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Messages - fricy

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31
Hi everyone!

I'm having trouble trying to make numbers 1-7 of normal size (for readable designation priorities). I thought LeoCean did that before. Default version works as expected, but when I try to select another GRAPHICS_FONT through LNP, I get completely scrambled screen. What am I doing wrong?

http://imgur.com/a/39mr2
Select Spacefox_16x16_0ther.png. LeoCean is a fan of tiny unreadable numbers.   ;D

32
radare2 with the r2pipe Python API. It basically does all the steps described in the PATCHES.md file.

the patches compiled and seemed to not crash the game, although I only had time to look around and embark site and verify that zoom is working as intended. I need to learn how to install tilesets...
Thx for your contribution!
You can find some preconfigured 42.05 sets here, and optionally use PyLNP for installation.

edit:
I've added/merged all offsets for .05, but didn't make a build because I'm not sure if the develop dfhack branch is ok to use.
Loads ok so far.

33
Version 36.0 is out to support 42.05 and otherwise is mostly bugfixes for the recently reported issues:
  • livestock is determined by CAN_LEARN tag, which should allow for setting labor on modded intelligent creatures
  • livestock incoming with a migration wave should appear now
  • fixed audience job not showing for dances
  • fixed gelding for creatures without LOWERBODY

I haven't had much time to test the CAN_LEARN and migrant livestock, so please let me know if creatures aren't showing up.

[OSX] Dwarf Therapist 36.0

34
DF General Discussion / Re: MacNewbie Pack v0.10.3 with DF 42.04
« on: January 25, 2016, 04:46:17 am »
Version 36.0 is out to support 42.05 and otherwise is mostly bugfixes for the recently reported issues:
  • livestock is determined by CAN_LEARN tag, which should allow for setting labor on modded intelligent creatures
  • livestock incoming with a migration wave should appear now
  • fixed audience job not showing for dances
  • fixed gelding for creatures without LOWERBODY

I haven't had much time to test the CAN_LEARN and migrant livestock, so please let me know if creatures aren't showing up.

[OSX] Dwarf Therapist 36.0

35
Total newbie here. As in I started playing DF the day before yesterday. I got this utility via the Macnewbie package. I went ahead and installed Java and when I launch Legendsbrowser I get a new window in Safari. I have no idea where to direct it to though. I can't find any xml files, where is the appropriate file and how do I get this to work?
/snip
To use it:
- Load your fortress with dfhack (backup first...)
- Press Ctrl-Shift-L to load legends mode
- Press Ctrl-A to export legends information
- Start Legends Browser, wait for the browser window to open and navigate to /Macnewbie/Dwarf Fortress to load legends.xml

Additionally you can use the Launcher to compress and package the exported legends (look for the Process Legends button at the bottom of the Advanced tab in the launcher), but there's a bug with the Sites view in the current version with that method, so best use this for now.  If you process the legends they'll be moved to "/User Generated Content/Legends/(region name)", otherwise they are just dumped into "/Dwarf Fortress".
+ Check the Readme.pdf in /LNP/about for stuff like this.

36
DF General Discussion / Re: PeridexisErrant's Starter Pack, 40.24-r20
« on: January 24, 2016, 12:38:23 pm »
Do the crashes occur when you run "mousequery edge disable"? What exactly are you doing when DF crashes? Does it only crash with a specific save?
I've never tried that, pretty much anything (building beds, examining new migrants, running military stuff), and no.
Do you have "Mouse control" or any other hack that says mouse enabled in the dfhack tab of the launcher?

37
DF General Discussion / Re: MacNewbie Pack v0.10.3 with DF 42.04
« on: January 24, 2016, 10:13:58 am »
Shizzle with truetype works fine, though I prefer the original colors.
I know there are plenty of ways for me to enjoy the game with rectangular tiles and truetype, just pointing out that ASCII default + truetype seems to be the only one to crash.
Thank for the testing. I can confirm that game crashes when using the Dejavu Sans 2.29 font.ttf that Toady distributes, as well as the official DejaVu Sans 2.35 package. However it looks like the DejaVuSans-ExtraLight variant works ok. From next version I'll be distributing that file in the package.
For now you can replace font.ttf to data/art to fix the crash. You can use the extra-light version linked about that's closest to vanilla, or any of the following .ttf files from LNP/graphics/(packname)/data/art.
CLA: Profont 2.3
Ironhand: Liberation Sans
Phoebus: Consolas

You can install the original colors in the launcher. Go to the graphics tab, select customize and look for color schemes at the bottom.

38
DF General Discussion / Re: PeridexisErrant's Starter Pack, 40.24-r20
« on: January 24, 2016, 08:35:43 am »
Hrm. Curious, if I might inquire, why is the download using DF 40.24?

Because while the newer pack is close to feature parity (but not there yet), many of the important components aren't stable yet. In particular, DFHack is still in an alpha testing phase and crashes frequently for some people - and that's not good for new players. For the more experienced, there's the cutting edge pack with a separate url for now.
Curious, because it's been a dog's age since I've actually played the game (just check my post history, natch), is there some way to save the game without automatically exiting to the main menu? I'm having to get into the habit of frequently saving because of the DFHack stability issues in the bleeding-edge pack, but having to reload the fort every time is a mite annoying.
The quicksave dfhack command will do that for you. I think it's mapped to ctrl-alt-s, or maybe ctrl-shift-s. Something like that.

