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Author Topic: Text Will Be Text - dfhack plugin  (Read 438840 times)

DragonDePlatino

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Re: Text Will Be Text - dfhack plugin
« Reply #2580 on: November 09, 2018, 03:45:36 pm »

I'd like to report a bug. Whenever I'm playing in Adventure Mode and walking around in a densely-populated area, sometimes the overrides change back to the original tiles whenever you move or the screen scrolls. I figured it was a problem with my tileset, but the problem persisted when I removed all of the overrides. I figured my computer was running low on memory, but a beta tester has reported similar issues in less-populated areas on a much faster computer. My beta tester said that DFHack was displaying this error at the time:

Code: [Select]
E: NoMethodError: undefined method 'onstatechange' for DFHack:Module
  eval:1:in '<main>'

And this is what the bug looks like. There should be no visible ASCII on this screen:
Spoiler (click to show/hide)

Meph

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Re: Text Will Be Text - dfhack plugin
« Reply #2581 on: November 09, 2018, 06:58:30 pm »

Did you try to play with "twbt redraw_all 1" ?
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DragonDePlatino

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Re: Text Will Be Text - dfhack plugin
« Reply #2582 on: November 10, 2018, 01:14:05 pm »

Yes, that's an option I appended to dfhack.init.

Deon

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Re: Text Will Be Text - dfhack plugin
« Reply #2583 on: November 15, 2018, 03:20:47 pm »

Here are some examples of what you can do with Japas changes, just so you know the ingame effect it can have:

Spoiler: animated water (click to show/hide)
Spoiler: animated soap maker (click to show/hide)

Spoiler: varied bars/blocks (click to show/hide)

Suffice to say, I'd really love to see these additions being maintained for future updates. ;)
This is just wow. Didn't expect it to get this far :).
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

Novaris

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Re: Text Will Be Text - dfhack plugin
« Reply #2584 on: December 06, 2018, 11:24:34 am »

Is there a way to debug twbt while running DF? I experience random CTDs while using Mephs tileset and they don't seem to be related to anything I do. Interestingly they dont happen if I turn display mode to standard deactivating twbt and I did not experience one if I turn redraw_all to 0 (but this can be a coincidence). stderr.log and all other output files do not mention anything after crashing.
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mifki

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Re: Text Will Be Text - dfhack plugin
« Reply #2585 on: December 06, 2018, 06:15:28 pm »

Is there a way to debug twbt while running DF? I experience random CTDs while using Mephs tileset and they don't seem to be related to anything I do. Interestingly they dont happen if I turn display mode to standard deactivating twbt and I did not experience one if I turn redraw_all to 0 (but this can be a coincidence). stderr.log and all other output files do not mention anything after crashing.

What OS are you using?

Novaris

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Re: Text Will Be Text - dfhack plugin
« Reply #2586 on: December 07, 2018, 01:42:06 am »

Windows 10 Pro
Version 1803
Build 17134.441

Game running on i7-7660U with 16GB and Intel IRIS Plus 640
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Vordak

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Re: Text Will Be Text - dfhack plugin
« Reply #2587 on: Today at 01:21:12 pm »

Faced a problem. Mechanism of floor coloration.

Introductory word.
For the desired result, I need, that floor tile to be completely drawn in -top.png file.
For example:
1) grass was always the same color(no shades depending on biome)
Post with grass illustrations
2) gold floor must took the color from -top.png, because even below string - happens unwanted colorization of gold color I have already drawn.
Code: [Select]
[OVERRIDE:43:T:ConstructedFloor:_MDF_overrides_7:109::::INORGANIC:GOLD]
Description of the problem.
If the floor tile is present in -top.png, then is not visible on him blood, vomit, mud or other pollution types.

Petition.
Is it possible to do something so that pollution coloration to be ignoring the file -top.png for floors? Would like command, like twbt vomit_ignore floor_top 1 or something like that.
« Last Edit: Today at 01:25:07 pm by Vordak »
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