Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: [1] 2

Author Topic: Dwarf Fortress coding (?) issue?  (Read 2732 times)

Ragnarock

  • Bay Watcher
    • View Profile
Dwarf Fortress coding (?) issue?
« on: June 04, 2015, 04:41:46 am »

Hey guys,

I recently downloaded Dark Ages 0.40.24, and I've got a problem which I had with Genesis once upon a time too...
Compared to Lazy Newb Pack of the same version, the text in the games is much, much larger, when the splashes remain the same size. Also, some symbols (like sex or full stops) are using wrong icons (armor/clothing for "male", amulet for "female" weird gray rectangle for full stop) do you guys know how to fix it?

Thank you in advance!
Logged
Dabbling Overseer

Graknorke

  • Bay Watcher
  • A bomb's a bad choice for close-range combat.
    • View Profile
Re: Dwarf Fortress coding (?) issue?
« Reply #1 on: June 04, 2015, 04:46:06 am »

That's just what happens when you use graphic tilesets, as far as I'm aware. There might be some setting that uses actual text for descriptions etc, but I've not needed it ever so don't know exactly how that works.
Logged
Cultural status:
Depleted          ☐
Enriched          ☑

NW_Kohaku

  • Bay Watcher
  • [ETHIC:SCIENCE_FOR_FUN: REQUIRED]
    • View Profile
Re: Dwarf Fortress coding (?) issue?
« Reply #2 on: June 04, 2015, 09:59:40 am »

Yeah, your problem is that different graphics tilesets overwrite different things. 

If you used "out of the box" LNP, you were using Phoebus.  If this has larger graphics, you probably have Ironhand or something installed, now. 

I'm not sure how powerful LNP is in this regard, but you might try using LNP to re-install Phoebus over the mod game directory, and see if that makes things easy for you. 

In the raws, Phoebus overwrites all the accented characters so that there are more characters that can use graphical tiles, and many of the raw-editable tiles (like rails, grass, or plants) are changed, which makes trying to set up Phoebus by any other means rather manually-intensive.
Logged
Personally, I like [DF] because after climbing the damned learning cliff, I'm too elitist to consider not liking it.
"And no Frankenstein-esque body part stitching?"
"Not yet"

Improved Farming
Class Warfare

Ragnarock

  • Bay Watcher
    • View Profile
Re: Dwarf Fortress coding (?) issue?
« Reply #3 on: June 04, 2015, 10:13:55 am »

I'm using Ironhand on un-modded LNP without problems, the text is okay. I find Phoebus pretty ugly in my taste.

Edit: Using Ironhand for Dark Ages too. Does above still apply? This problem basically happens when l play modded DF. Vanilla, even with tilesets loaded through LNP works like a charm.
« Last Edit: June 04, 2015, 10:20:17 am by Ragnarock »
Logged
Dabbling Overseer

Ragnarock

  • Bay Watcher
    • View Profile
Re: Dwarf Fortress coding (?) issue?
« Reply #5 on: June 04, 2015, 10:21:10 am »

Uh, um.. TWBT?

I'm kinda sure I tried both TWBT and standard, but I'll confirm when I come back home.
Logged
Dabbling Overseer

Dirst

  • Bay Watcher
  • [EASILY_DISTRA
    • View Profile
Re: Dwarf Fortress coding (?) issue?
« Reply #6 on: June 04, 2015, 10:39:38 am »

In the raws, Phoebus overwrites all the accented characters so that there are more characters that can use graphical tiles, and many of the raw-editable tiles (like rails, grass, or plants) are changed, which makes trying to set up Phoebus by any other means rather manually-intensive.
I'm still waiting for TWBT Nirvana when graphics packs all use the same tiles for the same things, and do their unique stuff (like differentiating gems by value) with overrides.

I do most of my playtesting in Phoebus because that's the default in the Starter Pack, and picked â as the ASCII tile for the primary creatures in my mod.  That character looks like ├ in the Phoebus character set, which really only ever appears in that parade-of-creatures during a game load.

It's a useful reminder to me that I am most assuredly not using vanilla as my testbed.
Logged
Just got back, updating:
(0.42 & 0.43) The Earth Strikes Back! v2.15 - Pay attention...  It's a mine!  It's-a not yours!
(0.42 & 0.43) Appearance Tweaks v1.03 - Tease those hippies about their pointy ears.
(0.42 & 0.43) Accessibility Utility v1.04 - Console tools to navigate the map

Ragnarock

  • Bay Watcher
    • View Profile
Re: Dwarf Fortress coding (?) issue?
« Reply #7 on: June 04, 2015, 02:40:24 pm »

Hi,

Turning on TWBT and TWBT_Legacy in the mod launcher does absolutely nothing except forcing me to launch without DFHack.

