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Messages - fricy

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16
Utilities and 3rd Party Applications / Re: DFHack 0.44.05-r2
« on: March 14, 2018, 04:11:24 pm »
Wow, welcome back!
Hey thanks, don't get your hopes up, just checked in, heard there's something new. I see you're still hammering on the gfx. :)

Real life happened or lost interest, may I ask?

Now we will get proper access to DFgraphics repo finally  :D
What do you mean? Did I not gave access to others? Sh!t.  :o

AFAIK only you had full admin rights.
RL. Some depressing shit happened I had to deal with, by the time it was mostly over I had some other stuff on my mind.
And Peredexiserrant seems to have GOD mode turned on in the repo, so you did have someone to bugger after all.  8)

17
Utilities and 3rd Party Applications / Re: DFHack 0.44.05-r2
« on: March 14, 2018, 03:51:37 pm »
Wow, welcome back!
Hey thanks, don't get your hopes up, just checked in, heard there's something new. I see you're still hammering on the gfx. :)

Now we will get proper access to DFgraphics repo finally  :D
What do you mean? Did I not gave access to others? Sh!t.  :o

18
Utilities and 3rd Party Applications / Re: DFHack 0.44.05-r2
« on: March 14, 2018, 10:52:16 am »
Again, is there something specific you're looking for? These questions seem like they have a purpose that isn't specified.
Hey, long time!
I assume it's about disabling the native pathfinding loop.

19
Tilesets and Graphics / Re: Dwarf Fortress graphics repositories
« on: January 28, 2016, 03:09:53 pm »
@Abadrausar: Good point, there's Taffer 20x and Gemset 24x, but other than that the sets are not high def friendly. It looks like Spacefox will be converted to 24x, and maybe Phoebus too. The question is, if it's necessary at all to package both 16x and 24x versions, or not. Opinions?
As for Bisasam: this repo so far only contains "graphics sets" - by that I mean they all contain some customization besides a tileset image, like a color scheme, init modifications, creature gfx, etc. For some sets these modifications are minor, like grim fortress, so it could be argued that they are "tilesets" and not "graphics sets".  There's a separate tileset collection folder in the starter packs for these. I guess those also deserve a place here, but before I do that some brainstorming is in order on how to make them easier to install/configure with Pylnp. Paging PeridexisErrant.

@Quiet-Sun: Nice. I read your post in Spacefox, please post this and the app too - if there are no copyright problems with posting some proprietary Matlab software. It expensive...
I think both algorithms produce nice results, the texture details are better with weifu, but hqx is better when the tile is uniform and contains straight lines. Best results would be to photoshop a mix-and-match. I am not going to ask you to do that. :)
Instead of a subfolder a new branch would be better. I can do it if you want me to, but you know, the secret purpose of this thread is to find people who can send me pull request I can review at my leisure. :D

@Clatch: Excellent idea, though it would be something like:
brew install dwarf-fortress - - with-gfx phoebus
Do you want to work on it? I need to study brew formulas before I can manage that.

20
I may set up a graphics project aimed at this, if Fricy doesn't get to it first...
Here's a new thread, so we don't hijack this one.

21
Tilesets and Graphics / Re: Dwarf Fortress graphics repositories
« on: January 28, 2016, 08:35:39 am »
-reserved-

22
Tilesets and Graphics / Dwarf Fortress graphics repositories
« on: January 28, 2016, 08:35:17 am »
The purpose of this thread is to discuss the future of the DFgraphics organization.

The github repository was first created to help the management of the various Starter packs (LNP), and to create an archive if older versions are needed.

Packs maintained:
Afro (Spacefox fork)
CLA
Duerer
Gemset
Grim Fortress
Ironhand
JollyBastion
Mayday
Obsidian
Phoebus
Shizzle
Spacefox/LeoCean
Taffer
Tergel
Wanderlust

Contribution guide:
1, Register a github account, learn a bit about git repository management. If you prefer a GUI, I recommend Sourcetree.
2, Fork an existing, or create a new repository
3, Make your edits and commit them to your (forked) repository. If you make lot's of edits, don't send them in one giant commit, but group the changes in logical chunks, so it's easier to review. The commit message should be easy to understand.
4, Send a pull request with your changes if making edits, or a request for inclusion if it's a new repo
5, If you are the manager of the repo, review and merge pull requests, create version tags.

Format:
The repositories are created to support PyLNP's reduced raw format.
Reduced raw format was designed to maximise ease of installation, compatibility across DF versions and with other mods, and to minimise file size for storage and distribution. It is quite simply a data and raw folder, identically structured to vanilla DF, with all unmodified files removed. It can thus be installed simply by overwriting a vanilla install of DF. Additionally graphic packs must contain a content manifest detailing df version, content version, contributor name and pack name.
Folders to include:
/data/init
/data/art
/raw/objects
/raw/graphics

TODO:
Create organization
Recruite contributors
Add appropriate license to all packs
Better guide

23
With all the bugs in DF 42.01-03 I'm not sure it's worth supporting.
Agreed. Though I'm sure if I remove it someone will pop-in and ask for it. ;D

24
EDIT: I should have refreshed the page first.
[OSX] Dwarf Therapist 36.0
I'm seeing a repeat of the Labor cannot be changed for non-citizens issue I saw. Is this build working for anyone else?
I just checked the layout and there's at least one offset missing that's causing this, I'll let fricy know.
Fixed. Modified 0.42.05 ini is found here for anyone wanting to do a manual update. The DFFD file is updated.

