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df-twbt's Introduction

Text Will Be Text

This is a plugin for Dwarf Fortress / DFHack that improves various aspects the game interface.

Originally I wrote a small plugin because I was tired seeing coffins instead of zeroes and all that stuff. It has greately evolved since then. The primary goal is to improve Fortress Mode. Adventure Mode is generally supported but may have issues.

Note: To activate the plugin, set PRINT_MODE to TWBT (or TWBT_LEGACY for legacy mode with text and map tiles of the same size) in your data/init/init.txt file. The installation package also includes several other plugins which required changes to be compatible with TWBT.

Screenshot Screenshot

Features

Text and Map Tilesets
Use separate fonts for text and map, possibly with different tile size.

Overrides
Change images used for specific buildings, items and tile types.

Multi-level Rendering
See multiple terrain levels in mountainous areas and caverns.

Additional Colours

Colormap Manipulation
Change and reload colours without restarting the game.

Mapshot!
Save a full-size screenshot of the map. This command is asynchronous, it will print a message once the operation is complete.

Other Improvements

Authors and Links

Vitaly Pronkin aka mifki [email protected]

Home Page / Sources -- Latest Release -- Development Builds -- Discussion -- Report an Issue

Text and Map Tilesets

Main function is to use separate fonts (tilesets) for map tiles in Fortress Mode and for text. These fonts may have different tile size, usually square for the map and non-square for text. There also no limit of minimum 80 columns anymore, so bigger tiles can be used on small screens.

In your init.txt set FONT and FULLFONT to the font you want to use for text, and GRAPHICS_FONT and GRAPHICS_FULLFONT to the font for map tiles.

twbt tilesize bigger | smaller twbt tilesize +<delta> | -<delta>
twbt tilesize <w> <h>
These commands adjust the size of map tiles or set the exact size.

twbt tilesize reset
This command resets map tile size back to normal.

twbt redraw_all 0|1 This command controls the full redraw mode, in which all tiles are updated each frame - useful for some tilesets in case of graphics issues when scrolling.

twbt hide_stockpiles 0|1 If this option is enabled, stockpiles will be hidden unless in [q], [p] or [k] mode. Requires redraw_all.

twbt workshop_transparency 0|1 Toggles workshop transparency which is disabled by default.

twbt unit_transparency 0|1 Toggles unit transparency which is disabled by default.

Overrides

Commands described below are to be placed in data/init/overrides.txt file and allow to change tile images used for specific buildings, items and tile types.

Loading additional tilesets

[TILESET:font.png:fullscreenfont.png:Id] 
  • File names are relative to the data/art folder

  • Id is an arbitrary string to refer this tileset later

Overrides for items and buildings

[OVERRIDE:Tile:Kind:Id:Type:Subtype:Tileset:NewTile:NewFg:NewBg:MatFlag:Mat1:Mat2:Mat3]
  • Tile is the original tile number

  • Kind is B for building or I for item

  • Id is an item ID or building ID, or empty to match any ID

  • Type is an item type or building type, or empty to match any type

  • Subtype

  • Tileset is a tileset identifier specified previously in TILESET command. Two predefined values are map for the main graphics font and text for the text font.

  • NewTile is a new tile number, or, optionally, a multi-tile set, which follows the format MultiType:NumTiles:NewTiles.

  • MultiType is R for random tiles, A for random animation, and S for synchronized animation.

  • NumTiles is the number of tiles you have defined in the set.

  • NewTiles is a list of tiles, from the same page, in the set, separated by :.

  • NewFg is a new foreground colour, 1-16

  • NewBg is a new background colour, 1-16

  • MatFlag is a material flag, or empty to match any material.

  • Mat1:Mat2:Mat3 is a material token, as found in the raws. Example valid values are WATER, INORGANIC:IRON, and PLANT:MANGO:WOOD. Note that WATER::, etc, must be used if further parameters are used in the same override.

Note: Any of NewTile, NewFg and NewBg parameters may be empty to use existing values without changes, but at least one of them must be present. Trailing colons may be omitted for empty parameters.

Note 2: Any overrides that use either MatFlag or Mat1:Mat2:Mat3 must be listed before any matching overrides that don't use them, or they will not be applied.

Overrides for tile types

[OVERRIDE:Tile:T:Type:Tileset:NewTile:NewFg:NewBg:MatFlag:Mat1:Mat2:Mat3]
  • Tile, Tileset, NewTile, NewFg, NewBg, MatFlag and Mat1:Mat2:Mat3 parameters are the same as for items/buildings overrides

  • Type is a tile type. For convenience, you can use textual description that you see with live query mode of mousequery plugin, in this case include it in quotes (for example, "stone stair down").

Multi-level Rendering

Copy shadows.png to data/art folder. Multi-level rendering is disabled by default, you can enable it with multilevel command (see below) manually or put it into your dfhack.init script.

multilevel
Set number of additional levels to render. Possible parameters are more, less or number 0-15.

multilevel shadowcolor <r> <g> <b> <a>
Set shadow colour. Components are in range 0-1. Default is 0 0 0 0.4

multilevel fogcolor <r> <g> <b>
Set fog colour. Default is 0.1 0.1 0.3

multilevel fogdensity <density> [<start>] [<step>]
Set fog density parameters. Default is 0.15 0 1

Additional Colours

Not yet.

Colormap Manipulation

colormap <colorname> <r> <g> <b>
Change display colours. Colour names are as in init/colors.txt without _R/G/B suffix. Components are in range 0-255. If no new values are provided, current values are printed.

colormap reload
Reload all colours from init/colors.txt.

Mapshot!

This feature is currently broken.

mapshot
Save an image of entire map in full size to mapshot.tga in your DF folder.

Other Improvements

Trade screen divided equally on OS X (DF 0.34.11 only).

Tables

Please note that values from these lists are case-sensitive when used in OVERRIDE command. Updated lists can be found by entering @df.typename in the DFHack Lua interpreter or running lua with that expression as an argument, e.g. lua @df.item_type.

Item IDs

This list comes from typing @df.items_other_id in the lua interpreter.

