Author Topic: graphics glitch -- combat starts and 3d view border showing  (Read 352 times)

Offline SilentThief

  • Dungeon Craft Tester
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graphics glitch -- combat starts and 3d view border showing
« on: February 28, 2017, 12:56:35 AM »
Hello again, I have been playing around again with DC and I downloaded the most recent builds from http://www.dianneandpaul.net/UAF/ (editor 268 and player 277). So I am in another round of testing and I see the screenshot below -- graphics issue where the 3d view border is showing on the combat screen. it doesn't interfere with the combat, but figured I would post a screenshot and mini-mod

ST the tester

Offline Dinonykos

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    • Dinonykos Dungeon Craft
Re: graphics glitch -- combat starts and 3d view border showing
« Reply #1 on: February 28, 2017, 01:52:03 AM »
Do you also use a newer config.txt file? I had the same issue when using one of my old config files with DC 2.x, and I think I solved it by copying the section handling the combat frames from a newer config file made by Manikus.
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Offline manikus

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Re: graphics glitch -- combat starts and 3d view border showing
« Reply #2 on: February 28, 2017, 12:57:51 PM »
This is very much a config.txt issue. :D

Code: [Select]
// Main Config File
//
//******************************************************
// Current Resolution 640 x 480
// Values are max size! ANYTHING higher will go over the frame!
// SmallPic           176 x 211 (includes spritepic and 3D view)
// SmallPicFrame      204 x 239
// BigPic             608 x 288
// WallPic            112 x 134, 48 x 58, 16 x 19, -> 176,211
//***************************
// Shared Config
//***************************
Force_SysMem = 1
LOG_ERRORS = 1
LOG_DATABASE_ERRORS = 40
LOG_COMPILE_ERRORS = 40
MAX_UNDO_ACTIONS = 20
EDITOR_COLOR_1 = 0,0,0
EDITOR_COLOR_2 = 255,0,0
EDITOR_COLOR_3 = 0,255,0
EDITOR_COLOR_4 = 0,0,255
EDITOR_COLOR_5 = 255,255,0
EDITOR_COLOR_6 = 0,255,255
EDITOR_COLOR_7 = 255,0,255
EDITOR_COLOR_8 = 128,0,0
EDITOR_COLOR_9 = 0,128,0
EDITOR_COLOR_10 = 0,0,128
EDITOR_COLOR_11 = 128,128,0
EDITOR_COLOR_12 = 0,128,128
EDITOR_COLOR_13 = 128,0,128
EDITOR_COLOR_14 = 128,128,128
EDITOR_COLOR_15 = 192,192,192
EDITOR_COLOR_16 = 255,255,255

// combat sounds
DEF_CHAR_DEATH = sound_CharDeath.wav
DEF_CHAR_MOVE = sound_CharMove.wav
DEF_HIT = sound_Hit.wav
DEF_MISS = sound_Miss.wav
DEF_CAST = sound_Cast.wav
DEF_BUMP = sound_Bump.wav
DEF_STEP = sound_Step.wav
DEF_INTRO = intro.mp3
DEF_DEATH = sound_Death.wav

//***************************
// Editor Config
//***************************
// default art files
DEF_HORZ_BAR = border_Horizontal.png
DEF_VERT_BAR = border_Vertical.png
DEF_FRAME = border_Viewport.png
DEF_COMBAT_WALLS = combat_Dungeon.png
DEF_COMBAT_WALLS_WILDERNESS = combat_Wilderness.png
DEF_COMBAT_CURSOR = cursor_Combat.png
DEF_COMBAT_DEATH_ICON = cursor_CombatDying.png
DEF_COMBAT_DEATH = cursor_CombatDeath.png
DEF_CAMP = smallpic_Camp.png
DEF_TREASURE = smallpic_Treasure.png
DEF_ICONBG = iconBackground.png
DEF_MONSTER_ICON = icon_DefaultMonster.png
DEF_COMBAT_PETRIFIED_ICON = cursor_CombatPetrified.png

// DebugSpecialAbility = "SA name"
// Causes debug information about special abilities to be written to log.
// Example:
// DebugSpecialAbility = "spell_SummonUnicorn"

//  DEBUG =  "date"
//  Causes debugging info to be shown in error logs
//  Date is in format: yyyymmdd
//  Example:
//  DEBUG = 20150704

//***************************
// Game Engine Config
//***************************
Screen_Width  = 640
Screen_Height = 480
Color_Bits    = 32
Inter_Character_Delay = 15
//CDX_LOG

