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Author Topic: Text Will Be Text - dfhack plugin  (Read 767168 times)

mifki

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Re: Text Will Be Text - dfhack plugin
« Reply #360 on: July 01, 2014, 01:32:36 am »

I'm going to implement nice map zooming that now won't affect text tiles.
In the meantime, I checked the r5, 3.12 version and it crashes to desktop just like 3.11 did.   :'(

Crashes.. when?

PeridexisErrant

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Re: Text Will Be Text - dfhack plugin
« Reply #361 on: July 01, 2014, 01:48:16 am »

Immediately on startup.  stderr.txt shows "can't load plugin <path>"; the error message is "The procedure entry point <blah> could not be located in SDL.dll".   Wild guessing:  it could be related to the way dfhack loads on windows, through a fake SDL.dll - on OSX and Linux it's through a script. 

Spoiler: details (click to show/hide)
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mifki

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Re: Text Will Be Text - dfhack plugin
« Reply #362 on: July 01, 2014, 01:54:14 am »

"The procedure entry point <blah> could not be located in SDL.dll"

Oh, this.. Yes, I have the same problem, and it's not fixed in 3.12 because I don't know how, it's weird message.
But it doesn't crash for me, just plugin isn't loaded.

Scoops Novel

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Re: Text Will Be Text - dfhack plugin
« Reply #363 on: July 01, 2014, 11:57:41 am »

As recommended by GavJ, I'd like to suggest that you work on tile swapping features in play. This would work on the lines of having a general tile for trees which can then be swapped for a more descriptive tree tile. We thought it could be useful for braille keyboards and seemingly other applications.
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fricy

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Re: Text Will Be Text - dfhack plugin
« Reply #364 on: July 01, 2014, 04:01:02 pm »

Creature graphics vanish when viewed from 2+ z levels. This only happens inside the fort, but not outside. Couldn't test caverns for now. multilevel 3.12 osx
Spoiler (click to show/hide)

palu

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Re: Text Will Be Text - dfhack plugin
« Reply #365 on: July 01, 2014, 04:19:23 pm »

This happens for me in arena mode too.
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mifki

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Re: Text Will Be Text - dfhack plugin
« Reply #366 on: July 01, 2014, 05:56:43 pm »

As recommended by GavJ, I'd like to suggest that you work on tile swapping features in play. This would work on the lines of having a general tile for trees which can then be swapped for a more descriptive tree tile. We thought it could be useful for braille keyboards and seemingly other applications.

Not sure I understand what exactly you want.

Quarterblue

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Re: Text Will Be Text - dfhack plugin
« Reply #367 on: July 01, 2014, 06:34:00 pm »

Any hope for a Linux build (or building instructions)?
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GavJ

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Re: Text Will Be Text - dfhack plugin
« Reply #368 on: July 01, 2014, 07:08:05 pm »

As recommended by GavJ, I'd like to suggest that you work on tile swapping features in play. This would work on the lines of having a general tile for trees which can then be swapped for a more descriptive tree tile. We thought it could be useful for braille keyboards and seemingly other applications.

Not sure I understand what exactly you want.

A feature to hit a hotkey and have it switch in game to a different group of overrides.  The suggested use was so that people on a braille keyboard could have, for instance, all creatures be one tile icon, and then hit a key and have them all now represent the individual creature types so that you can hierarchically zoom in so to speak to different levels of detail as needed only.

But it would be useful presumably for all sorts of cool things other than blind player accommodation.
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arbarbonif

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Re: Text Will Be Text - dfhack plugin
« Reply #369 on: July 01, 2014, 08:57:37 pm »

Creature graphics vanish when viewed from 2+ z levels. This only happens inside the fort, but not outside. Couldn't test caverns for now. multilevel 3.12 osx
Spoiler (click to show/hide)

I'm getting that outside as well.  Specifically, everything looks dead from 2 levels up. 

Multi-level liquids is also only showing the bottom level, instead of the top, so you can't really tell how deep the top level is.
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mifki

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Re: Text Will Be Text - dfhack plugin
« Reply #370 on: July 01, 2014, 09:12:33 pm »

Creature graphics vanish when viewed from 2+ z levels. This only happens inside the fort, but not outside. Couldn't test caverns for now. multilevel 3.12 osx
Spoiler (click to show/hide)

I'm getting that outside as well.  Specifically, everything looks dead from 2 levels up. 

