That is badass.One step at a time, Tefalo... One step at a time.
Now all there's left is to be able to play the game entirely through this... :3
If you'd like, you can hold down the [R] key while running DF unpaused, and it will show constructions being built, tunnels being mined, and water pouring off cliffs. I suggest you screw the manual and run it unpaused... but don't tell Jonask I told you to.
will hence only run on Windows or compatible emulators.Boooo ;)
We apologize for this, but for this first release it was more important to get it out.
QuestionsNot that Sol's tiles aren't grand (they are) but- custom tilesets supported?
Not that Sol's tiles aren't grand (they are) but- custom tilesets supported?
In other sizes?
Edit: Also, I'm using vanilla on XP, but it doesn't seem to detect it.
I can post a more complete tile listing soon. We have all graphics represented as either a Floor or a Block/Wall, in 32x32 resolution. Also, all tiles aren't complete yet, but there's a bit there.
Edit: Suggestion: Shift + Direction moves the map by a larger amount (10 blocks?) its tedious to move around the map at the moment.
pointer_x_pos == 0x05662B4
pointer_y_pos == 0x05662B8
pointer_z_pos == 0x05662BC
window_x_pos == 0x09A060C
window_y_pos == 0x09CE6B8
window_z_pos == 0x09CE694
Use these. Unfortunately don't have linux addresses. Now that i think about it, this should go to DFHACK?
@CobaltKobold: yes they are, the sprites are stored as bitmaps :) the size is fixed though....aww. hope this gets fixed before I get to it, since I'm working on a retro DF tileset in that vein. Anything multiple 4 should work for this angle-pattern- though not much smaller than 16x(16, 8 floor) would work well. (I'm sure some enterprising artists could prove me wrong, but that's another discussion)
Also, as with Macro-Writing Programs, I know that commands can be passed back to Dwarf Fortress program as well.
So...
the name? Stone sense?
It's kind of...
taken (http://dffd.wimbli.com/file.php?id=836).
Really. For over a year.
A little suggestion:Code: [Select]pointer_x_pos == 0x05662B4
Use these. Unfortunately don't have linux addresses. Now that i think about it, this should go to DFHACK?
pointer_y_pos == 0x05662B8
pointer_z_pos == 0x05662BC
window_x_pos == 0x09A060C
window_y_pos == 0x09CE6B8
window_z_pos == 0x09CE694
I'm not sure I like what some of you guys are saying. Toady has said several times that he is very uncomfortable with having third party full on interfaces. He doesn't want to have to worry about modifying Dwarf Fortress to meet the demands of the interface, among other things.
I do not get that argument - if he does not want to modify game to meet demands of third party interface, then he will not modify it. It is his game after all.
I have made three simple mockups solving problem with dificult recognition of edges.Spoiler (click to show/hide)
Maybe at some point key bind to toggle full/half walls height would be solution for that.
I have made three simple mockups solving problem with dificult recognition of edges.Spoiler (click to show/hide)
Could you add 1px wide black (or dark blue) border to those?
Didn't mean to infringe on the name when I proposed it; [...]
I do like the sound of it too. Do you have an issue with sharing the name, since both are already taken by TSR/Forgotten Realms? :P
I have made three simple mockups solving problem with dificult recognition of edges.Spoiler (click to show/hide)
Could you add 1px wide black (or dark blue) border to those?
Not sure what to border...
Is there any support planned for texture transparency and colorizing? Also, this is probably more of a general DFHack question, but what's going to be done in the next version when the basic MATGLOSS types (wood, metal, stone, etc.) no longer exist? There'll still be helper tags like [WOOD] in the material definitions, but they won't be indexed on a predictable basis.Well... what will happen:
Alright, Windows 7 and Windows Vista will revert to basic display for some programs, has anyone tried this with Vista? I'm gonna do it later with my vista comp.yes. and it worked fine.
If I may make a suggestion, rather than having a border to differentiate tiles, I think the primary reason that floor tiles on different levels tend to look contiguous is simply because perfect cubes are used. if the shapes were a pixel or so taller, the floors would no longer be apparently contiguous.
very strange problem.
I'm on windows and I can only exit by pressing esc, or by ending the process. the close button is disabled.
@cooz: about the minimap, you're right :) I'll try it out, and if it works well I'll include it.
Personally I'd just love the ability to have an isometric viewer on screen 2 and the option to "tie" it to the view of the DF window. ie, just show what I'm seeing or just show a different area.
Personally I'd just love the ability to have an isometric viewer on screen 2 and the option to "tie" it to the view of the DF window. ie, just show what I'm seeing or just show a different area.
this sound like a very sensible idea!
I'd like to give a vote to having an option to show more then one Z-level or not.
It might be good for screenshots but I'd prefer to see the single Z-level.
uuhhh.... you can.
did you try the new version yet?
uuhhh.... you can.
did you try the new version yet?
I only see the option to toggle showing just a single Z-level.
@Linux users: I was thinking Codeplex to host the project. What do you guys think?Use whatever you feel most comfortable with. :) I'm a little skeptical about Microsoft's open source commitment, but otherwise Codeplex seems fine. Will stick with Google Code for my own projects though. ;D
uuhhh.... you can.
did you try the new version yet?
I only see the option to toggle showing just a single Z-level.
And you can set how many Z-levels are visible in init.txt.
(oh hey, i recognize this from beta!)
Or that technically it IS in beta (if I read right and 'public alpha' is an oxymoron)
Here's the latest: We're opening up everything.
http://code.google.com/p/stonesense/
Stay tuned
No no no, I'm working on it right now. Big press pot of coffee going.Indeed :( I tried getting stone sense to compile in linux but it was pretty difficult. I ended up giving up after an hour or so of messing around with it. I did get it farther by grabbing the latest SVN of dfhack and putting that it in place of your "hacked" version, but my attempt to make a cmake file for this project was pretty pitiful.
Just means the code looks like shit ,)
Does anyone ever read the README's?
Because if you did, you'd realize you can hit + and - (From the numpad!) to increase/decrease auto-update speed.
--==debug keys==--
(prolly not useful for you guys)
D: redraw screen
R: reload memory from DF
G: reload sprites from disk
Numpad + and -: Set automatic reload
In theory you could actually have different levels show for 1-7 of water, which would be awesome. Assuming you can get the data, of course, but since you can display water levels in DF that sounds doable.
Of course, then you're stuck with 7 different sets of water tiles plus the annoyance of figuring out what to do when you have mismatched levels next to each other.
We are now looking for artists.Mayday! Mayday!
So if you want to join us in creating the Official Stonesense tileset,
let us know by posting in this thread!
Please note however, we must reserve the right to screen contributions.
In theory you could actually have different levels show for 1-7 of water, which would be awesome. Assuming you can get the data, of course, but since you can display water levels in DF that sounds doable.
Of course, then you're stuck with 7 different sets of water tiles plus the annoyance of figuring out what to do when you have mismatched levels next to each other.
At the moment due to the sprite-based implimentation i'd just ignore mismatched water levels. getting the functionality in is more important than fine-tuning the details.
In theory you could actually have different levels show for 1-7 of water, which would be awesome. Assuming you can get the data, of course, but since you can display water levels in DF that sounds doable.
Of course, then you're stuck with 7 different sets of water tiles plus the annoyance of figuring out what to do when you have mismatched levels next to each other.
At the moment due to the sprite-based implimentation i'd just ignore mismatched water levels. getting the functionality in is more important than fine-tuning the details.
Look at the .pcx file. This is something Stonesense has and HAS HAD since day one.
@Impaler[WrG] and CobaltKobold: Yeah, that sounds like a good idea. I was playing with a scheme for replacing certain RGB values and autogenerating various materials.Possibly might want to do something strange like having two-channel graphics for the paletted ones- fg/bg, since materials do (I'm pretty sure) all have a pair of colors..e'en if they are just out of the 16-color palette.
And a smelter (magma and regular use the same layout)
(http://i277.photobucket.com/albums/kk61/kaypy/smelter.png)
Hmm. Does a smelter have a bellows, or would that be the forge only?
a smelter would have a bellows. In fact it'd need one much more then a forge would since it takes a lot more heat to melt iron then it does to mold it.
I have gotten this to compile on Linux, although it needed a few source changes to do so. I unfortunately can't get regular dwarf fortress to run on my machine,you're referring to 40d, I assume? Or did you try 40d16? (http://www.bay12games.com/forum/index.php?topic=40349.0)
Just don't ask me how that circular saw works. 8-)How does that circular saw work?
I would drop the circular saw from carpentry workshop.
Of course, the dwarves are entirely capable of using circular saws ("large serrated disc") on goblins, so it isnt *too* far fetched to have them for civilian use...
Oh I completely agree its not an issue of feasibility or technology, rather that don't NEED a serrated disc to build the workshop so it's inaccurate to show it.Although *actual* circular saws are about 1700's tech, there's something about a giant saw blade trap that just seems thematically right.
I sort of wonder why you didn't check out the code and make the changes yourself, Belal.
Well I did check out the code, and make the changes, but as far as I could tell merging the changes back into the source is disabled unless you are added to the project, which I was not.I have gotten this to compile on Linux, although it needed a few source changes to do so. I unfortunately can't get regular dwarf fortress to run on my machine,you're referring to 40d, I assume? Or did you try 40d16? (http://www.bay12games.com/forum/index.php?topic=40349.0)
I was using 40d16-head. The problem isn't in the dwarf fortress code, but it needs dependencies that I don't have on the server I was trying to run it on, and I don't have root access, so it is not always easy to resolve them.
DWARFS
Now all I need is the camera in Stonesense to follow where I'm looking in dwarf fortress~
We are now looking for artists.Mayday! Mayday!
Though, if you're gonna base your units off an already made tileset, personally.. And no offense to Beefmo, but I don't really care for his Kobolds.
These little guys, however..: http://1d4chan.org/images/6/6a/Koboldtileset.png
Aside from that, I'm looking forward to this mod's development. It's good stuff.
Besides, all the "work" I did so far was for cavalier, not isometric. That means it'd take new work from me- and I may be prolific but certainly not most talented around here (Nickel's, kaypy's and Solifuge's work- I'm not sure I could top that) so I wouldn't overestimate the value of my potential partaking in this project ;)
Perhaps it wouldn't work out as well as I'm envisioning, but can't they just reuse the graphics tiles that you already made for DF itself? I don't think creature graphics need to be "isometricized" in any way.
It seems to me that currently existing graphics could be used as place holders while we wait for iso creature graphics. It would be good to get creatures down without needing to wait for special graphics. Although flipping would only get two of eight potential facings.
Oh, creatures have a direction they are facing in. It's just that without combat text you can't really tell.
Oh, creatures have a direction they are facing in. It's just that without combat text you can't really tell.
Oh, creatures have a direction they are facing in. It's just that without combat text you can't really tell.
I think it might be more precise to say "without combat you can't really tell" -- as far as anyone knows, the game only knows which way you're facing if you made an attack in the last turn.
I have gotten this to compile on Linux, although it needed a few source changes to do so. I unfortunately can't get regular dwarf fortress to run on my machine, so I can't test that it is loading the maps correctly, but the stone sense program starts properly.Excellent stuff! Unfortunately an update to dfhack in the projects folder changes everything though, if you can get it to compile in Linux again please post up your findings.. I've tried a few times but I just can't get it unfortunately. But next time I'll create a patch with your fixes and put it up here, with the hope that it will get merged in
The main things you have to change are capitalization issues in some of the dfhack header files you changed, as well as some include directives. In addition I had to install the allegro libraries before compiling, they are available at http://alleg.sourceforge.net/ (http://alleg.sourceforge.net/)
get the stonesense source with svn checkout http://stonesense.googlecode.com/svn/trunk/ stonesense
then do the following steps
the incorrect filenames are
in dfhack/librariesSpoiler (click to show/hide)
and in the base directorySpoiler (click to show/hide)
at the top of DFTypes.h and DFCommon.hSpoiler (click to show/hide)
in dfhack/libraries/machtypes.hSpoiler (click to show/hide)
then build dfhack with cmake as per the dfhack instructions, goto the dfhack/output directory and move the libdfhack.so file into your system lib directory
Next you use sprintf_s and fopen_s in GUI.cpp and xmlBuildingReader.cpp, these are VC++ only functions, but you can change them to the portable sprintf and fopen.
In GUI.cppSpoiler (click to show/hide)
and in xmlBuildingReader.cppSpoiler (click to show/hide)
after that create a Makefile, here is mineSpoiler (click to show/hide)
You have to change the library and include paths into the proper places for your distribution in the above makefile
then type make and it should compile!
Man, if it's there and it's possible to vis it, I don't see a reason why not to ALLOW vising it :P
Feedback on these racks?You had me fooled into thinking they were too large for a moment, but thats just 2x scaling. I think they are d*mn nice. Do you have the armor stand sans-background?
armor rack looks great. the weapon rack, maybe the actual rack could be slightly darker for better contrast with the weapons. the weapons looks a tad small too, maybe the hilt of the axe should go all the way to the floor, same with the swords blade?
just thoughts ..nice work!
Can I ask why we're still using ultra low-res tiles?There's a trade off between detail and number of sprites you can pack on the screen. Same reason all the DF ingame tilesets are on the small side.
I asked about custom sizing earlier (at least when I wrote my GIMP script for easy mockups of iso by screenshot+odd tileset, it was quite easy to implement for multiples of four, if you're wondering)Also, I'd like to repeat my question: any plans on including custom shaped and sized tiles for this?We are now looking for artists.Mayday! Mayday!
@CobaltKobold: yes they are, the sprites are stored as bitmaps :) the size is fixed though....aww. hope this gets fixed before I get to it, since I'm working on a retro DF tileset in that vein. Anything multiple 4 should work for this angle-pattern- though not much smaller than 16x(16, 8 floor) would work well. (I'm sure some enterprising artists could prove me wrong, but that's another discussion)
Feedback on these racks?
(http://img269.imageshack.us/img269/6789/hurrhurrniceracks.png)
Feedback on these racks?
(http://img269.imageshack.us/img269/6789/hurrhurrniceracks.png)
edit: Alpha channel support would be a nice feature. Particularly with glass and windows.Yeah, that would be. Should be easy to do, too. Just put the images in photoshop and set the layer opacity down to (I guess) 50%, then cut out the parts of the window that need to be solid into another layer (or outline them). Save as .png, and it's done.
@CobaltKobold: we want to switch to alpha and PNG files. but it would require many more library dependencies, not good for people who want to compile.
@Mike Mayday: Nice to hear from you mate :) Let us know when you feel like you have some spare time!
Custom tile sizes will have to be put in compile time (because of optimization issues), but all you really need to do is change ONE flag in common.h. If people really want this i might release a 16x16 or 64x64 binary. would that work?
@CobaltKobold: we want to switch to alpha and PNG files. but it would require many more library dependencies, not good for people who want to compile.
As for using graphics sets: It kinda works... at least as placeholders. They're a bit small for our 32x32 sprites, but not too bad i suppose...Well, how big are dorfs when compared to a tile in-game? We don't really know - and smaller sprites would allow for multiple occupants, assuming you can put a bit of logic in to shuffle them in the tile...
Maybe when it's a bit more functional than it currently is. Until then, losing control of the main DF window wouldn't be too handy.I mean to have it sit above the DF window even if the DF window is the one that you have selected and are interacting with (I'm pretty sure this sort of thing can be done). It would require that the cursor be visualizeable, among other things, and would probably be a good bit off from where it is, but I just thought I'd throw it out there.
Though having an option to toggle it would be good.
The main trunk should now build and work on most linux distros. Special thanks to all those who have helped in this matter, esp Peterix for submitting the change patch!OK. Let me clarify how to actually build things.
svn checkout http://stonesense.googlecode.com/svn/trunk stonesense
cd stonesense/build
cmake .. -DCMAKE_BUILD_TYPE:string=Release
make
cd ..
./stonesense
-Dinclude_directories:path=/home/hesterj/include -DLINK_DIRECTORIES:PATH=/home/hesterj/lib
Stonesense in Linux doesn't seem to work properly for me... It shows a tiny window with some plants and grass but it freezes there, the minimap doesn't show up and pressing pgup or pgdown doesn't seem to work. I am compiling in x64 though...Can you get into #dfhack on freenode? I'd like to debug that as soon as possible.
Sure! I'll get on tomorrow if I canStonesense in Linux doesn't seem to work properly for me... It shows a tiny window with some plants and grass but it freezes there, the minimap doesn't show up and pressing pgup or pgdown doesn't seem to work. I am compiling in x64 though...Can you get into #dfhack on freenode? I'd like to debug that as soon as possible.
MapLoading.cpp:(.text+0xc15): undefined reference to `GroundMaterialNamesTranslatedFromGame'
MapLoading.cpp:(.text+0xc1d): undefined reference to `TranslateGroundMaterialNames()'
CMakeFiles/stonesense.dir/SpriteMaps.cpp.o: In function `getFloorSpriteWithDefault(int, int)':
SpriteMaps.cpp:(.text+0xe): undefined reference to `groundTypes'
CMakeFiles/stonesense.dir/SpriteMaps.cpp.o: In function `getWallSpriteWithDefault(int, int)':
SpriteMaps.cpp:(.text+0x2e): undefined reference to `groundTypes'
CMakeFiles/stonesense.dir/SpriteMaps.cpp.o: In function `GetWallSpriteMap(int, int)':
SpriteMaps.cpp:(.text+0x160): undefined reference to `groundTypes'
SpriteMaps.cpp:(.text+0x1dc): undefined reference to `groundTypes'
SpriteMaps.cpp:(.text+0x236): undefined reference to `groundTypes'
CMakeFiles/stonesense.dir/SpriteMaps.cpp.o:SpriteMaps.cpp:(.text+0x282): more undefined references to `groundTypes' follow
CMakeFiles/stonesense.dir/UserInput.cpp.o: In function `doKeys()':
UserInput.cpp:(.text+0x3c5): undefined reference to `LoadGroundMaterialConfiguration()'
CMakeFiles/stonesense.dir/main.cpp.o: In function `main':
main.cpp:(.text+0x2ad): undefined reference to `LoadGroundMaterialConfiguration()'
collect2: ld returned 1 exit status
make[2]: *** [../stonesense] Error 1
make[1]: *** [CMakeFiles/stonesense.dir/all] Error 2
# main project file. use it from a build sub-folder
PROJECT (stonesense)
cmake_minimum_required(VERSION 2.6)
# disable warning, autosearch
if(COMMAND cmake_policy)
cmake_policy(SET CMP0003 NEW)
endif(COMMAND cmake_policy)
if("${PROJECT_SOURCE_DIR}" STREQUAL "${PROJECT_BINARY_DIR}")
message(SEND_ERROR "In-source builds are not allowed.")
endif("${PROJECT_SOURCE_DIR}" STREQUAL "${PROJECT_BINARY_DIR}")
IF(NOT DEFINED CMAKE_BUILD_TYPE)
SET(CMAKE_BUILD_TYPE "Release" CACHE STRING "Choose the type of build, options are: None(CMAKE_CXX_FLAGS or CMAKE_C_FLAGS used) Debug Release RelWithDebInfo MinSizeRel.")
ENDIF(NOT DEFINED CMAKE_BUILD_TYPE)
SET( EXECUTABLE_OUTPUT_PATH ${stonesense_SOURCE_DIR} CACHE PATH "Output directory for stonesense, default is root" )
include_directories (
${include_directories}
${CMAKE_SOURCE_DIR}/dfhack/library/
${CMAKE_SOURCE_DIR}/dfhack/library/md5/
${CMAKE_SOURCE_DIR}/dfhack/library/tinyxml
${CMAKE_SOURCE_DIR}/loadpng
${CMAKE_SOURCE_DIR}
)
SET(PROJECT_SRCS
dfhack/library/tinyxml/tinystr.cpp
dfhack/library/tinyxml/tinyxml.cpp
dfhack/library/tinyxml/tinyxmlerror.cpp
dfhack/library/tinyxml/tinyxmlparser.cpp
dfhack/library/DFDataModel.cpp
dfhack/library/DFHackAPI.cpp
dfhack/library/DFMemInfo.cpp
dfhack/library/DFProcess.cpp
dfhack/library/DFProcessManager.cpp
dfhack/library/DFTileTypes.cpp
dfhack/library/md5/md5.cpp
dfhack/library/md5/md5wrapper.cpp
loadpng/loadpng.c
loadpng/regpng.c
loadpng/savepng.c
Block.cpp
BlockCondition.cpp
BuildingConfiguration.cpp
ConditionalSprite.cpp
Config.cpp
Constructions.cpp
Contributions.txt
CreatureConfiguration.cpp
Creatures.cpp
GUI.cpp
GameBuildings.cpp
GroundMaterialConfiguration.cpp
MapLoading.cpp
SpriteMaps.cpp
UserInput.cpp
WorldSegment.cpp
main.cpp
xmlBuildingReader.cpp
)
#linux
IF(UNIX)
LINK_DIRECTORIES(${LINK_DIRECTORIES})
add_definitions(-DLINUX_BUILD)
add_definitions(-DBUILD_DFHACK_LIB)
SET(PROJECT_LIBS alleg-4.2.2 png ${PROJECT_LIBS})
ADD_EXECUTABLE(stonesense ${PROJECT_SRCS})
TARGET_LINK_LIBRARIES(stonesense ${PROJECT_LIBS})
# windows
ELSE(UNIX)
add_definitions(-DBUILD_DFHACK_LIB)
# use local allegro
include_directories (
${include_directories}
${CMAKE_SOURCE_DIR}/allegro
)
LINK_DIRECTORIES(
${LINK_DIRECTORIES}
${CMAKE_SOURCE_DIR}/allegro/lib_msvs8
${CMAKE_SOURCE_DIR}/loadpng/libpng/lib/
)
# MinGW is broken. doesn't link properly for some reason.
IF(MINGW)
add_definitions(-DALLEGRO_MINGW32)
SET(PROJECT_LIBS alleg psapi mingw32 libpng)
# MSVC
ELSE(MINGW)
add_definitions(-DALLEGRO_MSVC)
SET(PROJECT_LIBS alleg psapi libpng)
ENDIF(MINGW)
ADD_EXECUTABLE(stonesense WIN32 ${PROJECT_SRCS})
TARGET_LINK_LIBRARIES(stonesense ${PROJECT_LIBS})
ENDIF(UNIX)
Jesus christ that is a terrifying looking monkey
I was thinking the same thing. That is definitely a monkey I would not want to encounter. It looks like a beast.
I think I'm gonna go ahead and lay claim on all the machine stuff. Hopefully I'll be able to get them all to link up properly.
Well, you could go the cute and cuddly route. But the threatening beast angle seems more appropriate for the Dwarf Fortress universe. The players have an undeniable penchant for the dangerous.Spoiler (click to show/hide)
CARP
(http://img62.imageshack.us/img62/7269/carp.png)
Batman
(http://img213.imageshack.us/img213/6439/batman.png)
Might I suggest having some sort of external file that tells the program what graphic to use for what creature? While I'm not using any mods at the moment, I'm watching several that I may try soon, and I'd really like to be able to see the creatures in them, even if I have to create my own graphics.
I'm scrambling to make Stonesense more mod-friendly, so you can add the sprites to the game without having to wait for a rebuild.Sounds like it's partly planned.
jonask84: You should post a png the height and width you want and with a diamond shaped magenta area at the bottom showing ware the floor tile will line up with the graphic. Artists can then use this as a template and reference as they will know not to put any part of the creature graphic below that diamond, its also handy for making sure the creature appears centered in the tile. SimCity 2000 used a similar system in an editor that allowed you to pixel paint new buildings.ah, SCURK.
I like it how that looks a fair bit, actually.
If it would be of any use, I would happily donate a set of Isometric tiles I made at that perspective:
(http://i12.photobucket.com/albums/a226/Figgin/Dwarf%20Fortress/IsometricMockup.png)
(http://i12.photobucket.com/albums/a226/Figgin/Dwarf%20Fortress/DFIsometricTiles-1.png)
Might I suggest having some sort of external file that tells the program what graphic to use for what creature? While I'm not using any mods at the moment, I'm watching several that I may try soon, and I'd really like to be able to see the creatures in them, even if I have to create my own graphics.Thats a pretty good description for whats going on. You currently [in the svn build] have to paste everything into the one png file, but the configuration is just xml tweaking.
I'm pretty sure Sol's set is where stonesense started off from- those look awfully familiar 8-)jonask84: You should post a png the height and width you want and with a diamond shaped magenta area at the bottom showing ware the floor tile will line up with the graphic.It's easy to do yourself. Center four pixels on the bottom row, expand by four per row you move up.
Anyway, just take a floortile from Sol's sample tileset.
When's the next update :)?If you're desperate enough you can try to follow some of the 'build it yourself' guides, but if you wait a bit longer, jonask mentioned hoping for a weekend update
I've tried out adventure mode, which kinda works actually. Only wish we had some way to link the view to the cursor....
I couldnt agree more. A consistent look and feel is very important. So, as stated earlier, noone get offended if something doesnt make it in, or gets replaced, we're just striving for a consistent look. And there is full support for alternative tile-sets anyway :)
Edit: also, Footkerchief, I will have a look at that, thanks
Some simple logic should be able to flip the image to the left and right directions no problems.I couldnt agree more. A consistent look and feel is very important. So, as stated earlier, noone get offended if something doesnt make it in, or gets replaced, we're just striving for a consistent look. And there is full support for alternative tile-sets anyway :)
Edit: also, Footkerchief, I will have a look at that, thanks
I agree also - one sprite per animal but please change direction where are creatures facing for some of them. It would be very weird if every single animal was looking to the right.
IMO you either do 1 sprite per creature or you go all out and do simple 3D iso. I really think it is a waste of time doing some complex in-between 2D system. It'd be less work in the long run.If you ask me, it doesn't look right to see a dwarf walking backwards. And real time does seem to be something people want this in.
You're missing my point - If you want real-time movement in this thing then you'll want to move to 3D. Making 3D models would be less time consuming in the long run and open up the door for future additions such as animation.IMO you either do 1 sprite per creature or you go all out and do simple 3D iso. I really think it is a waste of time doing some complex in-between 2D system. It'd be less work in the long run.If you ask me, it doesn't look right to see a dwarf walking backwards. And real time does seem to be something people want this in.
My take on anEventually, we should be able to detect the orientation on buildings and so have multiple sprites. But in the meantime...uniomnidirectional archery target.
Even if you are EXTREMELY sparse with frames of animation, you're still looking at a minimum of two frames per action, with quite a number of actions. Even if you only bother with movement and attacking, that's 20 frames per creature shape. If you're also differentiating creatures by job, as is traditional, that's.. a lot.There's a thread in which Mayday points out the middle ground where you can break sprites into components to get animation easier, by moving them and suchnot...where was it...there (http://www.bay12games.com/forum/index.php?topic=35693.msg556283#msg556283)
Getting a fully complete set of frames for every entity, with decent animation, is a huge task... but far from cost ineffective, and decidedly worthwhile, given the exceptionally approachable feel Stonesense offers.
Hi OctopusFluff, and welcome to the Fortressdome!
In regard to sprites and facing directions, <snip...>
As the primary artist working on this, I can tell you that this is not something I can do. Not unless you want to pay me wages and let me do it full-time. And if you were to do that, I'd much prefer the money went to Toady. :P
On the subject of splitting the wagon for the viewer, there really shouldnt be a need.
The center one has the entire image, while the other 8 squares on it can be invisable :)
I love em, seriously great axles. And I think you really portrayed the mechanics of it. And Cthulhu, Gear assemblies are made from mechanisms, who are again made from rock, right?
I can actually think of a shortcut for profession sprites. We could do a combination of two things: 1) Color code them based on professionSo, basically how they're done in vanilla DF. (DF graphics sets allow you to tell it to do this OR use tiles as-is. Might be a nice option to include.)
Oh, ha. Yeah, I could have been simpler (although I was sort of talking about a bit of a fusion between them). Guess that's what happens when I don't take my ADHD meds. Sorry about that.I can actually think of a shortcut for profession sprites. We could do a combination of two things: 1) Color code them based on professionSo, basically how they're done in vanilla DF. (DF graphics sets allow you to tell it to do this OR use tiles as-is. Might be a nice option to include.)
I think next I will do levers on/off, windmills, waterwheels, millstones, and finally screwpumps. I'm saving screwpumps for last since I believe it's going to give me the most grief to get looking acceptable.
Ok updated linkage test.I was about to ask for something on magenta, but you ninja'd me...
Any more feedback?
Screwpumps are going to be problematic for a while, because we cannot detect directionality yet. We can make some extrapolations from other nearby buildings, but at best we have dont know whether we are painting em back to front.
I think next I will do levers on/off, windmills, waterwheels, millstones, and finally screwpumps.
It should be possible to deduce the orientation from the occupancy flags, (http://www.dwarffortresswiki.net/index.php/Occupancy_flags_in_DF_memory) right? Since only one of the pump tiles is passable? I have no idea what info dfhack provides, so maybe it's more complicated than that.
<<
>>
vs^v
^v
An attempt at a cage- I'm not entirely happy with this one. Maybe more of a birdcage shape might work.Given the rather varied backgrounds, things without distinct borders have a tendency to wind up rather camoflaged.
(http://img504.imageshack.us/img504/114/cage2.png)(http://img340.imageshack.us/img340/6237/woodcage.png)
These are at least better outlined.Hmm. Yeah the 4 openings seem a little... open...
Here's some further revisions. I'm just not sure if the 4 opening ones look too much like windows or not, but other than that they seem pretty good.
My other idea was possibly a hanging cage, but I don't really feel that fits in with the normal use in DF.Yeah. Having them as hanging in a single tile would be a little challenging, too...
Ok updated linkage test.Spoiler (click to show/hide)
Any more feedback?
Looking good. One thing I noticed is that you're using an old version of my weapon rack and don't have the gem and crystal windows in. Just to make sure, here are the latest versions of those.Yeah I got to my last-chance-uploads and noticed we didn't have the gem windows in a bit too late. I'll look at fixing these in a tick.
A few bugs I noticed.Ill check it out. If I can find a bed that isnt stuck in a tiny closet and hidden by walls
Beds are either misalligned or too tall, they poke through the floor.
I crashed when looking at both my old volcano glacier forts.Ow. Hmm. I don't think the system will be putting out any useful crash info. Any chance you can put the save somewhere?
Stonesense doesn't seem to deal well with non square stockpiles. Or maybe it sees the leftovers I had to cut to make non square stockpiles.Yeah, theres a bitmap the system uses to work out where the stockpile actually is within the square you define. But we dont have access to that yet (the dfhack folks have that on their wishlist.)
Feature requestThat would play hell with all the workshops... But I wouldn't necessarily rule it out...
I'd still like the ability to rotate the camera
A "cake slice" button where it only shows the north west quarter. Good for getting views of single tile tunnels/shafts and crosssections.Yeah, I'd like some more advanced viewing options, now that we are starting to have most of the actual basic display working.
You're probably going to need building state for seige engine direction too.Yeah, we will.
Aren't (horizontal) axles also the same building either way?
And if you can't read building state, how do you deal with (raised/retracted) bridges?*sob* we DONT *sob*
Ill check it out. If I can find a bed that isnt stuck in a tiny closet and hidden by walls
Heh, they're not all used, but I like the concept of lining my fortress entrance with coffins. The Halls of Remembrance!"Remember: Do your job right or you'll wind up in one of these!"
^^^ Maybe creatures that don't have a sprite yet?
(http://i17.photobucket.com/albums/b98/Erwin_Rommel/questionmarkstonesense.png)
what is that blocky looking greyish-green sprite (7 of them at the bottom left there), is that statues?Theres room for improvement in a lot of sprites. Theres also still a whole bunch missing entirely...
imo the quality of that sprite isnt quite up there with the rest of the tileset.
In v3, stockpiles showed up nicely, but in v3 they're just the basic yellow boxes. Is this just me, or is this something that changed and hasn't been re-implemented yet?Oops! Looks like they never got their config file.
Nice. We probably need something similar for underground shrubs.
Now I wonder if we are actually able to detect the difference between tree types?
... some goats and goblins ...
DennyTom, etc.:
Once I'm done moving and have a new apartment sorted out (I'm almost there) I'll be able to start cranking out sprites once again. Until then, if anyone wants to format one of the animal graphics packs from the wiki into 32x32 blocks, and add them to Creatures.png, we could get rid of the bulk of those Questionmarks.
... speaking of macs, any word on if a mac version of this will someday be feasible? XDHmm. The biggest problem would be getting the DFHack library to work on OsX. Anyone who could do that should be able to get stonesense working without too many problems.
Also, I noticed when things are bogged down (my laptop isn't exactly high spec; 1.5ghz cpu and 768 megs of ram), stonesense sometimes seems to 'miss' keypresses. It just utterly fails to register some presses at all.I've had problems with things getting bogged down, but they have improved significantly after we plugged a memory leak yesterday. If your problems have been occurring after leaving the program running for a while, then it may be the same issues.
I actually think it may have more to do with the way you have the main loop setup - It looks like it takes too long to update the map per tick as it seems that by the time the loop gets around to actioning key strokes there have already multiple hits.QuoteAlso, I noticed when things are bogged down (my laptop isn't exactly high spec; 1.5ghz cpu and 768 megs of ram), stonesense sometimes seems to 'miss' keypresses. It just utterly fails to register some presses at all.I've had problems with things getting bogged down, but they have improved significantly after we plugged a memory leak yesterday. If your problems have been occurring after leaving the program running for a while, then it may be the same issues.
Ok first pass at the lever.
(http://img688.imageshack.us/img688/9700/levertest.png)
I think it might be entirely too big right now. What do you guys think of the design though?
Ok updated lever test with on and off.those look wonderful :D
(http://img249.imageshack.us/img249/9700/levertest.png)
2) Remove the Green Light on the Lever. It's a bit too high-tech looking for a DF level.
I've experienced the missing keystroke issue myself. It comes from the fact that right now keys are polled. This is just a quick and dirty way of doing it, so I'm gonna look at making something more robustbuffer...but mind the limits?
Since first post doesn't mention and I can't be arsed to search through entire thread, "Is Stonesense real time or pause only?"Not quite real time, but pretty close: There is an auto-update mechanism so you can tell it to fetch updates at varing frequencies.
Not quite real time, but pretty close: There is an auto-update mechanism so you can tell it to fetch updates at varing frequencies.Got an i7 920 overclocked to 4.0 ghz machine at home, I'll run some tests tonight and see how god it can get. Thanks.
I get about 10fps out of Stonesense, with DF running at 50fps at the same time. If you dont have a multi-core machine, it will probably hurt...
Where is the file which lists and defines the entities in objects.png.
I'm trying to make a new sprite (for example, crossbows) and I don't know how I'll get the game to point to that sprite?
[Do I have to download each individual file from: http://stonesense.googlecode.com/svn/trunk/ and then attack the program with Microsoft Visual to allow new object sprites into the game or is there a simpler way?]
PS - Also even if there is a simple solution... Is it possible to download the stonesense source to toy with? If so how?
2) Remove the Green Light on the Lever. It's a bit too high-tech looking for a DF level.Its a lot less 'glowy' when not looking at it in 2x magnification.
just a thought, but will corpses be taken into consideration?Objects are out of scope right now. Theres an 'occupancy:item' flag that may give us a generic object indicator, but getting at actual item information is not currently available (otherwise there'd be a whole bunch of 'get that sock outa the ----ing way' utilities)
2) Remove the Green Light on the Lever. It's a bit too high-tech looking for a DF level.
Hmm. The biggest problem would be getting the DFHack library to work on OsX. Anyone who could do that should be able to get stonesense working without too many problems.
DFHack is listed as "OSX is not supported due to lack of developers with a Mac.". This may mean that theres cross-platform problems, or it may just mean no-one with a mac has attempted to compile it...
(http://img148.imageshack.us/img148/4904/levertestr.png)
(http://img264.imageshack.us/img264/2065/ssleveron.png) (http://img264.imageshack.us/img264/5165/ssleveroff.png)
Ok newest revision and the one I'll probably be putting down for the moment. I reduced the cowling a bit to make the red indicator a bit more obvious and a couple of other minor tweaks. The indicators are supposed to be any sort of red/green material (gems, bauxite, serpentine, etc.) and they get hidden by the cowling when the lever is moved. Nothing high tech.
(http://img148.imageshack.us/img148/4904/levertestr.png)
(http://img264.imageshack.us/img264/2065/ssleveron.png) (http://img264.imageshack.us/img264/5165/ssleveroff.png)
I'm getting variable 140-220 fps in DF with it running, the Stonesense settings are to reload every (at the minimum amount of) .2 seconds, apparently there's no option to set it for reload per # of frames? It makes the dwarves quite jumpy.We dont have that degree of synchronization with DF
I wish I could fraps it for you guys. Doing more testing.It should have the time taken to draw in the top left (or was that just the dev editions?). I get about 70-80ms per frame, but my rig isnt spectacular.
My only criticism is the viewport is too small. Eventually it'd be nice to have items. Can we have loading done in even smaller intervals than .2 seconds? Great work so far!The screen size and loaded area are editable in the init file. You can also set it to move the displayed area up significantly, so that with a suitable sized area you will fill the screen.