39
DF General Discussion / Re: MacNewbie Pack v0.10.3 with DF 42.04
« on: January 23, 2016, 06:59:05 am »
The truetype fonts option is automatically set to yes when I select ASCII default. If I turn it off, I don't have that problem anymore, but I liked how the truetype font looked ^^.
And it doesn't crash with Shizzle in 2D mode and truetype?

40
DF General Discussion / Re: MacNewbie Pack v0.10.3 with DF 42.04
« on: January 20, 2016, 03:51:18 pm »
Was there anything specific, or did you mean something else?

I'm just curious if there's a repository somewhere tracking the PyLNP configuration for the pack.
Not yet. What would you need?

42
DF General Discussion / Re: MacNewbie Pack v0.10.3a with DF 42.04
« on: January 18, 2016, 05:30:47 am »
Macnewbie 10.3a w/ 42.04

Here's a new quickfix version to pass the time until we wait for all utilities to support the new DF version (42.05). This release contains a few bugfixes and some new/old functions. Twbt is finally available for 42.04, so you can find it here along with the Gemset pack. Armok Vision is back, the launcher has been updated with some fixes and new hacks, and you can also find an updated Legends Browser in the pack. The documentation has been expanded as requested by Romeofalling, take a look at LNP/about/Readme.pdf, you might find something new.

Download MacNewbie 0.10.3a from DFFD
Download MacNewbie 0.10.3a from Dropbox
sha-256: 12809a2cda51b451039785070c575f137f0cc096a04eef861b90706cfda93c4e

Spoiler: Changelog (click to show/hide)

43
I thought using the LNP organization would work (http://www.bay12forums.com/smf/index.php?topic=137096.msg6728595#msg6728595), but either way is probably fine.

It could work, but I don't want to clutter that org with 16 additional individual repos. I think I'll keep the recently moved DFgraphics there, and create an standalone organization for the subrepos. That way we can handle the member permissions better too.
Any other thoughts I should consider? I'm fine either way, just this way I think it's better in the long run.

44
Tilesets and Graphics / Re: GemSet v1.41 [42.04]
« on: January 16, 2016, 01:21:25 pm »
Thanks! ^u^ I've updated the main download and properly accredited you.
Thx!
I should have mentioned that the update is still incomplete, several new creatures/animal man person were added that need new sprites, and objects/savage_tropical.txt was removed from the raws, the creatures moved to other files. Burned pointed out a few error I made, I fixed those as best I could for now.
You can see new creatures here.
I left raw/graphics/graphics_savage_tropical.txt in place now with updated animal names. Depending on your OCD level  ;) you may want to reorganize your sprite sheets/texts to follow the new raw structures, but afaik the file should load ok in its present form.

45
I've seen a specific creature tileset issue come up.../snip

Yeah, it's not a complete clusterfuck, but still an existing problem that we're working on. Unfortunately I'm not seeing a 100% foolproof solution for this yet, but the problem has come up multiple times with mod merging and also it was more-or-less the same when the 40.13 update happened and the language files broke. As PeridexisErrant mentioned, the temporary solution is to make sure we don't break the files.

To the point, creature_savage_tropical.txt was removed in 42.04. With the exception of the giant desert scorpion all were moved to other files AND renamed (e.g. LION_GIANT was changed to GIANT_LION, etc.)
Thx, I missed the fact that they were moved, and not removed, I fixed what I could, the rest is up to the original author.

I skimmed the DFGraphics repo and even the most recent Gemset for 42.04 has definitions that are 2 months old and I visibly see a graphics definition text named "graphics_savage_tropical.txt" in the set
Unchanged files will be shown as 2 months old.
I removed savage_tropical.txt from /objects where it would have caused problems, even save breaking problems, but leaving graphics_savage_tropical.txt in place was intentional, as it's harmless, but contains useful information for completely updating the set to 42.x. Worst case scenario is some mismatched sprites. I didn't publish the link until I could confirm that I can load a game that was generated with a different set.

The set is not complete, true, but without the graphics sources, and a permission from Palatino I wouldn't start editing someone else's IP. Creatures were moved around and added, so new sprites are needed, then the sprite sheets will need to be reorganized, then the config files will need to be updated. It's a process, this is merely the first step: getting the objects folder up-to-date. On the other hand: I really should give him a notice, that more work is needed...

While he is nuts for trying to maintain all of those sets at once, I think everyone in the LNP community would commend him for his contributions.
To be fair what I do is not that hard, I'm not doing creative work, and merging the raw updates is usually ‹5 min per set, kdiff3 is an excellent tool for this kind of work. The only set where I'm contributing content is Spacefox (which I consider an abandonware), and even then a fey mood is needed. My attention span can be rather short. :)

Edit: I didn't see a DFgraphics repo thread, so I thought this was the best place to post something that addressed all LNP packs.
I can't speak much to fricy's graphics packs (though @fricy it would be good to have a thread for them, hint hint)
Ok, ok, I'll get on it. It will be needed anyways, since I won't have much time on my hand between April-August. I'll make a thread for the repo, and create an organization on Github with all the individual packs, so others can keep the flame going when I'm not around.

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