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Author Topic: 30 Days of Modding - Day 30 - Done!  (Read 69975 times)

Varyag

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Re: 30 Days of Modding - Day 3 - DO ALL THE GRAPHICS!
« Reply #90 on: June 21, 2014, 11:13:41 am »

So does this mean we can have both nice text and rendermax at same time?
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Meph

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Re: 30 Days of Modding - Day 3 - DO ALL THE GRAPHICS!
« Reply #91 on: June 21, 2014, 11:16:05 am »

No. The text is NOT TrueType, and Rendermax and Text-will-be-Text cannot be run at the same time, if I understood it correctly. But I will test.
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Samarkand

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Re: 30 Days of Modding - Day 3 - DO ALL THE GRAPHICS!
« Reply #92 on: June 21, 2014, 11:29:30 am »

This is a gigantic development! Probably better use of time than most any other project. Improving the look of the game drastically improves accessibility.
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Arcvasti

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Re: 30 Days of Modding - Day 3 - DO ALL THE GRAPHICS!
« Reply #93 on: June 21, 2014, 11:43:22 am »

This is so awesome. That is really all there is to say on the matter.
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Meph

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Re: 30 Days of Modding - Day 3 - DO ALL THE GRAPHICS!
« Reply #94 on: June 21, 2014, 11:57:48 am »

This is a gigantic development! Probably better use of time than most any other project. Improving the look of the game drastically improves accessibility.
And its for all civs. :)

Pretty much everything I have been doing so far has been across civs. Raw cleaning and merging, the new invaders, the graphics... everything affects every game mode. Much more rewarding than for example working 10h on Orcs, followed by 84% of the players never seeing those changes.

But wait till Mifki adds the multi-z-level view. That will be truly amazing. :D
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

Fairin

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Re: 30 Days of Modding - Day 3 - DO ALL THE GRAPHICS!
« Reply #95 on: June 21, 2014, 12:44:08 pm »

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SIGVARDR

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Re: 30 Days of Modding - Day 3 - DO ALL THE GRAPHICS!
« Reply #96 on: June 21, 2014, 12:48:53 pm »

Major props for doing the work on this. Along with the multi-z level view, biggest upgrades to DF in a long time. I believe this has ramifications for the stonesense overlay as well, unless they can already display any item uniquely.
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Meph

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Re: 30 Days of Modding - Day 3 - DO ALL THE GRAPHICS!
« Reply #97 on: June 21, 2014, 01:08:10 pm »

Here a test version. Includes a save with some items lying around. The human distillery has a "test graphics" reaction, which spawns a few free items to check out.

https://www.dropbox.com/s/opior7xvqrvxqq3/MasterworkDF%20V.5.08%20-%20Graphics%20Test.7z
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

palu

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Re: 30 Days of Modding - Day 3 - DO ALL THE GRAPHICS!
« Reply #98 on: June 21, 2014, 02:14:44 pm »

The graphics and font are blurry.
EDIT: the new font isn't working in windowed mode.
Is there any reason you made the tileset double size? Wouldn't it be easier to have it all be 16x16?
« Last Edit: June 21, 2014, 02:22:10 pm by palu »
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Meph

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Re: 30 Days of Modding - Day 3 - DO ALL THE GRAPHICS!
« Reply #99 on: June 21, 2014, 09:25:33 pm »

Its not double sized, its 1.5 sized. Because if I have to make a new graphic set anyway, why not aim at one for a higher resolution? If its blurry,its only because your screen is not set to 1920x width. If you have a lower resolution, it will compress it and look blurry.

Windowed mode doesnt support TwbT, thats up to mifki to change. (or not)
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

palu

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Re: 30 Days of Modding - Day 3 - DO ALL THE GRAPHICS!
« Reply #100 on: June 21, 2014, 09:40:12 pm »

It works for me when I set it in the init.
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Meph

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Re: 30 Days of Modding - Day 3 - DO ALL THE GRAPHICS!
« Reply #101 on: June 21, 2014, 09:47:15 pm »

It works for me when I set it in the init.
When you set what in the init?
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

palu

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Re: 30 Days of Modding - Day 3 - DO ALL THE GRAPHICS!
« Reply #102 on: June 21, 2014, 09:51:03 pm »

The tileset.
Code: [Select]
WARNING: Do NOT copy over the init.txt from an earlier version of DF.
Always read the file carefully, including the comments.

