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Author Topic: Phoebus & TWBT [40.24] - New machinery, new bridges, new workshops  (Read 83543 times)

daagar

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Re: Phoebus & TWBT anyone?
« Reply #15 on: August 24, 2015, 09:43:35 pm »

DragondePlatino is waiting for a release of Twbt that allows unique workshops regardless of tilenumbers. As you said, the tiles are shared between workshops; he wants to do it even more elaborate and is therefore waiting for mifkis next release.

Cool to know!

And the legend looks excellent, Doren.
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Capacitor

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Re: Phoebus & TWBT [40.24] - New machinery, new bridges, new workshops
« Reply #16 on: August 25, 2015, 12:54:54 am »

This graphic set is amazing but crashes everytime for some reason  :-\
May be I did something wrong...
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Doren

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Re: Phoebus & TWBT [40.24] - New machinery, new bridges, new workshops
« Reply #17 on: August 25, 2015, 01:30:55 am »

This graphic set is amazing but crashes everytime for some reason  :-\
May be I did something wrong...

If you can only see the starting screen but no further, it is probably because of TWBT's print mode. It requires a newer OpenGL and it won't work on old computers at all and will crash instead. At least that was the thing for me until i renewed my hardware that was, like, 10 year old or so.

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Re: Phoebus & TWBT [40.24] - New machinery, new bridges, new workshops
« Reply #18 on: August 25, 2015, 01:47:28 am »

If you can only see the starting screen but no further, it is probably because of TWBT's print mode. It requires a newer OpenGL and it won't work on old computers at all and will crash instead. At least that was the thing for me until i renewed my hardware that was, like, 10 year old or so.
Game crashes in adventure mode, while moving in fast travel. In fortress mode I got the same problem, when I tried to destignate the area for smoothing...
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Doren

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Re: Phoebus & TWBT [40.24] - New machinery, new bridges, new workshops
« Reply #19 on: August 25, 2015, 02:42:19 am »

If you can only see the starting screen but no further, it is probably because of TWBT's print mode. It requires a newer OpenGL and it won't work on old computers at all and will crash instead. At least that was the thing for me until i renewed my hardware that was, like, 10 year old or so.
Game crashes in adventure mode, while moving in fast travel. In fortress mode I got the same problem, when I tried to destignate the area for smoothing...

Now i see.
You have to change FONT and FULLFONT from curses_800x600.png to Spacefox_16x16_text.png in init.txt
It seems advmode doesnt support different tile dimensions

Quote
[WINDOWEDX:0]
[WINDOWEDY:0]
[FONT:Spacefox_16x16_text.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:Spacefox_16x16_text.png]

Max™

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Re: Phoebus & TWBT [40.24] - New machinery, new bridges, new workshops
« Reply #20 on: August 25, 2015, 02:55:55 am »

Adventurer mode has crashes with twbt enabled upon first entering travel mode after loading a save (it is less consistent after that point, sometimes no crashes at all, sometimes it'll do it a couple of times) so I've just been doing ascii with the big gemset text tileset.
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Capacitor

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Re: Phoebus & TWBT [40.24] - New machinery, new bridges, new workshops
« Reply #21 on: August 25, 2015, 12:08:44 pm »

If you can only see the starting screen but no further, it is probably because of TWBT's print mode. It requires a newer OpenGL and it won't work on old computers at all and will crash instead. At least that was the thing for me until i renewed my hardware that was, like, 10 year old or so.
Game crashes in adventure mode, while moving in fast travel. In fortress mode I got the same problem, when I tried to destignate the area for smoothing...

Now i see.
You have to change FONT and FULLFONT from curses_800x600.png to Spacefox_16x16_text.png in init.txt
It seems advmode doesnt support different tile dimensions

Quote
[WINDOWEDX:0]
[WINDOWEDY:0]
[FONT:Spacefox_16x16_text.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:Spacefox_16x16_text.png]

Thank you! :)
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Pvt. Pirate

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Re: Phoebus & TWBT [40.24] - New machinery, new bridges, new workshops
« Reply #22 on: September 09, 2015, 04:06:07 am »

this looks amazing :)
do i just copy it in, or do i have to do more work to get this running?
i currently use the spacefox TS from the LNP with TWBT enabled and curse font.
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LeoCean

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Re: Phoebus & TWBT [40.24] - New machinery, new bridges, new workshops
« Reply #23 on: September 10, 2015, 06:47:23 pm »

this looks amazing :)
do i just copy it in, or do i have to do more work to get this running?
i currently use the spacefox TS from the LNP with TWBT enabled and curse font.

Yeah you'd have to mess around with some of the overrides in overrides.txt or data/init. The rest copy in, from the art folder. That or just use the init.txt and overrides file that comes with this.
« Last Edit: September 10, 2015, 06:50:05 pm by LeoCean »
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PeridexisErrant

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Re: Phoebus & TWBT [40.24] - New machinery, new bridges, new workshops
« Reply #24 on: September 29, 2015, 07:43:43 am »

Sweeeet, this looks amazing.  PTW and remind myself to put this in the starter pack...

Someone should light the Meph signal.
...now I want the forums to notify on username mention, so people can do this to me.
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palu

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Re: Phoebus & TWBT [40.24] - New machinery, new bridges, new workshops
« Reply #25 on: October 30, 2015, 09:26:17 pm »

How can I install this into the starter pack?
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TwistedMinds

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Re: Phoebus & TWBT [40.24] - New machinery, new bridges, new workshops
« Reply #26 on: October 30, 2015, 09:53:07 pm »

How can I install this into the starter pack?

Newish player here, not sure if I've done it right but it seems to work without problems here. I have no experience whatsoever with DF modding.
I copied these to Dwarf Fortress 40_24 Starter Pack r16\LNP\Graphics\PhoebusTWBT: (created the PhoebusTWBT folder)
  • Data\art\*
  • Data\init\colors.txt
  • Data\init\d_init.txt
  • Data\init\init.txt
  • Data\init\overrides.txt
  • Raw\*
Then copied the manifest.json from Phoebus (LNP's) and edited it with notepad to change the description.
I'm almost certain some files aren't strictly necessary, but I was too lazy at the time to really figure it out so I kind of copied everything that was in other LNP's graphic set. And it works. Good enough for now :>
Edit: There are some issues with ground tiles (smoothed+detailed) of the wrong colors at time popping up semi-randomly (very rare) so I probably missed something, still playable though. I'll work on that soonish if no one else can help you.
« Last Edit: October 31, 2015, 01:19:05 am by TwistedMinds »
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palu

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Re: Phoebus & TWBT [40.24] - New machinery, new bridges, new workshops
« Reply #27 on: October 31, 2015, 09:22:28 pm »

Here's what he just said, if anyone doesn't want to do it themselves. Let me know if there are any issues.
http://dffd.bay12games.com/file.php?id=11250
« Last Edit: November 26, 2015, 09:28:54 pm by palu »
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Hmph, palu showing off that reading-the-instructions superpower.
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Chimerat

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Re: Phoebus & TWBT [40.24] - New machinery, new bridges, new workshops
« Reply #28 on: November 02, 2015, 08:47:35 pm »

Okay, I know what Tileset I'm trying next time I have a chance to play. :o

My main problem has always been how to easily tell my various buildings from each other! :-[
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Chimerat

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Re: Phoebus & TWBT [40.24] - New machinery, new bridges, new workshops
« Reply #29 on: November 22, 2015, 10:57:58 pm »

Is there a way to turn off "multi-level" view?

I can barely tell where things are outside anymore...  :(
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