand in hand.

When does it crash, and do you play with twbt redraw_all 1?
Title: Re: ☼Meph Tileset☼ V3.1 (32x32) - 44.12 - Last updated 12th July - NEW POLL!
Post by: Meph on July 13, 2018, 06:29:04 am
and now... TO THE REAL UPDATE!

Meph Tileset V3.2 (44.12) - Download (http://dffd.bay12games.com/file.php?id=13407)

I couldn't sit here and just update the vanilla DF version without giving you guys something new to play with, so I did have a look around at what I could do. I found a few things.

 - Added MESSENGER graphics for the new profession.
 - Fixed 4 workshop tiles. (I mixed some up while testing animations)
 - Added 24 new sprites, for wood logs, cut gems and large gems.
 - Updated Vordaks set and added his Goblin sprites.
 - Added Patrik Lundells Librarian script to the dfhack package.
 - Added a workshop called Librarians Office; it can open legends mode and open a book index of everything written in your library.

As you can see, three major additions:

1. Vordaks Goblins:
Spoiler (click to show/hide)

You can find out more about his set here: http://www.bay12forums.com/smf/index.php?topic=165118.0 (http://www.bay12forums.com/smf/index.php?topic=165118.0). These new goblin sprites are used by default now, together with Vordaks dwarf sprites. If you dislike them, you can turn them off in the launcher, which switches back to the original design for dwarves and goblins.

2. Varied wood logs and cut gems:
Spoiler (click to show/hide)

I added 8 variants of wooden logs, gems and large gems. I know they are mostly stored in bins, but it wasn't too much work. ;) At the very least it should make wood stockpiles look more organic and less copy+paste.

3. The Libriarians Office:
A workshop that requires a chair and 4 bookcases to be build and triggers two dfhack scripts. One of them opens legends mode, which you can exit by simply pressing ESC. The second script is done by Patrik Lundell, who describes it here: http://www.bay12forums.com/smf/index.php?topic=170462.0 (http://www.bay12forums.com/smf/index.php?topic=170462.0). It gives you a UI that shows all the books, dates, authors, etc, all the information you could ever ask for about your library and literary works.

The librarians office brings us into dangerous territory of mods. I'm not entirely sure how to proceed... on the one hand this is a tileset. On the other hand I could mod in a bone-working shop that allows you to make bone furniture and walls, which would look awesome and evil. Or the beloved brick oven from Masterwork, which allows you to color your walls/furniture as you like. Or the crematory, to clean up garbage and help fix FPS.

It's a thin line between those additions, which are graphical of nature, or help FPS, and actual gameplay-changing mods. What do you guys think? I added a poll a bout the matter.

Edit: PS: Just updated the barebones version, for the people that want to build linux or mac sets.
Title: Re: ☼Meph Tileset☼ V3.2 (32x32) - 44.12 - Last updated 13th July - Librarian Update
Post by: EpicMadness on July 13, 2018, 10:55:54 am
question, do you already have a template for treants that i can use? i'll just manually add them if you already have one.


also fluff balls, specifically ball of fluff with eyes.
(https://i.pinimg.com/originals/7c/31/1d/7c311de4b5f044007b274286a87e7c05.jpg)
Title: Re: ☼Meph Tileset☼ V3.2 (32x32) - 44.12 - Last updated 13th July - Librarian Update
Post by: Meph on July 13, 2018, 11:06:40 am
I'm confused. Why would I have sprites for creatures that don't exist? ^^

Sorry, I don't have any templates...
Title: Re: ☼Meph Tileset☼ V3.2 (32x32) - 44.12 - Last updated 13th July - Librarian Update
Post by: EpicMadness on July 13, 2018, 11:10:19 am
well i'm asking just in case you have one, otherwise i'll search through the internet for one.

edit: wait, i just realized pokemon has icons... *looks through pokedex*
Title: Re: ☼Meph Tileset☼ V3.2 (32x32) - 44.12 - Last updated 13th July - Librarian Update
Post by: LeoCean on July 13, 2018, 12:28:15 pm
Just add some hair to the puffer fish epicmadness. It'll take some other work but it's already round.
Title: Re: ☼Meph Tileset☼ V3.2 (32x32) - 44.12 - Last updated 13th July - Librarian Update
Post by: Harpadarpa. on July 13, 2018, 12:31:37 pm
I would be super down for a crematorium to be added. I mean all it really does is stop me from atom smashing all my garbage. Who knows, maybe it could produce Ash to make it distinct from atom smashing.
Title: Re: ☼Meph Tileset☼ V3.2 (32x32) - 44.12 - Last updated 13th July - Librarian Update
Post by: EpicMadness on July 13, 2018, 10:50:09 pm
Just add some hair to the puffer fish epicmadness. It'll take some other work but it's already round.
i've made one from scratch and used a furball tile from somewhere.

simply put i used the floating-head as the base and removed the [flier] tag.
then added lots of hair.
Title: Re: ☼Meph Tileset☼ V3.2 (32x32) - 44.12 - Last updated 13th July - Librarian Update
Post by: Meph on July 14, 2018, 01:13:06 am
So your furball has leathery wings and a giant mouth full of sharp teeth? :-)
Title: Re: ☼Meph Tileset☼ V3.2 (32x32) - 44.12 - Last updated 13th July - Librarian Update
Post by: WilhelmStein on July 14, 2018, 02:09:38 am
I have a bit of a problem. The letter 'n' is displayed in a rather weird fashion. Take a look: https://www.dropbox.com/s/uufs6sl9w3f1avb/Screenshot%202018-07-13%2020.36.16.png?dl=0 (https://www.dropbox.com/s/uufs6sl9w3f1avb/Screenshot%202018-07-13%2020.36.16.png?dl=0).
I am using LNP. Also, a masterwork bed artifact that a dwarf made, has no bed sprite but is instead displayed as a big red X.
Title: Re: ☼Meph Tileset☼ V3.2 (32x32) - 44.12 - Last updated 13th July - Librarian Update
Post by: Meph on July 14, 2018, 02:36:29 am
What material was the bed made of? Its a metal or rock bed, yes?

The LNP has a different version of the tileset from the one released here, and the reason the N look odd (as well as a lot of other letters) is that you picked the "Meph Map Tileset" as your font. It's only supposed to be used for actual maps, (screenshots for succession forts, etc), not for playing the game. I have a Meph Font Tileset for that, but I dont know if PeridexisErrant ever put it into the LNP.
Title: Re: ☼Meph Tileset☼ V3.2 (32x32) - 44.12 - Last updated 13th July - Librarian Update
Post by: EpicMadness on July 14, 2018, 02:48:59 am
So your furball has leathery wings and a giant mouth full of sharp teeth? :-)
no, according to the body_default file the flying-head template is only a [BODY] with [UPPER_BODY][LOWER_BODY][HEAD][THOUGHT][FLIER] tags in it.
so technically, its just a lump of meat that flies.

so if you remove the [flier] tag then its basically a slime, add in two eyes and a bunch of hair and you get a furball.
Title: Re: ☼Meph Tileset☼ V3.2 (32x32) - 44.12 - Last updated 13th July - Librarian Update
Post by: Meph on July 14, 2018, 04:47:50 am
When I was working on the varied wood sprites, I thought that maybe more special woods could get their own unique sprite... same idea for bars.

(https://i.imgur.com/v1dIR35.png)

Feedback?

I'm aware that bars will mostly be hidden in bins, but I think it would be nice to occasionally see that rare adam-wafer around, or to be able to visually distinguish from iron bars and coke bars, or silver and soap. ^^
Title: Re: ☼Meph Tileset☼ V3.2 (32x32) - 44.12 - Last updated 13th July - Librarian Update
Post by: Meph on July 14, 2018, 05:39:58 am
WilhelmStein: Download these: https://imgur.com/a/Mj5s3km (https://imgur.com/a/Mj5s3km) and replace the three _MDF_furniture pngs in data/art with the new ones. That should fix your artefact bed problem. I added a rock, metal, silver and gold bed, hope your artefact is one of those.
Title: Re: ☼Meph Tileset☼ V3.2 (32x32) - 44.12 - Last updated 13th July - Librarian Update
Post by: EpicMadness on July 14, 2018, 06:08:06 am
Feedback?

change the charcoal/coke to look like burnt logs, with that image it looks like regular pig iron bars.

also, weren't nether-caps deep blue?
edit: raw says DARK_INDIGO
Title: Re: ☼Meph Tileset☼ V3.2 (32x32) - 44.12 - Last updated 13th July - Librarian Update
Post by: Meph on July 14, 2018, 06:57:27 am
Colors are applied ingame.
Title: Re: ☼Meph Tileset☼ V3.2 (32x32) - 44.12 - Last updated 13th July - Librarian Update
Post by: EpicMadness on July 14, 2018, 07:41:47 am
Colors are applied ingame.
yeah but i meant the light-blue tint would've affected it no? or is that bypassed?
Title: Re: ☼Meph Tileset☼ V3.2 (32x32) - 44.12 - Last updated 13th July - Librarian Update
Post by: Meph on July 14, 2018, 08:00:12 am
Yes, the light blue tint will be covered with a layer of indigo. That's intentional, just like the extra red on the blood thorn.
Title: Re: ☼Meph Tileset☼ V3.2 (32x32) - 44.12 - Last updated 13th July - Librarian Update
Post by: Descan on July 14, 2018, 11:38:25 am
I think you should make a differentiation between "gameplay helpers" and "cosmetic mods." So things like the bone furniture would be in the latter, while the crematorium would be in the former.

They'd both be off by default but you might want a mod to aid in cleaning up your fort while still wanting a mostly vanilla experience.

(Of course, which ones are utility mods and which ones are cosmetic is mostly up to personal opinion. Especially when atom-smashing with a bridge is already a possibility.)
Title: Re: ☼Meph Tileset☼ V3.2 (32x32) - 44.12 - Last updated 13th July - Librarian Update
Post by: Meph on July 14, 2018, 11:53:27 am
I'm someone who always prefers the roleplay/atmospheric version to the hacks/exploits. For example I'd vastly prefer a crematory to atom-smashing, because the former one just makes more sense.

A campfire mod that actually starts fires is a big gameplay change btw, it's easy to murder entire sieges with it, by setting the surface on fire when they show up. ;)
Title: Re: ☼Meph Tileset☼ V3.2 (32x32) - 44.12 - Last updated 13th July - Librarian Update
Post by: Datura on July 14, 2018, 12:21:06 pm
Just wanted to thank you, Meph, for your great work !

I'm using your launcher and it makes things a lot easier, I just wanted to report some very slight issues with it:

- In the "Init" tab, the options "Auto-Save Pause", "Varied Ground Tiles", "Transform Msg." and "Digging Stop" always appear turned off for some reason, even though they're ON in the game's files.
- In the same tab, the "Shadows" option always appears empty (no option selected), even though they work in-game.
- In the "Balancing" tab, the options "Picky Nobles" and "Greedy Nobles" don't actually change the associated values in the raws.

There may be more, these are just the ones I happened to notice  ;)

May I also suggest you create some instructions regarding how one could add custom fonts or tilesets and have them appear in the launcher? Right now I just put a custom font tileset in data/art and edited init.txt manually, but there's got to be a more elegant way (of course graphical tilesets would need a way to change override.txt).
Some built-in DFHack config (like PyLNP) would also be nice, but maybe that's beyond the scope of what you're trying to accomplish.

Btw, I voted for the inclusion of mods in subsequent releases of your pack, but OFF by default.

Thanks again for your contributions!

[Edit]Oh yeah, quick question: have you stopped working on the 24x24 and 16x16 versions of your tileset? Since I've got a 1080p display, I should use the 24x24 but I can't seem to find it anywhere...
Title: Re: ☼Meph Tileset☼ V3.2 (32x32) - 44.12 - Last updated 13th July - Librarian Update
Post by: Meph on July 14, 2018, 01:01:16 pm
Thanks for the detailed report. :)

I dont have the GUI source with me, so I cant compile it... those fixes will have to wait.

Custom fonts you just drag and drop into "Meph Tileset V3.2 - 44.12\TilesetExtras\Settings\TwbtFonts"

Custom tilesets you cant use with this.

The 24 and 16x versions I removed, because they only make extra work and look bad. You can get the exact same result (maybe even better) by just typing "twbt tilesize 24 24" or 16 16 into dfhack while the game runs.
Title: Re: ☼Meph Tileset☼ V3.2 (32x32) - 44.12 - Last updated 13th July - Librarian Update
Post by: EpicMadness on July 14, 2018, 01:13:27 pm
speaking of resolutions, is there a rule of thumb in the aspect ratio?

at the moment i'm using 1920x600 forced-locked in windowed mode.
Title: Re: ☼Meph Tileset☼ V3.2 (32x32) - 44.12 - Last updated 13th July - Librarian Update
Post by: Meph on July 14, 2018, 01:32:42 pm
Not really, since TWBT was introduced. The larger, the better for this set.
Title: Re: ☼Meph Tileset☼ V3.2 (32x32) - 44.12 - Last updated 13th July - Librarian Update
Post by: Meph on July 14, 2018, 01:57:10 pm
(https://i.imgur.com/rIeO5Ol.png)

Cavern woods, anyone?

Color would change ingame, the little blue mushrooms would stay, growing on the constructed walls/furniture. The wall design merges with the normal wood-wall design.

The stairs are one giant mushroom with winding steps around it.

The X is the space for a slab, which cant be made of wood (without modding).

The cage and bin are more mushroom-roots, brambles... that sort of thing. Hope it's clear enough.

The Mushroom overgrowing a skull icon is the coffin. :D

The statue is not actually used ingame. (no wood statues without modding), but I had one flying around, so I put it in anyway.

What do you guys think?
Title: Re: ☼Meph Tileset☼ V3.2 (32x32) - 44.12 - Last updated 13th July - Librarian Update
Post by: Datura on July 14, 2018, 02:00:00 pm
Thanks for the detailed report. :)

I dont have the GUI source with me, so I cant compile it... those fixes will have to wait.

Custom fonts you just drag and drop into "Meph Tileset V3.2 - 44.12\TilesetExtras\Settings\TwbtFonts"

Custom tilesets you cant use with this.

The 24 and 16x versions I removed, because they only make extra work and look bad. You can get the exact same result (maybe even better) by just typing "twbt tilesize 24 24" or 16 16 into dfhack while the game runs.
You're welcome :)

As I said, those are really minor bugs, so there's no real stress to fix them ASAP...nothing some manual init/raw editing can't overcome.
The fact that you provide a comprehensive override.txt and Revised integration is much more important to me  :P

Thank you for the instructions regarding fonts! I personally don't plan to use another tileset but I asked anyway... more knowledge can't hurt, can it?
I also appreciate the info about the "twbt tilesize" command, it has been added to my dfhack.init and seems to work as intended.

I'll keep you posted if I encounter any other issues with the launcher.

[Edit]
: Just saw your new post, and I like it! My two cents: the chest could do without the larger blue mushroom and, while pretty inventive, I feel the coffin departs too much from your other coffin designs, but that's just personal taste ;) Great work nonetheless!
Title: Re: ☼Meph Tileset☼ V3.2 (32x32) - 44.12 - Last updated 13th July - Librarian Update
Post by: Meph on July 14, 2018, 03:09:41 pm
Iinitially made that overgrown skull as the slab... then realized that there are no wood slabs, and re-used it as coffin.

Inspiration was this:
Spoiler (click to show/hide)

Tested the sprites ingame, works. :)

Edit: Marble.

(https://i.imgur.com/f94fbjP.png)

Again, feedback is all I need, on the cavern wood set and the marble set. :)
Title: Re: ☼Meph Tileset☼ V3.2 (32x32) - 44.12 - Last updated 13th July - Librarian Update
Post by: EpicMadness on July 14, 2018, 08:54:26 pm
Not really, since TWBT was introduced. The larger, the better for this set.

so even if i increase it to 1920x800 it won't distort/stretch?
edit: just confirmed it doesn't distort, readjusted my windowed resolution to 1800x900 to fit better with 1920x1080 monitor.
Title: Re: ☼Meph Tileset☼ V3.2 (32x32) - 44.12 - Last updated 13th July - Librarian Update
Post by: Meph on July 15, 2018, 03:12:28 am
It will never distort or stretch. It would simply show less tiles. (or more, if you increase the resolution).
Title: Re: ☼Meph Tileset☼ V3.2 (32x32) - 44.12 - Last updated 13th July - Librarian Update
Post by: Mrok Girl on July 15, 2018, 06:57:39 am
When I was working on the varied wood sprites, I thought that maybe more special woods could get their own unique sprite... same idea for bars.

(https://i.imgur.com/v1dIR35.png)

Feedback?

I'm aware that bars will mostly be hidden in bins, but I think it would be nice to occasionally see that rare adam-wafer around, or to be able to visually distinguish from iron bars and coke bars, or silver and soap. ^^

I'm all for this as I don't store stuff in my bins since I learned that it makes dorfs cancel jobs sometimes whey they are trying to get items from the same bin.
Title: Re: ☼Meph Tileset☼ V3.2 (32x32) - 44.12 - Last updated 13th July - Librarian Update
Post by: Meph on July 15, 2018, 07:08:59 am
I too barely use bins, minecarts or wheelbarrows, because I like to glance at my giant stockpiles to get an instant idea of how much stuff I have. ^^
Title: Re: ☼Meph Tileset☼ V3.2 (32x32) - 44.12 - Last updated 13th July - Librarian Update
Post by: EpicMadness on July 15, 2018, 08:19:12 am
no quantum?

edit: on a side note, dwarfs with gait=100 is a tad faster than dwarfs carrying wheelbarrows...
Title: Re: ☼Meph Tileset☼ V3.2 (32x32) - 44.12 - Last updated 13th July - Librarian Update
Post by: Meph on July 15, 2018, 11:02:02 am
Maybe I could add Vordaks crafts as alternatives into the set, now that materials have their own sprites.

Large pot, jug, crown, ring, amulet, bracelet, earrings, scepter, figurine, statue, blocks/bricks.
(https://i.imgur.com/5pdrmkV.png)

Stoneware, Earthenware, maybe Porcelain set. The blocks are called "bricks" ingame, so I made brick-only walls for it. The objects are mostly Vordaks work, which he already published for his alternate set. I thought it would be nice to have both at the same time; mine for stone, his for ceramics.

Eventually bone, wood, metal crafts would be added.

So... yeah, no furniture except for the statue exists in vanilla DF for ceramics. I kinda forgot about that. :D

EDIT: Wow, glass makes more than up for that. 60 items in total can be made of glass. That's an update all in itself. ^^
Title: Re: ☼Meph Tileset☼ V3.2 (32x32) - 44.12 - Last updated 13th July - Librarian Update
Post by: Descan on July 15, 2018, 11:47:08 am
I just imagined sitting in a ceramic dwarf-made chair and I gave myself anxiety.
Title: Re: ☼Meph Tileset☼ V3.2 (32x32) - 44.12 - Last updated 13th July - Librarian Update
Post by: Meph on July 15, 2018, 11:47:52 am
I just imagined sitting in a ceramic dwarf-made chair and I gave myself anxiety.
Because the plumbing might be in reverse, with magma instead of water?
Title: Re: ☼Meph Tileset☼ V3.2 (32x32) - 44.12 - Last updated 13th July - Librarian Update
Post by: Descan on July 15, 2018, 01:10:50 pm
Because dwarves are tiny and I don't want ceramic shards in my arse. ;P

Granted, they're also robust. Still wouldn't trust it to hold my weight.
Title: Re: ☼Meph Tileset☼ V3.2 (32x32) - 44.12 - Last updated 13th July - Librarian Update
Post by: Pvt. Pirate on July 16, 2018, 09:07:52 am
I'm someone who always prefers the roleplay/atmospheric version to the hacks/exploits. For example I'd vastly prefer a crematory to atom-smashing, because the former one just makes more sense.

A campfire mod that actually starts fires is a big gameplay change btw, it's easy to murder entire sieges with it, by setting the surface on fire when they show up. ;)
after all atom smashing is quasi bug abusing as a workaround for a missing method for getting rid of things.
Title: Re: ☼Meph Tileset☼ V3.2 (32x32) - 44.12 - Last updated 13th July - Librarian Update
Post by: Meph on July 16, 2018, 01:21:53 pm
Meph Tileset V3.3 (44.12) - Download (http://dffd.bay12games.com/file.php?id=13407)

UPDATE!

Two more material sets to try out: Cavern Woods and Marble. :) I also added a bit more variety to the wood logs, so that you can keep the most important woods apart, the same for bars: Each type now has a unique sprite, which helps a lot to keep coke, ash and iron apart. Soap no longer looks like Silver, Adamantine wafers are actual wafers, etc. :)

Changelog:

 - Fixed launcher options: Greedy/Picky nobles.
 - Added metal/rock beds, for those rare artefacts.
 - Added cavern-wood sprites for furniture and constructions (walls/floors/stairs)
 - Added marble sprites for furniture and constructions (walls/floors/stairs)
 - Added unique sprites for cavern, good and evil wood logs.
 - Added unique sprites for special bars: Soap, Ash, Potash/Pearlash, Coke/Charcoal, Adamantine Wafers and Steel.

The new unique sprites for logs/bars:
(https://i.imgur.com/v1dIR35.png)

Current state of the material additions:
Done: Stone; Flux; Wood; Cavern Wood; Metal; Silver; Gold; Obsidian; Marble; Clay.
WIP: Adamantine, Glass, Ice, Ceramics.
Only if modded in: Bone, Gem. (will probably do that)

(https://i.imgur.com/hH1TJ6r.png)

(https://i.imgur.com/BQTmug6.png)

Once the constructions and furniture is done, I can turn to the weapons, armors, tools and crafts. I don't think many of those are needed, because they are mostly in workshops, trade depots, bins in stockpiles or in someones inventory, but I feel like a few extra sprites would be interesting. Especially for glass and bone items, and the more unique ones like obsidian short swords or build-able tools like hives.

I'm currently fiddling around with the ceramics and started with glass, but the glass industry is a bit larger than anticipated, with 60 objects tied to it. ^^
Title: Re: ☼Meph Tileset☼ V3.3 (32x32) - 44.12 - updated 16th July - MARBLE AND FUNGIWOOD!
Post by: worbat on July 16, 2018, 02:03:10 pm
So, I'm trying to install the modest and the readme says to use the 24x version for my monitor. However, in the folder, it specifies there is only 32x. Am I being stupid or is it hidden somewhere?
Title: Re: ☼Meph Tileset☼ V3.2 (32x32) - 44.12 - Last updated 13th July - Librarian Update
Post by: LeoCean on July 16, 2018, 02:14:45 pm
-snip-
The 24 and 16x versions I removed, because they only make extra work and look bad. You can get the exact same result (maybe even better) by just typing "twbt tilesize 24 24" or 16 16 into dfhack while the game runs.

Anyways all 32x means is less tiles on your screen, the ideal for monitors being 80 I believe.
Title: Re: ☼Meph Tileset☼ V3.3 (32x32) - 44.12 - updated 16th July - MARBLE AND FUNGIWOOD!
Post by: Meph on July 16, 2018, 02:25:55 pm
the modest? No, you are not stupid, I am lazy and didnt update the readme. For size 24, do as LeoCean mentioned and type "twbt tilesize 24 24" into dfhack. :)

Materials in action:
(https://i.imgur.com/hLMkhsg.png)

Clay doesn't have furniture, that's why its rather empty. Same for ceramics, only furniture they have is the statue. The five empty fields are adamantine, ice, gem, bone and glass.
Title: Re: ☼Meph Tileset☼ V3.3 (32x32) - 44.12 - updated 16th July - MARBLE AND FUNGIWOOD!
Post by: Vordak on July 16, 2018, 03:29:13 pm
For wood and fungiwood walls is required to make so that stone part did not change color depending on type of tree\fungi. I.e add stone part to -top.png.
Upd. Pay attention that the metal/silver weapon and armor racks have an extra pothole in down, which should not be.
Upd2. Fungi floor should be contrasted with furniture, the simplest is to make it darker.
Upd3. Golden floor in the form of a grid cuts the eye.
Upd4. Gem floor is best done in the form of a mosaic, like your glass windows. After which windows of course need to be done by others.
Title: Re: ☼Meph Tileset☼ V3.3 (32x32) - 44.12 - updated 16th July - MARBLE AND FUNGIWOOD!
Post by: Meph on July 16, 2018, 04:27:03 pm
Vordak: Good points. I'm working in Paint.Net atm, with a touchpad (no mouse), so my skills are a bit limited.

Wood/Fungiwood top-layer: Will do, that makes perfect sense. :)
Sliver/Gold racks: Not sure what you mean. (If its about the mis-alignment: The picture is a mock-up, not an ingame screenshot)
Golden floor: I kinda like it, but I'm open for suggestions. I thought people would use it as highlights, not floor large areas like that.
Gem floor: It actually looks rather nice with colors, and blends in perfectly with normal floor. I want the gem-set to be the normal stone set, just encrusted with gems. :)

First try at glass/ice. (I'm not very happy with it to be honest):
(https://i.imgur.com/rnqeebD.png)

Floor, hatches and doors are fine, but the rest are pretty much placeholders. But that's the style I'd go for: Simple, sharp angles, clear lines, lots of white-space for glass. Ideas?

Edit: Gem floors ingame:
(https://i.imgur.com/aYad2yC.png)
Title: Re: ☼Meph Tileset☼ V3.2 (32x32) - 44.12 - Last updated 13th July - Librarian Update
Post by: Mrok Girl on July 16, 2018, 06:17:27 pm
Meph Tileset V3.3 (44.12) - Download (http://dffd.bay12games.com/file.php?id=13407)

UPDATE!

Oh no, I extracted everything and I'm trying to play but the launcher is stuck on 'loading' T_T

Edit: nevermind, everything is working, it's just me being tired.
Title: Re: ☼Meph Tileset☼ V3.3 (32x32) - 44.12 - updated 16th July - MARBLE AND FUNGIWOOD!
Post by: Chaikhou-L-Jabal on July 16, 2018, 07:10:39 pm
Amazing update !
I have a question : When I want to install a mod that adds additional creatures, the new creatures look like critters. Is it possible to have them as ASCII characters instead ?
Thanks in advance.
Title: Re: ☼Meph Tileset☼ V3.3 (32x32) - 44.12 - updated 16th July - MARBLE AND FUNGIWOOD!
Post by: Descan on July 16, 2018, 09:23:45 pm
A suggestion for the ice ones is, perhaps, a dusting of snow? Either on the objects themselves or scattered around the base.

I'm not sure how to make the glass ones more interesting, unfortunately. Unless you wanted to go hunting on google images for interesting themes people have done with glass objects that would translate into the game?
Title: Re: ☼Meph Tileset☼ V3.3 (32x32) - 44.12 - updated 16th July - MARBLE AND FUNGIWOOD!
Post by: Nefarian on July 16, 2018, 09:38:35 pm
Maybe it's me, but that glass door looks like one of those super tech advanced sci-fi doors, and i'm loving it.

Might sound stupid, but i think making the entire set more "technological" or sci-fi themed could look good.
Title: Re: ☼Meph Tileset☼ V3.3 (32x32) - 44.12 - updated 16th July - MARBLE AND FUNGIWOOD!
Post by: EpicMadness on July 16, 2018, 11:05:21 pm
I'm not sure how to make the glass ones more interesting, unfortunately. Unless you wanted to go hunting on google images for interesting themes people have done with glass objects that would translate into the game?
stained glass design might work better, specially with colored glass.
Title: Re: ☼Meph Tileset☼ V3.3 (32x32) - 44.12 - updated 16th July - MARBLE AND FUNGIWOOD!
Post by: Meph on July 17, 2018, 12:11:39 am
ASCII critters: curiously enough, not really. There are no ASCII characters left in the set. You can add ASCII creature sprites through raw/graphics.

Scifi would look cool, but no. My bet is 99% including me would be against it. But i wanted to make the glass Design rather modern.

Stained glass would sadly make no sense, considering dwarves dont know how to colors glass. They only have either clear or green glass.

I thought about adding icicles to the ice Set. Kinda like the spikes on the obsidian Set, just the other direction ;-)
Title: Re: ☼Meph Tileset☼ V3.3 (32x32) - 44.12 - updated 16th July - MARBLE AND FUNGIWOOD!
Post by: EpicMadness on July 17, 2018, 01:00:15 am
Stained glass would sadly make no sense, considering dwarves dont know how to colors glass. They only have either clear or green glass.

wait, i was under the impression that colored sand would retain their colors when turned to glass.
Title: Re: ☼Meph Tileset☼ V3.3 (32x32) - 44.12 - updated 16th July - MARBLE AND FUNGIWOOD!
Post by: Meph on July 17, 2018, 01:06:16 am
Idea: everything looks dwarvish atm. But I could add one set with human, elvish, goblin and kobold design. Thats only 4x 32 sprites :-D

Brick walls with tapestries, thick carpets and engraved padded furniture for humans. (cloth)

Living, organic wood walls with ivy, moss and filigrane furniture for elves. (plants )

For goblins dark, spiky walls with mutilated bodyparts, iron-grated flooring, and rough-cut furniture with banners. (iron/goblinite)

Leather and wood/clay based design for walls, like tents and camping furniture for kobolds (leather)

I could simply write a Workshop that says: Make elvish chair, or goblin-style door, etc, and supplies the wanted item. Since it only makes blocks and furniture, it would barely affect game balance.

Thoughts?

(Obviously those can be used when playing as that race too)

(Sand color has nothing to do with the color of the created glass.)
Title: Re: ☼Meph Tileset☼ V3.3 (32x32) - 44.12 - updated 16th July - MARBLE AND FUNGIWOOD!
Post by: EpicMadness on July 17, 2018, 01:20:48 am
goblin walls, make the spike material out of bloody bone.

kobolds should go with more fur instead of leather, considering that they don't do tanning.
plus stuffed animals and head-trophies, like the ones used in hunter cabins.


edit: oh right, how about tiki totems? they're statues that just look like totems.
also goblins should make skull totems instead.
Title: Re: ☼Meph Tileset☼ V3.3 (32x32) - 44.12 - updated 16th July - MARBLE AND FUNGIWOOD!
Post by: Meph on July 17, 2018, 01:54:19 am
Oh... that comment reminds me: We could just make wall-mounted head trophies.

Take goblin corpse, goto workshop, make "goblin trophy block", build wall. Wall looks like a wall, just with a gobin head on a wooden board stuck on it.

I just had to do a quick mock-up:
(https://i.imgur.com/OBiVeiu.png)

Edit: Mh, not sure if walls would be the best idea, there are so many iterations. Maybe more like an armor-stand or display case/stand. Furniture, that you can place on floors. What do you guys think, better on floors or walls? (floors I have to make 1 sprite, walls I need 11. If I make 10 different looking goblin heads, that's 10 sprites vs. 110 sprites. On the other hand, wall-deco would be awesome)

And that lead me to taxidermy. I already wrote a reactionthat takes a creature corpse and turns it into a fitting statue in MasterworkDF... and since most creature sprites are done, I can just greyscale them, put them on pedestals, and get something like:
(https://i.imgur.com/PibJL5w.png)

Mh, maybe with a bit more color:
(https://i.imgur.com/jBVomOn.png)

Not sure how many people would use this, but... it's a possibility. Taxidermied creatures would be STATUEs ingame.

It's literally just one dfhack script and adding this to the tanner:
Code: [Select]
[REACTION:TAXIDERMY_STATUE]
[NAME:stuff a corpse (statue)]
[BUILDING:TANNER:CUSTOM_SHIFT_S]
[REAGENT:corpse:1:CORPSE:NONE:NONE:NONE]
[USE_BODY_COMPONENT]
[PRODUCT:100:1:STATUE:NONE:INORGANIC:TAXIDERMY]
[SKILL:TANNER]

[REACTION:TAXIDERMY_FIGURINE]
[NAME:stuff remains (figurine]
[BUILDING:TANNER:CUSTOM_SHIFT_F]
[REAGENT:remains:1:REMAINS:NONE:NONE:NONE]
[PRODUCT:100:1:FIGURINE:NONE:INORGANIC:TAXIDERMY]
[SKILL:TANNER]

It sadly wouldnt really work with procedually generated creatures like titans, fbs, demons and nightcreatures (the biggest prey), but it could be a nice way to show-case the martial powers of a fortress... a hall of killed things. Quite dwarfy. Just have to test how DF handles corpses of intelligent civ-members atm.

With close to 700 creatures ingame, it would lead to 3x 256 tilesets being used for this, due to tranparency I need 3 more for the -bg files, I dont need -top files, so it comes down to... taking up 1536 tiles. I should probably finish the last remaining mammals/creatures in 32x (some are still upscaled 24x from Doren), before doing that. ^^

Feedback?

PS: Related: Please vote on the poll. There were 500 downloads of the last version in 2 days, but only 18 people voted? Come one guys, you can do better. :P
Title: Re: ☼Meph Tileset☼ V3.3 (32x32) - 44.12 - updated 16th July - MARBLE AND FUNGIWOOD!
Post by: EpicMadness on July 17, 2018, 02:02:25 am
elves would probably go insane if you try to trade them stuffed animal statues. :o
they go through your trophy hall with faces that says "oh god armok, these savages are barbarous!".

on a side note, can pet-value affect the statue's value?

edit: an idea came up, i think elves should have potted plants for statues.
Title: Re: ☼Meph Tileset☼ V3.3 (32x32) - 44.12 - updated 16th July - MARBLE AND FUNGIWOOD!
Post by: Meph on July 17, 2018, 02:14:43 am
No, the statue would be a generic, modded-material that I'd have to add. Now that I think of it, it would have to be close to 700 materials that I have to add. ... the script only makes sure that the ingame description is "this is a statue of a bear/giraffe/whatever", not the actual graphics. I'd have to assign them manually for each one.

Like this:
Code: [Select]
[OVERRIDE:234:B:STATUE:Statue::_MDF_overrides_7:199::::INORGANIC:TAXIDERMY_DOG]
[OVERRIDE:234:I:STATUE:STATUE::_MDF_overrides_7:199::::INORGANIC:TAXIDERMY_DOG]

[OVERRIDE:234:B:STATUE:Statue::_MDF_overrides_7:199::::INORGANIC:TAXIDERMY_CAT]
[OVERRIDE:234:I:STATUE:STATUE::_MDF_overrides_7:199::::INORGANIC:TAXIDERMY_CAT]

Then add:

Code: [Select]
[INORGANIC:TAXIDERMY_DOG]
[USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:stuffed dog]
[DISPLAY_COLOR:7:7:1][TILE:199]
[MATERIAL_VALUE:1]
[IS_STONE][MELTING_POINT:16507][BOILING_POINT:18000]

[INORGANIC:TAXIDERMY_CAT]
[USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:stuffed cat]
[DISPLAY_COLOR:7:7:1][TILE:199]
[MATERIAL_VALUE:1]
[IS_STONE][MELTING_POINT:16507][BOILING_POINT:18000]

The value I could alter, so that larger, more dangerous animals/trophies are worth more. So... I guess pet value can affect the statue value, but only by adding it manually.

Edit: Mh, a big project, but totally feasable. And easily portable to other tilesets that have creature sprites, because putting them on pedestals and changing the hue is not a lot of work.
Title: Re: ☼Meph Tileset☼ V3.3 (32x32) - 44.12 - updated 16th July - MARBLE AND FUNGIWOOD!
Post by: EpicMadness on July 17, 2018, 02:16:40 am
that'd make it worth it, now to wait for other people's feedback.  8)
Title: Re: ☼Meph Tileset☼ V3.3 (32x32) - 44.12 - updated 16th July - MARBLE AND FUNGIWOOD!
Post by: Pvt. Pirate on July 17, 2018, 02:19:30 am
the golden floor is a little hard on the eye.
Title: Re: ☼Meph Tileset☼ V3.3 (32x32) - 44.12 - updated 16th July - MARBLE AND FUNGIWOOD!
Post by: Meph on July 17, 2018, 02:50:36 am
the golden floor is a little hard on the eye.
not the first person to mention it. Added to my list of things to improve.
Title: Re: ☼Meph Tileset☼ V3.3 (32x32) - 44.12 - updated 16th July - MARBLE AND FUNGIWOOD!
Post by: Boltgun on July 17, 2018, 03:02:03 am
Tried a new Dwarf fort with animations activated, the game seems stable so far besides one lone crash at the embark screen. I did not play for a while so I'm enjoying the small changes on the set, it seems easier to read overall.
Title: Re: ☼Meph Tileset☼ V3.3 (32x32) - 44.12 - updated 16th July - MARBLE AND FUNGIWOOD!
Post by: Meph on July 17, 2018, 03:05:59 am
Try placing a lot of farmplots or decoration-workshops. I had repeatable crashes that way, but they seem system-dependend.

Anything you need for succubi? Missing 32x sprites for items, Workshops, etc?
Title: Re: ☼Meph Tileset☼ V3.3 (32x32) - 44.12 - updated 16th July - MARBLE AND FUNGIWOOD!
Post by: EpicMadness on July 17, 2018, 04:48:38 am
the golden floor is a little hard on the eye.
not the first person to mention it. Added to my list of things to improve.
i suggest increasing the mesh size, fine mesh makes it glaring.
and to differentiate it from grates, how about changing the lattice?
Title: Re: ☼Meph Tileset☼ V3.3 (32x32) - 44.12 - updated 16th July - MARBLE AND FUNGIWOOD!
Post by: Mrok Girl on July 17, 2018, 06:25:55 am
Wall mounted trophies would be great, and I wouldn't even mind if they were only for the horizontal wall, because we can't even see what's on the other walls that well anyway, but if you want to save space, how about a floor tile that would be like an Armour Stand or Weapons Stand with the trophy on it instead?

Taxidermy statues are awesome and clever :D Would it take the whole corpse though? I mean, I don't mind that much but many corpses can be butchered so I guess we'd have to be vigilant.
Title: Re: ☼Meph Tileset☼ V3.3 (32x32) - 44.12 - updated 16th July - MARBLE AND FUNGIWOOD!
Post by: Datura on July 17, 2018, 09:37:13 am
So, to update my current V3.2, should I just overwrite everything with the new version, or is it better to copy my save to a "clean" new version folder?
Title: Re: ☼Meph Tileset☼ V3.3 (32x32) - 44.12 - updated 16th July - MARBLE AND FUNGIWOOD!
Post by: EpicMadness on July 17, 2018, 09:54:29 am
copy over your save, plus overwriting your old game wouldn't allow you to revert.
Title: Re: ☼Meph Tileset☼ V3.3 (32x32) - 44.12 - updated 16th July - MARBLE AND FUNGIWOOD!
Post by: Meph on July 17, 2018, 10:53:52 am
Yeah, just copy the save into the new version.
Title: Re: ☼Meph Tileset☼ V3.3 (32x32) - 44.12 - updated 16th July - MARBLE AND FUNGIWOOD!
Post by: Pvt. Pirate on July 17, 2018, 11:06:50 am
the golden floor is a little hard on the eye.
not the first person to mention it. Added to my list of things to improve.
*thumbs up* :) otherwise i'm again amazed from your great work :)
Title: Re: ☼Meph Tileset☼ V3.3 (32x32) - 44.12 - updated 16th July - MARBLE AND FUNGIWOOD!
Post by: Meph on July 17, 2018, 03:47:32 pm
Gold floor alternative versions, courtesy of dokucraft:

(https://i.imgur.com/8UV3YA7.png)

They also have quite nice terrain:

(https://i.imgur.com/BnfOee3.png)
Title: Re: ☼Meph Tileset☼ V3.3 (32x32) - 44.12 - updated 16th July - MARBLE AND FUNGIWOOD!
Post by: Descan on July 17, 2018, 04:54:48 pm
Third down on the right looks like a good version of the mesh idea without being too eye-gougey. :>
Title: Re: ☼Meph Tileset☼ V3.3 (32x32) - 44.12 - updated 16th July - MARBLE AND FUNGIWOOD!
Post by: Meph on July 18, 2018, 02:43:42 am
For now i picked top left.
Title: Re: ☼Meph Tileset☼ V3.3 (32x32) - 44.12 - updated 16th July - MARBLE AND FUNGIWOOD!
Post by: Mrok Girl on July 18, 2018, 08:05:49 am
Gold floor alternative versions, courtesy of dokucraft:

(https://i.imgur.com/8UV3YA7.png)

They also have quite nice terrain:

(https://i.imgur.com/BnfOee3.png)

I like top left, 2nd top left, top right if it was a bit darker, 3rd right and bottom right.
Title: Re: ☼Meph Tileset☼ V3.3 (32x32) - 44.12 - updated 16th July - MARBLE AND FUNGIWOOD!
Post by: EpicMadness on July 18, 2018, 08:07:25 am
bottom left could work as a door with a bit of adjustment.
Title: Re: ☼Meph Tileset☼ V3.3 (32x32) - 44.12 - updated 16th July - MARBLE AND FUNGIWOOD!
Post by: Descan on July 18, 2018, 11:14:55 am
I feel like I'd confuse it pretty often with doors if it were used as a floor, yeah.
Title: Re: ☼Meph Tileset☼ V3.3 (32x32) - 44.12 - updated 16th July - MARBLE AND FUNGIWOOD!
Post by: Meph on July 18, 2018, 03:22:20 pm
Maybe I'll add it as a door at some point. ;)

Design idea for gem furniture/walls: I carbon-copy the stone sprites and literaly engrave them with gems, like this ruby-mock-up:

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

It's fairly easy to do (this is a mock-up, final product would look nicer), it makes sense ingame (no gems large enough to make entire furniture out of them), and it would fit stylistically with the stone walls... people could put single gem-blocks in between as highlights. :)

Just to be clear: This is NOT gem-encrusted furniture, like "diorite table encrusted with ruby", but instead it would be a "ruby table". TWBT can't distinguish between different decorations on objects.
Title: Re: ☼Meph Tileset☼ V3.3 (32x32) - 44.12 - updated 16th July - MARBLE AND FUNGIWOOD!
Post by: Meph on July 18, 2018, 03:36:31 pm
Ok, so here my current to-do list:
 - Adamantine set
 - Glass set
 - Ice set (+workshop to make them)
 - Bone set (+workshop to make them)
 - Gem set (+workshop to make them)
 - Human/Elf/Kobold/Goblin set (+workshop to make them)
 - Some tools/object sets for different materials.
 - Trophies (Goblin, Kobolds, Elf, Human, Other?)
 - Taxidermied Animals / Animal Statues
 - Remaining creature sprites (current placeholders are upscaled 24x sprites)
 - Modded utility workshops (coloring blocks, cleaning the fort, simple drag&drop mods)
 - Succubus sprite support (for Boltguns succubus mod)
 - Orc sprite support (for Smakes orc fortress mod)
 - Roads based on different materials (to quickly cover lots of grounds in fancy new floor tiles)
 - More "variety" sprites (alternates of existing sprites to make things more organic/less copy paste), for example for tree trunks, farm plots, most frequently farmed plants, leaves, tree bark, etc.
 - Different item sprites for bone/shell/leather armors; obsidian swords, silk vs yarn items, wooden vs metal shields...
 - Different item sprites for buildable tools/missing furniture, like hives, nest boxes, restraints/chains/ropes, etc.
 - Check and improve all designations (mining, plants to collect, trees to cut down)
 - Fix "carried items display wrong sprite" bug (which requires a lot of main tileset tiles, I could for example remove "animated vermin sprites" to make the space)

Feel free to discuss. I'll be gone for a bit, at least no more updates the coming week(s). I'll still be online now and then and read/answer.
Title: Re: ☼Meph Tileset☼ V3.3 (32x32) - 44.12 - updated 16th July - MARBLE AND FUNGIWOOD!
Post by: Mrok Girl on July 18, 2018, 04:21:29 pm
Are the tree trunks supposed to look like that? The contrast between the ground-level trunk and those on level above in terms of colours is quite striking.

Spoiler (click to show/hide)

Also, designated revealed granite really needs to be more clear than non-designated granite.

Spoiler (click to show/hide)
Title: Re: ☼Meph Tileset☼ V3.3 (32x32) - 44.12 - updated 16th July - MARBLE AND FUNGIWOOD!
Post by: ZayZe on July 18, 2018, 05:36:54 pm
AMAZING work as always Meph.  8) :)

Always doing good things for DF. LOVE it.

Wish you happiness
Title: Re: ☼Meph Tileset☼ V3.3 (32x32) - 44.12 - updated 16th July - MARBLE AND FUNGIWOOD!
Post by: EpicMadness on July 19, 2018, 02:38:55 am
Also, designated revealed granite really needs to be more clear than non-designated granite.

Spoiler (click to show/hide)

this in fact should just have pickaxe drawn on top of it, channeling has this so why not mining?
Title: Re: ☼Meph Tileset☼ V3.3 (32x32) - 44.12 - updated 16th July - MARBLE AND FUNGIWOOD!
Post by: Meph on July 20, 2018, 08:28:59 am
Because channels have their own sprite, while mining adds different colors to the rock sprite.
Title: Re: ☼Meph Tileset☼ V3.3 (32x32) - 44.12 - updated 16th July - MARBLE AND FUNGIWOOD!
Post by: Rose on July 20, 2018, 09:12:30 am
This can be fixed by modifying the colors of granite in the raws, which have an inverted color scheme (black foreground and grey background)
Title: Re: ☼Meph Tileset☼ V3.3 (32x32) - 44.12 - updated 16th July - MARBLE AND FUNGIWOOD!
Post by: EpicMadness on July 20, 2018, 10:28:46 am
Because channels have their own sprite, while mining adds different colors to the rock sprite.
i know, i was just pointing out the disparity.
Title: Re: ☼Meph Tileset☼ V3.3 (32x32) - 44.12 - updated 16th July - MARBLE AND FUNGIWOOD!
Post by: Meph on July 20, 2018, 11:05:09 am
This can be fixed by modifying the colors of granite in the raws, which have an inverted color scheme (black foreground and grey background)
I use the same sprites for all rock, so I'd have to do that for all inorganics... Ores too.  :/
Title: Re: ☼Meph Tileset☼ V3.3 (32x32) - 44.12 - updated 16th July - MARBLE AND FUNGIWOOD!
Post by: Rose on July 20, 2018, 11:07:26 am
Unless you changed it, granite is unique in the fact that the color is reversed.
Title: Re: ☼Meph Tileset☼ V3.3 (32x32) - 44.12 - updated 16th July - MARBLE AND FUNGIWOOD!
Post by: Meph on July 24, 2018, 03:49:26 am
Mh. 800+ downloads of the main pack, 200+ of the barebones version...  Over 1000 downloads, but no comments, bug reports or suggestions?
Title: Re: ☼Meph Tileset☼ V3.3 (32x32) - 44.12 - updated 16th July - MARBLE AND FUNGIWOOD!
Post by: Thelo on July 24, 2018, 06:50:40 am
Mh. 800+ downloads of the main pack, 200+ of the barebones version...  Over 1000 downloads, but no comments, bug reports or suggestions?

Aside from the confusing digging designation colors for rock layers, so far it's been good. I'd like to have all customization options for Linux, though. I was wondering, how can I get it configured in Windows and then port the raws to Linux? I have a VM for other things related to DF that have no Linux port.

I really like the tileset (and I'm also an old Masterwork player, missing lots of things from the old times). Good job, Meph and all the artists involved. :)

Edit: also, color variation for seasons makes me a little confused too, and some of the palettes are too dark. I know I can change that myself, but just wanted to point out my impressions. Finally, obsidian walls are way too dark for my taste, sometimes makes it difficult to even see them in some situations.
Title: Re: ☼Meph Tileset☼ V3.3 (32x32) - 44.12 - updated 16th July - MARBLE AND FUNGIWOOD!
Post by: Meph on July 24, 2018, 07:00:25 am
Thanks for the feedback. :-)

Did you mean natural obsidian walls, or constructed ones?

You can just copy the raw folder to your Linux install, after you made the changes you wanted.
Title: Re: ☼Meph Tileset☼ V3.3 (32x32) - 44.12 - updated 16th July - MARBLE AND FUNGIWOOD!
Post by: DWARFFRAWD on July 24, 2018, 07:25:09 am
I cant distinguish gather designated / non-gather plants color, digging designated /non-digging rocks sometime.

plants and rocks are natural.
Title: Re: ☼Meph Tileset☼ V3.3 (32x32) - 44.12 - updated 16th July - MARBLE AND FUNGIWOOD!
Post by: Thelo on July 24, 2018, 07:48:03 am
Thanks for the feedback. :-)

Did you mean natural obsidian walls, or constructed ones?

You can just copy the raw folder to your Linux install, after you made the changes you wanted.

Constructed ones.

As for the raws, as I imagined, then. Will try this evening.
Title: Re: ☼Meph Tileset☼ V3.3 (32x32) - 44.12 - updated 16th July - MARBLE AND FUNGIWOOD!
Post by: billw on July 24, 2018, 07:59:05 am
I cant distinguish gather designated / non-gather plants color, digging designated /non-digging rocks sometime.
Same, also what rocks that are designated and are next to be mined (flashing) is almost invisible.
I also have problems with constructed stairs looking different from dug ones (the dug ones have nicer+clearer graphics, not a fan of the arrows).
Title: Re: ☼Meph Tileset☼ V3.3 (32x32) - 44.12 - updated 16th July - MARBLE AND FUNGIWOOD!
Post by: Thelo on July 24, 2018, 08:11:39 am
I cant distinguish gather designated / non-gather plants color, digging designated /non-digging rocks sometime.
Same, also what rocks that are designated and are next to be mined (flashing) is almost invisible.
I also have problems with constructed stairs looking different from dug ones (the dug ones have nicer+clearer graphics, not a fan of the arrows).

I do agree! I'd rather have all stairs look the same if they have the same functionality. Let us figure out if they need to be dug or deconstructed. :)
Title: Re: ☼Meph Tileset☼ V3.3 (32x32) - 44.12 - updated 16th July - MARBLE AND FUNGIWOOD!
Post by: Descan on July 24, 2018, 02:19:51 pm
Yeah, I would much prefer the stairs to be uniform in shape/style. By all means, have them different texture/colour for built/dug, or brick/block/glass/stone/etc! But it's a bit jarring to have a side-view right next to a top-down view, especially when the functionality is the same. (It's a bit different when it's different functionality, like walls next to stairs, or beds, etc.)

(I also prefer the quality of the side-view dug stairs over the up/down arrow top-down view. Plus it's easier to tell which is the up and which is the down stair in the side view, compared to the only main difference being the small arrow in the top-down view)
Title: Re: ☼Meph Tileset☼ V3.3 (32x32) - 44.12 - updated 16th July - MARBLE AND FUNGIWOOD!
Post by: Meph on July 25, 2018, 12:00:28 am
Aha! Thanks guys, that is very useful feedback. Improving existing tiles is quite easy, because the overrides, etc already exist.

So:
- Designations unclear
- Stairs better standardized
- Obsidian too dark

Anything else?
Title: Re: ☼Meph Tileset☼ V3.3 (32x32) - 44.12 - updated 16th July - MARBLE AND FUNGIWOOD!
Post by: EpicMadness on July 25, 2018, 02:47:18 am
change constructed ramps to match material used? at the moment all of them look like log ladders.
Title: Re: ☼Meph Tileset☼ V3.3 (32x32) - 44.12 - updated 16th July - MARBLE AND FUNGIWOOD!
Post by: Raylemon on July 25, 2018, 03:22:36 am
Hello,
I think I have a bug with the tileset… I've downloaded the latest launcher and create a new world in the game. But, the tiles doesn't match the items, eg my bedrooms ingame :
Spoiler (click to show/hide)
I built bed, cabinet and coffer.
Another example, seeds and leaves appear like this :
Spoiler (click to show/hide)

How can I repair that ?
Thanks !
Title: Re: ☼Meph Tileset☼ V3.3 (32x32) - 44.12 - updated 16th July - MARBLE AND FUNGIWOOD!
Post by: Meph on July 25, 2018, 03:25:09 am
Your dfhack/twbt isnt on. No idea what you did, but it's required for the tileset.
Title: Re: ☼Meph Tileset☼ V3.3 (32x32) - 44.12 - updated 16th July - MARBLE AND FUNGIWOOD!
Post by: Raylemon on July 25, 2018, 03:39:18 am
Wow, thank for quick reply ! Dfhack and twbt are both active…
But I updated dfhack and twbt, maybe I missed something by replacing files with a newer version…
Title: Re: ☼Meph Tileset☼ V3.3 (32x32) - 44.12 - updated 16th July - MARBLE AND FUNGIWOOD!
Post by: Vordak on July 25, 2018, 04:12:20 am
Hello,
I think I have a bug with the tileset… I've downloaded the latest launcher and create a new world in the game. But, the tiles doesn't match the items, eg my bedrooms ingame :
I built bed, cabinet and coffer.
Such I observed in fortresses, which updated DF version.

Another example, seeds and leaves appear like this :
This is clearly from adventure mode, there with tileset are created metamorphosis, like replacement ramps on tile with arrow and back to normal ramp tile. An old problem that is rather related to the DF and not to tileset and twbt.
Title: Re: ☼Meph Tileset☼ V3.3 (32x32) - 44.12 - updated 16th July - MARBLE AND FUNGIWOOD!
Post by: Meph on July 25, 2018, 01:31:17 pm
Df, dfhack and twbt need to be of compatible versions, and you might replace important init files, like the dfhack.init or the overrides.txt.
Title: Re: ☼Meph Tileset☼ V3.3 (32x32) - 44.12 - updated 16th July - MARBLE AND FUNGIWOOD!
Post by: Raylemon on July 25, 2018, 01:33:53 pm
Ok, revert to dfhack alpha and twbt 6.52, and the tileset is functional.
So, how to update dfhack and twbt with your launcher ?

Anyway, thanks for the help !
Title: Re: ☼Meph Tileset☼ V3.3 (32x32) - 44.12 - updated 16th July - MARBLE AND FUNGIWOOD!
Post by: Meph on July 25, 2018, 01:48:44 pm
Update, but dont replace the two files I mentioned above.
Title: Re: ☼Meph Tileset☼ V3.3 (32x32) - 44.12 - updated 16th July - MARBLE AND FUNGIWOOD!
Post by: ZayZe on July 26, 2018, 08:48:39 pm
yay more updates!  :D
Title: Re: ☼Meph Tileset☼ V3.3 (32x32) - 44.12 - updated 16th July - MARBLE AND FUNGIWOOD!
Post by: Bapdorf on July 27, 2018, 11:16:38 am
Hi, Possible minor issue?
'Magma Flow' seems to update strangely when viewing form higher z-levels and when above magma/in open space. This only seems to happen when using this launcher, and does not happen when using the meph tileset in LNP.
When on the same z-level, everything seems correct:
Spoiler (click to show/hide)
However, when on the z-level above (viewing using included TWBT multilevel view plugin), the magma flow renders strangely - it stays at first, but if updated by any unrevealed or non openspace tile or the cursor, it vanishes entirely. This persists on higher z-levels also.
Spoiler (click to show/hide)
When returning to the lower z-level the magma flow tiles remain vanished until updated by non-openspace tile or the cursor.
Spoiler (click to show/hide)
When moving the camera this can become disturbing as patches of magma flow follow me around :)
Spoiler (click to show/hide)
Spoiler (click to show/hide)
It is possible (aka likely) this is nothing to do with the pack and entirely my own fault, but if possible some help on how to fix would be appreciated.
Thanks
Title: Re: ☼Meph Tileset☼ V3.3 (32x32) - 44.12 - updated 16th July - MARBLE AND FUNGIWOOD!
Post by: billw on July 27, 2018, 11:34:01 am
One other minor thing: sand walls and sand floors can be very hard to tell apart until stuff is growing on them.
Title: Re: ☼Meph Tileset☼ V3.3 (32x32) - 44.12 - updated 16th July - MARBLE AND FUNGIWOOD!
Post by: Meph on July 28, 2018, 12:40:04 am
Magma flow fix: twbt redraw_1, type that into dfhack.  Its a twbt issue. Sadly redraw all can cause crashes on occasion for some people, so use with care / quicksave.
Title: Re: ☼Meph Tileset☼ V3.3 (32x32) - 44.12 - updated 16th July - MARBLE AND FUNGIWOOD!
Post by: Sirus on July 28, 2018, 12:37:23 pm
Does the latest version of the download not include the 24x24 and 16x16 versions of the tilesets anymore? The default size goes quite a way off my monitor on both sides, but I can't seem to find the "Extra Tilesets" folder mentioned in the readme anywhere.

I also tried using that DFhack command in the OP, but nothing changes.
Title: Re: ☼Meph Tileset☼ V3.3 (32x32) - 44.12 - updated 16th July - MARBLE AND FUNGIWOOD!
Post by: Meph on July 28, 2018, 01:49:37 pm
I removed them because they dont look that good, clash with the transparency feature and the dfhack command should do the same.
Title: Re: ☼Meph Tileset☼ V3.3 (32x32) - 44.12 - updated 16th July - MARBLE AND FUNGIWOOD!
Post by: Sirus on July 28, 2018, 03:13:09 pm
Unfortunately the dfhack command doesn't appear to do anything. I can see TWBT starting up and changing the title screen from various icons to text, but
Code: [Select]
twbt tilesize 24 24
doesn't cause any sort of reaction. There isn't even an error message.
Title: Re: ☼Meph Tileset☼ V3.3 (32x32) - 44.12 - updated 16th July - MARBLE AND FUNGIWOOD!
Post by: Meph on July 28, 2018, 03:59:23 pm
Mh... Does "twbt tilesize bigger" or "smaller" give a reaction?  It should. Otherwise try zooming with your mousewheel.
Title: Re: ☼Meph Tileset☼ V3.3 (32x32) - 44.12 - updated 16th July - MARBLE AND FUNGIWOOD!
Post by: Sirus on July 28, 2018, 04:04:35 pm
Not from what I can see, no. Mousewheel works, but not the commands. It's weird.
Title: Re: ☼Meph Tileset☼ V3.3 (32x32) - 44.12 - updated 16th July - MARBLE AND FUNGIWOOD!
Post by: LeoCean on July 28, 2018, 05:52:57 pm
Just try twbt tilesize 24 24 or twbt tilesize 16 16 in dfhack.init see if that works, there's no reason it wouldn't unless twbt isn't on.
Title: Re: ☼Meph Tileset☼ V3.3 (32x32) - 44.12 - updated 16th July - MARBLE AND FUNGIWOOD!
Post by: Meph on July 29, 2018, 03:39:20 am
Adventure-Mode. Anyone trying it with this tileset?

I thought about it a lot because Today adds more and more to adv-mode. I could try to make a version of the tileset that works with adv-mode, but I'd need a lot of playtesters, because I cant find my way around adv-mode and wouldnt know whats what ;)

Anyone interested?
Title: Re: ☼Meph Tileset☼ V3.3 (32x32) - 44.12 - updated 16th July - MARBLE AND FUNGIWOOD!
Post by: Bapdorf on July 29, 2018, 05:07:05 am
About the TWBT tilesize thing;
I also find that the commands don't do anything when I type them into the main console, but when I use the ingame dfhack viewer thing (ctrl+shift+p) then they work fine. Not sure if this is any help
Title: Re: ☼Meph Tileset☼ V3.3 (32x32) - 44.12 - updated 16th July - MARBLE AND FUNGIWOOD!
Post by: Sirus on July 29, 2018, 03:11:59 pm
I tried adventure mode. It crashed pretty quickly.

Then again this modded version of DF is really hard on my computer in general, so maybe I just ran into something it couldn't handle.
Title: Re: ☼Meph Tileset☼ V3.3 (32x32) - 44.12 - updated 16th July - MARBLE AND FUNGIWOOD!
Post by: PopTart on July 30, 2018, 09:37:30 am
Help! Trying to get the barebones version to work on my mac.

When I load my save file, it says: "FATAL ERROR data/save/region2/raw/objects/text/book_instruction.txt NOT FOUND" and quits.

I replaced all the files in the init folder. I also replaced the entire art folder. I also replaced the entire raw folder both in the main DF folder and my save folder.

Everything runs fine in the main menu (because I'm running DFHack with TWBT). Why is it looking for this book_instruction.txt file?

Thanks!

EDIT: I think it has to do with Meph's pack lacking a folder called "interaction examples"? I tried importing that from another graphics pack, but then it said I have other files missing.

EDIT: I downloaded the big pack, copied the folders from there into my Dwarf Fortress folder. This time I get a MISSING ENTITY DEFINITION.

EDIT: Okay, I finally moved the subfolders inside of raw instead of the whole raw folder, and it worked!
Title: Re: ☼Meph Tileset☼ V3.3 (32x32) - 44.12 - updated 16th July - MARBLE AND FUNGIWOOD!
Post by: Delta_02_Cat on July 31, 2018, 06:45:20 am
Absolutely love the tileset, great work :)

Is there any way to get the current version of it to work with Masterwork? Especially the different graphics for different materials like stone, flux, marbe and the like.
Title: Re: ☼Meph Tileset☼ V3.3 (32x32) - 44.12 - updated 16th July - MARBLE AND FUNGIWOOD!
Post by: Meph on July 31, 2018, 10:25:17 am
Absolutely love the tileset, great work :)

Is there any way to get the current version of it to work with Masterwork? Especially the different graphics for different materials like stone, flux, marbe and the like.
not really, unless you know exactly what you are doing, and update mdf to the newest version too.
Title: Re: ☼Meph Tileset☼ V3.3 (32x32) - 44.12 - updated 16th July - MARBLE AND FUNGIWOOD!
Post by: Meph on August 01, 2018, 01:13:08 pm
UPDATE!

Meph Tileset v3.4 - 44.12 (http://dffd.bay12games.com/file.php?id=13407)

Five new features for you: First, you get sprites for the kiln/ceramics industry. Second, tons of new TWBT fonts. Third, Vault Guardians got creature sprites! Fourth, I added the embark profiles from the LNP. Fifth, Vordaks Kobolds!


Ceramics Industry:
All ceramic items now have their own unique sprites. Fire up your kilns and try out: Crowns, Rings, Earrings, Amulets, Bracelets, Figurines, Scepters, Bricks/Blocks, Statues, Jugs and large Pots. The sprites are mostly done by Vordak, thanks again for the support. :)

This extends to the constructed walls, floors and stairs with ceramic bricks:
(https://i.imgur.com/5pdrmkV.png)


Menu fonts for TWBT
 
 List of new fonts:
  - RuneSet & RuneSet-Aniron by monkeyfritz http://www.bay12forums.com/smf/index.php?topic=170011.0
  - Manuscript by monkeyfritz http://www.bay12forums.com/smf/index.php?topic=170157.0
  - Crazy88 by PigtailLlama http://www.bay12forums.com/smf/index.php?topic=126363.0
  - Serif & Sans-Serif by Taffer http://www.bay12forums.com/smf/index.php?topic=107924.0
  - DuererSet by HaterSkater http://www.bay12forums.com/smf/index.php?topic=142083.0
  - VFD-Sets by Corporal_Klinger http://www.bay12forums.com/smf/index.php?topic=171134.0
  - HugoQuest by Hugo_The_Dwarf http://www.bay12forums.com/smf/index.php?topic=171041.0
  - Wanderlust by Kynsmer http://www.bay12forums.com/smf/index.php?topic=145362.0
  - NixieGlow by Siegelord http://www.bay12forums.com/smf/index.php?topic=169209.0
  - Elian by Koumakan http://www.bay12forums.com/smf/index.php?topic=169671.0
  - Bisisam by Bisasam & Gold_Plated by DrD_AVEL from the DwarfWiki Tileset Repository: http://dwarffortresswiki.org/Tileset_repository
 
You can have a look at them yourself in the \TilesetExtras\Settings\TwbtFonts folder.

Installation is simple: Open the launcher and pick one from a drop-down menu; or you manually move the .png into data/art and add the new name into the data/init.txt. Meph_Embossed.png is still the default set, apart from it I can heartily recommend the GemSet font as the clearer, simpler alternative; or the Duerer set for a fancy Gothic font.

Example:
Spoiler: Duerer Set (click to show/hide)


Next bit: Angels!
A friendly reddit user that goes by El_Castillo pointed me in the right direction on how to add graphics for Angels/Vault Guardians. I had them prepared for a while, but never know how to add them. Now it works, this is the result:
(https://i.imgur.com/RUthaP4.png)


Embark profiles
Several people reported that they missed the pre-set profiles that the LNP offers after they switched over to this set. Porting them is a simple matter, so here you go: All LNP embark profiles are added.


Vordaks Kobolds

Adding to has growing collection of civ sprites, Vordak made sprites for kobolds in his own style. They are now added to this pack, together with his dwarves and goblins.

(https://i.imgur.com/l1KEl7o.png)

Changelog:
 - Added sprites for ceramic (stoneware, earthenware, porcelain) constructions.
 - Added sprites for ceramic (stoneware, earthenware, porcelain) crafts, jugs, pots, statues and blocks.
 - Added a dozen new Font/Menu tilesets.
 - Added sprites for Angels/Vault Guardians.
 - Added Vordaks Kobold sprites.
 - Added pre-set embark profiles known from the LNP.
 - Fixed 2 launcher options: tranformation notifications and warm/damp stone notifications options.
 - Fixed wrongly-assigned sprites for war/hunting-trained grizzly bears.
 - Updated Dwarf Therapist to include newest bugfixes.

That's it for now. I finally left Turkey (whichs blocks Imgur, among other sites) and I'm back in Bulgaria where my tablet (and bike) were waiting for me. Next I'm heading into Serbia, then Romania, Moldovia, Uktraine... not sure how much time I'll have for DF, but I'll take a break starting early September. Please keep reporting issues and posting screenshots in the meantime. :)

(PS: Since this is another one of those untested updates I make because the tablet can't run 64bit DF, please let me know if this update is broken, wakes the dead or started a thermonuclear war in your area. Thank you.)
Title: Re: ☼Meph Tileset☼ V3.3 (32x32) - 44.12 - updated 16th July - MARBLE AND FUNGIWOOD!
Post by: Hommit on August 02, 2018, 08:49:47 am
Cool  8)
Ukraine...
Best to avoid that, imo
Title: Re: ☼Meph Tileset☼ V3.4 (32x32) - 44.12 - updated 1st August - CERAMICS and KOBOLDS!
Post by: levonhard on August 02, 2018, 09:01:35 am
What's your romania route? Maye we can grab a drink and maybe your autograph :P XD
Title: Re: ☼Meph Tileset☼ V3.4 (32x32) - 44.12 - updated 1st August - CERAMICS and KOBOLDS!
Post by: Meph on August 02, 2018, 11:29:43 am
What's your romania route? Maye we can grab a drink and maybe your autograph :P XD
I come from Bulgaria, head into the very center by bike, up the Transfagarasan, (https://en.wikipedia.org/wiki/Transf%C4%83g%C4%83r%C4%83%C8%99an) up the Moldovenau peak, and then on towards Chisinau in Moldovia.

Ukraine...
Best to avoid that, imo
Why?
Title: Re: ☼Meph Tileset☼ V3.4 (32x32) - 44.12 - updated 1st August - CERAMICS and KOBOLDS!
Post by: Prismaa on August 03, 2018, 12:31:11 am
The kobolds seems to be missing something, they are the ones that cant mine stone etc? thing is they don't have shovels or axes to cut trees or anything D: dunno if I'm missing something
Title: Re: ☼Meph Tileset☼ V3.4 (32x32) - 44.12 - updated 1st August - CERAMICS and KOBOLDS!
Post by: Meph on August 03, 2018, 12:36:54 am
They are the Base kobolds, nobles and military units. Kobolds dont have the same professions as dwarves, for example there are no miners.

Ask vordak for more info on them, he made that set.

Otherwise just keep using my version, the cutebolds I made have sprites for all professions.
Title: Re: ☼Meph Tileset☼ V3.3 (32x32) - 44.12 - updated 16th July - MARBLE AND FUNGIWOOD!
Post by: Carsius on August 03, 2018, 06:19:11 am
Cool  8)
Ukraine...
Best to avoid that, imo

There's nothing really to worry about there as long as he stays clear of the regions near Crimea.
Title: Re: ☼Meph Tileset☼ V3.3 (32x32) - 44.12 - updated 16th July - MARBLE AND FUNGIWOOD!
Post by: Hommit on August 03, 2018, 10:59:22 am
There's nothing really to worry about there as long as he stays clear of the regions near Crimea.
West regions have lots of those wannabe-nazis, and there was some armed army deserters reports. Also, lots of health and security risks lately.
Title: Re: ☼Meph Tileset☼ V3.4 (32x32) - 44.12 - updated 1st August - CERAMICS and KOBOLDS!
Post by: Meph on August 04, 2018, 03:04:30 am
You guys worry too much. I've been in the Ukraine in 2014 when the maidan burned and police were rounding up people.

And if I can travel alone through the Sahara, siberia or Somalia, I'll be fine with a little joyride up the highest peak of the Ukraine. (I'm writing this from a mountain hut it serbia btw :-P)
Title: Re: ☼Meph Tileset☼ V3.4 (32x32) - 44.12 - updated 1st August - CERAMICS and KOBOLDS!
Post by: waterphage13 on August 04, 2018, 03:24:56 pm
Даже здесь укросрач.
Title: Re: ☼Meph Tileset☼ V3.4 (32x32) - 44.12 - updated 1st August - CERAMICS and KOBOLDS!
Post by: Xerberus on August 05, 2018, 05:06:23 am
EDIT: found the answer on reddit, "24x looked not good...only 32x left" .... sorry^^
-----------------------------------------------------------------------------------------------

Hello, haven't played Dwarf Fortress for a while and back then still also new to your fantastic tileset. the work you have done looks truly amazing ... i just have one small problem.

in the readme you state that the 32x tileset is optimised for 4k displays and in the pack is a 24x version for 1080p displays...it seems its not implemented anymore or i can't find it.

got it removed / am i missing something or can i use the 32x one also on 1080p display now?

thanks!
Title: Re: ☼Meph Tileset☼ V3.4 (32x32) - 44.12 - updated 1st August - CERAMICS and KOBOLDS!
Post by: Meph on August 05, 2018, 06:11:23 am
Just try the 32x version and please let me know how it goes.  :)
Title: Re: ☼Meph Tileset☼ V3.4 (32x32) - 44.12 - updated 1st August - CERAMICS and KOBOLDS!
Post by: Meph on August 05, 2018, 12:50:37 pm
As seen on Reddit, two rather nice screenshots from the set:

Spoiler: Magma tube in a lake (click to show/hide)

Spoiler: FB with firebreath... (click to show/hide)

Anyone want to share more cool screens?
Title: Re: ☼Meph Tileset☼ V3.4 (32x32) - 44.12 - updated 1st August - CERAMICS and KOBOLDS!
Post by: Splint on August 05, 2018, 02:53:23 pm
That second one looks more like a damned bomb went off in the caverns.

Also, I'm in favor of adding stuff as an option to allow for making ceramic, bone, and gem stuff. Those tiles would get very little use otherwise.
Title: Re: ☼Meph Tileset☼ V3.4 (32x32) - 44.12 - updated 1st August - CERAMICS and KOBOLDS!
Post by: Meph on August 05, 2018, 05:04:00 pm
Yeah, i am planning an extra workshop for gem, bone and ice furniture/blocks.

Ceramics are in the kiln, make blocks/bricks for the constructions. Optionally I can also add furniture.
Title: Re: ☼Meph Tileset☼ V3.4 (32x32) - 44.12 - updated 1st August - CERAMICS and KOBOLDS!
Post by: Splint on August 05, 2018, 10:10:03 pm
Would be a nice option, since it'd also mean we could make stuff out of very specific materials to help with problem dwarves by giving them furniture made out of stuff they like, for example a bed caster would be super useful to give a problem dwarf who likes brass a brass bed, since he'll have to use it regularly and get good thoughts from it.

I don't suppose anyone had an interesting premise for a story fort I can do alongside Battlejudge do they? I'd love to be able to recreate Riverrun's comparative success and this tileset is a perfect for the job (as I'd actually like to show it off for Meph. I mean I basically did the same with Masterwork, why not do it again here?) Might even showcase haberdasher and fungal expansion alongside it.
Title: Re: ☼Meph Tileset☼ V3.4 (32x32) - 44.12 - updated 1st August - CERAMICS and KOBOLDS!
Post by: Bapdorf on August 06, 2018, 03:36:29 pm
Sorry for posting such a finicky and personal thing, but after poking around in the files for 2.5 hours and not succeeding I thought I'd ask for help again.
Either intentially or unintentionally, the happiness meter in the bottom right from (I believe) DwarfMonitor seems to have different boundaries than 'normal'; e.g. dwarves with 0 stress rank as happy, rather than fine, and even dwarves with 20k+stress still rank as happy, and any negative stress 'number' count as ecstatic. After having 3 supposedly 'happy' dwarves start tantruming and entering depression from stress, I wanted to change it to be more discriminating,. However, I have little experience poking around in actual gamefiles and I cannot find this in any config, and I can't work out how to change it. Thanks

Unrelated Addendum;
A mixture of confusion and/or respect and/or concern upon realising the original download post contains images of non-wood beds; for all those artifact beds we're going to be getting?? Concerning dedication, or am I missing something?
Title: Re: ☼Meph Tileset☼ V3.4 (32x32) - 44.12 - updated 1st August - CERAMICS and KOBOLDS!
Post by: Splint on August 06, 2018, 05:40:11 pm
Sorry for posting such a finicky and personal thing, but after poking around in the files for 2.5 hours and not succeeding I thought I'd ask for help again.
Either intentially or unintentionally, the happiness meter in the bottom right from (I believe) DwarfMonitor seems to have different boundaries than 'normal'; e.g. dwarves with 0 stress rank as happy, rather than fine, and even dwarves with 20k+stress still rank as happy, and any negative stress 'number' count as ecstatic. After having 3 supposedly 'happy' dwarves start tantruming and entering depression from stress, I wanted to change it to be more discriminating,. However, I have little experience poking around in actual gamefiles and I cannot find this in any config, and I can't work out how to change it. Thanks

That's more of an issue with a DF hack plugin, rather than the tileset.

Quote
Unrelated Addendum;
A mixture of confusion and/or respect and/or concern upon realising the original download post contains images of non-wood beds; for all those artifact beds we're going to be getting?? Concerning dedication, or am I missing something?

Hence the thing floated earlier so we can actually make use of those other graphics outside  artifacts, cause otherwise there'd be no reason to make them besides completion's sake.
Title: Re: ☼Meph Tileset☼ V3.4 (32x32) - 44.12 - updated 1st August - CERAMICS and KOBOLDS!
Post by: Bapdorf on August 07, 2018, 05:42:37 am
Thanks, and wow Im blind about the bed thing, it was literally right above. Oops. While I like the idea of additional workshops, it also seems to be straying outside the realm of 'tileset'. I was surprised enough to get a bonus awesome launcher with my tileset, (no complaints there) I also think that if things like this are implemented, the download should be 'advertised' as more of a complete launcher/modpack, rather than simply a tileset, as it is already far more than most other tilesets on so many levels.
I only posted the DwarfMonitor thing on here as I believe the settings are changed in the launcher, but will try on DFHack forums.
Title: Re: ☼Meph Tileset☼ V3.4 (32x32) - 44.12 - updated 1st August - CERAMICS and KOBOLDS!
Post by: Splint on August 07, 2018, 05:58:23 am
Well, it's mostly stuff in service of the tileset, and what isn't (namely the invaders and balancing sections,) consist of Fortress Defense, a very popular mod that happens to have graphics for its creatures (and thus won't stick out like a sore thumb,) and tweak stuff people mess with all the time, with the launcher simplifying the process.

Adding buildings to make stuff out of more materials is something that would be in service of the mod, as otherwise those material tilesets would only see very limited use, as said.

Title: Re: ☼Meph Tileset☼ V3.4 (32x32) - 44.12 - updated 1st August - CERAMICS and KOBOLDS!
Post by: Meph on August 07, 2018, 06:12:25 am
The launcher changes nothing on dwarfmonitor.

And the beds were added for the artefacts, once someone reported missing sprites for his artefact bed. ;) I want to add custom workshops for gem, bone and maybe clay items, but not necessarily allow stone beds or the like.

Any modded content I might add will not affect game balance (wont make the game harder or easier), and it will be optional (people can disable it in the launcher)
Title: Re: ☼Meph Tileset☼ V3.4 (32x32) - 44.12 - updated 1st August - CERAMICS and KOBOLDS!
Post by: billw on August 07, 2018, 06:55:21 am
Sorry for posting such a finicky and personal thing, but after poking around in the files for 2.5 hours and not succeeding I thought I'd ask for help again.
Either intentially or unintentionally, the happiness meter in the bottom right from (I believe) DwarfMonitor seems to have different boundaries than 'normal'; e.g. dwarves with 0 stress rank as happy, rather than fine, and even dwarves with 20k+stress still rank as happy, and any negative stress 'number' count as ecstatic. After having 3 supposedly 'happy' dwarves start tantruming and entering depression from stress, I wanted to change it to be more discriminating,. However, I have little experience poking around in actual gamefiles and I cannot find this in any config, and I can't work out how to change it. Thanks

You should update dfhack version. I did and it fixed this issue, and doesn't appear to have broken anything else.
Title: Re: ☼Meph Tileset☼ V3.4 (32x32) - 44.12 - updated 1st August - CERAMICS and KOBOLDS!
Post by: Meph on August 07, 2018, 01:48:49 pm
Testing a new update atm... gems anyone?
Title: Re: ☼Meph Tileset☼ V3.4 (32x32) - 44.12 - updated 1st August - CERAMICS and KOBOLDS!
Post by: Meph on August 07, 2018, 03:03:55 pm
THE GEM UPDATE!

Download:☼Meph Tileset☼ V3.5 (http://dffd.bay12games.com/file.php?id=13407)

Changelog:
 - Updated Dfhack and TWBT to newest version. Fixes a lot of dfhack-related bugs.
 - Added new engraved floor tile, by RadGH.
 - Made mining designations on rock clearer. (Hopefully)
 - Added (optional) Gemcutter's Workshop. Makes gem blocks for walls/floor and furniture. (You can remove it in the launcher, it's part of the decorational-workshops option)
 - Added new design for the Librarian's Office.
 - Added Librarian's Office to the same button as the other workshops, so that you can remove it at will.
 - Added sprites for gem constructions: Walls, fortifications, floors.
 - Added sprites for gem furniture.
 - Added 8 new creature sprites for adventurers/visitors, performers and scholars of Gila Monsters Men and Leopard Gecko Men.
 
 
Creatures:
(https://i.imgur.com/Q0Lec1X.png)

New engraved floor (by RadGH):
(https://i.imgur.com/pO4jfS0.png)

New librarians office:
(https://i.imgur.com/i3K8Qld.png)

Gemcutters Shop:
(https://i.imgur.com/MM9bTPR.png)

Gem walls and furniture:
(https://i.imgur.com/JVhByHm.png)

As you can see the gem set is a copy of the stone set, just with additional gem decorations on it. I thought it's a good solution because the items are easily recognizeable, you can mix/match stone and gem sets, and use them as highlights in stone rooms without breaking the style.

The Gemcutter's shop needs one rough gem to make one piece of furniture, or to make four blocks. Just like the Mason's shop. The only difference is that it can make beds too, as requested. :)

If you like this sort of addition, I can have a look at ice and bone sets next. There are also the options of more dye-colors for cloth, carpets, tapestries, paintings... or colored blocks (like the good old Masterwork Brick Oven(TM))

Cheers,
Meph
Title: Re: ☼Meph Tileset☼ V3.5 (32x32) - 44.12 - updated 7th August - GEM SET!
Post by: Splint on August 07, 2018, 03:47:48 pm
Heh, the gem bed was the first thing I tested out. Much appreciated.  :)
Title: Re: ☼Meph Tileset☼ V3.5 (32x32) - 44.12 - updated 7th August - GEM SET!
Post by: FrankVill on August 07, 2018, 04:22:00 pm
Gem bed? How can I build a non-wooden bed?

No doubt, this is the best tileset so far, really amazing Meph! Other cuestion, what display resolution is better for 32x tilesets? I use 1920x1080 on windows 10, but when I have an anouncement that pauses the game and centers where it is happening, the image is off center. Is it related with my resolution?
Title: Re: ☼Meph Tileset☼ V3.5 (32x32) - 44.12 - updated 7th August - GEM SET!
Post by: Descan on August 07, 2018, 04:24:28 pm
Either splint hacked it in, or he had an artefact gem bed laying around. I recall that the impetus behind making the gem bed was someone had an artefact bed that wasn't rendering properly, that might have been Splint even.
Title: Re: ☼Meph Tileset☼ V3.5 (32x32) - 44.12 - updated 7th August - GEM SET!
Post by: Splint on August 07, 2018, 04:40:09 pm
Gem bed? How can I build a non-wooden bed?

No doubt, this is the best tileset so far, really amazing Meph! Other cuestion, what display resolution is better for 32x tilesets? I use 1920x1080 on windows 10, but when I have an anouncement that pauses the game and centers where it is happening, the image is off center. Is it related with my resolution?

Feature for the gem cutter workshop. Can build whole furniture sets out of gems, as well as blocks to build gem walls with.

And come to think of it, I was wondering about that bug you're having myself, cause I have the same set up. Figured it was a quirk of the tileset or maybe DFhack.

Either splint hacked it in, or he had an artefact gem bed laying around. I recall that the impetus behind making the gem bed was someone had an artefact bed that wasn't rendering properly, that might have been Splint even.

Nah, that wasn't me. I advocated for making furnishings of stuff like gem and bone so those sets would see more use besides maybe one thing here and there, and to help with stress management because to use the example from before, if someone who likes brass and to add to it, a milk quartz, has a brass bed and milk quartz cabinet, there's no way he can avoid getting good thoughts from them because he'll have to use those things sooner or later.

EDIT I have to share this with someone. A bit of hunter behavior I never knew about.

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

The hunter has three dead chinchillas which he shot himself in his room. For some reason. Screenshot also shows chalk (the stone in general) bituminous coal (the vein stone,) wood bed, and Meph dwarf, hunter sprite specifically, as well as one of the new remains tiles. Atis, the hunter, is standing on the gem chest unfortunately, though since it was gray chalcedony it would have just looked like a generic light grey coffer.

I just laughed way too hard at the fact that in leiu of a butcher shop, hunters apparently opt to store kills in thier bedrooms like sociopathic freaks, which is saying something considering how dwarves are.
Title: Re: ☼Meph Tileset☼ V3.5 (32x32) - 44.12 - updated 7th August - GEM SET!
Post by: Popokolara on August 07, 2018, 07:47:05 pm
Can you tell me if:
1. Grimlocke's mod that adds weapon types and rebalances combat could potrentially break things, or this package does not affect those files?
2. What exactly does slower farming do? how slower does things become? Could it be causing the crops to be so slow, planting them in their last season of the year they can be plant, results in them withering due to needing more than 1 month?

tnx.
Title: Re: ☼Meph Tileset☼ V3.5 (32x32) - 44.12 - updated 7th August - GEM SET!
Post by: Nikitaw99 on August 08, 2018, 01:42:27 am
While fiddling around with the Meph Launcher, I found a small bug:
Spoiler (click to show/hide)
Title: Re: ☼Meph Tileset☼ V3.5 (32x32) - 44.12 - updated 7th August - GEM SET!
Post by: Meph on August 08, 2018, 02:27:16 am
Gem beds are modded in.

Grimlocke mod: Rename the new item files to "item_Z_whatever.txt" so that they are loaded last. Otherwise it breaks item graphics.

Slower farming doubles the farming time. Not enough for the behaviour you describe, shouldnt take longer than a full month.

Bug noted. I assume it's about the hellfire imp "adv mode" tick staying active? If yes, it's harmless.

Splint: You zoomed in ingame for that screenshot, right? That's why there is a white border around everything with transparent background. It looks better if you take the screenshot first, then zoom in in the image file. (The reason being that twbt resizes the white background files, which get blurry and create this white hue around everything.)

Title: Re: ☼Meph Tileset☼ V3.5 (32x32) - 44.12 - updated 7th August - GEM SET!
Post by: Splint on August 08, 2018, 02:35:41 am
Oh, no I always clean up screenshots to some degree, usually putting in a border so if I want to I can add some text in the image. Should just be whatever the default game zoome was, although I may have zoomed in when the game started up out of habit and just don't remember (I've slept since then.)
Title: Re: ☼Meph Tileset☼ V3.5 (32x32) - 44.12 - updated 7th August - GEM SET!
Post by: Popokolara on August 08, 2018, 05:45:55 am
I have noticed an odd behavior, and this is before i added any other mods: Placing farm plots over irigated stone has decent chance to crash the client. Usually its the third or 4th one. Its not always the same one, so what i do is place a few, save, reload and repeat.

its not important since i only need a few of them, but thought you should know.
Title: Re: ☼Meph Tileset☼ V3.5 (32x32) - 44.12 - updated 7th August - GEM SET!
Post by: Meph on August 08, 2018, 06:43:44 am
Popokolara: I know about those, but only in relation to twbt redraw_all 1, aka when the animations are on. Is that the case? Its some form of twbt issue i cant track down reliably.
Title: Re: ☼Meph Tileset☼ V3.5 (32x32) - 44.12 - updated 7th August - GEM SET!
Post by: Ads333 on August 08, 2018, 07:38:41 am
What a shame this isn't available for 32-bits  :'(

Great work though.
Title: Re: ☼Meph Tileset☼ V3.5 (32x32) - 44.12 - updated 7th August - GEM SET!
Post by: Meph on August 08, 2018, 09:26:18 am
Gem bed? How can I build a non-wooden bed?

No doubt, this is the best tileset so far, really amazing Meph! Other cuestion, what display resolution is better for 32x tilesets? I use 1920x1080 on windows 10, but when I have an anouncement that pauses the game and centers where it is happening, the image is off center. Is it related with my resolution?
sorry,  somehow skipped that question at first.

Its a twbt quirk when mixing a square tileset with a not-square text tileset, which results in the game zooming to a wrong position. At least this is my best guess... You can try a square text tileset and see if it fixes the issue for you :-)

EDIT:
Wolverine man melee unit, ranged unit, performer and scholar.
Chinchilla man melee unit, ranged unit, performer and scholar.
This time I tried Vordaks armors instead of mine, for more variety.:)

(https://i.imgur.com/GjWIOGT.png)
Title: Re: ☼Meph Tileset☼ V3.5 (32x32) - 44.12 - updated 7th August - GEM SET!
Post by: Popokolara on August 08, 2018, 05:38:54 pm
Yes i have the animations enabled. Really not a serious problem, just annoying and i know you would want to be told.

Something else: Halberds and other large weapons. I i read in the wiki that most dwarves would not be able to use them due to size. I also know wiki tends to be outdated. In general can i somehow be sure my dwarf troops are properly armed and able to fight? Can i know if all the tropps i had eqquiped with spear+shield in my last game for example,  actively and efficienctly used their armaments? All weapons in the raw have a a 2 hand line, so i dont know how to make sure they have the gear i want them, or what gear they can even wear as a group or an individual.
Title: Re: ☼Meph Tileset☼ V3.5 (32x32) - 44.12 - updated 7th August - GEM SET!
Post by: Splint on August 08, 2018, 07:13:57 pm
Something else: Halberds and other large weapons. I i read in the wiki that most dwarves would not be able to use them due to size. I also know wiki tends to be outdated. In general can i somehow be sure my dwarf troops are properly armed and able to fight? Can i know if all the tropps i had eqquiped with spear+shield in my last game for example,  actively and efficienctly used their armaments? All weapons in the raw have a a 2 hand line, so i dont know how to make sure they have the gear i want them, or what gear they can even wear as a group or an individual.

two-handed is the minimum size to use the weapon at all, one handed is the size to use something one-handed, if I remember right. Height and broadness modifiers are supposed to be taken into account, so some dwarves would be able to use great weapons two-handed (or one-handed with a shield, though with a severe attack penalty, as some enemies do.) Supposedly though said modifiers might still not be taken into account, meaning dwarves can't use great weapons (halberd, pike, two-handed sword, great axe, maul,) period except in traps. Trolls on the inverse, can use any great weapon one-handed, while humans generally can always use them two-handed.

All dwarves can use spears, as can virtually all animal men and kobolds; just check thier inventory to make sure they actually picked up the weapon, cause sometimes they may follow orders and not get thier weapons because of circumstance (enemy nearby, wild animals, tantruming dwarves attacking them are all ones I've seen.)
Title: Re: ☼Meph Tileset☼ V3.5 (32x32) - 44.12 - updated 7th August - GEM SET!
Post by: Hugo_The_Dwarf on August 08, 2018, 07:16:51 pm
Something else: Halberds and other large weapons. I i read in the wiki that most dwarves would not be able to use them due to size. I also know wiki tends to be outdated. In general can i somehow be sure my dwarf troops are properly armed and able to fight? Can i know if all the tropps i had eqquiped with spear+shield in my last game for example,  actively and efficienctly used their armaments? All weapons in the raw have a a 2 hand line, so i dont know how to make sure they have the gear i want them, or what gear they can even wear as a group or an individual.

two-handed is the minimum size to use the weapon at all, one handed is the size to use something one-handed, if I remember right. Height and broadness modifiers are supposed to be taken into account, so some dwarves would be able to use great weapons two-handed (or one-handed with a shield, though with a severe attack penalty, as some enemies do.) Supposedly though said modifiers might still not be taken into account, meaning dwarves can't use great weapons (halberd, pike, two-handed sword, great axe, maul,) period except in traps. Trolls on the inverse, can use any great weapon one-handed, while humans generally can always use them two-handed.

All dwarves can use spears, as can virtually all animal men and kobolds; just check thier inventory to make sure they actually picked up the weapon, cause sometimes they may follow orders and not get thier weapons because of circumstance (enemy nearby, wild animals, tantruming dwarves attacking them are all ones I've seen.)

TWO_HANDED size is the size the creature needs to be to "Not" use it with 2 hands. min size is the size needed to use it at all
Title: Re: ☼Meph Tileset☼ V3.5 (32x32) - 44.12 - updated 7th August - GEM SET!
Post by: Splint on August 08, 2018, 07:59:20 pm
Something else: Halberds and other large weapons. I i read in the wiki that most dwarves would not be able to use them due to size. I also know wiki tends to be outdated. In general can i somehow be sure my dwarf troops are properly armed and able to fight? Can i know if all the tropps i had eqquiped with spear+shield in my last game for example,  actively and efficienctly used their armaments? All weapons in the raw have a a 2 hand line, so i dont know how to make sure they have the gear i want them, or what gear they can even wear as a group or an individual.

two-handed is the minimum size to use the weapon at all, one handed is the size to use something one-handed, if I remember right. Height and broadness modifiers are supposed to be taken into account, so some dwarves would be able to use great weapons two-handed (or one-handed with a shield, though with a severe attack penalty, as some enemies do.) Supposedly though said modifiers might still not be taken into account, meaning dwarves can't use great weapons (halberd, pike, two-handed sword, great axe, maul,) period except in traps. Trolls on the inverse, can use any great weapon one-handed, while humans generally can always use them two-handed.

All dwarves can use spears, as can virtually all animal men and kobolds; just check thier inventory to make sure they actually picked up the weapon, cause sometimes they may follow orders and not get thier weapons because of circumstance (enemy nearby, wild animals, tantruming dwarves attacking them are all ones I've seen.)

TWO_HANDED size is the size the creature needs to be to "Not" use it with 2 hands. min size is the size needed to use it at all

I have definitely remembered then. I was probably thinking two handed was that things up to x size had to use it two handed and thinking minimum size was to use it one handed. <_>
Title: Re: ☼Meph Tileset☼ V3.5 (32x32) - 44.12 - updated 7th August - GEM SET!
Post by: Pvt. Pirate on August 09, 2018, 12:32:26 pm
*snip*
Its a twbt quirk when mixing a square tileset with a not-square text tileset, which results in the game zooming to a wrong position. At least this is my best guess... You can try a square text tileset and see if it fixes the issue for you :-)
*snip*
yes, that's how far i could track it. using mephs 32x32 and a nonsquare font, because otherwise the menu would take up at least 3/10 of the screen in compact mode and 6/10 in normal mode and most fullscreen menues wouldn't fit at all.
Title: Re: ☼Meph Tileset☼ V3.5 (32x32) - 44.12 - updated 7th August - GEM SET!
Post by: Meph on August 10, 2018, 02:20:02 am
Some squid-men anyone? :)

(https://i.imgur.com/NEntS0N.png)
Title: Re: ☼Meph Tileset☼ V3.5 (32x32) - 44.12 - updated 7th August - GEM SET!
Post by: Splint on August 10, 2018, 03:25:17 am
Can they even land at all?
Title: Re: ☼Meph Tileset☼ V3.5 (32x32) - 44.12 - updated 7th August - GEM SET!
Post by: Meph on August 10, 2018, 04:10:00 am
I'm fairly certain that animal men based on ocean animals can roam on land.

