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Topics - mifki

Pages: 1 [2]
16
If you do not visit the utilities subforum, here's a thread http://www.bay12forums.com/smf/index.php?topic=145944.0 about the app and here's a post about testing http://www.bay12forums.com/smf/index.php?topic=145944.msg6337900#msg6337900

17
Life Advice / Anyone here from Manly, NSW, Aus or nearby?
« on: March 18, 2015, 10:37:53 pm »
Also, any community/service to find people if you need some help in certain area? I'm pretty sure I've seen something like that.

18
Next version of TWBT will support custom graphics and animations for items and buildings based on their properties. For example, different images for locked and unlocked doors, empty and occupied coffins, normal and dorm beds, active and dry wells, workshops with and without active jobs, and so on. Since I need to hardcode them, I need to know what properties to support. First there will be all simple flags like most of those mentioned. Also a frequent request was to allow different images for wooden chairs and rock thrones.

Other ideas?

19
DF Dwarf Mode Discussion / What does 'Nobles/Admins' count show?
« on: December 29, 2014, 03:27:03 am »
It doesn't seem to match what's on [n]obles screen in any of my saves, or is it broken?

20

More information and download: http://mifki.com/df

Development blog: http://blog.mifki.com

P.S. I want to thank all the people working on the dfhack core - digging deeper into df/dfhack internals I was amazed how huge is the work that has been done to describe df data structures, create a very good lua bridge and everything else.

21
DF General Discussion / A note on the Text Will Be Text plugin
« on: September 01, 2014, 08:50:49 am »
As more people noticing that Dwarf Fortress doesn't look quite the same as before after downloading the latest starter packs, I decided to start a thread in this subforum to raise awareness of this plugin and address some questions/issues.

The main thread is here, but I'd like to keep it more for developers/advanced users, and this one for general audience.

So, what is TWBT (short for Text Will Be Text)? In short, it's a plugin that changes this
Spoiler (click to show/hide)
into this
Spoiler (click to show/hide)

Specifically, on these screenshots you can see the following features:
1. Separate tilesets for the map area and text, no more coffins and other symbols instead of some letters and punctuation. Also, text and map fonts can have different sizes - smaller rectangular for text, and square for the map. Plus there's no more minimum number of rows/columns on screen, so you can use tiles of any size on any screen resolution.

2. Rendering of multiple levels terrain. Useful in many locations and especially in mountains:
Spoiler (click to show/hide)

3. It's possible to load additional tilesets and override images used for certain items, buildings and terrain/construction tiles. On the screenshots you can see custom icons for various clothes, weapons and ammo by Meph and custom icon for up/down stairs by LeoCean. It's possible to change graphics for virtually any in-game object. You can have custom workshops with complete custom graphics.

4. Some other console goodies (well you can't see this on screenshots), full information is in readme.

Latest version is available here

Now, important notes:

1. There are two branches available - 3.xx, which doesn't support different sizes for map and text tiles and is slower, and 4.xx that has all the features mentioned above, is faster, but some users reported crashes with it, I'm working on this now. Once 4.xx is stable, the old one will be discontinued.

2. You don't have to enable all the features if you don't like them. You can continue to use the same tileset for map and text; you can disable multilevel rendering or set it to any number of additional levels, configure fog and shadows, eg. if you prefer more distinction between levels; you can use or not use overrides.

3. Version 4.xx is not currently compatible with stonesense overlay and rendermax plugin, and will not be at least for some time.

4. I'm primarily aiming at Fortress Mode. Adventure Mode works too, even multilevel rendering with 4.xx branch, but I don't play it so there're likely broken things.

5. It requires OpenGL rendering mode (PRINT_MODE set to STANDARD) in init.txt. This mode is not compatible with TTF text. If you want to continue to use TTF text, delete/don't install this plugin and be happy, but you won't get any other features of this plugin as well.

6. Currently there are not so much additional graphics available for overrides, so I'd like to attract attention of artists who can make new tilesets, not being limited by 256 tiles most of which are used for several things.

7. Be ready that multilevel rendering of course has some impact on FPS. I tried to optimize it as much as possible but anyway keep number of additional levels reasonable (the maximum is 15 and you probably don't want to use it). This is controlled with "multilevel 0-15" command.

