Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - arclance

Pages: 1 ... 22 23 [24] 25 26 ... 38
346
@arclance I can't even see the buttons with that .ui and I'm visiting relatives. I'll have to play with it later. I think I might end up using cleanlooks or plastik so that it will look the same on all platforms. os x can render all of the styles fine (windows looks like windows 95 though).
Yea, like I said it does not have enough contrast.
I have good eyes and I can barely see the buttons.
Since it works for you as well I will adjust the colors so the buttons stand out more.

347
@ zenerbufen & Meph
I have got a working hardcoded theme though it needs some tweaking.
It does not have enough contrast right now, the button edges are almost invisible.
It does not work with the GTK+ style and probably won't work with the Macintosh and Windows Style.

Do you want me to post some example screenshots of what it looks like with the other styles?

348
DF Modding / Re: Revert from Mayday to the standard graphic
« on: August 30, 2012, 10:18:59 am »
Yea if you have a modded game you have to port the mod to the ASCII raws.
It can be done but you really need modding experience to do it.

349
@moreaxes
We already have a javaforge site, but it kinda fell into disuse.

http://www.javaforge.com/repository/5841
http://www.javaforge.com/project/mwdf

after you crete an account I can add you to the project, it's a mercurial repo. I tried git but couldn't make it work. mercurial is more newb friendly :)

I uploaded an updated version of the gui to the repo. I made some small tweaks, embeded fonts not done yet, but I included the fonts.

@arclance, I added an option to change the builtin style, tryout the different ones to see which work the best. it's at the top of masterwork_launcher.py3 , feel free to try out stylesheets if you want as well, they should work on all platforms.
I created an account on javaforge, username arclance.
I have never use mercurial to do anything but clone a repository before but it should not be a problem.

I looked at the code for masterwork_launcher.py3 and I see a couple of problems with the style changer.

1. "Macintosh" should not be the default since it is not cross platform.
      You will just get a lot of "It crashes on windows" bug reports if you leave it like that.

2. You are missing the GTK+ style it is what lets you use your GTK theme in QT on linux.

I tried stylesheets in QT Designer before, that was the only way to override the system theme for buttons.
There were some problems though, I could not get all the colors right using the system theme.
I could not set the font color of QComboBox objects or do anything to the tabs when using a system them, it works with the others though.

Hardcoding the colors seems to work as long as you don't use a system theme (ie. mac, windows, or gtk+) at least with the preview option in QT Designer.
I need generate the python code first to test if it really works.

I tested this by backporting your changes to the old script so I could test it.
Works okay but not with GTK+, the tabs won't change at all.

Edit: Here is a mainframe.ui where I hardcoded the colors and added a minor stylesheet.
Let me know how those changes work for you.
The tabs probably won't accept the colors with the Macintosh theme, try some of the others as well.

I may make some changes to this now that I now things work better when running the actual python code.
I would like to do this again from scratch using the font that will be in the final version to see what is necessary and what is not.
When do you think you be done getting the font embedded?

350
I started trying to hardcode the colors and I have been unable to get the tabs to use anything but the system theme.
As far as I can tell tabs on OS X are hard coded by the system and can't be overridden anyways, it will have blue/clear regardless so I havn't even had a chance to try to change them on lin/win yet. I'm working on the font issue right now.
Okay I had basically got the everything but the tabs hardcoded though the buttons were pretty plain.
If you don't know how to hardcode the tabs I won't spend any time on that for now.

What did you think of the transparency I added to the dwarf image?
That should make the image look good with any system theme.
If you like that I can spend more time editing the image to make the edges look better.

351
Masterwork DF / Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - UPDATE
« on: August 29, 2012, 02:43:31 pm »
The only tweak i would make is to possibly darken mainframe to completly black so the dwarf blends in better, or I guess I could edit that image to have a dark grey instead of black background. Whichever looks better.
I tried making the black background on the image transparent so it would look fine on any color.

I can do better job on making it transparent if you like that.

I started trying to hardcode the colors and I have been unable to get the tabs to use anything but the system theme.
Do you have any idea why that is?

352
Masterwork DF / Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - UPDATE
« on: August 29, 2012, 11:17:06 am »
Meph has already spoken.
@zenerbufen: I do like the white text on black ground, I did chose the same style for the manual after all. As long as people can read it.
I know how to hardcode the colors to match my dark screenshot already.
I am looking into how to hardcode the gradient effect my buttons have while I wait for zenerbufen to embed the font.

Your right the asterisks are backwards, I did not notice that.

