Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 12 13 [14] 15 16 ... 20

Author Topic: Dfhack: Rendermax (and it's subplugin light)  (Read 147114 times)

fricy

  • Bay Watcher
  • [DFHACK:ZEALOT]
    • View Profile
Re: Dfhack: Rendermax (and it's subplugin light)
« Reply #195 on: May 12, 2014, 02:45:52 am »

Wow; I just came across this and it looks amazing. Any chance we could get a version of the plugin for the Mac-native DFHack R3?
Someone compile a version last september, you can get it here.

Extract:
rendermax.lua to /Dwarf Fortress
rendermax.plug.so to /Dwarf Fortress/hack/plugins

open
/Dwarf Fortress/data/init/init.txt

and change print mode to ... I'm not sure, maybe standard?

lethosor

  • Bay Watcher
    • View Profile
Re: Dfhack: Rendermax (and it's subplugin light)
« Reply #196 on: May 14, 2014, 06:30:09 pm »

I have a Mac build of the current development version of DFHack (plus rendermax) that I can package and put up if anyone wants it (it fixes a few bugs in rendermax, namely the crash from zooming too much). You should be able to use r3 and r4+ with the same save folder, or just copy it over (the develop branch is fairly stable right now, but you'd probably want to keep r3 around in case of crashes).

(I'm having trouble merging the rendermax changes into r3 without updating the rest to r4 too, but I can try to make a r3 version of the plugin if anyone wants it. I'm not sure if it requires any r4+ features or not, but I don't think it does.)
Logged
DFHack - Dwarf Manipulator (Lua) - DF Wiki talk

There was a typo in the siegers' campfire code. When the fires went out, so did the game.

Nopenope

  • Bay Watcher
    • View Profile
Re: Dfhack: Rendermax (and it's subplugin light)
« Reply #197 on: June 25, 2014, 12:16:33 pm »

Am I missing something or is rendermax simply missing in dfhack r5? I can't find it in PE's pack either FWIW.
Logged

PeridexisErrant

  • Bay Watcher
  • Dai stihó, Hrasht.
    • View Profile
Re: Dfhack: Rendermax (and it's subplugin light)
« Reply #198 on: June 29, 2014, 01:26:01 am »

Am I missing something or is rendermax simply missing in dfhack r5? I can't find it in PE's pack either FWIW.
I'm looking to include it in the next starter pack release, but can't find a build for Windows dfhack-r5.  Anyone got a link?
Logged
I maintain the DF Starter Pack - over a million downloads and still counting!
 Donations here.

Warmist

  • Bay Watcher
  • Master of unfinished jobs
    • View Profile
Re: Dfhack: Rendermax (and it's subplugin light)
« Reply #199 on: June 29, 2014, 04:02:26 am »

Am I missing something or is rendermax simply missing in dfhack r5? I can't find it in PE's pack either FWIW.
I'm looking to include it in the next starter pack release, but can't find a build for Windows dfhack-r5.  Anyone got a link?
Wait a sec. I'll upload it.

EDIT: there. Due to my error it got skipped in release of dfhack r5 (except osx version).
Few changes. I think most important that rendermax.lua is now in raws folder and is per-save.
« Last Edit: June 29, 2014, 05:03:23 am by Warmist »
Logged

Quarterblue

  • Bay Watcher
    • View Profile
Re: Dfhack: Rendermax (and it's subplugin light)
« Reply #200 on: June 29, 2014, 05:47:30 pm »

Any hope for a Linux build?
Logged

PeridexisErrant

  • Bay Watcher
  • Dai stihó, Hrasht.
    • View Profile
Re: Dfhack: Rendermax (and it's subplugin light)
« Reply #201 on: June 29, 2014, 06:51:50 pm »

Am I missing something or is rendermax simply missing in dfhack r5? I can't find it in PE's pack either FWIW.
I'm looking to include it in the next starter pack release, but can't find a build for Windows dfhack-r5.  Anyone got a link?
Wait a sec. I'll upload it.

EDIT: there. Due to my error it got skipped in release of dfhack r5 (except osx version).
Few changes. I think most important that rendermax.lua is now in raws folder and is per-save.

I get the 'plugin compiled for r4, you have r5' error, and I have checked that I got it from the r5 link.
Logged
I maintain the DF Starter Pack - over a million downloads and still counting!
 Donations here.

lethosor

  • Bay Watcher
    • View Profile
Re: Dfhack: Rendermax (and it's subplugin light)
« Reply #202 on: June 29, 2014, 07:15:07 pm »

I get the 'plugin compiled for r4, you have r5' error, and I have checked that I got it from the r5 link.
Typing "help" in the DFHack console is a quicker way to check the DFHack version.
« Last Edit: June 29, 2014, 07:20:00 pm by lethosor »
Logged
DFHack - Dwarf Manipulator (Lua) - DF Wiki talk

There was a typo in the siegers' campfire code. When the fires went out, so did the game.

