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Author Topic: [0.40.24v00] Phoebus' Graphic Set  (Read 426087 times)

TioFuna

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Re: [0.40.13v00] Phoebus' Graphic Set (DF Version Updated)
« Reply #315 on: September 18, 2014, 10:02:22 pm »

Hello! A little question...

I downloaded the Pre-Installed Package for Windows version and updated my saves and inits.

But my tiles no change. In this case are Honey Bee and Lungfish.
Spoiler (click to show/hide)

Why the Dorenīs critterman tileset donīt work? Is only with Dorenīs tileset?

Thanks

Chimerat

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Re: [0.40.13v00] Phoebus' Graphic Set (DF Version Updated)
« Reply #316 on: September 19, 2014, 05:23:20 am »

*Updated* 0.40.13v00
Updated to Dwarf Fortress 0.40.13.
Thank you! Again. :D
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Phoebus

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Re: [0.40.13v00] Phoebus' Graphic Set (DF Version Updated)
« Reply #317 on: September 19, 2014, 10:26:14 am »

Hello! A little question...

I downloaded the Pre-Installed Package for Windows version and updated my saves and inits.

But my tiles no change. In this case are Honey Bee and Lungfish.
Spoiler (click to show/hide)

Why the Dorenīs critterman tileset donīt work? Is only with Dorenīs tileset?

Thanks
Vermins are hardcoded to only use tiles from the basic tileset. They cannot use tiles from the graphics folder.
Both Lungfish and Honey Bee are tagged as VERMIN.
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deathc4

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Re: [0.40.13v00] Phoebus' Graphic Set (DF Version Updated)
« Reply #319 on: October 02, 2014, 03:51:40 am »

Is anyone else having a lot of words be black and unreadable?
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LeoCean

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Re: [0.40.13v00] Phoebus' Graphic Set (DF Version Updated)
« Reply #320 on: October 02, 2014, 02:01:35 pm »

Try text will be text? With a font tileset to, curses16x16 if you can't find another one.
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dirkzen

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Re: [0.40.13v00] Phoebus' Graphic Set (DF Version Updated)
« Reply #321 on: October 13, 2014, 02:40:12 pm »

Is there a working version of Dwarf Therapist thats compatible with this?
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Forgotten beasts flying up the wells and eating them might cause some negative effects.

Chimerat

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Re: [0.40.13v00] Phoebus' Graphic Set (DF Version Updated)
« Reply #322 on: October 20, 2014, 06:16:20 pm »

Strange question, but are animal corpses hard coded? If not, would it be possible to somehow flip the creatures to indicate if they're dead (or something of that nature)?
If given the image files, I could flip them, but I don't know if it would be wasted effort since it depends on the restrictions on tiles for corpses.

Hopefully that makes sense. :-[
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CLA

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Re: [0.40.13v00] Phoebus' Graphic Set (DF Version Updated)
« Reply #323 on: October 21, 2014, 04:07:34 am »

Strange question, but are animal corpses hard coded? If not, would it be possible to somehow flip the creatures to indicate if they're dead (or something of that nature)?
If given the image files, I could flip them, but I don't know if it would be wasted effort since it depends on the restrictions on tiles for corpses.

Hopefully that makes sense. :-[
They're hardcoded to use the letter they would use by default, with a red background. Similarly, in adventure mode, creatures out of view cannot use a graphic. So, if you use creature graphics, dead creatures are already quite distinct from their living counterparts and don't really need any other indication.
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CLA - an ASCII-like Graphic Pack with simplified letter-like creature graphics. The simple and clean looks of ASCII with distinct creature graphics - best of both worlds!

http://www.bay12forums.com/smf/index.php?topic=105376.0

Chimerat

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Re: [0.40.13v00] Phoebus' Graphic Set (DF Version Updated)
« Reply #324 on: October 21, 2014, 07:38:24 am »

So, if you use creature graphics, dead creatures are already quite distinct from their living counterparts and don't really need any other indication.
I find it difficult to remember what the corpse is without a graphic, which is why I asked. If I "[didn't] really need any other indication", then I wouldn't have asked.

But thank you for the information anyway.
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CLA

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Re: [0.40.13v00] Phoebus' Graphic Set (DF Version Updated)
« Reply #325 on: October 21, 2014, 08:07:13 am »

I find it difficult to remember what the corpse is without a graphic, which is why I asked. If I "[didn't] really need any other indication", then I wouldn't have asked.

But thank you for the information anyway.
Ah, yes of course, you still need some indication which specific dead animal it is. Wasn't trying to say anything else.
You could make a feature request in the TWBT thread.
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CLA - an ASCII-like Graphic Pack with simplified letter-like creature graphics. The simple and clean looks of ASCII with distinct creature graphics - best of both worlds!

http://www.bay12forums.com/smf/index.php?topic=105376.0

LeoCean

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Re: [0.40.13v00] Phoebus' Graphic Set (DF Version Updated)
« Reply #326 on: October 21, 2014, 02:26:01 pm »

Even if you made a feature request mifki may not know the answer and the answer may be you can already do it because there are those sort of "commands" in the readme. And asking mifki who doesn't actually mod that stuff would be pointless.

You won't be able to set individual corpses though, it will likely have to be one corpse look for each letter or tile that is used and most likely when they are in cages they will look like those lumps of meat. But I kind of prefer it over the letters. I'd do it/ try it but I'm a tad too lazy to work on df atm.
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Chimerat

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Re: [0.40.13v00] Phoebus' Graphic Set (DF Version Updated)
« Reply #327 on: October 25, 2014, 05:55:48 pm »

I suspect we, at the very least, require a stepladder image for this to be compatible with 40.14?
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Kamamura

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Re: [0.40.13v00] Phoebus' Graphic Set (DF Version Updated)
« Reply #328 on: October 25, 2014, 08:26:16 pm »

Also, a schlobism. Nice, round one.
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The entire content consists of senseless murder, a pile of faceless naked women and zero regard for human life in general, all in the service of the protagonist's base impulses. It is clearly a cry for help from a neglected, self absorbed and disempowered juvenile badly in need of affectionate guidance. What a sad, sad display.

ptb_ptb

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Re: [0.40.13v00] Phoebus' Graphic Set (DF Version Updated)
« Reply #329 on: October 26, 2014, 05:59:59 am »

I suspect we, at the very least, require a stepladder image for this to be compatible with 40.14?

In the Phoebus' Graphics Set raw files:
creature_next_underground.txt, creature_standard.txt and creature_subterranean.txt
[LIKES_FIGHTING]
should be removed from a bunch of creatures.

And in item_tool.txt the stepladder details need to be added to the end. It uses 'TILE:158' but I have no idea what to do with that.

I didn't check the 'inorganic_*.txt' files because it seems very unlikely they will have changed.
« Last Edit: October 26, 2014, 06:04:56 am by ptb_ptb »
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