// text colors used
COLOR_WHITE = 255,255,255
COLOR_BLACK = 0,0,0
COLOR_GREEN = 0,255,0
COLOR_RED = 255,0,0
COLOR_YELLOW = 255,255,0
COLOR_BLUE = 128,128,255
COLOR_COMBAT_GREEN = 0,255,0
COLOR_COMBAT_RED = 255,0,0
COLOR_COMBAT_YELLOW = 255,255,0
COLOR_COMBAT_BLUE = 64,128,255
BACKGROUND_FILL = 0,0,0
BACKGROUND_COMBAT_FILL = 0,0,0
COLOR_KEYBOARD_SHORTCUT = 251,133,15
USE_KEYBOARD_SHORTCUT = 1
COLOR_CUSTOM_1 = 102,247,159

// combat flags, they will only affect the debug build
// of the engine
//Monster_NoMove     = 0
//Monster_AlwaysMiss = 1
//Monster_AlwaysHit  = 0
//Monster_NoCast     = 0
//Monster_PlyrControl = 0
//Monster_NoDeath    = 0
//Party_AlwaysMiss   = 0
//Party_AlwaysHit    = 0

//Starting x,y where text messages will be written to
TEXTBOX = 18,328
DEFAULT_MENU_HORZ = 16,460 // bottom menu
DEFAULT_MENU_COMBAT_HORZ = 16,460 // bottom menu during combat
DEFAULT_MENU_VERT = 200,200
DEFAULT_MENU_TEXTBOX = 200,328 // text displayed during events
PARTYNAMES = 18,18,275,18 // first pair opening menus, second pair during play
LOCATIONTEXT = 285,280 // direction facing and time
VERSIONTEXT = 280,301 // version of engine displayed on title screen
BIGPICSIZE = 16,17,624,305 // size and placement of big pic
TEXTBOX_LINES = 6 // number of loines of text displayed during events

HORZ_BAR_TOP = 0,0
HORZ_BAR_MIDDLE = 0,309
HORZ_BAR_BOTTOM = 0,444
VERT_BAR_LEFT = 0,0
VERT_BAR_MIDDLE = 258,0
VERT_BAR_RIGHT = 626,0
HORZ_BAR_COMBAT_TOP = 0,0 // combat only
// there is no middle horizontal combat frame
HORZ_BAR_COMBAT_BOTTOM = 0,444 // combat only
VERT_BAR_COMBAT_LEFT = 0,0 // combat only
VERT_BAR_COMBAT_MIDDLE = 446,0 // combat only
VERT_BAR_COMBAT_RIGHT = 626,0 // combat only
VIEWPORT_FRAME = 34,40
VIEWPORT_FRAME_OFFSET = 417,-19 //in character view
VIEWPORT_RECT = 48,54,224,265 // 3D viewport
BACKGROUND_RECT = 48,54,224,265
// source file coordinates
HORZ_BAR_LONG = 0,0,640,14 // source for HORZ_BAR_TOP
HORZ_BAR_LONG_2 = 0,14,640,28 // source for HORZ_BAR_MIDDLE
HORZ_BAR_LONG_3 = 0,28,640,42 // source for HORZ_BAR_BOTTOM
VERT_BAR_LONG = 0,0,14,457 // source for VERT_BAR_LEFT
VERT_BAR_SHORT = 14,0,28,322 // source for VERT_BAR_MIDDLE
VERT_BAR_LONG_2 = 28,0,42,457 // source for VERT_BAR_RIGHT
HORZ_BAR_COMBAT_LONG = 0,0,640,14 // source for HORZ_BAR_COMBAT_TOP
// there is no middle horizontal bar in combat
HORZ_BAR_COMBAT_LONG_2 = 0,0,640,14` // source for HORZ_BAR_COMBAT_BOTTOM
VERT_BAR_COMBAT_LONG = 0,0,14,457 // source for VERT_BAR_COMBAT_LEFT
VERT_BAR_COMBAT_SHORT = 0,0,14,457 // source for VERT_BAR_COMBAT_MIDDLE
VERT_BAR_COMBAT_LONG_2 = 0,0,14,457 // source for VERT_BAR_COMBAT_RIGHT
VIEWPORT_FRAME_SRC = 0,0,204,239

