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Author Topic: Help: Weird Graphics w/ Meph's Tileset or TWBT (images below)  (Read 2147 times)

a2darreed

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Help: Weird Graphics w/ Meph's Tileset or TWBT (images below)
« on: January 03, 2019, 11:22:12 pm »

Hello - could anyone lend me a hand?

I've been having a bit of an issue with the Graphics feature of DF. I decided not to use the LNP because I am using OSX and the LNP doesn't look like it's been updated to version 0.44.12 as of yet, but I've tried to manually install things like DFHack, TWBT, Soundsense and Meph's tileset. Unfortunately, whenever I try to toggle the "[GRAPHICS:NO]" setting from "NO" to "YES" with Meph's graphics in the art folder of df, all of my text (letters) gets replaced with tile icons, which is unintelligible.

Below, I'll share some image examples but first, I'll describe some of the steps I went through in order to install the aforementioned plugins.

DFHack
1. I went to https://github.com/DFHack/dfhack/releases and downloaded "dfhack-0.44.12-r2-OSX-32-gcc-7.3.0.tar.bz2"
2. Unzipped the folder
3. Moved the contents of the unzipped folder into the main Dwarf Fortress directory ("df_osx")
3a. This included a "stonesense" folder (which I thought was the same thing as Soundsense; I could be wrong about this)

TWBT
1*. I went to https://github.com/mifki/df-twbt/releases and downloaded "twbt-6.52-osx"
2. Unzipped the folder and went to the unzipped folder
3. Moved the "twbt.plug.dylib" into the df_osx/hack/plugins
4. Moved the "overrides.txt" into the df_osx/data/init
5. Moved the png images into the df_osx/data/art
* I noticed today that TWBT is now up to version 6.57, so I'll definitely try updating this as well.

Meph Tileset
1. I went to http://www.bay12forums.com/smf/index.php?topic=161047.0 and downloaded the version for "MacOS/Linux setups"
2. After unzipping, I copied the contents from the art, init, and raw directories in Meph's folder into the corresponding DF directory.
- I also overwrote anything that existed prior (the "overrides.txt" originally downloaded from TWBT).

To my knowledge, I've done everything correctly. Unfortunately, I've only been able to play with the font.png tiles because I have to turn graphics off.

Images
Here is an image of my title screen with Graphics on:
https://imgur.com/f4igAmW

Here are my init.txt settings (w/ descriptions omitted to save space):
https://imgur.com/a/RdYmG4e

If anyone knows what's going on with my setup and could offer some help, I'd greatly appreciate it.

Thanks
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ek_ek

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Re: Help: Weird Graphics w/ Meph's Tileset or TWBT (images below)
« Reply #1 on: January 04, 2019, 10:13:04 pm »

I was having the exact same issues, but now have a working version after making some changes. Something is happening with font.png. I changed the following data/init/init.txt fields:

[FONT:text_12x16.png]
[FULLFONT:text_12x16.png]

"text_12x16.png" comes from the mayday tileset, but you could also use the defaults "curses_800x600.png" that come with DF. Just make sure the file is in data/art. I then added a few lines to the top of dfhack.init to enable some TWBT features used by Meph:

season-palette start
twbt unit_transparency 1
twbt workshop_transparency 1
twbt redraw_all 0
#r#ealcolors

You can just stick those at the top of the dfhack.init file (use the example file if you don't have one). Would still be curious to hear if there are other, better, fixes though.
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a2darreed

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Re: Help: Weird Graphics w/ Meph's Tileset or TWBT (images below)
« Reply #2 on: January 05, 2019, 12:37:21 am »

Thanks for the help.

Unfortunately, it looks like that still didn't work whenever I enter YES in the the graphics field of init.txt:

[GRAPHICS:YES]

One thing I will note though is that I have both dfhack.init and dfhack.init-example in the main dfosx directory. Originally, I only had the example file, but I copied and renamed it in order to have both. Nonetheless, I copied your lines to both files, which I imagine shouldn't be an issue.

I suspect that it does have something to do with enabling TWBT
« Last Edit: January 05, 2019, 01:01:09 am by a2darreed »
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ek_ek

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Re: Help: Weird Graphics w/ Meph's Tileset or TWBT (images below)
« Reply #3 on: January 05, 2019, 12:07:50 pm »

Sorry to hear it didn't work. Make sure you replace the lines I mention in the data/init/init.txt files, too (not just copy them in), in addition to modifying the dfhack.init file.

My version produces proper text in the title screen, but still seems a little off in actual game play. Hopefully Meph or another expert will help us out soon.
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a2darreed

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Re: Help: Weird Graphics w/ Meph's Tileset or TWBT (images below)
« Reply #4 on: January 05, 2019, 08:30:53 pm »

So I also had this topic posted under the "Tilesets and Graphics" subthread and someone was able to send me a version that solved the problem.

Here is a working copy for Mac OS
Meph + dfhack 44.12.r2 + some extra stuff I've updated.

To use full retina resolution, edit init.txt and press Alt+Enter
[GRAPHICS_FULLSCREENX:3840]
[GRAPHICS_FULLSCREENY:2160]

I'm probably gonna release it sometime next week, still work in progress
Comes with a save.
https://www.dropbox.com/s/duchcjuu7iereid/df.44.12.zip?dl=1

It looks like the issue was that I wasn't able to run the "dfhack" executable file from my dfosx directory. But I was able to run it on falcn's version and it seems to work.

Thanks again for helping out
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