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Author Topic: Text Will Be Text - dfhack plugin  (Read 799593 times)

lethosor

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Re: Text Will Be Text - dfhack plugin
« Reply #2460 on: April 05, 2018, 09:45:51 am »

He knows. He usually follows DFHack development pretty closely.
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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.

Jazz Cat

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Re: Text Will Be Text - dfhack plugin
« Reply #2462 on: April 05, 2018, 09:20:36 pm »

Darn work. Don't employers know that there's Dwarf Fortress utilities to be made?
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Give your dwarves a pet
My holiday mod (only offensive to elves)
The check-laundry script

Quote
Just give the Crossbow weapon the [AMMO:CROSSBOW] tag in the raws. You can make a crossbow that shoots crossbows.

Lamandus

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Re: Text Will Be Text - dfhack plugin
« Reply #2463 on: April 06, 2018, 12:19:43 am »

Darn work. Don't employers know that there's Dwarf Fortress utilities to be made?

Ikr? It is like deploying a legendary Fish Desector to the Army... uh...
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Rose

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Re: Text Will Be Text - dfhack plugin
« Reply #2465 on: April 17, 2018, 03:34:40 am »

How do I build this?
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lethosor

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Re: Text Will Be Text - dfhack plugin
« Reply #2466 on: April 17, 2018, 08:27:27 am »

Do you need to? There are binaries at https://github.com/mifki/df-twbt/releases
There is also a makefile and a visual studio project in the repository. Is something not working with those?
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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.

Rose

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Re: Text Will Be Text - dfhack plugin
« Reply #2467 on: April 17, 2018, 08:31:49 am »

The visual studio project depends on a lot of environment variables to work. I think I got most of it figured out now.

As for why I need to build it, I want to add the ability to use raw tokens rather than indexes, so things don't break as soon as somebody adds a new workshop.
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lethosor

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Re: Text Will Be Text - dfhack plugin
« Reply #2468 on: April 17, 2018, 08:50:14 am »

Oh, your picture changed, and I didn't recognize who you were.
That sounds like a fun project. I've never built TWBT on Windows, though, so I'm afraid I can't help much there. The Makefile just needs paths to DF, DFHack source, and a DFHack version number (DF, DH, and DFHACKVER respectively) - maybe the Windows build system is similar?
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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.

Rose

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Re: Text Will Be Text - dfhack plugin
« Reply #2469 on: April 17, 2018, 10:24:54 am »

So some discussion in the meph tileset thread lead me to making this small change:

https://github.com/mifki/df-twbt/pull/74

This should make things a bit easier for the overrides.
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PatrikLundell

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Re: Text Will Be Text - dfhack plugin
« Reply #2470 on: April 20, 2018, 02:36:09 am »

<Removed, as it was complete garbage>
« Last Edit: April 25, 2018, 02:33:01 pm by PatrikLundell »
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Vordak

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Re: Text Will Be Text - dfhack plugin
« Reply #2471 on: April 25, 2018, 12:34:19 pm »

Code: [Select]
RiverRampE, RiverRampN, RiverRampNE, RiverRampNW, RiverRampS, RiverRampSE, RiverRampSW, RiverRampWIs it possible to introduce such a distinction for all types of ground ramps?
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lethosor

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Re: Text Will Be Text - dfhack plugin
« Reply #2472 on: April 25, 2018, 12:36:46 pm »

Those tile types are implemented by DF, so TWBT cannot introduce new ones.


Would it be possible for TwbT to export a function for turning on text mode with a possible need to reset the text mode when done for usage by DFHack scripts to allow those to produce their output as "real" text?
My thought is that DFHack would export a function that did nothing if TwbT wasn't active, and would enable/reset text mode when TwbT was present. One usage of this would be to have the various DFHack widgets that produce text have their rendering functions enable text at the start and reset it at the end.
There's already a "map" parameter to DFHack drawing functions that TWBT can use to distinguish between drawing to the map and drawing text. The latter is the default. I'm not sure what issues you're thinking of here.
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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.

PatrikLundell

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Re: Text Will Be Text - dfhack plugin
« Reply #2473 on: April 25, 2018, 02:32:15 pm »

:
Would it be possible for TwbT to export a function for turning on text mode with a possible need to reset the text mode when done for usage by DFHack scripts to allow those to produce their output as "real" text?
My thought is that DFHack would export a function that did nothing if TwbT wasn't active, and would enable/reset text mode when TwbT was present. One usage of this would be to have the various DFHack widgets that produce text have their rendering functions enable text at the start and reset it at the end.
There's already a "map" parameter to DFHack drawing functions that TWBT can use to distinguish between drawing to the map and drawing text. The latter is the default. I'm not sure what issues you're thinking of here.
You're completely correct, and I'm barking up the wrong tree up the creek without a paddle.
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Rose

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Re: Text Will Be Text - dfhack plugin
« Reply #2474 on: April 28, 2018, 12:08:57 am »

Just out of curiosity, how hard would it be to have multi-layer overrides for creatures, to support, for example, skin color, or per-caste graphics?
« Last Edit: April 28, 2018, 12:10:54 am by Japa »
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