// Combat Screen layout
COMBAT_STAT_BOX_WIDTH = 150 // where all stats display
COMBAT_STAT_BOX = 464,20 // x,y of the upper left
COMBAT_MAP_HEIGHT = 50 // number of 48x48 cells
COMBAT_MAP_WIDTH = 50 // number of 48x48 cells
COMBAT_SCREEN_XY =  14,14 // x,y of the upper left
COMBAT_SCREEN_SIZE = 9,9 // number of 48x48 cells visible on screen

//***************************
// Character Creation screen layout
// Opening screen layout
//***************************
// select race screen
SELECT_RACE_TITLE_XY = 75,20
SELECT_RACE_TITLE_FORMAT = Choose among the /bpossible/b races
SELECT_RACE_HEADER_XY = 50,50
SELECT_RACE_HEADER_FORMAT = Races:
SELECT_RACE_TABLE_XY = 50,70
SELECT_RACE_TABLE_FORMAT = /g%s
SELECT_RACE_TABLE_SELECTED_FORMAT = ------>/y%s
SELECT_RACE_LINE_SPACING = 20
SELECT_RACE_LINES_PER_PAGE =10
// select gender screen
SELECT_GENDER_TITLE_XY =75,20
SELECT_GENDER_TITLE_FORMAT = Choose among the /bpossible/b sexes
SELECT_GENDER_HEADER_XY = 50,50
SELECT_GENDER_HEADER_FORMAT = Sex:
SELECT_GENDER_TABLE_XY = 50,70
SELECT_GENDER_TABLE_FORMAT = /g%s
SELECT_GENDER_TABLE_SELECTED_FORMAT = ------>/y%s
SELECT_GENDER_LINE_SPACING = 20
SELECT_GENDER_LINES_PER_PAGE = 10
// select class screen
SELECT_CLASS_TITLE_XY = 75,20
SELECT_CLASS_TITLE_FORMAT = Choose among the /bpossible/b classes
SELECT_CLASS_HEADER_XY = 50,50
SELECT_CLASS_HEADER_FORMAT = Class:
SELECT_CLASS_TABLE_XY = 50,70
SELECT_CLASS_TABLE_FORMAT = /g%s
SELECT_CLASS_TABLE_SELECTED_FORMAT = ------>/y%s
SELECT_CLASS_LINE_SPACING = 20
SELECT_CLASS_LINES_PER_PAGE = 10 // this must be a number from 1 to 13
// select alignment screen
SELECT_ALIGNMENT_TITLE_XY = 75,20
SELECT_ALIGNMENT_TITLE_FORMAT = Choose among the /bpossible/b alignments
SELECT_ALIGNMENT_HEADER_XY = 50,50
SELECT_ALIGNMENT_HEADER_FORMAT = Alignment:
SELECT_ALIGNMENT_TABLE_XY = 50,70
SELECT_ALIGNMENT_TABLE_FORMAT = /g%s
SELECT_ALIGNMENT_TABLE_SELECTED_FORMAT = ------>/y%s
SELECT_ALIGNMENT_LINE_SPACING = 20
SELECT_ALIGNMENT_LINES_PER_PAGE = 10
// main opening menu
SELECT_MAIN_FUNCTION_TITLE_XY = 75,20
SELECT_MAIN_FUNCTION_TITLE_FORMAT = /rParty Roster
SELECT_MAIN_FUNCTION_HEADER_XY = 50,50
SELECT_MAIN_FUNCTION_HEADER_FORMAT = Name
SELECT_MAIN_FUNCTION_HEADER2_XY = 275,50
SELECT_MAIN_FUNCTION_HEADER2_FORMAT = AC
SELECT_MAIN_FUNCTION_HEADER3_XY = 400,50
SELECT_MAIN_FUNCTION_HEADER3_FORMAT = HP
SELECT_MAIN_FUNCTION_TABLE_XY = 50,70
SELECT_MAIN_FUNCTION_TABLE_FORMAT = %s
SELECT_MAIN_FUNCTION_TABLE2_XY = 275,95
SELECT_MAIN_FUNCTION_TABLE2_FORMAT = %i
SELECT_MAIN_FUNCTION_TABLE3_XY = 400,70
SELECT_MAIN_FUNCTION_TABLE3_FORMAT = %i
SELECT_MAIN_FUNCTION_TABLE4_XY = 600,70
SELECT_MAIN_FUNCTION_TABLE4_FORMAT = %s
SELECT_MAIN_FUNCTION_MENU_XY = 200,200
SELECT_MAIN_FUNCTION_MENU_SPACING = 20
SELECT_MAIN_FUNCTION_LINE_SPACING = 20
SELECT_MAIN_FUNCTION_LINES_PER_PAGE = 12
// add character menu
SELECT_ADD_CHARACTER_TITLE_XY = 75,20
SELECT_ADD_CHARACTER_TITLE_FORMAT = Please /bSelect/b a Character
SELECT_ADD_CHARACTER_HEADER_XY = 50,50
SELECT_ADD_CHARACTER_HEADER_FORMAT = /rC/gharacter Name
SELECT_ADD_CHARACTER_MENU_XY = 50,70
SELECT_ADD_CHARACTER_MENU_FORMAT = %s
// name
SELECT_ROLL_CHARACTER_STATS_TITLE_XY = 20,20
SELECT_ROLL_CHARACTER_STATS_TITLE_FORMAT = Roll character stats
SELECT_ROLL_CHARACTER_STATS_HEADER_XY = 200,40 // status / hp / race
SELECT_ROLL_CHARACTER_STATS_HEADER2_XY = 20,160 // character stats
SELECT_ROLL_CHARACTER_STATS_HEADER3_XY = 20,300 // AC / THAC0 / Damage / items
SELECT_ROLL_CHARACTER_STATS_MENU_XY = 200,300 // encumb / movement

