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Messages - PeridexisErrant

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1576
Its smaller, but the same amount of tiles for text are present. This means that words cut off at the same space they would be before. Even if it looks smaller, there is no more text. A "goblin swordgoblin car" is still a "goblin swordgoblin car", instead of a carpenter. Especially in the tradescreen that might cause issues.
Well, it's not causing any more issues than already exist!  Narrower menus are both more readable and show more of the (square-tiled) map.  The trading screen is particularly awful, but Toady has said that fixing it is a post-July priority, so I wouldn't invest much effort in fixing it at the moment. 

1577
Utilities and 3rd Party Applications / Re: DFHack 0.34.11 r5
« on: June 27, 2014, 08:19:12 am »
And by substituting the filename I can use a separate non-conflicting single file, yes? Thanks!

1578
Utilities and 3rd Party Applications / Re: DFHack 0.34.11 r5
« on: June 27, 2014, 07:52:22 am »
What I'm after would basically fake having a single simple file; if you mean a save from an older pack I already reset dfhack.init by default so that any new items will usually make it through.  There's no perfect solutions, so I try to make the default work for the minimum-effort newbie.  It seems to work out pretty well for most :)

You can probably do it fairly easily by calling "script onload.init" whenever a region loads.
I'll look into this if I have a day free sometime, but that might not happen for a while. 

1579
Utilities and 3rd Party Applications / Re: DFHack 0.34.11 r5
« on: June 27, 2014, 07:27:26 am »
I had thought of the first, and I plan to do this eventually - but it's a real pain, with way more special cases than I want to consider.  The second could work - I'd have to check how selectively the windows GUI copies those folders over.  On the other hand, it makes all the issues with propagating settings even worse if I want to use it for more that always-on bugfixing. 

Serious questions to dfhack people:  how hard would it be to have a single Onload.init in the same place as dfhack.init? 

This would be a huge plus for my setup in the Starter Pack.  If keeping the current function is desired, it could be overridden when an in-save-folder init file is found. 

1580
Utilities and 3rd Party Applications / Re: DFHack 0.34.11 r5
« on: June 27, 2014, 06:31:06 am »
Nice. 

The thing I'm grappling with is that (as I understand) there's a separate Onload.init for each save, which creates some issues for people who move old saves over to a new pack and probably a support headache when someone changes settings and it doesn't behave as they expect. 

My plan was to find someone who can make this happen, and basically just run a few things from there - recreating all such files each time a setting is changes.  It would be simple enough to make a monster-option for all bugfixes with multicmd;;;;;;; - but I probably won't move anything I expect people to leave on unless it can't be done from dfhack.init.

1581
Utilities and 3rd Party Applications / Re: UI Improvement Plugins
« on: June 26, 2014, 10:02:08 pm »
No, it doesn't make menus clickable. You can however click opposite corners to designate a rectangle.

(Falconne, we'd all love clickable menus. Imagine the combination with the stonesense overlay!)

1582
Utilities and 3rd Party Applications / Re: DFHack 0.34.11 r5
« on: June 26, 2014, 06:40:19 am »
soundsense-season appears to be doing nothing at all.
ss_fix.log file doesn't get created or updated.

It's been a while, but I'm pretty sure that soundsense-season writes to the gamelog. The "soundsense" script writes to the other file, and is distributed with the utility not with dfhack.

1583
I am running lnp r 35 I believe.

That's an old version of the GUI which has since been replaced.  Given that we're now up to r60, my advice is to download the current version of the pack and use the data-copying script.  There's a lot of new goodies since r35, the details of which can be found in the changelog. 

1584
I bet they will reboot the official LNP as soon as 2014 pops out.
Nope, it's discontinued permanently and this is the successor.  See here.

1585
A window the size of the screen is different to a maximised window, and different again to fullscreen mode. On Windows at least my tests with cmd scripts seem to indicate that dfhack launches DF, which thus isn't amenable to the simple "start /max" idea directly. So I thought it might make sense to do it through dfhack.

1586
A plugin or script that could maximise the DF window, or some other method of starting DF maximised.

1587
Hey, whenever I start the stonesense utility, it immediately crashes with the message al_create_display failed. Anyone have any ideas on why and how to fix it?
If there is a better place for this, sorry. Looked but didn't find.

I have no idea whatsoever.  Giving a really really detailed bug report in url=http://www.bay12forums.com/smf/index.php?topic=106497]his thread[/url] might help - include screenshots, OS versions, any options you changed, and so on.  Wish I could help more. 

1588
Utilities and 3rd Party Applications / Re: Stonesense: Usage Poll!
« on: June 24, 2014, 01:14:15 am »
Ah, [TRACK_MODE:WINDOW] seems to work nicely.  Thanks.  I'll use the github page for anything else I think of. 

1589
This is a truetype issue - using F12 to toggle it off and back on should reset the problem. 

1590
Utilities and 3rd Party Applications / Re: Stonesense: Usage Poll!
« on: June 24, 2014, 12:07:35 am »
When I try to build things like farm plots that require you to change the size using "umkh" no selection box shows up, so you have no idea what size plot you're building.
I can confirm this.  A related problem is that zones are not shown until completed - fine for rectangular selection, but flow mode shows nothing.  Burrows don't even show the green first-corner cursor in rectangular mode.  Annoying problems, but not game-breaking.



An unrelated problem is getting a decent look at the edges of the map with the overlay.  There's a direct contrast between getting the overlay to fill most of the display area, and seeing edges - decreasing the XY size helps one and and hurts the other.  Given the effects of different screen resolutions, I'm pretty sure that the issue is down to the centers of the view matching up.  Since the 2D tiles are smaller than the stonesense tiles, this leads to a cutoff unless the rendered segment is significantly smaller than it could be. 

If it was possible to scroll DF to have the corner tile of the embark in the centre of the screen, this problem would be entirely fixed.  There would thus be no practical limit to the XY size you could render, avoiding the necessity to cut off the non-edge part of the display.  I don't know how difficult it might be or how this might be done (I suspect doing it in Stonesense rather than DF will be easier), but it's one of the few remaining things to make stonesense a complete interface replacement. 

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