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Messages - Ununsept

Pages: [1] 2
1
Everything REXPaint / Re: REXPaint art for CDDA
« on: August 24, 2020, 04:35:15 PM »
My commit was merged a few moments ago, so the colors in COLOR.md should be correct now.

2
Everything REXPaint / Re: REXPaint art for CDDA
« on: August 24, 2020, 01:13:35 PM »
Ok, so I just found out some color tags in COLOR.md are simply wrong. light_yellow should be yellow, light_magenta should be pink, and and "magenta or pink" should be just magenta. I've made a PR to fix that but it hasn't been merged yet. Because color tags in REXPaints are based on COLOR.md, they are also wrong, and should be fixed.

3
Everything REXPaint / Re: REXPaint art for CDDA
« on: August 12, 2020, 10:49:10 AM »

4
Everything REXPaint / Re: REXPaint art for CDDA
« on: August 11, 2020, 02:29:09 PM »
Can you add the CDDA palette to the "resources" page? Someone pointed out that you can't download it without registering and I guess not everyone wants to do it.

5
Everything REXPaint / Re: REXPaint art for CDDA
« on: August 10, 2020, 04:10:09 AM »
Oh you're right, for some reason I didn't check the miscellaneous section xD

6
Everything REXPaint / Re: REXPaint art for CDDA
« on: August 09, 2020, 03:48:19 PM »
Oh I actually finished it so I might post it soon, I'm thinking about adding it to the CDDA documentation so it might take up to few days before it gets merged, I'll let you know when it does. Just note that this guide is basically installation instructions (including CDDA font and palette) and some basic tips like setting default image width to 41 so nothing groundbreaking, my main intention is to just let CDDA contributors know that there exists a tool that can export their work in a format ready to be pasted into json file. Also unifont still isn't on the resources page.

7
Everything REXPaint / Re: REXPaint art for CDDA
« on: August 01, 2020, 08:01:47 AM »
Thanks for all the work! Also remember to add unifont to the resources before the release, the manual states you can find it there.

8
Everything REXPaint / Re: REXPaint art for CDDA
« on: August 01, 2020, 05:04:57 AM »
Indeed, this can be the final version! Everything is working correctly and I can't find anything that needs improvement. And yes, color tag at the end is unnecessary.
As for the size problem: windows 10 has a setting "make everything bigger" that's set to 125% by default, which causes REXPaint to scale. I disabled it for REXPaint by right clicking REXPaint.exe>Properties>Compatibility>Change high DPI settings>Override high DPI scaling behavior>Scaling performed by: Application. Maybe add this to the manual?

9
Everything REXPaint / Re: REXPaint art for CDDA
« on: July 31, 2020, 05:20:12 AM »
With a 1080p screen 20x20 is the only font that should not fit
That's the problem, 14x14 is exactly the height of my screen:

