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Author Topic: Text Will Be Text - dfhack plugin  (Read 768282 times)

Max™

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Re: Text Will Be Text - dfhack plugin
« Reply #1755 on: June 09, 2015, 04:36:36 am »

Well, just a guess but I think if you go into travel screen and do something too fast it crashes.

If I rest for an hour it starts to load the progress bar and then poops it's brains out.

If I rest for two or four or eight or whatever it does the usual progress bar/time change stuff.

If I jump into travel mode fresh off a loaded save it crashes pretty regularly, if I rest for an hour fresh off a loaded save it crashes pretty regularly, if I rest for two or four hours I can generally travel around safely until I get to a town, and then the second ro third time I try to enter the travel map I crash.
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mifki

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Re: Text Will Be Text - dfhack plugin
« Reply #1756 on: July 27, 2015, 09:44:43 pm »

Small status update. I haven't done any real development lately, but now I have good understanding what I want to do in the next version and how it all will be configured.
Most important, it will allow to effectively (from performance point of view) override everything. By everything I mean, in addition to tiletypes, items and buildings, it will be possible to specify different images for all unmined materials, gems, plants, growths, dead creatures, etc. - things that can have tile number/color changed in raws will not be limited to 256 base tiles.

No raw changes will be needed, the plugin will make the required modifications in memory.
Basic mode of operation will be based on folders/files structure named after raw IDs and other identifiers (plus suffixes for different states/flags), eg.

Code: [Select]
items/weapon/sword_short.png
buildings/bed.png
buildings/bed-dorm.png
buildings/workshops/carpenter.png
inorganic/onyx.png
plants/asparagus-shrub.png
plants/asparagus-shrub-dead.png
plants/asparagus-picked.png
plants/asparagus-leaves.png
plants/asparagus-flowers.png
plants/asparagus-fruit.png

Also, there will be optional config file that will allow to "redirect" these pathnames to tiles in a sprite sheet, and additionally specify some options, for example colour mode (use bg/fg material colors, use fg colour only, use image as is) and transparency of tiles in workshops. Like this,

Code: [Select]
items/weapon/axe_battle         = items,5,0              [=]
items/weapon/axe_great          = items,5,1              [=]
items/weapon/axe_toy            = items,5,2              [=]
items/weapon/spear              = items,5,3              [=]
...
buildings/workshops/mason                                [222/=.=/=.=]


The bad news is that I don't know when I will have time to work on this...

lethosor

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Re: Text Will Be Text - dfhack plugin
« Reply #1757 on: July 27, 2015, 09:50:09 pm »

Something I found out today:
If you really don't want to allow TwbT to be unloaded, it might be better to detect SC_BEGIN_UNLOAD events in plugin_onstatechange and return CR_NOT_FOUND (CR_FAILURE would make more sense, I know; I'll probably change this in the next release). This is called at an earlier stage, before commands, lua functions, and other information has been cleared, so the plugin won't be considered "broken"/untouchable by DFHack.
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mifki

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Re: Text Will Be Text - dfhack plugin
« Reply #1758 on: July 27, 2015, 10:00:24 pm »

Something I found out today:
If you really don't want to allow TwbT to be unloaded, it might be better to detect SC_BEGIN_UNLOAD events in plugin_onstatechange and return CR_NOT_FOUND (CR_FAILURE would make more sense, I know; I'll probably change this in the next release). This is called at an earlier stage, before commands, lua functions, and other information has been cleared, so the plugin won't be considered "broken"/untouchable by DFHack.

It's not that I don't want it to be unloaded, for some reason last time I tried I just could not clean everything up so that it doesn't crash after unload, so instead I prevent it from being unloaded :)
But thanks, I'll try this method.

PeridexisErrant

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Re: Text Will Be Text - dfhack plugin
« Reply #1759 on: July 27, 2015, 11:13:02 pm »

I have good understanding what I want to do in the next version and how it all will be configured.

Sounds great!  Re: timing - I think everyone is willing to wait!  Releasing before the next big DF release cycle would allow people to get familiar before the big rush (eg DFHack 34.11-r5), but it's not a problem either way.   ;D

Will these files be stored in the raw folder?  If so, upgrading PyLNP to handle it all will be easy  quite practical, and mods will be able to override individual graphics  :o ;D
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Deon

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Re: Text Will Be Text - dfhack plugin
« Reply #1760 on: August 23, 2015, 12:38:46 pm »

Hello friends!

Can you tell me, what is a tile type override for sand floor/walls/ramps/stairs?




Also the 2nd arrow on that screenshot points to a grass-looking tile on loam. It's actually all loam, and when I move the screen, the "grass" tile becomes normal ground tile. Anyone else getting this visual bug?
« Last Edit: August 23, 2015, 12:48:52 pm by Deon »
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DragonDePlatino

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Re: Text Will Be Text - dfhack plugin
« Reply #1761 on: August 23, 2015, 05:02:09 pm »

If the user has varied floor tiles on, then the overrides are...