PeridexisErrant

  • Bay Watcher
  • Dai stihó, Hrasht.
    • View Profile
Re: Dfhack: Rendermax (and it's subplugin light)
« Reply #203 on: June 29, 2014, 07:20:53 pm »

I'm aware that I'm using dfhack-r5, the problem is that the link at the top of this thread to Rendermax compiled for windows dfhack-r5 is actually compiled for r4, so I can't use it. 
Logged
I maintain the DF Starter Pack - over a million downloads and still counting!
 Donations here.

Warmist

  • Bay Watcher
  • Master of unfinished jobs
    • View Profile
Re: Dfhack: Rendermax (and it's subplugin light)
« Reply #204 on: June 29, 2014, 10:39:04 pm »

I'm aware that I'm using dfhack-r5, the problem is that the link at the top of this thread to Rendermax compiled for windows dfhack-r5 is actually compiled for r4, so I can't use it.
Gah... I think i know what happened. :/

EDIT: okay try now :)
« Last Edit: June 30, 2014, 02:13:06 pm by Warmist »
Logged

PeridexisErrant

  • Bay Watcher
  • Dai stihó, Hrasht.
    • View Profile
Re: Dfhack: Rendermax (and it's subplugin light)
« Reply #205 on: June 30, 2014, 06:36:11 pm »

Working nicely, thanks. 

The only annoying thing about all these awesome graphics mods is that they're OpenGL-dependant, and thus incompatible with truetype...
Logged
I maintain the DF Starter Pack - over a million downloads and still counting!
 Donations here.

fricy

  • Bay Watcher
  • [DFHACK:ZEALOT]
    • View Profile
Re: Dfhack: Rendermax (and it's subplugin light)
« Reply #206 on: July 02, 2014, 12:49:38 pm »

@warmist:
Trying to config rendermax.lua to add light to buildings/workshops. I'm working with Boltgun's example config.

these work: (line 1-58)
Code: [Select]
addBuilding("Table",nil,{0.8,0.8,0.8},6,{"useMaterial"})but these don't: (line 61-103)
Code: [Select]
addBuilding("Trap:Lever",{1,1,1},{1.3,1.3,0.3},4)
addBuilding("Workshop:Masons",{1,1,1},{1,1,0.8},10)
addBuilding("Furnace:WoodFurnace",{1,1,1},{1.2,0.5,0.5},15)

Any of these entries just gives me a dfhack error message pointing to the problematic line:
Code: [Select]
data/save/region2/raw/rendermax.lua:61: attempt to concatenate field '?' (a nil value)
stack traceback:
data/save/region2/raw/rendermax.lua:61: in function 'buildingLookUp'
data/save/region2/raw/rendermax.lua:136: in function 'addBuilding'
data/save/region2/raw/rendermax.lua:255: in main chunk

any advice?

Warmist

  • Bay Watcher
  • Master of unfinished jobs
    • View Profile
Re: Dfhack: Rendermax (and it's subplugin light)
« Reply #207 on: July 02, 2014, 10:48:15 pm »

Ah there is a bug in rendermax.lua :/
the buildingLookUp function should look like this:
Code: [Select]
function buildingLookUp(id)
local tokens={}
local lookup={ Workshop=df.workshop_type,Furnace=df.furnace_type,Trap=df.trap_type,
SiegeEngine=df.siegeengine_type}
for i in string.gmatch(id, "[^:]+") do
table.insert(tokens,i)
end
local ret={}
ret.type=df.building_type[tokens[1]]
if tokens[2] then
local type_array=lookup[tokens[1]]
if type_array then
ret.subtype=type_array[tokens[2]]
end
if tokens[2]=="Custom"  and tokens[3] then --TODO cache for faster lookup
if ret.type==df.building_type.Workshop then
for k,v in pairs(df.global.world.raws.buildings.workshops) do
if v.code==tokens[3] then
ret.custom=v.id
return ret
end
end
elseif ret.type==df.building_type.Furnace then
for k,v in pairs(df.global.world.raws.buildings.furnaces) do
if v.code==tokens[3] then
ret.custom=v.id
return ret
end
end
end
qerror("Invalid custom building:"..tokens[3])
end
end
return ret
end
Or all the code like this:
fixed rendermax.lua

fricy

  • Bay Watcher
  • [DFHACK:ZEALOT]
    • View Profile
Re: Dfhack: Rendermax (and it's subplugin light)
« Reply #208 on: July 03, 2014, 02:15:31 am »

Thx, now it looks like goblin xmas!

Any way to distinguish between activated/non-activated levers/pressureplates, jammed/working traps and powered machine components?

Warmist

  • Bay Watcher
  • Master of unfinished jobs
    • View Profile
Re: Dfhack: Rendermax (and it's subplugin light)
« Reply #209 on: July 03, 2014, 02:36:25 am »

there is "poweredOnly" flag e.g.:
addBuilding("don't remember what can be powered...",{1,1,1},{1.3,1.3,0.3},4,{"poweredOnly"})
Other could be added (not sure about pressure plates though...)
Pages: 1 ... 12 13 [14] 15 16 ... 20