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Messages - Phoebus

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631
DF Modding / Re: [0.31.18v00] Phoebus' Graphic Set (Updated)
« on: November 17, 2010, 03:31:47 pm »
Hey Phoe, you ever planning to add a different tile for "Open Space"? The 7 is kind of meh compared to how nice the rest of the tile set looks though.

Props though, getting this out so soon. Been able to enjoy 31.18 since it first released.
What do you mean by "Open Space"? The cyan dithered tile? The dot tile? Or a tile with '7' in it?

632
DF Modding / Re: [0.31.18v00] Phoebus' Graphic Set (Updated)
« on: November 17, 2010, 07:32:15 am »
I'm getting a crash with DF 0.31.18 and PGS 0.31.18v00

it's a save game from DF 0.31.16 with PGS 0.31.16v00 (Ithink)

the savegame loads fine, but then crashes when I unpause.

DF errorlog has a couple of pages of:
Unit has misaligned bp modifiers.  Adjusting.

any ideas?
Did you try loading your savegame with 0.31.18 vanilla? Try also deleting and replacing the raws with the vanillar 0.31.18 raws.

Too many players have had problems migrating from DF0.31.16- raws to DF0.31.17+ raws.

633
DF Modding / [0.31.18v00] Phoebus' Graphic Set (Updated)
« on: November 16, 2010, 01:21:42 pm »
*Updated* 0.31.18v00
Updated to DF 0.31.18

634
DF Modding / Re: [0.31.17v00] Phoebus' Graphic Set (Update & Glowing Eyes)
« on: November 14, 2010, 06:02:53 pm »
I think I found an error: brooks look like lines of boulders instead of water.
That's not a error (with the graphic set.)

To make brooks crossable, the game currently uses a hack where brooks are covered by a solid roof (that can be walked over.)
When the brook dries or freezes, the solid cover is displayed as rock.

635
DF Modding / Re: [0.31.17v00] Phoebus' Graphic Set (Update & Glowing Eyes)
« on: November 13, 2010, 01:16:17 pm »
I can't seem to get the tileset to work with this version, not sure what I'm doing wrong I even updated the saves...
I've also updated my saves to load my 31.16 fort in this version, and it crashes as soon as I unpause. I ran the savegame updater.bat, but it didn't work, apparently...
Could you both send me Dwarf Fortress' error log in a private message?

636
DF Modding / Re: [0.31.16v00] Phoebus' Graphic Set (Updated... again!)
« on: November 12, 2010, 11:28:59 am »
Hey, Phoebus -- Minecraft just released official support for texture packs. Would you be horribly offended if I tried to convert your graphic set into a workable Minecraft texture pack?

Has it already been done? :o

Anyway, I'm sure you're going to be busy momentarily with 31.17...

I reiterate...
It's not been done, and I would not be horribly offended if you tried.

637
DF Modding / [0.31.17v00] Phoebus' Graphic Set (Update & Glowing Eyes)
« on: November 12, 2010, 02:53:08 am »
*Updated* 0.31.17v00
Updated to DF 0.31.17
Added glowing eye tile for some creatures in adventurer mode.

638
DF Modding / Re: [0.31.16v00] Phoebus' Graphic Set (Updated... again!)
« on: November 12, 2010, 01:56:55 am »
Sorry for the delay.
Working on the update right now.

639
DF Modding / Re: [0.31.16v00] Phoebus' Graphic Set (Updated... again!)
« on: October 25, 2010, 04:55:14 pm »
Oh!
My bad then Phoebus. Didn't knew about that bug, probably because I did not came that far yet.

I am still liking your graphic set over all other ones. Can we expect more from you soon?
Glad to hear that! :)

I will be releasing some glowing eyes Soon(tm).
I improve the tileset mostly based on community suggestions, and there haven't been many of them lately so...

640
DF Modding / Re: [0.31.16v00] Phoebus' Graphic Set (Updated... again!)
« on: October 25, 2010, 03:15:09 pm »
Phoebus, I hope you know that when you press Z in Fortress Mode, and you look to your right, you'll see a lot of the nobles do not have their own sprite!
They share one and the same sprite. Is that something you are working on, or just don't care to be implementing?
Nobles do have their own sprites.
AFAIK, the status screen problem is a bug with DF's graphic engine.
Every graphic mod had the same problem last I checked.

