... depends on DFHack features that can be found in my branch of DFHack, at https://github.com/JapaMala/dfhackOut of curiosity, what are you referring to? The master branch is the only recently-updated branch, and I can't find any commits (https://github.com/JapaMala/dfhack/commits/master) related to this.
... depends on DFHack features that can be found in my branch of DFHack, at https://github.com/JapaMala/dfhackOut of curiosity, what are you referring to? The master branch is the only recently-updated branch, and I can't find any commits (https://github.com/JapaMala/dfhack/commits/master) related to this.
Ignoring animation for now, would this mean that people could contribute 3D models?At the moment, I don't plan on using 3d models for creatures, because sprites are much easier to work with, but I may eventually change my mind on that.
Something like this?Spoiler (click to show/hide)
Sure thing that 3D models are much more work, especially with textures. If you want to use sprites, wouldnt the stonesense sprites work?
Current list of planned features, in order of importance/order of implementation:
- 3D map, slice-able at any layer, much like Stonesense and normal DF.
- Camera angles that include DF top-down, with and without perspective, and Stonesense Isometric.
- Sprite based units that use the rather powerful Stonesense sprite system, optionally showing full outfits on all your dorves.
- Some way to control DF through the program. This can be either done by directly copying over the game UI, or with a more advanced interface. Obviously the first is easier.
I have the ability to color the terrain now.
Todo: Colors that actually make sense.Spoiler (click to show/hide)
I have the ability to color the terrain now.
Todo: Colors that actually make sense.
If somebody wants to make textures meshes in the meantime, though, feel free. I suck at textures.Can't you use stonesence textures? Even if for example
all textures need to be on a single image file, and models for the tiles should be UVed accordingly.
What textures?If somebody wants to make textures meshes in the meantime, though, feel free. I suck at textures.Can't you use stonesence textures? Even if for example
all textures need to be on a single image file, and models for the tiles should be UVed accordingly.
:D
Love the project, love the fight sprite!
Here's what undeground looks like with the default view.Spoiler (click to show/hide)
Does anybody want another release?
Models should be made assuming no tiling textures, due to the way the textures are assigned, and should assume when modelling that they use the whole texture.
During runtime, the UVs are transformed to a texture atlas.
-Is there any possibility to add specular maps to the materials? since this will make a big difference in how fancy you can make for example gems. When you use colored specular.There is specular, but it works a little differently than
I mean that you shouldn't have the same texture tiling multiple times on the same face. If you open the UV editor, none of the UVs should extend out of the base texture.Models should be made assuming no tiling textures, due to the way the textures are assigned, and should assume when modelling that they use the whole texture.
During runtime, the UVs are transformed to a texture atlas.
This is a bit unclear. Do you mean that, taken into account this texture atlas, every side of a piece of stone wall, for example, should be the same texture? Normally, I don't know why you would use tiling textures on a single model which is just one piece of something, like is the case in dwarf fortress. I assume that, when you place more of the same blocks next to each other, it will look like it's tiling, if you textured in the proper way.
edit: although my inclination would be to use tiling on a wall tile of 4 sides, using the same map for every side. I'm a bit confused.
You got some neat stuff going on here. I worked on some Unity games in the past and I'm an experienced 3D artist. I would love to create a full 3D version of this game, but I talked to some programmers and it's probably too design-heavy and too much for a small team with a full time job besides it.
...
And I could easily create most visuals, but I know nothing about programming, so that's as far as I could get.
I was asked to come in and weigh in on this. I don't have a problem with the app as it regards "gutting" DF. Looks cool! The main problem we have with people selling "Dwarf Fortress" stuff is that sometimes people assume we are seeing part of the money, which is bad for us. Along those lines, we'd not want people to be confused that they are buying a complete mobile version of DF, as people might again assume they are contributing to Bay 12 when it is not the case. The sale of DF apps/mods in general gives me an uncomfortable feeling, but that's probably all it amounts to. On the other hand, overall, these sorts of efforts are good for the game. These are the issues, anyway. If somebody had something specific they wanted permission for now or when the time is right, I can handle that via email or PMs.
And just to be clear, I'm not sure what the plans were overall, but we are completely against anybody selling DF itself, however it is bundled.
...I wouldn't throw out the idea of patreon to be honest, assuming toady's fine with it...
...I wouldn't throw out the idea of patreon to be honest, assuming toady's fine with it...
I get your point, man. I wouldn't have any idea what toady would think about that. But the way I see it, is toady is a source of inspiration, if anything. I'm just all about developing ideas. As much as I love dwarf fortress and the work that toady did, there is always room for improvement. Why would a 3D visualizer be anything different than an entire separate game? As soon as you are going to limit yourself in the possibilities that you have, it will slow/stop the creative growth of our creations. If I was toady, I would be proud if people were inspired enough to improve my game.
I'd tread lightly when it comes to visualizers-becoming-games. Last time that happened (http://www.bay12forums.com/smf/index.php?topic=58796.msg1310378#msg1310378), it was... not pretty. It's sort of a thin line between jumping point and plagiarism.
We are closer than ever to a graphical DF.
New version is uploaded, requires DX11 and DFHack 0.40.24r2
If the DirectX version is a problem, I'll try to get it working right on DirectX 9.
Any chance of a test / preview build for current DF + DFHack? I don't want to distribute it (until you say it's ready, anyway), but it would be lovely to have a newer demo version.
Okay, I gotta get back to playing again, and working on some AG scenery ideas; like a small patch of dwarven condos or something. After all, I'm embarked in a pretty nice little spot not too far from the ocean adventurer-travel-wise.Metal has a quite different look compared to stone and wood, with a very highly reflective, mirror-like surface. Your gold towers will look splendid.
Oh, and doing a recent prospect to see what industry I could run on my fortress; it looks like the Golden Towers Condominium complex is a potential project. Royal suites for everybody. I've never seen so much native gold in a single location before. Come and think of it, do metals have a different shine compared to (rough and smoothed) rocks and wood (wood blocks being more polished)?
Got this to work on OS X (using the Windows build of Armok Vision under Wine and an updated remotefortressreader plugin):I think it'd be best if you send me the native versions of the plugin, so I can include them with a native release.Japa, would you be able to provide native builds of the visualizer for OS X and Linux? I can provide updated versions of the DFHack plugin (although I'm not sure where you'd like them to be uploaded).Spoiler (click to show/hide)
Can I move the camera at all or am I restricted to top-down view?At the moment, it's top-down only. But that will hopefully change in the future once I get some controls working.
This looks awesome! Would you mind me including in in the starter pack?Not at the moment, but eventually, sure. Once it gets to a more complete state. I'd like to at least have buildings working.
Thought so, good to have confirmation.This looks awesome! Would you mind me including in in the starter pack?Not at the moment, but eventually, sure. Once it gets to a more complete state. I'd like to at least have buildings working.
Here (https://github.com/lethosor/armok-vision/releases/tag/v0.2) is an OS X plugin. I'll put up a Linux plugin once it finishes building.Got this to work on OS X (using the Windows build of Armok Vision under Wine and an updated remotefortressreader plugin):I think it'd be best if you send me the native versions of the plugin, so I can include them with a native release.Japa, would you be able to provide native builds of the visualizer for OS X and Linux? I can provide updated versions of the DFHack plugin (although I'm not sure where you'd like them to be uploaded).Spoiler (click to show/hide)
Can I move the camera at all or am I restricted to top-down view?
Can I move the camera at all or am I restricted to top-down view?At the moment, it's top-down only. But that will hopefully change in the future once I get some controls working.
Yes, that may eventually become possible.Good lord I want to play adventure mode like that.
Someday.
Current Linux release doesn't work. It's fixed for the next version, though.
I did a new release. Currently only updated on DFFD, and for windows. Other operating systems will be uploaded to github soon.
The only input is rotating the camera with the right mouse button, and zooming in and out with the scroll wheel.
Otherwise, the camera follows the DF camera around, so you do everything from DF.
what exactly isn't working?
Some current screenshots I just took: http://imgur.com/a/bPmeo (linked for huge)
There's a bug right now in adventure mode where the tops of tall structures follow you around, but it works besides that.Is this kinda like that thing where a toddler will insist that the Moon is following your car? :)
Feel your pain, my gt 440 died a while back, been on the intel graphics since.
Made a new release here: https://github.com/JapaMala/armok-vision/releases/tag/v0.5finally PTW!
You sure you're loading it with a loaded fort?Yes.
v4 loads correctly with the same config.
How does it work in the test arena?Same crash.
Made a new release here: https://github.com/JapaMala/armok-vision/releases/tag/v0.5finally PTW!
Also a bug report: v5 crashes the game for me on OSX (10.9). Tried compiling remote fortress reader from dfhack/commit/87b1524 (https://github.com/DFHack/dfhack/commit/87b1524aec18c102bde42a21aa2452bde12aa6d9) and dfhack/commit/867e78b (https://github.com/DFHack/dfhack/commit/867e78b6fde70fe59c771ba21ef8f4672080a722) but no luck. v4 loads correctly with the same config.
Crashlog. (http://pastebin.com/DcPAV3yg)Spoiler: Relevant section? (click to show/hide)
Have you tried building the latest remotefortressreader plugin with DFHack 0.40.24-r3 (i.e. the 0.40.24-r3 tag)? I'm not sure why you would use 87b1524, since that commit isn't even related to remotefortressreader.That's the version I'm testing, and coincidentally is a commit before the last remote fortress reader edit, so I started testing with it to see if I see any relevant difference...
