Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Poll

Do you prefer the new stone layer symbols?

Yay!
- 37 (75.5%)
Nay!
- 12 (24.5%)

Total Members Voted: 49


Pages: [1] 2 3 ... 20

Author Topic: Phoebus' Graphic Set v1.7.3.1 for DF v0.31.03 (Old version)  (Read 199479 times)

Phoebus

  • Bay Watcher
    • View Profile
Phoebus' Graphic Set v1.7.3.1 for DF v0.31.03 (Old version)
« on: April 02, 2010, 10:07:31 am »

The new PNG version of the Graphic Pack is available here: Phoebus' Graphic Set v2.x

* Remember to update your savegames *
After updating the game, run DF_savegame_updater.bat to update your savegames, then play the game.

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

v1.7.3.1 of the tileset with fixed numbers:


Pre-Installed Package (w/ Dwarf Fortress v0.31.03):
@ Dwarf Fortress File Depot

Package without game:
@ Dwarf Fortress File Depot

Unit Pack with clean transparent backgrounds:
@ Dwarf Fortress File Depot

Mirror of all files on MediaFire

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

Screenshots:

Spoiler: The New Font (click to show/hide)

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

Installation:

1. Install the 'Pre-Installed Package', or patch your current installation with the Package without game.

2. Run DF_savegame_updater.bat to update your savegames.

3. (Optional) Delete your old /data/init/init.txt and rename the init.phoebus.txt to init.txt.

4. Play the game!

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

*Updated* v1.7.3.1
Added transparent outlines to the numbers.


*Updated* v1.7.3
The default font is now Phosasam (a modified version of Bisasam's font with rescaled Phssthpok's numbers.)
I changed the stone layers' symbols.
I changed the masterpiece/rough gem/web symbol.
I fixed the Black Bear Bug.
I fixed the Granite color problem (it's now dark grey/dark grey instead of light grey/black.)
I dropped the solid tileset style (till the merge.)

Spoiler: The New Font (click to show/hide)

*Updated* v1.7.2 (Tilesets only)
Added a new tileset with Bisasam's font. (the lowercase letters have been edited to be narrower)
Fixed Guybrush's 'O' engraving transparency color. (Thanks LucasUP)
Reduced the intensity of the liquid/sand tile.
Brightened the background texture of underground mushroom tiles a bit.
I 'improved' the solid layer tiles a little bit. They should be easier to tell apart from ground tiles now.

*Updated* v1.7.1
The default tileset now uses the old dithering style for stone tiles. The new graphic style is still available as Phoebus_16x16_Solid.bmp and  Phoebus_16x16_Guybrush_Solid.bmp .
The "Dwarf Fortress Savegame RAW Updater" batch utility has been added to both full packages. Run df_savegame_updater.bat to use it.
A Unit Pack with fully transparent background has been added to the list of download.

*Updated* v1.7
Changed the stone, sand and soil layers from symbols to fully graphic tiles. (No more dithering)
Unit graphic tiles now have a solid background color with a transparent outline around the unit.
Reduced the ground dithering by 50%.
Added new shrub and sprout tiles for underground plants.
Redesigned and added transparency to Doors and Hatches.
Reforged the river/road tiles.
Added Sphr's warthogs to the unit set.
Bugfixes:
Restored obsidian to it's default color.
Fixed the elf unit graphics.
Fixed the camel unit graphics. (Removed Sphr's camel unit graphics.)

Spoiler: Older Updates (click to show/hide)

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

Spoiler: Credits and Thanks (click to show/hide)

Spoiler: F.A.Q.s (click to show/hide)

An higher quality version (with alpha transparency) will be released when alpha transparency support is merged in v0.31.

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

Strongly Advised (but optional) init.txt changes: (included in the provided init.txt file)
Spoiler (click to show/hide)
« Last Edit: July 02, 2010, 02:07:37 am by Phoebus »
Logged

Meanmelter

  • Bay Watcher
  • A Dwarven Demon, yeah, he is pissed.
    • View Profile
Re: Phoebus' Graphic Set v1.0 for DF 2010
« Reply #1 on: April 02, 2010, 10:29:13 am »

The ACSII graphic's are not so bad, it is the size, it is so small to see, I am used to a gigantic screen, not a 300x400 or whatever it is
Logged
huh. took a bunch of sleeping pills and slept in a pharmacist, wake up, i am now albino. 
Story of my life.

Phoebus

  • Bay Watcher
    • View Profile
Re: Phoebus' Graphic Set v1.0 for DF 2010
« Reply #2 on: April 02, 2010, 10:32:43 am »

Hmm, you are right, I should probably reforge the whole thing in 32x32, but not before zooming has been merged back into DF 2010.

Would a 32x32 tileset even work when combined with 16x16 graphic sets?
« Last Edit: April 02, 2010, 10:42:14 am by Phoebus »
Logged

HexagonalBolts

  • Bay Watcher
    • View Profile
Re: Phoebus' Graphic Set v1.0 for DF 2010
« Reply #3 on: April 02, 2010, 11:12:38 am »

Does the 'full package' include the game, and not require any installation?
Logged

FatedTemp

  • Bay Watcher
    • View Profile
Re: Phoebus' Graphic Set v1.0 for DF 2010
« Reply #4 on: April 02, 2010, 11:14:48 am »

Would a 32x32 tileset even work when combined with 16x16 graphic sets?
The d# series worked like this, it resized your graphics to fit the tiles (I made a couple of oversized tile/graphics sets for myself) so once the merge is finished you should be able to start messing about with that.
Logged

Phoebus

  • Bay Watcher
    • View Profile
Re: Phoebus' Graphic Set v1.0 for DF 2010
« Reply #5 on: April 02, 2010, 11:19:02 am »

Does the 'full package' include the game, and not require any installation?
No it does not... it's only 253k. :P
I'll make a full package with the executables.

