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Author Topic: Bitlands  (Read 6024 times)

bwbill

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Re: Bitlands
« Reply #15 on: November 25, 2018, 10:29:44 pm »

I got this working on Linux with a clean LNP 0.44.12-r02. My instructions assume some Linux experience.

1. To get dfpatch to compile, remove -Werror from the CFLAGS in the makefile.
2. DON'T download the tar.gz, as it is missing some files/directories that are needed. Instead, get only the bitlands directory from the monolithic Windows archive you want (choose 1x or 2x size), and copy it into df_linux.
3. Run dfpatch from *within* df_linux/bitlands/.

These steps got it working for me (seemed like) without further action on a savegame that had been ASCII only. Further patching might be needed for existing saves with modified raws and/or graphic tilesets, I would think.

I sure do appreciate the effort that went into this tileset, and the consistency of the aesthetic. A bigger hand-drawn version would be amazing! So cool.
« Last Edit: November 26, 2018, 06:55:04 pm by bwbill »
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Wokko

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Re: Bitlands
« Reply #16 on: November 28, 2018, 09:25:10 am »

I wanna ask though, how difficult would it be to make it an 18x18 set?
+, this tileset could be even better in 18x18.
Could you do that, DDP? Please?

I suppose the only change would be in building tiles, while creatures and plants would just get extra space on sides.

Edit: I will try to do that myself, and if successful, make a branch on github.
« Last Edit: November 28, 2018, 03:12:10 pm by Wokko »
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Augur

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Re: Bitlands
« Reply #17 on: November 28, 2018, 04:40:35 pm »

Edit: I will try to do that myself, and if successful, make a branch on github.

Oh nice, I wish you luck!
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Wokko

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Re: Bitlands
« Reply #18 on: November 29, 2018, 01:21:21 am »

Okay, through much pain and tedious work I managed to convert this to 18x18.
Looks good i guess? Gonna upload it on github now.
Spoiler (click to show/hide)
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Augur

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Re: Bitlands
« Reply #19 on: November 29, 2018, 03:58:58 am »

Spoiler (click to show/hide)
Looks good to me! I like the new down staircase too. Good job, appreciate the work.

(Sidenote: got another snippet of the weird tile-swapping graphics bug... still dunno if it's something others have encountered or not)
Spoiler (click to show/hide)

I'm using the latest PyLNP, I'm on Windows 7 professional 64-bit, i5-6600K CPU @ 3.5GHz (quad core), and have two GTX 980's sli'd
« Last Edit: November 29, 2018, 04:02:49 am by Augur »
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Wokko

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Re: Bitlands
« Reply #20 on: November 29, 2018, 02:20:11 pm »

(Sidenote: got another snippet of the weird tile-swapping graphics bug... still dunno if it's something others have encountered or not)
Spoiler (click to show/hide)

I'm using the latest PyLNP, I'm on Windows 7 professional 64-bit, i5-6600K CPU @ 3.5GHz (quad core), and have two GTX 980's sli'd

It's a known problem presumably related to twbt's memory issues. No solution currently.
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DragonDePlatino

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Re: Bitlands
« Reply #21 on: November 30, 2018, 09:27:23 pm »

Hey I absolutely love this tileset, everything's very distinct and I dig the aesthetic. I wanna ask though, how difficult would it be to make it an 18x18 set? What are all the files I would need to change? Also, I suppose I should check to see if you're planning on doing it yourself first.

I'm not currently considering an 18x18 version, unfortunately! I think the largest horizontal resolution I would ever use for Bitlands would be 16px, because that's as wide of a tileset you can fit on a 1280x720 monitor. So if I expanded Bitlands a bit, it would be either a 16x18 version or a 16x24 version.

As you can see, the ground tiles all change back to what I think might be the original ASCII tiles? Unfortunately there were no trees where it happened this time but their leaves will turn to "1/4" text etc.

Unfortunately, I think that might just be a problem with TWBT's Adventure Mode support. I've been encountering the same problems and removing all of the overrides still causes it to happen. More details here.

I got this working on Linux with a clean LNP 0.44.12-r02. My instructions assume some Linux experience.

Glad to hear that you've managed to get it working on Linux! I've done my best to make sure the whole thing is written in ISO-strict C89 so it can compile with minimal issues. Would it be best if I removed -Werror by default? What kind of warnings were you getting? I set my warnings to be as strict as possible and eliminated all of them before uploading so I'm surprised any were encountered on Linux.

Okay, through much pain and tedious work I managed to convert this to 18x18.
Looks good i guess? Gonna upload it on github now.
Spoiler (click to show/hide)

Thanks again for your help! I've looked over your message on GitHub and I'll be using the work you sent me. For the time being I'll add your version to this thread if people want to easily find it. I'll make sure to credit you when I find the time to make an official one.

jecowa

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Re: Bitlands
« Reply #22 on: December 10, 2018, 07:04:50 pm »

I noticed some changes to growths on some trees in plant_standard.txt.

 - On Oak and Chestnut trees, "NUT" gets changed to "NUTS".
 - On Candlenut trees, "NUT" gets changed to "FRUIT".
 - And on Palm Tree, "SPATHES" gets changed to "FLOWERS".

I'm curious about these changes.
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DragonDePlatino

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Re: Bitlands
« Reply #23 on: December 12, 2018, 04:20:47 pm »

Oh, does changing the growth names break anything in-game? Bitlands' raws are machine-generated so I swapped around some of the growth names to simplify parsing. I could add in one-off names like "NUT" or "SPATHES" but it would require me to duplicate tiles or add in an extra step when generating raws.

raeborga

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Re: Bitlands
« Reply #24 on: January 04, 2019, 04:01:36 am »

Little late to the party but this is magnificent. Thanks.
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Deon

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Re: Bitlands
« Reply #25 on: January 29, 2019, 07:31:32 am »

Sweet!

This is exactly what I wanted when I mentioned this:
http://www.bay12forums.com/smf/index.php?topic=132375.msg4710370#msg4710370

I never had preseverance to do anything like this in full. It looks amazing.
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