If I'm wrong, please someone let me know. ;-)
Title: Re: ☼Meph Tileset☼ V3.5 (32x32) - 44.12 - updated 7th August - GEM SET!
Post by: Splint on August 10, 2018, 04:18:33 am
Rather unfortunately, while they can survive on land, they can't do so for very long and bee line straight to water if at all possible.

(https://i.imgur.com/DMOjr48.png)

Like aquatic mammals, the poor bastards "Air-drown" on land.
Title: Re: ☼Meph Tileset☼ V3.5 (32x32) - 44.12 - updated 7th August - GEM SET!
Post by: Meph on August 11, 2018, 03:31:45 am
Mh... I thought taffers revised mod fixed that...

Edit: i made a few sprites for splints mod, not strictly sneaking for this set, but here we go :

(https://i.imgur.com/kL80G1O.png)
Title: Re: ☼Meph Tileset☼ V3.5 (32x32) - 44.12 - updated 7th August - GEM SET!
Post by: Splint on August 11, 2018, 08:27:38 am
I wasn't using the tilset to run the test, I admit, though honestly it's a little strange for aquatic animal men besides mammals and some arthropods to be able to go on land at all.

But damn, I suppose I have to figure something out for a showcase story now.  :P
Title: Re: ☼Meph Tileset☼ V3.5 (32x32) - 44.12 - updated 7th August - GEM SET!
Post by: umbrelladroid on August 12, 2018, 04:14:36 pm
Meph im trying to use your tileset as its now listed on thr lazy newb pack graphics selection list... Ive selected it but i just keep getting the coloured ascii format on the world map or region screen ....

Any idea what pairing i need to make in the FONT and GRAPHICS_FONT selections on lazy newb pack to make it look like the images as seen above in this thread ?? Any help appreciated..cheers
Title: Re: ☼Meph Tileset☼ V3.5 (32x32) - 44.12 - updated 7th August - GEM SET!
Post by: Meph on August 12, 2018, 05:18:22 pm
umbrelladroid, for LNP questions best ask the LNP author. I think you have to manually install TWBT. Either way, you only get a smaller version of the tileset with less features.

If you want everything, use the download I provide.
Title: Re: ☼Meph Tileset☼ V3.5 (32x32) - 44.12 - updated 7th August - GEM SET!
Post by: Meph on August 12, 2018, 05:19:59 pm
Bug men:
(https://i.imgur.com/QqV5IeJ.png)

Fly man, moth man, grasshopper man, scoprion man, mantis man, tick man, louse man, thrips man, slug man, mosquito man, jumping spider man, moon snail man, brown recluse spider man and snail man.

They are a bit busy because:

- Insects have lots of appendages.

- They are insect-men, so even more complicated.

- They have clothing/items.

What do you guys think?

PS: The mantis entertainer is trying very hard to make balloon animals, but I think it will end badly.
Title: Re: ☼Meph Tileset☼ V3.5 (32x32) - 44.12 - updated 7th August - GEM SET!
Post by: umbrelladroid on August 12, 2018, 05:37:47 pm
umbrelladroid, for LNP questions best ask the LNP author. I think you have to manually install TWBT. Either way, you only get a smaller version of the tileset with less features.

If you want everything, use the download I provide.


ah cheers thanks for that..


one question, are you able to use the Soundsense with yours or just vanilla DF sound ??
Title: Re: ☼Meph Tileset☼ V3.5 (32x32) - 44.12 - updated 7th August - GEM SET!
Post by: Splint on August 12, 2018, 08:04:59 pm
I'm gonna be a derp and ask which material sets are done for sure, cause I wanna set something up where wood and stoneware are the main building materials.
Title: Re: ☼Meph Tileset☼ V3.5 (32x32) - 44.12 - updated 7th August - GEM SET!
Post by: Meph on August 13, 2018, 01:29:52 am
umbrelladroid: Not sure what you are asking about with soundsense. It's included and should work, but no new sounds are added.

Splint: Stone, Flux, Wood, Fungiwood, Metal, Silver, Gold, Gem, Marble, Obsidian. As well as clay walls/floors and ceramics walls/floors/items. Sadly both clay and ceramics can't be used for furniture in vanilla DF, so I might add that later. (?)

Missing are adamantine (never satisfied with what I come up with), bone, ice and glass. But just so you know, those updates are fully save compatible, so if I were to add adamantine and glass; your already existing fort can easily import the changes.
Title: Re: ☼Meph Tileset☼ V3.5 (32x32) - 44.12 - updated 7th August - GEM SET!
Post by: El_Stono on August 13, 2018, 02:15:11 am
Beautiful additions, Meph. Especially the Spider Men  ;D
Title: Re: ☼Meph Tileset☼ V3.5 (32x32) - 44.12 - updated 7th August - GEM SET!
Post by: Grigor on August 14, 2018, 12:23:00 pm
Beautiful work, Meph, Dwarf Fortress comes to life more than ever!

One issue though: unless I turn of unit sprites, all my dwarfs look horrible. And no matter what I do, some materials look very off. For example, you can't tell what's schist floor and schist wall, it's the same graphics. And some other tiles look entirely different from what they should be.

Also, DFHack gives me a long list of some sort of error messages: "TWTB: no costum building for name BANNER_DECORATED" ... PAINTING 1", "...ALPHABET_A" and so forth...

Have I missed something? Messed something up? I took my old saves and simply pasted them into the save folder after downloading?
Title: Re: ☼Meph Tileset☼ V3.5 (32x32) - 44.12 - updated 7th August - GEM SET!
Post by: Meph on August 14, 2018, 12:33:43 pm
Well. Everything looks horrible because you copied your old saves in. Try generating a new world, I promise you, all the issues you mentioned will go away.

You can also try copying everything from the tileset raws into the save raws, but make a Backup first, because it will most likely break. ^^

So... Yeah, you need to start a new fort when using this set.
Title: Re: ☼Meph Tileset☼ V3.5 (32x32) - 44.12 - updated 7th August - GEM SET!
Post by: Meph on August 14, 2018, 05:26:23 pm
(https://i.imgur.com/4P2vNXz.png)

More!

You guys think that 100+ animal men sprites warrant a new release? ^^ (Just as a note: To finish all of them, I'll have to do almost 1000)
Title: Re: ☼Meph Tileset☼ V3.5 (32x32) - 44.12 - updated 7th August - GEM SET!
Post by: ZayZe on August 15, 2018, 12:51:00 pm
Oh jeez. That's a lot of sprites lol  :o
Title: Re: ☼Meph Tileset☼ V3.5 (32x32) - 44.12 - updated 7th August - GEM SET!
Post by: Pvt. Pirate on August 16, 2018, 09:17:01 am
although i like the joke, can you make the spiderman optional? :D
Title: Re: ☼Meph Tileset☼ V3.5 (32x32) - 44.12 - updated 7th August - GEM SET!
Post by: Meph on August 16, 2018, 10:59:56 am
although i like the joke, can you make the spiderman optional? :D
if you supply a more fitting alternative, sure. :-)
Title: Re: ☼Meph Tileset☼ V3.5 (32x32) - 44.12 - updated 7th August - GEM SET!
Post by: Meph on August 16, 2018, 03:11:30 pm
And another 60... tree frog man, all snake men and all monkey men.

(https://i.imgur.com/MB4Hc9q.png)

PS: What do you guys think about decorations for walls or floors?

(https://i.imgur.com/vDt8RC1)
Title: Re: ☼Meph Tileset☼ V3.5 (32x32) - 44.12 - updated 7th August - GEM SET!
Post by: Splint on August 16, 2018, 03:22:13 pm
Sounds interesting. How would you go about implementing it? Two tile workshops with a tile acting as obstruction that blends with whichever material we want?
Title: Re: ☼Meph Tileset☼ V3.5 (32x32) - 44.12 - updated 7th August - GEM SET!
Post by: Meph on August 16, 2018, 03:28:39 pm
No, way simpler: Block of custom material.

You build a "Engravers/Decorator's Shop", run the job "Decorate stone block". Use "decorated stone block" to build the walls/floors.

Can be done for any material. I'd just need to decide how many tiles I want to sacrifice for that. They are easy to mass-produce, but I don't want to throw several full tilesets into the mix, just for something so minor.
Title: Re: ☼Meph Tileset☼ V3.5 (32x32) - 44.12 - updated 7th August - GEM SET!
Post by: Splint on August 16, 2018, 03:33:40 pm
Ohhhhh, okay. That makes sense.
Title: Re: ☼Meph Tileset☼ V3.5 (32x32) - 44.12 - updated 7th August - GEM SET!
Post by: Vordak on August 17, 2018, 05:53:16 am
Good work with animalmans.
But for me it's important that dwarven shield design remained unique.
(https://i.imgur.com/AYWZTse.png)
Title: Re: ☼Meph Tileset☼ V3.5 (32x32) - 44.12 - updated 7th August - GEM SET!
Post by: Meph on August 17, 2018, 05:59:51 am
Vordak: Ok, I'll wont reuse the shields. They were from the military sets that are not used ingame, thought it would be nice to have them somewhere.
Title: Re: ☼Meph Tileset☼ V3.5 (32x32) - 44.12 - updated 7th August - GEM SET!
Post by: Vordak on August 17, 2018, 06:14:36 am
In the picture above, you can see corrected shields - just replace the sprites.

Here are my old shields, use whatever you want.
(https://i.imgur.com/9o990Xu.png)
Title: Re: ☼Meph Tileset☼ V3.5 (32x32) - 44.12 - updated 7th August - GEM SET!
Post by: Splint on August 17, 2018, 06:50:01 am
@ Vordak - Well in fairness unless he decides to make his own dwarves use those shields, people who don't use the Vordak Dwarves option won't see those shields otherwise.


@ Meph - So, what's the ETA on the next update? Getting a file of reactions looked over by someone so I'll be ready to do that fort soon.
Title: Re: ☼Meph Tileset☼ V3.5 (32x32) - 44.12 - updated 7th August - GEM SET!
Post by: Vordak on August 17, 2018, 06:54:48 am
@ Vordak - Well in fairness unless he decides to make his own dwarves use those shields, people who don't use the Vordak Dwarves option won't see those shields otherwise.

Well in fairness unless I provided a variant with redrawn shields, there is nothing to discuss here.
Title: Re: ☼Meph Tileset☼ V3.5 (32x32) - 44.12 - updated 7th August - GEM SET!
Post by: Meph on August 17, 2018, 08:40:30 am
Thanks for the new(old) shields :-)

No idea about a release... I'm working on the bone set atm. Why, are you going to start your community fort soon?
Title: Re: ☼Meph Tileset☼ V3.5 (32x32) - 44.12 - updated 7th August - GEM SET!
Post by: Splint on August 17, 2018, 08:45:46 am
Assuming everything checks out with my reactions, I'll be ready to do so soon, but I can wait until you have the bone set or the wall decoration things done.
Title: Re: ☼Meph Tileset☼ V3.5 (32x32) - 44.12 - updated 7th August - GEM SET!
Post by: Meph on August 17, 2018, 10:01:51 am
Glass and Ice Set
(https://i.imgur.com/SUfd6NV.png)

Icecutter
(https://i.imgur.com/EtDwAOl.png)

Bone set
(https://i.imgur.com/lzQV3YTl.jpg)

Bonecutter
(https://i.imgur.com/z0r10Ql.png)

Decorations
(https://i.imgur.com/IObVWN2.png)

Decorator
(https://i.imgur.com/ShH00s6.png)

What do you think?

I feel like the ice and glass versions are a bit boring, but dont think that people use them that much anyway...

I have the sprites done, but not the overrides, creature graphics, reactions or Workshops. ^^
Title: Re: ☼Meph Tileset☼ V3.5 (32x32) - 44.12 - updated 7th August - GEM SET!
Post by: Splint on August 17, 2018, 10:14:57 am
The ice set gives me a stalhrim sort of feel. I like it.  :)

Some people would actually probably use the glass set fairly often, namely on sandy volcano embarks. It also gives me an idea for the fort, but I'm gonna need a nice tall hill to build the mayor's estate into with glass...

Those bone walls look ghastly and I fuckin' love it because of that.  :D They remind of me pictures of the Paris catacombs.

For the decorator, maybe a couple banners as well, or a sort of head icon thing?
Title: Re: ☼Meph Tileset☼ V3.5 (32x32) - 44.12 - updated 7th August - GEM SET!
Post by: Meph on August 17, 2018, 11:28:40 am
Head icon thing?

Mind that I probably have to make multiple directions and materials for each decoration...
Title: Re: ☼Meph Tileset☼ V3.5 (32x32) - 44.12 - updated 7th August - GEM SET!
Post by: Splint on August 17, 2018, 11:50:02 am
Y'know, like a mounted animal head but more like a small statue head. Just a suggestion, can disregard if you don't feel like it.

This might help explain better, though with no shading it's less obvious.
Spoiler (click to show/hide)
Title: Re: ☼Meph Tileset☼ V3.5 (32x32) - 44.12 - updated 7th August - GEM SET!
Post by: Pvt. Pirate on August 17, 2018, 01:59:07 pm
although i like the joke, can you make the spiderman optional? :D
if you supply a more fitting alternative, sure. :-)
i used to like piceling, but my work always looked strange to others as i got deuteranomaly and have problems with shades of colors.
Title: Re: ☼Meph Tileset☼ V3.5 (32x32) - 44.12 - updated 7th August - GEM SET!
Post by: Meph on August 17, 2018, 04:12:01 pm
Ah, got it. Yeah, that should be easy.  :)

I also made some quick ceramics furniture sprites and different floors for stonware, earthenware and porcelain.

Overrides are done too, reactions and workshops missing.

Pvt.Pirate: Try, if you like doing pixelart :)
Title: Re: ☼Meph Tileset☼ V3.5 (32x32) - 44.12 - updated 7th August - GEM SET!
Post by: DWARFFRAWD on August 17, 2018, 10:49:07 pm
What's differece invader's factions?

It seemed Cilvilzed is becoming benign.

But i dont know what differ between Slavers, Savage, Evil.
Title: Re: ☼Meph Tileset☼ V3.5 (32x32) - 44.12 - updated 7th August - GEM SET!
Post by: Descan on August 17, 2018, 11:44:29 pm
I think they're mostly for alliances, as the tooltip for factions say. So slavers will ally with slavers, savages with savages, and evil with evil.

Beyond that, I think savage are like kobolds, they'll send thieves but otherwise don't bother you, slaver will send snatchers, raids, and eventually sieges, while evil won't do the snatchers but will raid/siege.
Title: Re: ☼Meph Tileset☼ V3.5 (32x32) - 44.12 - updated 7th August - GEM SET!
Post by: Meph on August 18, 2018, 03:09:57 am
I think they're mostly for alliances, as the tooltip for factions say. So slavers will ally with slavers, savages with savages, and evil with evil.

Beyond that, I think savage are like kobolds, they'll send thieves but otherwise don't bother you, slaver will send snatchers, raids, and eventually sieges, while evil won't do the snatchers but will raid/siege.
almost entirely correct. Savage will still send sieges, they dont act like kobolds.

They all siege you, but savage steals, slavers kidnap and evil does both.

If you want kobold behaviour, thats the skulking Tag.

Edit: Mh... internet is super shaky here, couldn't even download a 12mb file. No update for now. :/
Title: Re: ☼Meph Tileset☼ V3.5 (32x32) - 44.12 - updated 7th August - GEM SET!
Post by: Celarious on August 18, 2018, 02:54:01 pm
Hi! I tried to install the meph tileset using the launcher and I had some issues...

Basically, some of the launcher options like "Hide dfhack" and "Varied ground tiles" don't stick

But the main issue is that the 24x24 and 16x16 graphics files are not included anywhere, I tried to find them to use them and I couldn't.
I need to use these lower resolution versions of the tileset since I only have a 1080p monitor, and the 32x version doesn't display properly
Title: Re: ☼Meph Tileset☼ V3.5 (32x32) - 44.12 - updated 7th August - GEM SET!
Post by: Descan on August 18, 2018, 03:20:34 pm
Huh. On the launcher, Kobolds are listed as "Savage." Maybe I misread it.
Title: Re: ☼Meph Tileset☼ V3.5 (32x32) - 44.12 - updated 7th August - GEM SET!
Post by: Meph on August 19, 2018, 12:37:23 am
Huh. On the launcher, Kobolds are listed as "Savage." Maybe I misread it.
you didn't misread it. They are in the savage grouping, but that is not what governs their behaviour.
Title: Re: ☼Meph Tileset☼ V3.5 (32x32) - 44.12 - updated 7th August - GEM SET!
Post by: a52 on August 19, 2018, 02:57:59 pm
I'm sure this must have been asked before, but is there anything special I need to do when transferring a save from the PE Starter Pack to this pack? Or better yet, is there a way I can install the full Meph Tileset into the PE Pack?

It might even be useful to put that information into the OP, as well as any differences between this pack and the PE SP.
Title: Re: ☼Meph Tileset☼ V3.5 (32x32) - 44.12 - updated 7th August - GEM SET!
Post by: Meph on August 20, 2018, 06:40:47 am
Yes: Dont. You are out of luck if you started with the PE Pack, which is why I made this one. You need to start a new game to get the full features.
Title: Re: ☼Meph Tileset☼ V3.5 (32x32) - 44.12 - updated 7th August - GEM SET!
Post by: rashik on August 20, 2018, 07:41:56 pm
https://imgur.com/2p6ISMl
walls around right ladder are designed for digging but this is so unclear. and the same situation with most stones in game. i hope this will be fixed. (im using LNP Starting pack)
Title: Re: ☼Meph Tileset☼ V3.5 (32x32) - 44.12 - updated 7th August - GEM SET!
Post by: Meph on August 20, 2018, 08:16:39 pm
Try the real pack and let me know if its still unclear. Not the Lnp, but the download in this thread.
Title: Re: ☼Meph Tileset☼ V3.5 (32x32) - 44.12 - updated 7th August - GEM SET!
Post by: rashik on August 20, 2018, 10:46:30 pm
its better, thank you
Title: Re: ☼Meph Tileset☼ V3.5 (32x32) - 44.12 - updated 7th August - GEM SET!
Post by: Prismaa on August 21, 2018, 01:43:03 am
https://imgur.com/2p6ISMl
walls around right ladder are designed for digging but this is so unclear. and the same situation with most stones in game. i hope this will be fixed. (im using LNP Starting pack)

I had this "issue" in the Meph pack too, sometimes its hard to see if something is designated for digging or not because of this
Title: Re: ☼Meph Tileset☼ V3.5 (32x32) - 44.12 - updated 7th August - GEM SET!
Post by: Celarious on August 22, 2018, 01:42:23 am
After some more looking, I'm completely unable to find the lower resolution 24x24 and 16x16 tileset files. I've checked the SHA-256 of the downloaded zip and it matches. I've checked every folder within the pack, and the files are not there. Are the lower resolution files intentionally not included? The readme claims they should be included. As I said before, I need them due to my lower resolution monitors
Title: Re: ☼Meph Tileset☼ V3.5 (32x32) - 44.12 - updated 7th August - GEM SET!
Post by: Meph on August 22, 2018, 07:55:49 am
Sorry. Yes, they were removed long ago. I have now updated the readme accordingly.

They just looked too shitty and way less good than most 16x sets out there.

EDIT: Good news, everyone! I'll be back in Germany, which means back at my laptop, electricity and stable internet, coming saturday. From there on I can do much higher quality updates and test stuff on my little list. The next update to the tileset will come shortly after that. :)
Title: Re: ☼Meph Tileset☼ V3.5 (32x32) - 44.12 - updated 7th August - GEM SET!
Post by: Descan on August 22, 2018, 01:09:27 pm
Is Germany a final stop (I assume back home) or are you going to be Bilbo'ing it up on another adventure soon again?
Title: Re: ☼Meph Tileset☼ V3.5 (32x32) - 44.12 - updated 7th August - GEM SET!
Post by: Splint on August 22, 2018, 01:53:25 pm
Ahem. Woo! Guess that means I need to haul ass on my variously sized lizards and murderous otters. :P

EDIT: Oh, and does the varied statue thing need Vordak's on to work? I asked awhile ago in a PM but never got an answer.
Title: Re: ☼Meph Tileset☼ V3.5 (32x32) - 44.12 - updated 7th August - GEM SET!
Post by: Pvt. Pirate on August 23, 2018, 09:25:36 am
Sorry. Yes, they were removed long ago. I have now updated the readme accordingly.

They just looked too shitty and way less good than most 16x sets out there.

EDIT: Good news, everyone! I'll be back in Germany, which means back at my laptop, electricity and stable internet, coming saturday. From there on I can do much higher quality updates and test stuff on my little list. The next update to the tileset will come shortly after that. :)
Willkommen zurück in der Heimat!
Title: Re: ☼Meph Tileset☼ V3.5 (32x32) - 44.12 - updated 7th August - GEM SET!
Post by: Meph on August 23, 2018, 10:36:45 am
Splint... Did you even open the launcher?  :-D The option for varied statues is right below the option for vordaks dwarves, unrelated to it. ;-)

Pvt Pirat: Thanks :-)

Descan :  I have now climbed the highest mountains of 26 european countries, 19 remain. 7 Island states, 4 in the baltic, 4 in Skandinavia, 4 in the alps. I'm not done yet and will do a few more this year, but I dont think I'll do all of them this year. Next year I complete that little list for sure. Generally sneaking I'll be bilboing around most of the time, just like the last 12 years ;-)

And another good news: i just realized that with the twbt color extension, the brick oven is not limited to the 16 df colors, but i could extend it to accept all color token in descriptor_color_default.txt. Which means giving players build materials in all 114 colors the game has, from aquamarine over amber, rust, dark tan to moss green.  :-D
Title: Re: ☼Meph Tileset☼ V3.5 (32x32) - 44.12 - updated 7th August - GEM SET!
Post by: Splint on August 23, 2018, 01:21:37 pm
I usually do use the launcher. If it's a separate decoration thing, might help to point that out. I had assumed that the same things you use for the differing materials was used to randomly assign new sprites or something. Only ever seen the basic ones for each material.

I was just wondering since it's clearly based on Vordak's set.
Title: Re: ☼Meph Tileset☼ V3.5 (32x32) - 44.12 - updated 7th August - GEM SET!
Post by: Meph on August 23, 2018, 01:27:47 pm
Sorry if I sounded snippy.

They use a different system than the Material-based sprites.

You have 1 statue sprite each for each of the Material-sets, but 256 statues for normal stone statues. These are assigned randomly. For those that dont like the randomness, i added the option to disable them and instead use a single sprite, just like for every other materal.

Edit: i decided on this system so that people can have both at the same time: vast variety of stone statues, but uniform alternatives of other materials, to build symmetrical room decorations.
Title: Re: ☼Meph Tileset☼ V3.5 (32x32) - 44.12 - updated 7th August - GEM SET!
Post by: Meph on August 23, 2018, 03:01:34 pm
Hu. That was easy. Brick oven now makes 114 differently colored bricks.
Title: Re: ☼Meph Tileset☼ V3.5 (32x32) - 44.12 - updated 7th August - GEM SET!
Post by: Splint on August 23, 2018, 03:27:17 pm
Ooooooooooooohhhhhhhhhh, okay, so it's for the generic non-economic rocks, not the flux ones. That makes a lot of sense then, since my last two forts were nothing but flux in the upper layers that I tend to build in (chalk specifically on both counts, that testing one being a literal chalk mountain I built into instead of down to.)

Well, lesson for the story fort then. And I sense brightly colored mosaic floors in that fort's future in the larger rooms.
Title: Re: ☼Meph Tileset☼ V3.5 (32x32) - 44.12 - updated 7th August - GEM SET!
Post by: Meph on August 23, 2018, 03:32:08 pm
What would you say about more than bricks?  Currently the colored blocks are only for constructions, but I could allow players to make boulders in all colors too... For furniture.

Good idea or too much?

Its currently pretty much free too (only costs a boulder and a fuel unit)...
Title: Re: ☼Meph Tileset☼ V3.5 (32x32) - 44.12 - updated 7th August - GEM SET!
Post by: Splint on August 23, 2018, 03:37:36 pm
Personally I'd be for it, since unless you have microcline and kimberlite littering the place it'd be kinda hard to make furniture match cyan or deep blue walls and floors, as an example. But that's just me.
Title: Re: ☼Meph Tileset☼ V3.5 (32x32) - 44.12 - updated 7th August - GEM SET!
Post by: Boltgun on August 24, 2018, 02:50:50 am
What would you say about more than bricks?  Currently the colored blocks are only for constructions, but I could allow players to make boulders in all colors too... For furniture.

Good idea or too much?

Its currently pretty much free too (only costs a boulder and a fuel unit)...

It could be nice. Perhaps those would count as clay, being made of it and all, to promote using the kiln alongside the oven? Or would that be too much trouble?
Title: Re: ☼Meph Tileset☼ V3.5 (32x32) - 44.12 - updated 7th August - GEM SET!
Post by: Meph on August 24, 2018, 03:13:49 am
I already have new reactions for the kiln and stoneware, earthenware and porcelain furniture. Unrelated to the colored bricks...

But I could make the bricks from clay in the first place. Problem is that embarks without clay would be out of luck.
Title: Re: ☼Meph Tileset☼ V3.5 (32x32) - 44.12 - updated 7th August - GEM SET!
Post by: Boltgun on August 24, 2018, 03:31:27 am
Clay can be purchased from the caravans so if there is no clay, it's still possible to have products.

But if the goal is too simply to have colors without requirements, the best is to not touch the bricks and leave the option to produce whatever you want.
Title: Re: ☼Meph Tileset☼ V3.5 (32x32) - 44.12 - updated 7th August - GEM SET!
Post by: Meph on August 24, 2018, 03:45:46 am
Mostly I'm looking for a way to enable options to the player without making it too easy or hard.

Too easy, people abuse it to make the game easier.

Too hard, people dont use it.

114 colors might be a bit overwhelming in the first place. :-D
Title: Re: ☼Meph Tileset☼ V3.5 (32x32) - 44.12 - updated 7th August - GEM SET!
Post by: smakemupagus on August 24, 2018, 01:06:02 pm
I already have new reactions for the kiln and stoneware, earthenware and porcelain furniture. Unrelated to the colored bricks...

But I could make the bricks from clay in the first place. Problem is that embarks without clay would be out of luck.

I like colored bricks a lot, but much prefer the reaction to take materials, like (10 clay + 1 of the correct dye powder) = 40 bricks.  If you don't have clay and indigo dye then maybe this particular fortress doesn't get to have indigo bricks.  But this is maybe off topic and gets into a game design philosophy discussion :) 

From a tilesets and graphics point of view, then many colored bricks is awesome.
Title: Re: ☼Meph Tileset☼ V3.5 (32x32) - 44.12 - updated 7th August - GEM SET!
Post by: Meph on August 24, 2018, 01:14:04 pm
I understand the idea, but with ... what, 4-5 dyes in the game I can't make 114 colors. :D Atm they cost (1 boulder + 1 fuel) = 4 bricks. So a slight step up from normal blocks, which just require a boulder.

For carpets for example I can easily request 1 unit of cloth. :)

Edit:
(https://i.imgur.com/TOuy8Ph.png)

Only some Adamantine missing. Any requests for more material-sets?
Title: Re: ☼Meph Tileset☼ V3.5 (32x32) - 44.12 - updated 7th August - GEM SET!
Post by: smakemupagus on August 24, 2018, 01:24:40 pm
I understand the idea, but with ... what, 4-5 dyes in the game I can't make 114 colors. :D Atm they cost (1 boulder + 1 fuel) = 4 bricks. So a slight step up from normal blocks, which just require a boulder.

For carpets for example I can easily request 1 unit of cloth. :)

Yes, I understand, so for me the fun would be researching some plausible ways that bronze/iron age civilizations made pigments from different materials, especially minerals that are in the game but underutilized, and maybe ultimately make 10 dyes/pigments, but with a richer 114 color palette available they could be *exactly* the right color :)  Almost any fort could make white lead pigment, but a fort that has that rare/beautiful/expensive color pigment would be special.
Title: Re: ☼Meph Tileset☼ V3.5 (32x32) - 44.12 - updated 7th August - GEM SET!
Post by: Rose on August 24, 2018, 01:52:39 pm
Those stairs really could use some unification.
Title: Re: ☼Meph Tileset☼ V3.5 (32x32) - 44.12 - updated 7th August - GEM SET!
Post by: Meph on August 24, 2018, 02:06:51 pm
Those stairs really could use some unification.
I had a uniform design at first, but people hated it. Then I started to try different designs,  ladders, spiral staircases...

Now I dont want to delete them.  ^^ but i could do away with the doorway-like Stairs.
Title: Re: ☼Meph Tileset☼ V3.5 (32x32) - 44.12 - updated 7th August - GEM SET!
Post by: Pvt. Pirate on August 24, 2018, 02:52:02 pm
Those stairs really could use some unification.
yep.
also an idea for those working with colours: what about making tiles, like in reality tiles from the materials you want and have blocks of other materials covered  with them.
just like decorative colums don't have to be made from the same material center and cover.
Title: Re: ☼Meph Tileset☼ V3.5 (32x32) - 44.12 - updated 7th August - GEM SET!
Post by: Meph on August 24, 2018, 03:08:52 pm
Funny you say that, because I'm dabbling with decorations right now.

(https://i.imgur.com/XxePJOj.png)
Shields, Engravings, Candles, Swords, Face, Books, Fountain, Wall-Carpet, Flower Pot, Rack, Skull, Map, Magma-Something/Oven, Goblin Trophy, Anvil Engraving, Painting.
Title: Re: ☼Meph Tileset☼ V3.5 (32x32) - 44.12 - updated 7th August - GEM SET!
Post by: Splint on August 24, 2018, 03:34:56 pm
Those book and fountain ones will look great in libraries and noble quarters.

And I sense that map being a must for my militia commander rooms.
Title: Re: ☼Meph Tileset☼ V3.5 (32x32) - 44.12 - updated 7th August - GEM SET!
Post by: Meph on August 24, 2018, 06:45:11 pm
I know it's stupid, but...

Rose gold set.

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

Don't murder me. :D (only took a few minutes to make)
Title: Re: ☼Meph Tileset☼ V3.5 (32x32) - 44.12 - updated 7th August - GEM SET!
Post by: Caz on August 24, 2018, 06:58:29 pm
I know it's stupid, but...

Rose gold set.

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

Don't murder me. :D (only took a few minutes to make)

I actually love you for this, I made a rose gold fortress and was so sad because it was just boring pale pink bricks :(
Title: Re: ☼Meph Tileset☼ V3.5 (32x32) - 44.12 - updated 7th August - GEM SET!
Post by: Splint on August 24, 2018, 07:00:35 pm
You keep making want to build really over-elaborate stuff out of specific materials.

Oh, and question. How does the icecutter work? Like, would it work outside glacier embarks, and so it could be used for other purposes in say, a story?
Title: Re: ☼Meph Tileset☼ V3.5 (32x32) - 44.12 - updated 7th August - GEM SET!
Post by: Meph on August 24, 2018, 07:33:03 pm
Well, the Icecutter works everywhere, but it does require ice.

So, lets say you have a Tundra embark and make ice furniture in winter, it might melt in summer, depending on the ambient temperature.

As long as its permafreeze in your biome, you are good.

Constructions also last, regardless of temperatur. You can stop magma with a constructed ice wall. (unlike undead dragons...)
Title: Re: ☼Meph Tileset☼ V3.5 (32x32) - 44.12 - updated 7th August - GEM SET!
Post by: Splint on August 24, 2018, 08:43:46 pm
Aww, dang. Wait, how the hell did you manage that? I thought you could only use ice boulders to build walls and the like with, not for masonry or anything like that.
Title: Re: ☼Meph Tileset☼ V3.5 (32x32) - 44.12 - updated 7th August - GEM SET!
Post by: Meph on August 24, 2018, 09:26:44 pm
Because the Icecutter is a modded workshop?
Title: Re: ☼Meph Tileset☼ V3.5 (32x32) - 44.12 - updated 7th August - GEM SET!
Post by: Splint on August 24, 2018, 10:06:17 pm
That doesn't really answer my question, but either way my idea's been taken out back and shot. Guess I'll have to use the brick oven or the bone one to do it.
Title: Re: ☼Meph Tileset☼ V3.5 (32x32) - 44.12 - updated 7th August - GEM SET!
Post by: Meph on August 24, 2018, 10:38:18 pm
Maybe I didnt understand the question right.

The Icecutter accepts ice boulders (while the mason doesnt), because I explicitly wrote the reactions for each piece of furniture to accept ice boulders and nothing else.

Its like asking why the kiln accepts clay (while the mason doesnt) = because the raws say so.
Title: Re: ☼Meph Tileset☼ V3.5 (32x32) - 44.12 - updated 7th August - GEM SET!
Post by: Descan on August 24, 2018, 11:23:19 pm
Perhaps a "crush [stone]" reaction to make "[stone] powder" which is then used instead of dye in that brick-making reaction to create coloured bricks?
Title: Re: ☼Meph Tileset☼ V3.5 (32x32) - 44.12 - updated 7th August - GEM SET!
Post by: Rose on August 24, 2018, 11:28:20 pm
One idea would be a reaction that takes dye and blocks to make dyed blocks, and then have as many dyes as you can think of modded in.

Would it be possible to mod a reaction that takes two dyes and spits out a dye of a third color?
Title: Re: ☼Meph Tileset☼ V3.5 (32x32) - 44.12 - updated 7th August - GEM SET!
Post by: Meph on August 24, 2018, 11:42:33 pm
Yes, i thought about mixing dye powders. And it would make perfect sense... But there would be near unlimited ways to mix them; hard to make. And the player has to easily learn / understand what he needs, but with over 100 colors...

I mean, i just put them in,and I dont even remember all the names.
Title: Re: ☼Meph Tileset☼ V3.5 (32x32) - 44.12 - updated 7th August - GEM SET!
Post by: Splint on August 25, 2018, 01:03:30 am
Maybe I didnt understand the question right.

The Icecutter accepts ice boulders (while the mason doesnt), because I explicitly wrote the reactions for each piece of furniture to accept ice boulders and nothing else.

Its like asking why the kiln accepts clay (while the mason doesnt) = because the raws say so.

I was under the impression ice was basically water, so ice boulders were useless for anything but basic construction, like with raw clay.

Saying "because it's modded" is like saying "the sky is blue." Really generic answer that doesn't answer anything, hence my confusion. This time around though you did much better. :P

I vote a modified version of the ice set for ethereal material stuff when you get around to rebooting the warlocks. I also vote saving any dye needs to make colored bricks for Masterwork.
Title: Re: ☼Meph Tileset☼ V3.5 (32x32) - 44.12 - updated 7th August - GEM SET!
Post by: Pvt. Pirate on August 25, 2018, 04:51:00 am
hmmm i like how much effort you put into the rosegold set and it looks awesome for some purpose. but rosegold is an alloy...
https://en.wikipedia.org/wiki/Colored_gold#Rose,_red,_and_pink_gold
i would just use the gold set with a more red-ish colour.
Title: Re: ☼Meph Tileset☼ V3.5 (32x32) - 44.12 - updated 7th August - GEM SET!
Post by: Meph on August 25, 2018, 04:39:46 pm
hmmm i like how much effort you put into the rosegold set and it looks awesome for some purpose. but rosegold is an alloy...
https://en.wikipedia.org/wiki/Colored_gold#Rose,_red,_and_pink_gold
i would just use the gold set with a more red-ish colour.
The design I posted is a visual pun. I'm aware of what rose-gold is. ^^

Splint: Clay can't be used because clay boulders lack the STONE token, that's all. I can easily make any reaction accept clay boulders for any purpose, including the mason.

So yes, for the vanilla DF mason ice-boulders are useless, but for anything modded ICE BOULDER just another reagent, like IRON BAR or WOOD CHAIR.
Title: Re: ☼Meph Tileset☼ V3.5 (32x32) - 44.12 - updated 7th August - GEM SET!
Post by: Pvt. Pirate on August 26, 2018, 03:42:27 am
hmmm i like how much effort you put into the rosegold set and it looks awesome for some purpose. but rosegold is an alloy...
https://en.wikipedia.org/wiki/Colored_gold#Rose,_red,_and_pink_gold
i would just use the gold set with a more red-ish colour.
The design I posted is a visual pun. I'm aware of what rose-gold is. ^^
[snip]
i should have known... just like the spiderman :D
Title: Re: ☼Meph Tileset☼ V3.5 (32x32) - 44.12 - updated 7th August - GEM SET!
Post by: db48x on August 26, 2018, 07:27:17 pm
Good pun!
Title: Re: ☼Meph Tileset☼ V3.5 (32x32) - 44.12 - updated 7th August - GEM SET!
Post by: Mrok Girl on August 27, 2018, 06:28:40 am
I also vote to make the complicated dye-needing bricks be left for Masterwork DF. It sounds like too much difficulty and effort, and that's saying something in this game.
Title: Re: ☼Meph Tileset☼ V3.5 (32x32) - 44.12 - updated 7th August - GEM SET!
Post by: Meph on August 27, 2018, 06:33:41 am
Bricks in Masterwork dont need dye...
Title: Re: ☼Meph Tileset☼ V3.5 (32x32) - 44.12 - updated 7th August - GEM SET!
Post by: Splint on August 27, 2018, 03:04:31 pm
Bricks in Masterwork dont need dye...

We know, but a couple people suggested it for this, when it sounds more like something to have in masterwork.
Title: Re: ☼Meph Tileset☼ V3.5 (32x32) - 44.12 - updated 7th August - GEM SET!
Post by: Pvt. Pirate on August 28, 2018, 08:30:53 am
Bricks in Masterwork dont need dye...

We know, but a couple people suggested it for this, when it sounds more like something to have in masterwork.
i agree
Title: Re: ☼Meph Tileset☼ V3.5 (32x32) - 44.12 - updated 7th August - GEM SET!
Post by: LordBalkan on August 28, 2018, 11:29:41 am
Hello there! Thank you Meph for this great tileset. It is a greatmaster work indeed.

But I am here today to check if someonelse is having the same issues.
Recently I "discovered" about Kisat Dur and decided to give it a try.
Unfortunatly, when in Adventurer Mode, the "Stealth" mode does not show to me the "enemy sight" as it currently do in any other tileset.

Please, say that I am the only one with that!
Spoiler (click to show/hide)

Title: Re: ☼Meph Tileset☼ V3.5 (32x32) - 44.12 - updated 7th August - GEM SET!
Post by: Afghani84 on August 28, 2018, 01:37:47 pm
Hi Meph,

first of all: thanks for all the great work with Mastermod and this tileset. I used to run phoebus but was always itching to try this one.
I downloaded it and I am running it with the LNP 44.12 right now (dfhack on, TWBT print mode). I read that I have to start a new embark with this set, so that's what I did.

Now I get the following issue:
Selected plants for harvesting are not highlighted. Going back to phoebus I can see that they were designated but it does not show with your tileset.
Designated trees are highlighted without issue. Is there a fix for this? I'd really like to use your tileset...
Title: Re: ☼Meph Tileset☼ V3.5 (32x32) - 44.12 - updated 7th August - GEM SET!
Post by: Meph on August 28, 2018, 03:25:32 pm
Hello there! Thank you Meph for this great tileset. It is a greatmaster work indeed.

But I am here today to check if someonelse is having the same issues.
Recently I "discovered" about Kisat Dur and decided to give it a try.
Unfortunatly, when in Adventurer Mode, the "Stealth" mode does not show to me the "enemy sight" as it currently do in any other tileset.

Please, say that I am the only one with that!
Spoiler (click to show/hide)
I have no idea how "stealth enemy sight" should look. If you could show me a screenshot with another set, I might be able to reproduce it.

Hi Meph,

first of all: thanks for all the great work with Mastermod and this tileset. I used to run phoebus but was always itching to try this one.
I downloaded it and I am running it with the LNP 44.12 right now (dfhack on, TWBT print mode). I read that I have to start a new embark with this set, so that's what I did.

Now I get the following issue:
Selected plants for harvesting are not highlighted. Going back to phoebus I can see that they were designated but it does not show with your tileset.
Designated trees are highlighted without issue. Is there a fix for this? I'd really like to use your tileset...
It's on my list of issues that are being worked on. I think it's a transparency issue, since the new plants use twbt overrides. I'll test.
Title: Re: ☼Meph Tileset☼ V3.5 (32x32) - 44.12 - updated 7th August - GEM SET!
Post by: Ziusudra on August 28, 2018, 08:50:54 pm
I have no idea how "stealth enemy sight" should look. If you could show me a screenshot with another set, I might be able to reproduce it.
Found on google images:
Spoiler (click to show/hide)
That's what it looks like by default - the peasant is looking due south.
Title: Re: ☼Meph Tileset☼ V3.5 (32x32) - 44.12 - updated 7th August - GEM SET!
Post by: LordBalkan on August 28, 2018, 09:34:25 pm
I have no idea how "stealth enemy sight" should look. If you could show me a screenshot with another set, I might be able to reproduce it.
Found on google images:
Spoiler (click to show/hide)
That's what it looks like by default - the peasant is looking due south.

It is a funny sweet text you got there hahahahah
Thank you for helping with the print tho.
Title: Re: ☼Meph Tileset☼ V3.5 (32x32) - 44.12 - updated 7th August - GEM SET!
Post by: Meph on August 29, 2018, 02:11:05 am
Ah, it does apply a different background color. Not visible because there is no transparency on the grass in this tileset.

I assume that it does that to everything you look at. Only way to fix it is to make all tiles transparent.
Title: Re: ☼Meph Tileset☼ V3.5 (32x32) - 44.12 - updated 7th August - GEM SET!
Post by: Ziusudra on August 29, 2018, 02:40:09 am
Ah, it does apply a different background color. Not visible because there is no transparency on the grass in this tileset.

I assume that it does that to everything you look at. Only way to fix it is to make all tiles transparent.
Well ... it doesn't show you which way dead creatures are looking, but it does for unconscious ones (http://www.bay12games.com/dwarves/mantisbt/view.php?id=6942). Oh, and creatures on other levels. But yeah, whatever they're looking at.

I don't see any report for this. Maybe Toady could add a different method for graphics mode, like brightness or hue shift.
Title: Re: ☼Meph Tileset☼ V3.5 (32x32) - 44.12 - updated 7th August - GEM SET!
Post by: Meph on August 29, 2018, 04:00:38 am
Quote
like brightness or hue shift.
For DF, that is a hue shift. More or less. ^^ With the engine as is, Toady can't do much else than what he did, unless he introduces completely new graphics features. Like brightness.  ::)
Title: Re: ☼Meph Tileset☼ V3.5 (32x32) - 44.12 - updated 7th August - GEM SET!
Post by: Meph on August 29, 2018, 06:10:43 am
So, ehm, you guys like colors?

(https://i.imgur.com/TGtZ0aN.png)

A test with 80 different brick colors.
Title: Re: ☼Meph Tileset☼ V3.5 (32x32) - 44.12 - updated 7th August - GEM SET!
Post by: Splint on August 29, 2018, 06:27:53 am
Much fancy floor potential. And walls.
Title: Re: ☼Meph Tileset☼ V3.5 (32x32) - 44.12 - updated 7th August - GEM SET!
Post by: Meph on August 29, 2018, 07:07:53 am
UPDATE!

To be more precise: A MASSIVE UPDATE!

Download here: Meph Tileset V4 - 44.12 (http://dffd.bay12games.com/file.php?id=13407)

Hey everyone; I'm finally back at my laptop and stable internet and can do proper work. I collected all the things I did, tested, played a bit, and present to you the big Meph Tileset V.4 update. There are many fixes; additions include 2 mod-workshops for colors and cleanup; 3 mod-workshops for new material-set; over 100 animal men sprites and more.

Lets get started: Material sets. Whenever you build a construction or furniture, it takes the material into account and that determines the style. Here are all the finished sets. I'm currently working on Adamantine, Slade and an optional Wicker/Plant set.
(https://i.imgur.com/TOuy8Ph.png)

The glass, ice, brick and bone set are new in this update.

You might wonder how you make furniture out of bricks, bones or ice? With new workshops:

Bonescrimmer's Shop:
(https://i.imgur.com/z0r10Ql.png)
This workshop takes two bones and makes either a piece of furniture; or four blocks.

Icecutter's Shop:
(https://i.imgur.com/EtDwAOl.png)
This workshop takes an ice boulder and makes either a piece of furniture; or four blocks. Mind that they melt if it gets to hot; only recommended for glaciers!

Potter's Shop:
(https://i.imgur.com/pR4veNo.png)
This workshop takes clay, fireclay or kaolinite boulders and makes a "greenware" item; for example a "greenware chair". That chair must be fired in the kiln to create a "stone/earthenware chair", which can then be used.

That's not all!

To help with FPS issues, and because atom-smashing is a bit immersion breaking, I added the Crematory:
(https://i.imgur.com/MLrmyY0.png)
This workshops burns items away; creating ash. Takes yarn, silk, leather, cloth, wood items...

But wait, there is more!

TWBT allows the use of the descriptor_colors ingame. What does that mean? Vanilla DF has 16 colors. Black/White and seven colors in dark/light versions. But the ingame descriptions have colors like Amber, Moss-Green, Aquamarine, etc. Sadly, you can't see those in the actual graphics.

Now you can. The Brick Oven:
(https://i.imgur.com/UtRg1fj.png)
This workshop takes one boulder and one fuel (or magma) to create four blocks of a wanted color. 114 colors in total. Those can be used for any construction. Depending on the feedback, I can add the option to use those for furniture too. Please let me know what you think.

Spoiler: 80-colors as floors. (click to show/hide)

The new workshops are of course optional and can be disabled in the launcher for those that dislike modded content. It's the "decorational workshops" button. Besides the new materials, colors and workshops, I also did some work on animal professions. Animal men mercs, scholars and entertainers might visit and join your fort, so they get their own, special, unique sprites:

ANIMAL MEN! - 180 new sprites!

(https://i.imgur.com/QqV5IeJ.png)
(https://i.imgur.com/MB4Hc9q.png)
(https://i.imgur.com/4P2vNXz.png)
(https://i.imgur.com/NEntS0N.png)
(https://i.imgur.com/Q0Lec1X.png)
(https://i.imgur.com/GjWIOGT.png)

But wait... there is even more!

I fixed the "item carried shows wrong tile" bug for the following 19 items:
 - Prepared meals, Weapon racks, Coffers, Rings, Buckets, Anvils, Beds, Statues, Cloth, Hatch Covers, Flasks/Waterskins, Slabs, Siege Engine Parts, Rough Gems, Crowns, Meat, Leather, Cabinets, Bracelets.

This was a ton of work. I had to sacrifice the animated vermin tiles for this... but I think it's worth it. In total I had to juggle with 57 tiles, in the artwork, the text files and the twbt-overrides to get this to work, but I'm quite happy with the result.

Be prepared that I will post a lot more in future, about mods and graphics alike; and if you can afford it, consider buying me a coffee to ease the work. ;) You have the option of supporting me on Patreon (https://www.patreon.com/meph)  or as a one-shot on Paypal (https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=ZTPEFV6LCDDAJ).

Edit: As a note for Vordak: Those are old screenshots of the animal men, I did replace the shield designs.
Title: Re: ☼Meph Tileset☼ V4 (32x32) - 44.12 - updated 29th August - GEM SET!
Post by: Splint on August 29, 2018, 07:21:10 am
OOOOOOOOO BOI. Time to finish the bug fixing for my stuff, cause this here is looking sweet and perfect for the story work.
Title: Re: ☼Meph Tileset☼ V3.5 (32x32) - 44.12 - updated 7th August - GEM SET!
Post by: LordBalkan on August 29, 2018, 08:10:22 am
Ah, it does apply a different background color. Not visible because there is no transparency on the grass in this tileset.

I assume that it does that to everything you look at. Only way to fix it is to make all tiles transparent.

So... there is a way to make this work with your tileset? I mean, which setting do I need to change in order to make all tiles transparent?
And if there is no way to change.. I'll play with vanilla then...

Anyways, thank you very much for the work.
Title: Re: ☼Meph Tileset☼ V3.5 (32x32) - 44.12 - updated 7th August - GEM SET!
Post by: Meph on August 29, 2018, 08:22:13 am
Ah, it does apply a different background color. Not visible because there is no transparency on the grass in this tileset.

I assume that it does that to everything you look at. Only way to fix it is to make all tiles transparent.

So... there is a way to make this work with your tileset? I mean, which setting do I need to change in order to make all tiles transparent?
And if there is no way to change.. I'll play with vanilla then...

Anyways, thank you very much for the work.
In theory you just have to open all .PNGs in data/art in a photoediting software like Photoshop and make the image transparent... maybe 80% opacity or so.

But I don't know what it does to all the colors and other tiles ingame, so extensive testing would be required.
Title: Re: ☼Meph Tileset☼ V3.5 (32x32) - 44.12 - updated 7th August - GEM SET!
Post by: LordBalkan on August 29, 2018, 08:32:48 am

So... there is a way to make this work with your tileset? I mean, which setting do I need to change in order to make all tiles transparent?
And if there is no way to change.. I'll play with vanilla then...

Anyways, thank you very much for the work.
In theory you just have to open all .PNGs in data/art in a photoediting software like Photoshop and make the image transparent... maybe 80% opacity or so.

But I don't know what it does to all the colors and other tiles ingame, so extensive testing would be required.

Got it... well, hope you dont bother doing this now. Employ your efforts in improvements for the tileset itself :D
Title: Re: ☼Meph Tileset☼ V3.5 (32x32) - 44.12 - updated 7th August - GEM SET!
Post by: Pvt. Pirate on August 29, 2018, 10:29:59 am
I have no idea how "stealth enemy sight" should look. If you could show me a screenshot with another set, I might be able to reproduce it.
Found on google images:
Spoiler (click to show/hide)
That's what it looks like by default - the peasant is looking due south.
is that from the LP video "surprise dentistry"? :D
Title: Re: ☼Meph Tileset☼ V4 (32x32) - 44.12 - updated 29th August - GEM SET!
Post by: Hommit on August 29, 2018, 12:30:54 pm
wow. just wow.

ps: what, no rose gold set?  :D
Title: Re: ☼Meph Tileset☼ V4 (32x32) - 44.12 - updated 29th August - GEM SET!
Post by: Splint on August 29, 2018, 12:34:31 pm
I'd also like to say thank you for pre-packing the corpse disposal with the mod.  :)
Title: Re: ☼Meph Tileset☼ V4 (32x32) - 44.12 - updated 29th August - GEM SET!
Post by: Meph on August 29, 2018, 12:36:15 pm
wow. just wow.

ps: what, no rose gold set?  :D
Sorry, just made the mock-up so far. Didn't find the time to write the overrides, add the png and test.
Title: Re: ☼Meph Tileset☼ V4 (32x32) - 44.12 - updated 29th August - GEM SET!
Post by: Hommit on August 29, 2018, 12:57:21 pm
Sorry, just made the mock-up so far. Didn't find the time to write the overrides, add the png and test.
That's totally not a problem. You do the awesome work!
Title: Re: ☼Meph Tileset☼ V4 (32x32) - 44.12 - updated 29th August - GEM SET!
Post by: Pvt. Pirate on August 29, 2018, 02:09:11 pm
wow. just wow.

ps: what, no rose gold set?  :D
Sorry, just made the mock-up so far. Didn't find the time to write the overrides, add the png and test.
good old prussian virtue of delivering the best you can :D

on another note, i tried again to use the lates LinuxLNP and took your lightweight pack. it works and looks great, but the mousequery again acts up.
so i can either go back to the version prior to psyche-update or fix it...
have to write with the LinuxLNP guys, because your dfhack stuff is .dll while linux uses .sh ¯\_(ツ)_/¯  got to see how i get this working again.
Title: Re: ☼Meph Tileset☼ V4 (32x32) - 44.12 - updated 29th August - GEM SET!
Post by: Afghani84 on August 29, 2018, 02:48:47 pm
damn, really cool update! love the visual differences between materials :o

are you also planning on updating the legends for all the sprites and objects? some things I cannot identify yet...
i.e. just got a red speech bubble with a "?" popping up on one of my dwarves. what does it mean?
Title: Re: ☼Meph Tileset☼ V4 (32x32) - 44.12 - updated 29th August - GEM SET!
Post by: Meph on August 29, 2018, 02:50:02 pm
It means the same as a ? in vanilla DF.
Quote
? = No Destination: The creature has a job, but no destination. They get this when you shut a door on their faces. Also momentarily flashes when they first get a job.

More at http://dwarffortresswiki.org/index.php/DF2014:Status_icon (http://dwarffortresswiki.org/index.php/DF2014:Status_icon)

The tileset just uses a little speech-bubble with a '?' in it, instead of just a '?' because it's what the dwarf is thinking.
Title: Re: ☼Meph Tileset☼ V4 (32x32) - 44.12 - updated 29th August - GEM SET!
Post by: Afghani84 on August 29, 2018, 03:35:46 pm
It means the same as a ? in vanilla DF.
Quote
? = No Destination: The creature has a job, but no destination. They get this when you shut a door on their faces. Also momentarily flashes when they first get a job.

More at http://dwarffortresswiki.org/index.php/DF2014:Status_icon (http://dwarffortresswiki.org/index.php/DF2014:Status_icon)

The tileset just uses a little speech-bubble with a '?' in it, instead of just a '?' because it's what the dwarf is thinking.
thanks for the quick answer and link. having a blast with the tileset so far  ;D
Title: Re: ☼Meph Tileset☼ V3.5 (32x32) - 44.12 - updated 7th August - GEM SET!
Post by: Ziusudra on August 29, 2018, 09:44:29 pm
Found on google images:
Spoiler (click to show/hide)
That's what it looks like by default - the peasant is looking due south.
is that from the LP video "surprise dentistry"? :D
I found it on a google image search for "dwarf fortress sneaking". Google found it here (http://www.escapistmagazine.com/forums/read/9.854916-So-Dwarf-Fortress-Updated#21163182). For some reason TinEye doesn't find it anywhere. So ... maybe.
Title: Re: ☼Meph Tileset☼ V4 (32x32) - 44.12 - updated 29th August - BONE/ICE SET!
Post by: vettlingr on September 05, 2018, 01:40:30 pm
I tried my hand at drawing and made a graphics set for my mod suitable for your tileset. :)
But also some shameless self advertisement. ;D
Spoiler (click to show/hide)

I hope I fit the general style quite well, even though i've been using a pretty standard gimp install.
Title: Re: ☼Meph Tileset☼ V4 (32x32) - 44.12 - updated 29th August - BONE/ICE SET!
Post by: Splint on September 06, 2018, 03:16:09 am
I tried my hand at drawing and made a graphics set for my mod suitable for your tileset. :)
But also some shameless self advertisement. ;D
Spoiler (click to show/hide)

I hope I fit the general style quite well, even though i've been using a pretty standard gimp install.

They look like a good match, and your timing is impeccable. I was just looking for some stuff to add in to make a story fort a bit more interesting, apart from having a mildly deranged interior decorator/architectural engineer hampering everyone's efforts to survive.

They look like a fairly good match for the tileset's general style too honestly. it'll be good to have at least a few things not sticking out like a sore thumb that I add  ;)
Title: Re: ☼Meph Tileset☼ V4 (32x32) - 44.12 - updated 29th August - BONE/ICE SET!
Post by: Meph on September 06, 2018, 03:42:54 am
I on the other hand am a bit surprised you want to add so much mods. I thought that the community fort would stand out anyway, due to being the first one showing off all the tileset features. :P
Title: Re: ☼Meph Tileset☼ V4 (32x32) - 44.12 - updated 29th August - BONE/ICE SET!
Post by: Splint on September 06, 2018, 03:58:50 am
Yeah buuuut otherwise it'd only have the vanilla content for the most part, which isn't as interesting (for me at least; there hasn't really been anything new added in terms of wildlife and enemies for a good long while and I'm not a fan of vampires.) The tileset is mostly aesthetics (which granted, is a big part of my forts - gotta make that shit look good yo,) which I can abuse the shit out of later on in the fort's life to make storerooms and armories that look used and stocked, thematic temples, a nice public park maybe, a nice library...

But that's all building stuff, which doesn't necessarily draw people too well, and everyone's seen the same old same old from the caverns and such, y'know? May as well make a real show of this; people want blood, they want dangerrr, and a little bit of artwork and maybe a good story, not just me showing off the varied and very well done tileset assets in specific practices. Just a showcase ain't my style. I don't want to appeal to those squishy milk-drinkers who don't want dangerous worlds full of chaos and violence.

I'm gonna build that place, use your tileset to make it look damned good, and I'm going to use my enemies to make soap while I do it.
Title: Re: ☼Meph Tileset☼ V4 (32x32) - 44.12 - updated 29th August - BONE/ICE SET!
Post by: Meph on September 06, 2018, 07:39:55 am
Slade set, mostly aimed at Boltguns Succubus mod: Kinky/Evil/Demon style.

Can be easily added to the main tileset by simply removing UNDIGGABLE from slade. That way people playing vanilla DF get access to this set by mining hell.

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

Succubus statue sprite is from Castlevania. :)

Thoughts?
Title: Re: ☼Meph Tileset☼ V4 (32x32) - 44.12 - updated 29th August - BONE/ICE SET!
Post by: Splint on September 06, 2018, 08:11:41 am
How is it you keep having impeccable timing?

Looks good to me overall, though I feel like the doors need something to make them less normal looking, same for hatches. Maybe some red bits to imply eldritch runes or dark energies in them.
Title: Re: ☼Meph Tileset☼ V4 (32x32) - 44.12 - updated 29th August - BONE/ICE SET!
Post by: Meph on September 06, 2018, 08:37:51 am
I added a bit of dark red to the door, but the hatches will stay as is. They always mirror the floor, throughout all material sets. Makes them easier to identify.
Title: Re: ☼Meph Tileset☼ V4 (32x32) - 44.12 - updated 29th August - BONE/ICE SET!
Post by: Splint on September 06, 2018, 08:52:46 am
Just now noticed the bed and thought "Well that's a touch on the nose for its purpose, innit?"

But still, kudos. looks like a neat addition. Also didn't know that on the hatches. They just seemed kinda stand-outish without any red to them like the walls, but hey. I learned something today, so there's that.
Title: Re: ☼Meph Tileset☼ V4 (32x32) - 44.12 - updated 29th August - BONE/ICE SET!
Post by: Pvt. Pirate on September 06, 2018, 10:18:49 am
I like the bed too :D
Title: Re: ☼Meph Tileset☼ V4 (32x32) - 44.12 - updated 29th August - BONE/ICE SET!
Post by: Meph on September 06, 2018, 10:28:31 am
Slade (Evil/BDSM)

(https://i.imgur.com/BZJrER2.png)

Copper (Steampunk/Gears)

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

Rose-Gold (taken literally)

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

As you can see it gets quite busy if you make entire floors covered with the same material of furniture, mostly because the colors blend into each other. (I've made the floors darker to increase contrast since I made those screenshots). I recommend using the fancier stuff sparingly, instead of plastering everything with weird-looking floors. :P It looks much easier on the eye on neutral background, like rock floor.

Comparison:
(https://i.imgur.com/FFunbck.png)
Title: Re: ☼Meph Tileset☼ V4 (32x32) - 44.12 - updated 29th August - BONE/ICE SET!
Post by: Splint on September 06, 2018, 10:43:47 am
Holy shit, I actually really like that copper one; Slade too, looks like a nice blend of the ice and bone sets for the walls. no so sure about the rose gold floors but the rest looks like it'd be great for a dwarven hotel that charges by the hour.
Title: Re: ☼Meph Tileset☼ V4 (32x32) - 44.12 - updated 29th August - BONE/ICE SET!
Post by: Meph on September 06, 2018, 10:55:50 am
The rose-gold set merges seamlessly with the gold set; my hope is that people use it for extra style, sparingly.
Title: Re: ☼Meph Tileset☼ V4 (32x32) - 44.12 - updated 29th August - BONE/ICE SET!
Post by: Boltgun on September 06, 2018, 11:29:54 am
I'm so importing this into my mod. *underworld drill intensifies*

The slade parts are great, I really like that there is big locks on the doors. :) The copper floor may use more neutral colors to make the furniture easier to see, it's a bit busy right now.

The rose gold floor are a big no. It would be nice to make it a garden decoration but with both plants on the floor, wall and item everything is eating each other. Perhaps simply having a rose plate with a floral pattern and keep the rose on the furniture ?
Title: Re: ☼Meph Tileset☼ V4 (32x32) - 44.12 - updated 29th August - BONE/ICE SET!
Post by: Meph on September 06, 2018, 11:53:47 am
UPDATE!

Download: Meph Tileset V4.1 (http://dffd.bay12games.com/file.php?id=13407)

This update adds three new little features: Constructions and furniture for slade, for copper and for rose-gold. 96 new sprites in total.

Slade is a dark, demonic and somewhat sexy set, mostly aimed at the Succubus mod by Boltgun.

Copper is a steampunk-style set with cogs and gears.

Rose-Gold is the gold set decorated with roses. Don't murder me. :P

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

(https://i.imgur.com/5SPL5Sc.png)

Any other requests in that line?

I'd next work on more unique corpses, bodyparts, remains and the like.

You can support the tileset on Patreon (https://www.patreon.com/meph) or as a one-time donation on Paypal (https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=ZTPEFV6LCDDAJ).
Title: Re: ☼Meph Tileset☼ V4.1 (32x32) - 44.12 - updated 6th Sep - Slade, Copper, Rosegold
Post by: Splint on September 06, 2018, 12:10:32 pm
Not a request, but god damn is that a badass statue for the copper set.
Title: Re: ☼Meph Tileset☼ V4 (32x32) - 44.12 - updated 29th August - BONE/ICE SET!
Post by: Vordak on September 06, 2018, 12:14:56 pm
I'll take on the role of villain:
1)Copper floor must be more darker - no contrast with furniture - yes pain for eyes.
2)Slade throne with peaks...it is very funny, good idea (not sarcasm), It is only necessary to make statues in the form of long cylinders with two balls in the base more stylistic beauty.
3)Rose gold - it's pinkish gold, it was possible to simply change the color of gold set, see pic. below. Not in dwarven style all these roses.
(https://i.imgur.com/ObUpn1V.png)
Title: Re: ☼Meph Tileset☼ V4 (32x32) - 44.12 - updated 29th August - BONE/ICE SET!
Post by: Hommit on September 06, 2018, 12:34:53 pm
Quote
As you can see it gets quite busy
I'll take on the role of villain:
1)Copper floor must be more darker - no contrast with furniture - yes pain for eyes.
yeah, this. too bright :(
Quote
3)Rose gold - it's pinkish gold, it was possible to simply change the color of gold set, see pic. below. Not in dwarven style all these roses.
it's a joke, and used for artistic accents :)
also, rose floor should be darker too, or less roses, i dunno. right now it look like giant red mess imo and blends with items (maybe take gold floor tile and add rose on rhombus edge or something)
furniture is great tho
Title: Re: ☼Meph Tileset☼ V4.1 (32x32) - 44.12 - updated 6th Sep - Slade, Copper, Rosegold
Post by: Rose on September 06, 2018, 12:39:18 pm
For the copper set, you can consider having a patina on construction tiles, where appropriate. Some green on there.
Title: Re: ☼Meph Tileset☼ V4.1 (32x32) - 44.12 - updated 6th Sep - Slade, Copper, Rosegold
Post by: Splint on September 06, 2018, 12:43:31 pm
I'd say put roses in each corner for the floor, and maybe one in the middle. Would work better with the rose flourish theme of the set I think.

For the copper set, I personally don't take issue, but I could see where others might. Not enough contrast on parts of the floor tile maybe.

Now that I look at the slade chair, I thought they were just grates for some reason  ::), though now that I look at it, that probably wouldn't be comfortable for sitting on. Maybe switch out the star on the table for a skull with a heart in the forehead and switch the star to the chair and see how it looks? Or not, your call.

I do a lot of drawing, so this is something I actually can provide something resembling useful input on, even if it's just the tables and chairs. :P
Title: Re: ☼Meph Tileset☼ V4.1 (32x32) - 44.12 - updated 6th Sep - Slade, Copper, Rosegold
Post by: Pvt. Pirate on September 06, 2018, 01:05:33 pm
you got me curious on the succubus mod, but i can't get mousequery working properly on 44.12, so i will most likely not be able to use that aswell :(
i also forgot how to fix mousequery... i think it was just a fixed dfhack .plug.so somewhere on github though.
copypastinging the mousequery.plug.so from the 44.09 just doesnt work - saying it were written for another version of dfhack.
the only thing that doesnt work is the scrolling on screenborder when not in any dmode or lmode or qmode.
i'll post this in dfhack and twbt support threads, because i remember something about twbt having its own version of mousequery.
Title: Re: ☼Meph Tileset☼ V4.1 (32x32) - 44.12 - updated 6th Sep - Slade, Copper, Rosegold
Post by: vettlingr on September 06, 2018, 01:10:01 pm
Using a blueish or cyanish gray for the copper set may fix a part of the contrast issue. With the walls and floors it looks very flat.

Using the darkening done on the hatchcover tile for the floor should also help. Dwarves have dirty boots and floors get dusty!

Title: Re: ☼Meph Tileset☼ V4.1 (32x32) - 44.12 - updated 6th Sep - Slade, Copper, Rosegold
Post by: Meph on September 06, 2018, 01:11:46 pm
As I said above, I darkened both the rose floor and the copper floor. The screenshots are old. ^^
Title: Re: ☼Meph Tileset☼ V4.1 (32x32) - 44.12 - updated 6th Sep - Slade, Copper, Rosegold
Post by: Meph on September 07, 2018, 08:40:34 am
Not a request, but god damn is that a badass statue for the copper set.
Thank you, but it's a slighty altered statue from the old game Wild ARMs.

I'll take on the role of villain:
1)Copper floor must be more darker - no contrast with furniture - yes pain for eyes.
2)Slade throne with peaks...it is very funny, good idea (not sarcasm), It is only necessary to make statues in the form of long cylinders with two balls in the base more stylistic beauty.
3)Rose gold - it's pinkish gold, it was possible to simply change the color of gold set, see pic. below. Not in dwarven style all these roses.
1. Done.
2. Statues should like like giant penises?
3. I know, it's a joke.

For the copper set, you can consider having a patina on construction tiles, where appropriate. Some green on there.
Cool idea.

I fiddled around with so far unused things in TWBT: corpse parts, butchery products, refuse...

(https://i.imgur.com/1SXiSm4.png)

As you can see, brains, lungs, livers, hearts, etc work. But I can only get it to work with specific creatures, like "dog" or "cat", not in general. Might do it for all the domestic pets at least.

Refuse is somehow bugged, can't get skulls, skins, nervous tissue etc to show properly; but I managed to get randomly assigned sprites to work for bodyparts. No more copy-paste refuse stockpiles.

And more importantly, rotten meat looks rotten. :)
Title: Re: ☼Meph Tileset☼ V4.1 (32x32) - 44.12 - updated 6th Sep - Slade, Copper, Rosegold
Post by: vettlingr on September 07, 2018, 09:46:16 pm
Good work, though I would prefer if (fat) globs were large round droplets or bead shaped. which also makes them look less like the other other yellow liquid.

Title: Re: ☼Meph Tileset☼ V4.1 (32x32) - 44.12 - updated 6th Sep - Slade, Copper, Rosegold
Post by: Meph on September 08, 2018, 05:05:35 pm
While doing a little something for splint in the item files, I remembered that adding new food item types is really easy to do...

Here a quick mock-up using Neoriceisgood food sprites, which I put on wooden boards/plates to fit the current theme:

(https://i.imgur.com/tQB6aUU.png)

Dwarves would simply keep making prepared meals, but instead of "cookie, stew and roast" there'd be a few more types ingame. How about "Burger, Tart, Pie, Cake, Soap, Sish-Kebab, Donuts, Pancake, Wings, Fry, Balls, Wraps, Sandwich, etc" ? :)

They'd still have the same values, ingredients, etc. Doesn't change game balance in the slightest.
Title: Re: ☼Meph Tileset☼ V4.1 (32x32) - 44.12 - updated 6th Sep - Slade, Copper, Rosegold
Post by: Splint on September 08, 2018, 05:15:15 pm
That's actually pretty neat.

Of course this also means figuring out how in the world someone made a cake out of cow tallow, rutherer guts, and kangroo spleens, but hey. Details. :P
Title: Re: ☼Meph Tileset☼ V4.1 (32x32) - 44.12 - updated 6th Sep - Slade, Copper, Rosegold
Post by: Rose on September 08, 2018, 11:12:25 pm
You might actually be able to show different sprites depending on primary ingredient.
Title: Re: ☼Meph Tileset☼ V4.1 (32x32) - 44.12 - updated 6th Sep - Slade, Copper, Rosegold
Post by: Meph on September 09, 2018, 01:40:32 am
And they are better than "fly brain & fly eye cookies", with no other ingredients? :P

Or a majestic roast of "mushroom, mushroom, mushroom, mushroom". :P

Quote
You might actually be able to show different sprites depending on primary ingredient.
I know, but with X meals and Y ingredients, that might be a few sprites more than I'd like. Lets say I do 30 meals X "every edible thing in the game"... :D
Title: Re: ☼Meph Tileset☼ V4.1 (32x32) - 44.12 - updated 6th Sep - Slade, Copper, Rosegold
Post by: Rose on September 09, 2018, 02:33:54 am
then do 3 meals * Number of ingredients :P
Title: Re: ☼Meph Tileset☼ V4.1 (32x32) - 44.12 - updated 6th Sep - Slade, Copper, Rosegold
Post by: Hommit on September 09, 2018, 05:15:07 am
I know, but with X meals and Y ingredients, that might be a few sprites more than I'd like.
Maybe some broad generic catergories? Like leaves, shrooms, meat, intencities, seeds, and whatever else
Title: Re: ☼Meph Tileset☼ V4.1 (32x32) - 44.12 - updated 6th Sep - Slade, Copper, Rosegold
Post by: Hague on September 09, 2018, 12:46:09 pm
I like the copper tileset too. You could probably re-color it for the varieties of brass as well since Brass is a pretty steampunkish metal too.
Title: Re: ☼Meph Tileset☼ V4.1 (32x32) - 44.12 - updated 6th Sep - Slade, Copper, Rosegold
Post by: Meph on September 11, 2018, 03:04:56 pm
I like the copper tileset too. You could probably re-color it for the varieties of brass as well since Brass is a pretty steampunkish metal too.
No need to recolor it; it gets color ingame.
Title: Re: ☼Meph Tileset☼ V4.2 (32x32) - 44.12 - updated 6th Sep - Bodyparts
Post by: Meph on September 14, 2018, 06:25:16 am
UPDATE!

Download: Meph Tileset V4.2 (http://dffd.bay12games.com/file.php?id=13407)
You can support the tileset on Patreon (https://www.patreon.com/meph) or as a one-time donation on Paypal (https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=ZTPEFV6LCDDAJ).

A small, new update has arisen! Bodyparts from your butcher now have fitting sprites:
Eyes, guts, brain, stomach, heart, kidney, liver, nerves, spleen, meat, lungs, gizzard... even fat and tallow got new graphics.

As you can see, a rotten refuse-version also exists, making it easy to identify what causes all the miasma in your forts. Please excuse the maggots.

Last, but not least, I'm working on the look of refuse stockpiles. You can see a variety of different bodypart and corpse sprites, which will get assigned randomly to the fitting type. For example bird corpses take from the selection of 8 bird skeletons you see; below that are the canine corpses.

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

Apart from the addition of the new graphics, the tileset got a few under-the-hood upgrades:
 - Items graphics no longer get mixed up with modded items you might add. You can drag&drop as many mods in here as you like. (Splint, Boltgun, Smake... that's for you.)
 - Fixed a bug with wrong display of constructed walls, if they are next to other, unrevealed constructed walls. (Happens at fort reclaims or adv-mode. Thx clinodev.)
 - Plants designated to be gathered now correctly show their designations. (aka their background turns dark.)

That's it for now. I have several ideas for future additions, but wanted to wait for the feedback about this update. :)

Cheers,
Meph

PS: The bodyparts depend on the creature_material, so I have to add them for each individual creature. So far I've only added them to the domestic ones; since those are the ones you butcher the most.
Title: Re: ☼Meph Tileset☼ V4.2 (32x32) - 44.12 - updated 14th Sep - BODYPARTS!
Post by: Splint on September 14, 2018, 10:50:04 am
I suspected a new update was coming out. If there's nothing coming for the foreseeable future, I suppose I'll have to get to work soon, eh?
Title: Re: ☼Meph Tileset☼ V4.2 (32x32) - 44.12 - updated 14th Sep - BODYPARTS!
Post by: Vordak on September 14, 2018, 10:51:36 am
Hi, update your pack to latest version of my dwarves and goblins(.png and .txt).
Title: Re: ☼Meph Tileset☼ V4.2 (32x32) - 44.12 - updated 14th Sep - BODYPARTS!
Post by: Meph on September 14, 2018, 01:34:33 pm
Splint: I guess you do. :P

Vordak: Sure thing, will do on the next update. :)
Title: Re: ☼Meph Tileset☼ V4.2 (32x32) - 44.12 - updated 14th Sep - BODYPARTS!
Post by: Splint on September 14, 2018, 01:52:33 pm
What exactly is planned? You've been updating pretty consistently every few days, which is part of why I haven't started the fort, just as a precaution. Anything major?
Title: Re: ☼Meph Tileset☼ V4.2 (32x32) - 44.12 - updated 14th Sep - BODYPARTS!
Post by: Durian Hohlades on September 14, 2018, 02:31:39 pm
ye masterwork df will get updated to latest
Title: Re: ☼Meph Tileset☼ V4.2 (32x32) - 44.12 - updated 14th Sep - BODYPARTS!
Post by: Meph on September 14, 2018, 04:55:11 pm
What exactly is planned? You've been updating pretty consistently every few days, which is part of why I haven't started the fort, just as a precaution. Anything major?
Lots, I have an eternal to-do list. But nothing that should stop you from starting a fort, otherwise you never start.
Title: Re: ☼Meph Tileset☼ V4.2 (32x32) - 44.12 - updated 14th Sep - BODYPARTS!
Post by: Splint on September 14, 2018, 07:35:56 pm
Yeah, but it's like a new version of DF - will the new stuff you make always be save compatible? In all seriousness though, if there's no major material sets due anytime soon, I'll finish my drawings and hop to it soon enough.
Title: Re: ☼Meph Tileset☼ V4.2 (32x32) - 44.12 - updated 14th Sep - BODYPARTS!
Post by: Meph on September 15, 2018, 04:39:42 am
Depends on the update I make.

1. New twbt sprites, overrides, etc: Completely compatible.
2. Changes to existing raws, compatible, if you update your save manually.
3. Additions of new raws, incompatible; requires a new world-gen.

Changes to extras, like utilities, the launcher, etc should always be fine with older saves.
Title: Re: ☼Meph Tileset☼ V4.2 (32x32) - 44.12 - updated 14th Sep - BODYPARTS!
Post by: Meph on September 15, 2018, 01:08:43 pm
Some changes on the worldmap...

(https://i.imgur.com/O1lmZff.png)

What do you guys think?
Title: Re: ☼Meph Tileset☼ V4.2 (32x32) - 44.12 - updated 14th Sep - BODYPARTS!
Post by: Vordak on September 15, 2018, 01:12:53 pm
What do you guys think?
For dwarven fortresses it is better to leave your old icon (stone face) - immediately(better) catches the eye.
Title: Re: ☼Meph Tileset☼ V4.2 (32x32) - 44.12 - updated 14th Sep - BODYPARTS!
Post by: Meph on September 15, 2018, 02:15:01 pm
Considering that only one civ can build anything on mountains, I would assume that people know that those fortresses are dwarvish.

I tried Japas material-specific overrides on trees....

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

It works. Top shows different leafs, bottom left are new/improved trunks/branches, bottom right are fungi-wood trunks.

Only issue is that there are a lot of leafs and without twbt redraw_all 1 it gets muddled with artefacts (wrong tiles/wrong type of leaf) while scrolling quite quickly.
Title: Re: ☼Meph Tileset☼ V4.2 (32x32) - 44.12 - updated 14th Sep - BODYPARTS!
Post by: Meph on September 15, 2018, 03:56:00 pm
(https://i.imgur.com/kBILds5.png)

Bone items... surprisingly few items are made of bone in vanilla DF. :D

In order:
 - Bone Crown
 - Bone Bracelet
 - Bone Amulet
 - Bone Bow
 - Bone Scepter
 - Bone Figurine
 - Bone Bolts
 - Bone Ring
 - Bone Earrings
 - Bone Crossbow
 - Bone Greaves
 - Bone Leggings
 - Bone Gauntlets
 - Bone Helmet

I like the word Bone. ^^

Edit: Scrap that. Fell/Fey mood dwarves might make:
Quote
Bone carver (bone)   Each equipment item with [BARRED] (leggings, greaves, gauntlet, helm), any shield, instrument, toy, door, bed, chair, table, statue, coffer, bin, armor stand, weapon rack, cabinet, coffin, floodgate, hatch cover, grate, chain, cage, animal trap, figurine, amulet, scepter, crown, ring, earring, bracelet, any weapon, any trap component†
Of those I'm still missing: Shield, Buckler, Instruments (procedual), all toys (5), bin, floodgate, grate, chain, cage, animal trap, all weapons (24), all trap components (5)... huh. 42 tiles in total, just for moods...
Title: Re: ☼Meph Tileset☼ V4.2 (32x32) - 44.12 - updated 14th Sep - BODYPARTS!
Post by: Splint on September 15, 2018, 04:39:49 pm
Anyone got a specific idea for what biome to select for the fort? I'm thinking a marshland of some sort, but not sure 100%, since there's gonna be at least one set that'll get missed out on if I don't settle somewhere freezing.  :-\

I mean I could try a "dual fort" set up specifically to showcase the ice set with a glacier fort, but ehhh...
Title: Re: ☼Meph Tileset☼ V4.2 (32x32) - 44.12 - updated 14th Sep - BODYPARTS!
Post by: Meph on September 15, 2018, 04:47:01 pm
Grassland/temperate forest. Or badlands, mountains, rocky wasteland...   Marshes, swamps and tropical areas look quite busy with the tileset, I wouldn't recommend those. Evil region would be great, for the zombies. :P

A bit of variety for books and coin stacks:

(https://i.imgur.com/7vmoB7N.png)

Edit: And some prepared fish and raw fish:

(https://i.imgur.com/6dGA6tl.png)

Edit2: Some variety for stockpiles :D

(https://i.imgur.com/fBJVE1f.png)
Title: Re: ☼Meph Tileset☼ V4.2 (32x32) - 44.12 - updated 14th Sep - BODYPARTS!
Post by: Vordak on September 15, 2018, 05:41:46 pm
Bone trap comps.
(https://i.imgur.com/FmxjPZD.png)

Upd.  Two bone bins, grate, 3 floodgates.
(https://i.imgur.com/0iXrTmt.png)
Title: Re: ☼Meph Tileset☼ V4.2 (32x32) - 44.12 - updated 14th Sep - BODYPARTS!
Post by: Meph on September 15, 2018, 06:25:10 pm
Cool. Thank you. :)  Guess I better enable the bone-workshop to produce these, otherwise people only get them from moods.

Food stuffs:

(https://i.imgur.com/eTGVgK0.png)

I modded in a few more prepared-meals. No changes in game balance, but a few more names and sprites to go around; instead of copy+paste roast, roast, roast and roast. ;)

Meals are:
 - Soup
 - Mash
 - Pudding
 - Bread
 - Creme
 - Donuts
 - Skewers
 - Rolls
 - Muffins
 - Dessert
 - Burger
 - Pasta
 - Cake
 - Pancakes
 - Balls
 - Ribs
 - Ham

Food sprites are taken from https://www.deviantart.com/neoriceisgood/art/100-Food-sprites-348664936 (https://www.deviantart.com/neoriceisgood/art/100-Food-sprites-348664936)
Title: Re: ☼Meph Tileset☼ V4.2 (32x32) - 44.12 - updated 14th Sep - BODYPARTS!
Post by: Splint on September 15, 2018, 06:26:20 pm
I always wanted edible soap.  :P
Title: Re: ☼Meph Tileset☼ V4.2 (32x32) - 44.12 - updated 14th Sep - BODYPARTS!
Post by: Meph on September 15, 2018, 06:27:33 pm
I always wanted edible soap soup.  :P
Fixed. :P

Edit: Small-Humanoid corpses and (giant) insect corpses:

(https://i.imgur.com/hZVXfR8.png)

Edit2: Small-critter corpses and reptile corpses:

(https://i.imgur.com/L8PPEvW.png)

Damn, making variants of already existing sprites is so fast... :D

Edit3: Large-humanoid corpses and snake corpses (3 base sprites for humanoids are Vordaks)

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

I start to feel like this might be overkill just for prettier refuse stockpiles...
Title: Re: ☼Meph Tileset☼ V4.2 (32x32) - 44.12 - updated 14th Sep - BODYPARTS!
Post by: Vordak on September 15, 2018, 08:23:26 pm
Bone weapons.
Dagger, short sword, long sword, scimitar, battle axe, war hammer, mace, morningstar, flail, whip, scourge, spear, pick.
Pike, halberd, 2h sword, great axe, maul, blowgun.
(https://i.imgur.com/1pLdbfK.png)
Title: Re: ☼Meph Tileset☼ V4.2 (32x32) - 44.12 - updated 14th Sep - BODYPARTS!
Post by: Meph on September 15, 2018, 08:33:37 pm
 :o

They look great. :)

I think I'll have to make a poll, asking if people want those available in some way. Apart from the super-rare moods.

Could you do a breastplate and boots? (Vanilla DF only allows greaves, helm and gauntlets. With those missing items, people could make a full bone-armor set)
Title: Re: ☼Meph Tileset☼ V4.2 (32x32) - 44.12 - updated 14th Sep - BODYPARTS!
Post by: Vordak on September 15, 2018, 08:36:18 pm
Could you do a breastplate and boots? (Vanilla DF only allows greaves, helm and gauntlets. With those missing items, people could make a full bone-armor set)

Write a complete list of things to do for the bone, tomorrow I will do it.
Title: Re: ☼Meph Tileset☼ V4.2 (32x32) - 44.12 - updated 14th Sep - BODYPARTS!
Post by: Meph on September 15, 2018, 08:42:30 pm
Shield, Buckler, Crutches, Splints, Instrument (just make 1, any design you like), Puzzle Box, Toy Boat, Toy Hammer, Toy Axe, Mini-Forge, chain, animal trap, breastplate, high boots.

I think that's it.
Title: Re: ☼Meph Tileset☼ V4.2 (32x32) - 44.12 - updated 14th Sep - BODYPARTS!
Post by: Splint on September 15, 2018, 09:04:21 pm
I'm indifferent overall (considering what happened to my bling-o-war fortress guards in Riverrun; reality ensued super hard. :P,) except for bone gear, but that'd probably need some kind of balance thing so it doesn't fall apart instantly. Cause I gotta be honest, I'm liking the concept of having dwarves clad in bone more than I probably should.
Title: Re: ☼Meph Tileset☼ V4.2 (32x32) - 44.12 - updated 14th Sep - BODYPARTS!
Post by: Meph on September 15, 2018, 09:10:03 pm
I wouldn't change any values on the bone material. It will be cheap, early to make, and crappy. ;) It should be ok-ish for armors, great for shields, horrid for edged weapons and almost as horrid for blunt weapons. ^^

But Vordak made all the weapon and trap sprites, so I might as well give them some use. :)

Differences between Flask, Waterskin and Vial; as well as Mug, Goblet and Cup:

(https://i.imgur.com/SZkronv.png)
Title: Re: ☼Meph Tileset☼ V4.2 (32x32) - 44.12 - updated 14th Sep - BODYPARTS!
Post by: Splint on September 15, 2018, 09:43:10 pm
Quote
It should be ok-ish for armors

Not according to vanilla. Has about the same durability as wood and leather - that is, virtually none, even against like fists and teeth.
Title: Re: ☼Meph Tileset☼ V4.2 (32x32) - 44.12 - updated 14th Sep - BODYPARTS!
Post by: Meph on September 15, 2018, 10:13:26 pm
In my book that's ok. After all, leather armor is a thing; just like elves that attack with wooden armors.

Edit: Wooden bridges...

(https://i.imgur.com/S9CuQp9.png)

Edit2: Constructed, material-specific ramps. Obviously super basic, but at least they will fit visually both to the floor around them, and to the normal, natural ramps.

(https://i.imgur.com/hoXn15i.png)
Title: Re: ☼Meph Tileset☼ V4.2 (32x32) - 44.12 - updated 14th Sep - BODYPARTS!
Post by: Pvt. Pirate on September 16, 2018, 02:45:24 am
i like those ramps. don't make them too special. the arrows are a necessity.

as the latest version is a tantrum-spiral-prone thing and i still cannot get mousequery edge to work properly, i ask this:
what does it take to make this backwardscompatible with version 44.09r01? (for copying it into the linux LNP version :-X )
Title: Re: ☼Meph Tileset☼ V4.2 (32x32) - 44.12 - updated 14th Sep - BODYPARTS!
Post by: Meph on September 16, 2018, 06:36:40 am
No idea about linux, mousequery (I don't even know what it does, or what doesnt work with it now)...

For 44.09 you can just copy everything over (graphics, raws, etc), but I dont know if the twbt version for 44.09 allows specific materials sprites and variety.
Title: Re: ☼Meph Tileset☼ V4.2 (32x32) - 44.12 - updated 14th Sep - BODYPARTS!
Post by: Pvt. Pirate on September 16, 2018, 07:24:38 am
No idea about linux, mousequery (I don't even know what it does, or what doesnt work with it now)...

For 44.09 you can just copy everything over (graphics, raws, etc), but I dont know if the twbt version for 44.09 allows specific materials sprites and variety.
what would be the worst that could happen if TWBT didn't support it? CTD? or merely just loading the unspecific sprites instead?
Title: Re: ☼Meph Tileset☼ V4.2 (32x32) - 44.12 - updated 14th Sep - BODYPARTS!
Post by: Meph on September 16, 2018, 08:11:14 am
It wouldnt load the new sprites.
Title: Re: ☼Meph Tileset☼ V4.2 (32x32) - 44.12 - updated 14th Sep - BODYPARTS!
Post by: Pvt. Pirate on September 16, 2018, 08:59:13 am
It wouldnt load the new sprites.
well - it did, but it also turned many things into statues etc :( i'll have to stick to your regular 44.09 then.
Title: Re: ☼Meph Tileset☼ V4.2 (32x32) - 44.12 - updated 14th Sep - BODYPARTS!
Post by: Vordak on September 16, 2018, 09:18:28 am
Bone items.
Breastplate, high boots, buckler, shield, crutches, splints, animal trap, toy boat, puzzle box, toy hammer, toy axe, mini-forge, chain, tool(scroll rollers), music instrument.

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

Upd. Added music instrument.
Title: Re: ☼Meph Tileset☼ V4.2 (32x32) - 44.12 - updated 14th Sep - BODYPARTS!
Post by: Meph on September 16, 2018, 10:17:07 am
Awesome. :)

I'll get to work with the overrides and making them available to the player.

Now I really want to do a glass set too :D

Edit: And the last remaining corpses:

(https://i.imgur.com/nOA3ERX.png)
Title: Re: ☼Meph Tileset☼ V4.2 (32x32) - 44.12 - updated 14th Sep - BODYPARTS!
Post by: Meph on September 16, 2018, 02:47:53 pm
Ok, I really didn't think I'd fill up a new tileset that quickly, but these alone are 250 tiles:
 - Variety for bins, barrels, corpses, raw fish, prepared fish, books, coins.
 - Unique sprites for flask, vial, waterskin; mug, cup goblet; wood trunk, mushroom trunk, saguaro trunk.
 - Difference between fresh and rotten meat/cheese.
 - Eighteen new food types, modded in.
 - Fifty-five bone item sprites, mostly for mood-only items.
 - New design for wooden bridges.

(https://i.imgur.com/xmOEc8Z.png)

In addition to that, I also have 42 ramp sprites. ^^

Edit: I've been staring at tiles all day, so I can't really judge anything anymore :D Carpets... carpets... which one you like?

(https://i.imgur.com/og4UH8Q.png)

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

(https://i.imgur.com/BGh3jyV.png)

or maybe like this?

(https://i.imgur.com/zYy56IF.png)
Title: Re: ☼Meph Tileset☼ V4.2 (32x32) - 44.12 - updated 14th Sep - BODYPARTS!
Post by: Ph.D Banana on September 17, 2018, 04:02:06 am

(https://i.imgur.com/zYy56IF.png)

I think this one looks the best personally. Having segmented squares with patterns inside really helps to tell it apart as a rug/carpet vs just weird red/color tile.
Title: Re: ☼Meph Tileset☼ V4.2 (32x32) - 44.12 - updated 14th Sep - BODYPARTS!
Post by: Meph on September 17, 2018, 04:45:09 am
Three styles, for Yarn (animal), Fiber (plant) and Silk.

(https://i.imgur.com/8OxWSSn.png)

It kinda works, but I'm really not satisfied with the transition from Left-Right walls and Up-Down walls. Makes it hard to keep a consistent style. :/

The other problem is the color. This is a mock-up, but ingame they look white... because pig-tail is light grey, silk is white, and sheep wool is light grey.

Edit: I'm not sure...

(https://i.imgur.com/j6ud2ce.png)

I tried a few new things, like the banners for statues/stands, and a hammock as bed... but otherwise I'm not sure if a cloth-set is worth it.

Edit2: Metal bridges?

(https://i.imgur.com/93mU4QS.png)
Title: Re: ☼Meph Tileset☼ V4.2 (32x32) - 44.12 - updated 14th Sep - BODYPARTS!
Post by: Silpion81 on September 17, 2018, 12:05:16 pm
I have a question regarding the "Fancy-looking armor/weapon sets" poll. What are the implications on maintainability? Does this mean more work updating to a new DF version?

I like the sprites but updating to new versions should not be a chore for you.
Title: Re: ☼Meph Tileset☼ V4.2 (32x32) - 44.12 - updated 14th Sep - BODYPARTS!
Post by: Meph on September 17, 2018, 12:13:41 pm
It's not affected by updates.
Title: Re: ☼Meph Tileset☼ V4.2 (32x32) - 44.12 - updated 14th Sep - BODYPARTS!
Post by: Splint on September 17, 2018, 02:00:20 pm
A lot of that works surprisingly well, and having worked in a furniture warehouse where I had to put stuff together before it got delivered, I can say I have seen stuff like the cabinet and chest (not super common, but hey, it was there, especially on small chests going at the foot of beds.) The table and chair are nice and sensible, and in general apart from the ramps, casket, and armor/weapon racks I think everything looks alright, even if that left-hand set looks a bit wonky for vertical walls.

Personally I'm in favor of anything that gives us more options for stress management in terms of giving people things they like made of materials they like.

I like the knotwork border for the metal bridge, but I dunno about the patterning on the "floor" bits in the middle. Might be a bit too much, but I'm not totally sure.
Title: Re: ☼Meph Tileset☼ V4.2 (32x32) - 44.12 - updated 14th Sep - BODYPARTS!
Post by: Vordak on September 17, 2018, 03:57:28 pm
(https://i.imgur.com/Ls029Z2.png)
Atop - your original.
Down - version with normal stroke and no extra white pixels.