EDIT: errorlog gives me "Unable to load building config buildings/Pump.xml" every time I manually refresh.Yeah, that file is listed in buildings/index.txt, but we dont have a sprite or configuration for it. You could remove that line to quiet it up, but at the rate 7c is going, you'd need to put it back in by the weekend...
I have to quit Stonesense before exiting/saving my DF game, or Stonesense crashes.Obviously you shouldnt quit DF. Ever.
The program chews through my RAM, but thankfully I have a lot of that.A fix is in for this
A lot of chasm creatures are giving me "?". As mentioned before the ability to change viewing angles would be amazingYeah, not many creatures in yet. You may want to look at the sprite editting notes, and grab some critters from various graphics packs.
Looks great. No criticisms left here.I have one remaining problem: I can't tell lever state yet! 8-/
I wish I could get .1s. Maybe it's at .1 in the dev version?Ah! Theres a AUTO_RELOAD_STEP init setting.
SUCCESS, running at .1 second refresh, going to see how much I can push it next. Plenty of information now all over the screen that I have no idea what it is, hexes and the such.I wish I could get .1s. Maybe it's at .1 in the dev version?Ah! Theres a AUTO_RELOAD_STEP init setting.
Combine that with turning DEBUGMODE on so the system will tell you how fast it runs, and you should be able to get things pretty optimal 8-)
Ok newest revision and the one I'll probably be putting down for the moment. I reduced the cowling a bit to make the red indicator a bit more obvious and a couple of other minor tweaks. The indicators are supposed to be any sort of red/green material (gems, bauxite, serpentine, etc.) and they get hidden by the cowling when the lever is moved. Nothing high tech.
Where is the file which lists and defines the entities in objects.png.
I'm trying to make a new sprite (for example, crossbows) and I don't know how I'll get the game to point to that sprite?
[Do I have to download each individual file from: http://stonesense.googlecode.com/svn/trunk/ and then attack the program with Microsoft Visual to allow new object sprites into the game or is there a simpler way?]
OK, for starters 'objects' per-se are not in the game yet. Creatures and buildings are, but I'm not sure we'll ever be able to usefully get object data: Even DF itself grinds to a halt on the stocks/stone screen, so...
But for buildings and creatures, there's XML definitions, so you just need to tweak text files- no compiling. Full details on the googlecode wiki.
http://code.google.com/p/stonesense/w/list (http://code.google.com/p/stonesense/w/list)QuotePS - Also even if there is a simple solution... Is it possible to download the stonesense source to toy with? If so how?
If you get a Subversion tool, you can download the whole lot as per the instructions on the googlecode website. There are instructions included (and in this thread at various points) for how to build it on MSVS, MinGW and Linux.
Of course, new sprites being added to the system will show up on the http://stonesense.googlecode.com/svn/trunk/ (http://stonesense.googlecode.com/svn/trunk/) area before they get into a release, so its possible to get some mini-updates yourself that way without having to compile anything. But make sure to back up your building directory first, because the config format will sometimes change (eg the Bridges.xml now in SVN is not compatible with 0.3a)
What about things like the Trees? the Saplings? Windows? Water? Dirt? Farmplots? These don't appear to be objects or creatures?Buildings and Creatures are configurable. Everything else, we are still working on...
How would I say add in a special new ground-tile or new tree sprite for specific trees or barrel etc?
I am interested in making art for this program.Welcome aboard 8-)
Interested enough to finally register on the forums.
What still needs to be done, what size do the images need to be, and specifically do you want someone to make graphics for the individual dwarf job classes (woodworker, mason, etc.)My recommended approach would be:
What about things like the Trees? the Saplings? Windows? Water? Dirt? Farmplots? These don't appear to be objects or creatures?Buildings and Creatures are configurable. Everything else, we are still working on...
How would I say add in a special new ground-tile or new tree sprite for specific trees or barrel etc?
A lot of stuff will need to be more configurable: mods can add all sorts of changes for us to cope with. But there's only so much we can do at a time.
So anything beyond Buildings and Creatures you'd need to do some programming for.I am interested in making art for this program.Welcome aboard 8-)
Interested enough to finally register on the forums.QuoteWhat still needs to be done, what size do the images need to be, and specifically do you want someone to make graphics for the individual dwarf job classes (woodworker, mason, etc.)My recommended approach would be:
If you can provide a missing sprite, or improve upon an existing sprite, then give it a go and we can see how it works out. Run the program, see what missing stuff annoys you, and fill in the blanks.
The only exception to this would be keeping an eye on the thread, so you can see what other folks are doing rather than duplicating effort.
The easiest way to get a feel for the image size is the open up the objects.png and have a look at one of the wall tiles. Since that are a "full" tile, your image will need to fit within that.
Currently the system doesn't support professions, but I cant imagine it will take that long. However, it will probably also start providing sprite combination functionality like for the buildings, so rather than designing individual tiles, you can design a base dwarf and apply modifications such as different equipment and such. This may or may not be easier- we'll see how it goes.
Jonask and Solifuge reserve the final decision on what art goes into the trunk release, but given that its pretty configurable, I imagine drop in graphics packages will be quite doable.
Ok newest revision and the one I'll probably be putting down for the moment. I reduced the cowling a bit to make the red indicator a bit more obvious and a couple of other minor tweaks. The indicators are supposed to be any sort of red/green material (gems, bauxite, serpentine, etc.) and they get hidden by the cowling when the lever is moved. Nothing high tech.
Hmm. Hacking it into the system, ran into one issue: Banks of levers tend to overlap a touch confusingly.
Heres an attempt at providing better separation (reduced lever travel, contrasting handle colour).
(http://i277.photobucket.com/albums/kk61/kaypy/leveredit.png)
(half of those levers are actually gear assemblies with hacked sprites- I still cant flip the levers in-game)
Guys on tigsource.com noticed your work and are excited: "Now this is a dream coming true right here!"
Also there is a lot of comments like "Awesome", "I might play this game after all", etc.
I have to say though I think the graphics are too happy: DF (and roguelikes in general) has always seemed to me to be a very dark game. Which is fine, I think its best if people can choose whatever graphics they want, but I hope there will be the capability to make your own tilesets
I just downloaded Stonesense and got an error telling me I was missing alleg42.dll.Ive heard of others having the same problem- either go download allegro itself, or head over to the googlecode page and dig alleg42.dll out of the repository.
Does anyone know how I can fix this?
I hope there will be the capability to make your own tilesetsAll the graphics are png, so you can swap in your own versions. A lot is becoming configurable, so you can handle different base DF data, as well (eg mods).
Call me dumb, but how exactly do I get this thing to load a map? I've downloaded it into the DF folder, but it opens to say 'no map loaded' and I don't know how to get it to display my fortress.What version of DF are you using?
Stonesense is no where near as quick as it is in that video for me... It is horribly horribly laggy. I cannot even use the tool to be honest. I am running Arch Linux x64, and my CPU is a Pentium Dual 2.2ghz Nvidia 7100 and 3 GB of RAM. I dunno why it lags so bad...You should be able to use it for screenshots, I mean... pentium 2.2 ghz isn't even on the scale versus i7 4.0 ghz but it could be an issue with 64bit *nix?. How's your fps without stonesense?
this looks great, nice job all
I have to say though I think the graphics are too happy: DF (and roguelikes in general) has always seemed to me to be a very dark game. Which is fine, I think its best if people can choose whatever graphics they want, but I hope there will be the capability to make your own tilesets
Video of Stonesense in action for those who can't run it well.
http://www.youtube.com/watch?v=QxUYIZsu664
Yeah, I got so distracted when things started dying. :'(
I was going to post it in the Halltraded thread but I forgot. hahahVideo of Stonesense in action for those who can't run it well.
http://www.youtube.com/watch?v=QxUYIZsu664
Yeah, I got so distracted when things started dying. :'(
I was not expecting to see Halltraded. I broke out laughing at the "oh, fire" comment.
That would be 10x more epic when my waterwheels were actually sprited.
this looks great, nice job all
I have to say though I think the graphics are too happy: DF (and roguelikes in general) has always seemed to me to be a very dark game. Which is fine, I think its best if people can choose whatever graphics they want, but I hope there will be the capability to make your own tilesets
When I was considering the original style I wanted to go with on the tiles, I considered something really grim and gritty for a while... but for some reason, the perverse irony of cartoony dwarves building magma-powered deathtraps that they dump on diplomats and the bourgeoisie, and cleaving cartoony goblins in two with big shiney axes was too great to pass up.
There's something decidedly "Itchy and Scratchy" or "Ren and Stimpy" about it.
Call me dumb, but how exactly do I get this thing to load a map? I've downloaded it into the DF folder, but it opens to say 'no map loaded' and I don't know how to get it to display my fortress.
I too get the no map loaded problem. I've copied the stonesense folder into my dwarf fort folder and I'm running d13.
Yes, I am playing the game when I load up stonesense.That's strange then...
Both running at the same time.
I just downloaded Stonesense and got an error telling me I was missing alleg42.dll.Ive heard of others having the same problem- either go download allegro itself, or head over to the googlecode page and dig alleg42.dll out of the repository.
Does anyone know how I can fix this?
http://code.google.com/p/stonesense/source/browse/trunk/alleg42.dll (http://code.google.com/p/stonesense/source/browse/trunk/alleg42.dll)
Yeah I understand that, not really my thing though. I feel like there is something about the aesthetic of ASCII and roguelikes in general that always gets lost when these games are given actual graphics. But to tell the truth I'd enjoy working on an alternate tile/spriteset that works to preserve that, so maybe I'll start up a little project about it once this gets further alongI already have a bit of that done. They're dead easy to make. Find my tileset thread... (http://www.bay12games.com/forum/index.php?topic=41692.msg793768#msg793768) edit: found. Is 16x16 though.
I copied the file into the stonesense folder but now when I run it I get an error saying "unable to set graphics mode."OK, I'm more or less flailing randomly by this point, but have you tried changing resolution and/or fullscreen in the init file?
Yeah I understand that, not really my thing though. I feel like there is something about the aesthetic of ASCII and roguelikes in general that always gets lost when these games are given actual graphics. But to tell the truth I'd enjoy working on an alternate tile/spriteset that works to preserve that, so maybe I'll start up a little project about it once this gets further alongI already have a bit of that done. They're dead easy to make. Find my tileset thread... (http://www.bay12games.com/forum/index.php?topic=41692.msg793768#msg793768) edit: found. Is 16x16 though.
Stonesense launched
Unable to load building config buildings/Pump.xml
Also note, you may have to change the z-level you are viewing. It tends to start out looking at the level just below your bottommost dug out level or a bit up in the sky for me.Both running at the same time.
Perhaps Stonesense hasn't realized that Dwarf Fortress has started? Try pressing 'R' to ask Stonesense to refresh. (Alternatively, press '+' on the numpad to set Stonesense to auto refresh)
If you know what an & is or don't care about old spoilers, click.Spoiler (click to show/hide)
If you know what an & is or don't care about old spoilers, click.Spoiler (click to show/hide)Spoiler (click to show/hide)
Yes it does, look closer at the code I posted.
Didn't Chris Hildenbrand of Spriteattack make a mockup of an isometric view? Maybe he could contribute sprites too!WOW! O_O Somebody contact this man immediately!
Yeah, here it is:Spoiler (click to show/hide)
I thought I'd mention that Kotaku (One of the most popular Gamer blogs) made mention of Stonesense the other day. Expect an army of on-lookers. :Pwat.
Ok so I'm not necessarily done with this but I wanted to test to see if my method of making the tiles worked correctly. See if you can't get this in and let me know.It looks like that would 'work', but it would be better if each tile contained the contents actually in that x/y location, rather than just breaking the image up by 32x32 chunks...
Oh also, while I'm here, I thought I'd mention that Kotaku (One of the most popular Gamer blogs) made mention of Stonesense the other day.
that looks like the next graphics tier up, though.What do you mean? WHats the difference between it and the graphics being done now?
that looks like the next graphics tier up, though.What do you mean? WHats the difference between it and the graphics being done now?
Indeed. I think we need to make the move. Is there any reason not to? Honestly?that looks like the next graphics tier up, though.What do you mean? WHats the difference between it and the graphics being done now?
Much higher resolution.
e: actually upon inspection, it's not THAT much higher. Hmm.
One thing I've noticed, is that when I have stockpiles, they are completely unshown in Stonesense. Does stonesense not know how to deal with stockpiles? It seems like the individual objects (barrels, beds, doors) show up fine in the world, but just not in a stockpile.
Sorry that I've been rather useless for art recently... I've been moving out of my old place in a bit of a hurry. Now that I've settled down, I've got a bit more time to work on stuff.
(http://img190.imageshack.us/img190/7479/windmillredux.png)
I took a crack at rendering Nickle's awesome Windmill design as separate tiles. The rotation animation should be pretty easy from here too, using the cardinal directions. I also threw in a slightly stouter Vertical Axle too. More sprites to come!
wind cathing parts (how do you call them in english?)Vanes or sails.
Dunno how animation will go about getting done, but that would be epic :)Currently buildings have a whole bunch of conditional options. It wouldnt be particularly difficult to make something like "is this an even or odd frame" another condition. (Or to get more detailed- I'm thinking 6 frame options would allow both 3 and 2 frame animations, as well as half speed versions of each)
Actually, my crash was also on a glacier. It worked fine until I started digging a little more. Anything I can do to fix? Can a fix be incoming?The "Unable to load building config buildings/Pump.xml" message just means that we dont have a file for configuring the screwpump. The system should quite happily ignore the missing file. It's more likely to be something to do with the glacier, especially if you dug down to the bottom ice level- glaciers are notorious for wierdness.
That whole pump thing causing the crashes?
There are no fish or anything near that tile, and I can assure you that I have no water walking Jesus-donkeys in my fortress, so I don't know what's going on. Any clue what I'm doing wrong?If you see it again (or still), could you get some shots of what is going on in the DF window (preferably a z level either side, too) so we can see if theres anything that might be causing it.
Stonesense doesn't know about objects at all yet; that'll require more advancement in the dfhack library.At this stage I could make a generic "some unknown object" indicator- there is a occupancy flag for 'this tile contains an object'.
And Destructoid
http://www.destructoid.com/new-stonesense-visualizer-makes-dwarf-fortress-playable-154149.phtml
Grats, duders! Though I do wonder at what point does this project start making Toady very nervous
so many comments on all the sites about not getting into the game cuz of the UI, i really hope he starts to think about at least improving it in some way before he starts his next yearly arc project, i think he'd gain *alot* of players by doing so.
I understand that developing it into a GUI would be a nice feature in the long term. But what if there was an easy way to control DF with the mouse? It wouldn't be a fully-featured GUI -- it would always be managed by DF -- but it would certainly bring a better GUI back to the short-term goals. The most annoying aspect is moving the cursor, so I'm sure lots of folks would kill to have it controlled by the mouse; but if the commands were clickable too it would also be great. Well, it just might be possible...
First, the commands. They obey rigid structures: there's usually the associated key to the left of the command description, after a colon; or to the far right, as in lists. If your program could access DF's display, and assuming the panel is fixed or known, so that clicks in the main view don't count: a click in a non-space character, or in a space between characters (ie, between words) is a command click. Now, just follow that row to the left, until you hit a colon, and the letter/word after that is the key your program must simulate for DF to issue the clicked command. If none is found, the command must be to the far right, like in lists.
This alone would let you click most commands in DF, turning GUI navigation into a breeze.
Secondly, the cursor. The basic behavior would be simply to record internally the last position of the cursor and turn a click into a series of presses of the appropriate keys: delta_x = click_x - cursor_x (in tiles), then if delta_x>0 press right delta_x times; if delta_x<0 press left -delta_x times. (Likewise for y). However, since the view can change, you'd also have to take its position into account. This would be a possibility whenever Stonesense is able to synchronize with DF's view by keeping track of its position.
What do you think? Too ambitious? I think it would be nice even if implemented in a very crude and simple way...
If you see it again (or still), could you get some shots of what is going on in the DF window (preferably a z level either side, too) so we can see if theres anything that might be causing it.Sure. FYI, when I press v the nearest creature is a peasant all the way across the map.
Hmm. You didnt have a donkey die there at some stage did you? (theres a mode that shows dead critters, too)
pretty donkey :DThanks! If anyone's interested, I can post the tiles I'm making for my game here. I can't promise quality of any kind, though--I'm pretty new at this.
"If you ever wished that Dwarf Fortress ever looked like FarmVille," erm...
Yes, this is awesome. But unfortunately I refuse to play DF until the new verions here :(
(http://i12.photobucket.com/albums/a226/Figgin/Dwarf%20Fortress/WindmillReduxAnimated.gif)
Huzzah! An animated Windmill that links appropriately with Mechanisms!
Yeah, its a simple 2-frame affair, and looks kinda like it jiggs back and forth until your brain is fooled by the illusion, but there you go!
And with that I'm off to sweeden to smuggle some booze
so many comments on all the sites about not getting into the game cuz of the UI, i really hope he starts to think about at least improving it in some way before he starts his next yearly arc project, i think he'd gain *alot* of players by doing so.
so many comments on all the sites about not getting into the game cuz of the UI, i really hope he starts to think about at least improving it in some way before he starts his next yearly arc project, i think he'd gain *alot* of players by doing so.
There's a good chance you'll get your wish. Toady is going to be working through the top 10 Eternal Suggestions items (http://www.bay12games.com/forum/eternal_voting.php) soon after the upcoming release, on which "Full graphics support" stands at #7.
Although he's also said that he may jump around or ignore items in this list as he sees fit (as it should be). Still, fingers crossed for options in the future.
There's a good chance you'll get your wish. Toady is going to be working through the top 10 Eternal Suggestions items (http://www.bay12games.com/forum/eternal_voting.php) soon after the upcoming release, on which "Full graphics support" stands at #7.
Now, on to more serious business.
In my mind (Jonas might say differently), this is first and foremost a low-requirement Visualization tool; without Tarn stating that he is okay with us taking Stonesense in the direction of a GUI, I'm not going to push for it.
Through our participation in the development process of Dwarf Fortress, we all start to feel a little sense of ownership of the game... we've suggested features, tested for bugs, designed mods, spread publicity, and ultimately supported Tarn in this monumental effort. We all need to remember, however, that this is still Tarn's project, not ours, and it's an unpaid project at that. No matter how excited we all get about Dwarf Fortress, it's not at all fair to push him to do something that he doesn't want done... and he has already voiced his apprehensions about 3rd party graphical interfaces, and how that would impact the project.
Judging by how several on-line communities are viewing this project, especially the folks who say "Wow, now I might try Dwarf Fortress now!" or "I think I could finally get my friends to try this!" one can see that there is definitly a demand for a more accessable interface. Heck, I've even had friends I know in person say that this would get them into the game way more. The problem is that, if players start to rely on such a 3rd-party interface, the team designing it would have to be as dedicated as Tarn with updates and new features, or such an interface would have to be officially adopted... and collaboration is something he has also expressed great reservations about, as this is his brainchild.
But yes, in the universe where we are given the go-ahead from Tarn, interpreting mouse and key input with Stonesense, and translating it to input for DF would probably be the way to go. I'd imagine that drop-down menus for Constructions (a simple point-and-click for designating mining, sizing bridges, laying out roads and walls, etc.) would be doable, though anything beyond that depends entirely on the degree to we can interface with the program itself.
For now, though, the thing that keeps us from even being able to consider a GUI is the wealth of graphical issues that still need ironing out. We need tile rotations, fixes for some of the graphical hiccups such as the "Escher Effect", and a -Lot- more tiles and sprites. For now, focus on that, and if we can eventually pitch a solid visual display and interface to Tarn, and prove that this is a dedicated project, maybe we'll see such a thing down the road.
(http://i12.photobucket.com/albums/a226/Figgin/Dwarf%20Fortress/WindmillReduxAnimated.gif)Change the coloring on the right vane. It looks like it's oriented same as the left vane (which looks right to me). Which makes it look like one (or, if you believe it's spinning) all of the vanes invert mysteriously in that position, then invert back.
Huzzah! An animated Windmill that links appropriately with Mechanisms!
List of Constructable Materials, and what they look like:Omitted materials (40d): Metal Blocks. Less important but also omitted: Ash/potash/pearlash. Soaps. Charcoal.. And that smoothed stone doesn't look like smoothed stone- it ISN't constructed after all, but smoothed bedrock. You need a nice, flat surface to engrave after all.
(http://i12.photobucket.com/albums/a226/Figgin/Dwarf%20Fortress/StoneSmoothed.png) Natural Stone (Smoothed)
(http://i12.photobucket.com/albums/a226/Figgin/Dwarf%20Fortress/StoneRaw.png) Raw Stone (Cobblestones)
(http://i12.photobucket.com/albums/a226/Figgin/Dwarf%20Fortress/StoneBlock.png) Stone Blocks (Bricks)
(http://i12.photobucket.com/albums/a226/Figgin/Dwarf%20Fortress/WoodRaw.png) Raw Wood (Trunks/Branches)
(http://i12.photobucket.com/albums/a226/Figgin/Dwarf%20Fortress/WoodBlock.png) Wood Blocks (Planks)
(http://i12.photobucket.com/albums/a226/Figgin/Dwarf%20Fortress/MetalBlock.png) Metal (Forged Bars/Plates)
(http://i12.photobucket.com/albums/a226/Figgin/Dwarf%20Fortress/GlassBlock.png) Glass Blocks (Carved/Shaped)
(http://i12.photobucket.com/albums/a226/Figgin/Dwarf%20Fortress/StoneSmoothed.png) Natural Stone (Smoothed)
(http://i12.photobucket.com/albums/a226/Figgin/Dwarf%20Fortress/StoneRaw.png) Raw Stone (Cobblestones)
(http://i12.photobucket.com/albums/a226/Figgin/Dwarf%20Fortress/StoneBlock.png) Stone Blocks (Bricks)
(http://i12.photobucket.com/albums/a226/Figgin/Dwarf%20Fortress/WoodRaw.png) Raw Wood (Trunks/Branches)
(http://i12.photobucket.com/albums/a226/Figgin/Dwarf%20Fortress/WoodBlock.png) Wood Blocks (Planks)
(http://i12.photobucket.com/albums/a226/Figgin/Dwarf%20Fortress/MetalBlock.png) Metal (Forged Bars/Plates)
(http://i12.photobucket.com/albums/a226/Figgin/Dwarf%20Fortress/GlassBlock.png) Glass Blocks (Carved/Shaped)
this mini project so far is totaly capable to getting info from dwarf fortress and make a pseudo GUI. but remember, read or use DF not make DF use gui. just have some sort of "send" and "get" and everything should be safe for compatibility issues.
(http://i12.photobucket.com/albums/a226/Figgin/Dwarf%20Fortress/StoneSmoothed.png) Natural Stone (Smoothed)
(http://i12.photobucket.com/albums/a226/Figgin/Dwarf%20Fortress/StoneRaw.png) Raw Stone (Cobblestones)
(http://i12.photobucket.com/albums/a226/Figgin/Dwarf%20Fortress/StoneBlock.png) Stone Blocks (Bricks)
(http://i12.photobucket.com/albums/a226/Figgin/Dwarf%20Fortress/WoodRaw.png) Raw Wood (Trunks/Branches)
(http://i12.photobucket.com/albums/a226/Figgin/Dwarf%20Fortress/WoodBlock.png) Wood Blocks (Planks)
(http://i12.photobucket.com/albums/a226/Figgin/Dwarf%20Fortress/MetalBlock.png) Metal (Forged Bars/Plates)
(http://i12.photobucket.com/albums/a226/Figgin/Dwarf%20Fortress/GlassBlock.png) Glass Blocks (Carved/Shaped)
Your 'natural stone' look likes constructed stone blocks. Your 'raw stone' looks like a 'rough' constructed stone wall from raw stone, not blocks. The stone block one is just odd, you have tiled bricks on the sides but the top is a grid?
I would use the first one 'natural stone' for constructed stone block walls, the 2nd one for constructed walls from natural stone. The third one could probably be reworked for glass blocks, as I don't see them casting one huge glass block for a wall.
I think he means that instead of hacking DF, DF actively sends data to stonesense. I think I can sort of see how it could work - each stonesense tile has an associated variable, and it is these variables that DF sends to stonesense, along with their arrangement along the grid. From that stonesense organizes it.Quotethis mini project so far is totaly capable to getting info from dwarf fortress and make a pseudo GUI. but remember, read or use DF not make DF use gui. just have some sort of "send" and "get" and everything should be safe for compatibility issues.
I don't think you realize how hard that is, the DFHack program is built on years of hacking into the DF memory structure by numerous dedicated people each building on earlier work and its no ware near getting access to all the data which is by the way constantly moving around in each version of DF, without constant hacking it becomes incompatible almost immediately. DFHack also has to halt DF when reading data which is going to cause significant slowdown, its never going to be able to substitute for a real API.
I think he means that instead of hacking DF, DF actively sends data to stonesense. I think I can sort of see how it could work - each stonesense tile has an associated variable, and it is these variables that DF sends to stonesense, along with their arrangement along the grid. From that stonesense organizes it.
(which I personally find unconscionable, either provide a real UI or an API, refusing to do either is simply an insult)I'm of two minds about this. On one hand, the DF community is one of the best modding communities I've seen in a long time and for programs based on DFHack, they've done everything just by attaching to the process and reading the memory. So of course, I'd be interested if Toady were to open up and allow an API.
He mentioned "send" and "get" - that implies that both programs would be actively involved in the process.That's not strictly true. With memory reading / injection it's possible to do all of the reading and writing from Stonesense's side; however it's really not a good idea for the long run. At this point, we're really just arguing about semantics, I just wanted to throw my 2 cents in.
One waterwheel issue: what does it look like when the water is drained out?Actually, thinking about things a bit more, We can probably do some hacky stuff where it's really needed, so we may be able to force the waterwheel building to expand into the z-level below.
What your describing is an API and Toady has steadfastly refused every appeal to add it to DF ...(which I personally find unconscionable, either provide a real UI or an API, refusing to do either is simply an insult)...
...
We are not in a position to demand anything from Toady or to criticize him for what is very obviously a labor of love.
Dwarf Fortress is Toady One's project, he quit his job to work on this and it is his gift to us. It is free, we don't have to pay and he not only gives constant updates but also actively listens and engages with his community. The real insult is to not respect his wishes in allowing him to get around to it when he has the time. He has given his reasons many times for why he has made the decisions that he has. I like Stonesense and I think that the added attention it will bring to DF will be good for Toady and good for us all but I think you're out of line Impaler[WrG]. We are not in a position to demand anything from Toady or to criticize him for what is very obviously a labor of love.
(http://i12.photobucket.com/albums/a226/Figgin/Dwarf%20Fortress/StoneSmoothed.png) Natural Stone (Smoothed)
(http://i12.photobucket.com/albums/a226/Figgin/Dwarf%20Fortress/StoneRaw.png) Raw Stone (Cobblestones)
(http://i12.photobucket.com/albums/a226/Figgin/Dwarf%20Fortress/StoneBlock.png) Stone Blocks (Bricks)
(http://i12.photobucket.com/albums/a226/Figgin/Dwarf%20Fortress/WoodRaw.png) Raw Wood (Trunks/Branches)
(http://i12.photobucket.com/albums/a226/Figgin/Dwarf%20Fortress/WoodBlock.png) Wood Blocks (Planks)
(http://i12.photobucket.com/albums/a226/Figgin/Dwarf%20Fortress/MetalBlock.png) Metal (Forged Bars/Plates)
(http://i12.photobucket.com/albums/a226/Figgin/Dwarf%20Fortress/GlassBlock.png) Glass Blocks (Carved/Shaped)
Your 'natural stone' look likes constructed stone blocks. Your 'raw stone' looks like a 'rough' constructed stone wall from raw stone, not blocks. The stone block one is just odd, you have tiled bricks on the sides but the top is a grid?
I would use the first one 'natural stone' for constructed stone block walls, the 2nd one for constructed walls from natural stone. The third one could probably be reworked for glass blocks, as I don't see them casting one huge glass block for a wall. Raw wood is fine as-is, or you could make them stacked horizontally. Either one works. The wood blocks you have there look fine. Just my 2 bits, great work overall.
CobaltKobold:so we aren't limited by stone color or type, but can have different textures for every one.That is good. But I think the default color applied to [materialtype] would be a good backup for mods, and until you individually texture them.
Question. Is there a way to only colorize part of an image? Like being able to apply a color to everything in an image that is pure grayscale and leave everything else that already has color information alone? I think that would be the ideal setup.
Question. Is there a way to only colorize part of an image? Like being able to apply a color to everything in an image that is pure grayscale and leave everything else that already has color information alone? I think that would be the ideal setup.
yeah thats a nice pyramid, the stone looks a bit too perfectly smooth tho, could use a hint of graininessActually, that's not "stone ramp" that's "placeholder ramp"
I love how im able to mind force the wheel to spin the other way around, its such a strange feeling when you manage to flip it in your brain!Which is perfect since the water could be flowing in either direction.
To be fair, I read the README and somehow missed that part.
I made a simple screw pump proptype, it needs polishing.
(http://img338.imageshack.us/img338/6003/screwpump.png)
Scamps could use a gold water bowl.
What your describing is an API and Toady has steadfastly refused every appeal to add it to DF (which I personally find unconscionable, either provide a real UI or an API, refusing to do either is simply an insult).
"Natural" Stone should have been labeled Smoothed Stone; regardless, its one I'm having the most trouble properly representing. It is what texture results when plain stone layers are Smoothed by engravers. The blocklike texture is meant to be lines carved directly into the wall, rather than something that the dwarves have built up, to add a sense of texture.
Index: GUI.cpp
===================================================================
--- GUI.cpp (revision 152)
+++ GUI.cpp (working copy)
@@ -135,6 +135,10 @@
textprintf(target, font, 2, config.screenHeight-20-(i--*10), 0xFFFFFF,
"Creature: %s(%i) ",
v_creatureNames.at(b->creature.type).id, b->creature.type);
+ textprintf(target, font, 2, config.screenHeight-20-(i--*10), 0xFFFFFF,
+ "Name:%s %s %s ",
+ b->creature.first_name.c_str(), b->creature.nick_name.c_str(), b->creature.trans_name.c_str());
+
char strCreature[150] = {0};
generateCreatureDebugString( &b->creature, strCreature );
Dwarf Names!
A man I know drew (drawn? keep forgetting that rule) these elves. I'm posting with his permission, of course.
(http://i34.tinypic.com/2isi0k3.png)
Also, I'll try to persuade him to draw some more sprites, if you need them.
After the discussion earlier I thought I might try my hand at the smoothed rock walls.Two thumbs up for the side. Change the floor though, it doesn't look 'smoothed'.
(http://img269.imageshack.us/img269/1722/smoothtest.png)
I don't know if as a rule you were trying to avoid top of wall tiles being the same as floor tiles but I can always revise it. I think I can also make engraved walls out of these.
Won't we have to make a seperate Tile, from two anglesthree. engraved floor.
So when I do the dry waterwheel you want that as 6 tiles?If it's not too much effort... Did you see how Solifuge broke the windmill up into x/y location chunks rather than image chunks? Thats the sort of thing we need. But if it is too much effort, then we might get better return on time for you to keep working on new images 8-)
Yo, I'd like to lend my pixeling skillZorz to Stonesense, I wanted to start on doing some items, because I find my stock piles look very bare :P is there a way to implement non structure items so far? Do they count as a new creature entity? I'd also like to supply a stockpile graphic and some zone graphics? do stockpiles and zones come under structures?
Lemme know I'd love to lend a hand to the project.
...but they may have sprites for 'piles already.One thing I've noticed, is that when I have stockpiles, they are completely unshown in Stonesense. Does stonesense not know how to deal with stockpiles? It seems like the individual objects (barrels, beds, doors) show up fine in the world, but just not in a stockpile.
Stonesense doesn't know about objects at all yet; that'll require more advancement in the dfhack library. Beds and doors are considered buildings, not objects. Barrels are objects, so do not show up. Stockpiles can be toggled (Didja read the readme file? :D ), but in the current release, they don't have any sprites configured. You'll have to fetch newer files from SVN.
Pity about glaciers not working properly, alas now cannot use stonesense on my fortress. People might appreciate a warning about glaciers and other such things it blanket doesn't work with.Ice and water are deep hoodoo crazy in 40d. Ice is the easiest manner in which to produce a void tile (i.e. one lacking "open space" or anything else).
10:1 nobody's got millstones. Remember that they transmit power in all directions.Theres a sort of millstone/quern thing, but there's always room for improvement. The buildings that are 'done and in' can be found from the googlecode (check the list of files in the buildings directory), although theres generally some pending ones you'd need to read the forum for.
it should be linked in first post, but isn'tJonask has been rather unavailable recently... Hopefully we may get some more info up there eventually.
Out of curiousity, how badly would the new updates break third party software?
Two questions.
First: Is it possible to have stonesense display single tiles of constructed or natural wall as pillars? The game describes them as pillars, and I often use them as such in my architecture.
Second: Is there any way to make the viewing window bigger?
A little summary on custom-sized tiles (for Jonas):
I propose that instead of a predefined tile shape, the tiles should only be characterized by their horizontal dimentions and the vertical distance between floors.
The current tiles are 32x15px, like this:
(http://mayday.w.staszic.waw.pl/~mayday/upload/customtilesize.png)
The blue rectangle (and the automatically calculated way the tile "rectangles" overlap) (http://mayday.w.staszic.waw.pl/~mayday/upload/overlappingtiles.png) is actually all that the visualizer should care about for a single layer view- and it should be customizable. This way Le Artiste will be able to choose a tile shape that he considers best (as you may know, I'm dying to try a view in which the "blue rectangle" of the tile is actually square).
Another thing is freeing up the sprite size. The bottom edge of the blue rectangle should be the bottom edge of the sprite image, but it would be great if the artist was free to do a sprite as high and wide as he wants if he needs it. Of course, for clarity he'll want to stay above these red lines (http://mayday.w.staszic.waw.pl/~mayday/upload/safetile.png) but even that should be up to him.
The tile height, from the POV of Stonesense should also only mean the vertical displacement of the next layer of floors. If a sprite would benefit from that few additional pixels in height- let the artist use them! That is of course as long as they don't stick out of the floor when viewing the level above (as it is now).
If there's one thing I'd want added to Stonesense- that's it.
First: Is it possible to have stonesense display single tiles of constructed or natural wall as pillars? The game describes them as pillars, and I often use them as such in my architecture.
I propose that instead of a predefined tile shape, the tiles should only be characterized by their horizontal dimentions and the vertical distance between floors.
Le Artiste will be able to choose a tile shape that he considers best (as you may know, I'm dying to try a view in which the "blue rectangle" of the tile is actually square).
Another thing is freeing up the sprite size. The bottom edge of the blue rectangle should be the bottom edge of the sprite image, but it would be great if the artist was free to do a sprite as high and wide as he wants if he needs it. Of course, for clarity he'll want to stay above these red lines (http://mayday.w.staszic.waw.pl/~mayday/upload/safetile.png) but even that should be up to him.
The tile height, from the POV of Stonesense should also only mean the vertical displacement of the next layer of floors. If a sprite would benefit from that few additional pixels in height- let the artist use them! That is of course as long as they don't stick out of the floor when viewing the level above (as it is now).
The current tiles are 32x15px, like this:You messed up there- your mockup has the top edges of tiles obscured. You don't actually want the floor tiles to overlap, that's wasting art. So you line them up, e'en if they only take 32x15 (or in my case 16x7), like they have an extra missing line on bottom/top for the edge/tips of the adjacent tiles. Plus, power-of-two math makes locations much easier to mind-calculate.
(http://mayday.w.staszic.waw.pl/~mayday/upload/customtilesize.png)
The blue rectangle (and the automatically calculated way the tile "rectangles" overlap) (http://mayday.w.staszic.waw.pl/~mayday/upload/overlappingtiles.png) is actually all that the visualizer should care about for a single layer view- and it should be customizable.
If there's one thing I'd want added to Stonesense- that's it.Ladies, gentlemen, and others: The Cavalier Crusader!
Two questions.
First: Is it possible to have stonesense display single tiles of constructed or natural wall as pillars? The game describes them as pillars, and I often use them as such in my architecture.
Second: Is there any way to make the viewing window bigger?
The blue rectangle (and the automatically calculated way the tile "rectangles" overlap) (http://mayday.w.staszic.waw.pl/~mayday/upload/overlappingtiles.png)Not that has been mentioned, yeah, the red box there should be one pixel lower.
Quote from: Mike MaydayIf there's one thing I'd want added to Stonesense- that's it.Ladies, gentlemen, and others: The Cavalier Crusader!
Now now, I'm generally nice. I 'ust wanted to share my amusement with the world. I'm not trying to knock down his suggestion or insult him.Quote from: Mike MaydayIf there's one thing I'd want added to Stonesense- that's it.Ladies, gentlemen, and others: The Cavalier Crusader!
