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Messages - Phoebus

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301
I've tried a 24x24 rescale of the tileset. (I still have no intention to release a 24x24 tileset anytime soon.)
Creatures are still at 16x16, they get scaled by the game, that's why they are more blurry.

I had to split the image in 3 horizontal sections because imgur wouldn't take such a large png without greatly degrading the image quality by converting it to jpg.
If the image is broken up on your side that's the reason why.

Take note that it's not really different from using the 16x16 tileset and zooming in.
Currently the game is seriously limited because it's scaling the hud with the viewing area, so using a large tileset (or zooming in) results in a huge section of the screen being filled with the minimp & command window.

302
*Updated* 0.31.25v22
Updated the Beefmo units.
Brightened the water tiles. (Also applies to sand, snow, etc.)
Added a background to letters (except capital X and underscore "_".)
Added mods to configure water brightness. ("Water Darkest" is the old setting.)
Move the old water mod to Ground Mods.
Added 3 more Punctuation mods.
Added 3 stone (the mined resource) graphic mods. (DrD_Avel, Mayday & Jackal)
Added 3 text background mods. "NiceMap" replaced the old Hills & Badlands mod. ("Clear" is the old setting.)

303
Any chance for a version with all letters with a background (like "n" when enabling the better hills option), to make things easier to read with the other backgrounded characters such as the numbers, periods and that "n"  :)
I suppose i could just select and copy the tile that represents the period, and paste that semi-transparent tile onto the other letters? Or is it done somewhere else?

Also, is there a way to make the snow a bit more white and a bit less like ash? Brightening the 2 swirly tiles is all i need to do?
Edit: nevermind, did it :) Selecting the two tiles in photoshop and changing the levels to 0 - 1.25 - 225 had the perfect effect i was looking for, the entire world seems a bit brighter as a side-effect of having water, sand and snow be a tad brighter :)
I was working on the Mayday style background (a 50% transparent beige) for letters, I'll add an option for all letters similar to the hills and badlands at the same time.

Edit: The new background behind letters looks good enough that I think I'll use it as default.
Spoiler: 400k screenshot (click to show/hide)

304
That's a preferance in texture filtering.
The standard texture filter is 'linear', which generate the final pixel color based on the color of the (up to 4) nearby pixels weighted by proximity.
This causes a blurry final result.

The texture filter that arclance uses (and that I use for the tileset assembler when zooming in) is nearest, which picks the color of the nearest pixel. Sharper but more jagged.

The problem with Dwarf Fortress right now is we can only pick one texture filter for both zooming in and zooming out.
If we could select two separate texture filters, nearest for zooming in and linear (or better) for zooming out, we would get better results.

305
"After updating the game, run DF_savegame_updater.bat to update your savegames, run DF_phoebus_init_updater.bat to update your inits, then play the game."

Should this be done before, or after, installing the graphics pack via the Lazy Newb launcher?
Sometimes i make little changes with the Phoebus assembler, enabling the smoother hills & badlands thing and such. And i'm always wondering if i should run the phoebus .bat's after or just rely on the Lazy Newb launcher ^_^

Also a question, is it possible to run this pack but with the fonts (and calming beige interface background) of the Mayday pack?
I'm torn, i really love how everything looks in this pack, but i adore the font and easy to read text and UI of the Mayday pack.
Changes to the tileset are global. Each savegame doesn't have it's own custom tileset, so no need to run the savegame updater after a tileset modification.

You should run the savegame updater anytime you want to use an old savegame with a new version of DF and/or a new/updated graphic pack.

I'll look into Mayday's font style.

306
Okay...  having graphics problems. Screenshots below.

Spoiler (click to show/hide)
In "data/config/init.txt", can you find [GRAPHICS:YES]? (Unit graphics will only work with [GRAPHICS:YES])
Spoiler (click to show/hide)

Is that a screenshot of your savegame's RAWs?

Did you use the savegame updater? (the .bat file)

If you did the above didn't work:
Try deleting your savegame's "raw/graphics" folder then running the savegame updater again.

If you're not on windows, delete your savegame's "raw/graphics" folder, then copy the main DF "raw/graphics" folder to your savegame.

307
Quote from: Toady
... so it feels like we're definitely at the point where extra tags are going to have to be selected with care if I hope to get this done before the end of the year while also getting regular releases up.
2 months and a half since last release... *pulls his hair out*

308
Phoebus, I just wanted to let you know that using 0.31.25 v21 the DwarfFortressConfig.exe works on Vista but under (my install of) XP complains that I lack .NET Framework v4.0.30319.  Once I get that updated I'm pretty sure it will work for me (unlike with the previous error I experienced). :)

Nice work as always. ;D
Thanks. And yes, I'm compiling the utility for the .NET v4 framework so anyone wanting to use it will have to install that.
I'm not aware if the exec gives an appropriate warning if the .NET framework is missing.

After months of using this set I just want to pop by and say thanks for all the hard work you've done on it, Pheobus.  Your efforts making DF prettier are much appreciated :D
Thank you! :)

Hi.
I really appreciate your work. I have a question though: What do all the map symbols represent? I`m seeing golden goblets, wells(I believe those are sites), cabinets, weapon racks, chests, crowns, some red chandeliers, dwarven statues, eagles, and others. Have no idea what does are. I tried going to some but there's nothing there. Is that a texture error in my installation?
Thanks!
I do not pick those, they are hardcoded to specific tiles in the tileset, tiles that are also used for important things ingame.

