Bay 12 Games Forum

Dwarf Fortress => DF Modding => Tilesets and Graphics => Topic started by: DragonDePlatino on November 16, 2018, 12:15:39 pm

Title: Bitlands
Post by: DragonDePlatino on November 16, 2018, 12:15:39 pm
(https://i.imgur.com/jWPX0tW.png)

DOWNLOAD (DF 44.12) (https://github.com/DragonDePlatino/bitlands/releases/latest)
Unofficial 18x18 version by Wokko (https://github.com/Wokko1/bitlands/raw/master/bitlands_18x18.rar)

Bitlands is the first complete 12x18 tileset with full TWBT support. It features over 6,000 overrides which overhauls all of the creatures, tiles, items, plants, minerals and buildings of vanilla Dwarf Fortress. If you include the overrides for animal parts and wall-encased objects, there are well over 50,000 overrides making Bitlands the most comprehensive tileset ever. Bitlands is available in both 1x and 2x versions, with planned future support for workshop graphics.

When I began development on Bitlands, I wanted to answer the question of "what would Dwarf Fortress look like if it had a default tileset?" It needed to be something with the clarity of text, but the extra information tiles provide. Personally, I feel like a lot of tilesets try to fight the ASCII aesthetic and the result is a lot of muddied visual design that produces blocky-looking environments. So I wanted to do something different.

In the end I settled on a 2:3 aspect ratio, same as the default tiles. 8x12 is too small for modern displays and 16x24 was too much work, so I compromised with 12x18 tiles. If you use the 2x version of the tileset then it should fit perfectly on a 1080p monitor. For color, I went with monochrome graphics like ASCII. I think this feels authentic to older PC games and allows users to customize the look of the tileset with their own color files.

Overall, I am very happy with the results and welcome any kind of feedback for future development!


INSTALLATION


Bitlands comes pre-installed with the lastest Win64 version of Dwarf Fortress (http://www.bay12games.com/dwarves/older_versions.html), DFHack (https://github.com/DFHack/dfhack/releases) and the TWBT plugin (https://github.com/mifki/df-twbt/releases). If you would like to install Bitlands onto a pre-existing save or modded raws, move the "bitlands" folder into either your top-level DF directory (next to the .exe) or directly inside of a save folder. When you run DFPatch, all of the necessary files will be patched.

DFPatch was designed to be reusable, so feel free to use it for your own tilesets. If you would like to port DFPatch to other systems, the source code is available here (https://github.com/DragonDePlatino/dfpatch/releases/latest).


SCREENSHOTS


Spoiler (click to show/hide)


CREDITS


Bitlands would not have been possible without the contribution of these users.

Title: Re: Bitlands
Post by: encrusted bucket on November 16, 2018, 01:12:44 pm
cool and good
Title: Re: Bitlands
Post by: sketchesofpayne on November 16, 2018, 02:02:09 pm
Nice work!  Reminds me of Caves of Qud.
Title: Re: Bitlands
Post by: Meph on November 16, 2018, 06:09:01 pm
Yeah, you finished it. :)

The Ascii set to end all Ascii sets.

Quote
with planned future support for workshop graphics.
Would it be a lot of work to make the workshops, just for a preview?  You can try that out ingame with the soap maker. :)

Love the spiral staircase btw. And the trees looks fantastic.

Is that a tiny override bug in the center tile of siege engines? When they are EW aligned, it shows a || in the center, which would fit a NS alignment. Similar sprite on the tail-end of the ballista ammo in a north-facing ballista. Sorry I didn't catch that earlier.
Title: Re: Bitlands
Post by: Mallard on November 16, 2018, 09:27:52 pm
Christmas came early this year! Thank you for all the hard work, it looks amazing!

I've looked through this install instructions, but I'm wondering: is it possible to install this set using the Starter Pack? It looks like there's much more going on than in something like Gemset.
Title: Re: Bitlands
Post by: isitanos on November 17, 2018, 01:24:56 am
This looks seriously amazing. Congratulations on the release.