AMMO, AMULET, ANIMALTRAP, ANVIL, ANY, ANY_ARMOR_GLOVES, ANY_ARMOR_HELM, ANY_ARMOR_PANTS, ANY_ARMOR_SHOES, ANY_ARTIFACT, ANY_AUTO_CLEAN, ANY_CAGE_OR_TRAP, ANY_CAN_ROT, ANY_COOKABLE, ANY_CORPSE, ANY_CRITTER, ANY_DEAD_DWARF, ANY_DRINK, ANY_EDIBLE_BONECARN, ANY_EDIBLE_CARNIVORE, ANY_EDIBLE_RAW, ANY_EDIBLE_VERMIN, ANY_EDIBLE_VERMIN_BOX, ANY_ENCASED, ANY_FURNITURE, ANY_GENERIC128, ANY_GENERIC24, ANY_GENERIC25, ANY_GENERIC36, ANY_GENERIC37, ANY_GENERIC38, ANY_GENERIC39, ANY_GENERIC84, ANY_GOOD_FOOD, ANY_IN_CONSTRUCTION, ANY_MELT_DESIGNATED, ANY_MURDERED, ANY_RECENTLY_DROPPED, ANY_REFUSE, ANY_SPIKE, ANY_TRUE_ARMOR, ANY_WEAPON, ANY_WEBS, ARMOR, ARMORSTAND, BACKPACK, BAD, BALLISTAARROWHEAD, BALLISTAPARTS, BAR, BARREL, BED, BIN, BLOCKS, BOOK, BOULDER, BOX, BRACELET, BRANCH, BUCKET, CABINET, CAGE, CATAPULTPARTS, CHAIN, CHAIR, CHEESE, CLOTH, COFFIN, COIN, CORPSE, CORPSEPIECE, CROWN, CRUTCH, DOOR, DRINK, EARRING, EGG, FIGURINE, FISH, FISH_RAW, FLASK, FLOODGATE, FOOD, FOOD_STORAGE, GEM, GLOB, GLOVES, GOBLET, GRATE, HATCH_COVER, HELM, IN_PLAY, INSTRUMENT, INSTRUMENT_STATIONARY, LIQUID_MISC, MEAT, MILLSTONE, ORTHOPEDIC_CAST, PANTS, PET, PIPE_SECTION, PLANT, PLANT_GROWTH, POWDER_MISC, QUERN, QUIVER, REMAINS, RING, ROCK, ROUGH, SCEPTER, SEEDS, SHEET, SHIELD, SHOES, SIEGEAMMO, SKIN_TANNED, SLAB, SMALLGEM, SPLINT, STATUE, TABLE, THREAD, TOOL, TOTEM, TOY, TRACTION_BENCH, TRAPCOMP, TRAPPARTS, VERMIN, WEAPON, WEAPONRACK, WINDOW, WOOD

Item Types

This list comes from typing @df.item_type in the lua interpreter.

AMMO, AMULET, ANIMALTRAP, ANVIL, ARMOR, ARMORSTAND, BACKPACK, BALLISTAARROWHEAD, BALLISTAPARTS, BAR, BARREL, BED, BIN, BLOCKS, BOOK, BOULDER, BOX, BRACELET, BRANCH, BUCKET, CABINET, CAGE, CATAPULTPARTS, CHAIN, CHAIR, CHEESE, CLOTH, COFFIN, COIN, CORPSE, CORPSEPIECE, CROWN, CRUTCH, DOOR, DRINK, EARRING, EGG, FIGURINE, FISH, FISH_RAW, FLASK, FLOODGATE, FOOD, GEM, GLOB, GLOVES, GOBLET, GRATE, HATCH_COVER, HELM, INSTRUMENT, LIQUID_MISC, MEAT, MILLSTONE, ORTHOPEDIC_CAST, PANTS, PET, PIPE_SECTION, PLANT, PLANT_GROWTH, POWDER_MISC, QUERN, QUIVER, REMAINS, RING, ROCK, ROUGH, SCEPTER, SEEDS, SHEET, SHIELD, SHOES, SIEGEAMMO, SKIN_TANNED, SLAB, SMALLGEM, SPLINT, STATUE, TABLE, THREAD, TOOL, TOTEM, TOY, TRACTION_BENCH, TRAPCOMP, TRAPPARTS, VERMIN, WEAPON, WEAPONRACK, WINDOW, WOOD

Building IDs

This list comes from typing @df.buildings_other_id in the lua interpreter.

ACTIVITY_ZONE, ANY, ANY_ACTUAL, ANY_BARRACKS, ANY_HOSPITAL, ANY_HOSPITAL_STORAGE, ANY_MACHINE, ANY_NOBLE_ROOM, ANY_ROAD, ANY_STORAGE, ANY_ZONE, ARCHERY_TARGET, ARMOR_STAND, AXLE_HORIZONTAL, AXLE_VERTICAL, BARS_FLOOR, BARS_VERTICAL, BED, BOOKCASE, BOX, BRIDGE, CABINET, CAGE, CHAIN, CHAIR, COFFIN, DISPLAY_CASE, DOOR, FARM_PLOT, FLOODGATE, FURNACE_ANY, FURNACE_CUSTOM, FURNACE_GLASS_ANY, FURNACE_KILN_ANY, FURNACE_SMELTER_ANY, FURNACE_SMELTER_MAGMA, FURNACE_WOOD, GEAR_ASSEMBLY, GRATE_FLOOR, GRATE_WALL, HATCH, HIVE, IN_PLAY, INSTRUMENT_STATIONARY, LOCATION_ASSIGNED, NEST, NEST_BOX, ROLLERS, SCREW_PUMP, SHOP, SLAB, STATUE, STOCKPILE, SUPPORT, TABLE, TRACTION_BENCH, TRADE_DEPOT, TRAP, WAGON, WATER_WHEEL, WEAPON_RACK, WEAPON_UPRIGHT, WELL, WINDMILL, WINDOW_ANY, WORKSHOP_ANY, WORKSHOP_ASHERY, WORKSHOP_BOWYER, WORKSHOP_BUTCHER, WORKSHOP_CARPENTER, WORKSHOP_CLOTHIER, WORKSHOP_CRAFTSDWARF, WORKSHOP_CUSTOM, WORKSHOP_DYER, WORKSHOP_FARMER, WORKSHOP_FISHERY, WORKSHOP_FORGE_ANY, WORKSHOP_JEWELER, WORKSHOP_KENNEL, WORKSHOP_KITCHEN, WORKSHOP_LEATHER, WORKSHOP_LOOM, WORKSHOP_MAGMA_FORGE, WORKSHOP_MASON, WORKSHOP_MECHANIC, WORKSHOP_MILL_ANY, WORKSHOP_MILLSTONE, WORKSHOP_QUERN, WORKSHOP_SIEGE, WORKSHOP_STILL, WORKSHOP_TANNER, WORKSHOP_TOOL

Building Types

This list comes from typing @df.building_type in the lua interpreter.

