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Messages - Pidgeot

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61
I don't intend to rely on TwbT, for this and the perf/correctness issues noted above. (I'd prefer a flexible declarative mini language which takes newly released raws and emits the pack)

No obvious solution, but I'm still thinking about it.

Now that sort of thing, I'm fine with. Carry on then :)

62
Summarising:  updating graphics packs is harder than it sounds, especially in a timely manner.  Collaboration is also tricky, and nobody likes it when things break.

I feel as if this is addressing a different issue. Maybe something related to TWBT? I'm not familiar with DFhack. In any case, I'm positive you know that more graphic support isn't going to fix disorganization and lack of maintenance by set authors when updating to the latest version. Heh.

Hard problems remain hard.  TwbT is promising, but faces performance and correctness issues when used very intensively (see: Gemset).  However if we could eg stop using "tileset magic" and replace it with TwbT, the remaining required changes to the raws might be much simpler and thus easier to collaborate on and/or automate.

Basically I'd like tilesets to be completely raw-independent again, and creature graphics as independent as practical.  I may set up a graphics project aimed at this, if Fricy doesn't get to it first...

I do not like the idea of making tilesets require TWBT beyond what is absolutely necessary. TWBT and DFHack isn't everyone's cup of tea, and making it harder still to play the game for those people (by not allowing tilesets to work the magic they've relied on for years now) seems problematic to me.

It's not going to be any better for the 64-bit builds we're eventually going to see. Who knows how long it'll take before both DFHack and TWBT are working on those?

63
PyLNP 0.10e is now up, for all platforms. It fixes a bunch of issues, such as problems with hack management, and major slowdown on startup and when changing settings.

64
For reference: I do now have my computer back and all that, but there are a few more things I need to take care of before I can really start looking at PyLNP again. I currently expect to get started again sometime next week.
Looking forward to this - it would be great if you could provide a better build of the tag above ASAP.

Hoping to get one out within the next 24 hours.

65
For reference: I do now have my computer back and all that, but there are a few more things I need to take care of before I can really start looking at PyLNP again. I currently expect to get started again sometime next week.

66
It does. Tkinter and ttk are imported in such a way that if a widget has a ttk version, it gets used automatically.
Code: [Select]
from tkinter import *
from ttk import *

I make an exception on OS X, where it uses the tkinter button regardless (because of that border you mention), but everytjing else uses ttk where possible to get a more native look and feel.

67
I don't have time to look too much at it right now, but please pay attention to some of the discussion we've previously had regarding Dricus' attempts (https://bitbucket.org/Pidgeot/python-lnp/pull-requests/41/replace-the-tkinter-gui-with-a-qt-gui). For example: make sure you're using Pyside and not PyQt (because of licensing issues), and make sure your code ends up still handling older versions correctly (SET_LABOR_LISTS is a particularly unusual one, because it existed as a boolean-type option for a few versions in the early 0.34 days).

68
Unfortunately, I'm not familiar with shell scripting and couldn't tell you. The problem introduced by Openbox is that it doesn't really have a default terminal emulator, so whatever is put in the script is, at best, an educated guess at what a user might have.  :-\

Well, if even the *concept* of a default terminal doesn't exist, then there isn't a whole lot I can do within the current framework - without some sort of "openbox-terminal" call or something, it's a bit beyond the scope of xdg-terminal.

I'll keep a mental note of this sort of thing for those larger changes I have planned, though.

69
The issue is that the script doesn't work on systems where /bin/sh is dash or zsh (and it was bundled in PyLNP, although I think you said that was unintentional).

Correct, the bundling is unintentional.

At least for 0.11, I will see if I can't at least fix the dash/zsh issues, because it's a bit overdue at this point. I also have some changes planned which will hopefully make the whole thing a lot more pleasant overall (but that might take a bit longer).

Using openbox and zsh; I would imagine that it's the real root of the matter. Does the script have a specification for Openbox?

It does not, no. If you can tell me a) how to detect that Openbox is running and b) how to start a terminal, I might be able to add support (once I can get back to looking at the script, that is).

