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Messages - jecowa

Pages: 1 ... 92 93 [94] 95 96 ... 120
1396
DF General Discussion / Re: PeridexisErrant's DF Starter Pack
« on: August 11, 2016, 07:52:40 pm »
I think it just downloads the updated pack from your browser. I don't think it installs the updated version into your current version.

1397
I assume the relevant branch tile is currently showing an irritatingly misleading image.
I'm guessing it's not too irritating. It's still using a branch-looking tile. No one's reported it until now, and I only noticed because I was comparing the walls of your tileset to Max™'s. Branches are kind of random, so it probably doesn't stick out too much in-game. I made a pull request.

1398
Tilesets and Graphics / Re: [0.40.24v00] Phoebus' Graphic Set
« on: August 11, 2016, 04:11:35 am »
While comparing the walls in the different versions of the Phoebus tileset, I noticed something. It looks like the "Wonderdimension" user customized the Phoebus tileset a bit. That squished "o" and "n" are actually the ones used in the TWBT text tileset for Phoebus. All the accented characters in the Phoebus TWBT tileset are squished down too, so the "o" and "n" are probably squished like that for uniformity with them. But since accented characters aren't used in Phoebus anyway, it might make more sense to use the normal-sized versions of those two letters for the TWBT text font.

1399
Tilesets and Graphics / Re: Rally Ho! Graphics Set - 43.05 release
« on: August 11, 2016, 12:53:24 am »
Suggestion for the non-TWBT version: Include the 4 /raw/objects/language_* files from Phoebus. This makes the game use normal characters instead of accented characters in the names of stuff. (So that dwarf names don't contain graphics tiles.)

1400
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: August 10, 2016, 11:47:46 pm »
if those lines are referring to reactions or items the mod uses, you'll have to add the appropriate files. Otherwise they won't do anything besides throw errors at your errorlog.

Thank you. I've got about 10 items and about 400 Permitted_Reactions added to my entity_default.txt for mods that I don't have installed. Are you saying the only problem I'll have is that it will throw errors at my errorlog?

1401
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: August 10, 2016, 11:23:07 pm »
Some mods have me add lines to the /raw/objects/entity_default.txt.

Will the game function without problems if I add those lines to entity_default.txt, but I don't add the rest of the mod? I'm hoping it's just like defining /raw/graphics/ for creatures that don't exist in that it doesn't do anything at all.

I'm currently trying to test this, but I'd appreciate any insight.

1402
DF General Discussion / Re: Alex's Character Commissions!
« on: August 10, 2016, 09:10:18 pm »
For anyone not understanding what this is: He's offering to draw portraits of Dwarf Fortress characters in exchange for money.

1403
DF General Discussion / Re: PeridexisErrant's DF Starter Pack
« on: August 10, 2016, 07:42:54 pm »
This is only the DFHack part of it, how do I merge this to the current version?  Simple copy-paste in the current DF Starter pack?
Well, if you are using the upcoming DFHack pre-release for DF v0.43.05 then you wouldn't want to install it into a DF v0.43.03 Starter Pack. But yeah, just decompress DFHack and drag everything in it's folder into the Dwarf Fortress folder. PeridexisErrant mentioned that he might include the upcoming pre-release version of DFHack in a nightly build of his Starter Pack, so you might not have to mess with installing DFHack.

There must be some information somewhere about this but :
You can read the DFHack installation instructions and more here - https://dfhack.readthedocs.io/en/stable/docs/Introduction.html#installing-dfhack

1404
Tilesets and Graphics / Re: Dirt Fortress 16x16
« on: August 10, 2016, 07:13:06 pm »
Does this suit your fancy?
Spoiler (click to show/hide)

Summary of tiles highlighted:
  • 5 floor tiles - 39, 43, 44, 46, 96
  • farm tile - 126
  • water tile - 147

1405
I really have no idea how OSX handles that kind of thing. If you figure anything out though I want to know so I can add it to the section of the docs dedicated to running on different systems.

Maybe try:
Code: [Select]
#!/bin/sh
cd ~/test1/df/rubble/
./rubble

That fixed it!
Spoiler (click to show/hide)

Here's a version of that script that doesn't need to know it's exact location:
Code: [Select]
#!/bin/sh
dir=${0%/*}
if [ -d "$dir" ]; then
 cd "$dir"
fi
./rubble

I don't know if it needs so many lines, but I'm guessing the SoundSense script has them for a reason.

I've still got the WebUI set to this:
Code: [Select]
open http://127.0.0.1:2120/menu
I'm guessing it always uses that port, and that URL will always be the same.

And yes, you do need to use "chmod +x" on both scripts for the Mac version. I think using .ZIP compression strips the permissions, but .DMG (and I think .TAR.BZ) preserve the permissions.

1406
Tilesets and Graphics / Re: Dirt Fortress 16x16
« on: August 10, 2016, 04:03:55 pm »
Yeah, the default dark blue doesn't contrast enough with the black backgrounds.

1407
Tilesets and Graphics / Re: [0.40.24v00] Phoebus' Graphic Set
« on: August 10, 2016, 01:12:58 pm »
Anyone know why the height of the lowercase characters isn't uniform in Phoebus?


I guess everyone likes this and is used to it. It just seems unusual to me.

1408
I'm curious about tile 199. (located two tiles to the right of the double doors)

Why is it so different from the Curses version of that tile?

1409
Tilesets and Graphics / Re: Dirt Fortress 16x16
« on: August 10, 2016, 01:33:04 am »
You should add some shaded backgrounds to make this set even cooler ;)

What are people typically looking for with shaded backgrounds?

This is something I've been curious about too. The plus (+) tile is the most often shaded. It is used for the ground. All the floor tiles, the stockpile tile, and the up and down ramps are the most commonly-highlighted tiles. With shading on the ground, it is filled with color instead of just blackness. If you like your ground mostly black, then you probably aren't into shading. Jolly Bastion and Mayday highlight about everything, but lots of tilesets don't have shading. Shading has disadvantages. For example, shading the period will make text look not as good (unless you are using Text Will Be Text).

Here's a chart of commonly-highlighted tiles:
Note that this chart does not include walls or anything below the tendrils. (I got lazy.)

For Wall information you might want to compare Vorpal Curses +1 and CLA (seen in spoilers below):
Spoiler: CLA (click to show/hide)
Spoiler: Vorpal Curses +1 (click to show/hide)

I'm not really an expert on this stuff. Max™ knows a lot more about shading. I'm kind of wondering why NSMR and CLA don't shade all the same wall pieces. I see CLA chose not to highlight the wall pieces that are used for the table and chair.

1410
Pidgeot, what version of Mac OS X are you building on?

And are you using the version of TK/TCL included with Mac OS X, or are you using the one from ActiveState? It looks like you're using the one included with the operating system.

I can almost build a working bundle of PyLNP, but there seems to be something wrong with my copy of TKInter.

My goals:
  • Get PyLNP working on Mac OS X 10.5 Leopard.
  • Fix update feature.
  • Fix graphics selection outline.
  • Allow spaces in the titles of graphics packs without problems.
  • Add Retina Display support, if possible.

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