I hope you'll get the technical foundations needed for adding workshop graphics from TWBT or even Toady.
Title: Re: Bitlands
Post by: DragonDePlatino on November 17, 2018, 01:13:41 pm
Would it be a lot of work to make the workshops, just for a preview?  You can try that out ingame with the soap maker. :)

Love the spiral staircase btw. And the trees looks fantastic.

Is that a tiny override bug in the center tile of siege engines? When they are EW aligned, it shows a || in the center, which would fit a NS alignment. Similar sprite on the tail-end of the ballista ammo in a north-facing ballista. Sorry I didn't catch that earlier.

My current plan is to do a mockup of all of the different workshops and then pitch it to mifki! I'll look into tweaking the soap shop so I can be sure this stuff will work once support is added.

Thanks for mentioning the siege engine issue. I'll write this down and give it a look in-game.

Christmas came early this year! Thank you for all the hard work, it looks amazing!

I've looked through this install instructions, but I'm wondering: is it possible to install this set using the Starter Pack? It looks like there's much more going on than in something like Gemset.

Thank you! I'm not sure if it's possible to install Bitlands using the Starter Pack because I've never used that before. But if any maintainers of the Starter Pack would like to include a pre-patched version of Bitlands in it, they have my permission. You'll be missing out on the ability to patch saves and heavily-modded raws though!
Title: Re: Bitlands
Post by: Wokko on November 17, 2018, 02:20:27 pm
Wow, it's finally out, congrats. Looks better than Cataclysm's Retrodays.

Can I ask for some 1.5x version though? In my opinion, 1x version looks too small, and 2x version is too large (in fortress mode). Is there any chance for something like 1.5x?

Great tileset overall.

edit: Also, could you consider changing how red sand looks? It has the same tiles as lava. Maybe it would be better to have loam like tiles (some dots).
Title: Re: Bitlands
Post by: Teneb on November 17, 2018, 03:54:04 pm
This is super neat, congratulations.
Title: Re: Bitlands
Post by: DS on November 17, 2018, 10:19:20 pm
Heyyy, a tileset I actually like!

I'll probably never switch from ASCII at this point, but I have to commend this. Excellent work, looks great!
Title: Re: Bitlands
Post by: tundalus on November 19, 2018, 09:56:47 pm
Looks awesome, congrats! I remember keeping an eye on this way back in '16 when you put up the first images of what you were planning and they got me super hype. Happy you followed this whole project to completion.
Title: Re: Bitlands
Post by: bwbill on November 21, 2018, 01:40:26 pm
I really want to try this out! Has anyone gotten it working on Linux?
Title: Re: Bitlands
Post by: Pvt. Pirate on November 22, 2018, 08:05:55 am
i like the looks :)
it looks ascii enough and yet everything is instantly distinguishable!
Title: Re: Bitlands
Post by: DragonDePlatino on November 25, 2018, 04:08:43 pm
Thanks everyone! I'm really happy I was able to eventually release this, it was a long time in the making and I'm looking forward to expanding it and improving the patcher.

Can I ask for some 1.5x version though? In my opinion, 1x version looks too small, and 2x version is too large (in fortress mode). Is there any chance for something like 1.5x?

Sorry, unfortunately a 1.5x version wouldn't work! At half-resolutions like that, really tiny pixel art like this looks very blurry and distorted. I have been considering doing a hand-drawn 16x24 version, however.

edit: Also, could you consider changing how red sand looks? It has the same tiles as lava. Maybe it would be better to have loam like tiles (some dots).

Sure thing! I'll change the direction of the sand to differenciate it from liquids a little more.
Title: Re: Bitlands
Post by: Augur on November 25, 2018, 07:19:45 pm
Hey I absolutely love this tileset, everything's very distinct and I dig the aesthetic. I wanna ask though, how difficult would it be to make it an 18x18 set? What are all the files I would need to change? Also, I suppose I should check to see if you're planning on doing it yourself first.

Also as a note I love GemSet, it was my favorite graphics pack before this one, though with this and GemSet I've been noticing that sometimes at night the ground/wall tiles seem to change. I'll have to post a picture of what I'm talking about, I couldn't find any discussion about it.