- Is there a key to make it render the z-levels situated above the camera (to take a screen of a building from a street, for example) ?Not at the moment, no, but it's something I've been meaning to do. Either have it automatic when you enter first person mode, or have a key for it.
- Is there ANY way to make it compatible with version 34.11 ? If yes, my life would be complete. I have an old above-ground fortress that I would love to see with this marvel.The remotefortressreader plugin would need to be built for version 34.11, then it'll work, mostly.
The remotefortressreader plugin would need to be built for version 34.11, then it'll work, mostly.
#define DF_VER_040
//#define DF_VER_034
//#define DF_VER_040
#define DF_VER_034
I'm working on getting working day and night, with stars in the night sky, and possibly a moon as well.
Is it a huge issue if new moon nights are fully black? :D
I added a 0.34.11 plugin to the download page, if anybody wants to try it with their old forts.
24 GB ramHow much overkill is too much?
24 GB ramHow much overkill is too much?
That's a lot of household items.It's the dust bunnies.
StaticMaterial
BaseMaterial
LayerMaterial
VeinMaterial
NoMaterial
StaticCutout
BaseCutout
LayerCutout
VeinCutout
Growth0Cutout
Growth1Cutout
Growth2Cutout
Growth3Cutout
NoMaterialCutout
Modeling is always helpful. You can try out already, actually.
All the model files used for the terrain are stored in Armok_Vision_Data/StreamingAssets/TileMeshes, with an xml file saying what goes where.
One extra step you have to do from sketchup though is open the file with a text editor, and rename the mesh groups (the lines starting with a single g, and then some names) to one of these options:Code: [Select]StaticMaterial
BaseMaterial
LayerMaterial
VeinMaterial
NoMaterial
StaticCutout
BaseCutout
LayerCutout
VeinCutout
Growth0Cutout
Growth1Cutout
Growth2Cutout
Growth3Cutout
NoMaterialCutout
These set where the model gets the textures from. If it's not named one of these, then it won't be used.
The cutout ones are for textures that can have holes in them, like the foliage textures, or floor grates.
I'm using a tile size of 2x2x3 meters, with floors being 0.5m thick. You can use whatever units you want to in sketchup, but you must export it in meters.
Also beware of the blue side of the faces in sketchup. that side isn't drawn in AV.
I wonder if the distantvision map could be made into a 3d mesh of its own using the greyscale provided in Legends mode? (Basically a spinnable version of Isoworld, or that other one... the "blocky map app".)Probadly u can try to rebuild legends viever aspart of this app... with autolabeling of intresting historical places...
https://youtu.be/vCwcbEn7ayc
I can make better trees, sure.I know that u meant, but my idea in this way too. Df trees must be cube-like? No? Then watch - this generator a programable, so u can give to it program to gemerat tre based on knowlege u export from df...
But will they be DF trees?
Have a little video I made. (https://youtu.be/miLcPRZvZIY)
https://youtu.be/vCwcbEn7aycSpoiler: Some new features on the horizon (click to show/hide)
Spoiler (click to show/hide)
Improved the clouds a little.
PTF, glad someone's working on a visualizer. Why do those never last more than a couple versions? :'(
Working on getting creatures showing up. Will just be letters for now.
- stones, even polished dont reflect like glassThis is true.
- how do the sprites work and what about the current tileset/graphicpacks? (i use "obsidian")Right now, the sprites are using a built-in ascii tileset scaled up from one found on the wiki. Later, more customization will be available, but Armok Vision will never care what tileset you use in DF beyond which ascii character the creatures are set to in the raws.
- does this work with good fps on old machines?There's a lot of performance improvements to be done, but I get about 40 fps on a mid-range PC, with a GTX 560 GPU.
Or rename it to something along the lines of "bribing friends to make assets for me".
Armok Vision requires a newer version of remotefortressreader than is provided with DFHack 0.40.24-r3.
Any idea when DFHack 0.40.24-r4 will be released? We've been waiting for a long time now, and the big DF release will probably be in a month or two... it'd be good to nail things down again before that.
NEVER LET A MACHINE KNOW YOU ARE IN A HURRY!Any idea when DFHack 0.40.24-r4 will be released? We've been waiting for a long time now, and the big DF release will probably be in a month or two... it'd be good to nail things down again before that.
I was planning on working on it this weekend but my computer broke and I'm migrating to a new one. Next weekend at the earliest. I plan on working on it then but I may or may not finish.
remotefortressreader updates are more frequent than DFHack releases, so making a DFHack release wouldn't avoid the need to update the plugin manually in the future, if that's what you're asking.Armok Vision requires a newer version of remotefortressreader than is provided with DFHack 0.40.24-r3.
Any idea when DFHack 0.40.24-r4 will be released? We've been waiting for a long time now, and the big DF release will probably be in a month or two... it'd be good to nail things down again before that.
Good to hear things are on-track-ish, and I hope the migration goes smoothly.Any idea when DFHack 0.40.24-r4 will be released? We've been waiting for a long time now, and the big DF release will probably be in a month or two... it'd be good to nail things down again before that.I was planning on working on it this weekend but my computer broke and I'm migrating to a new one. Next weekend at the earliest. I plan on working on it then but I may or may not finish.
remotefortressreader updates are more frequent than DFHack releases, so making a DFHack release wouldn't avoid the need to update the plugin manually in the future, if that's what you're asking.I get that, but it's still been a long time - and as of 0.6a, using an older plugin just misses the new features rather than failing entirely.
I didn't try it with beds yet, but I do have different parts of shrub tiles getting different materials. Namely dirt, stem, and leaves.
Ah. thank you.Can you make some collection of this on Dropbox or ewerywhere else? then i probably can make some variants of your models... i only don't know that size needed and need an example ;)
The models I have completed so far:Spoiler (click to show/hide)
https://youtu.be/U_lw6tTjAHk
Got adventure mode working properly now. You can enter fast travel, go around, and leave fast travel, cleanly.
Another thing that would be useful: A series of preset view direction orientations, like "north" "south" "east" "west" "down" "up". This would allow a person to quickly re-line up a base view, where they could tweak it from there.
It doesn't follow the player yet.
Spoiler: Some more furniture. Made by a novice mason, apparently. (click to show/hide)
-snip-You should probably reflect that image. Sarif has an augmented right arm, not left.
Actually, what quality settings are you using? Fastest quality will show metal like that.Spoiler (click to show/hide)
Actually, what quality settings are you using? Fastest quality will show metal like that.Spoiler (click to show/hide)
Quick question, There should be a rather large lake and a mountain behind the fortress there. I'm wondering if I'm doing something wrong when I view the fortress or if the flat plane is all that can currently be shown.You can try zooming out a bit to see more of the surrounding terrain.
Note that following the DF time of day is also possible.That could be ~ (or whatever makes sense on the majority of keyboards). I was imagining folks checking what their fort looked like in different lighting.
http://imgur.com/a/zKw6wNice work. Looks like they are carrying lanterns. Or mined out a cluster of pitchblende then used it to store the booze.
Tried out making dwarves glow in the dark.
Note that following the DF time of day is also possible.
What would be a good key to swap between day/night/both?Home/End?
It does. Looks kinda neat, actually, with the stars flowing across the sky.Note that following the DF time of day is also possible.
That might go by a little fast.
I do my best to maximize FPS, so I may end up with a Dwarven Rave.It does. Looks kinda neat, actually, with the stars flowing across the sky.Note that following the DF time of day is also possible.
That might go by a little fast.
I do my best to maximize FPS, so I may end up with a Dwarven Rave.It does. Looks kinda neat, actually, with the stars flowing across the sky.Note that following the DF time of day is also possible.
That might go by a little fast.
I do my best to maximize FPS, so I may end up with a Dwarven Rave.It does. Looks kinda neat, actually, with the stars flowing across the sky.Note that following the DF time of day is also possible.
That might go by a little fast.
All that would really do is make them blurred.Hmmm, it stood out against white grey and black backgrounds, but it's just an idea I was tinkering with anyways.
Creature sprites are the next to be user-configurable. I just needed something quick so I can at least have some sort of creatures showing.As a first pass, maybe allow Stonesense assets? Running them unmodified would make the creatures stare unnervingly at the camera the whole time, but it's a start. Even having them as "cardboard cutouts" inside their tiles might even look nice until actual 3D assets become available.
Same. It's much easier to make good looking sprites.It's not like I can churn out a 3D model for my content either; I would have been living forever at the sprite level no matter what happened to AV.
Can you give a save?
So I guess this relies on DFhack assets to work? Latest DFhack isn't compatible with the new version so I can't use this yet, I guess.Yeah, it relies on DFHack. It's possible that RemoteFortressReader isn't broken, but enough other things are that we can't really distribute it yet.
Is there anything like a User Manual or set of keyboard commands? Mouse directions? Having some trouble figuring our how to move around in it.The GitHub release pages have a key list, but there's no included Readme
Is there anything like a User Manual or set of keyboard commands? Mouse directions? Having some trouble figuring our how to move around in it.The GitHub release pages have a key list, but there's no included Readme
To Use
Install Dwarf Fortress and a current DFHack.
Download Armok Vision from the forum thread.
Load into a fortress mode map.
Start up Armok Vision.
Enjoy!
