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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 664433 times)

Novaris

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Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.05 - updated 07th March by Novaris
« Reply #2745 on: October 09, 2021, 03:40:33 am »

I can share the files as I currently use them but beware, there are a few changes (like platinum being able to be turned into thread) as I modified the game in addition. But you can extract the color information.

https://ufile.io/ktiuxqbz
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Schmaven

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Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.05 - updated 07th March by Novaris
« Reply #2746 on: October 09, 2021, 09:40:27 am »

I can share the files as I currently use them but beware, there are a few changes (like platinum being able to be turned into thread) as I modified the game in addition. But you can extract the color information.

https://ufile.io/ktiuxqbz

Thank you!  I had to generate a new world for the color changes to take effect.  I didn't realize before that the first number in the series was referencing the color palette.  I noticed you made some changes to the second number of the 3 for a few items as well, but I don't need to get too deep into the inner workings of what does what in there.

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Hans Lemurson

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Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.05 - updated 07th March by Novaris
« Reply #2747 on: October 13, 2021, 03:51:58 pm »

Having been annoyed by the imperfect version of this tileset provided by the Newb Pack, I downloaded the latest Meph launcher.

I encountered a few...surprises when starting a new game:
-the embark screen is cluttered up with 20 different breeds of dogs (making menu navigation a pain),
-gold is a weapons-grade metal,
-sheep-leather is now...sheep fur
I thought this was just a graphics set, but apparently there are some mods installed by default?

Any way to fix these changes?  Any other surprises I should be aware of?  I'd been hoping to just play a normal game, but be able to enjoy Meph's graphics in their full beautiful glory.
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Foolprooof way to penetrate aquifers of unlimited depth.  (Make sure to import at least 10 stones for mechanisms)
Toughen Dwarves by dropping stuff on them.  (Nothing too heavy though, and make sure to wear armor.)
Quote
"Urist had a little lamb
whose feet tracked blighted soot.
And into every face he saw
his sooty foot he put."

Schmaven

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Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.05 - updated 07th March by Novaris
« Reply #2748 on: October 13, 2021, 04:45:50 pm »

Having been annoyed by the imperfect version of this tileset provided by the Newb Pack, I downloaded the latest Meph launcher.

I encountered a few...surprises when starting a new game:
-the embark screen is cluttered up with 20 different breeds of dogs (making menu navigation a pain),
-gold is a weapons-grade metal,
-sheep-leather is now...sheep fur
I thought this was just a graphics set, but apparently there are some mods installed by default?

Any way to fix these changes?  Any other surprises I should be aware of?  I'd been hoping to just play a normal game, but be able to enjoy Meph's graphics in their full beautiful glory.

Despite the issues with the LNP version of the tileset, I still think it's the most graphically pleasing 1 to use.  I think the Meph launcher also has changes to allow tapestry style decorations too, and likely other bits that I'm not aware of, so it might be easier to try and extract the tileset from the launcher rather than convert the launcher to a pure tileset.  Although if it's just vanilla-izing the animals / materials arrays, but leaving the other modifications modified, that might be the simplest option.
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Novaris

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Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.05 - updated 07th March by Novaris
« Reply #2749 on: October 14, 2021, 02:51:59 pm »

I would agree that the dog expansion is a little weird :D but its easily avoidable by an option in the launcher or by simply deleting the file raw\objects\creature_db_dogs.txt
Gold became a weapon material as alternative to silver afaik, not generally lore-friendly I'd agree but not that much of an issue.
As for the naming: Meph's mod also include taffer's "DF Revised" mod, see here: http://www.bay12forums.com/smf/index.php?topic=161832.0
It changes how skin and fur is referred to and what animals yield what. Also body templates are changed.

If you "only" want to playt the tileset without the changes, download the barebone edition from the main post instead.
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Hans Lemurson

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Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.05 - updated 07th March by Novaris
« Reply #2750 on: October 14, 2021, 03:38:27 pm »

Yeah, I deleted the dogs.  There are already too many different kinds of meat an leather, why would you add more?  That's like having separate entries for 4 different kinds of millet, or 20 nearly indistinguishable varieties of wood.  Who would do that?

I do actually think that some of the changes are fine, it's just that I was worried that there might be some other surprises lurking in the raws.  I didn't want to run into some show-stopping annoyances after having committed to a fort.

In the raws, inorganic_metal.txt did have some lines at the end of gold saying: NO_DECORATIONS!ITEMS_WEAPON]
Does this mean that if the "decorations" mod is off, that gold will be weapons-grade?  Or am I reading that backwards?

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Foolprooof way to penetrate aquifers of unlimited depth.  (Make sure to import at least 10 stones for mechanisms)
Toughen Dwarves by dropping stuff on them.  (Nothing too heavy though, and make sure to wear armor.)
Quote
"Urist had a little lamb
whose feet tracked blighted soot.
And into every face he saw
his sooty foot he put."

Novaris

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Re: ☼Meph Tileset☼ V5.5 (32x32) - 47.05 - updated 07th March by Novaris
« Reply #2751 on: October 14, 2021, 03:59:19 pm »

Off.. as long as it says !ITEMS_WEAPONS] there should be no golden weapons. The launcher replaces it then with [ITEMS_WEAPONS] to create them during world generation.
You'd have to ask Meph why this is tied to the decorations extension :D
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