AnimalTrap, ArcheryTarget, Armorstand, AxleHorizontal, AxleVertical, BarsFloor, BarsVertical, Bed, Bookcase, Box, Bridge, Cabinet, Cage, Chain, Chair, Civzone, Coffin, Construction, DisplayFurniture, Door, FarmPlot, Floodgate, Furnace, GearAssembly, GrateFloor, GrateWall, Hatch, Hive, Instrument, Nest, NestBox, RoadDirt, RoadPaved, Rollers, ScrewPump, Shop, SiegeEngine, Slab, Statue, Stockpile, Support, Table, TractionBench, TradeDepot, Trap, Wagon, WaterWheel, Weapon, Weaponrack, Well, Windmill, WindowGem, WindowGlass, Workshop

Tile Types

This list comes from typing @df.tiletype in the lua interpreter.

Ashes1, Ashes2, Ashes3

BrookE, BrookN, BrookNE, BrookNW, BrookS, BrookSE, BrookSW, BrookTop, BrookW

BurningTreeBranches, BurningTreeCapFloor, BurningTreeCapRamp, BurningTreeCapWall, BurningTreeTrunk, BurningTreeTwigs

Campfire, Chasm

ConstructedFloor, ConstructedFloorTrackE, ConstructedFloorTrackEW, ConstructedFloorTrackN, ConstructedFloorTrackNE, ConstructedFloorTrackNEW, ConstructedFloorTrackNS, ConstructedFloorTrackNSE, ConstructedFloorTrackNSEW, ConstructedFloorTrackNSW, ConstructedFloorTrackNW, ConstructedFloorTrackS, ConstructedFloorTrackSE, ConstructedFloorTrackSEW, ConstructedFloorTrackSW, ConstructedFloorTrackW, ConstructedFortification, ConstructedPillar, ConstructedRamp, ConstructedRampTrackE, ConstructedRampTrackEW, ConstructedRampTrackN, ConstructedRampTrackNE, ConstructedRampTrackNEW, ConstructedRampTrackNS, ConstructedRampTrackNSE, ConstructedRampTrackNSEW, ConstructedRampTrackNSW, ConstructedRampTrackNW, ConstructedRampTrackS, ConstructedRampTrackSE, ConstructedRampTrackSEW, ConstructedRampTrackSW, ConstructedRampTrackW, ConstructedStairD, ConstructedStairU, ConstructedStairUD, ConstructedWallL2D, ConstructedWallL2U, ConstructedWallLD, ConstructedWallLD2, ConstructedWallLR, ConstructedWallLRD, ConstructedWallLRU, ConstructedWallLRUD, ConstructedWallLU, ConstructedWallLU2, ConstructedWallLUD, ConstructedWallR2D, ConstructedWallR2U, ConstructedWallRD, ConstructedWallRD2, ConstructedWallRU, ConstructedWallRU2, ConstructedWallRUD, ConstructedWallUD

Driftwood, EeriePit

FeatureBoulder, FeatureFloor1, FeatureFloor2, FeatureFloor3, FeatureFloor4, FeatureFloorSmooth, FeatureFloorTrackE, FeatureFloorTrackEW, FeatureFloorTrackN, FeatureFloorTrackNE, FeatureFloorTrackNEW, FeatureFloorTrackNS, FeatureFloorTrackNSE, FeatureFloorTrackNSEW, FeatureFloorTrackNSW, FeatureFloorTrackNW, FeatureFloorTrackS, FeatureFloorTrackSE, FeatureFloorTrackSEW, FeatureFloorTrackSW, FeatureFloorTrackW, FeatureFortification, FeaturePebbles1, FeaturePebbles2, FeaturePebbles3, FeaturePebbles4, FeaturePillar, FeatureRamp, FeatureRampTrackE, FeatureRampTrackEW, FeatureRampTrackN, FeatureRampTrackNE, FeatureRampTrackNEW, FeatureRampTrackNS, FeatureRampTrackNSE, FeatureRampTrackNSEW, FeatureRampTrackNSW, FeatureRampTrackNW, FeatureRampTrackS, FeatureRampTrackSE, FeatureRampTrackSEW, FeatureRampTrackSW, FeatureRampTrackW, FeatureStairD, FeatureStairU, FeatureStairUD, FeatureWall, FeatureWallSmoothL2D, FeatureWallSmoothL2U, FeatureWallSmoothLD, FeatureWallSmoothLD2, FeatureWallSmoothLR, FeatureWallSmoothLRD, FeatureWallSmoothLRU, FeatureWallSmoothLRUD, FeatureWallSmoothLU, FeatureWallSmoothLU2, FeatureWallSmoothLUD, FeatureWallSmoothR2D, FeatureWallSmoothR2U, FeatureWallSmoothRD, FeatureWallSmoothRD2, FeatureWallSmoothRU, FeatureWallSmoothRU2, FeatureWallSmoothRUD, FeatureWallSmoothUD, FeatureWallWorn1, FeatureWallWorn2, FeatureWallWorn3

Fire

FrozenFloor1, FrozenFloor2, FrozenFloor3, FrozenFloor4, FrozenFloorSmooth, FrozenFloorTrackE, FrozenFloorTrackEW, FrozenFloorTrackN, FrozenFloorTrackNE, FrozenFloorTrackNEW, FrozenFloorTrackNS, FrozenFloorTrackNSE, FrozenFloorTrackNSEW, FrozenFloorTrackNSW, FrozenFloorTrackNW, FrozenFloorTrackS, FrozenFloorTrackSE, FrozenFloorTrackSEW, FrozenFloorTrackSW, FrozenFloorTrackW, FrozenFortification, FrozenPillar, FrozenRamp, FrozenRampTrackE, FrozenRampTrackEW, FrozenRampTrackN, FrozenRampTrackNE, FrozenRampTrackNEW, FrozenRampTrackNS, FrozenRampTrackNSE, FrozenRampTrackNSEW, FrozenRampTrackNSW, FrozenRampTrackNW, FrozenRampTrackS, FrozenRampTrackSE, FrozenRampTrackSEW, FrozenRampTrackSW, FrozenRampTrackW, FrozenStairD, FrozenStairU, FrozenStairUD, FrozenWall, FrozenWallSmoothL2D, FrozenWallSmoothL2U, FrozenWallSmoothLD, FrozenWallSmoothLD2, FrozenWallSmoothLR, FrozenWallSmoothLRD, FrozenWallSmoothLRU, FrozenWallSmoothLRUD, FrozenWallSmoothLU, FrozenWallSmoothLU2, FrozenWallSmoothLUD, FrozenWallSmoothR2D, FrozenWallSmoothR2U, FrozenWallSmoothRD, FrozenWallSmoothRD2, FrozenWallSmoothRU, FrozenWallSmoothRU2, FrozenWallSmoothRUD, FrozenWallSmoothUD, FrozenWallWorn1, FrozenWallWorn2, FrozenWallWorn3

