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Author Topic: Dungeon Set v1.03 [24x24 TWBT 43.03]  (Read 135747 times)

utkonos

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Re: WIP 24x24 Graphic set [TWBT 42.06]
« Reply #45 on: April 05, 2016, 04:56:28 pm »

Hello there!

Everything is finally done!
Without further ado, here's release update 1.0 (aka not WIP anymore!):
- new font (havily inspired by Dungeon font) and UI design
Spoiler (click to show/hide)
- lots of changes in overrides_plants.png
- a lot of bugfixes, clean ups and tweaks

All game graphics should be done at this point, so if you find anything strange, please let me know.

I will update first post shortly.
PS: Done
« Last Edit: April 05, 2016, 06:19:19 pm by utkonos »
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Pvt. Pirate

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Re: Dungeon Set v1.0 [TWBT 42.06]
« Reply #46 on: April 05, 2016, 06:57:56 pm »

this looks awesome, except the dwarves look like humans with strange posture.
i'm looking to using it soon!
for my 5:4 screen the font is too wide so the menu takes up almost 2/3 of the screen.
i guess i did something wrong so i can't use the standard font with your graphicset.
« Last Edit: April 05, 2016, 07:12:18 pm by Pvt. Pirate »
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"dwarves are by definition alcohol powered parasitic beards, which will cling to small caveadapt humanoids." (Chaia)

utkonos

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Re: Dungeon Set v1.0 [TWBT 42.06]
« Reply #47 on: April 05, 2016, 07:24:19 pm »

for my 5:4 screen the font is too wide so the menu takes up almost 2/3 of the screen.
i guess i did something wrong so i can't use the standard font with your graphicset.
Size of the font should not be an issue - TWBT allows you to scale tiles and text independently.Standard font should be usable with this set as well.
Check versions of DFHack and TWBT you're using.
Maybe I can help you if you give me a screenshot of your game.
« Last Edit: April 05, 2016, 07:26:02 pm by utkonos »
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Pvt. Pirate

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Re: Dungeon Set v1.0 [TWBT 42.06]
« Reply #48 on: April 06, 2016, 03:57:19 am »

...
Size of the font should not be an issue - TWBT allows you to scale tiles and text independently.Standard font should be usable with this set as well.
Check versions of DFHack and TWBT you're using.
Maybe I can help you if you give me a screenshot of your game.

i found it later: mea culpa - i didn't check if the line turned green, so the correct font wasn't installed :D
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"dwarves are by definition alcohol powered parasitic beards, which will cling to small caveadapt humanoids." (Chaia)

Urist McTeellox

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Re: Dungeon Set v1.0 [TWBT 42.06]
« Reply #49 on: April 13, 2016, 06:26:08 am »

This is *beautiful*, and I'm using it now for my first DF game in over a year. Thank you *so* much!
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Latta

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Re: Dungeon Set v1.0 [TWBT 42.06]
« Reply #50 on: April 13, 2016, 08:40:38 am »

This is great, loving wall tiles... ;D
Just one problem, though; some of display colors of stones and gems don't match their color in raw, like mica(display: purple; raw: gray) and bloodstone(display: red; raw: green).
I loved mica until I found out that dwarves perceive it as plain gray... :(
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Dirst

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Re: Dungeon Set v1.0 [TWBT 42.06]
« Reply #51 on: April 13, 2016, 04:11:58 pm »

This is great, loving wall tiles... ;D
Just one problem, though; some of display colors of stones and gems don't match their color in raw, like mica(display: purple; raw: gray) and bloodstone(display: red; raw: green).
I loved mica until I found out that dwarves perceive it as plain gray... :(
To be fair, the stone template is gray, and as far as I know outside of gems not a single vanilla stone changes that.

