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Author Topic: ☼«☼Vettlingr's Tileset☼»☼ 32x 1.6-1 - OUTLINED Edition. Updated 3/7-22  (Read 268162 times)

vettlingr

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Re: ≡Vettlingr's Tileset≡ 1.2 - Dystopic Edition. Floodgates.
« Reply #135 on: October 01, 2019, 09:47:03 am »

I don't think overrides work on vermin, except for remains. But please try and let me know. :)
It still doesnt work.

Continuing working on plants now.
Spoiler (click to show/hide)
« Last Edit: October 01, 2019, 09:52:20 am by vettlingr »
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Meph

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Re: ≡Vettlingr's Tileset≡ 1.2 - Dystopic Edition. Floodgates.
« Reply #136 on: October 01, 2019, 11:24:29 am »

Mind that the three cavern layer grasses mix in your fort, so best use sprites that work well next to each other.
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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 :::

vettlingr

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Re: ≡Vettlingr's Tileset≡ 1.2 - Dystopic Edition. Floodgates.
« Reply #137 on: October 01, 2019, 02:46:59 pm »

Mind that the three cavern layer grasses mix in your fort, so best use sprites that work well next to each other.

I have done so. and I am just done wrestling with the overrides. The following works fine:

[OVERRIDE:46:T:GrassLightFloor1:4:R:8:135:136:151:152:167:168:183:184::::FLOOR FUNGI:]
[OVERRIDE:44:T:GrassLightFloor2:4:R:8:135:136:151:152:167:168:183:184::::FLOOR FUNGI:]
[OVERRIDE:96:T:GrassLightFloor3:4:R:8:135:136:151:152:167:168:183:184::::FLOOR FUNGI:]
[OVERRIDE:39:T:GrassLightFloor4:4:R:8:135:136:151:152:167:168:183:184::::FLOOR FUNGI:]
[OVERRIDE:46:T:GrassDarkFloor1:4:R:8:135:136:151:152:167:168:183:184::::FLOOR FUNGI:]
[OVERRIDE:44:T:GrassDarkFloor2:4:R:8:135:136:151:152:167:168:183:184::::FLOOR FUNGI:]
[OVERRIDE:96:T:GrassDarkFloor3:4:R:8:135:136:151:152:167:168:183:184::::FLOOR FUNGI:]
[OVERRIDE:39:T:GrassDarkFloor4:4:R:8:135:136:151:152:167:168:183:184::::FLOOR FUNGI:]

[OVERRIDE:46:T:GrassLightFloor1:4:R:8:133:134:149:150:165:166:181:182::::CAVE MOSS:]
[OVERRIDE:44:T:GrassLightFloor2:4:R:8:133:134:149:150:165:166:181:182::::CAVE MOSS:]
[OVERRIDE:96:T:GrassLightFloor3:4:R:8:133:134:149:150:165:166:181:182::::CAVE MOSS:]
[OVERRIDE:39:T:GrassLightFloor4:4:R:8:133:134:149:150:165:166:181:182::::CAVE MOSS:]
[OVERRIDE:46:T:GrassDarkFloor1:4:R:8:133:134:149:150:165:166:181:182::::CAVE MOSS:]
[OVERRIDE:44:T:GrassDarkFloor2:4:R:8:133:134:149:150:165:166:181:182::::CAVE MOSS:]
[OVERRIDE:96:T:GrassDarkFloor3:4:R:8:133:134:149:150:165:166:181:182::::CAVE MOSS:]
[OVERRIDE:39:T:GrassDarkFloor4:4:R:8:133:134:149:150:165:166:181:182::::CAVE MOSS:]

// below are Null overrides, the above won't work without them for some reason.

