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Author Topic: Text Will Be Text - dfhack plugin  (Read 528056 times)

NikoKun

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Re: Text Will Be Text - dfhack plugin
« Reply #2655 on: June 14, 2020, 06:28:26 am »

Shouldn't be to hard (even if a quick hack as a dfhack-init script). Just change the "using graphics" value. I'm too drunk to remember where it is but "gui/gm-editor df.global.ui" might show it...
Can anyone give me a bit more direction than this? I'm still kinda lost on how to fix this.. Changing the graphics state doesn't seem to help, even if it's just for those screens, it seems to use text for either mode, while twbt is enabled.

Frankly, I'm kinda baffled that more people haven't noticed/mentioned this.. Multi-level rendering is great, but I'm not sure it's worth the trade-off of my map (and the map from exportlegends info) looking almost as bad as ascii.. There's GOT to be a way to fix this.  Maybe there's a way to add an exception so TWBT isn't used for the Embark/Raid maps?
« Last Edit: June 14, 2020, 07:22:30 am by NikoKun »
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Anyone know how to get dfhack/twbt to change the gen-map and civ-map screens to use a graphics tileset file, rather than the text one which TWBT forces it to use, for some reason? Legacy mode makes the menu zoom and doesn't fix it fully.

kirill_P

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Re: Text Will Be Text - dfhack plugin
« Reply #2656 on: June 19, 2020, 12:06:52 am »

This is what i see when i try to launch DF with the LNP and TWBT activated.

https://imgur.com/VQ37BuE

I can only seem to play it with print set to 2D. Anyone knows what it could be?
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Warmist

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Re: Text Will Be Text - dfhack plugin
« Reply #2657 on: June 19, 2020, 03:57:48 am »

This is what i see when i try to launch DF with the LNP and TWBT activated.

https://imgur.com/VQ37BuE

I can only seem to play it with print set to 2D. Anyone knows what it could be?

Graphics drivers or lack of them

kirill_P

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Re: Text Will Be Text - dfhack plugin
« Reply #2658 on: June 22, 2020, 11:42:21 am »

This is what i see when i try to launch DF with the LNP and TWBT activated.

https://imgur.com/VQ37BuE

I can only seem to play it with print set to 2D. Anyone knows what it could be?

Graphics drivers or lack of them

Theyre all up t date.
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chandl34

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Re: Text Will Be Text - dfhack plugin
« Reply #2659 on: July 01, 2020, 05:07:05 pm »

Hey, I've been using Mayday's graphics set for a few years.  I decided to replay Dwarf Fortress again for the first time in about 6 years.  I figured out about TWBT recently, and I've been trying to fix a few graphical issues with Mayday's that have always bugged me.  I'm working on things like wooden doors, wooden hatches, bookcases, minecarts, and tracks.

I've gotten a lot of these changed to the tiles and colors I want.  However, I'm having trouble with tiles that are intended to use inverted colors.  Inverted objects can have their colors fixed so they're no longer inverted, but there seems to be a few things you can't change. 

These include:
- The placeholder image when a building is under construction.  I can't differentiate this from a completed building, so they currently look the same.
- The selection highlight for buildings that have had their colors overwritten.
- For objects that aren't in the raws (such as doors), I can't change the image of the object being carried on its way to being constructed.  I figured out this was an ACTIVITY_ZONE, but I can't specify building types or materials, so that I can choose the right tiles and colors.
- Similarly, the previous issue applies to items on a pedestal

Am I right that these are all issues I won't be able to fix, because they are hardcoded in?


Here is some of my overrides.txt:
Quote
# Bookcases TODO
[OVERRIDE:240:B:BOOKCASE:::map:227:16:1::PLANT:TOWER_CAP:WOOD]
[OVERRIDE:240:B:BOOKCASE:::map:227:15:1::PLANT:FUNGIWOOD:WOOD]
[OVERRIDE:240:B:BOOKCASE:::map:227:7:1:WOOD]
[OVERRIDE:240:B:BOOKCASE:::map:227:9:1:IS_STONE]

[OVERRIDE:240:I:TOOL:TOOL:ITEM_TOOL_BOOKCASE:map:227:16:1:WOOD:PLANT:TOWER_CAP:WOOD]
[OVERRIDE:240:I:TOOL:TOOL:ITEM_TOOL_BOOKCASE:map:227:15:1:WOOD:PLANT:FUNGIWOOD:WOOD]
[OVERRIDE:240:I:TOOL:TOOL:ITEM_TOOL_BOOKCASE:map:227:7:1:WOOD]
[OVERRIDE:240:I:TOOL:TOOL:ITEM_TOOL_BOOKCASE:map:227:9:1:IS_STONE]

# Doors TODO
[OVERRIDE:186:B:DOOR:::map:197:16:1::PLANT:TOWER_CAP:WOOD]
[OVERRIDE:186:B:DOOR:::map:197:15:1::PLANT:FUNGIWOOD:WOOD]
[OVERRIDE:186:B:DOOR:::map:197:7:1:WOOD]

[OVERRIDE:186:I:DOOR:::map:197:16:1:WOOD:PLANT:TOWER_CAP:WOOD]
[OVERRIDE:186:I:DOOR:::map:197:15:1:WOOD:PLANT:FUNGIWOOD:WOOD]
[OVERRIDE:186:I:DOOR:::map:197:7:1:WOOD]

# Hatches TODO
[OVERRIDE:155:B::::map:155:16:1::PLANT:TOWER_CAP:WOOD]
[OVERRIDE:155:B::::map:155:15:1::PLANT:FUNGIWOOD:WOOD]
[OVERRIDE:155:B::::map:155:7:1:WOOD]
[OVERRIDE:155:B::::map:155:16:1:BONE]

[OVERRIDE:155:I::::map:155:16:1:WOOD:PLANT:TOWER_CAP:WOOD]
[OVERRIDE:155:I::::map:155:15:1:WOOD:PLANT:FUNGIWOOD:WOOD]
[OVERRIDE:155:I::::map:155:7:1:WOOD]
[OVERRIDE:155:I::::map:155:16:1:BONE]
« Last Edit: July 01, 2020, 05:39:46 pm by chandl34 »
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Fleeting Frames

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Re: Text Will Be Text - dfhack plugin
« Reply #2660 on: July 02, 2020, 02:14:34 pm »

Quote
- For objects that aren't in the raws (such as doors), I can't change the image of the object being carried on its way to being constructed.  I figured out this was an ACTIVITY_ZONE, but I can't specify building types or materials, so that I can choose the right tiles and colors.

Actually, they're specifically excluded in default code to avoid conflict with other items on the tile.
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