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Author Topic: Text Will Be Text - dfhack plugin  (Read 464898 times)

Meph

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Re: Text Will Be Text - dfhack plugin
« Reply #226 on: June 21, 2014, 11:52:19 am »

Tried all possible combinations for custom workshops. Seems not possible at the moment.

Code: [Select]
[OVERRIDE:53:B:Workshop:WORKSHOP_ANY:0:4:53]
[OVERRIDE:54:B:Workshop:WORKSHOP_CUSTOM:0:4:54]
[OVERRIDE:55:B:Workshop:WORKSHOP:0:4:55]
[OVERRIDE:56:B:WORKSHOP:WORKSHOP_ANY:0:4:56]
[OVERRIDE:69:B:WORKSHOP:WORKSHOP_CUSTOM:0:4:69]
[OVERRIDE:70:B:WORKSHOP:WORKSHOP:0:4:70]
[OVERRIDE:71:B:WORKSHOP_ANY:WORKSHOP_ANY:0:4:71]
[OVERRIDE:72:B:WORKSHOP_ANY:WORKSHOP_CUSTOM:0:4:72]
[OVERRIDE:85:B:WORKSHOP_ANY:WORKSHOP:0:4:85]
[OVERRIDE:86:B:WORKSHOP_CUSTOM:WORKSHOP_ANY:0:4:86]
[OVERRIDE:87:B:WORKSHOP_CUSTOM:WORKSHOP_CUSTOM:0:4:87]
[OVERRIDE:88:B:WORKSHOP_CUSTOM:WORKSHOP:0:4:88]

But I discovered something else. CLA or mifki, could you please confirm this, or correct me? I figured out why my items look so dark: There is no background color being applied.

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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

palu

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Re: Text Will Be Text - dfhack plugin
« Reply #227 on: June 21, 2014, 01:45:19 pm »

Maybe try BUILDING?
Also, is it possilbe to have the items specified by id instead of number?
« Last Edit: June 21, 2014, 01:55:06 pm by palu »
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Hmph, palu showing off that reading-the-instructions superpower.
The internet encourages thoughtful, intelligent discussion and if you disagree I hate you.
DFHack DF2015 progress:

JRF2k

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Re: Text Will Be Text - dfhack plugin
« Reply #228 on: June 21, 2014, 02:21:02 pm »

How soon until a release that will work with DFHACK r5?

You've spoiled me now. I don't want to play without TWBT! :D
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scamtank

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Re: Text Will Be Text - dfhack plugin
« Reply #229 on: June 21, 2014, 02:26:39 pm »

He already released it, you twaddlebat.
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JRF2k

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Re: Text Will Be Text - dfhack plugin
« Reply #230 on: June 21, 2014, 02:38:59 pm »

He already released it, you twaddlebat.
He did? For r5? Dang, how'd I miss it?!

I just started playing. :(



« Last Edit: June 21, 2014, 02:53:37 pm by JRF2k »
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Razoric480

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Re: Text Will Be Text - dfhack plugin
« Reply #231 on: June 21, 2014, 03:54:07 pm »

I can't help but imagine a system like this that looks at a dwarf's current job (current system) AND current state and applies a different tile to the creature.

A typical dwarf does any one of these things:
-Doing nothing
-Moving
-Hauling
-Doing a job
-Resting/sleeping/being unconscious
-Fighting

Throw in animated entities and it'd be quite the striking appearance.

Meph

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Re: Text Will Be Text - dfhack plugin
« Reply #232 on: June 21, 2014, 09:14:40 pm »

Maybe try BUILDING?
Also, is it possilbe to have the items specified by id instead of number?
The B stands for building, just like the other had I for item. There is no BUILDING token in building_type.h or buildins_others_id.h.

Currently you can only target by number. Might be that mifki adds/changes it to ID, but I really like the number thing. Made it super easy to write the override lines.
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

palu

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Re: Text Will Be Text - dfhack plugin
« Reply #233 on: June 21, 2014, 09:42:25 pm »

But then it breaks when you add new stuff or change the order.
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Hmph, palu showing off that reading-the-instructions superpower.
The internet encourages thoughtful, intelligent discussion and if you disagree I hate you.
DFHack DF2015 progress:

Meph

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Re: Text Will Be Text - dfhack plugin
« Reply #234 on: June 21, 2014, 09:46:36 pm »

Yes. It also breaks once when you change how they are identified. :P It doesnt break if you add stuff to the bottom. ^^
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

Meph

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Re: Text Will Be Text - dfhack plugin
« Reply #236 on: June 21, 2014, 11:13:20 pm »

But then it breaks when you add new stuff or change the order.

What breaks? Are we all talking about the same thing?
The order of the items in the raws. Lets say I add a new weapon to the top of the item_weapon.txt. Suddenly the whip is not weapon 0, but weapon 1, because the new weapon is weapon 0. All graphics will be wrong after that. Weapon n will be Weapon n+1.

If the new item is added at the bottom of the raws, everything is fine.
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

mifki

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Re: Text Will Be Text - dfhack plugin
« Reply #237 on: June 22, 2014, 01:25:37 am »

Oh I see.. I had no idea, I just have a fields for id, type, subtype and some values for these fields defined in corresponding .h files. I don't know where they come from.

Meph

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Re: Text Will Be Text - dfhack plugin
« Reply #238 on: June 22, 2014, 01:37:41 am »

It works well as it is. Makes it very, very easy to set up. In the long run it might be more work though. I will probably release my vanilla item pack today, you can have a look at the values if you want.
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

Meph

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Re: Text Will Be Text - dfhack plugin
« Reply #239 on: June 22, 2014, 04:19:27 am »

Vanilla Set is done! :)

Edit: I do have a request.

All other dfhack scripts and plugins need a line in the dfhack init to work. "Rendermax light" or "something enable" or just the scripts name. But TwbT loads all the time, as long as the .dll is active.

Could you add an on/off switch? When the .dll is added it doesnt automatically start, but needs a "TwbT enable" in the dfhack init or dfhack command window, and a "TwbT disable" would turn it off?

I want to add it as an optional part to my mod, but the current setup makes it a bit difficult.
« Last Edit: June 23, 2014, 12:25:20 am by Meph »
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::
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