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Messages - HaterSkater

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31
This is my first post in Dwarf Fortress. You just inspired me to create an account and immediately congratulate you on how beautiful this tileset is. This tileset is so beautiful the mona lisa pales in comparison. This makes modern graphics look outdated. If I had a penny for everytime this blows my mind I would die of suffocation by pennies. Mine eyes thou bless. May thou fortress grow ever deeper. May the elven folks tremble in your presence.

That's Great to hear. Thanks!

I really like this but I only want to use it sometimes, not all the time. Is that possible? Would I need two versions of dwarf fortress?

You can use it this way with Lazy newb packs, as PyLNP launcher allows you to change tilesets with four clicks.
Duerer TWBT comes preinstalled on Macnewbie and Linux Lazy Newb pack. However, you should install it manually to Starter Pack for Windows. Thanks to fricy, there is a ready to use with PyLNP version of my tileset in his repo. Grab it here and drop in Graphics folder of Starter Pack

32
DF Modding / Re: Is there a HoMM mod?
« on: November 15, 2014, 05:44:36 pm »
True HoMM mod means a union between elves and dwarves. Beware

Also, mod loosely based on Might and Magic "multiverse" may be more interesting, than one based simply on Heroes, since <DELETED BECAUSE OF POSSIBLE HFS>

33
I can confirm that everything work good on Mavericks, with only exception is when game crashes after me trying to load Legends of big region with 150000+ historical figures. I remember it working before, though embark in same world works ok. Can't say about gameplay: i played much only in a small world

UPD: just checked it, and DFHack does open legends of large 40.14 world in 40.15, but fails to open world made in 40.15
Last Terminal message, if that matters:
Code: [Select]
[DFHack]# /Applications/DWARF FORTRESS/Macnewbie-4015/Dwarf Fortress/dfhack: line 15:  7878 Abort trap: 6           DYLD_INSERT_LIBRARIES=./hack/libdfhack.dylib ./dwarfort.exe "$@"

What do you mean by "DFHack does open legends"? Are you referring to DF or another utility?
(Also, the only information given in that message is that DF crashed. Crash reports are usually more helpful, since they contain information about what caused the crash.)

I mean Dwarf Fortress with DFHack installed

Sorry, i just didn't figured out how to put such a big text in message

Here it is

34
I can confirm that everything work good on Mavericks, with only exception is when game crashes after me trying to load Legends of big region with 150000+ historical figures. I remember it working before, though embark in same world works ok. Can't say about gameplay: i played much only in a small world

UPD: just checked it, and DFHack does open legends of large 40.14 world in 40.15, but fails to open world made in 40.15
Last Terminal message, if that matters:
Code: [Select]
[DFHack]# /Applications/DWARF FORTRESS/Macnewbie-4015/Dwarf Fortress/dfhack: line 15:  7878 Abort trap: 6           DYLD_INSERT_LIBRARIES=./hack/libdfhack.dylib ./dwarfort.exe "$@"

35
DF General Discussion / Re: Okay this time... I woun't elf-out
« on: November 12, 2014, 06:30:28 am »
Actually plenty of booze, the Kitchen is the fartherst right top hallway bottom room, she just klinda stayed there and didn't come out
He stuck in kitchen after building it. Three upper right corner tiles of kitchen are impassable.

36
DF General Discussion / Re: Okay this time... I woun't elf-out
« on: November 10, 2014, 01:24:57 pm »
Question, when I hit Adamentin, is it a good idea to build the main gate out of it?

Oh also, how do I exactly make dwarves all rush in to the keep so I can shut the door? Do I need a Meeting Hall for that? Since all the fishermen and farmers got slaughtered by the weresquirrels imminently because fishers were fishing and farmers were picking berries ( for whatever reason... I had 4 farms queued up to build and only 1 of 5 of them built 2 farms and then tilled them...)

1. Generally it's possible, but not optimal decision: supply of adamantine is low and it is a valuable weapon material, so you should use it wise. Plus, adamantine door will work just as any other door in case of fortress defence. Same goes for adamantine bridge.

2. designate new burro[w], then go to [m]ilitary screen, hit [a]lerts, [c]-add alert. Then interface goes kinda illogical way: in military-alerts, move left selector to your new alert, then move selector to right pane, so your new burrow will highlight. Now hit enter, and them move back to left pane and hit enter again, thus selecting new alert as active for civil dwarves. And now they all will move to defined area

37
DF General Discussion / Re: Okay this time... I woun't elf-out
« on: November 10, 2014, 08:42:22 am »
In addition, note, that woodcutter with axe will store it in stockpile and take an other weapon (even new axe if he is axedwarf at the same time), if he's drafted in your army. It's generally good idea not to draft miners and woodcutters in regular army, since other dwarves do not use tools in their work and, therefore, can carry their weapons all the time, being ready for alert. Same happens with hunters, although they have increased marksdwarf skill and may serve as good addition to your forces

38
Not sure, should i post it here, or in Pidgeot's thread, but anyway. I've already told to dwarf_reform, that 2 of his colour schemes have missing values in them. But what is more important — suddenly i've found that LNP won't load again if said "broken" colorscheme was installed.

