Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 103 104 [105] 106 107 ... 185

Author Topic: Text Will Be Text - dfhack plugin  (Read 777098 times)

Rydel

  • Bay Watcher
    • View Profile
Re: Text Will Be Text - dfhack plugin
« Reply #1561 on: March 14, 2015, 08:25:31 pm »

I'm working on a TWBT version of my new tileset, and I'm currently having an issue where nothing is getting overridden.  I know TWBT is active, since multi-level rendering is working.  PRINT_MODE is set to TWBT.  I've checked un-overridden tiles with "createitem info" and the information it provides seems to match overrides.txt.  The filename is TILESET matches the filename for the overrides.  The override tile set is in the correct location (data/art) as is overrides.txt (data/init).

Is there anything else that could be blocking the tiles from being overridden?

mifki

  • Bay Watcher
  • works secretly...
    • View Profile
    • mifki
Re: Text Will Be Text - dfhack plugin
« Reply #1562 on: March 14, 2015, 09:39:41 pm »

If there are no red/yellow warnings from twbt on start, better just post part of your overrides.txt and I'll tell what's wrong there.

Rydel

  • Bay Watcher
    • View Profile
Re: Text Will Be Text - dfhack plugin
« Reply #1563 on: March 14, 2015, 09:46:03 pm »

No yellow or red notices at start.

Here's the weapon section of my override.  I'm testing with this, since the default embark includes an axe and a pick, plus I can easily make training axes/swords/spears
Code: [Select]
###########
# Weapons #
###########

# Whip
[OVERRIDE:47:I:WEAPON:WEAPON:0:2:77]
# Battle Axes
[OVERRIDE:47:I:WEAPON:WEAPON:1:2:78]
# War Hammers
[OVERRIDE:47:I:WEAPON:WEAPON:2:2:79]
# Short Swords
[OVERRIDE:47:I:WEAPON:WEAPON:3:2:80]
# Spears
[OVERRIDE:47:I:WEAPON:WEAPON:4:2:81]
# Maces
[OVERRIDE:47:I:WEAPON:WEAPON:5:2:82]
# Crossbows
[OVERRIDE:47:I:WEAPON:WEAPON:6:2:83]
# Picks
[OVERRIDE:47:I:WEAPON:WEAPON:7:2:84]
# Bows
[OVERRIDE:47:I:WEAPON:WEAPON:8:2:85]
# Blowguns
[OVERRIDE:47:I:WEAPON:WEAPON:9:2:86]
# Pikes
[OVERRIDE:47:I:WEAPON:WEAPON:10:2:88]
# Halberd
[OVERRIDE:47:I:WEAPON:WEAPON:11:2:87]
# Two-Handed Swords
[OVERRIDE:47:I:WEAPON:WEAPON:12:2:89]
# Long Swords
[OVERRIDE:47:I:WEAPON:WEAPON:13:2:90]
# Mauls
[OVERRIDE:47:I:WEAPON:WEAPON:14:2:91]
# Great Axes
[OVERRIDE:47:I:WEAPON:WEAPON:15:2:92]
# Large Dagger
[OVERRIDE:47:I:WEAPON:WEAPON:16:2:93]
# Scourges
[OVERRIDE:47:I:WEAPON:WEAPON:17:2:94]
# Flail
[OVERRIDE:47:I:WEAPON:WEAPON:18:2:94]
# Morning Stars
[OVERRIDE:47:I:WEAPON:WEAPON:19:2:95]
# Scimitars
[OVERRIDE:47:I:WEAPON:WEAPON:20:2:96]
# Training Axes
[OVERRIDE:47:I:WEAPON:WEAPON:21:2:97]
# Training Short Sword
[OVERRIDE:47:I:WEAPON:WEAPON:22:2:98]
# Training Spear
[OVERRIDE:47:I:WEAPON:WEAPON:23:2:99]

k9wazere

  • Bay Watcher
    • View Profile
Re: Text Will Be Text - dfhack plugin
« Reply #1564 on: March 15, 2015, 09:32:48 am »

Anyone having crash problems when changing Z-levels? A brief google suggested it could be due to TWBT multilevel feature.