8. In version 4.xx all screens except for the main fortress mode and adventure mode screens use text font. This means text font is used on worldgen and on pre-embark screen. One of the reasons is that map graphics doesn't work well for world maps. I have some solutions for this planned, but for now, don't be surprised.

9. I'll continue to add important things to this list based on people feedback and complains I notice here and in other threads.

22
DF General Discussion / [OS X] mifki's DF / DFHack repack
« on: August 16, 2014, 01:21:22 am »
Experimental DF / DFHack repack with the aim of making it more like a native app and improving gaming experience on OS X.

Somewhat based on fricy's MacNewbie Pack (0.34.11-r5). Contains only DF / DFHack, no additional applications or launcher. Features:
  • Packed as a normal OS X application, console moved to GUI window (show with Alt+Cmd+C or from menu), other useful things in app menu, supports native OS X fullscreen mode.
  • TwbT-nextgen, Spacefox_16x16 as graphics font, standard curses_800x600 as text font. Includes overrides for items by Meph. Multilevel rendering is enabled by default with 3 levels.
  • Multiscroll plugin to scroll the map with trackpad or Magic Mouse, also Cmd+scroll up/down to zoom the map.
  • Modified mousequery plugin to move the map using mouse (left-click + drag by default).
  • Modified key bindings. Hotkeys changed from F-keys to 1-9 and Alt+1-9 for easier access. ' and / for z-scroll, and ] and \ for secondary scroll (they're conveniently located close to arrow keys).
  • No rendermax and stonesense as they currently don't work with TwbT-nextgen.

Download from DFFD

23
Utilities and 3rd Party Applications / Tool to generate text tilesets
« on: July 09, 2014, 11:54:00 pm »
Text tilesets for TwbT do not have to contain any special hand-drawn symbols, so it should be possible to use just any font as is. But I couldn't find any tool to generate tilesets from fonts, so here it is. Can also be used as a starting point for creating customised ASCII tilesets.

http://www.mifki.com/df/fontgen.html

Works best and fonts look best in Chrome. In the font name field you can specify any font available locally or any font from Google Fonts collection (of course monospaced fonts are better). Font weight is a CSS font weight.

24
Utilities and 3rd Party Applications / Web Fortress
« on: June 05, 2014, 09:12:35 am »
I had to try to do this:)
Proof of concept of a light-weight web interface with support for tilesets (but not creature graphics yet), grid resizing to follow browser window size, optimised updates and rendering of changed tiles only for near-native fps and low network traffic.
It's too early to share any binaries, and I want to sleep...



Home Page / Sources -- Latest Release -- Report an Issue

25
Another tiny plugin to make life better. Multitouch (two-finger) map scrolling with touchpad or Magic Mouse on OS X. I'll probably later add some settings/modifiers for z and secondary scroll, so that most navigation can be done without moving right hand between touchpad and z-scroll/secondary scroll keys all the time.

Home Page / Sources -- Latest Release -- Report an Issue

26
This plugin improves various aspects the game interface.

Originally I wrote a small plugin because I was tired seeing coffins instead of zeroes and all that stuff. It has greately evolved since then. Some functions may not work or have issues in Adventurer Mode. See readme for all details.

1. Main function is to use separate fonts (tilesets) for map tiles and for text. Text and map font may also have different sizes. Map tiles can have any size, no requirement to have at least 80x25 grid anymore.

2. Multi-level rendering.

3. Allows to override tile numbers for buildings, items and various tile types.

4. `mapshot` command saves image of the entire map in full size.

5. "Multilayered" rendering where floor is visible behind buildings and items. (see here for details)

6. Tiles can have parts that will and parts that will not be affected by material colour. (see here for details)

7. "Multilayered" rendering for units too. (see here for details)

8. An option to hide stockpiles (background, not items of course) unless in [q], [p] and [k] modes. (see here for details)

Latest binaries are available from autobuild server (see below). There's no guarantee they will work on your OS, have any functions you expect, or even work at all. They're provided purely for people who want to test things as they're being developed rather than to wait. I read your error reports but don't expect them to be fixed straight away.

Spoiler: Screenshots (click to show/hide)

Home Page / Sources -- Latest Release -- Development Builds -- Report an Issue

Any ASCII tileset can be used as a text font, including the default "curses" one, or you can make you own text font with this tool.

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