FurrowedSoil

GlowingBarrier, GlowingFloor

Grass1StairD, Grass1StairU, Grass1StairUD, Grass2StairD, Grass2StairU, Grass2StairUD, GrassDarkFloor1, GrassDarkFloor2, GrassDarkFloor3, GrassDarkFloor4, GrassDarkRamp, GrassDeadFloor1, GrassDeadFloor2, GrassDeadFloor3, GrassDeadFloor4, GrassDeadRamp, GrassDryFloor1, GrassDryFloor2, GrassDryFloor3, GrassDryFloor4, GrassDryRamp, GrassLightFloor1, GrassLightFloor2, GrassLightFloor3, GrassLightFloor4, GrassLightRamp

LavaBoulder, LavaFloor1, LavaFloor2, LavaFloor3, LavaFloor4, LavaFloorSmooth, LavaFloorTrackE, LavaFloorTrackEW, LavaFloorTrackN, LavaFloorTrackNE, LavaFloorTrackNEW, LavaFloorTrackNS, LavaFloorTrackNSE, LavaFloorTrackNSEW, LavaFloorTrackNSW, LavaFloorTrackNW, LavaFloorTrackS, LavaFloorTrackSE, LavaFloorTrackSEW, LavaFloorTrackSW, LavaFloorTrackW, LavaFortification, LavaPebbles1, LavaPebbles2, LavaPebbles3, LavaPebbles4, LavaPillar, LavaRamp, LavaRampTrackE, LavaRampTrackEW, LavaRampTrackN, LavaRampTrackNE, LavaRampTrackNEW, LavaRampTrackNS, LavaRampTrackNSE, LavaRampTrackNSEW, LavaRampTrackNSW, LavaRampTrackNW, LavaRampTrackS, LavaRampTrackSE, LavaRampTrackSEW, LavaRampTrackSW, LavaRampTrackW, LavaStairD, LavaStairU, LavaStairUD, LavaWall, LavaWallSmoothL2D, LavaWallSmoothL2U, LavaWallSmoothLD, LavaWallSmoothLD2, LavaWallSmoothLR, LavaWallSmoothLRD, LavaWallSmoothLRU, LavaWallSmoothLRUD, LavaWallSmoothLU, LavaWallSmoothLU2, LavaWallSmoothLUD, LavaWallSmoothR2D, LavaWallSmoothR2U, LavaWallSmoothRD, LavaWallSmoothRD2, LavaWallSmoothRU, LavaWallSmoothRU2, LavaWallSmoothRUD, LavaWallSmoothUD, LavaWallWorn1, LavaWallWorn2, LavaWallWorn3

MagmaFlow

MineralBoulder, MineralFloor1, MineralFloor2, MineralFloor3, MineralFloor4, MineralFloorSmooth, MineralFloorTrackE, MineralFloorTrackEW, MineralFloorTrackN, MineralFloorTrackNE, MineralFloorTrackNEW, MineralFloorTrackNS, MineralFloorTrackNSE, MineralFloorTrackNSEW, MineralFloorTrackNSW, MineralFloorTrackNW, MineralFloorTrackS, MineralFloorTrackSE, MineralFloorTrackSEW, MineralFloorTrackSW, MineralFloorTrackW, MineralFortification, MineralPebbles1, MineralPebbles2, MineralPebbles3, MineralPebbles4, MineralPillar, MineralRamp, MineralRampTrackE, MineralRampTrackEW, MineralRampTrackN, MineralRampTrackNE, MineralRampTrackNEW, MineralRampTrackNS, MineralRampTrackNSE, MineralRampTrackNSEW, MineralRampTrackNSW, MineralRampTrackNW, MineralRampTrackS, MineralRampTrackSE, MineralRampTrackSEW, MineralRampTrackSW, MineralRampTrackW, MineralStairD, MineralStairU, MineralStairUD, MineralWall, MineralWallSmoothL2D, MineralWallSmoothL2U, MineralWallSmoothLD, MineralWallSmoothLD2, MineralWallSmoothLR, MineralWallSmoothLRD, MineralWallSmoothLRU, MineralWallSmoothLRUD, MineralWallSmoothLU, MineralWallSmoothLU2, MineralWallSmoothLUD, MineralWallSmoothR2D, MineralWallSmoothR2U, MineralWallSmoothRD, MineralWallSmoothRD2, MineralWallSmoothRU, MineralWallSmoothRU2, MineralWallSmoothRUD, MineralWallSmoothUD, MineralWallWorn1, MineralWallWorn2, MineralWallWorn3

MurkyPool, MurkyPoolRamp, OpenSpace, RampTop

RiverE, RiverN, RiverNE, RiverNW, RiverRampE, RiverRampN, RiverRampNE, RiverRampNW, RiverRampS, RiverRampSE, RiverRampSW, RiverRampW, RiverS, RiverSE, RiverSource, RiverSW, RiverW

Sapling, SaplingDead, SemiMoltenRock, Shrub, ShrubDead

SoilFloor1, SoilFloor2, SoilFloor3, SoilFloor4, SoilRamp, SoilStairD, SoilStairU, SoilStairUD, SoilWall, SoilWetFloor1, SoilWetFloor2, SoilWetFloor3, SoilWetFloor4

