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Author Topic: Special Blend patch  (Read 2299 times)

B.Barabanus

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Special Blend patch
« on: November 27, 2007, 06:39:00 pm »

Dwarf Fortress Special Blend patch 1.0.1 by Buratin Barabanus
(c) barabanus, 2007      

http://barabanus.mylivepage.com/files/df_special_blend.zip  [0.3M]

Based on GLIntercept v0.5

============================================
FEATURES:
============================================
- png font textures support
- alpha-blend support

Ok, ok, the previous GreenGlass patch was a
kind of disliked, though I personally use it
in the .33c release. May be this
time someone'd appreciate an alpha-blend
support =)

What does it do:
1. Overrides an original font with your png
texture (alpha-channel is MUST).
2. Turns on alpha-blending.

The png texture that comes with a patch is
just a test to demonstrate how it works:
capital letters have 0.5 alpha as other
symbols have 1.0

Hope it will help in modding.

============================================
INSTALLATION NOTES:
============================================

- unpack the patch to dwarf fortress folder

- change your data\init\init.txt:
   [PNGFONT:curses_800x600.png]
   [GRAPHICS:NO]
   [MOUSE_PICTURE:NO]
..where curses_800x600.png is your texture
with an alpha channel

- the original bmp font to replace MUST have
 the same width and height as your png texture,
 for example:
   [FONT:curses_800x600.bmp]
..for windowed version or
   [FULLFONT:curses_800x600.bmp]
..for fullscreen accordingly

- for 32x32 and bigger fonts you should remove
data\art\mouse.bmp

- you CAN use graphics, but be sure that graphic
tiles are twice as bigger as font tiles

============================================
UNINSTALLING:
============================================

- you can either remove or rename opengl32.dll in the dwarf fortress folder

http://barabanus.mylivepage.com/files/df_special_blend.zip  [0.3M]

..Enjoy!

[ November 28, 2007: Message edited by: B.Barabanus ]

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Mike Mayday

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Re: Special Blend patch
« Reply #1 on: November 28, 2007, 10:58:00 am »

It's not working.
Can you post your example init? (at least all the fragments that have to do with the display)
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Winterwing

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Re: Special Blend patch
« Reply #2 on: November 28, 2007, 11:53:00 am »

I've been trying this for a while and have only gotten it to work on a 10x12 font.  I noticed that it works on the stock curses_800x600 one (and a 10x12 one I just made) but seems to ignore fonts that I prepared identically but at a different size.  Still testing...

edit: 10x12 and 12x12 work perfectly.  12x16 fails (only uses the bmp), 16x16 fails miserably (only uses the bmp and has lots of nice pink artifacts).  Smaller fonts than 10x12 might work, but I don't feel like testing every possible pixel size...

By the way, thanks a lot for making this patch!  Shiny!  ^_^

[ November 28, 2007: Message edited by: Winterwing ]

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B.Barabanus

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Re: Special Blend patch
« Reply #3 on: November 28, 2007, 02:05:00 pm »

quote:
Originally posted by Mike Mayday:
<STRONG>It's not working.
Can you post your example init? (at least all the fragments that have to do with the display)</STRONG>

You can use just default init without any changing (it uses curses_800x600.png as default) in fullscreen. It doesn't work with graphics on if graphics tiles sizes are similar to font, so graphic tiles must be twice wider and taller if you're going to use them.

And I fixed a bug =)

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Mike Mayday

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Re: Special Blend patch
« Reply #4 on: November 28, 2007, 02:06:00 pm »

I'm using a 16x16 tileset and 16x16 graphics.
Will it work now if I scale the graphics twice? Did you check Winterwing's report?
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B.Barabanus

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Re: Special Blend patch
« Reply #5 on: November 28, 2007, 02:07:00 pm »

Winterwing:
I fixed a bug, so now it should work.
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B.Barabanus

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Re: Special Blend patch
« Reply #6 on: November 28, 2007, 02:10:00 pm »

If mylivepage is unavailable, you can download it via rapidshare from here:  http://rapidshare.com/files/72932669/df_special_blend.zip.html
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B.Barabanus

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Re: Special Blend patch
« Reply #7 on: November 28, 2007, 02:40:00 pm »

quote:
Originally posted by Mike Mayday:
<STRONG>I'm using a 16x16 tileset and 16x16 graphics.
Will it work now if I scale the graphics twice? Did you check Winterwing's report?</STRONG>

Yes, it will. But don't forget to fill pink pixels in graphics 'cause they're treated in usual way to be transparent pixels.

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Mike Mayday

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Re: Special Blend patch
« Reply #8 on: November 28, 2007, 02:56:00 pm »

So if I understand correctly, this patch's main use is to allow for a smooth transition between foreground and background colour?
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B.Barabanus

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Re: Special Blend patch
« Reply #9 on: November 28, 2007, 03:22:00 pm »

quote:
Originally posted by Mike Mayday:
<STRONG>So if I understand correctly, this patch's main use is to allow for a smooth transition between foreground and background colour?</STRONG>

That's right, though intention to make the patch appeared when I read this post by Winterwing: http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&f=5&t=001909  =)

[ November 28, 2007: Message edited by: B.Barabanus ]

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Mike Mayday

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Re: Special Blend patch
« Reply #10 on: November 28, 2007, 03:37:00 pm »

It works!

That's just great! If isometrics are not possible, that's 1/3rd of the list of things I'd like to be changed graphics-wise!
Thanks a lot, BB!

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Winterwing

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Re: Special Blend patch
« Reply #11 on: November 28, 2007, 04:56:00 pm »

Yay, the 12x16 works now!  I'll try to break it again.    :)

edit:  To clarify a little, I tried with 12x16 (fine), 24x32 (ehmd), 18x24 (dglc), 17x17 (cfkb), and 16x16 (fine again).

[ November 28, 2007: Message edited by: Winterwing ]

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B.Barabanus

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Re: Special Blend patch
« Reply #12 on: November 29, 2007, 01:30:00 am »

quote:
Originally posted by Winterwing:
<STRONG>Yay, the 12x16 works now!  I'll try to break it again.     :)

edit:  To clarify a little, I tried with 12x16 (fine), 24x32 (ehmd), 18x24 (dglc), 17x17 (cfkb), and 16x16 (fine again).</STRONG>


mouse.bmp messes up the things =) You should remove it, or make it twice wider and taller. The game keeps 17x17 characters in 32x32 textures, mouse.bmp is 32x32 as well, so it treats mouse.bmp as a character.

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Name Lips

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Re: Special Blend patch
« Reply #13 on: November 29, 2007, 02:35:00 am »

Somebody want to post a screenshot?
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Winterwing

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Re: Special Blend patch
« Reply #14 on: November 29, 2007, 08:01:00 am »

I'll probably post one after I finish a font that fully takes advantage of this.  It may take a day or so, depending on what else comes up today, and how many things I get distracted by, and...
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