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Author Topic: Text Will Be Text - dfhack plugin  (Read 799148 times)

Rose

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Re: Text Will Be Text - dfhack plugin
« Reply #735 on: August 31, 2014, 08:34:10 am »

I don't know weather Stonesense overlay is working at all right now, TwT or not.
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salithus

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Re: Text Will Be Text - dfhack plugin
« Reply #736 on: August 31, 2014, 08:39:18 am »

is there a (new) way to zoom in? if i try to zoom in then it just increases the size of the menue-fonts.

Yes, but according to mifki you need twbt-nextgen 4.49, I'm not sure which one is in the Starter Pack. Try this, and upgrade the plugin if necessary.
My temp. solution is to add these lines to dfhack.init:
Code: [Select]
keybinding add Shift-O "twbt tilesize smaller"
keybinding add Shift-P "twbt tilesize bigger"
Feel free to recommend a better keybind, I just added the first keypair that didn't seem taken.
Latest SP has 4.48.
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mifki

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Re: Text Will Be Text - dfhack plugin
« Reply #737 on: August 31, 2014, 08:42:42 am »

Feel free to recommend a better keybind, I just added the first keypair that didn't seem taken.

I wonder why it's not possible to bind anything except "A-Z, or F1-F9, or Enter" (as dfhack says). Arrow keys with some modifiers would be the natural choice for zoom, or numbers maybe.
But on OS X it doesn't matter, as multiscroll plugin adds zoom in/out with Cmd+scroll up/down.

Last time I checked rendermax wasn't working with 40.x. For stonesense there's an opengl compatibility fix, I think it's already in the windows version.

That fix won't help. However the problem is (I believe) only with the stonesense overlay that also doesn't work with 0.40 anyway.

Xerberus

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Re: Text Will Be Text - dfhack plugin
« Reply #738 on: August 31, 2014, 08:49:47 am »

is there a (new) way to zoom in? if i try to zoom in then it just increases the size of the menue-fonts.

Yes, but according to mifki you need twbt-nextgen 4.49, I'm not sure which one is in the Starter Pack. Try this, and upgrade the plugin if necessary.
My temp. solution is to add these lines to dfhack.init:
Code: [Select]
keybinding add Shift-O "twbt tilesize smaller"
keybinding add Shift-P "twbt tilesize bigger"

Feel free to recommend a better keybind, I just added the first keypair that didn't seem taken.

However note that 4.xx is not compatible with stonesense and rendermax and probably won't be until I find time myself to make patches for them. I mean obviously 4.xx has more features and I'd like more people to use it, but some may be unhappy.
Last time I checked rendermax wasn't working with 40.x. For stonesense there's an opengl compatibility fix, I think it's already in the windows version.
/ninja'd

thanks for the quick answer, how do i update the starter pack to use 4.49? i have downloaded the 4.49 win package from your link and extracted it. in the zip-archive were 3 folder (two for 40.10 called r0 and r1) and a bunch of files. in the folders are mousequere.plug.dll, resume.plug.dll and twbt.plug.dll ... where should i put the files (and which are needed^^). also are there any other steps (editing of files) needed?

EDIT: ok i added your keybindings to dfhack.init but they don't work :/.
« Last Edit: August 31, 2014, 08:56:21 am by Xerberus »
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salithus

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Re: Text Will Be Text - dfhack plugin
« Reply #739 on: August 31, 2014, 08:51:15 am »

is there a (new) way to zoom in? if i try to zoom in then it just increases the size of the menue-fonts.

Yes, but according to mifki you need twbt-nextgen 4.49, I'm not sure which one is in the Starter Pack. Try this, and upgrade the plugin if necessary.
My temp. solution is to add these lines to dfhack.init:
Code: [Select]
keybinding add Shift-O "twbt tilesize smaller"
keybinding add Shift-P "twbt tilesize bigger"
Feel free to recommend a better keybind, I just added the first keypair that didn't seem taken.

However note that 4.xx is not compatible with stonesense and rendermax and probably won't be until I find time myself to make patches for them. I mean obviously 4.xx has more features and I'd like more people to use it, but some may be unhappy.
Last time I checked rendermax wasn't working with 40.x. For stonesense there's an opengl compatibility fix, I think it's already in the windows version.
/ninja'd

thanks for the quick answer, how do i update the starter pack to use 4.49? i have downloaded the 4.49 win package from your link and extracted it. in the zip-archive were 3 folder (two for 40.10 called r0 and r1) and a bunch of files. in the folders are mousequere.plug.dll, resume.plug.dll and twbt.plug.dll ... where should i put the files (and which are needed^^). also are there any other steps (editing of files) needed?
I *think* you just need to copy those three into \hack\plugins using the 40.10r1 versions, but might be best to wait for an answer from mifki or fricy.
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mifki

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Re: Text Will Be Text - dfhack plugin
« Reply #740 on: August 31, 2014, 08:52:44 am »

is there a (new) way to zoom in? if i try to zoom in then it just increases the size of the menue-fonts.

Yes, but according to mifki you need twbt-nextgen 4.49, I'm not sure which one is in the Starter Pack. Try this, and upgrade the plugin if necessary.
My temp. solution is to add these lines to dfhack.init:
Code: [Select]
keybinding add Shift-O "twbt tilesize smaller"
keybinding add Shift-P "twbt tilesize bigger"
Feel free to recommend a better keybind, I just added the first keypair that didn't seem taken.