I've never had DF crash like this before I started using the lazy newb pack, and it's always when I change z-level (otherwise game stability is rock solid for me). Happens several times per game year.
Logged

KingKaol

  • Bay Watcher
  • This is a magma.
    • View Profile
Re: Text Will Be Text - dfhack plugin
« Reply #1565 on: March 15, 2015, 10:12:28 am »

I'm not using the lazy newb pack, but try replacing

automaterial.plug.so, mousequery.plug.so, and resume.plug.so

by the original files provided by the dfhack release (r2)
Logged

lethosor

  • Bay Watcher
    • View Profile
Re: Text Will Be Text - dfhack plugin
« Reply #1566 on: March 15, 2015, 10:14:27 am »

You can grab those files from the DFHack releases page.
Logged
DFHack - Dwarf Manipulator (Lua) - DF Wiki talk

There was a typo in the siegers' campfire code. When the fires went out, so did the game.

LeoCean

  • Bay Watcher
    • View Profile
Re: Text Will Be Text - dfhack plugin
« Reply #1567 on: March 15, 2015, 12:00:17 pm »

I'm working on a TWBT version of my new tileset, and I'm currently having an issue where nothing is getting overridden.  I know TWBT is active, since multi-level rendering is working.  PRINT_MODE is set to TWBT.  I've checked un-overridden tiles with "createitem info" and the information it provides seems to match overrides.txt.  The filename is TILESET matches the filename for the overrides.  The override tile set is in the correct location (data/art) as is overrides.txt (data/init).

Is there anything else that could be blocking the tiles from being overridden?

Try adding the equivalent of this to it .

[TILESET:Vanilla DF - 24x - Items.png:Vanilla DF - 24x - Items.png:2]
#[OVERRIDE:Tile:Kind:Id:Type:Subtype:Tileset:NewTile]

[OVERRIDE:47:I:AMMO:AMMO:0:2:0]
[OVERRIDE:47:I:AMMO:AMMO:1:2:1]
[OVERRIDE:47:I:AMMO:AMMO:2:2:2]

As I'm pretty certain it requires that.
Logged

Rydel

  • Bay Watcher
    • View Profile
Re: Text Will Be Text - dfhack plugin
« Reply #1568 on: March 15, 2015, 12:20:44 pm »

I have that line in there - I forgot to include it in the sample, since it was far away from the text I did copy:

[TILESET:rally_ho_twbt_1.png:rally_ho_twbt_1.png:2]

In order to make sure I didn't miss anything else, I've put the entire file up on pastebin: http://pastebin.com/r0Z9kGL2

LeoCean

  • Bay Watcher
    • View Profile
Re: Text Will Be Text - dfhack plugin
« Reply #1569 on: March 15, 2015, 02:28:29 pm »

Try these overrides to see if it's your overrides that aren't working or wrong settings that are the cause.

Spacefox overrides

Make sure you still have your copy though.
Logged

Rydel

  • Bay Watcher
    • View Profile
Re: Text Will Be Text - dfhack plugin
« Reply #1570 on: March 15, 2015, 02:45:40 pm »

The Spacefox overrides you provided do work, so it seems to be some issue with my overrides.

LeoCean

  • Bay Watcher
    • View Profile
Re: Text Will Be Text - dfhack plugin
« Reply #1571 on: March 15, 2015, 03:25:58 pm »

My guess is that the tileset has capitals and you are using rally_ho_twbt_1 instead. It needs to be exactly how it is spelled, I'm just assuming that because your other tilesets have capitals.
Logged

Rydel

  • Bay Watcher
    • View Profile
Re: Text Will Be Text - dfhack plugin
« Reply #1572 on: March 15, 2015, 03:31:51 pm »

The file's case matches the override.txt.
I've also changed it so they both use title case, but that hasn't had any effect.

mifki

  • Bay Watcher
  • works secretly...
    • View Profile
    • mifki
Re: Text Will Be Text - dfhack plugin
« Reply #1573 on: March 15, 2015, 03:45:27 pm »

That's weird, I don't know.. Maybe something with file format.. Can you try creating a new overrides.txt from scratch with just couple overrides for test? Or just use Spacefox overrides as a starting point, replacing filename/numbers in it.

LeoCean

  • Bay Watcher
    • View Profile
Re: Text Will Be Text - dfhack plugin
« Reply #1574 on: March 15, 2015, 03:51:12 pm »

The file's case matches the override.txt.
I've also changed it so they both use title case, but that hasn't had any effect.

Try just renaming your item override tileset to Vanilla DF - 24x - Items like in the spacefox overrides (mephs overrides) then use the [Tilest: stuff from the spacefox overrides, not including the item overrides to see if that works. I'm pretty sure it's something to do with the name of the tileset you are using as the item overrides look correct.
Logged
Pages: 1 ... 103 104 [105] 106 107 ... 185