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Poll

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 872620 times)

Novaris

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Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
« Reply #2655 on: March 01, 2021, 02:09:54 pm »

Its anyway going to be hard to choose. On the one hand, the new skin looks beautiful, on the other hand though I am going to miss DFHack and all its bugfixes and enhancements...
Why would DFHack not work in the premium DF?

There's been no indication that that will change.

Thats true but since the UI has changed and a bunch of tools inside DFHack manipulate the dialogs presented I have the pessimistic fear that at least this part of DFHack could be affected. No doubt the underlying codebase of both game versions will be the same but the rendering and frontend will be different which could lead to two versions of DFHack, one with improved dialogs, one without. But you are right, atm there was no indication in this direction so let me rephrase my statement: In case there is no combined version it will be hard to decide which one I will prefer :)
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jecowa

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Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
« Reply #2656 on: March 02, 2021, 10:57:05 pm »

Do you know if the override for the POND_TURTLE shell remains ever worked in any version of Dwarf Fortress/DFHack/TWBT?
I can't get it to work without making all vermin remains look like Turtle Shells.

Quote
[OVERRIDE:253:I:ANY:::_MDF_overrides_13:162:16:::CREATURE_MAT:POND_TURTLE:SHELL] bodyparts
[OVERRIDE:253:I:CORPSEPIECE:CORPSEPIECE::_MDF_overrides_13:R:8:32:33:34:35:36:37:38:39:16] bodyparts

I tried it in 0.47.05, 0.47.03, 0.44.12, and 0.44.05, but the shell just looks like any other remains.
« Last Edit: March 02, 2021, 10:59:14 pm by jecowa »
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thurin

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Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
« Reply #2657 on: March 04, 2021, 10:18:56 pm »

I've updated the twbt unofficial builds to ignore the invalid ANY item id.  Please test it out and let me know if it fixes the crash.  This won't fix the missing shells, but you hopefully will no longer crash coming across a remains.

https://github.com/thurin/df-twbt/releases/tag/0.47.05-beta1-r2
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Novaris

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Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.03 - updated 11th March
« Reply #2658 on: March 07, 2021, 05:35:47 am »

and here it is:


New version of Meph V5.5 with 0.47.05 DF, TWBT and DFHack
https://dffd.bay12games.com/file.php?id=15145


@Meph: could you please update the frontpage and title of the thread?
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Meph

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Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.05 - updated 07th March by Novaris
« Reply #2659 on: March 07, 2021, 01:50:57 pm »

Done.

Thanks so much. :)
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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 :::

Novaris

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Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.05 - updated 07th March by Novaris
« Reply #2660 on: March 07, 2021, 03:29:25 pm »

You are welcome :) its not like I would not need this version anyway for myself :D
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AkRoughneck

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Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.05 - updated 07th March by Novaris
« Reply #2661 on: March 10, 2021, 11:21:00 pm »

Using the meph tileset launcher- how do I make a human fort ingame? I already enabled forts for humans in the civilization tab.
« Last Edit: March 11, 2021, 02:04:12 am by AkRoughneck »
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Novaris

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Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.05 - updated 07th March by Novaris
« Reply #2662 on: March 11, 2021, 04:14:26 am »

as far as I remember you also need to disable the dwarves but I never tried this :) I'm therefore not sure if all professions and workshops are set up for other civs forts.
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Anonymous_Wind

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Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.05 - updated 07th March by Novaris
« Reply #2663 on: March 11, 2021, 04:05:03 pm »

I just downloaded the Meph Tileset, with the launcher. The issue I'm having is that [SAND_TAN] appears bright green, and [SAND_YELLOW] is bright magenta. I haven't modified the game files in any way. Is this intended behavior? And is there any way I can change the sand to have a more normal appearance? In a separate install, I have tried changing the color scheme and enabling the "real colors" option to no effect.

Since this is also my first post, I would like to thank you, Meph, for your work on this graphics pack and all the beautiful artwork it contains.
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Novaris

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Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.05 - updated 07th March by Novaris
« Reply #2664 on: March 11, 2021, 06:19:37 pm »

Sounds weird... could you upload a screenshot somewhere? Maybe an issue in the color settings, how did you start the game? via the launcher? can you try starting the game from Dwarf Fortress/dwarf fortress.exe and reconfirm?
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Anonymous_Wind

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Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.05 - updated 07th March by Novaris
« Reply #2665 on: March 11, 2021, 06:44:41 pm »

Here is a link to the screenshot. https://drive.google.com/file/d/1pIO71I0aBKoOf_8f8ozk_I0eVS0yxzke/view?usp=sharing

Yeah, I launched the game from the launcher originally. Just now, I launched from Dwarf Fortress.exe like you suggested and it gave the same colors. I also tried the previous version of the tileset and launcher with the same results. In the separate install mentioned in my other post, I tried replacing the colors.txt in the Meph pack with one from Ironhand (the graphics I used to use) with no success. I'm not sure if anyone else has had this trouble, but if there's more I can do to be helpful, please let me know - I'm new both to the forum and tinkering with the DF innards.
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Meph

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Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.05 - updated 07th March by Novaris
« Reply #2666 on: March 11, 2021, 07:23:58 pm »

TWBT assigns colors in the overrides. They go by number of colors, so for example 100 is the 100th color from the raws, counting from the top. If there is just ONE color definition added or removed, everything breaks, because it shifts all colors by one. Maybe that happened.
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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 :::

Novaris

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Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.05 - updated 07th March by Novaris
« Reply #2667 on: March 11, 2021, 07:28:28 pm »

Really weird.. Do you get any error messages in the DFHack window that opens with dwarf fortress? can you also upload a picture of the startscreen of the game? I have the strong feeling that TWBT is not enabled and that messes up the tileset and colors.

@Meph I ran the compiled 0.47.05 again in a fresh unpack, I dont have this color issues. Also the font in the screenshot is wrong, yours is more "medieval"
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Meph

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Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.05 - updated 07th March by Novaris
« Reply #2668 on: March 11, 2021, 07:30:45 pm »

Downloaded and tested as well, all looks fine.

I think he just changed the font. Looks like Ironhands. TWBT is certainly running on his screenshot, but the colors are off.
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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 :::

Anonymous_Wind

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Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.05 - updated 07th March by Novaris
« Reply #2669 on: March 11, 2021, 07:52:50 pm »

Maybe I goofed something and didn't realize I had changed anything, or changed a directory in one install I thought was in another. I definitely changed the font in what I thought was 47.4 previous version. My "troubleshooting" was pretty disorganized. Sorry to trouble you both, and thanks for your replies Meph and Novaris!
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