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What are your most common reasons for losing a fort?

Dwarven Selection
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Wildlife
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Ambushes
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Sieges
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Other? (please specify)
- 97 (5.4%)

Total Members Voted: 879


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Author Topic: [0.34.11v01] Phoebus' Graphic Set (0.34.11's one year anniversary update)  (Read 984089 times)

krenshala

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Re: [0.34.05v00] Phoebus' Graphic Set (34.05 & New creatures)
« Reply #1695 on: March 06, 2012, 09:13:50 pm »

Phoebus, is there anything in particular I should watch out for when I attempt to get the Ironhand dwarves/goblins/humans in my Phoebus game?

Now to get Vanilla 34.05, Phoebus Win32 34.05, and do my upgrade again. ;)
Not really, just replace the content of the graphics folder and it should be fine.
Ironhand units are 18x18, so they will lose significant quality when resized to 16x16.
From using them before its an acceptable minor blur. :D
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Quote from: Haspen
Quote from: phoenixuk
Zepave Dawnhogs the Butterfly of Vales the Marsh Titan ... was taken out by a single novice axedwarf and his pet war kitten. Long Live Domas Etasastesh Adilloram, slayer of the snow butterfly!
Doesn't quite have the ring of heroics to it...
Mother: "...and after the evil snow butterfly was defeated, Domas and his kitten lived happily ever after!"
Kids: "Yaaaay!"

Phoebus

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Re: [0.34.05v00] Phoebus' Graphic Set (34.05 & New creatures)
« Reply #1696 on: March 06, 2012, 10:04:17 pm »

Generated a 1050 year large world successfully. (So slow!)

Also, here's the new default NiceMap V:

900% more V than the previous 'V'.
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Phoebus

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[0.34.05v01] Phoebus' Graphic Set (Improved V and Sand)
« Reply #1697 on: March 06, 2012, 10:27:39 pm »

*Updated* 0.34.05v01
Changed the sand wall tile.
Added a new NiceMap V tile, the default tilesets are using it.
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thistleknot

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Re: [0.34.05v01] Phoebus' Graphic Set (Improved V and Sand)
« Reply #1698 on: March 06, 2012, 10:52:13 pm »

I uploaded my save, but it uses 34.04, v2 of phoebus 34.04, and the interim civforge release http://www.bay12forums.com/smf/index.php?topic=31157.0

http://www.mediafire.com/?ki8kbivvvb91jvn

Phoebus

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Re: [0.34.05v01] Phoebus' Graphic Set (Improved V and Sand)
« Reply #1699 on: March 06, 2012, 11:06:45 pm »

I uploaded my save, but it uses 34.04, v2 of phoebus 34.04, and the interim civforge release http://www.bay12forums.com/smf/index.php?topic=31157.0

http://www.mediafire.com/?ki8kbivvvb91jvn
Thank you.
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crossmr

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Re: [0.34.05v00] Phoebus' Graphic Set (34.05 & New creatures)
« Reply #1700 on: March 06, 2012, 11:10:59 pm »

I think I found what triggers the vanishing text bug.
I just managed to reach over 500 years in a huge map worldgen without crashing.

I really need someone to upload me a savegame with massive vanishing text problems for me to test the fix with.

This is 34.04v02 savegame.
Lots of vanish text, especially in the military screens. I currently turned TT off though because I was tired of it, you can reenable it to get the vanished text.
http://dffd.wimbli.com/file.php?id=5802
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Phoebus

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Re: [0.34.05v00] Phoebus' Graphic Set (34.05 & New creatures)
« Reply #1701 on: March 06, 2012, 11:40:31 pm »

I think I found what triggers the vanishing text bug.
I just managed to reach over 500 years in a huge map worldgen without crashing.

I really need someone to upload me a savegame with massive vanishing text problems for me to test the fix with.

This is 34.04v02 savegame.
Lots of vanish text, especially in the military screens. I currently turned TT off though because I was tired of it, you can reenable it to get the vanished text.
http://dffd.wimbli.com/file.php?id=5802
Thank you!
That savegame has vanishing text on demand! :)

Edit.: Why is there capybaras stuck in your pipes?

Edit.:
Ok, I've found why you're getting so much vanishing text.
When the TTF engine writes text, it reserves and draws over an area of the screen equal to the size of the text if it was drawn without TTF.
If that area overlaps text on the right, the text on the right vanishes.

The reason why it does that is a bug from the 31.03 update:
Quote
(*) SDL version: TrueType text will now overwrite properly in some adventure mode circumstances (Baughn)
That fix also overwrites text that it shouldn't causing vanishing text.

That source of vanishing text has nothing to do with the graphic set.
« Last Edit: March 07, 2012, 12:12:23 am by Phoebus »
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Phoebus

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Re: [0.34.05v01] Phoebus' Graphic Set (Improved V and Sand)
« Reply #1702 on: March 07, 2012, 02:15:06 am »

Here's an example and proof of how this vanishing text works:


The top part of the image is an excerpt from a deceased unit list.
Two names, 'Xuspgas' & 'Strodno' got the 'Deceased' vanished. Not displayed is the partially written 'Deceased' because taking screenshot forces a screen redraw which fully vanishes the text.
The two bottom sections are comparisons between TTF mode and tileset mode for the 'Stozu' line and the 'Strodno' line.