In general, you can copy savegames and tilesets from older DF
versions, but you should not copy anything else.  You should not, under any
circumstances, unpack a new DF on top of an older one.

Change this to turn sound off.

[SOUND:NO]

The sound volume runs from 0 (off) to 255 (full).  You can set the volume from the ESC options menu as well.

[VOLUME:255]

Change this to skip the wonderful intro movies.

[INTRO:NO]

This lets you set the starting windowed/fullscreen setting.  Can be YES, NO or PROMPT.

[WINDOWED:YES]

This is the size and font for windowed mode.  Changing to the 800x600 font might make you happier.
If set below 256x256 it specifies the grid size instead, with a minimum of 80x25.

[WINDOWEDX:80]
[WINDOWEDY:25]
This >>[FONT:Obsidian_16x16.png]

You may disable window resizing if you wish.
[RESIZABLE:YES]

Full screen info.  The 0s below mean that the game will choose a resolution for you, but you can set it yourself as well.

[FULLSCREENX:0]
[FULLSCREENY:0]
[FULLFONT:Obsidian_16x16.png]

If this is set to NO, tiles will be stretched to fit the screen if there is a resolution mismatch.
If this is set to YES, the tiles will not be stretched, but rather the game view will be centralized, surrounded by black space.  Tiles that are too large will always be compressed rather than running off the screen.

[BLACK_SPACE:YES]

Graphics info, most of it as above.  Set GRAPHICS to YES to turn it all on.  This will use the "raw/graphics" folder for tile information.  Currently this is limited to whatever creature graphics you have downloaded.  The game comes with a few pictures to demonstrate.  As of February 2012, the Dwarf Fortress Wiki has custom tilesets available at http://df.magmawiki.com/index.php/Tileset_repository and creature graphics at http://df.magmawiki.com/index.php/Graphics_set_repository.

[GRAPHICS:YES]
[GRAPHICS_WINDOWEDX:0]
[GRAPHICS_WINDOWEDY:0]
[GRAPHICS_FONT:Phoebus_16x16.png]
[GRAPHICS_FULLSCREENX:0]
[GRAPHICS_FULLSCREENY:0]
[GRAPHICS_FULLFONT:Phoebus_16x16.png]
[GRAPHICS_BLACK_SPACE:YES]

These settings can have a significant impact on frame rate, especially for people that have slow frame rates on the title screen.  Available modes are 2D, 2DSW, 2DASYNC, STANDARD, PARTIAL:<number>, ACCUM_BUFFER, FRAME_BUFFER and VBO. The number after PARTIAL refers to how many frames it will redo a printed tile before skipping it, so you might try increasing it a bit if you have flickering when PARTIAL is set.  Please note that any of these combinations might cause frame rates to drop significantly or cause unpleasant side effects like flickering.

By and large, 2D should be the most reliable, while STANDARD has a good combination of speed and reliability. However, all 2D modes are normally far slower than even STANDARD, which may be the slowest OpenGL mode.

On a multi-core machine none of this is very likely to matter; stick to 2D.

2DASYNC may be slightly more responsive than 2D on a multi-core machine, but this has recently become doubtful due to improvements to the other modes.

Linux/OS X users may also use PRINT_MODE:TEXT for primitive ncurses output.

[PRINT_MODE:STANDARD]
was 2D, STANDARD needed for JollyBastion
Mode examples:
PRINT_MODE:2D
PRINT_MODE:TEXT
PRINT_MODE:FRAME_BUFFER
PRINT_MODE:PARTIAL:0
[SINGLE_BUFFER:NO]

Switches truetype on whenever the vertical tile size is this many pixels or larger.  You may also use YES/NO to force it on/off.  Turning it off may provide a minor speed boost (using font small enough that it doesn't activate won't).

