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Messages - CLA

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16
[A]re edited raw objects files for graphics packs still going to be a thing with the new version?
I very much doubt that. The (seemingly) easiest and most reasonable approach would be to handle it like creature graphics, i.e. you have a separate file that handles which tile is used in which file and allow a more or less arbitrary number and organization of image files for any object in game.

17
Tilesets and Graphics / Re: Sugardust's Cartographic Color Palette
« on: February 09, 2020, 08:19:55 am »
Really great! I was thinking about doing something like this at some point, but you nailed it perfectly!
Will definitely try this out.

18
Tilesets and Graphics / Re: [0.47.xx]v26 CLA Graphic Set
« on: February 07, 2020, 06:44:08 am »
Glad to hear that! Though you should know that Jecowa updated pretty much all other tilesets including Mayday, Phoebus, etc already. The only thing that's still missing is twbt/dfhack, in case you're using that.

Also, the latest release should still be compatible with 47.02.

19
Tilesets and Graphics / Re: [0.47.xx]v26 CLA Graphic Set
« on: February 04, 2020, 05:57:41 am »
Thank you for the fast update.
I think there is a small bug in de d_init file. Missing the last
Code: [Select]
]
Thanks! Fixed and made a new release on github.

20
DF General Discussion / Re: LET'S FIX THE WIKI! - A DF COMMUNITY PROJECT
« on: February 01, 2020, 08:51:20 am »
Do the workshop templates get updated automatically from the raws? The craftsdwarf workshop has two new products (dice, altar) that should be added. I haven't found a way to edit the template so I assume it parses the information from somewhere else.

21
Tilesets and Graphics / Re: [0.47.xx]v26 CLA Graphic Set
« on: January 31, 2020, 08:16:06 am »
*Updated to 0.47.01*

No significant changes were made. Default tiles for dice (tile #8) and altars ('É') are used.

https://github.com/DFgraphics/CLA/releases/tag/0.47.xx-v26

Note: the issue with the ttf font is still a problem for Linux and Mac users.

22
Tilesets and Graphics / Re: Ironhand's Graphics Set (on Hiatus)
« on: January 30, 2020, 05:18:33 am »
I'll update it. Any thoughts on what icons to use for the new Altar and Dice?


I'm thinking maybe the box thing for the altar and the asterisk for the dice.
Spoiler: Proposed tiles: (click to show/hide)

It looks like the box thing is currently use as the food icon when you aren't using TWBT. And I can't tell that the asterisk is used for anything at first glance.

Some input from people who are more familiar with the game and this tileset would be helpful. These can always be changed later, though.

I think the table is a very good candidate to use as is for the altar. I honestly would expect Toady to just use that. As for the dice, no idea. It would be nice to have some dice dots on the symbol for easy identification, but all the vaguely square/quadratic symbols (box, grate, cage) already have so much uses - normal and inverted - that it's hard to do unobtrusively.
Tile #254 also looks kinda square, maybe we could hide a few dice dots in there. I'm not sure what the tile is used for in Mayday.

23
Tilesets and Graphics / Re: Mayday's set for 44.12?
« on: January 25, 2020, 06:57:54 am »
So it was a missing column after all?
Well one image had a column too much and the other was missing that column. Or you could say that the image files were right but the text files were wrong. Whatever, it's fixed, and from a cursory glance, the other tilesets seem to be fine too.

24
Tilesets and Graphics / Re: Mayday's set for 44.12?
« on: January 24, 2020, 08:44:03 am »
Looks like this issue:

https://github.com/amunozj/QS_DF_Graphic_Set-Tools/issues/1

I'll try to fix it.
Alright, fixed.
Scratch that, didn't actually fix the aardvark. Seems it also happened there. Give me a moment.
Made a new release on github. Tell me if everything works!

Sorry for the github mess, I was a bit too sloppy.

25
Tilesets and Graphics / Re: Mayday's set for 44.12?
« on: January 23, 2020, 11:35:12 am »
It seems it's updated to 44.11 on github:

https://github.com/DFgraphics/Mayday/releases

44.12 does not seem to introduce any major changes, so I would try to just use the 44.11 release on 44.12.