I can't say I didn't think the exact same thing, but still... be nice. It's not like it would be bad for Stonesense to have that capability, all other things being equal.
draws all tiles sorted by z, then x, then y.if you had stated that more clearly...ah
for(int32_t vsz=viewedSegment->z; vsz < vszmax; vsz++){That would need a swapping for cavalier if Mayday's to get his wide graphics. It shouldn't otherwise matter which way, as it's symmetric in the current angle.
for(int32_t vsx=viewedSegment->x; vsx < vsxmax; vsx++){
for(int32_t vsy=viewedSegment->y; vsy < vsymax; vsy++){
I tried resizing the existing camels so they were at least bigger than the cat, but failed, so I did some from scratch.I've added a size template to the wiki at http://code.google.com/p/stonesense/wiki/Sprites (http://code.google.com/p/stonesense/wiki/Sprites)
(http://i33.tinypic.com/2d0nabm.png) (http://i35.tinypic.com/euiyp1.png)
Is 32 pixels the right size?
1
2 3
4 5 6
7 8
9
for(int z=0 -> zRange){
//first half - in diagram, only (1), (2,3), and (4,5,6) rows
for(int row=0 -> yRange){
for(int col=0 -> min(xRange,row)){
drawCell(col,(yRange-row)+col,z);
}
}
//second half - in diagram, only (7,8), and (9) rows
for(int row=1 -> xRange){
for(int col=0 -> min(yRange,xRange-row)){
drawCell(row+col,col,z);
}
}
}
Note that <axis>Range is equivalent to the difference in indices between the bounds on that axis.
1
4 2
7 5 3
8 6
9
and things work.
I can't say I didn't think the exact same thing, but still... be nice.Quote from: Mike MaydayIf there's one thing I'd want added to Stonesense- that's it.Ladies, gentlemen, and others: The Cavalier Crusader!
Ah yes, of course. This is what I actually meant. (http://mayday.w.staszic.waw.pl/~mayday/upload/overlappingtiles2.png)The blue rectangle (and the automatically calculated way the tile "rectangles" overlap) (http://mayday.w.staszic.waw.pl/~mayday/upload/overlappingtiles.png) is actually all that the visualizer should care about for a single layer view- and it should be customizable.You messed up there- your mockup has the top edges of tiles obscured.
(http://img517.imageshack.us/img517/774/kopiabeztytuu.png)I like it! And guys, see how the grass crawls "out" of the tile? This is one of the reasons why I propose getting rid of the shape constraint. Nice job, Kogucie :)
Ah yes, of course. This is what I actually meant. (http://mayday.w.staszic.waw.pl/~mayday/upload/overlappingtiles2.png)The blue rectangle (and the automatically calculated way the tile "rectangles" overlap) (http://mayday.w.staszic.waw.pl/~mayday/upload/overlappingtiles.png) is actually all that the visualizer should care about for a single layer view- and it should be customizable.You messed up there- your mockup has the top edges of tiles obscured.
Isn't that exactly the same as the old one?Nope. The rectangle is 32x16 in the latter.
Nope. The rectangle is 32x16 in the latter.Ah, I see. The gap is included in the box
How my tiles work in action:
(http://img254.imageshack.us/img254/774/kopiabeztytuu.png)
(http://img690.imageshack.us/img690/774/kopiabeztytuu.png)
We NEED to decide very soon, sooner the better, what license to have all the stonesense artwork under.
Personally, I think it should be under the Creative Commons Attribution-NonCommercial-ShareAlike 2.0 license, but PLEASE pipe in if you have reasons for it not to be, or something better, etc.
1) The picture is not updating unless I move the screen/change levels.
P,S, Ehh, now it crashes when I try to launch it on my fortress. I've started new and it's ok, but my pyramid crashes it...We have some crashing issues with certain wacky tile configurations (wall type -1 = dead stonesense). The next version will have more sanity checking...
New stone tile (pebbles?)
(http://img694.imageshack.us/img694/9973/doodel.th.png)
(except for the dry non functional version)When hooked up to another power source, dry water wheels will turn.
Horrors! [REDACTED] in the [REDACTED] Part 2 : & HarderSpoiler (click to show/hide)
@Mike: You know this since I told you on IRC today, but for everyone else too: We're making a cavalier build of Stonesense.Uh...seriously, you should be making things easily configurable rather than "GET OTHER EXECUTABLE/PACKAGE"...:-/ I had a list of suggestions above about that...
And my last thought; is setting a color/grayscale a planned feature?
I know Cobalt, but those values enter in so many places in the code. Making them configurable runtime rather than compile time will mean a serious performance hit, that's my main concern. I might have missed that list though? I've been skimming through the 100 or so replies that came in while I was in the hospital :p I'll go over it a bit more carefully in the morning :)No, no, not runtime. Start-of-program time.
I don't think an integer lookup is going to be that much of a performance hit compared to a predefined.
I think having the old ASCII character integrated into the sprites of each creature would be a cool art style, so I'll be playing around with that some.
Looks like we baged another experienced artist. The artist count is starting to get really high, It might be time to have someone act as a Task Manager for all this. Lead Artists generally set the 'tone' for a game and sign off on artwork that meets their desired standard, Solifuge should concentrate on that while someone else acting under Solifuges direction dose the more secretarial keeping of assignment lists (on the SVN would be best) and adds the work to the project by doing the xml entries and the like. That's generally the best division of managerial and creative skills for a project this size.Or, as this is a community project by and large, we wait for Jonak to finish setting up the wiki and finalising the code to allow easy addition and removal of art assets and we just let people go nuts making their own 'tile-sets'.
http://www.lorestrome.com/trash/oldgamefiles/tactics_goblin04.gif (http://www.lorestrome.com/trash/oldgamefiles/tactics_goblin04.gif)
Man, this is some nice shit. I had only done 1 piece of sprite art before this project so it will be great to have someone with more experience on board. Right now I'm still learning as I go so everything takes longer than it really should on my end.
Fiddled with my dwarf a bit, added a hat and made it more pallete-swap ready for indicating different jobs.
(http://i150.photobucket.com/albums/s102/tehmarken/stonesense/dwarf_test.png)
(http://i150.photobucket.com/albums/s102/tehmarken/stonesense/dwarf_test_big.png)
Why do you want a smiley on it?Fiddled with my dwarf a bit, added a hat and made it more pallete-swap ready for indicating different jobs.
(http://i150.photobucket.com/albums/s102/tehmarken/stonesense/dwarf_test.png)
(http://i150.photobucket.com/albums/s102/tehmarken/stonesense/dwarf_test_big.png)
It looks great, shame there wasn't enough space for the smiley, though. Still, nice.
Because of the classic TPS Interpretation of dorfs.Why do you want a smiley on it?Fiddled with my dwarf a bit, added a hat and made it more pallete-swap ready for indicating different jobs.
(http://i150.photobucket.com/albums/s102/tehmarken/stonesense/dwarf_test.png)
(http://i150.photobucket.com/albums/s102/tehmarken/stonesense/dwarf_test_big.png)
It looks great, shame there wasn't enough space for the smiley, though. Still, nice.
Whats with the rock walls? Shouldn't those just be palette shifted?
I'm pretty sure we can change tiles for evil areas, but that's a bit down the road :)
All artists: I've started work on organizing and dividing out the needed artwork. I'm not at all sure if this is the way we should do it, but it's a starting point. This is a wish list of sorts, so feel free to grab whatever you'd like :)
You can find the list here:
http://code.google.com/p/stonesense/wiki/SpriteList
@Hyptosis: Im really impressed by your stuff man, seriously good work :) We would love having your help on the project, any kinds of sprites in particular you like to work on?
I don't know if this was reported, but I remember having an obsidian fortification flooded with magma, and the magma in that tile was drawn one z-level above the floodgate. I might be able to get a picture at some point if this wasn't clear.Yeah, that one's a REAL melon scratcher... It even happens when in single layer mode. I've seen it in my own fort, and I'm gonna figure it out.
Kobolds have two differnet interpretations in fantasy:More than that. "Kobold" ist "goblin" auf Deutsch, ja?
and so a rotation feature is needed.;) Guess what I've been doing the last 5 hours..
Everything seems to work but is there a real time feature, for now the only thing i can do is it R to reload the screen ?Read the readme... Use + and - on the keypad to set the refresh rate. (I asked the same thing).
Fiddled with my dwarf a bit, added a hat and made it more pallete-swap ready for indicating different jobs.
(http://i150.photobucket.com/albums/s102/tehmarken/stonesense/dwarf_test.png)
(http://i150.photobucket.com/albums/s102/tehmarken/stonesense/dwarf_test_big.png)
EDIT#4: Here's a shieldless kobold too. Got everything there for comparison, tell me what ya guys think.Pure awesome.
And just if someone wants to stay close to canon:Would be good to stay close to canon. Just far too many variables otherwise.
Kobold Quest (a game by Toady) kobolds:
(http://i44.tinypic.com/25z32fk.jpg)
This is a DF tileset I've made based on that picture:
(http://i42.tinypic.com/2vla16f.jpg)
regarding scaling, remember what toady said about the size of a tile:
1: a tile is large enough to fit 1000 dragons, provided 999 are lying down.
2: a tile is too small for two dwarves to stand in.
Making traps is harder than I thought.
first doodles:
(http://img294.imageshack.us/img294/6285/urg.png)
It would work fine if I would have enough space. I guess I'll make a button in the floor and that would be the best solution with so limited space.
Any suggestions on how to fit a cage in the floor?
Wow, holy crappers this is going fast.
If only Toady released code for the UI, so Stonesese could be the official GUI. Think about what you could do with real code, instead of hex-editing!
Everyone should e-mail Toady and bother him about it. Hehe.
I eagerly await the time when DF Is user-friendly and actually has a GUI. Making the GUI community driven is the fastest way to do it.Community driven is nice, don't get me wrong. Toady is doing a lot of stuff already and DF needs it's own updates. This was coded as a third party app, if they wanted to try and get it to be first party and directly in the game, they'd ask to do so, them, the creators, not us.
Since making a GUI is a huge timesink, I personally really hope he opens up the GUI part of DF to the community so it can get done in a reasonable time scale.
Eh, it's just a dream of mine.
I eagerly await the time when DF Is user-friendly and actually has a GUI. Making the GUI community driven is the fastest way to do it.
Since making a GUI is a huge timesink, I personally really hope he opens up the GUI part of DF to the community so it can get done in a reasonable time scale.
Eh, it's just a dream of mine.
What is it with people and this graphics thing? Just let him do it in his own time.
Has Toady ever failed us before?
QuoteWhat is it with people and this graphics thing? Just let him do it in his own time.
Has Toady ever failed us before?
You did notice your in a thread ware people are coding their own interface for the game because the default one is useless, if that's not failure then what is?
You did notice your in a thread...
You did notice your in a thread ware people are coding their own interfaceStonesense(isometric visualiser) does not function as an interface to DF...
You did notice your in a thread ware people are coding their own interface for the game because the default one is useless, if that's not failure then what is?
Also, the next Stonesense release will feature floors with actual thickness! Huzzah!
(http://i12.photobucket.com/albums/a226/Figgin/Dwarf%20Fortress/NewWallsFloors.png?t=1258091129)
If I may be so bold Solifuge I would suggest that the wood and stone supports could still use a bit of work (they strike me as looking a little thin and odd)... Not that I could do a better job... Just a thought if you wanted to have a crack at making an improvement or alternative...
For rock type graphics I'd recommend they be based on the typical depictions of rocks in geology textbooks (yes I've taken some geology) as these are a made to both match the rocks real appearance and be recognizable. All of these refer to rough stone surfaces, smoothing and constructions are a separate issues. The following should provide enough variety to do all the layer stones once a colorizing system is in place.
(...)
If I may be so bold Solifuge I would suggest that the wood and stone supports could still use a bit of work (they strike me as looking a little thin and odd)... Not that I could do a better job... Just a thought if you wanted to have a crack at making an improvement or alternative...
That was actually the idea! Remember, supports are built not as permanent structures, but as temporary struts that can be collapsed remotely.
As a complete Rock Geek, this is something I've been mulling over for a while to try and find a way to do it right. I took some of your suggested textures, as well as a set of others, and added in a few others. Each category will have a generic greyscale stone texture, which we can apply colors to in order to create all the different stone types. Eventually, I'd like to have multiple textures of each category, which will be cycled through to create more natural-looking walls.
1. Flakey Sedimentary (Shale, Mica)
2. Grainy Sedimentary (Sandstone, Siltstone)
3. Clear Crystaline (Ruby, Rock Salt)
4. Opaque Crystaline (Obsidian, Bituminous Coal)
6. Smooth Igneous (Basalt, Rhyolite)
7. Coarse Igneous (Granite, Diorite)
7. Lusterous Metamorphic (Marble, Quartzite)
8. Foliated Metamorphic (Gneiss, Phyllite)
9. Nodular (Bauxite, Conglomerate)
10. Metalic (Hematite, Tetrahedrite)
...That's something I hadn't considered: gems will have to have walls of their own type, even though really in most cases it'd be more of a cluster or scattering of them through the rock. Would it be at all possible to extract the value of the nearest non-gem stone tile, and use that as the base, with scattered coloured points to represent the gems?
3. Clear Crystaline (Ruby, Rock Salt)
...
As a complete Rock Geek, this is something I've been mulling over for a while to try and find a way to do it right. I took some of your suggested textures, as well as a set of others, and added in a few others. Each category will have a generic greyscale stone texture, which we can apply colors to in order to create all the different stone types. Eventually, I'd like to have multiple textures of each category, which will be cycled through to create more natural-looking walls.
1. Flakey Sedimentary (Shale, Mica)
2. Grainy Sedimentary (Sandstone, Siltstone)
3. Clear Crystaline (Ruby, Rock Salt)
4. Opaque Crystaline (Obsidian, Bituminous Coal)
6. Smooth Igneous (Basalt, Rhyolite)
7. Coarse Igneous (Granite, Diorite)
7. Lusterous Metamorphic (Marble, Quartzite)
8. Foliated Metamorphic (Gneiss, Phyllite)
9. Nodular (Bauxite, Conglomerate)
10. Metalic (Hematite, Tetrahedrite)
Would it be possible to update the googlecode homepage for the project to indicate what the currently available version for download has, in terms of tiles?
I'm seeing great work here on this thread but not so sure what is or isn't integrated in the v3 over at the site.
Hi,I am new.
Is there a chance it will be possible to actually play with this and not just be able to view your fortress with?
(http://i150.photobucket.com/albums/s102/tehmarken/stonesense/kobold_test_smaller_zoom.png)
vs the old:
(http://i150.photobucket.com/albums/s102/tehmarken/stonesense/kobold_test_big-2.png)
@Soli: For the wood support, maybe do a frame design, like scaffolding? I envision wooden supports as a wire-frame kind of thing, where dwarves can walk through them. I like the pillar for the stone version though, and kudos on adding depth to the floors :)
EDIT: I did some thinking and more fiddling, and looking over my kobolds I tihnk they were too big compared to dwarves. I also gave the dwarf a more peasant-like cap.
(http://i150.photobucket.com/albums/s102/tehmarken/stonesense/kobold_test_smaller.png)
vs the old:
(http://i150.photobucket.com/albums/s102/tehmarken/stonesense/kobold_test-4.png)
(http://i150.photobucket.com/albums/s102/tehmarken/stonesense/kobold_test_smaller_zoom.png)
vs the old:
(http://i150.photobucket.com/albums/s102/tehmarken/stonesense/kobold_test_big-2.png)
Was just a quick edit, it looks out of proportion with itself (tunic looks like a weird potbelly thing going on); so this is just to show the height change and general thinning.
EDIT #2: I think this will do: (http://i150.photobucket.com/albums/s102/tehmarken/stonesense/kobold_test_smaller-1.png)
The "Cutebolds" are in an odd situation. Even though they are purely a fan creation they are starting to be considered official by quite a few people.
I don't mind them, even though they are exactly how I would picture Donkey men to look as well.
Shit, goats were the robots all along? Never would have guessed.
While I was setting up this test it occured to me, with the thick floors addition I'll have to tweak the gears assembly and vertical axle. The floors are going to be 4 picels high if I recall the IRC meeting correctly so I should just have to add 4 pixels to the upper shaft and they should link correctly right?
... maybe with creepy rectangular pupils, like in a goat's eye. (http://i34.tinypic.com/21ondl.jpg)I thought it was hourglass or kidney-shaped.
A possible compromise between Cutebolds and Scarybolds?Those're some cute/radical kobolds. The newer ones look closer to the minigoblins though.
(http://i12.photobucket.com/albums/a226/Figgin/Dwarf%20Fortress/SSKobold2x.png?t=1258150809)
(http://i12.photobucket.com/albums/a226/Figgin/Dwarf%20Fortress/SSKobold.png?t=1258150846)
My inspiration (http://ninjahijinx.com/wp-gallery/illustration/bluedragon_01.jpg)
I made this just for giggles, not to actually be used. Iso art is mindblowingly hard for me, but I'm just not used to it. Also I know if I was doing this for anything more than fun, some serious color adjusting would need to be done to keep the dwarf from mixing into the background. But I wanted to share regardless.oldgamefiles?
(http://www.lorestrome.com/trash/oldgamefiles/eat_me_alive.png)
I made this just for giggles, not to actually be used. Iso art is mindblowingly hard for me, but I'm just not used to it. Also I know if I was doing this for anything more than fun, some serious color adjusting would need to be done to keep the dwarf from mixing into the background. But I wanted to share regardless.oldgamefiles?
(http://www.lorestrome.com/trash/oldgamefiles/eat_me_alive.png)
anyway, looks like a nice miner. Dunno if he'll blend so badly on Stonesense's tiles.
I think these new kobolds are awesome. They look like they fit Toady's vision, though may I suggest that they have their hands poised in a kleptomaniac about-to-steal-narrow-goblin-clothing-from-outside-your-fort pose?While I was setting up this test it occured to me, with the thick floors addition I'll have to tweak the gears assembly and vertical axle. The floors are going to be 4 picels high if I recall the IRC meeting correctly so I should just have to add 4 pixels to the upper shaft and they should link correctly right?
I am digging the animated mechanical components! Also yes, we're adding 4 vertical pixels to each sprite. We may implement Mike Mayday's Oversized Sprite method too, and increase sprite size to 64x64, but mapping them based on the central 32x32 area.
Also, Kobold Redux:
(http://i12.photobucket.com/albums/a226/Figgin/Dwarf%20Fortress/SSKobold-1.png?t=1258159085) (http://i150.photobucket.com/albums/s102/tehmarken/stonesense/dwarf_test.png)
(http://i12.photobucket.com/albums/a226/Figgin/Dwarf%20Fortress/SSKobold2x-1.png?t=1258159085)
In folklore, I've always seen Kobolds as little lizard-dogs with the proportions of toddlers. The sort of critter that you might mistake for a child in a dimly lit room.
I made this just for giggles, not to actually be used. Iso art is mindblowingly hard for me, but I'm just not used to it. Also I know if I was doing this for anything more than fun, some serious color adjusting would need to be done to keep the dwarf from mixing into the background. But I wanted to share regardless.
Is there a list somewhere of all the sprites that have yet to be finished?
Going with a Greek/Roman flavor on these sprites. If anyone has suggestions for another historical culture with iconic dress styles, I'd love to hear some suggestions. I'm kinda tired of all the Eurocentricism in Fantasy art and literature...
seeing as the elves in DF are xenophobic tree hugging cannibalsThis would be more accurate. I'd vote for more feral look on elves, looking how they oppose to build any structures and to use any advanced tools and metals and use zerging hordes to attack other settlements.
Human High Priestess,
(http://i12.photobucket.com/albums/a226/Figgin/Dwarf%20Fortress/SSHPriestess.png?t=1258189064)(http://i12.photobucket.com/albums/a226/Figgin/Dwarf%20Fortress/SSHPriestess2x.png?t=1258189035)
Going with a Greek/Roman flavor on these sprites. If anyone has suggestions for another historical culture with iconic dress styles, I'd love to hear some suggestions. I'm kinda tired of all the Eurocentricism in Fantasy art and literature... I was tempted to make all the humans dark-skinned and dress them in the manner of the Egyptians, but figured I'd get complaints... not to mention it doesn't really match with the raws as they are now.
Hyptosis, I love these! Love the corroded table too; that's a great little detail, and adds visual interest to the sprite. The statues might look nice with a thicker base, but it's a pretty negligible detail, especially since they look damned good!
@Impaler: The crosshatching in the middle is a mesh/grate, with a beveled edge.
I don't post here a lot but this is truly a great program, works well and I am loving it so far.
One issue though:Spoiler (click to show/hide)
Oeeeh, does this mean that Stonesense will be able to differentiate between male/female and jobs?hehe
(http://www.lorestrome.com/trash/oldgamefiles/DF/rock_statue.png) statue
(http://www.lorestrome.com/trash/oldgamefiles/DF/rock_statue2.png) statue
(http://www.lorestrome.com/trash/oldgamefiles/DF/matel_table.png) metal table
Trying to match the current style.
Going with a Greek/Roman flavor on these sprites. If anyone has suggestions for another historical culture with iconic dress styles, I'd love to hear some suggestions. I'm kinda tired of all the Eurocentricism in Fantasy art and literature... I was tempted to make all the humans dark-skinned and dress them in the manner of the Egyptians, but figured I'd get complaints... not to mention it doesn't really match with the raws as they are now.
If somebody could tell me what is needed, I could try and pixel something.
Oh hi. I was so exited about this whole dorf-goes-isometric thing that I decided to do some art too (:
this is a small preview of what i'm currently doing:
(http://trollolo.com/glagne/dorf.gif)
Need to add some life to it though.
(http://i36.tinypic.com/vraweg.png)Fortifications. Looks better when stacked.
Touched up the tile a bit. Here's a mockup showing the two current Fortifications in Stone.
I'm having trouble getting the colors right. Does anyone know of a good guide to leaf colors?
Goblin!
(http://www.cybercom.net/~erin/pixel/goblin.png)(http://www.cybercom.net/~erin/pixel/goblin.png)(http://www.cybercom.net/~erin/pixel/goblin.png)(http://www.cybercom.net/~erin/pixel/goblin_big.png)
If goblins are already done, maybe he could fill another role with a slight modification.
Goblin!
(http://www.cybercom.net/~erin/pixel/goblin.png)(http://www.cybercom.net/~erin/pixel/goblin.png)(http://www.cybercom.net/~erin/pixel/goblin.png)(http://www.cybercom.net/~erin/pixel/goblin_big.png)
If goblins are already done, maybe he could fill another role with a slight modification.
Doublepost with another one. This is a preliminary version, I'm not so sure about this one. If you can't recognise what it is, I've done something wrong.
(http://sklad.obrazku.cz/obr231823_stonesensewillow.png)
My girlfriend works with trees and forced me to change the green palette on this one.
EDIT: I'm having trouble getting the colors right. Does anyone know of a good guide to leaf colors?
Okay, shrunk the dog and cat and added child versions, did finishing touches on the base Kobold and gave him a more sneaky pose,Leave that for the Kobold Thief. They have a profession, y'know :P
I took a whack at the human designs I had sketched up. No matter how tall and gaunt your sketches may be, it kind of goes out the window when you have to translate it to 30 odd pixels high. Here's my first pass on the trader, guard, liason, and diplomat.
(http://img32.imageshack.us/img32/2919/basichumans.png)
I wanted to cover all the basics of fortress mode. Not entirely happy with the pose on the liason. I was trying to go for a haggling pose but I'm not sure it looks right.
I ended up doing a quern. Nothing world-shattering, but the creation was fun as well. I went for a sort of primitive look.
Please also note that I had no idea what I was doing. It probably should be larger. Not to mention my understanding of a quern might be off.
(http://img163.imageshack.us/img163/4624/quern.png)
I took a whack at the human designs I had sketched up. No matter how tall and gaunt your sketches may be, it kind of goes out the window when you have to translate it to 30 odd pixels high. Here's my first pass on the trader, guard, liason, and diplomat.
(http://img32.imageshack.us/img32/2919/basichumans.png)
I wanted to cover all the basics of fortress mode. Not entirely happy with the pose on the liason. I was trying to go for a haggling pose but I'm not sure it looks right.
I think thief is the only kind of kobold you'll ever see at your fort and I've only ever seen them carry knives.
I think thief is the only kind of kobold you'll ever see at your fort and I've only ever seen them carry knives.
Oh hi. I was so exited about this whole dorf-goes-isometric thing that I decided to do some art too (:
this is a small preview of what i'm currently doing:
(http://trollolo.com/glagne/dorf.gif)
Need to add some life to it though.
Actually I kind of like that style.
Decided to make a move on the crops. These are all the subterranean crops.
From left to right: Empty farm plot, Cave wheat, Pig tail, Plump helmet, Quarry bush, Sweet pod and a Dimple cup.
(http://i33.tinypic.com/2noyv9.jpg)
(http://i37.tinypic.com/2dwg4rb.jpg)
All critique encouraged. ;D
worked on them a little more
(http://www.lorestrome.com/trash/oldgamefiles/DF/rock_statue.png)
(http://www.lorestrome.com/trash/oldgamefiles/DF/rock_statue2.png)
Decided to make a move on the crops. These are all the subterranean crops.
From left to right: Empty farm plot, Cave wheat, Pig tail, Plump helmet, Quarry bush, Sweet pod and a Dimple cup.
(http://i33.tinypic.com/2noyv9.jpg)
(http://i37.tinypic.com/2dwg4rb.jpg)
All critique encouraged. ;D
This system supports animated sprites right?Yeah, 6 frame animations, I think.
(http://i38.tinypic.com/2ji48.png)
Lego mod!
I can release it if anyone wants it (gotta finish some blocks)
Decided to make a move on the crops. These are all the subterranean crops.
From left to right: Empty farm plot, Cave wheat, Pig tail, Plump helmet, Quarry bush, Sweet pod and a Dimple cup.
(http://i33.tinypic.com/2noyv9.jpg)
(http://i37.tinypic.com/2dwg4rb.jpg)
All critique encouraged. ;D
Okay, it's under contruction, but behold!
Stonesense Wiki (http://stonesense.wikia.com/wiki/Stonesense_Wiki)
It's mostly there for contributors to upload their graphics. I'm working on some simple Formatting conventions right now; for instance, check out the Tilesets Page. (http://stonesense.wikia.com/wiki/Tile_Sprites)
And I think I'm going crazy with that. I'll retouched all tiles (grass was redrawn about 6-7 times).
So... behold! 9 surfaces.
From your comments its seems that the Plump Helmet and Pig Tail needed a fix.
Pick your favs. ;D
So... behold! 9 surfaces.
(http://trollolo.com/glagne/dorf3.gif)
If I might be so bold to point out that your grass and sand are quite bright, it may become stressing to the eyes and eat up other sprites on top of them.Arguable, I think. I mixed grass, dirt, trees and stones and my eyes (and the eyes of other people) were good. But it might be true with the sand. The most stressing for my eyes are bricks tiles ) we'll see.
Personally, I'd think it would be a great shame if the sand tiles were made much darker than they are in that image - doing so would take a lot of uniqueness out of playing on a desert map (or somesuch). I could imagine the grass/water tiles looking a little "softer" (as Deon put it), though.
Glad to see this project is going so well. If things carry on the way they're going, we'll probably end up with several seperate tilesets made by different users, much like we do now with the vanilla DF graphics.
Oh, and I concur with jarathor when it comes to the crops.
I know jonask is busy with programming the new version, but if someone could update the files and post up a link to current version of stonesense with the current graphics we have added since the video (there are a lot) preloaded with no tweaking, it'd help spread this thing further.
I might work on it when I get off work if I have time.
If you feel the release will be fairly soon, I agree. We have good momentum right now :)
Unfortunately the new DF version will probably break compat horribly. D:
We have good momentum right now :)We have great momentum! Things are moving so fast us devs can hardly keep up with all the new sprites. We're scrambling to get all the new code features in, and at the same time keep the artwork flowing into the trunk. The latter has been lacking a bit, but be assured, it will make it in till the next release :)
From your comments its seems that the Plump Helmet and Pig Tail needed a fix.
The first Plump Helmet is the same shape as before just lightened up a bit and the second is all new.
(http://i35.tinypic.com/309hwcg.jpg)
The Pig Tail I had an issue with from the start as its nothing like I imagine them to be. I picture them to look like cotton plants with a spiralling seed pod but I couldn't make it work so I did the big pink stalks.
First is the old one, next is a redone version and the last is a version flowering assumingly with cotton like fibres.
(http://i34.tinypic.com/2lbg93n.jpg)
I don't want to change the Dimple Cup, i think it fits well with what was originally depicted in the game. (a blue heart)
The Quarry Bush was a tough one. I imagined it to be a grey thick bush that looked like stones from afar but half way through that depiction I realised it just looked like a pile of rocks so I did the bonsai-ish version. :-\
Pick your favs. ;D
Hmmm... I'm thinking a little bit lighter on the skin of those humans, more of a tan colour, so that it could cover humans from all over the world a bit easier opposed to just the warmer regions. :)
I don't know if I accept that interpretation of what a "Tuber" is.
It should look like some sort of Potato but this one sort of looks like a Pitcher plant to me. (You made it look like a Tube as a pun)
Also I picture Prickle Berries, especially due to their low price, to be one of those small wild berry plants you see outside all the time but don't eat.
I don't know what they are called. Except they are called Prickle Berry meaning they would involve a Prickle not a Pine bush. Unfortunately I always called them Prickly Plants so I don't know their true name
Though it also could be one of those REALLY spikey plants with fruit.
I'd argue it's more of cartoony vs grimdark :)
Considering the cheerfulness with which Dwarves will dump kittens into a spike-filled pit while setting the immediate countryside on fire and basking in the magmaey warmth of screaming Goblins, i'd say bright and cartoony graphics match DF's mood perfectly.
Considering the cheerfulness with which Dwarves will dump kittens into a spike-filled pit while setting the immediate countryside on fire and basking in the magmaey warmth of screaming Goblins, i'd say bright and cartoony graphics match DF's mood perfectly.
If Dwarf Fortress was weather I would say it is Cloudy with a chance of Sunshine rather then Sunny with a Chance of Rain.
Though I will admit it is amazing that all these glitches, bugs, and incomplete features of Dwarf Fortress just combined in people's minds to the point where a lot of people legitimately think of this game as a sunshine and lollypops comedy.
There are a few legitimate jokes I know of in Dwarf fortress (As in a joke that was put in as a joke)
Though I am probably wrong... Afterall Dwarves do need alcohol to function.
It doesn't really give a feeling of being 'bloated', perhaps make it a bit bigger?
How bout this tuber?
(http://i36.tinypic.com/iqfsso.jpg) (http://i37.tinypic.com/117gt8p.jpg)
While I certainly couldn't do any better. I don't actually like it.
At this point I think I should stop giving my oppinion.
Alright, I finished the female equivalents for what I had so far:
(http://i35.tinypic.com/2i6flhc.png)
I'll probably tweak the shading a bit, but they're pretty much done.
they should be one of a set of standard transparency blobs of various sizes so the ground surface will actually look darkened as if in a shadow rather then inky blackness.
Also I picture Prickle Berries, especially due to their low price, to be one of those small wild berry plants you see outside all the time but don't eat.
How bout this tuber?
(http://i36.tinypic.com/iqfsso.jpg) (http://i37.tinypic.com/117gt8p.jpg)
The Pig Tail I had an issue with from the start as its nothing like I imagine them to be. I picture them to look like cotton plants with a spiralling seed pod but I couldn't make it work so I did the big pink stalks.I rather like the 2nd upright coiled one; it's got more character to it, and creates a better impression of a singular stalk to me. If you can find a way to create a tuft of cotton-fillaments on the end without it looking like a sparkler, that might help it look more like a seeding plant used for thread; elsewise, certain processed fibrous plants, for instance Hemp, can be woven into coarse garments, so it would still make sense.
First is the old one, next is a redone version and the last is a version flowering assumingly with cotton like fibres.
(http://i34.tinypic.com/2lbg93n.jpg)
Hmmm... I'm thinking a little bit lighter on the skin of those humans, more of a tan colour, so that it could cover humans from all over the world a bit easier opposed to just the warmer regions. :)
I think they're fine as is. Anyway, more important than color is the fact that they're excellently designed. My one criticism is that the hammerman's hammer could easily be mistaken for an axe -- a single-headed hammer would probably be more distinct. Also, maybe make the mace head a touch bigger? That might give you a little more room to depict those studs (at least I think that's what they are).
Couple more plants, this time topside. I'm struggling with having thin plants on brown and green as they get lost unless my plant is a radically different colour.
Bloated Tuber, Fisher Berry, Longland Grass, Muck Root, Pickle Berry and Rat Weed
(http://i37.tinypic.com/2w58uj5.jpg)
(http://i37.tinypic.com/24nh1c9.jpg)
Tuber looks ugly but I don't know what to do to fix it. :'( Help!
The Fisher Berry's berries are meant to be shaped like hooks but look like cherries, I'm ok with that. May fix.
Longland Grass is just a recolour of Cave Wheat as they are the same thing just one grows outside. May tone down the red.
Not much to say about Muck Root, It's uncommon.
Pickle Berry bush was easy wish the others were.
Rat Weed, nobody cares about it.
Again tell me what I'm doing wrong so I can fix it! As an artist you often get used to mistakes and you just don't notice them any more.
I will go over all the plants I post after I have done them all for consistency. It would also be handy to have a definite grass and dirt texture.
The original pigtail with the limp/floppy end to it actually looks a lot better to me, and the shadows between the curls looks more distinct to me. I recognized it immediately as a pig tail, because it's all curly. The 2nd plump helment looks MUCH better, very clear, although I agree it could use extra stem.
Been following this thread for awhile now, and everytime I see the nice pixel art posted here, I get more and more inspired. So I've decided to put that inspiration to use and try my luck with some elves!
(http://img36.imageshack.us/img36/2162/elves.png)
From left to right: Bowelf with dried rope reed cloak and hood (for extra ambush action!), Male Elf Wrestler (complete with weedy legs and lack of proper fighting posture), Female Elf Wrestler, Female Elf Wrestler mark 2.
Not really hoping to get anything committed to the project, as I'm still learning the intricacies of pixel art. I just want you guys to keep the artwork coming, because it's all wicked slick!
I don't think that they are totally made-up.
They sound like those creatures goblins mount in Labyrinth movie.
Beak dogs are based on Labyrinth and Tremors 2, he he he.
I suppose they shouldn't be called hands, but beakdogs walk on 2 legs. Vaguely t-rexy hunched over with vultureish heads.
@Pubby: That is several kinds of fantastic. Legolord would be so geeked.Hell yeah! That is awesome. I skipped over all the posts between this quote and this post just to say that (which I almost never do!)
Wow. I really don't have the time to contribute to this, but it's just so exciting I had to at least try my hand at something interesting.
And so, Beak dog:
(http://img5.imageshack.us/img5/7416/beakdog1.gif)
(http://img214.imageshack.us/img214/1319/beakdog1big.gif)
I sort of picture it somewhere between a vulture, hyena and velociraptor. It might be on the small side, though. :/
I figured I could use fanciful colours, it being a made-up critter and all.
What do people think?
Ok, tweaked some of the humans a bit to hopefully fix the iddues brought up.
Better?
Personally I would lean towards giving the trees an outline vs taking it away from the bushes. I think it helps differentiate the tree/bush from the grass.Agreed
Ok, tweaked some of the humans a bit to hopefully fix the issues brought up.
(http://img260.imageshack.us/img260/5014/sshumantweakedtest.png)
Better?
Heh. I hadn't read the quote about vulture-like heads, that was just my personal image of them.
(http://img4.imageshack.us/img4/3893/beakdog2.gif)
(http://img261.imageshack.us/img261/9148/beakdog2large.gif)
I tried making the back-feathers more distinct and giving it some more on the forelimbs. The outline's not as distinct now...I'm not sure whether that's a good or bad thing.
What do you think, better?
What is the IRC server and channel? I have a few questions I'd like to ask.Good idea we need one of these ^^^
For the sun berries... I definitely think it needs to be more exotic. I personally imagine a single stalk with fancy leaves along the sides, at the top of which is a single golden berry, perhaps visibly glowing, and maybe surrounded by yellow leaves/flower petals in the shape of triangles like a sunburst.A sunflower?
A sunflower?Kinda, except more so, with glowing berries instead of seeds, and curly ivy to decorate the stem.
And its a Valley Herb. My mistake :-X?
Given the dirrection these rows go (Up a down) maybe it should be pointing the other way so it looks like a continuous stream of this vineGood point. ;)
Id love for more then one flower to be part of the Sunberry.
Especially since this is supposed to be a crop.
Though either way Seuss it is good enough to go in as it is.
Yeah that image really helps
Are you also going to be doing the image of each individual Food, process, Alcohol and/or seed from these plants?
I guess I could give it a shot but my old skills are mud... Well I guess I could try... where is that old image?
Does anyone have a Grid I could borrow with the boarders and floor indicated?
(http://i12.photobucket.com/albums/a226/Figgin/Dwarf%20Fortress/SSPalette.png)
Seuss, I love those plants, they're really great. You think you could post them in the wiki (that way we get all in the same place), and also post em without the soil, so they can be used for wild growing shrubs too :)
oh and the irc channel we're usually on is #dfhack @ freenode.net
How does one get to that IRC channel without downloading MIRC Free Trial or buying it?
Nice, Xandrin - if you could pull off making all of the slopes with that texture, then it'd look awesome.I would continue with that project, but I believe the Stonesense team is more interested in gathering a complete spriteset and don't need individual projects sprouting up. Also I'm bupkis with shading ;) . If Solifuge or Jonask give it the go-ahead to be the grass for the release then I'll give it a try, but otherwise we should focus on getting a complete, consistent sprite set together. Once that's done, perhaps I'll spend more time creating my own sprite set.
