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Author Topic: Text Will Be Text - dfhack plugin  (Read 799108 times)

scamtank

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Re: Text Will Be Text - dfhack plugin
« Reply #1740 on: June 06, 2015, 08:22:12 pm »

That's orthographic.
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Antsan

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Re: Text Will Be Text - dfhack plugin
« Reply #1741 on: June 07, 2015, 06:16:06 am »

This has been bothering me for a little while, so it could've been settled a year ago for all I know: Whenever the tilesets are a different size, the green X-cursor from mousequery that's supposed to follow the mouse pointer uses the X from the text tileset. This makes it either drag behind or overshoot the cursor more and more the further it gets from the top left corner.

It's a bother. Could it be fixed or, seeing it's not really vital, just disabled?

Are you sure you're using plugins (mousequery and couple others) provided with TWBT? That's exactly what they fix.
Huh, I am not using them because they don't work. DFHack automatically disables them because they throw an error or something.
If you want to I can take a look sometime in the next week to what error that was exactly.
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mifki

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Re: Text Will Be Text - dfhack plugin
« Reply #1742 on: June 07, 2015, 07:21:36 am »

This has been bothering me for a little while, so it could've been settled a year ago for all I know: Whenever the tilesets are a different size, the green X-cursor from mousequery that's supposed to follow the mouse pointer uses the X from the text tileset. This makes it either drag behind or overshoot the cursor more and more the further it gets from the top left corner.

It's a bother. Could it be fixed or, seeing it's not really vital, just disabled?

Are you sure you're using plugins (mousequery and couple others) provided with TWBT? That's exactly what they fix.
Huh, I am not using them because they don't work. DFHack automatically disables them because they throw an error or something.
If you want to I can take a look sometime in the next week to what error that was exactly.

The only error that can prevent them from working is incompatible dfhack/plugin version, which is strange. Anyway, can you try the latest version from https://build.mifki.com ?

falcn

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Re: Text Will Be Text - dfhack plugin
« Reply #1743 on: June 07, 2015, 10:35:37 am »

The only error that can prevent them from working is incompatible dfhack/plugin version, which is strange. Anyway, can you try the latest version from https://build.mifki.com ?
In the 5.47 the problem with misplaced X is gone.
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ArmokGoB

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Re: Text Will Be Text - dfhack plugin
« Reply #1744 on: June 08, 2015, 02:33:16 pm »

I'm noticing very persistent (and annoying) crashes in fast travel in adventure mode. The chance of crashes happening seems to increase based on how many adventurers/forts you've started in the world.
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DragonDePlatino

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Re: Text Will Be Text - dfhack plugin
« Reply #1745 on: June 08, 2015, 03:08:33 pm »

I can confirm this. I've been doing some very light testing in Adventure Mode (start up a save, walk around a bit) and I've been getting very consistent crashes on the first fast travel of a session. I don't think it's a TWBT problem, though, because you cannot even override anything in the map.

(It would be awesome if we could have separate text, map and worldgen tilesets BTW)

ArmokGoB

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Re: Text Will Be Text - dfhack plugin
« Reply #1746 on: June 08, 2015, 03:21:52 pm »

I can confirm this. I've been doing some very light testing in Adventure Mode (start up a save, walk around a bit) and I've been getting very consistent crashes on the first fast travel of a session. I don't think it's a TWBT problem, though, because you cannot even override anything in the map.

(It would be awesome if we could have separate text, map and worldgen tilesets BTW)
It is a TWBT problem. I've played ~100 adventure games since TWBT was released and this bug only happens when TWBT is enabled.
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Max™

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Re: Text Will Be Text - dfhack plugin
« Reply #1747 on: June 08, 2015, 07:10:15 pm »

Interestingly, it does not happen if you move out of the zoomed in mini-map to the full travel map, at least in my experiences. I've been dealing with it because I couldn't track down exactly when it happened, but now I'm pretty sure it's only when the map zooms into the city/site/fort travel map.

To test it try to travel out in the middle of nowhere, I'm pretty sure you'll be able to start and stop all day long, but if you go into a town and try to travel out it will probably crash you.
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mifki

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Re: Text Will Be Text - dfhack plugin
« Reply #1748 on: June 08, 2015, 09:32:46 pm »

Are we talking about this screen?

Spoiler (click to show/hide)

It works quite well for me, but I'll try on Windows later.

mifki

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Re: Text Will Be Text - dfhack plugin
« Reply #1749 on: June 08, 2015, 09:37:52 pm »

Was just thinking about something too. You mixed different tile sizes in those screenshots. Is it currently possible to do that and also use non square tiles? For example putting in a shrub that is 32x40 and overlaps the above tile? Or making walls slightly taller for a better fake isometric perspective?

I was thinking about this long time ago, technically it's possible, maybe I'll try and add it as an option.

sic8

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Re: Text Will Be Text - dfhack plugin
« Reply #1750 on: June 08, 2015, 10:11:40 pm »

I was thinking about this long time ago, technically it's possible, maybe I'll try and add it as an option.

It would break up the monotony of 'square everything' for sure. Oversize creatures would be neat
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ArmokGoB

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Re: Text Will Be Text - dfhack plugin
« Reply #1751 on: June 08, 2015, 10:27:38 pm »

Are we talking about this screen?

Spoiler (click to show/hide)

It works quite well for me, but I'll try on Windows later.
Yeah that screen. Try it on a save that had other adventurers/forts. Those seem to crash more often that new saves.
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Meph

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Re: Text Will Be Text - dfhack plugin
« Reply #1752 on: June 09, 2015, 01:01:15 am »

Was just thinking about something too. You mixed different tile sizes in those screenshots. Is it currently possible to do that and also use non square tiles? For example putting in a shrub that is 32x40 and overlaps the above tile? Or making walls slightly taller for a better fake isometric perspective?

I was thinking about this long time ago, technically it's possible, maybe I'll try and add it as an option.
+1 from me. Larger monsters, especially megabeasts would be great, and spiky underground plants, and and and... ;)
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Max™

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Re: Text Will Be Text - dfhack plugin
« Reply #1753 on: June 09, 2015, 03:43:44 am »

On this screen:
Spoiler (click to show/hide)
I can travel and stop and travel and stop all day long, no problem.

On this screen:
Spoiler (click to show/hide)
I dropped out of travel mode and went back twice and crashed. If I were to save there and travel immediately it will crash.

If I enter and exit travel mode (typed crash mode, hah!) without moving and then travel it can work more reliably, but it pretty consistently seems to be from the zoomed in city/site map.

Ok, I'm pretty sure that the update from 5.45 to 5.47  did something because with 5.47 I can't even travel in the middle of nowhere.

Super special edit: ok, after checking both it looks like if I rest the first time I travel for at least 2 hours after that I can travel pretty safely.
« Last Edit: June 09, 2015, 04:03:52 am by Max™ »
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mifki

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Re: Text Will Be Text - dfhack plugin
« Reply #1754 on: June 09, 2015, 04:17:29 am »

Ok, thanks, I'll try to reproduce the crash. But I have no idea how that last "if I rest for 2 hours" can be related to twbt...
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