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Messages - utkonos

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1
Hi!
Screwpump looks a bit jiggy for me. Maybe it would be better like that?

2
Tilesets and Graphics / Re: Dungeon Set v1.03 [24x24 TWBT 43.03]
« on: October 17, 2016, 09:04:40 am »
Waiting for mifki to fix TWBT would be the best solution then.
As of unneeded overrides - it's just overrides that never used in the game. They shouldn't affect you in any way.

3
Tilesets and Graphics / Re: Dungeon Set v1.03 [24x24 TWBT 43.03]
« on: October 16, 2016, 08:41:27 am »
Could you have a look at my post here and the next post by mifki?

http://www.bay12forums.com/smf/index.php?topic=138754.msg7215990#msg7215990

It's about a crashing issue with TWBT.  Just wondering if anything can be done in the graphic set to possibly fix or reduce the frequency of the issues (phantom tiles or crashing depending on redraw method).
Well, there is one thing that can be done with it. But first of all what is phantom tiles? Usually the reason of this problem is as follows:
Let's say we got 2 objects in game both of which use the same tile. I use overrides to make these objects have different tiles. But DF doesn't know about overrides. So it thinks that our objects look the same and redraws only tiles that have changed when you moved your screen. And we got this "phantoms". Forced "redraw all" fixes it.

There is only one way I can remove this phantom tiles - make these 2 objects look the same in my Set. To do it I need to know what tiles are "phantoms". Can you provide some screenshots of your problem?

4
Tilesets and Graphics / Re: Dungeon Set v1.03 [24x24 TWBT 43.03]
« on: October 08, 2016, 07:17:40 am »
Maybe I'll be able to help you, but I need screenshots of this ASCII graphics to find a problem.

Multilevel on
Multilevel off

It's probably by design, but it just looks weird.  In other graphic sets I've just seen the entire area go blue or something solid, not dotted multicolor like this.

Oh, got it. That's actually default DF look :) 
It looks similar in other sets, but usually background is colored.
It's quite easy to change, try this for example (or this one if you prefer triangle ramps). Put this file in DungeonSet/data/art.

5
Tilesets and Graphics / Re: Dungeon Set v1.03 [24x24 TWBT 43.03]
« on: October 06, 2016, 12:29:50 pm »
Maybe I'll be able to help you, but I need screenshots of this ASCII graphics to find a problem. As of now I can't reproduce this (or maybe I misunderstand you).
And don't hesitate to report any problems, there's no reason to wait for Meph to start questioning me :)).

6
Tilesets and Graphics / Re: Dungeon Set v1.03 [24x24 TWBT 43.03]
« on: October 03, 2016, 02:35:30 pm »
Yea it's a mistake. It comes from GemSet overrides I've used. DragonDePlatino probably tried to override downward track slopes for "multilevel 0". But downward track slope rendered as regular slope in DF (this is tile 31 you mentioned) and it is not named as track ramp, so it can't be overridden unfortunately  :(
Since it doesn't affect players I'll remove these overrides next major update.

7
Tilesets and Graphics / Re: Dungeon Set v1.03 [24x24 TWBT 43.03]
« on: June 29, 2016, 01:26:42 pm »
Unfortunately (or fortunately  ???) I can't really make colorblind scheme look good myself. However, if scheme posted by jecowa works fine, please let me know, so I'll add it to the main post for those who needs it (or send me a pm so we can find a way to do a good colorblind scheme if you willing to).

8
Tilesets and Graphics / Re: Dungeon Set v1.02 [24x24 TWBT 42.06]
« on: June 28, 2016, 06:54:24 pm »
Ok, here's an update 1.03 for DF 0.43.03. Keep in mind, that DFHack is still in alpha stage, so it can be buggy.
Small changes were made:
- fixed interface color and made shadow more distinct for multilevel users
Spoiler (click to show/hide)
- added patch for those of you who likes classic triangle ramps
Spoiler (click to show/hide)
- some tweaks and bugfixes

9
Tilesets and Graphics / Re: Dungeon Set v1.02 [24x24 TWBT 42.06]
« on: June 25, 2016, 01:23:13 pm »
utkonos, are you okay with your graphics pack being included in Lazy Newb Packs?
yup, sure.

Keep in mind, that my set depends on TWBT which isn't updated for 43.04 yet. Currently I'm working on non-TWBT version of set (using same RAWs) but it is not done yet. 43.04 update with a few fixes is done but I'll post it when TWBT would be published to avoid any misunderstanding with versions.