Male and female versions of default, trader, liason, and diplomat. Tell me what you think.I have to agree with Neruz, your women are not distinct enough from the men. I suggest thinner legs or a skirt instead of the pants/leggings they have now (if you're going for historical greek, it's likely women wore a skirt or pleated dress). The diplomat is the only female version that is sufficiently unique. Hope that helps a bit.
Those are very manly women.I bet you a dollar they wouldnt make you a sandwich if you asked them to.
I bet you a dollar they would if i asked them with a Tank.Those are very manly women.I bet you a dollar they wouldnt make you a sandwich if you asked them to.
(http://dl.dropbox.com/u/2188428/sandfort.png)
Have you considered rendering simple shadows like this? You could even just use DF's built in flag for whether a tile is 'lit' or 'dark'. Just draw that tile like, 10% darker.
An option to draw lower levels in gradually darker shades would be great too, to help show more perspective.
Kobold thief: (http://i150.photobucket.com/albums/s102/tehmarken/stonesense/koboldthief.png)That is the cutest little theif I've ever seen.
That... confused me slightly. Solifuge, are we meant to be factoring in the width of a floor when we're making a tile, or do we ignore that?Anything buildingish, like traps, is drawn over the top of a floor tile, so shouldn't have its own floor at all.
So far enjoying everything but it seems the dwarfs presented aren't really in the same style as humans; example:
jarathor's dwarf:
http://images3.wikia.nocookie.net/stonesense/images/1/18/Dungeonmastermale.png
tehmarken dwarf:
http://members.chello.nl/p.meijer33/Dwarf_helmet.PNG
7Ē Nickel humans:
http://img691.imageshack.us/img691/1996/mandfciviliansr.png
I like the shadow idea for 'unlit' squares. Really adds depth and feel to the different elevations.
I've thought about the issue with farm tiles containing more than one plant (some up to 12) and I decided that the tiles should be a representation not a direct depiction. I think the same should go for all sprites going into this Project.
Another issue is I would get pressed for space and things will look cluttered.
So far enjoying everything but it seems the dwarfs presented aren't really in the same style as humans; example:
jarathor's dwarf:
http://images3.wikia.nocookie.net/stonesense/images/1/18/Dungeonmastermale.png
tehmarken dwarf:
http://members.chello.nl/p.meijer33/Dwarf_helmet.PNG
7Ē Nickel humans:
http://img691.imageshack.us/img691/1996/mandfciviliansr.png
nickel's style is imo the most attractive (no offense to any of the other contributers). i also think its the one that fits best with the existing tiles.
None taken. If anybody wants to either modify or create anew the dwarf sprites go ahead - I just knew that I could crank them out relatively quickly, and unless I'm missing any, I believe that I've done them all by now. There are quite a few pixel artists here a lot better than me who could vastly improve them, since they admittedly aren't quite on par with a lot of the other work going into this project.
Ok updated humans. Tweaked the clothes, reduced the shoulders and changed the shading to make em look smoother. I cant really reduce the legs without turning em into toothpicks.
Ehh, I'm fine with the "manly women". I mean - what's the gameplay difference? If there's practically no difference in game, it makes sense that there's practically no difference graphically.We know that there will be a difference eventually, so it's better to get it out of the way now instead of letting a bunch of manly women sprites pile up until that difference is implemented into DF - at which point there'd be a lot of work to be done to make genders (and possibly other castes?) distinct.
To me, anyway.
I've asked it before, but how to fix the crash when a "sandy" tile appears on the screen (that which appears after you remove some construction).Jonask has put in a bunch of map sanitization code since a3. If you havent been using a build from SVN, then theres a good chance things will clear up on the next release.
got bored, drew alligator (http://trollolo.com/glagne/cre1.gif)
Just when you thought it was okay to go back into the cave...
Giant Cave Spider!
(http://i45.tinypic.com/nq9qb4.png)
Maybe he's a bit complicated? First attempt at drawing sprites in isometric...and first attempt at following Suess/Solifuge/Jonask's style.
Dante - Do your temp sprites fit inside of the cube shape templates? They seem a bit big but that could be just me and my aging eyes. I'm all for placeholders but not if they pop through the floor :D
Yeah, I drew them inside the standard cube template.
EDIT
Actually, wait: the horizontal batmen may not, because I just rotated them through 90 degrees. I'll just go check.
EDIT
Yep, by pure serendipity the flying ones still work out just within the cube. Though they could afford to be moved a pixel to the left. I'll get back to that.
EDIT
So this is what I have, in a bit over an hour.Spoiler (click to show/hide)
That's whale shark, nurse/generic shark, antmen x2, batmen x4, unrecognisable coelacanth, sea monsters x2, newly resized camel, newly resized cow, elephant, elk, gazelle x2, nightwing/cave swallow, giant bat, giant scorpions x2, giant eagle.
If nothing else, this should drive people to create in the hopes of replacing these ...things. ;D
for x=1..n (n: total number of tiles on the x-axis)
for y=1..m (m: total number of tiles on the y-axis)
unNoNeighbour=0;
if tile(x-1,y) not exists || is not of same type as tile(x,y)
bnoWest=true;
unNoNeighbour++;
if tile(x,y-1) not exists || is not of same type as tile(x,y)
bnoNorth=true;
unNoNeighbour++;
if tile(x+1,y) not exists || is not of same type as tile(x,y)
bnoEast=true;
unNoNeighbour++;
if tile(x,y+1) not exists || is not of same type as tile(x,y)
bnoSouth=true;
unNoNeighbour++;
switch(unNoNeighbour)
case(0):
draw(E)
break;
case(1):
if(bNoWest)
draw(D1);
[...]
//and so on, 3 more "if"s
break;
case(2):
if(bNoWest&&bNoNorth)
deaw(C1);
[...]
//and so on, 7 more "if"s
break;
case(3):
if(!bNoWest) //watch the "!"
draw(B1);
[...]
//and so on, 3 more "if"s
break;
case(4):
draw(A);
break;
end;
end;
end;
I wonder if it would be a big hit to the performance if the ground tiles were chosen with respect to the surrounding tiles, so that we have smoothed angles.
Pseudocode:Code: [Select]for x=1..n (n: total number of tiles on the x-axis)
for y=1..m (m: total number of tiles on the y-axis)
unNoNeighbour=0;
if tile(x-1,y) not exists || is not of same type as tile(x,y)
bnoWest=true;
unNoNeighbour++;
if tile(x,y-1) not exists || is not of same type as tile(x,y)
bnoNorth=true;
unNoNeighbour++;
if tile(x+1,y) not exists || is not of same type as tile(x,y)
bnoEast=true;
unNoNeighbour++;
if tile(x,y+1) not exists || is not of same type as tile(x,y)
bnoSouth=true;
unNoNeighbour++;
switch(unNoNeighbour)
case(0):
draw(E)
break;
case(1):
if(bNoWest)
draw(D1);
[...]
//and so on, 3 more "if"s
break;
case(2):
if(bNoWest&&bNoNorth)
deaw(C1);
[...]
//and so on, 7 more "if"s
break;
case(3):
if(!bNoWest) //watch the "!"
draw(B1);
[...]
//and so on, 3 more "if"s
break;
case(4):
draw(A);
break;
end;
end;
end;
Quick mockup for A-E: http://img5.imageshack.us/img5/2178/tiling.png
I guess this would improve the viewing quality, especially in environments like this:Spoiler (click to show/hide)
Drawback: I'm not really sure how you could find the correct "ground"-texture for the places where the grass is not growing (i.e. for mockup A) - maybe with transparency?
You could use the material of the block below the floor as the default ground, use the ground texture and draw the "smoothed" grass/loam/sand/... on top of it.
This mod is starting to get some serious stylistic problems.
Some of those animals, while nice, clash with the overall style of the game... but Id have to see them in action first I guess. Though they likely arn't the finished product.
The Giant Cave Spider though is perfect
Take this otherwise excellent cow: (http://images2.wikia.nocookie.net/stonesense/images/8/84/Cow.png) It's too big, it's feet would get cut off :(
Doublepost with another one. This is a preliminary version, I'm not so sure about this one. If you can't recognise what it is, I've done something wrong.
(http://sklad.obrazku.cz/obr231823_stonesensewillow.png)
My girlfriend works with trees and forced me to change the green palette on this one.
EDIT: I'm having trouble getting the colors right. Does anyone know of a good guide to leaf colors?
I've never done pixel art before this point but from what i know and what you will see in others works is that pixel art is vibrant and exaggerated in colour.
A basic rule with colour is cool dark colours push things back and warm bright colours pull things forward. With pixel art you have to apply this double fold to give shape to such tiny objects. Another tip i can give is that pixel art is often a representation of an object or character and correct proportions, shape and colour are pushed aside for an easier understanding of what your spite may be.
I did a willow tree myself to give you an idea of how warm and cool colours can convey shape easily. my sprite could still use some work but its good enough for now.
(http://i34.tinypic.com/2v94wnq.jpg)
Well while Jiri's Tree matches the style
Suess' colors match (and I think this style matches more personally... but that isn't the point)
Jiri I think you need to use a more vibrant color.
Edit addition: I am refering to the willow. >.>
Speaking of those odd corners, perhaps Stonesense could afford to recognize such things? I.e. if a solid tile has two empty diagonally adjacent neighbors, it becomes a different shape? The total amount of sprites required would be (presuming mirroring): 3 for single corners, plus 2 for any two adjacent corners, plus 1 for opposite corners, plus 3 for triple corners, and a rounded column. A lot of spriting work, but maybe it'd be worth it?
Just when you thought it was okay to go back into the cave...*squint* ...that...looks familiar. But my suspicion is wrong. carry on.
Giant Cave Spider!
(http://i45.tinypic.com/nq9qb4.png)
(http://i12.photobucket.com/albums/a226/Figgin/Dwarf%20Fortress/Crop.png?t=1258575573)Awesome!
Looks good. But what if there's no adjacent wall? Then the saw above the stack of logs would be floating in mid-air.
So I tried my hands at a willow again and this is the result:
(http://sklad.obrazku.cz/obr234892_stonesensewillow2.png)
The reason I'm still doing this, even though Seuss has already posted a beautiful willow, is that I'm trying to closely mimic Solifuge's style. I was afraid Seuss' willow wouldn't fit the general style of Stonesense, and thus I made this. This is a little mockup that shows how it would look like ingame. Please note I put my birch there, too ::)Spoiler (click to show/hide)
I'm willing to draw other trees, so please let me know whether you like it or not. Seuss, I'm not trying to step on your toes, and I love your plants! It's just that I like drawing stuff for Stonesense.
Vibrant colours like this?
(http://sklad.obrazku.cz/obr235029_stonesensewillow3.png)Spoiler (click to show/hide)
Added solid-color boarders to Seuss' fantastic crop sprites, and a mockup comparison to show why:
You lose a lot of distinction in small-scale work, unless you add boarders, especially when a foreground sprite matches the color of the surface that it's on.
(http://i12.photobucket.com/albums/a226/Figgin/Dwarf%20Fortress/Crop.png?t=1258575573)
(http://i12.photobucket.com/albums/a226/Figgin/Dwarf%20Fortress/BoarderedCrops.png?t=1258575519)
done some work on a carpenters shop
(http://img163.imageshack.us/img163/4884/carp.gif)
I noticed that the pictures that people were uploading to the Creature Sprites page weren't really lining up with the words, so I threw the Animals section into a few tables. I really hope this is okay; I don't know the etiquette on this kind of thing. If it's not, let me know--I wouldn't want to make the same mistake twice.Ah good, I was getting frustrated and stopped uploading stuff because it would always break the pattern of the lines.
I also added some sprites I've been making.
As much as im against just scaling down real images of animals with a few edits, any sprite is better than no sprite ;)
Some of those animals, while nice, clash with the overall style of the game... but Id have to see them in action first I guess. Though they likely arn't the finished product.Yeah, basically, I always play in savage areas for the challenge, and use any animal the elves and humans can bring me, so my forts in stonesense are just big messes of purple question marks. I'd rather replace those with at least-low quality sprites scaled from google images, in the absence of high-quality sprites.
I almost hate to ask, but does anyone know about the feasibility of applying the border procedurally?
it is O(nē), thoughit's O(n) if you allot 2n space. (eight or four checks per pixel is still O(n)), where n is pixels
Hm, I don't think that would be much of a problem when it happens while loading all the tilesets.
You could make every pixel black that is a) transparent and b) has a non-transparent neighbour
I don't think that would take long, it is O(n²), though - but it only happens once you say "I want borders" and the tilesets don't have that much pixels.
it's O(n) if you allot 2n space. (eight or four checks per pixel is still O(n)), where n is pixels
It's like a game of life. ;)
Yeah, that's the quick and dirty way, but if you compare Solifuge's bordered version, the approach is more nuanced: 1) it's not uniformly black, and 2) the border doesn't surround every pixel, especially not diagonally.I thought about just checking 4 times, anyway, not diagonally.
Additionally, the aesthetics of the border may depend on the background. I'm not sure how the above border looks against mud, stone, etc.
IMO I would border the top half of each plant - That way it appears to blend with the ground as it should at the bottom and we'd keep the detail of the top. WIN WIN. ;)I am for this idea.
done some work on a carpenters shopSome things to bear in mind with workshops:
(http://img163.imageshack.us/img163/4884/carp.gif)
done some work on a carpenters shop
(http://img163.imageshack.us/img163/4884/carp.gif)
The workshop needs enough graphics that we can rotate the view.Yup, esp that workbench would have to have a back side :)
Oh, and the more sprites that can be used in multiple workshops, the less sprites that need to be done.That's only right to an extent, kaypy. While we do want some reuseability, we don't want all our buildings to look generic either. I don't think any of those are too spesific, that's the amount of detail we would want. right?
done some work on a carpenters shop
Hey all, I was curious about how much it would take to make my dwarves look at least a little more like 7c Nickel's humans, so I did a little test with the baron:I really love what you've done, but I cant help but feel you need to combine the two newer dwarves.
First is 7c Nickle's human male (I might've used a slightly less new version by mistake).
The second one is the tweaked dwarf baron, third is a just-for-fun color swap, and last is the original.
(http://i45.tinypic.com/2latzt3.png)
What say ye? It could use a little work, but would that be close enough to be worth fixing up all of my sprites?
EDIT: Also, should I go ahead and add in my dwarves that are already uploaded to the Dwarf Sprites page on the wiki?
I'm thinking the nice pale skin with the nice dark beard. They'll contrast better than the yellow and pink. :)
a thought just popped into my head, how are we going to signify legendary units?
a simple way might be putting a splash of light behind them, nothing too showy, but enough to make them more noticable.
some people are also fond of dwarves with horns so I think the capabilities of legendaries should be left in though of course, probably with a placeholder or somesuch.
I have only one problem with many of the unit's drawn here:
they are no in isometric perspective
done some work on a carpenters shop
(http://img163.imageshack.us/img163/4884/carp.gif)
That's a very nice carpenters shop! Impressive!
As for whay kaypy said' he's right. I just have two things to add:The workshop needs enough graphics that we can rotate the view.Yup, esp that workbench would have to have a back side :)
Oh, and the more sprites that can be used in multiple workshops, the less sprites that need to be done.That's only right to an extent, kaypy. While we do want some reuseability, we don't want all our buildings to look generic either. I don't think any of those are too spesific, that's the amount of detail we would want. right?
Edit: Oh and we could do that hanging saw, right kaypy, with your awesome config system (NeighbourIsWall) ;D
So I tried to make an alder and this is what came up:
(http://sklad.obrazku.cz/obr235583_stonesensealder.png)
here's an interesting article that may or may not be handy:
http://www.gamedev.net/reference/articles/article934.asp
Since folks seem to be getting an enthusiasm for redrawing the workshops, may I point out how much the current version of the Still sucks.
(http://i12.photobucket.com/albums/a226/Figgin/Dwarf%20Fortress/SSBarsMockup.png?t=1258614427)(http://i12.photobucket.com/albums/a226/Figgin/Dwarf%20Fortress/SSBars.png?t=1258614411)
Upright Metal Bars as Fences, Jail Cells, etc. (Also Grates and Cages.)
here's an interesting article that may or may not be handy:
http://www.gamedev.net/reference/articles/article934.asp
@Jarathor: great work mate, i'd say they are much more in line with the general look put out by Nickel.
And the recolouring by Xandrin really did hit the spot for me, the white with brown bear dwarf seems just perfect.
Also loving the inspiration for the dwarf hats, based on the 3ps design right?
http://www.threepanelsoul.com/comics/081.png
Alright, here's a first pass on the professions for the improved dwarves:
(http://i49.tinypic.com/dnbsqe.png)
I tried to make the color of their clothing match the color each profession has in DF, but I'm not sure it works for all of them. If they all have the same color clothing, they'll each need pretty distinctive tools to differentiate between professions. What do you guys think?
Alright, here's a first pass on the professions for the improved dwarves:
(http://i49.tinypic.com/dnbsqe.png)
I tried to make the color of their clothing match the color each profession has in DF, but I'm not sure it works for all of them. If they all have the same color clothing, they'll each need pretty distinctive tools to differentiate between professions. What do you guys think?
They are bald... I dunno if they should be bald. Anyway awesome dorfs.
They need hats. Here's a magnified version of Sphr's dwarves if you need some hat inspiration. He too used a combination of colour and tools to distinguish sprites. See if you can identify the dwarves:(I can load up the graphics.txt associated with these if you want)Spoiler (click to show/hide)
Also, the Miner & Woodcutter are the only dwarves that appear to have an "active" stance with their tools raised high. I'm not sure if I like it (I'd need to see it in action I think). They look out of place with the rest of the dwarves in a relaxed state.
Apart from those two minor criticisms...these dwarves look pro.
This also means I've started on trees. 8)
So what with the humans then? They are 64x64.
Here's a quick troll.
(http://i46.tinypic.com/pupnl.png) (http://i47.tinypic.com/25g6nuo.png)
So here's what I did today.Spoiler (click to show/hide)
Spoiler (click to show/hide)
Since Stonesense only displays a few colors of wall right now, this is what it would look like if it were all marble. The fort is actually limestone with clusters of kaolinite, so it's white with red spots :P
The rest of the stones and gem clusters are tomorrow.
<Wall spriteIndex = 214 fillerFloorSpriteIndex = 27>
<!-- Soil wall -->
<GameID value = 265/>
<Material name="CLAY" />
</Wall>
in my opinion, water should be transparent.Spoiler: Like So (click to show/hide)
you'd have to type it yourself.
this is what I have for my clay walls:Code: [Select]<Wall spriteIndex = 214 fillerFloorSpriteIndex = 27>
<!-- Soil wall -->
<GameID value = 265/>
<Material name="CLAY" />
</Wall>
GameID is the tile type, i.e. wall, floor, etc. you can see what it is by placing the stonesense cursor over the tile. it'll say something like Wall:265 Floor:0 Material: "CLAY"(210)
you can have as many GameID lines as you need, in case you want to use the same sprite for different types of walls. The same goes for the Material name lines.
So they'd all have to be added to objects.png?
So here's what I did today.
Spoiler (click to show/hide)
For A4:
Finish floor and wall config
Properly handle bad DF connections- seems ok?
...Aargh, retro dither transparency!in my opinion, water should be transparent.Spoiler: Like So (click to show/hide)
That is beautiful.
So here's what I did today.Spoiler (click to show/hide)
in my opinion, water should be transparent.Spoiler: Like So (click to show/hide)
So here's what I did today.Sweet mother of god! *lost consciousness*Spoiler (click to show/hide)
oh also, png is a lossless file format so unless you use a huge amount of colors for your sprites, png 8-bit should look more or less exactly the same as a bmp.If you look at the teeth on the small image, they are "blurred". They are OK on your big picture though, so I think that it's a problem of small pictures only.
If you look at the teeth on the small image, they are "blurred". They are OK on your big picture though, so I think that it's a problem of small pictures only.
Thanks, Dyze, with more contrast it looks much better.Quoteoh also, png is a lossless file format so unless you use a huge amount of colors for your sprites, png 8-bit should look more or less exactly the same as a bmp.If you look at the teeth on the small image, they are "blurred". They are OK on your big picture though, so I think that it's a problem of small pictures only.
Completely doable, and I can't see many problems with it. Its a pretty easy 8-bit dithering solution, where you dither with the transparent tone instead, much like you did there. I can have that in the build.Problems: You can only have one "transparent" surface at a time.
in my opinion, water should be transparent.Spoiler: Like So (click to show/hide)
Completely doable, and I can't see many problems with it. Its a pretty easy 8-bit dithering solution, where you dither with the transparent tone instead, much like you did there. I can have that in the build.
Edit for clarity: If you're not at "normal" zoom depth, every element on the page is scaled.This.
for now, Dither transparency is an easy way to implement it with the current engine, especially with a new release pending. :PI hope it's going to be included :). I like the transparent water.
So here's what I did today.Spoiler (click to show/hide)
Looking at that awesome collection of stones, I can't help but think of something. Some of those textures are going to be heavily affected by repetitiveness. Maybe it would be possible to randomly flip the tiles when there's a lot of them clustered together? I'm thinking of floors, specifically. That, or the floors need a more connectable pattern, which will be hard for natural stone images.Doesn't feel that bad for me, and I just ran them through a tester to look at.
a still, almost finished
(http://img696.imageshack.us/img696/6874/still.gif)
Oh, other idea I had, what about something like detail textures? A collection of 'markings' that can be randomly chosen from and blended with the tiles to create more variation.
Doesn't feel that bad for me, and I just ran them through a tester to look at.
(http://img689.imageshack.us/img689/4834/stonetestleft.th.png) (http://img689.imageshack.us/i/stonetestleft.png/)
(http://img689.imageshack.us/img689/6008/stonetestright.th.png) (http://img689.imageshack.us/i/stonetestright.png/)
(http://img29.imageshack.us/img29/3874/stonetestlr.th.png) (http://img29.imageshack.us/i/stonetestlr.png/)
aaaand the walls all have it coming from viewerward-up-left?
Pay attention to where your light source is. All sprites so far have there light coming somewhere from the top right.
Whether we can use Alpha Transparency vs. Dithering Transparency depends entirely on the resources required by each. I'm not quite a Competent Programmer myself, so I'll leave that to the Experts to answer... for now, Dither transparency is an easy way to implement it with the current engine, especially with a new release pending. :PCurrently we dont have Alpha Transparency, so Dithering Transparency is the best we have...
also, i heard gem windows were apparently lost somewhere along the line- I KNOW someone made sprites for 'em..They're back in now
I noticed that those floor tiles are basically a material surface with a filtered texture surface (rough, brick, etc) on top... Is it possible to create a script that applies the texture to the floor tile surface and then render it to a .png file?I would be surprised if that were not how it was done.
Does the miner's left arm look too strange where it is? I couldn't quite get it where I wanted it.The miner looks fine to me, but every time I see the jeweler I think someone's tantrummed and given him a black eye...
Also, is it possible to get the raw files for those floor tiles? That way other people can work on getting them to tile better. One thing I think they could use would be some more outline, so they fit more with the artistic theme of the rest of the graphics.Note that an edge outline is programatically applied to the top of walls, so that they can merge together side by side
squares, but for the stone walls and floors, something more random will be necessary).
dyze: that's just each tile (except the isolated soil tiles) once, blocked in the arrangement they already were in. It would take quite a bit more work to test all 200+ tiles indicated for proper tiling (making a 3x3 of each?) Hmm...
a still, almost finishedYaaaaay!
aaaand the walls all have it coming from viewerward-up-left?Fixed. Sometimes my inner child takes over a little too much. :-[
Jeweler's loupe looks fine to me.Brilliant! I'm wondering if the nobels should remain purple now...
dyze: Don't forget vertically tiling. I think I'll make script repeat a tile x*y*z. Easy enough t'do.
Jarathor, your fisherdwarf made me take a few minutes to make(http://img265.imageshack.us/img265/2554/aristodwarf.png)I overdid the monocle, I think.
CobaltKobold, could you do that again but stack each type at least three tiles deep both ways?Thumbnailed...
Hooray for scripting! 7290 selects, cuts, and pastes automatically.
Jadael: Your tiletests are ready.
(http://img38.imageshack.us/img38/1088/allstonetest.th.png) (http://img38.imageshack.us/i/allstonetest.png/)
[19:20:14] <SevenCentNickel> What kind of horrible escher fort are you building?
Oky, here's my take, now that I've looked a bit more.Hooray for scripting! 7290 selects, cuts, and pastes automatically.A couple of the ones that don't tile very well aren't a problem (like raw gold veins) as they don't come in large quantities anyway.
Jadael: Your tiletests are ready.
(http://img38.imageshack.us/img38/1088/allstonetest.th.png) (http://img38.imageshack.us/i/allstonetest.png/)
in re: Eschertower: Hey, I see some ramps with issues in those walkways.
For later versions:
Better ramp handling- Big lookup table?
Can you make both raw constructed ramps and block constructed ramps? And both raw and block stairs? In DF, I mean.I dont think stonesense can tell the difference between raw constructed and block constructed at this stage, but yeah, you can use blocks or raw stone for the materials
Also, Dithering transparency has some nice features for water: since the pixels line up perfectly, you have the effect that something is either behind water or its not. Which is less problematic than each individual block of water having its own alpha effect. (Cause different blocks will line up strangely- I should do a mockup to [a] make it obvious what I'm saying and [b] make sure I know what I'm talking about)Post mockup revised position statement: Given alpha transparency, doing water in a simple 'draw the water sprite at ~30% alpha' should work fine- edging effects are not really noticeable against the noise of the water textures.
Does DF track what rock the gems are residing in, or would we have to base it on nearby walls?I know that sometimes, when you construct a wall on a stone floor and deconstruct it, the floor tile will be set to whatever the main layer stone is - so that, at least, could probably be worked out, if it can't be done for gems in clusters and veins.
(http://dl.dropbox.com/u/2188428/new_blocks.png)
Rhyolite, chalk, coal, obsidian, and basalt.
Alright, did the new tall tiles, and confirmed that all the bump maps seamlessly tile. Some of the actual textures need to be redone though, like gold ore and bismuth. Now I just get to start over using the new shapes! :D
I'll do ramps tomorrow, hopefully I can figure out a way to do them as quickly as the walls.
EDIT:
Have we thought about spiral staircases so that stacks of stairs make sense?
(http://dl.dropbox.com/u/2188428/staircases.png)
This is what I managed to get done for tonight; Making graphics for each and every one of the professions is going to be hard.
There are three bone carver ideas there: one with a long bone, one with a humanoid skull, and one with a deer skull (or similar). Which is the most clear?
(http://i50.tinypic.com/1z35nkk.jpg)
This is what I managed to get done for tonight; Making graphics for each and every one of the professions is going to be hard.
There are three bone carver ideas there: one with a long bone, one with a humanoid skull, and one with a deer skull (or similar). Which is the most clear?
(http://i50.tinypic.com/1z35nkk.jpg)
(http://dl.dropbox.com/u/2188428/cel_shading.png)
Now with cel-shading.
(http://dl.dropbox.com/u/2188428/cel_shading.png)Urk. :-X
Now with cel-shading.
Your insane to do every single dwarf profession :oIt's pretty often done...
Just bringing a bug report: sculpted (read:engraved) ice floors and ceilings cause Stonesense to crash. Not sure about smoothed, haven't tested yet.Yeah, we have a bunch more sanity checking in the SVN, so the next version will be less fragile to ice-wierdness
Is the next update coming soon?Real soon now. I think the biggest remaining requirement for 0.4 is cornering Jonask on IRC and saying "Are we there yet?" over and over till he agrees to release a version just to make me shut up.
Whew, I did all of the common professions (i.e. none of the nobles, etc.).I think that the thresher and miller's stalks of wheat that they are holding need to be changed, along with the bellows that the furnace operator is holding.Spoiler: Spoilered for size (click to show/hide)
Next up is the nobles, and then the female versions of everything, and then the military.
Is there anything that needs to be clearer? Or is there any profession that I missed?
OK, I'm probably just being stupid here. I grabbed the latest Stonesense source, grabbed Allegro as binaries (didn't work), grabbed Allegro as source (and suggested minimum DX libs) and somehow compiled it all myself (C++ Compiling = Voodoo).
Stonesense runs and tells me it's looking for DF - as expected - but ends throwing an exception once I hit R with a 40d16 fort loaded up. Same with starting DF first, then Stonesense.
Using MSVC2008 here.. any blatant errors I'm obviously making?
OK, I'm probably just being stupid here. I grabbed the latest Stonesense source, grabbed Allegro as binaries (didn't work), grabbed Allegro as source (and suggested minimum DX libs) and somehow compiled it all myself (C++ Compiling = Voodoo).
Stonesense runs and tells me it's looking for DF - as expected - but ends throwing an exception once I hit R with a 40d16 fort loaded up. Same with starting DF first, then Stonesense.
Using MSVC2008 here.. any blatant errors I'm obviously making?
It does that if you try to compile from the included .sln file. You need to grab cmake and then run the appropriate build batch file from the build folder for it to compile correctly. Why? I don't know, but I had the same problem. Probably linker options.
Steps to compile from scratch:
1) Grab and install CMAKE
2) Download trunk from SVN.
3) run "generate-MSVC-2008.bat" (or whatever's appropriate for your version) from the "build" folder.
4) Observe that it created a "build-real" folder.
5) Open the "stonesense.sln" in that folder.
6) Clean then Build the program.
7) Copy the DLLs, the "buildings" folder, the images, the XML files (UpgradeLog.XML is not necessary) and your compiled "stonesense.exe" into your stonesense folder.
8) Have fun.
I do have them - I can see now that they just aren't as red as they should be. They're under the guy with the grey cog/wheel/gear in his hand. I'll change the color before I put them up on the wiki. I'll throw up a profession list that corresponds to what I've got tommorrow.
Lookin' good Jarathor. I think you're missing the engineer, mechanic, siege operator, pump operator and siege engineer. They're red coloured in the game.
Add your dwarves to the wiki (you don't need an account) http://stonesense.wikia.com/wiki/Dwarf_Sprites (http://stonesense.wikia.com/wiki/Dwarf_Sprites). It has a complete list of all the dwarf professions. Alternatively if you provide a list of what each dwarf is, i can tell you which sprites you're missing and post them to the wiki myself. Keep up the awesome work sir.
The professions look very good and nicely fit the theme. Is it really important to have a female version? Would be nice to have but not essential I would think. Great work!!!Thanks! Well, the female versions aren't essential, but once I make a template it'll be pretty simple to do them all.
Yoj
Don't suppose anyone's done catapult or ballista yet?
Nope :). Does Stonesense have 3 states for the catapult/ballista? I know in ascii you can see them empty, loaded and firing but i'm not sure if DFHack can tell the difference. In either case, they're open to be sprited.
(http://i49.tinypic.com/262wd8n.jpg)
Treeeessss
Stonesence adds stuff as it goes along. If we had the sprites for the 3 states then it will be added in. Shrubs weren't coded till I did them and same goes for these trees.
...Why?
(http://i49.tinypic.com/262wd8n.jpg)
Treeeessss
There's a good chance it will be released today :)...Why?
BECAUSE! ;D
Looks like the next version is going to be awesome. Any chance we get to see it, say, this week?
That is GRRRREAT! :D
(Will it have more stone types?)
That is GRRRREAT! :D
(Will it have more stone types?)
Thank you Tony the Tiger
(http://i49.tinypic.com/262wd8n.jpg)
Most importantly, will it have the beautiful stones Jadael made, or do we have to wait until later?
Did you get the LATEST version or the old alpha 3 build which crashed at many things?Hey how do you do that exactly? do you download it off the site?
Oh gods the teapot. (Properly the Utah Teapot, I read?) Only if you actually render it, imo. Gotta get it RIGHT....Why?
BECAUSE! ;D
Wow, this is greatstuff.
I thought mine was buggy for a moment, but then I realised I was playing with heavily modded vegetation, so there were these patches of magma and water and random beds and tables and things wherever there was a shrub that's not in the vanilla game.
Either change all the pink to transparent, or flatten the image to get rid of the transparencies
Deon, do you have an exceptionally high-contrast monitor or something? Not trying to be snide, but your sprites always have a washed-out look to them -- the colors are muted and off. If it's a deliberate stylistic choice then my bad.Maybe 100% contrast and brightness have something to do with it >.>
KealGotDwarves: If you can't download it from DFFD, go to the google code page. You'll never kill that server.I have it already, I was just posting because lots of people are trying to download off link on first page and getting gateway errors.
I've tried both of the above - nothing seems to be working. It seems that MS paint has bested me once again. Can somebody else fix that image?Either change all the pink to transparent, or flatten the image to get rid of the transparencies
unless I'm behind the times, transparent doesn't work at all yet. needs to be only pink.
I loaded an old savegame and there was a baby in Stonesense - but none in DF on this tile or anywhere near it. Ghost baby? Or what happended there? It had a name and everything.Can you turn on debug mode and tell us what flags the baby has? I have a few weirdly behaving creatures with the lostLeaving tag, but hadn't quite gotten to the point of hiding em all
Maybe it was abducted long ago and DF just doesn't show it anymore if that happens, but keeps it in the memory?
I've tried both of the above - nothing seems to be working. It seems that MS paint has bested me once again. Can somebody else fix that image?http://i277.photobucket.com/albums/kk61/kaypy/newcreatures.png
Can you turn on debug mode and tell us what flags the baby has? I have a few weirdly behaving creatures with the lostLeaving tag, but hadn't quite gotten to the point of hiding em all
"historical" and "on ground"
It a baby, so its named, right? Can you find out where it really is? I'm wondering now if their location gets ignored when they get hauled around...
What am I doing wrong?Bad decompression? Check the directory structure- do you have a buildings directory with an index file and a bunch of xmls?
I am getting crashes whenever I try to look at the area where most of my Dwarves are at. I can look at the fortress with your previous version with no problem. I have installed the new version in its own directory so there is no interaction with the old version. After the crash, I have to use Task Manager to get rid of the application because it is still in memory.
I can look at the surrounding terrain complete with wildlife, but every time I creep up on the areas with the Dwarves, I get the crash. I have tried it with the game paused and with the auto reload time set to 0.
WinXP SP 3
3.8 GHz Pentium 4
2.0 GB RAM
NVIDIA GeForce 9800 GTX+
DF 40d
What other information do you need?
I am getting crashes whenever I try to look at the area where most of my Dwarves are at. I can look at the fortress with your previous version with no problem. I have installed the new version in its own directory so there is no interaction with the old version. After the crash, I have to use Task Manager to get rid of the application because it is still in memory.
I can look at the surrounding terrain complete with wildlife, but every time I creep up on the areas with the Dwarves, I get the crash. I have tried it with the game paused and with the auto reload time set to 0.
WinXP SP 3
3.8 GHz Pentium 4
2.0 GB RAM
NVIDIA GeForce 9800 GTX+
DF 40d
What other information do you need?
Are you using any mods? If you could upload your map somewhere, I'm sure it'd help out too.
Holy shit; are you THE "slink" from ye olde startopia forums?!
Directory as in folder? Because no, there is not.What am I doing wrong?Bad decompression? Check the directory structure- do you have a buildings directory with an index file and a bunch of xmls?
a stab at the stockpile sprite
NON SPOILER IMAGE Of LARGENESS
also, i was thinking, for small land patches like these
(http://img81.imageshack.us/img81/7134/grass1.gif)
wouldnt it be possible to do something like this
(http://img81.imageshack.us/img81/1531/grass2.gif)
by simply overlaying the grass texture, then cut from it using masks like these
(http://img340.imageshack.us/img340/1038/grass3.gif)
I like the mask effect a whole bunch, but it honestly took me a full minute to find those stockpiles... Maybe they need to be thicker?
Also, wouldn't it be better if the entire stockpile just had one edge line instead of beang broken into boxes? Though that's a Jonask&Solifuge thing I believe.
Have you thought about moving the files into their own directories? It's a bitch trying to find the actual application in that mess.Seconded. art, source, libs?
Thanks! What was I doing wrong?I've tried both of the above - nothing seems to be working. It seems that MS paint has bested me once again. Can somebody else fix that image?http://i277.photobucket.com/albums/kk61/kaypy/newcreatures.png
Speaking of the military, here's a first draft of some dwarves sans weapons:
(http://i49.tinypic.com/2mqivcp.png)
I'm thinking that no-helmet should be a recruit, steel-without-horns the soldiers, steel-with-horns legendaries, and the gold-with-horns for champions (maybe with an added cape). While the adamantine-clad dwarves are cool, I'm not sure how they'll mesh with everything else. What do you guys think?
edit: just got an idea. how about som regional variety to some of the nature sprites? like the water would be more dark blue in a cold region. or the grass, like in a desert region, make the sprite have slightly 'less straws', and a bit more yellowish color.
@jarathor: Something that was done in a few graphics sets and I think would help here... Military dwarves were usually depicted as facing the opposite direction of civilian dwarves, likewise for humans and elves. It helps when creatures are small to differentiate them at a split second's glance.This is a good idea - I'll make sure and do that.
While I like it, I've always personally thought that there should be a slower visual build from recruit to champion - the full-face helm is so intimidating that it seems like overkill on a soldier / hero. Maybe: Recruits helm-less, soldiers with a hat-like helmet, heroes with a half-full face mask and elites keep that no-face mask?
