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Author Topic: Text Will Be Text - dfhack plugin  (Read 802231 times)

mifki

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Re: Text Will Be Text - dfhack plugin
« Reply #630 on: August 08, 2014, 08:24:43 am »

Lot of bugs have been fixed recently in nextgen branch, it should be usable now. Basic multilevel rendering is supported for adventure mode, but there may be many issues still, as adv. mode rendering is much more complicated than fortress mode. Overrides by tile type added also.

Next plans are to fix mapshot command, more colours, better support for overrides by tile type, rendering of levels "above" in adv. mode,  commands to manage overrides and tilesets from console, and 0.40.x support of course. That's apart from some OS X-specific things and thinking about web-based management console.

scamtank

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Re: Text Will Be Text - dfhack plugin
« Reply #631 on: August 08, 2014, 08:39:47 am »

Overrides by tile type added also.

Good news, all of it, but uh what's this about? What do you mean by a tile "type"?
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Meph

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Re: Text Will Be Text - dfhack plugin
« Reply #632 on: August 08, 2014, 08:43:23 am »

I think he means by more than just building and item type.

Keep on doing what you are doing. The plugin is great, and I have gotten very good feedback on it. And thanks for including the init settings. :)
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mifki

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Re: Text Will Be Text - dfhack plugin
« Reply #633 on: August 08, 2014, 09:55:23 am »

Overrides by tile type added also.

Good news, all of it, but uh what's this about? What do you mean by a tile "type"?

List at the bottom here - pretty much everything.
Next step could be complete custom rendering instead of overriding half of tiles, but I'm still unsure.

Meph

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Re: Text Will Be Text - dfhack plugin
« Reply #634 on: August 08, 2014, 10:02:30 am »

That is a long list...

Did you see my suggestion about material-specific overrides, or checked if something like it is possible? A different tile for rock walls, metal walls, wood walls and glass walls for example.
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scamtank

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Re: Text Will Be Text - dfhack plugin
« Reply #635 on: August 08, 2014, 10:11:59 am »

Stone, ore, ice, smooth variants of the first three and constructed stuff are what I'm seeing in that list. Combined with the floors and the grasses and other typically hardcoded things, this is still a big step forward in eliminating the niggling discrepancies.
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heydude6

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Re: Text Will Be Text - dfhack plugin
« Reply #636 on: August 08, 2014, 10:12:29 am »


is it possible to make it so that for the multi z-level viewing when you make it past 15 z-levels you can make it switch to the default vanilla tile rather than the black one.
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mifki

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Re: Text Will Be Text - dfhack plugin
« Reply #637 on: August 08, 2014, 10:22:11 am »

That is a long list...

Did you see my suggestion about material-specific overrides, or checked if something like it is possible? A different tile for rock walls, metal walls, wood walls and glass walls for example.

That's the thing - if it will access / allow to override basing on almost all object properties, it will be too close to implementing my own rendering (object type and material is what needed to determine tile symbol and colour). I mean it's not optimal (and therefore I don't like it :) ) if the game first renders screen and then plugin checks all the same properties of tiles/objects and re-renders them.
On the other hand it's still the easiest way, so I'll think about materials.

Meph

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Re: Text Will Be Text - dfhack plugin
« Reply #638 on: August 08, 2014, 10:22:59 am »

Yeah. :)
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mifki

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Re: Text Will Be Text - dfhack plugin
« Reply #639 on: August 08, 2014, 10:24:48 am »


is it possible to make it so that for the multi z-level viewing when you make it past 15 z-levels you can make it switch to the default vanilla tile rather than the black one.

Hm, that's what it should be doing actually. I'll check it. Can you post a screenshot?

mifki

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Re: Text Will Be Text - dfhack plugin
« Reply #640 on: August 08, 2014, 10:33:26 am »

One big plus of completely replacing game rendering is ability to render floor and objects independently, so you would see real tiles behind them. It would greatly improve graphics I think.

Rose

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Re: Text Will Be Text - dfhack plugin
« Reply #641 on: August 08, 2014, 10:37:23 am »

If only Toady would open-source the rendering of the game. :/
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mifki

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Re: Text Will Be Text - dfhack plugin
« Reply #642 on: August 08, 2014, 10:42:49 am »

If only Toady would open-source the rendering of the game. :/

But why?
First, rendering involves accessing all internal data (tiles, objects, materials, ...), and he won't open all these internal structures.
Second, we have access to all of them via dfhack anyway, so how would making it "officially" open help?

Vattic

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Re: Text Will Be Text - dfhack plugin
« Reply #643 on: August 08, 2014, 12:16:17 pm »

Tiletypes will be so useful, nice work mifki!
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Clownmite

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Re: Text Will Be Text - dfhack plugin
« Reply #644 on: August 10, 2014, 12:19:21 pm »

One big plus of completely replacing game rendering is ability to render floor and objects independently, so you would see real tiles behind them. It would greatly improve graphics I think.

That would be amazing.
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