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Author Topic: Text Will Be Text - dfhack plugin  (Read 741540 times)

noomen

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Re: Text Will Be Text - dfhack plugin
« Reply #2745 on: September 23, 2021, 09:13:17 am »

Sorry, I'm an idiot. I just realized I can just uninstall DFHack and just use the truetype feature that comes with vanilla or just F12 in game!! That easy! It's not perfect, but I don't have to deal with huge clipped text now in my game.
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lethosor

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Re: Text Will Be Text - dfhack plugin
« Reply #2746 on: September 23, 2021, 11:26:04 am »

I'd suggest changing the PRINT_MODE setting (either in data/init/init.txt or a launcher if you're using one) as a faster alternative to uninstalling DFHack, but glad to hear that bypassing TWBT works for you either way.
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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.

waterphage13

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Re: Text Will Be Text - dfhack plugin
« Reply #2747 on: January 23, 2022, 03:43:43 pm »

How to make bone, skin, clavs and other overrides? For some reason, using ANY just can't work.
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thurin

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Re: Text Will Be Text - dfhack plugin
« Reply #2748 on: January 28, 2022, 06:54:01 pm »

How to make bone, skin, clavs and other overrides? For some reason, using ANY just can't work.

ANY isn't a valid ID and TWBT will ignore it, otherwise crashes occur like what used to happen in Meph's tileset.
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waterphage13

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Re: Text Will Be Text - dfhack plugin
« Reply #2749 on: January 29, 2022, 06:26:22 am »

How to make bone, skin, clavs and other overrides? For some reason, using ANY just can't work.

ANY isn't a valid ID and TWBT will ignore it, otherwise crashes occur like what used to happen in Meph's tileset.
Is there any way to get ID and type and material of any item in-game?
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thurin

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Re: Text Will Be Text - dfhack plugin
« Reply #2750 on: January 29, 2022, 01:53:23 pm »

How to make bone, skin, clavs and other overrides? For some reason, using ANY just can't work.

ANY isn't a valid ID and TWBT will ignore it, otherwise crashes occur like what used to happen in Meph's tileset.
Is there any way to get ID and type and material of any item in-game?

there might be other ways, but check the dfhack 'probe' command.
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waterphage13

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Re: Text Will Be Text - dfhack plugin
« Reply #2751 on: January 29, 2022, 02:50:32 pm »

How to make bone, skin, clavs and other overrides? For some reason, using ANY just can't work.

ANY isn't a valid ID and TWBT will ignore it, otherwise crashes occur like what used to happen in Meph's tileset.
Is there any way to get ID and type and material of any item in-game?

there might be other ways, but check the dfhack 'probe' command.
Did it.
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myk

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Re: Text Will Be Text - dfhack plugin
« Reply #2752 on: April 08, 2022, 10:02:05 am »

Hi thurin, I notice you have some open PRs on your twbt fork (https://github.com/thurin/df-twbt/pulls) -- would you be willing to merge them?
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thurin

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Re: Text Will Be Text - dfhack plugin
« Reply #2753 on: April 09, 2022, 08:44:51 pm »

Hi thurin, I notice you have some open PRs on your twbt fork (https://github.com/thurin/df-twbt/pulls) -- would you be willing to merge them?

Thanks for the heads up.  Taking a look.
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Deon

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Re: Text Will Be Text - dfhack plugin
« Reply #2754 on: April 27, 2022, 02:52:47 pm »

A quick sanity check, since I havent been on forums for a looong time.

It's still impossible to have different graphics for different castes, while assigning different ASCII symbols is totally fine, correct?
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Clatch

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Re: Text Will Be Text - dfhack plugin
« Reply #2755 on: July 02, 2023, 11:52:42 pm »

I remember reading about why this happened about five or so years ago. I can't remember why, though, and I can't find the post.



What causes this when TWBT is activated?

Clatch

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Re: Text Will Be Text - dfhack plugin
« Reply #2756 on: July 03, 2023, 07:50:15 am »

What causes this when TWBT is activated?

Nevermind... I just referenced what was going on in Jecobus_10x16.png.

tnuhnivad

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Re: Text Will Be Text - dfhack plugin
« Reply #2757 on: October 08, 2023, 08:25:23 pm »


The black screen bug on the main map with TWBT when exiting some menus such as Status (z) or Stockpile settings (s) seems to have been around for years, especially when calculation FPS dips down to or below graphics FPS.

This is the autohotkey script I use to deal with it. It basically sends "F12" a short time after you press ESC (1/10 of a sec), which forces a redraw of the main window just after the game exits the menu.

;---begin code---

#UseHook
#MaxHotkeysPerInterval 200

~Esc::
sleep, 100
Send {F12}
return

;---end code---

Has anyone found an updated way to handle this? This solution works but I'd rather not have to use a 3rd party program. I love my multi lvl ASCII 47.05 but this black screen issue is driving me nuts. Doesn't happn with TWBT_Legacy but, that cause some other issues for me.
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