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Messages - mifki

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1216
DF Gameplay Questions / Re: Fixing accented letters in names
« on: August 25, 2014, 06:36:50 pm »
"Text will be Text" plugin for DFHack by Mifki allows multiple tilesets to override font and objects that normally use the same tile, but I'm unsure if there is way to direct an override of capital letters. I would suggest asking Mifki. Perhaps he could do something about it?

Edit: Fixed link.

Well, characters that are present in the encoding should be displayed correctly with TWBT and appropriate tileset. Characters that are not present, like È... wait, what's displayed instead of it?

Hello, thanks for stopping by!
Lower case è is displayed in all instances of a name, even when used as a capital/uppercase letter. Even if there is a tile for È available on the tileset to be used... it's just not used. Plus there's letters that don't have equivalent uppercase versions in the main vanilla tileset, so we would need a second tileset to do this?  :)

No, it's not about tilesets. As lethosor said, these letters just can't be represented in the encoding. I think it's better just not to use such letters.

Well, darn. What makes a tile allowed to act as a capital letter then? I know this can't be fixed in vanilla cause there's only one tileset to go by and no room for new tiles, but I guess I thought with TWBT we could redirect lower case letters (while acting as capitals) to new sprites for capital letters instead.

*confused*  :-\

I'll try one more time :)

DF uses numbers 0-255 to encode all possible characters. In this range THERE'S NO NUMBER FOR CERTAIN CAPITAL LETTERS. As well as there's no numbers for Chinese symbols, Cyrillic letters and so on. For the game engine they just don't exist. And the game can't ask renderer to draw something that doesn't exist. So it always asks to draw lowercase letters, and renderer can't distinguish whether the game wanted lower- or upper-case letter.

1217
Utilities and 3rd Party Applications / Re: Stonesense: Usage Poll!
« on: August 25, 2014, 12:21:09 am »
Yes, vtable address for renderer class is missing from dfhack for 0.40.xx

1218
DF Gameplay Questions / Re: Fixing accented letters in names
« on: August 24, 2014, 06:09:44 pm »
"Text will be Text" plugin for DFHack by Mifki allows multiple tilesets to override font and objects that normally use the same tile, but I'm unsure if there is way to direct an override of capital letters. I would suggest asking Mifki. Perhaps he could do something about it?

Edit: Fixed link.

Well, characters that are present in the encoding should be displayed correctly with TWBT and appropriate tileset. Characters that are not present, like È... wait, what's displayed instead of it?

Hello, thanks for stopping by!
Lower case è is displayed in all instances of a name, even when used as a capital/uppercase letter. Even if there is a tile for È available on the tileset to be used... it's just not used. Plus there's letters that don't have equivalent uppercase versions in the main vanilla tileset, so we would need a second tileset to do this?  :)

No, it's not about tilesets. As lethosor said, these letters just can't be represented in the encoding. I think it's better just not to use such letters.

1219
DF Gameplay Questions / Re: Fixing accented letters in names
« on: August 24, 2014, 05:43:09 pm »
"Text will be Text" plugin for DFHack by Mifki allows multiple tilesets to override font and objects that normally use the same tile, but I'm unsure if there is way to direct an override of capital letters. I would suggest asking Mifki. Perhaps he could do something about it?

Edit: Fixed link.

Well, characters that are present in the encoding should be displayed correctly with TWBT and appropriate tileset. Characters that are not present, like È... wait, what's displayed instead of it?

1220
Version 4.46 fixes this crash on load if print_mode is set to 2D, also rendering of overridden items is greatly optimised, and readme updated to include item ids and tile types added or removed in 0.40. You can override all tree tiles now.

1221
Oh I see now, it crashes if print_mode is set to 2d, stupid error introduced some time ago, will fix now. twbt should print an error message and not load in this case.

1222
I have a few questions. In 34.11 PeridexisErrant LNP r63+ idk if it showed up before then. Twbt supposedly allowed creatures in cages to use the image from raws/graphics/ which I saw on a quill18 youtube video. In the 40.08 version they don't?

There's no any support for creatures, and honestly I don't know anything about them, I mean, maybe something changed in 40.08, maybe it's something else.

Next question is can you use the overides.txt to designate tiles for tree_branches? I'm making a mod for the spacefox tileset and I like the spacefox mine cart tracks but they just don't work as tree branches. So someone Joist or fricy changed the spacefox train tracks to phoebus's ones which look pretty nice as the branches. I was wondering can you use a third tileset for those cart tracks or even place those cart tracks onto the text tileset so it can just call to that one to use them for the branches. I'd honestly like to take them from a third set though so that I can add other things to the third one that I feel are missing, A for the farmers workshop being one, but I just include that fix in the twbt pack anyways since the A in text is already taken care of.

Nextgen branch allows to override tiles based on tile type, and I see new tile types for branches, twigs and all. So it should be possible to override them with nextgen branch right now (I'll update readme with these new tile types shortly). Of course it would be great to have special tile images for new trees.

The twbt next generation file doesn't allow non twbt versions to be played without crashing the game on startup. twbt-nextgen-4.43-win for example. Haven't tested the other version since more files are in it :P and I wasn't really playing just testing changes to a mod. That said deleting the twbt file lets the game run, with the mouse query file not making conflicts I guess. There is no error log.

Hm... Which DF pack are you using?

1223
Running 3.35 on 40.08, I get really bad lag (multi-second) when I'm placing something like a bridge and hover the mouse over an area that is on a lower z-level, even just one level. Window 8.1, fast machine, though only getting about 40fps because of an enormous canyon that two rivers are dumping into.

Are you sure this doesn't happen without twbt? I'll do more testing but so far I haven't seen anything like this.

1224
Utilities and 3rd Party Applications / Re: DFHack 0.40.08-r2
« on: August 23, 2014, 04:40:47 am »
Non-virtual class methods are infeasible to call on Windows due to whole program optimization, which stuffs function parameters (including "this") into random registers rather than putting them on the stack (and ECX), making it impossible to just call them as if they were function pointers (as we can for virtual class methods).

Oh that's why I was finding parameters in completely "wrong" places on Windows... Of course we can call such functions anyway, but that doesn't matter since it's much harder (or impossible if they've been inlined) to find them compared to vmethods.

1225
So, is anybody using nextgen branch? I'd like to retire the current main branch in favour of nextgen, if there are no issues with it, or fixed them if there are.

1226
Would it be possible to have more textures connect like the walls already do? I figure some things would benefit from this (tree roots, leaves, ore veins, etc).

Many tiles would benefit from different images depending on neighbour tiles. I just don't know yet what the configuration for this would look like. Stonesense uses some xml-based language for this purpose, I haven't looked into details yet. Also performance problem would arise at some point.

1227
It relies on some addresses in df memory which I'm updating for each version/platform, not too difficult but dreary task. So unless you have some disassembling/reverse engineering skills, there's not much you can help with, unfortunately.

1228
Sorry, updating it for three platforms for each new DF version is a bit too much for me. There's already .09 the next day after I added support for .08 :( Otherwise there's no problems with Linux, so eventually it will be supported as well.

1229
And bugfixes already - new gigantic trees produce too many shadows which led to crashes, fixed in 3.36 and 4.43.

1230
Version 4.42 got support for 0.40.08. Adventure mode may have issues (some structures not updated in dfhack yet) and in general I almost haven't played 0.40 yet, so there may be other things that need to be updated in twbt for it.

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