// Default UA-like wall rects used for 3D View
// These are source bitmap coords within the art image file.
// Specify pixel coords for left, top, right, bottom
// These apply to walls, overlays, and doors
A_WALL_RECT = 392,146,424,357
B_WALL_RECT = 522,146,554,357
C_WALL_RECT = 262,146,294,280
D_WALL_RECT = 342,146,374,280
E_WALL_RECT = 262,146,374,280
F_WALL_RECT = 2,146,34,280
G_WALL_RECT = 132,146,164,280
H_WALL_RECT = 522,2,570,60
I_WALL_RECT = 262,2,278,60
J_WALL_RECT = 2,2,18,21
K_WALL_RECT = 392,2,408,60
L_WALL_RECT = 522,2,538,60
M_WALL_RECT = 554,2,570,60
N_WALL_RECT = 18,146,34,280
O_WALL_RECT = 132,146,148,280
P_WALL_RECT = 132,2,148,21
// x,y offsets added to VIEWPORT_RECT.left,VIEWPORT_RECT.top to get
// new dest x,y within viewport frame
A_OFF = -32,0
B_OFF = 112,0
C_OFF = 0,40
D_OFF = 0,40
E_OFF = 0,40
F_OFF = -32,40
G_OFF = 48,40
H_OFF = 0,78
I_OFF = 0,78
J_OFF = 0,96
K_OFF = 32,78
L_OFF = 0,78
M_OFF = 0,78
N_OFF = -16,40
O_OFF = 48,40
P_OFF = 0,96
// viewport_coords holds the coords for drawing tiles in the regular viewport,
 // which is composed of 13 viewable squares no matter which direction the player is facing. 
//
// The viewport map is numbered as:
// 5 distant walls
//      0  2  4  3  1
//      5  7  9  8  6
//        10 12 11
//
// 7 distant walls
//   13 0  2  4  3  1 14
//      5  7  9  8  6
//        10 12 11
//
//  with the player standing in 12.
//
// These are destination offsets from the ViewportX,Y
// for where the viewport 3D walls are drawn.
//
// Defaults for 5 distant walls
VIEWPORT_COORD_0 =  0,0
VIEWPORT_COORD_1 =  144,0
VIEWPORT_COORD_2 =  32,0
VIEWPORT_COORD_3 =  112,0
VIEWPORT_COORD_4 =  64,0
VIEWPORT_COORD_5 =  0,0
VIEWPORT_COORD_6 =  160,0
VIEWPORT_COORD_7 =  16,0
VIEWPORT_COORD_8 =  112,0
VIEWPORT_COORD_9 =  64,0
VIEWPORT_COORD_10 = 0,0
VIEWPORT_COORD_11 = 144,0
VIEWPORT_COORD_12 = 32,0

