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Author Topic: Future of the Fortress: The Development Page  (Read 1612490 times)

SmileyMan

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Re: Future of the Fortress: The Development Page
« Reply #555 on: August 02, 2010, 09:58:35 am »

Would it not be quite easy to make an "UNDEAD_BONE" material, for skeletal creatures, and then just make sure that material is rot-proof.

For added fun, try dropping a bone item in magma for a permanent source of smoke.
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In a fat-fingered moment while setting up another military squad I accidentally created a captain of the guard rather than a militia captain.  His squad of near-legendary hammerdwarves equipped with high quality silver hammers then took it upon themselves to dispense justice to all the mandate breakers in the fortress.  It was quite messy.

G-Flex

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Re: Future of the Fortress: The Development Page
« Reply #556 on: August 02, 2010, 10:18:26 am »

Hell, you can drop an entire skeleton/zombie in magma for an eternal flame. It'll stay alive, too.
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== Human Renovation: My Deus Ex mod/fan patch (v1.30, updated 5/31/2012) ==

Baughn

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Re: Future of the Fortress: The Development Page
« Reply #557 on: August 02, 2010, 11:40:52 am »

Truetype support is done, and shipped to Toady. It'll default to off for the next release, as I don't quite trust the code without thorough testing on DF, but you can certainly turn it on (init.txt).

Here's an example of the looks:
Spoiler (click to show/hide)
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C++ makes baby Cthulhu weep. Why settle for the lesser horror?

TheDJ17

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Re: Future of the Fortress: The Development Page
« Reply #558 on: August 02, 2010, 11:42:44 am »

*sniff* It's so beautiful.
« Last Edit: August 02, 2010, 11:58:03 am by TheDJ17 »
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NW_Kohaku

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Re: Future of the Fortress: The Development Page
« Reply #559 on: August 02, 2010, 11:54:18 am »

Sorry if this has been answered before, but how are font sizes handled?  Some fonts need to be larger or smaller than others to fit properly.
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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
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Baughn

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Re: Future of the Fortress: The Development Page
« Reply #560 on: August 02, 2010, 12:19:57 pm »

Automatically. It'll pick the largest size that fits vertically in your tileset.
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NW_Kohaku

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Re: Future of the Fortress: The Development Page
« Reply #561 on: August 02, 2010, 01:28:18 pm »

Hmm... I know that some fonts have unusually large blank spaces above and below most text, so I guess those fonts will just have to be disqualified.
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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

Cruxador

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Re: Future of the Fortress: The Development Page
« Reply #562 on: August 02, 2010, 02:21:29 pm »

Now I'm going to have to spend like a day trying this out with all my different fonts to find which one I like, and which doesn't get too huge with the auto-sizing. Certainly a good progress.
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Baughn

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Re: Future of the Fortress: The Development Page
« Reply #563 on: August 02, 2010, 02:31:25 pm »

Don't worry, the font getting too large isn't a problem.  :-X
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Cruxador

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Re: Future of the Fortress: The Development Page
« Reply #564 on: August 02, 2010, 03:29:57 pm »

Don't worry, the font getting too large isn't a problem.  :-X
Hmm. Since it looks like you've got the capacity to post images at the moment, could we maybe get some sort of collage type deal illustrating how it works out in different situation? The single example is perhaps not super revealing.
« Last Edit: August 02, 2010, 03:31:32 pm by Cruxador »
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Shadowfury333

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Re: Future of the Fortress: The Development Page
« Reply #565 on: August 02, 2010, 03:36:03 pm »

What about square tilesets, how will TTF work with that?
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I'm fairly certain every path in the game leads to some sort of massive execution.

Cruxador

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Re: Future of the Fortress: The Development Page
« Reply #566 on: August 02, 2010, 03:39:33 pm »

What about square tilesets, how will TTF work with that?
Baughn explained a few pages back, an area is defined according to where the text would be if it were still tile-based, and the TrueType text is just printed in there, with no regard for tiles. Thus the shape of the tileset doesn't matter.

EDIT: oh hey! So you know how when a DF window is bigger than a certain size, it's common for many menus to only use the top several lines? Will this implementation make use of the otherwise empty space, if necessary, or will it confine itself to the space that was previously occupied? It sounds like it'd be the latter to me, but I figured it would be nice to have confirmation.
« Last Edit: August 02, 2010, 04:27:48 pm by Cruxador »
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darkflagrance

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Re: Future of the Fortress: The Development Page
« Reply #567 on: August 02, 2010, 03:47:34 pm »

Don't worry, the font getting too large isn't a problem.  :-X
Hmm. Since it looks like you've got the capacity to post images at the moment, could we maybe get some sort of collage type deal illustrating how it works out in different situation? The single example is perhaps not super revealing.

If an example like this is posted, it should be one where the allotted space is too small for the text to fit, if such a situation arises.
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MaDeR Levap

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Re: Future of the Fortress: The Development Page
« Reply #568 on: August 02, 2010, 04:33:04 pm »

Yeah, posted example was rather... unrepresentative. Better would be screenshot from main game screen after finishing embark and various other, like Z screen, trade screen etc.
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Baughn

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Re: Future of the Fortress: The Development Page
« Reply #569 on: August 02, 2010, 04:38:26 pm »

I can't get that until Toady does a recompile, so this will have to do for now (until next release).

The code should be in there, just off by default. I can look at tuning it then.
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C++ makes baby Cthulhu weep. Why settle for the lesser horror?
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