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Author Topic: Dungeon Set v1.03 [24x24 TWBT 43.03]  (Read 88681 times)

Pvt. Pirate

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Re: Dungeon Set v1.03 [24x24 TWBT 43.03]
« Reply #75 on: July 24, 2016, 07:06:27 am »

thanks, i'll try that one.
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Meph

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Re: Dungeon Set v1.03 [24x24 TWBT 43.03]
« Reply #76 on: October 03, 2016, 06:41:15 am »

I do have a question:

Why do you have those in the d_init:
Code: [Select]
[TRACK_RAMP_N:30]
[TRACK_RAMP_S:30]
[TRACK_RAMP_E:30]
[TRACK_RAMP_W:30]
[TRACK_RAMP_NS:30]
[TRACK_RAMP_NE:30]
[TRACK_RAMP_NW:30]
[TRACK_RAMP_SE:30]
[TRACK_RAMP_SW:30]
[TRACK_RAMP_EW:30]
[TRACK_RAMP_NSE:30]
[TRACK_RAMP_NSW:30]
[TRACK_RAMP_NEW:30]
[TRACK_RAMP_SEW:30]
[TRACK_RAMP_NSEW:30]

yet in the overrides:
Code: [Select]
[OVERRIDE:30:T:StoneRampTrackN:6:60]
[OVERRIDE:30:T:StoneRampTrackS:6:61]
[OVERRIDE:30:T:StoneRampTrackW:6:62]
[OVERRIDE:30:T:StoneRampTrackE:6:63]
[OVERRIDE:30:T:StoneRampTrackNS:6:64]
[OVERRIDE:30:T:StoneRampTrackEW:6:65]
[OVERRIDE:30:T:StoneRampTrackNE:6:66]
[OVERRIDE:30:T:StoneRampTrackNW:6:67]
[OVERRIDE:30:T:StoneRampTrackSE:6:68]
[OVERRIDE:30:T:StoneRampTrackSW:6:69]
[OVERRIDE:30:T:StoneRampTrackNEW:6:70]
[OVERRIDE:30:T:StoneRampTrackSEW:6:71]
[OVERRIDE:30:T:StoneRampTrackNSW:6:72]
[OVERRIDE:30:T:StoneRampTrackNSE:6:73]
[OVERRIDE:30:T:StoneRampTrackNSEW:6:74]

[OVERRIDE:31:T:StoneRampTrackN:6:75]
[OVERRIDE:31:T:StoneRampTrackS:6:76]
[OVERRIDE:31:T:StoneRampTrackW:6:77]
[OVERRIDE:31:T:StoneRampTrackE:6:78]
[OVERRIDE:31:T:StoneRampTrackNS:6:79]
[OVERRIDE:31:T:StoneRampTrackEW:6:80]
[OVERRIDE:31:T:StoneRampTrackNE:6:81]
[OVERRIDE:31:T:StoneRampTrackNW:6:82]
[OVERRIDE:31:T:StoneRampTrackSE:6:83]
[OVERRIDE:31:T:StoneRampTrackSW:6:84]
[OVERRIDE:31:T:StoneRampTrackNEW:6:85]
[OVERRIDE:31:T:StoneRampTrackSEW:6:86]
[OVERRIDE:31:T:StoneRampTrackNSW:6:87]
[OVERRIDE:31:T:StoneRampTrackNSE:6:88]
[OVERRIDE:31:T:StoneRampTrackNSEW:6:89]

You list all the Ramp Tracks twice, with tile 30 and tile 31, although as far as I understand it, only tile 30 exists ingame.

That makes 6 x 15 overrides that are not used, for Stone, Mineral, Feature, Frozen, Lava and Constructed Ramps.
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utkonos

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Re: Dungeon Set v1.03 [24x24 TWBT 43.03]
« Reply #77 on: October 03, 2016, 02:35:30 pm »

Yea it's a mistake. It comes from GemSet overrides I've used. DragonDePlatino probably tried to override downward track slopes for "multilevel 0". But downward track slope rendered as regular slope in DF (this is tile 31 you mentioned) and it is not named as track ramp, so it can't be overridden unfortunately  :(
Since it doesn't affect players I'll remove these overrides next major update.

DAOWAce

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Re: Dungeon Set v1.03 [24x24 TWBT 43.03]
« Reply #78 on: October 05, 2016, 01:45:45 pm »

While we're at the questions, any reason why the graphics turn into ASCII characters when multilevel is disabled?

I've recently learned that apparently multilevel is causing the fairly frequent crashes I've been experiencing in my times playing DF, but disabling it kinda screws up the graphic set due to the above issue.
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jecowa

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Re: Dungeon Set v1.03 [24x24 TWBT 43.03]
« Reply #79 on: October 05, 2016, 02:06:48 pm »

That sounds more like you are disabling graphics than disabling multilevel rendering. If it wasn't for the fact that you were running Dungeon Set, I would guess that you were completely removing TwbT instead of disabling only its multilevel feature. But disabling TwbT in Dungeon Set should actually turn all the text characters into creature sprites and stuff. I don't think it makes any sense that disabling multilevel in Dungeon Set would turn the graphics into ASCII characters.

Are you disabling multilevel by deleting the "multilevel 5" line from the /Dungeon Set/raw/onLoad.init/ file? Or are you disabling multilevel by deleting the entire /Dungeon Set/raw/onLoad.init/ file? (Either method is fine and should work fine.)
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DAOWAce

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Re: Dungeon Set v1.03 [24x24 TWBT 43.03]
« Reply #80 on: October 06, 2016, 12:43:57 am »

'multilevel 0' in dfhack's console after the game starts up (after I loaded my world too).