StoneBoulder, StoneFloor1, StoneFloor2, StoneFloor3, StoneFloor4, StoneFloorSmooth, StoneFloorTrackE, StoneFloorTrackEW, StoneFloorTrackN, StoneFloorTrackNE, StoneFloorTrackNEW, StoneFloorTrackNS, StoneFloorTrackNSE, StoneFloorTrackNSEW, StoneFloorTrackNSW, StoneFloorTrackNW, StoneFloorTrackS, StoneFloorTrackSE, StoneFloorTrackSEW, StoneFloorTrackSW, StoneFloorTrackW, StoneFortification, StonePebbles1, StonePebbles2, StonePebbles3, StonePebbles4, StonePillar, StoneRamp, StoneRampTrackE, StoneRampTrackEW, StoneRampTrackN, StoneRampTrackNE, StoneRampTrackNEW, StoneRampTrackNS, StoneRampTrackNSE, StoneRampTrackNSEW, StoneRampTrackNSW, StoneRampTrackNW, StoneRampTrackS, StoneRampTrackSE, StoneRampTrackSEW, StoneRampTrackSW, StoneRampTrackW, StoneStairD, StoneStairU, StoneStairUD, StoneWall, StoneWallSmoothL2D, StoneWallSmoothL2U, StoneWallSmoothLD, StoneWallSmoothLD2, StoneWallSmoothLR, StoneWallSmoothLRD, StoneWallSmoothLRU, StoneWallSmoothLRUD, StoneWallSmoothLU, StoneWallSmoothLU2, StoneWallSmoothLUD, StoneWallSmoothR2D, StoneWallSmoothR2U, StoneWallSmoothRD, StoneWallSmoothRD2, StoneWallSmoothRU, StoneWallSmoothRU2, StoneWallSmoothRUD, StoneWallSmoothUD, StoneWallWorn1, StoneWallWorn2, StoneWallWorn3

TreeBranches, TreeBranchesSmooth, TreeBranchEW, TreeBranchNE, TreeBranchNEW, TreeBranchNS, TreeBranchNSE, TreeBranchNSEW, TreeBranchNSW, TreeBranchNW, TreeBranchSE, TreeBranchSEW, TreeBranchSW, TreeCapFloor1, TreeCapFloor2, TreeCapFloor3, TreeCapFloor4, TreeCapPillar, TreeCapRamp, TreeCapWallE, TreeCapWallN, TreeCapWallNE, TreeCapWallNW, TreeCapWallS, TreeCapWallSE, TreeCapWallSW, TreeCapWallW, TreeDeadBranches, TreeDeadBranchesSmooth, TreeDeadBranchEW, TreeDeadBranchNE, TreeDeadBranchNEW, TreeDeadBranchNS, TreeDeadBranchNSE, TreeDeadBranchNSEW, TreeDeadBranchNSW, TreeDeadBranchNW, TreeDeadBranchSE, TreeDeadBranchSEW, TreeDeadBranchSW, TreeDeadCapFloor1, TreeDeadCapFloor2, TreeDeadCapFloor3, TreeDeadCapFloor4, TreeDeadCapPillar, TreeDeadCapRamp, TreeDeadCapWallE, TreeDeadCapWallN, TreeDeadCapWallNE, TreeDeadCapWallNW, TreeDeadCapWallS, TreeDeadCapWallSE, TreeDeadCapWallSW, TreeDeadCapWallW, TreeDeadRoots, TreeDeadRootSloping, TreeDeadTrunkBranchE, TreeDeadTrunkBranchN, TreeDeadTrunkBranchS, TreeDeadTrunkBranchW, TreeDeadTrunkE, TreeDeadTrunkEW, TreeDeadTrunkInterior, TreeDeadTrunkN, TreeDeadTrunkNE, TreeDeadTrunkNEW, TreeDeadTrunkNS, TreeDeadTrunkNSE, TreeDeadTrunkNSEW, TreeDeadTrunkNSW, TreeDeadTrunkNW, TreeDeadTrunkPillar, TreeDeadTrunkS, TreeDeadTrunkSE, TreeDeadTrunkSEW, TreeDeadTrunkSloping, TreeDeadTrunkSW, TreeDeadTrunkW, TreeDeadTwigs, TreeRoots, TreeRootSloping, TreeTrunkBranchE, TreeTrunkBranchN, TreeTrunkBranchS, TreeTrunkBranchW, TreeTrunkE, TreeTrunkEW, TreeTrunkInterior, TreeTrunkN, TreeTrunkNE, TreeTrunkNEW, TreeTrunkNS, TreeTrunkNSE, TreeTrunkNSEW, TreeTrunkNSW, TreeTrunkNW, TreeTrunkPillar, TreeTrunkS, TreeTrunkSE, TreeTrunkSEW, TreeTrunkSloping, TreeTrunkSW, TreeTrunkW, TreeTwigs

UnderworldGateStairD, UnderworldGateStairU, UnderworldGateStairUD

Void, Waterfall

Material Flags

This list comes from typing @df.material_flags in the lua interpreter.

ALCOHOL, ALCOHOL_CREATURE, ALCOHOL_PLANT, BLOOD_MAP_DESCRIPTOR, BONE, CHEESE, CHEESE_CREATURE, CHEESE_PLANT, CRYSTAL_GLASSABLE, DISPLAY_UNGLAZED, DO_NOT_CLEAN_GLOB, EDIBLE_COOKED, EDIBLE_RAW, EDIBLE_VERMIN, ENTERS_BLOOD, EVAPORATES, GENERATES_MIASMA, GOO_MAP_DESCRIPTOR, HORN, ICHOR_MAP_DESCRIPTOR, IMPLIES_ANIMAL_KILL, IS_DYE, IS_GEM, IS_GLASS, IS_METAL, IS_STONE, ITEMS_AMMO, ITEMS_ANVIL, ITEMS_ARMOR, ITEMS_BARRED, ITEMS_DELICATE, ITEMS_DIGGER, ITEMS_HARD, ITEMS_LEATHER, ITEMS_METAL, ITEMS_QUERN, ITEMS_SCALED, ITEMS_SIEGE_ENGINE, ITEMS_SOFT, ITEMS_WEAPON, ITEMS_WEAPON_RANGED, LEAF_MAT, LEATHER, LIQUID_MISC, LIQUID_MISC_CREATURE, LIQUID_MISC_OTHER, LIQUID_MISC_PLANT, MEAT, NO_STONE_STOCKPILE, PEARL, POWDER_MISC, POWDER_MISC_CREATURE, POWDER_MISC_PLANT, PUS_MAP_DESCRIPTOR, ROTS, SEED_MAT, SHELL, SILK, SLIME_MAP_DESCRIPTOR, SOAP, SPIT_MAP_DESCRIPTOR, STOCKPILE_GLOB, STOCKPILE_GLOB_PASTE, STOCKPILE_GLOB_PRESSED, STOCKPILE_THREAD_METAL, STRUCTURAL_PLANT_MAT, SWEAT_MAP_DESCRIPTOR, TEARS_MAP_DESCRIPTOR, THREAD_PLANT, TOOTH, UNDIGGABLE, WOOD, YARN

df-twbt's People

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df-twbt's Issues

address locating documentation

I'd love to assist in updating twbt when new versions come out, specifically Linux and Windows.