353
Masterwork DF / Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - UPDATE
« on: August 29, 2012, 11:04:09 am »
^ There are similar issues on Linux.
The problem comes from the font used not being on many peoples systems and only some of the colors being hardcoded.
We are going to fix it by embedding the font in the program so you don't need to have it and I think by making all the colors hardcoded.
We need to get the font embedding done before we do anything else since the font affects the alignment and size of parts of the gui.

354
Masterwork DF / Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - UPDATE
« on: August 29, 2012, 08:32:34 am »
to create a 'file-like object' of a file on disk use:
import io
myfile = io.open('filename.txt', mode='w')

for the mode, 'w'=write and 'r'=read
That's what I was missing, I thought it wanted a output file name not a open file descriptor.
I don't have pyuic4 with what I have installed.

Meph likes your theme, so if you would like to help could you hardcode everything to match your theme, then send me the .ui file and I'll make sure it works on the mac? The only tweak i would make is to possibly darken mainframe to completly black so the dwarf blends in better, or I guess I could edit that image to have a dark grey instead of black background. Whichever looks better.
I am not sure if I can do that exactly, there are some shading images involved.
I will look into it and see if I can figure out how to do that.
Otherwise it will be close but the edges of the buttons won't have the gradient.

355
Masterwork DF / Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - UPDATE
« on: August 28, 2012, 07:48:38 pm »
@zenerbufen
I figured out what was causing the color problems.
At some point the pallet settings for "centralwidget" and "mainframe" were edited and this was overriding the system colors.
In QtDesigner you can reset them by clicking the red arrow on the far right of the pallet setting.
It now looks correct with both dark and light themes.


There are still some some alignment issues to work out, the Window Size controls are on top of another button for example.
I don't think I should mess with the alignment stuff until you get a version with the fonts you are going to use embedded in it ready though.

How do you generate the .py file from the .ui file?
I have been making all these changes to the .py file by hand, partly by guesswork.

356
Masterwork DF / Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - UPDATE
« on: August 28, 2012, 07:26:04 am »
Ok, to start with that is what it is supposed to look like under linux (so different from what your seeing! cross-platform coding is !fun! ).

Yes! I can actually embed fonts with QT. if you looks at resources_rc you will see how the dwarf picture is embedded into the python code. (the actual png included is ignored by the program) I will have to do the same with the fonts. Actually, some of the fonts I used originally appear to be missing even on my own computer now, (yikes)
While your modifications have made it look fantastic, I worry about how those changes will effect how it looks on windows, and for users with a 'light' or 'default' themes under linux. The vertical lines are supposed to indicate which of the tabs require a new world gen to take effect. The fact that you moved them indicated I need to reword that or find some other way to make that indication.
Okay if you can embed the font that should fix the font issues easily.
Yes the header text was broken for me it was wrapped to three lines and the top and bottom line were partially clipped out the window and under the tabs.
That may be fixed simply by including the font you use though I should test it again once you add that so I can see if the font works the same on my system.
I think we have two options under linux. 1) allow whatever theme is installed to show through (which will be hard esp since 1/3 of the app has a dark background which is non-standard already. that was a pain in the ass in itw own.), or 2) force/hardcode our settings and over-ride the users installed theme to provide a more consistent interface.

How does your modified copy look when you switch back to a default/grey gtk theme?

You don't use KDE but does your system include any of the kde/qt libs? is it possible to force it to render using QT under linux instead of GTK if they aren't using full kde? (sorry for my linux ignorance)

Edit: Meph, it's your mod.. what do YOU think? I personally like arclance's personal theme and am contemplating forcing that upon everyone.
This is what is looks like with a light GTK theme, my fixes cause the same problem as with the dark theme used without fixes.

You should test dark themes on windows as well I know people use them though I don't have any.

My system does not come with QT libs installed but they are available if you need them.
Installing the python3-pyqt4 package will install the QT and python3 packages you need automatically.
KDE is built using QT so KDE users are using QT already.
I think there are some other window managers that use QT but I would have to look them up.

It is not possible to force QT to render using GTK but it is possible to have QT inherit it's theme from GTK which is what I am doing.
That does not always work with a dark theme so sometimes you have to run a QT program with a light GTK theme.
The problem is usually light text on a light background or black text on a dark background.

I think the easiest way to ensure readability for everyone is to hardcode the colors, otherwise you will have to make a lot of customizations to the .py file to make it work right on all platforms and with both light and dark themes.
You could always get a working hardcoded version out first and then release one that works with the users system theme later.

357
Masterwork DF / Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - UPDATE
« on: August 27, 2012, 05:55:46 pm »
@zenerbufen
I ran the gui in linux (Debian Sid) and it runs fine, no errors, but there are some font size and color issues.