[TRUETYPE:NO]

Change this to YES to keep the DF window on top of your other windows.

[TOPMOST:NO]

Change this to YES if you want to see an FPS counter at the top left.

[FPS:YES]

Use this to set the maximum frame rate during play.  The movies are always capped at 100.  A frame in this case is not graphical but related to the movement speed of a creature.  A healthy, unencumbered dwarven peasant takes one step every 10 frames.

You may set FPS_CAP to 0 to make it uncapped.

[FPS_CAP:150]

Use this to set the maximum graphical frame refresh rate during play.

[G_FPS_CAP:30]

On cards that support the OpenGL ARB_sync extension, turning this on can improve framerates in GPU overload conditions. It defaults to NO, as many cards that claim to support this will crash if asked to do so.

[ARB_SYNC:NO]

This sets the applications vertical synchronization behavior.  Changing this to YES can impact your FPS if your G_FPS is high. ARB_SYNC is a better option, if your system supports it.

[VSYNC:NO]

Change this to NEAREST if you want the texture values to use the nearest pixel without averaging.
Change this to LINEAR if you want the texture values to be averaged over the adjacent pixels.

[TEXTURE_PARAM:LINEAR]

Change this to make the dwarfort.exe process have a different priority.  From highest to lowest, the options are REALTIME, HIGH, ABOVE_NORMAL, NORMAL, BELOW_NORMAL and IDLE.

[PRIORITY:NORMAL]

Use this to set how fast the game zooms.  The default corresponds to
increasing grid size by 10 units each time you zoom.

[ZOOM_SPEED:5]

Change this to NO if you don't want to have the mouse involved at all.

[MOUSE:YES]

Change this to YES if you'd like to use a BMP for the mouse cursor.  The image currently lags when the game is lagging however.

[MOUSE_PICTURE:NO]

This controls the number of milliseconds that must pass before a held key sends an initial repeat press to the game.  You might need to adjust this.

[KEY_HOLD_MS:250]

This controls the number of milliseconds that must pass before a held key sends a repeat press to the game after the repeat process has begun.

[KEY_REPEAT_MS:150]

If you set KEY_REPEAT_ACCEL_LIMIT above one, then after KEY_REPEAT_ACCEL_START repetitions the repetition delay will smoothly decrease until repetition is this number of times faster than at the start.

[KEY_REPEAT_ACCEL_LIMIT:8]
[KEY_REPEAT_ACCEL_START:10]

This controls the number of milliseconds between macro instructions.

[MACRO_MS:5]

This controls the number of milliseconds that must pass before input works again after the view recenters on an event in dwarf mode.

[RECENTER_INTERFACE_SHUTDOWN_MS:0]

Change this to NO if you want to leave save uncompressed (you might want to do this if you are experience save corruption).

[COMPRESSED_SAVES:YES]
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omniclasm

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Re: 30 Days of Modding - Day 3 - DO ALL THE GRAPHICS!
« Reply #103 on: June 21, 2014, 10:49:41 pm »

A question and a statement:

Is a test version uploaded with the Kobold changes?

And a related statement, should test versions be linked in the OP? Almost impossible to find in a random post on a random page.
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omniclasm

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Re: 30 Days of Modding - Day 3 - DO ALL THE GRAPHICS!
« Reply #104 on: June 21, 2014, 11:24:15 pm »

Found the version with the updated kobolds. My thoughts so far:

- While the Breeding Warren pregnancy thing is really cool thematically, it takes away one of the major advantages of kobolds...being able to "make new kobolds" on demand, especialy making caste relevant kobolds. Being able to instantly make 10 combat caste kobolds for a new squad was awesome. Making kids, hoping for the best, and waiting a year kind of kills that advantage.

- Tents and lodge should have a "reset to tent" type of thing rather than have the refurbish be one way only.

- You can buy spirit bears? Aren't those shapeshifted kobolds?
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