MAX_ALTERNATE_WALL_FORMATS = 5

// format for wall type 1 - from Kevin's Tavern demo
WIDTH_WALL_FORMAT_1 = 480
HEIGHT_WALL_FORMAT_1 = 360
NUM_DISTANT_WALLS_1 = 5
A1_WALL_RECT = 2,2,34,213
B1_WALL_RECT = 150,2,182,213
C1_WALL_RECT = 336,2,368,213
D1_WALL_RECT = 184,2,216,213
E1_WALL_RECT = 36,2,148,213
F1_WALL_RECT = 218,2,250,213
G1_WALL_RECT = 302,2,334,213
H1_WALL_RECT = 252,2,300,213
I1_WALL_RECT = 388,2,404,213
J1_WALL_RECT = 460,2,476,213
K1_WALL_RECT = 424,2,440,213
L1_WALL_RECT = 442,2,458,213
M1_WALL_RECT = 370,2,386,213
N1_WALL_RECT = 234,2,250,213
O1_WALL_RECT = 302,2,318,213
P1_WALL_RECT = 406,2,422,213
A1_OFF = -32,0
B1_OFF = 112,0
C1_OFF = 0,0
D1_OFF = 0,0
E1_OFF = 0,0
F1_OFF = -32,0
G1_OFF = 48,0
H1_OFF = 0,0
I1_OFF = 0,0
J1_OFF = 0,0
K1_OFF = 32,0
L1_OFF = 0,0
M1_OFF = 0,0
N1_OFF = -16,0
O1_OFF = 48,0
P1_OFF = 0,0
VIEWPORT_COORD_0_1 =  0,0
VIEWPORT_COORD_1_1 =  144,0
VIEWPORT_COORD_2_1 =  32,0
VIEWPORT_COORD_3_1 =  112,0
VIEWPORT_COORD_4_1 =  64,0
VIEWPORT_COORD_5_1 =  0,0
VIEWPORT_COORD_6_1 =  160,0
VIEWPORT_COORD_7_1 =  16,0
VIEWPORT_COORD_8_1 =  112,0
VIEWPORT_COORD_9_1 =  64,0
VIEWPORT_COORD_10_1 = 0,0
VIEWPORT_COORD_11_1 = 144,0
VIEWPORT_COORD_12_1 = 32,0

// format for wall type 2 - from Kevin's New Walls
WIDTH_WALL_FORMAT_2 = 500
HEIGHT_WALL_FORMAT_2 = 375
NUM_DISTANT_WALLS_2 = 7
A2_WALL_RECT = 2,2,34,213
B2_WALL_RECT = 150,2,182,213
C2_WALL_RECT = 336,2,368,213
D2_WALL_RECT = 184,2,216,213
E2_WALL_RECT = 36,2,148,213
F2_WALL_RECT = 218,2,250,213
G2_WALL_RECT = 302,2,334,213
H2_WALL_RECT = 252,2,300,213
I2_WALL_RECT = 388,2,396,213
J2_WALL_RECT = 460,2,468,213
K2_WALL_RECT = 432,2,440,213
L2_WALL_RECT = 442,2,458,213
M2_WALL_RECT = 370,2,386,213
N2_WALL_RECT = 218,2,250,213
O2_WALL_RECT = 302,2,334,213
P2_WALL_RECT = 398,2,430,213
A2_OFF = -32,0
B2_OFF = 112,0
C2_OFF = 0,0
D2_OFF = 0,0
E2_OFF = 0,0
F2_OFF = -32,0
G2_OFF = 48,0
H2_OFF = 0,0
I2_OFF = -8,0
J2_OFF = 0,0
K2_OFF = 32,0
L2_OFF = 0,0
M2_OFF = 0,0
N2_OFF = -16,0
O2_OFF = 32,0
P2_OFF = 0,0
VIEWPORT_COORD_0_2 =  8,0
VIEWPORT_COORD_1_2 =  136,0
VIEWPORT_COORD_2_2 =  40,0
VIEWPORT_COORD_3_2 =  104,0
VIEWPORT_COORD_4_2 =  72,0
VIEWPORT_COORD_5_2 =  0,0
VIEWPORT_COORD_6_2 =  160,0
VIEWPORT_COORD_7_2 =  16,0
VIEWPORT_COORD_8_2 =  112,0
VIEWPORT_COORD_9_2 =  64,0
VIEWPORT_COORD_10_2 = 0,0
VIEWPORT_COORD_11_2 = 144,0
VIEWPORT_COORD_12_2 = 32,0
VIEWPORT_COORD_13_2 = 0,0
VIEWPORT_COORD_14_2 = 168,0