And royal guards looking like something different altogether.
Speaking of the military, here's a first draft of some dwarves sans weapons:
(http://i49.tinypic.com/2mqivcp.png)
I'm thinking that no-helmet should be a recruit, steel-without-horns the soldiers, steel-with-horns legendaries, and the gold-with-horns for champions (maybe with an added cape). While the adamantine-clad dwarves are cool, I'm not sure how they'll mesh with everything else. What do you guys think?
So, hmm... Because nobody has commented on my elves I thought they were not good enough. So I started to rework their model.
Old:
(http://i46.tinypic.com/2nbaljt.png)
New:
(http://i46.tinypic.com/33kf7tj.png)
I need some feedback because I don't want to be unapproved AFTER I make all sprites :).
The current Human sprites have their hands a bit better defined than your elves, although it helps to portray them as slight, stick-like things...so its a stylistic choice of yours.Yeah, if I make arms at least 2 pixels wide, they are not slender anymore. Sometimes you have to drop details to define a correct shape.
Urist McUseless Cancel Life: Being slapped by angry elf.Urist McUseless Cancel Pull Lever: Being slapped by angry elf.
I think a polka-dot scheme for stockpile would look good and would be consistent with DF so people would be able to understand what it was. Perhaps even coloring the dots to indicate the stockpile type would be possible someday (as far as I know no one has ever hacked the memory for stockpile orders)
Only criticism with the latest stuff is that the weapons on the sword, mace and hammer users are hard to distinguish because the weapons are over the rest of the body.I won't change the stance because I like it, instead I've made weapons to have a green tint. They are somehow magically transformed from wood/plants, so why not. You can easily see them now.
(http://i47.tinypic.com/2mc6hec.jpg)
(http://i47.tinypic.com/2mc6hec.jpg)
QuoteOnly criticism with the latest stuff is that the weapons on the sword, mace and hammer users are hard to distinguish because the weapons are over the rest of the body.I won't change the stance because I like it, instead I've made weapons to have a green tint. They are somehow magically transformed from wood/plants, so why not. You can easily see them now.
I am getting crashes whenever I try to look at the area where most of my Dwarves are at. I can look at the fortress with your previous version with no problem. I have installed the new version in its own directory so there is no interaction with the old version. After the crash, I have to use Task Manager to get rid of the application because it is still in memory.
I can look at the surrounding terrain complete with wildlife, but every time I creep up on the areas with the Dwarves, I get the crash. I have tried it with the game paused and with the auto reload time set to 0.
WinXP SP 3
3.8 GHz Pentium 4
2.0 GB RAM
NVIDIA GeForce 9800 GTX+
DF 40d
What other information do you need?
Edit: I can look at the crowded area if I go there with CF and use F to get there in Stonesense. It seems to be one particular view that is upsetting Stonesense. Let me try to capture the information for you graphically.
Uh, it was png. Damned hosting. Anyway, do you have photoshop? I can send you my dev. PSD file, with other creatures like frogmen, lizardmen etc.
Uh, it was png. Damned hosting. Anyway, do you have photoshop? I can send you my dev. PSD file, with other creatures like frogmen, lizardmen etc.
oh it was? cool, I'll have a look at it then. I dont have photoshop on this laptop though...
I will send you a png than. I mean it was png BEFORE I uploaded it.
Here's a frogman+lizardman.
(http://i48.tinypic.com/2zgzods.png)
I am getting crashes whenever I try to look at the area where most of my Dwarves are at. I can look at the fortress with your previous version with no problem. I have installed the new version in its own directory so there is no interaction with the old version. After the crash, I have to use Task Manager to get rid of the application because it is still in memory.
I can look at the surrounding terrain complete with wildlife, but every time I creep up on the areas with the Dwarves, I get the crash. I have tried it with the game paused and with the auto reload time set to 0.
WinXP SP 3
3.8 GHz Pentium 4
2.0 GB RAM
NVIDIA GeForce 9800 GTX+
DF 40d
What other information do you need?
Edit: I can look at the crowded area if I go there with CF and use F to get there in Stonesense. It seems to be one particular view that is upsetting Stonesense. Let me try to capture the information for you graphically.
Thanks for posting such detailed info, and the save really helped pinout the weakness. I figured out what was causing it, and it was some insane data coming from DF, seems something has been corrupted in there somehow. I added a check to handle cases like this now, but that check isn't in the a4 release, so I'm afraid there's not much I can do for you right now...
It seems to be the walls in this area that are doing it. so maybe it would help taking them down and reconstructing them. Not sure though.
http://imagebin.org/72932
Good luck :)
After further experimentation I think this is the result of editing constructions with Dtil. Stonesense crashes whenever it encounters a location in which I remove a construction by replacing it with Open Space. It does not crash where one type of natural terrain is replaced with another. I know that Dtil does not copy constructions correctly, but apparently it also does not correctly overwrite constructions with natural terrain. I remember now that I had used Dtil to remove some faulty work on that roof area because I was in a hurry to get it rebuilt before the next siege arrived. It protects the courtyards from archers on the surrounding slopes, and therefore exposed the construction workers to those archers while they were building.
After further experimentation I think this is the result of editing constructions with Dtil. Stonesense crashes whenever it encounters a location in which I remove a construction by replacing it with Open Space. It does not crash where one type of natural terrain is replaced with another. I know that Dtil does not copy constructions correctly, but apparently it also does not correctly overwrite constructions with natural terrain. I remember now that I had used Dtil to remove some faulty work on that roof area because I was in a hurry to get it rebuilt before the next siege arrived. It protects the courtyards from archers on the surrounding slopes, and therefore exposed the construction workers to those archers while they were building.
That's it then. Debugging has shown me how the issue happens. DF reports blocks/tiles in a separate operation than it reports constructions. The list of constructions will list a series of coordinates and the material of the block on the tile. In this case, there are constructions in that list that do not have counterpart blocks. As this was pretty much assumed to never ever happen (how could it?) there was no sanity check when the block was retrieved. In your case the block returned did not exist, and you get a null-pointer crash. I've added a fix for it now, like I said, but building all those edited tiles over again would almost certainly fix the issue, as far as I can see :) good luck!
Eh...
Anyone have it happen when shut down DF and StoneSense VIA Task Manager, reload from a previous save, and turn off that Hidden Blocks thing in Stonesense, that you see every stone in each section? Like what would happen if you used Reveil.
It's very laggy D:
That's the thing, before when I hit H, it just made the black blocks invisible. Now, it makes them what tile they are, whether it's layer or cluster/vein/LARGE GLOB. It's very annoying, I wanna see the lower areas of my furt.Eh...
Anyone have it happen when shut down DF and StoneSense VIA Task Manager, reload from a previous save, and turn off that Hidden Blocks thing in Stonesense, that you see every stone in each section? Like what would happen if you used Reveil.
It's very laggy D:
Sure you didn't hit H by mistake?
Edit: Billowing cape for the royals.I AM INSPIRED
That's the thing, before when I hit H, it just made the black blocks invisible. Now, it makes them what tile they are, whether it's layer or cluster/vein/LARGE GLOB. It's very annoying, I wanna see the lower areas of my furt.Sorry, missed one item on the readme. The key you are actually after is B
How many more creatures should I draw to recieve another "looks good" comment? I like those :D.
As I told, + ratman
(http://i47.tinypic.com/25k4msp.png)
wb tehmarken :)
I myself like the Cutebolds, but I know this is a debated issue :p
Would it be possible to throw together a quick sample of the various styles you're considering, and then we can put it to a vote?
Well, I am against "cutebolds" as base, but as an option it would be nice.We're all loving the creatures Deon, they're really cool :) 4.1 was only a bug fix release. Which means no new features.
Will you consider to add elves and critters to 4.2? I see you skipped them for 4.1.
4.1 was only a bug fix release. Which means no new features.Well, I just remind you that I've posted the edited PNG and XML to include elves with professions, so it's not a big deal.
* slink's reported crash bug when using Dtil to mess around ;)
OHH Those were the metal walls.
I thought the metal walls were the stone walls.
Deon, I hate to keep bringing up colors, but I'm not sure greenish skin for the elves makes sense. That's more of a goblin thing. Though we will have "canonical" skin colors for elves in the next version, so perhaps that'll settle the issue.I appreciate your opinion. Mine is quite opposite. At first, goblins were gray in Slaves to Armok 1, so I don't see why they are suddenly green in Slaves to Armok 2; and they live in dark obsidian towers where Demons breathe fire and ashes on them, so it could make their skin to be dark and gray. Also, elven skin is more pale than green on my sprites, and I think it's ok, considering the fact that they live amongst green plants, which would help them to camouflage and also shows their resemblance to trees and plants.
Can DFHack check dwarf`s inventory? The visualizer could render dwarves according to what they wear.
Can DFHack check dwarf`s inventory? The visualizer could render dwarves according to what they wear.
I don't think that is possible at the moment
(and major body part, if you want to show amputations)
No, I meant an ADDITIONAL sprite to every group of sprites sharing the same pose/size. If you want your billowing cape, then you add two "extra bits", aligned to the "cape" pixel on the colormap. The engine sees the pixel, sees the fact the creature is wearing a cape, and draws two extra "cape" bits as determined by a description file - one behind the creature, one in front of it, both aligned to the pixel and likely textured/colored according to whatever material the cape is made from. With a complicated-sounding, but actually rather straightforward system like this, you only need to draw special clothing sprites for each creature that has a nonstandard size or pose. That billowing cape would be largely the same for most humanoids of similar size. Armor doesn't have to be all sprites - you can have the same outline for a jacket and a chainmail, but you will use different texture for them. If you want custom-looking armor, make a sprite for it, but only then. Plate armor can just have a shiny look with shoulderpads added.
The "colormap" is just a sprite silhouette with color-coded areas for texture, and alignment pixels. Alignment pixels are important - elves and humans may wear similar clothing, but its location on the sprite is different for them.
Total Annihilation was... weird. It didn't render the units outright, relative to each other and so forth. What it did instead was your generic 2.5D RTS engine equipped with a realtime sprite maker. Units had dimentions alright, they did follow the terrain and stuff, but they weren't 3D in the usual sense.
Same can be done for SS. Except our models will be more funkily colored. If we manage to make a cel-shading renderer, all the better. Procedurally equipped models aren't nearly as ugly when they're in a 32x32 sprite.
i predict that the DF fad dor 2010 will be dwarf visualizers, with the game now tracking precise apearence information, the next step is to take that information and make an utility that creates dress up dolls with a beard, styled and coloured in the manner of your dwarf, then dress him in pig tail socks, pig tail shirts, cave spider silk pants, dog leather shoes, +steel chain mails+, -Ŧ*steel helmets*ŧ- menacing with spikes of gold... :DSomeone's already working on the face-vis, I hear. I expect to see equipment and material choice (and dyedness at least) fairly soon- primitively you can just repalette. Damage, perhaps. Decorations, quality? Far future/not in a normal visualiser, certainly...fractal images for one...
how hard would it be to implement a sort of keystroke cloning, where input in Stonesense would be tranfered to DF, then the change updated back to Stonesense?
I'm colorblind, but...olms're pink/fleshtone, not green...
Animated sprites? Or am i getting ahead of myself? ><
(http://i582.photobucket.com/albums/ss262/beefmo/tranbgtoad.gif)(http://i582.photobucket.com/albums/ss262/beefmo/tranfgtoad.gif)(http://i582.photobucket.com/albums/ss262/beefmo/tranmgtoad.gif)(http://i582.photobucket.com/albums/ss262/beefmo/trangolm.gif)(http://i582.photobucket.com/albums/ss262/beefmo/trangbat.gif)
Yeah, I figured they were pretty much just undeveloped newts anatomically wise, so I'll use the source pics I found googling newt larvae.
....God I missed spriting! :P
Maybe Jonask wants to see how many of our readers have ESP?
Animated sprites? Or am i getting ahead of myself? ><(http://i277.photobucket.com/albums/kk61/kaypy/horsebat.gif)
I'm going to need some more feedback from you all to continue before i get to far ahead of myself and have to go back and redo most of them :PNoooooooooooooooooooo!!!!!!
Firstly: The shadow.... should I add a shadow blob to my sprites? Or I think I saw something posted that that might be a thing on the programs end so you don't end up with fliers and swimmers with shadow blobs in mid air?
Secondly: I did a little overlay to see how my sprites look in the overall theme and I'm wondering if they're not saturated enough or maybe I need to darken my outlines?Hmm. The bat seemed to fit in pretty well when I tried in- I didn't look too closely at the others though, since I was mostly checking out whether animation worked
Thirdly: Like Deon pointed out rather wisely, having a screen full of the same animated sprite (aka a mermaid farm) would kind of be like sand paper on the eyes, so like he suggested (I think its what he was saying) maybe give the females a slightly offset animationCurrently, each critter has a sort of randomish offset into the animation sequence, so they come in 6 different timings. (Which means anything done at sprite drawing time is moot anyway)
Fourthly: Is it worth me trying to stick to a self implimented scale scheme deally, like I've been trying to do so far, but I'm afraid that It might end up with the little critters looking to small?I think trying to keep things vaguely to scale is good, but only vaguely. "Critter X is bigger than Critter Y" should be preserved, but not "Critter X is twice as large as Critter Y". And yeah, it'll probably get messed up at various points as different sprites are added, but lets aim for vaguely ordered sizes and not worry too much about the fine details.
and whipped up some babies and a mole dog so far today :PDid you see my last post?
Baby olm, baby bat, naked mole dog (not so sure on him or the baby bats animation.... prolly back to the drawing board)
(http://i582.photobucket.com/albums/ss262/beefmo/tranbgolm.gif)(http://i582.photobucket.com/albums/ss262/beefmo/tranbgbat.gif)(http://i582.photobucket.com/albums/ss262/beefmo/tranmnmd.gif)
To Jonask and the rest of the team: I'd love to help out, I was going to get back into finishing my set, but then i saw this piece of awesomness you guys have been working on :P I dont really care if animations make it in or not, its more so just for me to practice, but its better getting them done with each sprite as I do them if you do manage to get it implimented.
I just picked a raw (subteranian) and im working my way down the list... which reminded me of something... skeltal and zombie versions! Not sure if you can display the difference yet, but like i said, its better to get them all done out at the same time than having to go back and revisit..... so onwards to skeletal versions! :PGood thing I got undead configs working then...
Clearly the correct choice is D for Dwarf.
OH! And kaypy if you need the individual frames at all just post and ill put them in :P save that triggerhappy print screen button!I can save the gifs and pull out the frames fine. The reason for the printsceening was that that image was actual, "in-game" (in-visualizer?) footage of the animation in action in Stonesense.
Beefmo, a word of warning -- don't bother making skeletal/zombie versions of the civilized creatures, not yet anyway. There's no way from them to appear in the current version, and it's not clear whether those afflictions are sticking around (in their current form, anyway).4.1 no. They work on the trunk though.
also, will stonesense ever port for linux?A bunch of folks have it running. Theres instructions in the SVN and on the forum somewhere. Like a lot of linux stuff its 'compile your own' though
He meant that there's no way for them to appear(be created) in DF40d.Beefmo, a word of warning -- don't bother making skeletal/zombie versions of the civilized creatures, not yet anyway. There's no way from them to appear in the current version, and it's not clear whether those afflictions are sticking around (in their current form, anyway).4.1 no. They work on the trunk though.
Haha, yeah, sorry, I meant the current version of DF. It used to be that you'd encounter skeletal axelords and zombie peasants and so on, but it just doesn't happen anymore, so those art assets will never get used.
An option to save animation?OH! And kaypy if you need the individual frames at all just post and ill put them in :P save that triggerhappy print screen button!I can save the gifs and pull out the frames fine. The reason for the printsceening was that that image was actual, "in-game" (in-visualizer?) footage of the animation in action in Stonesense.Beefmo, a word of warning -- don't bother making skeletal/zombie versions of the civilized creatures, not yet anyway. There's no way from them to appear in the current version, and it's not clear whether those afflictions are sticking around (in their current form, anyway).4.1 no. They work on the trunk though.
Haha, yeah, sorry, I meant the current version of DF. It used to be that you'd encounter skeletal axelords and zombie peasants and so on, but it just doesn't happen anymore, so those art assets will never get used.
Ah. Ok. Of course, if you go having fun with creature flags you can always make your own...
To kaypy: Oh! i didnt realise that was an actual screen cap from stonesense.. thought it was just a mockup... thats awesome! Is there any limitation on the number of sprites per animation? any goal to try to keep them under...Currently, all animations are 6 frames. Which gives neat 2 or 3 frame versions, and OK four frame versions if some of the frames can be longer. (You'll notice that the bat there zips through the wing outward phase and lingers in the up or down). That may not always be the case, but now I have it working, changes to the animations are lower priority than a ream of other stuff I could be working on. (I dont rule out the possibility of sufficient artwork being a motivating factor in changing that... it certainly helped with getting animation in in the first place)
and another question... how does a skeletal bat actually fly? ><Bloodymindedness. There's less blood in there than with the zombies, of course, but the skeletons can also flap faster.
Nice work on the shadow blob Kaypy, I particularly like the height indicator though it might look a bit better with a more blurred edge so it seems to actually be an extension of the shadow.*That* one is still a mockup- I try to specifically mention when I have something that actually works...
Can you toggle shadow rendering on the 'light' value of a tile or apply shadow over the terrain tiles themselves to make underground areas dark?Without proper alpha and a plan for showing flying stuff underground, I will probably be keeping it simple for the moment. Hey, let me get something that works- then we can worry about the details 8-)
Ok, cool.Hmm... Solifuge is theoretically Artistic Overseer. I just turned up about a dozen pages into the thread and started doing stuff...
Also, what is the general brightness level we should be working with? I know we have many different artists working here, but a consistent color pallete or luminosity will help a lot. Should we work on that on our own, and will somebody we compiling the artwork and checking these kinds of things?
...the semiproblem: Now, something back in the draw order will depend on something later, if fliers/swimmers. So, place shadows when loading?Yeah, that's what I'm wrestling with now. Also, shadows from multiple critters on the same tile, shadows needing to be different sizes, so needing more config, and probably more I haven't thought of. This isn't going to happen instantly, and will probably need a few tries and a good runup...
For rendering shadows, I think there should be an alpha kind of thing, so it's not a solid black shadow, just a circle under the creature that darkens the underlying surface.Evertually, we will probably get proper alpha support. Until then, its likely to be an 'every other pixel' job like the water
Just had one of those epic things happen in my fort and started to take screen shots as it happened. Stonesense worked really well. Only thing missing was the blood and body parts. Any chance of getting those in at all? Would make fights look very epic.Eventually they will most likely be in: bloody splatters are a known occ flag, so shouldnt be too difficult. But items are going to be a real pain.
Eventually they will most likely be in: bloody splatters are a known occ flag, so shouldnt be too difficult. But items are going to be a real pain.
As for items themselves, this was another feature that Lifevis (http://code.google.com/p/dwarvis/) had. Presumably he'd found a reasonably efficient way of handling it. You can see items (blue blobs) lying on the ground in that demonstration video."Is there an object here" is relatively easy- theres an occ flag for that, so I had it on a branch a few weeks back. Anything beyond "an object" eg "what kind of object" suddenly becomes much harder.
Ah, gotcha. What makes identifying them so difficult? Is it just expensive to iterate over the item vector, (http://dwarffortresswiki.net/index.php/Memory_hacking/v0.28.181.40d16) or is the item format not understood?I think DFHack is getting item support, but the expense is the big factor. If we can get items at a specific location it would be much easier, but I dont think we have that info yet.
Nearly forgot what I actually hit the forum for this time:
(https://wave.googleusercontent.com/wave/attachment/harpybats.png?id=YjPW_He12&key=AH0qf5yuIvj5BNts86jWgjWymeeqVM995Q)
Just a first pass- doesnt do different shadow sizes yet or anything more fancy.
Oh, and one of those harpybats is directly above another, hence two shadows only.
Nearly forgot what I actually hit the forum for this time:Spoiler (click to show/hide)
Just a first pass- doesnt do different shadow sizes yet or anything more fancy.
Oh, and one of those harpybats is directly above another, hence two shadows only.
cmake .. -DCMAKE_BUILD_TYPE:string=Release
then typemake
and let it build (hopefully no errors, there will be some warnings though but those are usually safe to ignore in this case)cd ..
and ./stonesense to run it. be sure df is running first.Skeletal and zombie toads done!
(http://i582.photobucket.com/albums/ss262/beefmo/transgtoad.gif)(http://i582.photobucket.com/albums/ss262/beefmo/tranzgtoad.gif)
God damn skeletal sprites never easy >< and some c&c on the zombie version would be much appreciated. I was thinking of doing the zombie versions like this all with the same palette with a few changed details.. to give a unified look to the undead area's.... not sure though.
To Kaypy: What kind of delay between frames are you using so i can tailor my animations to that?
and some c&c on the zombie version would be much appreciated. I was thinking of doing the zombie versions like this all with the same palette with a few changed details.. to give a unified look to the undead area's.... not sure though.
Although perhaps you could focus on a bit more pressing matters :P
http://stonesense.wikia.com/wiki/Stonesense_Wiki
I hope the list is up to date...
Awwww yesssss, man!
Now I wish my fortress was full of undead frogs and bats just so I could see these buggers in Stonsense :)
Although perhaps you could focus on a bit more pressing matters :P
http://stonesense.wikia.com/wiki/Stonesense_Wiki
I hope the list is up to date...
BTW, could you help me work on this bugger, Beefy?
(http://mayday.w.staszic.waw.pl/~mayday/upload/isodorf.png)
Skeletal and zombie toads done! Edit: Bats too!
(http://i582.photobucket.com/albums/ss262/beefmo/transgtoad.gif)(http://i582.photobucket.com/albums/ss262/beefmo/tranzgtoad.gif)(http://i582.photobucket.com/albums/ss262/beefmo/transgbat.gif)(http://i582.photobucket.com/albums/ss262/beefmo/tranzgbat.gif)
God damn skeletal sprites never easy >< and some c&c on the zombie version would be much appreciated. I was thinking of doing the zombie versions like this all with the same palette with a few changed details.. to give a unified look to the undead area's.... not sure though.
To Kaypy: What kind of delay between frames are you using so i can tailor my animations to that?
Clumsyboy: works fine here;
you need the allegro-dev package, cmake package, and libpng-dev packages installed.
after checking out the stonesense svn (or the stonesense-read-only one, makes no difference), you go into the stonesense/build directory and type:Code: [Select]cmake .. -DCMAKE_BUILD_TYPE:string=Release
then typeCode: [Select]make
and let it build (hopefully no errors, there will be some warnings though but those are usually safe to ignore in this case)
then typeCode: [Select]cd ..
and ./stonesense to run it. be sure df is running first.
P.S. if you want to have the cool debug cursor, replace the build type string above ("Release") with "Debug".
LN
Linking CXX executable ../stonesense
/usr/bin/ld: cannot find -lalleg_unsharable
collect2: ld returned 1 exit status
make[2]: *** [../stonesense] Error 1
make[1]: *** [CMakeFiles/stonesense.dir/all] Error 2
make: *** [all] Error 2
..I tend to think of a more conventional rotting-with-flesh-hanging-off look for zombies, and while the purple will instantly differentiate them from normal creatures, zombies of different species will all look a lot like each other -- you won't be able to use color as a clue for identifying them.
Jarathor: MS Paint does not draw an alpha channel. I've never tried elements 5, but yeah...paint sucks.I figured it was something like that - PSE 5 probably doesn't either.
We have pressing matters?Well, I don't care since I'm stuck in the cavalier version :P Ok, carry on then!
To Xandrin: Good ol' MS paint here :P I found photoshop too cumbersome to work with at these levels, its pretty much overkill, although the animation feature was very handy from what i remember of it... pity I lost my photoshop in the great reformat of 09.
Mike: Thats pic is it from Stonesense or is it a mock-up? I think the dwarf should be shorter as it really looks to be taller then the walls its next toIt's from Stonesense, a modified exec to support cavalier. Sadly, the walls are only 25 px tall and 24 pixels is too damn low to have fun. Thus, the dwarf is higher... for now. I might do a smaller dude later on.
and I guess I might as well throw this in here:Spoiler (click to show/hide)
The third one is grrrreat!That's awesome! Thank god someone is doing a version with graphics you can actually see and do decent art with.
It's cool, as Seuss pointed out, we don't ACTUALLY have any pressing matters in terms of gfx :) So feel free to work on whatever you find fun!
and I guess I might as well throw this in here:Spoiler (click to show/hide)
That's awesome! Thank god someone is doing a version with graphics you can actually see and do decent art with.Do you mean the default is too small or that too much is obscured by walls?
Skeletal and zombie toads done! Edit: Bats too!
(http://i582.photobucket.com/albums/ss262/beefmo/transgtoad.gif)(http://i582.photobucket.com/albums/ss262/beefmo/tranzgtoad.gif)(http://i582.photobucket.com/albums/ss262/beefmo/transgbat.gif)(http://i582.photobucket.com/albums/ss262/beefmo/tranzgbat.gif)
God damn skeletal sprites never easy >< and some c&c on the zombie version would be much appreciated. I was thinking of doing the zombie versions like this all with the same palette with a few changed details.. to give a unified look to the undead area's.... not sure though.
To Kaypy: What kind of delay between frames are you using so i can tailor my animations to that?
Third one more like you guys picture?
(http://i582.photobucket.com/albums/ss262/beefmo/3toads.png)
And in general, are we aiming for any kind of outlining with our sprites? Doing just some ground tiling and dropping my sprites on them I've noticed goblins blend into the grass a lot. Perhaps when they're moving this won't be a problem?
That's awesome! Thank god someone is doing a version with graphics you can actually see and do decent art with.
Skeletal and zombie toads done! Edit: Bats too!
(http://i582.photobucket.com/albums/ss262/beefmo/transgtoad.gif)(http://i582.photobucket.com/albums/ss262/beefmo/tranzgtoad.gif)(http://i582.photobucket.com/albums/ss262/beefmo/transgbat.gif)(http://i582.photobucket.com/albums/ss262/beefmo/tranzgbat.gif)
God damn skeletal sprites never easy >< and some c&c on the zombie version would be much appreciated. I was thinking of doing the zombie versions like this all with the same palette with a few changed details.. to give a unified look to the undead area's.... not sure though.
To Kaypy: What kind of delay between frames are you using so i can tailor my animations to that?
Third one more like you guys picture?
(http://i582.photobucket.com/albums/ss262/beefmo/3toads.png)
Beefmo: what program are you using to create your sprites?
Nearly forgot what I actually hit the forum for this time:...argh flat shadow on sloped terrain
(https://wave.googleusercontent.com/wave/attachment/harpybats.png?id=YjPW_He12&key=AH0qf5yuIvj5BNts86jWgjWymeeqVM995Q)
Just a first pass- doesnt do different shadow sizes yet or anything more fancy.
Oh, and one of those harpybats is directly above another, hence two shadows only.
...argh flat shadow on sloped terrain
I CobaltKobald am the most evil person alive
(http://img194.imageshack.us/img194/8633/sshumankidtest.png)I want his fro.
First ever attempt at pixel art;
Satyr
(http://img20.imageshack.us/img20/5492/satyr.png)
Left image is without borders, right image with,
It's a work in progress, so criticise away :P
The third one is grrrreat!
It's cool, as Seuss pointed out, we don't ACTUALLY have any pressing matters in terms of gfx :) So feel free to work on whatever you find fun!
and I guess I might as well throw this in here:Spoiler (click to show/hide)
Retry of the zombies i did....
(http://i582.photobucket.com/albums/ss262/beefmo/tranzgtoad3.gif)(http://i582.photobucket.com/albums/ss262/beefmo/tranzgbat2.gif)
and another animation i tried for the zombie toad... but it doesnt look dynamic enough... maybe the blood drip works better in this one.. or i could change it to a maggot? ><
(http://i582.photobucket.com/albums/ss262/beefmo/tranzgtoad2.gif)
To Solifuge: That program looks pretty sweet, I'll have to have a play around with it tomorrow... I'm pretty pumped :D
I'd be surprised if no has made an x-com mod yet, actually.You sir are correct. I'm thinking of doing this, a bit hard as a first mod but...
That's awesome! Thank god someone is doing a version with graphics you can actually see and do decent art with.
I'm going to give you the benefit of the doubt, and assume this wasn't meant as inflammatory. I've been quite happy with the better part of the graphics contributions, and hope that everyone keeps up the good work!
Two things. If the fix for the spamming of random furniture could be posted on front page (when I find it) it would help others who get this problem.I'll try to add it to the wiki when I get a chance. Or maybe just go fix it so plants are properly configurable instead of hacked in...
Also Stonesense isn't picking up the map any more. I did a clean install again and still nothing.OK, thats odd. DF's definitely up and running? Can you try a vanilla DF (just to see if it works as a starting point- not suggesting you abandon your world)? Anything in Stonesense.log?
I't was working with Dig Deeper mod, will try with fresh install of DFQuoteAlso Stonesense isn't picking up the map any more. I did a clean install again and still nothing.OK, thats odd. DF's definitely up and running? Can you try a vanilla DF (just to see if it works as a starting point- not suggesting you abandon your world)? Anything in Stonesense.log?
[Soz for double post]Hmm. What DF version is this? Have you tried hitting R or the arrow keys?- if you trigger a manual refresh, SS might find your map then. "No map loaded" normally means you have DF running (and detected) but sitting on the title screen. Note that once it senses that state, it isnt safe to keep loading the map over and over, so it stops autoloading until something manual causes a map to be detected
No dice, fresh install of both, DF's running, gen'd world, play now!, paused, launched stonesense, F9, no map loaded in the top right.
Also Stonesense.log just has a massive amount of ok'sOh, thats right, I hadn't gotten non-verbose mode working back then. 8-/
...argh flat shadow on sloped terrainSorry. I cant really have a bunch of different sized of shadows and then also have a different shadow per size per ramp style...
Ever think of doing something completely insane and allowing multiple sprites for a single thing to allow appearance varience?I was mostly thinking in the case of walls, but yeah. Oh, and you'll find Japa's clay floors already do this (because DF itself has multiple tile types to represent its multiple floor sprites)
Though I am mostly thinking in the case of trees.
...argh flat shadow on sloped terrainSorry. I cant really have a bunch of different sized of shadows and then also have a different shadow per size per ramp style...
I could try moving them up a bit if they are on a ramp:
(http://i277.photobucket.com/albums/kk61/kaypy/movedshadow.png)
...argh flat shadow on sloped terrainSorry. I cant really have a bunch of different sized of shadows and then also have a different shadow per size per ramp style...
I could try moving them up a bit if they are on a ramp:
(http://i277.photobucket.com/albums/kk61/kaypy/movedshadow.png)
You can't do it technically (programming-wise, that is), or you can't do it because that's a lot of shadows to be drawing? I mean, they're circles, I am sure that most of the spriters reading this are more than capable of drawing a bunch of slanted, bent, and half-circles.
Wait, those are not harpies but giant bats!
This is Harpy:
(http://i50.tinypic.com/4i0ac6.png)Spoiler (click to show/hide)
Anyway, I haven't recieve an official reply for:
(http://i47.tinypic.com/25k4msp.png)
Should I redraw them or are they OK?
Wait, those are not harpies but giant bats!They're harpybats- they have the body of a harpy and the sprite of a bat. They are a close relative of the horsebats you saw in some of my previous posts 8-)
Ok, so I think I;m finally happy with the zombie/skeletal versions I've got now.. and spent some time actually arranging and touching up my sheets... so it should get alot easier now that I don't have to keep going backwards anymore!One thing- we dont actually need multiples of the same sprite when it is reused in animations. (Although it may still be the easiest way to indicate the frames in the animation...)
Update!
(http://mayday.w.staszic.waw.pl/%7Emayday/upload/isodorf5.png)
- I'd like to add that this is going to be AWESOME once the new version is out with it's random creatures that are an amalgam of man and beast.
awesomely brokenSounds good! ;D
- For people contributing, this would look a lot more cohesive and, by proxy, a lot more professional, if everyone would strive to have the "same" isometric angle. Other than that, man, great artwork here.
- For people contributing, this would look a lot more cohesive and, by proxy, a lot more professional, if everyone would strive to have the "same" isometric angle. Other than that, man, great artwork here.
Someone else mentioned up there, a lot of what we have now looks like a normal DF graphics pack, not an isometric set. It isn't even isometric, it's side view. This is mostly because in isometric you mostly see the top of things, but that can be worked around.
Look at how much detail Super Mario RPG packs into a slightly under a 32x32 space:
(http://dl.dropbox.com/u/2188428/smrpg.png)
I think we should steal some tricks from them.
Small bodies, big hands and feet, little or no arms and legs.
Big heads, compared to their bodies, but the faces are only like 5x5 areas. The hats are far bigger, and much more recognizable.
Every profession group (crafter, miner, farmer, etc.) can have a colored uniform, and every sub-profession (engraver, metalsmith, herbalist, etc.) a unique hat.
What does the SS populace say?
(http://i48.tinypic.com/14x2tfl.png)Huzzah! Tactics ogre sprites!
Here he is. Thanks Retro for pointing that out...it looks fine on my end :/
The Mario sprites do indeed fit in the unit cube. I was surprised myself, actually. I went to make a Super Mario RPG graphics pack expecting that I'd have to reduce the sprites to like half size to fit.
(http://dl.dropbox.com/u/2188428/toad_fortress.png)
But no, we don't need to actually 3D render sprites, and especially not even copy the style exactly. I'm just saying, you know, actual isometric would be cool, and the proportions of these sprites work pretty well in a 32x32 box.
On the subject of isometric sprites - does DF have some sort of mechanism for detecting which direction a creature is facing? I've heard some vague references to facing having an effect in Adventure mode combat.
If it does, that makes the idea of pure isometric sprites a little more attractive.
On the subject of isometric sprites - does DF have some sort of mechanism for detecting which direction a creature is facing? I've heard some vague references to facing having an effect in Adventure mode combat.
If it does, that makes the idea of pure isometric sprites a little more attractive.
If we DID want 3D rendered sprites, it's actually not that hard at all. I put these together in like, ten minutes.
(http://dl.dropbox.com/u/2188428/3d_dorfs.png)
Spoiler (click to show/hide)
Despite these restrictions, Stonesense is even more limited in what it can display than Wesnoth is. I strongly recommend, therefore, that you carefully consider how you pose these characters, and take their hint: Your sprites will look much better to a casual viewer if you do not line them up in a default pose with a clear facing, as if they were waiting to be rotated and animated.
Right now it doesn't have "facing", but it has a directional bias that builds up as you attack in a certain direction repeatedly (which then opens you up to attacks). That will be changed during the combat arc when I add something like a situational awareness skill. I'm always wary of a strict facing. I dislike vision cones and having to change direction manually. It just doesn't seem that realistic, especially if you are in an alert state. You have a neck to see all around you, which shouldn't take a turn to move and therefore you shouldn't have to control at all, the ability to use a stance that's more complicated than simply pointing in one direction (for example, how you position your legs can help determine whether you are more prone to being knocked over from the front or from the sides), and the ability to walk in all directions, not just the direction your head/body is facing. On the other hand, you should be able to sneak up being a lazy guard that's facing away from you (rather than just using a magical sneak mode like we've got now). I was thinking of doing momentum when you can differentiate between running and walking.
This isn't a limitation with Stonesense. It's a limitation with Dwarf Fortress. Until and unless Dwarf Fortress provides facing information and runs slowly enough that multiple animations become meaningful (and provides sufficient information that you can figure out which to play), no visualizer will be able to make default axially aligned poses like those seen in Super Mario RPG a good idea.
We'll need an isometric icon of a big brown paper bag with a smiley written on it (in isometric perspective) with a bunch of legs/tentacles/etc coming out from underneath, as a generic icon for the 'horrors' in the next version.
I may not come across as likable here, but that is because I am responding with alarm at what appears to be a near consensus on what I regard to be a very poorly thought-out art direction. Please be wary of falling into the trap of disagreeing with me just because I take a very forceful tone in my argument. I am suggesting how you can avoid alienating a number of potential users, and the merits of my argument should not be dismissed out of hand.
Let me make my assumption explicit here: Using an uglier and more jarring art style that is specifically designed to be used as a baseline for rotation and animation system based on the speculation that Dwarf Fortress might someday support such things months or years from now is not a sound idea. I propose you design sprites that will look good now, not a year or two from now, if ever.
If you disagree, or are even offended with my assertion that this is an "uglier" art style, I'm almost certain that what you're latching onto is the pseudo-3D effect. I fully agree that, as Deon puts it, this is nice. I don't wish to demean the artistic merit of these sprites. But they are not iconic -- they are systematically dry, directional poses that mimic a system designed for another game. They look like the character is facing a direction and waiting for animation to be applied, which is exactly what that art style is designed to do. You are wonderful artists and I know you can do better than that, and you don't need to model your work after a system that isn't suited for this game.
Sprites for Stonesense and any other visualizer or graphics set should be iconic. They should capture the spirit of the thing being depicted in all aspects -- shape, color, pose, even expression if you have the fidelity to do so. They should not imply a specificity that does not exist. Having a character look to the right or left as part of their dynamic pose is not even in the same league as having their head, shoulders, hips, and feet all pointing in the same direction with their hands at their sides like they're waiting for an animation sequence to be applied.
