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Messages - jecowa

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436
Utilities and 3rd Party Applications / Re: DFHack 0.44.12-r3
« on: January 29, 2020, 11:17:12 pm »
Thanks for keeping us apprised.

437
Tilesets and Graphics / Re: Bitlands
« 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.

438
Thanks for the report, Burneddi. Hopefully Gold and Gypsum ore walls look good now. If there were problems with these walls, though, there's probably problems with other walls too. Please let me know if you see anything else that looks wrong.

439
Use the Meph raws. There were no important raw changed between DF v0.44.07 and DF v0.44.11 - just some description changes of a few critters.

440
Oh, I think I figured out the Gypsum problem. My bad. It looks like Burneddi is probably using the TWBT-Next version. Tile 157 is used by both those mineral walls and by bowls / pestles. Giving bowls transparent backgrounds took away the backgrounds from the Gypsum walls too.

I'm not really an expert in all the rocks and stuff (or much of anything), but that new Gypsum wall looks good to me, Nopal. Then the bowl/pestle can use an override.

441
My gypsum walls look like this:

Spoiler: gypsum screenshot (click to show/hide)

Is this a bug in the tileset?

I'm not sure. If it's a bug, it's been there for several years. It looks like Gypsum and the three stones that can be found within Gypsum all use this tile in Spacefox. Nopal might know more about what things are supposed to look like.

EDIT: Also, is this bee sprite something transparency can be applied to?


Last I remember, Vermin can't use transparency yet. (Vermin graphics are handled differently for some reason.) Vordak or Mifki might have more up-to-date info on this than me. I'll do some testing later to see if they can use it yet, though.

442
Nice, Nopal!

443
Rally Ho! has a Final Fantasy theme. Maybe that works? The 0.44.10 version of the pack also works with the new Dwarf Fortress v0.44.11, by the way.

https://github.com/DFgraphics/Rally-Ho/releases

444
I'm wondering if the crashes could be related to TWBT's recent need to have those two 1-pixel png files in the art folder. One is a white pixel and the other is a transparent pixel. All graphics packs need these while using TWBT print mode.

445
Yeah, on the releases page it says it good for every version from 0.44.07 to 0.44.10. 

446
Is this to make Dwarf Fortress take advantage of Retina displays?

447
DF General Discussion / Re: PeridexisErrant's DF Starter Pack
« on: May 31, 2018, 07:57:33 am »
If I change to 2d or standard, the tilesets are all gibberish. TWBT Legacy works, but changes how it looks enough I can't make anything out. I guess the tileset I am using requires TWBT? Can you suggest a tileset I can test with that works better with the older modes?
GemSet, DungeonSet, and Meph are the ones that require TWBT. The other ones should be useable without it.


So umm... the current version does not appear to be working for me. No error messages or anything, just the program closes at startup, so I have no idea where to start. Used an older version before, worked like a charm (The one before the raiding / expedition update).
I'm guessing this is related to the pack switching to the 64-bit version of Dwarf Fortress. You can swap out the Dwarf Fortress folder included in the pack for the 32-bit version from bay12's website. And then you can install 32-bit DFHack manually if you want that too, but there is no 32-bit TWBT, so GemSet, DungeonSet, and Meph will not be useable.

448
Tilesets and Graphics / Re: [0.44.07]v25 CLA Graphic Set
« on: May 30, 2018, 12:29:23 am »
Delete your /Dwarf Fortress 0.44.10/onLoad_gfx_Phoebus.init file and see if that fixes it.

If that doesn't work, try entering this into the Terminal window after your save file loads:
Code: [Select]
twbt unit_transparency 0

449
Tilesets and Graphics / Re: [0.40.24v00] Phoebus' Graphic Set
« on: May 29, 2018, 09:13:51 am »
Side-by-side didnt realize how arid my green grass was, nor how turqoise the river was.

I always thought the default Phoebus colors were overly saturated. Yours looks closer to something I would have wanted. I've gotten kind of used to the Phoebus colors, though.

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)

I like the less yellow colors. Yeah, I think it's important to have good differentiation in the four black through white gradients. That's important for text stuff like making the selected item in the menu interface stand out.

Spoiler (click to show/hide)

450
DF General Discussion / Re: PeridexisErrant's DF Starter Pack
« on: May 27, 2018, 11:30:16 pm »
I've gotten reports from other players on the embark crash. I don't think any of they had 4K displays or were using Meph. One noted that it would only crash on embark if Print mode was set to TWBT – STANDARD and 2D both worked fine. I'm not sure what could explain this. A twbt bug sounds like it could explain it, but how does that fit together with the 4k to 1080p fix? What problem could explain both of these fixes to the embark crash?

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