As you can see from the two 'Stozu' lines, the two white backgrounds, in TTF mode, are exactly the same length as the full name description and the 'Deceased' word.

For 'Strodno' the tileset mode description (and TTF white background) overlaps the area where 'Deceased' would be written, so the engine 'overwrites' the 'Deceased' word leaving a black square.
« Last Edit: March 07, 2012, 02:29:34 am by Phoebus »
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Musaab

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Re: [0.34.05v01] Phoebus' Graphic Set (Improved V and Sand)
« Reply #1703 on: March 07, 2012, 03:58:07 am »

We should let Baughn or Toady know that this blow and should be a priority to fix, yeah?  :)

crossmr

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Re: [0.34.05v01] Phoebus' Graphic Set (Improved V and Sand)
« Reply #1704 on: March 07, 2012, 09:23:03 am »

Quote
Edit.: Why is there capybaras stuck in your pipes?
I was in a hurry and forgot to toss up a grate for the pipe. They swum in when I was filling it one time. Maybe when it freezes I can mine out the ice and throw in a grate. I tried killing them by closing the floodgate on them, but it didn't work. I'm thinking about not filling the water for awhile and when it's mostly drained sending in the military to kill them off

Quote
That fix also overwrites text that it shouldn't causing vanishing text.

That source of vanishing text has nothing to do with the graphic set.
so if it's fixed why is it happening and why all of a sudden? it seemed to just come out of nowhere for many people.
in areas where the text wasn't vanishing.
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Musaab

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Re: [0.34.05v01] Phoebus' Graphic Set (Improved V and Sand)
« Reply #1705 on: March 07, 2012, 11:35:13 am »

That disappearing text in TrueType is the most annoying bug to date if you ask me.  It drives me crazy.  It started with 34.04 I believe and it just won't go away.

MonkeyHead

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Re: [0.34.05v01] Phoebus' Graphic Set (Improved V and Sand)
« Reply #1706 on: March 07, 2012, 11:47:01 am »

Request: Include Nenjin's awesome font find... that way I wont care that trutype messes up text layouts as I wont even be using it...

Phoebus

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Re: [0.34.05v01] Phoebus' Graphic Set (Improved V and Sand)
« Reply #1707 on: March 07, 2012, 12:22:29 pm »

Request: Include Nenjin's awesome font find... that way I wont care that trutype messes up text layouts as I wont even be using it...
But Nenjin's awesome font is TTF. :-\
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MonkeyHead

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Re: [0.34.05v01] Phoebus' Graphic Set (Improved V and Sand)
« Reply #1708 on: March 07, 2012, 12:23:55 pm »

Oh man, thats depressed me. I really dont have the time to go do a "manual" job of putting it onto a tileset. A quick copy of a file though and at least I have it as truetype.

Still, amended request: can it go in this pack? :)

Editorama...

Been browsing some fots for good truetype options, and thought here might be a place people would apprecitate some of them. Found these so far in addition to the Dominican one mentioed earlier...

http://www.dafont.com/optimusprinceps.font
Spoiler (click to show/hide)

http://www.dafont.com/pieces-of-eight.font
Spoiler (click to show/hide)

http://www.dafont.com/old-printing-press.font
Spoiler (click to show/hide)

Think I will limit myself to those for now...
« Last Edit: March 07, 2012, 12:47:52 pm by MonkeyHead »
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sayke

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Re: [0.34.05v00] Phoebus' Graphic Set (34.05 & New creatures)
« Reply #1709 on: March 07, 2012, 02:24:39 pm »

I think I found what triggers the vanishing text bug.
I just managed to reach over 500 years in a huge map worldgen without crashing.

I really need someone to upload me a savegame with massive vanishing text problems for me to test the fix with.

This is 34.04v02 savegame.
Lots of vanish text, especially in the military screens. I currently turned TT off though because I was tired of it, you can reenable it to get the vanished text.
http://dffd.wimbli.com/file.php?id=5802
Thank you!
That savegame has vanishing text on demand! :)

Edit.: Why is there capybaras stuck in your pipes?

Edit.:
Ok, I've found why you're getting so much vanishing text.
When the TTF engine writes text, it reserves and draws over an area of the screen equal to the size of the text if it was drawn without TTF.
If that area overlaps text on the right, the text on the right vanishes.

The reason why it does that is a bug from the 31.03 update:
Quote
(*) SDL version: TrueType text will now overwrite properly in some adventure mode circumstances (Baughn)
That fix also overwrites text that it shouldn't causing vanishing text.

That source of vanishing text has nothing to do with the graphic set.

this is key here: "When the TTF engine writes text, it reserves and draws over an area of the screen equal to the size of the text if it was drawn without TTF. If that area overlaps text on the right, the text on the right vanishes." so to fix this, toady is going to have to calculate the size of the area that the TTF text will need before reserving and drawing over that area, right...?
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i play the incredibly awesome Masterwork DF mod - a wonderful blend of simplicity and new features that actually improves FPS!
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