Code: [Select]
[OVERRIDE:247:T:SoilFloor1:3:25]
[OVERRIDE:247:T:SoilFloor2:3:26]
[OVERRIDE:126:T:SoilFloor3:3:27]
[OVERRIDE:126:T:SoilFloor4:3:28]
[OVERRIDE:247:T:SoilWetFloor1:3:33]
[OVERRIDE:247:T:SoilWetFloor2:3:34]
[OVERRIDE:126:T:SoilWetFloor3:3:35]
[OVERRIDE:126:T:SoilWetFloor4:3:36]

But if they have varied tiles turned off, then its...

Code: [Select]
[OVERRIDE:247:T:SoilFloor1:3:25]
[OVERRIDE:247:T:SoilFloor2:3:26]
[OVERRIDE:247:T:SoilFloor3:3:27]
[OVERRIDE:247:T:SoilFloor4:3:28]
[OVERRIDE:247:T:SoilWetFloor1:3:33]
[OVERRIDE:247:T:SoilWetFloor2:3:34]
[OVERRIDE:247:T:SoilWetFloor3:3:35]
[OVERRIDE:247:T:SoilWetFloor4:3:36]

And here's everything else having to do with soil:

Code: [Select]
[OVERRIDE:7:T:SoilWall:3:38] (GemSet ocean walls)
[OVERRIDE:176:T:SoilWall:3:39] (Gemset clay walls)
[OVERRIDE:177:T:SoilWall:3:40] (GemSet sand walls)
[OVERRIDE:178:T:SoilWall:3:41] (GemSet Soil walls)
[OVERRIDE:30:T:SoilRamp:3:42]
[OVERRIDE:60:T:SoilStairU:3:43]
[OVERRIDE:62:T:SoilStairD:3:44]
[OVERRIDE:88:T:SoilStairUD:3:45]
[OVERRIDE:30:T:RiverRampN:3:46]
[OVERRIDE:30:T:RiverRampS:3:46]
[OVERRIDE:30:T:RiverRampE:3:46]
[OVERRIDE:30:T:RiverRampW:3:46]
[OVERRIDE:30:T:RiverRampNE:3:46]
[OVERRIDE:30:T:RiverRampNW:3:46]
[OVERRIDE:30:T:RiverRampSE:3:46]
[OVERRIDE:30:T:RiverRampSW:3:46]
[OVERRIDE:30:T:MurkyPoolRamp:3:47]

One thing to note here is that these are GemSet overrides, and I edited my soil raws to have different tiles. I'm also a little out of the loop as far as TWBT goes, so this system might not work anymore. And yes, scrolling tiles not updating is a current bug that mifki is aware of.

Deon

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Re: Text Will Be Text - dfhack plugin
« Reply #1762 on: August 26, 2015, 08:44:50 pm »

Oh, it's just soil with the sand symbol? Durr, I should have thought of that, thanks a lot! :)
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Meph

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Re: Text Will Be Text - dfhack plugin
« Reply #1763 on: August 29, 2015, 03:04:25 pm »

Mifki: Did you think about the caste specific graphics for creatures? It's the last major feature I can think of for Twbt and would give modders so much more freedom with races, and artists the option of making male/female creature sprites.
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Deon

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Re: Text Will Be Text - dfhack plugin
« Reply #1764 on: August 31, 2015, 10:56:51 am »

Yeah, that is something I was dreaming about, I fully support Meph on that request :).
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Boltgun

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Re: Text Will Be Text - dfhack plugin
« Reply #1765 on: September 01, 2015, 03:50:31 am »

Mifki: Did you think about the caste specific graphics for creatures? It's the last major feature I can think of for Twbt and would give modders so much more freedom with races, and artists the option of making male/female creature sprites.

I'll be making sprites till the end of time, that would be awesome.
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Meph

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Re: Text Will Be Text - dfhack plugin
« Reply #1766 on: September 01, 2015, 04:51:36 am »

It would be trivial to add a venus/mars icon in a corner for the animals, but I really think it would add a lot of value to fortress play if you could see if a dwarf is a male or female; and of course multi-race/multi-caste civs would finally get fitting grahics.
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Pvt. Pirate

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Re: Text Will Be Text - dfhack plugin
« Reply #1767 on: September 08, 2015, 01:11:47 am »

can this be the cause of some crashes? i'm playing with the winLNP.
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Pvt. Pirate

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Re: Text Will Be Text - dfhack plugin
« Reply #1769 on: September 08, 2015, 04:41:26 am »

so far i haven't found out why exactly it happens, but it was soon after the beginning of summer year 5...
i have no clue what are known crashes caused by twbt.
if you want, i can upload the small world and savegame.
i wish there were an autosave setting to save each month instead of each season...
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