A bit more documentation on how to track down the addresses would be useful. What are you using on linux to disassemble the binary?

crash when using 'export local image'

It lets me select zlevels as normal, but then crashes when I begin the export. I loaded the same map in a vanilla DF without TWBT and it didn't crash.

Issues with large window size

From http://www.bay12forums.com/smf/index.php?topic=138754.msg6022513#msg6022513

Soo I have run into an issue that is quite weird, when using TwbT and resizing my window above somewhere around 2052~ (roughly) horizontal resolution then the text starts acting weirdly. It goes from this: http://puu.sh/fG1RR/cace3ae44d.png to this http://puu.sh/fG1Ub/b054ab4614.png when it passes a certain width. I have been unable to find a way to prevent it and while it's playable it's quite annoying that the text is not as clear but rather weirdly pixelated.

Setting [PRINT_MODE:TWBT] simply causes silent failure

I have Linux.
DF works
df_hack works.
Install TWBT into ./hack/plugins directory
edit ./data/init/init.txt
set Print mode as per instructions.
run ./df_hack
drops to console, no errors
Reading strace output doesn't seem to reveal anything useful.

v6.17 WIN Crash when loading an Adventure save

It crashes immediately when it finishes loading. Also happens on v6.15.
It doesn't happen if you load a fortress save first and then save and exit to main menu and then load the adventure save. EDIT: This only happens on TWBT Next

v5.77 Adventure Mode Build System Blank Screen

When playing Adventure Modeand entering the Build b menu while using TWBT the screen goes blank except for the side bar menu. This makes it impossible to build structures while using TWBT.

This issue can be replicated by downloading PeridexisErrant Lazy Newb Pack and starting the game in Adventure Mode and using the Build b menu.

Tweaks to support mod/graphics merging

This PyLNP issue covers the background and rationale for this request. In short: mod authors wish to extend graphics packs, and merging TwbT overrides is the largest pain point.

Fortunately this is solvable with the following requested changes, which I and they hope will be reasonably easy to implement:

  • Support multiple overrides files, to prevent clobbering. (I'd suggest following the example of DFHack init files and globbing for overrides*.txt)
  • Identifying item subtypes by name for overrides, to prevent problems with mods that may add or remove subtypes.

Personally, I'd be very happy if the use of numbers to identify a thing-to-override was deprecated, and at least printed a warning to the console - otherwise nigh-undiagnosable errors may still creep in.

Wholesale removal of numeric identifiers or moving to the file-per-sprite system you mentioned a while ago would also be lovely, but seem further off - and I'd rather go for the faster and easier request.

On behalf of the DFgraphics group - thanks.

Draw frame and progressbars with GRAPHICS_FONT

I made a font for cp1251 and things works fine except the frame around the window is drawn with 'Ы' (and progressbars too). Is it possible to fix this issue?
The font and screenshots:
phoebus_twbt_cyr
game
z

Read multiple `overrides*.txt` files

An increasing number of graphics packs are sharing part of their TwbT config. It would be really nice for maintainers if they could have (eg) overrides_phoebus_items.txt and so on. How to deal with duplicate entries would be up to you.

fortress mode - 'follow dwarf' not working properly

twbt kind of messes up the follow object/dwarf (k on dwarf -> f) function.
if I try to follow a dwarf with twbt activated, the screen isn't centered on that dwarf you follow as it should be normally.

When twbt is deactivated the follow function works properly again.

if anyone has a workaround please write here, as I love to follow these dwarves around.

Zoom-to unit, item, or location results in misaligned view

Zooming to units, items, or locations from most menus will center the view on a point far to the left of the intended target. The cursor will be correctly positioned over the target, but the target and cursor will be offscreen or obscured by the menu. I suspect this can happen from any zoom-to feature, but I've only personally confirmed the behavior from the units screen, announcements menu, combat reports, and the enhanced stocks menu (part of dfhack, I believe).

It seems that zoom level plays some role in this. At particular zoom levels, Urist McMiner can be reliably zoomed-to from anywhere, while Ral McHauler cannot. Change your zoom level, and the situation may be reversed (or neither or both will be broken).

Another possibly useful data point: zoom-to seems to always work correctly (regardless of zoom level) if the target falls within the current view window, or would fall within the current view window if it were moved strictly up/down to the target's z-level. This holds true even if the window is ultimately nudged to recenter on the unit.

Pause-on-announce exhibits the same behavior, but I see that's listed as a separate issue (#31) .

According to #16, zoom-to was already fixed as of 5.47, but I'm using 5.58 from PeridexisErrant/LNP 0.42.06-r02. Having not used 5.47-5.57 myself, I don't know whether this is regression behavior, or if the previous zoom-to fix was partial.

Edit: Also, if it's diagnostically useful, this doesn't seem to happen with TWBT-legacy.

DFHack Errors on Mac

After I install your package, I get these errors:

dfhack: attempting to hook in
Loading bindings from data/init/interface.txt
Resetting textures
Can't load plugin automaterial
Can't load plugin mousequery
Can't load plugin resume
Can't load plugin twbt
Cannot enable plugin: automaterial
Cannot enable plugin: mousequery
Cannot enable plugin: resume
DFHack is ready. Have a nice day!
DFHack version 0.43.05-alpha4 (release) on x86_64
Type in '?' or 'help' for general help, 'ls' to see all commands.
[DFHack]# 

[Linux] no display patch

I've installed the current DFHack (dfhack-0.40.24-r3-Linux-gcc-4.5.tar.bz2) on my system which works fine. I've then copied the latest TWBT (twbt-5.44-linux) and placed the .so files into my ./hack/plugins folder.

My init file contains the following:

[FONT:text_12x16.png]
[FULLFONT:text_12x16.png]

[GRAPHICS:YES]
[GRAPHICS_WINDOWEDX:0]
[GRAPHICS_WINDOWEDY:0]
[GRAPHICS_FONT:ironhand16.png]
[GRAPHICS_FULLSCREENX:0]
[GRAPHICS_FULLSCREENY:0]
[GRAPHICS_FULLFONT:ironhand16.png]
[GRAPHICS_BLACK_SPACE:YES]

[PRINT_MODE:TWBT]

However when I run dfhack to start my game I get the following output in my console.