Take 7Ē Nickel's humans for example. They are:
- Looking to the side without implying a clear facing.
- Posed differently by profession.
- Very iconic.
You can monkey with their 3D-ness if you don't like it, but these sprites can very effectively represent entities in Dwarf Fortress. I strongly urge you not to regress away from this principle.
They should not imply a specificity that does not exist.
They should not imply a specificity that does not exist.
This is a great-sounding principle but it falls flat pretty fast when you examine it. Does DF specify the style of the breastplates, the height of the grass, the texture of a wall, or the length of a sword? No. Does that mean that artists shouldn't depict these things for fear of making an invalid implication? Of course not. The point of a visualizer is not only to depict the details that DF does contain, but fill in the details on which it's silent.
If you don't know what material it's made out of, sketch in the details and use a generic gray rock without specifying with such precision as to jar the viewer with the degree of its inaccuracy. If you don't have sprites for every type of tree, better to make your generic tree sprite look like an oak than a willow. I know my dwarf travelling to the north is not facing to the east -- so why is your sprite so overwhelmingly dead set on convincing me otherwise?
There's a difference between making a workshop out of microcline when there's one and between making a dwarf to face east while there's no facing. First case it disinformation, second case is assumption.
Why are there so many words and so small amount of sprites/ideas? It's easy to make words, try to help instead :).
That's your opinion. Mine is that all the "iconic" sprites I've seen, I find more jarring, because none of them look like they actually belong in the world that Stonesense depicts. The argument you're starting boils down to "look good"/"doesn't look good," and no amount of words will change anyone's views on such a basic point of aesthetics. There are artists here who seem to agree with you, so for the sake of this thread, just be happy with that and don't bother trying to convince everyone else.
I must implore you to review what I've actually said to review whether you actually have a disagreement with me or not, since my impression from your responses has been fairly consistent that you do not actually disagree with the fundamental point I'm making.
aligning everything's head, shoulders, chest, hips, and feet in the same way on the same axis ... a bad design principle ... giving a false and disjointed feel to your fortress
Maybe I'm poorly communicating the point, but I suspect it's more that I'm coming across as excessively critical.
I'm not saying nobody should make sprites like Beefmo's, I think they're lovely. Nor am I even advocating a non-isometric sprite system. I am defending such a system, since several people have criticized the fact that most artists have submitted non-isometric sprites, but I'm also arguing that you can still use an isometric system without looking to Super Mario RPG and Tactics Ogre idling stances for your isometric poses, which I submit is a bad idea no matter what angle you prefer to look at your sprites from. I don't wish to insult Jadael and Xandrin here, mind -- I truly adore Jadael's 3D dwarves based on the Super Mario RPG style (I'm just very strongly arguing that this style is inappropriate for actual use), and Xandrin was suggesting Tactics Ogre with the idea of having multiple facings and walk animations, not with the intent of just using a single facing's idle frame to represent the entire unit.
I think I should clarify my use of the word iconic, since I apparently gave the impression that I meant it as a synonym for 2D. I'm actually saying that both 2D and isometric sprites should have an iconic quality. They should be memorable and symbolic, interesting and representative. Deon's mayor, for example, has an upturned hand, and a large mouth, as if she's speaking and gesturing. Those are what I mean by iconic elements in pose and expression.They should not imply a specificity that does not exist.
This is a great-sounding principle but it falls flat pretty fast when you examine it. Does DF specify the style of the breastplates, the height of the grass, the texture of a wall, or the length of a sword? No. Does that mean that artists shouldn't depict these things for fear of making an invalid implication? Of course not. The point of a visualizer is not only to depict the details that DF does contain, but fill in the details on which it's silent.
Taken literally and to an absurd extreme, you're certainly right, but you are misinterpreting my point by a fair distance when taking it that far. Aligning all your dwarves to have a southeast facing is not just adding details -- it is like making every workshop in your visualizer look like it's made out of microcline and justifying it by saying you don't know what material the workshop is really made out of. If you don't know what material it's made out of, sketch in the details and use a generic gray rock without specifying with such precision as to jar the viewer with the degree of its inaccuracy. If you don't have sprites for every type of tree, better to make your generic tree sprite look like an oak than a willow. I know my dwarf travelling to the north is not facing to the east -- so why is your sprite so overwhelmingly dead set on convincing me otherwise? The purpose of a visualizer is not to contradict what I already know about my fortress, and it should avoid doing so.
As I said in the post you are quoting, there's a big difference between having a character look into the right and aligning everything's head, shoulders, chest, hips, and feet in the same way on the same axis. One is artistic expression to provide interest and detail to the sprite -- the other uses a bad design principle that will tend to strip away the iconic quality and encourage a literal interpretation of facing, giving a false and disjointed feel to your fortress. Following this guideline and having isometric sprites are not mutually exclusive.
It is currently more limited, yes. That will change, though, if not with Stonesense, then with a future visualizer. There's a nontrivial chance that facings will become more important in DF itself, too, for LOS purposes, proper stealth, setting polearms as a formation, etc.Quote from: Toady OneRight now it doesn't have "facing", but it has a directional bias that builds up as you attack in a certain direction repeatedly (which then opens you up to attacks). That will be changed during the combat arc when I add something like a situational awareness skill. I'm always wary of a strict facing. I dislike vision cones and having to change direction manually. It just doesn't seem that realistic, especially if you are in an alert state. You have a neck to see all around you, which shouldn't take a turn to move and therefore you shouldn't have to control at all, the ability to use a stance that's more complicated than simply pointing in one direction (for example, how you position your legs can help determine whether you are more prone to being knocked over from the front or from the sides), and the ability to walk in all directions, not just the direction your head/body is facing. On the other hand, you should be able to sneak up being a lazy guard that's facing away from you (rather than just using a magical sneak mode like we've got now). I was thinking of doing momentum when you can differentiate between running and walking.
OK, maybe someone has talked about this in here, but the thread is getting really long.Rather unnavigable, yes.
Anyway, I can never get past the opening screen in Stonesense. I mash "F9" over and over again and nothing happens. I even tried making an AutoHotKey script to send F9, and it seemed to do nothing. Anyone have any idea why?Is DF running? If so what version? Does the screen have "Could not find DF" or something on it?
In the end, it's going to be the creators of Stonesense that have to decide (and obviously, nothing has to be set in stone forever).I think the graphics we want is "All of them"- we need to cope with mods to the underlying DF, so we ought to be able to take swapping graphics styles in our stride 8-)
I think Jonathan has a good point at least in that pure isometric should not be considered better by default just because it's more 'realistic' (etc.).
Deon those female dwarves are scary (http://mayday.w.staszic.waw.pl/gobticons3/eek.gif)Scary? There's something wrong with your ego :D.
The male ones are super cool though.
I completely agree with your point Fox, but I think people are generalizing your use of "iconic" as an art method, not an art style.
I think all Fox is trying to say is he doesn't want dwarf fortress to look like dwarf habbo hotel. He wants the poses to be in their respective "action stances", drawn to be appropriate for any situation, weapons raised, and full of energy.
And I agree with him (if that is indeed his point). We want to see dynamic poses; job classes with different personalities, not just different clothes... something that really brings out the essence of the character, whether it be 2.5d (isometric) or 2d.
...could be a little more ostentatious in crown. Presently looks like "red druid".
Scary? There's something wrong with your ego :D.I think that it's the exposed cleavage+uniformly humongous boobs+ruby red lips+typical dwarf figure.
What do you mean by "scary"? I tried hard :(.
I hope Jonask comes soon and puts it in a right route :D.
Stonesence is an evolving project.With a big emphasis on Don't fret too much. ;)
Things will be re-written, re-drawn, flipped upside-down and tossed in the bin. As long as people are willing and think things could be improved things will change.
Don't fret too much.
Anyway, I can never get past the opening screen in Stonesense. I mash "F9" over and over again and nothing happens. I even tried making an AutoHotKey script to send F9, and it seemed to do nothing. Anyone have any idea why?
I have been thinking about Thrones in relation to tables, becuase it has allways bothered med that Thrones where depicted as stools(in this and graphic tilesets), becuase Throne is far more dwarfish than a stool.Something else which is related that bugs me is that floodgates built in a 1x3 segment will have the middle floodgate flipped to the wrong direction about half the time. I noticed this while constructing a dome. On the eastern and southern 'walls' of the dome, both 1x3 sets of floodgates had the middle door rotated 90 degrees from the two surrounding doors, as if it wasn't properly taking its cue from the floodgates next to it.
well, this requires that there is some sort of XML condition tag like "NeigbourObject [GameID] [Direction]"
to make the chairs face towards the table, is ther esuch a tag?
EDIT: and one more thing, how do i figure out what GameID diffrent stuff has? i've been thinking about doing some wall and engraving work.
Another bit of a peeve is that glass windows are so thin and are without corners, and glass blocks, like all other masonry-based walls, appear exactly identical. Either I have an opaque dome, or I attempt to fake it with windows and have to deal with overhanging floor tiles.Wood blocks and metal blocks are also built with masonry.
Scary? There's something wrong with your ego :D.
What do you mean by "scary"? I tried hard :(.
I think that it's the exposed cleavage+uniformly humongous boobs+ruby red lips+typical dwarf figure.
Plus, all the outfits have giant external nipples. It just makes you seem creepy. I believe someone requested something like this earlier.
(http://img98.imageshack.us/img98/6370/humansinaction.png)
I had an old save where human traders were visiting.
Am I the only one that's bothered by how many passable tiles Stonesense has that look like they're impassable? Trade depot and tables are the main offenders, I think.
To the best of my knowledge, a constructed wall made from wood blocks still uses Carpentry, rather than Masonry. Glass and stone, however, do use Masonry.Another bit of a peeve is that glass windows are so thin and are without corners, and glass blocks, like all other masonry-based walls, appear exactly identical. Either I have an opaque dome, or I attempt to fake it with windows and have to deal with overhanging floor tiles.Wood blocks and metal blocks are also built with masonry.
Plus, all the outfits have giant external nipples. It just makes you seem creepy. I believe someone requested something like this earlier.See? 7hatchcover's humans look great in there. Those dwarves...less so, as others note. The animals are in between.
(http://img98.imageshack.us/img98/6370/humansinaction.png)
I had an old save where human traders were visiting.
As one of the women on the forum, please don't make your female dwarves look like whores. It's fine that they have large bossoms (because I really think dwarven women would have a giant chest), but you don't need to show the nipples. The light pink lips on the female miner seem to look fine.
am I shaling it right
(http://zarawesome.googlepages.com/shale.png)
Plus, all the outfits have giant external nipples. It just makes you seem creepy. I believe someone requested something like this earlier.
(http://img98.imageshack.us/img98/6370/humansinaction.png)
I had an old save where human traders were visiting.
Well another problem is that they are comical to the point where you question their ability to fulfill their duties (and there is a hint of fetishism). They also sharply contrast the dwarves and create gender inequality in a situation where they are exactly the same for the most part.
They don't seem to hold anything and their arms look immobile.
Wait you mean Fetishism? I would have thought it would be subconscious rather then intentional (hense the hint)I vaguely remember Deon stating something about how he deeply enjoys very large-breasted women, so I guess it's intentional.
Ok people generally don't like Deons female sprites but thats going to far. Do you think he would really do something like that?
Another quick sketch: A legendary thrower.Spoiler (click to show/hide)
Hey if you didn't mean it, then you didn't mean it. Spure of the moment thigs are forgiveable.
Ok people generally don't like Deons female sprites but thats going to far. Do you think he would really do something like that?
Do you mean the "hint of fetishism" part? That's a pretty apt description of Deon's style, I don't think he'd even object to the label. See the picture below:Another quick sketch: A legendary thrower.Spoiler (click to show/hide)
Specific points that come to mind: colouration in the Humans vs. Dwarves: the dwarf's clothes use significantly fewer colours than a human equivalent. The eye styles are also different (this is probably the most glaring of the errors).
I have to agree with the majority about Deon's lady dwarves. Several look like they wouldn't exactly be safe for work. Enter the lady dungeon master as an example.
I have been thinking about Thrones in relation to tables, becuase it has allways bothered med that Thrones where depicted as stools(in this and graphic tilesets), becuase Throne is far more dwarfish than a stool.Thats a nice idea.
well, this requires that there is some sort of XML condition tag like "NeigbourObject [GameID] [Direction]"There is a tag to detect type of the neighbor, like
to make the chairs face towards the table, is ther esuch a tag?
EDIT: and one more thing, how do i figure out what GameID diffrent stuff has? i've been thinking about doing some wall and engraving work.Currently we are pretty close to the limit of what we can actually detect wrt walls- we cant tell blocks from raw constructed walls, or engraved from smooth, for example. Or very much about the materials used. Also, the walls havent reached the level of configurability of anything else.
Something else which is related that bugs me is that floodgates built in a 1x3 segment will have the middle floodgate flipped to the wrong direction about half the time. I noticed this while constructing a dome. On the eastern and southern 'walls' of the dome, both 1x3 sets of floodgates had the middle door rotated 90 degrees from the two surrounding doors, as if it wasn't properly taking its cue from the floodgates next to it.Ooops. That would be because it wasn't. Looks like the config for that is rather lacking.
Another bit of a peeve is that glass windows are so thin and are without corners, and glass blocks, like all other masonry-based walls, appear exactly identical. Either I have an opaque dome, or I attempt to fake it with windows and have to deal with overhanging floor tiles.I need to have another look at options for reading in wall tiles, but it currently isnt looking hopeful for being able to detect glass walls.
I'd help out instead of 'complaining', but I lack in the graphics-fu.Some things are just plain oversights, so complaining can be helpful, too.
If we DID want 3D rendered sprites, it's actually not that hard at all. I put these together in like, ten minutes.
(http://dl.dropbox.com/u/2188428/3d_dorfs.png)
I liked Deon's female dwarfs though they could probably be better off with a slightly smaller boobage... ;)
And compared to the male dwarves I think they look much better, perhaps a bit more work on the male dwarves to make them as good looking as the females.
I liked Deon's female dwarfs though they could probably be better off with a slightly smaller boobage... ;)
And compared to the male dwarves I think they look much better, perhaps a bit more work on the male dwarves to make them as good looking as the females.
With huge rotund guts?
I don't know if I want all the Dwarves to be Obese
Ok, ok. so Deon will have the first optional add-on pack for stonesense, the busty dwarf pack.
Now, can we stop arguing?
LN
The only issue I see with his female dwarves is that some of them have visible nipples, and that might not be acceptable to the parents of some of the younger players.1) No nipples, it's jewelry. Come one, zoom. It even has different color. Also my personal matter is that DF is 10+ because of all the gore, and in 11 you usually are watching pr0n magazines and try to pick up girls :D.
If a "funny" set is made...dwarfs must lack one sock each.Great idea! I tried to find out a funny way to make male dwarves, and it's a cool option between others.
I am in no way pretending to make these sprites for a "default" version
What do you mean by "fix"? Any specific recomendations? :)
Zaratustra, so far I can get nothing from the site other than the original image, though it even renames the resultant image after the new file. Yes the file is PNG, and the proper size.
Wierd.
Zaratustra, so far I can get nothing from the site other than the original image, though it even renames the resultant image after the new file. Yes the file is PNG, and the proper size.
Wierd.
Sorry, should work now.
hate to interrupt all the discussion about boobs
but I made a little php app
it picks a texture like this
(http://zarawesome.googlepages.com/shalewall.png)
and makes it into this
(http://zara.verge-rpg.com/dorf/blockifier.php)
you can try it at http://zara.verge-rpg.com/dorf/blockifier.php?filename=http://zarawesome.googlepages.com/shalewall.png and replace the latter url with whatever you want see if it works
Sorry for female audience, I supposed I could recieve a reply like this.
Pretty sure the complaints all came from guys. Guys who are deeply suspect... if you know what I mean.
I'd like to not be referred as 'that girl'. And yes, there are women on this forum board.
Anyway, whatever happened to Suess and his awesome plants/trees? Is he gonna make any more or did he make one for everything in vanilla already?
Jonask is working on a system to make the thread more orderly, so no sweat.
In the meantime:
(http://mayday.w.staszic.waw.pl/~mayday/upload/ISODORFsmall4WALK.gif)
Ok, so now who is working on the Stonesense2: Audio!? ;D
As far as the argument on style goes please stop using 'iconic' and 'isometric' as styles, they aren't. In the art sense, isometric is the angle that something is drawn and iconic, as it should be used here is something that stands out and is rememberable. You can have iconic sprites drawn at an isometric angle that follow a style similar to Pokemon for instance.
But this is just me being anal about art.
Zaratustra, do you think you could make an app that accepts this (http://dl.dropbox.com/u/2188428/sheet2.png) as input and makes ramps for each one? I was going to just render the ramps but your way might be a lot faster and have better results.
In the meantime:
(http://mayday.w.staszic.waw.pl/~mayday/upload/ISODORFsmall4WALK.gif)
Jonask is working on a system to make the thread more orderly, so no sweat.
In the meantime:
(http://mayday.w.staszic.waw.pl/~mayday/upload/ISODORFsmall4WALK.gif)
Ok, so now who is working on the Stonesense2: Audio!? ;DThat was my previous project 8-)
Mike I am amazed, that is a professional quality walking animation. ;D Makes me want to make it fit the 34x33 set...It's mah furst! :V
Mike I am amazed, that is a professional quality walking animation. ;D Makes me want to make it fit the 34x33 set...It's mah furst! :V
Feel free to mess around with iiiiit.
I really need to fix the wiki for a4 sometime before a5 comes out... Your best bet might be either poking around the other xml files for info or, if you can understand the code to any degree, looking at the BlockCondition classesOK, I have updated the buildings config information (http://code.google.com/p/stonesense/wiki/AddingBuildings) on the wiki.
If you guys want some music, I could put some stuff together (been looking for an excuse to start composing again, and I have a one-month long break anyway).
What are you looking for in particular?
I'd like to not be referred as 'that girl'. And yes, there are women on this forum board.Indeed.
Jonask is working on a system to make the thread more orderly, so no sweat.NOW I see why the dwarf looks wrong- it's got a "realistic"-feeling style and the legs are nowhere near long enough(-like there are no knees, but there's room for them)
In the meantime:
(http://mayday.w.staszic.waw.pl/~mayday/upload/ISODORFsmall4WALK.gif)
Probably would be easier to go from whate'er Jadael's texture-source is, I'd imagine, than your rendered set.Zaratustra, do you think you could make an app that accepts this (http://dl.dropbox.com/u/2188428/sheet2.png) as input and makes ramps for each one? I was going to just render the ramps but your way might be a lot faster and have better results.
I could try. Give me a couple of days.
Alright, here is my concept for a dwarf walking in the 32x32 isometric dimensions.Paging Master Higgins?
animation: (http://i49.tinypic.com/zvya6v.gif)
grid alignment: (http://i46.tinypic.com/2hp0kzq.gif)
loop walk: (http://i46.tinypic.com/213ixdh.gif)
loop walk w/ beard: (http://i45.tinypic.com/288dav.gif)
Probably would be easier to go from whate'er Jadael's texture-source is, I'd imagine, than your rendered set.Zaratustra, do you think you could make an app that accepts this (http://dl.dropbox.com/u/2188428/sheet2.png) as input and makes ramps for each one? I was going to just render the ramps but your way might be a lot faster and have better results.
I could try. Give me a couple of days.
How has this thread gotten to over 120 pages and no one has bothered to draw a barrel the number one object in almost every fortress. :D
stonesense can't read items, the drawing of a barrel would be of little use
I couldn't really say, I think stuff like this would be fitting. http://www.youtube.com/v/_YNRYEOD_KQ
How has this thread gotten to over 120 pages and no one has bothered to draw a barrel the number one object in almost every fortress. :DThere have actually been a few barrels drawn, but only as parts of various workshops- most notably the still, of course.
In the meantime:
(http://mayday.w.staszic.waw.pl/~mayday/upload/ISODORFsmall4WALK.gif)
NOW I see why the dwarf looks wrong- it's got a "realistic"-feeling style and the legs are nowhere near long enough(-like there are no knees, but there's room for them)
http://sites.google.com/site/kerjigger/CBrun.mp3
What do you guys think of this (unfinished) piece?
I have a pretty powerful bass system so it sounds okay to me, but if your system is a little weak it might sound a little nonexistant, and I might need to add another instrument. I was sorta going for an industrial vibe here; perhaps this would be the default music if your fortress has a heavy metal industry?
Wow. I'll just ask this since I don't want to search the whole thread and there's no mention of it in the readme file.
Is there any way to run DF and SS side by side without having 2 monitors? I know about the mini version you can use for DF, but I wanted larger. Next I'm running stone sense, but it isn't keeping up with DF. Like every time I unpause DF - SS doesn't pick up and go with it and update live. I've seen the video on youtube with both running live next to each other so what gives?
Thanks.
Numpad + and -: Increase/Decrease AutoReload Rate
http://sites.google.com/site/kerjigger/CBrun.mp3
What do you guys think of this (unfinished) piece?
I have a pretty powerful bass system so it sounds okay to me, but if your system is a little weak it might sound a little nonexistant, and I might need to add another instrument. I was sorta going for an industrial vibe here; perhaps this would be the default music if your fortress has a heavy metal industry?
What's with these animooted dwarf sprites? Are we moving away from static sprites or are these side projects?Side projects- note they are based on Mayday's cavalier spriteset and hence wouldnt fit into the main stonesense even if the main stonesense had any support for that kind of animation.
animation: (http://i49.tinypic.com/zvya6v.gif)
grid alignment: (http://i46.tinypic.com/2hp0kzq.gif)
loop walk: (http://i46.tinypic.com/213ixdh.gif)
loop walk w/ beard: (http://i45.tinypic.com/288dav.gif)
One thing that worries me about moving dwarf sprites is that the dwarves themselves are not moving quite often, say for instance when they are crafting or eating or sleeping. May also be a bit much to have 150 dwaves all walking around in place (some may actually be moving
Will Stonesense have a way to separate the sprites into moving and stationary 'motions' for when the dwarves are static vs. moving?
Actually... are animations even currently supported (or plan to be) in stone sense?Animations are being supported however at the moment it's not on a per action basis and just all the time.
and as far as the "endless walking in one position" animation, you could easily enable the animations to not be looped, so it would only do one walk "cycle".
What's with these animooted dwarf sprites? Are we moving away from static sprites or are these side projects?And I have no idea why people are discussing music here- Stonesense dev is backlogged enough without any plans for sound.
What's with these animooted dwarf sprites? Are we moving away from static sprites or are these side projects?And I have no idea why people are discussing music here- Stonesense dev is backlogged enough without any plans for sound.
If that's the case then I'll just put my music on the backburner then.
http://sites.google.com/site/kerjigger/CBrun.mp3
What do you guys think of this (unfinished) piece?
I have a pretty powerful bass system so it sounds okay to me, but if your system is a little weak it might sound a little nonexistant, and I might need to add another instrument. I was sorta going for an industrial vibe here; perhaps this would be the default music if your fortress has a heavy metal industry?
they really are a completely separate project, but I do think you should make a new thread so we can discuss all of the music for DF in a topic it is meant for.
well, in the current implementation now... does it reload the sprite resource when it moves to a new tile?Currently, its a 6 frame cycle, and mostly independent of the map reload loop. So critters will keep their place in the loop while moving. The animation frame is global, updating at a configurable rate. Sprites are redrawn when either the frame changes or the map is reloaded. Each critter has a fixed offset from the global frame to keep things from being to much in lockstep (so 1 in 6 critters will be in any given animation state).
like for example, does the animation start over when it moves to a new tile or is it the same cycle of frames?
well, in the current implementation now... does it reload the sprite resource when it moves to a new tile?Currently, its a 6 frame cycle, and mostly independent of the map reload loop. So critters will keep their place in the loop while moving. The animation frame is global, updating at a configurable rate. Sprites are redrawn when either the frame changes or the map is reloaded. Each critter has a fixed offset from the global frame to keep things from being to much in lockstep (so 1 in 6 critters will be in any given animation state).
like for example, does the animation start over when it moves to a new tile or is it the same cycle of frames?
That would make sense if it says 'scanning every 2ms'
:-[Another bit of a peeve is that glass windows are so thin and are without corners, and glass blocks, like all other masonry-based walls, appear exactly identical. Either I have an opaque dome, or I attempt to fake it with windows and have to deal with overhanging floor tiles.I need to have another look at options for reading in wall tiles, but it currently isnt looking hopeful for being able to detect glass walls.
QuoteI'd help out instead of 'complaining', but I lack in the graphics-fu.Some things are just plain oversights, so complaining can be helpful, too.
edit: Do your floodgates work better if you grab the latest floodgate config from
http://code.google.com/p/stonesense/source/browse/trunk/buildings/Floodgate.xml (http://code.google.com/p/stonesense/source/browse/trunk/buildings/Floodgate.xml)
So why can't stonesense detect items? Is it just impossible to do with the way DF is set up to memhack it?
As for items themselves, this was another feature that Lifevis (http://code.google.com/p/dwarvis/) had. Presumably he'd found a reasonably efficient way of handling it. You can see items (blue blobs) lying on the ground in that demonstration video.
"Is there an object here" is relatively easy- theres an occ flag for that, so I had it on a branch a few weeks back. Anything beyond "an object" eg "what kind of object" suddenly becomes much harder.
Ah, gotcha. What makes identifying them so difficult? Is it just expensive to iterate over the item vector, (http://dwarffortresswiki.net/index.php/Memory_hacking/v0.28.181.40d16) or is the item format not understood?
I think DFHack is getting item support, but the expense is the big factor. If we can get items at a specific location it would be much easier, but I dont think we have that info yet.
Otherwise we may have to resort to only reloading the object info when we really *really* need to, because it will be worse than when you hit 'stones' in your stockpile screen.
well, I was thinking about it- there's another thread that I keep losing track of in which Mayday proposes a simple manner of animating things.well, in the current implementation now... does it reload the sprite resource when it moves to a new tile?Currently, its a 6 frame cycle, and mostly independent of the map reload loop. So critters will keep their place in the loop while moving. The animation frame is global, updating at a configurable rate. Sprites are redrawn when either the frame changes or the map is reloaded. Each critter has a fixed offset from the global frame to keep things from being to much in lockstep (so 1 in 6 critters will be in any given animation state).
like for example, does the animation start over when it moves to a new tile or is it the same cycle of frames?
ah I see... any plans to implement an action-based or one-shot based animation system?
Ah, that's too bad... I assume the program detects movement though, are there any plans to make the animation one-shot and then restart once when something moves?Problem: Fliers would stop flapping.
If someone wanted to work nearly FOREVER on a future visualiser they could make each bodypart of each creature individually (with visual injuries) so you can see how injured someone is by looking at them. That would be awsome [but it won't happen :"( ]. Heck even equipment could be visualised using that method.Well, the reason to do it is that making each part and piece individually means you only need to multiply items by poses (with some clever tricks you may e'en get away without this), directions, and creatures, rather than the factorial combinatoric explosion of equipment.
Of course it would take forever, and is currently impossible, and would only be worth doing when DF nears completion
Kobold:Okay, going from this...a demonstration of how you can do individual equipment pieces. (Forgive my horrible koboldhelm.)
(http://i150.photobucket.com/albums/s102/tehmarken/stonesense/kobold.png)
I think the walking animation is fine, what I did notice though is that the torso is too long for a dwarf, I fixed it real quick to show the difference.
(http://i46.tinypic.com/vd036s.gif)(http://i49.tinypic.com/351er93.gif)
I don't know exactly how hacking works, but wouldn't it be easier to update the changes instead of scanning everything every single time?I'm not a memory hacker by any stretch of the imagination, but that's not how it works bro.
I don't know exactly how hacking works, but wouldn't it be easier to update the changes instead of scanning everything every single time? That way item updating could be done a little reasonably, at least.
I think the walking animation is fine, what I did notice though is that the torso is too long for a dwarf, I fixed it real quick to show the difference.
(http://i46.tinypic.com/vd036s.gif)(http://i49.tinypic.com/351er93.gif)
Ah yeah, I wanted to keep the head big enough to have distinguishable features, then the torso a bit smaller to fit the details for identification and the legs even smaller since they usually have no identifying features. I'll mess with the proportions a bit but I'm actually happy with how it looks now.
(http://mayday.w.staszic.waw.pl/~mayday/upload/ISODORFsmall14WALK.gif)
2. Monitor for when someone takes or puts something in the stock.
Its the hard part in real life, too 8-)2. Monitor for when someone takes or puts something in the stock.This is the hard part, of course, for reasons John S. Fox just explained.
The other thing to look at would be the item count, of course.
As for updating, it hit me-an option to check the dwarven frame count first, and only update if it changed (else, nothing has!) 'course, this requires locating it, but something that increases by 1 each time you hit "." doesn't strike me as one of those variables that would be difficult to find by memsearch.
...might want to embark on a mountain with hungerless/aleless/etc. people first though, or those counters would too, thinking. And station them far from each other so they don't talk.
Alright, then a question: Presuming the item list is a table of indices, then if an item is destroyed, will the empty index that's left behind be occupied by a newly-created item?
Because if it isn't, you can only keep scanning the end of the list, seeing if any more items appeared since you last looked. Item movement can usually be replicated using game logic. Monitoring creature inventories doesn't seem like that hard of a task, comparatively. Other cases of items being moved include collapses, flow pushes, ranged weapons firing. These are harder, of course.
Even if we'll be going the simple'n'hard way, sorting through the item list doesn't need to happen instantaneously. Make it a resource-sensitive process, updating only as many items at a time as would be comfortable for the user. I don't know a thing in how such stuff is done, but it seems a reasonable alternative to having periodic pauses while the whole list of a few thousand items gets sorted through. Think how content gets updated in MMOs gradually, sacrificing looks for smoother movement (well at least that's what it seemed like in Lineage).
Well, if the visualizer is desynched, you can always recheck the entire item list and put things in the right places. It's like any game being played over the net - you optimize by only sending basic commands and letting the client figure it out, but every once in a while you do send the whole lot of stuff so that the clients remain in sync.
We can make logical assumptions, and correct when resynch comes. Slightly wasteful, and therefore it would have to be optional, but there's no other way to actually have shot projectiles displayed in the visualizer. Either way we'd have to somehow intercept the "host" function calls and get data from them....um, you could maybe look at the combat eventlogs(however that works) to generate flying projectiles. Not necessarily where they go if they miss, but at least for a combat-movie-vis (which I was brainstorming a bit on)
Okay, I get what the problem is. Would it be possible to keep track of the previous state in a smaller format using some form of CRC (http://en.wikipedia.org/wiki/Cyclic_redundancy_check) or something?
None of these apply here. If all you're doing is tracking item creation and creature movement, it's going to desynch almost continually once the fortress gets off the ground, and you're not going to know it. You'll have to scan regularly either way.
Okay, I get what the problem is. Would it be possible to keep track of the previous state in a smaller format using some form of CRC (http://en.wikipedia.org/wiki/Cyclic_redundancy_check) or something?
The short answer is no, unfortunately. A CRC (or another hash function) will, after scanning both data sets, tell you if the new data and old data are different. BUT, you have to scan the new data first, which defeats the purpose for us. Furthermore, if there were changes, it doesn't tell you what changed, only that changes occurred.
either DF itself (Though I'm guessing that's messy as hell)
whatever process handles writing to memory in Windows.
Guys, this is really much more a dfHack discussion ;) maybe we should start a thread for dfHack?
Well, I may as well say this while it's slightly on-topic: it wouldn't help with items, but for updating the state of tiles, you only need to check around some special locations, namely around water, lava, and dwarves (since they can dig and place stuff). It could be a huge performance benefit compared to re-reading the whole map...grass. shrubs. trees. These all grow away from those things you mentioned, and are supported in currentSS.
But maybe you could figure out what's visible onscreen and only update those tiles? Or does it do that already? Not occlusion, obviously, but like, things that are off the edge of the view.I think that this, perhaps, was the stroke of brilliance that was being waited for.
If only there was a way to locate items in a given tile. If there was a way to do that, there would be no problems whatsoever.
Feel free to point me to a memory editor, and I might have a look.http://cheatengine.org/ (http://cheatengine.org/)
Just to let you all know what we're up to:with options to (questions)
We're working on a big and stable release, that should firmly establish a common platform and delivery system for content creators. This will make it a lot easier for everyone, and it will certianly give all the creative content control right to back you, the DF community :)
We have codenamed this release Stonesense Granite.
Stay tuned
1) When I try to run it in fullscreen, it crashes immediately after I press F9 to continue.Yeah, fullscreen is FUBARed. And pretty much useless, anyway.
2) When I try to run it in 1280x800 resolution in windowed mode(or anything larger than the default, it seems), I get an "unable to set graphics mode" error.Hmm. That ought to work... What is your screen resolution?
with options to (questions)No, no and no- we might consider implementing something like that as and when theres an alternative tileset to go with it- until then, you can compile your own version for custom tile shapes.
- change tilesize sans recompile?
- do merely tiles (not thickfloors) sans recompile?
- change aspects sans recompile?
This is what we are aiming at right now.
- change tileset by changing few lines in a config at worst?
I reserve the right to be annoyed if it keeps its ability to take down my linuxbox.Hmm. I'm surprised it's doing that now... I'm pretty sure A4 had the 'dont kill linux' version of DFHack... Does it still do that if you get the latest version?
I have tried changing the refresh rate to 0 and making the render size smaller but to no avail. Any idea?Wait, so you still have issues when the auto-refresh turns off? (ie- when it stops mentioning "Reloading every x" on the top)
I have tried changing the refresh rate to 0 and making the render size smaller but to no avail. Any idea?Wait, so you still have issues when the auto-refresh turns off? (ie- when it stops mentioning "Reloading every x" on the top)
Stonesense Granite
I have tried changing the refresh rate to 0 and making the render size smaller but to no avail. Any idea?Wait, so you still have issues when the auto-refresh turns off? (ie- when it stops mentioning "Reloading every x" on the top)
That is correct. I would have thought it would be the auto-reload too. Tried running with no map loaded too and it still slows everything down. o_O
I have tried changing the refresh rate to 0 and making the render size smaller but to no avail. Any idea?Wait, so you still have issues when the auto-refresh turns off? (ie- when it stops mentioning "Reloading every x" on the top)
That is correct. I would have thought it would be the auto-reload too. Tried running with no map loaded too and it still slows everything down. o_O
Yes, I think I know what this is. DirectX will only update the active window, hence if you don't want your DirectX application to freeze when losing focus, you have to switch to CPU rendering... At least, that is my understanding of the problem...
Most people don't notice this too much, because they have monster CPUs.
Does it help to set window focus back to Stonesense?
To be honest, that bug has come and gone on my system (which is a 3400+ btw, so I know your pain :p). Right now I'm a laptop, so it's hard to reproduce, but I will look into it as best I can.
Well, I'm not so interested in the custom shapes- mine's the usual over-2-up-1 iso, if 16x16- but I know Mayday is working on the shapes side.with options to (questions)No, no and no- we might consider implementing something like that as and when theres an alternative tileset to go with it- until then, you can compile your own version for custom tile shapes.
- change tilesize sans recompile?
- do merely tiles (not thickfloors) sans recompile?
- change aspects sans recompile?
Hey, if you're building under linux, why do you care about having to compile your own version for custom sprites? You have to compile your own version anyway...Consider that I'd need to compile one version per tileset and tell me how this isn't more inconvenient.
Unable to load image terrain/blocks.png
I'm perfectly happy if I get a castle that looks reasonably like a castle between all the goblin, orc and megabeast attacks.
Only for wacky-sized tilesets. So its one version per tile-shape you want. Since at the moment there are a reasonable amount of tiles for one tile-shape, I dont see an issue.Hey, if you're building under linux, why do you care about having to compile your own version for custom sprites? You have to compile your own version anyway...Consider that I'd need to compile one version per tileset and tell me how this isn't more inconvenient.
Furthermore, if you need to grab/compile a new version for each different tileset type, it makes it far less likely for people to use fringe tilesets.
Sorry. I forgot to commit a file when I merged in the terrain config. Peterix fixed it about an hour back. (thanks, Peterix)Code: [Select]Unable to load image terrain/blocks.png
Alright, I tried a slightly smaller resolution and it works fine now.Yay!
One oddity I found: I have the default option set to show 50 z-levels, but when I start it up it only shows 30 or so; I can increase the z-levels shown after it starts via the keyboard command, so it's not that important, but I thought it was odd.Yeah it clips the input to 'sensible' values. We forgot to take into account forts not necessarily being sensible 8-)
It also doesn't appear to be showing as much xy space as it should; this may be because it's extending the viewing distance below the viewing window instead of further out, but I wouldn't know.The next release should have a config option to move the screen back a specified amount rather than just a boolean 'move it back' option. If I can talk Jonask into it, I could even make it on-the-fly changeable...
Present Stonesense: Thickfloors are a separate tilekind? I really don't understand how the tiles are arranged, t hough I understand that it's treating the "floor" area as one thing 4px deep and the "wall" area as another(like DF construction) 32px deep, with widths of 32px.Only for wacky-sized tilesets. So its one version per tile-shape you want. Since at the moment there are a reasonable amount of tiles for one tile-shape, I dont see an issue.Hey, if you're building under linux, why do you care about having to compile your own version for custom sprites? You have to compile your own version anyway...Consider that I'd need to compile one version per tileset and tell me how this isn't more inconvenient.
