Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 177 178 [179] 180 181 ... 184

Author Topic: Text Will Be Text - dfhack plugin  (Read 763304 times)

Shirasik

  • Escaped Lunatic
    • View Profile
Re: Text Will Be Text - dfhack plugin
« Reply #2670 on: September 11, 2020, 05:10:38 pm »

TWBT randomly crashes the game at twbt.plug.dll:twbt.plug_roundf+15D17 or twbt.plug.dll:twbt.plug_roundf+15D21

Code: [Select]
twbt.plug.dll:00007FFA1EECCE67 sub     ecx, r9d
twbt.plug.dll:00007FFA1EECCE6A js      short loc_7FFA1EECCEC4
twbt.plug.dll:00007FFA1EECCE6C movsx   eax, word ptr [rbx+0AAh]
twbt.plug.dll:00007FFA1EECCE73 mov     r8d, cs:dword_7FFA2098573C
twbt.plug.dll:00007FFA1EECCE7A sub     eax, r8d
twbt.plug.dll:00007FFA1EECCE7D js      short loc_7FFA1EECCEC4
twbt.plug.dll:00007FFA1EECCE7F cmp     ecx, [rdi+0D8h]
twbt.plug.dll:00007FFA1EECCE85 jge     short loc_7FFA1EECCEC4
twbt.plug.dll:00007FFA1EECCE87 mov     edx, [rdi+0DCh]
twbt.plug.dll:00007FFA1EECCE8D cmp     eax, edx
twbt.plug.dll:00007FFA1EECCE8F jge     short loc_7FFA1EECCEC4
twbt.plug.dll:00007FFA1EECCE91 movsx   eax, word ptr [rsp+32h]
twbt.plug.dll:00007FFA1EECCE96 movsx   ecx, word ptr [rsp+30h]
twbt.plug.dll:00007FFA1EECCE9B sub     ecx, r9d
twbt.plug.dll:00007FFA1EECCE9E imul    ecx, edx
twbt.plug.dll:00007FFA1EECCEA1 sub     ecx, r8d
twbt.plug.dll:00007FFA1EECCEA4 add     eax, ecx
twbt.plug.dll:00007FFA1EECCEA6 cdqe
twbt.plug.dll:00007FFA1EECCEA8 lea     rdx, ds:0[rax*4]
twbt.plug.dll:00007FFA1EECCEB0 mov     rax, cs:qword_7FFA20985718
twbt.plug.dll:00007FFA1EECCEB7 mov     ecx, [rdx+rax]                          ;fires exception here
twbt.plug.dll:00007FFA1EECCEBA mov     rax, cs:qword_7FFA1FD85700
twbt.plug.dll:00007FFA1EECCEC1 mov     [rdx+rax], ecx                          ;or fires it here
i.e. when it tries to copy from one array to another. At the moment when it fires exception 0xC0000005, rdx stores negative value big enough for further instructions to try to access memory out of data segments.

P.S.
Using PeridexisErrant's Starter Pack 0.47.04-r07
Logged

Shirasik

  • Escaped Lunatic
    • View Profile
Re: Text Will Be Text - dfhack plugin
« Reply #2671 on: September 12, 2020, 07:20:28 pm »

In radeon software I created profile for DF and set vsync option to 'off, if not specified by app' (not sure how should it be spelled in English, I using localized installation). Random crashes vanished yet. All of them - caught in twbt.plug.dll as well as in other places :o Current DF's uptime have hit 8 hours, opposite to approximately hour and a half maximum before. Might be a clue.
Logged

Enemy post

  • Bay Watcher
  • Modder/GM
    • View Profile
Re: Text Will Be Text - dfhack plugin
« Reply #2672 on: September 19, 2020, 09:43:07 pm »

I've been working with Meph's tileset and TWBT to try and learn to make tiles in advance for the Steam version. For some reason, my ankylosaur tiles appear with a black background ingame, while my alvarezsaurs are properly transparent. Why is this?

