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Author Topic: UPDATE - MDF4a - A lot. (and set-color UI buttons)  (Read 16642 times)

Arkenor

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Re: UPDATE - MDF4 - A lot.
« Reply #15 on: October 01, 2013, 06:31:46 am »

With the Taiga Orcs and Cutebolds being around in the same world now, do they interact with the playable Dwarves via trade or war?
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Etherdrinker

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Re: UPDATE - MDF4 - A lot.
« Reply #16 on: October 01, 2013, 06:49:49 am »

dark buttons in the GUI are normal?

Vabalokis

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Re: UPDATE - MDF4 - A lot.
« Reply #17 on: October 01, 2013, 07:02:09 am »

Is there possible to tweak rendermax so it would change day/night cycle not that fast?
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Etherdrinker

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Re: UPDATE - MDF4 - A lot.
« Reply #18 on: October 01, 2013, 07:24:06 am »

I redownloaded and still the same thing... all buttons are black and I canīt see any options : (

EDIT: Halp

zach123b

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Re: UPDATE - MDF4 - A lot.
« Reply #19 on: October 01, 2013, 07:41:10 am »

i believe it's the system colors, reading meph's post in another topic says that's it
try changing them... hopefully that'll get it :-\
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Meph

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Re: UPDATE - MDF4 - A lot.
« Reply #20 on: October 01, 2013, 08:32:05 am »

@ALL: Everything that has been reported is fixed. I will start uploading now.

Quote
Is there possible to tweak rendermax so it would change day/night cycle not that fast?
Yes, open rendermax.lua in your dwarffortress folder, and search this line: special.daySpeed=0.1

The lower the number, the slower the day.

I'm just waiting 'til a bit later like I usually do since sometimes fixes get made not long after the release. :O
Smart. ;)

Missing
     Turn off "More Foods"


I just prefer to do a search on "roast" / "stew" / "biscuits" when I'm trading my prepared foods.  I normally don't put them in barrels.
Is added.

i believe it's the system colors, reading meph's post in another topic says that's it
try changing them... hopefully that'll get it :-\
Is fixed

With the Taiga Orcs and Cutebolds being around in the same world now, do they interact with the playable Dwarves via trade or war?
Yes. Dwarves and Orcs are at war, but I dont think kobolds will come, because they count as skulking.

Mephs mastery of written English continues to impress, by a lot :)

Grats on the 4th!
I dont get it. The title says "A lot".

Changing the tileset on the Settings panel changes some other settings back to their default values. (Autosave Pause, Embark Size)

The Phoebus Tileset Assembler appears broken to me.
Thats normal, and has always been like that. What are the issues with the tileset assembler? '(edit: ok, had a look, it fixed)

Turns out butchering a Opossum Man in vanilla 3i has the same issues with the resulting items, so it's not because of the leather materials change. The only difference was that something is called Deephide.
Odd... I havent looked into it yet.

Win 8/Obsidian Soul Blessed Serra/Icy Myr
I can embark with drinks such as: pig tail none or n/a
Spoiler (click to show/hide)
Is fixed, Obsidian Soul had a "Duplicate Object: plant CAVE MOSS", which was the source of the issue.

Quote
from extensive playing with the new gui i found toggling keybinds between laptop/vanilla makes 'transform message' and 'digging stop' to copy the last one editted
wtf.

Already found some minor typos in the GUI
-Adv. Traps, Adv. Centered and Pet Coffin Use have the tooltip from Digging Stop
-Build Dimension has the tooltip from English Dwarves
-Max Semibeasts tooltip says "adds this numbr of Semimegabeasts"
-Levels above HFS: "How many layery you have"

The Workshop of Magical Testing is also buildable ingame.

And did dwarves always bring cloaks with them?
yes, cloaks have been there before. All fixed. And god damn it, I shouldnt do updates at 0400 at night, leaving that damn cheat thing in again. Its the bane of my existance. :P

Billy Jack: I will wait with your stockpile changes till you say that you are finished. The list looks nice, but if you say that you are currently testing, I will wait till you are done. I dont know about the animal people, maybe they take the first entry in the raws that fits, because they are lacking a correct tag?
« Last Edit: October 01, 2013, 08:37:45 am by Meph »
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Meph

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Re: UPDATE - MDF4a - A lot. (and set-color UI buttons)
« Reply #21 on: October 01, 2013, 08:57:29 am »

Update is up.

 - Fixed button colors (some people had system-related issues)
 - Fixed some typos
 - Fixed some wrong tooltips in the GUI
 - Fixed duplicate grass entry in Obsidian Soul tileset, messing up the plants.
 - Added "more foods" button to the GUI
 - Removed the cheat-workshop
 - Fixed Phoebus Tileset Assembler
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Billy Jack

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Re: UPDATE - MDF4a - A lot. (and set-color UI buttons)
« Reply #22 on: October 01, 2013, 10:25:43 am »

AAARRRGGGHHHH!

After spending a good chunk of time applying my mods to the mod, a new release.