Steps to reproduce:
— launch LNP
— load "azure nightmare" or "western rust"
— close LNP
— try to launch it again (now to fix it you need to install working colorscheme in df/data/init manually)


Oh, and thanks for including my sepia

39
There is two issues in your schemes i just had found via PyLNP:
— value of [GREEN_G] is missing in "Azure Nightmare", and it seems like it shouldn't be zero  :)
— lines after [LCYAN_G:154] are missing in "Western Rust"

40
Choice is yours anyway
Almost forgot to say: 'O' as pillar/tree trunk is kinda hard to catch with thick walls you have. Walls are ok, but consider changing pillar/trunk by either adding halftone to it (as in lever), or (and i think it's better) drawing new pillar on unused tile, say #255, and changing references in d_init.txt

Sounds good, I'll work on a new pillar tile and d_init reference.

And about the tile magic, I could always add it as an optional download.
Would making the black transparent make it look any better, I wonder?

Thanks again, lovely to have your assistance.

"making the black transparent" in case of tile magic means that background colour (if presented) will be added to black
Here is floor from previous screenshot with black area opacity set to around 50%

as you can see now it's more brown

Oh, and also, bauxite shares tile with floors. It can be changed, but if you want to stay True, then lowering opacity of black may be good choice

41
The one thing I'm hesitant about is the tile-magic on the floor tiles. I think the set looks a bit better without it at the moment, will consider it though. :)
Choice is yours anyway
Almost forgot to say: 'O' as pillar/tree trunk is kinda hard to catch with thick walls you have. Walls are ok, but consider changing pillar/trunk by either adding halftone to it (as in lever), or (and i think it's better) drawing new pillar on unused tile, say #255, and changing references in d_init.txt

42
Went to check sources. Here's what i found and fixed:

Several issues with misalignment, when tile drawing continues through the tile border:
— tiles 16 and 17
— tiles 219-223 (especially 221)

Leftovers and artifacts. Not sure it was intended to be like this:
— missing 4-pixel squares in tiles 176 and 177 (and also some strange artefacts in 176). If it was an attempt to make bordered tiles, then it's ok, but it wasn't obvious for me.
— tiles 219-223
— 244. There is no integral sign in DF, so you don't need to keep its upper part plain :) I added halftone here and realigned it
— tile 254 (a.k.a. block, although i'm not sure it is an issue)
— missing shadow in tile 93 (])
— shading fills in \ and / are not the same. Not fixed it, don't know which one you consider correct
— there may be more tiles with missing or incomplete shading

And now to suggestions:
— Not sure that you need special X here. Conventional one works pretty well too (added in my revision)
— ó is used for text entry too, so be careful with it :) (added in my revision)
— something wrong with Σ, it looks bolder than it should be
— Bars tile (240) logically looks like Bin, when it is near to barrel (i mean there is same three lines, just in square shape); not sure that's issue, though
— Maybe old militants were better, than new ones
— Last, but not least: I've added 'tile magic' to floor, so black background of items on engraved floor will be less distinguishable. At the same time i think walls are 'ok' as they are now

Spoiler: animated comparsion (click to show/hide)

here is my revision:



Also + for adding halftone to bed tile and changing stockpile, it looks 100% better
That's nice tileset, keep it goin'  :)

43
fricy, i found another issue. It's about grim fortress.
lightrow proposed d_init change — [SKY:250:0:0:2]
d_init of grim fortress in your graphic pack contains lines
Code: [Select]
#[SKY:178:3:0:0]
[SKY:250:0:0:2]
but by unknown reason, after installation sky colour reverts back to default 178:3:0:0.
However, it works ok, if commented line is deleted

Yeah, PyLNP considers everything between [ and ] to be a tag; there's no special comment syntax right now (other than anything OUTSIDE [ and ]).

It also assumes only one instance of a field name, so it sees the first one before the second one and uses that. It doesn't parse the full file like DF would (at least, not yet...)

Interesting. I had thought it just replaces whole file instead of catching tags

44
fricy, i found another issue. It's about grim fortress.
lightrow proposed d_init change — [SKY:250:0:0:2]
d_init of grim fortress in your graphic pack contains lines
Code: [Select]
#[SKY:178:3:0:0]
[SKY:250:0:0:2]
but by unknown reason, after installation sky colour reverts back to default 178:3:0:0.
However, it works ok, if commented line is deleted

And also, in his tileset VARIED_GROUND_TILES was set to "no"
upd: oh, i see, PyLNP takes control over this setting

45
fricy, little question here: how do i add new tileset? In LNP/graphics folder it says:
Quote
Place graphics packs here, each one in it's own directory. Edit lnp.yaml to
make LNP aware of the graphics packs you add.
what is lnp.yaml? i can't find such a file :(
Oh, that instruction is outdated, a leftover from the previous launcher. Just place a pack there with the proper folder structure and the launcher will detect it automagically when it starts.
Oh, i got it, i just forgot to put raws in place, thanks
BTW, when i was waiting for answer, i took quick tour through available graphic pack and it seems that something wrong with Phoebus:
Spoiler (click to show/hide)
It loads title screen and then shows blank warning window, while game freezes. I've seen this before, but don't remember, what it means

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