Golden Goblet = Elf Settlements
Wells = Human Fortress
Cabinets = Dark (Goblin) Towers
Dwarven Statues = Dwarven Settlements
Red Chandeliers = Volcano
Weapon Racks = Savanah
Chest = Human Towns (one of many tiles for them)
Crown = Ruins

309
Might I suggest a link to my thread so you don't have to run support for my mess? I wouldn't want to drain your efforts away from your own set.
A normal unit pack is not compatible with the utility.
I can still link to your stuff of course, but if you want to directly provide your units for the savegame manager, you could just provide a different download with the stuff located at the right place for the savegame managemer.

Also Phoebus: I had problems trying to zip the graphics raw.zip. Could be because im using winrar to zip(as .zip exension) but the DwarfFortressConfig app doesn't seem to like them when it tries to replace a saved games graphics raws. (No unit graphics tiles are loaded at all). What zip program you using?
I'm using 7zip.
Does your unit graphic option even shows in the list? (if there's no valid version.txt, it will not be listed.)

The raws file needs to be called "raws.zip", no caps. The root of the content of the zip file becomes the graphics directory, so for example, the objects txt files should be in the root.

hi, i ve got a question to your complete pack. i downed it and got a pretty fortress with 150 dwarfs now, and all is giong well, but i ve not encountered any titans or forgotten beasts yet. Does your version exclude them ?

Greetings
My graphic pack only changes the appearance of the game, it should not affect the gameplay in any way.

310
DF Modding / [0.31.25v21] Phoebus' Graphic Set (Beefmo units bugfix)
« on: June 01, 2011, 03:31:49 pm »
*Updated* 0.31.25v21
Fixed goblin, human, elf & kobold unit graphics in the Beefmo pack.

311
DF Modding / Re: [0.31.25v20] Phoebus' Graphic Set (Beefmo units)
« on: June 01, 2011, 03:22:57 pm »
*Updated* 0.31.25v20
Added Beefmo units as an option.
Added the standard unit background to Beefmo and Mayday units.
Added my proprietary anti-eyeball-searing technology(tm) to Beefmo and Mayday units.

What does the anti-eyeball-searing technology do?
It's a 50% transparent black background to reduce the intensity of blinking icons and such.

Really appriciate you adding this one! Here is a problem though I found with goblins:
Spoiler (click to show/hide)

These are some caged prisoners that I noticed were all bitshifted wrong and showing the wrong goblin images.
Where the top purple guys should be goblin swordsmen.
And the other purple guy 4th row middle should be a goblin hammerman, but that looks like an axeman.
I see, most of the page dims (in 'graphics_beefmo_png.txt') were set to 12:27 instead of their correct 12:25 dimension.
Fixing that.

Before I duplicate effort, anyone have a nice comparison of the different unit graphics?
There are small 4x4 previews in the savegame manager. The unit graphic set all have different units in the previews, but you can still see the differences in overall styles.

312
DF Modding / Re: [0.31.25v20] Phoebus' Graphic Set (Beefmo units)
« on: June 01, 2011, 12:17:23 am »
I must say, the Beefmo units are really nice. Great discovery for me (yeah yeah, I've been living in a cave.)
There was a bug in the beefmo units pack, in the file "graphics_mayday_png.txt" the line that says "[PAGE:DIM:22:6]" makes the game crash. When changed to "[PAGE_DIM:22:6]" everything works fine.
That bug is fixed in my release, of course.
Cheers.

313
DF Modding / [0.31.25v20] Phoebus' Graphic Set (Beefmo units)
« on: June 01, 2011, 12:13:43 am »
*Updated* 0.31.25v20
Added Beefmo units as an option.
Added the standard unit background to Beefmo and Mayday units.
Added my proprietary anti-eyeball-searing technology(tm) to Beefmo and Mayday units.

314
Unit graphic tiles are automatically scaled to the tileset tile size by the game itself.
So it's possible to used 18x18 Ironhand's unit graphics with a 16x16 tileset, and everything will show correctly as 16x16 tiles.

But tilesets are not so flexible.
Every tile in a tileset needs to have the same dimension as they are all included in the same 16x16 grid.
Also, the raws contains references to tiles, and those references are not the same in all tilesets. ( Creatures are not at the same locations, mineral walls are not categorized the same and are also located differently, etc. )
So to add different tilesets (Ironhand, Mayday, etc.) to the assembler would be a lot of work, it would require supporting a configuration system to support  the different graphic sets options for Mayday/Ironhand, it would require supporting different tile sizes, it would require splitting the Mayday/Ironhand tilesets into parts in the same way I did for my tileset, and it would require a way to synchronize specific tileset options with their raws.

One last thing, this time a request. Seeings as though now you can support multiple gfx sets, is there any chance that the beefmo set could be supported? I love his set, but too intimidated by raws etc to attempt adding them myself. (this is thrins beefmo repack and recent updates to it http://www.bay12forums.com/smf/index.php?topic=54399.msg2218513#msg2218513)
I will try to include beefmo's units in the next update.

You can add unit graphic options to the savegame manager through the /data/config/graphics/ directory.
You will need to create a new subdirectory then add a version.txt and raws.zip (preview.png is optional). Use the pre-included graphic packs as a reference.

(Yes, the util now uses zip files to store it's data.)

315
Damn Phoebus, you are really putting out fabulous work! I really have no idea what kind of compliment could suit all that you achieved. But I thank you for your hard labour.
i completely join with what has been said above. Awesome job!
Welp, you're now officially my goto tileset. Nice work sir.
You are welcome! :)

Doing any pre-tileing for the update?
I wish I had the update to work with, but sadly I don't even know what is going to need new tiles.  :-\

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