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Messages - Baleur

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1
Is it at all possible to make this work with the Steam release?
I tried redirecting my Soundsense config to read the steam release's game log, but didnt seem to get any sound effects triggering.
Did get the music though.

2
Tilesets and Graphics / Re: [0.40.24v00] Phoebus' Graphic Set
« on: April 19, 2021, 01:12:36 pm »
Im also having the issue with 0's as Coffins instead of the proper TWBT tile.
Ill try manually copying the twbt folder contents to art / init instead.
Using the LNP doesnt seem to properly copy those files.

3
Just reading some of the previous pages, someone mentioned the LNP does NOT copy Vettlingr's textures into the twbt folders?
Is this needed or not? Because i havent noticed anything looking weird ingame.

Dwarf Fortress 0.47.05\data\art is filled with the proper Vettlingr files.
Dwarf Fortress 0.47.05\data\twbt_art and twbt_init only has a bunch of Phoebus and Vanilla files, 15 in total.

I tried downloading your pack seperately, but didnt find any twbt folders in there either.
Am i missing something? What files should i copy over if so, thanks.

4
DF Modding / Help trying to rescale ShizzleClean_text
« on: April 18, 2021, 06:26:34 pm »
Hey, i havent played DF for many years, but was quite into modding it back in the day, tho a lot has been forgotten, such as what precise formats should be used!

I'm recently playing again with the Vettlingr 32x32 tileset, and the ShizzleClean_text font.
Though im finding the font to be a bit too large (but i love how readable the letters are).

I tried rescaling it in photoshop to the same exact pixel size as the vanilla curses800x600 file, but no matter what i try (either constraining the ratio, or not) i keep getting tiny slivers of the letters at the top and bottom, as if the tiles arent aligned, even though the only thing i've done is scale it down.

Any help getting the ShizzleClean font to the same size as curses800x600? And/or to a 16x16 size? Thanks!

Edit: okay so, i guess ShizzleClean_text is a 16x20 size, im trying to get it down a few notches, to like a 12x16 or something.
What really confuses me about this whole thing is that, i'm comparing to other fonts like Nagidal24x24shadeBeards which is a 24x24 font, and it looks SMALLER ingame than the 16x20 font..

5
Tilesets and Graphics / Re: [0.40.24v00] Phoebus' Graphic Set
« on: May 30, 2018, 04:44:13 am »
Still love having blacks as chocolate brown though, it makes digging into mountains feel so earthy  :D
I'm curious, does this new github updated Phoebus pack have any compatability with the old configurator .exe that used to be included in Phoebus pack? I kind of miss the ability to choose exactly which stone texture or which map textures (for hills etc), and most specifically the smoothed wall textures, i miss the angled ones that look a bit more dwarven than the smooth rounded corners it defaults to.

Remember what i'm talking about? That old app that showed you an image of the texture atlas and let you pick various alternates.
But i suppose that would be even more work, unless the .exe could be updated to understand TWBT with the transparency.

6
Probably because i settled right next to my own civilization's mountainhomes.
I'm not used to things being so active in the world lol.
In my last game the only dwarven civ in the world was dying, and the queen herself moved into my fort O_o

7
Is this normal? First time playing with 0.44
I am playing in a world with large beasts on High, but yeah..
First guy that joined kinda shocked me (not reading patchnotes does that to you), "WHAT? You can get visitors now?!"
Further scared when he told me "I heard this is a good place to hunt monsters". Oh dear this cant end well.

But now, 6 of them joined, with bronze and silver gear and weaponry, elite soldiers now milling around my fort.
I feel like i barely even need to set up a military squad at this rate, if they keep coming 3 per season! :D
It does make me a bit scared though, do they "spawn" this rapidly because my embark location is destined for serious hellspawns in the future?

8
Tilesets and Graphics / Re: [0.40.24v00] Phoebus' Graphic Set
« on: May 27, 2018, 12:12:34 am »
Side-by-side didnt realize how arid my green grass was, nor how turqoise the river was.
But i've embarked in some biomes where the rivers have been darker blue. I tuned my color on an embark in a quite hot tropical area :D
Contemplating making the white less bone-colored, and the green / blue less yellow / turqoise.