On my unmodded version, at first I've got the rectangles, but then it fixes itself, I get ASCII icons while loading but then the game appears as Ironhand.
« Last Edit: June 04, 2015, 02:56:45 pm by Ragnarock »
Logged
Dabbling Overseer

NW_Kohaku

  • Bay Watcher
  • [ETHIC:SCIENCE_FOR_FUN: REQUIRED]
    • View Profile
Re: Dwarf Fortress coding (?) issue?
« Reply #8 on: June 04, 2015, 03:25:27 pm »

TWBT will start the game in your chosen base tileset, then superimpose the TWBT tileset over it. 

What tileset are you using for TWBT?  If you're telling it to use the wrong one, you'll wind up with the wrong text, anyway. 

If that's not the problem, then I'm not sure exactly what it is you're actually complaining about, anymore...  What's the exact problem you're trying to solve?
Logged
Personally, I like [DF] because after climbing the damned learning cliff, I'm too elitist to consider not liking it.
"And no Frankenstein-esque body part stitching?"
"Not yet"

Improved Farming
Class Warfare

Shonai_Dweller

  • Bay Watcher
    • View Profile
Re: Dwarf Fortress coding (?) issue?
« Reply #9 on: June 04, 2015, 04:13:04 pm »

When people say "Use TWBT" with no explanation, what they actually mean is that by using TWBT you can set one tileset for your graphics and another for your text in init.txt. LNP sets all that up for you. If you're not using the pack you'll have to do it yourself. Off to the TWBT readme to work out how to do that. Graphics packs tend to come with a tileset for graphics and another for text these days or just use Curses (DF vanilla default) or anything you like.

If you don't do that, you'll usually end up with the issues you're seeing.
« Last Edit: June 04, 2015, 04:31:28 pm by Shonai_Dweller »
Logged

Ragnarock

  • Bay Watcher
    • View Profile
Re: Dwarf Fortress coding (?) issue?
« Reply #10 on: June 04, 2015, 07:28:03 pm »

I've actually fiddled with customisation a little bit after NW_Kohaku's earlier post, with no success.

Spoiler (click to show/hide)

On the left - Dark Ages launcher
On the right - Vanilla DF.

Both are set exactly the same, TWBT in print option (hidden behind DF windows) and Ironhand pack chosen in the leftmost tab.
As you can see, in the vanilla launcher it works properly - the font is ASCII, loading screens are ASCII, but in-game graphics are Ironhand.
Same settings on the left - and it's bugged out.
The interesting part is that Vanilla client launches the same as Dark Ages, but only for a brief second it's bugged out - after a short delay, it magically turns into the proper font, and all rectangles etc. are gone. Also it's significantly smaller compared to DA launcher, which you kinda can't see in the resized windows.
« Last Edit: June 04, 2015, 07:31:20 pm by Ragnarock »
Logged
Dabbling Overseer

NW_Kohaku

  • Bay Watcher
  • [ETHIC:SCIENCE_FOR_FUN: REQUIRED]
    • View Profile
Re: Dwarf Fortress coding (?) issue?
« Reply #11 on: June 05, 2015, 02:31:41 am »

The "brief bugged out part" is likely when it's in between TWBT and what Vanilla is trying to do.  In your image, the one on the left is Ironhand, and the one on the right is Curses, likely the result of TWBT.  The difference you are seeing is likely that TWBT is not activating to overwrite the Ironhand text. 

Personally, I use a personally-modified Phoebus for graphic text and set ShizzleClean as my TWBT font, as I like its much more smooth lettering.  (Although I use a much older version of Phoebus for the text, as I don't like the newer, thinner type of text Phoebus has been using more recently.) It does have the downside of making the notes menu have a different set of symbols than what will actually appear in-game. (U with an umlaut = goblin...)
Logged
Personally, I like [DF] because after climbing the damned learning cliff, I'm too elitist to consider not liking it.
"And no Frankenstein-esque body part stitching?"
"Not yet"

Improved Farming
Class Warfare

Ragnarock

  • Bay Watcher
    • View Profile
Re: Dwarf Fortress coding (?) issue?
« Reply #12 on: June 05, 2015, 04:32:52 am »

So basically there's nothing I can do for it to work, even if its set exactly the way it should be? :)
Logged
Dabbling Overseer

NW_Kohaku

  • Bay Watcher
  • [ETHIC:SCIENCE_FOR_FUN: REQUIRED]
    • View Profile
Re: Dwarf Fortress coding (?) issue?
« Reply #14 on: June 05, 2015, 10:32:40 pm »

So basically there's nothing I can do for it to work, even if its set exactly the way it should be? :)

I'm not sure how Dark Ages works, exactly, but try using the "vanilla LNP" and loading Dark Ages in as a mod.
Logged
Personally, I like [DF] because after climbing the damned learning cliff, I'm too elitist to consider not liking it.
"And no Frankenstein-esque body part stitching?"
"Not yet"

Improved Farming
Class Warfare
Pages: [1] 2