Appreciate the quick turnaround on the corrections so far.

a lot - when typing in "alot" the editor autocorrects to "a lot" (which is probably why the comment about it didn't make sense).  "alot" would be used as a generality for a quantity, such a "a couple", "a few", "some", etc. The only things I could think of using "lot" for would be a parking lot or a property, i.e. going to build on house on the empty lot. I suppose it would also be a shortened form of "allotment". But, I'm guessing you were more of a victim of the editor rather than not knowing this.   :)


No real RAW changes other than the cheat workshop, right?  I'll likely just continue without the 4a fix release.
« Last Edit: October 01, 2013, 10:28:15 am by Billy Jack »
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Give a dwarf a fish, you feed him for a season.
Give a dwarf a Fishpond, couple of buckets, build a Fishery, and enable Fishfarming labor; you feed him for a lifetime. (And get someone to clean and prep the fish)

Arkenor

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Re: UPDATE - MDF4a - A lot. (and set-color UI buttons)
« Reply #23 on: October 01, 2013, 10:32:30 am »



a lot - when typing in "alot" the editor autocorrects to "a lot" (which is probably why the comment about it didn't make sense).  "alot" would be used as a generality for a quantity, such a "a couple", "a few", "some", etc. The only things I could think of using "lot" for would be a parking lot or a property, i.e. going to build on house on the empty lot. I suppose it would also be a shortened form of "allotment". But, I'm guessing you were more of a victim of the editor rather than not knowing this.   :)


"Alot" is not a word. At least not in English. "A lot", on the other hand, is extremely common and entirely correct usage.
« Last Edit: October 01, 2013, 10:38:40 am by Arkenor »
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Meph

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Re: UPDATE - MDF4a - A lot. (and set-color UI buttons)
« Reply #24 on: October 01, 2013, 10:38:21 am »

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DoX

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Re: UPDATE - MDF4a - A lot. (and set-color UI buttons)
« Reply #25 on: October 01, 2013, 10:40:14 am »

Everything is looking good Meph, except with a few Rendermax issues. I'm not sure if it's a compatibility issue with Masterwork, or the new hotkeys, but I can't zoom in and out while Rendermax is enabled. It just crashes. Oddly enough, when Rendermax is enabled, I can seem to zoom in with the "1" key, but that's it.

Edit: It's the same with windowed, or fullscreen, even on the main menu. Crashes when zooming with the scroll wheel or any other means.
« Last Edit: October 01, 2013, 10:49:56 am by DoX »
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Billy Jack

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Re: UPDATE - MDF4a - A lot. (and set-color UI buttons)
« Reply #26 on: October 01, 2013, 10:49:28 am »

<facepalm>
   walks off muttering "I could have sworn ...."
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Give a dwarf a fish, you feed him for a season.
Give a dwarf a Fishpond, couple of buckets, build a Fishery, and enable Fishfarming labor; you feed him for a lifetime. (And get someone to clean and prep the fish)

Meph

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Re: UPDATE - MDF4a - A lot. (and set-color UI buttons)
« Reply #27 on: October 01, 2013, 10:52:16 am »

Everything is looking good Meph, except with a few Rendermax issues. I'm not sure if it's a compatibility issue with Masterwork, or the new hotkeys, but I can't zoom in and out while Rendermax is enabled. It just crashes. Oddly enough, when Rendermax is enabled, I can seem to zoom in with the "1" key, but that's it.

Edit: It's the same with windowed, or fullscreen, even on the main menu. Crashes when zooming with the scroll wheel or any other means.
Ehm, yeah, while I didnt knew about the zooming/crash issue, I am not too suprised. Resizing the window crashes it, so zoom probably has the same issue. The only person that can or can not fix any of this is Warmist, but I dont know if there is much he can do.
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Varyag

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Re: UPDATE - MDF4a - A lot. (and set-color UI buttons)
« Reply #28 on: October 01, 2013, 10:57:08 am »

- Mind that the mod and the default tileset are optimised for TTF, so playing with Rendermax might look odd or cut words off. I would recommend to use Obsidian Soul with it, since its tileset letters are best to read. I used the Masterwork Tileset letters for vermin, and rely on TTF for text, so it will look odd if you play the default set without TTF. But have a look for yourself.

Will you update the default tileset to optimise it for play without ttf? I love the idea of rendermax but don't really want to mess with other tilesets as i've noticed the other tilesets tend to be considerably buggier than the default one that recieves the most bug reports.
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Meph

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Re: UPDATE - MDF4a - A lot. (and set-color UI buttons)
« Reply #29 on: October 01, 2013, 11:06:08 am »

Its because I only test the default setting. Thats 1 world and test-fort. If I do that to the 12 tilesets and 3 races, its 36 testforts. Too much.

I thought about it, it would be simple to add Obsidian Souls letters into it, but I do use inverted tiles on the letters for vermin. I think better rendermax is worth it though. I need to get Photoshop and Dreamweaver first, otherwise I cant work on the tilesets or the manual effectively.

So yeah, its planned.
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::: ☼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 :::
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