[EDIT] Alright so here's what I was talking about:
Spoiler (click to show/hide)
As you can see, the ground tiles all change back to what I think might be the original ASCII tiles? Unfortunately there were no trees where it happened this time but their leaves will turn to "1/4" text etc.
Spoiler (click to show/hide)
Then a few paces later it goes back to normal. Sometimes it takes longer, sometimes it's only for a few instants, but it usually happens around nightfall or sunrise.

[EDIT2] Got another cap of it inside a hall, just as I woke from sleep
Spoiler (click to show/hide)
Title: Re: Bitlands
Post by: bwbill on November 25, 2018, 10:29:44 pm
I got this working on Linux with a clean LNP 0.44.12-r02. My instructions assume some Linux experience.

1. To get dfpatch to compile, remove -Werror from the CFLAGS in the makefile.
2. DON'T download the tar.gz, as it is missing some files/directories that are needed. Instead, get only the bitlands directory from the monolithic Windows archive you want (choose 1x or 2x size), and copy it into df_linux.
3. Run dfpatch from *within* df_linux/bitlands/.

These steps got it working for me (seemed like) without further action on a savegame that had been ASCII only. Further patching might be needed for existing saves with modified raws and/or graphic tilesets, I would think.

I sure do appreciate the effort that went into this tileset, and the consistency of the aesthetic. A bigger hand-drawn version would be amazing! So cool.
Title: Re: Bitlands
Post by: Wokko on November 28, 2018, 09:25:10 am
I wanna ask though, how difficult would it be to make it an 18x18 set?
+, this tileset could be even better in 18x18.
Could you do that, DDP? Please?

I suppose the only change would be in building tiles, while creatures and plants would just get extra space on sides.

Edit: I will try to do that myself, and if successful, make a branch on github.
Title: Re: Bitlands
Post by: Augur on November 28, 2018, 04:40:35 pm
Edit: I will try to do that myself, and if successful, make a branch on github.

Oh nice, I wish you luck!
Title: Re: Bitlands
Post by: Wokko on November 29, 2018, 01:21:21 am
Okay, through much pain and tedious work I managed to convert this to 18x18.
Looks good i guess? Gonna upload it on github now.
Spoiler (click to show/hide)
Title: Re: Bitlands
Post by: Augur on November 29, 2018, 03:58:58 am
Spoiler (click to show/hide)
Looks good to me! I like the new down staircase too. Good job, appreciate the work.

(Sidenote: got another snippet of the weird tile-swapping graphics bug... still dunno if it's something others have encountered or not)
Spoiler (click to show/hide)

I'm using the latest PyLNP, I'm on Windows 7 professional 64-bit, i5-6600K CPU @ 3.5GHz (quad core), and have two GTX 980's sli'd
Title: Re: Bitlands
Post by: Wokko on November 29, 2018, 02:20:11 pm
(Sidenote: got another snippet of the weird tile-swapping graphics bug... still dunno if it's something others have encountered or not)
Spoiler (click to show/hide)

I'm using the latest PyLNP, I'm on Windows 7 professional 64-bit, i5-6600K CPU @ 3.5GHz (quad core), and have two GTX 980's sli'd

It's a known problem presumably related to twbt's memory issues. No solution currently.
Title: Re: Bitlands
Post by: DragonDePlatino on November 30, 2018, 09:27:23 pm
Hey I absolutely love this tileset, everything's very distinct and I dig the aesthetic. I wanna ask though, how difficult would it be to make it an 18x18 set? What are all the files I would need to change? Also, I suppose I should check to see if you're planning on doing it yourself first.

I'm not currently considering an 18x18 version, unfortunately! I think the largest horizontal resolution I would ever use for Bitlands would be 16px, because that's as wide of a tileset you can fit on a 1280x720 monitor. So if I expanded Bitlands a bit, it would be either a 16x18 version or a 16x24 version.

As you can see, the ground tiles all change back to what I think might be the original ASCII tiles? Unfortunately there were no trees where it happened this time but their leaves will turn to "1/4" text etc.

Unfortunately, I think that might just be a problem with TWBT's Adventure Mode support. I've been encountering the same problems and removing all of the overrides still causes it to happen. More details here (http://www.bay12forums.com/smf/index.php?topic=138754.msg7884490#msg7884490).