Also noticed that three tree trunks - wood, mushroom, cactus (sprites beside food) - are 1 pixel down.

Title: Re: ☼Meph Tileset☼ V4.2 (32x32) - 44.12 - updated 14th Sep - BODYPARTS!
Post by: Hommit on September 18, 2018, 02:06:40 am
but otherwise I'm not sure if a cloth-set is worth it.
Cloth furniture? Walls? Ehhh.... Just... why?
Also not sure if metal bridge should be this curvy. Maybe, like square metal plates?
Title: Re: ☼Meph Tileset☼ V4.2 (32x32) - 44.12 - updated 14th Sep - BODYPARTS!
Post by: Meph on September 18, 2018, 02:08:46 am
(https://i.imgur.com/Ls029Z2.png)
Atop - your original.
Down - version with normal stroke and no extra white pixels.

Also noticed that three tree trunks - wood, mushroom, cactus (sprites beside food) - are 1 pixel down.
Added your improved version. Thanks :)

Currently testing things ingame.

but otherwise I'm not sure if a cloth-set is worth it.
Cloth furniture? Walls? Ehhh.... Just... why?
Lso not sure if metal bridge should be this curvy. Maybe, like square metal plates?
Because vanilla DF already has cloth walls. You can embark on camps, sometimes you find "tents" with leather, cloth or silk walls.

I mainly wanted to add them because of banners, carpets, etc. Decorations.

Just think about it for a bit... Carpets. Table-cloths. Hammocks. Mattresses. All made of textile. And none of them exist in DF.
Title: Re: ☼Meph Tileset☼ V4.2 (32x32) - 44.12 - updated 14th Sep - BODYPARTS!
Post by: Silpion81 on September 18, 2018, 10:25:11 am
Are the bone grates transparent when placed as floor grates over water/magma?

E.g. like in this mock-up:
(https://i.imgur.com/ltg8Yog.png)
Title: Re: ☼Meph Tileset☼ V4.2 (32x32) - 44.12 - updated 14th Sep - BODYPARTS!
Post by: Meph on September 18, 2018, 10:32:50 am
Good question.

I'll test, but I assume that they are transparent, yet show black background if there is open-space below them. Multilayer view doesn't work on transparent items.

Edit: I tested it. Grates do not support transparency. The empty space is solid black. It does work on floor-bars though.

That being said, your grates look far better than the one I did. I was thinking of shower-drains, little holes in the floor to drain water, when I made that design.
Title: Re: ☼Meph Tileset☼ V4.2 (32x32) - 44.12 - updated 14th Sep - BODYPARTS!
Post by: ZayZe on September 18, 2018, 02:54:57 pm
Holy crap Meph. Ya'll are doing fantastic. Always impressed when I hop on the forums to check out the new updates. My god.

Bringing life to my eyes with these tiles.

Title: Re: ☼Meph Tileset☼ V4.2 (32x32) - 44.12 - updated 14th Sep - BODYPARTS!
Post by: Meph on September 18, 2018, 04:32:13 pm
(https://i.imgur.com/wNPbBpF.png)

Variety for pots, bags and driftwood.

I also made new sprites for floor bars, making use of the new-found transparency for them. :)

Edit:
(https://i.imgur.com/26fwBrN.png)

It works semi-well. The bone grate shows no transparency, it's background is solid black.

The floor bars show transparency, works well with a down-ramp below it. But with open-space it shows solid-blue as background. :/

Edit2: Nicer pressure-plate:

(https://i.imgur.com/HD7iTxT.png)
Title: Re: ☼Meph Tileset☼ V4.2 (32x32) - 44.12 - updated 14th Sep - BODYPARTS!
Post by: Meph on September 18, 2018, 06:37:37 pm
I made three more workshops, for future sprites.

Can you guess what those are, without me telling?

(https://i.imgur.com/K6tL7mz.png)
Title: Re: ☼Meph Tileset☼ V4.2 (32x32) - 44.12 - updated 14th Sep - BODYPARTS!
Post by: Splint on September 18, 2018, 06:57:18 pm
 Hmm, Bonecarver, woodcarver, and non-leather apolsterer?
Title: Re: ☼Meph Tileset☼ V4.2 (32x32) - 44.12 - updated 14th Sep - BODYPARTS!
Post by: Silpion81 on September 19, 2018, 02:35:44 am
That being said, your grates look far better than the one I did. I was thinking of shower-drains, little holes in the floor to drain water, when I made that design.

You are free to use/modify the grate, I'd be happy to have contributed.

Those workshops look great!
Title: Re: ☼Meph Tileset☼ V4.2 (32x32) - 44.12 - updated 14th Sep - BODYPARTS!
Post by: Meph on September 19, 2018, 06:34:26 am
UPDATE!

Download: Meph Tileset V4.3 (http://dffd.bay12games.com/file.php?id=13407)
You can support the tileset on Patreon (https://www.patreon.com/meph) or as a one-time donation on Paypal (https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=ZTPEFV6LCDDAJ).

This update adds a massive amount of new sprites, more than a complete tileset: 300+! Most of them are varieties of already existing sprites, which replace identical, copy+paste stockpiles with more organic, realistic looking versions. This update took about 40h of work, but I think it paid off. :)

Credits:
 - Special thanks to Vordak for his help with suggestions, fixes and most of the bone item sprites. :)
 - Food sprites are taken from neoriceisgood (https://www.deviantart.com/neoriceisgood/art/100-Food-sprites-348664936) set on deviantart.
 - The author of DokucraftDwarven, a tileset for minecraft, allowed me to use his sprites. The metal and wood bridges are from that set.

There are now 8 different variations for:
 - Bags
 - Bins
 - Barrels
 - All corpses
 - Bodyparts
 - Remains
 - Coins
 - Books

 Raw fish, prepared fish, driftwood and a few other things also get a bit of variety.

(https://i.imgur.com/7vmoB7N.png)

(https://i.imgur.com/6dGA6tl.png)

(https://i.imgur.com/fBJVE1f.png)

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

(https://i.imgur.com/hZVXfR8.png)
(https://i.imgur.com/L8PPEvW.png)
(https://i.imgur.com/uLQdlEf.png)
(https://i.imgur.com/nOA3ERX.png)

 

New sprites for the worldmap: The forests, grasslands and most settlements have better sprites now.

(https://i.imgur.com/O1lmZff.png)



Another addition is new food. This is modded; but does not change game balance at all. Each prepared meal now has 6 new types each:
  - Easy: Mash, Soup, Pudding, Bread, Creme, Donuts.
  - Fine: Scewers, Rolls, Muffin, Dessert, Burger, Pasta.
  - Lavish: Cake, Pancakes, Ham, Balls, Ribs, Lasagna.

(https://i.imgur.com/eTGVgK0.png)

 
 
Items of different materials now show new, unique sprites too:
 - Wooden cups, Metal goblets, Stone mugs.
 - Glass vials, Leather waterskins, Stone flasks.
 - Wooden shields/bucklers, Metal shields/bucklers.
 - Stone bridges, Metal bridges, Wooden bridges.
 - A complete bone-set with 58 sprites.
 - Ramps now show the fitting floor tile matching their material.

(https://i.imgur.com/n1uprm0.png)

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

(https://i.imgur.com/hoXn15i.png)

(https://i.imgur.com/S9CuQp9.png)

(https://i.imgur.com/93mU4QS.png)

 

Sprite improvement for trees, tree trunks/stumps, as well as a couple of tools, like the wheelbarrow and the minecart. (Thanks Vordak!) Floor and wall grates, horizontal bars... all brand new. :)

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

Hope you enjoy. :)

PS: I could really need some saves from people using this tileset. It would help greatly to see large, sprawling forts that have been going for a while. Anyone got a save or two flying around?
Title: Re: ☼Meph Tileset☼ V4.3 (32x32) - 44.12 - updated 19th Sep - Variety & Boneset
Post by: Pvt. Pirate on September 19, 2018, 09:34:45 am
i'd like to contribute some saves, but i can't get 44.12 to run properly.
same mousequery issue over and over again each new version (in the linux LNP).
your overrides etc should work just the same no matter if linux or win, but i can' play without mousequery - i would go stark raving mad and eat my neighbors firstborn alive, screaming "WHY DON'T YOU SCROLL DOWN AND TO THE RIGHT PROPERLY?!" :D
Title: Re: ☼Meph Tileset☼ V4.3 (32x32) - 44.12 - updated 19th Sep - Variety & Boneset
Post by: Meph on September 19, 2018, 09:35:57 am
Play on windows? :P

What does mousequery do anyway?

Edit: Mh... figured out a way to trick the game when it comes to blood spatters on walls:
(https://i.imgur.com/1bdWR33.png)

(Edit2: Damn. that trick clashes with mining designations)
Title: Re: ☼Meph Tileset☼ V4.3 (32x32) - 44.12 - updated 19th Sep - Variety & Boneset
Post by: Pvt. Pirate on September 19, 2018, 10:09:06 am
Play on windows? :P

What does mousequery do anyway?

Edit: Mh... figured out a way to trick the game when it comes to blood spatters on walls:
(https://i.imgur.com/1bdWR33.png)

(Edit2: Damn. that trick clashes with mining designations)
got to install win10. got a serial lately. still got to /dl the iso and prepare my data for migration.

that would look so awesome...
"designations, why u no work with that?!" :D
Title: Re: ☼Meph Tileset☼ V4.3 (32x32) - 44.12 - updated 19th Sep - Variety & Boneset
Post by: Meph on September 19, 2018, 10:18:53 am
Play on windows? :P

What does mousequery do anyway?

Edit: Mh... figured out a way to trick the game when it comes to blood spatters on walls:
(https://i.imgur.com/1bdWR33.png)

(Edit2: Damn. that trick clashes with mining designations)
got to install win10. got a serial lately. still got to /dl the iso and prepare my data for migration.

that would look so awesome...
"designations, why u no work with that?!" :D
Sadly designations would also look like brown blood spatters. :/

On the other hand, I can do this: Mining designations... which show if its rock, ore or gem. Bit cheating I guess.

Spoiler: Large image (click to show/hide)

Edit2: Oh, and saguaros work... different design for trees :) Quick mock-up with the dokucraftdwarven cactus sprite.

(https://i.imgur.com/3KGfe84.png)
Title: Re: ☼Meph Tileset☼ V4.3 (32x32) - 44.12 - updated 19th Sep - Variety & Boneset
Post by: Splint on September 20, 2018, 05:48:52 am
Fort's up. Spread'er around if you please. (http://www.bay12forums.com/smf/index.php?topic=172158.msg7857616#msg7857616)
Title: Re: ☼Meph Tileset☼ V4.3 (32x32) - 44.12 - updated 19th Sep - Variety & Boneset
Post by: Meph on September 21, 2018, 02:23:24 am
I went over the cavern design, tried to improve it a bit.

- Tree cap ramps (sides of giant mushrooms) now look like lots of smaller mushrooms on the side.
- Spore and fungiwoods now have two types of different shaded "leafs".
- Blood thorns and nether-caps/wood now have special trunks, showing brambles/ice.
- Floor mushrooms are a bit toned down for cavern 1
- Background of cavern plants now fits seamless into the cavern floor sprites. (Issue: Only works on one cavern at a time; I'm considering splitting/adding plants for each cavern individually)

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

Edit: Designations were on my list. Were.

Tree cutting
(https://i.imgur.com/bVQcOA4.gif)

up/down stairs, up stairs, down stairs.
ramps, mining, channels.
(https://i.imgur.com/KFHSMyb.png)

Those are the designation icons; the actual stairs do not have the arrow.
(Edit: crap. The tile:88 for the up/down stairs is also the mouse-pointer and any other area-designation for constructions, like floors or walls or bridges. I'll have to scrap that.)

Edit3: And another thing that bothered me... when you designate tracks to be build or carved, it always used the default tiles from the main tileset... which don't look like tracks at all. I fixed that and added "unfinished tracks" as sprites:

(https://i.imgur.com/QaoHJj6.png)
Title: Re: ☼Meph Tileset☼ V4.3 (32x32) - 44.12 - updated 19th Sep - Variety & Boneset
Post by: Splint on September 21, 2018, 02:54:55 pm
Just as a heads up, it's a rather inconsequential thing, but the descriptor_color_standard file for the tileset is out of date - the color eggplant is MIA despite being a vanilla color.
Title: Re: ☼Meph Tileset☼ V4.3 (32x32) - 44.12 - updated 19th Sep - Variety & Boneset
Post by: zakhad on September 21, 2018, 11:29:19 pm
Is there any way to import settings from one version to the next, the major downside i'm having with this compared to the masterwork launcher is having to many 6 or so screenshots of my settings and copy them in. If i'm missed out where this is located i'd be so happy for someone to point it it to me, otherwise it'd come as a highly requested feature.
Title: Re: ☼Meph Tileset☼ V4.2 (32x32) - 44.12 - updated 14th Sep - BODYPARTS!
Post by: db48x on September 22, 2018, 04:06:34 am

(https://i.imgur.com/zYy56IF.png)

I think this one looks the best personally. Having segmented squares with patterns inside really helps to tell it apart as a rug/carpet vs just weird red/color tile.

I agree that this floor rug is the best, but the wall-rugs on the north-south walls hurt my brain.
Title: Re: ☼Meph Tileset☼ V4.3 (32x32) - 44.12 - updated 19th Sep - Variety & Boneset
Post by: Meph on September 22, 2018, 10:55:17 am

(https://i.imgur.com/zYy56IF.png)

I think this one looks the best personally. Having segmented squares with patterns inside really helps to tell it apart as a rug/carpet vs just weird red/color tile.

I agree that this floor rug is the best, but the wall-rugs on the north-south walls hurt my brain.
As I've said, I don't like them either, but I have no other option. :/

Is there any way to import settings from one version to the next, the major downside i'm having with this compared to the masterwork launcher is having to many 6 or so screenshots of my settings and copy them in. If i'm missed out where this is located i'd be so happy for someone to point it it to me, otherwise it'd come as a highly requested feature.
Highly requested... you are the first to ask. ^^ There was an option for saving settings in the MasterworkDFLauncher, but it was buggy, so it got removed.

Just as a heads up, it's a rather inconsequential thing, but the descriptor_color_standard file for the tileset is out of date - the color eggplant is MIA despite being a vanilla color.
Noted. Jecowa also told me months ago, but it really doesn't matter because it's only used in the eggplant plant, and I use a different color there, because it gets the color directly from the sprite.
Title: Re: ☼Meph Tileset☼ V4.3 (32x32) - 44.12 - updated 19th Sep - Variety & Boneset
Post by: Vordak on September 22, 2018, 03:42:02 pm
New caverns looks very cool. Bright colors create a great atmosphere.
p.S. Update my dwarves and goblins)
Title: Re: ☼Meph Tileset☼ V4.3 (32x32) - 44.12 - updated 19th Sep - Variety & Boneset
Post by: Meph on September 22, 2018, 04:08:57 pm
New caverns looks very cool. Bright colors create a great atmosphere.
p.S. Update my dwarves and goblins)
Done.

And... wow! Just saw the changes you did to the constructions, furniture, etc. Every time you do stuff like that, I wonder why I made sprites in the first place. :D

Now I understand what you meant about the missing -top file for the _variety.png.


Title: Re: ☼Meph Tileset☼ V4.3 (32x32) - 44.12 - updated 19th Sep - Variety & Boneset
Post by: Vordak on September 22, 2018, 04:13:55 pm
Me by the way very puzzled that for different materials in 3 types of stairs (_MDF_constructions) do not track the dependence in the columns).
Title: Re: ☼Meph Tileset☼ V4.3 (32x32) - 44.12 - updated 19th Sep - Variety & Boneset
Post by: Meph on September 22, 2018, 04:33:22 pm
Me by the way very puzzled that for different materials in 3 types of stairs (_MDF_constructions) do not track the dependence in the columns).
Sorry, I didn't quite understand that.
Title: Re: ☼Meph Tileset☼ V4.3 (32x32) - 44.12 - updated 19th Sep - Variety & Boneset
Post by: Vordak on September 22, 2018, 04:41:48 pm
Sorry, I didn't quite understand that.
You have a clearly laid out template for the walls i.e in every row for a certain type of wall there will be one and the same horizontal coordinate - horizontal wall will always be below the horizontal wall, same for other types of walls.
But for stairs сlear structure is not traceable  - see rock, wood and silver stairs.
Title: Re: ☼Meph Tileset☼ V4.3 (32x32) - 44.12 - updated 19th Sep - Variety & Boneset
Post by: Meph on September 22, 2018, 04:47:57 pm
Now I get it.

I made a mistake at one point and kept going, because I felt it was easier to move numbers around in a text file, than to move pixels around in an image file. That's all. No big plan behind it.
Title: Re: ☼Meph Tileset☼ V4.3 (32x32) - 44.12 - updated 19th Sep - Variety & Boneset
Post by: Pvt. Pirate on September 23, 2018, 03:13:15 am

(https://i.imgur.com/zYy56IF.png)

I think this one looks the best personally. Having segmented squares with patterns inside really helps to tell it apart as a rug/carpet vs just weird red/color tile.

I agree that this floor rug is the best, but the wall-rugs on the north-south walls hurt my brain.
As I've said, I don't like them either, but I have no other option. :/
it's very easy: the walls don't have perspective (no trapezial stretching) so the wallrug must not have them either.
Title: Re: ☼Meph Tileset☼ V4.2 (32x32) - 44.12 - updated 14th Sep - BODYPARTS!
Post by: Hommit on September 23, 2018, 04:49:51 am
You can embark on camps, sometimes you find "tents" with leather, cloth or silk walls.
Well, tents shouldn't  seamlessly combine with actual carpeted stone walls, besides afair you already made carpet decorations, no?
Is it possible to make somethng like
https://yandex.ru/images/search?text=юрта or
https://yandex.ru/images/search?text=чум ?
(damnit, the freaking forum garbles search text.  >:( you have to copy-paste acual link from text)
like, i dunno, upright poles with cloth "waves" sticked to it, or something

Title: Re: ☼Meph Tileset☼ V4.3 (32x32) - 44.12 - updated 19th Sep - Variety & Boneset
Post by: Meph on September 27, 2018, 07:29:02 am
Material specific sprites work for buildings too. :)

(https://i.imgur.com/r25Hj1F.png)

Wooden campfire on the left, stone campfire on the right.
Title: Re: ☼Meph Tileset☼ V4.3 (32x32) - 44.12 - updated 19th Sep - Variety & Boneset
Post by: Meph on September 27, 2018, 08:13:01 am
UPDATE!

Download: Meph Tileset V4.4 (http://dffd.bay12games.com/file.php?id=13407)
You can support the tileset on Patreon (https://www.patreon.com/meph) or as a one-time donation on Paypal (https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=ZTPEFV6LCDDAJ).

A lot of misc improvements in this update. Everything still there as before, but better. A few small additions here and there too. A lot of pixel errors fixed, shifted sprites, that sort of thing. So, lets start:

Saguaros, which are giant cactii, usually look like trees in DF. No more:
(https://i.imgur.com/3KGfe84.png)

Giant cavern shrooms now have more unique sprites, especially the red blood thorn and the blue nethercap:
(https://i.imgur.com/fRHXhdu.png)

Designations were often mentioned as a thing that should be improved:
(https://i.imgur.com/KFHSMyb.png)

Even woodcutters got a new sprite for felling-trees:
(https://i.imgur.com/bVQcOA4.gif)

While checking designations, I noticed that carving/constructing tracks (while uncarved/unfinished) show no overrides, so I made a set of "tracks in construction":
(https://i.imgur.com/QaoHJj6.png)

Ammo always defaulted to one type while in flight... no more, now you get unique sprites for each ammo type in use. The first is the default/no-overrides, which are also used when several creatures stand on the same spot...
(https://i.imgur.com/ur0idNs.png)

The siege engines got a serious upgrade... there were plenty of TWBT bugs when a ballista is loaded, reverting overrides. All fixed/improved:
(https://i.imgur.com/gBpdhQM.png)

I also added a new workshop (optional, tied to the usual button), the campfire. I wanted to add it when I introduced the Crematory, but I didn't find the time back then. Behold, a wooden and a stone campfire, which use fuel or wood to start actual fires ingame. Great for cleaning items, or killing your FPS by accidentally (or intentionally) setting fire to the surface:
(https://i.imgur.com/r25Hj1F.png)

In addition to the new sprites, I also added 3 new embark profiles:
 - Miners/Woodcutter: 6 picks and miners, 1 axe and woodcutter, with food and drinks. Embark, quickly dig your fort and prepare everything nicely, then retire it, to reclaim it with your proper embark group.
 - Military: 7 fighters, ready to pick up a fort that was overrun, for example by zombies in evil regions.
 - Nobles: 7 useless dwarves with social-skills, their pet peacock and some random stuff. No pick, no anvil. Can they survive?

I also updated the Vordak sprites to 1.1. He has done a lot of work on furniture and constructions too, I'm considering porting those changes to the main set.

Hope you enjoy the update. Still looking for saves to check. ;)
Title: Re: ☼Meph Tileset☼ V4.4 (32x32) - 44.12 - updated 27th Sep - Trees and Designations
Post by: Meph on September 27, 2018, 10:42:15 am
So... Splint modded in wooden bars to make a fence in his community fort. I could do that too.

(https://i.imgur.com/kXGrNfM.png)
Floor bars, vertical bars, wooden bars aka planks (item).

It does make perfect sense, why should bars only be made of metal? Of course the wooden bars would be flameable, but otherwise they work just like the metal ones. :)
Title: Re: ☼Meph Tileset☼ V4.4 (32x32) - 44.12 - updated 27th Sep - Trees and Designations
Post by: Vordak on September 27, 2018, 12:05:56 pm
Noticed that in the file _Meph_items.png all items all sprites now have transparency (88%) - does it make any sense or just a mistake?

Also:
1) _MDF_furniture-bg.png - old name, main&-bg is _Meph_furniture.
2) _Meph_trees-bg.png - tiles #172,187 is not correspond to main file. Tiles #172, 187 must be is white - if I understand correctly how TWBT works.
3) _Meph_constructions-top.png - tile #5 is 1 pixel shifted to right.

Upd. I understand correctly? - color of  barrel does not depend on the material?
Title: Re: ☼Meph Tileset☼ V4.4 (32x32) - 44.12 - updated 27th Sep - Trees and Designations
Post by: Meph on September 27, 2018, 02:37:55 pm
Noticed that in the file _Meph_items.png all items all sprites now have transparency (88%) - does it make any sense or just a mistake?

Also:
1) _MDF_furniture-bg.png - old name, main&-bg is _Meph_furniture.
2) _Meph_trees-bg.png - tiles #172,187 is not correspond to main file. Tiles #172, 187 must be is white - if I understand correctly how TWBT works.
3) _Meph_constructions-top.png - tile #5 is 1 pixel shifted to right.

Upd. I understand correctly? - color of  barrel does not depend on the material?
The transparency is because I wanted to test something with background colors, blood spatters in particular. Didn't work, the transparency didn't make any difference.

1. Thanks. Fixed.
2. Correct, should probably be white. Fixed. Doesn't matter though in this case, since the sprites above it are not transparent. You don't see the background color anyway.
3. Thanks. Fixed. :)
Title: Re: ☼Meph Tileset☼ V4.4 (32x32) - 44.12 - updated 27th Sep - Trees and Designations
Post by: Meph on September 27, 2018, 04:18:08 pm
First try at roads... for all the material sets, sometimes even two for boulder (rough X road) and block (X road) versions. 7 of them are Vordaks alternate floor sprites, which I wanted to show off in the main tileset too. :)

(https://i.imgur.com/wDei2j9.png)
Title: Re: ☼Meph Tileset☼ V4.4 (32x32) - 44.12 - updated 27th Sep - Trees and Designations
Post by: Vordak on September 27, 2018, 04:47:09 pm
First try at roads... for all the material sets, sometimes even two for boulder (rough X road) and block (X road) versions. 7 of them are Vordaks alternate floor sprites, which I wanted to show off in the main tileset too. :)
It seems to me expedient to make for roads only two sprites (one to each type), which will always be of the same colors, without any reference to the material.
Moreover, obtaining a large floor area of expensive material by the method of building roads with low cost is not fair.
Such diversity only brings confusion.
Title: Re: ☼Meph Tileset☼ V4.4 (32x32) - 44.12 - updated 27th Sep - Trees and Designations
Post by: Meph on September 28, 2018, 04:28:41 am
I'll try to make them more even/less colorful.

Trying out a few new designs... what about sandstone = ancient egypt?

(https://i.imgur.com/367UAlo.png)

Edit: Better?
(https://i.redd.it/6sd33zeamyo11.png)
Title: Re: ☼Meph Tileset☼ V4.4 (32x32) - 44.12 - updated 27th Sep - Trees and Designations
Post by: Pvt. Pirate on September 28, 2018, 08:46:22 am
i like the egyptian design, in forms etc, but the symbols disturb the narrative. - they should be neither directly connected to the scriptures of egyptian culture or anything - they will be seen in many places in adventure mode and that could be quite disturbing for the atmosphere.
Title: Re: ☼Meph Tileset☼ V4.4 (32x32) - 44.12 - updated 27th Sep - Trees and Designations
Post by: LeoCean on September 28, 2018, 10:34:15 pm
Floors from yesterday were better, although the bone one doesn't look that great. Maybe add another layer to turn the blood red down some. Useful floor/road however. The sand stone should probably be made of slabs, something like the bottom 6th one. As for the roads being abused as cheap floors, if people want to cheat, they already have all the tools they need with dfhack, of course you could add a menu to choose a few roads to the launcher if you were worried about it.

Can you try to make a bone one which is just a few bones? Like how dog bone treats are made. I feel like a road of bones would be an artwork your dwarves would put a little effort into to pick the right bones, they aren't cannibals after all. Maybe they just use arms and legs after so many deaths they have enough to build roads. They could pour it in concrete and make patterns somewhat like the top right one, right now it just looks like a corpse was thrown on the ground or in a pile.
Title: Re: ☼Meph Tileset☼ V4.4 (32x32) - 44.12 - updated 27th Sep - Trees and Designations
Post by: Splint on September 28, 2018, 10:52:04 pm
Gonna have to agree, after staring for a bit. The bone one seems a bit overly busy, like the (original? haven't looked to see if it was changed,) rose gold one. Same for the floor, so maybe bones in some sort of plaster look would work? Like the bone grates, but filled in with a grey plaster substance.

I'd say nix the eye for the sandstone set, that's the most stand-out aspect that doesn't fit given its potential abundance. Dunno what would be the best replacement, but it doesn't look very end-cap/column like all the same.
Title: Re: ☼Meph Tileset☼ V4.4 (32x32) - 44.12 - updated 27th Sep - Trees and Designations
Post by: thetj on September 29, 2018, 11:30:33 pm
The file " _MDF_furniture-bg.png " was not renamed to " _Meph_furniture-bg.png " after the last update, causing the transparency problem with furniture as far as I can tell
Title: Re: ☼Meph Tileset☼ V4.4 (32x32) - 44.12 - updated 27th Sep - Trees and Designations
Post by: Durian Hohlades on October 01, 2018, 06:58:04 am
looks pretty neat <3
Title: Re: ☼Meph Tileset☼ V4.4 (32x32) - 44.12 - updated 27th Sep - Trees and Designations
Post by: deathpunch578 on October 01, 2018, 05:05:26 pm
Gonna have to agree, after staring for a bit. The bone one seems a bit overly busy
I agree, but it also really hurts to look at (don't know if that's just me but it legitimately hurts my eyes)
Title: Re: ☼Meph Tileset☼ V4.4 (32x32) - 44.12 - updated 27th Sep - Trees and Designations
Post by: Thundercraft on October 01, 2018, 06:07:53 pm
Floors from yesterday were better...

For the most part, I agree. In particular, the coral pink floor that is 2nd to last (bottom row) is definitely worse than before. It is far too busy and the pattern is too small and irregular. It's actually hard on my eyes. The pattern for the first version seemed right. Though, perhaps the color (and/or pattern) could be adjusted?

In general, I do not like how the color and/or brightness appears watered-down on some of these in the 2nd version. Though, I suppose the colors were a bit too bright in the first version for certain floors, the last three floors especially. But, in particular, I'd prefer if the 3rd to last (bottom row) should be at least slightly bluish.

Actually... The 2nd version of floors #8 and #9 in the bottom row (5'th and 6'th from last) do look better. And I don't mind #4 (2nd version) in the bottom row at all. (That is, either version works.) Though, while I understand the appeal of simplicity in the 2nd version of #4 in the top row and while I don't mind it, I think I still prefer the 1st version.

For the rest, version 1 is definitely a better choice to me.

In order to visualize what I'm suggesting I played around with (copy'n paste + hue & brightness) these in Paint a bit. Perhaps something like this?

(https://i.postimg.cc/YhXKcrMM/Meph_Tileset_floors_proposed_version_3.png) (https://postimg.cc/YhXKcrMM)

It seems to me expedient to make for roads only two sprites (one to each type), which will always be of the same colors, without any reference to the material.

It may be more expedient that way. But (1) he already made all this variety and (2) floors are much more interesting this way. I like it.

i like the egyptian design, in forms etc, but the symbols disturb the narrative. - they should be neither directly connected to the scriptures of egyptian culture or anything - they will be seen in many places in adventure mode and that could be quite disturbing for the atmosphere.
I'd say nix the eye for the sandstone set, that's the most stand-out aspect that doesn't fit given its potential abundance.

Agreed. The overall design is good, but the easily-recognizable Eye of Horus needs to go.
Title: Re: ☼Meph Tileset☼ V4.4 (32x32) - 44.12 - updated 27th Sep - Trees and Designations
Post by: vettlingr on October 02, 2018, 08:06:18 pm
That celtic knot design looks interesting, aswell as that egyptian one. Remins me of something I did myself recently.

(https://i.postimg.cc/6pdJTN1k/hammer.png)

Title: Re: ☼Meph Tileset☼ V4.4 (32x32) - 44.12 - updated 27th Sep - Trees and Designations
Post by: Meph on October 03, 2018, 04:57:03 am
:D

They do look quite similar... yours has more perspective. ^^

(https://i.imgur.com/G0kFXeE.png)
Title: Re: ☼Meph Tileset☼ V4.4 (32x32) - 44.12 - updated 27th Sep - Trees and Designations
Post by: levonhard on October 07, 2018, 08:12:40 am
Hey, maybe this has been answered before but i have a conundrum. When i build decorative floors (like wooden beams) i can't seem to be able to place furniture on the same tile, it says that the building spot is already occupied. As a result the furniture background is different from the decorative floor tile and it makes it look unblended.
Title: Re: ☼Meph Tileset☼ V4.4 (32x32) - 44.12 - updated 27th Sep - Trees and Designations
Post by: Splint on October 07, 2018, 08:24:05 am
Hey, maybe this has been answered before but i have a conundrum. When i build decorative floors (like wooden beams) i can't seem to be able to place furniture on the same tile, it says that the building spot is already occupied. As a result the furniture background is different from the decorative floor tile and it makes it look unblended.

The decorative tiles count as workshops, and so you can't build on them. The minor oddities are just something you'll have to live with, unfortunately.
Title: Re: ☼Meph Tileset☼ V4.4 (32x32) - 44.12 - updated 27th Sep - Trees and Designations
Post by: Meph on October 07, 2018, 12:23:00 pm
Hey, maybe this has been answered before but i have a conundrum. When i build decorative floors (like wooden beams) i can't seem to be able to place furniture on the same tile, it says that the building spot is already occupied. As a result the furniture background is different from the decorative floor tile and it makes it look unblended.

The decorative tiles count as workshops, and so you can't build on them. The minor oddities are just something you'll have to live with, unfortunately.
Not with the new material-based floors I put in. I can port the old sprites into that new system... it would just be a lot of under-the-hood work.
Title: Re: ☼Meph Tileset☼ V4.4 (32x32) - 44.12 - updated 27th Sep - Trees and Designations
Post by: waterphage13 on October 07, 2018, 04:23:43 pm
IWasn't it easier to steal from me? I at least have ready-made work.
P.S .:
Not afraid of crashes?
P.P.S.:
Oh, sorry, you are not talking about carpets.
Title: Re: ☼Meph Tileset☼ V4.4 (32x32) - 44.12 - updated 27th Sep - Trees and Designations
Post by: Meph on October 09, 2018, 11:23:56 am
Next update coming soon, hopefully tomorrow. Had some RL stuff to do.
Title: Re: ☼Meph Tileset☼ V4.4 (32x32) - 44.12 - updated 27th Sep - Trees and Designations
Post by: neobit on October 11, 2018, 06:35:09 am
So far I have stumbled upon two issues:
1) When I have save compression enabled:
- seasonal saves works fine (from backup)
- Save Game (i.e. save and go to menu) fails upon loading
When I have save compression disabled Save game works fine.
2) When I place quickly many decorations on the floor it tends to crash (it might be related to mouse support though as I have seen it in PeridexisErrant's Starter Pack as well for any fast placement).

Apart from that it works and looks really great. I really love the idea of optional mods you have added in your starting screen.
Title: Re: ☼Meph Tileset☼ V4.4 (32x32) - 44.12 - updated 27th Sep - Trees and Designations
Post by: Meph on October 11, 2018, 07:59:29 am
Thank you. :)

First time I hear about the compressed saves, I'll test that.

I know about the workshops and crashes... can also happen when placing farmplots a lot. You think it's mousequery?

And correction for my previous statement: I still have RL stuff to do. :/
Title: Re: ☼Meph Tileset☼ V4.4 (32x32) - 44.12 - updated 27th Sep - Trees and Designations
Post by: neobit on October 11, 2018, 10:45:11 am
My settings if you want to reproduce the compression save issue completely:
https://snag.gy/MPSAlx.jpg
https://snag.gy/OlNTEP.jpg
https://snag.gy/zLPIl3.jpg
https://snag.gy/SMAhJe.jpg
https://snag.gy/x5NqfZ.jpg
https://snag.gy/RsjSK3.jpg

As for the second one, it does feel like being related to the mouse caption or maybe some other thing (is race condition even possible here?). It happens to me when I exaggerate with placing many of them, like you know... key, mouse key, key mouse key... bam bam bam, crash.


Title: Re: ☼Meph Tileset☼ V4.4 (32x32) - 44.12 - updated 27th Sep - Trees and Designations
Post by: Pvt. Pirate on October 11, 2018, 01:06:07 pm
My settings if you want to reproduce the compression save issue completely:
https://snag.gy/MPSAlx.jpg
https://snag.gy/OlNTEP.jpg
https://snag.gy/zLPIl3.jpg
https://snag.gy/SMAhJe.jpg
https://snag.gy/x5NqfZ.jpg
https://snag.gy/RsjSK3.jpg

As for the second one, it does feel like being related to the mouse caption or maybe some other thing (is race condition even possible here?). It happens to me when I exaggerate with placing many of them, like you know... key, mouse key, key mouse key... bam bam bam, crash.
yes, happened to me too some time ago... currently not playing, although i foudn an old 0.44.09.r01 install
Title: Re: ☼Meph Tileset☼ V4.4 (32x32) - 44.12 - updated 27th Sep - Trees and Designations
Post by: Moridin920 on October 11, 2018, 09:43:06 pm
Meph these are awesome thanks
Title: Re: ☼Meph Tileset☼ V4.4 (32x32) - 44.12 - updated 27th Sep - Trees and Designations
Post by: Geno12 on October 14, 2018, 02:25:54 pm
I'm using the latest version V4.4

Could use some help diagnosing an issue here. TWBT doesn't seem to be rendering the correct background for furniture, I've looked at screenshots for the tileset and TWBT in general and it appears furniture tile-backgrounds are supported so I'm not sure whats going on.

Gen'd a new world and re-downloaded the Tileset just to double check, didn't touch the overrides or any options at all.

Here is a screenshot showing whats going on. https://imgur.com/a/pKTDJAU (https://imgur.com/a/pKTDJAU)
Title: Re: ☼Meph Tileset☼ V4.4 (32x32) - 44.12 - updated 27th Sep - Trees and Designations
Post by: thetj on October 14, 2018, 04:02:42 pm
I'm using the latest version V4.4

Could use some help diagnosing an issue here. TWBT doesn't seem to be rendering the correct background for furniture, I've looked at screenshots for the tileset and TWBT in general and it appears furniture tile-backgrounds are supported so I'm not sure whats going on.

Gen'd a new world and re-downloaded the Tileset just to double check, didn't touch the overrides or any options at all.

Here is a screenshot showing whats going on. https://imgur.com/a/pKTDJAU (https://imgur.com/a/pKTDJAU)

Rename _MDF_furniture-bg.png to _Meph_furniture-bg.png in Dwarf Fortress\data\art, or replace the art folder with vordaks,
Spoiler (click to show/hide)
which is what I did since there are improvements and for the most part hassle free
Title: Re: ☼Meph Tileset☼ V4.4 (32x32) - 44.12 - updated 27th Sep - Trees and Designations
Post by: Lumpy on October 17, 2018, 05:47:27 am
Excellent tileset, thank you for putting so much work into this! I got a slight problem with adventure mode, though. When TWBT is active, some tiles are drawn over each other, and things are generally wonky. Is there a specific recommended setup (like 2D, for example), or does this tileset just not really go well together with adv mode?

edit: The issue persists even with 2D as print mode. It is kind of hard to describe what those graphical glitches look like, I will provide a screenshot as soon as possible.
Title: Re: ☼Meph Tileset☼ V4.4 (32x32) - 44.12 - updated 27th Sep - Trees and Designations
Post by: Hydarius on October 26, 2018, 05:50:30 pm
Any have trouble getting the varied Statues to work? Took me three weeks to notice that they aren't working.
Haven't had time to look into why yet, but thought I'd ask if anyone else has run into the problem.
Will post more about it once I've had time to poke the problem a little. Might take me a long time, never looked at the code DF graphics before.
Title: Re: ☼Meph Tileset☼ V4.4 (32x32) - 44.12 - updated 27th Sep - Trees and Designations
Post by: Meph on October 26, 2018, 06:01:53 pm
Any have trouble getting the varied Statues to work? Took me three weeks to notice that they aren't working.
Haven't had time to look into why yet, but thought I'd ask if anyone else has run into the problem.
Will post more about it once I've had time to poke the problem a little. Might take me a long time, never looked at the code DF graphics before.
There is an option the the launcher to turn them off, maybe you touched that option?

Check data/init/overrides.txt, there are those lines:

Code: [Select]
*Meph: For those that dislike the many statues, enable these two lines:
!OVERRIDE:234:B:STATUE:Statue::_MDF_overrides_7:7:::IS_STONE!
!OVERRIDE:234:I:STATUE:STATUE::_MDF_overrides_7:7:::IS_STONE!

Then disable these two lines:
[OVERRIDE:234:B:STATUE:Statue::_MDF_overrides_10:R:256:0:1:2:3:4:5:6:7:8:9:10:11:12:13:14:15:16:17:18:19:20:21:22:23:24:25:26:27:28:29:30:31:32:33:34:35:36:37:38:39:40:41:42:43:44:45:46:47:48:49:50:51:52:53:54:55:56:57:58:59:60:61:62:63:64:65:66:67:68:69:70:71:72:73:74:75:76:77:78:79:80:81:82:83:84:85:86:87:88:89:90:91:92:93:94:95:96:97:98:99:100:101:102:103:104:105:106:107:108:109:110:111:112:113:114:115:116:117:118:119:120:121:122:123:124:125:126:127:128:129:130:131:132:133:134:135:136:137:138:139:140:141:142:143:144:145:146:147:148:149:150:151:152:153:154:155:156:157:158:159:160:161:162:163:164:165:166:167:168:169:170:171:172:173:174:175:176:177:178:179:180:181:182:183:184:185:186:187:188:189:190:191:192:193:194:195:196:197:198:199:200:201:202:203:204:205:206:207:208:209:210:211:212:213:214:215:216:217:218:219:220:221:222:223:224:225:226:227:228:229:230:231:232:233:234:235:236:237:238:239:240:241:242:243:244:245:246:247:248:249:250:251:252:253:254:255:::IS_STONE]
[OVERRIDE:234:I:STATUE:STATUE::_MDF_overrides_10:R:256:0:1:2:3:4:5:6:7:8:9:10:11:12:13:14:15:16:17:18:19:20:21:22:23:24:25:26:27:28:29:30:31:32:33:34:35:36:37:38:39:40:41:42:43:44:45:46:47:48:49:50:51:52:53:54:55:56:57:58:59:60:61:62:63:64:65:66:67:68:69:70:71:72:73:74:75:76:77:78:79:80:81:82:83:84:85:86:87:88:89:90:91:92:93:94:95:96:97:98:99:100:101:102:103:104:105:106:107:108:109:110:111:112:113:114:115:116:117:118:119:120:121:122:123:124:125:126:127:128:129:130:131:132:133:134:135:136:137:138:139:140:141:142:143:144:145:146:147:148:149:150:151:152:153:154:155:156:157:158:159:160:161:162:163:164:165:166:167:168:169:170:171:172:173:174:175:176:177:178:179:180:181:182:183:184:185:186:187:188:189:190:191:192:193:194:195:196:197:198:199:200:201:202:203:204:205:206:207:208:209:210:211:212:213:214:215:216:217:218:219:220:221:222:223:224:225:226:227:228:229:230:231:232:233:234:235:236:237:238:239:240:241:242:243:244:245:246:247:248:249:250:251:252:253:254:255:::IS_STONE]
If it looks like this, everything is fine.

Mind that the varied statues only work on normal rock since I added different styles for different materials. Metal, glass, gem, etc statues only have 1 sprite each.
Title: Re: ☼Meph Tileset☼ V4.4 (32x32) - 44.12 - updated 27th Sep - Trees and Designations
Post by: Hydarius on October 27, 2018, 08:48:48 am
That may explain why I've not seen them, only made statues in rough gem and gold lately. Will give masons a try and see is it's working correctly.
Title: Re: ☼Meph Tileset☼ V4.4 (32x32) - 44.12 - updated 27th Sep - Trees and Designations
Post by: Acolyte on October 29, 2018, 02:25:09 am
Hello! just downloaded and am using your loader. Fantastic work!

Couple suggestions :

1. Screen size. Not a biggy, 'cause you can just resize after opening but still a little QOL. I tried adjusting this in the Init file to no avail. Seems to be ignored.
2. On you balancing page how about "no skill rust" and "no attribute rust". You can work around them, but in general I find them really annoying. I just went by the old standard of modding the creature_standard file, but it'd be an interesting addition.

Really liking your work.
   - Shane
Title: Re: ☼Meph Tileset☼ V4.4 (32x32) - 44.12 - updated 27th Sep - Trees and Designations
Post by: Dragula on October 30, 2018, 03:27:40 am
How do I use the westeros/middle earth maps?
Title: Re: ☼Meph Tileset☼ V4.4 (32x32) - 44.12 - updated 27th Sep - Trees and Designations
Post by: LeoCean on October 30, 2018, 05:51:27 am
With Design new world, then use the arrow keys to choose it, they're at the bottom.

 On most of my maps frigging goblins are 80k pop while other races are 40k at most on large anyways stupid gobs even the wars at 200 years only have 4k deaths in a single war can't possibly kill them, most likely my edited settings however.
Title: Re: ☼Meph Tileset☼ V4.4 (32x32) - 44.12 - updated 27th Sep - Trees and Designations
Post by: Dragula on October 30, 2018, 06:17:18 am
With Design new world, then use the arrow keys to choose it, they're at the bottom.
Thank you!
Title: Re: ☼Meph Tileset☼ V4.4 (32x32) - 44.12 - updated 27th Sep - Trees and Designations
Post by: forgotten_idiot on November 01, 2018, 01:22:49 pm
Meph, is there any way to download 44.09 version of the launcher? Can't find it anywhere, and I am kinda tired of my dwarves going batshit crazy in the current version.
Title: Re: ☼Meph Tileset☼ V4.4 (32x32) - 44.12 - updated 27th Sep - Trees and Designations
Post by: Pvt. Pirate on November 01, 2018, 02:02:58 pm
Meph, is there any way to download 44.09 version of the launcher? Can't find it anywhere, and I am kinda tired of my dwarves going batshit crazy in the current version.
i still got it somewhere on HDD.
i usually keep 1-2 old versions of DF and mods just in case something doesn't work in the newer versions (usually "mousequery edge" :P ).
Title: Re: ☼Meph Tileset☼ V4.4 (32x32) - 44.12 - updated 27th Sep - Trees and Designations
Post by: KazumiPierce on November 02, 2018, 03:53:40 am
Hey! I've been having a problem recently. I'm pretty sure I've seen mention of it on this thread, but searches turned up nothing, so apologies if I'm asking an answered question. Using the tileset and launcher, for the first time ever in DF, my graphics framerate has dropped beneath my cap of 30 and (possibly unrelated) I get half second to second long hangups/freezes every few seconds. It's not a major issue, but it presents a serious slowdown and becomes irritating enough to mention. My initial theory is that it has something to do with my graphics framerate dropping and the graphics freezing up for a second to catch up, though its only a theory. I hope that this is a problem that's already been solved at other points in the thread and that my search-fu was simply insufficient to discover it, but if not I'm happy to provide whatever manner of technical information to help solve this problem.

Thanks in advance for any help that can be offered!
Title: Re: ☼Meph Tileset☼ V4.4 (32x32) - 44.12 - updated 27th Sep - Trees and Designations
Post by: Pvt. Pirate on November 02, 2018, 09:54:04 am
Hey! I've been having a problem recently. I'm pretty sure I've seen mention of it on this thread, but searches turned up nothing, so apologies if I'm asking an answered question. Using the tileset and launcher, for the first time ever in DF, my graphics framerate has dropped beneath my cap of 30 and (possibly unrelated) I get half second to second long hangups/freezes every few seconds. It's not a major issue, but it presents a serious slowdown and becomes irritating enough to mention. My initial theory is that it has something to do with my graphics framerate dropping and the graphics freezing up for a second to catch up, though its only a theory. I hope that this is a problem that's already been solved at other points in the thread and that my search-fu was simply insufficient to discover it, but if not I'm happy to provide whatever manner of technical information to help solve this problem.

Thanks in advance for any help that can be offered!
there are a handful of other possible reasons in the gameworld that can cause this.
Title: Re: ☼Meph Tileset☼ V4.4 (32x32) - 44.12 - updated 27th Sep - Trees and Designations
Post by: LeoCean on November 03, 2018, 04:39:56 am
Are you using twbt redraw_all 0? If not that may help, it should be a twbt issue anyways. Try multilevel 1 or 2 see if that helps? Does it happen from the start of your fortress or is it a fortress that has been running for some time?

 If you have tons of mining "networks" I believe dwarves ai path to all possible areas they can path to when they choose where they are going if I recall correctly so closing off areas help lower the amount of areas they would even think of pathing to. Or possibly only allow them to path through burrow zones but who knows if that'd actually work that way or if any one would want to micro that.

If it's a fort you made yourself then tried to load mephs pack over it I can see why there could be some issues however as to make more tiles work for the overrides he's changed some of the "characters or tile #'s" inside the raw files so it could cause problems if you try to load his files with your old fortress.

That's all if it's a fortress, if it's adventure mode that's another ballgame.
Title: Re: ☼Meph Tileset☼ V4.4 (32x32) - 44.12 - updated 27th Sep - Trees and Designations
Post by: Wyrdean on November 03, 2018, 01:40:11 pm
Encountered a bug, all text is replaced by various tiles that are completely unrelated to what's supposed to be text.
Title: Re: ☼Meph Tileset☼ V4.4 (32x32) - 44.12 - updated 27th Sep - Trees and Designations
Post by: Meph on November 03, 2018, 02:13:29 pm
Encountered a bug, all text is replaced by various tiles that are completely unrelated to what's supposed to be text.
Not a bug, that happens if TWBT is off. Did you change anything in the dfhack installation, or copy this tileset into a different DF version?
Title: Re: ☼Meph Tileset☼ V4.4 (32x32) - 44.12 - updated 27th Sep - Trees and Designations
Post by: Wyrdean on November 03, 2018, 02:41:38 pm
Just went through and cleaned up my PC, in the process, I accidentally deleted your installer.


After a redownload quite a few tiles many of which represent text, such as those on the main screen, are replaced by grass, fish, and stone etc...
Even map tiles are seemingly random. With crates representing hills and rivers being black squares.


TWBT is on, and I just installed it as I normally do.
Title: Re: ☼Meph Tileset☼ V4.4 (32x32) - 44.12 - updated 27th Sep - Trees and Designations
Post by: Pvt. Pirate on November 03, 2018, 03:17:27 pm
then the latest downlaod may be corrupt?
Title: Re: ☼Meph Tileset☼ V4.4 (32x32) - 44.12 - updated 27th Sep - Trees and Designations
Post by: Wyrdean on November 03, 2018, 03:22:17 pm
Mayhaps.
Title: Re: ☼Meph Tileset☼ V4.4 (32x32) - 44.12 - updated 27th Sep - Trees and Designations
Post by: Pvt. Pirate on November 03, 2018, 03:45:22 pm
then the latest downlaod may be corrupt?
erm i mean the file on the server.
Title: Re: ☼Meph Tileset☼ V4.4 (32x32) - 44.12 - updated 27th Sep - Trees and Designations
Post by: Meph on November 03, 2018, 03:49:13 pm
The file on the server is fine, since this is the first report about TWBT not working from over 2500 downloads.

Edit: Wow, just figured out that I could fake see-through miasma/smoke/mist... at least for furniture and items. Not sure if I can get the color right, but don't you hate it, when a room/corridor is full of miasma and you can't see anything? Worth making a few sprites for that? ^^
Title: Re: ☼Meph Tileset☼ V4.4 (32x32) - 44.12 - updated 27th Sep - Trees and Designations
Post by: Pvt. Pirate on November 04, 2018, 05:42:05 am
definitely support the approach.

i am currently not using your pack - only installed the older version onto the Linux LNP - of course missing a few sprites and cool new features that way.
Title: Re: ☼Meph Tileset☼ V4.4 (32x32) - 44.12 - updated 27th Sep - Trees and Designations
Post by: Vordak on November 04, 2018, 12:49:55 pm
Your post on reddit (https://old.reddit.com/r/dwarffortress/comments/9u0g5b/working_on_improving_the_meph_tileset_your/)

My reply:

The invention of a simple bicycle by using parts of a excellent bike.

In general, I have a suggestion - I give you a dwarf pattern, you draw a set based on it, where to get beard patterns you know. The result will be two compatible sets of dwarves, one of which will be have your name.
Spoiler: dwarf pattern (click to show/hide)

p.S. Why my reply here? Because, I got a shadow ban on reddit (actually this was my first post there).
Title: Re: ☼Meph Tileset☼ V4.4 (32x32) - 44.12 - updated 27th Sep - Trees and Designations
Post by: Meph on November 04, 2018, 03:46:27 pm
I'm not sure about your bicycle metaphor, but I'll keep it in mind. I wasn't going to redo all the dwarves/bears, that was just for fun. But the items are more interesting. Seems like most people prefer the large sprite version. :)
Title: Re: ☼Meph Tileset☼ V4.4 (32x32) - 44.12 - updated 27th Sep - Trees and Designations
Post by: neobit on November 09, 2018, 04:54:35 am
(...) Not sure if I can get the color right, but don't you hate it, when a room/corridor is full of miasma and you can't see anything? Worth making a few sprites for that? ^^

What is the maximum amount of layers we can have? Are things like that hitting performance badly?
Title: Re: ☼Meph Tileset☼ V4.4 (32x32) - 44.12 - updated 27th Sep - Trees and Designations
Post by: Meph on November 09, 2018, 06:39:32 am
It's not about adding a new layer, I technically cheat.

I'd make a new item sprite that looks like "item + smoke/miasma" and override the smoke/miasma with that.

Shouldn't affect performance at all, except making saving/loading a tiny fraction slower, because it increases the filesize by a few KB. ;)
Title: Re: ☼Meph Tileset☼ V4.4 (32x32) - 44.12 - updated 27th Sep - Trees and Designations
Post by: neobit on November 12, 2018, 02:47:21 am
It's not about adding a new layer, I technically cheat.

I'd make a new item sprite that looks like "item + smoke/miasma" and override the smoke/miasma with that.

Shouldn't affect performance at all, except making saving/loading a tiny fraction slower, because it increases the filesize by a few KB. ;)

Nice, looking forward to it.

It sounds like a lot of manual work though, but can be automated. If you haven't, think about doing that by script. With pngs should be pretty easy to do with Python or Photoshop.
Title: Re: ☼Meph Tileset☼ V4.4 (32x32) - 44.12 - updated 27th Sep - Trees and Designations
Post by: HARD on November 19, 2018, 10:40:44 am
Is it possible to turn off different wood colours?
Title: Re: ☼Meph Tileset☼ V4.4 (32x32) - 44.12 - updated 27th Sep - Trees and Designations
Post by: Meph on November 19, 2018, 04:38:20 pm
Is it possible to turn off different wood colours?
Only manually, in plant_standard.txt and plant_new_trees.txt. An easy workaround would be redirecting all wood types to one "standard wood". That's an easy mass find&replace. Open both files, search for "[TREE:LOCAL_PLANT_MAT:WOOD]" and replace with "[TREE:PLANT_MAT:tree-id:WOOD]" and all trees give you the same wood. For tree-id you can take any tree in the files... for example MAHOGANY should have a nice color. ;)
Title: Re: ☼Meph Tileset☼ V4.4 (32x32) - 44.12 - updated 27th Sep - Trees and Designations
Post by: HARD on November 19, 2018, 05:01:05 pm
Thank you sir! :D
Title: Re: ☼Meph Tileset☼ V4.4 (32x32) - 44.12 - updated 27th Sep - Trees and Designations
Post by: Mrok Girl on November 21, 2018, 03:07:43 pm
The file on the server is fine, since this is the first report about TWBT not working from over 2500 downloads.

Edit: Wow, just figured out that I could fake see-through miasma/smoke/mist... at least for furniture and items. Not sure if I can get the color right, but don't you hate it, when a room/corridor is full of miasma and you can't see anything? Worth making a few sprites for that? ^^

If you do the see-through mist, I can finally realise my fps-killing dream of a massive waterfall falling through the middle of my fortress through all the layers :D
Title: Re: ☼Meph Tileset☼ V4.4 (32x32) - 44.12 - updated 27th Sep - Trees and Designations
Post by: Pvt. Pirate on November 22, 2018, 08:03:47 am
The file on the server is fine, since this is the first report about TWBT not working from over 2500 downloads.

Edit: Wow, just figured out that I could fake see-through miasma/smoke/mist... at least for furniture and items. Not sure if I can get the color right, but don't you hate it, when a room/corridor is full of miasma and you can't see anything? Worth making a few sprites for that? ^^

If you do the see-through mist, I can finally realise my fps-killing dream of a massive waterfall falling through the middle of my fortress through all the layers :D
i built a fort under a 10zlevel waterfall and the meeting hall had fortifications towards the fall. it was amazing  as long as it lasted.
Title: Re: ☼Meph Tileset☼ V4.4 (32x32) - 44.12 - updated 27th Sep - Trees and Designations
Post by: Mrok Girl on November 22, 2018, 10:31:32 am
The file on the server is fine, since this is the first report about TWBT not working from over 2500 downloads.

Edit: Wow, just figured out that I could fake see-through miasma/smoke/mist... at least for furniture and items. Not sure if I can get the color right, but don't you hate it, when a room/corridor is full of miasma and you can't see anything? Worth making a few sprites for that? ^^

If you do the see-through mist, I can finally realise my fps-killing dream of a massive waterfall falling through the middle of my fortress through all the layers :D
i built a fort under a 10zlevel waterfall and the meeting hall had fortifications towards the fall. it was amazing  as long as it lasted.

That sounds awesome! Do you have any screenshots?

I like circles so I'm thinking of building a massive cistern above the entrance and then have a curtain of water fall in a circle all the way down to the underground water level. It'll probably flood everything if I don't do some pressure shenanigans, but not sure how to yet. Oh well. It'll be awesome for a while :)
Title: Re: ☼Meph Tileset☼ V4.4 (32x32) - 44.12 - updated 27th Sep - Trees and Designations
Post by: Pvt. Pirate on November 22, 2018, 01:25:27 pm
The file on the server is fine, since this is the first report about TWBT not working from over 2500 downloads.

Edit: Wow, just figured out that I could fake see-through miasma/smoke/mist... at least for furniture and items. Not sure if I can get the color right, but don't you hate it, when a room/corridor is full of miasma and you can't see anything? Worth making a few sprites for that? ^^

If you do the see-through mist, I can finally realise my fps-killing dream of a massive waterfall falling through the middle of my fortress through all the layers :D
i built a fort under a 10zlevel waterfall and the meeting hall had fortifications towards the fall. it was amazing  as long as it lasted.

That sounds awesome! Do you have any screenshots?

I like circles so I'm thinking of building a massive cistern above the entrance and then have a curtain of water fall in a circle all the way down to the underground water level. It'll probably flood everything if I don't do some pressure shenanigans, but not sure how to yet. Oh well. It'll be awesome for a while :)
no, sry, no screens, but i described it before:
Spoiler (click to show/hide)
i still got the initial an early save, so i could upload it if you want am uploading it as i write this.
Title: Re: ☼Meph Tileset☼ V4.4 (32x32) - 44.12 - updated 27th Sep - Trees and Designations
Post by: Mrok Girl on November 23, 2018, 02:52:10 pm
i still got the initial save, so i could upload it if you want.

Sure! Show us what you've got :)
Title: Re: ☼Meph Tileset☼ V4.4 (32x32) - 44.12 - updated 27th Sep - Trees and Designations
Post by: Pvt. Pirate on November 23, 2018, 03:48:14 pm
i still got the initial save, so i could upload it if you want.

Sure! Show us what you've got :)
http://dffd.bay12games.com/file.php?id=14125 here you go!
Title: Re: ☼Meph Tileset☼ V4.4 (32x32) - 44.12 - updated 27th Sep - Trees and Designations
Post by: Mrok Girl on November 23, 2018, 07:24:27 pm
i still got the initial save, so i could upload it if you want.

Sure! Show us what you've got :)
http://dffd.bay12games.com/file.php?id=14125 here you go!

Interesting although you didn't let the mist into the fort so not quite what I'm going for :)
Title: Re: ☼Meph Tileset☼ V4.4 (32x32) - 44.12 - updated 27th Sep - Trees and Designations
Post by: Pvt. Pirate on November 24, 2018, 06:06:37 am
i still got the initial save, so i could upload it if you want.

Sure! Show us what you've got :)
http://dffd.bay12games.com/file.php?id=14125 here you go!

Interesting although you didn't let the mist into the fort so not quite what I'm going for :)
well, in that safe i haven't come to opening it yet. i wanted to give you the location to build on.
i can also upload the latest version.
Title: Re: ☼Meph Tileset☼ V4.4 (32x32) - 44.12 - updated 27th Sep - Trees and Designations
Post by: Argelle on November 25, 2018, 04:29:27 am
Using the amazing font "meph clean 16x24", I came across one digit (or symbol?) I cannot decypher:
(https://tof.cx/images/2018/11/25/8d8ea4716a4a30ed8e48130a052b5907.md.png) (https://tof.cx/image/kTvBh)

What is the goblin population in this image, please ?
something..60 ?
Title: Re: ☼Meph Tileset☼ V4.4 (32x32) - 44.12 - updated 27th Sep - Trees and Designations
Post by: Pvt. Pirate on November 25, 2018, 06:26:46 am
Using the amazing font "meph clean 16x24", I came across one digit (or symbol?) I cannot decypher:
(https://tof.cx/images/2018/11/25/8d8ea4716a4a30ed8e48130a052b5907.md.png) (https://tof.cx/image/kTvBh)

What is the goblin population in this image, please ?
something..60 ?
i got no idea, but i need that font! i am currently using cursed as font because that way the menu doesn't take up 2/5 of my screen (but only 1/4).
Title: Re: ☼Meph Tileset☼ V4.4 (32x32) - 44.12 - updated 27th Sep - Trees and Designations
Post by: Argelle on November 25, 2018, 08:28:10 am
Using the amazing font "meph clean 16x24", I came across one digit (or symbol?) I cannot decypher:
(..img..)

What is the goblin population in this image, please ?
something..60 ?
i got no idea, but i need that font! i am currently using cursed as font because that way the menu doesn't take up 2/5 of my screen (but only 1/4).

Genius!
You made me realize that the letters in other fonts may well be at the exact same place, so I opened font_Meph_clean16x24.png side by side to another one, and the gray pickelated thing can either be ~ or ~~
Someone else may confirm this? (I'd rather have "around 60 gobelins" as neighboards than "960" !!)
Title: Re: ☼Meph Tileset☼ V4.4 (32x32) - 44.12 - updated 27th Sep - Trees and Designations
Post by: Meph on November 25, 2018, 11:10:19 am
It's a ~.

All numbers are written as numbers in the Meph font set. :)
Title: Re: ☼Meph Tileset☼ V4.4 (32x32) - 44.12 - updated 27th Sep - Trees and Designations
Post by: Mrok Girl on November 27, 2018, 03:32:07 pm
Any idea why all my cheese is red? Is it how it's supposed to be? It's red in every season.

(http://i8.photobucket.com/albums/a9/Calanndra/forestglimmer%205.jpg)
Title: Re: ☼Meph Tileset☼ V4.4 (32x32) - 44.12 - updated 27th Sep - Trees and Designations
Post by: Psithen on November 29, 2018, 12:20:34 am
So i made an account cause i can't find an answer to this anywhere.

I noticed with this tileset the vision cones while sneaking in adventurer mode don't show up properly, mostly they don't show up at all however i don't remember having an issue with the tilesets I used before which i believe was phoebus and/or ironhand, not sure it's been awhile and i'm on a new PC. Is there some setting or graphic i can change to fix this?
Title: Re: ☼Meph Tileset☼ V4.4 (32x32) - 44.12 - updated 27th Sep - Trees and Designations
Post by: Meph on November 29, 2018, 02:49:07 am
So i made an account cause i can't find an answer to this anywhere.

I noticed with this tileset the vision cones while sneaking in adventurer mode don't show up properly, mostly they don't show up at all however i don't remember having an issue with the tilesets I used before which i believe was phoebus and/or ironhand, not sure it's been awhile and i'm on a new PC. Is there some setting or graphic i can change to fix this?
It's due to TWBT. It forces a certain color on a lot of sprites, and the vision cones try to recolor those tiles... but TWBT (the dfhack plugin that allows adding to many new sprites) doesn't let it do that.

Quote
Any idea why all my cheese is red? Is it how it's supposed to be? It's red in every season.
Not sure, but I can easily make it yellow again. ^^
Title: Re: ☼Meph Tileset☼ V4.4 (32x32) - 44.12 - updated 27th Sep - Trees and Designations
Post by: Psithen on November 29, 2018, 02:54:15 am
So i made an account cause i can't find an answer to this anywhere.

I noticed with this tileset the vision cones while sneaking in adventurer mode don't show up properly, mostly they don't show up at all however i don't remember having an issue with the tilesets I used before which i believe was phoebus and/or ironhand, not sure it's been awhile and i'm on a new PC. Is there some setting or graphic i can change to fix this?
It's due to TWBT. It forces a certain color on a lot of sprites, and the vision cones try to recolor those tiles... but TWBT (the dfhack plugin that allows adding to many new sprites) doesn't let it do that.

Quote
Any idea why all my cheese is red? Is it how it's supposed to be? It's red in every season.
Not sure, but I can easily make it yellow again. ^^

guess that means it's something that can't be fixed?
Title: Re: ☼Meph Tileset☼ V4.4 (32x32) - 44.12 - updated 27th Sep - Trees and Designations
Post by: Meph on November 29, 2018, 07:45:39 am
Not really. I could fix it, but the fix would break a lot of other things... I did put the static colors there for a reason.
Title: Re: ☼Meph Tileset☼ V4.4 (32x32) - 44.12 - updated 27th Sep - Trees and Designations
Post by: thetj on November 29, 2018, 11:28:35 am
Still appreciate your work immensely, I never knew how much of a nightmare assigning tiles to raws was. Truly an undertaking of utmost masochism.
Title: Re: ☼Meph Tileset☼ V4.4 (32x32) - 44.12 - updated 27th Sep - Trees and Designations
Post by: Novaris on December 05, 2018, 10:10:14 am
Hm, for some reason the water in rivers doesn't look like on your preview. I don't see the flow animation or depth numbers.
Title: Re: ☼Meph Tileset☼ V4.4 (32x32) - 44.12 - updated 27th Sep - Trees and Designations
Post by: EvilWaffleThing on December 05, 2018, 10:20:57 pm
Would this work alright with the current version of Masterwork or would it break everything?
Either way, great tileset. Reminds me a bit of LttP.
Title: Re: ☼Meph Tileset☼ V4.4 (32x32) - 44.12 - updated 27th Sep - Trees and Designations
Post by: kekkres on December 06, 2018, 11:21:20 am
I'm not sure how big an ask it is since I'm not a modder but would it be possible to incorporate the more meal variety mod from masterwork since it's only cosmetic anyway and having only 3 cooked dishes in all is a bit eh just on a cosmetic level, if not that's fine I just figured with the engraving expansion that such cosmetic adds would be a good fit
Title: Re: ☼Meph Tileset☼ V4.4 (32x32) - 44.12 - updated 27th Sep - Trees and Designations
Post by: Meph on December 06, 2018, 12:36:43 pm
I'm not sure how big an ask it is since I'm not a modder but would it be possible to incorporate the more meal variety mod from masterwork since it's only cosmetic anyway and having only 3 cooked dishes in all is a bit eh just on a cosmetic level, if not that's fine I just figured with the engraving expansion that such cosmetic adds would be a good fit
I have good news for you:

Quote
Another addition is new food. This is modded; but does not change game balance at all. Each prepared meal now has 6 new types each:
  - Easy: Mash, Soup, Pudding, Bread, Creme, Donuts.
  - Fine: Scewers, Rolls, Muffin, Dessert, Burger, Pasta.
  - Lavish: Cake, Pancakes, Ham, Balls, Ribs, Lasagna.

(https://i.imgur.com/eTGVgK0.png)

 - Food sprites are taken from neoriceisgood (https://www.deviantart.com/neoriceisgood/art/100-Food-sprites-348664936) set on deviantart.

It's already in the tileset. ;) Since version 4.3

Would this work alright with the current version of Masterwork or would it break everything?
Either way, great tileset. Reminds me a bit of LttP.
That would break everything, sorry.

Hm, for some reason the water in rivers doesn't look like on your preview. I don't see the flow animation or depth numbers.
The depth number you can toggle in the init or in dfhack. The animation requires "twbt redraw_all 1", or you need to open the launcher and click on the "animations" button on the first page. It's off by default, because it hurts FPS a bit (and some people report crashes, so quicksave and try it out. ;) )

Still appreciate your work immensely, I never knew how much of a nightmare assigning tiles to raws was. Truly an undertaking of utmost masochism.
Thank you. :) It's a bit of a mess, with over 5000 lines of code just to assign the new images.
Title: Re: ☼Meph Tileset☼ V4.4 (32x32) - 44.12 - updated 27th Sep - Trees and Designations
Post by: Novaris on December 06, 2018, 01:56:21 pm
Thats the weird part. i see the animation gor the stagnant pools, have the redraw iption on and also the animations in your launcher. But the rivers fail to display...

EDIT:
I'm currently working on a 3x2 workshop that needs to be placed above magma and takes empty, magma-safe carts and fills them with magma as part of an magma-defended fortress using parts of your tileset to style it and a custom magma-funnel tile. While doing so I noticed your art folder still contains a _MDF_ file for furnatures which leads to the tables and chairs not being transparent.

EDIT2:
Strange. On a different embark on a desert map the effect is now working again. BTW I saw there was an update to TWBT 6.55, can one easily copy it over the one in your launcher or is yours a special variant (I'm asking because there are two subfolders in dfhack containting copies of the twbt plugin which your launcher seem to exchange)
Title: Re: ☼Meph Tileset☼ V4.4 (32x32) - 44.12 - updated 27th Sep - Trees and Designations
Post by: McOrigin on December 07, 2018, 04:32:24 pm
I downloaded the latest pack (V4.4 - 44.12) and use it as it came. Look good, with one exception: Furniture has a black background instead of the constructed floor tile (or cavern floor). From what I know, twbt should allow transparent backgrounds of furniture.

It this a knows issue? Does anyone hava any idea how to fix this?
Title: Re: ☼Meph Tileset☼ V4.4 (32x32) - 44.12 - updated 27th Sep - Trees and Designations
Post by: Novaris on December 07, 2018, 05:10:18 pm
@McOrigin

rename the _MDF_furniture_bg.png in your arts subfolder to _Meph_furniture_bg.png (check the other meph files for the pattern if unclear) and restart the game. no new world necessary
Title: Re: ☼Meph Tileset☼ V4.4 (32x32) - 44.12 - updated 27th Sep - Trees and Designations
Post by: McOrigin on December 07, 2018, 05:57:17 pm
@Novaris Thank you so very much! That did the trick. So much better.
Title: Re: ☼Meph Tileset☼ V4.4 (32x32) - 44.12 - updated 27th Sep - Trees and Designations
Post by: Tolfus on December 09, 2018, 02:18:12 am
Hi there. I can't save a custom window-resolution in the init.txt-file. It is ignored by Meph :(
Anyone know a solution to this?

Link to imgur (https://i.imgur.com/vSSfQ7W.jpg)
Title: Re: ☼Meph Tileset☼ V4.4 (32x32) - 44.12 - updated 27th Sep - Trees and Designations
Post by: LordSoth on December 09, 2018, 04:36:45 am
I really like the work you are doing here, Meph!
Makes the game so much more worthwhile.

But I am still missing the standardized materials feature from masterwork. :-)
It's tedious to scroll through all these leather and meat parts from animals I never see myself 😂
Curiously the last mod I found was from 2017 for the v43. xx. Seems everyone except me likes diversification so much  :D
Well for myself I would like an option for getting rid of it.

Any chance that it gets back to your project here?

I tried it Manually for myself but failed miserably  8)

Best regards and keep on!
Title: Re: ☼Meph Tileset☼ V4.4 (32x32) - 44.12 - updated 27th Sep - Trees and Designations
Post by: LeoCean on December 09, 2018, 10:29:42 am
I did it for spacefox but it's a real pain in the ass to do. Not compared to what Meph does though.. It only takes a few hours really maybe 4-10.. If you know what you are doing. Honestly its so much nicer when you have that, very few leather types for quivers or armor. That and leather gobs mod, which I think is already in here.(in mine at least :D) (40.12 and 40.24 accel versions) Spacefox 0.40.12 twbt accel (https://www.dropbox.com/sh/qg365dyj7um758r/AAARjTC_x24g5HzUNATUEoCJa?dl=0) It has cheats, though Idk how many hehe. Anyways its just a reference if you want to try it yourself. Spacefox 0.40.1x? (https://www.dropbox.com/sh/9fpeu4elhbb6pm2/AAAy_jvY1QG3MTg2kRhwQWeLa?dl=0) Probably closest version or
Quote from: Had to quote this because of the info included with the link
Spacefox 0.40.14/15/16 twbt (https://www.dropbox.com/sh/fm5pu3129fxihu6/AADqW_LsvzZ-RTa55FTodEkQa?dl=0)  Lazynewbpack doesn't transfer overides.txt to the main Dwarf Fortress 0.40.0#\data\init folder so you have to manually move that. It may now.

You can just use Winmerge to see the differences between the 2 folders. There should be no overly huge changes in the raws since then.. Not 100% sure though, I skipped from 41.00 to 44.00 ;o. (in the bodies at least.. not much popped up at me when I just checked file changes, I guess you could copy a body template or creature template from the old version into a new tab in notepad++ and compare the 2 and see if there's any difference before trying to accel if you plan to sloth)

Meph are you going to do a update soon? I'm pretty sure you're on a trip. But you said you fixed the compressed save issue in october and were going to update soon but were busy irl so had to put it off. We could at least fix the issue with the furniture but the compressed save issue...

@Tolfus Idk I looked and gave up, I saw no relation to the init and the size by looking back at old versions, so honestly gave up trying to change that.
Title: Re: ☼Meph Tileset☼ V4.4 (32x32) - 44.12 - updated 27th Sep - Trees and Designations
Post by: ( Tchey ) on December 10, 2018, 05:53:52 am
Hi,

I'm a fake-noob (played for years, but with months or years inbtween each play).
I'm trying to use this tileset, but i have some issue it seems.

On my screen, it looks ugly, like this (screenshot) :
Spoiler (click to show/hide)

I'm on Linux with PyLNP

Any help welcome.
Title: Re: ☼Meph Tileset☼ V4.4 (32x32) - 44.12 - updated 27th Sep - Trees and Designations
Post by: Vordak on December 10, 2018, 11:18:29 am
On my screen, it looks ugly, like this (screenshot) :
Describe in words what exactly you does not like.

In the pictures below is all same "ugly"?

Spoiler: pic 1 (click to show/hide)
Spoiler: pic 2 (click to show/hide)
Spoiler: pic 3 (click to show/hide)
Spoiler: pic 4 (click to show/hide)
Title: Re: ☼Meph Tileset☼ V4.4 (32x32) - 44.12 - updated 27th Sep - Trees and Designations
Post by: ( Tchey ) on December 10, 2018, 12:02:26 pm
Solved.

The uglyness was, according to my taste, mainly due to the text part.

It was an option to have simple text i didn't see.
Title: Re: ☼Meph Tileset☼ V4.4 (32x32) - 44.12 - updated 27th Sep - Trees and Designations
Post by: Hylum on December 14, 2018, 09:14:47 pm
Just wanted to say hi, I took a little DF break. Awesome to see that you are still working on the Tileset Meph it looks amazing! keep up the great work. going to start some new games with you latest launcher :D
Title: Re: ☼Meph Tileset☼ V4.4 (32x32) - 44.12 - updated 27th Sep - Trees and Designations
Post by: Lagash on December 19, 2018, 06:19:41 pm
Is there something I'm missing or dogs (and puppies) walking on food stockpile are normally represented by... eggplants?

I am getting quite a lot of these glitches and I hope to magically solve them with a "try this [non default option]", can anyone help me? ^_^
Title: Re: ☼Meph Tileset☼ V4.4 (32x32) - 44.12 - updated 27th Sep - Trees and Designations
Post by: kekkres on December 28, 2018, 12:33:21 pm
In the raws I found a dye test reaction for grinding bricks into pigments for clothing, is there any way to enable this or if not are there any plans to properly implement it?

Edit: Also and I know this is asking a lot but is there any way to give the decorations a transparency layer instead of them being set up on a "generic stone floor" it makes it difficult to use them and the brick oven in tandem.
Title: Re: ☼Meph Tileset☼ V4.4 (32x32) - 44.12 - updated 27th Sep - Trees and Designations
Post by: LeoCean on December 28, 2018, 09:03:48 pm
Pretty hard to know what you are talking about if you just refer to "I found a dye test reaction for grinding bricks into pigments for clothing" maybe the name of the file and reaction? So we can check if its not enabled already? Meph probably knows but yeah.

It's probably possible for decorations to get transparency if they are like tables/chairs, it'd be more work but it's probably possible.

Edit:   reaction_meph

[REACTION:DYE_TEST]
[NAME:Mill block into pigment]
[DESCRIPTION:Takes one colorful block and an empty bag and creates powdered dye.]

It's already in entity_good_dwarf, just add the [ ]

PERMITTED_REACTION:DYE_TEST
like this
[PERMITTED_REACTION:DYE_TEST]
Title: Re: ☼Meph Tileset☼ V4.4 (32x32) - 44.12 - updated 27th Sep - Trees and Designations
Post by: Meph on December 29, 2018, 08:51:34 am
That alone won't work... unfortunately dyeing is hardcoded and I can't make proper reactions for it... the only way to fake it would be to add a new material for each color, like "red cloth", "blue cloth" etc.
Title: Re: ☼Meph Tileset☼ V4.4 (32x32) - 44.12 - updated 27th Sep - Trees and Designations
Post by: Torchwood202 on December 29, 2018, 02:08:14 pm
Meph, it might be a good idea to post a "hello, still here" in the Masterwork megathread.
Title: Re: ☼Meph Tileset☼ V4.4 (32x32) - 44.12 - updated 27th Sep - Trees and Designations
Post by: Veetor on December 31, 2018, 11:41:29 am
https://imgur.com/3lpfOG3

Hi! Is it normal to have those black backgrounds on furniture? If not, how do I fix it? Thanks.
Title: Re: ☼Meph Tileset☼ V4.4 (32x32) - 44.12 - updated 27th Sep - Trees and Designations
Post by: Honeybell on December 31, 2018, 01:13:41 pm
https://imgur.com/3lpfOG3

Hi! Is it normal to have those black backgrounds on furniture? If not, how do I fix it? Thanks.

Oh yay, I came to ask this too. It's only on some furniture for me, but not all.
Title: Re: ☼Meph Tileset☼ V4.4 (32x32) - 44.12 - updated 27th Sep - Trees and Designations
Post by: Ph.D Banana on January 01, 2019, 05:50:38 am
https://imgur.com/3lpfOG3

Hi! Is it normal to have those black backgrounds on furniture? If not, how do I fix it? Thanks.

Oh yay, I came to ask this too. It's only on some furniture for me, but not all.

Rename _MDF_furniture-bg.png to _Meph_furniture-bg.png in Dwarf Fortress\data\art

This worked for me.
Title: Re: ☼Meph Tileset☼ V4.4 (32x32) - 44.12 - updated 27th Sep - Trees and Designations
Post by: Splint on January 01, 2019, 05:35:20 pm
https://imgur.com/3lpfOG3

Hi! Is it normal to have those black backgrounds on furniture? If not, how do I fix it? Thanks.

Oh yay, I came to ask this too. It's only on some furniture for me, but not all.

Rename _MDF_furniture-bg.png to _Meph_furniture-bg.png in Dwarf Fortress\data\art

This worked for me.

Dude, you're a lifesaver in this area. All the time I've been trying to figure out why that's been happening I never noticed there was an odd man out file.

Now if I could just figure out how to fix the color issue with my trees...
Title: Re: ☼Meph Tileset☼ V4.4 (32x32) - 44.12 - updated 27th Sep - Trees and Designations
Post by: falcn on January 07, 2019, 07:10:11 am
I've packaged (http://www.bay12forums.com/smf/index.php?topic=158322.msg7911386#msg7911386) Meph tileset v4.4 with Mac OS Dwarf Fortress for anyone who might need it.
Title: Re: ☼Meph Tileset☼ V4.4 (32x32) - 44.12 - updated 27th Sep - Trees and Designations
Post by: Meph on January 12, 2019, 12:10:16 pm
Hey guys,

I could have sworn that I fixed that misnamed png a long time ago (and I did), but I never released an update. A couple of things RL and DF related came up that distracted me for a while, but I'll continue with new updates in the coming days. :)
Title: Re: ☼Meph Tileset☼ V4.4 (32x32) - 44.12 - updated 27th Sep - Trees and Designations
Post by: Vordak on January 12, 2019, 12:48:39 pm
new updates in the coming days. :)
In general, a lot of changes will be?

My wishes:

In overrides.txt for _MDF_overrides_7, _MDF_overrides_8, _MDF_overrides_12 (walls, furniture and ramps) need specify foreground color 16 for next materials:
Code: [Select]
OBSIDIAN
MARBLE
SILVER
GOLD
ROSE_GOLD
SLADE
COPPER
EVAPORATES
BONE

For example, for the obsidian constructions(walls), code would be:
Code: [Select]
wrong code

The introduction of a certain foreground color 16  will allow not to copy tiles in -top.png, and thus avoid all sorts of bugs, such as not displaying blood or vomit on floor.
Upd. My mistake - it is not work.

P.S. Obsidian Soul, before leave, did give to you drafts of his 32x32 tileset? I would like to get them, especially plant drawings.
Title: Re: ☼Meph Tileset☼ V4.4 (32x32) - 44.12 - updated 27th Sep - Trees and Designations
Post by: Meph on January 12, 2019, 08:04:11 pm
Noted.

I don't know how many changed yet, but nothing major.

Wouldnt a set foreground color from TWBT also mean that recolors like blood/vomit get overriden?

You are in luck, Obsidian did in fact send me his plants. Unfortunately with background, as a png, not a psd.

(https://i.imgur.com/MprrKO3.png)
Title: Re: ☼Meph Tileset☼ V4.4 (32x32) - 44.12 - updated 27th Sep - Trees and Designations
Post by: Vordak on January 12, 2019, 08:12:25 pm
Wouldnt a set foreground color from TWBT also mean that recolors like blood/vomit get overriden?

Сarefully checked - really blood/vomit not seen(.
Title: Re: ☼Meph Tileset☼ V4.4 (32x32) - 44.12 - updated 27th Sep - Trees and Designations
Post by: Meph on January 12, 2019, 09:06:57 pm
So... how do you like shiny gems?

(https://i.imgur.com/BPf6ZNP.gif)
Title: Re: ☼Meph Tileset☼ V4.4 (32x32) - 44.12 - updated 27th Sep - Trees and Designations
Post by: Splint on January 12, 2019, 09:16:15 pm
That's actually pretty neat. It's like they're screaming "mine me!"
Title: Re: ☼Meph Tileset☼ V4.4 (32x32) - 44.12 - updated 27th Sep - Trees and Designations
Post by: Vordak on January 12, 2019, 09:22:57 pm
So... how do you like shiny gems?
Looks great. I like it.

My first level of caverns.
Spoiler: 1-st cavern (click to show/hide)

It may seem that nothing has changed, but in fact there is a lot of work to bring everything to a single shade (not only for underground). All plant_.txt is changed.
Title: Re: ☼Meph Tileset☼ V4.4 (32x32) - 44.12 - updated 27th Sep - Trees and Designations
Post by: falcn on January 12, 2019, 09:37:07 pm
Just a reminder to take a look at dry bones tiles which now are drawn in the same style as bodyparts although use different tiles.
Title: Re: ☼Meph Tileset☼ V4.4 (32x32) - 44.12 - updated 27th Sep - Trees and Designations
Post by: Meph on January 12, 2019, 09:46:39 pm
falcn, I didn't forget. ;)

Ores: Random glow and steady/even glow:
(https://i.imgur.com/qMlPAUo.gif)

(https://i.imgur.com/3XIFHZc.gif)

It makes ore stand out a bit more.

Edit: Falcn, it doesn't work. Bodyparts and horn/hoof/etc still use the same sprites. The screenshot you send me on Reddit was of "misc corpses", which I use for monsters.
Vordak: Looks great. I've recently seen some terrain changes in your screenshots, grass, dirt, rocks... guess you are planning a larger update?
Title: Re: ☼Meph Tileset☼ V4.4 (32x32) - 44.12 - updated 27th Sep - Trees and Designations
Post by: Meph on January 12, 2019, 09:56:28 pm
Everything seems to be working just fine. I'll give you guys some time to give me feedback on the animated gems/ores, then I'll make an update tomorrow. It will include:
 - Animated gems/ores. (Optional)
 - New unique paved roads for 25 materials.
 - Fix for the black background on furniture. (sorry for taking a while)
 - Barebones updates for the linux/mac people. :)
Title: Re: ☼Meph Tileset☼ V4.4 (32x32) - 44.12 - updated 27th Sep - Trees and Designations
Post by: falcn on January 12, 2019, 10:14:11 pm
Edit: Falcn, it doesn't work. Bodyparts and horn/hoof/etc still use the same sprites. The screenshot you send me on Reddit was of "misc corpses", which I use for monsters.
At least in my game nothing but horn/hoof/bones use these tiles. All bodyparts use different tile (same for every bodypart). Why have blood for dry bones if AFAIK these tiles are not used for anything but dry bones/hoofs/skulls?

Update: I was wrong. Found these tiles in caverns used for "crundle tail" etc. Still not happy, because things like "x skeleton" and "x partial skeleton" are bloody. Let me do some research and come back with actual tile numbers



BTW Vordak is right, something is wrong with marble hatches and doors.
This is marble door and marble coffer and cabinet
(https://i.imgur.com/IvVfrxq.png)

Update: commenting out their respective overrides makes them lose unique design, but returns their color to grey, which is not ideal but better that blue (https://i.imgur.com/JjfFcWg.png).
I suspect that this is a twbt problem, and there is no fix?

Update: copying tiles to _Meph_furniture-top.png makes fine white door and a hatch.
Here is a crude edit
(https://i.imgur.com/8ipCxTh.png)
(https://i.imgur.com/px1wIcy.png)
Title: Re: ☼Meph Tileset☼ V4.4 (32x32) - 44.12 - updated 27th Sep - Trees and Designations
Post by: falcn on January 12, 2019, 10:20:24 pm
del
Title: Re: ☼Meph Tileset☼ V4.4 (32x32) - 44.12 - updated 27th Sep - Trees and Designations
Post by: falcn on January 12, 2019, 10:23:49 pm
(https://i.imgur.com/qMlPAUo.gif)

(https://i.imgur.com/3XIFHZc.gif)
It makes ore stand out a bit more.
New gems look fantastic! Their new look makes me want to set up gem industry.

Animated ores look gorgeous. They convey some sort of importance and value, which is good. I'm a little worried that it might be distracting on the big scale, but it's hard to tell for sure until I see them live.
Title: Re: ☼Meph Tileset☼ V4.4 (32x32) - 44.12 - updated 27th Sep - Trees and Designations
Post by: Splint on January 12, 2019, 10:45:02 pm
Hell, I'm still having issues with wonky colors in general. For some reason my bronze statues are some shade of cyan, some of my wood is green, and my platinum is like... I dunno, a shade of tan or something.
Title: Re: ☼Meph Tileset☼ V4.4 (32x32) - 44.12 - updated 27th Sep - Trees and Designations
Post by: falcn on January 12, 2019, 10:55:03 pm
I hope we don't overwhelm you with requests for fixes ;)
_Meph_furniture-top.png doesn't have sheets for beds made from cavern wood, which makes them look like this.
(https://i.imgur.com/UQA6mNI.png)
Spoiler (click to show/hide)


I've edited my messages above :)
Title: Re: ☼Meph Tileset☼ V4.4 (32x32) - 44.12 - updated 27th Sep - Trees and Designations
Post by: Meph on January 13, 2019, 05:20:11 am
Fixed the marble hatch, door and cavern wood bed -top files.

Splint, I stick with what I said before: Something off with your color file, resulting in a color shift for all things using the extended color palette.

Edit: Smoke/Miasma that shows items test, using picks:
(https://i.imgur.com/sW33iG4.png)

I'll have to make 1-2 sprites of that for each possible item, so... possible, but a lot of work. But at least smoke or mist or miasma wouldnt automatically block all infos.
Title: Re: ☼Meph Tileset☼ V4.4 (32x32) - 44.12 - updated 27th Sep - Trees and Designations
Post by: falcn on January 13, 2019, 06:34:48 am
Edit: Smoke/Miasma that shows items test, using picks:
I'll have to make 1-2 sprites of that for each possible item, so... possible, but a lot of work. But at least smoke or mist or miasma wouldnt automatically block all infos.
So this is not a transparency but a separate tile for each item that should be visible through miasma/smoke?
Title: Re: ☼Meph Tileset☼ V4.4 (32x32) - 44.12 - updated 27th Sep - Trees and Designations
Post by: Meph on January 13, 2019, 06:38:39 am
Yes, just like the encased-in-ice and encased-in-obsidian sprites I made.
Title: Re: ☼Meph Tileset☼ V4.4 (32x32) - 44.12 - updated 27th Sep - Trees and Designations
Post by: Meph on January 13, 2019, 07:01:36 am
UPDATE!

Download: Meph Tileset V4.5 (http://dffd.bay12games.com/file.php?id=13407)
You can support the tileset on Patreon (https://www.patreon.com/meph) or as a one-time donation on Paypal (https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=ZTPEFV6LCDDAJ).

This update fixes the black background of furniture; as well as a few color overlays for marble or cavern wood furniture.


It also adds animations to unmined gems and ores, to make them stand out more. This feature requires you to turn on animations in the launcher or type "twbt redraw_all 1" into the dfhack console. Just like magma and water animations. Since it might affect FPS, it is disabled by default.

(https://i.imgur.com/BPf6ZNP.gif)
(https://i.imgur.com/qMlPAUo.gif)
(https://i.imgur.com/3XIFHZc.gif)


The other big addition are sprites for roads. 25 new sprites, partly done by me, partly done by Vordak, are used as paved roads:
(https://i.redd.it/6sd33zeamyo11.png)

As you can see, the idea of different indoor styles is still flying around, with sandstone for an egypt-inspired design; cloth for carpets/tapestries; and maybe some viking dwarves. ;)

PS: Just noticed the download numbers. Wow, thanks for over 5000(!) downloads of the last version. :)
Title: Re: ☼Meph Tileset☼ V4.4 (32x32) - 44.12 - updated 27th Sep - Trees and Designations
Post by: Vordak on January 13, 2019, 09:57:34 am
Vordak: Looks great. I've recently seen some terrain changes in your screenshots, grass, dirt, rocks... guess you are planning a larger update?
This will be my biggest update for non-creature tiles. Grass, saplings, dirt, rocks, vast majority of walls, stairs and furniture, many fixes and other my taste changes.

1)About smoke.
As for me - the beauty of smoke\miasma is that nothing is visible in it. This is a kind of obstacle that makes the game more fun - visible in smoke items, definitely, is cheat.

2)About viking dwarves.
Are you talking about creature-dwarves or room design?

3)About Meph Launcher.exe
Is it possible to make the design images somewhere in TilesetExtras folder? Just for my tileset I would like to make a another logotype, something like Meph Tileset vX.X + Vordak Tileset vX.X. It's just hard for me to decompile .exe file - I'm in this little understand.
Title: Re: ☼Meph Tileset☼ V4.4 (32x32) - 44.12 - updated 27th Sep - Trees and Designations
Post by: Meph on January 13, 2019, 12:44:03 pm
Vordak: Looks great. I've recently seen some terrain changes in your screenshots, grass, dirt, rocks... guess you are planning a larger update?
This will be my biggest update for non-creature tiles. Grass, saplings, dirt, rocks, vast majority of walls, stairs and furniture, many fixes and other my taste changes.
Awesome, good to see :)

1)About smoke.
As for me - the beauty of smoke\miasma is that nothing is visible in it. This is a kind of obstacle that makes the game more fun - visible in smoke items, definitely, is cheat.
But they are visible if you look with 'k' manually. It's just an extra step.

2)About viking dwarves.
Are you talking about creature-dwarves or room design?
Room design. If I do real-life cultures, it would be for humans.

3)About Meph Launcher.exe
Is it possible to make the design images somewhere in TilesetExtras folder? Just for my tileset I would like to make a another logotype, something like Meph Tileset vX.X + Vordak Tileset vX.X. It's just hard for me to decompile .exe file - I'm in this little understand.
What do you mean with design images and logotype?

