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Messages - PeridexisErrant

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1561
What build for win or os x has stonesense overlay working for sure? I have some builds of r3,4,5 for both systems for testing, but all of them either has no stonesense, no overlay, or it's crashing...
From the dfhack-r5 thread, I downloaded the windows-r5 Stonesense; I don't know what that's built from.    As far as I know there's no working OSX release. 

There are several things to think about regarding having twbt and stonesense together, especially if different tile sizes for text/map are used. Ideally, for better performance stonesense overlay should disable map rendering entirely when enabled.
Yeah, I can see a lot of potential for clashes there. 

Stonesense could stand to render a lot less than it currently does.  I did some quick calculations for the minimum screen-filling size, and it involves rendering at least double what it displays, and more for any non-square window.  That's probably even more than the 2D render underneath, without even considering players setting it way higher than they need to...

1562
But truetype isn't supported on many screens, including dfhack screens, anyway, so what's the point? I thought my new idea of separate tile sizes for map and text is solving the problem of readability and truncation of long notifications, etc., isn't it?

Don't work on this!  You have far better things to do.

The only reason I care at all is the crash-to-desktop with stonesense, since without a way to disable the plugin I can't have both at the moment (else just add "multicmd TwbT disable; wait 10; stonesense overlay" as the activation command).  Which in turn only matters to me because the isometric is a massive draw to new players; I prefer the 2D like most current players. 

It's a problem that's in the process of going away, but I thought I might as well post the idea in case it was easy. 

1563
Probably impossible, but it's related to TwbT so who knows:

Inplement Truetype in [print_mode:standard]

Less fiddling around when you want TrueType, Text will be Text, or Rendermax. 

1564
Working nicely, thanks. 

The only annoying thing about all these awesome graphics mods is that they're OpenGL-dependant, and thus incompatible with truetype...

1565
http://www.bay12forums.com/smf/index.php?topic=139579

See also the full example here.

Edit@fricy:  yes, yes I did.  Small mobile screens...

1566
That hardware's fine, so it's probably a software issue.  Maybe a missing dependency or something?  Unfortunately I have no idea what's going wrong, so maybe try playing for a few minutes without then enabling it and waiting for a while.

1567
I'm aware that I'm using dfhack-r5, the problem is that the link at the top of this thread to Rendermax compiled for windows dfhack-r5 is actually compiled for r4, so I can't use it. 

1568
Biggest issues at the moment are that it requires an OpenGL print mode, so True-Type Fonts have to be disabled. It also clashes with Rendermax. Currently this means you have to chose: True Type or Fancy Lighting or Multiple Tilesets.

Has this changed recently?  I know truetype is still incompatible, but MW looks like rendermax works... I guess I'll find out when there's an r5 release. 

Got a present for everyone, and for Peridexis especially.

Now comes pre-installed with vanilla DF 34.11, dfhack r5, obsidian graphic set and my item set.  >>> DOWNLOAD <<<
(Thanks!) I was going to grab the package and extract the relevant bits, to ensure that there weren't any save-as-typo stuffups, but it looks like your dropbox is overloaded :)

1569
Am I missing something or is rendermax simply missing in dfhack r5? I can't find it in PE's pack either FWIW.
I'm looking to include it in the next starter pack release, but can't find a build for Windows dfhack-r5.  Anyone got a link?
Wait a sec. I'll upload it.

EDIT: there. Due to my error it got skipped in release of dfhack r5 (except osx version).
Few changes. I think most important that rendermax.lua is now in raws folder and is per-save.

I get the 'plugin compiled for r4, you have r5' error, and I have checked that I got it from the r5 link.

1570
Did you make these?  They're awesome! 

...I ask because there's a bunch of stuff that only comes up rarely, like a '#' in the dfhack comand-prompt, which could do with an absolutely-pure tileset in whatever font.  How hard would it be to do this?

1571
Also on that page there is now first working build of multilevel rendering version. Copy shadows.png to data/art folder. Consider it beta - works, but no settings to configure rendering, no optimisations, and likely bugs. Doesn't load on Windows with r5 for some weird reason.
I can confirm that multilevel (3.11) isn't working on Windows 7, dfhack-r5.  Error message.

The big thing stopping me from using TwbT at all though is the incompatibility with stonesense and the always-on bit.  Compatibility would be great, but I'd settle for the ability to disable the plugin to avoid crashing. 

1572
Am I missing something or is rendermax simply missing in dfhack r5? I can't find it in PE's pack either FWIW.
I'm looking to include it in the next starter pack release, but can't find a build for Windows dfhack-r5.  Anyone got a link?

1573
Even some dfhack screens like advanced stocks have hardcoded max item name length and don't benefit from smaller font size.. Arrrgh!

This will probably be counted as a bug - or at least an issue to improve. I suggest reporting this as broken wherever you find it.

1574
Rendermax isn't in dfhack-r5 by default due to a missed debug flag. It'll probably go in once I find a compatible build, but it's not going to be long before we see a dfhack update for DF2014 so I don't know if it'll be before that.

Auto updating sounds good, but it's also a lot harder than it sounds and is incompatible with the user-modifiable nature of the pack. Way too easy to delete things that shouldn't be deleted, basically. I compromise with the script to copy user data to the new pack, since it works on a default install and will do no harm in other cases. I would like to add a function to check if a new version is available through... Must remember that.

1575
The pack has been updated to r61!  As usual, you can download it on DFFD

The big thing is an all-new DFHack tab in the launcher, where you can simply check a box to enable features like the Stonesense overlay or a multi-pack of bugfixes.  We also get Dwarf Therapist v22 (preview version), and a small tweak to the stonesense config that'll let you see the edge of the map.

Changelog: 
 - more tweaks to stonesense config; now uses 'WINDOW' follow mode instead of 'FOCUS' - you can now scroll to the map edges in any window size
 - Big update to the Starter Pack Launcher:  a configurable dfhack tab. 
    Options are: Isometric graphics, mouse controls, automatic job assignments, more automation , performance tweaks, and bugfixes (enabled by default). 
    The whole list and functions can be configured in "LNP/LNPWin.txt"
 - tweaked dfhack.init; it should now be left alone - use the launcher for toggleable options unless you know what you're doing
 - Dwarf Therapist updated to v22 (alpha, but stable)

Depending on how early in July DF2014 is released, this might be the last cutting-edge update for version 0.34.11 - but don't worry, I'm going to keep a legacy version available for those who want to play with a stable version and compatible tools. 

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