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Messages - mifki

Pages: 1 ... 97 98 [99]
1471
Well, if "graphics" and "text" tilesets have different sizes then text tiles will be resized and look not perfect. But it's a question of choosing correct tilesets only, isn't it? Unfortunately there are not many good fonts where no characters replaced with graphics to choose from though.

As for crashes, I haven't experienced any so far, I'll try loading different saves, but possibly it depends on something else and not the save size.

1472
Hi all
Just uploaded new package with minor fixes (not for Ctrl-S and Ctrl-M yet) and experimental Windows binary.

OS X version is tested with MacNewbie Pack ReBorn v0.8.4 on 10.9 and Windows version with PeridexisErrant's Dwarf Fortress Starter Pack r55 on XP and Win7.

fricy, what does this mean - "in windowed mode the graphics is blurred"?

As for TTF, yes, it would be ideal to separate graphics code on all platforms and do everything properly, but for now we have what we have. TTF rendering looks nicer than square font and allows longer text, but currently has problems with non-black "black" color (TTF background is always true black), not being used on some screens (I wonder why) and in text output by dfhack plugins. These are basically the reasons why I wrote this plugin. So I think people who are happy with TTF won't want this plugin so it's not a problem that they are incompatible.

1473
Yep, some things can and need to be done better. Just did it the way it was easier for me and with less code.

1474
Hi
Just updated the plugin with correct support for more screens (embark, world gen, image export) and side menu modes (thx fricy for reminding). I'll try to make Windows build but things are so much more complicated there...

1475
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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