The Fnord is somehow inspired by the Ishmeria and Duerer set that follows the same format. Fnord Setįnord Set follows a bold Roman text style by using combinations of square tiles. The trees also look more vibrant and colorful, giving the entire screen bright visuals. Despite being in the ASCII format, the visuals look great in Arena mode while displaying the sans-serif and Cyrillic-inspired font styles. The visuals and text are considerably easier to read. The Taffer’s Tileset is a customized 20×20 tileset that magnifies everything by making the squares look big. Here are some tilesets in different grid variations so you can select the best one in any orientation. How To Change Tilesets In Dwarf Fortressĭwarf Fortress features tiles in a 16×16 grid by default, but you can change its dimensions by altering the raw and init files.Quote from: Robsoie on December 23, 2022, 08:57:25 am While i'm very lost regarding the interface (as a lot of keybinding have changed and i really miss the screen with the command list as it was more clear than the mini buttons on the bottom for me), i may eventually get used to it one day ĮDIT : found the solution, the problem was coming from I found that if i disable (set to No) in the video '"Scale Interface to fit grid width/height", the view does not seem smaller anymore, but it still feel not really square and again part of the tileset are still truncated (again see the dwarves) and also seems slightly more blurry than in 47.05Īdditionally, is it possible to get rid of the "varied ground tiles" ? i liked the look of DF with it disabled as it made the game much more readable to me, but in 50.04 i can't find the setting anymore. it seems everything is smaller than in past DF (probably related to the game not rendering it square as it should) part of the tileset are truncated (see the dwarves especially) in the screen it does not seem square at all I'm using this square 12x12 tileset that worked great for me on all DF versions so far :īut when i set it up in DF 50.04 i ran into problems : While i'm very lost regarding the interface (as a lot of keybinding have changed and i really miss the screen with the command list as it was more clear than the mini buttons on the bottom for me), i may eventually get used to it one dayīut there's one thing i am not managing to do, it's to use my custom tileset This for example works fine in Cataclysm RL. We need the map being one layer, and UI a different one. A good tileset for the map is a bad tileset for the text, and what's a good tileset for the text is a bad tileset for the map. The map is a map, UI needs to be readable. Who knows, maybe in 10 years we'll be able to load once again two different tile sizes. This all lead to the support for TT fonts, despite as I said it would still requite TWBT in order to not have graphic tiles showing in the middle of text. There were tons of discussions about opening the source of the graphic layer, so that people could step in and improve it while Toady could continue working on the core game. This should have been figured out back in 2006, when we helped the game getting popular, talking on forums. I can change the tileset, but it affects both map and text. It was finally possible with earlier DF versions and DF Hack + plugin TWBT (and added bonus of having multilayer rendering). The most important feature for a text RL: have the map use a different tile than text/interface. It feels like I fought in vain in the RogueLike community for several years, only to go back at the beginning. Sad to see the most important feature for this game gone.
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