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Messages - jecowa

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451
For people with crashes when using "twbt redraw_all", what resolution are you using? There was just a report on PE's thread about it working when maximized at 1080p but crashing when maximized at 4K.

452
DF General Discussion / Re: PeridexisErrant's DF Starter Pack
« on: May 27, 2018, 03:48:45 am »
Meph 3.0 uses animations. Animations require a feature that has stability problems for some users. You can disable it by opening /lnp/graphics/meph/raw/onLoad_gfx_meph.init in a text editor and deleting the line that reads, "twbt redraw_all 1" (which should be the line on the bottom). Then opening the LNP launcher, go to the "Graphics" tab and reinstall Meph into your save files by double-clicking it.

It sounds like the redraw all feature will be disabled by default again in Meph version 3.1 because of this issue. I'm kind of curious if the animation feature only causes trouble while in full screen mode.

453
DF General Discussion / Re: PeridexisErrant's DF Starter Pack
« on: May 26, 2018, 10:21:42 pm »
I'm wondering if Soundsense could have put some kind of lock on the gamelog file which prevented Dwarf Fortress from being able to write to it. That's the only way I could imagine it having an impact.

I had it happen to me to and I'm not running Soundsense.  I'm going to try with a smaller world and see if it fixes it.

Edit:
Interesting, it crashed again, but then I embarked with the window not maxed and not on my 4K monitor and it worked fine. 

Yep, crashed when maximized windowed on 4K, but not when not.  Replicated it several times. Maximized on 1080p is fine, non-maximized on 4K is fine, maximized on 4K crashes.

I'm wondering if the small 16x16 size of Phoebus is causing it to crash. You might try GemSet (which is 24x24) or Meph-Lite (which is 32x32) to see if those cause a crash in fullscreen on the 4k display.

454
Tilesets and Graphics / Re: [0.40.24v00] Phoebus' Graphic Set
« on: May 26, 2018, 10:12:41 pm »
Thank you guys soooooooo much for keeping this up to date.
It is my favorite pack by far. Feel free to try out my colorscheme if you enjoy more muted warm muddy colors.
Spoiler (click to show/hide)

That looks good. Here's a couple of comparison shots of the Phoebus color palette compared to the Baleur-Vherid_Miskha-Bone color palette:

Spoiler: Arena Phoebus (click to show/hide)


Spoiler: Nature Phoebus (click to show/hide)

455
Tilesets and Graphics / Re: curses_vector - ∞x∞
« on: May 25, 2018, 06:54:34 pm »
Any plans for an 800_600 version?

456
DF General Discussion / Re: PeridexisErrant's DF Starter Pack
« on: May 25, 2018, 02:59:42 pm »
No idea where this issue is, but when I toggle showing or hiding engravings, it seems to only affect new engravings. If I have engravings set to hide and then engrave some stone, then quit and set engravings to be shown, the existing engravings will still be hidden, but any new engravings will show. Likewise the reverse, if I then quit and set them to hide again, the engravings made while they were set to show will still be shown.

That setting changes the default state for new engravings. You can use designations change hide or unhide existing engravings using d->v.

The pack still isn't installing TWBT files for graphics sets properly. At least for Phoebus and Obsidian, and probably others, it puts files into raw/init and raw/art that should go into data/init and data/art, respectively.

Also the "onLoad_gfx_Phoebus.init" file should get moved into the "raw" folder.

457
DF General Discussion / Re: PeridexisErrant's DF Starter Pack
« on: May 24, 2018, 11:57:47 pm »
I'm wondering if Soundsense could have put some kind of lock on the gamelog file which prevented Dwarf Fortress from being able to write to it. That's the only way I could imagine it having an impact.

458
Utilities and 3rd Party Applications / Re: DFHack 0.44.10-r1
« on: May 24, 2018, 11:08:01 pm »
GCC 7.3.0 64-bit build works on Mac OS X 10.10 Yosemite as well.

On Mac OS X 10.5.8, the GCC 7.3.0 builds did not run in either 32-bit or 64-bit Dwarf Fortress. The same was true with both of the GCC 4.8.5 builds. The thing the error logs had in common in all 4 versions was:
Code: [Select]
Trace/BPT trap          DYLD_INSERT_LIBRARIES=./hack/libdfhack.dylib ./dwarfort.exe "$@"
error logs for the versions:
  • Spoiler: 64-bit GCC v4.8.5 (click to show/hide)
  • Spoiler: 32-bit GCC v4.8.5 (click to show/hide)
  • Spoiler: 64-bit GCC v7.3.0 (click to show/hide)
  • Spoiler: 32-bit GCC v7.3.0 (click to show/hide)

Test status of different Mac versions:
  • OSX 10.5 Leopard
  • OSX 10.6 Snow Leopard
  • OSX 10.7 Lion
  • OSX 10.8 Mountain Lion
  • OSX 10.9 Mavericks
  • OSX 10.10 Yosemite
  • OSX 10.11 El Capitan
  • OSX 10.12 Sierra
  • OSX 10.13 High Sierra

459
Utilities and 3rd Party Applications / Re: DFHack 0.44.10-r1
« on: May 24, 2018, 02:48:36 am »
Git front ends do not seem to make git easier to understand. The ones I've seen just add buttons for the different commands. Still have to wrap your head around how it works.