However note that 4.xx is not compatible with stonesense and rendermax and probably won't be until I find time myself to make patches for them. I mean obviously 4.xx has more features and I'd like more people to use it, but some may be unhappy.
Last time I checked rendermax wasn't working with 40.x. For stonesense there's an opengl compatibility fix, I think it's already in the windows version.
/ninja'd

thanks for the quick answer, how do i update the starter pack to use 4.49? i have downloaded the 4.49 win package from your link and extracted it. in the zip-archive were 3 folder (two for 40.10 called r0 and r1) and a bunch of files. in the folders are mousequere.plug.dll, resume.plug.dll and twbt.plug.dll ... where should i put the files (and which are needed^^). also are there any other steps (editing of files) needed?

Yep, just take all files from r1 folder and copy into DF\hack\plugins folder.

Xerberus

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Re: Text Will Be Text - dfhack plugin
« Reply #741 on: August 31, 2014, 09:04:40 am »

thanks, worked finally. thank you sir :).

Edit: its also quite convenient being able to increase menue font and graphic tiles seperately.
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mifki

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Re: Text Will Be Text - dfhack plugin
« Reply #742 on: August 31, 2014, 09:07:58 am »

thanks, worked finally. thank you sir :).

Edit: its also quite convenient being able to increase menue font and graphic tiles seperately.

Just curious, why do you need to zoom menus in and out, and not just choose a size of text font that suits you once?

Xerberus

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Re: Text Will Be Text - dfhack plugin
« Reply #743 on: August 31, 2014, 09:17:04 am »

thanks, worked finally. thank you sir :).

Edit: its also quite convenient being able to increase menue font and graphic tiles seperately.

Just curious, why do you need to zoom menus in and out, and not just choose a size of text font that suit you once?

well in previous versions you zoom-in the graphics and the menue fonts would increase too in size, so i had no real option there in terms of how zoomed in i want my game and how big i want the font, at least not with my limited knowledge of modding (which is none tbh).

it also doesn't annoy me to zoom in / out depending on which font-size i want (now seperately), sometimes smaller text is better (trade menues, etc.) and sometimes bigger ones suit me more for readability.
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BlueSteelAU

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Re: Text Will Be Text - dfhack plugin
« Reply #744 on: August 31, 2014, 09:24:56 am »

adding in the extra keybindings fixed tile set resizing , but its still crashing when zooming using mouse wheel using the  4.49(r1 folder)
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mifki

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Re: Text Will Be Text - dfhack plugin
« Reply #745 on: August 31, 2014, 09:29:00 am »

sometimes smaller text is better (trade menues, etc.) and sometimes bigger ones suit me more for readability.

that's what I wanted to know, thanks.

BlueSteelAU

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Re: Text Will Be Text - dfhack plugin
« Reply #746 on: August 31, 2014, 09:35:22 am »

more info on the crashing ,  its crashing in game (not on the main menu screen when you start eg: create world/ play etc) and only when i'm making font too small. (about 8 clicks in the rotation of the mouse wheel) tried it getting bigger and doesn't seem to crash. Hope this helps
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mifki

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Re: Text Will Be Text - dfhack plugin
« Reply #747 on: August 31, 2014, 09:37:35 am »

more info on the crashing ,  its crashing in game (not on the main menu screen when you start eg: create world/ play etc) and only when i'm making font too small. (about 8 clicks in the rotation of the mouse wheel) tried it getting bigger and doesn't seem to crash. Hope this helps

Thanks, I'll check it soon.

BlueSteelAU

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Re: Text Will Be Text - dfhack plugin
« Reply #748 on: August 31, 2014, 09:44:24 am »

sorry scratch that last. it seems to be anytime i zoom in and or out quickly (same thing is also happing with Shift-O and Shift-P) its sounding like it could even be a timming thing
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Arumba

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Re: Text Will Be Text - dfhack plugin
« Reply #749 on: August 31, 2014, 09:45:58 am »

Man, I have to say that this ability to show fewer than 80 tiles is just insanely awesome.  I have spent the past hour trying to find a way to expand the phoebus16x16 tileset into 32x32 or larger so that I can (when desired) zoom in and just see things more clearly, but unfortunately it is never a perfect extrapolation.  Does anyone know of any 24x24 or 32x32 graphics packs that have been 'perfected'?  I can't imagine a lot of time has been spent on this until now, since it probably wasn't even possible to use, but...

I'm just imagining how much better this game will look when a few things happen.
#1 - Even at 24x24 instead of 16x16.. you have SO much more room for clarity on a tile, that nearly every tile in game presently could be redone for more visual acuity. 
#2 - If possible... I wonder if the buildings could be made better.  Like.. Most buildings use 9 tiles, and I don't know how it is drawn really, but if 9 tiles at 24x24 pixels were used, that's a lot of damn pixels available!  The buildings could look less... crap.  Like.. actual buildings.  Instead of having a 3x3 grid with 4 random icons on them that mean nothing to me, it could be a complete building. 

Am I the only one thinking about this?
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