and anything bigger doesn't fit, but only 20x20 can't be selected. I attached all the files from the newest version.
As for the CDDA export, it works and I'm glad that black color tags are gone, but now a sample picture looks like this:
Code: [Select]
"                                         ",
      "                <color_light_gray>|\\</color>                       ",
      "                <color_light_gray>|</color> <color_light_gray>\\</color>                      ",
      "                <color_light_gray>|</color>  <color_light_gray>\\</color>                     ",
      "                <color_light_gray>|</color>  <color_light_gray>|</color>                     ",
      "                <color_light_gray>|</color>  <color_light_gray>|</color>                     ",
      "                <color_light_gray>|</color>  <color_light_gray>|</color>                     ",
      "                <color_light_gray>|</color>  <color_light_gray>|</color>                     ",
      "                <color_light_gray>|</color>  <color_light_gray>|</color>                     ",
      "                <color_light_gray>|</color>  <color_light_gray>|</color>                     ",
      "                <color_light_gray>|</color>  <color_light_gray>|</color>                     ",
      "                <color_light_gray>|</color>  <color_light_gray>|</color>                     ",
      "                <color_light_gray>|</color>  <color_light_gray>|</color>                     ",
      "                <color_light_gray>|</color>  <color_light_gray>|</color>                     ",
      "                <color_light_gray>|</color>  <color_light_gray>|</color>                     ",
      "                <color_light_gray>|</color>  <color_light_gray>|</color>                     ",
      "                <color_light_gray>|</color>  <color_light_gray>|</color>                     ",
      "                <color_light_gray>|</color>  <color_light_gray>|</color>                     ",
      "                <color_light_gray>|</color>  <color_light_gray>|</color>                     ",
      "                <color_light_gray>|</color>  <color_light_gray>|</color>                     ",
      "                <color_light_gray>|</color>  <color_light_gray>|</color>                     ",
      "               <color_dark_gray>(____)</color>                    ",
      "                <color_dark_gray>[__]</color>                     ",
      "                <color_dark_gray>[__]</color>                     ",
      "                <color_dark_gray>[__]</color>                     ",
      "                <color_dark_gray>[__]</color>                     ",
      "                <color_dark_gray>[__]</color>                     ",
      "                <color_dark_gray>[__]</color>                     "
and it would be better if it looked like this:
Code: [Select]
      "                                         ",
      "                <color_light_gray>|\\                       ",
      "                |\\                      ",
      "                |  \\                     ",
      "                |  |                     ",
      "                |  |                     ",
      "                |  |                     ",
      "                |  |                     ",
      "                |  |                     ",
      "                |  |                     ",
      "                |  |                     ",
      "                |  |                     ",
      "                |  |                     ",
      "                |  |                     ",
      "                |  |                     ",
      "                |  |                     ",
      "                |  |                     ",
      "                |  |                     ",
      "                |  |                     ",
      "                |  |                     ",
      "                |  |</color>                     ",
      "               <color_dark_gray>(____)                    ",
      "                [__]                     ",
      "                [__]                     ",
      "                [__]                     ",
      "                [__]                     ",
      "                [__]                     ",
      "                [__]</color>                     ",

10
Everything REXPaint / Re: REXPaint art for CDDA
« on: July 30, 2020, 10:37:37 AM »
I attached the run and _config.txt files . I see that only CP437 20x20 exceeds resolution (and can't be used, I think? Hard to tell when the font name is outside the screen). I assume that the max resolutions are the same as defined in data\fonts\_config.txt? If that's true then they're probably wrong because my resolution is 1920x1080 and any font higher than 12px is bigger than my screen. Which is rather weird now that I think about it, because if you assume that window height is font height*60 then the resolutions should be correct (if you don't take the top bar into account).

11
Everything REXPaint / Re: REXPaint art for CDDA
« on: July 30, 2020, 06:06:12 AM »
I don't see any difference between unlimitedFontSize 0 or 1, manual says
Quote
Setting this value to 1 loads all fonts, even those which will allow extreme zooming where it produces a window which doesn't fit on the screen!
But I can load the same fonts (many of which indeed don't fit on the screen) on either setting .
About the black color tags: yeah, they are completely unnecessary: for spaces because it doesn't change anything and for other characters because well, why would I want to draw anything in black if it's gonna look like an empty space anyway?
Just make sure to include </color> after spaces with background color right after the color ends, which was a problem before because I guess the black color tags for spaces were ignored.
Also some news about in-game implementation of background color tags: they actually don't produce errors about line length, it's just that every color tag counts towards the character limit if you don't close it properly and I didn't notice it because color tags without background colors are shorter (but it's getting fixed anyway). The issue about adding colors to the next line in some pictures exists, and in some it doesn't. What's more interesting, I shared a json with the issue with a dev and he said it worked fine in his case ¯\_(ツ)_/¯
About more background colors: it can be done, but apparently it might not work on some terminals https://linux.die.net/man/3/init_pair

12
Everything REXPaint / Re: REXPaint art for CDDA
« on: July 29, 2020, 09:25:31 AM »
Also can you tell me which section of the manual describes this workaround setting ? I've read all the sections except for the layers but I couldn't find it.

