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Author Topic: Update 1.21 - Bugfixes for everyone!  (Read 24579 times)

Meph

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Update 1.21 - Bugfixes for everyone!
« on: November 04, 2016, 08:22:47 pm »



::: LINUX ::: ||| ::: MAC :::
::: Current version: V.1.21 - Updated 4th Nov 2016 - For DF.43.03 :::
::: The MDF GUI requires Microsofts .NET-Framework 4.0 :::
::: Changelogs: V1.01 ::: V1.02 ::: V1.03 ::: V1.04 ::: V1.05 ::: V1.06 ::: V1.07 ::: V1.08 ::: 1.09 ::: 1.10 ::: 1.11 ::: 1.12 ::: 1.13 ::: 1.14 ::: 1.15 ::: 1.16:::


::: If you like the content I produce and enjoy playing Masterwork, consider supporting it on Patreon. :::
::: It allows me to do regular updates and add more content more quickly. :::


New Update - V1.21

Notes:Bugfix update. I resolved most of the issues reported about the new tileset. Bins are not black, designations are not black... ramps look more distinctive, new tiles for a few things like partly-mined rock... track stops exist now, as do seeds. Thanks to everyone who posted feedback. :)

I also fixed startdwarf, you can now embark with X dwarves again. Just type "startdwarf #" into dfhack in the embark selector.

There are a couple of misc bugfixes too, see below.

I also made and releases the Meph Map Tileset in the meantime.


Screenshots:
Spoiler: New ramps (click to show/hide)

Changelog

New utility: GifCam (Found in \Masterwork V1.21 (43.03)\MasterworkDwarfFortress\Utilities)
A small .exe that allows you to easily make gifs of your fort, for community games and such. Use is almost self-explanatory, for more info head over to http://blog.bahraniapps.com/gifcam/.

Graphics:
 - Fixed elven archers, crossbowmen and blowgunners.
 - Fixed human archers, crossbowmen and blowgunners.
 - Fixed goblin archers, crossbowmen and blowgunners.
 - Fixed kobold archers, crossbowmen and blowgunners.
 - Fixed bins.
 - Fixed trap stops.
 - Fixed "children playing make-believe", added animation.
 - Fixed digging designation numbers. (appeared as solid black tiles)
 - Fixed furniture designations. (appeared as solid black tiles)
 
 - Made stockpiles brighter.
 - Made water/magma brighter.
 - Made rocks/inorganics brighter.
 - Made ramps clearer.

Dfhack:
 - Fixed startdwarf.
 - Updated TWBT, Mifki made a bugfix update himself. NO MORE CRASHES (!) FROM TWBT.

Ingame:
 - Alchemists guild now properly boosts Alchemy skill to 200%. (Dwarf mode)
 - Making ashland glass now accepts orthoclase boulders, instead of gems, which didnt exist. (Orc mode)
 - Buildings no longer accept filled bags/boxes as build-materials. (Orc mode)
 - Kobold potters can now sieve loamy/sandy/silty clay and get easier access to pure clay/sand. (Kobold mode)
 - Same for hired kobold workshops in (Human mode).
 - Javelins can now be made of iron, copper, bronze, silver, platinum or steel, instead of steel-only. (Dwarf mode)

Future plans:

I started working on a few animated animal graphics, like this:


As well as plants and vermin. Vermin are fine, pretty much all done, but plants are a lot. 4-8 graphics per plant, for 120-ish plants is not a small undertaking.

Once I'm satisfied with the tileset, I'll work on a small(ish) goblin or elf mode, to finally get all the vanilla races playable, before heading into harder projects again.

Patreon: No new Patrons, again. I think I should start doing more special Patreon projects(?)

Cheers,
Meph
« Last Edit: November 04, 2016, 08:27:21 pm by Meph »
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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 :::

dantebelmondo

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Re: Update 1.21 - Bugfixes for everyone!
« Reply #1 on: November 04, 2016, 09:23:41 pm »

I just created a new world for testing the updated tileset.
The tile of sweet galena is pretty weird.
I am not sure if this is intended.

New world in 1.21:
Spoiler (click to show/hide)

Same New world loaded in previous 1.20:
Spoiler (click to show/hide)

« Last Edit: November 04, 2016, 09:39:06 pm by dantebelmondo »
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Meph

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Re: Update 1.21 - Bugfixes for everyone!
« Reply #2 on: November 04, 2016, 09:42:40 pm »

Oh no... the new plants in plant_crops and plant_garden that lack a shrub_tile default to that graphic. :/ I'd have to rewrite all the plant files, or delete the playing children.