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

Spoiler (click to show/hide)

9
Tilesets and Graphics / Re: [0.40.24v00] Phoebus' Graphic Set
« on: May 26, 2018, 09:08:47 pm »
Thank you guys soooooooo much for keeping this up to date.
It is my favorite pack by far. Feel free to try out my colorscheme if you enjoy more muted warm muddy colors.
Spoiler (click to show/hide)

10
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?

11
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)

12
DF Modding / Re: [MODDING] 0.40.x QUESTIONS THREAD
« on: February 13, 2015, 01:02:56 pm »
This responds to multiple posts and each response is spoilered for length

And how to change this code to actually poison dwarves, when working with this material. I set it so that arsenic weapons and other metallic materials can be created. So you can trap e.g. goblins in toxic arsenic cages or shoot at them with toxic arsenic bolts. Full code of arsenic:
Spoiler (click to show/hide)

Using the latest 0.40.24 starter pack, with Phoebus tileset. With my own custom color scheme which has the strange effect of turning Vomit cyan, despite green being green in my color scheme, for some reason it changes vomit to cyan.

Could anyone help me locate or change the color of Vomit via the raws?  ::) (what a glorious thing to bother modding, isnt it?)
I'd also like to change the Cherry leaves & fruits to PALE_PINK and PINK respectively (the tile "contaminants" that fall on the ground), i tried to, both in displayed_color and state_color, but didnt seem to work (perhaps it doesnt affect savegames, even if said savegames are updated via the launcher?).

Thanks! Been googling "blood raws" and "Dwarf fortress vomit raws/color" for an hour, literally only find disgusting stuff not related to my question, LOL.
Some things are just a bitch to google for, aren't they?  :o
Spoiler (click to show/hide)

I have a couple of questions:

In order to be able to encrust gems onto weapons, I'd have to create a custom workshop, correct?
With this workshop, can I restrict the types of gems that can be encrusted? For example if I want only Emeralds, Sapphires and Rubies to be encrust-able and gems like diamonds to not be.
Spoiler (click to show/hide)

Is it possible to use dfhack with twbt overrides to change the vomit color?
Something along the lines of;
[OVERRIDE:WhateverTileWaterIs:T::VOMIT:1:WhateverTileWaterIs:ForegroundColor:BackgroundColor:]

1. Should it work with T as the type, or M for material? Or C for contaminant?
2. What is the tile number for water anyway (phoebus)? The raws dont show it under Blood etc.

13
DF Dwarf Mode Discussion / Re: My mayor has a dark shameful secret.
« on: February 13, 2015, 04:44:47 am »
Otaku-dwarf-child, spending so much time in the fort watching anime that he/she can't handle the sunlight.

14
DF Dwarf Mode Discussion / Re: My mayor has a dark shameful secret.
« on: February 12, 2015, 10:45:16 pm »
"Bearist McGrills was delighted after drinking his own piss."

Could happen! If only drinks (beer, rum, wine) could be spilled on the ground like water.
Still waiting for the piss and shit update to DF. You thought it was bad in Pixel Piracy, oh just wait.. All those cats and dwarven babies.

On a "serious" note though, thanks guys. That must be the cause.
I had the first migrant wave consist of about 20-30 people. ONE of which has a baby, a baby which is horribly cave adapted and puked upon first seeing the sun (when they were first walking into my fort!).
This baby, being carried by its mother fisherman, is still to this day, puking left and right everywhere he is carried.
I have vomit covering my walls, bridge and main entrance hallway, central stairway, dining hall, vomit dripping down the masterwork chairs, vomit soaking into the weavers and clothiers workshops, vomit spread on the engraved walls and floors of my statuary garden + burial tomb chamber.

I'm going to have to put him to sleep. There's no other way.
Vomit on my engraved walls, thats one thing. But vomit in my mayors water, then it's personal.

15
DF Dwarf Mode Discussion / My mayor has a dark shameful secret.
« on: February 12, 2015, 10:10:30 am »


I'm a big fan of this artifact, considering how early the fort is.
Sadly it isnt vomit-proof.





I mean, how does this even happen? The fort has been swimming in hundreds of booze and cherry wine, a fresh river runs right outside our gate, ten fishermen are happily catching so many fish that they are rotting by the dozens on the riverbanks.
Yet my Mayor, in his splendid apartment with an artifact door worth 98000, is somehow forced to drink vomit?  :o :D
The comedy in this game, by its sheer random nature, still amuses me.  ;D

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