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README.md

Phoebus

http://www.bay12forums.com/smf/index.php?topic=137096.0



Index:

  • 1.0 - System Requirements
  • 2.0 - Installation
    • 2.1 - Dfhack with TWBT
  • 3.0 - Screenshots
  • 4.0 - Credits
  • 5.0 - Patreon/Donations:



1.0 - System Requirements:


This graphics pack requires the "SDL Windows", Mac, or Linux version of Dwarf Fortress.

Additionally, the main tilesets (located in the /data/art/ folder) need one of the above versions from v0.31.04 or later, and the creature graphics (located in the /raw/graphics/ folder) require one of the above versions from v0.31.05 or later.

Most critically, the raw data objects (located in the /raw/objects/ folder) are only compatible with a very limited range of Dwarf Fortress versions. Trying to use these objects files in version of Dwarf Fortress not compatible with them will likely cause damage to save files. The versions of Dwarf Fortress that the included objects files are compatible with are listed on the release page before you download them: https://github.com/DFgraphics/Phoebus/releases

As for the content in the /data/init/ folder, it should generally be compatible with any version of Dwarf Fortress (especially earlier versions than the listed in the range of compatible versions), but could cause minor graphical issues when used with newer versions of Dwarf Fortress than the listed compatible versions.

As a 16x16 graphics pack, this tileset looks best at a display resolution of at least 1280 horizontally by 400 vertically. At smaller display resolutions, the game window may take up more space than is available on your screen but can be fixed by resizing the game window, which will cause the pixels to be drawn at a scaled-down size to-fit.


2.0 - Installation:


  • Copy the contents of the /data/art/ folder into Dwarf Fortress' /data/art/ folder.
  • Copy the contents of the /data/init/ folder into Dwarf Fortress' /data/init/ folder.
  • Copy the contents of the /raw/objects/ folder into Dwarf Fortress' /raw/objects/ folder.
  • Copy the contents of the /raw/graphics/ folder into Dwarf Fortress' /raw/graphics/ folder.

For any existing save files you have that you would like to use these graphics with, copy the contents of the /raw/objects/ and /raw/graphics/ folders into the corresponding folders of your save files (located in the /data/save/ folder).

Do not copy the /raw/objects/ folder into existing save files that were created with a version of Dwarf Fortress that is not compatible with the graphics pack, or it is likely to corrupt your save.


2.1 - DFHack with TWBT:


The Text Will Be Text (TWBT) plugin for DFHack allows many improvements to graphics. This pack includes optional components to take advantage of TWBT features. If you wish to use these components, additional steps need to be taken. In all of these steps, the TWBT components need to be installed over the normal graphics pack components so that the TWBT content overwrites the regular graphics pack content. It's probably easiest to install the TWBT content into the normal graphics pack folders before then copying those all into your copy of Dwarf Fortress.

2.1.1 - Installing all the TWBT content:
To install all the TWBT content,

  • Copy the contents of the /data/twbt_art/ folder to the /data/art/.
  • Copy the contents of the /data/twbt_init/ folder to the /data/init/.
  • Copy the contents of the /raw/twbt_graphics/ folder to the /raw/graphics/.
  • Copy the contents of the /raw/twbt_objects/ folder to the /raw/objects/.
  • Copy the "onLoad_gfx_Phoebus.init" file into the /raw/ folder.

2.1.2 - Installing only the Transparent Backgrounds for Creature Graphics TWBT content:
To get creature graphics with transparent backgrounds,

Copy the contents of the /raw/twbt_graphics/ folder to the /raw/graphics/.

(Note that this will need to be repeated in the corresponding folders of any existing save files you wish to have creature graphics with transparent backgrounds.)

Edit the non-TWBT /data/init/init.txt file to set the print mode to "TWBT".

2.1.3 - Installing only the Transparent Backgrounds for non-creatures TWBT content:
To get some buildings, items, and furniture with transparent backgrounds,

  • Copy the contents of the /data/twbt_art/ folder into the /data/art/.
  • Copy the "overrides.txt" file from the /data/twbt_init/ folder into the /data/init/ folder.
  • Edit the non-TWBT /data/init/init.txt file to set the print mode to "TWBT".

2.1.4 - Installing only the TWBT text Font:
To get more readable, space-efficient text,

  • Copy the contents of the /data/twbt_art/ folder into the /data/art/.
  • Copy the "init.txt" file from the /data/twbt_init/ folder into the /data/init/ folder.
  • Copy the contents of the /raw/twbt_objects/ folder into the /raw/objects/ folder. (This last step is optional, but restores the full versions of the civilized languages.)

2.0 - Screenshots:


There's some way to place images here; I'm sure.


3.0 - Credits:


  • Phoebus (compiled tile set and created Phoebus' text tiles based on Bisasam)
  • Sphr (Dwarves, Humans, and most creature graphics)
  • NW_Kohaku (new creatures in 0.34.01 - especially birds and bugs)
  • Kafine (some birds and sea creatures for 0.34.01)
  • Bane (I believe he made the child, zombie, and skeleton versions of many sphr graphics)
  • Magnut (made many underground creatures for 0.31)
  • Jiri Petru (formerly used his elves)
  • Deon (expanded Sphr's creatures with animal men variations)
  • Tarn (for DF)
  • lots of other people

4.0 - Patreon/Donations:


If you really like Dwarf Fortress and/or this tileset and want to help indy developers, consider making a donation to the developers of Dwarf Fortress at bay12games: https://www.patreon.com/bay12games

Thank you!