@splinterz: Just to confirm: DT 36.0 supports all 42.x release (except 42.01), and not just .04-.05, correct? So I can remove 33.0 from DFFD?

25
Which one doesn't support the alpha channel?  this one: https://gist.github.com/sfan5/7827430 ?   The Weifu2x resizing that I did retains transparency.
The hqx based Tileset Resizer. It fails both on windows and mac, but for different reasons.
I can use the xBRZ/ScalerTest to double up to 32x32px retaining transparency with excellent results, but then I have to go to 24x24, and I haven't found anything that would be good enough, and I tried a LOT of apps. Best results are produced by the tile-by-tile method of the Tileset resizer, it splits the image into tile size chunks, resizes each, and stiches the image back together. It beats everything I tried...except transparency is broken for some reason, even though it should work.  :'(

26
Do you mean as part of PyLNP when the person selects a graphic set? or do you mean as a substitute to DF linear interpolation when people zoom in and out?   The first one should not be too difficult, the second one would be insanely awesome.   Do we have access to DF renderer module?
The first. The second would need active contribution (and/or partial open-sourcing) from Toady, which he declared he doesn't want. :(
We have access to the renderer, the one you already linked to (Baughn). Unfortunately it doesn't help much, we can't replace it with a newer one on win/osx, but I heard it's possible to replace it linux.

Quote
Yes I saw it too!  I actually inteded to use xBRZ, but right now I'm quite busy with work so in the end went for a quick resize with Weifu2x (which already has an online tool).
I'm not sure how I feel after playing around with arclance's hqx, some tiles look better in game with his method, some are definitely better with yours, and the lost transparency is a major kill for other tiles. Damn it, it should support alpha channel, but can't make it work properly neither on windows, nor on osx. :(

Quote
EDIT:  Looking online I saw that an older DF visual source code is available:
https://github.com/Baughn/Dwarf-Fortress--libgraphics-

I wrote an email to Baughn to see if we could get the newer version.   I think that if we incorporate xBRZ to DF, then no one would ever have to fool around with tilesizes :)   It should not be impossible.  After all, people have already done it for NES and SNES emulators.
Yeah, that's the one, Baughn rewrote the DF engine some time ago, and last I heard he was willing to work on implementing some missing features, and fix some bugs, but of course he needs source access, which is not going to happen... Second best man to pitch the idea to is mifki who wrote the twbt plugin which hacks the renderer using dfhack to support tile overrides, multilevel, etc.

27
I assume this question was addressed to me?
/Facepalm.
Sorry. :)

I've been experimenting with something like this, but with the xBRZ and HQX resizing algorithms. Arclance's Tileset Resizer's tilebytile process produces kickass results, only problems is I lost the transparency on the text, and I couldn't figure out how to get it back... :(

If you work out a reliable combination of algorithm and settings, we could try to add an on-the-fly resizer to PyLNP - choose your desired tile size independently from tileset (plus the auto-select based on screen resolution).  I'm decent with numpy array stuff, and have been intending to get better for work...
That would be kickass, but would need a clean implementation. Using arclance's stuff is not easy, and requires a HUGE support library.
Altought this is the first search result for "python xbrz" Hmm.

28
Maybe there is a quick way to get the LNP to see your version of Spacefox, will be checking into these things/options.

You can just drop it into the folder "LNP/graphics/Spacefox/data/art", then use that tileset from the graphics>customise tab in PyLNP.  Odds are Fricy will drop them into his copy soon, and then step one will be done for you  ;)
I'm sure as hell going to have a look. :)
I've been experimenting with something like this, but with the xBRZ and HQX resizing algorithms. Arclance's Tileset Resizer's tilebytile process produces kickass results, only problems is I lost the transparency on the text, and I couldn't figure out how to get it back... :(
@ BlackSmokeDMax: Hmmm. Permission to tinker with it? Some tiles definetly look better with waifu2x, but hqx produces an overall smoother look.

29
/snip... whenever I run df with dfhack enabled, I get tons of warnings that the plugins can't run because of missing globals.
Assuming you compiled the latest dfhack source for 42.05: Try replacing df/hack/symbols.xml with this one.

30
DF General Discussion / Re: PeridexisErrant's Starter Pack, 40.24-r20
« on: January 25, 2016, 09:24:37 am »
oops, I forgot to ask last week for a friend: Is there an OSX version? I thought I heard mention of it but I am not seeing the link.
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