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Author Topic: PyLNP 0.13 - Cross-platform Lazy Newb Pack port with graphics pack patching  (Read 130433 times)

jecowa

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Re: PyLNP 0.13 - Cross-platform Lazy Newb Pack port with graphics pack patching
« Reply #510 on: December 03, 2017, 09:50:57 pm »

Thanks for the updates and maintaining compatibility with Snow Leopard!

This new feature is very helpful:
V0.13

Copy missing tilesets to data/art folder when tileset list is being read
Makes it super intuitive for users to install new Tilesets.

Those improvements to mod merging from v0.12b look like they could be really helpful too. I'm kind of excited to see what three-way merge can really do.
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jecowa

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Re: PyLNP 0.13 - Cross-platform Lazy Newb Pack port with graphics pack patching
« Reply #511 on: December 15, 2017, 06:39:53 pm »

Over the past couple of years, the number of users with 2560 and 4K displays has maybe doubled. At these sizes, a 32x graphics pack takes up as much screen real estate as a 16x graphics pack uses on 720p and 1080p screens respectively.

Maybe graphics packs could provide a list of options in a file that pYLNP would read and allow users to switch between pre-configured sets of graphic/font tilesets, overrides, and creature graphics. A pack could set up a "16x16" and a "32x32" option which each use their own versions of all the png files.

It could be used for other things than just tile sizes. A graphics pack could have a "hollow wall" option and a "solid wall" option that both share all the same files except for the main tilesheet and the overrides tilesheet.
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jecowa

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Re: PyLNP 0.13 - Cross-platform Lazy Newb Pack port with graphics pack patching
« Reply #512 on: December 26, 2017, 01:46:29 pm »

I think there's a bug. PyLNP allows me to update graphics in outdated save files.

It will install v0.44.03 raws on top of save files that are using raws from 0.44.02, 0.43.03, or even 0.28.40. I thought it would previously give a warning and refuse if I tried to do this.

I tested in a much older PyLNP 10e (which I was sure wouldn't do it), but it's doing it there too. I can't figure out what's going on.
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somebears

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Re: PyLNP 0.13 - Cross-platform Lazy Newb Pack port with graphics pack patching
« Reply #513 on: December 28, 2017, 06:09:44 pm »

Hey, I've been playing around with the PyLNP Launcher and especially the Mod part of it.

Now I've come a problem I cannot solve (well, without manually merging ~1000 conflicts)

I am trying to use the Meph Tileset with the mod "revised", both not from the official source, but from other people lovingly packaging/updating them

Tileset: https://github.com/jecowa/Meph/tree/26b34d843ce608eadcc46bd6a1532667326cce6b
Mod : http://dffd.bay12games.com/file.php?id=13270

Some parts seem to produce rather strange merged versions, especially the "plant_*" and "creature_domestic"
The imgur link shows the tileset, the merged version and the mod for one of the plants.
https://imgur.com/a/eO66C

The resulting raws are not very usable, unless you like playing as goblins. And be on fire when embarking.
« Last Edit: December 28, 2017, 06:49:08 pm by somebears »
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jecowa

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Re: PyLNP 0.13 - Cross-platform Lazy Newb Pack port with graphics pack patching
« Reply #514 on: December 28, 2017, 06:48:53 pm »

Dwarf Fortress v0.44.01 and v0.44.02 included a plant_new_trees.txt with a bunch of spaces instead of tabs. The whitespace is back-to-normal in DF v0.44.03, but Meph 32x uses the regular whitespacing even in the versions designed to work with DF v0.44.01 and v0.44.02. It might cause some funny results when comparing files based on two different white-spacings. (That mod you linked uses the whitespacing from DF v0.44.01/02.)

There's definitely some bugs in the PyLNP mod merging, but it works better than it did in v0.12b. The good thing about the old version, though, is that it wouldn't mess up. If there was something that it though was too complicated for it to merge, it would just refuse to make the merge.

PyLNP version 0.13 it has trouble merging multiple mods that add lines to a file. It looks like it does a better job at merging if the mods only modify existing lines instead of trying to add/remove lines, though. I think it does fine if only 1 mod adds lines, but I haven't tested it very thoroughly yet.
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