Would a 32x32 tileset even work when combined with 16x16 graphic sets?
The d# series worked like this, it resized your graphics to fit the tiles (I made a couple of oversized tile/graphics sets for myself) so once the merge is finished you should be able to start messing about with that.
Nice!
Does the game blurs perfect conversions like 16x16 -> 32x32 or does it upscales every pixel to an exact 2x2 pixel?
Logged

Phoebus

  • Bay Watcher
    • View Profile
Re: Phoebus' Graphic Set v1.0 for DF 2010
« Reply #6 on: April 02, 2010, 11:58:18 am »

Does the 'full package' include the game, and not require any installation?
There you go! :)

Link to the preinstalled package (with Dwarf Fortress v0.31.01):

Edit: Removed obsolete link.
« Last Edit: April 05, 2010, 06:21:12 am by Phoebus »
Logged

NW_Kohaku

  • Bay Watcher
  • [ETHIC:SCIENCE_FOR_FUN: REQUIRED]
    • View Profile
Re: Phoebus' Graphic Set v1.0 for DF 2010
« Reply #7 on: April 02, 2010, 12:04:51 pm »

How do you get alpha transparency to work?  My .png files didn't work, and only produced a black screen for me.
Logged
Personally, I like [DF] because after climbing the damned learning cliff, I'm too elitist to consider not liking it.
"And no Frankenstein-esque body part stitching?"
"Not yet"

Improved Farming
Class Warfare

Repulsion

  • Bay Watcher
    • View Profile
Re: Phoebus' Graphic Set v1.0 for DF 2010
« Reply #8 on: April 02, 2010, 12:05:51 pm »

Just downloaded the Preinstalled package. Checking it soon.
Logged
Electrum, pedophilia, and necrophilia at the same time!?

Cr9

  • Bay Watcher
    • View Profile
Re: Phoebus' Graphic Set v1.0 for DF 2010
« Reply #9 on: April 02, 2010, 12:06:45 pm »

31.01 has no PNG support. That was a 40d# feature and will come with the merge.

It's magenta-backed BMPs for now, lads.
Logged

Repulsion

  • Bay Watcher
    • View Profile
Re: Phoebus' Graphic Set v1.0 for DF 2010
« Reply #10 on: April 02, 2010, 12:24:47 pm »

 Huh, when I try to load the Arena in the prepackaged download, it gets a runtime or something like that error. 
Logged
Electrum, pedophilia, and necrophilia at the same time!?

xoen

  • Bay Watcher
    • View Profile
Re: Phoebus' Graphic Set v1.0 for DF 2010
« Reply #11 on: April 02, 2010, 12:28:11 pm »

Very impressive for some reason, these dwarves are well-drawn and clean, imho.
Preinstalled package returns runtime error, though.
Manual merging is giving same error too,
after mixing it with df2010 containing maydays betapack and init edit for your tileset game's working fine..hmm.

Anyway, good luck with project.
« Last Edit: April 02, 2010, 12:34:30 pm by xoen »
Logged

Phoebus

  • Bay Watcher
    • View Profile
Re: Phoebus' Graphic Set v1.0 for DF 2010
« Reply #12 on: April 02, 2010, 12:59:37 pm »

How do you get alpha transparency to work?  My .png files didn't work, and only produced a black screen for me.
Dwarf Fortress v0.31.01 does not currently supports PNG and alpha transparency.
We have to fall back on BMPs for the moment. :(

I've first made this tileset for 40d# and alpha transparency, and had to convert it back to BMP.
The PNG will be ready the moment v0.31 is merged with v0.28.181.40d#.

Huh, when I try to load the Arena in the prepackaged download, it gets a runtime or something like that error. 
I believe that's a bug with the new version. The arena and graphic mods don't go well together.

Very impressive for some reason, these dwarves are well-drawn and clean, imho.
Preinstalled package returns runtime error, though.
Manual merging is giving same error too,
after mixing it with df2010 containing maydays betapack and init edit for your tileset game's working fine..hmm.

Anyway, good luck with project.
Thanks a lot.

That bug is really strange, I guess such things are to be excepted until we get a more stable release.
Logged

Grub

  • Bay Watcher
    • View Profile
Re: Phoebus' Graphic Set v1.0 for DF 2010
« Reply #13 on: April 02, 2010, 01:19:41 pm »

um, I went into arena mode with the prepackaged installation and made a dwarf in arena mode.
the dwarf I created is walking around as a pile of bones. this can't be right.
Logged

Grub

  • Bay Watcher
    • View Profile
Re: Phoebus' Graphic Set v1.0 for DF 2010
« Reply #14 on: April 02, 2010, 01:23:39 pm »

and yeah, trying to generate a world also creates a runtime error.
Logged
Pages: [1] 2 3 ... 20