13
Everything REXPaint / Re: REXPaint art for CDDA
« on: July 29, 2020, 04:44:25 AM »
Yes, the game "forgets" the colors from previous color tags once you enter a new one, so you have to define foreground and background color (if any) in every color tag. Also regarding the background color if unspecified: if you change your black color to something else (cyan in this example), this is how it looks like:

So the spaces whose color was specifically set to black changed their background color (note how the ones at the beginning don't because their color is unset), but everything else has the "true" black background. So changing black color only affects things that have their color set to black.
I see that the color tags for spaces are back, I assume it's the price we had to pay for fixing the issue with spaces with background colors? If it's possible to add color tags for spaces only when it's absolutely necessary it would be really nice because it would make the text file image more "clear". If you can't do that then alternative would be to add 2nd option to export with the previous system where spaces with background colors don't work as intended but you get a nice, clear text file.
Overall it seems to be working fine, I exported an image and put it into the game. But while I was doing it I remembered one thing: single \ in game file  is treated as if it didn't exist (I think it has something to do with json in general?). The solution is to replace every \ with \\, which will display \. 2 backslashes will be treated as one character for purposes of line length calculations and the solution works fine also if you want multiple backslashes.

14
Everything REXPaint / Re: REXPaint art for CDDA
« on: July 28, 2020, 02:53:14 PM »
Also an issue that's present both in this and previous versions: whenever I set canvasWidth to less than 42 in config file the program changes it to 42, and I have to set it manually every time I open it.

15
Everything REXPaint / Re: REXPaint art for CDDA
« on: July 28, 2020, 11:37:30 AM »
Quote
I discovered that it's not entirely clear how background colors would be handled if they change from the previous color. Overall there needs to be more examples and guidance on the specifications there :/
So far it errs on the side of always including the foreground and background color whenever either changes since the last time it was set.
I'm not sure what you mean exactly, are you asking if for example in this case
Code: [Select]
"<color_white_red> A </color><color_green> B ",background of B would be black, because background is not specified, or red because the previous background was red? The answer is that B would be black. If color of the background isn't specified, it won't be colored (or it will be black? Which is the same thing anyway).
I noticed that if the background color is black, then it's exported as <color_colorname_black>. This generally doesn't work in CDDA, instead it should be simply <color_colorname>, which has the same visual effect but is actually accepted by the game.
Other issue related to background colors is that if I set a background color with space glyph, it will be exported as if every space until next color change had that background color. As a workaround it's possible to use the █ glyph instead, which has exactly the same visual effect.
I noticed I've made a mistake in the color palette with light_cyan color, I've attached a fixed version (the manual should be updated to include that).
Maybe it's nitpicking but it should be made clear in the manual that ASCII art for CDDA doesn't have to be exactly 41 columns long, it simply can't be longer.
Also it's not exactly CDDA related but it might helpful for users with small screens. It existed in previous versions too: if your screen is small and font height is big, then the program window will not fit on your screen. It's not a problem for square font users because they can just change the font to a smaller one, but with rectangle fonts proportions are different, so art will look different. I wouldn't even write about that if it wasn't for the fact that instead of appearing exactly on top of your screen and "cutting out" the bottom part which doesn't contain anything extremely important if you don't care about layers, a bit of the top part is cut out too, preventing you from browsing images (which is rather important). So it would be cool if the program window had its top exactly at the top of user's screen. Not like there's not a workaround (at least it works this way on windows 10, idk about other systems): you have to shift-RMB on the REXPaint icon on the taskbar, click "move", then press down arrow key on your keyboard until the top of the window is visible. You may be wondering why I don't consider selecting images at the bottom of the browsing list important? Because I've got another workaround for that. Simply make a bunch of empty images and name them "zzz1", zzz2" etc. until they fill the bottom of your image list.

16
Everything REXPaint / Re: REXPaint art for CDDA
« on: July 28, 2020, 06:03:59 AM »
Quote
I guess it can be assumed background colors should behave as foreground colors do, wrapping to new lines etc?
I guess so, I think the developers simply didn't even consider someone would use background colours. I'll let you know if background colours get fixed.
Make sure to send me a test build, I'll gladly test it when I'll have time.

17
Everything REXPaint / Re: REXPaint art for CDDA
« on: July 28, 2020, 04:01:46 AM »
I just did more extensive testing regarding the background colors and I've found out a few things:
1. Some color combinations work fine except for line length errors in some cases.
2. Some color combinations don't seem to exist? Apparently if color pair doesn't exist in https://github.com/CleverRaven/Cataclysm-DDA/blob/master/src/color.cpp, it can't be used.
3. Background colors don't carry on between the lines, so they have to be typed every new line like in the example art (not that much of a problem thanks to "useless" color tags for spaces).
I'm gonna do some more testing and then submit an issue on GitHub and hopefully someone will work on it. For now the option to export background colors can just sit there and wait until something changes.
Anyway, I'm pretty hyped for the new release, I think I'll have to celebrate by making new art and posting a guide for using REXPaint for CDDA!

