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Messages - mifki

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1
Just letting you know and update for DF Remote will be released in the next 2-3 weeks (hopefully sooner), bringing support for the latest iOS versions and DF 0.47.05. Sorry this took so long.

2
It will, eventually.

4
DF General Discussion / Re: Crashing...
« on: June 28, 2019, 10:36:45 pm »
Why can't I reproduce this problem? Are any special LNP or embark settings required?

5
Some buildings, like roads, civzones and bridges I consider to be "ground" tiles and are not transparent intentionally. While some others may be left out because I forgot about them, so let me know if there are buildings that need to be added to the list.

6
Would it be possible to show empty coffins slightly open? I don't remember if they change tile in the ascii version already, but it should be a very easy AND useful addition, talking about lowering the entry bar.

Yes, actually, I don't know if this has been discussed already, but what are the plans in general regarding using more tiles to show different states of various buildings? Empty coffins, locked doors, dry wells, full nest boxes and so on.

7
iPad of course, to play Dwarf Fortress on it :D

8
Honestly, looking at just these pictures, I can't understand what's going on at all. Upramps? Downramps? Which part is higher than which?
I suppose it's upramps, and the road is lower than the black unmined area, right? In that case, it's very difficult for me to "see" it on the middle picture, and almost impossible on the right one. Like those optical illusions where you can't see something on a picture at all until you somehow manage to see it for the first time and then it's easier.

9
Utilities and 3rd Party Applications / Re: [dfhack] localization
« on: May 27, 2019, 04:31:44 pm »
Yeah, I was assuming the position of text wouldn't be hardcoded, since some of it can move around, particularly with DF updates. Avoiding the need to verify the positions of every string after every DF update would be nice.

First, it can be automated, at least if a string not found in a place it should be, it can be highlighted and a message logged. Most of the screens hardly ever change. Second, it's about providing a toolset for localisation, I'm pretty sure people who want to do the actual translation wouldn't mind keeping track of screen locations if that's the way to do it. Again, the locations don't have to be exact. For example, on the military screen there is some text/commands at the top-left, then lists in the middle, and more commands at the bottom-left. So only the top and bottom rectangular areas should be defined along with any strings that may appear there and their translations.


10
Utilities and 3rd Party Applications / Re: [dfhack] localization
« on: May 26, 2019, 04:49:20 pm »
I feel like my attempts at searching for text on other screens were a bit slow, but it can probably be improved by caching somewhere (and maybe that was in Lua - not really sure).

What do you mean "searching for text"? Anyway, how I see it:

There's static text (basically, the UI), semi-static (with a known set of options, like the embark location properties) and fully dynamic (announcements, text screens, mission reports, merchant responses, etc.). The first two can be done with a simple string replacement, I think there should be a file specifying original string, original string screen position (OR an approximate rectangle), and a new string. A plugin then would check that text in the specified location matches the given string and replace it.

Dynamic text requires on-the-fly translation and special handling in each case, but there's too many of such screens.

Other things to consider is what can be translated in raws, what to do with the names, and what can be left untranslated.

11
Utilities and 3rd Party Applications / Re: [dfhack] localization
« on: May 22, 2019, 10:59:12 pm »
Another option is to search for text on the screen and translate it, ideally between when the screen is drawn and when it is displayed. This would probably be slow and unreliable at best, though.

I actually thought of this after seeing another localisation-related topic before reading it. I think this IS the best approach. There are not so many screens requiring translation, and the location of text on them is known too. Rendering of these screens can be intercepted, and text replaced - either with other predefined text or translating on-the-fly, or combination of both.

Look at a proof of concept I made - it translates text screens using Google Translate API (colours are lost at the moment, I know). Interestingly, the latest version of it allows to define your own glossaries, so the translation can be greatly improved in our case (when all texts are composed of pre-defined elements).


12
I've published an update with code cleanup and some fixes mostly related to multilevel and multilayer rendering. They may or may not fix any of the issues people were having. People experiencing crashes or rendering issues please post again, specifying what tileset and if possible save I should use to reproduce the problem.

Also, it fixes map not being visible in couple of performance-related menus in adventure mode.

13
Some time ago I used Dwarf Fortress to benchmark servers offered by popular cloud providers. Because it's fun and because I needed to choose what to use for DF Remote. Sadly I've never managed to write an article about this in English. The code I used is available from https://github.com/mifki/dfremote-cloud-benchmark


14
Traction bench doesn't quite look right.

15
This is how it works in the currently released version people play now.  I'm not sure how the SDL blits work down where they hit OpenGL, and yeah, I'd anticipate them to be slow (given how texture binds have worked in my own side projects not in SDL), but I'm not changing it too much from how it currently works, and it's pretty fast there?  Or has 44.12 been having trouble on some cards?

Oh, right... you're doing it all via SDL, so you're working with 2D renderer/print_mode... In that case currently there's no OpenGL involved at all, it's all purely software rendering. Which has problems of 1. high CPU usage (on my system DF uses 70% of one core in that mode when paused compared to 14% in opengl mode) - you may not notice it especially if you're developing on desktop, but people won't be happy with their laptops getting hot because of an extra CPU core being 100% busy doing software rendering, or it will just become a bottleneck later as there will be significantly more rendering operations than currently is; 2. it's pretty limited so any effects are either not possible or again must be done manually in software. SDL2 supposedly can use hardware acceleration for certain things, but I don't know any details.

I just don't know how to set up a DLL properly on windows...  I'm really tired right now (sorry! no sleep!) but there was some part of that which was quite irritating to get hooked up.  On OSX I know absolutely nothing.  For the process of the original ports, just getting it working on one OS was sufficient for everybody to work without having to see the rest of the code.

What if we find a way to solve the problem with Windows build lethosor mentioned that doesn't require too much of your time, is there a chance you would make libgraphics a separate binary on all platforms (on OSX it shouldn't be a problem)? This would make life of DFHack and related projects much easier in general, and would also make my concerns above not so important as you'd be able to continue coding rendering the way you prefer and we'd be able to make an optimised version of the library which can be just used in place of the original one if needed.

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