I hate you, TowerCat. I hate your adorable kitty face so very much.Spoiler: got vertex colors working in the export (click to show/hide)
That model export is beautiful. Certainly this will allow those who wish it, to export their maps to a SecondLife space and populate it with, say, garden gnomes standing in for the dwarves.And this is quite obviously the entire reason DARPA developed the Internet.
Actually, I've been banging my head against the wall figuring out how I want to handle creature graphics.
Heh, you just have work and girlfriend.Girlfriend? What does the wife think about that?
I have work, girlfriend, AND daughter.
Probably a stupid question, but if we'd like to build a version that renders a larger area, what needs to change besides rangeX and rangeY in GameMap.cs?That's what needs to be changed, but not in the source file. You need to change it in the scene in Unity.
DF confirmed for Microsoft HoloLens.Spoiler (click to show/hide)
Thanks! That worked great, I've never touched Unity before and didn't know to look for variables in the scene.Probably a stupid question, but if we'd like to build a version that renders a larger area, what needs to change besides rangeX and rangeY in GameMap.cs?That's what needs to be changed, but not in the source file. You need to change it in the scene in Unity.
Spoiler: Snow (click to show/hide)
Not even a clone. Just a shader effect where anything facing up is turned to snow.That has the considerable advantage of not doubling the polygon count. Well done, sir. :)
So what changed between then and now?
"Jiggling the toilet handle" for the win...So what changed between then and now?
Thats just it. I have no clue. Its the same DF hack, The same DF version, Same armok vision.
Edit: I restarted Dwarffortress, and loaded Armok vision right when i loaded the game. Armok vision now works.
[Meshing]
meshingThreads = 2
queueLimit = 10
[Rendering]
drawRangeSide = 4
drawRangeUp = 1
drawRangeDown = 5
So what changed between then and now?
Thats just it. I have no clue. Its the same DF hack, The same DF version, Same armok vision.
Edit: I restarted Dwarffortress, and loaded Armok vision right when i loaded the game. Armok vision now works.
Very nice. Especially since it's snowing heavily where I am.Spoiler: First try at palm trees (click to show/hide)
They look pretty well finished already. Only criticism I would have is that palm leafs tend to curve/droop back down a bit.Spoiler: First try at palm trees (click to show/hide)
Or not.Maybe Bearskie's megaproject has some waterwheels in it to power your computer enough for an upload? :)
As I was cleaning things up for release, sudden blackout.
Or not.
As I was cleaning things up for release, sudden blackout.
I'm on a laptop, so don't have a scroll button. This is wonderful, but how do I zoom? :(Are you sure your laptop doesn't have the capability? Mine lets me scroll by using two fingers on the touchpad.
Isn't ctrl+/ctrl- sorta standard? I'd love not having to use a scroll wheel, as I don't have one either.Or just +/- if it's not already bound. Ctrl+/Ctrl- are generally analogous to Ctrl+Scroll.
I'm on a laptop, so don't have a scroll button. This is wonderful, but how do I zoom? :(Are you sure your laptop doesn't have the capability? Mine lets me scroll by using two fingers on the touchpad.
So how long until we get to play DF in 3D? Hypothetically ;DWell, we know it will be available before 2050 (http://www.bay12forums.com/smf/index.php?topic=116365.0), so within 34 years :)
So how long until we get to play DF in 3D? Hypothetically ;D
I just got seasonal sun angle changes working. For the purposes of this, your fort is assumed to be somewhere in central Europe, so winter days will be shorter, with the noon sun lower in the sky, while summer days will be longer, with the sun higher up.
I can do that, but then it needs a dfhack update to tell Armok Vision whether the world has a pole on the north, on the south, both, or none.
int flip_latitude = df::global::world->world_data->flip_latitude;
if (flip_latitude == -1) // NO POLES
else if (flip_latitude == 0) // NORTH POLE ONLY
else if (flip_latitude == 1) // SOUTH_POLE ONLY
else if (flip_latitude == 2) // BOTH POLES
So how long until we get to play DF in 3D? Hypothetically ;DWell, we know it will be available before 2050 (http://www.bay12forums.com/smf/index.php?topic=116365.0), so within 34 years :)
Oops.
I guess I forgot to properly test it with older remotefortressreader versions.
What happens with the one packaged with r1?
0.6 should have the latest remotefortressreader anyway, so that shouldn't be an issue.
It is, but you will have to compile dfhack yourself.I've already signed up to do so to help them test. Any specific advice on things I might need to do during compilation?
So the next version of Armok Vision will support Oculus Rift, as well as streaming to google cardboard, if you have either of those.
The support isn't perfect, but it's decent enough.
So the next version of Armok Vision will support Oculus Rift, as well as streaming to google cardboard, if you have either of those.
The support isn't perfect, but it's decent enough.
So now I can walk with my dwarves. Next thing you know, Japa will have us talking with the dwarves...
Think of the amazing tantrum spree
If I could walk with the dwarves... Talk with the dwarves...
Drink and belch and vomit with the dwarves
And maybe Armok would talk to me
So now I can walk with my dwarves. Next thing you know, Japa will have us talking with the dwarves...
Think of the amazing tantrum spree
If I could walk with the dwarves... Talk with the dwarves...
Drink and belch and vomit with the dwarves
And maybe Armok would talk to me
You can do that in adventure mode vanilla dwarf fortress already
So the next version of Armok Vision will support Oculus Rift, as well as streaming to google cardboard, if you have either of those.
The support isn't perfect, but it's decent enough.
So I can now control DF through Armok Vision. It just passes the keys through directly, so you still need to look at the DF window to see what you're doing.
I'll be fixing that too.
So I can now control DF through Armok Vision. It just passes the keys through directly, so you still need to look at the DF window to see what you're doing.
I'll be fixing that too.
Problem is, for the direction keys to make sense, the camera needs to be more or less from the south.Well, I was screwing around as I remembered when I was seeing what all I could break with gm-editor and started poking at the df.global.world.map_extras stuff.
[WORLD_GEN]
[TITLE:HORRORCANDY]
[DIM:33:33]
[EMBARK_POINTS:1504]
[END_YEAR:2500]
[BEAST_END_YEAR:750:75]
[REVEAL_ALL_HISTORY:1]
[CULL_HISTORICAL_FIGURES:0]
[ELEVATION:100:400:3200:3200]
[RAINFALL:0:100:51:51]
[TEMPERATURE:-25:25:10:15]
[DRAINAGE:75:100:51:51]
[VOLCANISM:50:100:800:1600]
[SAVAGERY:0:100:800:1600]
[ELEVATION_FREQUENCY:3:1:0:0:0:1]
[RAIN_FREQUENCY:1:1:1:1:1:1]
[DRAINAGE_FREQUENCY:1:1:1:1:1:1]
[TEMPERATURE_FREQUENCY:1:1:1:1:1:1]
[SAVAGERY_FREQUENCY:3:25:1:1:1:50]
[VOLCANISM_FREQUENCY:2:0:0:0:1:1]
[POLE:NORTH]
[MINERAL_SCARCITY:750]
[MEGABEAST_CAP:15]
[SEMIMEGABEAST_CAP:10]
[TITAN_NUMBER:0]
[TITAN_ATTACK_TRIGGER:80:0:100000]
[DEMON_NUMBER:66]
[NIGHT_TROLL_NUMBER:0]
[BOGEYMAN_NUMBER:0]
[VAMPIRE_NUMBER:10]
[WEREBEAST_NUMBER:10]
[SECRET_NUMBER:10]
[REGIONAL_INTERACTION_NUMBER:20]
[DISTURBANCE_INTERACTION_NUMBER:20]
[EVIL_CLOUD_NUMBER:10]
[EVIL_RAIN_NUMBER:33]
[GENERATE_DIVINE_MATERIALS:1]
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Code: [Select][WORLD_GEN]
[TITLE:HORRORCANDY]
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[CAVERN_LAYER_OPENNESS_MIN:95]
[CAVERN_LAYER_OPENNESS_MAX:100]
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[CAVERN_LAYER_PASSAGE_DENSITY_MAX:5]
[CAVERN_LAYER_WATER_MIN:0]
[CAVERN_LAYER_WATER_MAX:50]
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[HAVE_BOTTOM_LAYER_2:1]
[LEVELS_ABOVE_GROUND:25]
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[LEVELS_ABOVE_LAYER_3:5]
[LEVELS_ABOVE_LAYER_4:5]
[LEVELS_ABOVE_LAYER_5:10]
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[NON_MOUNTAIN_CAVE_MIN:0]
[ALL_CAVES_VISIBLE:1]
[SHOW_EMBARK_TUNNEL:2]
[TOTAL_CIV_NUMBER:15]
[TOTAL_CIV_POPULATION:15000]
[SITE_CAP:175]
[PLAYABLE_CIVILIZATION_REQUIRED:1]
[ELEVATION_RANGES:0:0:0]
[RAIN_RANGES:0:0:0]
[DRAINAGE_RANGES:0:0:0]
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[PS_EL:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100]
[PS_EL:100:400:100:400:100:400:100:400:100:400:100:400:100:400:100:400:100:400:100:400:100:400:100:400:100:400:100:400:100:400:100:400:100]
[PS_EL:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100]
[PS_EL:400:100:400:100:400:100:400:100:400:100:400:100:400:100:400:100:400:100:400:100:400:100:400:100:400:100:400:100:400:100:400:100:400]
[PS_EL:100:200:100:200:100:100:200:100:200:100:100:200:100:200:100:100:250:100:200:100:200:100:200:200:100:200:200:200:200:200:200:200:100]
[PS_EL:250:300:250:200:200:200:290:290:290:250:250:200:200:200:200:100:200:200:200:250:250:100:250:200:100:100:200:200:200:200:200:200:200]
[PS_EL:100:200:100:200:100:100:200:100:200:100:100:200:100:200:100:100:250:100:200:100:200:100:200:200:100:200:200:200:200:200:200:200:100]
