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Worldmap: What style would you prefer?

Icons, like ASCII but prettier.
Hand-drawn, like an old-timey sepia map.
Full graphics, like JRPGs with full-on sprites.
Same as the tileset ingame. Forests would use the tree sprite, mountains a rock sprite, etc.
Other. Please post your ideas/examples.

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Author Topic: ☼Meph Tileset☼ V5.5 (32x32) - 47.05 - offline  (Read 866239 times)

micon89

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Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
« Reply #2460 on: March 22, 2020, 11:25:27 am »

Meph I think the raiding thing is bugged
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Meph

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Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
« Reply #2461 on: March 22, 2020, 11:34:37 am »

I understood. I just don't think it's specific to this tileset. Animals either have the training tag or not, there are no nuances that I could affect that would cause a bug like this.
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
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micon89

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Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
« Reply #2462 on: March 22, 2020, 11:58:09 am »

I Also love your work meph especially masterwork
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darkhog

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Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
« Reply #2463 on: March 22, 2020, 02:57:38 pm »

When you update it to 47.04? There are already nightly builds for DFHack that supports .04 and there's TWBT for that as well, as shown earlier in the thread.
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Meph

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Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
« Reply #2464 on: March 22, 2020, 03:37:00 pm »

When you update it to 47.04? There are already nightly builds for DFHack that supports .04 and there's TWBT for that as well, as shown earlier in the thread.
When dfhack officially updates.
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

Deon

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Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
« Reply #2465 on: March 22, 2020, 04:19:52 pm »

I am interested in your trick to do this:


As far as I can tell, the tile for flux stone in decorations_3 file doesn't have transparency, and yet when designated for mining, it's clearly visible. Could you kindly shed some light on the technique, please?

P.S. Does it have something to do with the -top file? I didn't find instructions on how to use it properly on the main readme page. Could you direct me please?
https://github.com/mifki/df-twbt/blob/master/README.md
« Last Edit: March 22, 2020, 04:23:33 pm by Deon »
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jecowa

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Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
« Reply #2466 on: March 22, 2020, 04:43:12 pm »

Yeah, the normal tile gets colored in, but the -top tile doesn't.
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Meph

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Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
« Reply #2467 on: March 22, 2020, 04:44:43 pm »

I don't think there are any tutorials on the top and bg files. But yes it's because of the top file. Also sorry for making you look through my completely unsorted PNGs. XD

The top file has transparency, the inner part of the sprite is see-through. The regular file has no transparency. When you designate for mining, the regular sprite gets recolored. The top-file with transparency gets layered on top, covering the edges with the grey rock color, making a smooth transition.

Edit: Sniped by Jecowa in a more succinct manner. ;)
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

Deon

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Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
« Reply #2468 on: March 22, 2020, 04:46:28 pm »

Pff. My regular tile is already colored. So I guess that's why my tons of tests didn't help. Thank you! I still don't understand why marking for mining makes it black though. Shouldn't coloring make it "brown", or am I missing something obvious?
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Meph

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Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
« Reply #2469 on: March 22, 2020, 04:59:03 pm »

It is brown. There is just a grey transparent layer of the top-file on top, coloring it black.

Designations are a mess when it comes to graphics. Would be so much nicer to just get a custom sprite.
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

Deon

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Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
« Reply #2470 on: March 22, 2020, 05:09:05 pm »

Aha, I found my bane.

I had 16 for FG color in overrides, which made NO coloring possible. Phew, sorted. Thank you guys!
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ctgarlington

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Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
« Reply #2471 on: March 25, 2020, 10:12:00 am »

Quick question, running into a peculiar graphical anomaly which may be normal, but I don't recall having seen it outside of this tileset (or at least since the last time I played).

Certain tiles, when moving the camera around, will 'overwrite' other tiles until I move on a new axis.  I've noticed it specifically with bridges, when moving the camera right/eastward or left/westward, it'll 'move' some of the bridge tiles to overlap wall tiles on the same row (and vice versa; some wall tiles overlap bridge tiles), until such time as I move the camera northward/southward.

I've also noticed this with floor tiling, for instance if you have a smoothed floor of two different types on the same z-level, moving the camera will 'shift' the tiles around in a way they shouldn't be.

Anyone else notice this?
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jecowa

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Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
« Reply #2472 on: March 25, 2020, 11:25:08 am »

I think this mighit all be the same issue. You can enter this into DFHack Terminal window to fix tile shift, but doing so can cause instability:

twbt redraw_all 1
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InkLinkLing

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Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
« Reply #2473 on: March 28, 2020, 04:13:15 am »

I'm having alot of crashing issues. I haven't yet been able to troubleshoot, and I'm not sure if its the launcher and its addons or just the base game that's causing problems.
Is there bug reporting or a troubleshooting page specific to this launcher?

I think I may be experiencing problems with: "many creatures that couldn't be trained now can be, including all giant creatures." @ taffers bugfixes trying to train a giant cave spider.
It could be something to do with trading with elves though, or their departure.

Is there any way to disable some of the addons, like the expanded materials, or is that actually a part of the base games updates?
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Meph

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Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
« Reply #2474 on: March 28, 2020, 06:19:33 am »

Do you have animations on? That's usually the culprit.

You can disable all extra content in the launcher, the mods tab has a button. Oddly most are linked to the Decorational workshop button. :)
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::
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