Loading bindings from data/init/interface.txt
Resetting textures
Can't load plugin /opt/dwarf-fortress/hack/plugins/mousequery.plug.so
TWBT: version 5.44
TWBT: no display patch
reshape_graphics
Can't load plugin /opt/dwarf-fortress/hack/plugins/resume.plug.so
Can't load plugin /opt/dwarf-fortress/hack/plugins/automaterial.plug.so
reshape_graphics
reshape_graphics
...
Cannot enable plugin: automaterial
Cannot enable plugin: mousequery
Cannot enable plugin: resume

The game starts however and appears to be using my seperate png for the fonts on main menu and in the arena okay. And when I shut down I get the following error in console too.

Plugin twbt has failed to shutdown!

Is there anything else I can provide to help with this issue?
Is the no display patch a warning or message? (it's yellow so assuming warning vs error)
What could be causing the others to error? (Though to be honest I only wanted twbt, no sure what they are yet :-) )

freeze on screen resize (windows, dfhack 0.42.06-alpha2)

When run in windowed mode, rendering stops updating if the window is maximized. Unsure if game outright freezes, or if it's rendering-specific. Restoring the window back to the prior geometry doesn't really do anything. DFHack console output doesn't show anything of interest. I have two monitors, if this matters - primary display is on the right, their geometry differs and they are anchored such that the left screen's top-right corner and right screen's top-left corner meet.

Warning: Plugin automaterial compiled for DFHack 0.42.06-alpha2-0-g6fd904f, running DFHack 0.42.06-alpha1-10-g6fd904f
Warning: Plugin mousequery compiled for DFHack 0.42.06-alpha2-0-g6fd904f, running DFHack 0.42.06-alpha1-10-g6fd904f
Warning: Plugin resume compiled for DFHack 0.42.06-alpha2-0-g6fd904f, running DFHack 0.42.06-alpha1-10-g6fd904f
Warning: Plugin twbt compiled for DFHack 0.42.06-alpha2-0-g6fd904f, running DFHack 0.42.06-alpha1-10-g6fd904f
TWBT: version 5.58
reshape_graphics
reshape_graphics
reshape_graphics
DFHack is ready. Have a nice day!
DFHack version 0.42.06-alpha2 (development build 0.42.06-alpha1-10-g6fd904f)
Type in '?' or 'help' for general help, 'ls' to see all commands.
reshape_graphics
[DFHack]#

Attached my init file, if needed:
init.txt
Screenshot of window post-maximize.

This behavior is not evident in the '2D' or '2DASYNC' modes, which I use when not using TWBT.

Can't assign tile '0' in the raws with twbt mode

I noticed this problem first with the Obsidian tileset which uses Alt tiles for grass animation. Using 2D/Standard/twbt_legacy the game renders correctly, but with twbt mode the tileset is unusable, the grass tiles are flickering to black continuously. I first thought the bug is with the animated part, but looks like the plugin can't interpret the "0th tile".
The vanilla raws for grass look something like this:
[GRASS_TILES:'.':',':'`':''']
while Obsidian uses this code:
[GRASS_TILES:0:216:0:216]

Substituting 0 with any other number or character (tried ',' and 39 for ') fixes the problem, so the bug is something to do with mapping the first tile (0) in any given tileset.
Latest test was with 2.26, behavior can be observed in previous versions of the plugin.

Adventure mode rendering bugs

When trying to jump with j or shoot a bow with f, the screen is covered in black when using TWBT as print mode, but does not occur when using TWBT_LEGACY.

What license is twbt under?

Any chance you could clarify what license this project is under? I notice there doesn't seem to be a LICENSE or COPYING file anywhere, or something (that I could find) explicitly stating the license of the sources.

I'd like to provide Fedora packages (I'm currently providing Fedora packages for DF and DH), so at the very least I would like to verify that TWBT is redistributable.

For example, see here for some more information if you want to pick a permissive or copyleft license.

Readme File lacks install instructions

The biggest thing I was looking for in the readme file was installation instructions, since it doesn't look like I would just drop everything in the Dwarf Fortress root folder, but that seems to be missing from the readme file.

Application crash with version 5.10 on Windows 7

The game crashes on start-up when using PRINT_MODE as TWBT. If I try TWBT_LEGACY the game runs and dfhack console says the plugin is successfully enabled.

When using TWBT as the print mode, hust before the crash, dfhack console says "resharp_graphics". I recall the old Next Gen branch doing something like this, albeit successfully.

Repro:

  1. Enable twbt plugin in dfhack.init
  2. Set [PRINT_MODE:TWBT] in init.txt
  3. Run Dwarf Fortress on Win32 platform
Problem signature:
  Problem Event Name:   APPCRASH
  Application Name: Dwarf Fortress.exe
  Application Version:  0.0.0.0
  Application Timestamp:    5419c537
  Fault Module Name:    MSVCR100.dll
  Fault Module Version: 10.0.30319.1
  Fault Module Timestamp:   4ba1dbbe
  Exception Code:   c0000005
  Exception Offset: 00001fc8
  OS Version:   6.1.7601.2.1.0.256.1
  Locale ID:    1035
  Additional Information 1: 4887
  Additional Information 2: 4887a021f243e72fa919d7245388904c
  Additional Information 3: f675
  Additional Information 4: f675b9c0c8b4f63dc48841cb7e8c72cf

Support GRAPHICS:NO

Make sure correct different tilesets are loaded when GRAPHICS is set to NO in init.txt.

Please add compilation documentation

It is unclear how this project is to be compiled. There is both a Makefile and a CMakeLists.txt file. It is unclear which is to be used and the CMakeLists.txt file fails to work because of missing defines.

Weird looking tiles after 3-4 sec in game

So i'm not really sure if it TWBT problem or a LNP compability, but i've see some post about it on the bug tracker.
So if in Print Mode: TWBT or TWBT_LEGACY or STANDARD (that's why i dont know if its TWBT related but w/e)

this happen : http://imgur.com/tI7zjtt

Only 2D Print mode work for now but its sad to miss a great plugin like this

40.15 CTD on embark

TWBT is causing a crash to desktop on embark in DF 40.15 on Windows 8.1 in Arena/Fortress Mode. If there are any files I can include please let me know, as I am quite new to bug reporting.