[PS_EL:250:300:250:200:200:200:290:290:290:250:250:200:200:200:200:100:200:200:200:250:250:100:250:200:100:100:200:200:200:200:200:200:200]
[PS_EL:100:200:100:200:100:100:200:100:200:100:100:200:100:200:100:100:250:100:200:100:200:100:200:200:100:200:200:200:200:200:200:200:100]
[PS_EL:200:200:200:200:100:200:200:250:200:200:200:200:200:100:200:200:200:250:200:200:200:200:200:200:200:200:200:100:200:200:100:100:200]
[PS_EL:100:300:250:250:300:250:300:250:250:250:250:250:250:250:200:150:200:300:200:200:200:100:200:300:250:250:290:350:290:200:200:200:300]
[PS_EL:350:290:250:250:200:200:100:200:250:250:250:250:250:250:250:250:250:250:200:200:200:200:200:250:250:250:250:250:250:200:200:200:250]
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[PS_RF:50:50:50:50:50:50:50:50:50:50:50:50:50:50:50:50:50:50:50:50:50:50:50:50:50:50:50:50:50:50:50:50:50]
[PS_RF:50:50:50:50:50:50:50:50:50:50:50:50:50:50:50:50:50:50:50:50:50:50:50:50:50:50:50:50:50:50:50:50:50]
[PS_RF:50:50:50:50:50:50:50:50:50:50:50:50:50:50:50:50:50:50:50:50:50:50:50:50:50:50:50:50:50:50:50:50:50]
[PS_RF:50:50:50:50:50:50:50:50:50:50:50:50:50:50:50:50:50:50:50:50:50:50:50:50:50:50:50:50:50:50:50:50:50]
[PS_RF:50:50:50:50:50:50:50:50:50:50:50:50:50:50:50:50:50:50:50:50:50:50:50:50:50:50:50:50:50:50:50:50:50]
[PS_RF:50:50:50:50:50:50:50:50:50:50:50:50:50:50:50:50:50:50:50:50:50:50:50:50:50:50:50:50:50:50:50:50:50]
[PS_RF:50:50:50:50:50:50:50:50:50:50:50:50:50:50:50:50:50:50:50:50:50:50:50:50:50:50:50:50:50:50:50:50:50]
[PS_RF:50:50:50:50:50:50:50:50:50:50:50:50:50:50:50:50:50:50:50:50:50:50:50:50:50:50:50:50:50:50:50:50:50]
[PS_RF:50:50:50:50:50:50:50:50:50:50:50:50:50:50:50:50:50:50:50:50:50:50:50:50:50:50:50:50:50:50:50:50:50]
[PS_RF:50:50:50:50:50:50:50:50:50:50:50:50:50:50:50:50:50:50:50:50:50:50:50:50:50:50:50:50:50:50:50:50:50]
[PS_TP:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25]
[PS_TP:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25]
[PS_TP:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25]
[PS_TP:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25]
[PS_TP:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25]
[PS_TP:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25]
[PS_TP:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25]
[PS_TP:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25]
[PS_TP:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25]
[PS_TP:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25]
[PS_TP:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25]
[PS_TP:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25]
[PS_TP:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25]
[PS_TP:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25]
[PS_TP:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25]
[PS_TP:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25]
[PS_TP:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25]
[PS_TP:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25]
[PS_TP:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25]
[PS_TP:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25]
[PS_TP:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25]
[PS_TP:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25]
[PS_TP:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25]
[PS_TP:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25]
[PS_TP:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25]
[PS_TP:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25:-25]
[PS_TP:6:6:6:6:5:3:3:5:5:3:3:6:5:5:6:5:6:6:9:9:6:6:6:6:5:9:9:5:9:5:5:5:9]
[PS_TP:5:3:5:3:5:5:0:5:3:5:5:6:5:6:5:5:3:5:6:5:6:5:3:3:5:6:6:6:6:6:6:6:5]
[PS_TP:6:3:0:5:6:5:3:5:3:3:3:6:5:5:5:5:5:5:3:3:5:5:0:3:6:6:3:3:5:5:5:5:3]
[PS_TP:5:5:5:5:5:6:3:5:5:5:5:5:5:5:5:5:5:5:5:5:5:5:5:5:5:5:5:5:5:5:5:0:5]
[PS_TP:5:5:5:5:5:5:5:5:5:5:5:5:0:5:5:5:5:5:3:3:5:0:5:5:3:5:3:5:5:3:5:5:5]
[PS_TP:5:5:9:5:6:6:6:6:6:6:6:6:9:9:9:5:9:9:12:12:9:5:9:5:5:5:10:10:5:5:10:12:5]
[PS_TP:10:10:10:10:5:9:5:5:9:9:9:9:5:12:12:5:5:5:12:12:10:5:10:5:10:12:5:12:12:5:5:5:12]
[PS_DR:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100]
[PS_DR:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100]
[PS_DR:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100]
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All the evil volcano glaciers you could ever want to play with.
I can add an option to log the number of vertices in each loaded mesh, to help with debugging.I think it can be helpful, but I can't ask it =) if it's not will be hard, I'll be glad to see something like that.
As for the rest of the question, I'm not sure where the issue is? the two models look pretty much the same, though some of the detail can probably be done better with normal maps.It's better to be shown probably...
Things that have a different smoothing group in 3ds max are split in Armok Vision.I know it and I decided to not to use smoothing groups in max, never :) Besides additional splitting is created in UV-seams, so I use mesh splitting and UV splitting in the same places.
<buildingType token="Cabinet"/> <- This says which building to apply the model to. You can use more than one to apply to more than one building type.
What about merging the specular and metallic maps? Regular specular is between 0-0.5, and metallic specular is from 0.5-1?I tried it in Unity and there is not to much changes... In general I working in specular workflow instead metalness and specular map look overimportant for me. There is not too much importance in this map in that workflow, as I see now.
@PvtPirate - That might be my fault; the starter pack tends to bundle 64bit only due to file size limits.how many of the other files in there are 64bit? maybe that explains the many crashes i experience ???
I have the new starter pack, and this doesn't seem to connect with my fortress.I don't know what version the "new starter pack" is, but if you're referring to PeridexisErrant's, I don't believe he's shipped a pack without DFHack since around 0.40.15. It's disabled by default in some newer packs, but you can still enable it.
I guess it does require DFhack! I think this is the feature I miss the most.
DF only uses 32-bit libraries, so any 64-bit libraries (or anything else that's 64-bit only) can't crash DF. If DF could only find, say, a 64-bit version of SDL.dll, it wouldn't start at all.@PvtPirate - That might be my fault; the starter pack tends to bundle 64bit only due to file size limits.how many of the other files in there are 64bit? maybe that explains the many crashes i experience ???
Those are just the tileset included with the viewer atm.I was hoping it'd be relatively easy to use Stonesense sprites as a placeholder before real 3D models (in that same stare-at-the-camera pose as the current creature tiles), but it seems like it would be quite a bit of work.
Yeah, I've also been planning on using stonesense sprites, but it's quite a bit of work, so I've been putting it off.Can the rendering routines be lifted from Stonesense itself? Or are the environments so different that it would be easier to start over?
You must already have Dwarf Fortress 0.40.24 with DFHack R5 installed, with RemoteFortressReader-windows-0-40-24-r5.plug.zip extracted into your Dwarf-Fortress/hack/plugins directory.where can i get that program/plugin?
It's probably somebody that left your map bit wasn't cleaned up properly.If you wanna: http://dffd.bay12games.com/file.php?id=11960
Could you send me the save so I can take a look?
` looks not working. Idea about cause - if i change language of keybord, wasd can't work to. Paradox is - buttons work than language is not english.
Can you deal with it?
Thanks
I just did some testing.
The key for toggling the DF interface is always the one below the esc key, to the left of the 1 key, no matter which language you have enabled. If you have a russian keyboard, it's the ё key, for example.
So you Armok Vision's Engine uses direct input.
Which means it'd actually be unplayable with russian keyboard.
Which means it'd actually be unplayable with russian keyboard.
No, if you add keybindings in DF "by position" then they will work regardless of the keyboard layout.
i'd use holographic display with direct interaction byNah, just build the fortress and populate it with robots controlled by the game's AI.hand gesturesthought control.
How well would a swirly mist effect work below the lowest z-level shown? The transparent cutoff looks a little weird... also a keybinding to change displayed z-level count would be nice, like stonesense.
Rotate the camera with the right mouse button.
You van change the number of layers with config.json
It would be cool (possible?) to make it show the world map only if on z-level 0 or above, and go to a black background or mist or something when below it to show that we're looking underground.
The actual embark site still somewhat gives the impression that it is floating over the terrain rather than a part of it though...
If you need to look upwards, you can zoom in to first person view, then you have an unrestricted camera.YES! thats exactly what I needed, thanks. By the way I´m totally rooting for blocky style!! those renders looks amazing dude.
http://imgur.com/a/oI683
The actual embark site still somewhat gives the impression that it is floating over the terrain rather than a part of it though...
http://imgur.com/a/oI683
Not anymore.