Still didn't fix my TWBT crash though..  Maybe I have to stop multilevel from even initializing at all?
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jecowa

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Re: Dungeon Set v1.03 [24x24 TWBT 43.03]
« Reply #81 on: October 06, 2016, 01:02:05 am »

'multilevel 0' in dfhack's console after the game starts up (after I loaded my world too).

Still didn't fix my TWBT crash though..  Maybe I have to stop multilevel from even initializing at all?

It would probably be worth disabling multilevel in your init files anyway to save yourelf from typing "multilevel 0" into the Terminal every time.

I think Dungeon Set still includes an init file that turns multilevel on by default. It would be located in /Dungeon Set/raw/onLoad.init. There also may be some other init files in your Dwarf Fortress folder that are making it on by default. Some Lazy Newb Packs might have an init file (or several) in there that turns it on.
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utkonos

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Re: Dungeon Set v1.03 [24x24 TWBT 43.03]
« Reply #82 on: October 06, 2016, 12:29:50 pm »

Maybe I'll be able to help you, but I need screenshots of this ASCII graphics to find a problem. As of now I can't reproduce this (or maybe I misunderstand you).
And don't hesitate to report any problems, there's no reason to wait for Meph to start questioning me :)).

DAOWAce

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Re: Dungeon Set v1.03 [24x24 TWBT 43.03]
« Reply #83 on: October 07, 2016, 05:12:51 pm »

Maybe I'll be able to help you, but I need screenshots of this ASCII graphics to find a problem.

Multilevel on
Multilevel off

It's probably by design, but it just looks weird.  In other graphic sets I've just seen the entire area go blue or something solid, not dotted multicolor like this.
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utkonos

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Re: Dungeon Set v1.03 [24x24 TWBT 43.03]
« Reply #84 on: October 08, 2016, 07:17:40 am »

Maybe I'll be able to help you, but I need screenshots of this ASCII graphics to find a problem.

Multilevel on
Multilevel off

It's probably by design, but it just looks weird.  In other graphic sets I've just seen the entire area go blue or something solid, not dotted multicolor like this.

Oh, got it. That's actually default DF look :) 
It looks similar in other sets, but usually background is colored.
It's quite easy to change, try this for example (or this one if you prefer triangle ramps). Put this file in DungeonSet/data/art.
« Last Edit: October 08, 2016, 06:14:58 pm by utkonos »
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DAOWAce

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Re: Dungeon Set v1.03 [24x24 TWBT 43.03]
« Reply #85 on: October 15, 2016, 10:32:56 am »

Could you have a look at my post here and the next post by mifki?

http://www.bay12forums.com/smf/index.php?topic=138754.msg7215990#msg7215990

It's about a crashing issue with TWBT.  Just wondering if anything can be done in the graphic set to possibly fix or reduce the frequency of the issues (phantom tiles or crashing depending on redraw method).
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utkonos

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Re: Dungeon Set v1.03 [24x24 TWBT 43.03]
« Reply #86 on: October 16, 2016, 08:41:27 am »

Could you have a look at my post here and the next post by mifki?

http://www.bay12forums.com/smf/index.php?topic=138754.msg7215990#msg7215990

It's about a crashing issue with TWBT.  Just wondering if anything can be done in the graphic set to possibly fix or reduce the frequency of the issues (phantom tiles or crashing depending on redraw method).
Well, there is one thing that can be done with it. But first of all what is phantom tiles? Usually the reason of this problem is as follows:
Let's say we got 2 objects in game both of which use the same tile. I use overrides to make these objects have different tiles. But DF doesn't know about overrides. So it thinks that our objects look the same and redraws only tiles that have changed when you moved your screen. And we got this "phantoms". Forced "redraw all" fixes it.

There is only one way I can remove this phantom tiles - make these 2 objects look the same in my Set. To do it I need to know what tiles are "phantoms". Can you provide some screenshots of your problem?
« Last Edit: October 16, 2016, 08:48:06 am by utkonos »
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Pvt. Pirate

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Re: Dungeon Set v1.03 [24x24 TWBT 43.03]
« Reply #87 on: October 16, 2016, 05:37:35 pm »

having the same problem with phoebus and forceredraw is not an option as it makes the game crash more often.
as you explained the problem, maybe it can be fixed in a future update of the basegame.
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DAOWAce

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Re: Dungeon Set v1.03 [24x24 TWBT 43.03]
« Reply #88 on: October 16, 2016, 07:47:28 pm »

There is only one way I can remove this phantom tiles - make these 2 objects look the same in my Set. To do it I need to know what tiles are "phantoms". Can you provide some screenshots of your problem?
There's like.. tons of different tiles that appear all over, from farm plots to items (especially equipment) to blocks to floors.. it's kinda insane.  Turning off varied ground now did help a bit, but there's still a few things that glitch out 100% (like farms with plants in them).  I wouldn't want the graphic set to have reduced variety just because of a base game issue with overrides. (Also, what about the unneeded overrides mentioned by Meph above? Would removing them do anything or are they not processed by the game?)

That said, it looks like mifki has discovered the cause of the crashing with redrawing: http://www.bay12forums.com/smf/index.php?topic=138754.msg7219820#msg7219820

Hopefully this will no longer be an issue soon.  I'm too dumb to help with programming stuff, so I wish them luck!
« Last Edit: October 16, 2016, 07:55:34 pm by DAOWAce »
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utkonos

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Re: Dungeon Set v1.03 [24x24 TWBT 43.03]
« Reply #89 on: October 17, 2016, 09:04:40 am »

Waiting for mifki to fix TWBT would be the best solution then.
As of unneeded overrides - it's just overrides that never used in the game. They shouldn't affect you in any way.
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