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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 - updated 07th March by Novaris  (Read 602283 times)

Rose

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Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.05 - updated 07th March by Novaris
« Reply #2715 on: April 07, 2021, 06:29:43 pm »

This is why it should be set by name, rather than number.

Edit: To clarify, TWBT needs this functionality, but doesn't.
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jecowa

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Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.05 - updated 07th March by Novaris
« Reply #2716 on: April 07, 2021, 06:57:00 pm »

I'm guessing it won't matter how TWBT or whatever allows these extra colors handles this once the graphics update is out. We are unlikely to be getting changes to descriptor color before then, so it'd be extra work for not much benefit.
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jecowa

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Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.05 - updated 07th March by Novaris
« Reply #2717 on: April 10, 2021, 12:07:53 am »

If we re-assign numbers to the Sand colors as if they had been originally coded for 0.34.11, then it seems to work out well and they come out as colors that match their names. (Yellow Sand goes from Fuschia to Gold and White Sand goes from Peach to Pearl). Doing the same for metals, though, does not work out so well. Maybe some of the metals had already been fixed prior to version 4.9? Do you think Electrum could have been intended to be #163 mahogany ▉▉▉▉▉▉▉ instead of #162 lime ▉▉▉▉▉▉▉? Maybe Electrum was overlooked in a previous fix of metal colors.

Sterling Silver is an interesting one. It's display color number #211 ▉▉▉▉▉▉▉ is high enough that it should need to be increased by 3 which would give it a new value of #214 ▉▉▉▉▉▉▉, but it looks to be only 1 off from the likely intended value of #212 ▉▉▉▉▉▉▉. Maybe you knew to correct by 2 for the 188+ numbers but didn't realize that #141 had also been added? That doesn't seem to make sense in all situations, though, with a few metals with color values of 141 or higher that seem to have correct color values, such as Silver (#196 ▉▉▉▉▉▉▉) and Pig Iron (#161 ▉▉▉▉▉▉▉).

But if the 188+ numbers might only be off by 1 instead of 3, then maybe doublecheck those Sand color values that are 188 or higher.

   Should Tan Sand be #200 (+0) tan ▉▉▉▉▉▉▉, or #201 (+1) dark taupe ▉▉▉▉▉▉▉, or #203 (+3) taupe ▉▉▉▉▉▉▉?

   Should Black Sand be #201 (+0) dark taupe ▉▉▉▉▉▉▉, #202 (+1) taupe gray ▉▉▉▉▉▉▉, or #204 (+3) purple taupe ▉▉▉▉▉▉▉?

   Should Red Sand be #190 (+0) russet ▉▉▉▉▉▉▉, #191 (+1) rust ▉▉▉▉▉▉▉, or #193 (+3) scarlet ▉▉▉▉▉▉▉?

It looks like all these color changes happened sometime between Meph 3.0 and Meph 4.9 (Sometime between 2018-05-15 and 2019-03-03) in case that helps.

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jecowa

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Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.05 - updated 07th March by Novaris
« Reply #2719 on: April 12, 2021, 07:50:45 am »

Oh, #200 for Tan Sand would actually be (+1). I forgot I had already corrected that from #199 bright green. The dark gray kind of makes sense for Black Sand since it is also dark gray in vanilla. Even though it is probably only gray in vanilla due to not being able to put a black character against a black background. That would put every sand at +1, which would make sense if he corrected his old classic Masterwork-era color palette for the new #188 and #189 but overlooked the new #141.
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Novaris

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Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.05 - updated 07th March by Novaris
« Reply #2720 on: April 16, 2021, 11:58:33 am »

I changed now (in my personal version, not the official one)
SAND_TAN to 200,
SAND_YELLOW to 144,
SAND_WHITE to 178,
SAND_BLACK to 201 and
SAND_RED to 191
and it looks brilliant :) many thanks for your color table!
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Sevrin

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Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.05 - updated 07th March by Novaris
« Reply #2721 on: April 18, 2021, 01:09:10 am »

How do I disable the mouse in the meph launcher? If I try to turn it off in the .ini, the launcher just turns it back on. DFHACK doesn't seem to help either, and it's not an option (among other .ini options that can't be modified when using the meph launcher because it just switches them back to default)
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jecowa

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Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.05 - updated 07th March by Novaris
« Reply #2722 on: April 18, 2021, 02:15:20 am »

Type this into the DFHack Terminal window and press the return/enter key:
Code: [Select]
disable mousequery
To permanently remove it, delete your /Dwarf Fortress/hack/plugins/mousequery.plug.dylib file.
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