Spoiler (click to show/hide)
Logged
My mods and forum games.
Enemy post has claimed the title of Dragonsong the Harmonic of Melodious Exaltion!

thurin

  • Bay Watcher
    • View Profile
Re: Text Will Be Text - dfhack plugin
« Reply #2673 on: October 12, 2020, 07:58:16 pm »

I've uploaded an unofficial build of TWBT for DFHack 0.47.04-r3 to https://github.com/thurin/df-twbt/releases/tag/0.47.04-r3
Logged

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: Text Will Be Text - dfhack plugin
« Reply #2674 on: October 14, 2020, 01:24:17 pm »

I've been working with Meph's tileset and TWBT to try and learn to make tiles in advance for the Steam version. For some reason, my ankylosaur tiles appear with a black background ingame, while my alvarezsaurs are properly transparent. Why is this?

Spoiler (click to show/hide)


I found a few nice dino sprites that might help.
The TWBT unit transparency doesn't work if the creature is standing on the same tile as another object that uses transparency. Maybe that was the issue. And mind that your sprites can be up to 96x96 for the Steam version, in case you want larger dinos. :)
Logged
::: ☼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 :::

Hypnopompic

  • Escaped Lunatic
    • View Profile
Re: Text Will Be Text - dfhack plugin
« Reply #2675 on: October 18, 2020, 12:34:05 pm »

I'm having a bit of a graphical issue with certain fonts in ultrawide, particularly finer and smaller fonts. When the resolution goes beyond FHD and wider than 16:9 (around 17:9~ and beyond) I get two different problems, depending on the value of TEXTURE_PARAM in init.txt;

With TEXTURE_PARAM:LINEAR, I get this color blur:
Spoiler (click to show/hide)

TEXTURE_PARAM:NEAREST gives, instead, this sort of pixel "overflow":
Spoiler (click to show/hide)

It's a bit of a bother, this one is honestly the most legible font I've used, but I haven't found a way yet to have it properly display in 21:9. Using [ and ] to resize never brings it back to a perfect 1 font pixel to 1 screen pixel. Curiously, trying to make the font smaller with [ stretches it, keeping the width and decreasing only its height.

The only "workaround" I've been able to find was upscaling the font: From the original 128x256 dimensions of the font, to a 192x384 and the issue doesn't appear anymore, but it makes the font massive, having the UI eat a lot of the screen while playing the game (and resizing down in-game again breaks the 1 font pixel to 1 screen pixel crispness).

Any idea of what could else I try?

For reference, this is the font when launching the game in (or less than) 16:9 FHD:
Spoiler (click to show/hide)
Logged

Enemy post

  • Bay Watcher
  • Modder/GM
    • View Profile
Re: Text Will Be Text - dfhack plugin
« Reply #2676 on: October 19, 2020, 12:41:05 am »

I've been working with Meph's tileset and TWBT to try and learn to make tiles in advance for the Steam version. For some reason, my ankylosaur tiles appear with a black background ingame, while my alvarezsaurs are properly transparent. Why is this?

Spoiler (click to show/hide)


I found a few nice dino sprites that might help.
The TWBT unit transparency doesn't work if the creature is standing on the same tile as another object that uses transparency. Maybe that was the issue. And mind that your sprites can be up to 96x96 for the Steam version, in case you want larger dinos. :)

Thanks! That’ll be extremely helpful.
Logged
My mods and forum games.
Enemy post has claimed the title of Dragonsong the Harmonic of Melodious Exaltion!

waterphage13

  • Bay Watcher
    • View Profile
Re: Text Will Be Text - dfhack plugin
« Reply #2677 on: November 08, 2020, 04:28:57 pm »

https://dffd.bay12games.com/file.php?id=15160 - loading lag freezes the game.
Logged

waterphage13

  • Bay Watcher
    • View Profile
Re: Text Will Be Text - dfhack plugin
« Reply #2678 on: November 08, 2020, 07:08:37 pm »

 I was just on two thirds of the way to make per-material tileset. It just don't want to load anymore.
« Last Edit: November 08, 2020, 07:11:10 pm by waterphage13 »
Logged

Dubya

  • Bay Watcher
    • View Profile
Re: Text Will Be Text - dfhack plugin
« Reply #2679 on: November 12, 2020, 03:17:12 am »

Why don't my overrides that target a new tileset work? For instance

Code: [Select]
[TILESET:bridge2.bmp:bridge2.bmp:6]