18
Everything REXPaint / Re: REXPaint art for CDDA
« on: July 27, 2020, 05:21:11 PM »
Update: I've added the font used in the game! Was tedious but super easy. I've attached it so you can add it to resources if you want to.

19
Everything REXPaint / Re: REXPaint art for CDDA
« on: July 27, 2020, 05:42:48 AM »
I tried applying different prefixes to ASCII art color tags, but apparently only <color_colorname> works. I could get other prefixes or background colors to work by adding them after the "color" prefix i. e. <color_light_gray_light_red> or <color_i_red> but they produce errors regarding line length. If I wanted it to work without errors I would have to ask a coder to fix it, but I'm not sure if I even need that. As you said somewhere previously background colors make the art look "blocky" and I did fine without them. So because background colors don't work you shouldn't implement them. Also while we're discussing reducing the file size reduction, BBcode export sets a color for spaces (black), which is unnecessary because spaces look the same no matter the color. It makes the file look a bit messed up because there are tons of unnecessary color tags. And the last step in automation of the export process would be wrapping the lines in " at the beginning and ", at the end. The " at the beginning can be applied in a few seconds using "column mode" or whatever it's called in a text editor, but adiing ", at the end it takes more time because lines usually have different lengths thanks to the color tags. They can be easily added in REXpaint but then they are treated as a part of the image and will be colored. They could be applied automatically before and after each line. ", could also be applied at the point in line where there's nothing but spaces after it and then the spaces would be deleted, but that would probably take more work and the previous solution works fine assuming the user resizes the canvas width to 41 characters, which he should do anyway if he makes art for CDDA. The last line should be without comma at the end, but that would again require a solution with detecting empty space or user resizing the canvas. Honestly it doesn't matter that much, the user could just delete the comma manually. Also I realized the example is kinda misleading, the color tags don't have to be applied every line if the color doesn't change. It could look like this:
Code: [Select]
"",
      "",
      "",
      "       <color_white>╔═══════════════════╗",
      "       ║                   ║",
      "       ║</color> <color_yellow>╔═   ╔═╔═╗╔═║ ║</color>   <color_white>║",
      "       ║</color> <color_yellow>║═ ┼ ║ ║═║╚╗║═║</color>   <color_white>║",
      "       ║</color> <color_yellow>╚═   ╚═║ ║═╝║ ║</color>   <color_white>║",
      "       ║                   ║",
      "       ║   RIVTECH TRUST   ║",
      "       ║                   ║",
      "       ║                   ║",
      "       ║ 555 993 55221 066 ║",
      "       ╚═══════════════════╝"

20
Everything REXPaint / Re: REXPaint art for CDDA
« on: July 26, 2020, 07:16:42 AM »
That seems like a lot of work, maybe I'll do it in the future (but definitely far future). Anyway, in case you want to implement exporting to format readable by CDDA, here's how color tags work: https://github.com/CleverRaven/Cataclysm-DDA/blob/master/doc/JSON_INFO.md#ascii_arts
And here are the color names: https://github.com/CleverRaven/Cataclysm-DDA/blob/master/doc/COLOR.md
So exactly like BBcode, but with different brackets and color names instead of hex values. I don't know if you'll need it but I attached a color palette with these colors.

21
Everything REXPaint / Re: REXPaint art for CDDA
« on: July 26, 2020, 02:50:57 AM »
Thanks for your offer, it's really nice of you! It probably isn't some high priority issue but it would save a few minutes in notepad++. Altough I guess it doesn't make much sense without a custom palette, so I'd have to make it first. There's also one thing that would be really cool to implement but I'm not sure how to do it. I want to add unifont font, which is the font used in the game. I have a .ttf file but I'm not sure what to do next. Currently I'm using a font with same proportions as unifont and when I want to check how it'll look ingame I export the image to .txt and check it in notepad in unifont. It'd be great to be able to see how it'll look as I draw it.

