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Author Topic: Text Will Be Text - dfhack plugin  (Read 770741 times)

scamtank

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Re: Text Will Be Text - dfhack plugin
« Reply #1110 on: September 30, 2014, 05:47:34 am »

Now that we're getting closer and closer to something complete, let's move the goalposts! Have there been any news on the "hijack the color rendering" front? Any breakthroughs or major roadblocks?
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mifki

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Re: Text Will Be Text - dfhack plugin
« Reply #1111 on: September 30, 2014, 06:18:11 am »

You mean more than 16 colours or what?

Anyway, I just don't have enough time lately so it slowed down a bit.

PeridexisErrant

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Re: Text Will Be Text - dfhack plugin
« Reply #1112 on: September 30, 2014, 06:34:05 am »

Now that we're getting closer and closer to something complete, let's move the goalposts! Have there been any news on the "hijack the color rendering" front? Any breakthroughs or major roadblocks?
I'd move the goalposts somewhere closer, after noting that 5.17 and indeed TwbT is in general amazing. 

I've had a number of people ask about tiles for the world map (in worldgen and embark).  If this could be a standard tile set defined in overrides.txt, that would be awesome - just drop in a specialist set once developed, or use a square text set, and default to the text tiles if it's not set. 
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scamtank

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Re: Text Will Be Text - dfhack plugin
« Reply #1113 on: September 30, 2014, 06:57:05 am »

Yeah, I mean that possibility that you (unwisely) flashed sometime in the past about rendering in-game colors according to their true RGB values instead of the closest approximate from the default 16.

But honestly, no rush. You've already fixed almost everything that's been pissing me off about the tiles and text.
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mifki

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Re: Text Will Be Text - dfhack plugin
« Reply #1114 on: September 30, 2014, 07:15:09 am »

Now that we're getting closer and closer to something complete, let's move the goalposts! Have there been any news on the "hijack the color rendering" front? Any breakthroughs or major roadblocks?
I'd move the goalposts somewhere closer, after noting that 5.17 and indeed TwbT is in general amazing. 

I've had a number of people ask about tiles for the world map (in worldgen and embark).  If this could be a standard tile set defined in overrides.txt, that would be awesome - just drop in a specialist set once developed, or use a square text set, and default to the text tiles if it's not set.

Yeah, I saw people complained about text world map. Ok let it be the next thing to do. The only problem I'm afraid to tell you is that world map tiles will have the size of text tiles, so not square. Can't do anything about it. Otherwise it's quite simple.

Also, feel free to remind me about other ideas, for example use orange colour for proposals. I'll create tickets for them on Github.

Yeah, I mean that possibility that you (unwisely) flashed sometime in the past about rendering in-game colors according to their true RGB values instead of the closest approximate from the default 16.

But honestly, no rush. You've already fixed almost everything that's been pissing me off about the tiles and text.

I think I know how to do this but I asked couple times here to explain some things about colour tokens and to provide a savegame with various dyed items (it's where the difference should be visible, right?) for testing, but nobody helped.

Clément

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Re: Text Will Be Text - dfhack plugin
« Reply #1115 on: September 30, 2014, 07:35:28 am »

I was doing some more experiments with workshop overrides. I made a special tileset with numbers to easily find tile number and foreground and background colors and inverted tiles. I replaced all 256 tiles for WORKSHOP_ANY with this tileset.

Here are the building steps for the carpenter workshop :


The background tiles (here the grass) are overridden with workshop tiles. Is that the intended behaviour?
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scamtank

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Re: Text Will Be Text - dfhack plugin
« Reply #1116 on: September 30, 2014, 07:42:45 am »

Yeah, it is. Everything overwrites background tiles. It's only noticeable because your basic grass tiles are solid squares of color.

I think I know how to do this but I asked couple times here to explain some things about colour tokens and to provide a savegame with various dyed items (it's where the difference should be visible, right?) for testing, but nobody helped.

I can't find what was bothering you, but I'll get on that save right away. What were you missing?
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mifki

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Re: Text Will Be Text - dfhack plugin
« Reply #1117 on: September 30, 2014, 07:46:13 am »

I was doing some more experiments with workshop overrides. I made a special tileset with numbers to easily find tile number and foreground and background colors and inverted tiles. I replaced all 256 tiles for WORKSHOP_ANY with this tileset.

Here are the building steps for the carpenter workshop :


The background tiles (here the grass) are overridden with workshop tiles. Is that the intended behaviour?

Why not, they're part of the workshop, if I understood your question right. Actually the only problem with overriding "empty" workshop tiles is that the same tiles appear everywhere else, so I expect it to be very slow if you add an override for such a common tile number. Hm, this reminds me that there are still some optimisations possible in the override code. Also, I actually was going to provide a better way to override workshop tiles, because now if there are several similar tiles in a workshop you can't add different overrides for them, so ideally there should be parameters with coordinates (inside workshop) of a tile you want to override. These are plans for distant future though.

PeridexisErrant

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Re: Text Will Be Text - dfhack plugin
« Reply #1118 on: September 30, 2014, 07:55:06 am »

I've had a number of people ask about tiles for the world map (in worldgen and embark).  If this could be a standard tile set defined in overrides.txt, that would be awesome - just drop in a specialist set once developed, or use a square text set, and default to the text tiles if it's not set.