Though now there's a gigantic hole wherever the embark site is outside the viewable range.
http://imgur.com/a/hd2VI
Some more.
https://imgur.com/a/cSNSMI love you Japa.
Oceans.
Hey, Japa! Possibility to control fortress from Armok Vision is great, but just now it's pretty bugged.Oh, it's very bugged, yes. Honestly, I'm surprised it works as well as it does.
1.Synchronization between point of view in Armok Vision and DF screen is working incorrect and it's somethink unpleasant, really.How do you mean? Is it slow, or is it not following the center properly?
2. Using same keys in Armok Vision control and DF not making this sense betterDF uses pretty much the whole keyboard, so my only option is to use the same keys. Just remember that as long as the DF screen is visible, you can't control Armok Vision itself using the keyboard.
3. Terrific and strange "boatmurdered ghosts ;D"Sometimes a creature will leave the map, and a reference to it stays. Could you send me the save, so I can see how these ones are different from real creatures, and hide them properly?There are no these elephants in df session, i'm sure, there are only three rhinos on other side of embark area. But Armok Vision says, "Here are elephants"... but it's just total bug of Armok Vision, not the control mode, so, it is not main problem.Spoiler (click to show/hide)
4. Shift+arrows not working correctly and it's annoyingYeah, this I'm aware of. I'm not exactly sure how to fix it, and it's quite annoying.
5. Thats about possibility of using custom tileset AFTER build?Yeah, this needs to be changed. I just put a builtin tileset for testing, but I should add support for loading whichever you want.
Noticed that a couple designated yet unbuilt gearboxes and a pump were being rendered.
Started to put together a wiki.
How is this so far?
https://github.com/JapaMala/armok-vision/wiki/XML-Configuration
1) Is there an option to toggle the display of dwarves and creatures on/off?It should be in the config json file. If not, I'll add it in.
2) I realize that some really like a cubic or rectangular look. But, are there any plans to have an option to give "roundness", or a more smooth and organic look similar to Fortress Overseer?Not without major changes, no.
2) I realize that some really like a cubic or rectangular look. But, are there any plans to have an option to give "roundness", or a more smooth and organic look similar to Fortress Overseer?Not without major changes, no.
No screenshot, but I finally got Armok Vision to strip out all the stuff you can't possibly see, and only draw the stuff actually touching air somewhere, so things should be a lot faster in the next version.
Spoiler: Found this lake (click to show/hide)
It turns out, I wasn't handling lakes properly before. Now I am.
By carefully moving around the embark screen.
Just wait until the exportmaps plugin would be merged into main DFHackBy carefully moving around the embark screen.
I didn't know the embark screen loaded higher detail levels. I'm still wondering if it's possible to automate loading a detailed map of the entire world (via DFHack I imagine) to get some really nice map output. Would be great for Armok Vision and my project as well.
i don't know if i get this right:Yes, that is currently possible, and the next version will show rivers.
- can i use this to get a preview of the actual embark site before embarking?
- can i play DF inside AV without the need to learn any new keys (except maybe how to move the camera)?You can, but it's pretty shit. Not all key combinations work (notably shift+movement) and it's very laggy. The lag should be reduced in the next version, hopefully.
- can i zoom out and see possible changes in the outside world (new sites growing) while playing?No sites are shown in the outside world yet.
Yes. You can see this in adventure mode.It's always helpful telling time at night if you can see when the darkness is directly overhead :)
That doesn't, mainly because I didn't want new moon to be pitch black.In the real world, the dark parts of the Moon aren't pitch black mostly due to light reflected off the Earth. You could allow the darkened parts of the Moon to have some brightness to them... but a new moon rises at 6AM and sets at 6PM, so it doesn't really help nighttime viewing anyway.
If there's enough interest, I can put it in, so the moon follows the in game moon, including full moons, etc.
The older versions are still around and workable on the older df
Yeah, but I've never gotten isoworld to work at all, and stonesense is mostly just something I used because AV didn't exist, and now it's only that you can get more z-levels displayed making it preferable occasionally.As the resident champion of nonsquare ASCII tilesets, I'm not sure you're in ArmokVision's target demographic :)
Yeah, but I've never gotten isoworld to work at all, and stonesense is mostly just something I used because AV didn't exist, and now it's only that you can get more z-levels displayed making it preferable occasionally.
Some progress on workshops.Spoiler (click to show/hide)
It's supposed to follow the center of the screen. If the adventurer isn't centered, then it won't work right.If the player has Text Will Be Text active, the screen center is mis-reported, which is why you need to hit F1 upon embarking so you can find the wagon. Not sure what it does in Adventure Mode.
It's beautiful! The magenta walls mean it's a goblin settlement, right?Looks like it's a human settlement but he colored the walls magenta for some reason.
It's beautiful! The magenta walls mean it's a goblin settlement, right?Nah, they're just unknown material.
This is so cool! Do you pull the sitemap from the game's memory and use that to generate the structures?Yeah, the game keeps a detailed map of any sites nearby, when they're needed. And they're not needed in fort mode, so the maps aren't there then.
http://imgur.com/a/mpOfJ
Forests!
The Armok Vison is great, so much so I got a forum account to be as presumptuous as to make my first post suggestions.No problem. I always love suggestions. Sometimes I even do them. :)
I hope you can forgive me, I can't help myself.
Would love to see:You mean in adventure mode? That's one of the things planned, but there's a lot of work before I can reach that point.
-The first person veiwpoint to point to the direction of travel.
-Sbs Stereographic displayAlready there. From the Unity manual:
Built applications: Choosing startup device
Your built application initializes and enables devices in the same order as the Player Settings list (see Enabling VR Support above). Devices not present in the list at build time are not available in the final build.
If you want to start with a device that isn’t at the top of the list, you can pass a command line argument to the executable to force a specific device at startup. Again, this device needs to have been included in the list prior to building the application.
The command line argument used to startup a specific device is:
-vrmode DEVICETYPE
where DEVICETYPE is one of the names from the supported VR devices list (https://docs.unity3d.com/530/Documentation/ScriptReference/VR.VRDeviceType.html).
Example: MyGame.exe -vrmode oculus
-Original view of Dwarf Fortress as fixed overlay with the black transparent and possibly a configurable amount of transparency for the remaining opaque ASCII ; favorably the Remaing ASCII to be an inverted color of the underlaying graphicsThat's a possibility. there's already something when you press the tilde key ingame.
-More Z blocks or the ability to increase/reduce the amount of x/y and z blocks being renderedThis has to be the most suggested feature that already exists. You can set the amount of rendered area in the config.json file that's created alongside Armok Vision when you run it first.
-The ability to use the graphic tiles to replace creatures and dwarfs, eg. the LNP tilesI have plans for this, but it will take some time.
Keep up the great work.Thanks, I do my best.
You mean in adventure mode? That's one of the things planned, but there's a lot of work before I can reach that point.Not necessarily only for adventure. When using the mouse wheel to zoom in all the way to enter first person view, the view port only points in one static direction. When the entity moves the view port stays "looking" in the initial direction.
Already there. From the Unity manual:I appended "-vrmode split" into a windows shortcut file and it works great but there are only standard windowed resolutions. So the split is a splt of a whole opposed to a double width. Is there a switch to set resolution?QuoteBuilt applications: Choosing startup device
Your built application initializes and enables devices in the same order as the Player Settings list (see Enabling VR Support above). Devices not present in the list at build time are not available in the final build.
If you want to start with a device that isn’t at the top of the list, you can pass a command line argument to the executable to force a specific device at startup. Again, this device needs to have been included in the list prior to building the application.
The command line argument used to startup a specific device is:
-vrmode DEVICETYPE
where DEVICETYPE is one of the names from the supported VR devices list (https://docs.unity3d.com/530/Documentation/ScriptReference/VR.VRDeviceType.html).
Example: MyGame.exe -vrmode oculus
That's a possibility. there's already something when you press the tilde key ingame.I know but I just want to play in full 3d immersion and the current overlay chops the world in half. I was suggesting more of a HUD display so I never have to look at the DF screen during an adventure run.
This has to be the most suggested feature that already exists. You can set the amount of rendered area in the config.json file that's created alongside Armok Vision when you run it first.Also works great, maybe consider putting this in the "read me" as an advanced section so you'll get less requests.
I have plans for this, but it will take some time.Where does it currently read the graphic assets from? I dug around the folders but could only find some graphics of dwarf portions(which don't seem to be used) but not the bearded head or the hatted "U" for humans.
0.11.0 will have an option for hidden tiles.
Could it also have an options menu in the program? Many people never notice that a config file exists.
Could it also have an options menu in the program? Many people never notice that a config file exists.
It saddens me that this is true even among Dwarf Fortress players.
0.11.0 will have an option for hidden tiles.
Could it also have an options menu in the program? Many people never notice that a config file exists.
@ the top left under my handle, apparently I'm an "Escaped Lunatic"!?
*trying to decipher the page in the background for some reason*
New release!
The distribution looks like it is pulling from the game info.
Random.
1. Do I need to update the remotefortressreader plugin for the new Armok Vision to work? (and if so, could it be put into the main download in ./$DFHACK_VERSION/remotefortressreader.dll ? That way I can script it's installation)Yes, it is required, at least for any of the new features to work. And there's a good chance of crashing without it, because I haven't tested things properly with the old version.
2. Is the tree generation deterministic? That is, will trees in the same world always be put in the same places?It's not currently deterministic, but I want to make it that way.
