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Messages - CowThing

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1
Are there any changes to the tileset, which is all that I'm using, or just changes to the raws?

No changes to the tileset. All I did was update the init.ini and d_init.ini to the new version.

2
I've updated to 42.02!
I have not tested graphics yet, so there may be a few new jobs that don't use the proper graphic.

3
Here's the first 32x32 version:



Only the main tileset so far, I'd like some feedback on how it looks!

4
Would you consider doing a 32x version?

I wasn't planning on it, but I could try and see how it looks.

5
But the update is out now!
• Added TWBT support!
Nice, thank you, changes like these make this my favorite ASCII tileset!
I suggest to edit tile 248 in the Text tileset, it's used by the Extended item viewscreen dfhack script to display material temperature.
And the bundled init.txt is not configured properly for twbt mode, you need to modify:
Code: [Select]
[FONT:16x16_Tergel_Text.png]
[FULLFONT:16x16_Tergel_Text.png]
[GRAPHICS:YES]
[PRINT_MODE:TWBT]

Thank you! I'll edit tile 248 for the text version.
And I kept the init.txt vanilla for people that wanted to continue using it without TWBT. I did include instructions in the readme.txt about how to enable TWBT. But I think I'll just include separate vanilla and TWBT folders, so people can quickly and easily choose which one they want.


Edit:
Alright, I have uploaded a new version, 4.1, with a new text tile for 248, and separate folders for Vanilla and TWBT versions.

6
Sorry it took so long to update. I got distracted (you can blame Monster Hunter 4 Ultimate).

But the update is out now!

• Added TWBT support!
  Includes:
- Custom tiles for bins, stairs, pump screws, chairs, tables, doors(a custom door for each material, wood, stone, and metal), and minecart rails.
- A "plain text" art file, which changes a few tiles that normally look weird in menus because of the pixel art (most notably '<' and '>' tiles).
- A file with the Multilevel view settings I use.

• Modified walls and dwarves to look less weird with a non-black background. (Still looks a little weird)
• Small tweaks to a few tiles.

7
Looking good.
Thank you! I hope to have this update out this week or next week.

Okay wow. I'm all for vanilla ASCII aesthetics but this looks very gentle. I'll give it a try! :)
I hope you like it! I've tried to keep it gentle on the eyes, and easy to read.

8
I've been working on an update. I've started messing with using Text Will Be Text.

A few objects will have custom tiles. For example, tables and chairs.


You can also see the up/down stairs in that picture, they will have a custom tile too, as well as bins.


Tracks will have custom tiles too


And I'll include the multilevel settings I use. I think multilevel looks best when it's got the sky color overlaying, makes it look foggy. Just making lower levels darker is too subtle.


There are still a few other tiles I haven't shown yet, like doors and pump screw.

9
A while ago I asked about how to change the screw pump tiles. And I figured it out, I feel silly now because it was pretty simple. Just posting in case anyone else was wondering.

Code: [Select]
[OVERRIDE:246:B:SCREW_PUMP:ScrewPump::NewTiles:3]
[OVERRIDE:37:B:SCREW_PUMP:ScrewPump::NewTiles:4]
I just had to change the tile number. First override replaces the inactive tile. Second override replaces the active tile.

10
[OVERRIDE:37:I:FOOD:FOOD:0:2:15]
[OVERRIDE:37:I:FOOD:FOOD:1:2:16]
[OVERRIDE:37:I:FOOD:FOOD:2:2:17]

From TILESET:Vanilla DF - 24x - Items.png overrides prepared food, however it's in barrels or pots most of the time until they grab it to eat it. It's one of those.

I don't know if you can replace the activate screw pump tile I'd have to see what it looks like originally then with the override then while activate in both cases. But there's still only the one override in the readme so it may not be possible anyways.

Thanks, I tried it out, it seems [OVERRIDE:37:I:FOOD:FOOD:0:text:48] worked. It changed the food into a "0". But it seems like it only overrides when the dwarf has it on a table, when the dwarf is carrying the prepared food it's still a "%". But you're right that it's rarely seen, I just wanted to see how it works.

11
I recently started messing with this plugin, and I've got a couple questions about overrides.

How do I replace the prepared food tile?

And how do I replace the active screw pump tile? I'm able to replace the inactive tile using SCREW_PUMP:ScrewPump, but I don't know about the active tile.

12
Hi CowThing!

I really like the walls in Tergel. But there is one thing that puts me off. When they are engraved, all the magenta/transparent bits become bright grey and the walls look ugly like that. I've been trying various Tile Magic methods to get the walls to look the same when engraved except for some very light dithering within the actual wall texture but I haven't been successful at all.

Is there any way to achieve this?
I did notice this as well with engraved walls. I'll look into it, but I don't know if I can really modify it to look good, I don't what to add black around the walls because that would look strange with the colors I use.



Hello everyone! Sorry I haven't been around for a while, I finally got back to updating the pack, here are the changes in the current release:

• Added graphics for Dwarves, Humans, Elves, Goblins, and Kobolds. I haven't been able to test these fully, but I have based them on other graphical sets, so they should work fine. If you notice anything wrong please let me know.
• Added an alternative optional darker color scheme.
• Modified some tiles, most notably the walls, they now have grey solid sides rather than the white striped sides.
• Modified the solid white tile (used for designations and solid colors) to have a light grey stippled border (same as the change Taffer made in his tileset).
• Fixed a few problems with text in the 16x size
• Replaced the water/sand tiles with the ones Rogue Yun made earlier. I also made 12x versions of it.

I also stopped including alternative tiles for now, because it was taking a lot of time trying to get them all together, and I wasn't happy with how they looked.
I haven't been able to update the screenshots in the main post either, I'll work on that now that the update is released.

13
Tilesets and Graphics / Re: Taffer's Tilesets & Graphics: Attractive ASCII
« on: December 10, 2014, 02:23:48 pm »
I like the changes you've made. I was a bit skeptical about how the designation tile would look with a border. But it actually looks very nice, it's subtle enough that it's not distracting, and still useful. (I think I'll try a similar border in my tileset.)

Also the new picture in the opening post looks good.

14
Tilesets and Graphics / Re: Taffer's Tilesets & Graphics: Attractive ASCII
« on: December 08, 2014, 12:02:47 pm »
Having too much fun making soldier tiles not to share more, and I'm overstaying my welcome in regards to feedback. Thank you Vherid, CowThing, HaterSkater, palu, Rogue Yun, and Ucarty! I'll make up my mind soon(ish).

A new challenger enters the ring!



Skyrim, meet Dwarf Fortress. You two should get along well.

I love it! I thought of the bonemold helmet as soon as I saw it. I like it more than the skull helmet.

15
Tilesets and Graphics / Re: Taffer's Tilesets & Graphics: Attractive ASCII
« on: December 08, 2014, 09:31:26 am »
I like those soldier dwarves! They look good with the skull-helm.

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