If you want more options for your set in the Launcher, let me know, and I can see if I can add them. It's in VisualBasics and I have to compile it for every change, but you help me so much I'd be happy to add things for you.
Title: Re: ☼Meph Tileset☼ V4.5 (32x32) - 44.12 - updated 13th Jan - Roads and Animations
Post by: Splint on January 13, 2019, 12:54:33 pm
So is this update save compatible, or will Ferncrypt have to content itself with outdated stuff? Cause I happen to be working on road construction there and I... Can't actually recall what you said on this sort of thing in terms of what needs a new gen or not.
Title: Re: ☼Meph Tileset☼ V4.4 (32x32) - 44.12 - updated 27th Sep - Trees and Designations
Post by: Vordak on January 13, 2019, 01:10:25 pm
What do you mean with design images and logotype?
I mean the convenience of changing the logo from the top image and changing the background (maybe lava) from the second one.
If for some reason my wish cannot be done, then nothing terrible - I have Microsoft Visual Studio.
Spoiler: Pic (click to show/hide)
Title: Re: ☼Meph Tileset☼ V4.5 (32x32) - 44.12 - updated 13th Jan - Roads and Animations
Post by: falcn on January 13, 2019, 01:58:58 pm
One thing I noticed in the announcements.txt that ships with barebones tileset
Code: [Select]
[BODY_TRANSFORMATION:A_D:D_D]NOSTOPTRANSAre you sure you don't want the game to pause and recenter on were-creature transformation? This can be quite deadly for new players
default is
Code: [Select]
[BODY_TRANSFORMATION:A_D:D_D:BOX:P:R]YESSTOPTRANS pause, recenter, show red box

Also, d_init has
[COFFIN_NO_PETS_DEFAULT:NO]
It is quite annoying to disable pets every time during coffin setup
Title: Re: ☼Meph Tileset☼ V4.5 (32x32) - 44.12 - updated 13th Jan - Roads and Animations
Post by: Meph on January 13, 2019, 03:02:11 pm
Vordak: Those are the background images I use. Both for the tileset launcher and the masterworkDF launcher. https://imgur.com/a/x2s9g4d (https://imgur.com/a/x2s9g4d) Just send me any altered versions you'd like, and I'll make a custom version for your tileset updates. :)

Falcn: Good points. Changed both. Sometimes I do change settings to test stuff and make the mistake of not restoring it to default.
Title: Re: ☼Meph Tileset☼ V4.5 (32x32) - 44.12 - updated 13th Jan - Roads and Animations
Post by: falcn on January 13, 2019, 04:05:20 pm
Updated Mac Pack (http://www.bay12forums.com/smf/index.php?topic=158322.msg7914434#msg7914434) to V4.5
Title: Re: ☼Meph Tileset☼ V4.5 (32x32) - 44.12 - updated 13th Jan - Roads and Animations
Post by: Meph on January 13, 2019, 07:54:29 pm
Someone reminded me on Reddit about waves... is this something of interest?

(https://i.imgur.com/h4oB0Qo.gif)
Title: Re: ☼Meph Tileset☼ V4.5 (32x32) - 44.12 - updated 13th Jan - Roads and Animations
Post by: Splint on January 13, 2019, 08:04:30 pm
That looks much nicer than the current river water.
Title: Re: ☼Meph Tileset☼ V4.5 (32x32) - 44.12 - updated 13th Jan - Roads and Animations
Post by: falcn on January 14, 2019, 01:18:46 am
That looks much nicer than the current river water.
If you have water level turned on (Ctrl-w), original shows very nice flow animation (quality lost due to compression)
(https://i.imgur.com/6tgPkXm.gif)
Title: Re: ☼Meph Tileset☼ V4.5 (32x32) - 44.12 - updated 13th Jan - Roads and Animations
Post by: Meph on January 14, 2019, 01:39:12 am
Oh wow, that's a dark screenshot. Grass should be like on the picture above.

But yeah, the two designs are very different. The newer one is friendlier and has waves, while the older one has more information: The depth and the flow direction.
Title: Re: ☼Meph Tileset☼ V4.5 (32x32) - 44.12 - updated 13th Jan - Roads and Animations
Post by: Splint on January 14, 2019, 03:09:43 am
Having an issue with the bone door still. Anyone else just getting a black tile? I made several other things as well (everything in fact) to verify. It's the only thing so far not working.

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

As you can see, black square. I've also built the stairs and a wrap around wall as of this picture.  It's the only thing so far not working.

Changes were don 99% through the launcher, consisting of revised, foul blendecs, slower farming, no nerves and no aquifers. Only thing I did was add some vanilla weapons to the dwarves and adjusted their minimum size values so dwarves could wield them.
Title: Re: ☼Meph Tileset☼ V4.5 (32x32) - 44.12 - updated 13th Jan - Roads and Animations
Post by: Boltgun on January 14, 2019, 03:54:06 am
The problem with the script that extends the color range is that any item that is set to be black (or maybe lacking a color) is completely black. Is the bone material set to have a black background and the door all background ?
Title: Re: ☼Meph Tileset☼ V4.5 (32x32) - 44.12 - updated 13th Jan - Roads and Animations
Post by: Meph on January 14, 2019, 03:55:51 am
Open your overrides.txt in data/init, search for "#BONE doors", and replace anything there with:

Code: [Select]
#BONE doors
[OVERRIDE:197:I:DOOR:DOOR::_MDF_overrides_7:143:7::BONE]
[OVERRIDE:240:I:DOOR:DOOR::_MDF_overrides_7:143:7::BONE]
[OVERRIDE:186:I:DOOR:DOOR::_MDF_overrides_7:143:7::BONE]
[OVERRIDE:79:I:DOOR:DOOR::_MDF_overrides_7:143:7::BONE]
[OVERRIDE:15:I:DOOR:DOOR::_MDF_overrides_7:143:7::BONE]
#BONE doors
[OVERRIDE:197:B:DOOR:Door::_MDF_overrides_7:143:7::BONE]
[OVERRIDE:240:B:DOOR:Door::_MDF_overrides_7:143:7::BONE]
[OVERRIDE:186:B:DOOR:Door::_MDF_overrides_7:143:7::BONE]
[OVERRIDE:79:B:DOOR:Door::_MDF_overrides_7:143:7::BONE]
[OVERRIDE:15:B:DOOR:Door::_MDF_overrides_7:143:7::BONE]

Let me know if it works. I added the last three lines... (EDIT: Tested, works.)

Edit: Boltgun: I think it simply doesnt have the fitting override. The wiki has no entry for bone doors, and doors change their tile number depending on material... found 5 entries in total. ^^ The color in this case is hardcoded by me, it uses the furniture-top.png, which ignores any ingame color.

Edit: Vordak mentioned having a look at plants, and I agree. They were done very early, when I had even less of an idea what I'm doing than now. :P I sat down with some old sprites by RallyHo/Rydel and ObsidianSoul, and made a new set based on those, altered quite a bit here and there. The plants are smaller, have a stronger contrast and should look much clearer on grassy background. I also made better farm plots. :)

(https://i.imgur.com/r1bZztN.png)

Edit: Splint, I added the wavy water for brooks. They had no animation so far.
Title: Re: ☼Meph Tileset☼ V4.5 (32x32) - 44.12 - updated 13th Jan - Roads and Animations
Post by: falcn on January 14, 2019, 06:23:02 am
Oh wow, that's a dark screenshot. Grass should be like on the picture above.
(https://i.imgur.com/RZRrl6e.gif)

Above is the difference between season-palette (autumn) and no season palette.
I agree, that's way too dark.
The problem I have with season palette is that it changes everything, including things that should not be affected by season in any way, like deep underground parts of your fort, caverns, magma sea. But that is not so bad. What really made me turn it off is that it changes colors for main menus and all UI. You can see it on the text in the picture above.
You depend on certain colors in UI to mean specific things, but that changes 4 times per year, which, depending on the season, might be mildly infuriating. It' still legible, but...weird.
Anyone else feels this way?

But yeah, the two designs are very different. The newer one is friendlier and has waves, while the older one has more information: The depth and the flow direction.
River animation is direction-aware?
Title: Re: ☼Meph Tileset☼ V4.5 (32x32) - 44.12 - updated 13th Jan - Roads and Animations
Post by: Meph on January 14, 2019, 07:08:42 am
I swapped the default color scheme (which is active if season-palette is disabled) with a brighter one.

The brooks don't have a flow direction, TWBT only has one override for them: BROOK_TOP.

I also added a reaction to make wooden bars to build fences. One of the sprites I made for Splints fort once.

And I meddled around a bit with shadows on the edges, fog density and fog color of the multilevel view.


Title: Re: ☼Meph Tileset☼ V4.5 (32x32) - 44.12 - updated 13th Jan - Roads and Animations
Post by: falcn on January 15, 2019, 03:59:20 am
I swapped the default color scheme (which is active if season-palette is disabled) with a brighter one.
Thank you.
Many players prefer less readable but more aesthetically pleasing graphic fonts, I was wandering if for them seasonal changes to the UI is a feature and not a bug, since it helps to set the mood and makes entire screen styled uniformly.
In theory, it should be possible to autoswitch to a default color palette when viewport goes underground, but it will require support in twbt, because recoloring persistent UI on a z-level switch is bad. twbt renders text and graphics separately, it could use default palette for text, but it probably not worth the effort.

Quote
The brooks don't have a flow direction, TWBT only has one override for them: BROOK_TOP.
Current animation for rivers is perfect. in my game it animates flow from east -> west in the east-west part of the river, then animation switches to south->north just in the right place, where river turns north. It flows in the correct direction in both parts, which is very impressive.
Title: Re: ☼Meph Tileset☼ V4.5 (32x32) - 44.12 - updated 13th Jan - Roads and Animations
Post by: Meph on January 15, 2019, 11:23:58 am
So... the next update would take care of the poll above: New items. Gem and grown-wood/elven weapons and armor.

(https://i.imgur.com/n9OYSvf.png)

The armor sets are by Avenis and Caynez from DeviantArt (https://www.deviantart.com/anevis/art/Aubergine-Armor-Set-406572631 and https://www.deviantart.com/caynez/gallery/?catpath=/), who gave permission to use their sets for DF. :) I expanded that a bit to fit the missing items like bucklers, low boots, caps and all the weapons.

Just wanted to ask for feedback before I start writing the overrides, reactions and workshops.

What do you think?

Edit: Workshops:
(https://i.imgur.com/tc0S40f.png)
Title: Re: ☼Meph Tileset☼ V4.5 (32x32) - 44.12 - updated 13th Jan - Roads and Animations
Post by: Delta_02_Cat on January 15, 2019, 12:35:52 pm
Great work Meph!
Definitely the best Tileset ever made in DF!

But I do have one question, I think I have seen beds for the different materials but they are not buildable are they?
Its still only wooden beds right now?
Title: Re: ☼Meph Tileset☼ V4.5 (32x32) - 44.12 - updated 13th Jan - Roads and Animations
Post by: Meph on January 15, 2019, 04:23:24 pm
You can make bone, ice, brick beds and gem beds in the new workshops. The other, metal, glass and so forth, are only through strange moods.

Edit: Trap parts. Retracted spikes, spikes, enormous corkscrew, spiked ball, serrated disc, giant axe blade.

(https://i.imgur.com/8Ku1Ikb.png)

Gem, Grown-Wood, Rock.

Rock armor:
(https://i.imgur.com/VV7GfK1.png)

The weapons I have to rethink... the design I have is way too thin for rock. I'm not that happy with the armor either... mh. :/
Title: Re: ☼Meph Tileset☼ V4.5 (32x32) - 44.12 - updated 13th Jan - Roads and Animations
Post by: Mrok Girl on January 15, 2019, 07:19:30 pm
I love the new additions!
Title: Re: ☼Meph Tileset☼ V4.5 (32x32) - 44.12 - updated 13th Jan - Roads and Animations
Post by: Vordak on January 15, 2019, 07:39:49 pm
[OVERRIDE:43:T:ConstructedFloor:_MDF_overrides_7:254:::IS_GLASS]  must be 253.
Title: Re: ☼Meph Tileset☼ V4.5 (32x32) - 44.12 - updated 13th Jan - Roads and Animations
Post by: Splint on January 15, 2019, 08:57:57 pm
I'm digging that sword. Just wish Obsidian didn't suck tremendous amounts of ass as a weapon material. I mean, i get it, it's fragile, but still.
Title: Re: ☼Meph Tileset☼ V4.5 (32x32) - 44.12 - updated 13th Jan - Roads and Animations
Post by: Hommit on January 16, 2019, 04:58:32 am
Bone spiked balls is kinda meh...
Title: Re: ☼Meph Tileset☼ V4.5 (32x32) - 44.12 - updated 13th Jan - Roads and Animations
Post by: Novaris on January 17, 2019, 04:25:10 am
I like the rock trap components and the grown wood style for weapons and such, but somehow the gem sets (just imagine how fragile those would be) and the idea of dwarves growing their weapons on trees offends my dwarven soul. :D The rock armor set seems very rough in its style, maybe if you go more into the direction of 'studded with rock plates' or so it would look better? bringing it closer to the leather armor, for example like this https://www.deviantart.com/caynez/art/Cheetah-Set-5-506379525 but with rock plates instead of hides.

A general consideration: A tileset should not introduce to much game mechanics in my opinion. I would love to see variations in the armor and weapons already part of the game (for example, why should every sword look alike? https://www.deviantart.com/thisisellian/art/Weapon-design-2-100-Swords-350454053) but if it starts to add to much additional stuff I would vote for a stripped edition without the addition of workshops that alter the game too much. Furniture or other scenic elements are not an issue but weapons, armor, traps, ... may influence the game experience too much.
Title: Re: ☼Meph Tileset☼ V4.5 (32x32) - 44.12 - updated 13th Jan - Roads and Animations
Post by: Meph on January 17, 2019, 05:04:02 am
I agree, it's a game balance change. That's why there is the poll above. Most people want it, so it goes in. It will optional and can be disabled in the launcher.

Yeah, I'll redo the rock armors, not a big fan of the final product myself. ^^
Title: Re: ☼Meph Tileset☼ V4.5 (32x32) - 44.12 - updated 13th Jan - Roads and Animations
Post by: Novaris on January 17, 2019, 07:06:11 am
Hm, guess you are right. In that case we have to be careful with the balancing so rock weapons or gem weapons do not beat conventional weaponry by accident (for example a gem sword should be inferior to steel or even iron as it takes less effort to produce). Do you have any idea on how to tackle this? Otherwise we would need some !!SCIENCE!! on this matter ;) As far as I remember attack strength depends on material weight and momentum so it should work out.

BTW Do you know if its possible with TWBT to have variating sprites for armor and weapons like with the boulders and bars?
Title: Re: ☼Meph Tileset☼ V4.5 (32x32) - 44.12 - updated 13th Jan - Roads and Animations
Post by: Meph on January 17, 2019, 07:28:58 am
All gem stuff uses the standard stone_template, so they will be pretty bad. Same for stone items. Wood items are fairly light, but not good for penetration.

All in all, the only useful addition would be easier access to picks and axes for miners and woodcutters, and some rock/gem based blunt weapons, due to their weight. It's mostly just for community forts, or people that want to equip their mayor with a ruby breastplate; stuff like that. Roleplay. :)

Yes, I could make varied sprites for armors/weapons. Makes it harder to identify them though.
Title: Re: ☼Meph Tileset☼ V4.5 (32x32) - 44.12 - updated 13th Jan - Roads and Animations
Post by: Novaris on January 17, 2019, 08:17:41 am
well I don't know, a sword still looks like a sword even if blade or handle are a little different. same for the main plate of a breastplate armor but this request or idea is so special I don't think its worth spending your creativity on it. I will play around with it using sprites I borrow from deviantart or so.

One question, I saw a few pages back that you planned on doing a slade style pattern with a little diabolical touch, is this already part of the tileset?

EDIT:
can TWBT capture "improvements"? Reason I ask is I created reactions that allow encrusting armor and weapon with gems and having a different sprite for those would be cool. Then I actually would see my king equip the ruby encrusted golden breastplate.
Title: Re: ☼Meph Tileset☼ V4.5 (32x32) - 44.12 - updated 13th Jan - Roads and Animations
Post by: Meph on January 17, 2019, 08:31:44 am
These items mostly vanish inside some workshop, bin or inventory... so most of them won't be seen much anyway. Unless players voluntarily refuse to use bins in their weapons/armor stockpiles. ^^

The slade set is already in, yes.

TWBT can't show improvements.

how about rock/glass weaponry? :)

(https://i.imgur.com/Ycsvffi.png)
Title: Re: ☼Meph Tileset☼ V4.5 (32x32) - 44.12 - updated 13th Jan - Roads and Animations
Post by: Novaris on January 17, 2019, 08:44:10 am
like!

PS: I usually don't use bins in my stockpiles, makes the equipment-process faster.
Title: Re: ☼Meph Tileset☼ V4.5 (32x32) - 44.12 - updated 13th Jan - Roads and Animations
Post by: Meph on January 17, 2019, 09:07:04 am
And of course the glass trap components.

(https://i.imgur.com/tcZIGL6.png)
Title: Re: ☼Meph Tileset☼ V4.5 (32x32) - 44.12 - updated 13th Jan - Roads and Animations
Post by: Novaris on January 17, 2019, 09:24:30 am
Glass armor?
Title: Re: ☼Meph Tileset☼ V4.5 (32x32) - 44.12 - updated 13th Jan - Roads and Animations
Post by: Meph on January 17, 2019, 09:45:00 am
Is on the list... harder to design than glass weapons. Armor is much more intricate, especially the gloves.

But what about some decorative, noble silver/gold weapons with engravings and such?

(https://i.imgur.com/UoM7mjA.png)
Title: Re: ☼Meph Tileset☼ V4.5 (32x32) - 44.12 - updated 13th Jan - Roads and Animations
Post by: Novaris on January 17, 2019, 10:04:50 am
impressive! for a decoration very good, it will spice up a throne room and I can even imagine a reaction for a better variant of any weapon using these tiles then instead of the original one! *copy*
Title: Re: ☼Meph Tileset☼ V4.5 (32x32) - 44.12 - updated 13th Jan - Roads and Animations
Post by: Meph on January 17, 2019, 10:13:45 am
(https://i.imgur.com/WCJeDaH.png)

Golden armors and trap-components. Base armor sprites again by Caynez/Avenis.

They wouldn't get any new reactions, I'd simply add ARMOR and WEAPONS tag to the silver/gold materials. You'd make them in the forge, just like any other item.

Edit: I think I'm done for now. Not happy with the rock armor, but at some point I do have to start with reactions/workshops/overrides for all this. :D

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

Crystal, Wood, Rock, Glass, Gold. 160 sprites.

Thoughts?
Title: Re: ☼Meph Tileset☼ V4.5 (32x32) - 44.12 - updated 13th Jan - Roads and Animations
Post by: Novaris on January 17, 2019, 10:56:19 am
I really like them! very good job.
Title: Re: ☼Meph Tileset☼ V4.5 (32x32) - 44.12 - updated 13th Jan - Roads and Animations
Post by: Mrok Girl on January 17, 2019, 12:28:49 pm
I'm loving all these additions. Now my stupid noble who absolutely loves shields will have a nice, varied collection :)
Title: Re: ☼Meph Tileset☼ V4.5 (32x32) - 44.12 - updated 13th Jan - Roads and Animations
Post by: Meph on January 17, 2019, 05:54:26 pm
Ok, workshops done, reactions done, entity done. Workshop overrides done... looking good so far. :)

(https://i.imgur.com/LPtGodI.png)
Title: Re: ☼Meph Tileset☼ V4.5 (32x32) - 44.12 - updated 13th Jan - Roads and Animations
Post by: Splint on January 17, 2019, 06:32:18 pm
I do have to admit, I'm liking those silver glass and gold weapons.

And honestly the rock armor looks the part: A pile of rock plates lashed together in the vain hope it'll stop something.
Title: Re: ☼Meph Tileset☼ V4.5 (32x32) - 44.12 - updated 13th Jan - Roads and Animations
Post by: Meph on January 17, 2019, 06:41:08 pm
Sadly DF still has the same issues with stockpiles that it had in .34: Rock armor, as well as Gem armor & weapons are not stockpiled. Neither are they equipped by the military, unless you assign them directly.

The only workaround would be to make fake-metals named after all rocks and gems (200ish), or to standardize it to "rock armor" and "gem armor", disregarding names like granite vs obsidian... or diamond vs amethyst. It would also only have one color.

Damn.
Title: Re: ☼Meph Tileset☼ V4.5 (32x32) - 44.12 - updated 13th Jan - Roads and Animations
Post by: Splint on January 17, 2019, 06:50:23 pm
I personally don't see an issue, but I also manually assign gear to my troops to make sure they have everything (I can understand why some would have issue with it though.) Besides, if you're making them in large enough numbers that you need stokpiles, then you probably did an oopsie with your production orders (like a certain fort did with mugs...)

Besides, they'll make for some kick-ass museum collections when all of masterwork quality.
Title: Re: ☼Meph Tileset☼ V4.5 (32x32) - 44.12 - updated 13th Jan - Roads and Animations
Post by: Meph on January 17, 2019, 06:57:41 pm
But how will you show them in your museum? Display stands dont work (because of the item-on-item TWBT bug), single tile stockpiles don't work either... so, I guess you have to make an extra dump for each item. :/

All done btw, all overrides added. Tested, works. :)
Title: Re: ☼Meph Tileset☼ V4.5 (32x32) - 44.12 - updated 13th Jan - Roads and Animations
Post by: Splint on January 17, 2019, 07:06:35 pm
Strange, worked fine last time I used them - pedestals happily showed the crown, ring, and war pick I stuck on them.

EDIT: To clarify, it showed the items themselves, not the display furniture they were on. Which was close enough in my estimation, and only had one item a piece on them.
Title: Re: ☼Meph Tileset☼ V4.5 (32x32) - 44.12 - updated 13th Jan - Roads and Animations
Post by: Meph on January 17, 2019, 07:28:12 pm
UPDATE!

Download: Meph Tileset V4.6 (http://dffd.bay12games.com/file.php?id=13407)
You can support the tileset on Patreon (https://www.patreon.com/meph) or as a one-time donation on Paypal (https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=ZTPEFV6LCDDAJ).

Another big update coming up with over 200 new sprites. :)

Misc changes:
 - Fixed glass floor override.
 - Added a brighter, friendly default color scheme.
 - Seasonal-colors off by default.
 - Added dfhack init settings for TWBT shadows, fog density and fog color.

Improvements:
 - Better farmplots.
 - Almost all plants redone.

(https://i.imgur.com/tR5NN1H.png)

New features:
 - Dwarves can now make gem, rock, wood and glass weapons & armors.
 - Four new workshops: Gemforge, Rockforge, Woodforge, Glassforge.
 - Gold can be used for weapons & armor too, in the regular forge.

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

(https://i.imgur.com/SMD7E5e.png)

On the left you see the new material-based sets. On the right are previews for possible sets of copper or bronze, steel, leather or obsidian (?). All depends on your feedback.

This save is partly save-compatible. Plants are ok, but for the new workshops you need to gen a new world.

Since the new materials for weapons & armor change game balance, they are of course optional and can be disabled in the launcher. Same button as always: Decorational workshops YES/NO. I might split that up in future, to give players greater control over individual features.

Credits:
 - Several plants based on old ObsidianSoul and RallyHo! sprites.
 - Helmet, Breastplate, Greaves, High Boots, Shield and Short Sword by Avenis (http://www.bay12forums.com/smf/index.php?action=post;topic=161047.1935;last_msg=7916436)/Caynez (https://www.deviantart.com/caynez/gallery/?catpath=/) on DeviantArt. Used with permission. Thanks! :)
 - Glass Helmet, Breastplate, Greaves, High Boots are altered versions of DokuCraft Dwarven Minecraft sprites; also used with permission.


Title: Re: ☼Meph Tileset☼ V4.6 (32x32) - 44.12 - updated 18th Jan - Roads and Animations
Post by: Grimmash on January 18, 2019, 12:27:32 pm
Super dumb question.  If i add the tileset to LNP,  will it run with vanilla df? Askinc here as reading 134 pages seemed a bit much.
Title: Re: ☼Meph Tileset☼ V4.6 (32x32) - 44.12 - updated 18th Jan - Roads and Animations
Post by: Meph on January 18, 2019, 12:41:34 pm
You dont need the LNP. There is a custom LNP included.
Title: Re: ☼Meph Tileset☼ V4.6 (32x32) - 44.12 - updated 18th Jan - Roads and Animations
Post by: Grimmash on January 18, 2019, 03:57:53 pm
You dont need the LNP. There is a custom LNP included.

I was thinking of putting it in so I could compare it in my two current forts, as opposed to starting a new one. That is why I was asking about dumping the tileset into LNP.  So is the prefered method to get your launcher and import my save folders to that?
Title: Re: ☼Meph Tileset☼ V4.6 (32x32) - 44.12 - updated 18th Jan - Roads and Animations
Post by: falcn on January 19, 2019, 05:10:08 am
I was thinking of putting it in so I could compare it in my two current forts, as opposed to starting a new one. That is why I was asking about dumping the tileset into LNP.  So is the prefered method to get your launcher and import my save folders to that?
Changing tileset for existing save is a bit more complex than just copying the save folder. I see files belonging to a tileset inside my save.
Looks like wiki doesn't cover that topic.
http://dwarffortresswiki.org/DF2014:Tilesets#Installation
Title: Re: ☼Meph Tileset☼ V4.6 (32x32) - 44.12 - updated 18th Jan - Roads and Animations
Post by: Grimmash on January 19, 2019, 09:29:07 am
So I realized I was trying to open my save in MDF, not Meph Tielset... that was my problem.  I got it working, it was mildly janky, but mostly it worked enough for me to do what I wanted. 

The tilesets definitely looks really good for workshops.  I need to gen a world, as I caught some interesting things that I am not sure are visual artifacts or style choices and I want to make sure before I give some feedback.

Also, and I know this is probably a ridiculous ask, but as and end user I'd be far more likely to use your tileset/launcher if it also had the materials standardization and some other mods also available to play around with.
Title: Re: ☼Meph Tileset☼ V4.6 (32x32) - 44.12 - updated 18th Jan - Roads and Animations
Post by: neobit on January 19, 2019, 09:55:17 am
Tested 4.6 with a save moved from a 4.5.

Launcher is still not saving/remembering some of the values: I have to set Varied Ground Tiles and hide dfhack every-time I launch the launcher.

Apart from that, save seems to be working fine (couple of hours of playing).
Title: Re: ☼Meph Tileset☼ V4.6 (32x32) - 44.12 - updated 18th Jan - Roads and Animations
Post by: Mrok Girl on January 19, 2019, 04:08:18 pm
Where are the new workshops? I only have this:

(https://i8.photobucket.com/albums/a9/Calanndra/workshops.jpg)

This is the newest version, I generated a new world. Also the water animation is working on a brook, but there are no sparkles on gems or veins. Or rather, there are but they are not animated.
Title: Re: ☼Meph Tileset☼ V4.6 (32x32) - 44.12 - updated 18th Jan - Roads and Animations
Post by: Splint on January 19, 2019, 04:10:44 pm
They're under furnaces, probably to reduce clutter in the workshop tab.
Title: Re: ☼Meph Tileset☼ V4.6 (32x32) - 44.12 - updated 18th Jan - Roads and Animations
Post by: Mrok Girl on January 19, 2019, 04:17:44 pm
They're under furnaces, probably to reduce clutter in the workshop tab.

Thanks! Found them.

What about the gem/ore sparkles? Is there something I need to tick off for that to work? The brook works fine.

ALSO something's wrong with microcline. There's a pile of it lying in a stockpile next to my mason's workshop, but he claims he can't make any microcline items because he can't find any of this rock. Is it possible something went wrong with the overrides?
Title: Re: ☼Meph Tileset☼ V4.6 (32x32) - 44.12 - updated 18th Jan - Roads and Animations
Post by: Splint on January 19, 2019, 04:58:33 pm
Animations need to be on in the launcher far as I know, and many/most stones are considered "economic" now for use in the rockforge (same thing happens in Masterwork since rocks can be used for more than just regular crafting/building in it.) If it's uncommon or nonexistent locally, then it'll be ticked red by default under the stone tab from the z screen. Just scroll down and enable it for general use. Had to do that for the jet I brought for building furnaces.
Title: Re: ☼Meph Tileset☼ V4.6 (32x32) - 44.12 - updated 18th Jan - Roads and Animations
Post by: Pvt. Pirate on January 20, 2019, 05:29:52 am
They're under furnaces, probably to reduce clutter in the workshop tab.

Thanks! Found them.

What about the gem/ore sparkles? Is there something I need to tick off for that to work? The brook works fine.

ALSO something's wrong with microcline. There's a pile of it lying in a stockpile next to my mason's workshop, but he claims he can't make any microcline items because he can't find any of this rock. Is it possible something went wrong with the overrides?
is the workshop linked to any stockpile other than the one with the microcline? - its the typical problem when this occurs.

i had problems earlier installing the pack into my linuxLNP. some animations and some overrides are missing, but at least it works.
now that 44.12 has so many psycho-bugs, i rather stay with 44.09, but that also means i'll miss the new stuff of MDF :(
Title: Re: ☼Meph Tileset☼ V4.6 (32x32) - 44.12 - updated 18th Jan - Roads and Animations
Post by: b0wd3n on January 20, 2019, 08:39:12 am
Hi there,
I am not totally sure, but it looks like your _Meph_plants.png is in some disorder?

The rows with the farmplot background and the transparent background are somewhat swapped, which gives me weird plants with farmplot background in stockpile graphics.

So I modified your version, which solves the problem for me:
Spoiler (click to show/hide)

So is this a bug feature in the 4.6 or have I missed something?!
Title: Re: ☼Meph Tileset☼ V4.6 (32x32) - 44.12 - updated 18th Jan - Roads and Animations
Post by: Meph on January 20, 2019, 12:39:55 pm
The animation for brooks is not active, it's just that the water is moving. Just like the gem/ore animation, you do need to turn "Animations" on in the launcher.

Microcline is most likely checked as economic.

Plant background is noted. Thanks. Certainly not intended.

The workshops are indeed furnaces and stored as such in the build menu.

If anyone copies saves created with other tilesets into this version, the result will look wonky and won't feature any decorational workshops. Best to gen a new world.
Title: Re: ☼Meph Tileset☼ V4.6 (32x32) - 44.12 - updated 18th Jan - Roads and Animations
Post by: Mrok Girl on January 21, 2019, 06:52:17 am
All is well. Microcline was indeed marked as economic in the stone stockpiles under [z], and the animations were off. Everything works now! Thank you :)
Title: Re: ☼Meph Tileset☼ V4.6 (32x32) - 44.12 - updated 18th Jan - Roads and Animations
Post by: Meph on January 25, 2019, 11:16:59 am
Reworking floors/grasses a bit... what do you think about those caverns? It's still a lot of shrooms, but not as much in-your-face as before.

(https://i.imgur.com/DkjuBjv.png)
Title: Re: ☼Meph Tileset☼ V4.6 (32x32) - 44.12 - updated 18th Jan - Roads and Animations
Post by: Mrok Girl on January 25, 2019, 11:28:44 am
Is that the first level of caverns? Looks good. Much easier to spot young trees and harvestable stuff on it.
Title: Re: ☼Meph Tileset☼ V4.6 (32x32) - 44.12 - updated 18th Jan - Roads and Animations
Post by: Vordak on January 25, 2019, 11:47:53 am
To be honest, from the dungeons I expected fluorescent contrasting (high brightness) purple, blue or green tones.
Title: Re: ☼Meph Tileset☼ V4.6 (32x32) - 44.12 - updated 18th Jan - Roads and Animations
Post by: Pvt. Pirate on January 26, 2019, 02:49:43 am
i like that new cavern floor
Title: Re: ☼Meph Tileset☼ V4.6 (32x32) - 44.12 - updated 18th Jan - Roads and Animations
Post by: Crossroads Inc. on January 30, 2019, 12:11:20 am
Hey guys!
Is there a Mac download for this I am missing? The front one SAYS for Mac, but it a RAR file.
Title: Re: ☼Meph Tileset☼ V4.6 (32x32) - 44.12 - updated 18th Jan - Roads and Animations
Post by: Meph on January 30, 2019, 02:54:03 am
It's for mac and linux, it's just the basic files. You'd need to install DF, dfhack and TWBT on your own. Please don't tell me that a Mac can't unpack a .rar.
Title: Re: ☼Meph Tileset☼ V4.6 (32x32) - 44.12 - updated 18th Jan - Roads and Animations
Post by: Novaris on January 30, 2019, 03:35:22 am
There is a WinRAR for MAC
https://www.techspot.com/downloads/5169-winrar-for-mac.html

and there is Keka as 7zip alternative
https://www.keka.io/en/
Title: Re: ☼Meph Tileset☼ V4.6 (32x32) - 44.12 - updated 18th Jan - Roads and Animations
Post by: Crossroads Inc. on January 30, 2019, 10:01:37 am
Hey guys! Lol yeah I am a bit out of practice... it’s been like 4 years since I played Dwarf Fortress and I’ve sudde felt the desire to get back into it.
I got the files unpacked, now I’m just working on how to put the files into the game.
I THOUGHT all you had todo was through the RAW and INIT folders into the ones in DF, but apparently that just makes the game crash on startup.
Man I feel like a noob again lol.
Title: Re: ☼Meph Tileset☼ V4.6 (32x32) - 44.12 - updated 18th Jan - Roads and Animations
Post by: Meph on January 30, 2019, 08:10:48 pm
You need to get DF, then install dfhack for mac, then install TWBT for mac, then copy all the files from the barebones Meph tileset into them, replacing all. Sorry, it's not super trivial. Windows version comes pre-installed.

I also had a strange mood after seeing this thread: http://www.bay12forums.com/smf/index.php?topic=173138.0 (http://www.bay12forums.com/smf/index.php?topic=173138.0). I don't know why, but I read the title as "maze", not "maize", and had to think of corn mazes... well, they are now a thing.

Spoiler (click to show/hide)

Bonus: Constructed "plant floors" look like grass, so you can make little gardens or even out areas on the surface to look prettier if you like.

Dwarves simply make 4 plant blocks from 1 plant in the Craftsdwarf. So you get a "plump helmet plant wall" for example.

You like? :P
Title: Re: ☼Meph Tileset☼ V4.6 (32x32) - 44.12 - updated 18th Jan - Roads and Animations
Post by: Crossroads Inc. on January 31, 2019, 12:58:42 am
WHOA WHOA!
There is DFHACK for Mac??
WHAT CRAZY FUTURE WORLD HAVE I WOKEN IN!
Title: Re: ☼Meph Tileset☼ V4.6 (32x32) - 44.12 - updated 18th Jan - Roads and Animations
Post by: Meph on January 31, 2019, 06:23:51 pm
UPDATE!

Download: Meph Tileset V4.7 (http://dffd.bay12games.com/file.php?id=13407)
You can support the tileset on Patreon (https://www.patreon.com/meph) or as a one-time donation on Paypal (https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=ZTPEFV6LCDDAJ).

This update adds the ability to create plant-blocks in the Craftsdwarf. Uses any plant, and makes 4 blocks. Constructed as walls they look like a hedge, perfect for gardens or corn mazes. Constructed as floor the look like grass.

(https://i.imgur.com/21Hofxr.png)

The update also changes rock floors, makes shrubland and savannah grass less in-your-face, adds a more subdued cavern1 moss... all the more neutral background stuff should look a lot nicer and less distracting now. :)
Title: Re: ☼Meph Tileset☼ V4.5 (32x32) - 44.12 - updated 13th Jan - Roads and Animations
Post by: Giant Dwarf on February 03, 2019, 05:06:50 pm
Since the new materials for weapons & armor change game balance, they are of course optional and can be disabled in the launcher. Same button as always: Decorational workshops YES/NO. I might split that up in future, to give players greater control over individual features.
I kept this feature disabled, but my stones are still all economic now (and they show, that they can be used for weapons).

Is this a bug, or did I miss something?
Title: Re: ☼Meph Tileset☼ V4.7 (32x32) - 44.12 - updated 1st Feb - HedgeMaze & Improvements
Post by: Meph on February 03, 2019, 06:00:41 pm
The reactions exist, but they are not enabled for your civ. Where exactly do you see that stone can be used for weapons? (except obsidian of course, that always works)
Title: Re: ☼Meph Tileset☼ V4.7 (32x32) - 44.12 - updated 1st Feb - HedgeMaze & Improvements
Post by: Giant Dwarf on February 04, 2019, 04:09:03 am
When I go to the stones tab in stocks.
It shows all possible usages for the economic stone.

Is there a way to not have all those stones listed as economic (and still have this feature working)?

(Thx btw. for all the great work! With your Pack DF is really beautiful now!)
Title: Re: ☼Meph Tileset☼ V4.7 (32x32) - 44.12 - updated 1st Feb - HedgeMaze & Improvements
Post by: Meph on February 04, 2019, 08:13:08 am
Quote
Is there a way to not have all those stones listed as economic (and still have this feature working)?
Nope, that's just how DF works.
Title: Re: ☼Meph Tileset☼ V4.7 (32x32) - 44.12 - updated 1st Feb - HedgeMaze & Improvements
Post by: Tat45 on February 04, 2019, 11:52:02 pm
I've installed the latest Meph Tileset Pack. There appear to be default settings in the pack that represent changes to the default behavior of DF, such as Aquifers being turned off, varied ground tiles being turned off, and so on. To be frank, there's a *lot* of settings, and because I'm relatively new to DF, I can't distinguish what settings are considered to be "vanilla" DF defaults.

Other than the 1-tile "decoration" workshops, I'd like some assurance that the rest of the settings hew pretty closely to how the game is configured when you download the vanilla version. Failing that, a delta of what settings have changed versus default DF would be appreciated.
Title: Re: ☼Meph Tileset☼ V4.7 (32x32) - 44.12 - updated 1st Feb - HedgeMaze & Improvements
Post by: Splint on February 05, 2019, 02:55:45 am
I've installed the latest Meph Tileset Pack. There appear to be default settings in the pack that represent changes to the default behavior of DF, such as Aquifers being turned off, varied ground tiles being turned off, and so on. To be frank, there's a *lot* of settings, and because I'm relatively new to DF, I can't distinguish what settings are considered to be "vanilla" DF defaults.

Other than the 1-tile "decoration" workshops, I'd like some assurance that the rest of the settings hew pretty closely to how the game is configured when you download the vanilla version. Failing that, a delta of what settings have changed versus default DF would be appreciated.

Under Balance, you want combat trances, strange moods, and aquifers enabled. Under cheats, obviously everything disabled.

Additions: Disable Decorations, Engravings, and Revised.

Invaders: Disable everything.

Civs: Adjust human caravans to Early or Default, otherwise they'll likely turn up in the first summer before the first year dwarf caravan.

That should be damn-near vanilla, though note you'll need to make sure stones you want to use that aren't native to your embark aren't set to economic (under the stone tab in the z screen, simply make sur the stones you wanna use are green, not red)
Title: Re: ☼Meph Tileset☼ V4.7 (32x32) - 44.12 - updated 1st Feb - HedgeMaze & Improvements
Post by: Pvt. Pirate on February 05, 2019, 11:28:25 am
other than that its just cosmetic/ease of use and is not contradicting to the wiki and/or tutorials, so it should be safe to use the pack and follow instructions on how to play the game.

i'm still watching this thread loathing my own incapability to use the 44.12 stuff on my 44.09 LinuxLNP *grumble*
keep up the good work, Meph!
Title: Re: ☼Meph Tileset☼ V4.7 (32x32) - 44.12 - updated 1st Feb - HedgeMaze & Improvements
Post by: Meph on February 05, 2019, 03:35:43 pm
 Pvt. Pirate: Copy over data/art and data/init/overrides.txt and you should get most features on linux too.
Title: Re: ☼Meph Tileset☼ V4.7 (32x32) - 44.12 - updated 1st Feb - New Poll! Worldmap
Post by: Meph on February 05, 2019, 07:19:19 pm
Added a little poll about the worldmap set. Please vote. :)
Title: Re: ☼Meph Tileset☼ V4.7 (32x32) - 44.12 - updated 1st Feb - HedgeMaze & Improvements
Post by: Pvt. Pirate on February 06, 2019, 07:40:10 am
Pvt. Pirate: Copy over data/art and data/init/overrides.txt and you should get most features on linux too.
did that before and some overrides just didn't work as in the screens of everyone else. also it will do stuff with the raws that contradict stuff from the LNP.
also breaks old savegames for me.
will make a backup and try it with the latest.

EDIT
Just realized i copied the whole init folder and raw folder too  :-\ *facepalm*

EDIT
i just copied the data/art and data/init/overrides.txt and this is what happens:
Spoiler (click to show/hide)
Title: Re: ☼Meph Tileset☼ V4.7 (32x32) - 44.12 - updated 1st Feb - New Poll, please vote.
Post by: Meph on February 06, 2019, 10:50:51 am
That's odd. Nothing should be able to interfere with TWBT and the overrides file. The spiderweb tile is hardcoded, 15. Maybe it's a linux specific lower-case/upper-case issue?
Title: Re: ☼Meph Tileset☼ V4.7 (32x32) - 44.12 - updated 1st Feb - New Poll, please vote.
Post by: Pvt. Pirate on February 06, 2019, 12:43:26 pm
please tell me it's not dependant on the keyboard-layout or language specific utf-Layout.
although it shouldn't be able to interfere there too, because i got systemwide settings to english-US and only the keyboardlayout is set to german, because it would otherwise fuckup everything as i have a german keyboard.

also i created a new world after installing the pack, so it can't be because of an old savegame.
Title: Re: ☼Meph Tileset☼ V4.7 (32x32) - 44.12 - updated 1st Feb - New Poll, please vote.
Post by: Meph on February 06, 2019, 02:06:06 pm
It's not keyboard specific.

The only thing I can think of is that linux TWBT in the LNP is outdated and doesn't feature the material-specific overrides that the current win TWBT has. Because the spiderwebs that look like gems are correct, in so far that tile 15 is overwritten with a gem... but that should only happen for IS_GEM; while CREATURE_MAT:SILK should overwrite the same tile with webs.

I can't test this on my win machine. :/
Title: Re: ☼Meph Tileset☼ V4.7 (32x32) - 44.12 - updated 1st Feb - New Poll, please vote.
Post by: Pvt. Pirate on February 07, 2019, 09:36:33 am
well, it worked when i used your 44.09 (and even 44.10) release installed into the 44.09 LinuxLNP.
hmmm. it's strange.
although i didn't see any special animated stuff then.
Title: Re: ☼Meph Tileset☼ V4.7 (32x32) - 44.12 - updated 1st Feb - New Poll, please vote.
Post by: Shepherd on February 08, 2019, 09:18:00 am
Just started using your launcher and I love it. Great work! I've only had two issues so far: My plus key doesn't work as expected. '-' goes backward in a list as expected but to get '+' to move forward in a list I have to hold shift. It's really obnoxious hahaha. Also, alt+w doesn't bring up any Workflow for me. :[   I tried manually enabling Workflow in DFHack, and it says it's enabled, but I get no response out of alt-w when used at a crafting station. Appreciate any help you could send my way!
Title: Re: ☼Meph Tileset☼ V4.7 (32x32) - 44.12 - updated 1st Feb - New Poll, please vote.
Post by: Pvt. Pirate on February 08, 2019, 01:59:37 pm
Just started using your launcher and I love it. Great work! I've only had two issues so far: My plus key doesn't work as expected. '-' goes backward in a list as expected but to get '+' to move forward in a list I have to hold shift. It's really obnoxious hahaha. Also, alt+w doesn't bring up any Workflow for me. :[   I tried manually enabling Workflow in DFHack, and it says it's enabled, but I get no response out of alt-w when used at a crafting station. Appreciate any help you could send my way!
are you sure you selected the correct keyboardprofile?
at least in the LNPs there are different ones for PC and Laptop and even some that change mousewheel from zoom to selecting z-layer.
Title: Re: ☼Meph Tileset☼ V4.7 (32x32) - 44.12 - updated 1st Feb - New Poll, please vote.
Post by: Shepherd on February 10, 2019, 11:05:34 am
I'll check for that next time I'm home, I'm out on a business trip. Thanks though! I found it really weird that I had to hold shit for + but not -. Haha
Title: Re: ☼Meph Tileset☼ V4.7 (32x32) - 44.12 - updated 1st Feb - HedgeMaze & Improvements
Post by: Giant Dwarf on February 15, 2019, 04:25:14 pm
Quote
Is there a way to not have all those stones listed as economic (and still have this feature working)?
Nope, that's just how DF works.
Ah, ok. Sad.

But is it possible for you to change it in a way, that the non-economic stone is non-economic, when this feature is turned off?
Because I didn't enable this feature, but it still lists almost all stones as economic now.
Title: Re: ☼Meph Tileset☼ V4.7 (32x32) - 44.12 - updated 1st Feb - HedgeMaze & Improvements
Post by: Meph on February 15, 2019, 09:02:37 pm
Quote
Is there a way to not have all those stones listed as economic (and still have this feature working)?
Nope, that's just how DF works.
Ah, ok. Sad.

But is it possible for you to change it in a way, that the non-economic stone is non-economic, when this feature is turned off?
Because I didn't enable this feature, but it still lists almost all stones as economic now.
The way it currently works is this:
 - Disabling the feature removes the reaction from your civ, but the reaction still exists. (deep down DF knows that stone can be used in it, hence it's economic)

I could change the launcher to remove the entire reaction too. It's just a few extra lines, which would fix your issue. Btw, you can do that yourself by just deleting reaction_meph, reaction_brickoven and reaction_crematory. Those contain all the custom reactions that the tileset adds. Of course you should keep everything turned off in the launcher, otherwise it will throw a lot of error messages.
Title: Re: ☼Meph Tileset☼ V4.7 (32x32) - 44.12 - updated 1st Feb - New Poll, please vote.
Post by: Giant Dwarf on February 16, 2019, 03:59:05 pm
Thanks a lot!
I will try that out.
Title: Re: ☼Meph Tileset☼ V4.7 (32x32) - 44.12 - updated 1st Feb - New Poll, please vote.
Post by: Meph on February 16, 2019, 06:30:16 pm
UPDATE!

Download: Meph Tileset V4.8 (http://dffd.bay12games.com/file.php?id=13407)
You can support the tileset on Patreon (https://www.patreon.com/meph) or as a one-time donation on Paypal (https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=ZTPEFV6LCDDAJ).

Another update, another material set. Now, this might sound crazy, but... hear me out! What if... what if... you couldmake blocks/furniture out of sand? Good old self-made sandstone. A kiln could do that. Why not?

So... now it can.

(https://i.imgur.com/fiJd7GT.png)

Egyptian-themed sand furniture/constructions. :) Of course optional, tied to other decorational additions. I also fiddled a bit around in the raws, if you deactivate the new decorational workshops, stone should be non-economic again.

Hope you enjoy. :)

Title: Re: ☼Meph Tileset☼ V4.8 (32x32) - 44.12 - updated 16st Feb - Sand Set
Post by: Pvt. Pirate on February 17, 2019, 07:27:26 am
so you mean you added new reactions to the kiln to create sandstone block manually?

---

so trying to install it onto 44.12 LinuxLNP now.
so from where do i take the data/art and data/init/overrides.txt ?
i took them from the preinstalled gamefolder and it looks like it should.
so far the typical mousequery edge problem with no scrolling on lower and right corner of the screen keeps me from playing.
Title: Re: ☼Meph Tileset☼ V4.8 (32x32) - 44.12 - updated 16st Feb - Sand Set
Post by: Meph on February 17, 2019, 10:56:25 am
Almost. I added a reaction to the kiln to "form items with sand"; using the actual sand, sand_yellow, sand_white, sand_red and sand_black. I wanted to avoid forcing the style on people that just use regular old sandstone that appears naturally.

You collect sand, use a bag of sand to make blocks or furniture. :)

What do you mean about the files? You already seem to know exactly where they are. ;)

No idea about mousequery. You... scroll with the mouse?
Title: Re: ☼Meph Tileset☼ V4.8 (32x32) - 44.12 - updated 16st Feb - Sand Set
Post by: Pvt. Pirate on February 17, 2019, 05:03:26 pm
i mean the moving the viewscreen around by moving the mosue near the edges.
it works in 44.09 and it doesn't in 44.12. the problem exists for a while now and i remember it also was present on windows (i also had the problem before i switched to linux).
back then (44.09) it was fixable by downloading a different version of twbt from github. ever since twbt was merged into dfhack, that fixed version has been abandoned.
Title: Re: ☼Meph Tileset☼ V4.8 (32x32) - 44.12 - updated 16st Feb - Sand Set
Post by: Meph on February 18, 2019, 12:01:19 am
Ah, so that was why Mifki always included a separate mousequery plugin. Never knew what it did exactly.
Title: Re: ☼Meph Tileset☼ V4.8 (32x32) - 44.12 - updated 16st Feb - Sand Set
Post by: VenomIreland on February 18, 2019, 12:49:56 pm
Does this include the full version of Revised? It seems like I'm having trouble seeing any of the armour options it adds.
Title: Re: ☼Meph Tileset☼ V4.8 (32x32) - 44.12 - updated 16st Feb - Sand Set
Post by: Pvt. Pirate on February 18, 2019, 02:02:37 pm
Ah, so that was why Mifki always included a separate mousequery plugin. Never knew what it did exactly.
seems so. anyway the fixed version was nowhere to be found by me, so i have to stick with 44.09 some more...
Title: Re: ☼Meph Tileset☼ V4.8 (32x32) - 44.12 - updated 16st Feb - Sand Set
Post by: Splint on February 18, 2019, 02:17:39 pm
I blame my fondness for the bronze age as a historical thing for an increasing urge to use just the sand set (what with Egypt being one of the four biggest powers in the Bronze Age middle/near east before the collapse.) Dunno why.
Title: Re: ☼Meph Tileset☼ V4.8 (32x32) - 44.12 - updated 16st Feb - Sand Set
Post by: Pvt. Pirate on February 19, 2019, 03:54:05 am
I blame my fondness for the bronze age as a historical thing for an increasing urge to use just the sand set (what with Egypt being one of the four biggest powers in the Bronze Age middle/near east before the collapse.) Dunno why.
i blame my enthusiansm for the medieval ages for the many fortresses that denied the fact that in medieval ages, they would've built their fortresses like bunkers if they had to withstand the many mystical beasts that live in DF.
Title: Re: ☼Meph Tileset☼ V4.8 (32x32) - 44.12 - updated 16st Feb - Sand Set
Post by: Dragonslayerelf on February 20, 2019, 10:58:44 am
Meph's been yelling at me to post problems I have in the tileset subsection, but it says in the guidelines to put all questions in DF modding, so I assume I'm meant to put it here? Regardless, is there any plan in the works to allow for playing other races in broad capacity (ability to train beakdogs & trolls into war or hunting beakdogs and trolls respectively, have goblin administrators, etc) to the same degree as the All Races Playable mod? I've been playing Meph's tileset & utilities for a short while now n' while it's fantastic for Dwarves, it's somewhat nonfunctional for goblins, the race I really would like to give a crack at. Thanks for the continued correspondence, Meph, and keep up the good work!
Title: Re: ☼Meph Tileset☼ V4.8 (32x32) - 44.12 - updated 16st Feb - Sand Set
Post by: Meph on February 20, 2019, 11:20:52 am
The idea to flesh out the other races, at least at the most basic level, has been at the back of my head for quite a while. But this is first and foremost a tileset; even the modded additions are just to enable more sprites. Once I start modding the other races, it starts to affect game balance. I'm trying to avoid that.
Title: Re: ☼Meph Tileset☼ V4.8 (32x32) - 44.12 - updated 16st Feb - Sand Set
Post by: Dragonslayerelf on February 20, 2019, 03:57:31 pm
Not that I want to impart other work on you or make you do something you don't want to and/or have the time to do, but I think it'd be nice if, instead of integrating it into your default tileset and making it a part of the overall thing, just add a little submod or something that would, while affecting the balance of the game, also make it so other races would be viable to use? Kinda like how you've integrated Vordak's dwarf skins whilst also keeping your own as a setting. I'm not sure how much effort that would take, as I'm not well versed in what DF modding is like, so I completely understand if you wouldn't want to do that for various reasons, but it'd be nice! Also, thanks for the really cool pack, this'd be a nightmare to put together all by itself.
Title: Re: ☼Meph Tileset☼ V4.8 (32x32) - 44.12 - updated 16st Feb - Sand Set
Post by: BlightTrain on February 20, 2019, 10:52:42 pm
Love the tile-set, sexy as hell, especially the new Egyptian-themed one, I might have to redecorate the inside of my fort if it doesn't go to hell before I can figure out if it's save compatible.

Have a few questions:

1) When I tried making Adamantine floors/walls/doors/tables/chairs/etc to see how they look in-game, out of Adamantine Wafers if it matters, the graphics were that of your normal Metal set, not your custom Adamantine one pictured in the OP, which I do also see in data\art\_Meph_constructions.png
I would post a screen shot but that fortress experienced a bit of fun that not spending Adamantine on walls and floors could have solved.
I did also manage to find the data\init\overrides.txt which references the .png and has what look like entries for the other material set types, but I couldn't find any for Adamantine.
Now I'm completely new to using mods so although I was able to find those files in the data\art and data\init directories I know precisely as much about modding and understanding anything related to modding as a dwarven child knows about doing things other than breaking out of my fortifications and charging undead hordes with nothing other than their tiny little bearded fists and getting themselves killed as if merely pretending to be a ghost haunting my fortress while they play make believe and drinking all my alcohol isn't bloody good enough for them anymore.
So either I'm doing something horribly brain-dead wrong, which is more than likely since I always do my best to match drinks with my dwarves while I play for maximum dwarven fortress overseer immersion, or those Adamantine constructions took after those dwarven children and somehow disappeared from the files at some point, and no one noticed because no one has as of yet been insane enough to actually blow their precious Adamantine on building walls and floors.

2) Aside from having the Varied Statues checked, which was enabled by default, is there something else I have to do to get them in-game?
I've only tried building statues with Gold so far but they came out looking as they do in data\art\_Meph_furniture-top.png (https://i.imgur.com/QGAgFxi.png)

3) I'm also trying out the included Fortress Defense mod, so far I've seen the Raptormen, Frogmen, and White Tigermen.
The Frogmen and Tigermen had their graphics working as far as I could tell, but the Raptormen appeared as some grey open hand image (https://i.imgur.com/PE927QK.png) (not the purple undead hand with the grave) I tracked down to the data\art\_Meph_32x32.png file, it's the 6th from the top and 3rd from the left if my alcohol-addled mind has somehow managed to count correctly, right above the monkey.
I'm using the Vordak's Dwarves which is enabled by default if it matters.
I don't have a bloody clue what that hand icon is supposed to indicate so maybe I'm insane and it was working correctly because the Raptormen just really like waving at me while they free my children from their terrible misery of only pretending to be ghosts.
Thank you very good Raptormen maybe now my adults who occasionally stop partying long enough to do an entire half of an hour of work every bloody month will stop complaining about the lack of alcohol while they come to my office and complain that no one has mined out their bloody bedrooms right next to my strategically placed stockpile with no less than one pick for every single dwarf in the fortress with mining enabled which is every single one of those lazy bastards.
I'm considering performing a little self therapy by letting our Lord and Savior Armok take them in the first of many sacrifices to build and consecrate an all new fortress out of the glorious new sand tile-set.

4) Speaking of enabling labors and therapy, the included Dwarf Therapist is telling me version 41.0.3 is available, and it was easy enough to download and replace in the utilities folder, just thought I'd give you a little heads up in case you feel like including the updated one in your next release. https://github.com/Dwarf-Therapist/Dwarf-Therapist/releases/tag/v41.0.3
5) More on the included utilities, two of them, "Announce" and "DFMon", (https://i.imgur.com/jMufLAd.png) won't launch from your launcher.
With Armok's blessing I think I have managed to divine that "Announce" is the "Announcement Window" in the utilities folder, and it works if you run the .exe from the there, but if you run it from your launcher it gives the message:
Quote
"An error has occurred. Please see the created ERRORLOG.txt file and email it to dfstorymaker@gmail.com, or let TheGazelle (either on Reddit or the Bay12 forums) know about its contents so he can fix it."
I have a sneaking suspicion some certain pip-squeak ghosts have found their way into your launcher's shortcut pathing on their path to hell and have decided to take up residence and spend their time making stories about punching undead in their eternal quest to play make believe.
I'm about to make a story about what happens to drunk freeloading dwarven fortress rats who don't stop haunting my bloody Announcement Window.

"DFMon" I couldn't find in the utilities folder.
I tried downloading it separately from http://dffd.bay12games.com/file.php?id=7946 and put the "DFMon V0.9" folder in your utilities folder and the launcher miraculously managed to launch it, but it gave me some error log that my brain cell deficient skull has no hope in hell of deciphering aside from some little "A 32 bit processes cannot access modules of a 64 bit process." comment.
Launching it from it's own .exe in the utilities folder returned the same error.
It's beginning to dawn on me that maybe this program which was last updated 6 years ago may perhaps be too outdated to work with the current build of Dwarf Fortress.
Or that like with most other things in life I am spectacularly failing to see something directly in front of my face.
If it really is obsolete I see you've got more than 18 utilities included in there, and 11 shortcut spots on the launcher, could grace one of those other utilities with that shortcut slot.
I had no idea any of those other utilities were even packaged with this until I tried to figure out why those two weren't launching.

Thanks for putting together this tile-set and giving it a whole launcher, I tried the LNP first and wanted to use your tile-set but it was only partially in there, and I couldn't tell my hand from my ass when I tried to get your updated set installed in there.
It's even got the Fortress Defense mod with my new favorite baby-sitters the Raptormen of the Grey Hand which I wouldn't have even known about if I used the LNP.

Cheers for making it


Not that I want to impart other work on you or make you do something you don't want to and/or have the time to do, but I think it'd be nice if, instead of integrating it into your default tileset and making it a part of the overall thing, just add a little submod or something that would, while affecting the balance of the game, also make it so other races would be viable to use? Kinda like how you've integrated Vordak's dwarf skins whilst also keeping your own as a setting. I'm not sure how much effort that would take, as I'm not well versed in what DF modding is like, so I completely understand if you wouldn't want to do that for various reasons, but it'd be nice! Also, thanks for the really cool pack, this'd be a nightmare to put together all by itself.

Friend has Meph got a mod for you: http://www.bay12forums.com/smf/index.php?topic=125638.0

Although goblins aren't in yet they're on the TO-DO list
Quote
- Playable goblins, dark fortresses with dungeons full of slaves."
but you could try out the other races (Kobolds, Orcs, Humans, Succubi) or the fleshed out Dwarves while you wait
I haven't tried it out myself yet since I still need more experience with vanilla DF before I venture in, but I had a look at some of the mod files
The races even have their own unique toys to make and play with
From the item_toy.txt, here's the ones for the Succubi
Quote
[ITEM_TOY:ITEM_TOY_HANDCUFFS]
[NAME:handcuff:handcuffs]
[HARD_MAT]

[ITEM_TOY:ITEM_TOY_BLINDFOLD]
[NAME:blindfold:blindfolds]
[HARD_MAT]

[ITEM_TOY:ITEM_TOY_FLOGGING_WHIP]
[NAME:flogging whip:flogging whips]
[HARD_MAT]
I'm about to throw that part in to my game for all those intoxicated children infecting my fort
Let's see those bastard freeloaders try to drink my fortress dry when they're blind, flogged, and cuffed to a stone fall trap
Title: Re: ☼Meph Tileset☼ V4.8 (32x32) - 44.12 - updated 16st Feb - Sand Set
Post by: LeoCean on February 20, 2019, 11:20:30 pm
Don't be sure someone would have noticed, the alpaca or something like it was the wrong tile in space fox for over a year before someone noticed. You can't start with Adamantine floors.(Well you could if you made modifications or cheated it in with dfhack, that and I think train tracks were opposite of what they should have been, but they were used.)

You can make it so dwarven children grow up within a year to adult form,(you can set their size for each year of growth) instead of being small babies. Just pretend they are like the amazons and made of clay, the dwarves make new ones in their workshops..(just an option)

(Do new items even apply to old saves? I know there's a script you can run to inject raws to a ongoing game, but I forget what its called but from what I remember to add new things without it, it'd require a new game. So if you really want to test if there's actually floors just do a quick new small map, add adaminite wafers cheat by typing dwarf fortress cheats into google and add those reactions)
Title: Re: ☼Meph Tileset☼ V4.8 (32x32) - 44.12 - updated 16st Feb - Sand Set
Post by: BlightTrain on February 21, 2019, 12:42:39 am
So if you really want to test if there's actually floors just do a quick new small map, add adaminite wafers cheat by typing dwarf fortress cheats into google and add those reactions
Alright it looks like we don't need reaction modding to test, all we have to do is use this DFHack command: http://dwarffortresswiki.org/Utility:DFHack/createitem
Quote
createitem [Item token] [Material] [Quantity (optional)]
So if I'm doing this right
Quote
createitem BAR INORGANIC:ADAMANTINE 200
createitem ARMORSTAND INORGANIC:ADAMANTINE 2
createitem BOX INORGANIC:ADAMANTINE 2
createitem BED INORGANIC:ADAMANTINE 2
createitem CABINET INORGANIC:ADAMANTINE 2
createitem CHAIR INORGANIC:ADAMANTINE 2
createitem DOOR INORGANIC:ADAMANTINE 2
createitem STATUE INORGANIC:ADAMANTINE 2
createitem TABLE INORGANIC:ADAMANTINE 2
createitem WEAPONRACK INORGANIC:ADAMANTINE 2
(https://i.imgur.com/DNRiOrs.png)
There we are, 130 Adamantine Wafers to make enough walls, floors, and ceiling for that little room if that bookkeeper sitting there was sober enough to count correctly.
Quote
This is a adamatine statue of a devil of coal. The item is an image of a devil of coal in adamantine.
The circus is going to pay me a visit for this.

You can make it so dwarven children grow up within a year to adult form,(you can set their size for each year of growth) instead of being small babies. Just pretend they are like the amazons and made of clay, the dwarves make new ones in their workshops..(just an option)
I tried that before, hit the Faster Adults in the launcher then traced the change to \raw\objects\creature_standard.txt [CHILD:12] under [CREATURE:DWARF] and changed it to [CHILD:2]
Problem was they would still Play Make Believe when idle under the age of 12, so although they would build constructions, they would just stand there playing after they completed it, so if they decided to stand where something else needed to be constructed, a very necessary wall for example, it would never happen because Urist McAboutToGetEatenByAForgottenBeast cancelled construction because error creature aka idiot child in the way.
And children who play make believe never go to meeting areas in my experience, they will only stand in one place playing until it's a brilliant time to eat, sleep, and drink my barrels dry.
So they actually sent that fort to circus in that regard.
But as I stated before: I can't tell my hand from my ass when it comes to modding yet,
(Do new items even apply to old saves? I know there's a script you can run to inject raws to a ongoing game, but I forget what its called but from what I remember to add new things without it, it'd require a new game.
So I wonder if I even knew to start a new game after I changed it
Either way kids are worse than clowns.  I wish I could chain them up at my entrance as watch dogs to bark the Kobolds away, and use my actual dogs for other things
Title: Re: ☼Meph Tileset☼ V4.8 (32x32) - 44.12 - updated 16st Feb - Sand Set
Post by: Meph on February 21, 2019, 04:21:03 am
First of all: Thank you so much for the extensive feedback. I love reading stuff like that, it's really helpful.

1. Adamantine set is not finished. I do have the walls, but never made the sprites for the furniture. It's simply not a feature I released yet, because it's not done. Not high-priority, because people use adamantine mostly for weapons and armor.

2. Varied statues are only for normal rock. 256 rock statues. ;) The other materials have 1 statue sprite each.

3. I'll check on the raptormen.

4./5. Thanks. Been a while since I meddled with launcher/utilities.

Quote
Do new items even apply to old saves?
Nope.
Title: Re: ☼Meph Tileset☼ V4.7 (32x32) - 44.12 - updated 1st Feb - HedgeMaze & Improvements
Post by: Giant Dwarf on February 21, 2019, 05:15:45 pm
Quote
Is there a way to not have all those stones listed as economic (and still have this feature working)?
Nope, that's just how DF works.
Ah, ok. Sad.

But is it possible for you to change it in a way, that the non-economic stone is non-economic, when this feature is turned off?
Because I didn't enable this feature, but it still lists almost all stones as economic now.
The way it currently works is this:
 - Disabling the feature removes the reaction from your civ, but the reaction still exists. (deep down DF knows that stone can be used in it, hence it's economic)

I could change the launcher to remove the entire reaction too. It's just a few extra lines, which would fix your issue. Btw, you can do that yourself by just deleting reaction_meph, reaction_brickoven and reaction_crematory. Those contain all the custom reactions that the tileset adds. Of course you should keep everything turned off in the launcher, otherwise it will throw a lot of error messages.
It worked.
But somehow the smoothed floor now looks different. And also I can't see the engravings at all (didn't use Extra Engravings).
Title: Re: ☼Meph Tileset☼ V4.8 (32x32) - 44.12 - updated 16st Feb - Sand Set
Post by: BlightTrain on February 22, 2019, 12:53:24 am
The plant block constructions, the grass floors and hedge maze walls, do not appear to be displaying properly
Image:
Spoiler (click to show/hide)

When I look in the overrides.txt I see this
Code:
Spoiler (click to show/hide)

_Meph_extra_decorations_2.png doesn't have any grass or anything like that as far as I can tell, but _Meph_smoke_animation.png does
So I replace the :_MDF_overrides_14: with :_MDF_overrides_15:
Image:
Spoiler (click to show/hide)
There we go, this is on your 4.8 release by the way

The hedge walls in the screenshots you put in the 4.7 update post on page 132 are a much more vivid green than mine, looks like the same color green as in the _Meph_smoke_animation.png
I've never changed any of the color settings in the launcher, only the font to Meph_simple, do you have different color settings enabled that give them that look?

Cheers

EDIT: Threw things in spoilers because it was a gigantic wall of a post
Title: Re: ☼Meph Tileset☼ V4.8 (32x32) - 44.12 - updated 16st Feb - Sand Set
Post by: Meph on February 22, 2019, 05:35:55 am
Wow... how did that happen? Thanks.

They are a different color because I used hardcoded green color at my test, but then decided to let the game add the plant-color on top at the release. This way you can build differently colored hedges, by using different plants. In theory. Most of them are green/dark green.
Title: Re: ☼Meph Tileset☼ V4.8 (32x32) - 44.12 - updated 16st Feb - Sand Set
Post by: BlightTrain on February 23, 2019, 02:07:03 am
Wanting to check out the sand theme, and since the Kiln only has the "Shape bricks (4) from sand" and having no idea how/if it's possible to get all the different types in one embark, I used DFHack's createitem command to get all this in-game
Commands: createitem [Item token] [Material] [Quantity (optional)]
Spoiler (click to show/hide)
Images:
Spoiler (click to show/hide)
Top Left:        SAND_TAN         same color scheme as SAND_YELLOW, doors/hatch cover are red, is that the red that SAND_RED is supposed to be?
Top Right:       SAND_YELLOW   colors all appear to be as intended
Bottom Left:    SAND_RED         is it supposed to look gold rather than red?  doors/hatch cover are the same color as the SAND_WHITE set
Bottom Mid:     SAND_BLACK      doors/hatch cover are the same color as the SAND_WHITE set
Bottom Right:   SAND_WHITE     doors/hatch cover look darker than the rest of the set, not sure if said doors/hatch are working as intended since SAND_YELLOW's doors and hatch are the exact same shade as the rest of it's set
Bottom Picture: Your V4.8 Post   looks the same as it does in _Meph_extra_decorations_2.png

I'm hoping SAND_TAN is supposed to look the way it does in your V4.8 Post because that's my favorite shade
If not (so I can edit for personal preference) you said you used a different color for the test image you took of the hedges in the V4.7 Post (where they looked the same color as they do in _Meph_smoke_animation.png) and a different color for release, do you know what I should edit to make SAND_TAN display as it does in your picture and _Meph_extra_decorations_2.png?

Also, aside from the issues with the doors and hatch covers, you can see the text looking stuff behind the cabinets, chests, slabs, and coffins
Looking at _Meph_extra_decorations_2.png and _Meph_extra_decorations_2-bg.png appears to reveal why:
Spoiler (click to show/hide)
You can see said text behind where the cabinet, chest, slab, and coffin reside

The display issues with the doors and hatch covers reminds me of a similar problem I encountered, I got the Adamantine sprites you made working in-game perfectly fine, then I noticed that sexy green cloth themed one that's in _Meph_extra_decorations_2.png above the sand theme, found it to be the THREAD_PLANT one in the overrides.txt, and that similar to the Adamantine you hadn't gotten around to finishing adding the rest of the entries for it, the construction entries were in and working but the furniture wasn't yet.
I copied the furniture entries for SILVER, since they were in the same position in _Meph_furniture.png as the THREAD_PLANT furniture was in _Meph_extra_decorations_2.png, changed the _MDF_overrides_7 to _MDF_overrides_14 for everything that had a sprite in the same position, then tested:
Here's the overrides.txt code:
Spoiler (click to show/hide)
The createitem commands:
Spoiler (click to show/hide)
And the Image:
Spoiler (click to show/hide)
Chests, Coffers, and Bags are all a BOX in the game files, the in-game difference being what they're made out of, so of course the BOX comes out to be a bag since it's made of thread, but that's not an issue
First take note that the Cage, Barrel, Bin, Door, and Hatch Cover lines were not changed yet aside from replacing "::::INORGANIC:SILVER" with ":::THREAD_PLANT" so I figured they should still just be displaying the same Silver sprites.
The Cage, Barrel, and Bin did. They displayed as the Silver sprites perfectly fine.
The issue is again the doors and hatch covers, like up above with the sand, except the doors are just displaying as black squares and the hatch cover is displaying part of the sprite on top of a black square.
I tried replacing the door and hatch cover entries with ones from the other furniture type entries like metal, rock, gold, even your copper one, only changing the material at the end.
Every time I got the same black squares and DFHack, immediately upon finishing loading my save, always gave me this:
Spoiler (click to show/hide)
"TWBT: invalid material flag THREAD_PLANT"
Like I said before I'm completely new to modding DF, I've just been attempting to read through and make sense of your mod files, so I've got no clue about TWBT or how it works.
Plant thread is of course not a valid building material for doors or hatch covers in vanilla DF, so considering the error message, I wonder if TWBT would have needed to be programmed to recognize it as a valid building material for doors and hatch covers in order to display them properly, or something
If that is the case, I wonder if the issue with the sand is a similar one:
Although DFHack isn't giving any errors about the sand doors or hatch covers, you can't make said items with sand in vanilla DF (as far as I'm aware)
So maybe it's not just the plant thread doors/hatch covers which aren't displaying correctly because of an issue in TWBT
Maybe that's the issue the sand ones are having as well

You've been modding the game since 2011 so maybe you'd have known what's up just from looking at it
If not, I hope I saved you a chunk of troubleshooting time because I just looked at the clock and I've apparently been trying to figure out what's going on with all these doors for the past 6 hours

wew

EDIT: Aside from letting me know how to edit SAND_TAN to make it look the way it does in your V4.8 Post, could you please also tell me how to get the hedge rows to have that nice green from your test screenshot?
I've tried making them out of every single plant at the surface of a 4x4 embark and they all come out the same darker green.
If there's also a way to get the constructed grass floors to have a nicer green, like the natural grass in:
Spoiler (click to show/hide)
That would be amazing as well

Cheers
Title: Re: ☼Meph Tileset☼ V4.8 (32x32) - 44.12 - updated 16st Feb - Sand Set
Post by: Meph on February 23, 2019, 09:59:26 am
...

I think I shouldn't release stuff as quickly as I do.

The different colors are mostly from the color scheme. Try default Ascii colors, it should look as intended. Currently the tileset uses spacefox (I think), which has weird pastel tones everywhere. If you want to change the color tokens in the raws, go to inorganic_soil.txt and add the color from http://dwarffortresswiki.org/index.php/DF2014:Color that you want to use.

Hatches and doors use hardcoded colors because DF is weird and would use an inverted-tile for them, so I have to force the foreground color on those.

Sorry about the text, no idea how I missed that, but it's in the -bg/-top TWBT files. They are related to transparency and I don't check them regularly. :/
Title: Re: ☼Meph Tileset☼ V4.8 (32x32) - 44.12 - updated 16st Feb - Sand Set
Post by: BlightTrain on February 24, 2019, 12:46:30 am
I checked out inorganic_stone_soil.txt and read the wiki page, which told me what DISPLAY_COLOR does, then saw that SAND_WHITE, BLACK, and RED respectively had 178, 202, and 191 for their first values.
I eventually managed to find that color chart you posted in http://www.bay12forums.com/smf/index.php?topic=170644.0
Spoiler (click to show/hide)
That put WHITE as pearl, BLACK as taupe gray, and RED as rust, which weren't how they looked in-game, as you could see in that screenshot from the 4.8 release in the previous post:
Spoiler (click to show/hide)
Then I noticed saffron, the color right under rust, looked just like what SAND_RED was coming up as in-game, and then that WHITE was coming in as periwinkle, under pearl, and BLACK was showing taupe, under taupe gray.
After comparing to the descriptor_color_standard.txt, it seems 141 eggplant is on that color chart but not in your game files, so everything past it was shifted down a number.
Decreasing those three values by one, then setting SAND_TAN to 199 Tan and SAND_YELLOW to 145 Gold as a test gave me this:
Spoiler (click to show/hide)
Here's the changed DISPLAY_COLOR that was used in that screenshot:
Spoiler (click to show/hide)
I guess those are probably the colors you were intending?
In addition, the colors from descriptor_color_standard.txt always display the same no matter what color scheme, spacefox or vanilla, you have active, so no need to worry about that.
These are the 5 shades of yellow that aren't neon hell in-game, if you're trying to figure which one to pick:
Spoiler (click to show/hide)

I'm not sure what you meant about the doors using an inverted tile, they display perfectly fine for me in-game, even when creatures/dwarves are going through them:
Spoiler (click to show/hide)

No idea what those numbers between the DISPLAY_COLOR and the TILE do though.
[STATE_NAME_ADJ:ALL_SOLID:sand][DISPLAY_COLOR:199:199:0]6:4:1[TILE:141]

And I don't know how much of a pixel perfectionist you want to be, but the coffin could be moved 1 pixel to the left to line it up in the center, just like the bed, if you want:
Spoiler (click to show/hide)

Also, since I tried to label the sand materials in that screenshot I also noticed the letter A seems to be a dwarf and B seems to be locked in a cage:
Spoiler (click to show/hide)

...

I think I shouldn't release stuff as quickly as I do.

Aww... now I feel bad for hitting you up with all these bug reports, but trying to figure out what's what in these files and how they work is teaching me how to mod these things
I can't find any tutorials on TWBT or the overrides.txt or what half of the values in some color things even affect
Having these bugs to get me to experiment with your files by changing values around is actually getting me to learn how to do all this stuff
Now I know how to make these sand blocks in every color I could possibly want
AND (Thank Armok) I found out we don't even have to generate a new world to test color changes in inorganic_stone_soil.txt, I just have to edit the one in the save folder then load the save to see all the colors from descriptor_color_standard.txt
Really I could build the whole fort without worrying about the color then swap it around at a whim like some insane home decorator who can't live with walls being any one color for more than a week
This is going to make fort styling so much bloody easier
Which, due to the lack of tutorials, I would have never been able to figure out that I can even do if not for trying to troubleshoot the random display issues
So I'm quite thankful you made the photoshop mockups for the preview images rather building them ingame then seeing the problems and fixing them before release :D

Please feel free to keep releasing stuff as quickly as you do

Cheers
Title: Re: ☼Meph Tileset☼ V4.8 (32x32) - 44.12 - updated 16st Feb - Sand Set
Post by: Meph on February 24, 2019, 05:43:11 am
Blighttrain, can I keep you? :D This is fantastic.

Quote
No idea what those numbers between the DISPLAY_COLOR and the TILE do though.
[STATE_NAME_ADJ:ALL_SOLID:sand][DISPLAY_COLOR:199:199:0]6:4:1[TILE:141]
The numbers are the original, vanilla color values. If something goes wrong, I can easily find them. Since they lack the brackets, DF completely ignores them.
Title: Re: ☼Meph Tileset☼ V4.8 (32x32) - 44.12 - updated 16st Feb - Sand Set
Post by: LeoCean on February 24, 2019, 12:56:14 pm
You can also change [ whats in here ] for creatures/reactions/buildings so long as you don't add new [ ] and just edit whats inside of the existing [ ]. Probably wouldn't want to change the [Creature:Dwarf/dog] type stuff but everything below them is editable. At least new creatures will have those changes, you can't change existing creatures through that method, unless you edit them 1 by 1 somehow. If you gave a creature a greyscale(in the graphics folders images) and added color to it(in the creature_ file), you could definitely change its color. Of course it'd probably look weird compared to coloring it directly.

Spoiler (click to show/hide)
Title: Re: ☼Meph Tileset☼ V4.8 (32x32) - 44.12 - updated 16st Feb - Sand Set
Post by: BlightTrain on February 25, 2019, 03:55:54 am
Blighttrain, can I keep you? :D This is fantastic.
Happy to help, I've been enjoying the tile-set and everything that comes with it so I'm glad I could assist

Question: I started in a forest and I had so many logs all over the ground it was lagging my stocks menu just trying to load all them, so that gave me the idea to test out the campfire.
So I light it up and it expands to around a 15 tile diameter then my game starts chugging and plummets down to 1 fps.
I kill the game then disable animations so I can start a fresh fire and see if that helps.  It doesn't.
I figure I'm just going to have to wait it out, then after it eventually chugs to around a 100 tile diameter, it starts running fine at a stable 30 fps.
It runs like that for a minute or so then it starts chugging back to 1 fps.
Another few minutes then it lets up again back to a stable 30, and thankfully I had SoundSense running and the Announcement Window utility on my 2nd monitor.
I notice my web gatherer and one of my hunters was fighting some giant enemy crab or something in the caves underground.
During the battle my fps was fine but after the battle it dropped back down to running at 1 fps again, so I disabled those labors on everyone who had them, but then it started raining and put out the fire.
The game was back to running fine again, but I had to wait what felt like 10 minutes for the rain to stop.
After it stopped I was finally able to light the large campfire and watch the map start to burn at a stable 30 fps.
So I exit out and turn animations back on and it runs without a hitch, and I'm able to watch the entire landscape go up in flames and it was glorious
Except for the trees
That Armok damned blasted overgrown elf hugging infection of a forest somehow managed to survive the fire from hell, continuing to tower all around and above my walls like a never ending miasma of elf shit as if taunting me while I watched another one of those sapling bastards sprout up into another one.
What the bloody hell

So here's the question: Is it possible to mod the fire your campfire starts to burn away trees as well?
I can barely turn their downed logs into charcoal before those bastards are back at my walls like magic elven siege towers letting every race in the fortress defense mod jump my walls like bloody harpies
I know I could pave roads or build floors on the ground around the walls to stop those wooden vermin from reproducing but we have neither the time nor dwarfpower to do any of that along with all the other stuff we have to do to keep the fort alive in between sieges
I have to go full Catachan by mowing the lawn with flamethrowers every day or we're going to lose the surface

If there's no way to get the fire to burn trees maybe I'm just going to have to cut them all down every morning first and then light the fire to dissolve the logs
Legendary skill wood cutter here we come

Of all the ways I heard Dwarf Fortress has to kill you before I started playing, I never expected the damn trees.
Title: Re: ☼Meph Tileset☼ V4.8 (32x32) - 44.12 - updated 16st Feb - Sand Set
Post by: Meph on February 25, 2019, 10:24:52 am
The FPS drop has nothing to do with the graphics, it's the temperature calculations and resulting pathing around the hot no-go zones. At least it should be, in theory.

Trees won't burn, Toady never added that. Can't mod that either, they are terrain.

If you want to get rid of logs, crematory, wood furnace or atom-smash them.

Why do you want to get rid of trees btw? They don't do anything harmful.
Title: Re: ☼Meph Tileset☼ V4.8 (32x32) - 44.12 - updated 16st Feb - Sand Set
Post by: KassaK on February 25, 2019, 11:25:41 am
Hey Meph, I have a question for you, why do you have 2 differents launcher ? This one, and another for Masterwork ?

Is it complicated to combine the 2 ? => Less work for you, more fun for us !!

I'm asking because Masterwork does not use the latest version of your tileset and I have the impression that it makes you double work to update everything.

Why not do a single launcher to rule them all ?

And thanks you for your awesome work, you're awesome, long life to you !
Title: Re: ☼Meph Tileset☼ V4.8 (32x32) - 44.12 - updated 16st Feb - Sand Set
Post by: Meph on February 25, 2019, 01:15:32 pm
It's because they do different things on different versions. ^^

It's far easier to update them independently. The MasterworkDF mod doesn't have this tileset because it would mean a lot of work and there is something else I'm working on too, which might make it obsolete anyway.

Thanks and greetings from Bavaria :)

I hope to get a bugfix up today, just testing everything to be sure this time. The color offset by one number rattled me quite a bit, because Splint had weird colors as well and I thought it was because of his modded save. It might be that BlightTrain helped a lot more than he thought.

I know that at some point I removed and/or added the entry "EGGPLANT" for colors at some point. It got lost in some update, Jecova pointed it out to me long ago. And that one missing color definition token might have moved all the colors one step. 
Title: Re: ☼Meph Tileset☼ V4.8 (32x32) - 44.12 - updated 16st Feb - Sand Set
Post by: Splint on February 25, 2019, 01:52:43 pm
Eggplant was missing according to a number of ZM's creatures, and you never bothered/refused to put it back in because only eggplants used the color by default (however I can confirm some procedural stuff will as well - an eggplant colored weremammoth wasn't something I expected to ever see.)

Which I was as useful to the bugfixing process. I generally assume anything that breaks in my game is my own fault.
Title: Re: ☼Meph Tileset☼ V4.8 (32x32) - 44.12 - updated 16st Feb - Sand Set
Post by: Meph on February 25, 2019, 01:57:55 pm
Procedual stuff shouldn't be able to use it if it's not in the raws.

I was mostly afraid that adding it back in after assigning all the colors would offset them by one, but maybe it's the other way around.
Title: Re: ☼Meph Tileset☼ V4.8 (32x32) - 44.12 - updated 16st Feb - Sand Set
Post by: Splint on February 25, 2019, 02:01:15 pm
Procedual stuff shouldn't be able to use it if it's not in the raws.

Oh, no. I learned that in a vanilla save. Had assumed werecreatures used the base creature's available color patterns. Turned out my assumption there was wrong (as I had never seen something that outlandish before.)
Title: Re: ☼Meph Tileset☼ V4.8 (32x32) - 44.12 - updated 16st Feb - Sand Set
Post by: Meph on February 25, 2019, 03:21:19 pm
In a vanilla game with this tileset, while missing the eggplant entry?
Title: Re: ☼Meph Tileset☼ V4.8 (32x32) - 44.12 - updated 16st Feb - Sand Set
Post by: Splint on February 25, 2019, 04:35:31 pm
In a vanilla game with this tileset, while missing the eggplant entry?

No, I mean I ended up with an eggplant colored weremammoth in a vanilla game. I mean really, what sane person would use this tileset's barebones version? Sort of defeats the point.

I had assumed weres would use whatever counted as "natural" colors for whatever animals they are. Clearly I had just gotten boring-colored monsters. But it still means stuff besides eggplants - such as demons and werebeasts - will also use the color, as well as, of course, modded creatures such as ZM's various plant-based monsters.
Title: Re: ☼Meph Tileset☼ V4.8 (32x32) - 44.12 - updated 16st Feb - Sand Set
Post by: Meph on February 25, 2019, 06:16:32 pm
Ah, yeah, that's a non-issue.

I thought you meant that you had a eggplant-colored procedually generated creatures using a save in which I deleted the eggplant color definition token, which... would be highly odd, to say the least.
Title: Re: ☼Meph Tileset☼ V4.8 (32x32) - 44.12 - updated 16st Feb - Sand Set
Post by: Meph on March 03, 2019, 09:50:14 am
Sorry, I got a bit sidetracked the last couple of days. Update is coming later today. :)
Title: Re: ☼Meph Tileset☼ V4.8 (32x32) - 44.12 - updated 16st Feb - Sand Set
Post by: Meph on March 03, 2019, 02:50:44 pm
UPDATE!

Download: Meph Tileset V4.9 (http://dffd.bay12games.com/file.php?id=13407)
You can support the tileset on Patreon (https://www.patreon.com/meph) or as a one-time donation on Paypal (https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=ZTPEFV6LCDDAJ).

I got a bit of a strange mood, especially after seeing waterphage13's idea about tables/chairs that merge into one large sprite. This update adds the following:
 - Bugfixes for hedges and sand colors/sprites. Super special thanks to BlightTrain!
 - 2 new workshops: Carpetlayer and Furniture Shop, featuring a grand total of 372 new reactions.
 - Carpets, 3 different designs, 114 colors.
 - Banquet table: Giant tables assembled from up to 15 different designs.
 - Benches: Giant "chairs" assembled from up to 15 different designs.

How it looks? Here an example dining room I build:
(https://i.imgur.com/7YtSvL6.png)

You can see the three carpet patterns: The wavy/silken on the left, it's edges I adorned with the checkered carpet, and on the right you see a rug/uniform carpet. On top of the carpets, I build same banquet tables and benches.

Now, how does all of this work?

The carpetlayer makes 4 cloth-blocks from 1 piece of cloth. You can use those to build carpet-floors, just like any other floor. You can also build any other construction like stairs or walls with them, as seen above. You can freely pick a color, no need for dye. (Done because there are over 100 colors, but only like 6 dyes in the game)

The furniture shop makes 1 piece of the table or bench from 1 boulder. They are labeled with their direction, like (N) bench or (EW) banquet table. In this example, you'd have the northern-end of a bench and the east-west aligned table. It's a bit tricky first figuring out where exactly which piece should go, but once you understand the naming scheme, it's easy. NESW is north-east-south-west, aka the four-way piece for the center.

The furniture is fully functional and dwarves use them. :)

PS: Maybe I can do that for a few more furniture pieces... giant bookshelves for example, or long sections of armor and weapon racks... depends how much people like this sort of thing. Oh, giant statues, 2x2 or 3x3 could also be a thing.
Title: Re: ☼Meph Tileset☼ V4.9 (32x32) - 44.12 - updated 3rd March - Furniture/Carpets
Post by: Splint on March 03, 2019, 03:48:19 pm
Okay, I gotta admit that's some pretty sweet carpeting.
Title: Re: ☼Meph Tileset☼ V4.9 (32x32) - 44.12 - updated 3rd March - Furniture/Carpets
Post by: Meph on March 03, 2019, 03:56:51 pm
A big improvement over the old system. Now you can build tons of them at once, and the transparent parts of the furniture show the carpet underneath. :)
Title: Re: ☼Meph Tileset☼ V4.9 (32x32) - 44.12 - updated 3rd March - Furniture/Carpets
Post by: Pvt. Pirate on March 04, 2019, 05:08:02 am
in your screenshot, the NE bench corner has an offset of one pixel to the east. i bet you can fix it in no time.
it looks awesome!
Title: Re: ☼Meph Tileset☼ V4.9 (32x32) - 44.12 - updated 3rd March - Furniture/Carpets
Post by: Splint on March 04, 2019, 05:50:09 am
in your screenshot, the NE bench corner has an offset of one pixel to the east. i bet you can fix it in no time.
it looks awesome!

You just had to point that out.

Now it's buggin' the shit out of me.
Title: Re: ☼Meph Tileset☼ V4.9 (32x32) - 44.12 - updated 3rd March - Furniture/Carpets
Post by: Meph on March 04, 2019, 07:53:15 am
I know.

I fixed that before the release, just was too lazy to build another dining room ingame. ^^
Title: Re: ☼Meph Tileset☼ V4.9 (32x32) - 44.12 - updated 3rd March - Furniture/Carpets
Post by: Pvt. Pirate on March 04, 2019, 12:56:37 pm
in your screenshot, the NE bench corner has an offset of one pixel to the east. i bet you can fix it in no time.
it looks awesome!

You just had to point that out.

Now it's buggin' the shit out of me.
I know that feel, Bro.
I know.

I fixed that before the release, just was too lazy to build another dining room ingame. ^^
i thought so.
Title: Re: ☼Meph Tileset☼ V4.9 (32x32) - 44.12 - updated 3rd March - Furniture/Carpets
Post by: seht on March 04, 2019, 01:00:16 pm
I noticed that kobolds are set to playable in adventure mode, and I'm wondering:  what settings in the launcher's default deviate from vanilla?

Also in regards to adventurer mode, how stable will it be, and how far am I likely to get? Do you recommend against it altogether? Any tips, generally?

edit: aquifers are also off lol

edit II: You can also set off from goblin strongholds...are goblins peaceful with their ringleaders? At this point I thought maybe this is actually just the masterwork mod, which I know nothing about, but I'm pretty sure that has orcs and a whole ton of things in it, which I haven't seen any hint of so far.
Title: Re: ☼Meph Tileset☼ V4.9 (32x32) - 44.12 - updated 3rd March - Furniture/Carpets
Post by: Pvt. Pirate on March 05, 2019, 01:48:50 am
kobolds are playable in adv mode if there are some kobolds in your civ.
Title: Re: ☼Meph Tileset☼ V4.9 (32x32) - 44.12 - updated 3rd March - Furniture/Carpets
Post by: Meph on March 05, 2019, 07:31:42 am
I noticed that kobolds are set to playable in adventure mode, and I'm wondering:  what settings in the launcher's default deviate from vanilla?

Also in regards to adventurer mode, how stable will it be, and how far am I likely to get? Do you recommend against it altogether? Any tips, generally?

edit: aquifers are also off lol

edit II: You can also set off from goblin strongholds...are goblins peaceful with their ringleaders? At this point I thought maybe this is actually just the masterwork mod, which I know nothing about, but I'm pretty sure that has orcs and a whole ton of things in it, which I haven't seen any hint of so far.
If you think the tiny cosmetic changes and occasional balance changes from the launcher are in any way the scope of MasterworkDF, I just don't know what to say.

In general I don't recommend the tileset for adv-mode, because TWBT is not optimized for it and many, many different things will look strange, because no overrides for them can be done.
Title: Re: ☼Meph Tileset☼ V4.9 (32x32) - 44.12 - updated 3rd March - Furniture/Carpets
Post by: ZayZe on March 05, 2019, 05:34:46 pm
Meph is such a god and everyone who assists him.

My dwarf experience is so great cause of Meph

 :'( :'( :)
Title: Re: ☼Meph Tileset☼ V4.9 (32x32) - 44.12 - updated 3rd March - Furniture/Carpets
Post by: Pvt. Pirate on March 05, 2019, 06:32:09 pm
Meph is such a god and everyone who assists him.

My dwarf experience is so great cause of Meph

 :'( :'( :)
no matter how much? i'm a god now?
Title: Re: ☼Meph Tileset☼ V4.9 (32x32) - 44.12 - updated 3rd March - Furniture/Carpets
Post by: Meph on March 10, 2019, 02:36:53 pm
Just wanted to let you know that I'm working on things. :)
Title: Re: ☼Meph Tileset☼ V4.9 (32x32) - 44.12 - updated 3rd March - Furniture/Carpets
Post by: Dragonslayerelf on March 10, 2019, 05:27:08 pm
Any plans from you n Vordak to add female sprites or is that not in the books?
Title: Re: ☼Meph Tileset☼ V4.9 (32x32) - 44.12 - updated 3rd March - Furniture/Carpets
Post by: Vordak on March 10, 2019, 05:40:02 pm
Any plans from you n Vordak to add female sprites or is that not in the books?
With question about possibility of caste-based graphic need address to Toady himself. Modders here can not do anything.
Title: Re: ☼Meph Tileset☼ V4.9 (32x32) - 44.12 - updated 3rd March - Furniture/Carpets
Post by: Meph on March 10, 2019, 06:24:09 pm
I might, some time in the future. But it's hard to really spot that, since male and female dwarves wear the same clothes. The only difference according to the raws is the beard.
Title: Re: ☼Meph Tileset☼ V4.9 (32x32) - 44.12 - updated 3rd March - Furniture/Carpets
Post by: Meph on March 12, 2019, 12:42:32 am
So... what if you could pick ingame between round corners and diagonal walls? Would that be something of interest to you?

(https://i.imgur.com/vNcZA2S.png)

(the part where the diagonal wall goes back into the normal wall will always have 1 section looking off, due to the perspective)
Title: Re: ☼Meph Tileset☼ V4.9 (32x32) - 44.12 - updated 3rd March - Furniture/Carpets
Post by: Vordak on March 12, 2019, 01:09:59 pm
Meph_32x32.png

Tiles (with different cages) # 2, 11, 12, 21, 36, 38, 56, 57, 58, 127, 143, 162 how are they used? If used, how?
In overrides.txt they are not registered, in ASCII characters they are used for text.

