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Messages - clinodev

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406
DF General Discussion / Re: PeridexisErrant's DF Starter Pack
« on: November 18, 2018, 02:58:53 pm »
Hey. I downloaded the latest LNP (0.44.12-r04) and Im having some problems with textures. For some odd reason while using spacefox, doors appear as what look like engraved wall texture once built. They appear normal however before they are built. I have attached a screenshot demonstrating this, with an unbuilt door on top and a built one on bottom.

Also, up/down stairs seem to have the wrong texture aswell (looks like its the cursor icon). Pictured below.

Upon further investigation, this seems to be a problem in many tilesets. I have attached pictures from Phoebus aswell.

[snipped]

Thanks for your work on this project.


From the reddit announcement thread:


"It seems twbt_* folders aren't handled correctly in this version. Others and myself have to manually copy the folders.

Hopefully it is fixed soon, but for now you can copy twbt_* folders in their respective vanilla counterpart.

PeridexisErrant's Starter Pack 0.44.12-r04\LNP\graphics\Spacefox\

copy data\twbt_art to data\art
copy data\twbt_init to data\init
copy raw\twbt_graphics to raw\graphics
copy raw\twbt_objects to raw\objects

reinstall Spacefox through LNP's launcher (graphics tab - Spacefox - Install Graphics) then accept when it wants to update your savefileif applicable."

There's more information at the link from PeridexisErrant about the cause of the situation and why it worked for the previous release.

407
DF General Discussion / Re: PeridexisErrant's DF Starter Pack
« on: November 12, 2018, 05:48:33 pm »
The update works better - it only complained about no sand this time.

Edit: And another time the sand was fine but the milk was a problem (said no two-humped camel's milk but then I was able to manually add some?)
maybe it requests a certain type of wood for the barrel of the milk and that is not available?

No, no specific barrel wood (the game chooses containers, probably from civ available, but I've not paid attention to it. I thought that since two-humped camels were common domestic, the milk would be available, but apparently I'll need to experiment more. I wonder if you can lose common domestic animals in worlds missing their biome? The original had a (useless) blood barrel there, and I hoped to make it more useful, but Gorny might have been more clever than I was on that, and I've introduced a new failure point.

With the sand, it has several colors of sand, so you'll pretty much always get some, or most of the sands, and can replace missing white with red, for example. While it technically increases the chance of error, that's probably the best way to go about it, and I think I'll do something similar with the CraftLord embarks.

408
DF General Discussion / Re: PeridexisErrant's DF Starter Pack
« on: November 11, 2018, 03:52:21 pm »
No, nothing to do with tileset! :)

You choose your civilization from the site selection screen, and the game knows where all your civ's sites are. When you choose an embark profile, it removes any items your civ wouldn't have access to, so your civs where the starting items failed as you described didn't have access to apple trees and wombats, etc.

The trick to making them more universal is to use first level cavern woods, common stones, and common domestic animals, etc., which every dwarf civ should have access to. I've been in contact with Gorny1, and I've updated it and hope to get it in the queue for next release!

In the meanwhile, if you'd like the new version, you can find it here: https://pastebin.com/EABRKJUa

You can just copy the text from the pastebin and add it to the bottom of the list in your data/init/embark_profiles.txt. Once you've saved it, you'll find it in your normal embark profile list as GORNYS EASY PEASY START 0.44.12.

409
DF General Discussion / Re: PeridexisErrant's DF Starter Pack
« on: November 10, 2018, 08:35:41 pm »
Seems like I always get errors that crutches, splints, wombat meat, and pond turtles are not available when trying to use Gorny's embark.

This would be fine, except that it only then lists animals as things I can spend the points on that would have gone to those items. Why does it not list non-animal items?

Whether the items are available depends on random factors about the generated world and chosen civilization, so it's rough. I'll take a look at Gorny's and see if I cant replace overly specific items with more generic ones (I help maintain that set of embark profiles; the CraftLords ones are mine.)

As far as spending additional points goes, do you not get a general list of items when you hit 'n'? If not, I have a hard time imagining what the Starter Pack could be doing to cause it (and it works for me.)

410
DF Dwarf Mode Discussion / Re: Stress & Pysche: 44.11+
« on: October 30, 2018, 10:08:00 pm »
No luck on the pics, Tim.

Your best bet is probably to upload them to imgur and then just post the short links.