641
DF Modding / Re: [0.31.16v00] Phoebus' Graphic Set (Updated... again!)
« on: October 19, 2010, 03:05:48 pm »
FYI: All of the download links are dead and the mirror does not go up to the current version.
Thanks for the heads-up.

I've uploaded the latest version on the MediaFire mirror and DFFD was back up when I checked.

Alright, I'll try to fix that then. I'm not very good at this, am I?

EDIT:
Thanks for all the help, I've got it working now. :)
I would assume it's your first time dealing with this kind of modding and you've managed to get it working in the end.
Perseverance triumphs once again. ;)

Problem: Glowing eyes look like bushes, as shown by the yellow bush here.
*snipped*
Fixing the problem will require adding a suitable tile for glowing eyes.
I'll add it in the next version update.

642
DF Modding / Re: [0.31.16v00] Phoebus' Graphic Set (Updated... again!)
« on: October 11, 2010, 05:27:55 pm »
Well, for personal aesthetic reasons, I'd prefer the metal door icon to the stone one; how would I go about switching the display of those two tiles? Do I just swap the position of the two in the tileset images or do I need to do something more complicated?
Which tileset are you using? The default one?


Yeah, the default one from the first link in the op.
Replace data/art/Phoebus_16x16.gnp with this image:

The stone door tile will have the metal door graphic.

643
DF Modding / Re: [0.31.16v00] Phoebus' Graphic Set (Updated... again!)
« on: October 11, 2010, 02:13:39 pm »
Well, for personal aesthetic reasons, I'd prefer the metal door icon to the stone one; how would I go about switching the display of those two tiles? Do I just swap the position of the two in the tileset images or do I need to do something more complicated?
Which tileset are you using? The default one?

Hey Phoeb'. When will you start on the military castes?
Would you need help with that?
I have no idea what you are talking about, so, hmm, yes, I do need help with that.

644
DF Modding / Re: [0.31.16v00] Phoebus' Graphic Set (Updated... again!)
« on: October 11, 2010, 09:57:16 am »
Just wanted to ask, i'm still on .12 and i used the quick install, and the tiles show up fine for the game i've been playing since before - however i've tried genning new worlds and they show up in the default graphics tileset. How do i get new worlds in the phoebus tilesets?
I'm not sure I understand, but I'll try to answer:

Answer #1:
You need the use pre-installed package, then copy your old savegames over.
The 'Package without game' is for those that download the official DFv0.31.16 game and then install the package over it. If you install that package over the 0.31.12 version of the game it will break.

Answer #2:
If you installed the pre-installed package, it's going to be unpacked in a new directory. Any old shortcut will be linked to the location of your old version of DF, so it's likely you could be have been trying to gen new worlds with the old version.

Answer #3:
*scratches his head*

Just a heads up -- the first page still lists a link "with" 31.15, even though the link itself brings ya to a 31.16 page.

Edit: And now it's fixed. Thumbsup.
Thanks.
I've been investigating how doors react with the Phoebus tileset. It's... odd. It looks like there are four different door tile characters, one each for metal, stone, wood, and glass.

When in the stockpile, doors behave normally -- Olivine appears as a door, metal doors have bright colors, etc. But when you install a metal door, the tile changes to that of a stone door, and the colors likewise mute or warp to something possibly completely different.

I'm not sure if this is something fixable (installed metal doors using the stone door tile) or related to the unfixable glass portal / olivine door issue, but I thought I'd mention it anyway, on account of its weirdness.
A while ago I've investigated the same myself, and I've found the behavior to be similar/identical in vanilla DF.
The game has been designed to work with the ASCII tileset, and in that symbolic tileset these kind of shenanigans are reasonable due to the heavy abstraction. In graphical tilesets, not so much.

645
DF Modding / Re: [0.31.16v00] Phoebus' Graphic Set (Updated... again!)
« on: October 08, 2010, 04:00:22 am »
The ground tile are intentionally dark so that they do not draw your attention away from actual objects and creatures.

And I've changed the colors in two ways.

First, the darker colors are 2/3 of max luminosity instead of 1/2, that makes quite a difference. The main reason why I did that is that most tiles are made of shades of grey anywhere from white to black, and the color of the tile is multiplied by the shade of grey of each pixel. That makes each pixel equal or darker than the base color. If the base color is already dark then the final result often ends up being unacceptably dark. No reason to strain your eyesight when I can just make the color a bit brighter. ;)

Second, electronic (fluo) colors are very unnatural and jarring, so I've changed blue, cyan, green, yellow/brown & magenta to more natural/pastel tints.

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