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Do you prefer the new stone layer symbols?

Yay!
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Nay!
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Total Members Voted: 49


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Author Topic: Phoebus' Graphic Set v1.7.3.1 for DF v0.31.03 (Old version)  (Read 195714 times)

Skie

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Re: Phoebus' Graphic Set v1.3 for DF 2010 (now with Medics)
« Reply #30 on: April 03, 2010, 11:33:56 am »

Hey Phoebus. I compared your graphics set with Mayday's which passes world generation, and tweaked the files so that yours now passes world generation as well. No need to copy the gfx over to save folders anymore. Except if you want the new doctor gfxs working, I don't know why the new doctor graphics STILL default to the dead dorf when you generate a new map. ???

http://rapidshare.com/files/371594891/phoebus_generation_passing_gfx.rar

The trick was not to have

[DEFAULT:something:0:0:AS_IS:DEFAULT]

as the first line listed under

[CREATURE_GRAPHICS:something].

That makes it crash. I poked around all the files and changed the texts around a bit, so for example in graphics_sphr_dwarves.txt we now have:

[CREATURE_GRAPHICS:DWARF]
    [MASTER_THIEF:DWARVES:7:0:AS_IS:DEFAULT]
    [DEFAULT:DWARVES:0:0:ADD_COLOR:DEFAULT]
    [STANDARD:DWARVES:1:0:AS_IS:DEFAULT]

etc.

Time to go make all those graphics sets work. :)

PS. I haven't tested this almost at all yet, but creature graphics still don't work on arena mode this way at least.
But dogs, cats, dorfs etc. seem to show up properly when you worldgen and start playing.
Also I'm very new to graphics modding so I don't know whether it makes a difference if the lines are the other way around, but it seems to work so far.
« Last Edit: April 03, 2010, 11:41:40 am by Skie »
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Phoebus

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Re: Phoebus' Graphic Set v1.3 for DF 2010 (now with Medics)
« Reply #31 on: April 03, 2010, 12:48:08 pm »

Wow, that works, you are a KING! :)

Hmm, some creatures only have one line... :P
« Last Edit: April 03, 2010, 12:57:24 pm by Phoebus »
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Skie

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Re: Phoebus' Graphic Set v1.3 for DF 2010 (now with Medics)
« Reply #32 on: April 03, 2010, 01:16:48 pm »

Wow, that works, you are a KING! :)

Hmm, some creatures only have one line... :P
Yeah. But seems to work if there's only one line. It's strange. :D
Still complains about royal guard and guard tokens missing in the error log, so the graphics for those aren't showing up (for example when you press Z in-game). Gotta find out what those are named now.
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Phoebus

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Re: Phoebus' Graphic Set v1.3 for DF 2010 (now with Medics)
« Reply #33 on: April 03, 2010, 03:13:24 pm »

*Updated* v1.4
Bug fixes:
Restored the mineral values! (applying the patch on your old games will fix the problem.)
The unit graphics can now be installed directly in base raws. Updating old games will still require individual patching.

Changes:
Added the 5th new medic profession (the generic one): Doctor
Many more tiles now have backgrounds.
I've replaced the shrub tile.
I've replaced the underground shrub tile.
I've improved the smoothed/engraved ground floor tile.



Wow, that works, you are a KING! :)

Hmm, some creatures only have one line... :P
Yeah. But seems to work if there's only one line. It's strange. :D
Still complains about royal guard and guard tokens missing in the error log, so the graphics for those aren't showing up (for example when you press Z in-game). Gotta find out what those are named now.
I think the source of the problem might not be the 'DEFAULT' tag, but the 'ADD_COLOR' tag.
Edit: Nope, it's not the 'ADD_COLOR' tag.

I'll find some better language packs to stop all those errors from being generated.
Do you think I should remove the 'guard' and 'royal guard', maybe the generics don't exist anymore.
« Last Edit: April 03, 2010, 04:40:54 pm by Phoebus »
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LucasUP

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Re: Phoebus' Graphic Set v1.4 for DF 2010 (now with all Medics)
« Reply #34 on: April 03, 2010, 07:50:54 pm »

Using patch V1.4:

Some walls look like ground! (In the screenshot: Alunite, Dacite and Rhyolite walls look like ground)
Most dwarves don't have proper tiles, and are just coloured.

Screenshot:
Spoiler (click to show/hide)

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Phoebus

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Re: Phoebus' Graphic Set v1.4 for DF 2010 (now with all Medics)
« Reply #35 on: April 03, 2010, 11:18:55 pm »

That's because you are not really using my Graphic Set.
In DF2010, each world/savegame has it's own copy of the raws/graphics. The raws are copied at world generation, but they can be replaced manually.
To use my graphic set you need to copy the "raws" from the base directory (or the patch package) to your save game's "raw" directory, and then reload the game. Everything should work fine then.
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Skie

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Re: Phoebus' Graphic Set v1.3 for DF 2010 (now with Medics)
« Reply #36 on: April 04, 2010, 04:27:20 am »

Do you think I should remove the 'guard' and 'royal guard', maybe the generics don't exist anymore.