P.S.1 I didn’t like the idea with the diagonal walls.
P.S.2 It would be more useful to convert the decor items from _Meph_decorations.png into normal furniture(with transparency) like how did you do with composite banquet tables. The same could be done with pictures from _Meph_decorations_2.png - just need to place them on wooden easel.
Title: Re: ☼Meph Tileset☼ V4.9 (32x32) - 44.12 - updated 3rd March - Furniture/Carpets
Post by: Meph on March 12, 2019, 01:24:49 pm
UPDATE!

Download: Meph Tileset V5 (http://dffd.bay12games.com/file.php?id=13407)
You can support the tileset on Patreon (https://www.patreon.com/meph) or as a one-time donation on Paypal (https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=ZTPEFV6LCDDAJ).

Another update that I didn't really plan, but the timing seems right. ^^

Meet the decorator's shop:
(https://i.imgur.com/adYEBTK.png)

Now what does that little buddy do? He decorates your walls. No one asked for this, ever, so of course I made it for you to play around with. :P Your dwarven rooms might get a bit more cozy with a tiny bit more character to them:

(https://i.imgur.com/6kB7cMQ.png)

How does it works?
 - Build decorator's shop.
 - Takes 1 boulder, makes 4 blocks. There are 17(!) different blocks you can make, like "decorated with candles", "decorated with shields", etc.
 - Build wall with blocks. Done.

It's really pretty simple.

16 of the blocks are decorations, while the last one is a bit special: It's blocks to make diagonal walls. I sometimes get requests for that type of wall, but I never added it because it would require changing the look of the walls from 3/4 view to top-down. I kinda went with a compromise for this, so half of the time the diagonal walls don't merge perfectly with the normal walls... no way around that. But for people that want the option, you can now do this:

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

I also added the SPECIAL tag to all the new inorganics, so that things like the majestic "banquet table forgotten beast (https://i.imgur.com/3nechjM.jpg)" (by Kruggsmash) or eternally burning "campfire artefacts" won't happen in future. ;)

It would be absolutely fantastic if people could send me a few saves of fortresses that they build with this tileset. I always play short test-forts, but barely see the big picture. It would really help. Just pack the data/save/regionX folder into a rar or zip and upload on DFFD. :)

Cheers,
Meph

PS: Please remember that this tileset includes it's on launcher and utilities and is far more refined than the Meph-Lite version in the LNP.

PPS: You need to generate a new world for this.

PPPS: No, you can't update old saves.
Title: Re: ☼Meph Tileset☼ V4.9 (32x32) - 44.12 - updated 3rd March - Furniture/Carpets
Post by: Meph on March 12, 2019, 01:31:47 pm
Meph_32x32.png

Tiles (with different cages) # 2, 11, 12, 21, 36, 38, 56, 57, 58, 127, 143, 162 how are they used? If used, how?
In overrides.txt they are not registered, in ASCII characters they are used for text.

P.S.1 I didn’t like the idea with the diagonal walls.
P.S.2 It would be more useful to convert the decor items from _Meph_decorations.png into normal furniture(with transparency) like how did you do with composite banquet tables. The same could be done with pictures from _Meph_decorations_2.png - just need to place them on wooden easel.
Oh, the cages. DF is tricky sometimes.

Creatures use sprites from raw/graphics. Creatures in cages blink, showing cage/creature/cage/creature... BUT! creatures in constructed cages show their tile (CREATURE_TILE:X) instead of their sprite. Corpses also use the tile, but TWBT can override those. TWBT can NOT override the creatures-in-cages though.

So I made a cage with the silhouette of each major animal group (humanoid, fish, bird, quadruped, etc) and assigned the fitting tile numbers.  I had to give them different tile numbers anyway for the corpses I made.

PS: That's perfectly within your right. ;) It's a tiny addition, I won't do much more with it.
PS2: You clairvoyant you. :D I did something similar... but I'm not sure if it works for the random objects from _Meph_decorations.png. I wouldn't know what item they should be. A table? A chair? A armorstand? You are right of course, it would make it easier to set them up, but none of the existing furniture would fit the correct category.
Title: Re: ☼Meph Tileset☼ V5 (32x32) - 44.12 - updated 12th March - Furniture/Carpets
Post by: Splint on March 12, 2019, 01:34:25 pm
Y'know, I had a sneaking suspicion you were going to release an update not long after the previous. Glad I fiddled with Battlejudge instead of starting the fort :P
Title: Re: ☼Meph Tileset☼ V5 (32x32) - 44.12 - updated 12th March - Furniture/Carpets
Post by: Meph on March 12, 2019, 01:35:53 pm
Y'know, I had a sneaking suspicion you were going to release an update not long after the previous. Glad I fiddled with Battlejudge instead of starting the fort :P
You'll never start that way.

No worries, there are no updates planned any time soon. You'll figure out why.
Title: Re: ☼Meph Tileset☼ V5 (32x32) - 44.12 - updated 12th March - Furniture/Carpets
Post by: Splint on March 12, 2019, 01:42:51 pm
Y'know, I had a sneaking suspicion you were going to release an update not long after the previous. Glad I fiddled with Battlejudge instead of starting the fort :P
You'll never start that way.

No worries, there are no updates planned any time soon. You'll figure out why.
Well it's hard to do anything when you come out with new stuff that won't get to be in the fort a week after one is started. Ain't a bad thing on your part, but it sort of puts me in a holding pattern cause I keep thinking "Oh, that'd be cool to have! But I can't."

If there's none planned for the near future (guessing it's bike season? :P) then I actually can get started after I do my Battlejudge update. Bee fort can wait.
Title: Re: ☼Meph Tileset☼ V5 (32x32) - 44.12 - updated 12th March - Furniture/Carpets
Post by: Meph on March 12, 2019, 01:44:00 pm
Biking? It's mountaineering now. I spend this months reading 2500 pages of theory about mountain safety and skills. Just have to wait for less snow. ^^
Title: Re: ☼Meph Tileset☼ V5 (32x32) - 44.12 - updated 12th March - Furniture/Carpets
Post by: Splint on March 12, 2019, 01:44:58 pm
Please refrain from doing an impression of any dwarves while crawling on their homelands.
Title: Re: ☼Meph Tileset☼ V5 (32x32) - 44.12 - updated 12th March - Furniture/Carpets
Post by: Meph on March 12, 2019, 01:53:18 pm
I might be a bit too tall to pass as a dwarf. ^^
Title: Re: ☼Meph Tileset☼ V5 (32x32) - 44.12 - updated 12th March - Furniture/Carpets
Post by: Taffer on March 12, 2019, 02:13:33 pm
I don't know how old your Revised option is, but my current release is IMO a (comparably) good time to update things. I'm mostly done with the descriptions and I'm avoiding editing the comments, so the diff between this version and whatever my next version is should be comparably small.
Title: Re: ☼Meph Tileset☼ V5 (32x32) - 44.12 - updated 12th March - Furniture/Carpets
Post by: Meph on March 12, 2019, 02:17:20 pm
I don't know how old your Revised option is, but my current release is IMO a (comparably) good time to update things. I'm mostly done with the descriptions and I'm avoiding editing the comments, so the diff between this version and whatever my next version is should be comparably small.
Oh yeah, that's something I could do. :) Thanks for the heads up.
Title: Re: ☼Meph Tileset☼ V5 (32x32) - 44.12 - updated 12th March - Furniture/Carpets
Post by: Splint on March 12, 2019, 04:06:13 pm
Since I plan on using the revised option, I'll be hoping that the differences aren't super massive.

Once I iron out what exactly I'm going to do for the fort beyond building, a fort should be up soon enough.
Title: Re: ☼Meph Tileset☼ V5 (32x32) - 44.12 - updated 12th March - Furniture/Carpets
Post by: Meph on March 13, 2019, 11:00:14 am
Just so you know: I've been working both on this and the other 32x tileset for almost half a year, knowing fully well that this version will become obsolete.

So. There is that. ^^
Title: Re: ☼Meph Tileset☼ V5 (32x32) - 44.12 - updated 12th March - Furniture/Carpets
Post by: neobit on March 13, 2019, 11:57:13 am
Congrats, Meph!
Title: Re: ☼Meph Tileset☼ V5 (32x32) - 44.12 - updated 12th March - Furniture/Carpets
Post by: Hommit on March 14, 2019, 10:43:02 am
Are you really doing it for steam? (btw, did not like screenshots there)
Title: Re: ☼Meph Tileset☼ V5 (32x32) - 44.12 - updated 12th March - Furniture/Carpets
Post by: Thundercraft on March 14, 2019, 07:01:01 pm
I don't know how old your Revised option is, but my current release is IMO a (comparably) good time to update things. I'm mostly done with the descriptions and I'm avoiding editing the comments, so the diff between this version and whatever my next version is should be comparably small.
Oh yeah, that's something I could do. :) Thanks for the heads up.

"Revised option"? I'm confused... Does the "Meph Tileset Launcher + Utilities" package include Revised as an option that can be turned on or off? Is Revised included in this package, but integrated in a way we can't disable? Is there a separate download for a version of Meph Tileset combined with Revised?

On the DFFD download page, the description does say that it includes "a few minor mods" (among other things). But it did not mention Revised by name. Nor can I find mention of Revised in the forum's OP.

I've looked inside and searched the package files, but I can not find a folder named "Revised" or a Revised readme. Though, I did notice some extra files in the \raws\, such as body_default_revised.txt and body_revised.txt. And I noticed references to "revised" in various files, including overrides.txt.

(I'm asking as someone who would appreciate a package with Meph Tileset + Revised combined.)

Also, just to clarify: I would assume that the "Meph Tileset Launcher + Utilities" package has not yet been updated with the latest Revised changes? DFFD says it was last updated "Mar 12, 2019, 03:23:29 pm", whereas Meph's reply above was time stamped March 12, 2019, 01:17:20 pm. But that does not seem like enough time. And the version is still 5.
Title: Re: ☼Meph Tileset☼ V5 (32x32) - 44.12 - updated 12th March - Furniture/Carpets
Post by: Splint on March 14, 2019, 07:13:51 pm
Revised is under "additions," already baked in and toggleable with the launcher.

Minor bug, under the forming sand section. Refers to shaping clay, not sand.
Title: Re: ☼Meph Tileset☼ V5 (32x32) - 44.12 - updated 12th March - Furniture/Carpets
Post by: Thundercraft on March 14, 2019, 07:47:31 pm
Revised is under "additions," already baked in and toggleable with the launcher.

This is a surprise to me. Like I said, there is no mention of "Revised" in the description, either on the DFFD page or the forum OP.

Is there some place in the package files where I can find the Revised files so that I could either update them or modify them myself? The only other set of raws that I could find are located in \Dwarf Fortress\hack\Utilities\MWE\raws\ ... What does "MWE" stand for?

P.S.: I noticed that there are dozens of "thumb.db" files (Explorer's image cache files, technically a system file, some hidden and some not) wasting space in the package. In total, they waste over 8 MB.
Title: Re: ☼Meph Tileset☼ V5 (32x32) - 44.12 - updated 12th March - Furniture/Carpets
Post by: Meph on March 14, 2019, 07:53:33 pm
Revised was requested a couple of times and Taffer was kind enough to allow me to put it in. As splint said, you can toggle it on in the launcher. It's not the most up to date version of Revised, since I haven't touched that part for a while.

The raws you found are just included in dfhack, unrelated to the tileset.

The revised changes are integrated into the actual raws that Df uses, just commented out if the mod is turned off.
Title: Re: ☼Meph Tileset☼ V5 (32x32) - 44.12 - updated 12th March - Furniture/Carpets
Post by: Meph on March 16, 2019, 07:03:17 am
He. I know what type of walls I'll be using in my (non-steam) tileset, once the new graphic API works:

(https://i.imgur.com/Pi5w5fv.png)
(so much space)

Or maybe rather:

(https://i.imgur.com/VXvbTgC.png)
(Zelda:Link to the Past vibe)

Sooooo many options. :D This is amazing. (Sorry guys, I realized just now that this is possible.)

Sprites by the fantastic Redshrike from OpenGameArt: https://opengameart.org/users/redshrike (https://opengameart.org/users/redshrike)
Title: Re: ☼Meph Tileset☼ V5 (32x32) - 44.12 - updated 12th March - Furniture/Carpets
Post by: Pvt. Pirate on March 16, 2019, 07:45:08 am
definitely rather the first than the latter.
in the first, you'd have to make the walls less wide (left-right).
but in the latter, the perspectives of adjacent rooms would really make your head go mad.
Title: Re: ☼Meph Tileset☼ V5 (32x32) - 44.12 - updated 12th March - Furniture/Carpets
Post by: Meph on March 16, 2019, 07:53:12 am
Mh, I wanted to say that Nintendo did just fine with that style, but it turns out that they only ever show one room at a time. ^^

Why less wide? Did you mean less high?
Title: Re: ☼Meph Tileset☼ V5 (32x32) - 44.12 - updated 12th March - Furniture/Carpets
Post by: Pvt. Pirate on March 16, 2019, 07:55:00 am
i mean they will be one tile wide, right?
otherwise you'd have them look thin but stil ltaking one full tile, adding space between the wall and furniture, maing small rooms look strange.
Title: Re: ☼Meph Tileset☼ V5 (32x32) - 44.12 - updated 12th March - Furniture/Carpets
Post by: Mrok Girl on March 16, 2019, 08:24:58 am
I quite like the second one but I was wondering what it would look like with several rooms next to one another. Or what happens if you have two rooms with only one tile wide wall between them.

Also, congrats on your DF-to-Steam gig! :)
Title: Re: ☼Meph Tileset☼ V4.9 (32x32) - 44.12 - updated 3rd March - Furniture/Carpets
Post by: Virtones on March 16, 2019, 02:15:04 pm
UPDATE!


It would be absolutely fantastic if people could send me a few saves of fortresses that they build with this tileset. I always play short test-forts, but barely see the big picture. It would really help. Just pack the data/save/regionX folder into a rar or zip and upload on DFFD. :)



Firsts things first, I'm new to your tileset, and its just wonderfull! Congrats on your hard work and everything it accomplished.

Now, let me welcome to my halls, where we shall drink and share wisdoms of the long forgotten art of getting drunk....

Spoiler (click to show/hide)
Looks like the King like reading books....not much of a greetings person, what the hell.

So, I've just made a fort using your tileset, started with the v4.6, in which at some point, around 10 years or so of fort, my save reached a point where it got stucked. I've managed to work around by loading a backup save, and playing it on the newest version of the launcher. My game now crashes from time to time, but it's been 3 years in game since this major crash, so I think it's ok. I was just reading  a few of the last content, and decided to show you my save using your tileset so you can mess around.

Here's the link to the save http://dffd.bay12games.com/file.php?id=14299

Spoiler (click to show/hide)
Title: Re: ☼Meph Tileset☼ V5 (32x32) - 44.12 - updated 12th March - Furniture/Carpets
Post by: Meph on March 16, 2019, 02:49:05 pm
Thank you so much for that. :) Looking through it right now.

Fantastic embark: A good biome with a river next to a volcano... with a second magma-tube in the first cavern, right next to an underground lake. That's not bad at all.
Title: Re: ☼Meph Tileset☼ V5 (32x32) - 44.12 - updated 12th March - Furniture/Carpets
Post by: Virtones on March 16, 2019, 05:23:14 pm
Lots of possibilities there. Do you know any ways I can improve my FPS better? I am currently around 30-50, have a dump zone on the magma on the caverns and an atom smasher up. Any dwarvish tips is welcome if anybody here has it. Maybe something that can be made with your tileset I don't know about.
Title: Re: ☼Meph Tileset☼ V4.7 (32x32) - 44.12 - updated 1st Feb - HedgeMaze & Improvements
Post by: Pvt. Pirate on March 17, 2019, 10:00:26 am
Quote
Is there a way to not have all those stones listed as economic (and still have this feature working)?
Nope, that's just how DF works.
Ah, ok. Sad.

But is it possible for you to change it in a way, that the non-economic stone is non-economic, when this feature is turned off?
Because I didn't enable this feature, but it still lists almost all stones as economic now.
The way it currently works is this:
 - Disabling the feature removes the reaction from your civ, but the reaction still exists. (deep down DF knows that stone can be used in it, hence it's economic)

I could change the launcher to remove the entire reaction too. It's just a few extra lines, which would fix your issue. Btw, you can do that yourself by just deleting reaction_meph, reaction_brickoven and reaction_crematory. Those contain all the custom reactions that the tileset adds. Of course you should keep everything turned off in the launcher, otherwise it will throw a lot of error messages.
just started playing DF with a friend and we came to the same problem: bauxite is forbidden for building walls.
we deleted those reactions, but the game still doesnt allow them.
Title: Re: ☼Meph Tileset☼ V5 (32x32) - 44.12 - updated 12th March - Furniture/Carpets
Post by: Meph on March 17, 2019, 12:31:04 pm
Why don't you open your stone menu and set them non-economic?
Title: Re: ☼Meph Tileset☼ V5 (32x32) - 44.12 - updated 12th March - Furniture/Carpets
Post by: Pvt. Pirate on March 18, 2019, 01:48:37 am
Why don't you open your stone menu and set them non-economic?
tried navigating it and bauxite had what felt like 50 reactions and i would have had to deactivate them all not knowing how to deactivate them.
Title: Re: ☼Meph Tileset☼ V5 (32x32) - 44.12 - updated 12th March - Furniture/Carpets
Post by: Meph on March 18, 2019, 06:48:54 am
The stone menu has only one entry for Bauxite and you only have to toggle it once, regardless of the amount of reactions that use anything.
Title: Re: ☼Meph Tileset☼ V5 (32x32) - 44.12 - updated 12th March - Furniture/Carpets
Post by: Pvt. Pirate on March 18, 2019, 10:26:32 am
The stone menu has only one entry for Bauxite and you only have to toggle it once, regardless of the amount of reactions that use anything.
okay, i'll pass that on to her and hopefully she understands how to do that ^^
Title: Re: ☼Meph Tileset☼ V5 (32x32) - 44.12 - updated 12th March - Furniture/Carpets
Post by: Meph on March 18, 2019, 12:41:27 pm
argh, wrong thread. ^^
Title: Re: ☼Meph Tileset☼ V5 (32x32) - 44.12 - updated 12th March - Furniture/Carpets
Post by: Dragonslayerelf on March 18, 2019, 04:45:58 pm
Idk but I personally think that a happy medium (aka current tileset) looks better. One looks too busy, one looks too bland. The current tileset is the perfect balance!
Title: Re: ☼Meph Tileset☼ V5 (32x32) - 44.12 - updated 12th March - Furniture/Carpets
Post by: funkydwarf on March 18, 2019, 11:04:26 pm
Holy crap those screenshots.
Title: Re: ☼Meph Tileset☼ V5 (32x32) - 44.12 - updated 12th March - Furniture/Carpets
Post by: Pvt. Pirate on March 19, 2019, 07:30:52 am
Idk but I personally think that a happy medium (aka current tileset) looks better. One looks too busy, one looks too bland. The current tileset is the perfect balance!
same here.
i like the current one and hope it just gets completed even more.
Title: Re: ☼Meph Tileset☼ V5 (32x32) - 44.12 - updated 12th March - Furniture/Carpets
Post by: Meph on March 19, 2019, 08:21:28 am
Idk but I personally think that a happy medium (aka current tileset) looks better. One looks too busy, one looks too bland. The current tileset is the perfect balance!
Which tilesets do you mean, that are too busy and too bland?
Title: Re: ☼Meph Tileset☼ V5 (32x32) - 44.12 - updated 12th March - Furniture/Carpets
Post by: Meph on March 19, 2019, 08:41:01 am
Would anyone be interested in custom statues? Open up the decorator's shop and construct a "statue of a dog" or "statue of a goblin", etc. The actual ingame description might very, but they would have the correct graphics.

Here 256 animal examples.
(https://i.imgur.com/RbYadfT.png)

It works better with some, worse with others... Statues of megabeasts look cool, I really like the sea-monster at the bottom left (second sprite). Megabeasts are all there, and the bottom right has demons, titans, FBs and werebeasts... people could commemorate  all their glorious kills this way.

I could do something similar with armorstands and weapon-racks, which would show added weapons/armor of your choice. The underlying tech would be the same as the walls-with-decorations, floors-as-carpets, tables as banquet-tables and chairs as benches.
Title: Re: ☼Meph Tileset☼ V5 (32x32) - 44.12 - updated 12th March - Furniture/Carpets
Post by: Rose on March 19, 2019, 08:43:01 am
I wonder how hard it would be for TWBT to check what creature the statue is of...
Title: Re: ☼Meph Tileset☼ V5 (32x32) - 44.12 - updated 12th March - Furniture/Carpets
Post by: Meph on March 19, 2019, 08:48:02 am
I wonder how hard it would be for TWBT to check what creature the statue is of...
You mean like this? http://www.bay12forums.com/smf/index.php?topic=152734.msg6480648#msg6480648

There is a taxidermy script (no idea if it's still running with current DFhack) that takes the creatures corpse and make the fitting figurine or statue.

It's not quite compatible with TWBT, since TWBT goes by the material; while this script ignore it and I modded in a single custom inorganic for the statues. And of course people would need corpses in the first place... making it tough to get a lot of them, or picking between butchering and making statues. ^^

Would be cool though. :D
Title: Re: ☼Meph Tileset☼ V5 (32x32) - 44.12 - updated 12th March - Furniture/Carpets
Post by: Splint on March 20, 2019, 02:59:51 am
Tileset fort is up, such as it currently is. Any and all participation is welcome, because the actual intent leaves me with very very little to work with for story purposes - the work load is too high for me to do any interactions between dwarves myself, and frankly I'm at a loss for how to keep it interesting since I sort of had to pick a less dangerous biome to live in.

Find it here. (http://www.bay12forums.com/smf/index.php?topic=173538.msg7946257#msg7946257)
Title: Re: ☼Meph Tileset☼ V5 (32x32) - 44.12 - updated 12th March - Furniture/Carpets
Post by: Rose on March 20, 2019, 08:52:40 am
I wonder how hard it would be for TWBT to check what creature the statue is of...
You mean like this? http://www.bay12forums.com/smf/index.php?topic=152734.msg6480648#msg6480648

There is a taxidermy script (no idea if it's still running with current DFhack) that takes the creatures corpse and make the fitting figurine or statue.

It's not quite compatible with TWBT, since TWBT goes by the material; while this script ignore it and I modded in a single custom inorganic for the statues. And of course people would need corpses in the first place... making it tough to get a lot of them, or picking between butchering and making statues. ^^

Would be cool though. :D
Nah, by checking the art on the statue itself, and assigning a sprite for that. So a statue of a dwarf can get a dwarf sprite, without custom reactions or anything.
Title: Re: ☼Meph Tileset☼ V4.9 (32x32) - 44.12 - updated 3rd March - Furniture/Carpets
Post by: soulside86 on March 21, 2019, 05:45:13 am
UPDATE!

Download: Meph Tileset V5 (http://dffd.bay12games.com/file.php?id=13407)
You can support the tileset on Patreon (https://www.patreon.com/meph) or as a one-time donation on Paypal (https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=ZTPEFV6LCDDAJ).

Another update that I didn't really plan, but the timing seems right. ^^

Meet the decorator's shop:
(https://i.imgur.com/adYEBTK.png)

Now what does that little buddy do? He decorates your walls. No one asked for this, ever, so of course I made it for you to play around with. :P Your dwarven rooms might get a bit more cozy with a tiny bit more character to them:

(https://i.imgur.com/6kB7cMQ.png)

How does it works?
 - Build decorator's shop.
 - Takes 1 boulder, makes 4 blocks. There are 17(!) different blocks you can make, like "decorated with candles", "decorated with shields", etc.
 - Build wall with blocks. Done.

It's really pretty simple.

16 of the blocks are decorations, while the last one is a bit special: It's blocks to make diagonal walls. I sometimes get requests for that type of wall, but I never added it because it would require changing the look of the walls from 3/4 view to top-down. I kinda went with a compromise for this, so half of the time the diagonal walls don't merge perfectly with the normal walls... no way around that. But for people that want the option, you can now do this:

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

I also added the SPECIAL tag to all the new inorganics, so that things like the majestic "banquet table forgotten beast (https://i.imgur.com/3nechjM.jpg)" (by Kruggsmash) or eternally burning "campfire artefacts" won't happen in future. ;)

It would be absolutely fantastic if people could send me a few saves of fortresses that they build with this tileset. I always play short test-forts, but barely see the big picture. It would really help. Just pack the data/save/regionX folder into a rar or zip and upload on DFFD. :)

Cheers,
Meph

PS: Please remember that this tileset includes it's on launcher and utilities and is far more refined than the Meph-Lite version in the LNP.

PPS: You need to generate a new world for this.

PPPS: No, you can't update old saves.

Hi Meph

Love the tileset!

Any chance we could get a standalone V5 tileset  to use with the starter pack?
Title: Re: ☼Meph Tileset☼ V5 (32x32) - 44.12 - updated 12th March - Furniture/Carpets
Post by: Meph on March 21, 2019, 05:59:06 am
soulside86: No chance, PeridexisErrant won't add it, since it would cause issues with the LNPs savegame updater/tileset changer. That's why I made this pack myself. :)
Title: Re: ☼Meph Tileset☼ V5 (32x32) - 44.12 - updated 12th March - Furniture/Carpets
Post by: soulside86 on March 21, 2019, 06:01:49 am
soulside86: No chance, PeridexisErrant won't add it, since it would cause issues with the LNPs savegame updater/tileset changer. That's why I made this pack myself. :)

Thanks for the quick reply.

I'll have to take another look at your pack then and see if I can work out how to use your launcher.  I've just started dwarf fortress so don't want to get myself too overwhelmed haha

P.S. looking forward to seeing your Steam tileset
Title: Re: ☼Meph Tileset☼ V5 (32x32) - 44.12 - updated 12th March - Furniture/Carpets
Post by: memesandmaryjane on March 24, 2019, 10:37:37 pm
Note: I am still quite a n00b at Dwarf Fortress who recently got into the game after the Steam announcement.

I'm having an issue with this Meph Tileset that I just can't seem to fix. I tried using the tileset in Adventure Mode, first through the Lazy Newb Pack, and started to encounter heavy visual glitching immediately... almost all the tiles in my world changed to incorrect sprites (Here are comparison images: https://imgur.com/gallery/LciQAfg) I figured the "Lite" edition of the tileset in the Newb Pack might not be working properly, so I downloaded the launcher from this thread... still having the problem. I even installed Dwarf Fortress through the Meph launcher on my other computer, a Windows 10 laptop - still encountering the issue on there. And to make matters worse... after searching the internet, Dwarf Fortress subreddit, and this forum, I can't seem to find anyone else who is having this issue.

I'd really like to use this tileset to play DF, as I much prefer its style and detail over the other options... not to mention the gameplay enhancements the Meph Launcher brings. But this makes it unusable, especially since I'm a n00b who is still learning. Thank you in advance to anybody who can help...
Title: Re: ☼Meph Tileset☼ V5 (32x32) - 44.12 - updated 12th March - Furniture/Carpets
Post by: Splint on March 24, 2019, 11:30:40 pm
Looks like you're playing adventure mode, which the tileset was not made for, really.
Title: Re: ☼Meph Tileset☼ V5 (32x32) - 44.12 - updated 12th March - Furniture/Carpets
Post by: memesandmaryjane on March 25, 2019, 11:51:54 pm
Looks like you're playing adventure mode, which the tileset was not made for, really.
That's unfortunate... although I'm still a bit confused, as I have come across screenshots of people using the tileset in adventure mode with (seemingly) no problems - is there some trick to get it working properly?
Title: Re: ☼Meph Tileset☼ V5 (32x32) - 44.12 - updated 12th March - Furniture/Carpets
Post by: Splint on March 26, 2019, 12:21:53 am
I think it just depends on your luck. It might work fine for an hour, it might only work fine for a couple minutes. I've played with it, but if the visuals go screwy, you'd be best served by saving and reloading (the wonky visuals usually meant a crash was imminent in my experience.)
Title: Re: ☼Meph Tileset☼ V5 (32x32) - 44.12 - updated 12th March - Furniture/Carpets
Post by: Meph on March 26, 2019, 03:39:54 am
TWBT lacks a lot of the adv-mode specific overrides, especially when it comes to different vision like hidden, sneaking, smells, noises, footprints... and with the steam-tileset coming up, it's not worth it to try to fix it now, just to discard all the fixes later on.
Title: Re: ☼Meph Tileset☼ V5 (32x32) - 44.12 - updated 12th March - Furniture/Carpets
Post by: unkum on March 26, 2019, 06:49:12 pm
Hello, I think I am doing something wrong. I changed some values with the tileset editor. Like setting the cap of children and babies to 10, but for some reason I suddenly got a whole immigration wave of 36 children...

If someone could help me with this baby boom before they become boomer memes, that would be grand. Thanks in advance.
Title: Re: ☼Meph Tileset☼ V5 (32x32) - 44.12 - updated 12th March - Furniture/Carpets
Post by: atimholt on March 27, 2019, 12:35:47 pm
Noticed a bit of a bug with connected banquet tables (haven’t tried benches quite yet). A NWS table connects to other tables north, west, and south, but an N table is a northernmost table, linking to the south.
Title: Re: ☼Meph Tileset☼ V5 (32x32) - 44.12 - updated 12th March - Furniture/Carpets
Post by: Dragonslayerelf on April 01, 2019, 09:58:40 pm
I'd like to lodge a formal complaint.

In the modpack, beak dogs are pink. In the game, beak dogs are consistently described as rainbow striped (with stripes of red, orange, yellow, green, blue, indigo, and violet)

I rest my case.
Title: Re: ☼Meph Tileset☼ V5 (32x32) - 44.12 - updated 12th March - Furniture/Carpets
Post by: SalmonGod on April 01, 2019, 11:02:54 pm
I'd like to lodge a formal complaint.

In the modpack, beak dogs are pink. In the game, beak dogs are consistently described as rainbow striped (with stripes of red, orange, yellow, green, blue, indigo, and violet)

I rest my case.

Are you perhaps undiagnosed partial color blind?  Here's a screenshot of a Meph beak dog from my game.  I see a wide range of colors clearly represented.  Only a single stripe of pink.
My kids are partial color blind and see or don't see all kinds of weird colors that don't match up with everyone else.  It's not uncommon.

(https://i.imgur.com/QSPjNCv.jpg)
Title: Re: ☼Meph Tileset☼ V5 (32x32) - 44.12 - updated 12th March - Furniture/Carpets
Post by: Pvt. Pirate on April 02, 2019, 05:31:26 am
I'd like to lodge a formal complaint.

In the modpack, beak dogs are pink. In the game, beak dogs are consistently described as rainbow striped (with stripes of red, orange, yellow, green, blue, indigo, and violet)

I rest my case.

Are you perhaps undiagnosed partial color blind?  Here's a screenshot of a Meph beak dog from my game.  I see a wide range of colors clearly represented.  Only a single stripe of pink.
My kids are partial color blind and see or don't see all kinds of weird colors that don't match up with everyone else.  It's not uncommon.

(https://i.imgur.com/QSPjNCv.jpg)
I am diagnosed with Deuteranomaly and i can only see a pinkish-violet creature with something red in its beak and holding something red with its claw.
Title: Re: ☼Meph Tileset☼ V5 (32x32) - 44.12 - updated 12th March - Furniture/Carpets
Post by: Meph on April 02, 2019, 06:08:53 am
It's three shades of purple/pink... could be more colorful.
Title: Re: ☼Meph Tileset☼ V5 (32x32) - 44.12 - updated 12th March - Furniture/Carpets
Post by: SalmonGod on April 02, 2019, 07:23:39 am
This was my lame contribution to April Fool's.... just ignore me :P
Title: Re: ☼Meph Tileset☼ V5 (32x32) - 44.12 - updated 12th March - Furniture/Carpets
Post by: Pvt. Pirate on April 02, 2019, 08:59:48 am
i just foudn a possible reason for the nonfunctioning pack when using it with linuxlnp:
you made various changes in the d_init.txt regarding which tiles are used...
Title: Re: ☼Meph Tileset☼ V5 (32x32) - 44.12 - updated 12th March - Furniture/Carpets
Post by: Meph on April 02, 2019, 10:12:26 am
i just foudn a possible reason for the nonfunctioning pack when using it with linuxlnp:
you made various changes in the d_init.txt regarding which tiles are used...
Yeah, sure. Many tilesets do that.
Title: Re: ☼Meph Tileset☼ V5 (32x32) - 44.12 - updated 12th March - Furniture/Carpets
Post by: Pvt. Pirate on April 02, 2019, 03:13:06 pm
i just foudn a possible reason for the nonfunctioning pack when using it with linuxlnp:
you made various changes in the d_init.txt regarding which tiles are used...
Yeah, sure. Many tilesets do that.
yes, but it makes it hard to copy in your 44.12 tileset into a 44.09 LinuxLNP without getting unwanted wrong overrides...
:( it's so complicated.
Title: Re: ☼Meph Tileset☼ V5 (32x32) - 44.12 - updated 12th March - Furniture/Carpets
Post by: Meph on April 02, 2019, 05:05:03 pm
What's stopping you from just taking the d_init.txt from the tileset and use it in linux?
Title: Re: ☼Meph Tileset☼ V5 (32x32) - 44.12 - updated 12th March - Furniture/Carpets
Post by: Pvt. Pirate on April 03, 2019, 06:31:44 am
i did and now i got wrong overrides. red statues instead of gypsum, spiderwebs instead of treetrunks in your 4.7 pack.
downloading latest version now.
Title: Re: ☼Meph Tileset☼ V5 (32x32) - 44.12 - updated 12th March - Furniture/Carpets
Post by: Dragonslayerelf on April 05, 2019, 05:02:06 pm
(https://i.gyazo.com/fb05e91d905a6949f30262ef116e68af.png)
Title: Re: ☼Meph Tileset☼ V5 (32x32) - 44.12 - updated 12th March - Furniture/Carpets
Post by: SedrynTyros on April 06, 2019, 01:41:11 am
Newb question:  Is there a way to take a save that was used with the Phoebus tileset via the LNP and update that save to be playable with in the Meph Tileset v5 launcher?
Title: Re: ☼Meph Tileset☼ V5 (32x32) - 44.12 - updated 12th March - Furniture/Carpets
Post by: Meph on April 06, 2019, 05:09:59 am
Newb question:  Is there a way to take a save that was used with the Phoebus tileset via the LNP and update that save to be playable with in the Meph Tileset v5 launcher?
Nope.
Title: Re: ☼Meph Tileset☼ V5 (32x32) - 44.12 - updated 12th March - Furniture/Carpets
Post by: SedrynTyros on April 06, 2019, 10:10:46 am
Newb question:  Is there a way to take a save that was used with the Phoebus tileset via the LNP and update that save to be playable with in the Meph Tileset v5 launcher?
Nope.

Ah ... so you have to play a game from the beginning using the launcher otherwise there's no switching to the tileset later?  That's unfortunate.  Part of the fun for me is seeing how my fortress looks later in development using different tilesets.  And I can't see myself being locked into using a single tileset with one of my worlds, so this one's not for me I guess.  Admirable effort, though.
Title: Re: ☼Meph Tileset☼ V5 (32x32) - 44.12 - updated 12th March - Furniture/Carpets
Post by: Pvt. Pirate on April 06, 2019, 12:50:02 pm
Newb question:  Is there a way to take a save that was used with the Phoebus tileset via the LNP and update that save to be playable with in the Meph Tileset v5 launcher?
Nope.

Ah ... so you have to play a game from the beginning using the launcher otherwise there's no switching to the tileset later?  That's unfortunate.  Part of the fun for me is seeing how my fortress looks later in development using different tilesets.  And I can't see myself being locked into using a single tileset with one of my worlds, so this one's not for me I guess.  Admirable effort, though.
the problem here lies within the overrides and mods/changes to the raws and even modded new workshops/functionality.
if any of those differ from those in the save, it will most likely not work at all, no matterwhich pack you use.
you could use only the tileset without any of the other changes and use it in a vanilla DF or a LNP.
Title: Re: ☼Meph Tileset☼ V5 (32x32) - 44.12 - updated 12th March - Furniture/Carpets
Post by: SedrynTyros on April 06, 2019, 01:02:30 pm
Newb question:  Is there a way to take a save that was used with the Phoebus tileset via the LNP and update that save to be playable with in the Meph Tileset v5 launcher?
Nope.

Ah ... so you have to play a game from the beginning using the launcher otherwise there's no switching to the tileset later?  That's unfortunate.  Part of the fun for me is seeing how my fortress looks later in development using different tilesets.  And I can't see myself being locked into using a single tileset with one of my worlds, so this one's not for me I guess.  Admirable effort, though.
the problem here lies within the overrides and mods/changes to the raws and even modded new workshops/functionality.
if any of those differ from those in the save, it will most likely not work at all, no matterwhich pack you use.
you could use only the tileset without any of the other changes and use it in a vanilla DF or a LNP.

That's exactly what I'm looking to do!  How would I go about that?  I downloaded the barebones pack but have not been able to get my old saves to load even after I copy over the Raws.  I get this error about a Missing Entity.  Do I ignore the Raws completely?  I'm new at this so I don't really know how this stuff works.  But I'd love to have the option to use this beautiful graphics pack as long as it's interchangeable with others.

EDIT:
I did try it without the Raws in the save game (region2\raw) but it fails to load when it can't find the first text file it needs.  But when I try it with the Raws I get an error window: FATAL ERROR - Missing Entity Definition.  So I'm guessing that I need some of the Raws but not others?  Maybe I need to remove some of the Raws from both the save game and Dwarf Fortress 0.44.12\raw?

EDIT2:
Looks like it has to do with some files in raw\objects.  I got passed the first crash that occurred during loading Interactions by removing "interaction_fd.txt" in raws but now it's crashing on Sorting Entities.  Maybe if I keep playing with it I'll be able to figure out the ones it doesn't like, lol.
Title: Re: ☼Meph Tileset☼ V5 (32x32) - 44.12 - updated 12th March - Furniture/Carpets
Post by: Pvt. Pirate on April 06, 2019, 04:44:56 pm
add only the graphics - no overrides at all. no raws. and don't take a save from an old version to a new version. just copy in the new graphics and change your d_init.txt and init.txt to use the new textures.
Title: Re: ☼Meph Tileset☼ V5 (32x32) - 44.12 - updated 12th March - Furniture/Carpets
Post by: SedrynTyros on April 06, 2019, 08:33:35 pm
add only the graphics - no overrides at all. no raws. and don't take a save from an old version to a new version. just copy in the new graphics and change your d_init.txt and init.txt to use the new textures.

Well, removing data\init\overrides.txt and all files from raw\objects did seem to work.  I added the finished product into my PyLNP launcher and it seems to integrate into my existing save games okay.  Thanks for the help!  :)

EDIT:
Stunning graphics set, Meph.  I look forward to seeing your work on the Steam release!  :)

EDIT2:
So, it looks like you can use the overrides as long as you comment out everything with the word "custom" in it and also the bone set.  You also have to remove some of the files in raw\objects to avoid the customizations of certain game options.
Title: Re: ☼Meph Tileset☼ V5 (32x32) - 44.12 - updated 12th March - Furniture/Carpets
Post by: DanceMachine on April 07, 2019, 11:27:24 am
Got my question answered, seems that upstairs block carved downstairs.
Title: Re: ☼Meph Tileset☼ V5 (32x32) - 44.12 - updated 12th March - Furniture/Carpets
Post by: Etarnalazure on April 07, 2019, 05:20:48 pm
Meph,

I'd like to thank you quite a bit for this tileset, I've been wanting to get into Dwarf Fortress for years, however, its always been close to impossible for me to do so.

Unfortunately I suffer from ADD (ADHD without the hyper part), thus concentrating on learning the game has been a large hurdle for me, as the ASCII caused me
a lot of issues, mainly related to concentration, its hard to explain, but the ASCII graphics just made the game seem insurmountable to learn, I've tried over and over
for years, and even with pills helping with my focus I've never managed to get into it, hell I often found it problematic just to get started with the Lazy Newbie pack, as I
frankly didnt know what to choose, what graphics were up today, what to expect etc.

Your pack made all this a lot simpler to understand, the game still isnt easy to learn for me, but frankly, its become about 50% easier to focus on learning the game, even
managed to get a small camp started yesterday.

So once more, thank you for helping me get into this game.
Title: Re: ☼Meph Tileset☼ V5 (32x32) - 44.12 - updated 12th March - Furniture/Carpets
Post by: soulside86 on April 10, 2019, 07:26:12 am
Hey Meph

Not sure if I'm missing something with your launcher but how do I get the utilities to auto-run when I hit "Play Dwarf Fortress"?

i.e. have SoundCenSe start when I start Dwarf Fortress

Thanks
Title: Re: ☼Meph Tileset☼ V5 (32x32) - 44.12 - updated 12th March - Furniture/Carpets
Post by: alphawolf29 on April 18, 2019, 08:04:58 pm
Getting a weird bug trying to play this in vanilla lazie noob pack. Everything looks great when I load in but as soon as the game loads the next chunk, about half of the tiles turn to something random.

Ex.

good: https://i.imgur.com/sDcVC4c.png

bad: https://i.imgur.com/bdnEWjB.png

as you can see, the slopes changed to sprites and random leaves changed to random other tiles. It reverts to normal again after travelling until it has to load a new chunk. Whats wrong?
Title: Re: ☼Meph Tileset☼ V5 (32x32) - 44.12 - updated 12th March - Furniture/Carpets
Post by: Splint on April 18, 2019, 09:50:50 pm
Getting a weird bug trying to play this in vanilla lazie noob pack. Everything looks great when I load in but as soon as the game loads the next chunk, about half of the tiles turn to something random.

Ex.

good: https://i.imgur.com/sDcVC4c.png

bad: https://i.imgur.com/bdnEWjB.png

as you can see, the slopes changed to sprites and random leaves changed to random other tiles. It reverts to normal again after travelling until it has to load a new chunk. Whats wrong?

That looks like Adventure Mode, which the tileset wasn't really made for (it can work, but you need to save and load often, that bug usually heralds an imminent crash while playing Adventure.) Very crash prone in that mode as well.
Title: Re: ☼Meph Tileset☼ V5 (32x32) - 44.12 - updated 12th March - Furniture/Carpets
Post by: Pvt. Pirate on April 19, 2019, 03:12:50 am
Getting a weird bug trying to play this in vanilla lazie noob pack. Everything looks great when I load in but as soon as the game loads the next chunk, about half of the tiles turn to something random.

Ex.

good: https://i.imgur.com/sDcVC4c.png

bad: https://i.imgur.com/bdnEWjB.png

as you can see, the slopes changed to sprites and random leaves changed to random other tiles. It reverts to normal again after travelling until it has to load a new chunk. Whats wrong?

That looks like Adventure Mode, which the tileset wasn't really made for (it can work, but you need to save and load often, that bug usually heralds an imminent crash while playing Adventure.) Very crash prone in that mode as well.
adv mode has many problems with twbt and this tileset relies on twbt.
Title: Re: ☼Meph Tileset☼ V5 (32x32) - 44.12 - updated 12th March - Furniture/Carpets
Post by: Meph on April 29, 2019, 01:29:43 pm
Hey, it's been a while since the last update on this set. Any requests by now, ideas for the future, bugs? (apart from the adv mode stuff that I couldn't fix)
Title: Re: ☼Meph Tileset☼ V5 (32x32) - 44.12 - updated 12th March - Furniture/Carpets
Post by: Splint on April 29, 2019, 04:13:31 pm
Okay, so.

Campfire
Danger to the worker, they fail to path out of the smoke without teleportation on, and on at least one occasion failed to do so even with it.
Dead bodies piled on it fail to ignite half the time. Since that's the only use I personally even have for it, this is... Less than optimal, shall we say.

Basically too dangerous to the worker to use. Doesn't fill any useful function. Unless those can be reasonably fixed (which they might not for all I know,) it may as well just be rolled into the light decoration.

Crematorium
Body parts - works fine, but needs a warning that it also takes useful shit like wool and shells if there isn't one already. Shouldn't need stockpiling before anyone says that. Stockpiling body parts
 makes it functionally on the same level as chucking the offending bits in a ditch because the haulers will get traumatized for life either way.
Doesn't burn corpses - Disappointing, and was the main thing I personally would have needed such a building for, along with the body parts. If there's some issue preventing that, that's fine, but it's one of the two thing it'd be really, really needed for.
Remaining functionality - Vermin disposal aside, the rest of it just seems... Superfluous, and that's saying something considering the nature of the mod. I dunno if anyone else does, but I've never made use of the "burn clothes/furniture" reactions. It's more useful to sell trash furniture and clothes than burn it and by the time people tend to get to the "just burn everything up" stage of things, they have magma and thus don't need this functionality.

May have come off as harsh, but these two things basically just don't do half of what they'd actually be needed for, and one of them is an active detriment.
Title: Re: ☼Meph Tileset☼ V5 (32x32) - 44.12 - updated 12th March - Furniture/Carpets
Post by: Dragonslayerelf on May 03, 2019, 06:49:45 pm
Is Vordak still working on his graphics?
Title: Re: ☼Meph Tileset☼ V5 (32x32) - 44.12 - updated 12th March - Furniture/Carpets
Post by: Meph on May 03, 2019, 08:26:33 pm
Is Vordak still working on his graphics?
Vordak locked his thread the day the Steam announcement was made, since then he posted one picture to reddit. He didn't answer my PMs. So... I don't know.
Title: Re: ☼Meph Tileset☼ V5 (32x32) - 44.12 - updated 12th March - Furniture/Carpets
Post by: IlFedaykin on May 05, 2019, 11:00:22 am
Is Vordak still working on his graphics?
Vordak locked his thread the day the Steam announcement was made, since then he posted one picture to reddit. He didn't answer my PMs. So... I don't know.

Maybe he works secretly
Title: Re: ☼Meph Tileset☼ V5 (32x32) - 44.12 - updated 12th March - Furniture/Carpets
Post by: Dragonslayerelf on May 06, 2019, 08:20:06 am
Is Vordak still working on his graphics?
Vordak locked his thread the day the Steam announcement was made, since then he posted one picture to reddit. He didn't answer my PMs. So... I don't know.
Oh no! I hope he comes back to it, he might just be burnt out though. It'd be nice if someone took over his tileset n continued the style with the humans & elves, I really like his work.
Is Vordak still working on his graphics?
Vordak locked his thread the day the Steam announcement was made, since then he posted one picture to reddit. He didn't answer my PMs. So... I don't know.

Maybe he works secretly

maybe but he might just be burned out. We can only hope for the best!
Title: Re: ☼Meph Tileset☼ V5 (32x32) - 44.12 - updated 12th March - Furniture/Carpets
Post by: Meph on May 08, 2019, 01:48:01 pm
UPDATE!

Download: Meph Tileset V5.1 (http://dffd.bay12games.com/file.php?id=13407)
You can support the tileset on Patreon (https://www.patreon.com/meph) or as a one-time donation on Paypal (https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=ZTPEFV6LCDDAJ).

Hey everyone,

A small, rather random update thanks to user brolol.404 (a nick that truly subverts expectations), who made a very thorough mod adding 33 different dog breeds to the game. He asked me to create sprites for them, since he wanted to play them with the tileset. So I did. :) I think it adds a lot of character to your pets and dwarves; from the hero combatant with war-bulldogs to the eccentric queen with corgis.

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

The tileset now includes an optional addition: 33 new domestic pets in form of different dog breeds. Anything from Akita over Schnauzer to Husky, Dachshund or Mastiff. You can disable them the same way you disable any other decoration, in the launcher.

For full info on all the dogs, see this:
Spoiler (click to show/hide)

You can find the standalone mod here: http://www.bay12forums.com/smf/index.php?topic=173871.0

Hope you enjoy,
Cheers Meph

*hurries back to the official tileset... ^^
Title: Re: ☼Meph Tileset☼ V5.1 (32x32) - 44.12 - updated 12th March - Do you like dogs?
Post by: Superdorf on May 08, 2019, 04:01:48 pm
It makes me happy that with all the work you do on the official set now, you still have time to go make somebody a bunch of dog sprites. I salute you, sir.
Title: Re: ☼Meph Tileset☼ V5.1 (32x32) - 44.12 - updated 12th March - Do you like dogs?
Post by: Pvt. Pirate on May 09, 2019, 11:27:44 am
Nice :)
and germany is represented too  :D
Spoiler (click to show/hide)
Title: Re: ☼Meph Tileset☼ V5.1 (32x32) - 44.12 - updated 12th March - Do you like dogs?
Post by: Meph on May 10, 2019, 08:24:13 am
Nice :)
and germany is represented too  :D
Spoiler (click to show/hide)
and here I thought the German Shepard dog would be the obvious pick. :-D
Title: Re: ☼Meph Tileset☼ V5.1 (32x32) - 44.12 - updated 12th March - Do you like dogs?
Post by: Pvt. Pirate on May 10, 2019, 01:03:34 pm
Nice :)
and germany is represented too  :D
Spoiler (click to show/hide)
and here I thought the German Shepard dog would be the obvious pick. :-D
"Alles für den Dackel - alles für den Club - unser Leben für den Hund" (everything for the dachshund - everything for the club - our life for the dog!) :D

both are great breeds.
Title: Re: ☼Meph Tileset☼ V5.1 (32x32) - 44.12 - updated 12th March - Do you like dogs?
Post by: Dragonslayerelf on May 12, 2019, 11:48:52 pm
My personal request is RAINBOW BEAKDOGS! Can't have a beak dog without it having stripes of red, orange, yellow, green, indigo, and violet!
Title: Re: ☼Meph Tileset☼ V5.1 (32x32) - 44.12 - updated 12th March - Do you like dogs?
Post by: Jostino on May 15, 2019, 07:43:51 am
Anyone is using it on LNP for Linux? Just wanna know how to install on LNP for Linux, if possible.
Title: Re: ☼Meph Tileset☼ V5.1 (32x32) - 44.12 - updated 12th March - Do you like dogs?
Post by: Pvt. Pirate on May 15, 2019, 12:09:51 pm
Anyone is using it on LNP for Linux? Just wanna know how to install on LNP for Linux, if possible.
i tried it and it didn't work as i wanted. also installing it into the 44.09 LinuxLNP didn't work either.
Title: Re: ☼Meph Tileset☼ V5.1 (32x32) - 44.12 - updated 12th March - Do you like dogs?
Post by: Darkond2100 on May 18, 2019, 10:25:29 pm
dogs
You can disable them the same way you disable any other decoration, in the launcher.
I don't see any option in the launcher to enable or disable these dogs.

Right now I'm working on updating the LNP raws with the latest version of the Revised mod. It's going prett well. Pasting in YES_REVISED or NO_REVISED! is pretty easy. Except where you have two mods that edit the same variable, like NO_MORE_BLEEDING[VASCULAR:1] and YES_REVISED[VASCULAR:5]. What do I do in cases like these?
Title: Re: ☼Meph Tileset☼ V5.1 (32x32) - 44.12 - updated 12th March - Do you like dogs?
Post by: Meph on May 19, 2019, 11:22:02 am
The dogs get disabled with the "decorations" button; they are linked to the same keyword as all the other mod-additions, like workshops.

If there are two that edit the same tags, take the one you like. The lowest active one in the text file will be used. it doesn't hurt if it has vascular:5 and vascular:1 at the same time, but in this case, it would only use vascular:1 ingame.
Title: Re: ☼Meph Tileset☼ V5.1 (32x32) - 44.12 - updated 12th March - Do you like dogs?
Post by: Carcanken on May 21, 2019, 11:23:58 pm
I'm sorry if somebody has asked this before, but has anybody experienced some sort of "graphical tearing" in game? I'm just using the tileset straight out of the box with the masterwork launcher.

By "graphical tearing" I mean that if I have a 10x10 constructed floor, then sometimes tiles that aren't on the edges are displayed with an incorrect graphic, but if I hover over them they will revert back. I've also noticed this only happens above ground, but its very immersion breaking at times.
Title: Re: ☼Meph Tileset☼ V5.1 (32x32) - 44.12 - updated 12th March - Do you like dogs?
Post by: Pvt. Pirate on May 22, 2019, 05:24:27 am
I'm sorry if somebody has asked this before, but has anybody experienced some sort of "graphical tearing" in game? I'm just using the tileset straight out of the box with the masterwork launcher.

By "graphical tearing" I mean that if I have a 10x10 constructed floor, then sometimes tiles that aren't on the edges are displayed with an incorrect graphic, but if I hover over them they will revert back. I've also noticed this only happens above ground, but its very immersion breaking at times.
its because twbt doesnt redraw all tiles - you can use a command to forceit to always redraw all tiles to eliminate the bug, but it is reported to make the game unstable and cause crashes.
Title: Re: ☼Meph Tileset☼ V5.1 (32x32) - 44.12 - updated 12th March - Do you like dogs?
Post by: LargeSnail on May 25, 2019, 10:47:05 pm
I don't understand if this is a tileset bug, or a vanilla game one that I've never seen before, but both in Adventurer Mode and Fortress Mode (in the reports) I receive these messages saying "The <creature> NA!":

Spoiler (click to show/hide)

Why does this happen? I only added the Domestically Bred Dwarven Beasts mod of vettlingr, so it must not be the problem here.
Title: Re: ☼Meph Tileset☼ V5.1 (32x32) - 44.12 - updated 12th March - Do you like dogs?
Post by: Meph on May 26, 2019, 06:11:11 am
NA is not-applicable, for example when a material or name is missing for a job/profession. I haven't come across this in fort mode, I assume it has to do with adv-mode. Like the human civ lacking some form of naming scheme maybe (?).
Title: Re: ☼Meph Tileset☼ V5.1 (32x32) - 44.12 - updated 12th March - Do you like dogs?
Post by: LargeSnail on May 27, 2019, 02:01:06 am
I taken this screenshot right now from the report log of my current fort:

Spoiler (click to show/hide)

Every single report is exactly the same; a dwarf or creature doing NA against no one.

I know you're working hard with the new tileset for the Steam version, so I don't want to annoy you, but this problem is a bit immersion-breaking.
Title: Re: ☼Meph Tileset☼ V5.1 (32x32) - 44.12 - updated 12th March - Do you like dogs?
Post by: Meph on May 27, 2019, 06:05:48 am
Do you have an error log?

The only thing I changed last update was adding the dogs, which have a tale-wagging greeting interaction. I guess brolol.404 didn't catch that bug before release.

If you remove the new creature dog file, it should go away.
Title: Re: ☼Meph Tileset☼ V5.1 (32x32) - 44.12 - updated 12th March - Do you like dogs?
Post by: goldenvixen on May 29, 2019, 07:25:12 pm
Hey Meph, I need a bit of help. For the life of me, I am absolutely stumped on what's going on in my game. Most of your decorations works expect for the fountains and sign posts, lights, and other neat icons like that. After building them, when I have a dwarf, say change a carpet to a nw tile corner, I get this weird error that I just can't seem to solve in my dfhack.

building/subtype-change is not a recognized command.

I've tried straight up copy and pasting your files into my game's default and save raws instead of editing to what I like to moving the entire modtools folder from dfhack into raw/scripts/modtools, and that still doesn't work. I would try downloading your launcher, but I am sadly playing on linux. It's weird because in the past, these buildings worked when I was playing the Succubus Dungeon mod. Only difference this time is I'm just playing dwarves. Legit head scratcher here. Anyways, I've uploaded a copy of my save file incase you need to take a peek at it to figure out what's wrong: https://www.dropbox.com/s/8hwz3yr5hd491f8/buildingsubtypeerrorregion1.rar?dl=0

Edit: I figured it out! I discovered I was missing a lua file when I head scratch and looked into both your onLoad.init and the Succubus Dungeon file. The Succubus Dungeon mod includes subtype-change.lua as well as other scripts, which is why the decoractions stopped working when I removed the mod. I managed to miss this because I saw the command in your onLoad.init uses reaction-trigger.lua first. I hadn't realized it uses two lua scripts. Now I feel silly. I went ahead, downloaded your launcher and proceeded to copy all of the lua scripts into my default folder incase I missed any other scripts.
Title: Re: ☼Meph Tileset☼ V5.1 (32x32) - 44.12 - updated 12th March - Do you like dogs?
Post by: HumanScholar on May 29, 2019, 09:35:22 pm
Has anyone had any luck merging Sver's armor and weapons mod into this one?
Title: Re: ☼Meph Tileset☼ V5.1 (32x32) - 44.12 - updated 12th March - Do you like dogs?
Post by: Meph on May 30, 2019, 05:27:29 am
goldenvixen (what a name :D ), glad you figured it out. I don't think I could have done much, considering that the missing script would not be apparent from the save your uploaded. Hope you enjoy the set. :)

humanscholar, Merging Svers mod into this should be fairly simple, but the new items would lack sprites. Maybe ask Svers what he thinks about this, and I can expand the tileset by a few items. :D
Title: Re: ☼Meph Tileset☼ V5.1 (32x32) - 44.12 - updated 12th March - Do you like dogs?
Post by: LargeSnail on May 31, 2019, 10:43:25 am
Excuse me for answering now, I've been busy this week. Effectively, I have an Error Log, but it just has the same errors as always:

Spoiler (click to show/hide)

I removed the new dogs from the raws, and the error stills there (it appears in both modes, Fortress and Adventurer).
I assume it is not them, or maybe it is a bug from the original dog (I don't know if brolom.404 edited it somehow). Anyways, the error does not seems to go beyond of the bugged reports (and random advices like ''You being greeted by a pet!'') so it is not a major problem.
Title: Re: ☼Meph Tileset☼ V5.1 (32x32) - 44.12 - updated 12th March - Do you like dogs?
Post by: Meph on May 31, 2019, 11:33:05 am
Weird. I hope it solves itself when brolol.404 updates his dog mod and I replace the files with the updated version. If not, I'll have a proper look at it. (dont have much time atm)
Title: Re: ☼Meph Tileset☼ V5 (32x32) - 44.12 - updated 12th March - Furniture/Carpets
Post by: Thundercraft on June 01, 2019, 09:06:22 pm
I don't know how old your Revised option is, but my current release is IMO a (comparably) good time to update things. I'm mostly done with the descriptions and I'm avoiding editing the comments, so the diff between this version and whatever my next version is should be comparably small.
Oh yeah, that's something I could do. :) Thanks for the heads up.
[snip]...just to clarify: I would assume that the "Meph Tileset Launcher + Utilities" package has not yet been updated with the latest Revised changes? DFFD says it was last updated "Mar 12, 2019, 03:23:29 pm", whereas Meph's reply above was time stamped March 12, 2019, 01:17:20 pm. But that does not seem like enough time. And the version is still 5.
Revised was requested a couple of times and Taffer was kind enough to allow me to put it in. As splint said, you can toggle it on in the launcher. It's not the most up to date version of Revised, since I haven't touched that part for a while.
Hey, it's been a while since the last update on this set. Any requests by now, ideas for the future, bugs? (apart from the adv mode stuff that I couldn't fix)
Since you're asking for requests... Would you consider updating the Revised (http://www.bay12forums.com/smf/index.php?topic=161832.0) portion of your package to the latest version (v2.1.0)? Please? The Revised thread still indicates that the mod's status is on "hiatus", so it should not get a new update any time soon.

The only thing I changed last update was adding the dogs, which have a tale-wagging greeting interaction. I guess brolol.404 didn't catch that bug before release.
If adding the dogs was the only change in the last version, then is it safe to assume that you haven't yet updated Revised?
Title: Re: ☼Meph Tileset☼ V5.1 (32x32) - 44.12 - updated 12th March - Do you like dogs?
Post by: Darkond2100 on June 02, 2019, 12:04:01 am
I don't know how old your Revised option is, but my current release is IMO a (comparably) good time to update things. I'm mostly done with the descriptions and I'm avoiding editing the comments, so the diff between this version and whatever my next version is should be comparably small.
Oh yeah, that's something I could do. :) Thanks for the heads up.
[snip]...just to clarify: I would assume that the "Meph Tileset Launcher + Utilities" package has not yet been updated with the latest Revised changes? DFFD says it was last updated "Mar 12, 2019, 03:23:29 pm", whereas Meph's reply above was time stamped March 12, 2019, 01:17:20 pm. But that does not seem like enough time. And the version is still 5.
Revised was requested a couple of times and Taffer was kind enough to allow me to put it in. As splint said, you can toggle it on in the launcher. It's not the most up to date version of Revised, since I haven't touched that part for a while.
Hey, it's been a while since the last update on this set. Any requests by now, ideas for the future, bugs? (apart from the adv mode stuff that I couldn't fix)
Since you're asking for requests... Would you consider updating the Revised (http://www.bay12forums.com/smf/index.php?topic=161832.0) portion of your package to the latest version (v2.1.0)? Please? The Revised thread still indicates that the mod's status is on "hiatus", so it should not get a new update any time soon.

The only thing I changed last update was adding the dogs, which have a tale-wagging greeting interaction. I guess brolol.404 didn't catch that bug before release.
If adding the dogs was the only change in the last version, then is it safe to assume that you haven't yet updated Revised?
It's not a small thing to ask, but I am working on just that right now. I have been for the past couple weeks. I'm just about done, and am just working out the bugs right now.

I'd appreciate some help with them as well, as I'm not sure what's causing them. I'll include the associated files. http://dffd.bay12games.com/file.php?id=14395
Title: Re: ☼Meph Tileset☼ V5.1 (32x32) - 44.12 - updated 12th March - Do you like dogs?
Post by: Meph on June 09, 2019, 04:22:57 pm
Hey guys,

As I've been messing around with items for the official DF tileset, I had the idea to make variants of furniture, just like ground tiles can be varied (4 sprites for floors instead of just 1). Here an example for cabinets, coffins and beds:
(https://i.imgur.com/coHUZcL.png)

I already do something like this for the 256 statues that I put into this tileset, I could make the furniture a bit more varied too. :D Only issue would be that it might mess with symmetry and I know how much some people love that. ^^
Title: Re: ☼Meph Tileset☼ V5.1 (32x32) - 44.12 - updated 12th March - Do you like dogs?
Post by: Splint on June 10, 2019, 03:45:53 am
Couldn't hurt. A little iffy on the coffins (because I like symmetric catacombs :P) but otherwise variance is never a bad thing in my opinion.
Title: Re: ☼Meph Tileset☼ V5.1 (32x32) - 44.12 - updated 12th March - Do you like dogs?
Post by: IlFedaykin on June 11, 2019, 03:27:47 am
Since tables and chairs are usually placed in bulks, it would probably make meeting halls look weird... The best option would be making it possible to switch on and off.
Title: Re: ☼Meph Tileset☼ V5.1 (32x32) - 44.12 - updated 12th March - Do you like dogs?
Post by: Thundercraft on June 12, 2019, 05:01:52 am
Has anyone had any luck merging Sver's armor and weapons mod into this one?
humanscholar, Merging Svers mod into this should be fairly simple, but the new items would lack sprites. Maybe ask Svers what he thinks about this, and I can expand the tileset by a few items. :D

As Meph said, it should be pretty simple or straightforward. For a moment, I had wondered about compatibility, since the full Meph Tileset pack incorporates the Revised mod. However, I remembered that Revised has incorporated certain part's of Sver's mod and visa versa. Here's a relevant post from the Revised topic:

Currently, my mod incorporates all of the Revised features from the files that overlap. They are fully compatible, as long as you install my mod after Revised and simply overwrite everything.

Actually, Darkond2100 talked about (http://www.bay12forums.com/smf/index.php?topic=161832.msg7971856#msg7971856) not only updating Meph's pack with the latest Revised, but also plans to incorporate Sver's mod.
Title: Re: ☼Meph Tileset☼ V5.1 (32x32) - 44.12 - updated 12th March - Do you like dogs?
Post by: Sver on June 12, 2019, 08:01:17 am
scholar, Merging Svers mod into this should be fairly simple, but the new items would lack sprites. Maybe ask Svers what he thinks about this, and I can expand the tileset by a few items. :D

Ahem. On time, as always, I have to say that I certainly do not object to incorporating my mod or drawing tiles for it. Would be an honour to be included in such a pack, actually :)
Title: Re: ☼Meph Tileset☼ V5.1 (32x32) - 44.12 - updated 12th March - Do you like dogs?
Post by: KassaK on June 12, 2019, 09:02:33 am
Hey @Meph, maybe you have to know or you have a solution, i'm using your tileset (again, it's awesome :) ), and I had some problems.

I had in the same time 2 sieges and a fire outside (from troglodyte arms apparently ^^) that started to burn my whole forest....and burned all my FPS too, like 60FPS to 3/4FPS instantly.

My game crashed 2/3 times, I think it's because of fire.

Is it a DF problem or is it linked to your tileset ? I'm using animation for tile like water/fire from your tileset, maybe it's that ?
Title: Re: ☼Meph Tileset☼ V5.1 (32x32) - 44.12 - updated 12th March - Do you like dogs?
Post by: Meph on June 12, 2019, 03:18:03 pm
Fire kills fps. That's unfortunately normal, the crashes might be because twbt uses overrides for every fire/smoke tile. You can clear the fire by typing "weather rain" into dfhack.

Svers: Thank you. I'll have a look at your mod and let you know what I can do, regarding the sprites. I am on tour atm however, so not much being done atm. But I'll visit Mike mayday soon, I'm sure df might come up as a topic. 😆

Title: Re: ☼Meph Tileset☼ V5.1 (32x32) - 44.12 - updated 12th March - Do you like dogs?
Post by: Meph on June 12, 2019, 03:19:19 pm
Since tables and chairs are usually placed in bulks, it would probably make meeting halls look weird... The best option would be making it possible to switch on and off.
tables and chairs already have the option to be build with fancy graphics: benches and banquet tables. It's a bit more work, but looks awesome. 😊
Title: Re: ☼Meph Tileset☼ V5.1 (32x32) - 44.12 - updated 12th March - Do you like dogs?
Post by: boogis on June 13, 2019, 01:50:25 am
Hey guys I have a problem here. when I use meph launcher I don't have soundsense working so I don't have sound (even in game sound option its not available). But when I use lazy newb launcher sound work just fine but in game I have fish tile instead of grass. Neither of these make me happy in discovering this wonderful game and I don't wanna use other tileset I just very much  like this one. can you please help me?

(I launch SS before game)
Title: Re: ☼Meph Tileset☼ V5.1 (32x32) - 44.12 - updated 12th March - Do you like dogs?
Post by: IlFedaykin on June 13, 2019, 01:52:48 am
tables and chairs already have the option to be build with fancy graphics: benches and banquet tables. It's a bit more work, but looks awesome. 😊
Fantastic!
Title: Re: ☼Meph Tileset☼ V5.1 (32x32) - 44.12 - updated 12th March - Do you like dogs?
Post by: Pvt. Pirate on June 13, 2019, 05:24:49 am
Hey guys I have a problem here. when I use meph launcher I don't have soundsense working so I don't have sound (even in game sound option its not available). But when I use lazy newb launcher sound work just fine but in game I have fish tile instead of grass. Neither of these make me happy in discovering this wonderful game and I don't wanna use other tileset I just very much  like this one. can you please help me?

(I launch SS before game)
did you move the folder after directing SS to the gamelog.txt?
Title: Re: ☼Meph Tileset☼ V5.1 (32x32) - 44.12 - updated 12th March - Do you like dogs?
Post by: Heretic on June 15, 2019, 10:29:35 am
Can i use Vodak dwarves with latest version? And how can i do it?
Title: Re: ☼Meph Tileset☼ V5.1 (32x32) - 44.12 - updated 12th March - Do you like dogs?
Post by: Meph on June 15, 2019, 12:25:16 pm
Boogie: check if sound is turned off in the launcher. It's the default setting. ^^

Heretic: vordak dwarves are the ones you start with. They come preinstalled. ☺️
Title: Re: ☼Meph Tileset☼ V5.1 (32x32) - 44.12 - updated 12th March - Do you like dogs?
Post by: Meph on June 16, 2019, 07:23:31 am
Svers mod seems to include... a lot... more than just extra weapons and armor. That might be a little bit more work-intensive than I thought. ^^

Especially the changes to existing vanilla DF content are troublesome. I don't mind adding more items, but altering existing ones is something else. :/
Title: Re: ☼Meph Tileset☼ V5.1 (32x32) - 44.12 - updated 12th March - Do you like dogs?
Post by: Fleeting Frames on June 23, 2019, 09:46:51 am
Hello. I have a tangentially related question, in that I users of this tileset might know.

Looking at the overrides.txt in linux version it seems it wasn't, but asking just in case:

Was a fix found for conflict between blood splatters on walls/mining designations/mineral tiles/unrevealed areas?

(By fix, I mean settings so that designations wouldn't be able to reveal things about hidden tiles while blood splatters wouldn't make walls look like mining designations.)
Title: Re: ☼Meph Tileset☼ V5.1 (32x32) - 44.12 - updated 12th March - Do you like dogs?
Post by: Meph on June 23, 2019, 11:32:58 am
No. No fix possible with current twbt, but I already mentioned that little issue to tarn. Blood spatters in future versions get their own sprites.
Title: Re: ☼Meph Tileset☼ V5.1 (32x32) - 44.12 - updated 12th March - Do you like dogs?
Post by: Fleeting Frames on June 23, 2019, 05:26:42 pm
Ah well, thank you and excellent.

Guess I'd need to be change I wish to see.

E: Well that was easy. Wonder why it wasn't done by default, performance?
Title: Re: ☼Meph Tileset☼ V5.1 (32x32) - 44.12 - updated 12th March - Do you like dogs?
Post by: knainoa on July 02, 2019, 07:32:17 pm
Hi Meph, this has probably been asked before but I couldn't find it. Is this version of the pack (somehow) compatible with Masterwork? I love the current look of yours and vordak dwarves but I'd be hard pressed to give up the masterwork features.
Title: Re: ☼Meph Tileset☼ V5.1 (32x32) - 44.12 - updated 12th March - Do you like dogs?
Post by: Meph on July 02, 2019, 10:27:01 pm
Nope, merging this with masterwork df could cause all sorts of issues, since the mod runs on multiple sets of raws for the 20+ tilesets included. :/
Title: Re: ☼Meph Tileset☼ V5.1 (32x32) - 44.12 - updated 12th March - Do you like dogs?
Post by: knainoa on July 03, 2019, 03:22:39 am
Nope, merging this with masterwork df could cause all sorts of issues, since the mod runs on multiple sets of raws for the 20+ tilesets included. :/

Ah damn. Is a tileset compatibility/update planned? Or should I stop holding my breath and wait for someone to masterwork the steam release.
Title: Re: ☼Meph Tileset☼ V5.1 (32x32) - 44.12 - updated 12th March - Do you like dogs?
Post by: Meph on July 03, 2019, 09:53:57 am
I'm holding back on adding this tileset to Masterwork DF, because I want to release it for Steam, with the nice, official tileset. It would be a bit pointless to do the work twice.
Title: Re: ☼Meph Tileset☼ V5.1 (32x32) - 44.12 - updated 12th March - Do you like dogs?
Post by: The13thRonin on July 06, 2019, 01:34:43 am
Hi Meph.

I was wanting to port across some new gemstones I made for Dwarf Fortress to use your graphics pack/tileset. However I noticed that your gem raws use a different system to define a DISPLAY_COLOR. Regular Dwarf Fortress raws use the 0-7, 0-7, 0-1 color picking system but I'm noting all of your gemstones have numbers in the 100s for the first two values.

Would you be able to explain how this DISPLAY_COLOR system works so I am able to utilise my modifications?

Many thanks,

The13thRonin
Title: Re: ☼Meph Tileset☼ V5.1 (32x32) - 44.12 - updated 12th March - Do you like dogs?
Post by: Meph on July 06, 2019, 12:54:34 pm
You can still use the normal display color values, they still work. The new system I use is Mifkis TWBT extended color palette. I made a tutorial here: http://www.bay12forums.com/smf/index.php?topic=170644.msg7758734#msg7758734

Please double check with one color, because there might be the chance that I messed up ONE number in that... so the numbers might be shifted either one up or down. But you can test that easily.
Title: Re: ☼Meph Tileset☼ V5.1 (32x32) - 44.12 - updated 8th May - Do you like dogs?
Post by: The13thRonin on July 07, 2019, 08:21:57 am
If I might be so bold Meph I was hoping to suggest some STATE_COLOR changes in inorganic_stone_gem.

I believe:

- Morion (https://www.overstock.ca/Jewelry-Watches/14k-Rose-Gold-Brown-Morion-and-3-4ct-TDW-Diamond-Estate-Ring-H-I-SI1-SI2/13257750/product.html) should be swapped to TAUPE_DARK #This gem is supposed to be variety of smokey quartz that is a coffee to darker brown.
- Schorl (http://gem5.com/stone/107/schorl-tourmaline/) should be swapped to BLACK #Also known as black tourmaline it makes sense for this to be black not brown.
- Lapis Lazuli (https://www.crystalage.com/online_store/lapiz-lazuli-egg-51mm1.cfm) should be swapped to DARK_BLUE #Although it comes in a range of blue hues it is commonly perceived as dark blue (Wikipedia also suggests this to be the case).
- Prase (https://www.etsy.com/au/listing/698621878/polished-green-prase-carved-egg-with?ga_order=most_relevant&ga_search_type=all&ga_view_type=gallery&ga_search_query=reiki+prase&ref=sr_gallery-1-4) should be swapped to SEA_GREEN #Distinguished by being a shade darker than regular chrysoprase.
- Chrysoprase (https://www.gemselect.com/chrysoprase/chrysoprase-505453.php) should be swapped to SPRING_GREEN #Actually lighter than Prase.

Each change is linked to an image showing the color of the gem.
Title: Re: ☼Meph Tileset☼ V5.1 (32x32) - 44.12 - updated 8th May - Do you like dogs?
Post by: knainoa on August 02, 2019, 02:56:09 pm
Hi, trying to integrate Grimlockes mod with this pack. Having trouble with the workshops. I renamed all the item.txts to item_Z_whatever.txt as it said in past comments, but the mod deletes all the custom meph workshops. What are the steps to integrate the mod? I've never been a fan of how limited dwarven weaponsmithing is and I have no idea what I'm doing.

Edit: https://www.dropbox.com/s/t51xcw5oplqzard/Meph%20Tileset%20V5.1%20-%2044.12.7z?dl=0
Here is the integrated pack if anyone wants it. It's a little rough, I couldn't get the gunsmithing workshop to work, but dwarves can make all the weapons and armors. Should also be able to buy/loot guns off of invaders and traders. Gave Humans, Elves, Goblins, Kobolds more weapon/armor options too while trying to keep it roughly balanced. Only added weapons and armor to Ferric Elves and Serpent Men out of the fortress defense civs because those are the only ones I use. To add them to the others, just rip it out of the dwarf entity raw file and pop them into the entity defs. All credit to Meph and Grimlocke. If this breaks some forum rules, just let me know and I'll take this down.
Title: Re: ☼Meph Tileset☼ V5.1 (32x32) - 44.12 - updated 8th May - Do you like dogs?
Post by: darkhog on August 10, 2019, 09:37:50 pm
Do you have a version that can be used with LNP? So I can just copy it to LNP/graphics and have it recognize it and update (big advantage of LNP and PyLNP launcher is that it can update saves).

//edit: Looks like 44.12 LNP comes with this set, but older version. I really would like to have 5.1 as that older version doesn't have all the sprites.
Title: Re: ☼Meph Tileset☼ V5.1 (32x32) - 44.12 - updated 8th May - Do you like dogs?
Post by: Pvt. Pirate on August 11, 2019, 06:30:00 am
Do you have a version that can be used with LNP? So I can just copy it to LNP/graphics and have it recognize it and update (big advantage of LNP and PyLNP launcher is that it can update saves).

//edit: Looks like 44.12 LNP comes with this set, but older version. I really would like to have 5.1 as that older version doesn't have all the sprites.
same prob here. but copying it over just created duplicate entries and the overrides didn't work as intended.
Title: Re: ☼Meph Tileset☼ V5.1 (32x32) - 44.12 - updated 8th May - Do you like dogs?
Post by: Meph on August 11, 2019, 10:36:07 am
Guys, that won't work. There is a good reason that it's not in the lnp: I heavily alter the raws. The lnp can't deal with that when switching tilesets.
Title: Re: ☼Meph Tileset☼ V5.1 (32x32) - 44.12 - updated 8th May - Do you like dogs?
Post by: darkhog on August 11, 2019, 04:53:22 pm
But I really want to keep my saves while using the 5.1 tileset.
Title: Re: ☼Meph Tileset☼ V5.1 (32x32) - 44.12 - updated 8th May - Do you like dogs?
Post by: Xeen on August 11, 2019, 07:14:07 pm
I am bit lost with "bog iron" comes with this pack.
Cannot be melt in smelter, cannot be extracted in kiln ? I can only sell it to caravan.
Title: Re: ☼Meph Tileset☼ V5.1 (32x32) - 44.12 - updated 8th May - Do you like dogs?
Post by: Meph on August 12, 2019, 07:00:53 am
Darkhog: Nothing to be done about it. Most features of this set require a new world-gen anyway. Even if you would install everything correctly by hand.

Xeen:  :o ... ehm... bog iron? Did I overlook something in Taffers Revised?
Title: Re: ☼Meph Tileset☼ V5.1 (32x32) - 44.12 - updated 8th May - Do you like dogs?
Post by: Xeen on August 12, 2019, 08:42:19 am
Xeen:  :o ... ehm... bog iron? Did I overlook something in Taffers Revised?

Looks like ore icon in your tileset. Veins are inside some dirt layers instead of stone - in swamp region (I am building swamp dwarf fortress :P ).
It is hauled into stone stockpile but I did not find way how get iron from it.  Neither smelter, neither kiln offers me any option to deal with it.

In real world it is for example goethite (FeO(OH)).

I found something about it here (not sure if it is related somehow to your pack).
http://www.bay12forums.com/smf/index.php?topic=161832.msg7999363#msg7999363
Title: Re: ☼Meph Tileset☼ V5.1 (32x32) - 44.12 - updated 8th May - Do you like dogs?
Post by: Meph on August 12, 2019, 09:45:13 am
Ah, I see. Indeed a Taffers revised mod addition.
Title: Re: ☼Meph Tileset☼ V5.1 (32x32) - 44.12 - updated 8th May - Do you like dogs?
Post by: darkhog on August 12, 2019, 05:08:22 pm
Sad to hear, because I really wanted to upgrade my streaming save/fort. Oh well, probably fun will happen sooner or later and then I'll generate a new world in your version of df.
//edit: LNP has that nice option of autostarting utilities (therapist, soundsense, etc.) along with DF so all I need to do is to click "Play dwarf fortress". Could this be added to your launcher as well?
Title: Re: ☼Meph Tileset☼ V5.1 (32x32) - 44.12 - updated 8th May - Do you like dogs?
Post by: Novaris on August 13, 2019, 11:25:07 am
Any ideas what you will add next?
Title: Re: ☼Meph Tileset☼ V5.1 (32x32) - 44.12 - updated 8th May - Do you like dogs?
Post by: Meph on August 13, 2019, 02:41:18 pm
I'm mostly thinking about mods atm, and new steam df stuff that I can't talk about. ^^
Title: Re: ☼Meph Tileset☼ V5.1 (32x32) - 44.12 - updated 8th May - Do you like dogs?
Post by: Novaris on August 13, 2019, 02:47:56 pm
 :o I heard mods so I'm thinking additional civs, jay!  :D
Title: Re: ☼Meph Tileset☼ V5.1 (32x32) - 44.12 - updated 8th May - Do you like dogs?
Post by: darkhog on August 14, 2019, 08:27:24 pm
Could you fix the set for the adventurer mode? It displays nonsensical tiles on map (stairs where in the middle of forest, random coffins/armored guard sprites in place of far-away slopes or walls, thought bubbles, etc.)
Title: Re: ☼Meph Tileset☼ V5.1 (32x32) - 44.12 - updated 8th May - Do you like dogs?
Post by: Meph on August 15, 2019, 12:35:00 am
Could you fix the set for the adventurer mode? It displays nonsensical tiles on map (stairs where in the middle of forest, random coffins/armored guard sprites in place of far-away slopes or walls, thought bubbles, etc.)
Nope, can't change that.
Title: Re: ☼Meph Tileset☼ V5.1 (32x32) - 44.12 - updated 8th May - Do you like dogs?
Post by: Pvt. Pirate on August 15, 2019, 04:43:03 am
Could you fix the set for the adventurer mode? It displays nonsensical tiles on map (stairs where in the middle of forest, random coffins/armored guard sprites in place of far-away slopes or walls, thought bubbles, etc.)
Nope, can't change that.
because it's a problem of TWBT.
Title: Re: ☼Meph Tileset☼ V5.1 (32x32) - 44.12 - updated 8th May - Do you like dogs?
Post by: Meph on August 15, 2019, 06:28:26 am
Yes, sorry. I didn't mean "No, I can't, because I don't want to", but "No, I can't because it's not possible". ;)
Title: Re: ☼Meph Tileset☼ V5.1 (32x32) - 44.12 - updated 8th May - Do you like dogs?
Post by: darkhog on August 15, 2019, 07:26:14 am
So I have to take it up with TWBT developer then? Sure, where can I contact him or her?
Title: Re: ☼Meph Tileset☼ V5.1 (32x32) - 44.12 - updated 8th May - Do you like dogs?
Post by: Pvt. Pirate on August 15, 2019, 09:25:45 am
Yes, sorry. I didn't mean "No, I can't, because I don't want to", but "No, I can't because it's not possible". ;)
just wanted to clarify that before anyone gets confused and/or angry :D

Meph, can you help me get this modded into the game?
http://www.bay12forums.com/smf/index.php?topic=174437.0
i can't help but watch different gondolas lately and this one sparked the idea: https://pr0gramm.com/new/1608831
Title: Re: ☼Meph Tileset☼ V5.1 (32x32) - 44.12 - updated 8th May - Do you like dogs?
Post by: n1buz on August 18, 2019, 02:34:50 pm
https://imgur.com/a/zgmruOq

So I've recently started playing DF and I'm using your tile set but I've ran into this issue where my floor tiles seem to be something else. When I click on them all I see is wooden floor tile and I've tried destroying and putting them back but in that space they always look weird like that.

Do you have any idea why this is? Thanks

Title: Re: ☼Meph Tileset☼ V5.1 (32x32) - 44.12 - updated 8th May - Do you like dogs?
Post by: Novaris on August 19, 2019, 08:48:06 am
@Meph will you make a new release once the latest DF Revised is ready?
Title: Re: ☼Meph Tileset☼ V5.1 (32x32) - 44.12 - updated 8th May - Do you like dogs?
Post by: knainoa on August 21, 2019, 12:54:17 am
https://imgur.com/a/zgmruOq

So I've recently started playing DF and I'm using your tile set but I've ran into this issue where my floor tiles seem to be something else. When I click on them all I see is wooden floor tile and I've tried destroying and putting them back but in that space they always look weird like that.

Do you have any idea why this is? Thanks

That's a pretty common graphic bug, usually happens with built or smoothed floors next to either farms or bridges. Happens to me all the time, if you move your viewscreen around the graphic tiles will move with it. Alternatively, there could be some loose vegetation on your floor.
Title: Re: ☼Meph Tileset☼ V5.1 (32x32) - 44.12 - updated 8th May - Do you like dogs?
Post by: Elarys on September 01, 2019, 02:01:25 am
Is there a V5.1 that can be used on Mac/Linux?

Already have DFHack/TWBT installed and working.

I guess the easiest way is to configure this on a windows box, copy the folders over my Mac and then replace the binaries/libraries with the native versions and launch `dfhack`?
Title: Re: ☼Meph Tileset☼ V5.1 (32x32) - 44.12 - updated 8th May - Do you like dogs?
Post by: Pvt. Pirate on September 01, 2019, 03:46:49 am
it'd be better to not copy any binaries into linux version.
Title: Re: ☼Meph Tileset☼ V5.1 (32x32) - 44.12 - updated 8th May - Do you like dogs?
Post by: Elarys on September 01, 2019, 04:44:59 am
I simplified my planned instructions. But yes, no copying of binaries between systems. Copy anything non base application-related etc....

Just need to work out what Meph modified exactly in the base df folder with a few diff's maybe
Title: Re: ☼Meph Tileset☼ V5.1 (32x32) - 44.12 - updated 8th May - Do you like dogs?
Post by: Pvt. Pirate on September 02, 2019, 04:07:38 am
when only copying in his textures and overrides, i had strange stuff. like kaolinite was depicted as red statues etc.
i guess it's due to mutiple contradicting overrides due to the other files from the LNP.
Title: Re: ☼Meph Tileset☼ V5.1 (32x32) - 44.12 - updated 8th May - Do you like dogs?
Post by: Meph on September 02, 2019, 07:46:11 am
when only copying in his textures and overrides, i had strange stuff. like kaolinite was depicted as red statues etc.
i guess it's due to mutiple contradicting overrides due to the other files from the LNP.
Nope, that's because the tile numbers in the raws change as well.

I simplified my planned instructions. But yes, no copying of binaries between systems. Copy anything non base application-related etc....

Just need to work out what Meph modified exactly in the base df folder with a few diff's maybe
Have a look at the raw-only version. That way you know which files you need.

@Meph will you make a new release once the latest DF Revised is ready?
Maybe? ^^ Is it ready?

So I have to take it up with TWBT developer then? Sure, where can I contact him or her?
That would be Mifki. Write him a PM.
Title: Re: ☼Meph Tileset☼ V5.1 (32x32) - 44.12 - updated 8th May - Do you like dogs?
Post by: Pvt. Pirate on September 02, 2019, 10:26:18 am
when only copying in his textures and overrides, i had strange stuff. like kaolinite was depicted as red statues etc.
i guess it's due to mutiple contradicting overrides due to the other files from the LNP.
Nope, that's because the tile numbers in the raws change as well.
but i also had it when i had a "vanilla" linux-LNP and only copied in that version of your pack and created a new world.
i gave it up completely, because it wasn't worth the grey hair.
Title: Re: ☼Meph Tileset☼ V5.1 (32x32) - 44.12 - updated 8th May
Post by: Meph on September 02, 2019, 07:30:02 pm
UPDATE!

Download: Meph Tileset V5.2 (http://dffd.bay12games.com/file.php?id=13407)
You can support the tileset on Patreon (https://www.patreon.com/meph) or as a one-time donation on Paypal (https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=ZTPEFV6LCDDAJ).

Hey everyone,

I wanted to do some more modding, with lots to come in future. As a first example, here some optional training workshops made for this tileset: 20 workshops that slowly train any skill you like. I made a proper mod-release thread here (http://www.bay12forums.com/smf/index.php?topic=174577.msg8019473#msg8019473), so that people without the tileset can use them, but of course the style is intended to fit into the Meph set. As always, they are optional just like the rest of the modded tileset content and can be disabled with a click on the "decorational workshops" button in the GUI. (Needs a new worldgen)

The workshops are sorted into three categories: Guilds to train labors, requiring two chairs and two tables to be build; Libraries to train social skills, requiring two quires and two bookcases to be build; and Training Rooms for military skills, requiring two armorstands and two weaponracks.

To train a skill, simply run any of the reactions, they do not cost any reagents. They give 30xp every time, which means that to go from Dabbling to Novice, a dwarf would have to repeat it 17 times. To get to Talented, 150 times. To get to Legendary+5, just a meager 967 times.

(https://i.imgur.com/bMaBXxg.png)
Title: Re: ☼Meph Tileset☼ V5.2 (32x32) - 44.12 - updated 3rd August - Training Rooms!
Post by: Meph on September 03, 2019, 12:28:49 am
What about some foreign weapons? I always wanted to add a few RL cultures to DF, but using actual RL location/country names feels out of place. So instead of Japanese, Viking, Germanic and Egyptian, how about...

(https://i.imgur.com/eqswp9S.png)

I'd love to do some African tribal warfare (maasai, zulu); South American (Inca, Maya, Atztec), Arabic (Ottoman, Sultans of Arabia) and Roman/Greek. Maybe Polynesian (cool Sword-fish swords :D ), or Maori... or North American Natives.

And then come up with a good naming scheme for 8-10 civs, without using RL locations OR using stupid racial stereotypes. ^^
Title: Re: ☼Meph Tileset☼ V5.2 (32x32) - 44.12 - updated 3rd August - Training Rooms!
Post by: Splint on September 03, 2019, 12:43:26 am
Personally I'm fine with using IRL place stuff if it's more practical, or as a place holder.

Seems like a neat idea though.
Title: Re: ☼Meph Tileset☼ V5.2 (32x32) - 44.12 - updated 3rd August - Training Rooms!
Post by: Thundercraft on September 03, 2019, 06:04:05 am
What about some foreign weapons? I always wanted to add a few RL cultures to DF, but using actual RL location/country names feels out of place. So instead of Japanese, Viking, Germanic and Egyptian, how about...

Looks good, except... I'd prefer to see one or two more 2H spear-like weapons for Men of the North (or West).

Also, I find rare or unusual weapons to be particularly interesting, such as the Goedendag (https://www.youtube.com/watch?v=W1bszeudJCE) or "spear club". That weapon is merely a hefty wood staff with a very pointy, but small, metal spear tip. "Good day sir... I said good day sir!" [WHAM!] [STAB!]

@Meph will you make a new release once the latest DF Revised is ready?
Maybe? ^^ Is it ready?

Checking the Revised topic OP (http://www.bay12forums.com/smf/index.php?topic=161832.msg7290850#msg7290850), it seems it hasn't officially been updated since July 31. However, as has been pointed out several times, the version of Revised currently used by Meph Tileset is much older than what is officially available. And Taffer, himself, posted here that quote, "current release is IMO a (comparably) good time to update things." So, technically, it's been ready for a while now.

Unofficially, Darkond2100 has already merged the updated Revised with your Meph Tileset. There were some errors that cropped up. However, these error messages mostly had to do with language issues, word token typos (e.g., should have used TAUPE_GRAY instead of TAUPE_GREY) or missing punctuation in a few places. (See page 26 of the Revised topic (http://www.bay12forums.com/smf/index.php?topic=161832.375).)

Since then, Darkond2100 has taken another stab at trying to fix these errors. This is the result:

DFFD - File: MephFortress ReRevised (http://dffd.bay12games.com/file.php?id=14395)

I don't know how old your Revised option is, but my current release is IMO a (comparably) good time to update things. I'm mostly done with the descriptions and I'm avoiding editing the comments, so the diff between this version and whatever my next version is should be comparably small.
Oh yeah, that's something I could do. :) Thanks for the heads up.

Revised was requested a couple of times and Taffer was kind enough to allow me to put it in. As splint said, you can toggle it on in the launcher. It's not the most up to date version of Revised, since I haven't touched that part for a while.

Hey, it's been a while since the last update on this set. Any requests by now, ideas for the future, bugs? (apart from the adv mode stuff that I couldn't fix)
Since you're asking for requests... Would you consider updating the Revised (http://www.bay12forums.com/smf/index.php?topic=161832.0) portion of your package to the latest version (v2.1.0)? Please? The Revised thread still indicates that the mod's status is on "hiatus", so it should not get a new update any time soon.
Title: Re: ☼Meph Tileset☼ V5.2 (32x32) - 44.12 - updated 3rd August - Training Rooms!
Post by: Superdorf on September 03, 2019, 08:23:55 am
Only trouble I have with that system of weapon-naming... you're totally gonna get "Men of the North" in southern corners of the world, and vice versa.

I guess you could fluff it as "these cultures arrived on this particular DF continent from their correspondent corners of the globe"? "Boat" is a word in the dwarven-human-elfin-goblin languages, after all, despite the utter lack of boats in modern-day DF worlds...
Title: Re: ☼Meph Tileset☼ V5.2 (32x32) - 44.12 - updated 3rd August - Training Rooms!
Post by: Meph on September 03, 2019, 08:53:53 am
Only trouble I have with that system of weapon-naming... you're totally gonna get "Men of the North" in southern corners of the world, and vice versa.

