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Author Topic: Procedure for square ASCII tiles in v50?  (Read 1526 times)

alexchandel

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Procedure for square ASCII tiles in v50?
« on: November 27, 2024, 02:49:40 am »

What's the procedure to enable square ASCII graphics?  I see the square tileset data/art/curses_square_16x16.png is included, but adding the recommended lines to prefs/init.txt seems to have no effect:
Code: [Select]
[FONT:curses_square_16x16.png]
[FULLFONT:curses_square_16x16.png]
I love classic ASCII graphics but the default 8x12 tileset squishes the map horizontally, warping your perspective.  What other settings are necessary to make the game use the square tileset?
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Ziusudra

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Re: Procedure for square ASCII tiles in v50?
« Reply #1 on: November 27, 2024, 03:18:58 am »

Try editing /data/init/init_default.txt instead, though there's some issues to watch out for: https://dwarffortresswiki.org/index.php/Tileset_repository#Installation
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Ironblood didn't use an axe because he needed it. He used it to be kind. And right now he wasn't being kind.

alexchandel

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Re: Procedure for square ASCII tiles in v50?
« Reply #2 on: November 27, 2024, 04:10:13 am »

So the data/init/*_default.txt files aren't just templates (the wiki only mentions they hold default values and explanations)? Are they read for fallback values?

I also noticed that the regular prefs/init.txt is very sensitive to order, and my FONT and FULLFONT entries were removed by the game at some point when it overwrote that file.  They seem to be persisting now with BASIC_FONT set too (in the same order as init_default's defaults).  I also had to calculate and set my "interface scaling to desired grid width" and height to exact calculated values, and (at one point) toggle to/from windowed mode and restart.  Seems like it's buggy still.

Also 16x16 seems to make most menus unreadable, had to switch to 12x12.
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Mr. Pompular

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Re: Procedure for square ASCII tiles in v50?
« Reply #3 on: January 09, 2025, 05:46:33 am »

Sadly Toady may have hardcoded the ASCII UI to the 8x12. Might need a DFHacker or a huge fix.
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Putnam

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Re: Procedure for square ASCII tiles in v50?
« Reply #4 on: March 12, 2025, 08:18:34 pm »

I hardcoded it. "Thankfully", the vast majority of the hardcoding is in g_src, and thus can be PR'd. It's my job, though, and I do want to fix it.

Fallingferret

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Re: Procedure for square ASCII tiles in v50?
« Reply #5 on: April 23, 2025, 10:25:58 pm »

The Weasleman necromancer necromancer gestures!
The forum thread shudders and begins to move!


Going on 10 years and this still my all time favorite tileset. So much so that it actively impeded my efforts to transition to v50 until I was able to start using it again.

If anyone wants to use this(and any other square font, if you see this) in v50 setting BASIC_FONT to curses 800x600, or any 10x12 tileset will get around the broken mouse interactions at different zoom levels while still looking good. You'll likely need to tweak the grid width and height settings a little to get the zoom steps you want. (at 1080p I use a width of 176 and height of 72 to keep track of food and drink stocks while being a comfortable size to read)

Spoiler (click to show/hide)

Edit: Using a 8x8, 9x9, 10x10, etc for your basic_font gets you trusquare™ as well as a functioning UI
Spoiler (click to show/hide)
So if anyone is still wondering how to get square ASCIIsets to maintain aspect ratio and not explode the mouse interface: Set your font and fullfont to your desired tileset, and your basic_font to any square set 12x12 and below. I personally use an 8x8 for my basic font for the best zoom out limit before the mouse interactions break. The larger the basic_font the less you can zoom out before encountering issues. [/data/init/init_default.txt just to cover bases]

Works perfectly at 1080p, but YMMV with other resolutions.
« Last Edit: April 23, 2025, 10:52:19 pm by Fallingferret »
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