That might be due to the incomplete port to python3, I don't know how far you have gotten yet.
Thanks! that is the exact kind of issues I was looking for. Hmm, that doesn't look like my 'linux preview' at all. Still some work to do ;) I kind of like those dark obsidian black buttons though! I wounder why that happened. hmm.. It's not a python/3 issue, it's because it's using native widgets (buttons) on each platform, and each platform allows/doesn't allow certain things. Like for instance on the mac you can't change the colors of the buttons, but you can change the border around a button. Windows silently ignores a bunch of stuff that linux and mac support, and linux does weird things sometimes.

Learn How To Play for example I had coded to be blue(all buttons are blue) or system default with a green border on mac, and solid green with black text on windows/linux. I think I like the black button with green border better though. I might leave that 'bug' in place and call it a feature. It looks like linux is ignoring the programmed button color, and inheriting it either from your theme, or the background color of the app.

Also, do you have a GTK theme? On linux it will try to respect the theme but I may have to 'hard code' more items instead of leaving them as 'system default', to get it to display properly. The font issues is definitely caused because I didn't bundle the font I used and it appears to be an apple system font.
Yes those buttons are from the GTK theme I am using, they will be different for different users.
I am not sure you can bundle the font for linux without having the user install it.
I think it will only work without installing if you can load the font directly into python from the font file.

QT theme colors are a little buggy for linux users who don't use QT as their main theme (almost everyone who does not use KDE).
Some things like text entry boxes are buggy if the user uses a dark theme, you can get white text in a white box.
If you can get the Base color to use the same color as the Light color it should work.
I have not figured out how to do that so it will respect the users theme settings yet.

I got some of the problems fixed mainly the light colored border around the button zone and some text that clipped under a button.

Here are the changes I made.
Spoiler (click to show/hide)
I can pm you the altered file if you want to look at it.

358
Masterwork DF / Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - UPDATE
« on: August 27, 2012, 10:30:40 am »
@zenerbufen
I ran the gui in linux (Debian Sid) and it runs fine, no errors, but there are some font size and color issues.

That might be due to the incomplete port to python3, I don't know how far you have gotten yet.

359
Masterwork DF / Re: ☼MASTERWORK☼ Dwarf Fortress - v1.9.5 - UPDATE
« on: August 26, 2012, 04:43:54 pm »
I want to say.. strand_extract, but I could be completely wrong...

Anyways I came here to drop this for anyone who is interested, a preview of the next mac release. (1.9.5) It currently RUNS! and I haven't experienced any crashes.. If you have a mac PLEASE TEST.


https://dl.dropbox.com/u/75632380/Masterwork%20for%20Mac%20test.zip  <-- alpha release of 1.9.5-mac


notes: NEW GUI (not finished) included, for anyone who wants to help (code/test) it requires Python 3.2, and PyQtX installed (finished version won't ) it doesn't actually change the settings yet (back end isn't finished) but I would like to see if it at least runs on everyone's different machines, and displays properly and get feedback from you on it.

http://www.python.org/download/releases/3.2.3/  <-- python 3.2 Mac/Windows/Linux
http://sourceforge.net/projects/pyqtx/files/Complete/   <-- PyQtX MAC(download COMPLETE py323 version NOT py273)

If you are on windows/linux and want to help with the NEW GUI:
PyQt-Py3.2-x86-gpl-4.9.4-1.exe    Windows 32 bit installer
PyQt-Py3.2-x64-gpl-4.9.4-1.exe    Windows 64 bit installer
and linux source is available here:
http://www.riverbankcomputing.com/software/pyqt/download
You don't need SIP unless you are building from source (linux)

Also, I currently don't have access to windows or linux, and the gui is still based on masterwork 1.9.3, so if anyone could let me know if meph added/removed/changed any buttons please let me know.

P.S. Meph you should take a look at how I organized things in this release.. your releases to be a bit blunt are..  disastrous messes of disorganization.
I use linux and have a windows virtual machine setup so I can help test it for you.
I also program in python if you need any help with it, that would give me a reason to get more familiar with python3.

python3 will probably annoy some linux people because it is only really easily usable (most people don't know how to compile) in a bleeding edge linux distro.
Most linux distros with up to date software will have a PyQt package so building from source should not be needed if you did not have to build python3 as well.

360
I though I would let everyone know that "PhoebusTilesetAssembler.exe" works under the development version of Wine with the Windows version of Mono 2.10.8 installed in wine.

Pages: 1 ... 22 23 [24] 25 26 ... 38