1. Do I need to update the remotefortressreader plugin for the new Armok Vision to work? (and if so, could it be put into the main download in ./$DFHACK_VERSION/remotefortressreader.dll ? That way I can script it's installation)Yes, it is required, at least for any of the new features to work. And there's a good chance of crashing without it, because I haven't tested things properly with the old version.
1. Do I need to update the remotefortressreader plugin for the new Armok Vision to work? (and if so, could it be put into the main download in ./$DFHACK_VERSION/remotefortressreader.dll ? That way I can script it's installation)Yes, it is required, at least for any of the new features to work. And there's a good chance of crashing without it, because I haven't tested things properly with the old version.
What would be an example of a path I could use?
Ha ha, a chink in your armor of awesomeness appears!Spoiler: Maybe too deterministic. (click to show/hide)
(http://i.imgur.com/ia4TkGc.jpg)This is the correct response.
Here you go.
https://youtu.be/LZ5ON4QUOXk
Which means the old first person flying mode no longer exists.
If that's still wanted, I can make a toggle.
It looks like Armok Vision contains both a 32-bit and 64-bit version in a single binary. Is 32-bit support needed for anything? I'm guessing the app would be about 20 MB lighter without 32-bit support. Macs have had full support for 64-bit apps since Mac OS X 10.5 Leopard, which is what Toady compiles on, and I think Armok Vision requires Mac OS X 10.7 Lion or later. So unless it needs 32-bit support to talk to Dwarf Fortress, I don't think there's any need for a 32-bit Mac version.I was about to point out that it's an issue of machines being capable of running 64-bit binaries, not OSes, but that's irrelevant since 10.7 requires a 64-bit CPU. So yes, I fully support a 64-bit-only Mac build.
I was about to point out that it's an issue of machines being capable of running 64-bit binaries, not OSes, but that's irrelevant since 10.7 requires a 64-bit CPU. So yes, I fully support a 64-bit-only Mac build.
Armok Vision communicates with DFHack remotely, so the AV and DF architectures don't have to match - you don't even need to be using the same computer (okay, you do, but that's just a DFHack-enforced limitation at the moment). If they did have to match, the x64 Windows build would be pretty useless. :)
Does Armok Vision_data/gamelog.txt have anything in it?
It should jus work.
It's very strange that it's loading the outside terrain but not your fort.
Jocowa : ni adittional files need to be copied, as far as I know.
Can it somhow.... Once... Show all-world map? as IsoWorld(remember parts of world and load it whetever it needed?
I have 64 Gb of RAM so... i wish my compter is strong enough to handle it.
I finally did what i have been meaning to do. Intent on dropping the openvr camera rig object into this to see if i can walk around my fort,eventually.
If you close this save file and reopen it, will blood be in the exact same spots as before?Looks like just an overlay of a splatter texture from above. Notice the terrible vertical stripes.
How does the blood get on the map? Do you have to draw a splattered version of each object individually, or does the game simulate pouring a bucket of blood on a tile?
Looks like just an overlay of a splatter texture from above.Okay, so it overlays a bloodsplatter texture on top of the texture of the objects before applying it to the object. That seems like a good way to do it. It looks like each blade of the windmill has a unique blood splatter, though.
Notice the terrible vertical stripes.I thought it looked pretty good. The blood is vertical on some objects because gravity made it slide down there. I'm guessing that had to be specifically coded to do that.
Is it possible to use a different texture tiling method (i.e., spherical/cylindrical/cubic,) or does that just look worse?
the terrible vertical stripesBut I thought it was a feature. :P
Thanks for making Mac version 64-bit only. That saves a lot of space.
git clone -b v0.43.03 --recursive https://github.com/JapaMala/dfhack.git
git clone -b 43.03 https://github.com/JapaMala/df-structures.git
rm -r dfhack/library/xml/
mv df-structures/ dfhack/library/xml/
cd dfhack
I refuse to believe people still use windows 8 >_>
Posting from my Windows 8.1 box. Isn't it just Windows XP that only goes up to DirectX 9?i got dX10 running here on XP.
{
"meshing": {
"meshingThreads": 4,
"queueLimit": 8
},
"rendering": {
"drawRangeSide": 4,
"drawRangeUp": 1,
"drawRangeDown": 5,
"maxBlocksToDraw": 460800,
"maxTextureSize": 512,
"textureAtlasSize": 2048,
"debugTextureAtlas": false,
"drawClouds": true,
"distantTerrainDetail": 2,
"drawShadows": true,
"vSyncCount": 0,
"targetFrameRate": 60,
"showHiddenTiles": false,
"fog": true
},
"units": {
"drawUnits": true,
"scaleUnits": true
},
"camera": {
"fieldOfView": 70.0,
"deferredRendering": true,
"SSAO": true
},
"game": {
"showDFScreen": false
},
"debug": {
"drawDebugInfo": false,
"saveBuildingList": false,
"saveCreatureList": false,
"saveItemList": false,
"saveMaterialList": false,
"savePlantList": false,
"saveTiletypeList": false
}
}
70 #include "df/viewscreen_choose_start_sitest.h"
Sounds like something that would do it, so it should be an offsets issue rather than rfr itself.
DFHack version 0.43.05-alpha0 (development build 0.43.03-r1-161-ga5338d2)
Type in '?' or 'help' for general help, 'ls' to see all commands.
[DFHack]# die
==17690==
==17690== HEAP SUMMARY:
==17690== in use at exit: 30,685 bytes in 822 blocks
==17690== total heap usage: 4,890 allocs, 4,068 frees, 212,579 bytes allocated
==17690==
==17690== 12 bytes in 1 blocks are definitely lost in loss record 100 of 314
==17690== at 0x4C29BBE: malloc (in /usr/lib/valgrind/vgpreload_memcheck-amd64-linux.so)
==17690== by 0x46B16F: xmalloc (in /usr/bin/bash)
==17690== by 0x465068: set_default_locale (in /usr/bin/bash)
==17690== by 0x418688: main (in /usr/bin/bash)
==17690==
==17690== LEAK SUMMARY:
==17690== definitely lost: 12 bytes in 1 blocks
==17690== indirectly lost: 0 bytes in 0 blocks
==17690== possibly lost: 0 bytes in 0 blocks
==17690== still reachable: 30,673 bytes in 821 blocks
==17690== suppressed: 0 bytes in 0 blocks
==17690== Reachable blocks (those to which a pointer was found) are not shown.
==17690== To see them, rerun with: --leak-check=full --show-leak-kinds=all
==17690==
==17690== For counts of detected and suppressed errors, rerun with: -v
==17690== ERROR SUMMARY: 1 errors from 1 contexts (suppressed: 0 from 0)
Armok Vision Users (note that this counts strange when people select more than one OS)I'm a bit skeptical that close to 50% of the OS X users are using 10.7. How'd you collect that?Spoiler: platform (click to show/hide)Spoiler: version/distribution (click to show/hide)
==17897== 36 bytes in 1 blocks are still reachable in loss record 229 of 314
==17897== at 0x4C29BBE: malloc (in /usr/lib/valgrind/vgpreload_memcheck-amd64-linux.so)
==17897== by 0x46B13A: xmalloc (in /usr/bin/bash)
==17897== by 0x43311D: ??? (in /usr/bin/bash)
==17897== by 0x436656: ??? (in /usr/bin/bash)
==17897== by 0x42CE69: ??? (in /usr/bin/bash)
==17897== by 0x42E6B3: execute_command_internal (in /usr/bin/bash)
==17897== by 0x4301ED: execute_command (in /usr/bin/bash)
==17897== by 0x42E3CD: execute_command_internal (in /usr/bin/bash)
==17897== by 0x4301ED: execute_command (in /usr/bin/bash)
==17897== by 0x42F09F: execute_command_internal (in /usr/bin/bash)
==17897== by 0x4301ED: execute_command (in /usr/bin/bash)
==17897== by 0x41AA8D: reader_loop (in /usr/bin/bash)
Armok Vision Users (note that this counts strange when people select more than one OS)I'm a bit skeptical that close to 50% of the OS X users are using 10.7. How'd you collect that?Spoiler: platform (click to show/hide)Spoiler: version/distribution (click to show/hide)
I'm happy to note that Armok Vision works fine with the 64bit version of DF 43.05. At least the build of the current development version that I tested.How can we use them together?
==16816== at 0x4C29BBE: malloc (in /usr/lib/valgrind/vgpreload_memcheck-amd64-linux.so)
==16816== by 0x46B16F: xmalloc (in /usr/bin/bash)
==16816== by 0x465068: set_default_locale (in /usr/bin/bash)
==16816== by 0x418688: main (in /usr/bin/bash)
==16816==
==16816== LEAK SUMMARY:
==16816== definitely lost: 12 bytes in 1 blocks
I'll do something later tonight, if nobody else does it first.
It runs pretty well. There are some offsets missing, but not too many.
If people don't mind about a lack of 64-bit ruby support and some missing offsets, it might be possible to make an alpha release (with "alpha" in this case meaning incomplete but possible to test with).
Can you build something like pre-alpha release? special for AV? or give me please an instruction how to do it...
https://unity3d.com/unity/system-requirementsI still want to be able to play my games and NOT give Micro$oft even a cent for a new OS and if i switched to Linux, i'd lose most games. if someone had given me Win7 for free, i'd use that now.
Since I've stopped releasing 32bit builds, the minimum windows version is probably XP SP2 x64, but nobody in their right mind uses that.
