Bay 12 Games Forum

Dwarf Fortress => DF Modding => Tilesets and Graphics => Topic started by: Lockyy on July 08, 2014, 04:13:16 pm

Title: Using Pheobus 0.34 with DF2014
Post by: Lockyy on July 08, 2014, 04:13:16 pm
*** Now out of date, go to http://www.bay12forums.com/smf/index.php?topic=137096.0 for an up to date version of Pheobus ***

So I was impatient to use DF2014 with Pheobus and tried the old version of the tileset out with the new version of Dwarf Fortress.

Initially trees were not working correctly so I fiddled with it a bit and got it working. I've packaged the result up with Pheobus installed and working nicely with trees.

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

Spoiler (click to show/hide)

The tileset assembler is included and worked perfectly for me.

The problem was overwriting the new RAWs with the old ones included in Pheobus, also running the init modifier bat broke things as well.

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

All credit goes to Pheobus http://www.bay12forums.com/smf/index.php?topic=137096.0 (http://www.bay12forums.com/smf/index.php?topic=137096.0) for the tileset. Just wanted to post this in its own thread so it didn't get buried in the Pheobus thread and people checking in can get started right away. I'll label this post as out of date as soon as Pheobus gets a proper update.
Title: Re: Using Pheobus 0.34 with DF2014
Post by: sackhead on July 08, 2014, 10:52:18 pm
Good job
Title: Re: Using Pheobus 0.34 with DF2014
Post by: Kolnukbyne on July 09, 2014, 12:16:42 am
Holy wow! Thanks for this; I'm not a regular user of Phoebus (I prefer Mayday) but I'm by no means an ASCIInaut. Works fine and is nicer than the headache-causing garble.

For Mac users, just copy the data and raw files into your DF folder.
Title: Re: Using Pheobus 0.34 with DF2014
Post by: Infyra on July 09, 2014, 02:40:01 am
Thanks for this !

Somehow this turned my humans into kobolds though, is this because I have used a pre-existing save from my own copy of .40.01 ?

Thanks again!

Edit: Seems this was the case, I genned a new world and now the humans are proper humans again  :)
Title: Re: Using Pheobus 0.34 with DF2014
Post by: Kolnukbyne on July 09, 2014, 05:02:10 am
Thanks for this !

Somehow this turned my humans into kobolds though, is this because I have used a pre-existing save from my own copy of .40.01 ?

Thanks again!

Edit: Seems this was the case, I genned a new world and now the humans are proper humans again  :)

My humans are humans but when you leave the room and can no longer see them their position/memory tile becomes a kobold silhouette rather than a human one.
Title: Re: Using Pheobus 0.34 with DF2014
Post by: Passive Fist on July 09, 2014, 09:05:15 am
Thanks bro