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Author Topic: Text Will Be Text - dfhack plugin  (Read 763323 times)

NikoKun

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Re: Text Will Be Text - dfhack plugin
« Reply #2655 on: June 14, 2020, 06:28:26 am »

Shouldn't be to hard (even if a quick hack as a dfhack-init script). Just change the "using graphics" value. I'm too drunk to remember where it is but "gui/gm-editor df.global.ui" might show it...
Can anyone give me a bit more direction than this? I'm still kinda lost on how to fix this.. Changing the graphics state doesn't seem to help, even if it's just for those screens, it seems to use text for either mode, while twbt is enabled.

Frankly, I'm kinda baffled that more people haven't noticed/mentioned this.. Multi-level rendering is great, but I'm not sure it's worth the trade-off of my map (and the map from exportlegends info) looking almost as bad as ascii.. There's GOT to be a way to fix this.  Maybe there's a way to add an exception so TWBT isn't used for the Embark/Raid maps?
« Last Edit: June 14, 2020, 07:22:30 am by NikoKun »
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kirill_P

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Re: Text Will Be Text - dfhack plugin
« Reply #2656 on: June 19, 2020, 12:06:52 am »

This is what i see when i try to launch DF with the LNP and TWBT activated.

https://imgur.com/VQ37BuE

I can only seem to play it with print set to 2D. Anyone knows what it could be?
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Warmist

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Re: Text Will Be Text - dfhack plugin
« Reply #2657 on: June 19, 2020, 03:57:48 am »

This is what i see when i try to launch DF with the LNP and TWBT activated.

https://imgur.com/VQ37BuE

I can only seem to play it with print set to 2D. Anyone knows what it could be?

Graphics drivers or lack of them

kirill_P

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Re: Text Will Be Text - dfhack plugin
« Reply #2658 on: June 22, 2020, 11:42:21 am »

This is what i see when i try to launch DF with the LNP and TWBT activated.

https://imgur.com/VQ37BuE

I can only seem to play it with print set to 2D. Anyone knows what it could be?

Graphics drivers or lack of them

Theyre all up t date.
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chandl34

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Re: Text Will Be Text - dfhack plugin
« Reply #2659 on: July 01, 2020, 05:07:05 pm »

Hey, I've been using Mayday's graphics set for a few years.  I decided to replay Dwarf Fortress again for the first time in about 6 years.  I figured out about TWBT recently, and I've been trying to fix a few graphical issues with Mayday's that have always bugged me.  I'm working on things like wooden doors, wooden hatches, bookcases, minecarts, and tracks.

I've gotten a lot of these changed to the tiles and colors I want.  However, I'm having trouble with tiles that are intended to use inverted colors.  Inverted objects can have their colors fixed so they're no longer inverted, but there seems to be a few things you can't change. 

These include:
- The placeholder image when a building is under construction.  I can't differentiate this from a completed building, so they currently look the same.
- The selection highlight for buildings that have had their colors overwritten.
- For objects that aren't in the raws (such as doors), I can't change the image of the object being carried on its way to being constructed.  I figured out this was an ACTIVITY_ZONE, but I can't specify building types or materials, so that I can choose the right tiles and colors.
- Similarly, the previous issue applies to items on a pedestal

Am I right that these are all issues I won't be able to fix, because they are hardcoded in?


Here is some of my overrides.txt:
Quote
# Bookcases TODO
[OVERRIDE:240:B:BOOKCASE:::map:227:16:1::PLANT:TOWER_CAP:WOOD]
[OVERRIDE:240:B:BOOKCASE:::map:227:15:1::PLANT:FUNGIWOOD:WOOD]
[OVERRIDE:240:B:BOOKCASE:::map:227:7:1:WOOD]
[OVERRIDE:240:B:BOOKCASE:::map:227:9:1:IS_STONE]

[OVERRIDE:240:I:TOOL:TOOL:ITEM_TOOL_BOOKCASE:map:227:16:1:WOOD:PLANT:TOWER_CAP:WOOD]
[OVERRIDE:240:I:TOOL:TOOL:ITEM_TOOL_BOOKCASE:map:227:15:1:WOOD:PLANT:FUNGIWOOD:WOOD]
[OVERRIDE:240:I:TOOL:TOOL:ITEM_TOOL_BOOKCASE:map:227:7:1:WOOD]
[OVERRIDE:240:I:TOOL:TOOL:ITEM_TOOL_BOOKCASE:map:227:9:1:IS_STONE]

# Doors TODO
[OVERRIDE:186:B:DOOR:::map:197:16:1::PLANT:TOWER_CAP:WOOD]
[OVERRIDE:186:B:DOOR:::map:197:15:1::PLANT:FUNGIWOOD:WOOD]
[OVERRIDE:186:B:DOOR:::map:197:7:1:WOOD]