I got this working on Linux with a clean LNP 0.44.12-r02. My instructions assume some Linux experience.

Glad to hear that you've managed to get it working on Linux! I've done my best to make sure the whole thing is written in ISO-strict C89 so it can compile with minimal issues. Would it be best if I removed -Werror by default? What kind of warnings were you getting? I set my warnings to be as strict as possible and eliminated all of them before uploading so I'm surprised any were encountered on Linux.

Okay, through much pain and tedious work I managed to convert this to 18x18.
Looks good i guess? Gonna upload it on github now.
Spoiler (click to show/hide)

Thanks again for your help! I've looked over your message on GitHub and I'll be using the work you sent me. For the time being I'll add your version to this thread if people want to easily find it. I'll make sure to credit you when I find the time to make an official one.
Title: Re: Bitlands
Post by: jecowa on December 10, 2018, 07:04:50 pm
I noticed some changes to growths on some trees in plant_standard.txt.

 - On Oak and Chestnut trees, "NUT" gets changed to "NUTS".
 - On Candlenut trees, "NUT" gets changed to "FRUIT".
 - And on Palm Tree, "SPATHES" gets changed to "FLOWERS".

I'm curious about these changes.
Title: Re: Bitlands
Post by: DragonDePlatino on December 12, 2018, 04:20:47 pm
Oh, does changing the growth names break anything in-game? Bitlands' raws are machine-generated so I swapped around some of the growth names to simplify parsing. I could add in one-off names like "NUT" or "SPATHES" but it would require me to duplicate tiles or add in an extra step when generating raws.
Title: Re: Bitlands
Post by: raeborga on January 04, 2019, 04:01:36 am
Little late to the party but this is magnificent. Thanks.
Title: Re: Bitlands
Post by: Deon on January 29, 2019, 07:31:32 am
Sweet!

This is exactly what I wanted when I mentioned this:
http://www.bay12forums.com/smf/index.php?topic=132375.msg4710370#msg4710370

I never had preseverance to do anything like this in full. It looks amazing.
Title: Re: Bitlands
Post by: Greendogo on February 23, 2019, 04:35:24 am
This is, quite frankly, amazing.
Title: Re: Bitlands
Post by: Wokko on March 13, 2019, 08:00:56 pm
So, dwarf fortress is getting released to steam and supports steam workshop.
I guess now you can finally do custom workshop tiles, DDP.
Title: Re: Bitlands
Post by: DragonDePlatino on March 14, 2019, 12:28:13 am
I'm really excited for the Steam release! It looks like you can use more than one tile for rock walls and you can make sprites that are larger than the tiles. That adds in a lot of creative potential for what I can do with Bitlands. Until then, I'm going to hold off on doing any mockups until we know exactly what the limitations are.
Title: Re: Bitlands
Post by: Dastardly Jack on August 05, 2019, 09:58:40 pm
*
Title: Re: Bitlands
Post by: UristMcShit on January 17, 2020, 06:13:16 am
Your Tileset is really best for me!
Before finding Bitlands, Meph's tileset was my favorite, but I couldn't play with it, because of my small monitor.
But your tileset perfectly fits to my monitor and is more complex with many overrides than Phoebus, Spacefox, Obsidian, Ironhand and other.
Thanks for your very good work, hope you'll continue updating your project!
P.s: and sorry if I writted incorrectly, I'm not very good at English, but wanted to say thanks^^
Title: Re: Bitlands
Post by: Sugardust on February 05, 2020, 09:28:46 pm
Any plans on updating this for 47.01 or later? After DFhack and TWBT are updated of course. This is by far my favorite set and would love to play the latest version with it.
Title: Re: Bitlands
Post by: jecowa on February 15, 2020, 06:42:01 am
possible problems with plant growths:


Download links for LNP ports of Bitlands:

Download 12x18 for DF v0.44.12 (https://www.mediafire.com/file/z4ad0pjup4xcya9/Bitlands12x18_DFv0.44.12.zip/file)
Download 18x18 for DF v0.44.12 (https://www.mediafire.com/file/n4izg0516crl6ne/Bitlands18x18_DFv0.44.12.zip/file)