I guess you could fluff it as "these cultures arrived on this particular DF continent from their correspondent corners of the globe"? "Boat" is a word in the dwarven-human-elfin-goblin languages, after all, despite the utter lack of boats in modern-day DF worlds...
Depends if I add 4 human civs, or if I just add them through workshops. ^^

-awesome sauce-
Thanks so much for that. Seems I should have been paying more attention. I'm downloading the updated Revised now, will have a look at everything. :)
Title: Re: ☼Meph Tileset☼ V5.2 (32x32) - 44.12 - updated 3rd August - Training Rooms!
Post by: Bumber on September 03, 2019, 09:26:13 am
What about some foreign weapons? I always wanted to add a few RL cultures to DF, but using actual RL location/country names feels out of place. So instead of Japanese, Viking, Germanic and Egyptian, how about...

What are Throwing Gloves? Are they gloves that throw stuff, or are they gloves that get thrown at people? ???
Title: Re: ☼Meph Tileset☼ V5.2 (32x32) - 44.12 - updated 3rd August - Training Rooms!
Post by: Darkond2100 on September 03, 2019, 09:42:41 am
What about some foreign weapons? I always wanted to add a few RL cultures to DF, but using actual RL location/country names feels out of place. So instead of Japanese, Viking, Germanic and Egyptian, how about...

What are Throwing Gloves? Are they gloves that throw stuff, or are they gloves that get thrown at people? ???
Ranged weapons require a weapon + ammo. Throwing knives aren't systematically implemented, nor are throwing spears.
Title: Re: ☼Meph Tileset☼ V5.2 (32x32) - 44.12 - updated 3rd August - Training Rooms!
Post by: Meph on September 03, 2019, 09:49:00 am
Correct.

I only have the option to make a "throwing tool" of sorts, like spear + atlatl. Or black ninja gloves that people wear when they throw shuriken around. :D The alternative would be "shuriken (weapon) + shuriken (ammo)" which is a bit confusing at times.
Title: Re: ☼Meph Tileset☼ V5.2 (32x32) - 44.12 - updated 3rd August - Training Rooms!
Post by: zennyrpg on September 03, 2019, 10:21:19 pm
Just downloaded this and started generating worlds-- I noticed a strange "ocean" looking area.  After embarking and investigating, I found out it was white sand.  The white sand desert on the world map and white sand desert on the minimap after embark are showing up as blue.  I switched color schemes (Pheobus, Spacefox) and fonts (Gemset, Ascii Square) and that didn't change it.  Is this a known issue of one of the mods in the stack used here?  The tileset graphics are correct.

edit: double checked and the area affected is "calm" and "wilderness"
Title: Re: ☼Meph Tileset☼ V5.2 (32x32) - 44.12 - updated 3rd August - Training Rooms!
Post by: Pvt. Pirate on September 04, 2019, 06:17:04 am
Correct.

I only have the option to make a "throwing tool" of sorts, like spear + atlatl. Or black ninja gloves that people wear when they throw shuriken around. :D The alternative would be "shuriken (weapon) + shuriken (ammo)" which is a bit confusing at times.
were throwing weapons suggested to toady?
it would be weird to pick up shuriken in adv mode ad not being able to throw them.
Title: Re: ☼Meph Tileset☼ V5.2 (32x32) - 44.12 - updated 3rd August - Training Rooms!
Post by: LeoCean on September 04, 2019, 09:21:25 am
Training rooms look nice, the whole August 3rd update instead of September threw me off :o. But aren't these workshops basically the  "Skill Practice Workshops" from dwarf fortress cheats? This is definitely better with graphics and probably encompasses much more though. Looking forward to using it, since it looks cool.

New weapons look good as well.
Title: Re: ☼Meph Tileset☼ V5.2 (32x32) - 44.12 - updated 3rd August - Training Rooms!
Post by: Bumber on September 04, 2019, 10:42:07 am
were throwing weapons suggested to toady?
it would be weird to pick up shuriken in adv mode ad not being able to throw them.

Adventurers can [t]hrow anything in their inventory. Fort dwarves only do so during a tantrum.
Title: Re: ☼Meph Tileset☼ V5.2 (32x32) - 44.12 - updated 3rd August - Training Rooms!
Post by: Meph on September 04, 2019, 10:46:09 am
Training rooms look nice, the whole August 3rd update instead of September threw me off :o. But aren't these workshops basically the  "Skill Practice Workshops" from dwarf fortress cheats? This is definitely better with graphics and probably encompasses much more though. Looking forward to using it, since it looks cool.

New weapons look good as well.
Apparently I forgot which month it was. ^^

Is there a mod like this already, with training reactions for everything? I did everything from scratch, even though I have made similar systems in Masterwork previously. Initially they had three reactions (slow/free, tool/medium, coin/fast) but Toady One changed how XP works at some point between updates. :/
Title: Re: ☼Meph Tileset☼ V5.2 (32x32) - 44.12 - updated 3rd September - Training Rooms!
Post by: LeoCean on September 04, 2019, 09:16:11 pm
Spoiler (click to show/hide)

I'm not too sure how it works though, haven't used it. (well enough to know it works effectively~ the reaction works~) I'm guessing it just works in the way that you use the workshop and when the reaction is completed the xp goes to the skill the workshop is set to increase, unknown how much xp would be granted.

Seems this should work as well.

Spoiler (click to show/hide)

Maybe it'd be better to make this a sort of druid magic by adding a reaction like this,

Spoiler (click to show/hide)

Of course with plant materials instead, or with water or lava buckets, water bucket goes in gets emptied and comes out as a bucket(but then again it uses the bucket in the reaction and the product should be a set bucket type(not sure of this) so could possibly abused to get free resources of that type if you don't have it(from smelting bucket?) ).

Spoiler (click to show/hide)
Title: Re: ☼Meph Tileset☼ V5.2 (32x32) - 44.12 - updated 3rd September - Training Rooms!
Post by: Meph on September 05, 2019, 02:49:26 am
All unnecessary, it gives 30xp, regardless of any products. I tested several versions using dwarf therapist.
Title: Re: ☼Meph Tileset☼ V5.2 (32x32) - 44.12 - updated 3rd August - Training Rooms!
Post by: Pvt. Pirate on September 05, 2019, 04:49:29 am
were throwing weapons suggested to toady?
it would be weird to pick up shuriken in adv mode ad not being able to throw them.

Adventurers can [t]hrow anything in their inventory. Fort dwarves only do so during a tantrum.
i only played adv mode a few times... it's too complicated for me, but of course now i remember...
that fire FB in that one ruined dwarven fort, which i "threw" water on, turning it into steam.

also maybe the only thing that didn't work was putting your 44.12 barebones edition onto a 44.09 LNP...
Title: Re: ☼Meph Tileset☼ V5.2 (32x32) - 44.12 - updated 3rd September - Training Rooms!
Post by: OmeleteDuFroMago on September 06, 2019, 03:12:13 am
Hey, this might be a dumb question but i gonna ask anyway i'm playing DF for quite awhile and i found your tileset recently and i love it is there anyway to disable the DFhack and play the game vanilla as possible? i only want the graphics nothing more
Title: Re: ☼Meph Tileset☼ V5.2 (32x32) - 44.12 - updated 3rd September - Training Rooms!
Post by: Pvt. Pirate on September 06, 2019, 06:02:12 am
Hey, this might be a dumb question but i gonna ask anyway i'm playing DF for quite awhile and i found your tileset recently and i love it is there anyway to disable the DFhack and play the game vanilla as possible? i only want the graphics nothing more
then just download the vanilla game and the meph barebones pack.
that way you haven't got any of the precious changes, because to use the overrides, you need to have dfhack installed.
if you use a LNP, it will include dfhack and some other changes.
Title: Re: ☼Meph Tileset☼ V5.2 (32x32) - 44.12 - updated 3rd September - Training Rooms!
Post by: Meph on September 06, 2019, 06:05:10 am
You need dfhack for the graphics. No way to have the tileset without it.

Just download the tileset, open the launcher, disable the new workshops, start a new game. Dfhack doesn't change anything in the game, it's still vanilla df.
Title: Re: ☼Meph Tileset☼ V5.2 (32x32) - 44.12 - updated 3rd September - Training Rooms!
Post by: OmeleteDuFroMago on September 06, 2019, 07:57:46 pm
You need dfhack for the graphics. No way to have the tileset without it.

Just download the tileset, open the launcher, disable the new workshops, start a new game. Dfhack doesn't change anything in the game, it's still vanilla df.

thanks i really got confused with all that options and stuff i tought it was different from the vanilla game
Title: Re: ☼Meph Tileset☼ V5.2 (32x32) - 44.12 - updated 3rd September - Training Rooms!
Post by: Meph on September 07, 2019, 12:32:09 pm
UPDATE!

Download: Meph Tileset V5.3 (http://dffd.bay12games.com/file.php?id=13407)
You can support the tileset on Patreon (https://www.patreon.com/meph) or as a one-time donation on Paypal (https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=ZTPEFV6LCDDAJ).

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

This little addition allows your fort to get caravans, migrants and pets from the other races: Humans, Elves, Goblins and Kobolds.

It adds four workshops, the Liaison's offices, that accept stacks of gold coins in exchange for their services. You can spawn a caravan, if the civ has access to your site; you can hire a single male or female migrant of a race; or you can buy a single male or female pet: Grizzly bears; Unicorns; Beak dogs; Giant Cave Spiders.

I made a proper mod-release thread here (http://www.bay12forums.com/smf/index.php?topic=174601.0), so that people without the tileset can use them, but of course the style is intended to fit into the Meph set. As always, they are optional just like the rest of the modded tileset content and can be disabled with a click on the "decorational workshops" button in the GUI. (Needs a new worldgen)

I guess I should start splitting my little mod-modules from the tileset and make two releases... this here is getting bigger and bigger and I don't know if people that just want a tileset want all those additions.

PS: Dfhack and TWBT were updated to the newest version for this release.
Title: Re: ☼Meph Tileset☼ V5.3 (32x32) - 44.12 - updated 7th Sep - Training & Migration!
Post by: NeroPrime on September 07, 2019, 03:04:12 pm
I'm still fairly new to DF and Meph.
I just downloaded the new v5.3 release and am getting this error at launch:
(https://i.imgur.com/TCbYmSB.png)

All I did was unzip the files to a folder.
Am I missing something?
Title: Re: ☼Meph Tileset☼ V5.3 (32x32) - 44.12 - updated 7th Sep - Training & Migration!
Post by: Meph on September 07, 2019, 04:13:44 pm
Quote
All I did was unzip the files to a folder.
Was it a new folder? Or did you unzip it over an older version?
Title: Re: ☼Meph Tileset☼ V5.3 (32x32) - 44.12 - updated 7th Sep - Training & Migration!
Post by: Meph on September 07, 2019, 06:23:12 pm
UPDATE!

Download: Meph Tileset V5.3 (http://dffd.bay12games.com/file.php?id=13407)
You can support the tileset on Patreon (https://www.patreon.com/meph) or as a one-time donation on Paypal (https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=ZTPEFV6LCDDAJ).

(https://i.imgur.com/cGQOxN3.png)

This little addition allows your fort to get caravans, migrants and pets from the other races: Humans, Elves, Goblins and Kobolds.

It adds four workshops, the Liaison's offices, that accept stacks of gold coins in exchange for their services. You can spawn a caravan, if the civ has access to your site; you can hire a single male or female migrant of a race; or you can buy a single male or female pet: Grizzly bears; Unicorns; Beak dogs; Giant Cave Spiders.

The fifth workshop allows you to hire male or female migrants from any animal men race. That's almost 200 races to pick from! Have fun with that. :D

I made a proper mod-release thread here (http://www.bay12forums.com/smf/index.php?topic=174601.0), so that people without the tileset can use them, but of course the style is intended to fit into the Meph set. As always, they are optional just like the rest of the modded tileset content and can be disabled with a click on the "decorational workshops" button in the GUI. (Needs a new worldgen)

I guess I should start splitting my little mod-modules from the tileset and make two releases... this here is getting bigger and bigger and I don't know if people that just want a tileset want all those additions.

PS: Dfhack and TWBT were updated to the newest version for this release.
PPS: Re-upload because I had a wrong TWBT file in a sub-folder.
Title: Re: ☼Meph Tileset☼ V5.3 (32x32) - 44.12 - updated 7th Sep - Training & Migration!
Post by: Splint on September 07, 2019, 06:59:02 pm
A lot of this seems like old systems being reworked for Masterwork to be honest, just with a huge expansion on the visual side of things.

I still stand by my request in regards to the shingles per the fort that's now three releases out of date. Doing the rooftops of the houses is a painfully tedious process with a slight risk of crashes if done too quickly with surfaces even just the size of the depot. 5x5 and 3x3 blocks, as well as 5x1 and 3x1 strips for both N-S and E-W orientations would be handy in that regard, but I understand if it's just not something worth doing.
Title: Re: ☼Meph Tileset☼ V5.3 (32x32) - 44.12 - updated 7th Sep - Training & Migration!
Post by: Meph on September 07, 2019, 07:23:02 pm
This hasn't been a feature of Masterwork df, this is new. ;)

I can probably do one better: Make an inorganic material that looks like roof shingles, so that you can build it like any other floor.
Title: Re: ☼Meph Tileset☼ V5.3 (32x32) - 44.12 - updated 7th Sep - Training & Migration!
Post by: Splint on September 07, 2019, 07:47:14 pm
This hasn't been a feature of Masterwork df, this is new. ;)

I can probably do one better: Make an inorganic material that looks like roof shingles, so that you can build it like any other floor.

I was referring to I think it was the town portal and the diplomat's office? I forget what they were called. Been a while since Riverrun.

They did more or less the same thing, just not for other races in regards to summoning migrants, and I remember being able to successfully summon a shrew demon named Magnus into that fort as well via the black magic altar.

And having shingles just be a straight constructable would certainly cut out the middle man.
Title: Re: ☼Meph Tileset☼ V5.3 (32x32) - 44.12 - updated 7th Sep - Training & Migration!
Post by: Meph on September 07, 2019, 07:50:03 pm
That's true, the (very old) town portal did this. And the adventurers tavern, to some degree.

I'll add some new floor materials to the list. ;)
Title: Re: ☼Meph Tileset☼ V5.3 (32x32) - 44.12 - updated 7th Sep - Training & Migration!
Post by: Meph on September 08, 2019, 07:27:06 pm

So... I kinda had a strange mood and made 512 new furniture sprites. 32 variations for most rock furniture; 256 variations of coffins.

(https://i.imgur.com/9LYSnA5.png)

(https://i.imgur.com/3M5kADQ.png)
Title: Re: ☼Meph Tileset☼ V5.3 (32x32) - 44.12 - updated 7th Sep - Training & Migration!
Post by: Splint on September 08, 2019, 08:36:05 pm
You might need to start adding toggles for different graphical things ("like yes I want the book cases, but not the tables and coffins.") The OCD crowd'll lynch ya for this. :P
Title: Re: ☼Meph Tileset☼ V5.3 (32x32) - 44.12 - updated 7th Sep - Training & Migration!
Post by: Meph on September 09, 2019, 06:36:27 pm
And here I thought you would lynch me for that. :P
Title: Re: ☼Meph Tileset☼ V5.3 (32x32) - 44.12 - updated 7th Sep - Training & Migration!
Post by: Meph on September 10, 2019, 07:54:43 am
UPDATE!

Download: Meph Tileset V5.4 (http://dffd.bay12games.com/file.php?id=13407)
You can support the tileset on Patreon (https://www.patreon.com/meph) or as a one-time donation on Paypal (https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=ZTPEFV6LCDDAJ).

This update adds three little changes.
 - Dwarf Therapist updated.
 - Slightly changed sprites for the modded workshops.
 - 256(!) new sprites for small variants in rock furniture and wooden beds.
 - 256(!) new sprites for small variants of rock coffins. (Original coffin sprite by Vordak)


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

(https://i.imgur.com/9LYSnA5.png)
Title: Re: ☼Meph Tileset☼ V5.3 (32x32) - 44.12 - updated 7th Sep - Training & Migration!
Post by: Pvt. Pirate on September 10, 2019, 11:56:10 am
i like it.
maybe i'll start up the 44.12 again.
your set is more consistent than those in the LNP, which hagve lots of substitute graphics in the wrong size that get resized and look nasty.
Title: Re: ☼Meph Tileset☼ V5.3 (32x32) - 44.12 - updated 7th Sep - Training & Migration!
Post by: Weljamir on September 10, 2019, 02:39:59 pm
I am new to the game, but I am hooked.  Your graphics sold the game to me.  My family would like to see me sometime, but I have a fortress to run.  Thanks for the quality work.
Title: Re: ☼Meph Tileset☼ V5.4 (32x32) - 44.12 - updated 10th Sep - Training & Migration!
Post by: Meph on September 11, 2019, 05:20:14 pm
I got distracted again...

(https://i.redd.it/uit5018x41m31.gif)

(https://i.imgur.com/wABxOlB.gif)

(https://i.imgur.com/Z6igD6s.gif)

(https://i.imgur.com/1iH0KAP.gif)
Title: Re: ☼Meph Tileset☼ V5.4 (32x32) - 44.12 - updated 10th Sep - Training & Migration!
Post by: Petrolsky on September 12, 2019, 07:55:23 am
Looks great, who are these spooky fast moving ppl? Part of the warlock/necromancer addition? :)

On another topic: is there an option to deactivate these many, many different dog-races? They look great and all, but its easier to manage 1 dog race instead of 30 or so. :)
Title: Re: ☼Meph Tileset☼ V5.4 (32x32) - 44.12 - updated 10th Sep - Training & Migration!
Post by: Meph on September 12, 2019, 08:05:12 am
Looks great, who are these spooky fast moving ppl? Part of the warlock/necromancer addition? :)

On another topic: is there an option to deactivate these many, many different dog-races? They look great and all, but its easier to manage 1 dog race instead of 30 or so. :)
Yeah, it's from my warlock test fort.

If you want to get rid of the dogs, for now it would be easiest to just delete raw/objects/creature_db_dogs.txt.
Title: Re: ☼Meph Tileset☼ V5.4 (32x32) - 44.12 - updated 10th Sep - Training & Migration!
Post by: vettlingr on September 12, 2019, 09:10:24 am
I have never understood why you want all this variation. When i mod, I always start by Removing a lot in the raws haha.

Then again, I am a sucker for simplicity
Title: Re: ☼Meph Tileset☼ V5.4 (32x32) - 44.12 - updated 10th Sep - Training & Migration!
Post by: Meph on September 12, 2019, 09:55:08 am
I like dogs.
Title: Re: ☼Meph Tileset☼ V5.4 (32x32) - 44.12 - updated 10th Sep - Training & Migration!
Post by: Pvt. Pirate on September 12, 2019, 10:35:49 am
so then what are those fireplaces and braziers? do they actually emit light? do they create temperature? do they prevent cave adaption? how can i use them in the linuxLNP?
Title: Re: ☼Meph Tileset☼ V5.4 (32x32) - 44.12 - updated 10th Sep - Training & Migration!
Post by: Meph on September 12, 2019, 10:42:02 am
They are purely ornamental. They don't do anything cool. Besides looking cool.  8)
Title: Re: ☼Meph Tileset☼ V5.4 (32x32) - 44.12 - updated 10th Sep - Training & Migration!
Post by: Pvt. Pirate on September 12, 2019, 10:46:41 am
They are purely ornamental. They don't do anything cool. Besides looking cool.  8)
love them though :)
Title: Re: ☼Meph Tileset☼ V5.4 (32x32) - 44.12 - updated 10th Sep - Training & Migration!
Post by: Splint on September 12, 2019, 10:47:08 am
They are purely ornamental. They don't do anything cool. Besides looking cool.  8)

As if that's not reason enough to have them. I made good use of the fireplace's granpappy  in Riverrun, as I'm sure you recall. Fireplaces for everyone!
Title: Re: ☼Meph Tileset☼ V5.4 (32x32) - 44.12 - updated 10th Sep - Training & Migration!
Post by: Warthog32332 on September 12, 2019, 11:00:44 pm
Just downloaded the tileset and flipping through the workshops noticed a few new things I wasn't familiar with, for one, the Training section, I assume that that's essentially room prefabs I can place with the idea of training particular skills correct? The other thing I genuinely didnt have any idea about was the Migration section, was having liaisons to build offices for already in the game and I was just being silly or?
Title: Re: ☼Meph Tileset☼ V5.4 (32x32) - 44.12 - updated 10th Sep - Training & Migration!
Post by: Meph on September 13, 2019, 05:14:46 am
Just downloaded the tileset and flipping through the workshops noticed a few new things I wasn't familiar with, for one, the Training section, I assume that that's essentially room prefabs I can place with the idea of training particular skills correct? The other thing I genuinely didnt have any idea about was the Migration section, was having liaisons to build offices for already in the game and I was just being silly or?
That's all new; some for the workshops that make different furniture. I went overboard with the tiny mods I put in at some point. You can disable them in the launcher though, with the button "decorational buildings"
Title: Re: ☼Meph Tileset☼ V5.4 (32x32) - 44.12 - updated 10th Sep - Training & Migration!
Post by: IlFedaykin on September 13, 2019, 05:38:00 am
It looks amazing! Great work, i might have to start a new fort just for this!
Title: Re: ☼Meph Tileset☼ V5.4 (32x32) - 44.12 - updated 10th Sep - Training & Migration!
Post by: Warthog32332 on September 13, 2019, 10:30:58 am
Just downloaded the tileset and flipping through the workshops noticed a few new things I wasn't familiar with, for one, the Training section, I assume that that's essentially room prefabs I can place with the idea of training particular skills correct? The other thing I genuinely didnt have any idea about was the Migration section, was having liaisons to build offices for already in the game and I was just being silly or?
That's all new; some for the workshops that make different furniture. I went overboard with the tiny mods I put in at some point. You can disable them in the launcher though, with the button "decorational buildings"

Alright so the Migration liaisons is also just cosmetic or?
Title: Re: ☼Meph Tileset☼ V5.4 (32x32) - 44.12 - updated 10th Sep - Training & Migration!
Post by: Meph on September 13, 2019, 10:46:05 am
No, it does have functions. Which is why I said that I went overboard with it a bit. ^^
Title: Re: ☼Meph Tileset☼ V5.4 (32x32) - 44.12 - updated 10th Sep - Training & Migration!
Post by: Meph on September 13, 2019, 03:03:32 pm
How would you guys feel about a little bit more variety when it comes to leaves?

Spoiler (click to show/hide)
Title: Re: ☼Meph Tileset☼ V5.4 (32x32) - 44.12 - updated 10th Sep - Training & Migration!
Post by: Fae on September 13, 2019, 09:19:18 pm
So I have to say you've been on an absolute roll lately! Take it the modding bug bite you, hmm?

Honestly, I didn't even realize I wanted more variety with the leaves until now. Sounds like a great idea to me. One of my favorite editions as of recent has to be when you added all those minor variations to the bookcases, beds, tables, exc. Really adds so much not having everything look exactly the same.
Title: Re: ☼Meph Tileset☼ V5.4 (32x32) - 44.12 - updated 10th Sep - Training & Migration!
Post by: BelligerentlyLiterate on September 14, 2019, 06:29:25 pm
So, bit of a noob question, but I've been playing without a launcher for a while (I'm on a Mac, and the LNP hasn't been updated for 44.12 yet). How would I map all of these assets to my game using just the folders? I've already successfully unarchived all the files, but I can't figure out where to put them in the game folders, or what I have to do to init.txt to get them to appear. Any help would be appreciated.
Title: Re: ☼Meph Tileset☼ V5.4 (32x32) - 44.12 - updated 10th Sep - Training & Migration!
Post by: FantasticDorf on September 15, 2019, 04:22:10 am
Are brown 4 way cross sections supposed to also be brown? I've been having a little bit of a problem with them given that the smoothened/constructed wall border is typically grey as standard.

(http://puu.sh/Ehq71/db5dcae1e6.png)
Title: Re: ☼Meph Tileset☼ V5.4 (32x32) - 44.12 - updated 10th Sep - Training & Migration!
Post by: Auxxiliary on September 16, 2019, 10:58:12 pm
I searched the forums and didnt find an answer but when i load your tileset (Meph+Vordak lite 32x) in the Lazy Newb Pack and start up the game the main menu is showing the unreadable tiles and not text. Do i need to go to Customize tab on graphics and switch the font?
Very new Im sorry. I didnt know if i should ask PeridexisErrant instead
Thanks in advance
Title: Re: ☼Meph Tileset☼ V5.4 (32x32) - 44.12 - updated 10th Sep - Training & Migration!
Post by: VictorAB on September 17, 2019, 05:15:57 am
Been trying a lot of tilesets for DF, and i have to admit, yours is the best looking.

Ran into a tiny problem with the DFHack supplied, but went to the thread and reported my issue...
Title: Re: ☼Meph Tileset☼ V5.4 (32x32) - 44.12 - updated 10th Sep - Training & Migration!
Post by: Pvt. Pirate on September 17, 2019, 06:24:36 am
I searched the forums and didnt find an answer but when i load your tileset (Meph+Vordak lite 32x) in the Lazy Newb Pack and start up the game the main menu is showing the unreadable tiles and not text. Do i need to go to Customize tab on graphics and switch the font?
Very new Im sorry. I didnt know if i should ask PeridexisErrant instead
Thanks in advance
make sure to have dfhack and twbt enabled - otherwise those features won't work.
Title: Re: ☼Meph Tileset☼ V5.4 (32x32) - 44.12 - updated 10th Sep - Training & Migration!
Post by: Auxxiliary on September 17, 2019, 09:13:44 am
I searched the forums and didnt find an answer but when i load your tileset (Meph+Vordak lite 32x) in the Lazy Newb Pack and start up the game the main menu is showing the unreadable tiles and not text. Do i need to go to Customize tab on graphics and switch the font?
Very new Im sorry. I didnt know if i should ask PeridexisErrant instead
Thanks in advance
make sure to have dfhack and twbt enabled - otherwise those features won't work.
I found out my DFhack isnt opening when i start up the game anymore...it is enabled so not sure why that is.

Edit: there is a known problem with the newest version of LazyNewbPack that it isnt launching dfhack.
Title: Re: ☼Meph Tileset☼ V5.4 (32x32) - 44.12 - updated 10th Sep - Training & Migration!
Post by: Pvt. Pirate on September 17, 2019, 09:28:27 am
I searched the forums and didnt find an answer but when i load your tileset (Meph+Vordak lite 32x) in the Lazy Newb Pack and start up the game the main menu is showing the unreadable tiles and not text. Do i need to go to Customize tab on graphics and switch the font?
Very new Im sorry. I didnt know if i should ask PeridexisErrant instead
Thanks in advance
make sure to have dfhack and twbt enabled - otherwise those features won't work.
I found out my DFhack isnt opening when i start up the game anymore...it is enabled so not sure why that is.

Edit: there is a known problem with the newest version of LazyNewbPack that it isnt launching dfhack.
yes, i read it too.
Title: Re: ☼Meph Tileset☼ V5.4 (32x32) - 44.12 - updated 10th Sep - Training & Migration!
Post by: ZayZe on September 20, 2019, 02:29:14 pm
My god meph...

Such a god. :)

Seriously. Thank you!
Title: Re: ☼Meph Tileset☼ V5.4 (32x32) - 44.12 - updated 10th Sep - Training & Migration!
Post by: Meph on September 20, 2019, 04:45:47 pm
So, bit of a noob question, but I've been playing without a launcher for a while (I'm on a Mac, and the LNP hasn't been updated for 44.12 yet). How would I map all of these assets to my game using just the folders? I've already successfully unarchived all the files, but I can't figure out where to put them in the game folders, or what I have to do to init.txt to get them to appear. Any help would be appreciated.
Well, in theory you just unpack it, overwrite all. What exactly are you trying to do? Install the tileset on Mac, on a vanilla DF version?

Are brown 4 way cross sections supposed to also be brown? I've been having a little bit of a problem with them given that the smoothened/constructed wall border is typically grey as standard.

(http://puu.sh/Ehq71/db5dcae1e6.png)

Thanks for the report, fixed. :)

I searched the forums and didnt find an answer but when i load your tileset (Meph+Vordak lite 32x) in the Lazy Newb Pack and start up the game the main menu is showing the unreadable tiles and not text. Do i need to go to Customize tab on graphics and switch the font?
Very new Im sorry. I didnt know if i should ask PeridexisErrant instead
Thanks in advance
That means your TWBT/dfhack isn't on. Better ask PeridexisErrant, I'm not doing the LNP.

Been trying a lot of tilesets for DF, and i have to admit, yours is the best looking.

Ran into a tiny problem with the DFHack supplied, but went to the thread and reported my issue...
Thank you. What exactly was the issue?

My god meph...

Such a god. :)

Seriously. Thank you!
Thank you. Guess you just found out about this set? ;)
Title: Re: ☼Meph Tileset☼ V5.4 (32x32) - 44.12 - updated 10th Sep - Training & Migration!
Post by: darkhog on September 20, 2019, 07:56:49 pm
How to set up the launcher so I have experience that is close to vanilla? Basically no helpers, extra workshops, etc. only stuff that is normally in vanilla DF. I want this for the graphics not any functionalities.
//edit: I've realized it may be understood incorrectly, so stuff like DFHack, etc. is okay, just don't want any craftable items/workshops/other raw edits that aren't in vanilla.
Title: Re: ☼Meph Tileset☼ V5.4 (32x32) - 44.12 - updated 10th Sep - Training & Migration!
Post by: Meph on September 21, 2019, 06:40:42 am
All of it will be removed if you go to the additions in the launcher and click the "decorational buildings" buttomost of the extra functionality is to make more building materials for extra sprites ^^ at least that's how it started.
Title: Re: ☼Meph Tileset☼ V5.4 (32x32) - 44.12 - updated 10th Sep - Training & Migration!
Post by: darkhog on September 26, 2019, 07:14:11 am
Thanks! //edit: Just to be sure, you mean unchecking Revised, right?
Title: Re: ☼Meph Tileset☼ V5.4 (32x32) - 44.12 - updated 10th Sep - Training & Migration!
Post by: Meph on September 26, 2019, 07:46:01 am
No, I mean the button above it: Decorations. Aka Decorational Workshops. It's on the same tab, two above the Revised button.
Title: Re: ☼Meph Tileset☼ V5.4 (32x32) - 44.12 - updated 10th Sep - Training & Migration!
Post by: Sinaed on September 27, 2019, 09:19:00 am
Is it intentional for Goblins to have no access to nobles, and thus no access to a military?
Title: Re: ☼Meph Tileset☼ V5.4 (32x32) - 44.12 - updated 10th Sep - Training & Migration!
Post by: Meph on September 27, 2019, 12:18:37 pm
They are the vanilla goblins. I haven't come around to making mods for all the races.
Title: Re: ☼Meph Tileset☼ V5.4 (32x32) - 44.12 - updated 10th Sep - Training & Migration!
Post by: Sinaed on September 27, 2019, 06:31:51 pm
Okay, good. I just wanted to make sure I wasn't losing my mind, lol.
Title: Re: ☼Meph Tileset☼ V5.4 (32x32) - 44.12 - updated 10th Sep - Training & Migration!
Post by: darkhog on September 27, 2019, 08:20:47 pm
delete me.
Title: Re: ☼Meph Tileset☼ V5.4 (32x32) - 44.12 - updated 10th Sep - Training & Migration!
Post by: darkhog on October 03, 2019, 07:16:03 am
Is there a way to make DF cursor "stick" to mouse cursor in designation mode? Currently it does but only when I enable "rectangle mode" (alt+m). And yes, I have mousequery track enabled.
Title: Re: ☼Meph Tileset☼ V5.4 (32x32) - 44.12 - updated 10th Sep - Training & Migration!
Post by: knainoa on October 03, 2019, 04:52:03 pm
Haven't been seeing bed variants? Downloaded from the first page and all my wooden beds come out the same. Am I missing something?
Title: Re: ☼Meph Tileset☼ V5.4 (32x32) - 44.12 - updated 10th Sep - Training & Migration!
Post by: Hylum on October 04, 2019, 05:14:58 pm
Meph buddy awesome as always just playing around with your latest release!
Title: Re: ☼Meph Tileset☼ V5.4 (32x32) - 44.12 - updated 10th Sep - Training & Migration!
Post by: CohentheBarbarian on October 08, 2019, 04:33:51 am
Meph, any plans to make your horror mods compatable with your tileset? I just discovered it and don't want to play without it.
Title: Re: ☼Meph Tileset☼ V5.4 (32x32) - 44.12 - updated 10th Sep - Training & Migration!
Post by: Meph on October 08, 2019, 06:32:35 am
Meph, any plans to make your horror mods compatable with your tileset? I just discovered it and don't want to play without it.
Horror mods? You mean the Warlocks? Yeah, they are all with 32x32 sprites, fully integrated. :)

Meph buddy awesome as always just playing around with your latest release!
Thank you :)

Haven't been seeing bed variants? Downloaded from the first page and all my wooden beds come out the same. Am I missing something?
Wooden bed variants should work, there shouldn't be any issues with those. Strange. I did test that ingame, had no problems.

Is there a way to make DF cursor "stick" to mouse cursor in designation mode? Currently it does but only when I enable "rectangle mode" (alt+m). And yes, I have mousequery track enabled.
No to my knowledge, but if there is one, you will probably find it in the dfhack thread. :)
Title: Re: ☼Meph Tileset☼ V5.4 (32x32) - 44.12 - updated 10th Sep - Training & Migration!
Post by: CohentheBarbarian on October 08, 2019, 03:21:38 pm
Meph, any plans to make your horror mods compatable with your tileset? I just discovered it and don't want to play without it.
Horror mods? You mean the Warlocks? Yeah, they are all with 32x32 sprites, fully integrated. :)

No the ones with predators, Gray's, pirates and clowns
Title: Re: ☼Meph Tileset☼ V5.4 (32x32) - 44.12 - updated 10th Sep - Training & Migration!
Post by: knainoa on October 08, 2019, 07:06:18 pm
Haven't been seeing bed variants? Downloaded from the first page and all my wooden beds come out the same. Am I missing something?
Wooden bed variants should work, there shouldn't be any issues with those. Strange. I did test that ingame, had no problems.

yeah i don't know whats up, i'm not seeing bed variants and they seem to be using the old sprite regardless.
Title: Re: ☼Meph Tileset☼ V5.4 (32x32) - 44.12 - updated 10th Sep - Training & Migration!
Post by: Proudbucket on October 08, 2019, 07:19:48 pm
Hey Meph!

You got an awesome tileset. I started playing DF two weeks ago and I got in love with those beautiful tiles and I'm eagerly awaiting for the steam version. The only thing that I (as a linux user) miss is an updated version of your pack  :'(. The linux lazy pack has a tileset that is outdated (V3.0).https://github.com/jecowa/Meph (https://github.com/jecowa/Meph)

Any chance we could get an updated version?
Jecowa, the guy that modified your pack, has not been active since June and I have failed miserably while trying to make an updated version.
Title: Re: ☼Meph Tileset☼ V5.4 (32x32) - 44.12 - updated 10th Sep - Training & Migration!
Post by: Meph on October 09, 2019, 12:06:33 am
Meph, any plans to make your horror mods compatable with your tileset? I just discovered it and don't want to play without it.
Horror mods? You mean the Warlocks? Yeah, they are all with 32x32 sprites, fully integrated. :)

No the ones with predators, Gray's, pirates and clowns
That's certainly not one of my mods...

Quote
yeah i don't know whats up, i'm not seeing bed variants and they seem to be using the old sprite regardless.
I'll have another look.

Hey Meph!

You got an awesome tileset. I started playing DF two weeks ago and I got in love with those beautiful tiles and I'm eagerly awaiting for the steam version. The only thing that I (as a linux user) miss is an updated version of your pack  :'(. The linux lazy pack has a tileset that is outdated (V3.0).https://github.com/jecowa/Meph (https://github.com/jecowa/Meph)

Any chance we could get an updated version?
Jecowa, the guy that modified your pack, has not been active since June and I have failed miserably while trying to make an updated version.
I dont' have a linux machine, but I can update the raw only version for you to port yourself. In theory the files should be the same, you just need to setup DF, dfhack and twbt.
Title: Re: ☼Meph Tileset☼ V5.4 (32x32) - 44.12 - updated 10th Sep - Training & Migration!
Post by: Splint on October 09, 2019, 12:15:34 am
Meph, any plans to make your horror mods compatable with your tileset? I just discovered it and don't want to play without it.
Horror mods? You mean the Warlocks? Yeah, they are all with 32x32 sprites, fully integrated. :)

No the ones with predators, Gray's, pirates and clowns
That's certainly not one of my mods...

That's ZM5's stuff. They were not designed with graphics packs in mind and conflicts super hard with the Meph Tileset. The sheer volume and variety are such that I still haven't gotten around to my commitment to make some tokens for them, there's just that much stuff.

They are fun mods though.
Title: Re: ☼Meph Tileset☼ V5.4 (32x32) - 44.12 - updated 10th Sep - Training & Migration!
Post by: Meph on October 09, 2019, 12:20:00 am
Considering most of his creature packs seem to be crossovers, I think it wouldn't be too hard to rip sprites from the original games... Doom, Diablo, etc, should have reasonably fitting sprites.
Title: Re: ☼Meph Tileset☼ V5.4 (32x32) - 44.12 - updated 10th Sep - Training & Migration!
Post by: Splint on October 09, 2019, 12:26:42 am
Considering most of his creature packs seem to be crossovers, I think it wouldn't be too hard to rip sprites from the original games... Doom, Diablo, etc, should have reasonably fitting sprites.

Some of them are, but a good chunk aren't - What Lurks Below, Lands of Duality, and a serious chunk of Zombies ate my Dwarves and Assorted Creatures are all original content of ZM's own devising or else drawn from non-video game sources, and Dwarfest Dungeon doesn't have easily usable sprites (being based in Darkest Dungeon and all.) The current Main pack that has yet to be split up also contains crap from predominantly 3D games on top of a mountain of other stuff that are mixed in.

This is compounded by a great many of his creations are multi-caste creatures with those castes having a serious differences in appearance and function.

But at the end of the day, the main obstacle is sheer volume. I've piddled around with making them for his What Lurks Below pack and even that, being one of the smaller packs he made, feels a bit overwhelming.
Title: Re: ☼Meph Tileset☼ V5.4 (32x32) - 44.12 - updated 10th Sep - Training & Migration!
Post by: Meph on October 09, 2019, 12:38:40 am
Best to play it with ascii then.
Title: Re: ☼Meph Tileset☼ V5.4 (32x32) - 44.12 - updated 10th Sep - Training & Migration!
Post by: Splint on October 09, 2019, 12:39:37 am
Best to play it with ascii then.

It honestly is best to use that, or a similar "low res" low intensity tileset, with ZM's stuff.
Title: Re: ☼Meph Tileset☼ V5.4 (32x32) - 44.12 - updated 10th Sep - Training & Migration!
Post by: CohentheBarbarian on October 09, 2019, 03:50:08 am
Best to play it with ascii then.

It honestly is best to use that, or a similar "low res" low intensity tileset, with ZM's stuff.

ASCII then it shall be. Thanks for the reply guys :)
Title: Re: ☼Meph Tileset☼ V5.4 (32x32) - 44.12 - updated 10th Sep - Training & Migration!
Post by: Pvt. Pirate on October 09, 2019, 03:13:47 pm
Meph, any plans to make your horror mods compatable with your tileset? I just discovered it and don't want to play without it.
Horror mods? You mean the Warlocks? Yeah, they are all with 32x32 sprites, fully integrated. :)

No the ones with predators, Gray's, pirates and clowns
That's certainly not one of my mods...

Quote
yeah i don't know whats up, i'm not seeing bed variants and they seem to be using the old sprite regardless.
I'll have another look.

Hey Meph!

You got an awesome tileset. I started playing DF two weeks ago and I got in love with those beautiful tiles and I'm eagerly awaiting for the steam version. The only thing that I (as a linux user) miss is an updated version of your pack  :'(. The linux lazy pack has a tileset that is outdated (V3.0).https://github.com/jecowa/Meph (https://github.com/jecowa/Meph)

Any chance we could get an updated version?
Jecowa, the guy that modified your pack, has not been active since June and I have failed miserably while trying to make an updated version.
I dont' have a linux machine, but I can update the raw only version for you to port yourself. In theory the files should be the same, you just need to setup DF, dfhack and twbt.
i use the linux LNP, mostly because that way i dont have to setup DF, DFHack and twbt.
just copying in your whole barebones pack totally ruined it (obviously duplicate raw entries that way) so i frowned and went back to using the outdated version.
Title: Re: ☼Meph Tileset☼ V5.4 (32x32) - 44.12 - updated 10th Sep - Training & Migration!
Post by: Proudbucket on October 09, 2019, 11:00:10 pm
I dont' have a linux machine, but I can update the raw only version for you to port yourself. In theory the files should be the same, you just need to setup DF, dfhack and twbt.
That would be amazing... so far my crude attempts to replace the files in the "data" and "raw" folders have been unsuccessful.
The lazy pack already installed dfhack and twbt.

Ramps are still not displayed and some items have wrong tiles
Spoiler (click to show/hide)
Title: Re: ☼Meph Tileset☼ V5.4 (32x32) - 44.12 - updated 10th Sep - Training & Migration!
Post by: Fleeting Frames on October 10, 2019, 09:12:33 am
While I haven't looked at the file, that looks like wrong tile numbers or missing overrides. I'm sure you know some of this, but maybe forgot one thing this time, so: You need the data/init/overrides.txt in addition to data/init/d_init.txt and init.txt and data/init/art. And don't forget raws are save-specific, meaning if you patch your main raw/objects and raw/graphics folders, it will only affect newly generated worlds.
Title: Re: ☼Meph Tileset☼ V5.4 (32x32) - 44.12 - updated 10th Sep - Training & Migration!
Post by: Meph on October 11, 2019, 06:41:45 am
Just real quick: after seeing Vettlingrs update with the different rock types, I thought "hey, that looks neat". What are your feelings about adding something like this to the tileset?

It's essentially a very blocky, texture-like approach to ores, gems and rocks.

(https://i.imgur.com/CcQNFo8.png)
Title: Re: ☼Meph Tileset☼ V5.4 (32x32) - 44.12 - updated 10th Sep - Training & Migration!
Post by: vettlingr on October 11, 2019, 11:35:27 am
I really like the clean take you did, adapting my idea into your style. The reason i did black borders was that every other asset in my set had them, which made the geology look out of place next to smoothed walls, I wonder if lightening your borders would be the way to go for exactly the same reason?
Title: Re: ☼Meph Tileset☼ V5.4 (32x32) - 44.12 - updated 10th Sep - Training & Migration!
Post by: Fae on October 11, 2019, 11:52:29 am
Oh my! I like that quite a bit! It is really easy on the eyes honestly. I do feel like, compared to your other tiles, you could perhaps tweak those really dark lines! Like on row 1 the second and third block are together seamlessly, basically whereas everything else is separated with lines. Just my take, of course! :) Still like the idea alot.
Title: Re: ☼Meph Tileset☼ V5.4 (32x32) - 44.12 - updated 10th Sep - Training & Migration!
Post by: Rekov on October 11, 2019, 02:33:19 pm
That looks really nice meph, but just to make sure I understand what I'm looking at here: Is that what it would look like if you revealed the map? In an actual game you'd only see visible walls, right? Still even there, the variation would be nice.
Title: Re: ☼Meph Tileset☼ V5.4 (32x32) - 44.12 - updated 10th Sep - Training & Migration!
Post by: Meph on October 12, 2019, 06:17:40 am
Yes, this is using dfhack reveal.
Title: Re: ☼Meph Tileset☼ V5.4 (32x32) - 44.12 - updated 10th Sep - Training & Migration!
Post by: Meph on October 12, 2019, 06:31:20 am
About the black borders: I'm mostly just lazy, the extra black pixel on each end means that I can use non-repeating/non-seamless textures.

It also helps to distinguish the walls from floors, and makes it easier to judge number of tiles when designating mining zones.

If I were to use a style like that, I'd make unique sprites for all materials. :) Except the 113 gems, that would be overkill.
Title: Re: ☼Meph Tileset☼ V5.4 (32x32) - 44.12 - updated 10th Sep - Training & Migration!
Post by: knainoa on October 12, 2019, 02:35:11 pm
Gotta say I'm a fan of the textures that blend, makes it a little less minecrafty
Title: Re: ☼Meph Tileset☼ V5.4 (32x32) - 44.12 - updated 10th Sep - Training & Migration!
Post by: Pvt. Pirate on October 14, 2019, 03:37:10 am
Gotta say I'm a fan of the textures that blend, makes it a little less minecrafty
i also prefer them blending with eachother.
also minecraft looks less like the screenshot than you think. the textures have improved through the years.
Title: Re: ☼Meph Tileset☼ V5.4 (32x32) - 44.12 - updated 10th Sep - Training & Migration!
Post by: Fleshbits on October 16, 2019, 09:15:36 am
I downloaded this and unless I use TWBT everything is jumbled garbage.
If I enable TWBT I just randomly crash every 10 minutes.

I am on Windows 10 64 bit wit an i7 and a Gforce 1070

Is this, therefore, just ununasable?
Title: Re: ☼Meph Tileset☼ V5.4 (32x32) - 44.12 - updated 10th Sep - Training & Migration!
Post by: LadyCookie on October 16, 2019, 09:17:34 am
Hey, that tileset is awesome! I wanted to use it since I first lay my eyes on it, but my computer complained about not being powerful enough. It worked perfectly after I installed Linux though.

But I have only a small question: I like to use several mods, and I know not everyone has the time to make cross-compatibility with Meph Tileset. But technically, this is just a tileset, so I imagine it should only need the override.txt, the tilesets for them and the creature graphics.

I was tinkering with the Raws and noticed that the only thing I wanted to keep is the new workshops for furniture and stuff, but it also changes several other files. I'm not a total beginner to raw editting, but I wanted to ask:

If I use only the override, tilesets and creature graphics (plus init.txt and d_init.txt), add the new workshop reactions to the entities, and keep everything else vanilla, is there some big issue to be aware of?

It seems like some of the files simply have revisions and tile changes, but since the latter are overwritten by the graphics, it shouldn't be a problem to keep them vanilla.
Title: Re: ☼Meph Tileset☼ V5.4 (32x32) - 44.12 - updated 10th Sep - Training & Migration!
Post by: Fleeting Frames on October 16, 2019, 11:44:57 pm
Won't work if you don't change the overrides to match, as overrides specify a tile to override (alongside type and what kind of <type>).

It's more doable* now with using material filter overrides though; beforehand if you set all your stone types to same tile you would be only able to override them into one different tile. Not so now.

However, there's slight extra computation cost to using filters and overriding at all and of course the personal time cost of rewriting, so if there's no need shouldn't. Though you obviously do have need (I assume you've looked at mod merging utilities already, but if you haven't might be worth trying).

*Meph would have to say whether its completely doable, though - there's some stuff overrides don't yet work for, such as vermin, so there's motivation to stick all vermin tiles in main tilesheet and use overrides for everything else.
Title: Re: ☼Meph Tileset☼ V5.4 (32x32) - 44.12 - updated 10th Sep - Training & Migration!
Post by: LadyCookie on October 17, 2019, 10:17:59 am
I see. Thank you, I'll keep that in mind.
Title: Re: ☼Meph Tileset☼ V5.4 (32x32) - 44.12 - updated 10th Sep - Training & Migration!
Post by: Pvt. Pirate on October 18, 2019, 03:26:56 am
I downloaded this and unless I use TWBT everything is jumbled garbage.
If I enable TWBT I just randomly crash every 10 minutes.

I am on Windows 10 64 bit wit an i7 and a Gforce 1070

Is this, therefore, just ununasable?
using multilevel rendering makes the game more likely to crash. set it to 0 and you'll be fine.
this pack relies on TWBT so of course it doesn't work properly without TWBT.
Title: Re: ☼Meph Tileset☼ V5.4 (32x32) - 44.12 - updated 10th Sep - Training & Migration!
Post by: knainoa on October 18, 2019, 05:54:49 pm
Can someone explain the bed variants and light decorations with the glow around them like in the screenshots? I'm not seeing either of these things but the other variants are there so I'm wondering if it's a specific material I have to build the beds from or if it is for another update or something. Wooden beds built at carpenter and gem beds at custom gem workshop do not come out with variants, haven't tried metal or clay beds though.
Title: Re: ☼Meph Tileset☼ V5.4 (32x32) - 44.12 - updated 10th Sep - Training & Migration!
Post by: Meph on October 23, 2019, 06:58:30 am
Light variants are just in a test version of mine. Haven't released those yet. Sadly they require a twbt setting that causes crashes. :/ I can release them, but they wouldn't flicker/move.

The beds I just tested, turned out the lines in the override file had to be placed a tiny bit higher to make it work. :D

I made another test with vettlingr-style inorganics, but somehow I don't feel like it fits that well...

(https://i.imgur.com/Asa0ay8.png)
Title: Re: ☼Meph Tileset☼ V5.4 (32x32) - 44.12 - updated 10th Sep - Training & Migration!
Post by: Hommit on October 23, 2019, 08:46:18 am
I actually like it more than black borders. The stand out too much...
Title: Re: ☼Meph Tileset☼ V5.4 (32x32) - 44.12 - updated 10th Sep - Training & Migration!
Post by: knainoa on October 24, 2019, 07:08:44 pm
If you take out all the borders and let the blocks blend, does it look good?
Title: Re: ☼Meph Tileset☼ V5.4 (32x32) - 44.12 - updated 10th Sep - Training & Migration!
Post by: [5th]Lupin on October 28, 2019, 05:21:14 pm
Can't say I'm a fan of the borders. They're a bit jarring and.. unimmersive? Instead of looking at a nice landscape it becomes more like you're just looking at blocks in a game.

Just my opinion.
Title: Re: ☼Meph Tileset☼ V5.4 (32x32) - 44.12 - updated 10th Sep - Training & Migration!
Post by: Pvt. Pirate on October 29, 2019, 03:42:31 am
Can't say I'm a fan of the borders. They're a bit jarring and.. unimmersive? Instead of looking at a nice landscape it becomes more like you're just looking at blocks in a game.

Just my opinion.
same here.
Title: Re: ☼Meph Tileset☼ V5.4 (32x32) - 44.12 - updated 10th Sep - Training & Migration!
Post by: Meph on October 29, 2019, 08:35:43 am
Yeah, I decided not to go ahead with those. The style doesn't fit the rest of the tileset.
Title: Re: ☼Meph Tileset☼ V5.4 (32x32) - 44.12 - updated 10th Sep - Training & Migration!
Post by: Fleshbits on November 04, 2019, 09:05:07 am
Worked on a fortress for weeks with this launcher, tileset, and whatever mods it entails.

Today, it seems to have completely bugged out. I can't get my clothes maker to make yarn clothes despite tons of wool cloth being right next to him. Same with the bone bolts. Tons of bones, but he cancels the job saying there are none. Same with totems. Tons of skulls, but he cancels the job saying there are none.

Posted on the main forums to complain.
Of course people are coming back and blaming the mods.

main post:
http://www.bay12forums.com/smf/index.php?topic=174980.0

savegame:
http://dffd.bay12games.com/submit.php?action=edit&eid=14598

Is there a way I can run this tileset in the original LNP, without all the mods this launcher puts in?

Title: Re: ☼Meph Tileset☼ V5.4 (32x32) - 44.12 - updated 10th Sep - Training & Migration!
Post by: Pvt. Pirate on November 05, 2019, 08:26:52 am
are you sure you haven't linked the workshop to a stockpile or linked the stock pile to only give to somewhere else?
also check the profile of the workshop if it limits the user
Title: Re: ☼Meph Tileset☼ V5.4 (32x32) - 44.12 - updated 10th Sep - Training & Migration!
Post by: whitehorn799 on November 05, 2019, 11:00:31 pm
Loving this tileset and graphics. Thanks so much!

I encountered something strange. My marble furniture is blue. I don't understand why that is or how I can fix it. Does anyone know? I'm using the latest LNP. Pic: https://www.dropbox.com/sh/x0gman0jmbjvxac/AACHEOYcHlQAwZTcJd_e2jxBa?dl=0 (https://www.dropbox.com/sh/x0gman0jmbjvxac/AACHEOYcHlQAwZTcJd_e2jxBa?dl=0)
Title: Re: ☼Meph Tileset☼ V5.4 (32x32) - 44.12 - updated 10th Sep - Training & Migration!
Post by: AzyWng on November 07, 2019, 02:21:39 pm
I seem to be getting some message about how the Corrosion mod isn't installed, but besides that, the game seems to run like normal?

I'm gonna try to test to see if it's an actual significant issue.

EDIT: For my first time playing, how should I configure stuff like Civilizations and Invaders? I'm not really sure what options to choose or whatnot.

DOUBLE EDIT: Turns out that I'd put a folder or two of modded Dwarf Fortress games and the Meph's Tileset launcher was detecting those, but since those weren't intended for use with Meph's Tileset, errors were showing up.
Title: Re: ☼Meph Tileset☼ V5.4 (32x32) - 44.12 - updated 10th Sep - Training & Migration!
Post by: Pvt. Pirate on November 08, 2019, 07:44:34 pm
I seem to be getting some message about how the Corrosion mod isn't installed, but besides that, the game seems to run like normal?

I'm gonna try to test to see if it's an actual significant issue.

EDIT: For my first time playing, how should I configure stuff like Civilizations and Invaders? I'm not really sure what options to choose or whatnot.

DOUBLE EDIT: Turns out that I'd put a folder or two of modded Dwarf Fortress games and the Meph's Tileset launcher was detecting those, but since those weren't intended for use with Meph's Tileset, errors were showing up.
that's the reason why i never use a world from another version, but always have them create their own worlds.
Title: Re: ☼Meph Tileset☼ V5.4 (32x32) - 44.12 - updated 10th Sep - Training & Migration!
Post by: Fleshbits on November 11, 2019, 11:16:57 am
are you sure you haven't linked the workshop to a stockpile or linked the stock pile to only give to somewhere else?
also check the profile of the workshop if it limits the user

Yes I am sure.
Had some people inspect the saves and they say the mods bugged the game.
All my cloths were 6000/10000 or some such so they wouldn't be recognized.
Title: Re: ☼Meph Tileset☼ V5.4 (32x32) - 44.12 - updated 10th Sep - Training & Migration!
Post by: Fleshbits on November 11, 2019, 11:22:14 am
Bug -

Orthoclase is not showing up in my masons or crafts workshops, despite having a stockpile full of it feeding both.

I had installed the graphics raw into the lazy newb pack, by dropping the contents of the zip into the pack's graphics folder.

Screenshots:
https://imgur.com/a/8ojzZYf

Entire Game Folder:
https://drive.google.com/open?id=1iqQi8qQfcJlwD9lwDz4jPDas_wLgom5F

Title: Re: ☼Meph Tileset☼ V5.4 (32x32) - 44.12 - updated 10th Sep - Training & Migration!
Post by: Pvt. Pirate on November 12, 2019, 04:57:09 am
are you sure you haven't linked the workshop to a stockpile or linked the stock pile to only give to somewhere else?
also check the profile of the workshop if it limits the user

Yes I am sure.
Had some people inspect the saves and they say the mods bugged the game.
All my cloths were 6000/10000 or some such so they wouldn't be recognized.

i still haven't figured out how that using of only a fraction of an item works.
Title: Re: ☼Meph Tileset☼ V5.4 (32x32) - 44.12 - updated 10th Sep - Training & Migration!
Post by: ANickel on November 16, 2019, 11:28:46 pm
Just posting to let Meph know of a crash that may be related to the tileset.
I've had this crash twice, both times it occurred after going up a z-level from the ground and being able to see the trunk of a tree.  Desert biomes for this both times as well, although it was on different worlds and saves.
Title: Re: ☼Meph Tileset☼ V5.4 (32x32) - 44.12 - updated 10th Sep - Training & Migration!
Post by: knainoa on November 19, 2019, 12:47:17 am
Bug -

Orthoclase is not showing up in my masons or crafts workshops, despite having a stockpile full of it feeding both.

I had installed the graphics raw into the lazy newb pack, by dropping the contents of the zip into the pack's graphics folder.

Screenshots:
https://imgur.com/a/8ojzZYf

Entire Game Folder:
https://drive.google.com/open?id=1iqQi8qQfcJlwD9lwDz4jPDas_wLgom5F

Enable it in Stone settings. z -> Tab -> find Orthoclase -> Enter
Title: Re: ☼Meph Tileset☼ V5.4 (32x32) - 44.12 - updated 10th Sep - Training & Migration!
Post by: Rekov on November 23, 2019, 05:29:59 pm
Can you use manually installed mods with the Meph Launcher, or is the meph launcher just going to overwrite things that you've manually changed?


Also I see that there are separate entity files like "entity_good_dwarf.txt" or whatever. Do these overwrite the Dwarves in "entity_default.txt"? Would mods to entity_default or creature_standard even work with the meph tileset?
Title: Re: ☼Meph Tileset☼ V5.4 (32x32) - 44.12 - updated 10th Sep - Training & Migration!
Post by: ZayZe on November 23, 2019, 10:53:20 pm
I've used the monstrous manual mod with meph launcher, no issues since nothing overwrites each other.

Depends on how invasive said mod is.
Title: Re: ☼Meph Tileset☼ V5.4 (32x32) - 44.12 - updated 10th Sep - Training & Migration!
Post by: TranceProgHouse on November 24, 2019, 07:51:40 pm
This may not be the right thread to post, but I am using the LNP with Meph's set and have the following tileset error circled in red in the image below.  PyLNP 0.13b with DF 0.44.12

The farm tiles shown are not actually in the game and I confirmed this is exclusive to the tileset in the LNP pack by trying another set, in which case they are not there. 

I assume this is an override issue, and while I think I can figure it out by finding the appropriate override, I need some guidance on where to start.  The tiles appeared after the farm was placed and do not seem to update when I attempt to change the floor or place a wall.  I have noticed that an item dropped there, in this case clothing, seems to hide it, but I am not sure if it's will correct after the item is removed.

If anyone can help with this, thanks.

(https://i.imgur.com/M5qqavK.jpg)
Title: Re: ☼Meph Tileset☼ V5.4 (32x32) - 44.12 - updated 10th Sep - Training & Migration!
Post by: Pvt. Pirate on November 25, 2019, 08:18:30 am
thats a known problem if you don't use the forceredrawall=1.
it has been known since twbt's first releases.
Title: Re: ☼Meph Tileset☼ V5.4 (32x32) - 44.12 - updated 10th Sep - Training & Migration!
Post by: TheHanyou on November 25, 2019, 04:20:41 pm
The download keeps failing saying the File is incomplete.
https://prnt.sc/q1z50l

Anyone have a download mirror? Or can someone upload it somewhere for me?
Title: Re: ☼Meph Tileset☼ V5.4 (32x32) - 44.12 - updated 10th Sep - Training & Migration!
Post by: TranceProgHouse on November 26, 2019, 03:49:13 am
thats a known problem if you don't use the forceredrawall=1.
it has been known since twbt's first releases.

I tried "twbt redraw_all 1" and those tiles did not disappear, but I did notice a slight color change in the overall tile set.  I read that the command was to fix animations for other users, but no luck on this issue.  Not a big deal and isolated to those particular tiles for now, but any other advice is appreciated.

Title: Re: ☼Meph Tileset☼ V5.4 (32x32) - 44.12 - updated 10th Sep - Training & Migration!
Post by: TheHanyou on November 26, 2019, 10:56:26 am
The download keeps failing saying the File is incomplete.
https://prnt.sc/q1z50l

Anyone have a download mirror? Or can someone upload it somewhere for me?
Tried downloading on another browser & it said the file is corrupt.
Title: Re: ☼Meph Tileset☼ V5.4 (32x32) - 44.12 - updated 10th Sep - Training & Migration!
Post by: Pvt. Pirate on December 04, 2019, 07:22:11 am
thats a known problem if you don't use the forceredrawall=1.
it has been known since twbt's first releases.

I tried "twbt redraw_all 1" and those tiles did not disappear, but I did notice a slight color change in the overall tile set.  I read that the command was to fix animations for other users, but no luck on this issue.  Not a big deal and isolated to those particular tiles for now, but any other advice is appreciated.
oh, i thought it was that those tiles failed to redraw when moving the view around.
¯\_(ツ)_/¯ i'm out of ideas
Title: Re: ☼Meph Tileset☼ V5.4 (32x32) - 44.12 - updated 10th Sep - Training & Migration!
Post by: Raylemon on December 06, 2019, 04:57:11 am
Hi,
When I try to add any other tileset (Vettlingr) to the Meph Launcher, it crashes with this exception : "path" parameter can’t be "null".

Below the full stacktrace (sorry, my OS are in French)


System.ArgumentNullException: La valeur ne peut pas être null.
Nom du paramètre : path
   à System.IO.Path.GetFullPathInternal(String path)
   à System.IO.Path.GetFullPath(String path)
   à System.Drawing.IntSecurity.UnsafeGetFullPath(String fileName)
   à System.Drawing.IntSecurity.DemandReadFileIO(String fileName)
   à System.Drawing.Bitmap..ctor(String filename)
   à MasterworkDwarfFortress.tilesetPreviewer.loadImage(String key, String filePath)
   à MasterworkDwarfFortress.tilesetPreviewer.refreshPreview(String key, String filePath)
   à MasterworkDwarfFortress.MainForm.cmbTileSets_Hover(Object sender, HoverEventArgs e)
   à MasterworkDwarfFortress.hoverComboBox.OnHover(HoverEventArgs e)
   à MasterworkDwarfFortress.hoverComboBox.WndProc(Message& msg)
   à System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)

Maybe I’ve misunderstood how to add any tileset…

I’ve put Vettlingr folder with raw and datas inside TilesetExtras\graphics (alongside Meph 32 folder), and I’ve edited the JSON file like this:

Code: [Select]
[
{
"Name":"Meph 32",
"TilesetType":"ASCII",
"ColorScheme":"DEFAULTPLUS"
},
{
"Name":"Vettlingr",
"TilesetType":"ASCII",
"ColorScheme":"DEFAULTPLUS"
}
]

Isn’t right ?
Title: Re: ☼Meph Tileset☼ V5.4 (32x32) - 44.12 - updated 10th Sep - Training & Migration!
Post by: Pvt. Pirate on December 07, 2019, 06:37:45 am
Hi,
When I try to add any other tileset (Vettlingr) to the Meph Launcher, it crashes with this exception : "path" parameter can’t be "null".

Below the full stacktrace (sorry, my OS are in French)


System.ArgumentNullException: La valeur ne peut pas être null.
Nom du paramètre : path
   à System.IO.Path.GetFullPathInternal(String path)
   à System.IO.Path.GetFullPath(String path)
   à System.Drawing.IntSecurity.UnsafeGetFullPath(String fileName)
   à System.Drawing.IntSecurity.DemandReadFileIO(String fileName)
   à System.Drawing.Bitmap..ctor(String filename)
   à MasterworkDwarfFortress.tilesetPreviewer.loadImage(String key, String filePath)
   à MasterworkDwarfFortress.tilesetPreviewer.refreshPreview(String key, String filePath)
   à MasterworkDwarfFortress.MainForm.cmbTileSets_Hover(Object sender, HoverEventArgs e)
   à MasterworkDwarfFortress.hoverComboBox.OnHover(HoverEventArgs e)
   à MasterworkDwarfFortress.hoverComboBox.WndProc(Message& msg)
   à System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)

Maybe I’ve misunderstood how to add any tileset…

I’ve put Vettlingr folder with raw and datas inside TilesetExtras\graphics (alongside Meph 32 folder), and I’ve edited the JSON file like this:

Code: [Select]
[
{
"Name":"Meph 32",
"TilesetType":"ASCII",
"ColorScheme":"DEFAULTPLUS"
},
{
"Name":"Vettlingr",
"TilesetType":"ASCII",
"ColorScheme":"DEFAULTPLUS"
}
]

Isn’t right ?
what a luck it doesnt autotranslate everything though :D that's always funny when using autotranslate on french websites and the chat becomes the cat instead :D
Title: Re: ☼Meph Tileset☼ V5.4 (32x32) - 44.12 - updated 10th Sep - Training & Migration!
Post by: Regu1us on December 07, 2019, 07:04:26 pm
Hi,
I really like this tileset, and have used it exclusively for a long time. But there is something about it that I find annoying, which I would like to change just for me: to make constructed walls look the same as natural smoothed walls. As cool as the castle walls are, I'd like to be able to make repairs underground and still have it look nice.

Is there a way to change this in the files or something? I'm on Mac.

I tried copy pasting the smoothed wall tiles from _MDF_decorations_2.png over the respective tiles in _MDF_trees.png but this did not change anything.
Would anyone have a suggestion?
Title: Re: ☼Meph Tileset☼ V5.4 (32x32) - 44.12 - updated 10th Sep - Training & Migration!
Post by: Novaris on December 08, 2019, 09:38:02 am
will there be a cats extension similar to the dog one? or is it possible to add variations to cats and dogs ratber than defining each individual race? since variations are possible for bins and barrels my hope is the same is true for animals. I like the sprites for them but the list of animals explodes with all these puppies....
Title: Re: ☼Meph Tileset☼ V5.4 (32x32) - 44.12 - updated 10th Sep - Training & Migration!
Post by: Novaris on December 13, 2019, 02:46:32 am
I also noticed something weird - when placing a bookcase or a farmers workshop in a zone (i) the sprite defaults to 240 on the main tileset png rather than meph_items or the bookcase variances. Once I clear the zone, the sprite is shown correctly though. Seems to be an issue with TWBT I assume?

Edit: My best guess is it has something to do with the tile ID. 240 is also the activity zone and the same tile ID is used for bookcases and for the upper right tile in the farming workshop. In the overrides tile 240 of the famers workshop gets moved to 156 (the bucket). however when in a zone 240 from _Meph_32x32.png gets rendered instead. Same for the bookcases. Here the original tile is also 240 and the override works as long as its not within a zone (which is impossible for the library)... pretty annoying. I would be glad for any suggestion on how to fix this.
Title: Re: ☼Meph Tileset☼ V5.4 (32x32) - 44.12 - updated 10th Sep - Training & Migration!
Post by: Fleeting Frames on December 13, 2019, 11:05:18 am
I fixed it in DM's tileset by swapping the locations of bookcase and activity zone overrides. Overrides work on first-come-first-serve basis.
Title: Re: ☼Meph Tileset☼ V5.4 (32x32) - 44.12 - updated 10th Sep - Training & Migration!
Post by: Novaris on December 13, 2019, 01:52:37 pm
I fixed it in DM's tileset by swapping the locations of bookcase and activity zone overrides. Overrides work on first-come-first-serve basis.
You Sir are my hero of the day, I moved the ACTIVITY_ZONE entry all the way to the end of the file and boom, bookcases and farmer workshops are as they should be!
Title: Re: ☼Meph Tileset☼ V5.4 (32x32) - 44.12 - updated 10th Sep - Training & Migration!
Post by: Gutsey on December 19, 2019, 04:10:53 pm
When I try to follow the links they keep giving me an error 504 gateway timed out. Does anyone have a mirror?
Title: Re: ☼Meph Tileset☼ V5.4 (32x32) - 44.12 - updated 10th Sep - Training & Migration!
Post by: Meph on December 20, 2019, 03:51:14 am
dffd is down? damn.

I'm uploading on a mirror right now.
Title: Re: ☼Meph Tileset☼ V5.4 (32x32) - 44.12 - updated 10th Sep - Training & Migration!
Post by: Meph on December 20, 2019, 03:55:26 am
Alternate download link (https://mega.nz/#!A8YwjKyL!NqvwlEnIVzti_BrOGg0wgeeg-GrQDs8z_6UHDs64WnI)

Edit:dffd seems to be back online, so you can ignore this. ;)
Title: Re: ☼Meph Tileset☼ V5.4 (32x32) - 44.12 - updated 10th Sep - Training & Migration!
Post by: leugimimi on December 20, 2019, 10:32:46 pm
First, awesome work, both on the tileset and also the launcher. I want to replace your version of the bugfixes mod with the last version, but I can't find where it is located. Can you show me where?
Title: Re: ☼Meph Tileset☼ V5.4 (32x32) - 44.12 - updated 10th Sep - Training & Migration!
Post by: darkhog on January 04, 2020, 07:29:22 am
How long will it take you to port the tileset over once villains update hits?
Title: Re: ☼Meph Tileset☼ V5.4 (32x32) - 44.12 - updated 10th Sep - Training & Migration!
Post by: Meph on January 04, 2020, 05:45:11 pm
How long will it take you to port the tileset over once villains update hits?
Since it requires dfhack and twbt, it's mostly up to the utility authors, no me.

I am however unavailable for modding till at least March/April. No access to my laptop or PC.
Title: Re: ☼Meph Tileset☼ V5.4 (32x32) - 44.12 - updated 10th Sep - Training & Migration!
Post by: Pvt. Pirate on January 04, 2020, 07:52:37 pm
How long will it take you to port the tileset over once villains update hits?
Since it requires dfhack and twbt, it's mostly up to the utility authors, no me.

I am however unavailable for modding till at least March/April. No access to my laptop or PC.
Oh No!
are you on a hike until then?
Title: Re: ☼Meph Tileset☼ V5.4 (32x32) - 44.12 - updated 10th Sep - Training & Migration!
Post by: DontMineYellowSnow on January 04, 2020, 09:01:09 pm
Hey guys,

So this tileset rocks!  It, and its packaged TWBT version, somehow also were the solution to my constant crashes with TWBT.  A strange issue is occuring though, anyone know how I would trace this down?

Fescue grass and dense fescue grass shows up as some kind of grey crown with a blue jewel in it.
Dense grama (and occasionally grama) tiles show up as some kind of green crate with something in it.

(https://i.imgur.com/f8jwvWK.png)
I don't think this was intentional, at least the crowns.

I dragged this world in from PYLNP as I didn't want to start my fort over.  I realize that means I will likely have these strange issues so I'm not blaming Meph's awesome pack, just curious how I could tweak things to fix it.

Thanks for any help!

Title: Re: ☼Meph Tileset☼ V5.4 (32x32) - 44.12 - updated 10th Sep - Training & Migration!
Post by: Datura on January 05, 2020, 06:06:10 am
Hey guys !

Just letting you know that I'm in the process of merging this with the latest version of the Revised mod.

That would be Meph Tileset V5.4 - 44.12 & Revised - master from Github (downloaded on the 4th of January 2020).

No ETA yet as it is quite time consuming (even though it's pretty easy) and I have to test it a minimum when I'm done. At least make sure it doesn't crash and/or throw a ton of errors.

It started as a personal convenience thing but I might as well share it  :D

I'll let you know and post it on DFFD when I'm through.
Title: Re: ☼Meph Tileset☼ V5.4 (32x32) - 44.12 - updated 10th Sep - Training & Migration!
Post by: Meph on January 05, 2020, 10:35:18 am
How long will it take you to port the tileset over once villains update hits?
Since it requires dfhack and twbt, it's mostly up to the utility authors, no me.

I am however unavailable for modding till at least March/April. No access to my laptop or PC.
Oh No!
are you on a hike until then?
Pretty much, yeah. Only have a phone to check up on bay12 in the meantime.

Quote
I dragged this world in from PYLNP as I didn't want to start my fort over.
You need to generate a new world for the tileset to work correctly. If TWBT still causes issues, enter "twbt redraw_all 0" into the dfhack window. Also remember that "quicksave" or ctrl+s saves your game. I use it a lot.

Quote
Just letting you know that I'm in the process of merging this with the latest version of the Revised mod.
Oh, that's cool. :)
Title: Re: ☼Meph Tileset☼ V5.4 (32x32) - 44.12 - updated 10th Sep - Training & Migration!
Post by: Pvt. Pirate on January 05, 2020, 10:32:39 pm
How long will it take you to port the tileset over once villains update hits?
Since it requires dfhack and twbt, it's mostly up to the utility authors, no me.

I am however unavailable for modding till at least March/April. No access to my laptop or PC.
Oh No!
are you on a hike until then?
Pretty much, yeah. Only have a phone to check up on bay12 in the meantime.
nice! have fun man! i went hiking with a friend on new years and the last two years we went hiking and even camping on new years too.
but this year's been low for me, so we started with just a day-trip.
Title: Re: ☼Meph Tileset☼ V5.4 (32x32) - 44.12 - updated 10th Sep - Training & Migration!
Post by: Datura on January 06, 2020, 03:10:11 pm
I guesstimate I'm about 35-40% done on updating the included Revised mod to the latest version...

I'm doing it by hand (with the help of some macros) since I'm not good enough with regular expressions to automate the process in a reliable way.

Some of those creature_XXX.txt raw files can be huge though but, hey, I said I'd do it so I will  :D

Title: Re: ☼Meph Tileset☼ V5.4 (32x32) - 44.12 - updated 10th Sep - Training & Migration!
Post by: Datura on January 06, 2020, 05:34:01 pm
@Meph

On a side note, I noticed several instances of the following tags being "inactivated" ‒ ­­­­­­­i.e. missing their [] ‒ in your raws :

ALTTILE:XXX
GLOWTILE:XXX
GLOWCOLOR:X:X:X

Is it intended or is it an oversight ? I'll gladly correct it if it is the latter :)
Title: Re: ☼Meph Tileset☼ V5.4 (32x32) - 44.12 - updated 10th Sep - Training & Migration!
Post by: Meph on January 06, 2020, 07:00:56 pm
Those are intentional. I had to alter a lot of the tilenumbers, alt-tiles, etc, or replaced them with better alternatives through TWBTs override files. I usually leave the original values in the raws, commented out. Makes it easier to find them again, or compare with vanilla DF when I do version updates.
Title: Re: ☼Meph Tileset☼ V5.4 (32x32) - 44.12 - updated 10th Sep - Training & Migration!
Post by: Datura on January 06, 2020, 09:01:15 pm
OK, thanks for the reply, better to be sure  ;)

I'd say I've presently updated about 70-75% of the raws.

When I'm finished with it, I'll check those files a second time to (hopefully) find any typos I could've made.
Then I'll try to generate a new world and look for crashes and/or messages in the error log.

That'll have to wait until tomorrow though, it's 3 AM where I live, going to bed :D
Title: Re: ☼Meph Tileset☼ V5.4 (32x32) - 44.12 - updated 10th Sep - Training & Migration!
Post by: Meph on January 07, 2020, 06:55:58 am
I used the tileset as a basis for a major mod I've been working on, using 32x32 sprites for all modded content. You can have a look here: http://www.bay12forums.com/smf/index.php?topic=175304.0
Title: Re: ☼Meph Tileset☼ V5.4 (32x32) - 44.12 - updated 10th Sep - Training & Migration!
Post by: RoBoBOBR on January 10, 2020, 04:24:58 am
RAW file inorganic_metal.txt contains

YES_DECORATIONS[ITEMS_WEAPON] 
YES_DECORATIONS[ITEMS_DIGGER]   
YES_DECORATIONS[ITEMS_ARMOR]   
YES_DECORATIONS[ITEMS_WEAPON_RANGED]   
YES_DECORATIONS[ITEMS_AMMO]

for gold, which makes golden weapons and armor available. Was that intentional?
Title: Re: ☼Meph Tileset☼ V5.4 (32x32) - 44.12 - updated 10th Sep - Training & Migration!
Post by: Meph on January 10, 2020, 07:34:50 am
Yes. There are unique sprites for golden weapons and armor. Just like gem walls or bone furniture, this is a minor gameplay change to add a few more visual options for players.
Title: Re: ☼Meph Tileset☼ V5.4 (32x32) - 44.12 - updated 10th Sep - Training & Migration!
Post by: darkhog on January 10, 2020, 07:54:42 am
Is TWBT render method hardware accelerated and if not will the tileset work with different one that is (such as VBO)?
Title: Re: ☼Meph Tileset☼ V5.4 (32x32) - 44.12 - updated 10th Sep - Training & Migration!
Post by: Meph on January 10, 2020, 08:32:09 am
Ask mifki, he wrote twbt, no me. ;)
Title: Re: ☼Meph Tileset☼ V5.4 (32x32) - 44.12 - updated 10th Sep - Training & Migration!
Post by: Datura on January 10, 2020, 12:43:56 pm
Hey guys,

Just letting you know that I'm almost done updating the raws to the latest version of the Revised mod.
I still have the following to do :
After that I'll need to check for typos, crashes and errors.

It's taking a bit longer than expected because I've caught a nasty cold and have been battling powerful headaches, stuffy nose and blocked sinuses for the last 4 days.
Not giving up, but taking a small break until I feel better.
Title: Re: ☼Meph Tileset☼ V5.4 (32x32) - 44.12 - updated 10th Sep - Training & Migration!
Post by: Datura on January 12, 2020, 05:49:38 pm
Greetings !

It is with great pleasure that I'm able to say I've finished updating the included Revised mod to the latest Github version !

You can find it here : http://dffd.bay12games.com/file.php?id=14662 (http://dffd.bay12games.com/file.php?id=14662)

Everything was checked for typos to the best of my ability, it doesn't crash the game when generating a new world, nor does it produce any errors in errorlog.txt... other than *** Error(s) finalizing the translation KOBOLD which already occurred if you used the included language_KOBOLD.txt instead of utterances.

I added missing YES_REVISED/NO_REVISED! toggles to the following files, since their content only gets used when the Revised mod is activated : descriptor_pattern_lacy_wings.txt & tissue_template_pearl.txt.
Also added said toggles to various other files, where applicable.

Some notes about the latest Revised mod version compared to the previously included one :
Finally, I would advise against using the Revised mod in conjunction with the "More bleeding" and/or "More pain" options in the launcher, since this would most likely create double token declarations in a variety of bodily tissues.
So that was not true, see Meph's reply below.

Thanks for your patience, and have fun people !
Title: Re: ☼Meph Tileset☼ V5.4 (32x32) - 44.12 - updated 10th Sep - Training & Migration!
Post by: Meph on January 12, 2020, 07:42:51 pm
That's fantastic! :)

In case you do use both revised and the more pain/bleeding/etc options: it doesn't break anything, but the game will only use whichever tag is lowest in the raws. So you end up with one or the other, no both.
Title: Re: ☼Meph Tileset☼ V5.4 (32x32) - 44.12 - updated 10th Sep - Training & Migration!
Post by: Pellona on January 18, 2020, 05:45:02 am
Hi, im incapable to make bookcase show the tile when building.
I try with [OVERRIDE:240:B:UNK_V42_2:Bookcase::_MDF_overrides_1:246] i:zone
but twbt dont like it and do nothing :(
Title: Re: ☼Meph Tileset☼ V5.4 (32x32) - 44.12 - updated 10th Sep - Training & Migration!
Post by: Novaris on January 26, 2020, 06:58:54 am
I had the same issue and learned that its the ORDER inside the override file
Best solution: locate the activity zone entry that sepcifies the zones (not the bookcases) and move it ALL THE WAY to the end of the file. TWBT will the find the bookcase first and draw this tile instead of the zone tile.

The line you are looking for:
[OVERRIDE:240:B:ACTIVITY_ZONE:::_MDF_overrides_5:238] i:zone

Title: Re: ☼Meph Tileset☼ V5.4 (32x32) - 44.12 - updated 10th Sep - Training & Migration!
Post by: Meph on January 29, 2020, 01:03:51 pm
I knew this was coming... So: new df is out. I'll wait till general bugfixing, dfhack and twbt are done before I can update this set myself. Just to let everyone know. ;)
Title: Re: ☼Meph Tileset☼ V5.4 (32x32) - 44.12 - updated 10th Sep - Training & Migration!
Post by: darkhog on January 29, 2020, 01:47:06 pm
Okay. Well, in the mean time you can at least make sprites for all new stuff since that doesn't depend on dfhack and twbt being up to date and neither it requires bugfixes to go through.
Title: Re: ☼Meph Tileset☼ V5.4 (32x32) - 44.12 - updated 10th Sep - Training & Migration!
Post by: Meph on January 29, 2020, 02:41:17 pm
Wish I could, but I'm out and about without access to my laptop atm. ;)
Title: Re: ☼Meph Tileset☼ V5.4 (32x32) - 44.12 - updated 10th Sep - Training & Migration!
Post by: darkhog on January 29, 2020, 03:14:12 pm
Oh.
Title: Re: ☼Meph Tileset☼ V5.4 (32x32) - 44.12 - updated 10th Sep - Training & Migration!
Post by: LeoCean on February 03, 2020, 03:07:08 pm
This pack needs dfhack and twbt to function correctly anyways, otherwise you'd have some very weird sprites.
Title: Re: ☼Meph Tileset☼ V5.4 (32x32) - 44.12 - updated 10th Sep - Training & Migration!
Post by: Meph on February 03, 2020, 05:31:10 pm
I'd also need to know how and what twbt would support. Otherwise I might make sprites for things that won't be supported. ;)
Title: Re: ☼Meph Tileset☼ V5.4 (32x32) - 44.12 - updated 10th Sep - Training & Migration!
Post by: Tarmok on February 04, 2020, 03:50:24 am
Any rough estimate, on how long it will take you to update things?
Title: Re: ☼Meph Tileset☼ V5.4 (32x32) - 44.12 - updated 10th Sep - Training & Migration!
Post by: Meph on February 04, 2020, 12:24:53 pm
Not before 7th of March, that's the earliest date I can start working on this.
Title: Re: ☼Meph Tileset☼ V5.4 (32x32) - 44.12 - updated 10th Sep - Training & Migration!
Post by: Tarmok on February 04, 2020, 01:14:21 pm
Thats a BIG OOF
Title: Re: ☼Meph Tileset☼ V5.4 (32x32) - 44.12 - updated 10th Sep - Training & Migration!
Post by: Meph on February 04, 2020, 03:43:59 pm
I'm mountaineering. It's rare enough that I have days off like today, when I can check the internet on my phone. Heading up Pico Duarte in two days. ;)
Title: Re: ☼Meph Tileset☼ V5.4 (32x32) - 44.12 - updated 10th Sep - Training & Migration!
Post by: ChristianWeiseth on February 06, 2020, 05:18:10 am
Thanks for all your work man, even if it takes 6 months or more I will wait as i have grown too fond of this pack, at least get bannerlord next month so that should satisfy my urge to experience the villain update with all the Meph goodness for many months.  8)
Title: Re: ☼Meph Tileset☼ V5.4 (32x32) - 44.12 - updated 10th Sep - Training & Migration!
Post by: CyberianK on February 06, 2020, 08:25:56 am
Can anyone explain how the decorations work?

Using the Noob pack before villains release.
Title: Re: ☼Meph Tileset☼ V5.4 (32x32) - 44.12 - updated 10th Sep - Training & Migration!
Post by: He11mo on February 06, 2020, 10:17:25 am
Hi and Hello good sir! i just wanted to tell you how much i enjoyed dwarf fortress using your tileset. i enjoyed the starter tileset that i played at first but then i discovered your highly super awesome comprehensive set.. never looked back at my old starter tileset. keep it up kind sir and ps. when are you going to update this awesome tileset to the newest build of the game?
Title: Re: ☼Meph Tileset☼ V5.4 (32x32) - 44.12 - updated 10th Sep - Training & Migration!
Post by: neobit on February 07, 2020, 05:49:12 am
ps. when are you going to update this awesome tileset to the newest build of the game?

Hello,

Meph is waiting for twbf and dfhack to update first as this tileset depends on them. Also he is currently traveling. Check previous 2 pages for details.

(...)never looked back at my old starter tileset.(...)

There is world outside this tileset. Checking others (or default) from time to time might be really refreshing or putting completely new light on the game. Trust me!
p.s. ..and then come back to this tileset and enjoy it even more :D
Title: Re: ☼Meph Tileset☼ V5.4 (32x32) - 44.12 - updated 10th Sep - Training & Migration!
Post by: CyberianK on February 07, 2020, 07:45:14 am
Are the decorations Masterwork only or can I also use them in Vanilla?
Title: Re: ☼Meph Tileset☼ V5.4 (32x32) - 44.12 - updated 10th Sep - Training & Migration!
Post by: Meph on February 09, 2020, 11:33:51 am
Neither... The decorations are part of this tileset, which is not Masterwork DF, but also not strictly vanilla. I nodded in a few new ways to make objects, like gem furniture, bone walls, etc.

So the decorations only work with this download right here. Vanilla df doesn't have the necessary files.

The decorations are workshops and furnaces technically, so you build them from the same menu as the other buildings. Some of them have reactions that are used to change their design. (Lighting or snuffing a bonfire or lamp for example)
Title: Re: ☼Meph Tileset☼ V5.4 (32x32) - 44.12 - updated 10th Sep - Training & Migration!
Post by: CyberianK on February 10, 2020, 04:19:27 am
Ah OK so I don't have them because I use the Meph Lite from the Starter Pack.

I install this one then I guess no issue with the previous non Villains version Starter Pack?
Title: Re: ☼Meph Tileset☼ V5.4 (32x32) - 44.12 - updated 10th Sep - Training & Migration!
Post by: jecowa on February 11, 2020, 05:31:50 pm
Noticed some minor things while comparing the objects files to vanilla 0.44.12:
Title: Re: ☼Meph Tileset☼ V5.4 (32x32) - 44.12 - updated 10th Sep - Training & Migration!
Post by: jecowa on February 17, 2020, 08:16:28 am
I was analyzing your overrides.txt to see how you did workshops and noticed overrides for tiles 47 (/), 92 (\), and 45 (-) getting added to lots of workshops that don't seem to use them. Is this an animation that these workshops do while they're active?

Are the overrides for the tile 78 ("N") and tile 40 ("(") characters supposed to be on the Kitchen?:
Quote from: kitchen
[OVERRIDE:246:B:WORKSHOP_KITCHEN:Workshop::_MDF_overrides_5:126:16] # ÷ (barrel)
[OVERRIDE:176:B:WORKSHOP_KITCHEN:Workshop::_MDF_overrides_5:127:16] # ░ (countertop)
[OVERRIDE:236:B:WORKSHOP_KITCHEN:Workshop::_MDF_overrides_5:142:16] # ∞ (meat slab)
[OVERRIDE:59:B:WORKSHOP_KITCHEN:Workshop::_MDF_overrides_5:143:16] # ; (maybe a fish or meat hook)
[OVERRIDE:47:B:WORKSHOP_KITCHEN:Workshop::_MDF_overrides_0:79]16 # / (animation)
[OVERRIDE:92:B:WORKSHOP_KITCHEN:Workshop::_MDF_overrides_0:111]16 # \ (animation)
[OVERRIDE:45:B:WORKSHOP_KITCHEN:Workshop::_MDF_overrides_0:111]16 # - (animation)
[OVERRIDE:78:B:WORKSHOP_KITCHEN:Workshop::_MDF_overrides_0:79]16 # N ?
[OVERRIDE:40:B:WORKSHOP_KITCHEN:Workshop::_MDF_overrides_0:79]16 # ( ?

I also noticed some tiles being overridden twice in some workshops:
Spoiler: duplicate overrides (click to show/hide)

The overrides for your soapmaker workshop confused me at first.
Title: Re: ☼Meph Tileset☼ V5.4 (32x32) - 44.12 - updated 10th Sep - Training & Migration!
Post by: Meph on February 17, 2020, 08:54:24 am
The / - \ are used in the construction or for animations when the game cycles between creatures/objects on the same tile.

Duplicates are probably just lazy copypasting by me.

Glad to see you back, doing all kinds of good things around the forum and different sets, mods, graphics... :)
Title: Re: ☼Meph Tileset☼ V5.4 (32x32) - 44.12 - updated 10th Sep - Training & Migration!
Post by: Bludragon on February 17, 2020, 08:47:59 pm
just wondering:
is this the same Meph graphics pack used in Masterwork, or is it only available in this pack you have put together? i'm sorry if this is a repeat question, but it seemed that the instances i saw were quite a while ago, so i thought i would check.
Title: Re: ☼Meph Tileset☼ V5.4 (32x32) - 44.12 - updated 10th Sep - Training & Migration!
Post by: Meph on February 17, 2020, 09:07:21 pm
It's very different. Masterwork DF has probably the 0.1 version of this tileset. I never got around merging them, because steam came along and I knew it would be outdated once that hits.
Title: Re: ☼Meph Tileset☼ V5.4 (32x32) - 44.12 - updated 10th Sep - Training & Migration!
Post by: Bludragon on February 17, 2020, 10:21:25 pm
It's very different. Masterwork DF has probably the 0.1 version of this tileset. I never got around merging them, because steam came along and I knew it would be outdated once that hits.

Ok thank you, i was hoping i wouldn't have to download yet another pack (i already have LNP and MW), but i really like this graphics pack so download i have done. The good news is the client looks a lot like the MW one.
Title: Re: ☼Meph Tileset☼ V4.3 (32x32) - 44.12 - updated 19th Sep - Variety & Boneset
Post by: jecowa on February 22, 2020, 12:05:58 am
New caverns looks very cool. Bright colors create a great atmosphere.
p.S. Update my dwarves and goblins)
Done.

And... wow! Just saw the changes you did to the constructions, furniture, etc. Every time you do stuff like that, I wonder why I made sprites in the first place. :D

Now I understand what you meant about the missing -top file for the _variety.png.

What happened to _Meph_variety-top.png? I noticed this file is gone in version 5.4. Was there a problem with it?
Title: ☼Meph Tileset☼ - License Question
Post by: HyperBully on February 22, 2020, 12:17:46 pm
I'm new here so let me start with: Hi, everybody. This forum has been a huge help to me. The DF community is amazing. :)

I am here to find out if there is a license that would allow me to use the this tileset in my own game. I'm a completely noob just learning Unity for fun and I've been searching the internet for weeks for a collection of game assets I can use to make a complete game.  As I was searching, my hope was to find something that would let me build a complete world like Dwarf Fortress as it's adventurer mode is my main inspiration. That may have been an impossible task without a big budget. Then it occurred to me that some amazing artists have already assembled an entire world into a zip file and I already have like dozen copies of it on my hard drive. As a collection of game assets, the Meph tileset is an absolute treasure. I have all the Stone Soup assets and that collection is pretty extensive. It has everything need for a complete dungeon crawler. But this tileset has everything one needs to build a complete world. It has an almost infinite number of creatures with baby and reanimated versions of each one. The same goes for monsters, plants, walls, floors and a few races. Hell, it's even designed to allow for custom colored buildings. It really is an absolute gem. 

I'm sorry for gushing. but I really do love this artwork. So is there a licence I can use to redistribute it in my game? I am more than happy to give credit. I don't expect to make any money (or even end up with a complete game) but I am hoping to share it with people at some point. If possible, I'd also like to upload the images to some free game art repos so that others might be inspired to build whole world for us to explore. I've done some searching and have not found any license info so I have no idea what I'm allowed to do. At this point I'm assuming that I can't use it. I hope I'm wrong. I'm not sure this is the best place to ask so I'm sorry if I'm in the wrong place.

Thanks in advance for any help.
Title: Re: ☼Meph Tileset☼ V5.4 (32x32) - 44.12 - updated 10th Sep - Training & Migration!
Post by: Mike Mayday on February 24, 2020, 06:38:49 am
Hey, HyperBully - just so you know, Meph will likely be unavailable to answer for a few days, as he's travelling.
Title: Re: ☼Meph Tileset☼ V5.4 (32x32) - 44.12 - updated 10th Sep - Training & Migration!
Post by: Meph on February 24, 2020, 02:52:34 pm
Hey, I'm traveling most of the time. :P (but yeah, Cuba is horrible about internet.)

Sadly you can't use the tileset for any other projects, it's a wild mix of self-made sprites, free online assets, artwork by the community (Vordak especially), and art by other authors that permitted me to use it for this set. I can't give away their artwork for other games, that's not within my rights. :/
Title: Re: ☼Meph Tileset☼ V5.4 (32x32) - 44.12 - updated 10th Sep - Training & Migration!
Post by: HyperBully on February 24, 2020, 05:01:35 pm
Thanks,  anyway.   :)
Title: Re: ☼Meph Tileset☼ V5.4 (32x32) - 44.12 - updated 10th Sep - Training & Migration!
Post by: Proudbucket on February 24, 2020, 11:12:28 pm
Hyperbully
Perhaps the tiles from Dungeon Crawl Stone Soup will be useful to you. They are free to use, they are also 32x32 and I recognize quite a few of them in Meph's tileset.
Title: Re: ☼Meph Tileset☼ V5.4 (32x32) - 44.12 - updated 10th Sep - Training & Migration!
Post by: sybir on February 28, 2020, 05:14:51 am
Hi Meph,

I love your launcher and sprites, but I have some problems:
1) it crashes quite often
2) Sprites are replaced with running guy sprite
3) Sometimes, as I travel through the world, the sprites will just randomly switch places - grass becomes gray rock sprite etc. Tiles got their sprites changed to random ones and they flicker as I move.