Yeah, I saw people complained about text world map. Ok let it be the next thing to do. The only problem I'm afraid to tell you is that world map tiles will have the size of text tiles, so not square. Can't do anything about it. Otherwise it's quite simple.

That's awesome!  Shame about the size and shape, but thinking back it always was that way.  I guess tile artists will have to be creative  ;D
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UristWoodie

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Re: Text Will Be Text - dfhack plugin
« Reply #1119 on: September 30, 2014, 07:58:18 am »

@Clement and @Mifki

I just put in the 4-line set for the workshop..and interestingly, it did NOT override the images for the other table. Perhaps that's because
[OVERRIDE:176:B:WORKSHOP_CARPENTER:Workshop::Woodie:209]
(#176) is for a wooden table, and not stone one?

(waiting for a hauler to install the ashen table I just built to prove that)

Ok..the wooden table displays as a normal wooden table, not like the one in the Carpenters Workshop. :)

So...although it needs some tweaking, it seems like there's a pretty easy way to manipulate the basic workshops. Now that the SCIENCE is done, it's time to move on to the ART. With the use of the names for tilesets (instead of numbers), that should make it very easy to copy/paste and otherwise manipulate the Overrides.txt from one install to another.  I'm thinking of additions to the PyLNP graphics tabs: TWBT-Overrides - select the override set you want, and LNP will copy over the art files, and put in the additions to the init file.

COOL!!




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mifki

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Re: Text Will Be Text - dfhack plugin
« Reply #1120 on: September 30, 2014, 07:58:54 am »

I can't find what was bothering you, but I'll get on that save right away. What were you missing?

Thanks.

Everywhere where I see colour tokens in raws, for example STATE_COLOR for inorganic
Spoiler (click to show/hide)

and here POWDER_DYE for dye
Spoiler (click to show/hide)

I also see DISPLAY_COLOR token with approximated colour, oh well, for the dye there are three of them - STATE_COLOR, DISPLAY_COLOR and POWDER_DYE. So the colours are approximated already in raws, not in game? Which of these colour specifications the game actually uses? Or I understand it all wrong and these tokens do something different?

mifki

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Re: Text Will Be Text - dfhack plugin
« Reply #1121 on: September 30, 2014, 08:02:41 am »

With the use of the names for tilesets (instead of numbers), that should make it very easy to copy/paste and otherwise manipulate the Overrides.txt from one install to another.

Actually, I'll first use my new orange colour for proposals so that I don't forget it - I was going to add a way to include additional files with overrides to be able to install them individually. Basically, [INCLUDE:moreoverrides.txt] or maybe better [INCLUDE_FOLDER:] to include all files from a folder, if any.. hmm..

argh226

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Re: Text Will Be Text - dfhack plugin
« Reply #1122 on: September 30, 2014, 08:08:40 am »

Quote
True, I did not read the whole 74 pages...

Neither did I... I don't usually read pages before my first post, maybe a page a 2 ahead of that if I'm interest but I did say it was a post in reply to your question so me expecting you to have read it isn't to far fetched.  :P That picture looks like the curse font because of that small window on the side but I can't be sure since I don't actually use phoebus often.

If you don't like the spacefox text "tileset" included in twbt you can use the 16x16 curse one like I said, it's the big font without added spacefox stuff and if you have 40.13 r1 or r2 there should be mayday/phoebus text "tilesets" in their LNP\graphics folders.
@LeoCean

I'm not familiar enough to play around with files from any tileset yet.  I havent got any tutorial about this, so "my best guess" is what I use the most right now :)

I mostly played with phoebus prior to DF2014, but like spacefox a lot.  I just dont like those small font/caractere that goes with all the graphics on the R3. 

And right now I probably am mixing all that up togheter.  16x16 curse, twbt 5.17, R2 vs R3, phoebus vs spacefox and well... I might simply go back to R2 :P

Still, thanks for the support :D
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mifki

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Re: Text Will Be Text - dfhack plugin
« Reply #1123 on: September 30, 2014, 08:13:57 am »

I mostly played with phoebus prior to DF2014, but like spacefox a lot.  I just dont like those small font/caractere that goes with all the graphics on the R3. 

Maybe PeridexisErrant can help you better - you definitely just dislike some change because of twbt in the latest starter pack, but I still don't understand what exactly, and anyway I don't use starter pack launchers and all so I don't know what's the easiest way for you to get what you want.

Clément

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Re: Text Will Be Text - dfhack plugin
« Reply #1124 on: September 30, 2014, 08:18:00 am »

About the background tiles in the workshop, if you look at the bottom workshop, you can see two tile with id 34. The green one is a shrub in the background and the light gray one is a real part of the workshop. It means that if I use an override with tools for tile 34 (like in my previous example), I will get green extra tools in that particular workshop.

This problem already exists in the vanilla game and I don't think it happens very often. So don't bother with it. And your coordinate suggestion is better as it allow the use of big images for workshop like UristWoodie wanted.

@UristWoodie 176 is not a table tile, it is the not-passable tile of several workshops (░). I used a table because of scamtank suggestion but you can use whatever you want.
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