//New EasyWalltex Format 640 res
WIDTH_WALL_FORMAT_3 = 168
HEIGHT_WALL_FORMAT_3 = 352
NUM_DISTANT_WALLS_3 = 5
A3_WALL_RECT = 2,2,34,214
B3_WALL_RECT = 134,2,166,214
C3_WALL_RECT = 52,215,84,349
D3_WALL_RECT = 132,215,164,349
E3_WALL_RECT = 52,215,164,349
F3_WALL_RECT = 34,42,66,176
N3_WALL_RECT = 50,42,66,176
G3_WALL_RECT = 102,42,134,176
O3_WALL_RECT = 102,42,118,176
H3_WALL_RECT = 2,215,50,273
L3_WALL_RECT = 2,215,18,273
M3_WALL_RECT = 34,215,50,273
I3_WALL_RECT = 66,81,82,139
J3_WALL_RECT = 2,275,18,294
K3_WALL_RECT = 86,81,102,139
P3_WALL_RECT = 2,275,18,294
A3_OFF = -32,0
B3_OFF = 112,0
C3_OFF = 0,40
D3_OFF = 0,40
E3_OFF = 0,40
F3_OFF = -32,40
G3_OFF = 48,40
H3_OFF = 0,78
I3_OFF = 0,78
J3_OFF = 0,96
K3_OFF = 32,78
L3_OFF = 0,78
M3_OFF = 0,78
N3_OFF = -16,40
O3_OFF = 48,40
P3_OFF = 0,96
VIEWPORT_COORD_0_3 =  0,0
VIEWPORT_COORD_1_3 =  144,0
VIEWPORT_COORD_2_3 =  32,0
VIEWPORT_COORD_3_3 =  112,0
VIEWPORT_COORD_4_3 =  64,0
VIEWPORT_COORD_5_3 =  0,0
VIEWPORT_COORD_6_3 =  160,0
VIEWPORT_COORD_7_3 =  16,0
VIEWPORT_COORD_8_3 =  112,0
VIEWPORT_COORD_9_3 =  64,0
VIEWPORT_COORD_10_3 = 0,0
VIEWPORT_COORD_11_3 = 144,0
VIEWPORT_COORD_12_3 = 32,0

// format for Dinonykos extended tall walls
WIDTH_WALL_FORMAT_4 = 1000
HEIGHT_WALL_FORMAT_4 = 375
NUM_DISTANT_WALLS_4 = 5
A4_WALL_RECT = 2,2,66,213
B4_WALL_RECT = 246,2,310,213
C4_WALL_RECT = 624,2,688,213
D4_WALL_RECT = 312,2,376,213
E4_WALL_RECT = 68,2,244,213
F4_WALL_RECT = 378,2,458,213
G4_WALL_RECT = 542,2,622,213
H4_WALL_RECT = 460,2,540,213
I4_WALL_RECT = 724,2,764,213
J4_WALL_RECT = 884,2,900,213
K4_WALL_RECT = 800,2,840,213
L4_WALL_RECT = 842,2,874,213
M4_WALL_RECT = 690,2,722,213
N4_WALL_RECT = 426,2,458,213
O4_WALL_RECT = 542,2,574,213
P4_WALL_RECT = 774,2,790,213
A4_OFF = -32,0
B4_OFF = 80,0
C4_OFF = -32,0
D4_OFF = 0,0
E4_OFF = -32,0
F4_OFF = -64,0
G4_OFF = 32,0
H4_OFF = -16,0
I4_OFF = -16,0
J4_OFF = 0,0
K4_OFF = 24,0
L4_OFF = -16,0
M4_OFF = 0,0
N4_OFF = -16,0
O4_OFF = 32,0
P4_OFF = 0,0
VIEWPORT_COORD_0_4 = 0,0
VIEWPORT_COORD_1_4 = 144,0
VIEWPORT_COORD_2_4 = 32,0
VIEWPORT_COORD_3_4 = 112,0
VIEWPORT_COORD_4_4 = 64,0
VIEWPORT_COORD_5_4 = 0,0
VIEWPORT_COORD_6_4 = 160,0
VIEWPORT_COORD_7_4 = 16,0
VIEWPORT_COORD_8_4 = 112,0
VIEWPORT_COORD_9_4 = 64,0
VIEWPORT_COORD_10_4 = 0,0
VIEWPORT_COORD_11_4 = 144,0
VIEWPORT_COORD_12_4 = 32,0

