Hey, I dug up my dusty account just to let you know I've been using your tileset with DF 2014 no problem. It took some fiddling, but this is all you have to do to make Obsidian work with .08.
@Evaris, all your problems come from pasting old init files into updated DF. You're not supposed to do that.
Okay so here's how:
First, paste the Obsidian Raw folder into your freshly downloaded DF.
Open the Data folder and paste in the Art folder from Obsidian.
Open the Init folder and copy the colors.txt. Do not copy the inits! Instead, edit them as follows.
1. Pop open init.txt, find this bit, and change whatever is necessary so that it looks like this. Or just copy over it carefully.
This is the size and font for windowed mode. Changing to the 800x600 font might make you happier.
If set below 256x256 it specifies the grid size instead, with a minimum of 80x25.
[WINDOWEDX:800]
[WINDOWEDY:400]
[FONT:Obsidian_16x16.png]
You may disable window resizing if you wish.
[RESIZABLE:YES]
Full screen info. The 0s below mean that the game will choose a resolution for you, but you can set it yourself as well.
[FULLSCREENX:0]
[FULLSCREENY:0]
[FULLFONT:Obsidian_16x16.png]
If this is set to NO, tiles will be stretched to fit the screen if there is a resolution mismatch.
If this is set to YES, the tiles will not be stretched, but rather the game view will be centralized, surrounded by black space. Tiles that are too large will always be compressed rather than running off the screen.
[BLACK_SPACE:YES]
Graphics info, most of it as above. Set GRAPHICS to YES to turn it all on. This will use the "raw/graphics" folder for tile information. Currently this is limited to whatever creature graphics you have downloaded. The game comes with a few pictures to demonstrate. As of May 2012, the Dwarf Fortress Wiki has custom tilesets available at http://dwarffortresswiki.org/index.php/Tileset_repository and creature graphics at http://dwarffortresswiki.org/index.php/Graphics_set_repository.
[GRAPHICS:YES]
[GRAPHICS_WINDOWEDX:1350]
[GRAPHICS_WINDOWEDY:600]
[GRAPHICS_FONT:Obsidian_16x16.png]
[GRAPHICS_FULLSCREENX:0]
[GRAPHICS_FULLSCREENY:0]
[GRAPHICS_FULLFONT:Obsidian_16x16.png]
[GRAPHICS_BLACK_SPACE:YES]
2. Now, it should look be working. Create a world and embark. By default, the tree trunks appear as brown O's. To change this, pop open the d_init again and find this:
[TREE_CAP_PILLAR:'O']
[TREE_CAP_PILLAR_DEAD:'O']
And replace with this:
[TREE_TRUNK_PILLAR:79]
[TREE_TRUNK_PILLAR_DEAD:79]
This will make tree trunks appear like the well tile. Looks better, in my opinion. You can replace the tile with some other one too, if you want, by opening the tileset picture and comparing it with
http://dwarffortresswiki.org/index.php/DF2014:Tilesets to figure out the right number.
3. At all times, make sure this in the d_init.txt file
[VARIED_GROUND_TILES:NO]
is set to
[VARIED_GROUND_TILES:YES]
On this depends whether the grass and ground look as intended.
And that's it, yer done.
Thanks for creating this tileset, I adore it so much. I really wish it had diagonal walls though.