Furthermore, if you need to grab/compile a new version for each different tileset type, it makes it far less likely for people to use fringe tilesets.
Been lurking this thread for a looong time now, finally decided to post a suggestion.
For interchangeable tilesets (probably more easily added sooner than later; less to change), I'd suggest a tilesets folder with subfolders for each configuration. Each folder can name images however it pleases, and then the xml files will either have standardized names, or maybe stonesense just loads all files ending in xml; I'll leave that up to your discretion. These files state which image files they're referring to for their image indexing and index the objects, like in the current xml files.
For making mini-mods to tilesets feasible, I'd suggest making a setting in the config that gives an interface for loading multiple tilesets. It starts by loading the first in the list, then loads the next one, overwriting anything previously defined by old tilesets with ones in the new set, that way any images not specified in the new set won't be displayed as blanks in the viewer, and it's easier to change, say, only the trap graphics, and have them usable without inserting the trap graphic into a dozen other tilesets, so everyone can have them with the tileset they prefer.
As an example of how stonesense would load the tilesets...Spoiler (click to show/hide)
Sorry for the long-windedness. :-X
EDIT: Oh, and I failed to specify, tilesets would be referred to in the configuration file by their folder name.
Stonesense Granite.because our wishes are granite?
Holy schist, this thread is mica me sick.Sig'd.
There's too much off-topic talc in here. I chalk it up to a lack of updates.But of quartzite's gonna get off-topic. Too much gabbro. Needs to be more to-the-point, even at the risk of being chert.
May I just complement Winterbrass on that impressive use of quartzite.Merci. I considered it a little weak at the time, but in retrospect, I think it works nicely.
Next time you find a pun that good please bauxite and ship it straight to me.May I just complement Winterbrass on that impressive use of quartzite.Merci. I considered it a little weak at the time, but in retrospect, I think it works nicely.
If I may make an on-topic request for this particular tool:
I'd like to know of some way I can make and assign sprites to my custom creatures. I like watching my dwarves run around, but I get sad when their pet spiders are merely questionmarks on the screen.
[wall of text]Ok, heres how it looks it will work in granite (unless we have some last minute change)
But in your case you could just use the GCS sprite if you were so inclined. Just stick <Creature gameID="(CUSTOM_SPIDER)" sheetIndex = 36 /> If that's what your after.
But If I read this thread properly you'll be able to create your own sprite files and configs soon, not having to mess with the vanilla spritesheet and config.
So here's Asciso, inspired by Cobalt Kobold's stuff. (The stairs aren't done). The display is supposed to work exactly as in vanilla DF: the tiles used are the normal curses font. The only things that would work different:
Walls - cubes with skewed and flattened tiles drawn on them
Floors (could use flattened material tile)
Stairs and ramps would be normal graphical tiles
Creatures lying on the floor could be displayed as flattened (as seen on the mockup, the left dwarf)
All objects would get automatically created edges to make them stand out on the background.
I would really, REALLY, -R-E-A-L-L-Y- like to try Stonesense...
...but I use a mac. :'(
Is there any hope for me?
I would really, REALLY, -R-E-A-L-L-Y- like to try Stonesense...get a cheap copy of xp throw it on bootcamp
...but I use a mac. :'(
Is there any hope for me?
I would really, REALLY, -R-E-A-L-L-Y- like to try Stonesense...The primary reason for the lack of mac support is a lack of mac developers, especially on the DFHack side. If you have some time, maybe you could help get it working? It needs a bit of programming and a lot of memory hacking to hunt down the mac memory offsets.
...but I use a mac. :'(
Is there any hope for me?
I decided to make a gravity defying leap from the original ASCII graphics to this... But after i hit F9 (on Stonesense) i get a the message "could not find DF process". Im running the latest version of DF, on windows 7. Just to clarify: 'Dwarf Fortress is running when i run stonesense'.
I would love to get this working
I really tried searching but all I could find out is that there are instructions out there for this but how do I make this work on Linux? I'm a bit of a newbie at Linux.The instructions I put together are here
Um...I think last definition taking precedence makes more sense. That's how DF does it, I think. (Dwarf graphic. Then, professions, then positions, etc?) I'd need to ask someone who actually made a graphics pack.[wall of text]Ok, heres how it looks it will work in granite (unless we have some last minute change)
* there are index files and xml files
* xml files configure how the graphics work
* index files are a list of additional files to load (can be more xml files or more index files)
* it all starts with one master index.txt file in the main stonesense directory
* all xml files can define the pngs they work with, and well as the sprites within these png files
* file loading is done in a way similar to web links: "dir/file.xml" is relative to the file you find it in, while "/dir/file.xml" is relative to the stonesense root
* the order of sprite definitions (as listed in the index files) determines which takes precedence- first definition (depth first) wins
thus you can add a directory with its own pngs, xmls, and indexes to the stonesense dir, and then add the index file to the top of the master index file, and everything will work from there if the contents have been set up right.
(http://mayday.w.staszic.waw.pl/~mayday/upload/asciso.png)Nicely accomplished. Does it respect BGcolors for stones? Also, I'd recommend rotating rather than squashing, though that would require more work...obsidian/granite'll look weird else.
So here's Asciso, inspired by Cobalt Kobold's stuff. The display is supposed to work exactly as in vanilla DF: the tiles used are the normal curses font. The only things that would work different:
Walls - cubes with skewed and flattened tiles drawn on them
Floors (could use flattened material tile)
Stairs and ramps would be normal graphical tiles
Creatures lying on the floor could be displayed as flattened (as seen on the mockup, the left dwarf)
All objects would get automatically created edges to make them stand out on the background.
Lo, and behold. In my triumphant return to these lands I am led to tears. My dream of seeing this mastery of pixels in action has been fulfilled. Jonask, Solifuge, and Kaypy, If you are ever in need of wealth, consumables, or a thatch roof shielding yourself from the harsh sky, merely send me a telegram and I shall ride.
I decided to make a gravity defying leap from the original ASCII graphics to this... But after i hit F9 (on Stonesense) i get a the message "could not find DF process". Im running the latest version of DF, on windows 7. Just to clarify: 'Dwarf Fortress is running when i run stonesense'.Just guessing here, but if you have either Stonesense or DF installed in the Program Files directory, it's possible they may be running as a protected process, and therefore possibly inaccessable. You could try installing in a different directory if you haven't already.
I would love to get this working
As the program has moved so quickly, can we expect another release before the new year? (Not rushing you, just hopeful)
And will objects be supported in the future? I honestly can't think of any other feature that Stonesense needs to be complete, for me at least (other than the few missing sprites). Animations would be nice, but at the moment the movement style fits nicely with DF itself.
Any chance shadows and depth shading will be in Granite? It would really add a lot to complex fortress designs I think :)
Brilliant!
- Yes. Kaypy and I've been talking all day, and it looks like we're gonna launch a release candidate of Stonesense 1.0 (codenamed Granite) tonight. There will only be a few new on-the-surface features, since the BIG improvement here has been easier Custom Content management.
Sounds good. I imagine it would need to be similar to how DF does it, ie. alternating the visibility of different items on one tile.
- I agree, objects are the one last remaining thing. Right now it's something on our wish list, and it's something to work towards in a 2.0 release... The main problem is the share number of objects of course (Please, guys, don't flooded the thread with theoretical discussions of how it could be done unless you seriously know what you're talking about ;) )
Totally understand, I like the windmill animation etc, and I'm happy with the movement being the same as DF, ie. jumping from tile to tile.
- Animations is a thing I personally am a bit on the fence about... Subtle animations, sure. They work.
Having things bounce and skate about, try to hack in improvised movement... Not so much. See what I'm getting at here?
Creatures don't face any direction in-game, and so they won't in Stonesense.
Hope that clears that up for now ;D
Play some Adventure Mode and pay attention to combat messages, with proper charging/dodging you can get "You strike the Giant from behind (...)" as a proof that creatures are 'facing' one of 8 directions.
Right now it doesn't have "facing", but it has a directional bias that builds up as you attack in a certain direction repeatedly (which then opens you up to attacks). That will be changed during the combat arc when I add something like a situational awareness skill. I'm always wary of a strict facing. I dislike vision cones and having to change direction manually. It just doesn't seem that realistic, especially if you are in an alert state. You have a neck to see all around you, which shouldn't take a turn to move and therefore you shouldn't have to control at all, the ability to use a stance that's more complicated than simply pointing in one direction (for example, how you position your legs can help determine whether you are more prone to being knocked over from the front or from the sides), and the ability to walk in all directions, not just the direction your head/body is facing. On the other hand, you should be able to sneak up being a lazy guard that's facing away from you (rather than just using a magical sneak mode like we've got now). I was thinking of doing momentum when you can differentiate between running and walking.
I have done a bit with this -- if you fight in one direction in adventure mode now, you'll become focused on that direction and more susceptible to attacks from behind.
Yes. Kaypy and I've been talking all day, and it looks like we're gonna launch a release candidate of Stonesense 1.0 (codenamed Granite) tonight. There will only be a few new on-the-surface features, since the BIG improvement here has been easier Custom Content management.There will be a post for this, right? I keep getting nervous I'm gonna miss it.
Competition: http://www.bay12games.com/forum/index.php?topic=34633.0Actually, Khazad was on the scene first, by about 6 months. There is a fair amount of sharing between the projects- they are based on the same library, (which I believe was itself originally part of Khazad before being libraryized)
With GUI.... Things we can learn from this? Things we can improve upon? Discuss.
Jonas -- if you want to retitle the thread to catch people's attention, you can do so by editing the OP. Also the images in the OP are still broken.Good idea mate. I'm pushing Granite on like six different channels now, but I'll get around to it :)
Is the part of the debug cursor that tells the stone type still around, just hidden or was it removed? (I did pretty much just use it to spot magnetite and hematite veins so I guess to make cheating more difficult makes sense.)Since it handles different material types now, it was harder to get it to work for everything, and for the moment it gives the numeric indexes rather than the name. At some stage I will add in the reverse lookup to get the name back.
Little thing I noticed while making my own little sprites is on the adding creatures help page it says you can find all the profession names here. With here being a link.Placeholder for a nonexistant page I am guessing.
It links to this. http://dwarffortresswiki.net/index.php/Here small error I assume?
I also seem to get miner's not getting their sprite from the sprite sheet correctly. They always seem to just grab the default at the top of the entry instead. Though I'm not entirely certain yet it's not just user error. My game is pretty modded after all.How modded? Are your dwarves still DWARF in the raws?
It was user error.Yeah, it was mentioned it's opposite to DF's order. First matched is used rather than last.
It was reading the generic female tag first I guess, and all my miners are female, a fact that I overlooked, with the sprite differences being so subtle. So it used the female peasant one for all my female jobs. Placing the female tag at the bottom fixed that properly.
Little thing I noticed while making my own little sprites is on the adding creatures help page it says you can find all the profession names here. With here being a link.
It links to this. http://dwarffortresswiki.net/index.php/Here small error I assume?
I just tried to look at my soap tower (for the challenge in DF general discussion), and this happened:I don't think that's supposed to happen. None of my walls or floors are showing up.Spoiler (click to show/hide)
Stonesense launched
File name parsing failed on terrain/index.txt
File name parsing failed on creatures/index.txt
File name parsing failed on buildings/index.txt
File name parsing failed on vegetation/index.txt
Some people have trouble unpacking rars resulting in truncated directory structures and hence no graphics.
This catches enough people out that we build the installer- try that and see if you still have problems.
(or just figure out what went wrong in the rar unpacking)
Some people have trouble unpacking rars resulting in truncated directory structures and hence no graphics.
This catches enough people out that we build the installer- try that and see if you still have problems.
(or just figure out what went wrong in the rar unpacking)
Odd... the installer worked no better, BUT I did get the graphics to start working by putting Stonesense's containing folder at my drive root: C:\Stonesense Granite\init.txt, etc.
I really have no idea why this would be the case. But there it is.
Also: Thanks so much for building Stonesense, guys! This thing makes me very happy.
Hmm, I have a sneaking suspicion.. What folder did you put it in when it didn't work?
C:\Documents and Settings\Foaloke\Desktop\desktop\Distractions\games\new\df\df_28_181_40d16_win\Stonesense GraniteAh yes, that would blow out the filename buffers. (The file handling is a bit more complex these days, and needs to become an absolute path at some points).
Here is the Stonesense snatched child ghost screen.
Started DF paused, so Stonesense is updated in the shot.Spoiler (click to show/hide)
Zulban is the dwarf in question. You can't quite see the where the other Stonesense child should be in the DF screen, but he also is no longer in the fort.
I think Stonesense might have a problem with snatched children.Yes, the problem is that we have no way to distinguish a non-present, kidnapped child from an actual present child. So its either draw extra children or none.
is there a way to set the follow mode offset outside of the program?Adjusting the LIFTSEGMENT entry in the init.txt file works nicely for this purpose, so all's good.
<creature gameID="FOX" sheetIndex = 50 />
<creature gameID="TROGLODYTE" sheetIndex = 52 />
<creature gameID="FOX" sheetIndex = 70 />
<creature gameID="TROGLODYTE" sheetIndex = 72 />
Here is the Stonesense snatched child ghost screen.I beleive this is the same as the issue where magma dunked goblins spawn flaming items on your cage traps.
Started DF paused, so Stonesense is updated in the shot.Spoiler (click to show/hide)
Zulban is the dwarf in question. You can't quite see the where the other Stonesense child should be in the DF screen, but he also is no longer in the fort.
I think Stonesense might have a problem with snatched children.OK, here is what I can do: There are flags for "this tile is occupied" and "this tile is occupied by someone lying down" (I assume theres two because they have different effects on movement and pathfinding). Thus I can at least check there is actually someone there before drawing the creatures.
Yes, the problem is that we have no way to distinguish a non-present, kidnapped child from an actual present child. So its either draw extra children or none.
Is there a way to tell apart smooth and engraved stone in the XMLs yet? And what about stone and block constructed walls? Carved, stone and block fortifications?You can distinguish between three states
Not sure if it's a known issue or not, but if I remove an area of stockpile, the corresponding stockpile display in Stonesense does not disappear (this is with an outdoor refuse pile).Hmm... must have lost my fix for that at some stage. Try this in the stockpile.xml:
<building name="Stockpile" gameID="stockpile">
<if>
<BuildingOccupancy value="2" />
<sprite index = 322 />
</if>
<else>
<empty/>
</else>
</building>
No not really, I always figured there would be a lack of interest. I suppose I could zip everything I have up and stick it on DFFD though.
Just a heads up that I finished my subterranean animal sprites and theyre on the content repository for anyone interested!
Currently it doesn't contain the animal men of the underground, but all critters and the elemental men are done from the subterranean.raw (I think).
And although the undead sprites are in the pack too, like jonas just said, they not currently recognised by SS, but hopefully I've got the xml written properly for when they are supported.
I think I'll head on to the mans/evil now just so I can get all the chasm and underground river critters I missed.
SS still looks very Escher though, as shown in some of those screenies.
if only the statues were facing the right, it'd be perfect. in fact, that could be a feature in SS. shift-click on appropriate objects to change their facing or something..
That'd be neat... To my knowledge, the mouse doesn't interface with SS yet (though I could certainly just not have noticed, I've never tried).
Can Stonesense see items/objects yet?Nope....
Haladuz: Love the leechman but the Tigerman looks too much like Aaaarnold.
(http://i12.photobucket.com/albums/a226/Figgin/Dwarf%20Fortress/obsidian.png?t=1261447486)Hypnotic. :)
Something like the top left one in this image maybe?Spoiler (click to show/hide)
Something like the top left one in this image maybe?Spoiler (click to show/hide)
That's bacon!
Soli, I've been meaning to ask... you're not secretly Fool, are you?Yeah, I've also been thinking about that, the Avatar you're using is a pixel art done by Fool for a internet pixel contest.
Something like the top left one in this image maybe?Spoiler (click to show/hide)
That's bacon!
Only a little bit of a slowdown. (Guess the RC2 new feature)SS still looks very Escher though, as shown in some of those screenies.Maybe some kind of very slight effect that darkens area the lower they are from the top visible layer? Though I feel that would cause a lot of slowdown.
yeah very impressive, and it looks so good with SS! the magma caldera looks badass. if only the statues were facing the right, it'd be perfect. in fact, that could be a feature in SS. shift-click on appropriate objects to change their facing or something..The only suggestion I can think of currently, concerning the facing direction of statues, is that they could perhaps have a preference to face towards floor tiles; or away from wall/ramp tiles?
@Impaler[WrG]: Sadly no... The shadows are added by shading the entire sprite using the GPU interface. It still does not support alpha channels on the pngs.
@Hal Nicholas: No, no objects yet. That's on the list for 2.0 ( Slate ).So it's slated?
It's not sure it can be done/performance thing :p
@CobaltKobold: we want to switch to alpha and PNG files. but it would require many more library dependencies, not good for people who want to compile.
Whether we can use Alpha Transparency vs. Dithering Transparency depends entirely on the resources required by each. I'm not quite a Competent Programmer myself, so I'll leave that to the Experts to answer... for now, Dither transparency is an easy way to implement it with the current engine, especially with a new release pending. :P
Currently we dont have Alpha Transparency, so Dithering Transparency is the best we have...
Also, Dithering transparency has some nice features for water: since the pixels line up perfectly, you have the effect that something is either behind water or its not. Which is less problematic than each individual block of water having its own alpha effect. (Cause different blocks will line up strangely- I should do a mockup to [a] make it obvious what I'm saying and [b] make sure I know what I'm talking about)
Post mockup revised position statement: Given alpha transparency, doing water in a simple 'draw the water sprite at ~30% alpha' should work fine- edging effects are not really noticeable against the noise of the water textures.
Evertually, we will probably get proper alpha support. Until then, its likely to be an 'every other pixel' job like the water
@Retro: [...]
Retro, your fort looks like it was practically made for this.
I'm gonna sit down with it more thoroughly some day soon, but we don't forget the obvious question: What does alpha really add?
Will water look better when it's a series of overlapping semi-transparent cubes?
Will creatures look better? Will terrain?
I think glass would, of course.
I'm gonna sit down with it more thoroughly some day soon, but we don't forget the obvious question: What does alpha really add?Doesn't that basically apply, for no extra cost, an additional depth-shader? (And, as you point out, the bundles of clouds: mist, dust, magmamist, miasma, smoke...)
Will water look better when it's a series of overlapping semi-transparent cubes?
Also, Dithering transparency has some nice features for water: since the pixels line up perfectly, you have the effect that something is either behind water or its not. Which is less problematic than each individual block of water having its own alpha effect. (Cause different blocks will line up strangely- I should do a mockup to [a] make it obvious what I'm saying and [b] make sure I know what I'm talking about)This is, sort of, a positive effect for water to only have a 'surface' surface, but it breaks as soon as you get any other translucent substance.
Will creatures look better? Will terrain?Well, riverbottoms will look nicer imo.
I think glass would, of course. And maybe some volumetric stuff like mist (once we get that in).
We need mock-ups or something to better tell. And we've just been focusing our efforts elsewhere :)Find me an (opaque) 32x32water tile and I'll see how it goes...my search-fu is not turning them up from this thread. I am guessing that the cube-matrix effect that kaypy fears will be worse than I think.
Alpha support, as I see it, is not a high priority. I simply just don't see the awesome upside of it :)http://images.google.com/images?q=crystal+palace
Do you prefer Stonesense as an installer or archive?Where's the 'source' option? I'll wait for the X problem to be fixed.
Find me an (opaque) 32x32water tilehttp://stonesense.googlecode.com/svn-history/r114/trunk/objects.png
Where's the 'source' option?The project is open source, just grab it off google code ;)
So I think Japa deserves some credit here, he's the one who wrote the fog patch.
*Round of applause*
I mean, for the poll :PQuoteWhere's the 'source' option?The project is open source, just grab it off google code ;)
Why not just draw only the surface of the water, but transparent, and let the new fog shader take care of a depth cue? Basically try to achieve the same effect as now but using alpha.Not any more complex than doors and floodgates are now.
Each water tile could just check for whether there's water above it? That would screw up waterfalls though... THe algorithm for deciding whether a given tile of water is visible to the 'camera' might be too complex.
My offering to stonesense; one (slightly grainy) alpha map base for transparent fog effects in isometric!I mean, for the poll :PQuoteWhere's the 'source' option?The project is open source, just grab it off google code ;)...Now, I discover that my script's method of mockup(copy, paste, anchor) actually doesn't play nice with alpha, as 50%+50% evaluates to 100%, as opposed to 75% like it ought to be... :-/ hmm.Disregard that. It only requires 7 or 8 layers to get to full opacity at 50%.
And yes, the depth fog looks pretty nice.
edit2: OK, here's some mocks.I'm awre that anything less than full water on a waterfall will look stupid, but that's a different issue which can be semi-solved by a ramp-code-like selection (and arting) of the 1-6 watertiles.Spoiler (click to show/hide)
This neighbour-based selection could permit you to "only draw the surface" if you configured the tiles right as well.
The weird-cube-grid effect isn't as bad as expected in the middle, but that's mainly because everything gets to near-opaque reaallly quickly.
edit_N: weird-cube-effect made clearer: 3x3x3, 50% opacity.
(http://img109.imageshack.us/img109/6366/gridbug.png) (http://img109.imageshack.us/i/gridbug.png/)
edit2: OK, here's some mocks.Seuss: One of several reasons I don't like the notion.I'm awre that anything less than full water on a waterfall will look stupid, but that's a different issue which can be semi-solved by a ramp-code-like selection (and arting) of the 1-6 watertiles.Spoiler (click to show/hide)
This neighbour-based selection could permit you to "only draw the surface" if you configured the tiles right as well.
Also, ramps. Hellooooo, computation vs performance!Why not just draw only the surface of the water, but transparent, and let the new fog shader take care of a depth cue? Basically try to achieve the same effect as now but using alpha.Not any more complex than doors and floodgates are now.
Each water tile could just check for whether there's water above it? That would screw up waterfalls though... THe algorithm for deciding whether a given tile of water is visible to the 'camera' might be too complex.
'Simplest' solution that I can think of? Have water tiles check to see if there are water tiles surrounding it, and if so, only display the top of the water tile.
Spoiler: Degenerating cases... (click to show/hide)
CobaltKobold, I hope you don't mind me imitating your test zone.All the better to compare. Hang on a moment, putting the clean one.
CobaltKobold: unfortunately there actually is no "binary" prefix. We can do hexadecimal with "0x<num>" and octal with "0<num>", but it isn't actually possible to put in straight binary without further code on your part.This is, frankly, a pain. Could make each direction a bitmask and bitwise-or them together for the cases, which would make it more readable, I suppose.
To be honest I would recommend against manually drawing all possible water cases. If we have a decent underwater effect (such as Dark_Tundra's, which looks pretty spiffy) and we have a water surface image, we can generate the possible images pre-runtime (either packaged or with a provided program) or upon starting Stonesense.The cases I used are easy enough to draw for the same reason that they're easy to generate- move one of the surfaces a bit, or create one diagonal. (Aside from the falling-stream case, but that's a singular case) And, generating them externally to the program feels more in-line with SS's tech. Mybe I should look o'er at Khazad.
We have 7 water levels possible, but we don't even need to store all seven in memory. We can draw the standard water surface on a slightly different vertical offset for all the levels. We can then use a different image if we want to do the sides or bottom for some reason, but it's probably worthwhile not to bother.Consider any spilled water, and this kinda goes out the window.
The case with ramps is more difficult, and depends on whether your art for the ramps follows a simple geometric pattern or not. For example, simple pyramid or cone ramps will allow you to calculate where the water intersects the ramp (pixelwise). Then you draw the bottom half of the ramp (all the pixels below (x,f(x)), where f(x) is the intersection), the water surface and then the top half. If you're really game, you can then draw a light blue line to simulate small waves lapping against the ramp.It sounds good at first, and would be a art-light solution, but water running down ramps will look bad that way.
I imagine it would look somewhat like this:Gorgeous.
-imgsnip-
please forgive the compression, it's automatic from the image host.
CobaltKobold, I hope you don't mind me imitating your test zone.
#1 I agree with. I'll just adjust those a bit and update the link. Try re-downloading in about half an hour. #2 was on purpose. Being able to recognize materials by sight? Awesome.Oh, I wasn't complaining about #2 - I was thrilled. It's an amazing step forward. My OCD demands that I know where stuff is, because it would be a pain in my ass to find out that there was a platinum deposit where I wanted to put a workshop.
http://dl.dropbox.com/u/2188428/jadael_stones.zipIt looks great... until you get a lot of peat in one place.
Put all my stones together into a mod. Unzip to /terrain/ and add JadaelWalls.xml and JadaelFloors.xml to the top of the terrain index file.Spoiler (click to show/hide)
Still have to do ramps! I'm working on it!
Hmmm. *tries something*MUCH better.
EDIT: Alright, try re-downloading. Peat is changed.
EDIT: Sneak preview:Spoiler (click to show/hide)
EDIT: Sneak preview:
[many many furniture sprites]
Some basic rampness
(http://i277.photobucket.com/albums/kk61/kaypy/stoneramps.png) (http://dwarffortresswiki.net/index.php/Stonesense:Content_repository#Additional_Ramps)
Some basic rampness
(http://i277.photobucket.com/albums/kk61/kaypy/stoneramps.png) (http://dwarffortresswiki.net/index.php/Stonesense:Content_repository#Additional_Ramps)
Edit: Updated
Some basic rampness
(http://i277.photobucket.com/albums/kk61/kaypy/stoneramps.png) (http://dwarffortresswiki.net/index.php/Stonesense:Content_repository#Additional_Ramps)
Edit: Updated
Some basic rampness
(http://i277.photobucket.com/albums/kk61/kaypy/stoneramps.png) (http://dwarffortresswiki.net/index.php/Stonesense:Content_repository#Additional_Ramps)
Edit: Updated
When can I get this?Right now ;)
MaterialWalls.xml
MaterialFloors.xml
UpdatedRamps.xml
Walls.xml
Floors.xml
DefaultWalls.xml
DefaultFloors.xml
The readme does say to put it at the top of the file...Ah, thanks. I went by the instructions on the Content Repository:
Extract files into Stonesense/terrain and add UpdatedRamps.xml to the /terrain/index.txt
Glass and Ice
(http://i277.photobucket.com/albums/kk61/kaypy/iceandglass.png) (http://dwarffortresswiki.net/index.php/Stonesense:Content_repository#Additional_Ramps)
Edit: The wall/floor dropins in 1.2 have the wrong obsidian sprite. Will fix in 1.3
Can you visually differentiate between crystal glass and clear glass?In real life or DF? 8-)
Hmmm. *tries something*My only complaint is that "Gold" doesn't look very shinny :(
EDIT: Alright, try re-downloading. Peat is changed.
EDIT: Sneak preview:Spoiler (click to show/hide)
My only complaint is that "Gold" doesn't look very shinny :(
Are smoothed and unsmoothed floors supposed to look the same?We should have different sprites for
Are you using an automated system to generate these ramps?I have a template in the SVN which gives me
I hope you wont be insulted if I post this up here; made to match the default smooth tiles:Thankyou! I wasn't particularly happy with the constructed ramps I had, but hadn't yet gotten around to trying again. Now I dont have to 8-)
(http://i883.photobucket.com/albums/ac37/Dark_Tundra/SmoothedRamps.png)
That's unfortunate. Do you have any plans to make finished stone look a bit more finished? Would be nice if they looked like tiles or at least a bit smoother.Yeah, that's what I was asking - it would be nice if they were patterned like the screenshot that you posted.
That's unfortunate. Do you have any plans to make finished stone look a bit more finished? Would be nice if they looked like tiles or at least a bit smoother.
Also seems some of the colors are a bit off, as alunite is a light brown or yellowish color?
Well, I can switch the sheet around so that smooth floors use the 'engraved floor' sprite I made. And then eventually when Stonesense can tell between smoothed and engraved, remake the sprites. It'll still take a while, because the floors use a non-square grid which Photoshop can't do :\
Well, I can switch the sheet around so that smooth floors use the 'engraved floor' sprite I made. And then eventually when Stonesense can tell between smoothed and engraved, remake the sprites. It'll still take a while, because the floors use a non-square grid which Photoshop can't do :\...? In which way do you need the non-square grid? Oh, right, the thickfloors.
We should have different sprites for
(a) Rough natural stone
(b) Detailed natural stone (ie smoothed or engraved, we cant tell them apart)
and
(c) Constructed stone (we cant tell blocks from rough)
We have sprites for engravings, but(b) Detailed natural stone (ie smoothed or engraved, we cant tell them apart)would it not be more effective to use separate sprites for engravings and overlay them onto the stone sprites?
we want a good variety of engravings, no? soo many hours of work otherwise, doing different engravings on every single rock type..
we cant tell them apart
We have sprites for engravings, but(b) Detailed natural stone (ie smoothed or engraved, we cant tell them apart)would it not be more effective to use separate sprites for engravings and overlay them onto the stone sprites?
we want a good variety of engravings, no? soo many hours of work otherwise, doing different engravings on every single rock type..we cant tell them apart
This really bothers my mind - why? The game must tell them apart somehow. When running, there simply must be some record in RAM and the information must be stored in a save file.
This really bothers my mind - why? The game must tell them apart somehow. When running, there simply must be some record in RAM and the information must be stored in a save file.
Oh I'm sure it does. They don't yet know where that information is. If you think it's so easy, why don't you sort through the *millions* of bits the game records to memory and figure it out somehow.
Is there any way that some of the data could be found more easily if the goal was only to produce a snapshot instead of a constantly updating picture?
Alternate well:
(http://i883.photobucket.com/albums/ac37/Dark_Tundra/well.png)
I dont know how to put it in though, I'm far too tired to be working out "if"s, "else"s, and "which part of the universe will collapse if I pull this lever?"s.
Just fort the record, that would be dead simple. Two lines of code. But like forsaken said, it wouldn't give you much...If you could detect if there is an object and it is in a stockpile tile, then display a crate - I like displaying the stockpiles, so this would come in useful for showing how full a stockpile is. As an option of course.
I'm looking at objects right now. there is a pattern to the chaos, we just have to find it...
Would it be possible as a start for there to be an optional single default sprite for objects?It's certainly doable- I had it working like that in one of the experimental branches, way back. Never made it to the release versions though, because it didnt seem to add much.
He just doesn't want them to replace his own and thus steal donations.My understanding is that he doesn't want people who feel they cannot play without the 3rd party interfaces, to put pressure on him to restrict his changes on dwarf fortress in the interest of compatability.
Or something.
Considering that this doesn't even try to send anything back to DF, I don't see the maliciousness in it in that view.
It's always worth asking..
Also, the merchant caravans are coming through stonesense as "?"s, any way to remedy that currently?You could make a sprite for them, but it would only display their center tile, which is why it hasnt been dealt with yet.
Hey, could Stonesense make an exceptionary sprite dimension? I figured, if in DF wagons are the only multi-tile 'creature', and since only the center tile of the wagon is shown, why not make a big picture for the wagon? It'll be the only non-24x32 sprite.It will likely be overlapped by the foreground floortiles, as nearer tiles are rendered over further tiles.
I have been thinking about is something similar, but more compatible with the rendering system: along the lines of 'if this is a wagon, then add a fake-wagoncreature to the 8 adjacent tiles'Hey, could Stonesense make an exceptionary sprite dimension? ... why not make a big picture for the wagon?It will likely be overlapped by the foreground floortiles, as nearer tiles are rendered over further tiles.
Perhaps someone can shed some light on what I've done wrong...
(http://i883.photobucket.com/albums/ac37/Dark_Tundra/error.png)
The square my titan is occupying seems to be resistant to redraw, the square was black when I loaded stonesense, now since moving the view, the image that occupied that section of the screen failed to move while the rest of the scene moved around it...
It was fine when it was just a named "?".
<?xml version="1.0" ?>
<creatures>
<creature gameID="TITAN" file="megabeasts.png" >
<variant special="Normal" sheetIndex =0/>
<variant special="Skeleton" sheetIndex =0/>
<variant special="Zombie" sheetIndex =0/>
</creature>
</creatures>
Here's an ettin:
(http://i45.tinypic.com/2w2eeqx.png)
P.S. And a based on the same body cyclops (m, f):
(http://i50.tinypic.com/hte5p1.png) (http://i47.tinypic.com/3spef.png)
DF does loop through the entire item vector at least once every frame, although it clearly does not load the full item information for each item every frame.
A lot of the slow down that people assume is from pathfinding might actually be from items.
Perhaps someone can shed some light on what I've done wrong...Yep, that looks like a problem with alpha. Make sure you are using a magenta background.
DF does loop through the entire item vector at least once every frame, although it clearly does not load the full item information for each item every frame.Oww. So much for a better way to do it...
I read several pages trying to find an answer. . . but the thread is rather thick. Anyway, i am running windows 7 64 bit.I think the 64-bit-ness will be altering the memory layout, so it no longer looks like DF to the access library. Might be worth looking to see if theres anything about it over on the DFHack thread.
Well, that's been known for a while. But yeah, it's alarming that it's doing that much useless work, and separate lists are a must.
I read several pages trying to find an answer. . . but the thread is rather thick. Anyway, i am running windows 7 64 bit.No problems here running Windows 7 64-bit and Stonesense.
I run DF and get to the game play screens. Then i run Stonesense. After hitting 'F9', it tells me it cannot find a DF process. . . any ideas or. . . ?
If that is the way Stonesense will also need to do it, maybe it would be possible to set the object update to only run every x seconds independent of the auto reload rate to avoid too much performance loss if necessary?DF does loop through the entire item vector at least once every frame, although it clearly does not load the full item information for each item every frame.Oww. So much for a better way to do it...
Dark_Tundra: Alpha channel or magenta for transparency?It's magenta, I was under the impression that stonesense does not support alphas.
I read several pages trying to find an answer. . . but the thread is rather thick. Anyway, i am running windows 7 64 bit.I had that problem, try ticking "run as administrator" on the shortcut/executable.
I run DF and get to the game play screens. Then i run Stonesense. After hitting 'F9', it tells me it cannot find a DF process. . . any ideas or. . . ?
Looks like a magnifigo program. wish i could get it to work.
I think the 64-bit-ness will be altering the memory layout, so it no longer looks like DF to the access library. Might be worth looking to see if theres anything about it over on the DFHack thread.Absolutely not. It changes the way it addresses the memory. Besides...
QuoteWell, that's been known for a while. But yeah, it's alarming that it's doing that much useless work, and separate lists are a must.
I Don't think its very widely known, I hear much more blame given to Pathfinding probably because people very easily notice Pathing induced 'lag spikes' when Idle dwarves all rush out of the fortress or an army is invading while item induced slowdown increases more gradually and doesn't cause spikes.
I'm thinking some system which dynamically puts items into buckets based on a 'cooldown' time they report back when they update. Each cycle the bucket counter gets decremented until it reaches zero then all the items update and the bucket counter is reset and if necessary some items could be moved to different buckets (say if an object switches between a frequent/infrequent updating state). Thoughts??At least initially, I would be thinking something pretty simple: Have a configurable option for 'number of items to update each frame', and store how far through the item vector we have scanned. Keep going each frame until we reach the end, and loop back to the start.
Updating a limited number of items would just make the game run (as in game speed not the FPS) slow as it take multiple draw frames to get through the game logic loop once, you'd see a high FPS but that would no longer be an accurate reflection of the game speed.DF would keep running at its normal speed. Stonesense would run at its normal speed. A subset of the items would be updated each Stonesense frame.
This is a bit offtopic, but a dfhack tool to auto-purge useless stone would be awesome for quickly nuking lag... but we can't yet determine stone types from a pile i don't think... Once thats done we could make it insta-nuke all the useless rocks.
Or maybe transmute them into something useful like bauxite...
This is a bit offtopic, but a dfhack tool to auto-purge useless stone would be awesome for quickly nuking lag... but we can't yet determine stone types from a pile i don't think...
No problems here running Windows 7 64-bit and Stonesense.
If you have Stonesense or DF installed in C:\Program Files(x86), that may be why it's not working as this area is protected by the OS. Try installing in a different folder.
I tick "run as administrator" (under compatability mode, at the bottom of the window) on both stonesense.exe and dwarfort.exe, that's what i did to get it to run on windows7.No problems here running Windows 7 64-bit and Stonesense.
If you have Stonesense or DF installed in C:\Program Files(x86), that may be why it's not working as this area is protected by the OS. Try installing in a different folder.
Well. . . so far i have tried:
turning off UAC
turning on windows XP compatibility mode
I don't have either of them installed in C:\Program Files(x86), they are both located in a downloads folder under my username at the moment.
So anyway, i have the latest DF with no tilesets or anything. Windows 7 64 bit. I7 920 Processor. I run DF and load up my save game (with no progress, I havent even issued any commands). I then run Stonesense, hit 'F9' and it just tells me it can't find DF process.
Any more ideas?
Very frustrating.
This is the correct way to run Stonesense right?
wordsLeave it to Toady to code the items to tell the creatures when to use them...
Hmm.. What version of DF are you even using?
"The latest" is a misnomer.