[OVERRIDE:46:T:GrassLightFloor1:0:46]
[OVERRIDE:44:T:GrassLightFloor2:0:44]
[OVERRIDE:96:T:GrassLightFloor3:0:96]
[OVERRIDE:39:T:GrassLightFloor4:0:39]
[OVERRIDE:46:T:GrassDarkFloor1:0:46]
[OVERRIDE:44:T:GrassDarkFloor2:0:44]
[OVERRIDE:96:T:GrassDarkFloor3:0:96]
[OVERRIDE:39:T:GrassDarkFloor4:0:39]

Updated screen.
Spoiler (click to show/hide)
« Last Edit: October 01, 2019, 03:47:11 pm by vettlingr »
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vettlingr

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Re: ≡Vettlingr's Tileset≡ 1.2 - Dystopic Edition. Floodgates.
« Reply #138 on: October 02, 2019, 12:58:27 pm »




This is the october announcement for Vettlingr+s Tileset.
I+ve been working on multiple new features since the pack was included in the LNP (with LNPs on other platforms to come.). Linux users will soon be able to get their hands on an easy install of this tileset, as with mac users... if anyone want's to compile an LNP with this tileset, feel free to do so, otherwise I may just do it myself in the near future.
Several feature in this anouncement have been available throughout the previous month through the DFFD page, hence some of you quick types may not be as surprised as the other lot.
Forum thread:
http://www.bay12forums.com/smf/index.php?topic=172078.0
Download Page:
http://dffd.bay12games.com/file.php?id=14072
Whats new?
- Graphics for underground plants and trees
- Random smoothed floor tiles with runic engravings
- Unique tiles for Minerals.
- unique tiles for all bars.
- Animated furnaces.

Bugfixes
- Fixed graphical bug with the wooden walls. OCD averted.

Bugs in this version:
The overrides for cavern grass (Floor fungi and Cave Moss) may fail to load when starting the game. If this is the case, either just keep playing or reload the game. I have yet to see a crash due to this, but if they do happen, please let me know so I can work something out.

I have after several request set up a patreon Which can be found here.
https://www.patreon.com/vettlingr

vettlingr

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Re: ≡Vettlingr's Tileset≡ 1.2 - Dystopic Edition. Floodgates.
« Reply #139 on: October 02, 2019, 02:09:35 pm »

Mind that the three cavern layer grasses mix in your fort, so best use sprites that work well next to each other.

I got display furniture overrides to work. Simply put for weapons.

[OVERRIDE:47:B:DISPLAY_CASE:DisplayFurniture::3:142]

check it out
Spoiler (click to show/hide)

On another note, I still have the pedestal on the basic tileset, so its graphics arent overriden. Hence that could be why it works. :D:D

Meph

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Re: ≡Vettlingr's Tileset≡ 1.2-2 - Dystopic Edition. Updated 2/10
« Reply #140 on: October 02, 2019, 05:22:19 pm »

What happens if it should display an axe instead of a sword?
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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 :::

vettlingr

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Re: ≡Vettlingr's Tileset≡ 1.2-2 - Dystopic Edition. Updated 2/10
« Reply #141 on: October 02, 2019, 05:45:57 pm »

What happens if it should display an axe instead of a sword?
It shows up as a sword. :O

vettlingr

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Re: ≡Vettlingr's Tileset≡ 1.2-2 - Typo Edition. Updated 2/10
« Reply #142 on: October 08, 2019, 12:59:47 pm »

Im looking to add a more coherent style to rough walls and unmined stone. Not sure if this is the right way, but the results aren+t that bad.


Doing tilework like this is pretty terrible in df, since I have to keep several different levels of transparency in different channels, One for whitte, one for black, and one for transparency. All in order to let DF paint it for me ingame. Though a challenge, it is fun, and I hope you can expect the results to be fulfilling.

« Last Edit: October 08, 2019, 08:48:29 pm by vettlingr »
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Meph

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Re: ≡Vettlingr's Tileset≡ 1.3 - Disastrous Edition. Updated 9/10
« Reply #143 on: October 09, 2019, 12:04:06 am »

Those do look fantastic.

I was working on something similar, but felt like I should wait till the Steam release with inorganic walls, since those will (or at least CAN) be directional. Didn't want to do everything twice. Or trice depending on how you count.

How does adamantine and slade look?
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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 :::

vettlingr

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Re: ≡Vettlingr's Tileset≡ 1.3 - Disastrous Edition. Updated 9/10
« Reply #144 on: October 09, 2019, 12:54:40 am »

Those do look fantastic.

I was working on something similar, but felt like I should wait till the Steam release with inorganic walls, since those will (or at least CAN) be directional. Didn't want to do everything twice. Or trice depending on how you count.

