How should my DF in the new version be setup for a 1680x1050 screen in windowed mode?
Then divide each dimension by the tile size to get the grid size. Take a 16x16 tile as an exampe. While 16 divides 1680 evenly (105), 16 does not divide 1050 evenly, which means you'll get some stretching, perhaps ugly, if you use full 1050 high. Try 1024 high (so 1024/16 = 64).
So for a 1680x1024 window with a 16x16 tile, you should have a grid of 105x64.
so how do I keep a saved game through a new version? do I just copy my save folder into the new game folder, or what?
Yes...
If you have custom graphics, other init.txt file changes, you'll want to get those too... Make sure not to just copy over the new init.txt, but copy individual lines over.
That's 200x85 (1600x1020 pixels) with the default 8x12 tileset. To see the bottom tiles you need to hide the taskbar though, and my windows theme has a smaller one than normal too. I'll end up playing with it smaller, but this still looks awesome.
I can't wait till everyone figures out how to get it squared and tilesets or whatever working again. (I've nothing against the ASCII but I've gotten too used to the tileset I used)
GalagaGalaxian on
Remember the compliments you receive, forget the insults; if you succeed in doing this, tell me how.
The problem I have with the new screen size is you can't use the mouse outside the old max screen size.. and when you do anything that uses the cursor (pressing k, for example), it centers the cursor at the old spot, not in the middle of your larger screen.
The problem I have with the new screen size is you can't use the mouse outside the old max screen size.. and when you do anything that uses the cursor (pressing k, for example), it centers the cursor at the old spot, not in the middle of your larger screen.
Agreed; Toady has indicated that there are plenty of things still on the old, fixed dimensions. I expect he'll fix them eventually. Still, seeing more at once is quite helpful.
Fuck those huge screens are insane. Probably melt my computer and/or my brain because it won't be able to process that much screen space.
Arrath on
0
UtsanomikoBros before DoesRollin' in the thlayRegistered Userregular
edited August 2008
Considering the program already loads and calculates everything going on in a map regardless of whether it's on the screen, it seems to process everything the same.
I'd say setting it to 80x40 or 100x50 tiles for 640x480 vs 800x600 windows should suffice, visually. It really adds a sense of perspective to viewing the landscape compared to the old little 80x27 viewfinder window.
Hey guys, do I have to manually go into one of the .txt files in the DF folder to actually increase the size of my window when playing? Because I can't seem to just stretch it with the mouse.
In other news, I've been playing just one game these two last days; namely DF. I've been moving, so my comp isn't plugged in. I installed DF on my bros comp. I thought I'd never get into it when I started, honestly, it seemed sort of dull and way too hard, but after doing just a couple of things in the game I started getting the hang of it, and it's been so fun. My dwarves did die of thirst on one occasion, though. I haven't actually lost yet but I've abandoned several forts. What's the best way to get to magma? Find a red spot on the map and embark there?
Also, laptops seem to hate this game. I can run DF perfectly on my 3Ghz stationary, but this here "pro" laptop that my brother has it chops real bad and I can't bear to play it because the dwarves move so fucking slow.
Hey guys, do I have to manually go into one of the .txt files in the DF folder to actually increase the size of my window when playing? Because I can't seem to just stretch it with the mouse.
You'll have to edit the init file to set the dimensions of the play window and the size of the game in windowed mode.
There's a boatload of things you can't do with the mouse; it didn't even support a mouse until I believe last month.
Also, laptops seem to hate this game. I can run DF perfectly on my 3Ghz stationary, but this here "pro" laptop that my brother has it chops real bad and I can't bear to play it because the dwarves move so fucking slow.
Laptops tend not to have a sufficient amount of RAM combined with the sheer processing powered required for DF.
I don't know, I just figured there would be. :oops:
What resolution do you run your monitor at?
1920x1200.
What graphics and tilesets do you use? What's your target resolution? What did you run in 39e? I'll tinker around and post some examples if you want help.
my monitor is 1680x1050, and I was using the mike mayday tiles
GalagaGalaxian on
Remember the compliments you receive, forget the insults; if you succeed in doing this, tell me how.
I'd love to attract some goblins to my fortress, imprison them, and then drown them in their cages. How do I go about to draw goblins to my place? :winky:
There's a boatload of things you can't do with the mouse; it didn't even support a mouse until I believe last month.
Mouse support for various things (designations, mainly) has been present for quite some time. I'm fairly certain it's been present since at least the first Z-axis release.
I'd love to attract some goblins to my fortress, imprison them, and then drown them in their cages. How do I go about to draw goblins to my place? :winky:
I'm quite sure that Toady said the process is as follows:
After accruing a certain fortress wealth value (viewable in the 'z' menu), goblin thieves will arrive
Depending on the value of goods stolen the goblins will begin to send ambushes
Depending on how you do vs the ambushes entire sieges will appear
But before that (Finding that demon was a pain in the ass), I found a underground lair underneath the dark towers that lead to a long winding passage that went on so long I had two consume water twice to go in and out. I still haven't gone all the way I'll need to buy another waterskin and find a temple with water. I fought a giant cave spider in that cave with the help of my goblin spearman and fought another one on top of the damn roof of the dark tower. I was unconscious most of the fight while it was ripping the limbs off a farmer while my spearman friend stabbed it.