PS: I don't know if it's important for you, but this set uses slightly modified RAWs from GemSet (tile numbers and colors of plants/gems, colors of some stones are changed for aesthetic purposes).

10
Hi there again!
Have posted this problem a while ago, but looks like it's still here:

Humanoid (animal persons, dwarfs, humans etc) corpse overrides doesn't work in DF 0.42.06. Other corpses override fine. Problem exists at least from 0.42.05, but everything worked fine in 0.40.24. Tested it on mine Set, SpaceFox and GemSet using manual installation and LNP. These overrides didn't change since 0.40.24.

PS: removing [APPLY_CREATURE_VARIATION:ANIMAL_PERSON] from animal person "fixes" the problem.

11
Tilesets and Graphics / Re: Dungeon Set v1.02 [24x24 TWBT 42.06]
« on: May 23, 2016, 02:14:41 pm »
Looks like I messed up the link, sorry. This should do the trick.
In game it should look like this:
Spoiler (click to show/hide)
As for the ramps, there's no downward ramp at all when you use multilevel, it is like that for every tileset. So if you see a ramp, it's always an upward one, either on this level, or on a level below. You can tweak shadow and fog color/density to make levels more distinct in DungeonSet/raw/onLoad.init (more info about it here)
PS Your second picture doesn't work for some reason. If you have a picture with obsidian ramp, or even better - a save file I can use to reproduce a problem, it'll be very helpful.

12
Tilesets and Graphics / Re: Dungeon Set v1.02 [24x24 TWBT 42.06]
« on: May 21, 2016, 06:36:12 pm »
This has quick become my favourite tile set.
Great Work, really.
Like it a lot.
Thank you!
As a new player, this is one of the best graphic sets I've tried to play with.

However, there's some issues that are quite major to me:

1) It's basically impossible to see things that are highlighted.  I have to move the cursor off what's highlighted to see it.  (ex. open unit list)
2) It's hard to see certain other areas, like the bottom of the trade window for example.  I had to lean in close and really squint my eyes to read the text for trade value and all that.  Very very dark.
3) The up/down elevation triangles are kinda not there.  There is an indicator, but I actually can't tell what it's indicating.

I'd like to try and edit it to make those dark things I can't see actually visible, but as a newcomer I don't know how to do this.  Can anyone give me a pointer for what file text colors would be in?
Thanks for your feedback!
About issues:
1 and 2 are basically the same problem. I'll make text background a bit more transparent, this will make highlighted text more visible. If you don't want to wait for next release, download this file and save it as curses_1280x600.png in "your DF folder"\data\art\
3. I kinda hate these triangles, that's why I use "hillocks" to mark ramps :) I can do "triangle" version of set, don't know how many people want this tho.

As of right now I have not much time to work on set, so I can't promise fast update, but hopefully I can update it when DFHack and TWBT for 0.43 would be ready.

13
Tilesets and Graphics / Re: Dungeon Set v1.0 [TWBT 42.06]
« on: April 13, 2016, 04:17:09 pm »
This is *beautiful*, and I'm using it now for my first DF game in over a year. Thank you *so* much!
Thank you! :)
This is great, loving wall tiles... ;D
Just one problem, though; some of display colors of stones and gems don't match their color in raw, like mica(display: purple; raw: gray) and bloodstone(display: red; raw: green).
I loved mica until I found out that dwarves perceive it as plain gray... :(
As Dirst said, all minerals are gray by default in DF. However, since my raws was already changed, I just added state colors to all stones/minerals/gems.  :P

So here it is, update 1.02:
- made font a bit bigger
- changed river/road tiles to curves instead of sharp angles
Spoiler (click to show/hide)
- added state colors to all stones/minerals/gems
Spoiler (click to show/hide)

14
Well, making a tileset isn't too hard, making tileset+all overrides takes quite some time, making tileset+overrides+graphics for creatures takes...a lot of time. I'm not a fast drawing guy, but for me tileset took couple of weeks to do, overrides took about month or 2 and graphics took about 7 months of my free time.

15
Tilesets and Graphics / Re: Dungeon Set v1.0 [TWBT 42.06]
« on: April 05, 2016, 07:24:19 pm »
for my 5:4 screen the font is too wide so the menu takes up almost 2/3 of the screen.
i guess i did something wrong so i can't use the standard font with your graphicset.
Size of the font should not be an issue - TWBT allows you to scale tiles and text independently.Standard font should be usable with this set as well.
Check versions of DFHack and TWBT you're using.
Maybe I can help you if you give me a screenshot of your game.

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