Is there any log I can send you to debug that? The luncher's version is 5.4
Title: Re: ☼Meph Tileset☼ V5.4 (32x32) - 44.12 - updated 10th Sep - Training & Migration!
Post by: darkhog on February 28, 2020, 09:25:02 am
Adventure mode? If so, this is an issue of TWBT.
Title: Re: ☼Meph Tileset☼ V5.4 (32x32) - 44.12 - updated 10th Sep - Training & Migration!
Post by: Bguard on February 28, 2020, 10:15:29 pm
Thank you for your amazing work Meph! i'am new at the game and your Tileset made a amazing experience!

was a fellow Warhammer fan, Vordak Dwarfs are amazing aswell! he did a Great work on it.

Your tileset together with Vordak Dwarfs is perfect!

Vordak Dwarfs together with the Gold Furniture also looks really good and satisfy my Warhammer feel.

keep the good work buddy!
Title: Re: ☼Meph Tileset☼ V5.4 (32x32) - 44.12 - updated 10th Sep - Training & Migration!
Post by: jecowa on February 28, 2020, 10:34:24 pm
Hi Meph,

I love your launcher and sprites, but I have some problems:
1) it crashes quite often
2) Sprites are replaced with running guy sprite
3) Sometimes, as I travel through the world, the sprites will just randomly switch places - grass becomes gray rock sprite etc. Tiles got their sprites changed to random ones and they flicker as I move.

Is there any log I can send you to debug that? The luncher's version is 5.4

3) sounds like a bug. TWBT doesn't work so well with Adventure Mode. I don't know too much about Adventure Mode, but I think most Adventure Mode players don't use TWBT. Meph doesn't work without TWBT, though. If you can handle Ascii graphics, CLA was made just for Adventure Mode.

2) might be that same bug. I'm not really familiar with running guy. Oh, this might be an Adventure Mode issue. In Adventure Mode, creatures can't use creature graphics while they are out of your line-of-sight; instead, they revert to their main tilesheet glyph. This is the issue that CLA was designed to handle a little more gracefully. It does it by having the graphics form of a creature look similar to the glyph that represents it when it's out of line-of-sight.
Title: Re: ☼Meph Tileset☼ V5.4 (32x32) - 44.12 - updated 10th Sep - Training & Migration!
Post by: sybir on March 06, 2020, 02:22:26 pm
Yeah, it's probably TWBT, these graphical glitches doesn't happen in adventure fortress mode (Although I do have crashes from time to time). Anyway, I forgot Meph is working on steam tileset, so never mind theese, it's not important 🙂
Title: Re: ☼Meph Tileset☼ V5.4 (32x32) - 44.12 - updated 10th Sep - Training & Migration!
Post by: mason531 on March 08, 2020, 07:05:41 pm
Is there gonna be an update ?
Title: Re: ☼Meph Tileset☼ V5.4 (32x32) - 44.12 - updated 10th Sep - Training & Migration!
Post by: darkhog on March 09, 2020, 09:31:13 am
There will be once DF, DFHack and TWBT stabilize enough to do one and once he has time.
Title: Re: ☼Meph Tileset☼ V5.4 (32x32) - 44.12 - updated 10th Sep - Training & Migration!
Post by: jecowa on March 09, 2020, 09:36:21 am
Meph also just got done mountain hiking around the world. He probably needs to rest up a bit.
Title: Re: ☼Meph Tileset☼ V5.4 (32x32) - 44.12 - updated 10th Sep - Training & Migration!
Post by: Meph on March 11, 2020, 05:26:06 am
UPDATE!

Download: Meph Tileset V5.5 for 47.04 (http://dffd.bay12games.com/file.php?id=13407)
You can support the tileset on Patreon (https://www.patreon.com/meph) or as a one-time donation on Paypal (https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=ZTPEFV6LCDDAJ).

This version updates the tileset to DF.47.04, aka the newest villains release. :)

The new altar and die use these sprites:
(https://i.imgur.com/6vZWfMO.png)

I also incorporated the updated Revised Mod by Taffer, which Datura released in my absence. Thank you!

(Edit: Fixed a little TWBT error, if your start menu looked a bit scrambled: It's fine now. ;) )
Title: Re: ☼Meph Tileset☼ V5.4 (32x32) - 44.12 - updated 10th Sep - Training & Migration!
Post by: mason531 on March 11, 2020, 08:15:46 am
UPDATE!

Download: Meph Tileset V5.5 for 47.04 (http://dffd.bay12games.com/file.php?id=13407)
You can support the tileset on Patreon (https://www.patreon.com/meph) or as a one-time donation on Paypal (https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=ZTPEFV6LCDDAJ).

This version updates the tileset to DF.47.04, aka the newest villains release. :)

The new altar and die use these sprites:
(https://i.imgur.com/6vZWfMO.png)

I also incorporated the updated Revised Mod by Taffer, which Datura released in my absence. Thank you!

(Edit: Fixed a little TWBT error, if your start menu looked a bit scrambled: It's fine now. ;) )

I love you
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.04 - updated 11th March
Post by: LargeSnail on March 11, 2020, 01:26:53 pm
The last update has missing some words and symbols, like Cathedral and NAME_ENTITY_MERCHANT_COMPANY.
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.04 - updated 11th March
Post by: Meph on March 11, 2020, 05:00:23 pm
Yeah, I noticed by now. I'm working on adding everything. I was mostly testing the TWBT and dfhack parts.
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.04 - updated 11th March
Post by: mikhos on March 11, 2020, 06:22:38 pm
Thanks for the hard work, Meph!!
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.04 - updated 11th March
Post by: zakthefallen on March 11, 2020, 08:53:55 pm
Just so you know, the stone furniture workshop isn't included with your launcher, Meph. I can make a bed out of wood, clay, gems, or bone, but not rocks.
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.04 - updated 11th March
Post by: micon89 on March 11, 2020, 09:56:51 pm
thanks for your Work Meph
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.04 - updated 11th March
Post by: micon89 on March 12, 2020, 02:24:54 am
when i open the game it said version 47.03 not 47.04 i' am sure that downloaded the version 47.04 meph tileset v5.5 can you please help me or at least explain to me why?
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.04 - updated 11th March
Post by: micon89 on March 12, 2020, 02:40:41 am
and also when i try to add a werewolf invader in fortress defense mod when i try create a new world it will crash can yo fix this? 
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.04 - updated 11th March
Post by: vanguze on March 12, 2020, 12:58:05 pm
The game and DF hack version of your release as of 3/12/20 on DFFD state it’s on .03 not .04, wasn't sure if you were aware.
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.04 - updated 11th March
Post by: francogp on March 12, 2020, 06:34:58 pm
I cannot load saves from vanilla 47.04.. the folder is ignored
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.04 - updated 11th March
Post by: micon89 on March 13, 2020, 07:04:12 am
ok so i have a two Packs the meph tileset V5.5 47.04 (but when i open the game bottom right it said 47.03) and the Caveat emptor pack (which  have the 47.04) should i put the raws or file from the meph tileset to the Caveat epmtor pack to play dwarf fortress 47.04 with the meph launcher and the mods in it? im not really good at english cause im asian
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.04 - updated 11th March
Post by: jecowa on March 13, 2020, 08:33:55 am
ok so i have a two Packs the meph tileset V5.5 47.04 (but when i open the game bottom right it said 47.03) and the Caveat emptor pack (which  have the 47.04) should i put the raws or file from the meph tileset to the Caveat epmtor pack to play dwarf fortress 47.04 with the meph launcher and the mods in it? im not really good at english cause im asian

Delete these from the Meph pack and replace them with the ones from the Caveat Emptor pack:

 * "Dwarf Fortress.exe" executable (located in the \Dwarf Fortress\ folder)
 * "hack" folder (located in the \Dwarf Fortress\ folder)
 * "index" file (located in the \Dwarf Fortress\data\ folder)
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.04 - updated 11th March
Post by: jecowa on March 13, 2020, 08:38:15 am
I cannot load saves from vanilla 47.04.. the folder is ignored

I don't think you can load saves from a new version of Dwarf Fortress in an older version. And for the Meph pack you might want to create a new save file anyway so you can take advantage of all its features (e.g. decorative workshops).
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.04 - updated 11th March
Post by: jecowa on March 13, 2020, 09:55:41 am
Have you ever found out if GROWTH_PRINT tiles ever get used for anything? I've been testing with crops, and from what I can tell so far, it's always the PICKED_TILE that gets used. I've tried turning off harvesting to let the plants crops longer. I have no idea how to tell if a plant has a growth on it or not.
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.04 - updated 11th March
Post by: waterphage13 on March 13, 2020, 10:17:25 am
It's very cool but... why the hell there is no official verisons of new TWBT and DF hack?
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.04 - updated 11th March
Post by: SuperPluck on March 13, 2020, 10:34:59 am
It's very cool but... why the hell there is no official verisons of new TWBT and DF hack?

Probably because programming is not just telling the computer to "create a new version" and because this is a fan work done by people on their free time... So it takes a while
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.04 - updated 11th March
Post by: micon89 on March 13, 2020, 01:29:33 pm
Unfortunately it didn't work(sort of) I did replace the DF exe. ,Hack and the index file but when I try open the game it shows the error can't find the library plugin something like that
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.04 - updated 11th March
Post by: francogp on March 13, 2020, 05:20:59 pm
I cannot load saves from vanilla 47.04.. the folder is ignored

I don't think you can load saves from a new version of Dwarf Fortress in an older version. And for the Meph pack you might want to create a new save file anyway so you can take advantage of all its features (e.g. decorative workshops).

the problem is that the title and OP state "47.04" and its not...
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.04 - updated 11th March
Post by: Meph on March 13, 2020, 07:41:33 pm
I cannot load saves from vanilla 47.04.. the folder is ignored

I don't think you can load saves from a new version of Dwarf Fortress in an older version. And for the Meph pack you might want to create a new save file anyway so you can take advantage of all its features (e.g. decorative workshops).

the problem is that the title and OP state "47.04" and its not...
Changed the title.

The issue was that I updated DF to .04, then noticed that dfhack was only done for .03 and downgraded again.
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: darkhog on March 14, 2020, 07:21:57 am
DFHack is only "officially" done for .03 but there are nightly buids that work with .04.
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: mason531 on March 14, 2020, 02:32:40 pm
Is it fixed ?
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: GamingMasterAnthony on March 15, 2020, 03:31:14 pm
Is there supposed to be no sound? Because i remember playing a previous version of this with sound but that might have been with soundsense enabled.
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: jecowa on March 15, 2020, 07:13:51 pm
Without SoundSense, the only sound the game has is Toady playing the guitar.
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: francogp on March 15, 2020, 08:30:02 pm
Is there supposed to be no sound? Because i remember playing a previous version of this with sound but that might have been with soundsense enabled.

The game does not have sound.. only background music. Only mods add sounds.
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: kikoman on March 16, 2020, 06:27:15 am
Updated the pack manually with nightly build of dfhack (dfhack-0.47.04-alpha0-200315000-Windows-64) ,twbt (twbt-6.xx-win64-200305000) and dwarf fortress 47.04 exe and data/index. All working as expected. I'm testing now but no errors or game exits.

Edit 1: Links
dfhack-0.47.04-alpha0-200315000 : https://buildmaster.lubar.me/applications/3/builds/build?buildId=7387 (https://buildmaster.lubar.me/applications/3/builds/build?buildId=7387)
twbt-6.xx-win64-200305000: https://github.com/thurin/df-twbt/releases/tag/0.47.04-alpha0-200305000 (https://github.com/thurin/df-twbt/releases/tag/0.47.04-alpha0-200305000)
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: socate on March 16, 2020, 07:07:58 am
Do you have a link?
I wouldn't mind testing as well.

Edit:
Thanks kikoman.
Can confirm that everything seems to be working (at least on the win64 build). TWBT does throw a warning if you use the 200315000 build of dfhack instead of 200305000, but it is just a version warning. Will report back if I run into any major issues.
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: darkhog on March 16, 2020, 04:53:34 pm
Can someone compile a full pack for me with the 47.04 and appropriate DFHack and TWBT versions? Knowing my luck I'll break something and then spend an eternity wondering why it isn't working.
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: Uthimienure on March 16, 2020, 05:24:56 pm
Can someone compile a full pack for me with the 47.04 and appropriate DFHack and TWBT versions? Knowing my luck I'll break something and then spend an eternity wondering why it isn't working.
+1
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: fancylol on March 16, 2020, 06:37:17 pm
+1
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: Meph on March 16, 2020, 07:40:32 pm
Tomorrow. :)
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: micon89 on March 17, 2020, 02:55:08 am
please help i can't train my new grown up stray shepherd dogs none of them are in the training option( z - animal) and also i expected a stray shepherd dog but then they grow up it said stray shepherd hunter im using meph tile set by the way
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: mikhos on March 17, 2020, 08:10:36 am
micon89,
are you using an old version? in the most recent meph tileset sheperds should be functioning fine as i have some in my current fort that are growing up to stray sheperds without the hunter part added to it.
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: micon89 on March 17, 2020, 08:23:42 am
I'm using the recent one I'm 100% sure I also make their skill all legendary
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: mikhos on March 17, 2020, 08:45:09 am
It's the ambusher skill iirc, makes them not show up as trainable.
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: micon89 on March 17, 2020, 08:55:24 am
Ok so should I go the default skill level or should I erased the added skill?
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: mikhos on March 17, 2020, 09:07:50 am
Ok so should I go the default skill level or should I erased the added skill?
Their defaults appear perfectly functional.
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: micon89 on March 17, 2020, 09:13:43 am
Could it be fix to my save file or do I have to generate a new work and start over again?
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: neobit on March 17, 2020, 04:03:40 pm
When bookcases are part of a zone their appearance change to a square.
(https://i.postimg.cc/vHQC212s/2020-03-17-22-00-35-Clipboard.png)
Most right is one that belongs to a zone.

If many bookcaces belong to a zone, removing part of the zone, does not recover looks of any of them. You need to remove whole zone.
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: Wafflelordling on March 18, 2020, 03:33:10 pm
Thanks Meph!

But a side note worldgen crashes with invader active, havent tried each one yet. But had Hellfire imps, badgermen, and minotaurs active.
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: Meph on March 18, 2020, 04:17:16 pm
I think it's the newly introduced no_eat races crash worldgen bug.

Sorry guys, I'm a bit slow atm, lots of steam df stuff happening. :)
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: ZayZe on March 18, 2020, 05:19:58 pm
I think it's the newly introduced no_eat races crash worldgen bug.

Sorry guys, I'm a bit slow atm, lots of steam df stuff happening. :)

good... goood....
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: mason531 on March 18, 2020, 11:04:37 pm
I think it's the newly introduced no_eat races crash worldgen bug.

Sorry guys, I'm a bit slow atm, lots of steam df stuff happening. :)

No eat thing crashes because of Fisher dwarf Jon
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: Deon on March 20, 2020, 01:28:21 pm
Awesome tileset.

I've noticed that a few of gathered fruit growth tiles (the line after mango, including mango) are wrong:

- mango, coconut, banana and the ones next to them are shifted +1. I.e. coconut should be 105, not 106.

P.S. Since I started looking into this, could you help me understand the meaning of such massive "color" values please (example taken from a gem)?
[DISPLAY_COLOR:160:170:1][TILE:169]
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: Meph on March 20, 2020, 03:05:51 pm
Thanks :)

Sure can do: http://www.bay12forums.com/smf/index.php?topic=170644.0

That way you can do silly things like more colors:

(https://i.imgur.com/G1FvU6k.png)

(https://i.imgur.com/TGtZ0aN.png)
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: Deon on March 20, 2020, 05:29:35 pm
Woo, awesome.

For some reason the corpse overrides don't work for me, everything else does. Probably me being dumb, I will figure it out.

I have also noticed that most of corpse overrides reference tiles which are not present in Meph_variety.png, that looks to be not finished yet. Not sure if reported, sorry for barging in with all these details, I just looked at this for the first time for some reason, and I got charmed.
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: Meph on March 20, 2020, 05:59:33 pm
Strange. Did you change anything on the tile numbers in the creature files? First time I hear about corpses not working. Meph_variety.png is.. full. 252 of 256 tiles used.
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: Deon on March 20, 2020, 07:32:57 pm
I've downloaded the barebones edition. I was trying to see how it plays with my Dwemer Fortress mod. It probably has an outdated file. Now I've noticed the "version" difference :D. Well, it was after midnight.
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: Deon on March 21, 2020, 11:50:03 am
Hey Meph, if you have a second to help, maybe you can help me figure this out, why the corpses do not work when trying to use your tileset.

Here you can see that the creature uses the tile 1 without any caste tile or alttile assigned:
(https://i.imgur.com/4oWOVjP.png)

Here's the override for the corpse, copied from your #humanoid one:

Code: [Select]
[OVERRIDE:1:I:CORPSE:CORPSE::_MDF_overrides_13:R:8:152:153:154:155:156:157:158:159:16] #dwemer based on humanoid one

Here you can see that a corpse next to me looks like a tile 1 (dwarf) instead of the override:
(https://i.imgur.com/04X3GJF.png)

Any ideas are highly appreciated.
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: Meph on March 21, 2020, 12:05:58 pm
Deon, I will always be happy to help you, without your Genesis mod I wouldn't have started modding. ;)

Corpse overrides do not work on civ-members, because the corpses have a special tag (to be stored in corpse stockpiles and buried in coffins) instead of being treated like items (like animal corpses that are brought to the refuse stockpile and butchered). It's stupid, I don't like it, and it should be a thing of the past once the Steam version is out.
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: Deon on March 21, 2020, 12:16:10 pm
Ah, but that explains a lot. So I am limited to assigning civ corpses to tiles in the main tileset, gotcha. Thanks a lot!
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: Meph on March 21, 2020, 02:27:22 pm
Btw, have you seen the bronze/copper material sets? The steampunky design might be useful for the Dwemer mod.
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: Garfunkel on March 21, 2020, 07:59:26 pm
Should I wait for update to 47.04 version? I haven't switched yet from the 44.x version to the new stuff.
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: ZayZe on March 21, 2020, 08:01:43 pm
I'd wait, Meph said he was gonna work on it.

I heard 47.03 has some game breaking bugs in it.

so... I'm just waiting for 47.04  :D
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: Uthimienure on March 21, 2020, 09:33:22 pm
Hey Meph, I was about to add the more leather mod to your V5.5 for my own use and I see your [MATERIAL_TEMPLATE:SKIN_TEMPLATE] is already different than vanilla 47.XX. Before I screw things up, can you tell me if more leather mod will interfere and cause me problems?

******************** the instructions I have followed before, successfully with vanilla 47.XX *********************

http://www.bay12forums.com/smf/index.php?topic=122003.0

More leather mod (why not incorperate into your mod)
« on: January 21, 2013, 09:13:56 pm »
ReplyQuote

hello i have made a mod that allows you to get more then 1 piece of leather from butchering animals.
to install it ad this to [MATERIAL_TEMPLATE:SKIN_TEMPLATE] in the  material_template_default file in your raws
Quote
   [STOCKPILE_GLOB]
        [DO_NOT_CLEAN_GLOB]
   [BUTCHER_SPECIAL:GLOB:NONE]
   [REACTION_CLASS:SKIN]

then replace your [REACTION:TAN_A_HIDE] in your reaction_other file with this
Spoiler (click to show/hide)
[REACTION:TAN_A_HIDE]
   [NAME:tan a hide]
   [BUILDING:TANNER:CUSTOM_T]
   [REAGENT:A:150:GLOB:NONE:NONE:NONE][REACTION_CLASS:SKIN][UNROTTEN]
      [HAS_MATERIAL_REACTION_PRODUCT:TAN_MAT]

   In the product, if you want to use the reagent's material itself, use NONE instead of a reaction product class (TAN_MAT in this example).

   [PRODUCT:100:1:SKIN_TANNED:NONE:GET_MATERIAL_FROM_REAGENT:A:TAN_MAT]
   [SKILL:TANNER]
   [AUTOMATIC]


this way like fat the amount of skin globs you get from an animal is equivalent to its  size so bigger animals = more leather

this mod is not well balanced yet and you may want to fidle with the number of required globs required for the reaction
ypur free to incorporate this into your own mods just dont forget to give me credit
« Last Edit: August 05, 2014, 11:50:57 pm by sackhead »

************************************************************
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: TerminallyBeard on March 21, 2020, 09:40:30 pm
Gday, love the work. Feel guilty for asking but is there any way to turn off boxed capitalization in the written text? Just strains
my eyes a touch. Cheers
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: Meph on March 21, 2020, 09:55:36 pm
Gday, love the work. Feel guilty for asking but is there any way to turn off boxed capitalization in the written text? Just strains
my eyes a touch. Cheers
Sure. Just open the launcher, there are about 2 dozen font to pick from. :)

Uthimienure, that should be no problem. 600 is a good number instead of 150. I use the same setup in Masterwork DF, it's quite useful.
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: TerminallyBeard on March 21, 2020, 09:58:17 pm
Fonts... ahem right, I knew that   :-[
Thanks man
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: Uthimienure on March 21, 2020, 10:00:17 pm
Thanks for the info Meph, I've been a big fan of MWDF for years and greatly appreciate your work  :)
I'll try the 600.
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: micon89 on March 21, 2020, 10:38:18 pm
Can anyone help me I assigned my war dogs to the military and sending them to raid a goblin fortress after that I noticed that my war dogs won't follow their owners in the fortress but will follow if I send them to raid is this a bug ?
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: Deon on March 22, 2020, 08:59:23 am
Hi Micon, is it specific to a situation when you have this tileset installed only?
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: micon89 on March 22, 2020, 10:44:04 am
Hello Deon sorry I'm not really good at English but what I mean is that I assigned my war dogs to my dwarveswho is in the military
Then I send them to a raid the dogs will follow and then after the raid, they comeback to my fortress. And then a siege came when I station my military dwarves their pet war dogs won't follow to join or help them to fight they just sitting around in my meeting area. I currently using meph tileset v5.5 47.03
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: Meph on March 22, 2020, 10:56:15 am
I don't think anything about the tileset could affect the AI behaviour of trained animals.
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: micon89 on March 22, 2020, 11:25:27 am
Meph I think the raiding thing is bugged
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: Meph on March 22, 2020, 11:34:37 am
I understood. I just don't think it's specific to this tileset. Animals either have the training tag or not, there are no nuances that I could affect that would cause a bug like this.
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: micon89 on March 22, 2020, 11:58:09 am
I Also love your work meph especially masterwork
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: darkhog on March 22, 2020, 02:57:38 pm
When you update it to 47.04? There are already nightly builds for DFHack that supports .04 and there's TWBT for that as well, as shown earlier in the thread.
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: Meph on March 22, 2020, 03:37:00 pm
When you update it to 47.04? There are already nightly builds for DFHack that supports .04 and there's TWBT for that as well, as shown earlier in the thread.
When dfhack officially updates.
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: Deon on March 22, 2020, 04:19:52 pm
I am interested in your trick to do this:
(https://i.imgur.com/E5GRP9Q.png)

As far as I can tell, the tile for flux stone in decorations_3 file doesn't have transparency, and yet when designated for mining, it's clearly visible. Could you kindly shed some light on the technique, please?

P.S. Does it have something to do with the -top file? I didn't find instructions on how to use it properly on the main readme page. Could you direct me please?
https://github.com/mifki/df-twbt/blob/master/README.md
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: jecowa on March 22, 2020, 04:43:12 pm
Yeah, the normal tile gets colored in, but the -top tile doesn't.
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: Meph on March 22, 2020, 04:44:43 pm
I don't think there are any tutorials on the top and bg files. But yes it's because of the top file. Also sorry for making you look through my completely unsorted PNGs. XD

The top file has transparency, the inner part of the sprite is see-through. The regular file has no transparency. When you designate for mining, the regular sprite gets recolored. The top-file with transparency gets layered on top, covering the edges with the grey rock color, making a smooth transition.

Edit: Sniped by Jecowa in a more succinct manner. ;)
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: Deon on March 22, 2020, 04:46:28 pm
Pff. My regular tile is already colored. So I guess that's why my tons of tests didn't help. Thank you! I still don't understand why marking for mining makes it black though. Shouldn't coloring make it "brown", or am I missing something obvious?
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: Meph on March 22, 2020, 04:59:03 pm
It is brown. There is just a grey transparent layer of the top-file on top, coloring it black.

Designations are a mess when it comes to graphics. Would be so much nicer to just get a custom sprite.
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: Deon on March 22, 2020, 05:09:05 pm
Aha, I found my bane.

I had 16 for FG color in overrides, which made NO coloring possible. Phew, sorted. Thank you guys!
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: ctgarlington on March 25, 2020, 10:12:00 am
Quick question, running into a peculiar graphical anomaly which may be normal, but I don't recall having seen it outside of this tileset (or at least since the last time I played).

Certain tiles, when moving the camera around, will 'overwrite' other tiles until I move on a new axis.  I've noticed it specifically with bridges, when moving the camera right/eastward or left/westward, it'll 'move' some of the bridge tiles to overlap wall tiles on the same row (and vice versa; some wall tiles overlap bridge tiles), until such time as I move the camera northward/southward.

I've also noticed this with floor tiling, for instance if you have a smoothed floor of two different types on the same z-level, moving the camera will 'shift' the tiles around in a way they shouldn't be.

Anyone else notice this?
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: jecowa on March 25, 2020, 11:25:08 am
I think this mighit all be the same issue. You can enter this into DFHack Terminal window to fix tile shift, but doing so can cause instability:

twbt redraw_all 1
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: InkLinkLing on March 28, 2020, 04:13:15 am
I'm having alot of crashing issues. I haven't yet been able to troubleshoot, and I'm not sure if its the launcher and its addons or just the base game that's causing problems.
Is there bug reporting or a troubleshooting page specific to this launcher?

I think I may be experiencing problems with: "many creatures that couldn't be trained now can be, including all giant creatures." @ taffers bugfixes trying to train a giant cave spider.
It could be something to do with trading with elves though, or their departure.

Is there any way to disable some of the addons, like the expanded materials, or is that actually a part of the base games updates?
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: Meph on March 28, 2020, 06:19:33 am
Do you have animations on? That's usually the culprit.

You can disable all extra content in the launcher, the mods tab has a button. Oddly most are linked to the Decorational workshop button. :)
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: Pillbo on March 28, 2020, 06:51:43 pm
I'm unable to run `exportlegends` on this version of DF. It freezes on the step `Exporting:  Extra legends_plus xml` every time. Does anyone know if that's a current DF-Hack / script error or if it's something to do with the additions in this pack?
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: InkLinkLing on March 28, 2020, 10:04:40 pm
Do you have animations on? That's usually the culprit.
they were disabled, appreciate the info

You can disable all extra content in the launcher, the mods tab has a button. Oddly most are linked to the Decorational workshop button. :)
Will try disabling decorations in the additions tab, strange if its causing me problems haha! I'll consider disabling the extra bugfixes if problems persist.
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: Meph on March 28, 2020, 10:12:38 pm
Good luck.

You need a new worldgen for that.
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: Riukus on March 29, 2020, 11:32:58 am
I just want to clarify. If I set goblins AI to ambush and invasions to very early will they act like goblins from good old times?
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: Meph on March 29, 2020, 11:54:01 am
Mostly, yeah. Their armies and ambushes still need to travel across the worldmap, which means there might be fewer attacks or they take longer to arrive.
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: Riukus on March 29, 2020, 12:25:47 pm
Mostly, yeah. Their armies and ambushes still need to travel across the worldmap, which means there might be fewer attacks or they take longer to arrive.

Oh... But it still much better then vanilla. Will try. Honesty may be now I finally can play post 0.34 versions without get bored. Thanks a lot! Also can I increase their min invasion size somehow? If I remember correctly small invasion forces is another problem in newer versions.
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: Meph on March 29, 2020, 01:06:22 pm
You can up their natural combat skills and give them better materials if you want more of a challenge.
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: Riukus on March 29, 2020, 01:15:49 pm
You can up their natural combat skills and give them better materials if you want more of a challenge.

Well, +8 skill and normal material sounds good I think... Can material be a thing with two sides? Like it better material to recycle and better weapon to use for my own military if/after I defeat invaders.
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: Ironlion on March 29, 2020, 01:16:37 pm
I'm unable to run `exportlegends` on this version of DF. It freezes on the step `Exporting:  Extra legends_plus xml` every time. Does anyone know if that's a current DF-Hack / script error or if it's something to do with the additions in this pack?

That's a dfhack problem.  I'm sure they'll get around to ironing it and issues like it out. 
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: thurin on March 30, 2020, 10:22:44 am
I'm unable to run `exportlegends` on this version of DF. It freezes on the step `Exporting:  Extra legends_plus xml` every time. Does anyone know if that's a current DF-Hack / script error or if it's something to do with the additions in this pack?

That's a dfhack problem.  I'm sure they'll get around to ironing it and issues like it out.

exportlegends is fixed in the latest dfhack alphas.  You can either update the dfhack locally or wait for a new pack to be built.
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: Pillbo on March 30, 2020, 12:07:05 pm
I'm unable to run `exportlegends` on this version of DF. It freezes on the step `Exporting:  Extra legends_plus xml` every time. Does anyone know if that's a current DF-Hack / script error or if it's something to do with the additions in this pack?

That's a dfhack problem.  I'm sure they'll get around to ironing it and issues like it out.

exportlegends is fixed in the latest dfhack alphas.  You can either update the dfhack locally or wait for a new pack to be built.

I tried again and this time just let it run indefinitely and it did actually work. It was just a very long process like 30+ minutes on that step.
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: vnneetguy on March 31, 2020, 07:42:22 am
Hi! I would like to report error. It cause game crash.  :-X  :-X
Here is errorlog.txt
Spoiler (click to show/hide)

Did it happen bacause of using minecart stop dump pattern?
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: Meph on March 31, 2020, 12:55:41 pm
The error log has nothing to do with the crash; your minecarts are safe. I can't say what caused it, usually twbt in some form. Quicksave often, maybe turn down the animations (if on).
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: vnneetguy on March 31, 2020, 08:05:04 pm
The error log has nothing to do with the crash; your minecarts are safe. I can't say what caused it, usually twbt in some form. Quicksave often, maybe turn down the animations (if on).
Thanks you for replying.
I disable Decoration Shops, and enable extra engravings. In last version, when i left Decoration Shops enable and extra engraving disable, nothing happen. Maybe there is something wrong here?
(animation is off)
my english's suck
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: Riukus on April 01, 2020, 07:28:18 am
So after more then two years ingame with huge goblins city near and invasions on "early"/"ambush" have zero gobs atacks. There are no other existing civs (so no other targets too) exept gobs in world so may it be the problem?

Also why yellow sand have pink color?
Spoiler (click to show/hide)
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: Meph on April 01, 2020, 09:32:48 am
Sand is certainly not supposed to be pink. Did you add or change any inorganics, or use an older save with this version?
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: jecowa on April 01, 2020, 12:30:48 pm
I just checked inorganic_stone_soil. Yellow sand is 145 (pink).

Spoiler: color wheel (click to show/hide)
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: Riukus on April 01, 2020, 09:49:36 pm
Sand is certainly not supposed to be pink. Did you add or change any inorganics, or use an older save with this version?

No and no. Also did caravan settings in launcher change what dead civs send only one caravan? Because I have two already. And more then two waves of migrants for some reason too.
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: Meph on April 01, 2020, 11:46:06 pm
Oh no. Its one of those twbt things that relies on the number of entries. If sand is off by one number, so would be most other things.
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: jecowa on April 02, 2020, 12:10:01 am
From looking at the other sands, I'm guessing all those display_color numbers need to be increased by one.
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: Rose on April 02, 2020, 01:14:58 am
Which is why it really should be using words rather than numbers.
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: Meph on April 02, 2020, 01:36:05 am
From looking at the other sands, I'm guessing all those display_color numbers need to be increased by one.
-.- Not just sands, it would affect everything that uses any of the twbt color values.
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: jecowa on April 02, 2020, 02:34:32 am
Is the Display_Color supposed to match the State_Color? A lot of stuff looks right, and the things that are not don't look like they are off by a consistant amount.

Some of the stuff looks right, like amber carpet, amber dye, amber brick, amethyst brick, amethyst carpet, amethyst dye , aqua brick, aqua carpet, aqua dye, aquamarine brick, aquamarine carpet, aquamarine dye, ash-gray brick, ash-gray carpet, ash-gray dye, auburn brick, auburn carpet, beige brick, beige carpet, beige dye.

Lapis Lazuli looks needs to be increased by 6. Pineapple opal looks like it needs to be increased by 7. Golden opal might need to be increased by 41. Fire opal might need to be increased by 87.

I'm not sure about glumprong, spore tree, aluminum, cedar tree, lime tree, persimmon tree, pine tree, mahogany tree,  nether cap tree, and avocado. The trees seem to have multiple State_Colors. Aluminum has a state_color of white, but its display_color is ash-gray.
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: Pillbo on April 02, 2020, 01:01:07 pm
Hello, is there a way to disable whatever changes you made to the naming system?  The names are too long and awkward for my liking in this version.  Thanks
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: Meph on April 02, 2020, 01:22:00 pm
I made no changes to names.
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: jecowa on April 02, 2020, 01:29:30 pm
It changes the word for Festival from "Korsid" to "Seshothud". It changes the word for Dagger from "Urist" to "Tith".
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: Pillbo on April 02, 2020, 04:45:09 pm
I'm getting lots of long, unwieldy, triple compound and multiple hyphenated names. I've not played the vanilla version of 47 yet but I've never seen this in previous versions. I'm getting last names like:

Peach-Faced-Lovebird-Personknitting
Polargila-Monster-person
Motivatormasked-lovebirds
Floor-fungusbraises
Great-Horned-Owldots
Kernelskunk-people
Swaggeredpanda-person
Death-wishbilked
Nookdunghills
Salmongreat-barracuda
Deltagreat-Horned-Owls
Bone-Opalkobold-Bulb
Midnight-Bluegold-Opals
Bandfire-Opalsnuffle
Eggplant-fruitarches


Is this a change to vanilla that is making these names?

Edit - found a couple really funny ones:
Blue-Sedgeimpenitences the Seaborne Moon-Snail-Person of Whitetip-Reef-Sharks the forgotten beast, somehow got that name with no kills or events in it's life.
Eyeme Guffawrose-Quartz the Stunted Osprey-Person of Scribbles
Emthan the Eagle-Person of Elephant-Head-Amaranth-Leaves
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: Meph on April 02, 2020, 06:09:59 pm
It changes the word for Festival from "Korsid" to "Seshothud". It changes the word for Dagger from "Urist" to "Tith".
Now I'm not embarrassed at all. :/ How did that happen, I hope that's not from the Taffers Revised or Modest Mod.

I'm getting lots of long, unwieldy, triple compound and multiple hyphenated names. I've not played the vanilla version of 47 yet but I've never seen this in previous versions. I'm getting last names like:

Peach-Faced-Lovebird-Personknitting
Polargila-Monster-person
Motivatormasked-lovebirds
Floor-fungusbraises
Great-Horned-Owldots
Kernelskunk-people
Swaggeredpanda-person
Death-wishbilked
Nookdunghills
Salmongreat-barracuda
Deltagreat-Horned-Owls
Bone-Opalkobold-Bulb
Midnight-Bluegold-Opals
Bandfire-Opalsnuffle
Eggplant-fruitarches

Is this a change to vanilla that is making these names?
Could you please open your error log and see if there is any mention of DUPLICATE entries for your raws?
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: Pillbo on April 02, 2020, 06:26:31 pm
Could you please open your error log and see if there is any mention of DUPLICATE entries for your raws?

in the "Dwarf Fortress"/errorlog.txt I have no mention of DUPLICATE.
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: Riukus on April 03, 2020, 01:56:05 am
Can I change Civs settings in existing save? I want to try another "caravans" options for dwarfs and "AI" for goblins. And can I disable bugfix mod without corrapting a save?
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: Meph on April 03, 2020, 03:04:20 am
Could you please open your error log and see if there is any mention of DUPLICATE entries for your raws?

in the "Dwarf Fortress"/errorlog.txt I have no mention of DUPLICATE.
Strange. I'll have a closer look.

Can I change Civs settings in existing save? I want to try another "caravans" options for dwarfs and "AI" for goblins. And can I disable bugfix mod without corrapting a save?
You can, but you have to do it manually in data/save/regionX in the entity files. The launcher doesn't alter saves.

The bugfix mod needs a new wordgen.
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: Azdo on April 03, 2020, 08:07:29 am
Hi Meph,

First of all, thank you so much for this awesome work of yours!

I'm using the latest (47.03) version. I noticed that in "descriptor_color_standard.txt" file, there is an extra color, EGGPLANT, between ECRU and EMERALD, which is not present in bricks and carpets files. As a consequence, for bricks and carpets, from EMERALD all colours are offset by one and give improper colour representation according to the name (emerald is not green but brown, etc.).

For current game, I solved it by changing the display colour of bricks and carpets (emerald from 141 to 142, etc.).
For future games, I solved it by adding bricks and carpets definitions for EGGPLANT extra colour (files inorganic_z_brick.txt and inorganic_z_carpets.txt), as well as custom reactions (reaction_brickoven.txt and reaction_carpetlayer.txt) and custom dye (plant_meph.txt).

Kindly.
Edit: nevermind. I just saw it has already been reported earlier.
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: vettlingr on April 03, 2020, 12:11:34 pm
In the overrides I found a very peculiar comment regarding upright weapon traps / spike traps

[OVERRIDE:179:B:WEAPON_UPRIGHT:::_MDF_overrides_13:247:16::BONE] constructed spikes
[OVERRIDE:46:B:WEAPON_UPRIGHT:::_MDF_overrides_13:191:16::BONE] constructed spikes
[OVERRIDE:46:B:WEAPON_UPRIGHT:Weapon::_MDF_overrides_13:191:16::BONE] constructed spikes - retracted (only works if the background tile is 46.)

How do you cause this tile to show, and what is a background tile and how do I change it?
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: Fleeting Frames on April 03, 2020, 01:01:29 pm
Quote
046 .    Text, rough floors, various stones*, unexplored underground, various grasses*

Basically, TWBT sees there's upright weapon building on the tile, and that the tile has rough floor tile - it has no way to tell what the tile actually represents, just to detect what tile is visible and what what terrain/item/building is on tile.

Retracted upright spikes in vanilla disappear completely, displaying the floor tile beneath (46 in case of rough floors).

So the line is basically telling TWBT to display the override image for retracted spikes whenever they're not displaying the spear/spike but the rough floor below.
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: vettlingr on April 04, 2020, 10:11:48 pm
Quote
046 .    Text, rough floors, various stones*, unexplored underground, various grasses*

Basically, TWBT sees there's upright weapon building on the tile, and that the tile has rough floor tile - it has no way to tell what the tile actually represents, just to detect what tile is visible and what what terrain/item/building is on tile.

Retracted upright spikes in vanilla disappear completely, displaying the floor tile beneath (46 in case of rough floors).

So the line is basically telling TWBT to display the override image for retracted spikes whenever they're not displaying the spear/spike but the rough floor below.
Got it to work now. Thank you so much!
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: DolphinTuna on April 06, 2020, 09:21:25 pm
Thanks for the great tileset!

Is there any way for me to remove the additional dog breeds? The sprites are nice, but I don't like the clutter. I'd rather just have plain old dogs like vanilla.
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: Azdo on April 08, 2020, 04:14:32 am
Is there any way for me to remove the additional dog breeds? The sprites are nice, but I don't like the clutter. I'd rather just have plain old dogs like vanilla.

In the /raw/objects folder of Dwarf Fortress main folder, you can change the extension of the file creature_db_dogs.txt (to creature_db_dogs.bak, for example); on next world's generation, you will only get plain vanilla dogs.I don't recommend to do it in one of your existing regions' folder; it could render impacted region unloadable.
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: McFeel on April 09, 2020, 09:50:13 am
Hello, is possible to use this tileset without TWBT? I use Adv Fort, that isn't compatible with TWBT.
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: Azdo on April 09, 2020, 03:34:02 pm
Hello, is possible to use this tileset without TWBT? I use Adv Fort, that isn't compatible with TWBT.

From the Meph Tileset Editor, on the first tab, in Graphics groupbox, you can choose a different print mode than twbt.
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: jecowa on April 09, 2020, 04:50:48 pm
Hello, is possible to use this tileset without TWBT? I use Adv Fort, that isn't compatible with TWBT.

No, not really. This tileset is designed around TWBT. The only part of the tileset that would look okay without TWBT is the creature graphics. If you mostly just want the creatures, you could take the /raw/graphics/ folder from Meph and put it in a tileset that doesn't require TWBT, preferably another 32x32 tileset.
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: cookiesurvival on April 10, 2020, 01:26:19 am
Heyo, took me forever to realized this is out. Glad its around and love using it.

But when I keep downloading the recent download for 47.03, none of the stone overrides and workshop overrides go through at all. So I've been getting weird stone wall textures like stone wall that looks like armor and granite looking like grass. Any idea why that's happening?

Note: I've tried turned off decorations, but that didn't seem to change anything...
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: McFeel on April 10, 2020, 04:01:50 am
Thanks.
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: vettlingr on April 10, 2020, 08:36:16 am
Heyo, took me forever to realized this is out. Glad its around and love using it.

But when I keep downloading the recent download for 47.03, none of the stone overrides and workshop overrides go through at all. So I've been getting weird stone wall textures like stone wall that looks like armor and granite looking like grass. Any idea why that's happening?

Note: I've tried turned off decorations, but that didn't seem to change anything...
Either DFhack or TWBT is not running correctly or your save needs the raws from the pack.
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: cookiesurvival on April 10, 2020, 02:43:33 pm
Either DFhack or TWBT is not running correctly or your save needs the raws from the pack.
As I can tell by getting this every time I try redownloading the tileset entirely and dfhack working fine without it. I'm assuming it has something to do with TWBT not processing it correctly. Any ideas on how to fix that or is that something to discuss on TWBT rather then here?
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: vettlingr on April 10, 2020, 03:59:52 pm
Either DFhack or TWBT is not running correctly or your save needs the raws from the pack.
As I can tell by getting this every time I try redownloading the tileset entirely and dfhack working fine without it. I'm assuming it has something to do with TWBT not processing it correctly. Any ideas on how to fix that or is that something to discuss on TWBT rather then here?
You could post a screenshot and maybe I can figure it out. TWBT not working shows mostly on the furniture and assets that have a hardcoded tile, if those are still overridden, it's a problem in your save.
If you are on a new embark, using the Meph raws, and it is not showing things correctly. it is either DFhack acting up or TWBT.

If it is DFhack, you'll notice that there is no "DFhack" title in the title screen

If it is TWBT, the text in the titlescreen will not load and be replaced by sprites. Mostly fish sprites if I remember correctly.

If you are trying to port a save from another version of DF with another or the same version of Mephs or another Tileset, You will have to make sure the raws are updated correctly, I am not sure how to do it for mephs tileset, but I think it is not the easiest thing to do.

Anyway, If you send me a screencap, I can probably work out your issue. :)
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: cookiesurvival on April 10, 2020, 11:23:33 pm
You could post a screenshot and maybe I can figure it out. TWBT not working shows mostly on the furniture and assets that have a hardcoded tile, if those are still overridden, it's a problem in your save.
If you are on a new embark, using the Meph raws, and it is not showing things correctly. it is either DFhack acting up or TWBT.

If it is DFhack, you'll notice that there is no "DFhack" title in the title screen

If it is TWBT, the text in the titlescreen will not load and be replaced by sprites. Mostly fish sprites if I remember correctly.

If you are trying to port a save from another version of DF with another or the same version of Mephs or another Tileset, You will have to make sure the raws are updated correctly, I am not sure how to do it for mephs tileset, but I think it is not the easiest thing to do.

Anyway, If you send me a screencap, I can probably work out your issue. :)

Ok, Ill do that and post a screencap cause its messing with my head. Its like TWBT or dfhack hates me more then anything else. xd

Spoiler (click to show/hide)
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: Ziusudra on April 10, 2020, 11:32:35 pm
A screencap with the "weird stone wall textures like stone wall that looks like armor and granite looking like grass" might be more helpful.
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: jecowa on April 11, 2020, 02:52:29 am
Ok, Ill do that and post a screencap cause its messing with my head. Its like TWBT or dfhack hates me more then anything else. xd

Spoiler (click to show/hide)

It looks like there's a problem with your /data/init/overrides.txt file. You might check that file and make sure this line exists:
Code: [Select]
[TILESET:_Meph_decorations_3.png:_Meph_decorations_3.png:_MDF_overrides_6]
It needs to be that and only that on the line.
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: cookiesurvival on April 11, 2020, 03:47:52 am
Ok, Ill do that and post a screencap cause its messing with my head. Its like TWBT or dfhack hates me more then anything else. xd

Spoiler (click to show/hide)

It looks like there's a problem with your /data/init/overrides.txt file. You might check that file and make sure this line exists:
Code: [Select]
[TILESET:_Meph_decorations_3.png:_Meph_decorations_3.png:_MDF_overrides_6]
It needs to be that and only that on the line.

Interesting. I did find it and changed it back to the normal. Though I realized that most of the overrides have MDF in all areas instead of just at the override part.
Mostly set up like this:

Code: [Select]
[TILESET:_MDF_decorations_3.png:_MDF_decorations_3.png:_MDF_overrides_6]
After setting the pngs right, which was replace the MDFs with Mephs, everything went through perfectly. Except override 0 which had "Meph_" instead of "_Meph_".
Though what confuses me is if this was a mistake by the download link or is it just my computer somehow messing with the files. Cause like I said, I redownloaded this multiple times and got the same problem. . .

Though other then that, it worked perfectly and the game is now stunning again. Thanks for the help! :D

Also for that one guy who asked:
Spoiler (click to show/hide)
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: ChristianWeiseth on April 20, 2020, 03:29:04 pm
thanks Meph
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: Millyrainbow on April 20, 2020, 06:04:53 pm
Just figured you'd like to know that your 47.03 download on bay12games still incorrectly says its for 47.04

Thanks for all the work btw. :3 Peeps like you are practically the lifeblood of this game.
Hopefully these stressful times arent affecting you too much.
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: Pillbo on April 20, 2020, 06:56:05 pm
I'm unable to run `exportlegends` on this version of DF. It freezes on the step `Exporting:  Extra legends_plus xml` every time. Does anyone know if that's a current DF-Hack / script error or if it's something to do with the additions in this pack?

That's a dfhack problem.  I'm sure they'll get around to ironing it and issues like it out.

exportlegends is fixed in the latest dfhack alphas.  You can either update the dfhack locally or wait for a new pack to be built.

I tried again and this time just let it run indefinitely and it did actually work. It was just a very long process like 30+ minutes on that step.

FYI, just in case anyone is interested. I've begun playing the newest (I think version 4) of the standard Starter Pack and exportlegends is faster on the same size world & history, under 10 mins.

It also took about 28 minutes for the Meph pack export to load in Legends Viewer, but the Starter Pack export loaded in just a few minutes.

So unless DF Hack improved significantly in the last version or two this pack is the reason export and load was so time intensive.

EDIT- correction, my Meph pack world has 250 year history, LNP world only 125. Still, large size and time differences, I don't know if 125 years would account for that.

Uncompressed Meph world legends.xml  = 2,503,038KB
Compressed Meph world legends.xml     = 99,875KB

Uncompressed LNP world legends.xml    = 143,694KB
Compressed LNP world legends.xml       = 7,694KB
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: Esavier on April 21, 2020, 05:30:47 pm
are there any plans on updating it to 47.04? There are frequent unfixable loyality cascade problems with this 47.03...
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: muzzlehead on April 22, 2020, 10:00:53 pm
are there any plans on updating it to 47.04? There are frequent unfixable loyality cascade problems with this 47.03...

+1
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: ltprifti on April 23, 2020, 04:14:48 pm
Just downloaded the bundle and it has been crashing on me; 5 times now longest time between crashes was a couple hours but no crash message or anything the game just closes, any ideas why?
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: Garfunkel on April 27, 2020, 06:20:42 am
0.47.04-r1 is up! (https://github.com/DFHack/dfhack/releases/tag/0.47.04-r1)

DFHack has been officially updated for 47.04
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: Ragnoff on April 29, 2020, 08:00:49 am
Is there an overview somewhere of the functional changes?  I was trying to build a floor and it kept saying there were no non economic materials.  I wanted to use wood logs or blocks. This is an above ground fort.  I went to the stone screen in the z menus and the economic/non-economic is completely different!

I am using the most recent launcher you provided.  I tried to look around and while I can find the legends for the graphics I don't see any about the menu changes or changes to floor construction.  I admit I did not go through all 169 pages... Thank in advance!

EDIT: I figured out the floor issue, and downward staircase will not get you to the top of a wall - *bang head* - oops!  However something that explains the changes to the Stone menu and others if they exists would be helpful. 
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: KassaK on May 04, 2020, 03:31:20 pm
Hi,

I have a black background on every sprite, someone now why ?

The black background appear when I go left or right and disappear when I go top or bottom.

(https://i.ibb.co/GtbZ9X8/Capture.png) (https://ibb.co/7R63QHZ)

Edit : Found the solution, if you have this problem, just run the command : twbt redraw_all 1
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: sotiweastral on May 09, 2020, 03:50:47 am
Hi, im new in the forum (just had to wait 2 weeks to get my acount acepted) and i have a not critical but a bit annoying problem when i try to build my library, the tileset is cool as hell 8) but when i put the area to make a library the sprites of the bookcase get ruined, i love this tileset so i make this acount only to report this. 

 (https://i.ibb.co/XpMQ7MS/bookcases.png) (https://ibb.co/2PH9vHg)
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: Meph on May 09, 2020, 05:02:43 am
Sorry everyone, I'm a bit focused on the Steam tileset at the moment.
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: sotiweastral on May 09, 2020, 06:37:59 am
Sorry everyone, I'm a bit focused on the Steam tileset at the moment.

dont worry dude, i know how stressful programming and design could be, eat well and get enough sleep.
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: Meph on May 09, 2020, 07:06:45 am
I just had a delicious banana apple spinach smoothie and delightful 4h of sleep.

Am I doing this right? ^^
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: Fleeting Frames on May 09, 2020, 01:21:58 pm
@sotiweastral: Searching for "bookcase" in this thread brings up this:
I had the same issue and learned that its the ORDER inside the override file
Best solution: locate the activity zone entry that sepcifies the zones (not the bookcases) and move it ALL THE WAY to the end of the file. TWBT will the find the bookcase first and draw this tile instead of the zone tile.

The line you are looking for:
[OVERRIDE:240:B:ACTIVITY_ZONE:::_MDF_overrides_5:238] i:zone


Maybe it helps?
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: Garfunkel on May 09, 2020, 04:04:55 pm
I just had a delicious banana apple spinach smoothie and delightful 4h of sleep.

Am I doing this right? ^^

You are  8)

But could you throw out an estimate, whether you'll update this tileset/launcher combo in a week, a month, a year, or maybe never?
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: sotiweastral on May 09, 2020, 05:13:31 pm
@sotiweastral: Searching for "bookcase" in this thread brings up this:
I had the same issue and learned that its the ORDER inside the override file
Best solution: locate the activity zone entry that sepcifies the zones (not the bookcases) and move it ALL THE WAY to the end of the file. TWBT will the find the bookcase first and draw this tile instead of the zone tile.

The line you are looking for:
[OVERRIDE:240:B:ACTIVITY_ZONE:::_MDF_overrides_5:238] i:zone


Maybe it helps?

It worked, thank you very much, here, take this razor sharp blue candy as a token of appreciation.
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: Schmaven on May 10, 2020, 01:07:04 pm
I like the new changes that are included in the most recent PeridexisErrant's starter pack.  The gold stairs look great, and the animated sprites for ores and gems are nice, and I like how smoothing them stops the animation.  Slightly less neon bright Microline fits with the overall aesthetic better too.  The memorial slabs are easier to see now as well.  And lots of other great changes, too many to list!  Keep up the great work!
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: Pvt. Pirate on May 14, 2020, 08:45:11 am
is there a manual to the new workshops?
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: Pvt. Pirate on May 28, 2020, 12:21:49 pm
had to deactivate those decorations etc. because they make the material selection lists unbearably long.
also the game crashes sometimes - which i can't tell if it's from the vanilla game or from the pack.
but compared to 44.09 it crashes like 10x as often. (i was able to play many hours straight in 44.09 without crashes and 47.xx randomly crashes after about an ingameyear)

 :-[ my bad... i just found that that crashing one was 44.09...
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: meffcio on June 07, 2020, 06:58:57 pm
So this happened:
(https://i.ibb.co/tJw9Qqc/fortress.png) (https://ibb.co/NygMt9p)
This rocky terrain is actually snow.
Also some of the actually snowy tiles disappear and sometimes reappear if I hover over them with the cursor (the yellow X, not the mouse cursor).
Fresh install, fresh world. Anyone experiencing the same issue?
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: krieg on June 08, 2020, 10:12:39 pm
All download links are 404-ing for me, what is up with that?
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: Colderun on June 09, 2020, 01:36:41 am
Hi! when i click on the link it says error 404 not found. its been at this a few days ago when i tried downloading it and till now. I can download the original dwarf fortress though with no problem. Is there anything i can do to fix this?
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: colombianx on June 09, 2020, 01:03:54 pm
Hi, does anyone know why when you watch through foliage, well plants, you and your pets look like plants as well? and if you walk over corpse. your pets look spooky to say the least. what causes theses changes in sprites?
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: meffcio on June 10, 2020, 04:30:28 am
So this happened:
(https://i.ibb.co/tJw9Qqc/fortress.png) (https://ibb.co/NygMt9p)
This rocky terrain is actually snow.
Also some of the actually snowy tiles disappear and sometimes reappear if I hover over them with the cursor (the yellow X, not the mouse cursor).
Fresh install, fresh world. Anyone experiencing the same issue?
I have to repeat - is snow supposed to look like rock in Meph's Tileset?
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: Jaxblonk on June 16, 2020, 01:12:53 am
Been a user of meph's for a hot minute because it's great, but uh, the link to the pack itself seems dead...?
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: Pvt. Pirate on June 17, 2020, 06:06:52 am
I have to repeat - is snow supposed to look like rock in Meph's Tileset?
that snow in the picture looks perfectly fine to me.
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: KeelanStar on June 20, 2020, 04:04:08 pm
I'm getting a weird issue with the Meph+Vordack tileset.

When I launch the game, all the text is replaced with the titleset pieces, can't read it.

Can anyone advise?
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: Schmaven on June 20, 2020, 09:48:40 pm
That happened to me before, I redownloaded the lazy newb pack and it fixed itself.  I'm not sure if you need to move the save file over before selecting which tileset to use, or if the other way around is needed.
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: Sevrin on June 30, 2020, 01:28:43 am
I get a crash about one year into the fort. It seems to happen at about the same time every time. Straight crash to desktop, no error message or warning. My error log only contains
"MOUNTAIN trying to generate musical form without speech or instruments"

So two things:
One, does anyone know what this crash is and how to fix it?
And two, How do I install just the graphics pack, no Meph installer/modpack (maybe a version meant to be used without TWBT, that doesn't replace all the letters with symbols?)

Thanks in advance.
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: Schmaven on June 30, 2020, 03:34:45 am
If I'm not mistaken, the graphics by themselves are included in the Lazy Newb Pack under the name "Meph + Vordak lite 32x".  And I'm fairly certain just about all of the tile sets in the pack require TWBT to work.
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: Fleeting Frames on July 02, 2020, 04:17:09 pm
There is no such TWBTless version; you'd have to make your own. TWBT is what enables the set to have 18 times more non-creature images than baseline, so you'd have to make lot of compromises.....

Taking out the mods would be easier, but you would have to still decide what you want to take out and then do it before generating the world. Then can just paste the files manually where appopriate; the 4.9 barebones version will provide a halfway useful guide to pair with wiki, even if some of the files are outdated.

I believe the LNP version is outdated/old version of the tileset in the OP. It indeed also requires TWBT.
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: Sevrin on July 03, 2020, 10:51:04 am
TWBT is the main part I'm looking to cut out. I looked around online, and because I have an older CPU I think it's likely that it's TWBT that's the thing causing the crashes. I couldn't find a tileset that works with the newest versions, so I ended up just playing without a graphics pack. No crashes.
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: Schmaven on July 04, 2020, 05:32:44 am
I believe the following tilesets do not require TWBT:
Packs maintained:
Afro (Spacefox fork) (http://dffd.wimbli.com/file.php?id=9137)
CLA (http://www.bay12forums.com/smf/index.php?topic=105376.0)
Duerer (http://www.bay12forums.com/smf/index.php?topic=142083.0)
Gemset (http://www.bay12forums.com/smf/index.php?topic=150753.0)
Grim Fortress (http://www.bay12forums.com/smf/index.php?topic=122421.0)
Ironhand (http://www.bay12forums.com/smf/index.php?topic=122400.0)
JollyBastion (http://www.bay12forums.com/smf/index.php?topic=104261.0)
Mayday (http://www.bay12forums.com/smf/index.php?topic=137370.0)
Obsidian (http://www.bay12forums.com/smf/index.php?topic=126934.0)
Phoebus (http://www.bay12forums.com/smf/index.php?topic=137096.0)
Shizzle (http://dffd.wimbli.com/file.php?id=7205)
Spacefox/LeoCean (http://www.bay12forums.com/smf/index.php?topic=129219.120)
Taffer (http://www.bay12forums.com/smf/index.php?topic=107924.0)
Tergel (http://www.bay12forums.com/smf/index.php?topic=145802.0)
Wanderlust (http://www.bay12forums.com/smf/index.php?topic=145362.0)
Obviously you will have a more basic look without TWBT.

The WiKi has a big list as well:
https://dwarffortresswiki.org/index.php/Tileset_repository
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: cherbert on July 10, 2020, 10:21:54 am
Why is the author totally ignoring the messages from everyone downloading this pack that it is incorrectly packaged at 47.04 but contains 47.03? The issue was raised right back when it was released in March.
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: Novaris on July 11, 2020, 05:16:13 am
Because the author is working on the steam tileset and its really no big issue to update DF inside this pack yourself. Just download the latest Starter Pack (http://www.bay12forums.com/smf/index.php?topic=126076.0) and replace all folders inside the DF folder of this pack with the dwarf fortress folder of the starter pack. just leave out the art, init and raw folder as these contain the tileset information. from the starter pack you get the latest TWBT build and dfhack. You can also update the Utilities (to get the latest dwarf therapist for example) either with the content of the starter pack or with the tools directly from the 3rd party tools page.

Edit: oh and don't overwrite the dfhack.init files, they are needed as well for the migration stuff.
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: cherbert on July 12, 2020, 08:22:29 am
Because the author is working on the steam tileset and its really no big issue to update DF inside this pack yourself. Just download the latest Starter Pack (http://www.bay12forums.com/smf/index.php?topic=126076.0) and replace all folders inside the DF folder of this pack with the dwarf fortress folder of the starter pack. just leave out the art, init and raw folder as these contain the tileset information. from the starter pack you get the latest TWBT build and dfhack. You can also update the Utilities (to get the latest dwarf therapist for example) either with the content of the starter pack or with the tools directly from the 3rd party tools page.

Edit: oh and don't overwrite the dfhack.init files, they are needed as well for the migration stuff.

This simply doesn't work. I followed your instructions to the letter. Firstly I had issues in that DF Hack plugin was in a different place in each pack and once I fixed that I am riddled with errors in DF Hack.

(https://i.imgur.com/DyhH339.png)
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: Novaris on July 12, 2020, 11:48:29 am
I would give you mine but I extended Meph with gunmod and warlock. Give me a few minutes I will prepare an inofficial one. Hope Meph does not mind...

Done and tested: https://dffd.bay12games.com/file.php?id=15145

(https://i.imgur.com/CmIULFO.png)
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: cherbert on July 12, 2020, 01:52:57 pm
I would give you mine but I extended Meph with gunmod and warlock. Give me a few minutes I will prepare an inofficial one. Hope Meph does not mind...

Done and tested: https://dffd.bay12games.com/file.php?id=15145


Thank you very much!
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: Arson on July 24, 2020, 04:50:26 pm
Hey folks, I'm new to DF. I've completed my first playthrough (ended hilariously of course). I was debating if I wanted to go back into my original first world: region1.

When I attempt to start a game and reach the site selection map I notice all these gray tiles all over the map as seen below. I hit up the DF/Kitfox discord for some info, but no one could seem to explain the gray tiles. I'm using the latest version of the LNP and DF with the Meph tileset installed. I switched back to the ASCII tileset and noticed that each of these gray tiles is where, in the vanilla set, the broadleaf forest/spade symbol would be present.

I have attempted the following:

-switching to another tileset and back

-reinstalling the Meph tileset inside the LNP, including to the saves

-clearing the save\region1\raw\ folder

-clearing the DF\raw folder

-finally, clearing the save\region1\raw folder and using this save in a fresh installation of the LNP, manually pasting the save\region1\ (with clear raw folders) into the save folder of the new install

All these things I've tried have resulted in the same thing, the image below. Again, I'm pretty new to DF and there may be something obvious here, but I'm out of ideas. Obviously, somewhere along the way a setting changed a tile/symbol and it has proliferated. I can say that I do have a .xml dump from my original region1 before my first embark and these gray tiles were not there. Additionally, I created a second world (region2) to test and this world too has gray tiles if I use the Meph set no matter what I do.

Any assistance would be much appreciated. Thank you.

Spoiler (click to show/hide)



Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: Schmaven on July 24, 2020, 05:00:31 pm
Have you tried a different tileset and are those other tilesets displaying the world map properly?

Also, does downloading a fresh DF LNP, and generating a world with the Meph tileset still have this issue?  If not, then try copying your whole region1 folder into the save folder of the fresh install.
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: Arson on July 24, 2020, 05:35:36 pm
Have you tried a different tileset and are those other tilesets displaying the world map properly?


I have, yes.

ASCII - seems to display properly

Gemset - seems to display properly

Obsidian - errors with the same tiles in question, including the same capital J, only in a different color scheme

Phoebus - errors with the same tiles in question, including the same capital J, only in a different color scheme



Also, does downloading a fresh DF LNP, and generating a world with the Meph tileset still have this issue?

In the fresh install I downloaded I just generated a world map using Meph installed and the broadleaf forest/spade symbol appeared properly.

If not, then try copying your whole region1 folder into the save folder of the fresh install.

I did this already. When I installed the fresh LNP I copied my region1 folder (which I had cleared the raws from since they contain graphical information) into the saves and it displayed the same gray tiles when I attempted a new site selection

So it seems to me like perhaps these are changes made inside the region1 save folder that aren't contained in the raws.

Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: Schmaven on July 24, 2020, 06:07:01 pm
It does look like something in your save folder for sure.  I don't know what it might be though.  At least you've narrowed down the effect to certain world tile types.  I would am planning to just struggle to read the world map for the next few embarks or so until you want to I tire of this world and generate a new world from a fresh install.  The <c> screen is messed up just as the world map is, but otherwise in game appears fine as far as I can tell.

Edit: You might be able to take the seed values of your region1 world and recreate it if you're only 1 embark in, and had big long term plans for the world.

Edit 2: This is very strange, but I just checked and my world map with the Meph+Vordak (lite) tileset is messed up in the exact same way as yours is now.  I did not see that coming lol.
Spoiler: World Map (click to show/hide)

I can at least confirm in my case that I do nothing fancy with the game.  I use just what's including in the LNP and nothing else.  And within the LNP, I only use Dwarf Therapist and DFHack.  DFHack just for the savestock / loadstock function, plus whatever it does in the background.  The only thing that changed with my computer was I re-downloaded a game from the steam client.  Perplexing indeed.
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: Arson on July 24, 2020, 06:50:32 pm
It does look like something in your save folder for sure.  I don't know what it might be though.  At least you've narrowed down the effect to certain world tile types.  I would just struggle to read the world map for the next few embarks or so until you want to generate a new world (as long as the in game tiles are still good of course), then make one with a fresh install where it's all good.

Edit: You might be able to take the seed values of your region1 world and recreate it if you're only 1 embark in, and had big long term plans for the world.

Edit 2: This is very strange, but I just checked and my world map with the Meph+Vordak (lite) tileset is messed up in the exact same way as yours is now.  I did not see that coming lol.
Spoiler: World Map (click to show/hide)



I can at least confirm in my case that I do nothing fancy with the game.  I use just what's including in the LNP and nothing else.  And within the LNP, I only use Dwarf Therapist and DFHack.  DFHack just for the savestock / loadstock function, plus whatever it does in the background.  The only thing that changed with my computer was I re-downloaded a game from the steam client.  Perplexing indeed.

Thank you for your input. That at least helps to eliminate the possibility of something really strange going on with my computer and seems to suggest something with the tileset itself.

I also use the LNP and DFhack, but otherwise nothing "fancy". I haven't added any tilesets or utilities that aren't included in the LNP. I've just played with some settings that are already included and haven't had any issues other than this.

For the time being I can just push through this because it's just the map and you don't look at it very often. I just irks me when I put it into Legends Viewer, for example, and all this gray stuff is everywhere.
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: Schmaven on July 24, 2020, 06:58:36 pm
If you go to the <h> holdings view of the civilization screen, that part is normal, so raiding and missions from there are fine.
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: GandalfTheGreyt3791 on July 25, 2020, 05:54:11 pm
I ended up installing through the lazynewbpack and I was wondering how I would change the graphics from the vordack folder to the meph one?
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: Schmaven on July 25, 2020, 07:18:22 pm
In the past I've been able to just double click on the graphics packs right in the LNP launcher to change them around.
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: GandalfTheGreyt3791 on July 26, 2020, 08:16:42 am
I tried but nothing happened
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: Novaris on July 27, 2020, 12:21:28 pm
Unfortunately there is little I can offer to help. I am familiar with Meph's launcher and how its supposed to work but I have no idea how this was included in the LNP. Mephs tileset is much more complicated and even the order of appearance in the overrides files makes a difference (see bookcase vs. zone tile in libraries). If LNP screws the copying of all these inits up then it might look weird in the end. Also, usually the tiles used in the world map dont come from Mephs additional tiles but from the "font" tileset, maybe this is messed up? Could you provide a screenshot of your "arts" folder with the thumbnails on and your init.txt and d_init.txt so I can see which tiles are used?
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: Arson on July 27, 2020, 02:59:19 pm
Thanks, I appreciate the help. Would that be the .txt files you're asking for from Dwarf Fortress 0.47.04\data\init   **or**     from LNP\graphics\Meph\data\init? Same for the art folder. There's one with DF and one with each tileset in the LNP folders (I'm sure you just need Meph). I can provide any or all or whatever.

Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: Novaris on July 27, 2020, 03:06:36 pm
the ones in Dwarf Fortress 0.47.04\data\init, these are the ones used by the game and altered when LNP launcher changes the tileset.
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: Arson on July 27, 2020, 03:27:51 pm
Here you are.

art
Spoiler (click to show/hide)

-Dwarf Fortress 0.47.04\data\init  -- init.txt
Spoiler (click to show/hide)

Dwarf Fortress 0.47.04\data\init  --  d_init.txt
Spoiler (click to show/hide)

Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: Novaris on July 27, 2020, 04:15:53 pm
Seems to be the font setting to me, it uses curses instead of the Meph font for displaying text, part of displaying text is also the world map (it actually just uses letters to represent stuff, like the necro tower being the capital I). If you change the two lines in init.txt

[FONT:curses_640x300.png]

to

[FONT:font_Meph_clean_16x24.png]

the map should look much better. You can actually just pick any font you like. The default in the Meph pack is called "font.png" which seems to be "font_Meph_embossed_12x24-v4.png" in you art folder. You can also choose this one instead by altering the two lines to this filename. LNP should also allow changing the font.
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: Arson on July 27, 2020, 04:37:04 pm
LNP does allow for this. I'll make some changes and report back. Thank you.
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: Arson on July 27, 2020, 09:58:53 pm
Okie dokie, so I changed the [FONT:curses_640x300.png] over to [FONT:font_Meph_clean_16x24.png]. The LNP has an easy place to do this. Here's what I get.

Meph tileset:
Spoiler (click to show/hide)

It's a bit hard to compare to the original "problem child" map that I'll link again below because it seems the zoom levels are different.

Weird gray tile map problem thing:
Spoiler (click to show/hide)

So it would seem the culprit is an issue with the curses_640x300.png not playing nice with something. It's worth pointing out that if you install the Meph tileset using the LNP it will automatically set that curses font. I'm not sure why this is the choice. Perhaps a TWBT thing? Not sure, I'm still kinda new.

Perhaps this might be a thing I should bring up to PeridexisErrant on the LNP thread?
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: Novaris on July 28, 2020, 09:59:45 am
Well at least we see the change to the font. I personally also use the smaller version "font_Meph_clean_12x24.png" as this does not blow up the screen so dramatically. There is yet another switch which is the color setting. There is a txt file in the init folder called colors.txt, this defines how "red" is represented on screen and the game actually mixes certain colors to generate new ones, this is also controlled by the LNP. If you want we can also compare the colors in Mephs set to your current color setting but then there is nothing more to set.

TWBT is not to blame here as this merely diverts tile usage using the override.txt file and for world maps its not used.
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: Arson on July 28, 2020, 04:09:27 pm
Sure, how would we go about comparing? What do you need?
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: Novaris on July 29, 2020, 11:07:29 am
just the colors file. Do you use seasonal color palette?
If not then just the content of data/init/colors.txt
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: Arson on July 29, 2020, 02:09:09 pm
I'm not sure how to verify I use seasonal colors, but I can tell you that inside the Meph folder for the LNP there are .txt files labeled for the seasons. So, if I had to guess then it seems like yes.

This is the colors.txt file located at Dwarf Fortress 0.47.04\data\init:

Spoiler (click to show/hide)
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: Novaris on July 29, 2020, 02:31:46 pm
not necessarily. The season color palette is always there but the change is actually triggered by DFHACK at season beginning.
To know if you use it check the dfhack.init file in the dwarf fortress main folder (next to the exe file) for a line like

#season-palette start

if there is no sharp in the front, then you use it. You would also recognize it by the color being warmer in the summer and colder in the spring.

Your color files are OK. These are the original ones.
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: Arson on July 29, 2020, 03:10:33 pm
I checked dfhack.init at that location and I don't see any mention of seasons in that file. I did notice that DFHack has a season-palette script function though, but I don't know where to see which scripts it runs automatically.
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: Novaris on July 29, 2020, 03:27:31 pm
it actually says it when the game starts in the terminal, something about seasonal palettes being enabled. don't bother, you don't need it :)
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: satan on September 02, 2020, 01:33:36 am
Using the mods included with this pack, can animal men get married and breed? Are there clothes that fit them? Do bird people lay eggs?
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: Dwarf_Fever on September 13, 2020, 12:31:47 pm
All of my bookcases look like this, is this a bug? I definitely see what looks like a bookcase in the "Furniture & Tool-Sprites - 75+" preview.

(https://i.imgur.com/MRwYGqg.png)
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: darkhog on September 14, 2020, 05:12:28 pm
Could anyone put up an unofficial download with the newest DF, DFHack and other utils? I know Meph is too busy to do it, but maybe someone else can?
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: Novaris on September 17, 2020, 02:48:18 pm
If you are talking about 0.47.04-r2 for DFHack then I can't help you as I am not aware of a valid TWBT release for this version. If r1 is enough for you then here you go:
https://dffd.bay12games.com/file.php?id=15145

EDIT: I just realized the new TWBT is part of the nazy newb pack. I updated my unoffical release accordingly.
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: Novaris on September 17, 2020, 02:50:34 pm
@Dwarf_Fever:
The problem lies in the overrides.txt file.
Locate the following line in the <DF_ROOT>\data\init\overrides.txt:
[OVERRIDE:240:B:ACTIVITY_ZONE:::_MDF_overrides_5:238] i:zone

and move it all the way to the end of the overrides.txt file. This way bookcases are shown as actual bookcases rather than zones :)
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: Dwarf_Fever on September 17, 2020, 07:54:52 pm
@Dwarf_Fever:
The problem lies in the overrides.txt file.
Locate the following line in the <DF_ROOT>\data\init\overrides.txt:
[OVERRIDE:240:B:ACTIVITY_ZONE:::_MDF_overrides_5:238] i:zone

and move it all the way to the end of the overrides.txt file. This way bookcases are shown as actual bookcases rather than zones :)

Thank you! This was the solution. :)
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: Novaris on September 22, 2020, 03:58:15 pm
Just a quick info: the updated version apparently had an issue with the TWBT version and Meph's launcher. The TWBT version got overwritten when the game was launched using the launcher. A new version 1.2 is now up fixing this issue.
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: Thwomp on October 10, 2020, 07:58:11 pm
If you are talking about 0.47.04-r2 for DFHack then I can't help you as I am not aware of a valid TWBT release for this version. If r1 is enough for you then here you go:
https://dffd.bay12games.com/file.php?id=15145

EDIT: I just realized the new TWBT is part of the nazy newb pack. I updated my unoffical release accordingly.

I've got a reproducible crash to desktop using Novaris' pack on my system  It crashes when it tries to draw vermin remains on the screen.  I've only run into hamster and rhino lizard (IIRC) remains so far and both have been hard CTD if it tries to show them.  I can zoom to them and it won't crash so long as they are obscured by the cursor.  Removing the remains via DFHack avoids the crash.  Disabling TWBT and other options in the meph launcher did not help.  I've opened the save under other tilesets using LNP and displayed the remains with no CTDs; using the meph lite tileset in the LNP pack had the same CTDs.  After narrowing the trigger down to vermin remains, I haven't been able to figure any more out about it.  Did not find anything similar through search.  I can provide the save or anything else if needed.  Hoping this makes more sense to people who know more than I.

EDIT: I was mistaken.  This looks like a TWBT issue.  I must not have properly disabled it before.  Without TWBT there's no CTD.
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: Novaris on October 11, 2020, 04:52:38 am
I could imagine that there is an issue with the creature graphics used for the vermin, maybe something related to the transparency setting or so. If you could upload the save-file to dffd I will have a look at it to see if I can find a workaround. Many thanks.
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: Thwomp on October 11, 2020, 09:40:43 am
Save uploaded.
https://dffd.bay12games.com/file.php?id=15243

Thank you. Best of luck!
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: Novaris on October 11, 2020, 01:10:18 pm
Thanks

I was able to reproduce the crash with your save by loading and scrolling up. The game CTDs immediately. From what I can see there are only 4 things that are shown there, a dwarf hauling something, hamster vermin and a dog. Once unpaused also a bunch of flies appear. I ported your game to a -r1 release of Meph's I did a while back and the same game works perfectly fine there. No CTDs when scrolling around. For me its clear that this is a TWBT bug, something messes with the graphics it needs to draw and crashes in the latest build of the plugin.

You can load an older release of the Meph pack using -r1 of dfhack and twbt, there it seems to run. Meanwhile, I will try the latest stable build of dfhack to see if they changed anything.

Update:
I tried moving to DFHack -r3 using the same twbt pulgin but the crash remains, seems to be inherit to the twbt update. I will now try moving twbt from r1 up

Update 2:
Moving -r1 up to -r2 and even -r3 works, please use this file https://dffd.bay12games.com/file.php?id=15244 and store it in Meph Tileset V5.5 - 47.04\Dwarf Fortress\hack\plugins\, Meph Tileset V5.5 - 47.04\Dwarf Fortress\hack\plugins\twbt\ and Meph Tileset V5.5 - 47.04\Dwarf Fortress\hack\plugins\original\
You will get a warning message when starting the game saying the version was not compiled for this dfhack version but it seems to work just fine.
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: Thwomp on October 12, 2020, 09:54:36 am
Novaris,

Done.  Problem resolved.  Thank you!
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: Garfunkel on October 16, 2020, 04:15:17 pm
Oh wow, I was tearing my hair out over that crash, thanks!
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: AkRoughneck on October 27, 2020, 02:01:14 am
I'm having an issue where changes aren't saved in the meph tileset- I took ownership, checked everything wasn't read only, moved it from "C:/Games" to my download file, looked for a config file.


Everytime I choose a shadow, and click "hide dfhack" it doesn't work in game, or save those settings if I close the launcher and open it again.
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: Novaris on October 27, 2020, 02:21:23 am
ok, easiest way to achieve this is adding the command "hide" to the end of the dfhack.init file in the game's root folder. This hides the console once the game started. I cannot tell why it is not working but this yields the result.
As for the shadow, please find the folder "Meph Tileset V5.5\TilesetExtras\Settings\Shadows" and locate the shadow file you like. Copy this over to the folder "Meph Tileset V5.5\Dwarf Fortress\data\art" and rename it to shadows.png (overwriting the already existing one)
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: Oin on November 01, 2020, 07:42:14 am
Hi everyone!

I'm new to both DF and tileset use, so it may be that I'm doing something wrong, but in summary my game isn't starting properly.

I open the Meph launcher and start the game from there. DF Hack opens and the game too, but the game will freeze and not respond, not even showing the intro. One thing that I've realized is that if I change the Print mode from TWBT to any other (not really knowing what I'm doing) the game will start and run the intro, but once in the main menu what's supposed to be letters will be graphs instead, making it unreadable unless you're familiar with ancient Egyptian writing.

I attach some screenshots in case that may help with identifying the problem. I've read a couple of posts back someone also seemingly having trouble with the TWBT, but don't know if we are having the same kind of problem.

My Meph launcher config
Spoiler (click to show/hide)

Launching with TWBT as printing mode (at this stage if I click the DF window it will say it is not responding)
Spoiler (click to show/hide)

Launching with 2D as printing mode (or any other that isn't TWBT)
Spoiler (click to show/hide)
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: Uthimienure on November 01, 2020, 08:34:42 am
I don't know how to fix those problems. I'm not trying to steer you away, but maybe you could try the newest DF version 0.47.04 and use the starter pack in the meantime to get going with the game while those problems get worked out. http://www.bay12forums.com/smf/index.php?topic=126076
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: Schmaven on November 01, 2020, 10:08:20 am
Also not an actual solution, but in my experience, most of my issues have been solved by just reinstalling everything.  Kind of the "turn it off and back on" approach.
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: Novaris on November 01, 2020, 01:31:18 pm
@ Oin:
Please try to use the latest version of this pack https://dffd.bay12games.com/file.php?id=15145
I updated it to 0.47.04 with the latest DFHack.
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: Garfunkel on November 02, 2020, 03:00:38 pm
After updating PeridexisErrant's Starter Pack to r09 version, the Meph crash is back. Last time it happened, doing this:

Thanks

I was able to reproduce the crash with your save by loading and scrolling up. The game CTDs immediately. From what I can see there are only 4 things that are shown there, a dwarf hauling something, hamster vermin and a dog. Once unpaused also a bunch of flies appear. I ported your game to a -r1 release of Meph's I did a while back and the same game works perfectly fine there. No CTDs when scrolling around. For me its clear that this is a TWBT bug, something messes with the graphics it needs to draw and crashes in the latest build of the plugin.

You can load an older release of the Meph pack using -r1 of dfhack and twbt, there it seems to run. Meanwhile, I will try the latest stable build of dfhack to see if they changed anything.

Update:
I tried moving to DFHack -r3 using the same twbt pulgin but the crash remains, seems to be inherit to the twbt update. I will now try moving twbt from r1 up

Update 2:
Moving -r1 up to -r2 and even -r3 works, please use this file https://dffd.bay12games.com/file.php?id=15244 and store it in Meph Tileset V5.5 - 47.04\Dwarf Fortress\hack\plugins\, Meph Tileset V5.5 - 47.04\Dwarf Fortress\hack\plugins\twbt\ and Meph Tileset V5.5 - 47.04\Dwarf Fortress\hack\plugins\original\
You will get a warning message when starting the game saying the version was not compiled for this dfhack version but it seems to work just fine.

helped but this time it only caused a massive "corruption" of the graphics, ie all text was replaced with hieroglyphs and so on.

Any ideas?
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: Novaris on November 03, 2020, 05:48:51 am
This sounds more like TWBT was not loaded, then you see all kinds of weird symbols instead of the text on-screen. Can you share a screenshot and the dfhack log?
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: Garfunkel on November 04, 2020, 04:44:11 pm
Main screen:

(https://i.imgur.com/DY2gv2L.png)

DFHack log:

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

So yeah you're probably right, TWBT isn't loading properly due to that DLL file that I added. Without it though the tileset crashes. I guess I'll have to switch to a different tileset.
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: Novaris on November 04, 2020, 07:49:52 pm
Please use this version here: https://dffd.bay12games.com/file.php?id=15145
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: Oin on November 07, 2020, 03:37:28 pm
@ Oin:
Please try to use the latest version of this pack https://dffd.bay12games.com/file.php?id=15145
I updated it to 0.47.04 with the latest DFHack.
Please use this version here: https://dffd.bay12games.com/file.php?id=15145

I tried downloading that file, but for me the crash just persists:

Spoiler (click to show/hide)


I don't know how to fix those problems. I'm not trying to steer you away, but maybe you could try the newest DF version 0.47.04 and use the starter pack in the meantime to get going with the game while those problems get worked out. http://www.bay12forums.com/smf/index.php?topic=126076

Absolutely! In the end I'm just trying to get started, and if it can be with nice visuals even better. As this tileset wasn't working I played the game as it is. Managed to run my fortress for over a year, but out of alcohol, subsisting on seeds and with an outpost liason that drubbed one of my dwarfs for no good reason. Will try the starter pack and see if I can do any better.
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: Novaris on November 08, 2020, 07:30:44 am
This is strange cause the dfhack log says TWBT got loaded and transparency activated. So the only explanation I have as to why you still see the wrong grahpics is that your overrides file is wrong but if you downloaded the file at the link I provided this is  impossible, I tried a fresh download just to confirm and everything worked fine. Did you maybe mix installations and copied over the file provided over an already existing installation? Or mixed LNP and Meph's? Did you use any additional settings in the launcher?
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: Oin on November 12, 2020, 07:36:03 am
This is strange cause the dfhack log says TWBT got loaded and transparency activated. So the only explanation I have as to why you still see the wrong grahpics is that your overrides file is wrong but if you downloaded the file at the link I provided this is  impossible, I tried a fresh download just to confirm and everything worked fine. Did you maybe mix installations and copied over the file provided over an already existing installation? Or mixed LNP and Meph's? Did you use any additional settings in the launcher?

So I've moved to the newbs launcher, and my conclusion is that the problem comes from TWBT with 32x tilesets. Trying a 32x tileset with TWBT will lead to a crash (happened with Meph's tileset, but also with Vettlingr's). If I try other printing modes instead of TWBT that's when it leads to the game running but with messy icons. In the case of Vettlingr's it was playable, although some menus looked a bit messy. But with Meph's every single text line was turned into icons.

 I'm thinking that maybe the 32x combined with TWBT requires a higher processing that my computer is lacking? (I play in my 2014 laptop)

As I wrote in the newbs launcher thread, for now I'm even enjoying the ASCII so it isn't that big deal.

Thank you however for the help!
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: Evans on November 18, 2020, 05:01:11 pm
.
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: Novaris on November 18, 2020, 05:31:25 pm
I dont get the point...
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: Evans on November 20, 2020, 03:45:31 am
Meph,

Whenever I try to install your barebones over the previous MDF version, it crashes eventually in fort mode.

Any suggestions? You have apparently abandoned MDF project, but this happened to me on all previous attempts since you have started creating your tileset. I would like to sort this out now somehow.
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: Novaris on November 20, 2020, 11:10:40 am
Random crashes can occur and are not necessarily related to the tileset but may also come from the TWBT plugin itself. Even the barebones version has a lot of graphics files and a long list of overrides TWBT seems to struggle with sometimes. The settings for redraw all and transparency are not really helping on this matter either. You could try activating the redraw_all in the dfhack.init file that comes with the barebone version or remove all the special "material" versions from the overrides to trim it a little down, this might help stability. also reducing the window size (visible tiles on screen) may help but unfortunately I have no magic answer that makes the tileset completely stable.
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: Evans on November 20, 2020, 02:41:21 pm
Random crashes can occur and are not necessarily related to the tileset but may also come from the TWBT plugin itself. Even the barebones version has a lot of graphics files and a long list of overrides TWBT seems to struggle with sometimes. The settings for redraw all and transparency are not really helping on this matter either. You could try activating the redraw_all in the dfhack.init file that comes with the barebone version or remove all the special "material" versions from the overrides to trim it a little down, this might help stability. also reducing the window size (visible tiles on screen) may help but unfortunately I have no magic answer that makes the tileset completely stable.
No?
But you just might.
--> remove all the special "material" versions from the overrides
This seems to be most serious offender here. Totally wrecks Dwarf Fortress.
What does this file do, anyway?


On a side note:
In Cataclysm: Dark Days Ahead, I had to do some job on imo best tileset, as its creator went missing and it was not actualised for a new version.
Editing it was bad enough, as whole definition file was a single JSON, for over a dozen thousands sprites.
However, breaking anything, literally anything send game back to ASCII mode without issues.

I can only wish we will get something like this in DF, maybe, one day.
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: Rose on November 20, 2020, 03:27:45 pm
I can only wish we will get something like this in DF, maybe, one day.

Boy do I have some news for you!

(https://bay12games.com/dwarves/imgs/stockpile_2.png)
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: Evans on November 20, 2020, 04:31:34 pm
I can only hope I will live to see it :)
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: Yinseng on December 28, 2020, 03:11:53 pm
With the new release of DFHack and TWBT, is the vermin remains bug still a problem? I don't see any mention of it in either github so I'm assuming so.
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: Novaris on December 30, 2020, 11:37:37 am
Honestly I did not report it to TWBT because I'm not of the opinion that it's activly maintained but rather just recompiled with the latest DFHACK version so the version check passes again. If you want to report it please be my guest, I am not 100% if its really "just" TWBT or a combination of the sheer amount of overrides Meph put in his tileset and the way TWBT handles them.
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: Yinseng on January 17, 2021, 09:46:36 am
Honestly I did not report it to TWBT because I'm not of the opinion that it's activly maintained but rather just recompiled with the latest DFHACK version so the version check passes again. If you want to report it please be my guest, I am not 100% if its really "just" TWBT or a combination of the sheer amount of overrides Meph put in his tileset and the way TWBT handles them.

Seems to be the case... now that we know it's definitely Meph's tileset causing it, how to debug it, I wonder?
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: Novaris on January 17, 2021, 01:12:08 pm
Honestly I did not report it to TWBT because I'm not of the opinion that it's activly maintained but rather just recompiled with the latest DFHACK version so the version check passes again. If you want to report it please be my guest, I am not 100% if its really "just" TWBT or a combination of the sheer amount of overrides Meph put in his tileset and the way TWBT handles them.

Seems to be the case... now that we know it's definitely Meph's tileset causing it, how to debug it, I wonder?

I tend to disagree as the old TWBT version works with Meph's tileset without crash and the new version does crash it must be TWBT that changed.
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: Yinseng on January 18, 2021, 01:31:39 am
Honestly I did not report it to TWBT because I'm not of the opinion that it's activly maintained but rather just recompiled with the latest DFHACK version so the version check passes again. If you want to report it please be my guest, I am not 100% if its really "just" TWBT or a combination of the sheer amount of overrides Meph put in his tileset and the way TWBT handles them.

Seems to be the case... now that we know it's definitely Meph's tileset causing it, how to debug it, I wonder?

I tend to disagree as the old TWBT version works with Meph's tileset without crash and the new version does crash it must be TWBT that changed.

That was discussed here: https://github.com/thurin/df-twbt/commit/1463d16b3642c2c5b88cb5b7d909a8f3b3f70350

The conclusion they came to is that the fault lies with the Meph Tileset.
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: McOrigin on January 25, 2021, 09:19:31 pm
Last Meph Pack is still running DF 47.03? Can I just replace it with DF 47.04, or will I need new DFhack, TWBT etc. too?

EDIT
I tried and failed miserably. Even with replacing DF, DFhack and TWBT I can't get it to work. My old save is loaded but without the tileset and creating a new world just crashes.
Guess I will have to stick with 47.03 until a new pack is released.

EDIT 2
Found the inofficial release by McNavaris - thank you very much! At least one version up and some annoying bugs gone.
https://dffd.bay12games.com/file.php?id=15145
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: thurin on January 31, 2021, 11:14:16 pm
Honestly I did not report it to TWBT because I'm not of the opinion that it's activly maintained but rather just recompiled with the latest DFHACK version so the version check passes again. If you want to report it please be my guest, I am not 100% if its really "just" TWBT or a combination of the sheer amount of overrides Meph put in his tileset and the way TWBT handles them.

Seems to be the case... now that we know it's definitely Meph's tileset causing it, how to debug it, I wonder?

I tend to disagree as the old TWBT version works with Meph's tileset without crash and the new version does crash it must be TWBT that changed.

That was discussed here: https://github.com/thurin/df-twbt/commit/1463d16b3642c2c5b88cb5b7d909a8f3b3f70350

The conclusion they came to is that the fault lies with the Meph Tileset.

the changes in that commit are required in order to compile against the new DFHack.  if someone can submit a patch that makes it compile and not crash, I'll for sure merge it in.
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: Novaris on February 02, 2021, 08:52:53 pm
The alternative is to take the remains overrides out of the overrides.txt. Its a minor setback but the new TWBT works then without crashes.
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: dirty foot on February 20, 2021, 12:04:59 pm
So it sounds like the fix here will be Meph making an update.

Does anyone know if that's a probability any time soon? The other graphics sets are great, but this one has always appealed to me most.
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: Ziusudra on February 20, 2021, 05:37:44 pm
Does anyone know if that's a probability any time soon?
Meph is busy drawing art for the DF Steam/itch.io release, so probably not until that is done.
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: Meph on February 20, 2021, 08:03:35 pm
My own fault for having some small mods, the big mod, the big tileset, and now the actual game release.

I occasionally come by and read everything, but never updated anything because I too am waiting for the Steam DF release. My own mistake for assuming it would be out already. ^^ I guess I should do some MasterworkDF and Meph tileset updates, although I'll have to redo everything once the SteamDF comes out anyway.

Than again, I learned a lot, so any future Meph tilesets would look much better than this old thing. ;)
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: Novaris on February 21, 2021, 11:34:51 am
Well, no, the change to remove the vermin I can do as well. Removing stuff is not as hard as adding or changing it. Once the 0.47.05 DFHack is stable and the LNP gets updated I will hijack the release and port Meph to the new version including the vermin change. I would need you guys to beta-test it as I never encountered the bug on my own, I just got a reproducable crash save.
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: Meph on February 23, 2021, 07:14:41 pm
The dwarves are still mostly from the official tileset, but this would be a first test look into the Meph tileset for the future DF. It's just imported sprites from the current tileset. Since I learned a lot working on the Steam release and it offers a lot more options, I can probably increase the quality by quite a bit.

I kinda want to make a new thread, just to show other tileset authors how to set up the spritesheets and what's new, but I don't know how much of this will change till the release. If there is interest for it, for sure.

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



(https://i.imgur.com/ut60c0l.png)
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: Novaris on February 24, 2021, 03:24:26 pm
Just wow, looks like a totally different game....
Mind if I get a copy? :P
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: Meph on February 24, 2021, 03:49:11 pm
I'd give them out like candy. :P

But I think Kitfox would mind.
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: forsaken1111 on February 24, 2021, 03:56:35 pm
I'd give them out like candy. :P

But I think Kitfox would mind.
Nah just call us beta testers. I'll submit bug reports when I find something.
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: Novaris on February 24, 2021, 04:34:32 pm
Bug #236: This pixel is to reddish for me

:D
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: Meph on February 24, 2021, 05:32:48 pm
I know you guys are joking, but I'm in a bit of an ethical dilemma.