Looking at that screenshot, toady needs to use another color for that text. My eyes! Also, sissiest demon ever. Only ever murdered just 5 goblins.
But which color!?!?!? I can't make a choice like this by myself. I need it to be made for me. It will remain eye straining blue until the fucking creator changes it himself.
I am just not seeing the utility of the new grid-size feature. I started a new game with a grid of 100:50 (for 800x600 resolution, not especially huge) and it was unplayable. Tiles were way too small, and the screen looked so cluttered I started getting a headache. The fps was fine, so that wasn't an issue.
Do you guys actually play with an expanded grid? It seems to me it is good for maxing out for sweet screenshots, but then you have to turn it back down to actually play the game.
I just don't feel like playing the game with a magnifying glass.
I am just not seeing the utility of the new grid-size feature. I started a new game with a grid of 100:50 (for 800x600 resolution, not especially huge) and it was unplayable. Tiles were way too small, and the screen looked so cluttered I started getting a headache. The fps was fine, so that wasn't an issue.
Do you guys actually play with an expanded grid? It seems to me it is good for maxing out for sweet screenshots, but then you have to turn it back down to actually play the game.
I just don't feel like playing the game with a magnifying glass.
If all you do is increase the grid size without increasing the window size, then yes, you're going to get much smaller tiles. Some people can deal with that, I haven't tried myself but I like regular size. I have a large screen, 1680x1050 resolution, so I make use of that.
Basically, I use 100:60 @ 16x16 tile (for a resolution of 1600x960). Aside from sweet screenshots, it just let's me see more at once. Especially in the vertical direction, it's helpful. I don't necessarily need to move around as much if I'm just looking to see something.
hmxmoss on
0
UtsanomikoBros before DoesRollin' in the thlayRegistered Userregular
edited August 2008
I configured mine for play in windowed mode, so I can't recall how fullscreen deal with extra tiles, but when I set up my game for 128x80 tiles I also had to set the window dimensions to 1024x960. That prevented the game from shrinking the tiles under 8x12 and keeps it in the proper resolution.
Sure, I still can't edit or move around outside the 80x27 frame, but when working on something as large as a fortress, especially with features that run north to south, it gives a larger overview of the environment that's just about necessary.
I'm using something similar to 100:60 with 16x16 tiles. It's awesome. I want to be able to see all of a room or area on one screen, so I would have to limit the vertical size of rooms and position them so that they'd be on one screen. Now I've got a 41x31 dining room fitting on one screen with the entrance to my dwarven apartments. Intricate statue garden designs await.
Toady fixed the bug preventing designation below the 27 vertical tile area right after I finished engraving the dining room pillars. Figures.
I am in my second summer and have an awesome fort coming with 40 dwarves already - I got two big batches of immigrants back to back in Spring & Summer. My front gate is still in progress but has very good defense - in short I don't want to start over ;o
they will dump all things at the nearest garbage dump. So while you're hauling stone to one spot, don't dump anything else.
When you want to dump other things, make a new garbage spot and deactivate the original.
Also note that if you have several dumps in the same XY position but across multiple Z levels they will always carry the stone down to the lowest Z level and dump there.
EG: My current fort has a garbage chute running through the whole fort vertically. If I were to put a dump on each floor the dwarves always go down to the lowest dump level regardless of how far away that is in total distance. So I always have just one floor designed for dumping at any time and move the designation to be nearer to where most of the dumping is going on.
I am just not seeing the utility of the new grid-size feature. I started a new game with a grid of 100:50 (for 800x600 resolution, not especially huge) and it was unplayable. Tiles were way too small, and the screen looked so cluttered I started getting a headache. The fps was fine, so that wasn't an issue.
Do you guys actually play with an expanded grid? It seems to me it is good for maxing out for sweet screenshots, but then you have to turn it back down to actually play the game.
I just don't feel like playing the game with a magnifying glass.
If all you do is increase the grid size without increasing the window size, then yes, you're going to get much smaller tiles. Some people can deal with that, I haven't tried myself but I like regular size. I have a large screen, 1680x1050 resolution, so I make use of that.
Basically, I use 100:60 @ 16x16 tile (for a resolution of 1600x960). Aside from sweet screenshots, it just let's me see more at once. Especially in the vertical direction, it's helpful. I don't necessarily need to move around as much if I'm just looking to see something.
My monitor is running at 1680x1050, so I tried 100:60 with a 16x16 tileset. I'm running in windowed mode, I forget what the window is set to.
I have a tiny amount of stretching and it's bugging me ;o What have I done wrong?
Posts
Then divide each dimension by the tile size to get the grid size. Take a 16x16 tile as an exampe. While 16 divides 1680 evenly (105), 16 does not divide 1050 evenly, which means you'll get some stretching, perhaps ugly, if you use full 1050 high. Try 1024 high (so 1024/16 = 64).
So for a 1680x1024 window with a 16x16 tile, you should have a grid of 105x64.