// format for wall type 5 - Dinonykos HYPER Walls ("Bridge Walls")
WIDTH_WALL_FORMAT_5 = 1500
HEIGHT_WALL_FORMAT_5 = 375
NUM_DISTANT_WALLS_5 = 5
A5_WALL_RECT = 132,2,220,213
B5_WALL_RECT = 406,2,494,213
C5_WALL_RECT = 959,2,1047,213
D5_WALL_RECT = 499,2,587,213
E5_WALL_RECT = 225,2,401,213
F5_WALL_RECT = 592,2,680,213
G5_WALL_RECT = 866,2,954,213
H5_WALL_RECT = 733,2,813,213
I5_WALL_RECT = 1193,2,1233,213
J5_WALL_RECT = 1445,2,1461,213
K5_WALL_RECT = 1259,2,1299,213
L5_WALL_RECT = 1352,2,1440,213
M5_WALL_RECT = 1052,2,1140,213
N5_WALL_RECT = 640,2,680,213
O5_WALL_RECT = 866,2,906,213
P5_WALL_RECT = 1238,2,1254,213
A5_OFF = -32,0
B5_OFF = 56,0
C5_OFF = -56,0
D5_OFF = 0,0
E5_OFF = -32,0
F5_OFF = -64,0
G5_OFF = 24,0
H5_OFF = -16,0
I5_OFF = -16,0
J5_OFF = 0,0
K5_OFF = 24,0
L5_OFF = -72,0
M5_OFF = 0,0
N5_OFF = -16,0
O5_OFF = 24,0
P5_OFF = 0,0
VIEWPORT_COORD_0_5 = 0,0
VIEWPORT_COORD_1_5 = 144,0
VIEWPORT_COORD_2_5 = 32,0
VIEWPORT_COORD_3_5 = 112,0
VIEWPORT_COORD_4_5 = 64,0
VIEWPORT_COORD_5_5 = 0,0
VIEWPORT_COORD_6_5 = 160,0
VIEWPORT_COORD_7_5 = 16,0
VIEWPORT_COORD_8_5 = 112,0
VIEWPORT_COORD_9_5 = 64,0
VIEWPORT_COORD_10_5 = 0,0
VIEWPORT_COORD_11_5 = 144,0
VIEWPORT_COORD_12_5 = 32,0

SOUND_PLAYBACK_RATE = 22050

// design name and version location when displayed during main start menu
//DESIGN_VERSION = 0,0

// EditorOnly data starts with with '$'
$EVENT_WhoTries_Help = The Name for skills should always be Skill, but other words may be used (see the specialAbilities.txt file, "$EVENT_WhoTries_Attempt" SA for some other examples of nontraditional skill checking).
$EVENT_WhoTries_Help = The Name for attribute checks should always be Attribute.
$EVENT_WhoTries_Help = The Value is the name of the skill or attribute, followed by a number.
$EVENT_WhoTries_Help = A positive value is compared directly to the character's skill value. 
$EVENT_WhoTries_Help = A negative number indicates the number of sides on a die to be rolled and the attempt succeeds if the character's skill value is greater than the die roll.

Offline Mechanaut

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Re: graphics glitch -- combat starts and 3d view border showing
« Reply #3 on: February 28, 2017, 01:27:38 PM »
I'm relatively new to DungeonCraft; but is it not possible to have most (or all) of the region/layout values in config.txt become optional by using a fixed percentage of the height & width values for all of them by default? So that by default most of it would line up where intended, regardless of a resolution change?


*Perhaps with alternate lists of percentages for different aspect ratios; defaults selected by inspecting the height & width aspect.
« Last Edit: February 28, 2017, 01:29:14 PM by Mechanaut »

Offline manikus

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Re: graphics glitch -- combat starts and 3d view border showing
« Reply #4 on: February 28, 2017, 01:51:05 PM »
I'm relatively new to DungeonCraft; but is it not possible to have most (or all) of the region/layout values in config.txt become optional by using a fixed percentage of the height & width values for all of them by default? So that by default most of it would line up where intended, regardless of a resolution change?


*Perhaps with alternate lists of percentages for different aspect ratios; defaults selected by inspecting the height & width aspect.

I'm not sure if you are saying "theoretically possible" or "currently possible". ;)
Currently, all images sizes and placement are determined by pixel references.
The whole point of the config.txt is that the designer can create her own layout - we don't want to take that away from her. Paul and I are not the people to decide percentages and then put it into the hard code, that is pretty much the opposite of what we are tryiing to accomplish.
We want you to be able to do exactly what you want to do, which will likely be different from what other people want to do. We also want the other people to be able to do what they want to do. ;)

There are only 3 screen resolutions, and DC doesn't support window resizing.

You might also be asking about graphics stretching, so that a border for the 640 layout would stretch to fit the border of the 1024 layout if you stuck it in a different design or changed your config settings. DC doesn't currently support that, with the exception of backdrop images.

I am thinking that maybe you were imagining config.txt could be like a style.css file? That actually seems really cool, but would require massive amounts of coding and recoding, and is beyond the scope of what Paul and I want to do with DC.