Here's how I use github most of the time:

Note: If you're not on the group for the GitHub project, you'll probably want to fork the project first from the UI on GitHub.com so that you can upload your edits back to your fork.
Key: Terminal commands are in light blue. Text that you should edit for your case are in italics.

  • git clone yourproject.git - downloads the project from github the first time (you theoretical only need to do this once)
  • cd yourproject - change the directory to the root of your project
  • git pull - this downloads new content from the github server (it will be up-to-date, though if you just cloned)
  • make your changes to the project
  • git status - checks which files you changed and which will be sent to github. (red files wont get sent)
  • git add filename.file - adds a file to the list of files getting sent. (or git add . to add all the red untracked files)
  • git status - do this once more to make sure it all looks right
  • git commit -am "change description" - this makes a save point or something with a comment of what you just changed.
  • git push this sends all your commits back to github
  • Go to github.com and make a new release.

If you have any problems, backup the project to another folder and reclone it from the github.

460
Utilities and 3rd Party Applications / Re: DFHack 0.44.10-r1
« on: May 23, 2018, 01:36:33 am »
DFHack 64-bit GCC 7.3.0 seems to work fine in MacOS X 10.6, 10.7, and 10.12. I don't really know what to test or look for exactly. Createitem, Reveal, Unreveal, Mousequery, Autolabor, and Labormanager commands all seem to work. Then I tried installing TWBT on Lion and Sierra and the main feature and multilevel both seem to work.

Does GCC do anything cool for us? I think you told me before, but I forgot.

461
DF General Discussion / Re: PeridexisErrant's DF Starter Pack
« on: May 22, 2018, 08:18:00 pm »
Manzeenan, what graphics pack are you using?

462
DF General Discussion / Re: PeridexisErrant's DF Starter Pack
« on: May 22, 2018, 03:57:57 am »
That TwbT enhancements are the same of this one?

Yes, but only a couple of the features come baked-in at the moment. These two steps are already done by default in the pack now, so you don't have to do them:
  • Copy the contents of the /raw/twbt_graphics/ folder to the /raw/graphics/.
  • Copy the contents of the /raw/twbt_objects/ folder to the /raw/objects/.
This gives you the adulterated language files made possible by TWBT's original feature (allowing full use of all the text). It also adds all the creatures with the alpha transparency layers, however creature transparency doesn't seem to be enabled by default and will have (i think) black backgrounds instead.


To get the TWBT overrides (like for workshops) and have creature transparency activate by default (in packs that use it) and other things, you probably still want to do these steps:
  • Open the /LNP/Graphics/Spacefox/ folder.
  • Copy the contents of the /data/twbt_art/ folder to the /data/art/.
  • Copy the contents of the /data/twbt_init/ folder to the /data/init/.
  • Right-click and "save link as" or whatever for onLoad_gfx_Spacefox.init
  • Copy the "onLoad_gfx_Spacefox.init" file into the /raw/ folder.
  • Launch the Starter Pack launcher, go to the Graphics tab, and double-click "Spacefox" and reinstall it into your saves.
If using Ironhand, Mayday, Obsidian, Phoebus, or Afro, replace "Spacefox" in the instructions with one of those. If you aren't using any of the packs listed here, you shouldn't have to worry about it.

463
IlFedaykin: Yeah, the 16 and 24x sets I downscaled in Photoshop, but it didn't quite work, because the -bg and -top files don't fit exactly. Since I use so much transparency, these versions really shouldnt be used anymore. It's easier to play with 32x and zoom out.

Alternatively, in the Terminal window enter "twbt tilesize 24 24" or "twbt tilesize 16 16".

464
The ss_fix.log is an optional thing in case you want SoundSensese to play sounds based on events provided by a third-party utility.

I'm wondering if disabling the notification sound for the job cancellation would help.

465
Tilesets and Graphics / Re: Taffer's Tilesets v5.2.0 for v0.44.10
« on: May 18, 2018, 10:40:46 pm »
I guess you got rid of anti-aliasing in v5.2 because you didn't like the way it looks when it was resizes in-game?

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