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Messages - CLA

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346
Utilities and 3rd Party Applications / Re: Text Will Be Text - dfhack plugin
« on: September 03, 2014, 08:00:05 am »
One thing I'd suggest, is to move FONT and FULLFONT definitions to the overrides.txt from the init.txt. That'd make it easier to fall back to non-twbt rendering.
Seconding this.

347
Quote
Fuck yeah, this was pretty much the only thing I've been missing from Isoworld. I'm looking forward to this.
Will there be an option to delete images from Isoworld folders once the image is stitched? Isoworld tends to start lagging hard after you have a large amount of images to load, so it would be nice to stitch large images in batches and delete the already stitched parts from the Isoworld folders.
No, but you can move IsoWorld tiles directory to your own location (there will be an option to use custom dir)
All I need. Good to know.

348
Hi!
Few days ago I started working on a simple commandline app written in C to stitch IsoWorld tiles into one big image. There were some problems like crashes on really big pngs (LodePNG) so I'm switching to libpng. The plan is to release it as open source - need to finish libpng migration, cleanup the code, add some options (everything is harcoded right now) and other stuff.

The results so far:
Here is resized 6x6 area of a pocket world (17x17), text added in GIMP:
Spoiler (click to show/hide)
Full size PNG (9215x4768): http://www.mediafire.com/download/39kts4xn8uad9z4/Osmlo_Olzul.png


You need to rename them to the old naming sceme for it to work, though it's not supposed to crash.

I really need to update this to use the new names, but I'm really busy with a lot of other things.
It crashed on my end (64bit Gentoo linux) I think gdb was pointing to al_path_cstr in allegro lib - can provide backtrace if needed - but that clearly leads to new naming scheme, also there was a small small error while compiling (tested with gcc 4.8.3 and 4.9.1):
Spoiler (click to show/hide)
fixed by adding c/cxx flag -fpermissive

Thank you guys for your hard work!

Fuck yeah, this was pretty much the only thing I've been missing from Isoworld. I'm looking forward to this.
Will there be an option to delete images from Isoworld folders once the image is stitched? Isoworld tends to start lagging hard after you have a large amount of images to load, so it would be nice to stitch large images in batches and delete the already stitched parts from the Isoworld folders.

349
DF Modding / Re: How to make character sets transparent?
« on: August 16, 2014, 04:20:04 pm »
Are the raws set to AS_IS or ADD_COLOR?

If all else fails, just give the background of your graphics the same value as the BLACK value of your colors.txt.

350
As the title says, it would be convenient if you can tell your manager to order the production of Uniforms you specified in the military screen.
So, for example, you create a uniform that consists of a full set of steel armor, some mail and a red cloak plus a battle axe. You call it "steel axe". Go to your manager screen and order 10 "steel axe" uniforms to be made. This will create jobs for 10 full sets of steel armor, mail red cloaks, and battle axes.
It would also help with managing clothing for civilians, since you could define a "civilian uniform" not assigned to any squad.
I guess uniform options like "individual choice/melee" and so on would have to be ignored.

I'm posting this suggestion for someone else.


You could also extend this to all kinds of user defined "combined goods" in general. In that case it should probably all go in a subscreen of the manager screen.
One case would be making a pump stack:
First you Define "screw pump" as job that orders a block, an enormous corkscew and a pipe section to be made.
Then you define "pumpstack unit" as job that orders a screw pump and two doors (as per the standard pumpstack with service area design on the wiki).

351
Tilesets and Graphics / Re: Newbie question
« on: August 15, 2014, 08:59:01 am »
Is there any difference between graphic sets and tilesets, other than the colors available to you?
I'm thinking about making a graphics set, but only if it allows greater control over the visuals. For example: you can edit the letter 's' to look like a snake, but that means all text readouts will show snakes instead of letters. Would editing a graphics set allow me to have separate tiles for animals and letters?
Short answer: Yes, exactly.
Long answer:
"Tileset" is just the tileset, used to draw anything in the game.
"Graphic set" is a tileset bundled with creature graphics (which use separate images and text files to assign tiles to creatures) and possibly other raw changes. If you want to get started just look at your raw/graphics folder for examples. Or just download an established graphic set and look at those files.

352
Tilesets and Graphics / Re: Duerer tileset [15x15][40.07]
« on: August 11, 2014, 06:21:44 am »
ToDo list:
[...]
graphic set
[...]
Thanks to:
[...]
Albrecht Dürer, for inspiration

I'm looking forward to your hare and rhinoceros sprites then.
On a related note, have you considered picking the colors from an actual Dürer painting?

353
DF General Discussion / Re: Future of the Fortress
« on: July 30, 2014, 05:53:03 am »
Will cobalt be added?
Looking at the wikipedia entry, it doesn't seem to me that it would fit with the rough historical/technological frame that has been set for DF.
It would probably be fairly trivial to add with a mod, though.

354
Uploaded a version preinstalled for DF 40.05 - I figured with all those bugfixes, that would be worth it.
Still waiting for TWBT to update to change some plant graphics. I'll probably keep a "legacy" version that doesn't use TWBT and a main version that uses TWBT. Standalone download will contain extra tilesets, but won't conflict with DF installs that don't use dfhack.

EDIT:
missed file change in d_init.txt, since it wasn't mentioned in file changes.txt

The d_init.txt file is missing a line about the population cap:

[STRICT_POPULATION_CAP:220]

which is located right after the old [POPULATION_CAP:200]. As a quick fix, just change your d_init so it look likes:

[POPULATION_CAP:200]
[STRICT_POPULATION_CAP:220]

If you don't do this, you'll be stuck with your original 7 dwarfs forever.

I'll upload fixed archives in a moment.
No need to redownload, just add [STRICT_POPULATION_CAP:220] to your d_init.txt.
Sorry for the inconvenience.

355
That's cool. I was starting to miss webfort.

356
thanks for the graphics CLA your is my favorite, mostly the creatures, still ASCII but whit some much more A in it!
Thank you.

I just noticed the dffd link for the standalone download wasn't updated to 40.xx yet. It is now. If you downloaded that and trees were invisible, just redownload it now.

357
Every DF release comes with a file called "file changes.txt". "Release notes.txt" and the bugtracker changelog sometimes can point you towards things that changed; Finally, keeping up with the FotF replies and devlog should give you some overview.

358
Just a heads up, the 40.02 standalone version obviously works for 40.03 and 40.04 as well. I'm just too lazy to upload a new prepacked version.

359
Main branch version 3.31 got a new `colormap` command to change individual colors or reload colors.txt, see readme. Command to reload tilesets is expected later as well.
Amazing.
Quote
Now it's possible to refer tilesets by id instead of ordinal number (old overrides.txt will still work).
With 'id', do you mean the filename?

360
tileset and colomaps, could be applied without restarting the game

Are you fucking shitting me? You mean I could finally edit tilesets and colors without having to restart df every goddamn time I want to see how something looks in game?

No problems at all. I was thinking more about an in-game configuration UI for players, but for modders I can just add commands to reload tilesets/colours.
That would be much appreciated.

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