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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 878476 times)

Pvt. Pirate

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Re: ☼Meph Tileset☼ V2.3 - 32x - 44.05 - Updated 18th January
« Reply #855 on: January 30, 2018, 07:41:10 am »

can you add a tab for dfhack features as options?
mousequery, autolabor would be nice.
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"dwarves are by definition alcohol powered parasitic beards, which will cling to small caveadapt humanoids." (Chaia)

vite

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Re: ☼Meph Tileset☼ V2.3 - 32x - 44.05 - Updated 18th January
« Reply #856 on: January 30, 2018, 07:46:47 am »

Are you going to update your tileset for Masterwork?
Can you add deteriorating bodies/food/etc?
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Meph

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Re: ☼Meph Tileset☼ V2.3 - 32x - 44.05 - Updated 18th January
« Reply #857 on: January 30, 2018, 08:10:49 am »

can you add a tab for dfhack features as options?
mousequery, autolabor would be nice.
I'm not quite sure what those do or what options I could offer for them. Aren't plugins active by default?

vite, I don't know yet. Next on the list for Masterwork is a 44.05 update.

I can add the deterioating bodies/food/etc scripts, although I personally never liked how fast they run.
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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 :::

Mrok Girl

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Re: ☼Meph Tileset☼ V2.3 - 32x - 44.05 - Updated 18th January
« Reply #858 on: January 30, 2018, 08:16:52 am »

If it makes food rot faster than no thanks for me, I already have trouble with keeping everything from being covered in miasma from food left lying around randomly >_>
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Novaris

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Re: ☼Meph Tileset☼ V2.3 - 32x - 44.05 - Updated 18th January
« Reply #859 on: January 30, 2018, 08:36:23 am »

can you add a tab for dfhack features as options?
mousequery, autolabor would be nice.
I'm not quite sure what those do or what options I could offer for them. Aren't plugins active by default?

vite, I don't know yet. Next on the list for Masterwork is a 44.05 update.

I can add the deterioating bodies/food/etc scripts, although I personally never liked how fast they run.
Well reducing the speed of these scripts is not a big issue, you can easily enlarge it to take half a year for one level of wear or just 3 months or as it is now, a month. Maybe just copy the script and make the adaptions yourself if you want different flavors of it?
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Arcturus

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Re: ☼Meph Tileset☼ V2.3 - 32x - 44.05 - Updated 18th January
« Reply #860 on: January 30, 2018, 04:25:47 pm »

I would really like a 16x16 option on the barebones so I can install it on my 32bit OS. Can you add that option to barebones or did I miss it and you can?

EDIT : I noticed your launcher can run a 32 bit system. Is there any way I can swap in a 32 bit version of DF and play it?

EDIT2 : It really just faster to figure it out than ask you guys. Will let you know if I make a workable 32 bit version.
« Last Edit: January 30, 2018, 05:38:55 pm by Arcturus »
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jecowa

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Re: ☼Meph Tileset☼ V2.3 - 32x - 44.05 - Updated 18th January
« Reply #861 on: January 30, 2018, 06:45:33 pm »

Meph' tileset will not work on 32-bit computers because it uses TWBT, which is only made for 64-bit.

The tile dimensions don't have anything to do with the bitness of the computer. The best way to play Meph at 16x16 would be to use the command "twbt tilesize 16 16" (without the quotes).
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Arcturus

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Re: ☼Meph Tileset☼ V2.3 - 32x - 44.05 - Updated 18th January
« Reply #862 on: January 30, 2018, 07:58:38 pm »

I may be able to remedy the situation by taking the source code for TWBT. Seems it comes out that all the letters are replaced with pictures. I would literally have to learn to read hieroglyphs.
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Pvt. Pirate

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Re: ☼Meph Tileset☼ V2.3 - 32x - 44.05 - Updated 18th January
« Reply #863 on: January 31, 2018, 05:24:09 am »

I may be able to remedy the situation by taking the source code for TWBT. Seems it comes out that all the letters are replaced with pictures. I would literally have to learn to read hieroglyphs.
that's what tilesets and graphicsets are made for: replacing the letters with pictures for easier "reading"
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Arcturus

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Re: ☼Meph Tileset☼ V2.3 - 32x - 44.05 - Updated 18th January
« Reply #864 on: January 31, 2018, 07:27:33 am »

hmmm.... I got it to run on a version of DF with some older files added to the mix. There were some errors with DFhack but it seems to work correctly. It was just a process of replacing key files that returned errors.

EDIT : Got rid of most of the errors. Will pack it up and put it on DFFD.

EDIT 2 : Spoke too soon. The characters and letters turned into blocks and I can't read anything in adventure mode.
« Last Edit: January 31, 2018, 07:51:05 am by Arcturus »
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Meph

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Re: ☼Meph Tileset☼ V2.3 - 32x - 44.05 - Updated 18th January
« Reply #865 on: January 31, 2018, 03:23:46 pm »

Without TWBT it wont work. Even if you add all the letters back, then you'd break the graphics for other items, vermins or rocks.
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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 :::

Arcturus

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Re: ☼Meph Tileset☼ V2.3 - 32x - 44.05 - Updated 18th January
« Reply #866 on: January 31, 2018, 09:35:00 pm »

Without TWBT it wont work. Even if you add all the letters back, then you'd break the graphics for other items, vermins or rocks.

I'm trying to take the source code from twbt and build a x86 version but it's missing some library files I would have to track down. Maybe you could talk to the creator of twbt and ask what's in the core.h file. That way I could build a 32bit version for you. I'm no master programmer but I don't really need to be for this task.
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Rose

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Re: ☼Meph Tileset☼ V2.3 - 32x - 44.05 - Updated 18th January
« Reply #867 on: February 01, 2018, 12:45:40 am »

It's not just a matter of compiling it, you also need to reverse engineer the DF exe to find where the rendering function is.
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jecowa

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Re: ☼Meph Tileset☼ V2.3 - 32x - 44.05 - Updated 18th January
« Reply #868 on: February 01, 2018, 12:51:06 am »

It's not just a matter of compiling it, you also need to reverse engineer the DF exe to find where the rendering function is.

Is this similar to finding a Dwarf Therapist memory layout address?
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Rose

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Re: ☼Meph Tileset☼ V2.3 - 32x - 44.05 - Updated 18th January
« Reply #869 on: February 01, 2018, 12:52:48 am »

It's a bit more complicated, and you need specialized tools for it (Ida, for example)
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