[OVERRIDE:186:I:DOOR:::map:197:16:1:WOOD:PLANT:TOWER_CAP:WOOD]
[OVERRIDE:186:I:DOOR:::map:197:15:1:WOOD:PLANT:FUNGIWOOD:WOOD]
[OVERRIDE:186:I:DOOR:::map:197:7:1:WOOD]

# Hatches TODO
[OVERRIDE:155:B::::map:155:16:1::PLANT:TOWER_CAP:WOOD]
[OVERRIDE:155:B::::map:155:15:1::PLANT:FUNGIWOOD:WOOD]
[OVERRIDE:155:B::::map:155:7:1:WOOD]
[OVERRIDE:155:B::::map:155:16:1:BONE]

[OVERRIDE:155:I::::map:155:16:1:WOOD:PLANT:TOWER_CAP:WOOD]
[OVERRIDE:155:I::::map:155:15:1:WOOD:PLANT:FUNGIWOOD:WOOD]
[OVERRIDE:155:I::::map:155:7:1:WOOD]
[OVERRIDE:155:I::::map:155:16:1:BONE]
« Last Edit: July 01, 2020, 05:39:46 pm by chandl34 »
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Fleeting Frames

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Re: Text Will Be Text - dfhack plugin
« Reply #2660 on: July 02, 2020, 02:14:34 pm »

Quote
- For objects that aren't in the raws (such as doors), I can't change the image of the object being carried on its way to being constructed.  I figured out this was an ACTIVITY_ZONE, but I can't specify building types or materials, so that I can choose the right tiles and colors.

Actually, they're specifically excluded in default code to avoid conflict with other items on the tile.

rmblr

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Re: Text Will Be Text - dfhack plugin
« Reply #2661 on: July 29, 2020, 03:03:09 am »

Apologies if this has been asked and answered already, I tried searching but couldn't find an answer.

Is it possible to use a truetype font for text and a tileset for everything else, while still using TWBT and getting it's other features?

The game text is so much more readable with TTF, other font tilesets just don't compare.
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lethosor

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Re: Text Will Be Text - dfhack plugin
« Reply #2662 on: July 29, 2020, 12:08:54 pm »

Is it possible to use a truetype font for text and a tileset for everything else, while still using TWBT and getting it's other features?
Unfortunately not. Truetype is only supported in non-OpenGL print modes (e.g. PRINT_MODE:2D), and TWBT requires OpenGL (PRINT_MODE:TWBT is treated as STANDARD by DF).
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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 #2663 on: August 02, 2020, 12:22:45 pm »

I've been tested pre-release for 0.47.04 and found that random don't want to work on workshops.
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lethosor

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Re: Text Will Be Text - dfhack plugin
« Reply #2664 on: August 02, 2020, 01:32:22 pm »

I've been tested pre-release for 0.47.04 and found that random don't want to work on workshops.
A pre-release of DFHack or TWBT? (This is the TWBT thread.)
What is "random"?
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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 #2665 on: August 02, 2020, 03:11:02 pm »

I've been tested pre-release for 0.47.04 and found that random don't want to work on workshops.
A pre-release of DFHack or TWBT? (This is the TWBT thread.)
What is "random"?
https://github.com/thurin/df-twbt/releases/tag/0.47.04-r1

https://dffd.bay12games.com/file.php?id=15160

Random sprites function, as like [OVERRIDE:111:B:WORKSHOP_STILL:Workshop::03:R:2:82:83:::IS_STONE]
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waterphage13

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Re: Text Will Be Text - dfhack plugin
« Reply #2666 on: August 02, 2020, 03:24:19 pm »

proof
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lethosor

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Re: Text Will Be Text - dfhack plugin
« Reply #2667 on: August 02, 2020, 05:46:51 pm »

https://github.com/thurin/df-twbt/releases/tag/0.47.04-r1

Random sprites function, as like [OVERRIDE:111:B:WORKSHOP_STILL:Workshop::03:R:2:82:83:::IS_STONE]
Oh, ok, I didn't know TWBT had that feature. (DFHack has a couple features with names like "random" too.) Thanks for clarifying.

I'm not familiar with how TWBT's random sprite feature is supposed to work (i.e. I don't know what's wrong with your screenshot), so I'll leave that for someone else to answer.
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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 #2668 on: August 03, 2020, 05:48:49 am »

OK, random goes to every building but not tile. Strange but not catastrofic.
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Shirasik

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Black screen
« Reply #2669 on: September 09, 2020, 06:39:41 pm »

TWBT fills client area black after returning from any fullscreen menu (ESC menu, announcements, reports, status, etc) if FPS at the moment is lower than FPS cap. Right menu with all its contents is visible and functional.
It correctly redraws everything if window gets resized or loses and regains focus.

Easiest way to reproduce this - is to set FPS_CAP lower than G_FPS_CAP in init.txt and use any fullscreen menu in game.

Doesn't happen in STANDARD or 2D modes, with or without DFHack, only in TWBT mode.
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