I have linux and windows dual booting, and both use UEFIAnd you also turned a pile of ones and zeros into Armok Vision through sheer force of will. So it doesn't count if you can get it to work :)
They aren't mutually exclusive, you can dual-boot windows with linux just fine, easier on older motherboards actually, the newer ones you run the risk of uefi crap getting in the way.I know i could use both, but that would mean turning my C:\ into the linux-drive and losing my boot.ini.
That looks really cool. Now that you have digging figured out, will it be relatively easy to implement channeling and up/down stairs?
I need feedback on these icons.Couldn't decipher the stairs because they just looked like slashes. Maybe fewer, more pronounced steps?
No, the perfectly spherical logs are.can you make them cylindrical? that would make more sense.
Extruding the sprites would be way too much work to get working well, and would have too high of a polycount.Does a bump texture count as polygons? If not, the simplest way would be to copy the alpha channel to a bump map. Though even if it doesn't increase the official polygon count, it has to have a performance hit somewhere.
I'd rather stick to what I'm doing now, where I have a least a flat sprite for everything, than a proper model for what I can manage.
You'd need to make a separate bump map for each one.Gah, thought you might be able to use an offset like a texture. I think my rank ignorance of all things 3D is showing :)
Yeah, there's pretty much no way to magically get some sort of shape out of a sprite without pretty much just re-drawing the sprite.
But hovering the a flat texture a hair above the floor is what I'm doing...I was looking at the dim picture with the dyes, the full daylight ones do show some depth. Nicely done.
z=ramp z+1
+OO+ .++.
+^^+ .VV.
+OO+ .++.
z=ramp z+1
OOO OOO
+^O OV+
+^O OV+
+^O OV+
OOO OOO
Time (https://youtu.be/hIz9Qk6vOWI)It looks like magma gets brighter at night. Is that due to the moonlight, an eye-adjust shader, or what?
The sun makes Armok weaker.Time (https://youtu.be/hIz9Qk6vOWI)It looks like magma gets brighter at night. Is that due to the moonlight, an eye-adjust shader, or what?
32x32They look blurrier than I remember them.
...In any case, I've improved the clock panel, and added a play/pause button.
(http://i.imgur.com/yU2EOY9.png)
So, I've added an option to do hqx scaling on sprites. It looks better on some than others.
1390 /* if (job == nullptr)
1391 continue; */
1390 if (job == NULL)
1391 continue;
But I'm using 43.05 64x DF. And it can't load 43.03 plugin.There are also plugins included for both the 32-bit and 64-bit versions of Dwarf Fortress v0.43.05. You just need to grab the appropriate one from Armok Vision and install it into the /df_43_05/hack/plugins/ folder.
Why didn't you use the plugin from the new version?My thought was to expand the original texture into something 3x wide and tall.
Also, I've become fixated on getting nicely blending grass. I have some ideas that can look pretty good if they work.
Why didn't you use the plugin from the new version?It's 43.03 only.
Also, I've become fixated on getting nicely blending grass. I have some ideas that can look pretty good if they work.
I'm kind of curious about the eyeball tiles.Don't look too closely at the grass (http://dwarffortresswiki.org/index.php/DF2014:Staring_eyeball) in evil biomes. It might look back.
Don't look too closely at the grass (http://dwarffortresswiki.org/index.php/DF2014:Staring_eyeball) in evil biomes. It might look back.Or good ones. The first time I embarked on a good biome, I was incredibly disconcerted by the grass constantly moving and being off-colour; making me constantly think there's some creature there at glance.
Very nice!Spoiler: Here's some eyes and worms blending with each other. (click to show/hide)Spoiler: And here's varying densities of normal grass. (click to show/hide)
Very nice!Spoiler: Here's some eyes and worms blending with each other. (click to show/hide)Spoiler: And here's varying densities of normal grass. (click to show/hide)
And creepy.
On top of wormy tendrilsSpoiler: Here's some eyes and worms blending with each other. (click to show/hide)
Very sharp. Some of them look too dark.Spoiler: Made a new grass texture. How does it look? (click to show/hide)
Spoiler (click to show/hide)
Which looks better?
http://imgur.com/a/pDTvMCool) I sure it's the best way. Some fortresses looking better rounded(for example some kinds of giants towers) some - not.
Options!
Changing between the different meshes is easy.
Now I just need to translate this to actual walls and floors.
http://imgur.com/a/pDTvMThe only one that seems a bit hard to distinguish is Square, Normal Gaps. With more diagonal walls visible, Rounded, Opened Gaps doesn't make that bad of an impression on me as it did with the layout from before. I would probably use Square, Open Gaps myself though the others are fine, too.
Options!
Incidentally, Square, normal gaps is exactly what Armok Vision uses at the moment.It's also what the game's main interface uses. The only real problem with it is that creatures can squeeze through catty-corner where there is no apparent gap.
Heh - my favorite is Square, Open Gaps - guess it's lucky we've got options!Would be okay if it weren't for the weirdness demonstrated near the top-left (4 down, 4 right.)
Yeah, maybe "Square, Open Gaps, is best. It shows rectangular walls for people making a normal rectangular fort and it shows diagonal walls for people who are designing a diagonal fort.
Any weirdness on the border is because it's only showing half of those tiles in the examples.
Yeah, right now, the algorithm works by looking at 4 tiles at a time, at each tile corner.
If I would have to make diagonal walls diagonal, I'd have to look further, and things start becoming a lot more complicated.
Done!
[IMAGE]
Done!Why do there seem to be redundant vertices in the center of each edge? (I.e., 12 per octagon.) Does it simplify the algorithm somehow?
(http://i.imgur.com/ruGqJgl.png)
Off the top of my head, there's sand, dirt, and I guess 3 Stone types?Does grass count?
No, it would not, if a human made it.would it be possible to model such a block but with one bigger cogwheel so they could actually turn?
A master dwarf can manage, though.
No, it would not, if a human made it.They must wiggle back and forth like alternating current.
A master dwarf can manage, though.
No, it would not, if a human made it.would it be possible to model such a block but with one bigger cogwheel so they could actually turn?
A master dwarf can manage, though.
I suspected as much :DNo, it would not, if a human made it.would it be possible to model such a block but with one bigger cogwheel so they could actually turn?
A master dwarf can manage, though.
Sure, go ahead.
Hey Japa thank you so much for Armok Vision!Press escape to get an option menu.
I'm currently working on an outside fort and I've built on more than 15 z-levels. It looks great with armok vision, except I can barely see half the thing at once! I can't "scroll" or "unzoom" to have a render of all my outside z-levels (I think I can only see 5 at the same time :( ) so to have an idea of what it looks like I have to take a large screenshot on Stonesense, which is not as good as AV.
So my question is: How can I have all the z-levels at the same time? Is there a way to take a large screenshot of the whole map?
Thank you
Hey Japa thank you so much for Armok Vision!Press escape to get an option menu.
I'm currently working on an outside fort and I've built on more than 15 z-levels. It looks great with armok vision, except I can barely see half the thing at once! I can't "scroll" or "unzoom" to have a render of all my outside z-levels (I think I can only see 5 at the same time :( ) so to have an idea of what it looks like I have to take a large screenshot on Stonesense, which is not as good as AV.
So my question is: How can I have all the z-levels at the same time? Is there a way to take a large screenshot of the whole map?
Thank you
For the first problem, press f5 to refresh.
Second problem needs bug fixing.
http://imgur.com/a/Hzf30This looks even better than I was hoping for. Wow!
Creature graphics.
Just a heads up, the next Armok Vision will be able to load dwarf fortress creature graphics packs directly. Whether or not to support that in the launcher is up to you.How is this configured? Can I point it at 'the current DF install' or specific graphics packs in LNP/Graphics? Can it be changed at runtime?
Are the creatures shown to scale? Are there any plans to do so (maybe relative to each other)?I think they are scaled by creature size unless you toggle it off, and CLA is now an option in AV too, awesome.
(http://i.imgur.com/0G4NVCN.png)Oh my god. I was never a fan of multi-tile creatures, but this does look amazing.
Here's some demons and FBs
So I'd like to ask whoever wants to to download this app, and run it once. No need to do anything else. This will give us some initial data to look at.Is it supposed to just show this and not do anything else?
The app is here:
https://www.dropbox.com/s/j3dwrz7qsvmq9hd/Av%20Analytics%20Test.zip?dl=0
I'll leave the link up for a day or so. Don't need it more than that.
Combat in AV is just the sprites huddling near each other, with blood splatters.
I hope to have arrows later, but I need to redo items display first, because the way they're done now is really slow.
Combat in AV is just the sprites huddling near each other, with blood splatters.
I hope to have arrows later, but I need to redo items display first, because the way they're done now is really slow.
Blood splatters is still more than I expected. What happens if two units are on top of eachother?
Okay, just did my first session with the current version. That is fucking sick in a great way. I got to control the designation part of the game right in 3D! Badass! Keep up the great work Japa. Can't wait until I can run the game fully in the background and set everything up from within the viewer.
It's one of the things I'll have to do eventually, but I'm not sure how I'll do it yet.I'd probably suggest particles. They scale well (can do a tile wide or an obscure shape), have numerous applications (fire, dust, polish), and performance is easily tweaked.
Spoiler: Muddy glass logs? (click to show/hide)
That's gonna take a lot of arting... enough that it feels like if you're going to do it, may as well go all the way and do it with 3d models, though this is cool with 2d tilesets.
Not possible right now, sorry.
Though it's not just config, it's screenshots also.
