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Author Topic: Text Will Be Text - dfhack plugin  (Read 775423 times)

Balgias

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Re: Text Will Be Text - dfhack plugin
« Reply #1350 on: December 10, 2014, 06:17:51 am »

I'm having this extremely frustrating problem with this TWBT v0.40.19 . I've tried changing the settings for it in the dfhack.init to change the visual size of this hack on the non-legacy mode.

"twbt tilesize 32 32" ( with and without quotes )

keybinding add Shift-O "twbt tilesize smaller"
keybinding add Shift-P "twbt tilesize bigger"

and trying to fiddle around with them have all resulted in absolutely nothing ! On normal TWBT mode the text is waaay too small on my monitor using the Mayday graphics pack.

TWBT legacy mode also looks terrible and strecthed

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mifki

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Re: Text Will Be Text - dfhack plugin
« Reply #1351 on: December 10, 2014, 07:00:12 am »

These commands are for changing map tile size, not text size. To change text size in-game, use standard DF shortcuts (and mouse wheel), while you're on some non-map screen.

However this will result in blurry text anyway. To properly change text size, you should use a different (bigger) font, however I don't think there's a lot of them currently available. What is [FONT:] set to in your init.txt?

fricy

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Re: Text Will Be Text - dfhack plugin
« Reply #1352 on: December 10, 2014, 07:03:12 am »

/snip
On normal TWBT mode the text is waaay too small on my monitor using the Mayday graphics pack.

TWBT legacy mode also looks terrible and strecthed
Imho the curses_640_300 font in the starter pack is terrible, you can find some replacements on the wiki or here, or make your own with this utility. For Mayday use a 10x16, or 12x16 or 16x16 size for best experience. Legacy needs the font dimension to be the same as the map to avoid stretching, so for Mayday 16x16 is a must!

Col_Jessep

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Re: Text Will Be Text - dfhack plugin
« Reply #1354 on: December 10, 2014, 08:31:25 am »

Imho the curses_640_300 font in the starter pack is terrible
Another default font would indeed be appreciated, mifki. Something larger with clean sans-serif letters if possible, please. <3

Personally I like the Phoebus 16x16 text font that is already in the Phoebus graphics set in the starter pack. Looks like this:



PS: It's the Phoebus_16x16_text.png - just in case... =P
« Last Edit: December 10, 2014, 08:34:05 am by Col_Jessep »
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mifki

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Re: Text Will Be Text - dfhack plugin
« Reply #1355 on: December 10, 2014, 08:45:34 am »

Another default font would indeed be appreciated, mifki. Something larger with clean sans-serif letters if possible, please. <3

I don't provide any default font, so ask starter packs authors.
However why do you want to use square text font when one of the main plugin features is to allow non-square text?

scamtank

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Re: Text Will Be Text - dfhack plugin
« Reply #1356 on: December 10, 2014, 08:54:25 am »

Just link people to the wiki tileset repository in the OP. You can point to it when somebody starts asking foolish questions.
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utunnels

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Re: Text Will Be Text - dfhack plugin
« Reply #1357 on: December 10, 2014, 10:31:23 am »

Oh sorry I forgot to mention I haven't tried that in the newest version. So maybe it has been fixed. Last time I saw that I'm still playing 0.40.13

Now I can confirm the problem is still there.

How to reproduce it:

1) Override the bridge tiles (in my case, I use the same tile)
2) Build a raising bridge and raise it
3) Make sure there's a wall in the way where you are going to scroll the screen, for example:
Code: [Select]
..........
.wwwwwww..
..........
...ggg....
..........
..........
w = wall
g = bridge

If you press down arrow to scroll you screen, it will look like this:

Code: [Select]
..........
.wwwwwww..
..........
...gwg....
..........
..........

If you press up arrow to scroll you screen, it will look like this:

Code: [Select]
..........
.wwwgwww..
..........
...ggg....
..........
..........


Using > and < has similar effect if there are walls on different z-level.
« Last Edit: December 10, 2014, 09:14:52 pm by utunnels »
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HaterSkater

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Re: Text Will Be Text - dfhack plugin
« Reply #1358 on: December 10, 2014, 05:31:38 pm »

Oh sorry I forgot to mention I haven't tried that in the newest version. So maybe it has been fixed. Last time I saw that I'm still playing 0.40.13

Now I can confirm the problem is still there.