I'm pretty certain that they exist, but not with the names "GUARD" and "ROYALGUARD" any longer. I have no idea where to find the new ones, though. Or the old ones from the old raws, for that matter. I poked around a bit but found nothing.

Edit:
Also, to make the errorlog not get spammed full of messages like:

Unrecognized word token: DIVERTaDETOUR

One would have to go through the language files and fix the entries:

[T_WORD:DIVERTaDETOUR:birir]

Into

[T_WORD:DIVERT DETOUR:birir]

I'm pretty sure that the reason why there are entries like "DIVERTaDETOUR" in the language files is because someone replaced all the accented letters from the language pack but accidentally also replaced some of the word tokens.

PSPS:
I don't know where you fetched the language_sym into your latest patch, but that file's contents aren't compatible with the DF2010 version at all. Well, it might be compatible in the way that it doesn't crash the games, but gives a lot of errors in the errorlog, regarding many of the words/tokens there.
« Last Edit: April 04, 2010, 04:53:07 am by Skie »
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Phoebus

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Re: Phoebus' Graphic Set v1.3 for DF 2010 (now with Medics)
« Reply #37 on: April 04, 2010, 05:39:36 am »

Do you think I should remove the 'guard' and 'royal guard', maybe the generics don't exist anymore.

I'm pretty certain that they exist, but not with the names "GUARD" and "ROYALGUARD" any longer. I have no idea where to find the new ones, though. Or the old ones from the old raws, for that matter. I poked around a bit but found nothing.

Edit:
Also, to make the errorlog not get spammed full of messages like:

Unrecognized word token: DIVERTaDETOUR

One would have to go through the language files and fix the entries:

[T_WORD:DIVERTaDETOUR:birir]

Into

[T_WORD:DIVERT DETOUR:birir]

I'm pretty sure that the reason why there are entries like "DIVERTaDETOUR" in the language files is because someone replaced all the accented letters from the language pack but accidentally also replaced some of the word tokens.

PSPS:
I don't know where you fetched the language_sym into your latest patch, but that file's contents aren't compatible with the DF2010 version at all. Well, it might be compatible in the way that it doesn't crash the games, but gives a lot of errors in the errorlog, regarding many of the words/tokens there.
Thanks, I fixed the problem, the fixed files will be in the next version. Although I'm just going to use RantingRodents' files just to be on the safe side.
I got those corrupted translation files from a tileset package from Hermano.

Only the GUARD and ROYALGUARD tags are generating errors now.
Do you think I should remove them for now?
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FatedTemp

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Re: Phoebus' Graphic Set v1.3 for DF 2010 (now with Medics)
« Reply #38 on: April 04, 2010, 07:16:36 am »

Only the GUARD and ROYALGUARD tags are generating errors now.
Do you think I should remove them for now?

Fortress and Royal Guards are hard-coded right? So if it's a matter of them being renamed we'll have to wait for someone to find the new name (the DFHack guy is working on a new release which might help) but if it's something else like they are now just a normal squad under command of the Captain of the Guard and Hammerer: not separate professions but a renamed soldier, then maybe you won't be able to give them a unique tile.

For now you could just comment them out by replacing the [square_brackets] with something else, {curly_braces} or _underscores_ etc. the game will ignore them but they're still there if you need to edit them back in.

Spoiler: "From the entity file" (click to show/hide)
This seems to be what makes them guards but I don't know how it effects graphics.
-----

Also I can't believe I haven't commented on your actual tileset yet! Thank Toady for allowing different mods in different saves.

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Phoebus

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Re: Phoebus' Graphic Set v1.3 for DF 2010 (now with Medics)
« Reply #39 on: April 04, 2010, 09:41:10 am »

Only the GUARD and ROYALGUARD tags are generating errors now.
Do you think I should remove them for now?

Fortress and Royal Guards are hard-coded right? So if it's a matter of them being renamed we'll have to wait for someone to find the new name (the DFHack guy is working on a new release which might help) but if it's something else like they are now just a normal squad under command of the Captain of the Guard and Hammerer: not separate professions but a renamed soldier, then maybe you won't be able to give them a unique tile.

For now you could just comment them out by replacing the [square_brackets] with something else, {curly_braces} or _underscores_ etc. the game will ignore them but they're still there if you need to edit them back in.