[OVERRIDE:205:B:BRIDGE:::6:4] lr =
[OVERRIDE:186:B:BRIDGE:::6:4] ud ||
[OVERRIDE:187:B:BRIDGE:::6:2] ur
[OVERRIDE:200:B:BRIDGE:::6:6] dl
[OVERRIDE:188:B:BRIDGE:::6:8] br
[OVERRIDE:201:B:BRIDGE:::6:0] ul
[OVERRIDE:43:B:BRIDGE:::6:4] floor

returns a messed up shadow and not my tile. I've tried making the override image a .png and removed all transparency, but it still returns the shadow. My overrides that change tiles on the base 256x256 tileset work, but none that target a completely new tileset. I've looked at how others have set up their overrides and my file seems to be in the exact same format but it just doesn't work.
Logged

Dubya

  • Bay Watcher
    • View Profile
Re: Text Will Be Text - dfhack plugin
« Reply #2680 on: November 13, 2020, 07:58:34 pm »

Fixed the issue with my overrides not working

Turns out that the canvas size of your override image NEEDS to match your base tileset canvas size. For instance, I was using a 48x48 image for my bridge overrides and my base tileset is 256x256, so I was getting a super zoomed in version of my 48x48 image ingame. It's obvious in retrospect, but not mentioned anywhere at all on the internet as far as I can tell. Glad to have figured this out, and such a stipulation should probably be mentioned in the base overrides file.
Logged

Uthimienure

  • Bay Watcher
  • O frabjous day!!
    • View Profile
Re: Text Will Be Text - dfhack plugin
« Reply #2681 on: December 26, 2020, 04:45:07 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]

I tried adding TWBT to an existing fort by following these instructions:

Unzip and copy plugin file from the 0.47.04-r1 folder to your Dwarf Fortress hack/plugins folder.
Copy the transparent1px.png, white1px.png, shadows.png to your data/art folder.


... and get this message when DFHack starts:

Can't load plugin twbt
DFHack is ready. Have a nice day!
DFHack version 0.47.04-r1 (release) on x86_64
Type in '?' or 'help' for general help, 'ls' to see all commands.
[DFHack]#     




Not sure what to do!
Logged
"I've never really had issues with the old DF interface (I mean, I loved even 'umkh'!)" ... brewer bob
As we say in France: "ah, l'amour toujours l'amour"... François D.

Erendir

  • Bay Watcher
    • View Profile
Re: Text Will Be Text - dfhack plugin
« Reply #2682 on: December 27, 2020, 04:45:32 am »

... and get this message when DFHack starts:

Can't load plugin twbt
DFHack is ready. Have a nice day!
DFHack version 0.47.04-r1 (release) on x86_64
Type in '?' or 'help' for general help, 'ls' to see all commands.
[DFHack]#     

Not sure what to do!
make sure there is a twbt.plug.dll in your "Dwarf Fortress/hack/plugins" folder. If not,  you will need one, compiled for your dfhack version. I think the easiest way to get them in sync is to take a Lazy Newb Pack.

Logged

Uthimienure

  • Bay Watcher
  • O frabjous day!!
    • View Profile
Re: Text Will Be Text - dfhack plugin
« Reply #2683 on: December 27, 2020, 09:32:42 am »

Thanks, yes I have that, it was what the instruction was describing (although not by specific filename).


Perhaps another approach...

I'm running unmodded 0.47.04 with DFHack 0.47.04-r1 because of random crashing using the pack. 
My current setup doesn't crash. 
What I want is just the multi z-level aboveground display from TWBT, that's all.
Logged
"I've never really had issues with the old DF interface (I mean, I loved even 'umkh'!)" ... brewer bob
As we say in France: "ah, l'amour toujours l'amour"... François D.

Clément

  • Bay Watcher
    • View Profile
Re: Text Will Be Text - dfhack plugin
« Reply #2684 on: December 27, 2020, 09:37:21 am »

I think it should be a different error message if the file was missing or if there was a version mismatch. This one is printed when LoadLibrary fails. The plugin file may be corrupted try downloading and installing it again. Or maybe wrong architecture, but there are only 64 bits versions listed where you downloaded it. I am not sure what could have happened, DFHack should be more verbose on why it fails (I created an issue here).
« Last Edit: December 27, 2020, 09:45:38 am by Clément »
Logged
Pages: 1 ... 177 178 [179] 180 181 ... 184