One the one hand, I'm one of the few people with access to the Steam version and I know exactly how it works. I have an unfair advantage over every other tileset maker. On the other hand, we (the bay12 community that doesn't buy the game on Steam) will need some form of tileset that uses the new updates. Usually authors borrow from another when they make a new tileset, but in this case the only one in existance would be the official Steam tileset, which can't be borrowed from for the free, classic DF release. And the tileset easily has 10k sprites, it's no longer 256 + creatures. Not many people will have time to create something that large.

I feel like I'm booting out other tileset authors. It's MasterworkDF all over again, back when it was popular.

In addition to that I'd be directly competing with Toady. If he releases the game with a 32x tileset for $20 on Steam, and I release a 32x tileset at the same time for Classic DF for $0, that's controversial to say the least.
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: Novaris on February 24, 2021, 05:59:21 pm
At least to the last part I don't agree. It was his decision to offer the classic DF for free while selling it on Steam even though he knew about MasterworkDF, all the tilesets that are out there, DFHack and the rather active modding community. Its not a far stretch to come to the idea that someone would buy the Steam version, rip the tileset out of it and hack some of the tiles together to make a mod for the classic version.

Also, you are not competing with him, you work for him. And if you don't make a tileset for the classic version, somebody else will. Especially if the game gets more attention once the graphical release is out. Just don't try to be the first one :) But helping the community and contributing actively was and is the spirit of this game so in my humble opinion you are following the spirit of the game and its developers when you offer your skills and knowledge about the tileset system for both the steam and non-steam version to the community.
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: Shonai_Dweller on February 24, 2021, 08:06:40 pm
Its not a far stretch to come to the idea that someone would buy the Steam version, rip the tileset out of it and hack some of the tiles together to make a mod for the classic version.
This specifically is illegal and has been mentioned many times by Kitfox.

Not related to Mephs ethical dilemma of course. Mephset doesn't use any elements of Steam set. The only way to solve that is to give tileset makers advanced copies of the game (or some version of the game they can use to test). But, well, that's probably got problems.

Maybe include tileset makers in any closed testing which takes place? Someone's gotta stress-test the new graphics code.
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: jecowa on February 24, 2021, 10:53:18 pm
The dwarves are still mostly from the official tileset, but this would be a first test look into the Meph tileset for the future DF. It's just imported sprites from the current tileset. Since I learned a lot working on the Steam release and it offers a lot more options, I can probably increase the quality by quite a bit.

I kinda want to make a new thread, just to show other tileset authors how to set up the spritesheets and what's new, but I don't know how much of this will change till the release. If there is interest for it, for sure.

Spoiler: screenshot (click to show/hide)

Spoiler: screenshot (click to show/hide)


Seeing the screenshot at full resolution looks a lot nicer than the scaled-down one from your reddit post.



I know you guys are joking, but I'm in a bit of an ethical dilemma.

One the one hand, I'm one of the few people with access to the Steam version and I know exactly how it works. I have an unfair advantage over every other tileset maker. On the other hand, we (the bay12 community that doesn't buy the game on Steam) will need some form of tileset that uses the new updates. Usually authors borrow from another when they make a new tileset, but in this case the only one in existance would be the official Steam tileset, which can't be borrowed from for the free, classic DF release. And the tileset easily has 10k sprites, it's no longer 256 + creatures. Not many people will have time to create something that large.

I feel like I'm booting out other tileset authors. It's MasterworkDF all over again, back when it was popular.

In addition to that I'd be directly competing with Toady. If he releases the game with a 32x tileset for $20 on Steam, and I release a 32x tileset at the same time for Classic DF for $0, that's controversial to say the least.

Maybe it'd be good to let the Steam Dwarf Fortress be the only version uses the latest graphics features for a while. I think the old system used by Phoebus/Spacefox/Ironforge/Mayday graphics will still work in the new version (excluding the TWBT stuff). Existing tilesets can maybe just use a main tilesheet and creature graphics at first.

I don't think you should worry about having an advantage over other tileset authors. I'm worried more about competing with the Steam version.
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: Shonai_Dweller on February 24, 2021, 11:44:37 pm
I was thinking about suggesting the same thing (restrict MephSet to Steam Workshop at first). But then that puts Meph in confrontation with the "why are you forcing me to install Steam to use your tileset" crowd, who then branch off into the "why are you trying to divide the community with locked off content in Steam" crowd. Etc...

Maybe best just to not worry about it. People use Mephset because they like it. People will use something better when it comes along. I don't think offering an alternative tileset is really "competing" with Toady. He's going out of his way to provide the means to add mods to his game after all.

The Big Wait is when the 2nd Golden Age of Modding begins (according to the forum prophets). Lots of time until then.
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: Meph on February 25, 2021, 03:20:11 am
My solution would be to talk to Tarn directly about it, once we get to the point that a release is imminent. His opinion is important to me. If he says it's ok, it's ok.

That being said, it would be relatively easy to have this up and running as a day0 patch, so to speak. The largest amount of work on the Steam version is the UI rework. There would be plenty of time to finish MephSteamSet before release.

Mods will become both easier and harder. Inetragting mods should become easier, but adding graphics that fit well will be harder. If most people play ascii or relatively simple 256-tile tilesets, adding content is easier than making some with 32x32 sprites that have to match the SteamDF style.
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: SuperPluck on February 25, 2021, 04:11:24 am
Just to give my two cents here:

I feel your conflict, Meph. I think it's a valid point specially since a success on the Steam release is bound to benefit the community as a whole. And having a free up-to-date, new-graphics-ready mod at day 0 would basically kill the only selling point of premium, which is the tileset made by you and Mike.

I would definetely talk with Tarn about this and maybe a good compromise would be to hold your release for some time (let's say a year) or until the first mod comes around. So you wouldn't feel like taking advantage of your inside knowledge
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: jecowa on February 25, 2021, 07:54:53 pm
On the other hand, we (the bay12 community that doesn't buy the game on Steam) will need some form of tileset that uses the new updates.

Is it a requirement to have a free graphics pack to make the game work with the new UI? If there's anything that the game absolutely requires, maybe those parts of the graphics should be included? But I'm guessing that it can probably fallback on "ASCII"-style graphics.
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: Rose on February 25, 2021, 08:23:28 pm
My understanding is that the new UI will work just fine in ascii, and is still using the same grid.
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: Shonai_Dweller on February 25, 2021, 08:32:37 pm
On the other hand, we (the bay12 community that doesn't buy the game on Steam) will need some form of tileset that uses the new updates.

Is it a requirement to have a free graphics pack to make the game work with the new UI? If there's anything that the game absolutely requires, maybe those parts of the graphics should be included? But I'm guessing that it can probably fallback on "ASCII"-style graphics.
It's not a requirement, but likely the way graphics will work is going to change, which means there won't be any day 1 graphical sets when the new release hits (depending on how much info tileset makers get before the release). And of course, nothing will be anywhere near the complexity of Steam set for a long time except Mephset.
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: Meph on February 26, 2021, 03:02:37 am
Especially without TWBT and dfhack.

But I'll get a thread ready with some tutorials, after I get the ok by Tarn/Kitfox, and see if I can find some completely finished stuff that's unlikely to change till the release and teach people how it works. :)
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: Clatch on February 26, 2021, 05:44:16 pm
As usual, I'm far behind the times here.  From reading the recent comments here, it sounds like the ASCII UI is going away after the Steam release?
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: Shonai_Dweller on February 26, 2021, 06:24:38 pm
As usual, I'm far behind the times here.  From reading the recent comments here, it sounds like the ASCII UI is going away after the Steam release?
The UI is going away yes. Being replaced with something more user friendly and mouse controlled (or with keyboard shortcuts for those who prefer not to use a mouse)

The Curses tileset (or whatever ascii-like tileset you replace it with) will be used to build the UI elements if you don't have graphics turned on. Otherwise graphics will be used (on day 1 that'll be choice of Steam set if you buy the game on Steam or Mephset).
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: Meph on February 26, 2021, 07:12:47 pm
Modded content works:

(https://i.imgur.com/Tmqy3YH.png)

I'm just testing a few things to find out myself if it works. There are new hardcoded limitations on the new features that no one has tested yet. ^^
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: jecowa on February 26, 2021, 08:15:50 pm
Testing if you can move around a dynamic light source?
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: Meph on February 27, 2021, 04:35:39 am
It's more a weapon with a transparent halo, but yeah. It covers nearby objects. :)
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: LeoCean on February 27, 2021, 12:36:27 pm
Just release dwarf changes first and the rest in increments. Should be no issue changing the dwarves day 1, humans/ goblins 2 weeks later. Or a month or 2 after release which ever(I'd be changing them for myself as soon as I got it at least, I don't really like those dwarves). Anyways you didn't release the entire meph set at once, there's no issue doing it in parts, even if you have it all done  :P.

Df has been around for a long time, even if your mod is out first it's not gonna stop people from making their own off of what they prefer and sharing it. I don't really see it being an issue with stopping people from buying the game either. Modding helps keep games alive, and in far larger numbers (ease of modding helps that even more so, df being decently simple to mod txt files(non df hack stuff) ).

It'd be nice if df could get a Achtung! mod like rimworld has so you can position your archers ect where you want them without zoning specially for that.
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: Meph on February 28, 2021, 09:18:04 am
It has to be all at once.

The SteamDF sprites can't be used on the free version.
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: Novaris on February 28, 2021, 02:36:47 pm
Its anyway going to be hard to choose. On the one hand, the new skin looks beautiful, on the other hand though I am going to miss DFHack and all its bugfixes and enhancements...
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: Rose on March 01, 2021, 05:41:16 am
Its anyway going to be hard to choose. On the one hand, the new skin looks beautiful, on the other hand though I am going to miss DFHack and all its bugfixes and enhancements...
Why would DFHack not work in the premium DF?

There's been no indication that that will change.
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: Novaris on March 01, 2021, 02:09:54 pm
Its anyway going to be hard to choose. On the one hand, the new skin looks beautiful, on the other hand though I am going to miss DFHack and all its bugfixes and enhancements...
Why would DFHack not work in the premium DF?

There's been no indication that that will change.

Thats true but since the UI has changed and a bunch of tools inside DFHack manipulate the dialogs presented I have the pessimistic fear that at least this part of DFHack could be affected. No doubt the underlying codebase of both game versions will be the same but the rendering and frontend will be different which could lead to two versions of DFHack, one with improved dialogs, one without. But you are right, atm there was no indication in this direction so let me rephrase my statement: In case there is no combined version it will be hard to decide which one I will prefer :)
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: jecowa on March 02, 2021, 10:57:05 pm
Do you know if the override for the POND_TURTLE shell remains ever worked in any version of Dwarf Fortress/DFHack/TWBT?
I can't get it to work without making all vermin remains look like Turtle Shells.

Quote
[OVERRIDE:253:I:ANY:::_MDF_overrides_13:162:16:::CREATURE_MAT:POND_TURTLE:SHELL] bodyparts
[OVERRIDE:253:I:CORPSEPIECE:CORPSEPIECE::_MDF_overrides_13:R:8:32:33:34:35:36:37:38:39:16] bodyparts

I tried it in 0.47.05, 0.47.03, 0.44.12, and 0.44.05, but the shell just looks like any other remains.
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: thurin on March 04, 2021, 10:18:56 pm
I've updated the twbt unofficial builds to ignore the invalid ANY item id.  Please test it out and let me know if it fixes the crash.  This won't fix the missing shells, but you hopefully will no longer crash coming across a remains.

https://github.com/thurin/df-twbt/releases/tag/0.47.05-beta1-r2
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
Post by: Novaris on March 07, 2021, 05:35:47 am
and here it is:


New version of Meph V5.5 with 0.47.05 DF, TWBT and DFHack
https://dffd.bay12games.com/file.php?id=15145


@Meph: could you please update the frontpage and title of the thread?
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.05 - updated 07th March by Novaris
Post by: Meph on March 07, 2021, 01:50:57 pm
Done.

Thanks so much. :)
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.05 - updated 07th March by Novaris
Post by: Novaris on March 07, 2021, 03:29:25 pm
You are welcome :) its not like I would not need this version anyway for myself :D
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.05 - updated 07th March by Novaris
Post by: AkRoughneck on March 10, 2021, 11:21:00 pm
Using the meph tileset launcher- how do I make a human fort ingame? I already enabled forts for humans in the civilization tab.
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.05 - updated 07th March by Novaris
Post by: Novaris on March 11, 2021, 04:14:26 am
as far as I remember you also need to disable the dwarves but I never tried this :) I'm therefore not sure if all professions and workshops are set up for other civs forts.
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.05 - updated 07th March by Novaris
Post by: Anonymous_Wind on March 11, 2021, 04:05:03 pm
I just downloaded the Meph Tileset, with the launcher. The issue I'm having is that [SAND_TAN] appears bright green, and [SAND_YELLOW] is bright magenta. I haven't modified the game files in any way. Is this intended behavior? And is there any way I can change the sand to have a more normal appearance? In a separate install, I have tried changing the color scheme and enabling the "real colors" option to no effect.

Since this is also my first post, I would like to thank you, Meph, for your work on this graphics pack and all the beautiful artwork it contains.
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.05 - updated 07th March by Novaris
Post by: Novaris on March 11, 2021, 06:19:37 pm
Sounds weird... could you upload a screenshot somewhere? Maybe an issue in the color settings, how did you start the game? via the launcher? can you try starting the game from Dwarf Fortress/dwarf fortress.exe and reconfirm?
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.05 - updated 07th March by Novaris
Post by: Anonymous_Wind on March 11, 2021, 06:44:41 pm
Here is a link to the screenshot. https://drive.google.com/file/d/1pIO71I0aBKoOf_8f8ozk_I0eVS0yxzke/view?usp=sharing

Yeah, I launched the game from the launcher originally. Just now, I launched from Dwarf Fortress.exe like you suggested and it gave the same colors. I also tried the previous version of the tileset and launcher with the same results. In the separate install mentioned in my other post, I tried replacing the colors.txt in the Meph pack with one from Ironhand (the graphics I used to use) with no success. I'm not sure if anyone else has had this trouble, but if there's more I can do to be helpful, please let me know - I'm new both to the forum and tinkering with the DF innards.
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.05 - updated 07th March by Novaris
Post by: Meph on March 11, 2021, 07:23:58 pm
TWBT assigns colors in the overrides. They go by number of colors, so for example 100 is the 100th color from the raws, counting from the top. If there is just ONE color definition added or removed, everything breaks, because it shifts all colors by one. Maybe that happened.
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.05 - updated 07th March by Novaris
Post by: Novaris on March 11, 2021, 07:28:28 pm
Really weird.. Do you get any error messages in the DFHack window that opens with dwarf fortress? can you also upload a picture of the startscreen of the game? I have the strong feeling that TWBT is not enabled and that messes up the tileset and colors.

@Meph I ran the compiled 0.47.05 again in a fresh unpack, I dont have this color issues. Also the font in the screenshot is wrong, yours is more "medieval"
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.05 - updated 07th March by Novaris
Post by: Meph on March 11, 2021, 07:30:45 pm
Downloaded and tested as well, all looks fine.

I think he just changed the font. Looks like Ironhands. TWBT is certainly running on his screenshot, but the colors are off.
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.05 - updated 07th March by Novaris
Post by: Anonymous_Wind on March 11, 2021, 07:52:50 pm
Maybe I goofed something and didn't realize I had changed anything, or changed a directory in one install I thought was in another. I definitely changed the font in what I thought was 47.4 previous version. My "troubleshooting" was pretty disorganized. Sorry to trouble you both, and thanks for your replies Meph and Novaris!
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.05 - updated 07th March by Novaris
Post by: Pvt. Pirate on March 15, 2021, 10:52:21 am
idk why, but when starting the launcher, it claims it cannot find 2 plugin paths:
"C:\Spiele\Meph Tileset V5.5 - 47.05\Dwarf Fortress\hack\plugins\original"
"C:\Spiele\Meph Tileset V5.5 - 47.05\Dwarf Fortress\hack\plugins\twbt"
also i get that TWBT error about the shell, but you already said it was irrelevant.
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.05 - updated 07th March by Novaris
Post by: Novaris on March 15, 2021, 03:20:42 pm
Thats because, in the original Meph pack, there were two TWBT plugins in the dfhack folder. The original and some altered version. In the latest version I just placed the new TWBT plugin right into dfhack, ignoring these two folders and their content. If you need the launcher and it does not start otherwise simply create an "original" and "twbt" folder in dfhack/plugins and copy the same twbt.dll from the plugins folder into it. This stops the error from occuring.
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.05 - updated 07th March by Novaris
Post by: Meph on March 15, 2021, 03:41:13 pm
Oh yeah, if those folders or files are missing, the launcher goes on a strike. Novaris solution is sound, it's what I did since the custom TWBT became the regular release.
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.05 - updated 07th March by Novaris
Post by: Pvt. Pirate on March 15, 2021, 03:55:15 pm
oh. for me, the launcher still works even though. i'll just create those two empty folders and hope it will just work as intended
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.05 - updated 07th March by Novaris
Post by: Sennar on March 20, 2021, 03:59:18 pm
Hey, i just downloaded the pack, tried to start it, created the original and twbt folder with the plugin in it, but it still says when i start it with TWBT that the "GPU [is] unable to accommodate texture catalogue. Retry without graphical tiles, update your drivers oder better yet your GPU."

I just wanna play with the graphical tiles, my drivers and gpu are up to date. What could i possibly do? it's starts fine without twbt but then i wont have multilevelview :(

The Menu screen is also only pictures not words. help :'D

Spoiler (click to show/hide)
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.05 - updated 07th March by Novaris
Post by: Meph on March 20, 2021, 04:21:14 pm
You need a better graphics card. Or, if you play on a laptop with both onboard and a graphic card, the laptop might try to only run it on the onboard card. You'd have to manually tell it to use the proper card.
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.05 - updated 07th March by Novaris
Post by: Sennar on March 20, 2021, 04:25:49 pm
AMD APUs and their software are weird, reinstalled it (for the umphed time) and could finally run it normally.
Sorry for the ruckus.
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.05 - updated 07th March by Novaris
Post by: Sard on March 22, 2021, 04:15:29 pm
Hello! Just a quick question if it isn't too much trouble. (Sorry if this isn't the right place.) I've rather enjoyed your pack, Meph! Great work! Excited to see where and how things progress after the Steam launch. ( I digress.) I've been wanting to play with both your pack, and the awesome Language Overhaul mod by Emiliovich but unfortunately the two seem to have issues, and the game promptly crashes on world gen. Is there something I'd be able to do to make them play nice? Many thanks for anyone who may have some insight.
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.05 - updated 07th March by Novaris
Post by: Novaris on March 22, 2021, 04:40:56 pm
that mod modifies the entity_default which is divided up in Meph's pack. Let me give it a try, it seems only the language changes, I will post a merge.
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.05 - updated 07th March by Novaris
Post by: Sard on March 22, 2021, 04:44:33 pm
Very kind of you! I must admit to being hesitant to dive head-first into the raws and other such things, when i've just started to keep my band of bearded ones (mostly) alive. I await with baited breath.
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.05 - updated 07th March by Novaris
Post by: Novaris on March 22, 2021, 04:48:54 pm
Hehe I can imagine :D the devil is in the details as usual. Meph adds new nouns for all the creatures which of course are missing in the other packs and that throws the game off track during world gen. The magic is to "combine" the language files and, most importantly, the _words file which defines all words the games knows. Therefore, this will take a little :D
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.05 - updated 07th March by Novaris
Post by: Sard on March 22, 2021, 05:09:10 pm
 :o That sounds like some work! Please do let me know if I can repay the favor. No need to go to any extremes on my account. (Unless you just enjoy doing this kind of thing.) Much appreciation Sir/Madam.
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.05 - updated 07th March by Novaris
Post by: Meph on March 22, 2021, 08:29:06 pm
Yeah, I added a language mod in the past, which is incompatible with other language mods, unless you merge them manually. Or replace it, just run the new one, but you'd have to edit the list of SYMBOLs too.
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.05 - updated 07th March by Novaris
Post by: hemperor on March 24, 2021, 10:28:23 pm
I need help using the Meph+Vordak (lite) in the latest PyLNP 0.47.05-r02!

When i activate the tileset  it fails to update the savegame (broken raw message) even in a world game without a save game running and all the sprites looks inverted! like elfs are crabs, fruits looks like fruit baskets and so on! someone here knows a solution or a fix to this problem? 

Thanks.
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.05 - updated 07th March by Novaris
Post by: jecowa on March 24, 2021, 11:43:20 pm
That's a safety feature to prevent you from messing up your save file. You can override it, though. Copy \Dwarf Fortress 0.47.05\raw\installed_raws.txt into your save file \Dwarf Fortress 0.47.05\data\save\regionX\raw\.
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.05 - updated 07th March by Novaris
Post by: DeedsOfFlesh on March 25, 2021, 03:10:26 pm
Hey meph,
 I wanna ask if i can add additional mods to this tileset, im not a coder programmer and i have never managed to successfully mod dwarf fortress anyway, if u have the time  to explain this  pls man, ik ure probably really busy atm
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.05 - updated 07th March by Novaris
Post by: Meph on March 25, 2021, 04:49:07 pm
That sounds like a trick question. ;)

Yes, of course you can add mods if you want. Or you can add parts of the tileset into mods, either way works. But I really can't explain you every part about modding. What exactly are you trying to do?
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.05 - updated 07th March by Novaris
Post by: Meph on March 28, 2021, 06:11:16 pm
I started porting my mod and tileset to future-proof it once SteamDF comes out. But I'm not super happy with the old graphics, since the new ones are so much better. Obviously that's unacceptable, after all I have to improve vanilla DF, so what's better than 32x32 sprites?

64x64 sprites! (Quick ingame test with TWBT using some edited sprites donated from the wonderful Dokucraft Dwarven tileset for Minecraft)

(https://i.imgur.com/rH12y64.png)

The question is, how many people could actually need/use something like that? It works fine on 3840x2160, but that seems a bit rare.
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.05 - updated 07th March by Novaris
Post by: Splint on March 28, 2021, 07:02:19 pm
I'd give it a try at least, cause that looks super nice.
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.05 - updated 07th March by Novaris
Post by: Shonai_Dweller on March 28, 2021, 08:41:29 pm
The more detail you can see the more confusing it gets when some sprites represent what's actually there (dorf with hammer, statue of fluffy wambler) and some don't (Armor stand with armor, weapon rack with weapons). Try to imagine playing Adventurer. This sword is a sword, can pick it up, but this sword is just a sprite representing an empty weapon rack, can't pick it up (frustrated keypushing and clicking commences).

Looks great though. I'd use it for taking screenshots of my fortress if nothing else (bit too big for gameplay on my laptop).
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.05 - updated 07th March by Novaris
Post by: jecowa on March 29, 2021, 04:45:43 am
Vanilla Dwarf Fortress tries to make you play at 80 tiles across. Playing on a laptop, I think that's kind of high. Playing a 32x32 tileset at 1280 resolution is only 40 tiles across, which feels a bit low on my laptop. I think the ideal is around 50-60 tiles across, which would be a 1600-1920 resolution for a 32x32 tileset. For my large desktop display, though, I might prefer having more than 60 tiles across.

On my 13-inch laptop display, I think 1920 is the limit of what I can appreciate. My screen goes up to 2560, but I can't appreciate the details of a tileset very well at this resolution on a 13-inch display.

From a Dwarf Fortress survey from last year, 15.4% of players used a resolution higher than 1920. And about 10% played on a desktop with a resolution greater than 1920.

resolution - users - tiles across with 64x64 tileset
 1280 - 05.14% - 20
 1360 - 01.87% - 21
 1366 - 07.94% - 21
 1600 - 06.54% - 25
 1680 - 01.87% - 26
<1920 - 24.77%
 1920 - 59.81% - 30
>1920 - 15.42%
 2560 - 07.94% - 40
 2880 - 03.27% - 45
 3840 - 03.74% - 60
 5120 - 00.47% - 80


In the same survey from last year, 66% of players said they play Dwarf Fortress on a desktop computer over a laptop. With 4K and 5K displays becoming more common, a 64x64 tileset will be more useful.
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.05 - updated 07th March by Novaris
Post by: Meph on March 29, 2021, 08:21:12 am
So about 25% might be interested, and anyone who wants prettier screenshots...
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.05 - updated 07th March by Novaris
Post by: Shonai_Dweller on March 29, 2021, 08:37:22 am
So about 25% might be interested, and anyone who wants prettier screenshots...
If Steam enables smooth switching between tilesets with no accidental messing up of custom raws, init files or keybindings, I'll certainly give 64x tilesets a try even if they're too big to be practical in the long-term. Nice to shake things up a bit every so often.
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.05 - updated 07th March by Novaris
Post by: kochano on March 29, 2021, 01:24:07 pm
The question is, how many people could actually need/use something like that? It works fine on 3840x2160, but that seems a bit rare.
I would use it.  It looks great.
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.05 - updated 07th March by Novaris
Post by: Rose on March 29, 2021, 01:31:53 pm
So about 25% might be interested, and anyone who wants prettier screenshots...
If Steam enables smooth switching between tilesets with no accidental messing up of custom raws, init files or keybindings, I'll certainly give 64x tilesets a try even if they're too big to be practical in the long-term. Nice to shake things up a bit every so often.

That's the eventual hope, yeah.
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.05 - updated 07th March by Novaris
Post by: jecowa on March 29, 2021, 01:58:35 pm
The game can already switch between tilesets (fullscreen tileset and windowed tileset). I doubt it will be smooth with much larger tilesets, though.
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.05 - updated 07th March by Novaris
Post by: LeoCean on March 29, 2021, 03:56:16 pm
Pretty sure you can zoom in/ out anyways so it wouldn't really be an issue. Dfhack has a zoom command doesn't it? or twbt at least did. Which sets the tileset sizes.

Love those walls.
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.05 - updated 07th March by Novaris
Post by: jecowa on March 29, 2021, 05:15:47 pm
The zoom commands are vanilla. Lazy Noob Packs will often add an easier keybind for zooming (left and right brackets). And then it's F10 to reset the zoom to pixel-perfect.
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.05 - updated 07th March by Novaris
Post by: Schmaven on March 29, 2021, 07:28:22 pm
The 64x64 looks great, I play with 2 monitors, so I'd certainly take advantage of it.

The zoom commands are vanilla. Lazy Noob Packs will often add an easier keybind for zooming (left and right brackets). And then it's F10 to reset the zoom to pixel-perfect.

I wish I knew about F10 years ago.  I've been looking closely at objects while I zoom in/out until it looks right again this whole time...
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.05 - updated 07th March by Novaris
Post by: ANickel on March 29, 2021, 11:23:03 pm
I would use 64x64 whole-heartedly, and not just for screen-shots.  4K Gang.  :)
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.05 - updated 07th March by Novaris
Post by: Meph on March 30, 2021, 02:46:21 am
Mh... Maybe I'll do some tests. :)
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.05 - updated 07th March by Novaris
Post by: Meph on March 30, 2021, 06:28:10 pm
Either it's my perception after working with the Steam version for so long, or the edges just look rougher in 64x64. Like super-high res grass with a streight cut to super-high res rock or water.

Open in a new tab, warning, there is zoom. A few rooms, trade depot, grass, plants, saplings...  https://i.imgur.com/ox4OhAG.png (https://i.imgur.com/ox4OhAG.png)

Sprite test at 128, 64, 32 and 16 pixels. It remains quite readable.
(https://i.imgur.com/0YOM1NG.png)
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.05 - updated 07th March by Novaris
Post by: Splint on March 30, 2021, 07:34:41 pm
Looks pretty damn good to me. Of those tests I think the 64 looks nicest, but I'm chalking that up to personal preference. Plenty of detail without looking smushed.
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.05 - updated 07th March by Novaris
Post by: Meph on March 31, 2021, 05:17:24 am
I hope that 64x looks best, since that's the original size. ;) The 128 is 2x zoom, the 32 and 16 versions are 1/2 and 1/4 zoom.
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.05 - updated 07th March by Novaris
Post by: Novaris on March 31, 2021, 08:37:58 am
I love the 64x64 although at this scale the properties of objects need to come into play as well. For example the chest in the former screenshot is nearly as high as the bookcase and the all "stand" at the fringe of the tile. They could also be a little offset so a dwarf could "stand" in front of them. For smaller tilesets this is not needed as you want to "see" what the object is but the larger it gets the more proportions are important imo.
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.05 - updated 07th March by Novaris
Post by: Meph on March 31, 2021, 11:53:21 am
Getting the proportions right is one of the reasons I might be tempted to do this, especially for very small items. Maybe go with a 48x48 size for most things, so that large objects can use the full 64x64, while tiny objects can be 16x16 or smaller.

For example in the screenshot above the saplings are 64x64, while I kept the plants in their original size from the current tileset. The result are small trees the size of dwarves, while plants are 2x smaller than before.
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.05 - updated 07th March by Novaris
Post by: jecowa on April 02, 2021, 01:00:36 pm
My dwarf was building something mysterious and I saw an icon flashing there that I hadn't seen before. While looking it up, I noticed a problem with the icon and checked to see if there were other similar problems. Issue reports:

Tile 40 of Meph_32.png: This needs to be changed to a honey bee / bumble bee graphic to match the /raw/objects/ and the -top version of the file.

Tile 95 of _Meph_items-top.png (adamantine boulder): This needs to be deleted (still shows a potion bottle from the pre-2.7 versions).

Tiles 240 & 241 of _Meph_furniture-top.png (armor stand & weapon rack): These need to be swapped to match its bottom tilesheet and the overrides.txt file.

_Meph_constructions.png and _Meph_constructions-top.png:
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.05 - updated 07th March by Novaris
Post by: Novaris on April 02, 2021, 04:56:00 pm
Tile 40 is evil gras, changing this to a honey bee would look strange I would think :) also, there is already a honey bee tile, Meph_32.png tile 78. I will however delete the -top "ghost bee" :)

Tile 95 is confirmed. I can simply delete the overlay in the next release.

Tiel 240 and 241 are ok for my unpack in both -top, normal and -bg files. Also overrides say glass armor stand 240 which is the left graphics and thats a armor stand, I dont see the mistake?
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.05 - updated 07th March by Novaris
Post by: jecowa on April 02, 2021, 06:17:19 pm
Deleting the extra bee on the -top layer was correct move. I see the bee was switched to tile 78 which has its tile there now.

And for the armor stands and weapon racks, I had an old version of the furniture-top.png file that had them reversed.
Edit: Actually, it is the Vordok version that had them reversed.
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.05 - updated 07th March by Novaris
Post by: Novaris on April 02, 2021, 06:40:55 pm
Thanks :) next update will contain the changes

EDIT: And its up.
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.05 - updated 07th March by Novaris
Post by: jecowa on April 03, 2021, 01:58:02 pm
I'm trying to figure out why Fungiwood is teal/blue. It's supposed to be lemon/yellow. Not sure if it's intentional or if it was mistakenly copied from the teal spore cap tree. I normally embark with fungiwood because I like the yellow color. I think it must be a mistake, because why would we need two types of teal cave tree? More variety is better.

Edit: I think I just have an old version of this file.
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.05 - updated 07th March by Novaris
Post by: jecowa on April 07, 2021, 12:05:49 am
I've been analyzing Metal Colors.

Nickel and Zinc both use blue-ish foreground colors and light gray as a background color. Even though Zinc and Nickel are silver-colored, the blue/gray combos match the Vanilla versions of these ores. What's kind of odd, though, is that Tin does not follow this format. Instead of using a blue-ish color with light gray, it uses an off-white with a light gray. The color identifier of Tin is only 2 off from that of Nickel. Perhaps Tin was intended to be the same color as Nickel?

I'm guessing Pig Iron is purposefully light purple as a joke.

Electrum is lime. If that's a joke, I'm not getting it. I'm changing it to Ochre (dark orange) unless there's a reason for lime.

In vanilla, Fine Pewter is as white as possible and has "silver" listed as its color. In Meph it's dark tan. I'm going to bump it up by 2 to 140 Ecru unless someone has a better idea.

Trifle Pewter is set as Ecru (maybe he got the two pewters mixed up?). Trifle Pewter has a state color of Taupe Gray. Maybe it should be set to that? I'll set it to 138 Dark Tan.

In vanilla, Lay Pewter is kinda blue-ish (though it has a state color of white), but it is Flax-colored in Meph. It looks like some types of Pewter are Flax-colored, so this might be intentional.

Lead is set to 201 (Dark Taupe), but it's state color is Taupe Gray, so I'm guessing 202 was intended here.

Nickel Silver is a light blue, but in vanilla it's as white as possible with a silver state color. Probably intentional, though, since nickel is also blue, and nickel silver is mostly nickel.

Billon's state color is Pale Brown, but Meph has it down as Tan. This is probably an intended adjustment.

Stirling Silver is probably not supposed to be violet. This is only 1 off from white, so white was probably intended here.

Black bronze is down as being Tan. I think that's much too bright for Black Bronze. It's only 1 off from Dark Taupe, which is probably the intended value.

Rose gold is down as Pale Chestnut. I'm going to increase it by 1 to Pale Pink.

Bismuth is down as a dark blue. Vanilla has it as very purple. It looks like real life Bismuth is kind of rainbow colored. I don't know. I'm going to set it to its state color of Heliotrope unless maybe someone has another idea.

Bismuth Bronze is a dark green, but it's yellow in vanilla with a state color of Tan. There's nothing adjacent to Dark Olive that would appear to be the intended value. I guess I'll set it to the state color of Tan. Maybe it should be more yellow, but probably not more yellow than Gold.

Stay tuned for next color analysis in which I review Gem Colors. There are so many Gems in this game.
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.05 - updated 07th March by Novaris
Post by: Meph on April 07, 2021, 02:16:33 am
That's not right. They should all be very close to their original colors. Between tileset updates, DF updates, twbt updates and different people updating different versions, the TWBT color setup must have broken, which is as easy as adding a single object with the COLOR token in DESCRIPTOR_COLOR.

Ingame it mostly looks fine, except for the stark purple/lime of electrum and sterling silver.
(https://i.imgur.com/eftL4rD.png)

Quote
It looks like real life Bismuth is kind of rainbow colored.
If I add a specific bar sprite just for bismuth and use the _top.png, I could give it a preset coloration that looks full on rainbow. ;)

I just checked, bismuth bar in RL:

(https://lh3.googleusercontent.com/proxy/w6iG173viKQYtTtsP2vDEcniMMJZikzA9cF5BzQU1FRYshNGpWa7Tn0PqqewMsQjDsTy5D77GOQKgdtrkl-bPYo_YtD1AXqrhZbLc56DPA)

Bismuth crystals are rainbow colored:

(https://ae01.alicdn.com/kf/H1c0b3f0063e94e81b5e6041a889d8909Q.jpg)
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.05 - updated 07th March by Novaris
Post by: Novaris on April 07, 2021, 06:00:08 am
So does the current version of the tileset use the correct color file or did I screw something up?
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.05 - updated 07th March by Novaris
Post by: jecowa on April 07, 2021, 07:46:52 am
Maybe you were using the DF v0.34.11 version of descriptor_color_stamdard? DF v0.40 added 3 new colors which could possibly explain why some of your numbers seemed to be fine, some seemed to be off by 1, and some seemed to be off by 2.
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.05 - updated 07th March by Novaris
Post by: Rose on April 07, 2021, 06:29:43 pm
This is why it should be set by name, rather than number.

Edit: To clarify, TWBT needs this functionality, but doesn't.
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.05 - updated 07th March by Novaris
Post by: jecowa on April 07, 2021, 06:57:00 pm
I'm guessing it won't matter how TWBT or whatever allows these extra colors handles this once the graphics update is out. We are unlikely to be getting changes to descriptor color before then, so it'd be extra work for not much benefit.
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.05 - updated 07th March by Novaris
Post by: jecowa on April 10, 2021, 12:07:53 am
If we re-assign numbers to the Sand colors as if they had been originally coded for 0.34.11, then it seems to work out well and they come out as colors that match their names. (Yellow Sand goes from Fuschia to Gold and White Sand goes from Peach to Pearl). Doing the same for metals, though, does not work out so well. Maybe some of the metals had already been fixed prior to version 4.9? Do you think Electrum could have been intended to be #163 mahogany ▉▉▉▉▉▉▉ instead of #162 lime ▉▉▉▉▉▉▉? Maybe Electrum was overlooked in a previous fix of metal colors.

Sterling Silver is an interesting one. It's display color number #211 ▉▉▉▉▉▉▉ is high enough that it should need to be increased by 3 which would give it a new value of #214 ▉▉▉▉▉▉▉, but it looks to be only 1 off from the likely intended value of #212 ▉▉▉▉▉▉▉. Maybe you knew to correct by 2 for the 188+ numbers but didn't realize that #141 had also been added? That doesn't seem to make sense in all situations, though, with a few metals with color values of 141 or higher that seem to have correct color values, such as Silver (#196 ▉▉▉▉▉▉▉) and Pig Iron (#161 ▉▉▉▉▉▉▉).

But if the 188+ numbers might only be off by 1 instead of 3, then maybe doublecheck those Sand color values that are 188 or higher.

   Should Tan Sand be #200 (+0) tan ▉▉▉▉▉▉▉, or #201 (+1) dark taupe ▉▉▉▉▉▉▉, or #203 (+3) taupe ▉▉▉▉▉▉▉?

   Should Black Sand be #201 (+0) dark taupe ▉▉▉▉▉▉▉, #202 (+1) taupe gray ▉▉▉▉▉▉▉, or #204 (+3) purple taupe ▉▉▉▉▉▉▉?

   Should Red Sand be #190 (+0) russet ▉▉▉▉▉▉▉, #191 (+1) rust ▉▉▉▉▉▉▉, or #193 (+3) scarlet ▉▉▉▉▉▉▉?

It looks like all these color changes happened sometime between Meph 3.0 and Meph 4.9 (Sometime between 2018-05-15 and 2019-03-03) in case that helps.

Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.05 - updated 07th March by Novaris
Post by: Novaris on April 12, 2021, 06:30:31 am
I would vote for +0/+0/+1 for the sand types to be honest

reasons:
https://thumbs.dreamstime.com/z/cacti-sand-desert-cactus-park-cacti-sand-desert-cactus-park-174109385.jpg
https://cdn.fodors.com/wp-content/uploads/2018/03/Black-Sand-Beaches-Black-Sand-Beach-Alaska-USA.jpg
https://cdn7.dissolve.com/p/D1234_1_435/D1234_1_435_1200.jpg
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.05 - updated 07th March by Novaris
Post by: jecowa on April 12, 2021, 07:50:45 am
Oh, #200 for Tan Sand would actually be (+1). I forgot I had already corrected that from #199 bright green. The dark gray kind of makes sense for Black Sand since it is also dark gray in vanilla. Even though it is probably only gray in vanilla due to not being able to put a black character against a black background. That would put every sand at +1, which would make sense if he corrected his old classic Masterwork-era color palette for the new #188 and #189 but overlooked the new #141.
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.05 - updated 07th March by Novaris
Post by: Novaris on April 16, 2021, 11:58:33 am
I changed now (in my personal version, not the official one)
SAND_TAN to 200,
SAND_YELLOW to 144,
SAND_WHITE to 178,
SAND_BLACK to 201 and
SAND_RED to 191
and it looks brilliant :) many thanks for your color table!
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.05 - updated 07th March by Novaris
Post by: Sevrin on April 18, 2021, 01:09:10 am
How do I disable the mouse in the meph launcher? If I try to turn it off in the .ini, the launcher just turns it back on. DFHACK doesn't seem to help either, and it's not an option (among other .ini options that can't be modified when using the meph launcher because it just switches them back to default)
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.05 - updated 07th March by Novaris
Post by: jecowa on April 18, 2021, 02:15:20 am
Type this into the DFHack Terminal window and press the return/enter key:
Code: [Select]
disable mousequery
To permanently remove it, delete your /Dwarf Fortress/hack/plugins/mousequery.plug.dylib file.
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.05 - updated 07th March by Novaris
Post by: Novaris on April 22, 2021, 01:09:16 pm
@jecowa
Since you seem to have a keen eye for details are there any other color changes you would recommend?
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.05 - updated 07th March by Novaris
Post by: vettlingr on April 23, 2021, 06:06:22 am
My domestics expansion mod adds 9 colors, which of 1 is used. This causes the additional colors twbt plugin to skew by +9. Copper which is usually 126 is found at 135, gold which is 143, is found at 152. All in all, it means that any mod that adds colors is not compatible with this feature. It can't easily be fixed post world gen either, the straight forward fix is to name the descriptor_color files in order so that descriptor_color_standard is the top file and first to be read.

The reason for the +1 skew in mephs is probably due to the addition of color eggplant a few versions back.
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.05 - updated 07th March by Novaris
Post by: Novaris on April 24, 2021, 03:16:24 am
Well the changes in the sand definitions were consistent with the +1 but I have the feeling that the gems are completely messed up. But it may be my misunderstanding of the COLOR tag as well thats why I am asking.

EDIT: nevermind, I overlooked the STATE_COLOR tag... doh!
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.05 - updated 07th March by Novaris
Post by: Rose on April 24, 2021, 03:36:58 am
Which file sets these colors? I want to fix this so it doesn't actually matter, but I'm not familiar enough with the tileset to know what's what.

aaaand 5 minutes layer I realize that the colors are not actually being loaded by TWBT at all, they're loaded by DF's normal raw loading.



....why was this done by modifying the display color instead of the state color?
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.05 - updated 07th March by Novaris
Post by: Novaris on April 24, 2021, 03:42:02 am
The colors are set in the inorganic_xxx.txt files.
inorganic_stone_soil.txt for all the sand, clay and dirt for example, inorganic_stone_gem.txt for the gems etc..
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.05 - updated 07th March by Novaris
Post by: Rose on April 24, 2021, 04:17:38 am
Yeah, it really should use [STATE_COLOR:ALL_SOLID:CHOCOLATE] or similar to do this, rather than messing with the display color.
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.05 - updated 07th March by Novaris
Post by: vettlingr on April 24, 2021, 02:03:38 pm
Yeah, it really should use [STATE_COLOR:ALL_SOLID:CHOCOLATE] or similar to do this, rather than messing with the display color.

I disagree, by limiting it to the color tag, you can't specify wether the color should be used as fg or bg.

As far as I can see, the colors for gems seems to check out.
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.05 - updated 07th March by Novaris
Post by: jecowa on April 24, 2021, 09:00:37 pm
Gem Colors, part 1

There's 127 gems in the game. 83 of them are edited with customized colors in this tileset.

An interesting thing about all the gem edits is that they were also given customized background colors. I don't believe the background colors are currently used for anything in the tileset, but Meph may have had plans to add highlights to the gems using the background color. There may be evidence of this with Bloodstone (https://www.gemdat.org/gem-7616.html) being customized to use a green foreground color with a red background color.
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.05 - updated 07th March by Novaris
Post by: Novaris on April 25, 2021, 12:51:18 pm
just wow, thanks!
Are you only checking the numbers in the color tag or also checking the state_color tag? it seems that state_color and color are not matching but the game seems to choose state_color over the color setting...
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.05 - updated 07th March by Novaris
Post by: jecowa on April 25, 2021, 01:14:20 pm
I'm looking for any color tags with 3 digit values.
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.05 - updated 07th March by Novaris
Post by: Meph on April 25, 2021, 02:25:32 pm
A more foolproof way of fixing this in the long run would be to either only use -top.png files with a nice premade color in photoshop; or to revert everything back to vanilla DF colors, without using the easily breakable TWBT setup.

That being said, it warms my heart seeing people working on and improving this :)
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.05 - updated 07th March by Novaris
Post by: Taom on May 07, 2021, 04:55:41 am
Hey Meph, Novaris!
With 1.5 version package launch getting series of of path errors:
"hack\plugins\original"
and "hack\plugins\twbt" later

(https://i.imgur.com/DGZlb6R.png)

People have same issues according to comments on dffd.
Any ideas?  ::)
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.05 - updated 07th March by Novaris
Post by: Novaris on May 07, 2021, 12:04:07 pm
I thought I fixed that. You get that message because the launcher expects a twbt.dll in a subfolder called "original" in the plugins of dfhack. If its not there, you get this error.
The fix is to create a folder called "original" in the dfhack/plugin path and just copy the twbt.dll in there.

EDIT: Fixed, V1.6 removed the issue
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.05 - updated 07th March by Novaris
Post by: Taom on May 07, 2021, 12:52:20 pm
Confirmed, that solves the issue.
Great, thank you!
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.05 - updated 07th March by Novaris
Post by: hedgerow on June 06, 2021, 02:28:08 pm
The animations really set it apart.  I used this tileset for a long time, and I can tell you the carpets make the difference.

Kinda sad; I don't think tile-based animations will ever be a thing.  Maybe if they track coordinates on events, huh?

I really don't know; the possibilities of Fun.
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.05 - updated 07th March by Novaris
Post by: lucotto on June 16, 2021, 08:52:34 am
Hi! First of all, thanks for your work, the tileset is amazing.
I have a couple questions: is there a way I can zoom out without having the game to become "blurry"?
Also, is it normale some sprites (like some dwarfs or animals) are on a black background instead of "merging" with the actual background?
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.05 - updated 07th March by Novaris
Post by: Meph on June 16, 2021, 09:50:03 am
Hi! First of all, thanks for your work, the tileset is amazing.
I have a couple questions: is there a way I can zoom out without having the game to become "blurry"?
Also, is it normale some sprites (like some dwarfs or animals) are on a black background instead of "merging" with the actual background?
Both of those are limitations of the dfhack plugin TWBT. Only way to fix it is to wait for future SteamDF releases, where I can make a tileset without TWBT.
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.05 - updated 07th March by Novaris
Post by: lucotto on June 16, 2021, 12:34:13 pm
Both of those are limitations of the dfhack plugin TWBT. Only way to fix it is to wait for future SteamDF releases, where I can make a tileset without TWBT.
Uh, I see. I can't wait to play the steam game then 😄 keep up the good work
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.05 - updated 07th March by Novaris
Post by: DeedsOfFlesh on July 22, 2021, 12:00:46 pm
Hello, meph! This is off topic i think and really sorry if this is against the rules or something, even the tilesets creator doesn't know why this is happening, but i downloaded Vettling 32x32 tileset (prepackaged) and installed the aeramore expansion to it. Everything is working fine i can create a world and play, all of the sprites are working except my dwarves are shown as the letter D and not what the mod advertises. The Aeramore expansion only affects the objects folder from raws and I don't really know why, can u help me out maybe? Again really sorry if this is not allowed
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.05 - updated 07th March by Novaris
Post by: Novaris on July 22, 2021, 12:47:56 pm
Can you share details on how you merged the mods together? just installing Vettling's and then copying the aeramore over it? or did you merge conflicting files?

I quickly mashed it together and all I can say is that the gfx work essentially out of the box:
(https://i.ibb.co/4jPrXhV/vettlingaero.png) (https://ibb.co/30BZjgC)

I think however I found the problem: the mod defines ALL CIVS to be playable in fort mode, so its not guaranteed that you get dwarves when starting a fortress (search for SITE_CONTROLLABLE and ALL_MAIN_POPS_CONTROLLABLE in the entities files). So I guess what happened is you just didnt get a dwarven fort.
You can simply check this by starting arena mode and create a dwarven creature, it should show the correct tiles. Then simply erase the two tags from all entities but MOUNTAIN to ensure you play as dwarves. I started a fort then and indeed the tiles were no dwarves but some sort of human creature instead confirming my suspicion.
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.05 - updated 07th March by Novaris
Post by: DeedsOfFlesh on July 22, 2021, 03:02:26 pm
Yes, i just installed vettling and put aeramods files inside

And you're saying that i didn\t select a dwarven civilisation from embark? ill test this right now yeah.................... yep, yep, you are correct and i\m feeling extermely stupid right now :D thank you very much, man!

Can u possibly give me a guide on how to add sprites for creatures maybe, i really wanna contribute somewhere or do something atleast! My little brother is a programmer so u dont really have to go too deep in the details, i'll i guess just be adding stuff in for the missing aera mod creature sprites.... But anyway I was rushing the *test* of my dwarf forterss and completely imssed the cfact that i could've been playing a difrent civ, thank you!
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.05 - updated 07th March by Novaris
Post by: Schmaven on October 05, 2021, 08:13:02 pm
I changed now (in my personal version, not the official one)
SAND_TAN to 200,
SAND_YELLOW to 144,
SAND_WHITE to 178,
SAND_BLACK to 201 and
SAND_RED to 191
and it looks brilliant :) many thanks for your color table!

Where were you able to change the color values? 

For a couple versions at least, my yellow sand has been more magenta than yellow.  I normally don't embark in areas with sand, so it didn't really bother me that much until I had a patch of it right at the main entry of a recent embark:
Spoiler: yellow sand (click to show/hide)

I tried changing the SAND_YELLOW values from the inorganic_stone_soil.txt file from the LNP>graphics>Meph>raw>objects directory from
Code: [Select]
[INORGANIC:SAND_YELLOW]
[USE_MATERIAL_TEMPLATE:SOIL_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:yellow sand][DISPLAY_COLOR:145:7:0]158:7:0[TILE:141]
[SOIL][AQUIFER][SOIL_SAND]
[SOLID_DENSITY:1710] SCS = 90/5/5
to
[STATE_NAME_ADJ:ALL_SOLID:yellow sand][DISPLAY_COLOR:204:185:0]158:7:0[TILE:141]
and also
[STATE_NAME_ADJ:ALL_SOLID:yellow sand][DISPLAY_COLOR:204:185:0]204:185:0[TILE:141]

And it remained unchanged even after generating a new world.
Spoiler: fresh yellow sand (click to show/hide)

I'm probably just too tired right now, but I looked through the LNP files a few times and didn't see much else I could tweak for how yellow sand is displayed.  (My regular sand is more of a lime green, so I'd like to potentially adjust other colors too)

I was looking through the descriptor_color file, and the color codes in question there appear to be accurate when I plugged a few into paint.
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.05 - updated 07th March by Novaris
Post by: Novaris on October 09, 2021, 03:40:33 am
I can share the files as I currently use them but beware, there are a few changes (like platinum being able to be turned into thread) as I modified the game in addition. But you can extract the color information.

https://ufile.io/ktiuxqbz
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.05 - updated 07th March by Novaris
Post by: Schmaven on October 09, 2021, 09:40:27 am
I can share the files as I currently use them but beware, there are a few changes (like platinum being able to be turned into thread) as I modified the game in addition. But you can extract the color information.

https://ufile.io/ktiuxqbz

Thank you!  I had to generate a new world for the color changes to take effect.  I didn't realize before that the first number in the series was referencing the color palette.  I noticed you made some changes to the second number of the 3 for a few items as well, but I don't need to get too deep into the inner workings of what does what in there.

Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.05 - updated 07th March by Novaris
Post by: Hans Lemurson on October 13, 2021, 03:51:58 pm
Having been annoyed by the imperfect version of this tileset provided by the Newb Pack, I downloaded the latest Meph launcher.

I encountered a few...surprises when starting a new game:
-the embark screen is cluttered up with 20 different breeds of dogs (making menu navigation a pain),
-gold is a weapons-grade metal,
-sheep-leather is now...sheep fur
I thought this was just a graphics set, but apparently there are some mods installed by default?

Any way to fix these changes?  Any other surprises I should be aware of?  I'd been hoping to just play a normal game, but be able to enjoy Meph's graphics in their full beautiful glory.
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.05 - updated 07th March by Novaris
Post by: Schmaven on October 13, 2021, 04:45:50 pm
Having been annoyed by the imperfect version of this tileset provided by the Newb Pack, I downloaded the latest Meph launcher.

I encountered a few...surprises when starting a new game:
-the embark screen is cluttered up with 20 different breeds of dogs (making menu navigation a pain),
-gold is a weapons-grade metal,
-sheep-leather is now...sheep fur
I thought this was just a graphics set, but apparently there are some mods installed by default?

Any way to fix these changes?  Any other surprises I should be aware of?  I'd been hoping to just play a normal game, but be able to enjoy Meph's graphics in their full beautiful glory.

Despite the issues with the LNP version of the tileset, I still think it's the most graphically pleasing 1 to use.  I think the Meph launcher also has changes to allow tapestry style decorations too, and likely other bits that I'm not aware of, so it might be easier to try and extract the tileset from the launcher rather than convert the launcher to a pure tileset.  Although if it's just vanilla-izing the animals / materials arrays, but leaving the other modifications modified, that might be the simplest option.
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.05 - updated 07th March by Novaris
Post by: Novaris on October 14, 2021, 02:51:59 pm
I would agree that the dog expansion is a little weird :D but its easily avoidable by an option in the launcher or by simply deleting the file raw\objects\creature_db_dogs.txt
Gold became a weapon material as alternative to silver afaik, not generally lore-friendly I'd agree but not that much of an issue.
As for the naming: Meph's mod also include taffer's "DF Revised" mod, see here: http://www.bay12forums.com/smf/index.php?topic=161832.0
It changes how skin and fur is referred to and what animals yield what. Also body templates are changed.

If you "only" want to playt the tileset without the changes, download the barebone edition from the main post instead.
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.05 - updated 07th March by Novaris
Post by: Hans Lemurson on October 14, 2021, 03:38:27 pm
Yeah, I deleted the dogs.  There are already too many different kinds of meat an leather, why would you add more?  That's like having separate entries for 4 different kinds of millet, or 20 nearly indistinguishable varieties of wood.  Who would do that?

I do actually think that some of the changes are fine, it's just that I was worried that there might be some other surprises lurking in the raws.  I didn't want to run into some show-stopping annoyances after having committed to a fort.

In the raws, inorganic_metal.txt did have some lines at the end of gold saying: NO_DECORATIONS!ITEMS_WEAPON]
Does this mean that if the "decorations" mod is off, that gold will be weapons-grade?  Or am I reading that backwards?

Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.05 - updated 07th March by Novaris
Post by: Novaris on October 14, 2021, 03:59:19 pm
Off.. as long as it says !ITEMS_WEAPONS] there should be no golden weapons. The launcher replaces it then with [ITEMS_WEAPONS] to create them during world generation.
You'd have to ask Meph why this is tied to the decorations extension :D
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.05 - updated 07th March by Novaris
Post by: Hans Lemurson on October 22, 2021, 03:59:37 am
I was just noticing that it was a bit odd that my Bismuth Bronze equipment was being rendered as darker than the Regular Bronze ones.  I remember Bis-Bronze as being shown as a golden color.

This took me down a rabbit-hole to discussions earlier in this thread pointing out that color-errors are strewn throughout the materials!

Materials are assigned colors based on a number that points to a list of colors in alphabetical order?  :o
That seems like a system just asking to break...and apparently it did.

Hmm...I'd been wondering why I had blue fire-opals...

Jecowa did a good job of documenting this and proposing a lot of fixes.  I can in principle just modify the color info in my raws, but is it possible to actually fix this for the Graphics Mod as a whole?  I know Meph is busy with important stuff.

Other question related to the mod: My materials list is littered with entries like "NSEW Table", but I was sure I'd turned decorations off.  Is there any way to fix this in my current save?  I'd hate to lose it to raws corruption, but it also makes "cut gem" orders very annoying.
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.05 - updated 07th March by Novaris
Post by: Novaris on October 23, 2021, 02:13:17 am
I noticed this as well and modified my own version of the mod to be more consistent with the colouring, especially with the gems and metals. But its personal taste imo so if you find one that does not match your expectations, change it :)

As for the updates I would suggest posting this in the official tileset subforum as a feature suggestion, I am sure Meph will see it and react to it there.
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.05 - updated 07th March by Novaris
Post by: Meph on October 23, 2021, 07:12:47 am
Quote
Other question related to the mod: My materials list is littered with entries like "NSEW Table", but I was sure I'd turned decorations off.  Is there any way to fix this in my current save?  I'd hate to lose it to raws corruption, but it also makes "cut gem" orders very annoying.

Unfortunately you'd have to delete the raw entries to get rid of those. Which would require a new save game. :/

Quote
As for the updates I would suggest posting this in the official tileset subforum as a feature suggestion, I am sure Meph will see it and react to it there.

I'm not here as often as previously, still waiting like everyone else for the Steam release. If I would have known from the start how long it would be, I would have updated the tileset and mod more often ^^
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.05 - updated 07th March by Novaris
Post by: Novaris on October 23, 2021, 02:03:38 pm
I'm not here as often as previously, still waiting like everyone else for the Steam release. If I would have known from the start how long it would be, I would have updated the tileset and mod more often ^^

Does this mean we can expect some updates in the near future? :P
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.05 - updated 07th March by Novaris
Post by: vettlingr on November 04, 2021, 10:47:56 am
I've retouched a lot of the creature sprite sheets for this tileset and tried to retrace some missing credits. Like the bird_new and bird uses sprites from Neorice and Paul Robertson, yet I could not find their names in the credits.

Otherwise I've fixed a lot of issues with child and adult sprites being the same size, sprites for zombies etc. I could post a pack here when I get the time. I would need to remove my own outline that my tileset uses, but that is in a separate layer in gimp so easy enough.

also, hello meph, long time no see ;)

Cheers
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.05 - updated 07th March by Novaris
Post by: Novaris on November 04, 2021, 04:22:50 pm
If you do I can compile a alternate version of the pack and add it to the download. I would love to see the new version you came up with
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.05 - updated 07th March by Novaris
Post by: vettlingr on November 05, 2021, 09:16:40 pm
If you do I can compile a alternate version of the pack and add it to the download. I would love to see the new version you came up with
You may find it interesting to include something like this too.
http://www.bay12forums.com/smf/index.php?topic=179206.msg8326776#msg8326776
I'm going to run it once per save and it fixes a lot of the new graphic stuff in 47.xx
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.05 - updated 07th March by Novaris
Post by: Novaris on November 05, 2021, 09:48:35 pm
Wow, I will definetly! Thanks!
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.05 - updated 07th March by Novaris
Post by: Meph on November 14, 2021, 02:46:39 am
Vettlingr I did answer your PM, but just be very clear: You are absolutely correct, I do use Denzis bones and nice bone-color-palettes that I found online. Both of which are free to be used according to their license. In my own, free, non-commercial tileset.
It is an impossibility that all are free-to-distribute licenses, maybe these two are, but I have looked over others which I know are not.

Also I know that you didn't draw anything yourself in your tileset, everything is ripped, stripped or jumbled/mishmashed together.

If Everything is from free licenses and nothing is original content:

It is not your work and it is not your tileset.

You can even claim it so don't even try

I think it would be better to continue this discussion here.

Just going to say that there is original content in there, but they main aim of this tileset was to give players the opportunity to play with Obsidian Souls and Dibujors 32x32 sprites. And there is a lot under the hood, with modding, that's original content from my end. It's not just the pretty pictures, which I prefer to take from open-source sites instead of drawing them myself (because it's quite frankly much less work and the quality is higher than if I do them myself), but it's about giving players accessability to those pretty pictures. Bugfixing and playtesting and wrangling with dfhack and twbt to get everything working in DF.
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.05 - updated 07th March by Novaris
Post by: Meph on November 14, 2021, 02:53:26 am
It's entirely possible that I missed giving credit to some sprites, because there are a lot, but usually I'm quite clear about where I got the sprites from.

The quote myself from the opening post:
Quote
The Meph tileset is the first graphical 32x32 tileset for Dwarf Fortress. It was born from my research about tilesets, finding old, abandoned 24x and 32x sprites by Dibujor and Obsidian Soul, both inactive since 2015. I thought that their sprites are too good to waste and started with them as a basis for a new tileset.

This tileset also uses some of Utkonos 24x creatures sprites for monsters, upscaled and smoothed to 32x, and a few of Dorens 24x machinery tiles. Thank you both! About 600 of the creatures are newly done in 32x. Vordak was so kind to make a new dwarf-spritesheet for this set, which is now included as well.

Or this one:
I made only about half the sprites myself, the other half I took from open-source/creative-commons material. The largest credit deserves Denzi.

Original artwork by:
Quote
Copyright/Attribution Notice:
DENZI部屋のドット絵フリー素材は、クリエイティブ・コモンズ・ライセンス (http://www3.wind.ne.jp/DENZI/diary/) に基づいて公開しています。 (CC-by SA 表示-継承) https://creativecommons.org/licenses/by-sa/3.0/ --- Medicine's crappy translation: "DENZI Room's pixel art (published at http://www3.wind.ne.jp/DENZI/diary/) is free material under the Creative Commons license (CC-BY-SA attribution, share alike) https://creativecommons.org/licenses/by-sa/3.0/"
Quote
OpenGameArt.org
Quote
www.spriters-resource.com
Quote
Stormbolts Angband Creature Set
Quote
Stephen "Redshrike" Challener
Quote
Jorge BF @ jbfproject
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.05 - updated 07th March by Novaris
Post by: vettlingr on November 14, 2021, 03:56:11 am
Wow, I will definetly! Thanks!
For the time being, i prohibit any of my content or derived content to be used with this mismatched "compilation" of tiles.

I have looked over the credits for this and the result is

Beyond abysmal.

I'm at a loss, since I have never seen anything this bad
Not only are there credits missing, the authors own original tiles are also non-existant.
99% of this "set" is borrowed from other sources. I guess it was only a matter of time til I found out.

In all my years of sprite artistry I have never seen anything that is close to this magnitude

It is impossible that all the sources I have accumulated from this have a free-to-distribute or a patreon-donation license. I've actually found a few that would not allow it.

Absolute madness.

It's entirely possible that I missed giving credit to some sprites, because there are a lot, but usually I'm quite clear about where I got the sprites from.

The quote myself from the opening post:
Quote
The Meph tileset is the first graphical 32x32 tileset for Dwarf Fortress. It was born from my research about tilesets, finding old, abandoned 24x and 32x sprites by Dibujor and Obsidian Soul, both inactive since 2015. I thought that their sprites are too good to waste and started with them as a basis for a new tileset.

This tileset also uses some of Utkonos 24x creatures sprites for monsters, upscaled and smoothed to 32x, and a few of Dorens 24x machinery tiles. Thank you both! About 600 of the creatures are newly done in 32x. Vordak was so kind to make a new dwarf-spritesheet for this set, which is now included as well.

Or this one:
I made only about half the sprites myself, the other half I took from open-source/creative-commons material. The largest credit deserves Denzi.

Original artwork by:
Quote
Copyright/Attribution Notice:
DENZI部屋のドット絵フリー素材は、クリエイティブ・コモンズ・ライセンス (http://www3.wind.ne.jp/DENZI/diary/) に基づいて公開しています。 (CC-by SA 表示-継承) https://creativecommons.org/licenses/by-sa/3.0/ --- Medicine's crappy translation: "DENZI Room's pixel art (published at http://www3.wind.ne.jp/DENZI/diary/) is free material under the Creative Commons license (CC-BY-SA attribution, share alike) https://creativecommons.org/licenses/by-sa/3.0/"
Quote
OpenGameArt.org
Quote
www.spriters-resource.com
Quote
Stormbolts Angband Creature Set
Quote
Stephen "Redshrike" Challener
Quote
Jorge BF @ jbfproject

How does this even come close to being sufficent?? You are a developer, you have to be more professional than this!

Stormbolts Angband Creature Set - can't find it.
Which part of spriters-resource? because I sure can't find it.
Jorge BF @ jbfproject - Who/What is this?
Stephen "Redshrike" Challener - Which tiles?

Also there is still a lot missing.

You have to understand that this is your credability on the line. Not only is it extremely unclear what you actually did yourself. Recolours, refurbisments usually does not count. All your sprite sheet are jumbled as far as creators go with up towards ten different artists on each sheet, the only artist that consistently always seems to be missing is you. You shouldn't have your name anywhere near this.

I have actually been able to track down nearly all of your source material. And there are no tiles so far in this set that I can confirm even being made by you. EVERYTHING is the work of someone else.

And none of this even comes close how you have been basking in the work and talent of others while not doing anything yourself.

I've had to revise all my credits as well, but I am not going to leave you out when I update; because I know you did not make any of it. I may have to take down my tileset because of you.

I don't fancy you wiggling out of this. You have other similar controversies to your name. Figure people would learn after the first time?
While we are at it, may I remind you of the times you attempted to copy me??
https://preview.redd.it/si2ve19ui1571.gif?format=mp4&s=e9a4ba086feaf3047c0126aaf9637a736c554e62
https://i.redd.it/6sjafscr3au31.png
I thought it was fun and cute when you did it, but now I have never been more disgusted. Are you really that uncreative?

Instead of trying to salvage a sinking chip you could help me by telling me where these sprites come from:
(https://i.postimg.cc/MGdgc7pn/Stone.png)

but usually I'm quite clear about where I got the sprites from.
You got me fooled, most of reddit fooled and seems like you got toady and kitfox fooled too
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.05 - updated 07th March by Novaris
Post by: Meph on November 14, 2021, 04:23:46 am
(https://i.postimg.cc/MGdgc7pn/Stone.png)
Dibujor for the oven. As seen in the opening post of this tileset, the entire set is based on his and obsidian souls sprites. The wall, I don't remember. Probably a single tile from a 32x32 minecraft tileset, which I used as a base for the 16 variants above.

https://i.redd.it/6sjafscr3au31.png => That reddit post has your name in the title. As in "look, vettlingr-style walls".
https://preview.redd.it/si2ve19ui1571.gif?format=mp4&s=e9a4ba086feaf3047c0126aaf9637a736c554e62 => That's made by me, and I did lots of variations of that; the only thing it has in common with your set is that it has a light-color line on the top and uses a similar perspective. Than again, so do all 2.5D walls. I was looking at how prison architect and rimworld was doing walls when I drew those.

If you feel so strongly about it, I'll take the tileset down. I wouldn't want this to reflect in any way negatively to Tarns Steam release.

Quote
You are a developer, you have to be more professional than this!
No, I'm not. I'm a random dude who made some mods and hacked together sprites to work with TWBT in my free time.

Edit: Hope you are happier now.
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.05 - offline
Post by: Novaris on November 14, 2021, 05:08:09 pm
Following Meph's example I sadly have also taken down the 0.47.05 version of the tileset.
Title: XXMeph TilesetXX V5.5 (32x32) - 47.05 - Closed for Copyright infringement
Post by: vettlingr on November 14, 2021, 07:50:08 pm
Edit: Hope you are happier now.
No, I am not happy. The only thing that would make me happy is if I didn't have to do any of this in the first place.
Title: Re: XXMeph TilesetXX V5.5 (32x32) - 47.05
Post by: Ergzay on November 14, 2021, 10:14:27 pm
Edit: Hope you are happier now.
No, I am not happy. The only thing that would make me happy is if I didn't have to do any of this in the first place.

Thanks for ruining things for everyone.
Title: Re: XXMeph TilesetXX V5.5 (32x32) - 47.05 - Closed for Copyright infringement
Post by: Matrim_Cauthon on November 14, 2021, 10:59:08 pm
Edit: Hope you are happier now.
No, I am not happy. The only thing that would make me happy is if I didn't have to do any of this in the first place.
Good, wallow in misery.

There was a way to handle this with a good outcome, several. You decided to take the destructive route here over a hobby mod release not having perfect attribution. Meph has been straightforward and upfront about it's status and has shown nothing but good faith.

Enjoy the scorn of the community.
Title: Re: XXMeph TilesetXX V5.5 (32x32) - 47.05 - Closed for Copyright infringement
Post by: vettlingr on November 15, 2021, 12:37:11 am
Edit: Hope you are happier now.
No, I am not happy. The only thing that would make me happy is if I didn't have to do any of this in the first place.
Good, wallow in misery.

There was a way to handle this with a good outcome, several. You decided to take the destructive route here over a hobby mod release not having perfect attribution. Meph has been straightforward and upfront about it's status and has shown nothing but good faith.

Enjoy the scorn of the community.

this is well warranted and long overdue. 0% original content and uncredited sources and confirmed art theft should not be taken lightly.
He is not straightforward, he is deflecting and vague, a trait that put him in this mess.

I will gladly embrace any scorn from any community member who endorses credit theft and license violation.

Other people who have distributing this may also be libel because of the non-redistribution licensed textures it includes.
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.05 - offline
Post by: Cloughmonster on November 15, 2021, 04:18:25 am
Vettlingr,

This graphic pack always claimed to be an amalgamation of other people's work. What Meph did was bring this together into one package that allowed people with more limited skills, such as myself, to access a comprehensive Tileset.

In short, it enhanced my enjoyment of a game I played. It was a fan project created for consumption by other fans.

Some sprites may not be properly accredited. I honestly don't know what the referencing standards for this are, though by looking at your own tileset I see very little difference. Such is the state of free fan creations in general. You have obviously looked into where many of this came from, but instead of using the information to provide credit and improve this tileset, you have instead focused on the possibility some aren't licenced for this use, yet have provided no evidence regarding this.

As for your claim that this reflects poorly on the commercial release, ridiculous. To draw conclusions about a commercial project based on an old community project is inane. As for others being liable (what I assume you mean by libel) that is frankly ridiculous and you yourself would be just as heavily liable, perhaps more so given you obviously believe the work to be discredited yet still use it.

Now, this is gone, a piece of the continued history of Dwarf fortress has been removed from circulation due to your accusations. Did you decide that if you weren't the tallest tree in the forest of creators that you'd chop down those taller than yourself instead of growing?

I will miss this pack, but at least you got to burn the community and feel like you are some moral crusader.
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.05 - offline
Post by: vettlingr on November 15, 2021, 05:00:28 am
Vettlingr,

Some sprites may not be properly accredited. I honestly don't know what the referencing standards for this are, though by looking at your own tileset I see very little difference. Such is the state of free fan creations in general. You have obviously looked into where many of this came from, but instead of using the information to provide credit and improve this tileset, you have instead focused on the possibility some aren't licenced for this use, yet have provided no evidence regarding this.
That because my tileset does not use textures with a non-redistribution license behind a 25$ paywall. such as the ones meph must have procured from Celianna. Its proof he did swipe sprites outside of any creative commons too
Full license:
"Can only be used in RPG Maker VX and RPG Maker VX Ace, and in NO other game engine. Can not be redistributed or sold as-is. Can be edited however you want. Edits cannot be redistributed. Only for non-commercial usage. For commercial usage, visit the products tab to buy a commercial license."
This author is not credited at all.

You need to understand, that if there is a few knicks and knacks in the credits, that is usually alright. But when a lot of authors are completly omitted in a tleset with 0% original content. You have a whole nother issue.

So far I've gotten
Neorice would like you to know that not crediting him is theft and wants his assets removed.
Cheynezz says that by not crediting her in the finished product, you are committing theft of her assets and wants them removed.

>that is frankly ridiculous and you yourself would be just as heavily libel
Which is why I am outraged, what did you figure??

All you trying to paint me as a villain will only bring more fuel to the fire. This had to be taken down because:
1. I found license violations.
2. I found uncredited work.
3. it lacks original content.
4. It is impossible to account for all sprites.
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.05 - offline
Post by: voliol on November 15, 2021, 06:35:39 am
I feel this is a shame. What parts of it? That this tileset was taken down? That Meph used unattributed sprites, including ones restricted by copyright, and claimed to have made sprites he didn't (possibly, there are conflicting claims and as a third party it's difficult to ascertain anything)? That these kind of copyright issues exist to begin with restricting the access to and natural propagation/remixing of culture? Probably all of the above. In any case, I trust that someone somewhere has saved the Meph Tileset, so it isn't lost to time.
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.05 - offline
Post by: Novaris on November 15, 2021, 03:47:18 pm
I have to agree with vettlingr on his opinion. Even though I hate to see this tileset removed for the moment as I like to play it it would be unfair to offer this tileset without properly crediting its originators. Some may not agree with their art being used in another tileset or may now be pissed, others may be hard to track down. I remember a similar situation with one of the largest tileset collections in CDDA which also was taken down because of similar claims.

But please, don't give vettlingr a hard time for pointing out a mistake in the creation of the tileset. His course of action has merit and, instead of just spilling his guts in the forum, he got first in touch with Meph and myself so we can set the proper actions, which I respect. There may be the possibility to re-open the downloads if we ever figure out all the sources and remove the "not-essential" parts of the tileset which may be controversial, like the additional decorations which really does include art that is not free to use. However, as Meph stated, he does not have time for this as he is working on the Steam release so the future of this tileset lays in the dark.

That said, still I appreciate vettlingr reaching out to me as this may as well have saved my ass from a potential copyright claim so you have my gratitude for this.

To say it the dwarven way:
Vettlingr smashes the download of the Meph tileset with his valid claims.
The download of the Mepth tileset gives into the pain.
... but it may not have died yet ;)
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.05 - offline
Post by: Rose on November 15, 2021, 06:12:18 pm
Yeah, probably the right thing to do at this point, which will be hard unless records were kept, would be to go through everything and remove anything that doesn't have a verifiable open license.
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.05 - offline
Post by: Enemy post on November 15, 2021, 10:01:42 pm
I was thinking, the really significant part of the Meph Tileset isn't necessarily the artwork that can't be used, but the underlying code. Could the pack be remade with the same code, but clean art?
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.05 - offline
Post by: jecowa on November 15, 2021, 11:06:44 pm
I was thinking, the really significant part of the Meph Tileset isn't necessarily the artwork that can't be used, but the underlying code. Could the pack be remade with the same code, but clean art?

I think there's other packs that do that. Meph's tileset is very comprehensive, so it's often used as a template for new ones.

What parts of it?

I don't know what all parts, but I noticed the brazier, gold floor, and background of the wooden stairs were all part of it. The brazier and gold floor tiles, however, are only used with the modded content portion of Meph's tileset, and are unused in vanilla, so those can be safely deleted for users playing vanilla. And the wooden stairs could be adjusted to not use that background. The biggest hurdle in attempting to remove non-free tiles is figuring out which tiles are non-free.
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.05 - offline
Post by: Meph on November 16, 2021, 02:47:48 am
I already said it on Reddit, but I wanted to post it here again: Please don't harass vettlingr. I'm not a big fan of his choice of words, but I can't argue with the content. I did just download sprites from google without knowing anything about the authors or licences when I started this, nor did I keep a list of all the credits/sources around. In fact, I haven't ever heard some of the names he quotes, so when he mentions Aurora R or Cheynezz I'm a bit at a loss; I don't even know who to give an apology to. There is a Cheynez on deviantart, who doesn't have any pixelart, and a Cheynezz on pinterest who does make-up(?), but I can't find any pixelart-related Cheynezz.

I talked to Neorice, who is very understanding, partly since he did similar things when he started out doing pixelart.

The code behind it is all me; or by people that wanted their mods in here, like the dogs by brolol.404; or that were requested by players and given with permission by the author, like the Revised mod.

A large amount of sprites are exclusively for modded content. I used Roses building-change script to change sprites on buildings. Technically it changes the building, but hey, it worked. That's most of the sprites that are apparantly only for rpg maker stuff that I put in there in 2016. So if you do a vanilla tileset without the mod content; you automatically get rid of most of that.

The vanilla DF creatures are mostly Obsidian Soul/Dibujor, used with permission, with me having done the zombie variants and all the profession/noble variants.

I'm not sure if it's worth it to salvage it using TWBT right now. It will be much easier to make a tileset like this once the SteamDF version is out. Than again, I've been saying that for years, which is weird.

Quote
this tileset removed for the moment
It's not for the moment as far as I'm concerned. Me from today and me from several years ago wouldn't do things the same way. If I were to recreate this tileset, it would be from scratch. Like I did when I redid MasterworkDF from scratch when DF migrated from v.34.11.
Title: Re: XXMeph TilesetXX V5.5 (32x32) - 47.05 - Closed for Copyright infringement
Post by: ldog on November 16, 2021, 07:39:21 pm
Edit: Hope you are happier now.
No, I am not happy. The only thing that would make me happy is if I didn't have to do any of this in the first place.
Good, wallow in misery.

There was a way to handle this with a good outcome, several. You decided to take the destructive route here over a hobby mod release not having perfect attribution. Meph has been straightforward and upfront about it's status and has shown nothing but good faith.

Enjoy the scorn of the community.

Yeah, really. What a douche. This is non-commercial usage.
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.05 - offline
Post by: Meph on November 17, 2021, 12:40:24 am
Don't call him a douche please.
Title: Re: XXMeph TilesetXX V5.5 (32x32) - 47.05 - Closed for Copyright infringement
Post by: Rubik on November 17, 2021, 01:50:10 pm
Edit: Hope you are happier now.
No, I am not happy. The only thing that would make me happy is if I didn't have to do any of this in the first place.
Good, wallow in misery.

There was a way to handle this with a good outcome, several. You decided to take the destructive route here over a hobby mod release not having perfect attribution. Meph has been straightforward and upfront about it's status and has shown nothing but good faith.

Enjoy the scorn of the community.

Yeah, really. What a douche. This is non-commercial usage.

I mean you are aware meph has a patreon right?
the reaction of some people here is rather funny

You just have to laugh at stuff like ''enjoy the scorn of the community'', for example.
I think you'd all be surprised at how many people are of the same opinion as vettlingr but chose not to comment about it for peace's sake here
I for once barely use my account for posting, but Im a long time lurker, as many people

There definitely is a lot of people that love meph's content, it's expansive and overwhelming, just like the essence of DF when you think about it. but more than one person has been unhappy with how he deals with art made by other people, and...well that he has a patreon based, profiting from that

After all, you could find your way of using a shitton of mods at the same time, painstaikingly, without the use of a launcher, but you can't play modded content without the modded content itself, and that was made, atleast partially for someone else
if you ask for permission and get it? well who cares really, he's in the clear

has he got permission from everyone he has used content from though? and to profit from that on top of all that?
it is serious matters when you ponder about it
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.05 - offline
Post by: vettlingr on November 18, 2021, 02:03:34 pm
The following was requested by Novaris

I would like you to know that I have been working on an index that could help reclaim a some of this tileset. I have also been in contact with many of the artists that were uncredited, and have gotten permission to use their tiles if their credits are easily accessible and present. Rebuilding this is by no means an easy task. One suggestion is to scale down, the other is to rebuild from the ground up.

What gets a bit iffy is whether edits of some sprites are allowed, usually edits are quite difficult to credit, especially when they are stitched together with parts from another tileset from another author by another author. It's often necessary to edit some borrowed assets, usually recoulors or strctural textures, to make them "fit" better with the rest. Example

Wooden walls by Hyptosis
Fungal walls made from Wooden walls by hyptosis edited with parts from ? and ? by ?? ?
There are way too many issues like the example above.

Some features may have to go, others replaced. And there are still a lot of tiles I cannot find, mainly from The-spriters-resource. I have no idea how to go about it, unless there are some of you who can recognise sprites from old games.

You should know that I did not act out of my own accord alone. A lot of people have confided in me with similar views with varying degrees of severity. While I believe the truth lies somewhere inbetween, there are a lot of points and issues that causes the kettle to blow over. I won't go over the reasons here, as it would ruin the point of this post.

I have a few suggestions that will help benefit all parties to make sure that this will not happen in the future.

- It's my opinion that Community driven content containing 3rd party assets should not be under the flag of a single author. A simple rename to "DF Community Tileset" would solve a lot, and would even encourage contributors. This also fixes the OC issue, as it will be regarded as a collaboration.

- Try to keep single artists assets to separate sprite sheets, otherwise indexing sprites turns into bureaucracy.

- Easily accessible Credits containing artists name, name of asset, artists website and where the asset is found.

- Updates and promotions should contain links to source material.

- Edits are a can of worms. I have no idea how to go about it, and neither does the broader consensus. I would like to propose a temporary solution where edits are listed in separate edit credits.

There is a plurality of wonderful assets across RPG maker, minecraft communities and other similar gaming communities you sometimes can use freely if everything is attributed right. I can't stress enough how beneficial it is to keep a good register of assets once you get the hang of it. Not only does it do the artist justice, it is also easier to look up new assets one would like to use in the future. Keep in mind that certain artist permissions for RPG maker may be problematic however (https://forums.rpgmakerweb.com/index.php?threads/resource-pack-licensing-and-use.35992/)

I'd like to propose a core with Obsidian Soul, Dibujor and Vordak, extended with Denzi and Dokucraft.
Furthermore, I have heard back from a few authors that will make an exception if credited properly.
Note that this is probably by no means the entirety of artists, but only some of them I was able to identify.
Full list of uncredited Authors (not limited to)
Hyptosis
 - Wooden walls, fungal walls (edit), marble walls (edit)
Website (https://hyptosis.newgrounds.com/)
Anevis/Ceynez
 - Armors and weapons
Old Deviantart (https://www.deviantart.com/anevis)
New Deviantart (https://www.deviantart.com/caynez)
I'm sure you know Neorice by now
- Birds and food among others.
Website (http://www.neorice.com)
Clint Bellinger
- Gems
Website (http://clintbellanger.net/)
Redshrike as mentioned earller
- Subterrainean creatures mostly
Ivan Voriol
- Hedges
And possibly others

Rpg Maker Artists (see caveat above)
Ayene-chan
 - a lot of the paved tiles
Candy Coded Response
 - Acts from a RPG maker VX ace license.
PandaMaru
 - Sphinx
Celianna etc. -remove
And possibly others

Other games
Walls from Warcraft II
Clay walls from Prison Architect
And possibly others, castlevania??

If someone would like to take up the mantle and untangle this and salvage what can be, this should help get you started.
I would prefer minimal involvement from my own side, although I can provide some advice, pointers and a few tricks, but I intend to take a long break now until I can figure out what to make out of all of this.

I'll throw in a few parting words:
Meph, you are great at raw editing, modding and all that. I am ever thankful and grateful for all your help, advice and tricks you've taught me. But god I wish you could credit properly and consistently! You have lots of things to be proud of that are way more significant than being a tileset 'genius', you've been all over the world, and experienced more than most people would do in a lifetime. That being said, I'm still incredibly confounded to what to make out of all of this.
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.05 - offline
Post by: Meph on November 18, 2021, 06:16:59 pm
I stick with what I said about it being easier to rebuild from scratch rather than try to remove what's possibly not allowed, be it licencing or not being able to edit. Pretty much everything has to be edited to work with DF, even if it is just transparency or colors. On top of that you have to consider that the tileset raws are interlinked with the launcher code... I have to change the code and compile it in VB every time some major change happens. Starting with a clean vanilla install and no launcher would be much, much simpler.

Hyptosis walls: Those I got from here: https://opengameart.org/content/lots-of-free-2d-tiles-and-sprites-by-hyptosis

Quote
Anevis/Caynez
 - Armors and weapons
Anevis! I did ask and got permission from them for the armor/weapon sets. May 16, 2018, on Deviantart. I first posted a mock-up with them here, and after it worked, approached them: http://www.bay12forums.com/smf/index.php?topic=161047.msg7752332;topicseen#msg7752332 Though I never did send them another message after that first one, since I only made a deviantart account to write them once.

I don't have anything from Prison Architect in there. Warcraft II yeah, which I did mention multiple times, including:
Quote
Credits: The flux walls, just like to upcoming obsidian walls, are from Blizzards Warcraft Il. All rights reserved. I hope they don't mind me using these 23 year old sprites, since I do love Warcraft Il and its style.

Which is a great example for you, about how much I know about licensing or how much people here cared. I just said "I hope this is fine, lets do this!" and those sprites have been in the tileset from 2017 on and no one did bat an eyelash at that fact, even though I explicitily mentioned 7 times in this thread that those are from Warcraft II. Plus a couple of times on Reddit.

Castlevania.... Not sure, I don't think so.If yes, then not intentional. But there is Teenage Mutant Ninja Turtles, a Spiderman/Megaman homage, Legend of Zelda:A link to the past, Lufia II, and of course the Narwhal from https://www.newgrounds.com/portal/view/484667  All intentionally put in as little easter eggs for people to stumble over because I like the original medium or because people might find it amusing. Sponge-men are literally Spongebob. And the hedgehog-men... Sonic. It's not like I've been subtle about it. Those pop up in webcomics, pop culture and satire all the time.

The rpgmaker things are almost exclusively for modded content like decorations. It's easy to remove them without affecting the rest of the tileset.

Quote
I'll throw in a few parting words:
Meph, you are great at raw editing, modding and all that. I am ever thankful and grateful for all your help, advice and tricks you've taught me. But god I wish you could credit properly and consistently! You have lots of things to be proud of that are way more significant than being a tileset 'genius', you've been all over the world, and experienced more than most people would do in a lifetime. That being said, I'm still incredibly confounded to what to make out of all of this.
... Thanks... I guess? I mean, thank you, it's clear that you are much calmer now and not as super confrontational as a few days ago. I just never took licencing seriously, hence why nothing I created for DF over the roughly 2000h of work and 9 years of time, is behind a paywall; and why all my mods are free to be used and taken apart by anyone. I couldn't fathom why it would be bad to take stuff from Google or opengameart. After all, they were images that anyone can access and download; and this is a mod that anyone can access and download. At the beginning I didn't think any further than that.

If it helps you understand how I came to that stupid idea of including things without licence (or rather to not even spend a thought about checking a licence in the first place): I once wrote a game developer directly. Real company with a very successful game, because I wanted to make a tileset using their art assets. They wrote me a very nice email back, saying that yes, I can use the assets, under one condition. And here is the kicker: That condition was to NOT give credit. They literally told me that they are fine with me using the art; but they can't condone that officially, so I should just use it, don't tell anyone I got the permission, and ignore everyone who told me that I'll get sued, because only the developers could sue me and they told me that they wouldn't. Essentially they said "as a company we can't allow that, but as private people we think it's cool, go for it".

I never ended up making that specific tileset because I was too busy, but... yeah. I know three game devs: Tarn/Bay12, a free game with a modding community that borrows from each other all the time; that company described above; and Kitfox, who hired me to make a tileset even after I told them that I'm not a pixel artist and that it's just a hobby for me, with them unable to use my tileset since it's based on sprites by someone else.

That, plus the near 100k downloads/5years without anyone caring about the sprites used. Like I said in a post earlier, it never occured to me that it's a big deal, I thought that it technically exists but is not enforced or cared about much, like jaywalking. This is not intended as an excuse, just an explanation that might help you understand my point of view.
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.05 - offline
Post by: Putnam on November 21, 2021, 03:34:41 am
Yeaaaahh, if I had known years ago I probably would've warned you in private, even during the peak of my sour grapes years. I've always taken licensing very seriously, to the point where I basically straight-up left a fanmusic group because they were too cavelier about proper copyleft behavior.

I'd kinda describe it as sad but not unexpected, but it's not really the same nature as the masterwork-related drama, because Dwarf Fortress raws are far less clear in their copyright status than art. As best I can tell, since the source is the work, it's kinda enforced open source, but the raw files include a license now (which is basically an uber-basic "i waive all rights") for a reason, and I license all my own raws similarly for the same reason, which is that ambiguity is very bad. But first you have to knowthat, I guess.
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.05 - offline
Post by: Cruxador on November 22, 2021, 07:12:49 pm
That, plus the near 100k downloads/5years without anyone caring about the sprites used. Like I said in a post earlier, it never occured to me that it's a big deal, I thought that it technically exists but is not enforced or cared about much, like jaywalking. This is not intended as an excuse, just an explanation that might help you understand my point of view.
Five years ago, that viewpoint was more true than it is today, and five years prior it was more true still. The world changes as we get older, and the internet is changing too.

That said, I definitely encountered people (talking in more relaxed settings than bay12forums) who felt a bit sour at the level of respect you showed to other people's work even several years ago.
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.05 - offline
Post by: stroppycarpet on November 23, 2021, 05:39:24 am
That because my tileset does not use textures with a non-redistribution license behind a 25$ paywall. such as the ones meph must have procured from Aurora R. Its proof he did swipe sprites outside of any creative commons too
Full license:
"Can only be used in RPG Maker VX and RPG Maker VX Ace, and in NO other game engine. Can not be redistributed or sold as-is. Can be edited however you want. Edits cannot be redistributed. Only for non-commercial usage. For commercial usage, visit the products tab to buy a commercial license."
This author is not credited at all.


Who is Aurora R? Do they have a link to a shop? What sprite of theirs was copied? Out of all the accusations this is the most pressing one. I would say that at this point you have an obligation to the community to back up this claim. Regardless of whether the tileset was taken down.
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.05 - offline
Post by: Ergzay on November 23, 2021, 01:19:15 pm
Hey Meph, it'd be great if you defended yourself a bit more, there's a lot of people on other sites (Reddit) that are lying about a lot of things and claiming you explicitly stole artwork or other horrible things when you did in fact not do any of that.
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.05 - offline
Post by: ANickel on November 23, 2021, 01:24:29 pm
These are in _Meph_decorations.png: https://pixanna.nl/materials/celiannas-parallax-tiles/interior-tiles/ I think this is what he was referring to when he mentioned the RPGmaker tiles. I really doubt Meph paid the $30 just to use those sprites that are present there. https://i.imgur.com/agYxqPO.png The terms of use are right up at the top in clear font:

"Can only be used in RPG Maker VX and RPG Maker VX Ace, and in NO other game engine. Can not be redistributed or sold as-is. Can be edited however you want. Edits cannot be redistributed. Only for non-commercial usage. For commercial usage, visit the products tab to buy a commercial license."
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.05 - offline
Post by: gchristopher on November 24, 2021, 02:35:51 am
Huh.

- Was upfront and admitted a mistake, even belatedly
- Respectful and considerate communication
- Taking steps to correct the issue, even if it's huge effort, instead of vitriol or rage quitting

Umm, this is still the internet, right? I'm confused, because this isn't how the internet is supposed to go...

My reaction was to join Meph's patreon just now.
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.05 - offline
Post by: Meph on November 24, 2021, 03:42:28 am
These are in _Meph_decorations.png: https://pixanna.nl/materials/celiannas-parallax-tiles/interior-tiles/ I think this is what he was referring to when he mentioned the RPGmaker tiles. I really doubt Meph paid the $30 just to use those sprites that are present there. https://i.imgur.com/agYxqPO.png The terms of use are right up at the top in clear font:

"Can only be used in RPG Maker VX and RPG Maker VX Ace, and in NO other game engine. Can not be redistributed or sold as-is. Can be edited however you want. Edits cannot be redistributed. Only for non-commercial usage. For commercial usage, visit the products tab to buy a commercial license."
Right... the thing is, I'd have to visit her website to read all that. Like I said multiple times, I made the mistake of starting out by just taking pictures from google image search, right-click, save. Which is why I didn't knew any of the licencing or even some of the names Vettlingr posted earlier. Over the time I noticed licencing and started posting credits and sources. The issues arise because I didnt retroactively remove the old stuff from 2016/17 after I learned that.

Ergzay: It's the internet. I can't and won't argue with the internet, nothing good comes of it. Regardless of how well I'd defend myself, I was in the wrong, and it's reasonable to take the tileset down. The kitfox thing I won't discuss in public because they requested that, but obviously the situation sucks for everyone involved.

Edit: I'm not sure if I should leave this thread open... the tileset is gone. Do you guys want to keep discussing things here?
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.05 - offline
Post by: Novaris on November 24, 2021, 04:55:04 am
I would think all is said about this for the moment. If we ever find a way to re-share the tileset you made it clear its not going to be "yours" any longer and would anyway require a new thread.
I vote to close it.
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.05 - offline
Post by: Raul on November 24, 2021, 11:12:55 am
I also vote for closing it. A new thread for a possible future version of the tileset would probably be for the best.
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.05 - offline
Post by: Taffer on November 26, 2021, 12:43:50 am
Apparently controversy happened? For what it's worth, I was absolutely on board with Revised (mod, not art) being included and consider my contributions to that mod public domain. Hopefully people don't see this as a reason to stop collaborating on raw file editing (http://wryemusings.com/Cathedral%20vs.%20Parlor.html).
 
To be clear I'm referring very specifically to the raw file edits here, I agree with vettlingr about the art.
Title: Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.05 - offline
Post by: Meph on November 30, 2021, 07:49:52 am
Alright, I'll lock it. Goodbye thread.