Spoiler: "From the entity file" (click to show/hide)
This seems to be what makes them guards but I don't know how it effects graphics.
-----

Also I can't believe I haven't commented on your actual tileset yet! Thank Toady for allowing different mods in different saves.

Your criticism is very welcome.

My philosophy is pragmatism & symbolism first, aestheticism second.
I agree with your opinion that the less objects need to share a tile the better.
But for me those objects are important information that needs to be conveyed to the player.
A bat, a butterfly, a blue jay and a dragonfly are all visually distinctive, but to the player they are all just flying decoration/nuisances. Giving them distinct tiles is pure aestheticism and a waste of precious, precious tiles.

The reason I have tiles left 'blank' is to be able to add new way to convey important information without needing to damage existing symbols.

But some uses of the tileset are hardcoded. For example, the gradient tiles are used for: Swarms of Vermin, Smoke, Mist, Partially Dug Rocks, gradient on the minimap, etc. Right now the only way to fix that problem is to make everything else look so equally out of place that this issue doesn't stand out. (Unless you meant something else by 'vermin that looks like a rock'?)

On the other side of the coin, DF2010 has new creatures, and I'm not privy to the list of added creatures. The other day I saw a 'Sea Lamprey' (a huge long leech), my creature pack did not have an icon for that creature, and the tile it defaulted to was misrepresenting (and still is) it's true nature.
I'd really like that list of new creature so I can fix those visual glitches.

--------------------

About the moss on the 'north wall', I'll try to remove them for an important release to see and get feedback on the variation. I agree with you that it's dangerously superfluous flourish.

About floor tiles, my alpha transparency tileset is using the no-variation init tag and has the period has a featureless ground pattern. These tiles are an experiment, that you for your feedback and your insight.

About the font, my alpha transparency uses a modified version of the Bisasam_16x16 tileset (I've reduced the width of lowercase letters). The font is almost pure angular. The O comes from that font. It's a love hate affair, I've tried to use Phssthpok's font, but I found it to be too small; I only kept using the numbers from that font (Bisasam's numbers are terrible.)
When I converted to BMP I grabbed the first good looking magenta transparency font I could find. Switching to a different font would be very easy.

Thanks for the infos and advise about the guards.

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Ilmoran

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Re: Phoebus' Graphic Set v1.3 for DF 2010 (now with Medics)
« Reply #40 on: April 04, 2010, 09:54:20 am »

*Updated* v1.4
Bug fixes:
Restored the mineral values! (applying the patch on your old games will fix the problem.)

I think you missed the mineral values in inorganic_stone_layer (namely flux class materials and obsidian).
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Phoebus

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Re: Phoebus' Graphic Set v1.3 for DF 2010 (now with Medics)
« Reply #41 on: April 04, 2010, 10:06:48 am »

*Updated* v1.4
Bug fixes:
Restored the mineral values! (applying the patch on your old games will fix the problem.)

I think you missed the mineral values in inorganic_stone_layer (namely flux class materials and obsidian).
You are correct, thank you.
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Skie

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Re: Phoebus' Graphic Set v1.4 for DF 2010 (now with all Medics)
« Reply #42 on: April 04, 2010, 10:11:41 am »

The new creature texture tokens for

GUARD
ROYALGUARD

are

LAW_ENFORCE
TAX_ESCORT

respectively. Changing them to these in the graphics file makes the error log stop spouting errors about them. But that still doesn't fix the status screen showing every military dwarf as a mason. Found these from the DF2010 string dump that's on the wiki:
http://magmawiki.com/index.php/DF2010:String_dump
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Phoebus

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Re: Phoebus' Graphic Set v1.4 for DF 2010 (now with all Medics)
« Reply #43 on: April 04, 2010, 10:13:33 am »

The new creature texture tokens for

GUARD
ROYALGUARD

are

LAW_ENFORCE
TAX_ESCORT

respectively. Changing them to these in the graphics file makes the error log stop spouting errors about them. But that still doesn't fix the status screen showing every military dwarf as a mason. Found these from the DF2010 string dump that's on the wiki:
http://magmawiki.com/index.php/DF2010:String_dump
I'll be releasing a patch containing all of these changes within a half hour.
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Phoebus

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Re: Phoebus' Graphic Set v1.4 for DF 2010 (now with all Medics)
« Reply #44 on: April 04, 2010, 10:36:11 am »

*Updated* v1.4.1
Removed the moss from the horizontal wall. (If you don't like it, blame FatedTemp. :P )
Activated DF2010's new version of GUARDs and ROYALGUARDs. (New tags found by Skie.)
Fixed bugs in the language pack. (With the help of Skie.)
Fixed mineral values that I missed the first time. (Bug found by Ilmoran.)
« Last Edit: April 04, 2010, 10:40:49 am by Phoebus »
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