For reference, here's the thread:
http://www.bay12forums.com/smf/index.php?topic=137370.0

And Github or the various community starter packs/newb packs are currently probably the best place to check for current tilesets.

26
Tilesets and Graphics / Re: Dwarf Fortress Arch Linux Tileset Bug
« on: January 14, 2020, 12:11:18 pm »
Quote
The first is that the dwarves are all colored silhouettes, which is incorrect
Delete or rename /raw/graphics_example.txt in your bay12 folder (and also your data/save/<your save>raw/).
That's the example file (and the graphics) from Toady himself and it takes precedence over your custom installed graphics (alphabetical order?).

Quote
The second is that all the animals are using letter representations, instead of the animal sprites that Mayday comes with
Please make sure that not only the png files exist, but also the appropriate text files that tell the game which graphic to assign to which animal.
In the AUR I only see some packages with graphic sets installed so it's hard to check remotely.
For reference, created worlds get their own copy of the raws (see above), so remember that when you're trying to fix your issue.
Also, here's the documentation for graphic sets:

http://dwarffortresswiki.org/index.php/DF2014:Graphic_set

If you have trouble understanding what the issue is, you can post screenshots of your raw folder and paste the text from the text files here.

27
DF General Discussion / Re: LET'S FIX THE WIKI! - A DF COMMUNITY PROJECT
« on: January 14, 2020, 11:22:27 am »
This seems like a good place to post this suggestion:

Similar to the "new to DF" rectangle with a few relevant links on the wiki start page, it would be great to have a "new to DF wiki editing" section with links to wiki markdown, style guides do's and don't's and in my opinion most importantly an overview of all the templates and categories that are being used and a page on how to use them. The information is mostly scattered somewhere in the wiki, but a central place for reference that can be easily found from the front page would be great.


I wanted to realize this for years now, but I never found the time to do it.

28
Tilesets and Graphics / Re: [0.44.xx]v26 CLA Graphic Set
« on: January 14, 2020, 05:32:53 am »
Just a heads up:
If you're using Linux or Mac and experience crashes with the new TTF font enabled, rename data/art/font.ttf to something else and it should work.
Apparently there's an issue with the font I made and only affects Mac and Linux users. I published a new release to github with a workaround (i.e. just disabling that font) until I find time to fix it properly.
Not sure when that will be as I'm not too knowledgable with creating fonts from scratch and then troubleshooting.

29
Tilesets and Graphics / Re: Lonesome Tileset [ASCII, Square, 20x20]
« on: July 19, 2019, 04:35:35 am »
I followed the instructions exactly.
That might be the issue - did you convert the file yourself as in step 2 on the wiki? I don't think that was necessary, It should work as it is.
In either case, verify that the tileset is a proper 24-bit png file with alpha-channel transparency. With 8-bit PNG the transparent pixels can only be fully transparent or fully opaque, not slightly transparent (which is the intended effect for all tiles of this tileset).
Best option would be to redownload the original.

EDIT: btw I clarified the text in the wiki.

30
Tilesets and Graphics / Re: [0.44.07]v25 CLA Graphic Set
« on: April 15, 2019, 04:35:07 pm »
https://github.com/DFgraphics/CLA/releases/tag/44.xx-v26

New release with some very minor changes to the tileset:
  • added lower elevation background to #249 (boulder at lower elevation)
  • moved V one px right
  • changed Q
I also replaced profont with a custom font that tries to replicate the tileset glyphs 1:1.

Apart from some aliasing that I can't seem to turn off, it's pretty close. Now you can choose your personal lesser evil: random black blotches obstructing text or grey squares instead of punctuation.
I realize that I take away an advantage of TTF fonts (more space for more text) by making it the same size as the tileset. It was an experiment to see if it was possible (it is, but it's quite annoying to get right), and I ended up liking it a lot. You can still revert to the previous font, not use TTF at all or use dfhack/TWBT, the two latter of which I assume is what most people are doing anyway.

I figure creating a TTF font that's identical to the tileset might be useful for ASCII-like tileset authors that want to keep the ASCII-look, but want to use something else for the punctuation-tiles.
If there's interest, I can make a thread detailing my process and sharing what I learned.

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