Download 12x18 for DF v0.47.xx (https://www.mediafire.com/file/8vpmxpgzifymxdc/Bitlands12x18_DFv0.47.x.zip/file) (edit: 0.47.01 - 0.47.04)
Download 18x18 for DF v0.47.xx (https://www.mediafire.com/file/2rnbcfebjvxugc2/Bitlands18x18_DFv0.47.x.zip/file) (edit: 0.47.01 - 0.47.04)

Place in your /LNP/Graphics/ folder and relaunch the PyLNP software. If you want the "2x" (aka 24x36) version, download one of these for the version of Dwarf Fortress you want and swap out the "data/art" and "raw/graphics" folder with those from the "2x" version.

I'm really excited for the Steam release! It looks like you can use more than one tile for rock walls and you can make sprites that are larger than the tiles.

That illegal!

Oh, does changing the growth names break anything in-game? Bitlands' raws are machine-generated so I swapped around some of the growth names to simplify parsing. I could add in one-off names like "NUT" or "SPATHES" but it would require me to duplicate tiles or add in an extra step when generating raws.

I have no idea. I'm just paranoid about messing with objects files and like to keep them vanilla.
Title: Re: Bitlands
Post by: CzarSquid on May 03, 2020, 12:55:11 pm
I just want to pop in and say thank you. I found your vector tileset, which was really nice, but this got me to playing Dwarf Fortress again. It looks great and I can actually tell what is going on in the game.

So thank you for your hard work and the x2 sprites.
Title: Re: Bitlands
Post by: evthestrike on May 29, 2020, 12:05:28 pm
Are you still planning to vectorize this tileset?
Title: Re: Bitlands
Post by: jecowa on March 20, 2021, 03:52:12 am
Updated LNP versions of Bitlands for Dwarf Fortress v0.47.05:

Download Bitlands 12x18 for DF v0.47.05 (https://www.mediafire.com/file/osyhjnw4jgjsdlv/Bitlands12x18_DFv0.47.05.zip/file)
Download Bitlands 18x18 for DF v0.47.05 (https://www.mediafire.com/file/pz8w66iuijnw9sg/Bitlands18x18_DFv0.47.05.zip/file)

Probably work. Unzip and drag it into your /Lazy Newb Pack/LNP/Graphics/ folder. Then relaunch the LNP software (if it was already running) to make it available to install.

Edit: If you were using the old 0.47.xx version with 0.47.05, that's probably not that big of a deal. The only functional differences are that grasshoppers are now properly vermin in 0.47.05 and one of the lizards can't be liked for its sticky feet anymore (since it doesn't have sticky feet).
Title: Re: Bitlands
Post by: MoltenIdol on June 23, 2021, 08:10:37 pm
I gotta say, this has become my favourite tileset. The most readable IMO, and it nails the 80s aesthetic. The thing i love the most tho, is how you kept the black background on tiles, just like the ASCII version. Most important detail.

Do you have any plans for this with the stream release? I would love to see the whole steam release, but in this style.

Also, workshops? I noticed someone mentioning it, and it would be awesome to see the forge in this visual style, and All that.

This is really making Dwarf Fortress even more enjoyable for me.
Title: Re: Bitlands
Post by: hamurlik on June 24, 2021, 10:16:06 pm
Also, workshops? I noticed someone mentioning it, and it would be awesome to see the forge in this visual style, and All that.
Someone else made TWBT workshop overrides, if that's what you are talking about.
https://www.reddit.com/r/dwarffortress/comments/fxw9wn/bitlands_twbt_overrides_preview/
Title: Re: Bitlands
Post by: Benevolent_Jesus on December 08, 2021, 04:11:54 pm
I beg you for 18x18 version of workshop overrides. I absolutely love them.
Title: Re: Bitlands
Post by: Flying Teasets on December 07, 2022, 06:09:04 pm
http://www.bay12forums.com/smf/index.php?topic=180662.msg8432795#msg8432795
Dwarf Fortress 50.01 update when?