How to reproduct it:

1) Override the bridge tiles (in my case, I use the same tile)
2) Build a raising bridge and raise it
3) Make sure there's a wall in the way where you are going to scroll the screen, for example:
Code: [Select]
..........
.wwwwwww..
..........
...ggg....
..........
..........
w = wall
g = bridge

If you press down arrow to scroll you screen, it will look like this:

Code: [Select]
..........
.wwwwwww..
..........
...gwg....
..........
..........

If you press up arrow to scroll you screen, it will look like this:

Code: [Select]
..........
.wwwgwww..
..........
...ggg....
..........
..........


Using > and < has similar effect if there are walls on different z-level.

Yes, it was described before.
Plugin currently can't catch tile changes during scrolling or jumping between levels, if two different items/buildings/tiletypes found on same position on game screen natively share same tile with same colour (foreground and background)
It works this way, so you need to be careful. For example, avoid overriding area tiles, like floor, or grass

UPD:
I thought I've fixed an issue like this, but probably I didn't check/notice it specifically with bridges, I'll check.

wait, wait, wait, mifki you really solved it?!
« Last Edit: December 10, 2014, 05:34:42 pm by HaterSkater »
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mifki

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Re: Text Will Be Text - dfhack plugin
« Reply #1359 on: December 10, 2014, 06:05:34 pm »

wait, wait, wait, mifki you really solved it?!

No, I didn't understand utunnels was talking about this case. Indeed, if tiles have all the same parameters, it won't update them.
Well, actually, if it's a real problem, I can think about more aggressive updates. They happen on a separate thread anyway, so probably it won't have that big impact on performance on current hardware.

Dirst

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Re: Text Will Be Text - dfhack plugin
« Reply #1360 on: December 10, 2014, 07:58:07 pm »

wait, wait, wait, mifki you really solved it?!

No, I didn't understand utunnels was talking about this case. Indeed, if tiles have all the same parameters, it won't update them.
Well, actually, if it's a real problem, I can think about more aggressive updates. They happen on a separate thread anyway, so probably it won't have that big impact on performance on current hardware.
I think you might eventually need to ignore DF's tile updates and just blit the whole map each frame.  Is there a break-even point where the overhead of re-blitting unchanged tiles is equal to the overhead of jumping between updated locations?
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Col_Jessep

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Re: Text Will Be Text - dfhack plugin
« Reply #1361 on: December 10, 2014, 08:14:46 pm »

Another default font would indeed be appreciated, mifki. Something larger with clean sans-serif letters if possible, please. <3

I don't provide any default font, so ask starter packs authors.
However why do you want to use square text font when one of the main plugin features is to allow non-square text?
Curse text is blurry, hard to read and tires my eyes quickly. The Phoebus font reads very well and if it's 16x16 that's okay for me. Any non-square font would be just as welcome if it's a clean font.
My favorite feature is multilevel tbh. That's just so awesome!  :D
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mifki

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Re: Text Will Be Text - dfhack plugin
« Reply #1362 on: December 10, 2014, 08:50:14 pm »

I think you might eventually need to ignore DF's tile updates and just blit the whole map each frame.  Is there a break-even point where the overhead of re-blitting unchanged tiles is equal to the overhead of jumping between updated locations?

It's not about blitting, it's about updating OpenGL data for changed tiles (and with TWBT this also includes processing overrides, which is much slower than just updating OpenGL data). Actually I think I can do full screen updates when the map is moved, anyway most of the tiles change in this case. Yes, this seems to be the right thing to do.

lethosor

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Re: Text Will Be Text - dfhack plugin
« Reply #1363 on: December 11, 2014, 03:36:17 pm »

Note that TWBT appears to be compiled with gcc 4.9+, and I get this error:
Code: [Select]
/lib/libstdc++.so.6: version `GLIBCXX_3.4.20' not found (required by /home/**/test/04019r2-x64/df_linux/hack/plugins/twbt.plug.so
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mifki

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Re: Text Will Be Text - dfhack plugin
« Reply #1364 on: December 11, 2014, 03:53:36 pm »

Note that TWBT appears to be compiled with gcc 4.9+, and I get this error:
Code: [Select]
/lib/libstdc++.so.6: version `GLIBCXX_3.4.20' not found (required by /home/**/test/04019r2-x64/df_linux/hack/plugins/twbt.plug.so

Yep. Should I just use 4.5 instead or provide builds with two versions?
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