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Messages - Phoebus

Pages: 1 ... 59 60 [61]
901
DF Modding / Re: Phoebus' Graphic Set v1.2 for DF 2010
« on: April 02, 2010, 03:25:44 pm »
can we get some in-game screenshots please?
I've added some screenshots to the first post.

902
DF Modding / Re: Phoebus' Graphic Set v1.0 for DF 2010
« on: April 02, 2010, 01:46:15 pm »
Ok, I think the unit graphics are causing some problems. Disabling/removing them should resolve most problems.

903
DF Modding / Re: DF 2010 Graphic Sets
« on: April 02, 2010, 01:12:37 pm »
Here's my graphic set (Phoebus). It has a custom tileset with a mineral chart, nice walls and alot more; it requires updated raws. The package also includes graphic tiles for most units in the game.

Graphic Set only, manual installation required :
http://solidfiles.com/d/0CZd

Full Package preinstalled w/ DFv0.31.01 :
http://solidfiles.com/d/luR5

Thanks, and good initiative. :)

904
DF Modding / Re: Graphics Set for 0.31.01 Problem
« on: April 02, 2010, 01:02:33 pm »
Dwarf Fortress v0.31.01 saves a copy of the raws with each savegames.
If you want to use your graphic mods, either generate a new world, or mod the /raw/ subdirectory in your current savegame.

905
DF Modding / Re: Phoebus' Graphic Set v1.0 for DF 2010
« on: April 02, 2010, 12:59:37 pm »
How do you get alpha transparency to work?  My .png files didn't work, and only produced a black screen for me.
Dwarf Fortress v0.31.01 does not currently supports PNG and alpha transparency.
We have to fall back on BMPs for the moment. :(

I've first made this tileset for 40d# and alpha transparency, and had to convert it back to BMP.
The PNG will be ready the moment v0.31 is merged with v0.28.181.40d#.

Huh, when I try to load the Arena in the prepackaged download, it gets a runtime or something like that error. 
I believe that's a bug with the new version. The arena and graphic mods don't go well together.

Very impressive for some reason, these dwarves are well-drawn and clean, imho.
Preinstalled package returns runtime error, though.
Manual merging is giving same error too,
after mixing it with df2010 containing maydays betapack and init edit for your tileset game's working fine..hmm.

Anyway, good luck with project.
Thanks a lot.

That bug is really strange, I guess such things are to be excepted until we get a more stable release.

906
DF General Discussion / Re: OH MY GOD.
« on: April 02, 2010, 12:05:40 pm »
Embark points are the points that you spend on the things you start with.

907
DF Modding / Re: Phoebus' Graphic Set v1.0 for DF 2010
« on: April 02, 2010, 11:58:18 am »
Does the 'full package' include the game, and not require any installation?
There you go! :)

Link to the preinstalled package (with Dwarf Fortress v0.31.01):

Edit: Removed obsolete link.

908
DF Modding / Re: Phoebus' Graphic Set v1.0 for DF 2010
« on: April 02, 2010, 11:19:02 am »
Does the 'full package' include the game, and not require any installation?
No it does not... it's only 253k. :P
I'll make a full package with the executables.

Would a 32x32 tileset even work when combined with 16x16 graphic sets?
The d# series worked like this, it resized your graphics to fit the tiles (I made a couple of oversized tile/graphics sets for myself) so once the merge is finished you should be able to start messing about with that.
Nice!
Does the game blurs perfect conversions like 16x16 -> 32x32 or does it upscales every pixel to an exact 2x2 pixel?

909
DF Modding / Re: Phoebus' Graphic Set v1.0 for DF 2010
« on: April 02, 2010, 10:32:43 am »
Hmm, you are right, I should probably reforge the whole thing in 32x32, but not before zooming has been merged back into DF 2010.

Would a 32x32 tileset even work when combined with 16x16 graphic sets?

910
The new PNG version of the Graphic Pack is available here: Phoebus' Graphic Set v2.x

* Remember to update your savegames *
After updating the game, run DF_savegame_updater.bat to update your savegames, then play the game.

--------------------------------------

v1.7.3.1 of the tileset with fixed numbers:


Pre-Installed Package (w/ Dwarf Fortress v0.31.03):
@ Dwarf Fortress File Depot

Package without game:
@ Dwarf Fortress File Depot

Unit Pack with clean transparent backgrounds:
@ Dwarf Fortress File Depot

Mirror of all files on MediaFire

--------------------------------------

Screenshots:

Spoiler: The New Font (click to show/hide)

--------------------------------------

Installation:

1. Install the 'Pre-Installed Package', or patch your current installation with the Package without game.

2. Run DF_savegame_updater.bat to update your savegames.

3. (Optional) Delete your old /data/init/init.txt and rename the init.phoebus.txt to init.txt.

4. Play the game!

--------------------------------------

*Updated* v1.7.3.1
Added transparent outlines to the numbers.


*Updated* v1.7.3
The default font is now Phosasam (a modified version of Bisasam's font with rescaled Phssthpok's numbers.)
I changed the stone layers' symbols.
I changed the masterpiece/rough gem/web symbol.
I fixed the Black Bear Bug.
I fixed the Granite color problem (it's now dark grey/dark grey instead of light grey/black.)
I dropped the solid tileset style (till the merge.)

Spoiler: The New Font (click to show/hide)

*Updated* v1.7.2 (Tilesets only)
Added a new tileset with Bisasam's font. (the lowercase letters have been edited to be narrower)
Fixed Guybrush's 'O' engraving transparency color. (Thanks LucasUP)
Reduced the intensity of the liquid/sand tile.
Brightened the background texture of underground mushroom tiles a bit.
I 'improved' the solid layer tiles a little bit. They should be easier to tell apart from ground tiles now.

*Updated* v1.7.1
The default tileset now uses the old dithering style for stone tiles. The new graphic style is still available as Phoebus_16x16_Solid.bmp and  Phoebus_16x16_Guybrush_Solid.bmp .
The "Dwarf Fortress Savegame RAW Updater" batch utility has been added to both full packages. Run df_savegame_updater.bat to use it.
A Unit Pack with fully transparent background has been added to the list of download.

*Updated* v1.7
Changed the stone, sand and soil layers from symbols to fully graphic tiles. (No more dithering)
Unit graphic tiles now have a solid background color with a transparent outline around the unit.
Reduced the ground dithering by 50%.
Added new shrub and sprout tiles for underground plants.
Redesigned and added transparency to Doors and Hatches.
Reforged the river/road tiles.
Added Sphr's warthogs to the unit set.
Bugfixes:
Restored obsidian to it's default color.
Fixed the elf unit graphics.
Fixed the camel unit graphics. (Removed Sphr's camel unit graphics.)

Spoiler: Older Updates (click to show/hide)

--------------------------------------

Spoiler: Credits and Thanks (click to show/hide)

Spoiler: F.A.Q.s (click to show/hide)

An higher quality version (with alpha transparency) will be released when alpha transparency support is merged in v0.31.

--------------------------------------

Strongly Advised (but optional) init.txt changes: (included in the provided init.txt file)
Spoiler (click to show/hide)

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