411
DF General Discussion / Re: PeridexisErrant's DF Starter Pack
« on: September 18, 2018, 07:07:28 pm »
Hi! I just updated my LNP pack from0.44.12-r02 to r03

...

Is there a way to change the font to the old version while keeping the graphics changes?

The font and graphics are independent of each other, and it's an easy change!

In the Starter Pack Launcher (PyLNP) utility, click on the "Graphics" tab, and then the "Customize" tab below it. I believe you want to choose "curses_640x300.png" in the first "Font" box (that's the font paired with Phoebus in the r03 Pack [edit: I meant in the r02 Pack, the one you're used to.])

412
DF General Discussion / Re: PeridexisErrant's DF Starter Pack
« on: September 12, 2018, 10:15:28 pm »
It still includes pretty much the same wide selection it has for years. Maybe try and extract it again, or redownload it?

413
I love this plugin, and I recommend it whenever it's remotely appropriate.

I have something of an addiction to DF streams on Twitch, and have cajoled it's demonstration on camera a number of times. I tell them "If you want an evil savage reanimating forest with iron, coal, emeralds, and magma by the second cavern at worst, it's no problem, as long as it exists, this will find it!

On a more personal level, I prefer mountain embarks, (6-8 tiles of a 3x3 when possible,) and they tend to be iron poor. Previous to this plugin being pointed out to me, I had to do much tedious and repetitive adjusting the embark, prospect all, adjust again, and so on before finding a suitable site (and most of those half covered in laggy trees.) Now almost all of that labor is gone, with all the best sites merrily marked for me to make my choice from, and I can get on with the game!

Thank you very much for your efforts!

414
It was outdated by the time the original version went to print, as it happens. I thought the paper edition it got updated once, but I can't find any reference to that (mine's first edition,) and he used to send out updates electronically if you bought it directly from the publisher, but I don't see that on the  O'Reilly sales page anymore, interestingly.

The Amazon page only promises:

"Getting Started with Dwarf Fortress" is current to the April 2012 releases of Dwarf Fortress. It's full of art, and I'm told, humor and good guidance. I hope you enjoy it!"

It's pretty outdated, but I must admit it looks great on the shelf!

415
DarkStyle has better popups; I'll use that one.

Thanks again!
They're both called darkstyle, so which one did you mean?

When downloaded the original is called "fusion_dark.dll" while the one from the "Jorgen-VikingGod/Qt-Frameless-Window-DarkStyle as a plugin" link in the edit is called "DarkStyle.dll". They both look good, but the second one from the edit, "DarkStyle.dll", has dark pop-up windows which I prefer to the original's lighter pop-ups.

416
DarkStyle has better popups; I'll use that one.

Thanks again!

417
Thank you so much, Clément, the fusion_dark.dll method suits me very well!

Is this something I can share widely, perhaps after hosting the file on DFFD so as not to strain your filehost?

This will work very well for me, but I still think it would be a good idea to include an option like this internally in the settings. I spend enough time answering questions in the /r/dwarffortress subreddit to know the simple 4 step installation process you laid out would put many people off.

Thank you again!


418
I'm almost embarrassed to ask this in a thread where you're testing and announcing a major update, but:

Every once in a while I'll see a screenshot with a dark grey "night mode" Dwarf Therapist. It looks glorious.
Unfortunately, asking around, it seems it is Windows High Contrast mode, which plays very badly with some other things I use (and in playing with it just now, it didn't seem like DF/DFHack/DT liked it much either. I had some really long input entry lags.)

Is there a feature like that in Win64 DT that I just can't find, or some simple setting I can change in a file? A proper night mode, say bay12forum grey or brown background, would be a valuable quality of life improvement for me and I believe many others who are likely to play in the dark with old eyes.

419
PyLNP 0.13a is now up.

This improves handling of TWBT-specific files somewhat (including support for twbt_objects and twbt_graphics folders to override files when installing graphics packs with TWBT enabled), and should also make the macOS builds work a little bit better.

This is very exciting to see!

The installation process for the TWBT-enhanced graphics packs is just complicated enough (requiring first the base pack, then TWBT, then the TWBT_GraphicPack to be installed, in that order, to end up with the right mix, for Phoebus, at least,) to be annoying and make me really regret that it hasn't worked well in recent Starter Packs.

420
DF General Discussion / Re: PeridexisErrant's DF Starter Pack
« on: July 20, 2018, 04:46:08 pm »
You can find them in the Dwarf Fortress graphic set collection on github.

https://github.com/DFgraphics/Spacefox

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