Multi-level liquids is also only showing the bottom level, instead of the top, so you can't really tell how deep the top level is.

Can you post an example screenshot (for the issue with liquids)?

mifki

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Re: Text Will Be Text - dfhack plugin
« Reply #371 on: July 02, 2014, 05:24:39 am »

Any hope for a Linux build (or building instructions)?

Try 2.23 from http://build.mifki.com (it's the current stable version, without multilevel rendering).

falcn

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Re: Text Will Be Text - dfhack plugin
« Reply #372 on: July 02, 2014, 09:26:38 am »

twbt-nextgen-4.13-osx binary from buildserver doesn't work for me.

It won't load for dhhack-r5
Code: [Select]
dfhack: attempting to hook in
Loading bindings from data/init/interface.txt
Resetting textures
Can't load plugin /Users/user/Desktop/Dwarf fortress/Macnewbie/Dwarf Fortress/hack/plugins/twbt.plug.so
Looks like you are using r4 libraries instead of r5. This is from the binary
Quote
/Users/vit/Downloads/dfhack-r4/build/library/libdfhack.1.0.0.dylib


For dfhack-r3 it loads, but works like twbt-multilevel-3.12-osx - non-square tileset from distribution archive (ShizzleClean.png, 256 × 320) is rendered as square 16x16, and this part
Quote
In your init.txt set FONT and FULLFONT to the font you want to use for map tiles, and GRAPHICS_FONT and GRAPHICS_FULLFONT to the font for text. This will change to the other way round in future.
is not respected, it takes text tile set from FONT variable like the old one did.
« Last Edit: July 02, 2014, 09:33:07 am by falcn »
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fricy

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Re: Text Will Be Text - dfhack plugin
« Reply #373 on: July 03, 2014, 04:30:13 am »

twbt-nextgen-4.14 osx-r5
Code: [Select]
dlopen(/Users/fricy/Applications/Macnewbie_8.6a/Macnewbie/Dwarf Fortress/hack/plugins/twbt.plug.so, 2): Symbol not found: __ZN2df6global16cursor_unit_listE
  Referenced from: /Users/fricy/Applications/Macnewbie_8.6a/Macnewbie/Dwarf Fortress/hack/plugins/twbt.plug.so
  Expected in: /Users/fricy/Applications/Macnewbie_8.6a/Macnewbie/Dwarf Fortress/hack/libdfhack.1.0.0.dylib
 in /Users/fricy/Applications/Macnewbie_8.6a/Macnewbie/Dwarf Fortress/hack/plugins/twbt.plug.so
Can't load plugin /Users/fricy/Applications/Macnewbie_8.6a/Macnewbie/Dwarf Fortress/hack/plugins/twbt.plug.so

mifki

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Re: Text Will Be Text - dfhack plugin
« Reply #374 on: July 03, 2014, 04:50:27 am »

twbt-nextgen-4.14 osx-r5
Code: [Select]
dlopen(/Users/fricy/Applications/Macnewbie_8.6a/Macnewbie/Dwarf Fortress/hack/plugins/twbt.plug.so, 2): Symbol not found: __ZN2df6global16cursor_unit_listE
  Referenced from: /Users/fricy/Applications/Macnewbie_8.6a/Macnewbie/Dwarf Fortress/hack/plugins/twbt.plug.so
  Expected in: /Users/fricy/Applications/Macnewbie_8.6a/Macnewbie/Dwarf Fortress/hack/libdfhack.1.0.0.dylib
 in /Users/fricy/Applications/Macnewbie_8.6a/Macnewbie/Dwarf Fortress/hack/plugins/twbt.plug.so
Can't load plugin /Users/fricy/Applications/Macnewbie_8.6a/Macnewbie/Dwarf Fortress/hack/plugins/twbt.plug.so

Yep, they renamed this field in r5, next build will be ok. Can you try with r3 or r4 in the meanwhile? I'm puzzled with the previous message from falcn that this version does nothing :)
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