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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 740903 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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Novaris

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Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.05 - updated 07th March by Novaris
« Reply #2723 on: April 22, 2021, 01:09:16 pm »

@jecowa
Since you seem to have a keen eye for details are there any other color changes you would recommend?
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vettlingr

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Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.05 - updated 07th March by Novaris
« Reply #2724 on: April 23, 2021, 06:06:22 am »

My domestics expansion mod adds 9 colors, which of 1 is used. This causes the additional colors twbt plugin to skew by +9. Copper which is usually 126 is found at 135, gold which is 143, is found at 152. All in all, it means that any mod that adds colors is not compatible with this feature. It can't easily be fixed post world gen either, the straight forward fix is to name the descriptor_color files in order so that descriptor_color_standard is the top file and first to be read.

The reason for the +1 skew in mephs is probably due to the addition of color eggplant a few versions back.

Novaris

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Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.05 - updated 07th March by Novaris
« Reply #2725 on: April 24, 2021, 03:16:24 am »

Well the changes in the sand definitions were consistent with the +1 but I have the feeling that the gems are completely messed up. But it may be my misunderstanding of the COLOR tag as well thats why I am asking.

EDIT: nevermind, I overlooked the STATE_COLOR tag... doh!
« Last Edit: April 24, 2021, 03:19:07 am by Novaris »
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Rose

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Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.05 - updated 07th March by Novaris
« Reply #2726 on: April 24, 2021, 03:36:58 am »

Which file sets these colors? I want to fix this so it doesn't actually matter, but I'm not familiar enough with the tileset to know what's what.

aaaand 5 minutes layer I realize that the colors are not actually being loaded by TWBT at all, they're loaded by DF's normal raw loading.



....why was this done by modifying the display color instead of the state color?
« Last Edit: April 24, 2021, 04:01:23 am by Rose »
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Novaris

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Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.05 - updated 07th March by Novaris
« Reply #2727 on: April 24, 2021, 03:42:02 am »

The colors are set in the inorganic_xxx.txt files.
inorganic_stone_soil.txt for all the sand, clay and dirt for example, inorganic_stone_gem.txt for the gems etc..
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Rose

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Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.05 - updated 07th March by Novaris
« Reply #2728 on: April 24, 2021, 04:17:38 am »

Yeah, it really should use [STATE_COLOR:ALL_SOLID:CHOCOLATE] or similar to do this, rather than messing with the display color.
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vettlingr

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Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.05 - updated 07th March by Novaris
« Reply #2729 on: April 24, 2021, 02:03:38 pm »

Yeah, it really should use [STATE_COLOR:ALL_SOLID:CHOCOLATE] or similar to do this, rather than messing with the display color.

I disagree, by limiting it to the color tag, you can't specify wether the color should be used as fg or bg.

As far as I can see, the colors for gems seems to check out.
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