22
Everything REXPaint / Re: REXPaint art for CDDA
« on: July 25, 2020, 02:51:10 PM »
I haven't even thought about making a custom palette, I just set colors that are somewhat similar to ones found in the game, but it might be helpful to make a custom palette, it would with visualizing how the picture will look. I mentioned that I used REXPaint in my pull requests, but it's definitely a great idea to put a guide in the documentation. People should know that there's a way to automate the coloring, maybe it's not very useful for simple pictures but for ones with multiple colors it saves you a lot of tedious work. Before I found out I could do it I spent more time putting my art into game than actually making it.

23
Everything REXPaint / Re: REXPaint art for CDDA
« on: July 25, 2020, 04:15:42 AM »
These were merged about 2 weeks ago, so they can be already seen on experimental builds. And yes, I'm the only one who's working on ASCII art. There was one guy who added a bunch of items a few months ago but that's it. I guess people have a lot of other work, like fixing game breaking bugs - there's plenty of them after the nested containers update, and there are always great new features planned. On the other hand, ASCII art does look cool so who knows, maybe someone will add more.

24
Everything REXPaint / REXPaint art for CDDA
« on: July 24, 2020, 08:39:50 AM »
Prepare for a long post. Well, maybe it's not so long since I've hidden the images under spoiler tags.
Some time ago I was playing Cataclysm: Dark Days Ahead a lot. Since it's open source, I decided to contribute to the project. I found out that someone implemented a system where ASCII art can be shown under the description of an item (probably inspired by Cogmind), but only a couple of items had pictures. I figured out it wouldn't be to hard to make some more since CDDA has so many items that I can make ASCII art for almost anything. But there are also some limitations for implementing ASCII art in CDDA: it can't be wider than 41 columns, I'm limited to rectangle font, and color palette is rather limited. It should be noted that I used REXPaint for all pictures, but the fancy text was copied from text to ascii generator and pasted in notepad, I'm not masochistic enough to do it manually in REXPaint. I also added some additional characters in some cases. Anyway, here's what's I made so far (all the screenshots are taken directly from the game):
Chemistry textbook
Spoiler (click to show/hide)
Deputy Badge
Spoiler (click to show/hide)
Electrohack (does what it sounds like - hacks electronic devices. I saw some picture in this thread with the binary thing and I really wanted to do something like that.)
Spoiler (click to show/hide)
First aid kit
Spoiler (click to show/hide)
Lajatang
Spoiler (click to show/hide)
mp3 player
Spoiler (click to show/hide)
pack with cigarettes - I did this only for this joke :P
Spoiler (click to show/hide)
SD card
Spoiler (click to show/hide)
Big book of first aid
Spoiler (click to show/hide)
Thermometer
Spoiler (click to show/hide)
Umbrella - I think this one came out really nice, I like the colors
Spoiler (click to show/hide)
Wristwatch
Spoiler (click to show/hide)
Halberd
Spoiler (click to show/hide)
I have never dome ASCII art before so the pictures are of varying quality, but I'm generally satisfied with them. One of the most useful features of REXPaint that I didn't notice initially was exporting to BBcode. The way colors are indicated in the game code is similar to BBcode, except < and > are used instead of [ and ], and color names are different. So manually coloring pictures like umbrella (see above) where colors change 7 times per line would be painful. Thankfully if I export to BBcode I can set the colors in a minute using replace option in notepad++. So thanks for this option. Right now I've lost some interest in CDDA so I haven't done anything new in a while, but doing ASCII art seems fun so I might get back to it soon. The CDDA community seems quite enthusiastic about adding ASCII pictures to the descriptions.

25
Everything REXPaint / Re: Replace glyph option works extremely rarely
« on: July 03, 2020, 09:30:16 AM »
Thanks for helping! I'm afraid there is an error in the manual. It says:
Quote
To replace every occurence of a glyph in all visible unlocked layers of an image, Ctrl-LMB on it in the font window, then Ctrl-LMB on the new glyph to replace it with. After selecting a source glyph, the swap can be cancelled by again pressing Ctrl-LMB on the same glyph.
You might want to fix that so people don't get frustrated. Also it'd be cool if the download page said that ANSI version comes with non-square fonts and normal version doesn't.

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