Offline SilentThief

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Re: graphics glitch -- combat starts and 3d view border showing
« Reply #5 on: February 28, 2017, 02:30:31 PM »
This is very much a config.txt issue. :D

glad to hear its simple to fix. The question then becomes where to get the most recent config.txt from? I thought that the one that came from the downloads (as in came w/ editor 268 and player 277) that that would be up to date.

ST the updater
« Last Edit: February 28, 2017, 02:32:44 PM by SilentThief »

Offline manikus

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Re: graphics glitch -- combat starts and 3d view border showing
« Reply #6 on: February 28, 2017, 03:56:49 PM »
I assume that you want to know where it is at other than in the above post? :D :D :D

I've been waiting to post it some place until a new "package" is ready, because I don't want someone using a new config with an old engine/editor. I'm waiting for the numbers of the editor and engine to be equal. ;) Just kidding. I'm just lazy apparently. :) I'll get something together relatively soon, after I fix the spells database.

I was looking for the thread where I was posting the most recent databases, but I can't find it. (Not a good sign.)


Offline Mechanaut

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Re: graphics glitch -- combat starts and 3d view border showing
« Reply #7 on: February 28, 2017, 11:17:00 PM »
I am thinking that maybe you were imagining config.txt could be like a style.css file? That actually seems really cool, but would require massive amounts of coding and recoding, and is beyond the scope of what Paul and I want to do with DC.
Yes; an optional one that could redefine [override] any setting ~if included, but that would otherwise use defaults (based on resolution & aspect ratio).

Offline marainein

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Re: graphics glitch -- combat starts and 3d view border showing
« Reply #8 on: March 01, 2017, 12:21:13 AM »
I'll just add I'm seeing the same issue SilentThief is, but with the pool of radiance conversion I'm working on. I should have reported it before, but thought it was just a module specific glitch that I'd track down later.

Offline Paul R. Stevens

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Re: graphics glitch -- combat starts and 3d view border showing
« Reply #9 on: March 01, 2017, 11:37:26 AM »
Quote from: Mechanaut
Yes; an optional one that could redefine [override] any setting ~if included

Right now we are making rather small, local changes
to the engine.  It could probably tolerate some
distributed effort without too much fuss.  If you would
like to work on this feature, I'd be happy to make the
entire project available as an archive.  When you are done,
I'll manually merge the two branches.

Offline manikus

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Re: graphics glitch -- combat starts and 3d view border showing
« Reply #10 on: March 01, 2017, 12:16:03 PM »
I'll just add I'm seeing the same issue SilentThief is, but with the pool of radiance conversion I'm working on. I should have reported it before, but thought it was just a module specific glitch that I'd track down later.

marainein, use the config.txt I included in my post above and your problem should be resolved. :D If not, please let me know and I'll work to get it resolved.

Offline SilentThief

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Re: graphics glitch -- combat starts and 3d view border showing
« Reply #11 on: March 01, 2017, 02:16:22 PM »
I assume that you want to know where it is at other than in the above post? :D :D :D

 :confused4:

Guess I didn't even think of how I could just copy the config file from the text there... lol

sometimes (most of the time) the simplest answer is the best

ST
ps -- will grab after work. ty

Offline manikus

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Re: graphics glitch -- combat starts and 3d view border showing
« Reply #12 on: March 01, 2017, 03:12:53 PM »
I hope to have the rest of the updated files uploaded in the next week or so. :D As I mentioned before, I"m still working on the spells database.

i hope you find the new notes in the config file helpful, let me know if anything needs further explanation.

Offline marainein

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Re: graphics glitch -- combat starts and 3d view border showing
« Reply #13 on: March 01, 2017, 05:00:07 PM »
I'll just add I'm seeing the same issue SilentThief is, but with the pool of radiance conversion I'm working on. I should have reported it before, but thought it was just a module specific glitch that I'd track down later.

marainein, use the config.txt I included in my post above and your problem should be resolved. :D If not, please let me know and I'll work to get it resolved.
Ok, that's fixed the combat screen issue, but the regular screen layout looks kind of weird (eg the square above the word 'inventory')
« Last Edit: March 01, 2017, 05:32:53 PM by marainein »

Offline SilentThief

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Re: graphics glitch -- combat starts and 3d view border showing
« Reply #14 on: March 02, 2017, 01:44:35 AM »
wow does that screenshot (looking as PoR did) bring back memories.

ST

 

anything