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Why not start a new game in that case? I could. Also, it's been years since then - what is wrong with you? #DWARF FORTRESS ASCII FACE BEARD MOD#I tried my best to repair my save file a few months back, but the game and every single mod were updated by Steam, so it's beyond salvaging. This plugin improves various aspects the game interface.If anyone still waiting for my previous LP to resume, sorry men. Originally I wrote a small plugin because I was tired seeing coffins instead of zeroes and all that stuff. Some functions may not work or have issues in Adventurer Mode. Main function is to use separate fonts (tilesets) for map tiles and for text. Text and map font may also have different sizes. Map tiles can have any size, no requirement to have at least 80x25 grid anymore.ģ. Allows to override tile numbers for buildings, items and various tile types.Ĥ. #DWARF FORTRESS ASCII FACE BEARD FULL#`mapshot` command saves image of the entire map in full size.ĥ. "Multilayered" rendering where floor is visible behind buildings and items. Tiles can have parts that will and parts that will not be affected by material colour. An option to hide stockpiles (background, not items of course) unless in, and modes. ![]() Latest binaries are available from autobuild server (see below). ![]() There's no guarantee they will work on your OS, have any functions you expect, or even work at all. They're provided purely for people who want to test things as they're being developed rather than to wait. I read your error reports but don't expect them to be fixed straight away. I haven't seen crashes so far, but switching to standard rendering means goodbye to TTF since the current renderer doesn't support TTF over OpenGL, and in windowed mode the graphics is blurred. #DWARF FORTRESS ASCII FACE BEARD CODE#In fullscreen it looks good.Īnd as for TTF: The current display code is in serious need of upgrading, I really hope Toady will consider opening this part of DF (on linux it's already done.) and we can go with lnxt's rewrite which has better TTF support, and then separating fonts from graphics could be done in the graphics code, and not in a dfhack plugin.īut even if he does not, we still have this option: If we can agree on a standard tileset for fonts I'm ok with lack of TTF, the cutoff can be annoying, but my preliminary testing didn't uncover anything serious. The possibilities are very good once the tile authors start supporting it, as they'll have much better freedom for creating graphics.īugreport: Both Ctrl-S (save macro) and Ctrl-M (browse mechanism dfhack plugin) refreshes the display to use only the font tileset. Changing Z-levels will reset the screen to the desired display. Overall I'm impressed with this, and will upload a new MacNewbie for beta testers. #ASCII CODES FOR SYMBOLS CSS TRICKS PLUS#.#ASCII CODES FOR SYMBOLS CSS TRICKS CODE#.Quote from: fricy on May 22, 2014, 03:05:09 pm I haven't seen crashes so far, but switching to standard rendering means goodbye to TTF since the current renderer doesn't support TTF over OpenGL, and in windowed mode the graphics is blurred.
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