All these values should be set in init.txt.
Yes...
If you have custom graphics, other init.txt file changes, you'll want to get those too... Make sure not to just copy over the new init.txt, but copy individual lines over.
I can't wait till everyone figures out how to get it squared and tilesets or whatever working again. (I've nothing against the ASCII but I've gotten too used to the tileset I used)
What resolution do you run your monitor at?
Agreed; Toady has indicated that there are plenty of things still on the old, fixed dimensions. I expect he'll fix them eventually. Still, seeing more at once is quite helpful.
I'd say setting it to 80x40 or 100x50 tiles for 640x480 vs 800x600 windows should suffice, visually. It really adds a sense of perspective to viewing the landscape compared to the old little 80x27 viewfinder window.
I think until the quirks involving mouse use are fixed, a 80x40 grid gives a much better experience.
My bad, wasn't thinking...
In other news, I've been playing just one game these two last days; namely DF. I've been moving, so my comp isn't plugged in. I installed DF on my bros comp. I thought I'd never get into it when I started, honestly, it seemed sort of dull and way too hard, but after doing just a couple of things in the game I started getting the hang of it, and it's been so fun. My dwarves did die of thirst on one occasion, though. I haven't actually lost yet but I've abandoned several forts. What's the best way to get to magma? Find a red spot on the map and embark there?
Also, laptops seem to hate this game. I can run DF perfectly on my 3Ghz stationary, but this here "pro" laptop that my brother has it chops real bad and I can't bear to play it because the dwarves move so fucking slow.
steam
You'll have to edit the init file to set the dimensions of the play window and the size of the game in windowed mode.
There's a boatload of things you can't do with the mouse; it didn't even support a mouse until I believe last month.
Laptops tend not to have a sufficient amount of RAM combined with the sheer processing powered required for DF.
my monitor is 1680x1050, and I was using the mike mayday tiles
steam
Mouse support for various things (designations, mainly) has been present for quite some time. I'm fairly certain it's been present since at least the first Z-axis release.
I'm quite sure that Toady said the process is as follows:
After accruing a certain fortress wealth value (viewable in the 'z' menu), goblin thieves will arrive
Depending on the value of goods stolen the goblins will begin to send ambushes
Depending on how you do vs the ambushes entire sieges will appear
But before that (Finding that demon was a pain in the ass), I found a underground lair underneath the dark towers that lead to a long winding passage that went on so long I had two consume water twice to go in and out. I still haven't gone all the way I'll need to buy another waterskin and find a temple with water. I fought a giant cave spider in that cave with the help of my goblin spearman and fought another one on top of the damn roof of the dark tower. I was unconscious most of the fight while it was ripping the limbs off a farmer while my spearman friend stabbed it.
Looking at that screenshot, toady needs to use another color for that text. My eyes! Also, sissiest demon ever. Only ever murdered just 5 goblins.
Do you guys actually play with an expanded grid? It seems to me it is good for maxing out for sweet screenshots, but then you have to turn it back down to actually play the game.
I just don't feel like playing the game with a magnifying glass.
If all you do is increase the grid size without increasing the window size, then yes, you're going to get much smaller tiles. Some people can deal with that, I haven't tried myself but I like regular size. I have a large screen, 1680x1050 resolution, so I make use of that.
Basically, I use 100:60 @ 16x16 tile (for a resolution of 1600x960). Aside from sweet screenshots, it just let's me see more at once. Especially in the vertical direction, it's helpful. I don't necessarily need to move around as much if I'm just looking to see something.
Sure, I still can't edit or move around outside the 80x27 frame, but when working on something as large as a fortress, especially with features that run north to south, it gives a larger overview of the environment that's just about necessary.
Toady fixed the bug preventing designation below the 27 vertical tile area right after I finished engraving the dining room pillars. Figures.
I am in my second summer and have an awesome fort coming with 40 dwarves already - I got two big batches of immigrants back to back in Spring & Summer. My front gate is still in progress but has very good defense - in short I don't want to start over ;o
,(move cursor to the desired tile), [enter] , [enter] , [g]
So even though it's marked as garbage they'll put stones there?
If you assign a stone to be dumped with loo[k], [d]ump then yes they will.
When you want to dump other things, make a new garbage spot and deactivate the original.
3DSFF: 5026-4429-6577
Yes. I don't know that I've ever seen a df break an old world. He's very good about forward compatibility.
You just can't go back.. every save file writes the last version it was played on, and older versions won't load it.
Also note that if you have several dumps in the same XY position but across multiple Z levels they will always carry the stone down to the lowest Z level and dump there.
EG: My current fort has a garbage chute running through the whole fort vertically. If I were to put a dump on each floor the dwarves always go down to the lowest dump level regardless of how far away that is in total distance. So I always have just one floor designed for dumping at any time and move the designation to be nearer to where most of the dumping is going on.
My monitor is running at 1680x1050, so I tried 100:60 with a 16x16 tileset. I'm running in windowed mode, I forget what the window is set to.
I have a tiny amount of stretching and it's bugging me ;o What have I done wrong?