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Messages - jecowa

Pages: 1 ... 90 91 [92] 93 94 ... 120
1366
Those look good. A Tallcastle pack would be awesome.

If you're worried about "stealing" that graphic, you could redraw at 20x20. There's lots of graphics packs at 16x16 already. There's also a few 24x24 packs already, but that size id kind of big. I think 20x20 is a happy medium, and it's the perfect tile size for a 1x1 embark on a 1080p display running Dwarf Fortress in windowed mode. (disclaimer: I like 20x20.)

You're probably pretty invested in 16x16 already, though.
Spoiler (click to show/hide)

1367
DF General Discussion / Re: PeridexisErrant's DF Starter Pack
« on: August 18, 2016, 08:28:28 pm »
I think the Broadwell i7-5775C with its 6 MB L3 cache and 128 MB L4 cache would be a great choice for a CPU for Dwarf Fortress.

1368
I see a few changes in the new 12x12 version:

You got rid of the stripes in tile #0. (What were those stripes for?)
Column is now solid instead of hollow.
Tree trunk now uses the "O" tile.
The curves in double walls are now curvier.
The barrel/screw pump was un-inverted.
Dead dwarfs don't have crowns anymore.
Tile #10 was changed, but I'm not entirely sure if that tile is used for anything.
The 12x12 tileset doesn't have a the fields color scheme set by default, and its sky color in the d_init is also at default.
The 12x12 version has its own dwarf graphics tiles now.

Will the improvements from the 12x12 version make their way to the 16x16 version?
The 12x12 soil tiles aren't using the percentage tile anymore (The 16x16 version includes an "inorganic_stone_soil.txt" object file to change them to the percent sign tile. (Why does the 16x16 version do this, by the way?))

1369
Tilesets and Graphics / Re: [0.40.24v00] Phoebus' Graphic Set
« on: August 17, 2016, 05:00:50 pm »
Ideally the maps could have their own tilesheet
I have to admit.  I'm not as familiar with modding as i should be.  i've never actually seen this done. (or at least i don't think i have)

Is it possible to make a graphics set just for maps and terrain?

I don't think so. It would be nice, though.

as long as text still is text and punctuation stays the same...

Yeah, text looking good is the main priority. Maps are probably second, unless there's something else I'm forgetting.

Maps should look a bit better now.


Spoiler: TWBT text tilesheet (click to show/hide)

Took the tiny mountain idea from CLA.

1370
DF Suggestions / Re: DF Eternal Suggestion Voting
« on: August 16, 2016, 10:15:49 pm »
Is the DF Eternal Suggestion Voting page still in use?

I noticed that "Retire a fortress" is a voting option, but that feature was added back in v0.40.01. "Center on Announcement" was added in v0.31.01.

It'd be kind of cool to see this list with notes added that indicate when those features were added.

1371
Tilesets and Graphics / Re: [0.40.24v00] Phoebus' Graphic Set
« on: August 16, 2016, 10:13:53 pm »
i tried the 10x20 font and it totally f***ed up the worldmap: nothing related to water was visible and everything had the same pitchblack background opposed to how it has been before.
using LNP 43.03.r03 with TWBT and phoebus graphics.

That's good to know. I had forgotten that the text font gets used for the map. It should work fine with maps once all the tiles are finished.

It's kind of good that the text font gets used for maps. On the bright side we can have maps that don't use bolts of cloth and cabinets. On the not bright side, the maps will be rectangular. Ideally the maps could have their own tilesheet, or maybe TWBT overrides can be used for maps?

These ones look like they are probably good choices to apply shading to for the maps (to make it look less like an ASCII pack and more like a graphics pack):
  • ♠  (CLA shades this)
  • ♣ (CLA shades this)
  • Γ (capital gamma)
  • ↑ (CLA shades this)
  • ↨ (CLA shades this)
  • ⌂ (CLA shades this)
  • ▲ (CLA shades this)
  • ^
  • ~ (CLA shades this)
  • ≈ (CLA shades this)
  • ∙ (weird bullet)
  • · (multiply dot)
  • maybe the box characters? (maybe switch the double box characters to single so that they look better as rivers, and add some rounding)

1372
Tilesets and Graphics / Re: [0.40.24v00] Phoebus' Graphic Set
« on: August 16, 2016, 05:03:25 pm »
might depend on the size of your screen and the resolution you play at.

I think zoom level plays a big part. I think many users with 16x16 tilesets probably play while zoomed in a bit (using the scroll wheel). I know I do. It would be helpful to have tilesheets made with larger tilesizes so these users don't have to zoom in so much. I would like to move all the old ones up to 20x20 so we could have maybe 12x20 text tilesheets, but that would be a long-term project. PeridexisErrant suggested a feature for the Lazy Newb Pack that would allow graphics packs to have options for different tile sizes. I think that sounds pretty awesome.

1373
Tilesets and Graphics / Re: Tallcastle's Graphics Repository
« on: August 16, 2016, 04:25:13 pm »
I love them! It makes me want to play Ratman Fortress.

1374
Update: I used CCleaner to clean my registry.

soundsense application still fails, but soundSense (windows command script) works.  I started dwarf fortress from the starter pack, and manually ran soundSense.cmd (Running it from the starter pack I think just fires up the application, which fails).  I created a world, and soundsense started playing the music.

Thanks for letting us know how you fixed it. I wonder if that "soundSense.cmd" would be the best launch script to have the Lazy Newb Packs try to run.

1375
The current TWBT text font in Phoebus is too wide, and it makes it hard for me to read. This new font takes advantage of a TWBT feature that allows the text tiles to be more narrow than the graphics tiles.

Before:

After:
Spoiler: WIP Phoebus TWBT text (click to show/hide)

If you want to test it out, turn on TWBT and set this as your text font:
Spoiler: Bisasum/Phoebus 10x16 (click to show/hide)

If you are using the Lazy Newb Pack, it's probably easiest to drag it into your /LNP/tilesets/ folder, then open the Lazy Newb Pack and re-apply "Phoebus" to your save files, then go to the "customize" tab and choose this new tilesheet as your text tilesheet.

Do you think this change is an improvement?

1376
SoundSense works for me on both my machine running Java 1.60_15-b03-219 and my machine running Java 1.8.0_66-b18.

1377
DF General Discussion / Re: PeridexisErrant's DF Starter Pack
« on: August 15, 2016, 12:11:23 am »
You don't want it to look like that top one. You want it to look like the bottom one. There may be more to fix than that, though. I think it should be fixed in the latest r4 version if that change doesn't fix it.

1378
DF Modding / Re: Jumping question
« on: August 14, 2016, 11:20:07 am »
Is this for a Tigger mod?
Spoiler (click to show/hide)

1379
Soyuz
[BLACK_R:49]
[BLACK_G:21]
[BLACK_B:0]
That's seems pretty bright for black.
A darker black would contrast better, but maybe I just don't understand.
Spoiler (click to show/hide)

1380
Now that there are both 64-bit and 32-bit versions of DF, will there need to be both 64-bit and 32-bit versions of Therapist?
If so, are there plans to support both? My DF machine is XP so it's 32-bit only for me.

Yes, there will need to be 64-bit and 32-bit versions of Dwarf Therapist. I think a 64-bit version of Dwarf Fortress is being developed. It looks like Splinter plans to support 32-bit Windows as long as Bay12Games does.

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