70
4) Making DFHack behave
First, leave the libs folder, get back to our hypothetical lnp/ folder, and run LNP:
Code: [Select]
cd ../..
./startlnp
By now, you should be able to actually execute the df_linux/df executable and have it work. You should even be able to modify some settings in LNP, close it, and execute the df file and play normally. However, the "Play Dwarf Fortress" button in LNP will not work. We can fix that (hopefully). In the launcher, go to File>Configure Terminal and enter "xterm" (assuming you have xterm installed). You can modify this to work with your favorite terminal, for example, using MATE's terminal requires the usage of "mate-terminal -e $" in the field. Xterm seems to be the only one that works without any usage of -e or $. You should now be able to launch DF and DFHack from the "Play Dwarf Fortress" button.

PyLNP is usually™©®〶 able to figure out how to do this for your desktop environment; it has a script included for that purpose. If it doesn't work for yours, please let me know what sort of setup you have; at the very least so I know there's a problem in that case. MATE specifically is one of the ones that should work though...

71
I've just uploaded a minor update v0.10d. The primary reason is to make the UI a bit shorter, because it was getting a bit too tall. As a result, I have decided to move the Aquifers setting into the Gameplay Options section, and reduce the default size of the embark profile list by about 25%.

I have also added the ability to override the DF executable name if you want to use a custom startup script or something (using command-line argument --df-executable).

For pack maintainers, there are also some initial steps towards some automation that may be of interest to you (see issue #98). This will not be of interest to users, however, so it does not justify moving to 0.11.

Still no Linux or OS X builds, so that will have to be provided from other people (or you can just run from source, of course).

72
I have implemented a small python script to fix the "unexpected operator" error without freezing PyLNP on launch.

Just download and follow the instructions here: https://github.com/jokaro/run-dwarf-fortress-script

Please note that xterm, which you're using, is not even close to being reliably available.

73
DF General Discussion / Re: PeridexisErrant's Starter Pack, 40.24-r20
« on: December 02, 2015, 02:45:58 pm »
An updated launcher is now available for those who want to use 0.42.01 with this pack (PyLNP_0.10c-win32.zip).
Should I be awaiting the Linux and MacOX versions with bated breath, or are they going to take a while longer? (Honestly, I'm highly impressed that ANY version of the pack has been updated yet, even if it's for the system I don't have access to; I've been going under the assumtion that when I'm finally able to try the new version this weekend, I'll need to do so pure Vanilla. So please don't take this as a nag/complaint. Thanks for all your hard work!)

Keep in mind that I'm only doing the launcher application; all of the content like graphics packs still needs to be updated by their respective maintainers (and bundled by pack maintainers like PeridexisErrant) :)

For Linux and OS X launchers: I normally provide builds for all the platforms, but at the moment I'm only able to make Windows builds, and other members of the community will be providing Linux and OS X builds of the launcher. You can, of course, choose to download the source code and run it that way; it's all Python and the number of dependencies is kept minimal.

74
DF General Discussion / Re: PeridexisErrant's Starter Pack, 40.24-r20
« on: December 02, 2015, 01:51:20 pm »
An updated launcher is now available for those who want to use 0.42.01 with this pack (PyLNP_0.10c-win32.zip).

If you want to keep using 0.40.24 from this pack as well, only extract the executable itself, not the PyLNP.json file that is also included in the ZIP. If you extract PyLNP.json, you will not be able to toggle hacks in 0.40.24, because the information will be gone.

75
V0.10c is up. It adds support for DF 0.42.01, and a few minor features for pack authors by PeridexisErrant (described below).

Pack maintainers: I can only provide Windows builds at the moment; you will have to compile yourself or rely on others to get binaries for other platforms.

Hacks are being handled slightly differently to allow dfhack to auto-load certain scripts automatically. You can specify a file prefix of "dfhack", "onLoad" or "onMapLoad" using the "file" value in PyLNP.json; the hacks will then be written to <prefix>_PyLNP.init.

Finally, keybinds for the SDL version may now be distributed as only the changed bindings compared to vanilla.

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