EDIT: Re-uploaded the mod with proper tile for the plants.
« Last Edit: November 04, 2016, 09:49:22 pm by Meph »
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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 :::

Cray

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Re: Update 1.21 - Bugfixes for everyone!
« Reply #3 on: November 05, 2016, 08:00:33 am »

I've created new world and some of my humans have wrong textures:



I'm using Phoebus tileset with Phoebus colors and TWBT.
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chaosfiend

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Re: Update 1.21 - Bugfixes for everyone!
« Reply #4 on: November 05, 2016, 01:48:07 pm »

Huzzah for the bugfixes. Though I started up and noticed one thing is still missing for Kobolds. Still no Anvil access at all for their limited metalworking, so I still need to cheat in Anvils.
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Amostubal

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Re: Update 1.21 - Bugfixes for everyone!
« Reply #5 on: November 05, 2016, 07:50:59 pm »

Thanks for the update... I'll start fresh tonight.
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"...peering into the darkness behind the curtains, evokes visions of pixies being chased by dragons while eating cupcakes made of coral iced with liquid fire while their hearts burn out with unknown plant substances..." - a quote from the diaries of Amostubal

Immortal-D

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Re: Update 1.21 - Bugfixes for everyone!
« Reply #6 on: November 06, 2016, 10:03:51 am »

Query- If the monitor can not support 32x, is the tileset automatically resized?  Much as I would love to look around the Meph graphics, most of us don't have 4k resolution :P

Meph

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Re: Update 1.21 - Bugfixes for everyone!
« Reply #7 on: November 06, 2016, 12:21:26 pm »

You dont need 4k, just 1440p. WQHD, not UltraHD :)

I think its resized automatically.
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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 :::

randomgenericusername

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Re: Update 1.21 - Bugfixes for everyone!
« Reply #8 on: November 06, 2016, 05:02:33 pm »

I've created new world and some of my humans have wrong textures:



I'm using Phoebus tileset with Phoebus colors and TWBT.
i am having the exact same bug too, using phoebus and print mode 2d for truetype
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The dog behind the man behind the beard.
Immortality like that would be even more game breaking than four Aaron's in one place.
You're both so obviously scum that this is a surprisingly difficult decision.

randomgenericusername

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Re: Update 1.21 - Bugfixes for everyone!
« Reply #9 on: November 06, 2016, 07:51:02 pm »

i also had this error in the dfhack console

TWBT: no tileset with id 6
TWBT: invalid override specification OVERRIDE:254:B:WORKSHOP_CUSTOM:Workshop:CAMPFIRE:6:82
...top\Masterwork\Dwarf Fortress\hack\lua\persist-table.lua:59: cannot create persistent entry
stack traceback:
        [C]: in function 'save'
        ...top\Masterwork\Dwarf Fortress\hack\lua\persist-table.lua:59: in function 'ensure'
        ...top\Masterwork\Dwarf Fortress\hack\lua\persist-table.lua:139: in function '__index'
        ...asterwork\Dwarf Fortress/raw/scripts/base/roses-init.lua:17: in function 'f'
        ...GO\Desktop\Masterwork\Dwarf Fortress\hack\lua\dfhack.lua:562: in function <...GO\Desktop\Masterwork\Dwarf Fortress\hack\lua\dfhack.lua:503>
        (...tail calls...)

twbt then doesnt work and it says its broken
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The dog behind the man behind the beard.
Immortality like that would be even more game breaking than four Aaron's in one place.
You're both so obviously scum that this is a surprisingly difficult decision.

Amostubal

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Re: Update 1.21 - Bugfixes for everyone!
« Reply #10 on: November 06, 2016, 08:36:43 pm »

odd creature graphics.
This is a Tame Verse Courser:


This is a Fivo Cat:


interesting enough.  Oh and tetrahedrite and magnetite walls are the same graphic and same color, usually can find them running into each other from time to time...  I'll find it and pic it if you want it.
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Legendary Dwarf Fortress
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"...peering into the darkness behind the curtains, evokes visions of pixies being chased by dragons while eating cupcakes made of coral iced with liquid fire while their hearts burn out with unknown plant substances..." - a quote from the diaries of Amostubal

Meph

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Re: Update 1.21 - Bugfixes for everyone!
« Reply #11 on: November 06, 2016, 09:02:39 pm »

odd creature graphics.
This is a Tame Verse Courser:


This is a Fivo Cat:


interesting enough.  Oh and tetrahedrite and magnetite walls are the same graphic and same color, usually can find them running into each other from time to time...  I'll find it and pic it if you want it.
Those are from the random creatures... cant influence that, they get random tile numbers.

The tetrahedrite/magnetite I can fix.
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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 :::

Amostubal

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Re: Update 1.21 - Bugfixes for everyone!
« Reply #12 on: November 06, 2016, 10:17:01 pm »



lol I was trying to figure out who dumped the pot in the metal industry room... iron cauldrons... pot... lol... I giggled.
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Legendary Dwarf Fortress
Legendary Discord Group
"...peering into the darkness behind the curtains, evokes visions of pixies being chased by dragons while eating cupcakes made of coral iced with liquid fire while their hearts burn out with unknown plant substances..." - a quote from the diaries of Amostubal

Myasnikus

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Re: Update 1.21 - Bugfixes for everyone!
« Reply #13 on: November 07, 2016, 09:13:37 am »

A dwarf who brings a stone, showing that he carries eggs

PS I threw to the picture but do not know how
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ANickel

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Re: Update 1.21 - Bugfixes for everyone!
« Reply #14 on: November 07, 2016, 01:40:49 pm »

I can second the egg issue popping up again.  It confused the hell out of me the first couple times I saw my dwarves bringing eggs to the Mason's workshop.
When they're in the stockpile or sitting still they look fine. 

As a side effect of this I noticed that limbs or pieces cut off of stone beings look like eggs as well for some reason.
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