Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 97 98 [99] 100 101 ... 185

Author Topic: Text Will Be Text - dfhack plugin  (Read 799172 times)

mifki

  • Bay Watcher
  • works secretly...
    • View Profile
    • mifki
Re: Text Will Be Text - dfhack plugin
« Reply #1470 on: February 09, 2015, 07:21:50 am »

I can reproduce the problem. Strange that it affects only text tiles. I'll have a look.

scamtank

  • Bay Watcher
    • View Profile
Re: Text Will Be Text - dfhack plugin
« Reply #1471 on: February 09, 2015, 07:22:53 am »

I think that has to do with linear filtering in the inits. Switch it to NEAREST and it stops blurring the edges like that.
Logged

RaidSoft

  • Bay Watcher
    • View Profile
Re: Text Will Be Text - dfhack plugin
« Reply #1472 on: February 09, 2015, 07:33:17 am »

I think that has to do with linear filtering in the inits. Switch it to NEAREST and it stops blurring the edges like that.

It definitely helped it look better but it kind of looks like the text is getting resized to a size it's not really intended for, looks like this when in a maximized window with Nearest instead of Linear http://puu.sh/fGr9F/6695f1a8fb.png
Logged

scamtank

  • Bay Watcher
    • View Profile
Re: Text Will Be Text - dfhack plugin
« Reply #1473 on: February 09, 2015, 07:36:00 am »

Oh, I think I misunderstood. Text is always going to be a fucked up garble if it's not resized by the right proportions, but you're actually doing something reasonable.
Logged

Incantatar

  • Bay Watcher
    • View Profile
Re: Text Will Be Text - dfhack plugin
« Reply #1474 on: February 10, 2015, 06:16:04 am »

I'm using the development version with the newest dfhack on linux and i get
Code: [Select]
TWBT: no display patchat the start and
Code: [Select]
Plugin twbt has failed to shutdown!when closing df.
It does seem to work properly ingame. Are the warnings irrelevant?

Logged

Max™

  • Bay Watcher
  • [CULL:SQUARE]
    • View Profile
Re: Text Will Be Text - dfhack plugin
« Reply #1476 on: February 11, 2015, 05:46:49 pm »

Hmmm, every time I go in and out of a menu (like choosing who to target during combat, checking inventory, opening quest map) the terminal spams this, what is it and how do I make it stop?
Spoiler (click to show/hide)
I'm sure it is probably related to something important with twbt dev version that has a super obvious way to make it stop, but it drives me nuts because my eyes are used to flicking over to the terminal for errors and it makes me think I'm being spammed with them.
Logged

LeoCean

  • Bay Watcher
    • View Profile
Re: Text Will Be Text - dfhack plugin
« Reply #1477 on: February 11, 2015, 06:06:39 pm »

That doesn't seem to be an issue with twbt, are you getting that from the new starterpack? Or maybe that has to do with adventure mode..
Logged

lethosor

  • Bay Watcher
    • View Profile
Re: Text Will Be Text - dfhack plugin
« Reply #1478 on: February 11, 2015, 06:16:31 pm »

It most certainly is a TwbT issue: https://github.com/mifki/df-twbt/blob/7e5562c17af0517df9118d382b2c287f51084051/dungeonmode.hpp#L68
(Also, there is more than one currently-maintained pack, so asking if someone is using the "new starter pack" isn't particularly helpful for troubleshooting purposes.)
Edit: Right, it is an adventure mode-specific issue.
« Last Edit: February 11, 2015, 09:13:31 pm by lethosor »
Logged
DFHack - Dwarf Manipulator (Lua) - DF Wiki talk

There was a typo in the siegers' campfire code. When the fires went out, so did the game.

Max™

  • Bay Watcher
  • [CULL:SQUARE]
    • View Profile
Re: Text Will Be Text - dfhack plugin
« Reply #1479 on: February 11, 2015, 06:19:25 pm »

Oh, I'm just using df 40.24 with dfhack 40.24r2 and twbt 5.43, guess it's adventure mode then, ty ty then, I decided to put in a couple of init files I can swap quickly from twbt to 2d.
Logged

Motsognirson

  • Escaped Lunatic
    • View Profile
Re: Text Will Be Text - dfhack plugin
« Reply #1480 on: February 11, 2015, 08:26:07 pm »

Is there a way to force dfhack to use a slightly outdated version of twbt?
dfhack is spitting out:

Plugin twbt was not built for this version of DFHack.
Plugin: 0.40.24-r1, DFHack: 0.40.24-r2

I am running this on Linux, but I hope that won't be an obstacle.
(side note:  I guess the installation for TWBT is what it says in the README + dropping twbt.plug.so into hack/plugins.  Please correct me if this is wrong)

Thanks for the great plugin!
Logged

PeridexisErrant

  • Bay Watcher
  • Dai stihó, Hrasht.
    • View Profile
Re: Text Will Be Text - dfhack plugin
« Reply #1481 on: February 11, 2015, 08:52:02 pm »

Is there a way to force dfhack to use a slightly outdated version of twbt?

You just need the latest version of the plugin, http://build.mifki.com/
Logged
I maintain the DF Starter Pack - over a million downloads and still counting!
 Donations here.

Motsognirson

  • Escaped Lunatic
    • View Profile
Re: Text Will Be Text - dfhack plugin
« Reply #1482 on: February 11, 2015, 09:30:11 pm »

You just need the latest version of the plugin, http://build.mifki.com/

Du'oh!  That fixes it.  By the way, I got that apparently fallacious error "TWBT:no display patch", which I notice mifki already noted in another post.  TWBT seems to be working just fine anyway.

A thousand engravings in your honor, mifki and PeridexisErrant!
Logged

Baleur

  • Bay Watcher
    • View Profile
Re: Text Will Be Text - dfhack plugin
« Reply #1483 on: February 12, 2015, 03:50:27 am »

Is there any plans to include an option to get semi-transparent "undug" tiles?
So one would be able to slightly see down to a lower Z-level through undug earth (for seeing the dining hall at Z-51 under your entrance stairway at Z-50 for example). If so, would be great to include a "density" modifier too, much like the fog modifiers, so the user could tweak the opacity as desired.

Basically, like the effect in this website.
http://mkv25.net/dfma/poi-13983-legendarydininghall1sttier


Is it possible to use dfhack with twbt overrides to change the vomit color?
Something along the lines of;
[OVERRIDE:WhateverTileWaterIs:T::VOMIT:1:WhateverTileWaterIs:ForegroundColor:BackgroundColor:]

1. Should it work with T as the type, or M for material? Or C for contaminant?
2. What is the tile number for water anyway (phoebus)? The raws dont show it under Blood etc.
« Last Edit: February 13, 2015, 01:03:48 pm by Baleur »
Logged

utunnels

  • Bay Watcher
  • Axedwarf
    • View Profile
Re: Text Will Be Text - dfhack plugin
« Reply #1484 on: February 15, 2015, 06:44:55 am »

Multilevel rendering is really a FPS killer to me now. For example, I'm playing a 1x1 map, there's a floor with some holes. I've already limited FPS to 50 and GFPS to 15. Without multilevel, the game runs normally, but if I use multilevel 5, FPS will drop to 20.

I tested some other floors. It seems, the speed depends on how many levels it actually renders. Even if there's only 1 hole on the floor and there are 5 z levels of open space below the hole, the game will be slowed down dramatically
Logged
The troglodyte head shakes The Troglodyte around by the head, tearing apart the head's muscle!

Risen Asteshdakas, Ghostly Recruit has risen and is haunting the fortress!
Pages: 1 ... 97 98 [99] 100 101 ... 185