Legacy mode does not cause the crash to occur.

I'm using the LNP pack to play, if that has any relevance. (http://www.bay12forums.com/smf/index.php?topic=126076.0)

5.77 linux crash when zooming all the way out

Since the terminal output is pretty big I've put it in a gist:
https://gist.github.com/se5a/d1458eb992d952692fb0294bb9d038c3

I'm using:
DF 43.05 with
mephs tileset: http://www.bay12forums.com/smf/index.php?topic=161047.0
hikops TWBT from here: #52

running linux mint x64.

steps:
0: start DF using dfhack
1: start/load a fort.
2: zoom all the way out with the mouse wheel.
3: crash.

running DF without DFhack does not cause the crash.
running in [PRINT_MODE:2D] does not cause the crash.
any info I've left out?

Height Problems at 1080p Full Screen in LNP

On very latest lazy newb pack on windows 10- TWBT_LEGACY or 2D mode will act normally, TWBT mode will cause the full screen rendering to have large letterboxing and only about 10 tiles vertically in fortress mode. Appears to be a problem with full screen resolution detection.

Unhandled exception at 0x581321F4 (twbt.plug.dll)

I was going up (or down?) a Z-level and I got a crash with the error of "Exception thrown at 0x581321F4 (twbt.plug.dll) in Dwarf Fortress.exe: 0xC0000005: Access violation reading location 0x00000014."

Because I've experienced crashes before using twbt.plug.dll (see: DFHack/dfhack#811 ) I compiled twbt to let me use the JIT debugger. I was able to pull some potentially useful information.

=Call Stack=
twbt.plug.dll!write_tile_arrays_map(renderer_cool * r, int x, int y, float * fg, float * bg, float * tex) Line 189 C++
twbt.plug.dll!renderer_cool::update_map_tile(int x, int y) Line 45 C++
twbt.plug.dll!renderer_cool::display_new(bool update_graphics) Line 605 C++
twbt.plug.dll!renderer_cool::draw(int vertex_count) Line 234 C++
Dwarf Fortress.exe!0122fd59() Unknown
[Frames below may be incorrect and/or missing, no symbols loaded for Dwarf Fortress.exe]
Dwarf Fortress.exe!01231c50() Unknown
Dwarf Fortress.exe!012320e5() Unknown
Dwarf Fortress.exe!012323ab() Unknown
Dwarf Fortress.exe!01232b0f() Unknown
Dwarf Fortress.exe!01994d45() Unknown
Dwarf Fortress.exe!01994dda() Unknown
Dwarf Fortress.exe!0199446b() Unknown
[External Code]

=Locals (Top Level Only)=

  •   bg  0x43f1fe80 {0.000000000}    float *
    
  •   block   0x2d6b3af8 {flags={whole=0 bits={designated=0 update_temperature=0 update_liquid=0 ...} } block_events=...} df::map_block *
    
  •   fg  0x4640c0b8 {0.000000000}    float *
    
  •   it  <NULL>  std::_Vector_iteratorstd::_Vector_val<override_group,std::allocator<override_group > >
    
  •   it  {other_id=0 overrides={ size=10315153 } }   std::_Vector_iteratorstd::_Vector_val<override_group,std::allocator<override_group > >
    
  •   r   0x08d56740 {dummy=1415004756 gvertexes=0x463c10d8 {0.000000000} gfg=0x463f63f8 {0.000000000} ...}   renderer_cool *
    
  •   ret {texpos=250 r=0.666666687 g=0.333333343 ...}    texture_fullid
    
  •   s   0x463985cc "ú\x6"  const unsigned char *
    s0  250 int
    
  •   tex 0x43f7f650 {0.222832724}    float *
    tile    930 const int
    
  •   to  0x08d0d398 {item_overrides={ size=1 } building_overrides={ size=0 } tiletype_overrides={ size=0 } } tile_overrides *
    
  •   txt 0x1f840830 {left=0.222832724 right=0.232600734 top=0.196450427 ...} gl_texpos *
    x   18  int
    xx  87  int
    y   12  int
    yy  112 int
    zz  115 int
    

Can see through floor

I freshly installed df, dfhack, and twbt today, using obsidian graphics font and regular ascii text font.

I dug a shallow room just after embarking starting from a down stairs. It is a haunted biome, and it is raining something nasty. Without multilevel it looks like this:

Ground level:
l0

Room at z-1:
l2

With multilevel, I can see through the floor, so the livestock and manager that are downstairs appear as if they are on the surface (but slightly shadowed):

multilevel

Edit: Interestingly, it only seems to be some tiles, and the pattern changes all the time. It is raining some kind of dizzying muck (the biome is haunted, I think), so maybe that's triggering the problem?

I tried playing a bit with fogdensity but it doesn't really seem to do anything. Did I configure something wrong?

Adventure Mode Build Blackout

Going to the (b)uild screen in Adventure mode in 0.43.03 with TWBT creates a black screen. The menu options show, but TWBT overrides the other tiles, making it impossible to build!

If it's any help, the problem does not seem to happen in TWBT legacy.

Retina Display Detection?

I'm not sure if this is an issue or not. I think that TWBT does not correctly detect retina display. I'm not sure how to 'prove' this or not. I like to play with the GemSet graphics but at 1680x1050 (still well below the 'true' resolution of 2560x1600) the graphics don't fit on the screen. If I change the display to true pixels (2560x1600) then GemSet looks great.

The reason I'm filing the issue here is because I believe the standard graphics work fine from this perspective. curses_800x600 renders very tiny on the screen at 1680x1050 but at 1280x800 ('retina'/'standard' resolution) it looks correct (to my eyes). GemSet looks crazy large at that resolution.

1280x800 screenshot

1280x800

2560x1600 screenshot

2560x1600

Or maybe I'm just crazy and everything looks exactly like it should. I just really like GemSet but don't like the fact that I have to go to true pixels to be able to play with it. :)

Worldmap in ascii

Is this intended that in current version the worldmap (in world generation/embark choice) is rendered in normal font (same as all text in game) instead of with tileset?

twbt graphic mode not work in RDP session

System: Win7 x64, connecting through rdp from same OS.
Plugin throws error about GPU acceleration after I enter fortress mode (menu and loading screen work fine).
All other vanilla DF graphic modes do not produce the error
TWBT_LEGACY mode crashes on df startup

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