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Messages - mifki

Pages: 1 ... 79 80 [81] 82 83 ... 99
1201
Yep, this was my first idea after the text font. Finally we can have better graphics with object that blend into the environment. Objects on tracks look so nice (as an example: ). Creatures are just not done yet.

However there are some issues with colours and in general it requires more binary hacking (with quite much of it in twbt already), so I'm not yet sure that the result worth all the effort.

1202
Then recently I was trying to do one interesting thing that I'll show soon

Here it is, spot the difference) some colours are off, I know.


--

1203
The problem I see so far if I understood everything correctly is that overrides for castes must work on top of existing creature graphics mechanism. I.e. you specify different set of tiles for different castes, and the current mechanism is then used to determine specific tile based on profession. Right? But I don't think it's possible to implement it without completely replacing existing logic, and it must still use existing configuration files... So it gets a bit complicated. But I'll take a look, I like the idea of differently looking male/female domestic animals :)

1204
Did you post a list of your planned features somewhere? I havent checked this thread in a while, and there isnt anything in the first post. But I did see you saying somewhere that there is no way to override creatures, so I assume that caste-specific creature sprites is among the impossible requests by now?

No, I didn't.
But I did say that know nothing about creature graphics - how it's configured, what's the problem with castes and so on. I just care much more about the look of in-game objects than about creatures. Maybe if you explain how the creature graphics works in df and what's the problem, I'll change my mind, but so far honestly I wasn't going to do anything creature-related.

1205
Yes, being able to reload/switch tilesets and manipulate overrides in runtime is a planned feature. Likely it will be some generic console commands though, not shortcuts specifically to cycle through tilesets. I just wanted to solve known bugs first and then move on to adding new features. Then recently I was trying to do one interesting thing that I'll show soon, but hopefully I'll soon return to all these planned features.

1206
I'm playing DF again and have settled in for the short term on 40_08r3 with DFhack 40_08r2.  I used Text Will Be Text and some modified graphics that Meph made for vanilla, and everything is working great now except for ONE minor bug/thing.  TWBT came with a replacement mousequery.dll file to fix what appeared to be broken functionality without it, but now when using this version of mousequery I cannot 'designate-dig' and then click and drag to designate tiles.  The plugin still works if box mode is enabled, and two clicks are used, but the point and click once and/or point and drag functionality appears to be broken. 

Mousequery that comes with TWBT has an additional feature of dragging the map with mouse (enabled with mousequery drag left|right). So it seems this broke some things. Unfortunately no people provided any feedback so far, so I didn't know, but now I'll take a look.

1207
So the twbt version just seems to have a visual glitch on the embark screen (with twbt I guess) but if you go into the start a new world with custom parameters and then go out and then start new game it won't look so weird. As for the text parts nothing can be done at the moment about it.

I replied to you in my thread about using the text font.
Also I see some minor glitches myself, it started to happen in 0.40, but what I'm talking about doesn't actually affect anything, so I'm not sure you're talking about the same thing.

1208
I wonder is there anyway to make it so that when you create a new world/ press start playing it doesn't use the text files graphics. Just a minor nuisance.

There were some issues with properly rendering worldgen and embark screens, ie. using graphics and text fonts in proper places.
Also, some people here requested these screens to stay text-only because the main map graphics doesn't work well for world map, and I kind of agree with that.
The final plan was to add support for a third font specifically for world maps, but because of aforementioned difficulties with these screens it hasn't been done yet.

1209
Utilities and 3rd Party Applications / Re: DFHack 0.40.08-r2
« on: August 28, 2014, 06:13:10 am »
I'm a simple guy with no software experience, would it be [possible] for me to download and compile df hack for 0.40.10 from github? And if so how?

It's not that hard, but requires installation of number of tools like Visual Studio, Perl... You can do that if you really want, otherwise you can ask somebody to upload Windows build somewhere, or just wait, I think dfhack for .10 soon will be out.

1210
DF Modding / Re: "Poll" - Best modding project to work on
« on: August 27, 2014, 11:13:47 pm »
#2

1211
Utilities and 3rd Party Applications / Re: DFHack 0.40.08-r2
« on: August 27, 2014, 10:45:06 pm »
Not sure if this is an old bug or new or not a DFHack bug at all (DF seems to have some screen resizing issues atm), but the text for the DFHack-added UI functions displays as if the window has never been resized: http://i.imgur.com/A1JxrWk.png

This is not a big problem usually, but on certain screens (trading with merchants) it blocks entire rows of information.

I wonder what they will do with the trade screen because now there's no space left below the item list for search options. Don't see a problem on your screenshot though.

1212
Utilities and 3rd Party Applications / Re: DFHack 0.40.08-r2
« on: August 27, 2014, 10:41:40 pm »
Did you remember to run "git submodule update"?

F**ing git. It seems xml submodule in dfhack master is still pointing to an old commit of df-structures. So he needs to do git pull in library/xml folder.

1213
Utilities and 3rd Party Applications / Re: DFHack 0.40.08-r2
« on: August 27, 2014, 10:03:40 pm »
It looks like my dfhack is expecting version 40.07 of DF.  The md5sums don't match because I'm running 40.10.  stderr.log shows an unknown version of DF.  I'm guessing that's why hack quits. :)

Will it be helpful to edit symbols.xml with the correct version and md5sum, or does hack need to re-generate that file itself?

Well I suppose if you're compiling the correct repo/branch/etc. then .10 should be there. At least .08 definitely should be, not .07

1214
Utilities and 3rd Party Applications / Re: DFHack 0.40.08-r2
« on: August 27, 2014, 09:17:17 pm »
Did you remove libstdc++ from DF/libs?

I had not.  I just tried removing it, and now DF runs when I run ./dfhack, but DFHack itself is not running.  It doesn't throw an error of any kind.

Check that md5 sum of DF executable is in dfhack's symbols.xml for your DF version number.

1215
Also that you take donations leaves a very yucky taste in my mouth.

Why is that?

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