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Author Topic: Grid and tileset sizes in DF2010...  (Read 1245 times)

RandomNumberGenerator

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Grid and tileset sizes in DF2010...
« on: April 03, 2010, 06:50:11 pm »

Unable to wait until I returned home to try out the new version, I downloaded it onto my laptop to try it out. So far I haven't even started a fort however, because I've been too bust screwing around with the init settings. I can't get it to look right. I'm started out using the same tileset and grid size I used in the previous version, but some of the characters were "squished", with a few pixels shaved off on the sides, which annoyed me. I tried to fix it my messing around with the gridsize, but now they're "stretched", which isn't right either. My current settings are:

Window: 1440 x 600
Tileset: Curses12x12
Grid Size: 120x50

With these settings, everything is squished horizontally. With the following however:

Window: 1440 x 600
Tileset: Curses12x12
Grid Size: 119x50

Everything is stretched horizontally. Since I can't have a 119.5 grid size, I was wondering if anyone knew how to fix this so the characters are neither stretched nor squished.

I also noticed DF seemed very slow, though I'm unsure if that's the new version using more CPU, or the fact that my laptop sucks. Probably both.
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Sir Finkus

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Re: Grid and tileset sizes in DF2010...
« Reply #1 on: April 03, 2010, 06:54:51 pm »

Try setting blackspace to Yes

project23

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Re: Grid and tileset sizes in DF2010...
« Reply #2 on: April 03, 2010, 08:03:51 pm »

I also noticed DF seemed very slow, though I'm unsure if that's the new version using more CPU, or the fact that my laptop sucks. Probably both.

Actually, the reason FPS is lower and CPU utilization is higher with DF2010 (0.31.01) is because it is basically DF2008 (v0.28.181.40d) with nifty feature upgrades. All those neat things we got with the 40d# releases like mouse zooming, PNG transparency tilesets, OpenGL improvements, OSX and Linux support are yet to be merged with the new version. At least this is my understanding of the situation.

For right now I'm just blown away with all the new features and I'm glad I get to experiment with them while we wait for the merge to take place.
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RandomNumberGenerator

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Re: Grid and tileset sizes in DF2010...
« Reply #3 on: April 03, 2010, 10:42:07 pm »

I also noticed DF seemed very slow, though I'm unsure if that's the new version using more CPU, or the fact that my laptop sucks. Probably both.

Actually, the reason FPS is lower and CPU utilization is higher with DF2010 (0.31.01) is because it is basically DF2008 (v0.28.181.40d) with nifty feature upgrades. All those neat things we got with the 40d# releases like mouse zooming, PNG transparency tilesets, OpenGL improvements, OSX and Linux support are yet to be merged with the new version. At least this is my understanding of the situation.

For right now I'm just blown away with all the new features and I'm glad I get to experiment with them while we wait for the merge to take place.

But I wasn't using 40D#... I had v0.28.181.40d.

Anyway, the blackspace thing worked(Kinda, still not back to normal, but it's much better)
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Itnetlolor

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Re: Grid and tileset sizes in DF2010...
« Reply #4 on: April 03, 2010, 10:50:14 pm »

Ever try to keep it within proportion with each other? Just a moment while I crunch a number down.

Okay, here's what I figured so far:
Resolution divided by tileset = functional grid scale. It must be in proportion, and to adjust them a tad may require a bit of tinkering.

Summary: 1440x600 / 12x12 = 120 x 50
(1440 / 12 = 120) (600 / 12 = 50)
According to tileset, each tile is natively 12h12v in scale So, just merely changing grid alone without following up by adding or subtracting 12 pixels to the resolution will result in the silly putty effect and it'll get all stretched about.

I think I see the problem. If you want to reduce the window size, just proportionally increase/reduce the scaling.

IE- For every 1 tile of space you want added/removed, add or subtract 12 from the resolution vertical or horizontal for each tile.

Now, in regards to making everything look nice and square, the larger the resolution, the easier it should be to mess around with. I advise you screw around with the grid settings first before screwing around with the resolution; then again, the resolution settings alone should be much less fickle.

Conclusion: When you went 119x50, it stretched from it's original horizontal scale by 12 pixels, resulting in a stretched/flattened image per tile.

I find it up to you to crunch the numbers down to square-out the tiles. Actually, if you want to keep the amount of tiles the same, but make it more square, adjust resolution exclusively, not the grid.

I recall using this kind of measurement and adjustment to make DF easier to play since I can't adjust the resolution of the game from the game.
« Last Edit: April 04, 2010, 12:02:48 am by Itnetlolor »
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