Additionally, vanilla DF features no genitals. That is exactly how they are described in their raw files.Geldables.
Additionally, vanilla DF features no genitals. That is exactly how they are described in their raw files.Geldables.
I think the females of certain humanoids should at least have somewhat larger breasts.
Spoiler: I turned on workshop clutter. It's glorious. (click to show/hide)
Real leopard seal men might be smaller, but Dwarf Fortress takes some liberties with the size and makes them bigger.My best mate is a leopard seal man, and he's at least twice as tall as the dwarves round these parts.
Leopard Seals are big (https://www.youtube.com/watch?v=NXTkOs-wg2E), and that dwarf has an amazing "I am so done with this shit" look.
The freeze is normal, but it shouldn't crash at that point.
NullReferenceException: Object reference not set to an instance of an object
ContentLoader+<LoadAssets>c__Iterator0.MoveNext () (at Assets/MapGen/ContentLoader.cs:309)
UnityEngine.SetupCoroutine.InvokeMoveNext (IEnumerator enumerator, IntPtr returnValueAddress) (at C:/buildslave/unity/build/Runtime/Export/Coroutines.cs:17)
UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator)
ContentLoader:Initialize() (at Assets/MapGen/ContentLoader.cs:299)
DFConnection:Init() (at Assets/MapGen/DFConnection.cs:535)
DFConnection:CheckPlugin() (at Assets/MapGen/DFConnection.cs:633)
DFConnection:Connect() (at Assets/MapGen/DFConnection.cs:441)
DFConnection:Start() (at Assets/MapGen/DFConnection.cs:786)
The white is fur patterning, not skin, so... just has random human hair scruff of a different colour mixed in?
IEnumerator LoadAssets()
{
System.Diagnostics.Stopwatch watch = new System.Diagnostics.Stopwatch();
watch.Start();
if(GameMap.Instance != null)
GameMap.Instance.ShowHelp();
PatternTextureArray = Resources.Load<Texture2DArray>("patternTextures");
BREAK>>>PatternTextureDepth = PatternTextureArray.depth;
ShapeTextureArray = Resources.Load<Texture2DArray>("shapeTextures");
ShapeTextureDepth = ShapeTextureArray.depth;
PopulateMatDefinitions();
If I figure out how to do it, it will be like mifki's ios remote player.
If I figure out how to do it, it will be like mifki's ios remote player.
Doesn't Unity have some sort of browser component to implement UI in HTML?
If I figure out how to do it, it will be like mifki's ios remote player.
Doesn't Unity have some sort of browser component to implement UI in HTML?
No, not at all.
Even if it did, not sure how coding a UI in HTML would help with network communication.
I'm actually slowly working on getting that screen entirely redundant, so I won't be improving it much if at all.
Yes.
Dialog, etc, is already partially there, but movement is something I plan on working on next.
https://youtu.be/pzTJsza5AMgThanks Japa... I am able to do that now with your current version and loved how it brought the world of Dwarf Fortress to life....looking forward to more and Merry Christmas to you and your family!
Here's basic movement.
This new method has some advantages over the mirrored screen, but also some disadvantages.
The disadvantage is that the keys don't necessarily match DF, if that's what you're used to.
The advantage is that all directions are relative to your view in Armok Vision.Spoiler: Here I killed a dwarf as a giant albatross using only Armok Vision (click to show/hide)
And yeah, that dwarf looks dead..haha :-DLooks ready to join the skeleton war.
:)And yeah, that dwarf looks dead..haha :-DLooks ready to join the skeleton war.
Are those direction arrows pointing which areas you can climb? (Wasn't quite understanding what I was seeing)Spoiler: Where would you like to climb? (click to show/hide)
They're weirdly textured spheres, but blue are the given options where you can climb to, and yellow are the given options where you can hold on.
https://youtu.be/PneVh7GAqCwLooking good Japa! Thanks for update.
Here's a demonstration.
Spoiler (click to show/hide)
Utharinir, "The First Decline", a amethyst armor stand
This is a amethyst armor stand. All craftsdwarfship is of the highest quality. It is encrusted with pear cut turquoises and encircled with bands of baguette cut sards. This object menaces with spikes of amethyst.
https://youtu.be/PneVh7GAqCwKinda reminds me of the toribash style, feels like the green "you can grip here" spheres might make more sense as hemispheres or whatnot and turned into a sphere when confirmed, maybe a ground oriented hemisphere for moving to a surface?
Here's a demonstration.
Good to see that this is still going strong.And good to see you're still around.
Artifacts, etc. (https://www.patreon.com/posts/16778294)well, we could let the user chose a pack like mephs or others to chose how the artworks look.
"The choice to go with ascii art for the artwork is mainly a practical one, because otherwise setting up actual artwork to use for everything would take forever, especially without any artists on this project. "
You might be moved away from the fort.
Try pressing F to center it.
Engravings! (https://www.patreon.com/posts/16816306)YAY!
is there a maximum for decorations on an item or do you have to let the script decide which just aren't going to be shown?
it looks awesome!
Wow whats this?It's a program to render fortresses and adventures in 3D, under constant development.
Wow whats this?
More engravings, and bookshelves. (https://www.patreon.com/posts/16986403)
yeah, really amazing!More engravings, and bookshelves. (https://www.patreon.com/posts/16986403)
WOW the books on the shelves, no less.
Engraved on the wall is a well-designed image of ďngiz Minelashes the dwarf and lizards by čzum Oshoshmeng. ďngiz Minelashes is surrounded by the lizards. ďngiz Minelashes looks terrified. (https://www.patreon.com/posts/17018039)
Found out that everybody in my fortress makes fun of my manager's fear of lizards.I can clearly see a connection there :D
The 0.19.0 plugin is fine, that comes with LNP.
The included plugin in the download won't work.
It's a mistake I made, that will be corrected in the next dfhack release, or the next Armok Vision release, whichever is first.
Had computer problems that set me back, but I'm back in the gamesame here, win7 completely crashed and linux is something new to learn how to fiddle with.
That's all his facial features bundled on top of his head.
Since I forgot to link it here... (https://www.patreon.com/posts/20242766)Metal Gear!?
Spoiler: hmm... (click to show/hide)
Spoiler: hmm... (click to show/hide)
Are you planning to do separate meshes for clothing, armor, helmets etc?I would like to, eventually. Modeling takes time, though.
Anyway: Keep them screenshots coming.Okay. (https://www.patreon.com/posts/20589349)
Anyway: Keep them screenshots coming.Okay. (https://www.patreon.com/posts/20589349)
"you've got quite the hairstyle and those sideburns look so hot on an old dorven lady *smirks and bows* may i invite you to a keg of plump helmet beer brewed from stale water?"Anyway: Keep them screenshots coming.Okay. (https://www.patreon.com/posts/20589349)
(https://s8.postimg.cc/7wa6ms6jp/cathatman.png)
(https://i.imgur.com/YAGpXPd.png)
Also wow, quite aside from my poking fun at Cathatman there, those look really spiffy.
(https://s8.postimg.cc/7wa6ms6jp/cathatman.png)
Suggestion 1: Instead of having multiple characters in the same tile standing one on top of each other, it would probably look a lot better to have them standing close to each other in close proximity to the tile area and each other. You could, for example, have one character in the center of the tile and the rest in quadrants around the center. Or you could have positions depend on the number of characters in the tile; i.e., if there were 2 then have them stand side by side, if there were 3 have them in a triangle formation, if there were 4... etc.Actually, in that picture, the baby is literally riding on the shoulders of the mom. However, placement does need work to make it look more natural. Probably have the kid on the back.
Suggestion 2: Maybe have the z-coordinate of the 3D model (height) be linked with the character's broadness trait? I'm just imagining that, for example, a dwarf could be depicted has being short and broad by using almost half the z-height as, say, a human, but using nearly identical x and y (width and depth?) as a human. And a skinny, slim elf could be depicted as slim by keeping the height close to norm, but with less width and depth.It already is. Overal body as well as individual parts both resized depending on individual traits. Height, broadness, etc.
i always imagined them as a tunic.Toga?
https://en.wikipedia.org/wiki/Tuna
no Urist! no that's a tuna!
That is a tunic:
https://en.wikipedia.org/wiki/Tunic
Any progress to report?A few years ago, it was modern to wear bare midriff downjackets in winter and complain about anyone who wanted to let some air into the classroom.
Any progress to report?Not a lot, unfortunately. I've moved country, and things have been pretty hectic, and I haven't been able to get back into the groove yet. I only yesterday got my desktop back up and running, and that doesn't even have a proper monitor yet.
the anatomy looks strangeThat's because I have no artistic talent whatsoever.
the anatomy looks strange, but it's a great sight nonetheless (as always!) :)
"Considering the Dwarf" it is a Forgotten Beast sheet bound codex with cover out of conglomerate bound codex. It concerns the anatomy of Dwarves. It meanders and loses track of the topic ending up on discussing why elves are evil. its prose is passable.the anatomy looks strange, but it's a great sight nonetheless (as always!) :)
What to read on dwarven anatomy? :D
It'd be far easier to save a snapshot of the fortress in the same binary format that Armok Vision uses.As long as you have access to the save file, yeah.
Not unless you figure out how to pack mental health into a box.A box with the movie https://en.wikipedia.org/wiki/And_Now_for_Something_Completely_Different would at least be the opposite of mental health :D
I put it In the fortress saveDo you mean you put it in the data/save folder? You don't need to do that.