How does adamantine and slade look?
Thats a secret. at least until its done. Slade is pretty cool looking though. I'll probably redo adamantite with animation. Either pulsing with energy or glinting.

I have had some problems with launching DF now with so many overrides. It crashes loading twbt 25% of the time when Launching from the LNP (I use a mac starter pack), during DFhack load.
Can't seem to find any fault amongst the most recent overrides either. I cant make it crash consistently, though after attempting to open df the 3rd time, after updating graphics, it usually no longer crashes in every consecutive attempt to open df.

TL:DR, Dwarf Fortress does not fail to run, but sometimes it crashes loading TWBT when started from the LNP, though not consistently.

DFhack message on crash
Spoiler (click to show/hide)

There is probably no fault in the latest overrides, but you could check them if you want.
Spoiler (click to show/hide)
« Last Edit: October 09, 2019, 01:34:40 am by vettlingr »
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Meph

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Re: ≡Vettlingr's Tileset≡ 1.3 - Disastrous Edition. Updated 9/10
« Reply #145 on: October 09, 2019, 01:19:33 am »

I get the same reports about crash on startup, though I usually just get the game going unresponsive for a few secs (1-2) before continuing. No idea why some people have crashes instead.

The twbt redraw_all 1, which is required for animations, does cause crashes for sure. I had to turn it off. :/
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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 :::

vettlingr

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Re: ≡Vettlingr's Tileset≡ 1.3 - Disastrous Edition. Updated 9/10
« Reply #146 on: October 09, 2019, 12:29:26 pm »

I get the same reports about crash on startup, though I usually just get the game going unresponsive for a few secs (1-2) before continuing. No idea why some people have crashes instead.

The twbt redraw_all 1, which is required for animations, does cause crashes for sure. I had to turn it off. :/

I can clearly see a correlation when loading twbt plugin on dfhack startup and having too many processes in the background. Haven't experienced any crashes due to TWBT animation yet, but I am very hesitant adding anything more until it is resolved.

Right now, the crash when starting df application is my biggest concern. Is there a limit how many overrides I can add? You certainly have added a lot over the years, does your tileset have trouble loading sometimes?

Pvt. Pirate

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Re: ≡Vettlingr's Tileset≡ 1.3 - Disastrous Edition. Updated 9/10
« Reply #147 on: October 09, 2019, 03:06:52 pm »

those rough walls look amazing! so amazing, i might switch from using meph's to yours :D
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"dwarves are by definition alcohol powered parasitic beards, which will cling to small caveadapt humanoids." (Chaia)

vettlingr

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Re: ≡Vettlingr's Tileset≡ 1.3 - Disastrous Edition. Updated 9/10
« Reply #148 on: October 09, 2019, 03:26:30 pm »

those rough walls look amazing! so amazing, i might switch from using meph's to yours :D
Thanks. While I do not place my tileset above any other, I really appreciate you trying it.
It comes at a cost. The latest version is a little unstable. Im trying to resolve it and may have come up with a fix. But until I can confirm it works without crashes, you better stick to mephs.

Edit: the fix:
Spoiler (click to show/hide)

I have a feeling TWBT does not like Material tokens without material flags. been trying to appease it and it seems to be working better
« Last Edit: October 09, 2019, 04:32:20 pm by vettlingr »
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vettlingr

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Re: ≡Vettlingr's Tileset≡ 1.3 - Disastrous Edition. Updated 9/10
« Reply #149 on: October 09, 2019, 09:48:14 pm »

Those do look fantastic.

I was working on something similar, but felt like I should wait till the Steam release with inorganic walls, since those will (or at least CAN) be directional. Didn't want to do everything twice. Or trice depending on how you count.

How does adamantine and slade look?
I don't like the directional walls at all. It obscures the geology, and that's severe in an excavation-focused game. You should opt to keep it blocky with visible minerals.
 Geology is one of my passions and I have a degree in it, and visuals give so much when it comes to geology.

Spoiler: Point (click to show/hide)

I would suggest an Overlaying shadow texture which you can insert rough-textures as an underlay. That way doing N,E,W,S,NE,NW,NS etc. becomes automatic. Thats how I did most of my walls anyway.
« Last Edit: October 09, 2019, 09:53:03 pm by vettlingr »
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