Try to get dwarves with a favorite color of gray :)
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Just got back, updating:
(0.42 & 0.43) The Earth Strikes Back! v2.15 - Pay attention...  It's a mine!  It's-a not yours!
(0.42 & 0.43) Appearance Tweaks v1.03 - Tease those hippies about their pointy ears.
(0.42 & 0.43) Accessibility Utility v1.04 - Console tools to navigate the map

utkonos

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Re: Dungeon Set v1.0 [TWBT 42.06]
« Reply #52 on: April 13, 2016, 04:17:09 pm »

This is *beautiful*, and I'm using it now for my first DF game in over a year. Thank you *so* much!
Thank you! :)
This is great, loving wall tiles... ;D
Just one problem, though; some of display colors of stones and gems don't match their color in raw, like mica(display: purple; raw: gray) and bloodstone(display: red; raw: green).
I loved mica until I found out that dwarves perceive it as plain gray... :(
As Dirst said, all minerals are gray by default in DF. However, since my raws was already changed, I just added state colors to all stones/minerals/gems.  :P

So here it is, update 1.02:
- made font a bit bigger
- changed river/road tiles to curves instead of sharp angles
Spoiler (click to show/hide)
- added state colors to all stones/minerals/gems
Spoiler (click to show/hide)

Latta

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Re: Dungeon Set v1.0 [TWBT 42.06]
« Reply #53 on: April 14, 2016, 04:33:54 am »

Yay!
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Purdurabo

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Re: Dungeon Set v1.02 [24x24 TWBT 42.06]
« Reply #54 on: May 14, 2016, 10:23:11 am »

This has quick become my favourite tile set.
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pondicherry

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Re: Dungeon Set v1.02 [24x24 TWBT 42.06]
« Reply #55 on: May 14, 2016, 10:44:45 am »

Great Work, really.
Like it a lot.
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DAOWAce

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Re: Dungeon Set v1.02 [24x24 TWBT 42.06]
« Reply #56 on: May 17, 2016, 09:13:05 pm »

As a new player, this is one of the best graphic sets I've tried to play with.

However, there's some issues that are quite major to me:

1) It's basically impossible to see things that are highlighted.  I have to move the cursor off what's highlighted to see it.  (ex. open unit list)
2) It's hard to see certain other areas, like the bottom of the trade window for example.  I had to lean in close and really squint my eyes to read the text for trade value and all that.  Very very dark.
3) The up/down elevation triangles are kinda not there.  There is an indicator, but I actually can't tell what it's indicating.

I'd like to try and edit it to make those dark things I can't see actually visible, but as a newcomer I don't know how to do this.  Can anyone give me a pointer for what file text colors would be in?
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Meph

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Re: Dungeon Set v1.02 [24x24 TWBT 42.06]
« Reply #57 on: May 17, 2016, 10:41:56 pm »

data/init/colors.txt
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Pvt. Pirate

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Re: Dungeon Set v1.02 [24x24 TWBT 42.06]
« Reply #58 on: May 18, 2016, 08:01:45 am »

as i use the LNP, i use the red-green-colorblind preset, which really helps a lot.
at the moment i use phoebus, but mostly because i'm used to it.
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"dwarves are by definition alcohol powered parasitic beards, which will cling to small caveadapt humanoids." (Chaia)

utkonos

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Re: Dungeon Set v1.02 [24x24 TWBT 42.06]
« Reply #59 on: May 21, 2016, 06:36:12 pm »

This has quick become my favourite tile set.
Great Work, really.
Like it a lot.
Thank you!
As a new player, this is one of the best graphic sets I've tried to play with.

However, there's some issues that are quite major to me:

1) It's basically impossible to see things that are highlighted.  I have to move the cursor off what's highlighted to see it.  (ex. open unit list)
2) It's hard to see certain other areas, like the bottom of the trade window for example.  I had to lean in close and really squint my eyes to read the text for trade value and all that.  Very very dark.
3) The up/down elevation triangles are kinda not there.  There is an indicator, but I actually can't tell what it's indicating.

I'd like to try and edit it to make those dark things I can't see actually visible, but as a newcomer I don't know how to do this.  Can anyone give me a pointer for what file text colors would be in?
Thanks for your feedback!
About issues:
1 and 2 are basically the same problem. I'll make text background a bit more transparent, this will make highlighted text more visible. If you don't want to wait for next release, download this file and save it as curses_1280x600.png in "your DF folder"\data\art\
3. I kinda hate these triangles, that's why I use "hillocks" to mark ramps :) I can do "triangle" version of set, don't know how many people want this tho.

As of right now I have not much time to work on set, so I can't promise fast update, but hopefully I can update it when DFHack and TWBT for 0.43 would be ready.
« Last Edit: May 22, 2016, 01:53:40 pm by utkonos »
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