That could refer to 40d (the latest official version) or 40d16.
As jaybud4 is suggesting, you could try a different version of DF... try Mike Mayday's DFG, it's the one I'm using so it works - http://mayday.w.staszic.waw.pl/df.php.
Also try another utility such as Visual Fortress or Khazad to see if they can access DF: http://dwarffortresswiki.net/index.php/Utilities
Regarding objects in DF itself:As mentioned, jobs go from items to dwarfs, and besides- you must know where they are to display them, no?
I've only done basic programming and I've got no idea how DF works, so I may be way off, but wouldn't it make more sense for object updating to be tied to actions instead of the object itself?
Or even a feature to export a huge image of the entire map, current z-level or multiple, would be welcome. It would be large, but you could crop to taste.You mean like the Export Local Map feature?
Hey guys, check this out.That is amazing.
http://opengameart.org/content/isometric-64x64-outside-tileset
http://pixeljoint.com/pixelart/49116.htm?msg=thx#
I think he's referring to something more like this:Or even a feature to export a huge image of the entire map, current z-level or multiple, would be welcome. It would be large, but you could crop to taste.You mean like the Export Local Map feature?
Hey guys, check this out.
http://opengameart.org/content/isometric-64x64-outside-tileset
http://pixeljoint.com/pixelart/49116.htm?msg=thx#
Yes that's exactly what I mean.That looks like a world map.
Looks like a local map to me.Yes that's exactly what I mean.That looks like a world map.
Click this link -> http://www.youtube.com/watch?v=cWnmCu3U09w (http://www.youtube.com/watch?v=cWnmCu3U09w)
then this one -> http://pix.sparky-s.ie/09023.png (http://pix.sparky-s.ie/09023.png)
;D
Click this link -> http://www.youtube.com/watch?v=cWnmCu3U09w (http://www.youtube.com/watch?v=cWnmCu3U09w)
then this one -> http://pix.sparky-s.ie/09023.png (http://pix.sparky-s.ie/09023.png)
;D
it's this fort:
http://mkv25.net/dfma/map-4062-reinhammers
and here's a mountain:Spoiler (click to show/hide)
Looks like a local map to me.Yes that's exactly what I mean.That looks like a world map.
12172ms12 seconds.
it saves the time taken in a log file.
I tried out minecraft. I don't see the draw...Perhaps our thread on it will help that? (http://www.bay12games.com/forum/index.php?topic=35804.0)
Another heads up, that I've chucked my creature pack for the "large_ocean" raw up on the content repository. Still missing a few sharks and some other sea critters, but since I'm probably going to be busy for the next week I thought I'd chuck it up for any aquarium building dwarfies :P
http://dwarffortresswiki.net/index.php/Stonesense:Content_repository#Creatures
I see nothing worth purchasing. You run around and place blocks. It is glorified legos, but less fun. Sorry...I tried out minecraft. I don't see the draw...Perhaps our thread on it will help that? (http://www.bay12games.com/forum/index.php?topic=35804.0)
Or are you talking about the isometric feature?
That's only available in the In Development (http://www.minecraft.net/indev) version, which itself is only available for those who purchased the game.
Click this link -> http://www.youtube.com/watch?v=cWnmCu3U09w (http://www.youtube.com/watch?v=cWnmCu3U09w)
then this one -> http://pix.sparky-s.ie/09023.png (http://pix.sparky-s.ie/09023.png)
;D
Click this link -> http://www.youtube.com/watch?v=cWnmCu3U09w (http://www.youtube.com/watch?v=cWnmCu3U09w)
then this one -> http://pix.sparky-s.ie/09023.png (http://pix.sparky-s.ie/09023.png)
;D
Wow, that is amazing. Now... if someone can export an image of Flarechannel (http://www.bay12games.com/forum/index.php?topic=43679.0) through stonesense. That I would pay to see.
Meanwhile, in another experimental branch...
(http://i277.photobucket.com/albums/kk61/kaypy/withitems_th.png)
http://i277.photobucket.com/albums/kk61/kaypy/withitems.png (http://i277.photobucket.com/albums/kk61/kaypy/withitems.png)
I see nothing worth purchasing. You run around and place blocks. It is glorified legos, but less fun. Sorry...That'd be because you're playing the Creative mode.
I suspect the details weren't the core of the problem, simply iterating through all the items took too long. If he employed the partial-update method, it's solved.Exactly. I outlined the basics here (http://www.bay12games.com/forum/index.php?topic=43260.msg945445#msg945445). This leads to several limitations: it takes a while for the items to go from 'unidentified resting object' to identified. And an item in a pile is picked up while it is showing it will keep showing until some other object in the pile is refreshed. This refreshing also means that which object is shown for a pile changes erratically.
...toggleable textblock blob that displayed over everything.
If they displayed when you cursor-highlighted, clicked on, or moused over
Holding Tab (or setting an option) could serve the purpose of displaying all names,
btw: is there a HUGE screenshot-selection from stonesense anywhere?No, but there should totally be one right?
This thread has really died down...
how's it going jonas?
Hey all. Just stopped in to say first, you guys are gods for making this. It's a visual treat, and takes me back to my 16-bit days.8-)
Secondly, SS is displaying the non-custom names I gave my Dwarves. Is there any way I can mess with that, or change where it looks for the names to display?Well, if you are compiling your own, then it would be as simple as uncommenting a block in the Creatures.cpp file. As near as I can tell, its commented out because the nicknames on my particular fortress dont work out well. 8-) (At the time, the names were more for debugging purposes than an actual feature)
Also an option to display dwarf names only / creature names only etc would be handy.
Is it possible to change it so that it displays nicknames rather than first names?I'm getting the feeling I really ought to overhaul the whole names thing. Add a few options, and maybe get some capitalization happening...
It is already in. It's called "debug mode".We really need to get around to separating out the debug stuff from the general just-a-useful-cursor stuff at some stage though, so it can be brought out and shown to users rather than being kept chained in the config sub-basement...
Wrong DF version? It seems to be among the first causes of that error around here.
Hmmm. *tries something*
EDIT: Alright, try re-downloading. Peat is changed.
EDIT: Sneak preview:Spoiler (click to show/hide)
Oh ok, So it's mainly a program optimization issue then. Thanks.The program probably wouldn't cope too well with the number of variations Jadael set up, but a subset would likely be ok. If you wanted, you could adjust the graphics and configuration in your buildings directory, and then maybe put up the results on the Content Repository (http://dwarffortresswiki.net/index.php/Stonesense:Content_repository)
Sounds like the object graphic storage needs tree-ifying.Oh ok, So it's mainly a program optimization issue then. Thanks.The program probably wouldn't cope too well with the number of variations Jadael set up, but a subset would likely be ok. If you wanted, you could adjust the graphics and configuration in your buildings directory, and then maybe put up the results on the Content Repository (http://dwarffortresswiki.net/index.php/Stonesense:Content_repository)
you could have them on their side, thus giving the impression that they are not set up.I like this idea a lot. As a different idea, I don't know if partial transparency is on the list of things to be added or not, but putting them at partial transparency could also be an option.
On the subject of furniture, does anyone have any good ideas for handling furniture-installed-in-a-room vs furniture-lying-around-a-stockpile?
I'm sorta inclined to make the 'object' variant smaller or something. I'm trying in general to keep objects low-key relative to the other stuff on display.
you could have them on their side, thus giving the impression that they are not set up.I also second this idea.
Make a flatpack package with IKEA written across it.
*chokes laughing*
It is compatible with all of the 40d versions, up to and including 40d16.
Edit: I've been working on a spritesheet with more easily distinguishable soldiers, but I've run into a problem:
<... snip ...>
It is compatible with all of the 40d versions, up to and including 40d16.I ran into this problem with a tileset in DF itself yesterday, so I have no clue if what I did will work here.. but:
Edit: I've been working on a spritesheet with more easily distinguishable soldiers, but I've run into a problem:Spoiler (click to show/hide)
OK, a quick search was not good enough, is there anybody describing a setup of SVN (please?) for this? :) I want those furniture and materials for walls to be displayed.
Edit: I've been working on a spritesheet with more easily distinguishable soldiers, but I've run into a problem:
I've checked the original sheet against mine, and both of them have identical background colors (#ff00ff). Any idea why this is happening?
Click this link -> http://www.youtube.com/watch?v=cWnmCu3U09w (http://www.youtube.com/watch?v=cWnmCu3U09w)
then this one -> http://pix.sparky-s.ie/09023.png (http://pix.sparky-s.ie/09023.png)
;D
Wow, that is amazing. Now... if someone can export an image of Flarechannel (http://www.bay12games.com/forum/index.php?topic=43679.0) through stonesense. That I would pay to see.
I'm just waiting for him to upload it.
Edit: I've been working on a spritesheet with more easily distinguishable soldiers, but I've run into a problem:
OK, a quick search was not good enough, is there anybody describing a setup of SVN (please?) for this? :) I want those furniture and materials for walls to be displayed.
There are compiling notes... er... in the SVN... but you can get to them directly:
http://code.google.com/p/stonesense/source/browse/trunk/ON%20COMPILING.txt (http://code.google.com/p/stonesense/source/browse/trunk/ON%20COMPILING.txt)
If this isnt enough to get you set up, let me know so I can add more details.
MinGW is what I use, so that's what has the most documentation 8-)
...
-- Detecting CXX compiler ABI info
-- Detecting CXX compiler ABI info - done
CMake Error: your RC compiler: "windres" was not found. Please set CMAKE_RC_COMPILER to a valid compiler path or name.
-- Configuration incomplete, errors occured!
SET(EXECUTABLE_OUTPUT_PATH *new path*)
?-- Generating done
-- Build files have been written to: D:/Program Files/Stonesense/build
Yeah I guessed that it's looking for MSVS, I will look at your changes when I return home (soon), I hope it works this way. If you wonder, my initial CMake was installed by default from the link you provided :).I think it was a side effect of the windres problems, so hopefully it should go smoothly this time (I did a clean checkout and run through myself, so with any luck...)
If something goes wrong, I will ask, ok? :)Sure. Enough questions and eventually I might get the instructions to work for everyone 8-)
Should i add "DFProcessEnumerator-windows.cpp" and "DFProcess-windows.cpp" in CMakeLists too? I mean, because I use windows?Ideally you shouldnt need to do anything to the Cmakelists.txt. The bit about adding to the Cmakelists is mainly if things go wrong. Hmm. I should really move it to a 'troubleshooting' section or something.
Why is there contributions.txt in cmakelists.txt? Shouldn't there be CPP files only?
yeah, I got flarechannel, but was dissapointed in two areas:
1: stonesense does not have all the colorful colors just yet (at least not my copy. there might be packs)
2: that's an early save without many of the projects done :(
And adding those two files brought up an error that they're mentioned twice (thus mentioned elsewhere) so they are not needed.Yep. So did the build work this time?
yeah, I got flarechannel, but was dissapointed in two areas:
1: stonesense does not have all the colorful colors just yet (at least not my copy. there might be packs)
2: that's an early save without many of the projects done :(
Ahh, I didn't anyone was waiting on an updated save. I'm currently finishing off my above-ground constructions, and several projects are pretty close to completion. I can try to focus on those for a few days and finish them if it would help. Having stone colors would be pretty nice though... is it something I could help with (i.e., easy even if time consuming)?
Well I just got it too, after some editing the whole sprite sheet does it. Background is magenta(255,0,255), I don't even know how to use alpha so I inevitably have it on without knowing it.Fixed that for ya.
Fortunately I have a backup, but I have no idea what caused this. Using Gimp. All I did was add sprites for Wrestlers, Elite Wrestlers, Champions and added a number to a convenient blank spot for an easier time remembering sprite index locations.Yeah adding any text would invoke the dread alpha.
no surpise since your eyes are missing :PLOL! Nice.
I tried using the windows installer but I'm getting the 'no map loaded' problem, I've tried running 40d and 40d16, the version off Ranting Rodents bundle install and the Mayday bundle install but it wont work with any of them. Help?
oh i'm running windows 7 btw, but seems to run those versions of DF fine just not Stonesense.
And where could i find instruction how to use the StoneSence?
I'm trying to use Stonesense for the first time, and I just get "Can not find DF process" when I try to use it. I've got my current saved fort loaded but paused in the background, but the program just doesn't seem to link up the way it should.
What am I doing wrong? :(
I've got my current saved fort loaded but paused in the backgroundSee? It's launched.
I'm using Vista, but I don't think DF is running in admin mode. Also, I'm using the last DF release, 0.28.181.40c.
Graphics updates? Sorry, I don't follow the forums regularly. Does that mean the ASCII is different or something?
Also, is my saved game from this version compatible with this newer one? :/
Oh, okay. I just thought, because it seems (at least to me) that the d# branch is essentially manipulating the entirety of how DF is outputted...Yeah, but the net result of that is that the d# internals are all pretty much the same, bar a little bit of shifting around. The next version everything will be drastically changed, so memory research will just about start from scratch.
Also, Stonesense doesn't seem to scroll all the way to the edge of my fort's map. For instance, I have my Baron's quarters near the edge of the map, but I can't actually see it in Stonesense. I scroll over as far as possible in DF but Stonesense doesn't go to the edge.Theres only so much that can be achieved by follow mode... You could try toggling the TRACK_CENTER, but that has its own issues... Eventually you just have to move the stonesense window yourself...
So there doesn't seem to be a variable in the init in the new version for the grid size. That means running the game at the same window size as I'm used to makes everything stretched out and weird looking. What do I do? :(Convert the old 800x600 font since I'm betting that's what you're using. Older versions autostretched it x2 vertically (by virtue of the init options GRID, etc), so Baughn stretched the font vertically by default.
Stonesense should work with the new major release?Not a chance.
40d17 in a day or two
WHAT?Code: [Select]40d17 in a day or two
WHAT?
upd: uh, it seems like i had mistaken 2010 and d17..
can anyone give me full changelog of d17, please?
2010I'm really not sure why people are calling it that.
So there doesn't seem to be a variable in the init in the new version for the grid size. That means running the game at the same window size as I'm used to makes everything stretched out and weird looking. What do I do? :(
2010I'm really not sure why people are calling it that.
Barring Toady overdoing a release ala this one, there really should be another one this year.
I have absolutely no clue what it should be, by Toady's numbering, but naming it by year is just inherently a bad idea.
2010I'm really not sure why people are calling it that.
Barring Toady overdoing a release ala this one, there really should be another one this year.
Calling it "2010" is dumb. It'll have a version number.
Calling it "2010" is dumb. It'll have a version number.
exactly.Calling it "2010" is dumb. It'll have a version number.
Both are completely legitimate. You don't have to use the moniker if you don't want to.
DF2010:The_Year_We_Make_Contact_With_the_UndergroundThe_Year_We_Regain_Contact_With_the_Underground
Too much maybe?
I wonder if we'll ever get those feature backNext release.
Is that a fort design utility? Because I must say, I've wanted one of those pretty much ever since I found Stonesense.DF Designer (http://www.bay12games.com/forum/index.php?topic=45433.0), Quickfort (http://www.bay12games.com/forum/index.php?topic=35931.0)
Um, First post here.
I've got quite a few broken buttons on my keyboard, Namely my F keys, So I can't press F9 to start Stonesense, Is there any way I could..Y'know, Circumvent having to press F9?
Um, First post here.
I've got quite a few broken buttons on my keyboard, Namely my F keys, So I can't press F9 to start Stonesense, Is there any way I could..Y'know, Circumvent having to press F9?
Here's a page that explains how to remap your keyboard (http://vlaurie.com/computers2/Articles/remap-keyboard.htm) so that you can make Windows think you're pressing F9.
(http://pix.sparky-s.ie/96a0a.png)I don't suppose this gets us tile colorizing for similarly low cost?
I'm actually in the process of revamping the entire engine, and upgrading it to allegro4.9, which uses hardware acceleration, thus giving alpha blending basically for free.
Thanks, I'll give it a try.
Edit: The only real available button I have is Capslock...Which, If I use, Enables capslock on my keyboard, Therefore making all text HUGE, AND SEEMINGLY ANGRY.
Any other ideas out there guys?
it looks amazing but does it work for mac?It's an EXE, Windows' executable format.
Thanks, I'll give it a try.
Edit: The only real available button I have is Capslock...Which, If I use, Enables capslock on my keyboard, Therefore making all text HUGE, AND SEEMINGLY ANGRY.
Any other ideas out there guys?
Hiturunk, first off thanks for trying out Stonesense :)
Secondly, to disable the intro screen (and so the F9 pressing) simply go into your init.txt and set INTRO to OFF. That should do the trick
Not going to happen unless someone invests a great amount of time into memory research and porting. Let's say up to a month of dedicated effort. That person needs to know the Mac OS internals, programming and have some amount of cracking experience.it looks amazing but does it work for mac?It's an EXE, Windows' executable format.
Of course not.
Unless you were to get the source code and compile it for Mac, anyway.
I'm trying to start it up now, but my firewall's popping up a million alerts. Why does it need to access everything I have running?Because it needs to find DF - by looking at everything. It can't tell otherwise. I'd suggest white-listing stonesense, it doesn't do anything bad.
I don't suppose this gets us tile colorizing for similarly low cost?
Can't wait until we can take bigger screenshots. Is Japa still working on that?
i don't perfer the cartoon-ish look but it's the best graphical look out there that goes as far SNES graphics instead of ACSII... which is amazing. Now it will be best if there someone out there that can make it look Playstation-ish (Breath of Fire IV, Final Fantasy 7, Grandia 1, etc). They came this far, now I wonder how farther can they go? This will be a challenge and an amazement if they go further imo.
Not going to happen unless someone invests a great amount of time into memory research and porting. Let's say up to a month of dedicated effort. That person needs to know the Mac OS internals, programming and have some amount of cracking experience.My original statement of "Of course not." stands.
Stonsense is awesome i just have to say, one quick question however, i would like to get started on making a graphics set, what are the lengths and widths of one character, because those elves be pretty tall :o
For some reason Stonesense shows all my constructed walls, ramps, stairs and floors the same grey colour but I've seen screenshots of wooden walls and similar - is there a setting I have to change to show the wall material?
... be sure to check out the content pack Caldfir just uploaded last night ...Thanks for the heads up jonask, they do look great.
I'm having a bit of trouble with the draw size. Despite continuing to set my Z size higher and higher (up from 20 to the current 150), it refuses to display more than 29 levels at once, so I can only see the bottommost tips of the stalactites I've carved from the lake, or the whole cluster of stalactites with mysterious empty space below them where the lake should be. I think I might be having the same issue with the XY size, as I've likewise slowly incremented it up to 100 without it showing very much to either side at all. Does any immediate solution present itself?There could be a hard-coded maximum, probably to prevent people misunderstanding and setting a ridiculous value (such as thinking it was pixels and doing 1600 or something). Any dev members able to comment?
when stonesense reads the config file, is puts an arbitary limit of 30 Z levels. however, once it's running, you can use the 1 and 2 keys to increase it to your hearts content.
For some reason Stonesense shows all my constructed walls, ramps, stairs and floors the same grey colour but I've seen screenshots of wooden walls and similar - is there a setting I have to change to show the wall material?
Some of the walls should have custom graphics by default, like wood or metal. If those don't work there's something wrong. As for ramps, awaiting the next release you could try this:
http://dwarffortresswiki.net/index.php/Utility:Stonesense/Content_repository#Additional_Ramps
I reinstalled and its working just fine now.
Also - I've recently developed a habit of constructing my forts out of Olivine which renders a nice dark green in VisualFortress and Khazad, any plans for more coloured walls in later versions of Stonesense?
What Visfort and khazad do is to take one default texture, then shade that to different colors.
hey guys, there is a question: is there any plans to integrate df controls in stonesense?
<block sprite= 11 >
<!-- wall feat? -->
<terrain value= 219 />
<!-- wall feat? -->
<terrain value= 335 />
<!-- vein wall -->
<terrain value= 440 />
<material value="Stone">
<subtype value="KAOLINITE"/>
<subtype value="BAUXITE"/>
</material>
</block>
I put it in the "material stones" XML, but didn't work ...
I reinstalled and its working just fine now.
Also - I've recently developed a habit of constructing my forts out of Olivine which renders a nice dark green in VisualFortress and Khazad, any plans for more coloured walls in later versions of Stonesense?
We do support walls of any color or texture really, the only thing needed is that someone draws some Olivine walls :) After that it's just a matter of adding them to the config system.
What Visfort and khazad do is to take one default texture, then shade that to different colors. We have been playing with that for Stonesense too (Japa did some really promising work), and white it's a cheap solution it will never look as good as if we actually drew some Olivine walls.
@Kaelem Gaen: I talked with peterix the other day, and he said dfHack should be compatible with 40D17 now. But there might be some bugs. That's why I'm a little reluctant to release it until we know it works (at least close to) 100%.
But like you pointed out, it's in the SVN if anyone feels adventurous :)
If there's one thing I REALLY want, it's blood and corpses, as macabre as it is!
I just had a huge raid, where there were casualties from both sides laying all over the place, and blood ALL OVER my entrance area.
in stonesense it was an empty landscape :'(
do these things count as items I assume? as thats the only thing I'd seriously want right now more than anything!
and yes I just joined the forums to say that :D
oh, well its not that important, use mike maydays graphic pack.
Would this be possible?
********** *********
* * * DF *
* Stene * * comm *
* sense * * ands *
* * * Window *
********** *********
Stonesense would work as it is but have highlighted square to act as same as in DF main screen?
The problem is, you can't "send something to DF", because you can't make it to read your actions. You have to work with memory as I understand.
The problem is, you can't "send something to DF", because you can't make it to read your actions. You have to work with memory as I understand.
Yes you can. Lifevis (http://code.google.com/p/dwarvis/) pipes keyboard input to DF, as has been brought up many times in this thread. I mean, it probably does achieve that by "working with memory," but I don't see how it's at all true that "you can't send something to DF."
Enter: Rotate view 90 degrees
I made this:Spoiler (click to show/hide)
Then I saw Jadael's work - amazing stuff. My only beef is that the Olivine isn't dark enough for my taste. Also I tried installing it but it won't work for some reason - I added the .xml lines to the index file but still just shows the default textures.
I reinstalled and its working just fine now.
Also - I've recently developed a habit of constructing my forts out of Olivine which renders a nice dark green in VisualFortress and Khazad, any plans for more coloured walls in later versions of Stonesense?
We do support walls of any color or texture really, the only thing needed is that someone draws some Olivine walls :) After that it's just a matter of adding them to the config system.
What Visfort and khazad do is to take one default texture, then shade that to different colors. We have been playing with that for Stonesense too (Japa did some really promising work), and white it's a cheap solution it will never look as good as if we actually drew some Olivine walls.
@Kaelem Gaen: I talked with peterix the other day, and he said dfHack should be compatible with 40D17 now. But there might be some bugs. That's why I'm a little reluctant to release it until we know it works (at least close to) 100%.
But like you pointed out, it's in the SVN if anyone feels adventurous :)
http://dl.dropbox.com/u/2188428/jadael_stones.zip
Put all my stones together into a mod. Unzip to /terrain/ and add JadaelWalls.xml and JadaelFloors.xml to the top of the terrain index file.Spoiler (click to show/hide)
Still have to do ramps! I'm working on it!
Which version do you use? Is it launched and you fort is loaded?I've tried both versions. All I see is the initial page asking to press f9 and with the logo, then it immediately goes to a black page with the text "could not find df process." I use windows xp with sp3 installed if that makes a difference.
EDIT: Also, if it isn't clear I've only just installed the game, I haven't generated a world or fortress yet.
Is there a minimum screen size? I run 1440 x 900 and wanted to set up DF and Stonesense to run side by side but setting the resolution to 720x900 gave me a "unable to set graphics mode" error.You need to shrink it a little vertically so the titlebar and stuff will fit.
Anyone have any ideas? This: "Unzip to /terrain/ and add JadaelWalls.xml and JadaelFloors.xml to the top of the terrain index file."Obviously the problem is that your computer hates you.
Does not work.
Anyone have any ideas? This: "Unzip to /terrain/ and add JadaelWalls.xml and JadaelFloors.xml to the top of the terrain index file."Obviously the problem is that your computer hates you.
Does not work.
But if you post the contents of the index.txt files you've changed, a directory listing so we know where stuff has actually wound up, and maybe anything relevent looking from stonesense.log, then we may be able to force it to behave itself...
So how do I generate the fortress? Am I supposed to put the SS download into a normal DF folder with the fortress already made?EDIT: Also, if it isn't clear I've only just installed the game, I haven't generated a world or fortress yet.
That would be the problem.
I do think it hates me sometimes lol.
index.txt reads:Spoiler (click to show/hide)
Stonesense directory: Computer>Local Disk (C:)>Program Files (x86)>stonesense
JadaelFloors.xml, JadaelWalls.xml, jadael-blocks.png and jadaelfloors.png are all in:
Computer>Local Disk (C:)>Program Files (x86)>stonesense>terrain
Stonesense.log says:Spoiler (click to show/hide)
Computer says no.
So how do I generate the fortress? Am I supposed to put the SS download into a normal DF folder with the fortress already made?Well first you run dwarf fortress, generate a world, pick an embark location, and embark. Only then can you use stonesense. Stonesense is just a visualizer which reads your fort from dwarf fortress and shows it purdy.
I do think it hates me sometimes lol.
index.txt reads:Spoiler (click to show/hide)
Stonesense directory: Computer>Local Disk (C:)>Program Files (x86)>stonesense
JadaelFloors.xml, JadaelWalls.xml, jadael-blocks.png and jadaelfloors.png are all in:
Computer>Local Disk (C:)>Program Files (x86)>stonesense>terrain
Stonesense.log says:Spoiler (click to show/hide)
Computer says no.
Maybe you need a space between the entries. But I'm not sure.
I got my terrain index.txt like this.Spoiler (click to show/hide)
Might work if you just copy that into the .txt. If it doesn't there might be something funky with the locations.
EDIT: Yea looking again you definately need a space or something between the entries, if you look closely it's thinking "JadaelFloors.xmlJadaelWalls.xmlMaterialWalls.xml" is all just one file, and it can't find it because there is no file with that crazy name.
Neither. You run SS after opening up any fort. You don't generate fortresses, you build them after selecting a site on which to build - for which you need to generate a world, which is done in DF. SS is a third party visualizer. It does not hack DF in any way.So how do I generate the fortress? Am I supposed to put the SS download into a normal DF folder with the fortress already made?EDIT: Also, if it isn't clear I've only just installed the game, I haven't generated a world or fortress yet.
That would be the problem.
index.txt reads:OK, for some reason index.txt wound up a unix format file. The entries are supposed to be on separate lines, but notepad (I assume that's what you are using) doesn't recognize the unix newline characters.
JadaelFloors.xmlJadaelWalls.xmlMaterialWalls.xmlMaterialFloors.xmlWalls.xmlFloors.xmlDefaultWalls.xmDefaultFloors.xml
So how do I generate the fortress? Am I supposed to put the SS download into a normal DF folder with the fortress already made?For the record, Stonesense is best off in a folder of its own. This can be a subdirectory of DF if you like, but if you start mixing the DF files with the Stonesense files then there's a chance you may overwrite something you needed...
Thanks, it's working now. Forgive my noobiness.So how do I generate the fortress? Am I supposed to put the SS download into a normal DF folder with the fortress already made?For the record, Stonesense is best off in a folder of its own. This can be a subdirectory of DF if you like, but if you start mixing the DF files with the Stonesense files then there's a chance you may overwrite something you needed...
Usage is:
Start DF
Get a game up and running
Start Stonesense
Is there a minimum screen size? I run 1440 x 900 and wanted to set up DF and Stonesense to run side by side but setting the resolution to 720x900 gave me a "unable to set graphics mode" error.You need to shrink it a little vertically so the titlebar and stuff will fit.
And why do you run d16 fullscreen? You can run it in window and drag-resize it with your mouse to fill the whole screen. At least it works for me this way.
Because A) I prefer the more immerse fullscreen experience, and B) d16 kills Aero
Yeah no problems here either with aero for any versionBecause A) I prefer the more immerse fullscreen experience, and B) d16 kills Aero
DF never killed aero style windows for me on either vista or win 7... and drag, resizing has the exact same effect as full screened except for 1 tile missing in height that you can miss safely but doesn't matter because D16 adapts to whatever new side the window is.
You're probably doing it wrong. You are able to resize the window to fill the whole screen without any parts of windows UI being visible.And why do you run d16 fullscreen? You can run it in window and drag-resize it with your mouse to fill the whole screen. At least it works for me this way.
Because A) I prefer the more immerse fullscreen experience, and B) d16 kills Aero
Don't know what to tell you - I'm just using the ranting rodent prepackaged setup: http://dffd.wimbli.com/file.php?id=1684 (http://dffd.wimbli.com/file.php?id=1684). And for future reference, "you're probably doing it wrong" isn't really useful advice.
In any case, once I f11 out to windowed version, I can run stonesense just fine. It is truly beautiful.
I just wish that DF could give me a hint as to the location of the magma on the map - I don't want to have a maze of crisscrossed tunnels marring an otherwise well thought out fortress.
looking at this again, it should be doable procedurally to mesh things into this sort of order. {[ITEM]->[GRASP/STANCE]/(extermity)->(connections toward body)} in order bottom to top, in back, STANCES before GRASPSSpoiler: master draw order-bold is in this animation (click to show/hide)
Unpack allegro into the stonesense directory
(so you have a stonesense/allegro-mingw-4.2.2 directory)
stonesense/allegro-msvc80-4.2.2
actually, the cmake scripts are only needed for MINGW.
for MSVC, you just open the project file that's there.
Greetings all, I downloaded Stonesense today and- after opening DF and continuing to play, attempted to run SS and got an error.
"The Application failed to initialize properly (0xc0150002). Click OK to terminate the application."
I've looked around a bit and all I could find regarding the error was OS's not starting up after being shut down before systems updates could be completed. I am using MayDay's tileset and nothing else, mod wise. Any ideas?
looking at this again, it should be doable procedurally to mesh things into this sort of order. {[ITEM]->[GRASP/STANCE]/(extermity)->(connections toward body)} in order bottom to top, in back, STANCES before GRASPS
{[LOWERBODY]->[UPPERBODY]->[NECK]->[HEAD]}
{(connections from body)->(extremity)->[ITEM]->[GRASP/STANCE]} for the "front"ward bits.
(bodypart)->(equipment on that bodypart, UNDER->ARMOR->OVER->COVER) unless it has a STEP, in which case draw it after all those bps/equipments it STEPS over.
Shields would not work with it, though, nor would pincer-held items, nor prone/non-upright critters. hmm...shields are easily excepted. Pincers are just where one finds out GRASP parts need separating, and prones/not uprights can just be made to have their body draw order anterior to posterior or vice versa,like we're going distal to proximal or the other way when needed.
This looks amazing.
What sort of FPS hit should I expect from this?
If I get it right it should be possible to get all the bilaterally-symmetric vertebrates with the one I was considering, if you have all limbs as branching off the spine. I don't think anything has radial bodyplans yet (I don't even know if it's possible in DF yet!)looking at this again, it should be doable procedurally to mesh things into this sort of order. {[ITEM]->[GRASP/STANCE]/(extermity)->(connections toward body)} in order bottom to top, in back, STANCES before GRASPS
{[LOWERBODY]->[UPPERBODY]->[NECK]->[HEAD]}
{(connections from body)->(extremity)->[ITEM]->[GRASP/STANCE]} for the "front"ward bits.
(bodypart)->(equipment on that bodypart, UNDER->ARMOR->OVER->COVER) unless it has a STEP, in which case draw it after all those bps/equipments it STEPS over.
Shields would not work with it, though, nor would pincer-held items, nor prone/non-upright critters. hmm...shields are easily excepted. Pincers are just where one finds out GRASP parts need separating, and prones/not uprights can just be made to have their body draw order anterior to posterior or vice versa,like we're going distal to proximal or the other way when needed.
If you're trying to come up with draw-order logic that will work on any creature, I don't think that's practical. People will inevitably come up with a creature for which it doesn't work (or they might just want to use a different stance).
Well the memory you gave me sorta worked, I'm getting yellow blocks in a lot of places.... is that a side effect of missing stuff or some change in the Memory.xml?Yes, the building names are now determined by an automatic tool instead of done by hand and they are a bit different. The svn version of stonesense should have the proper building .xml files.
Nope putting in the new XMLs (and the includes) didn't work, I still get yellow blocks everwhere, did I miss something else. (I have no luck building from source as mentioned up top)Ok, then tell me a few things first.
Question: At this point in Stonesense's evolution, is it entirely up to the users to fill out the last few missing sprites? Currently using a lot of metal ramps which are showing up as regular stone ramps; should I just go ahead and make my own, or will they eventually be forthcoming?
I'm also planning on recolouring the constructed stone object so that they look like the in-game colours ('realistic' looks bother me because then what looks cohesive in DF looks messy in SS), since I don't believe that's been released either, so I'll be posting that when I'm done and then asking for help on how to insert it into the game when I've finished with that.
Question: At this point in Stonesense's evolution, is it entirely up to the users to fill out the last few missing sprites? Currently using a lot of metal ramps which are showing up as regular stone ramps; should I just go ahead and make my own, or will they eventually be forthcoming?
I'm also planning on recolouring the constructed stone object so that they look like the in-game colours ('realistic' looks bother me because then what looks cohesive in DF looks messy in SS), since I don't believe that's been released either, so I'll be posting that when I'm done and then asking for help on how to insert it into the game when I've finished with that.
Just re-asking this to see if I can get an answer. I'm not new to spriting, I'm just not sure how to lay it out and set up the .xmls and so on. Maybe I'll set up the recolours first and make some metal ramps and then come back to see how to set it up after.
Question: At this point in Stonesense's evolution, is it entirely up to the users to fill out the last few missing sprites? Currently using a lot of metal ramps which are showing up as regular stone ramps; should I just go ahead and make my own, or will they eventually be forthcoming?
I'm also planning on recolouring the constructed stone object so that they look like the in-game colours ('realistic' looks bother me because then what looks cohesive in DF looks messy in SS), since I don't believe that's been released either, so I'll be posting that when I'm done and then asking for help on how to insert it into the game when I've finished with that.
any word on new features/new version?
bout the SVN.....I have compiled many SVNs for different things plenty of times......but this one baffles me....i cant figure out where it all goes wrong >.>
Hey Retro, first off: Great job on those forts you've made, they're amazing :)
And to fill your question: I think you got the wrong frame here dude, Stonesense IS the users, and was pretty much made by the users in the first place. I wrote the initial clumsy code, but after that countless talented community members has made it the great project it is today. So in that respect; yes, it is up to us users, in the respect that there is no company or payed team that will do it for us :)
As people submit submit graphics or code it is up to us official devs to pull this into the standard SS graphics set, and alternative sets can be uploaded to the Stonesense Content Repository.
So if you wanna have a whack at some of it, I would be glad to help you with any questions you have :) Because, as Belal pointed out, the tutorial isn't as filled-out as it ought to be.
Cheers mate!
Hehe, it's all the same single fort, but thank you. I was mostly asking since there was some stuff like floors and walls that kind of came 'with' Stonesense, as initially added by I assume Solifuge, and I was mostly checking if that'd continue to happen. So I'm thinking (since I don't think the wiki stuff helped me >_>) that I'm just going to make my recoloured sprites in the same grid layout for floors/walls/etc. that they currently have and then post it here and get advice on how to get SS to read them from there. Once I have them all done I doubt it'll be too much trouble.
bout the SVN.....I have compiled many SVNs for different things plenty of times......but this one baffles me....i cant figure out where it all goes wrong >.>
I would be happy to offer some guidance, either state the errors or hop by #dfhack on freenode. In about an hour or so Ill be home from work and will indulge myself in some df happiness. Ill be in the channel by then. :)
bout the SVN.....I have compiled many SVNs for different things plenty of times......but this one baffles me....i cant figure out where it all goes wrong >.>
I would be happy to offer some guidance, either state the errors or hop by #dfhack on freenode. In about an hour or so Ill be home from work and will indulge myself in some df happiness. Ill be in the channel by then. :)
I am prolly missing some super important technical detail.....but wouldnt it just be easiest if there was a stable version (eg. Granite) and a development version.....since this can be used in an archived format and does not need to be installed wouldnt making a dev version be jokingly easy (with of course exceptions like my inability to figure out where I am going wrong -.-)
I mean atleast a Dev version for each new 40d## version would make sense....and in this case that would mean both 40d17 and 40d18
I only quoted you because you made me think "if its so easy for one person to do it why doesn't it just get released by the devs in some sort of nightly build format or something"
I am not sure what you mean by people not supporting it....I am merely talking about there being the occasional development build released.....aka someone compiling the SVN in an archive format for people to download or something...seems a lot simpler than having people download a bunch of extra stuff and try and compile it. Would prolly help increase the fan base as well....I know I'm not the first to ask about this or a new version.
I guess for whatever reason it is more difficult than it should be...or I am just stupider now than I used to be with this stuff...which makes no real sense cause I am only 20 so I cant really contribute it to old age =P
Thanks for the info. I am sorry if it seems like I'm just ragging on the project and saying you all suck lol....not my purpose. Spose it was just irritating when I can't use it in 40d18 (because it now feels like an essential part of Dwarf Fortress). I am eagerly looking forward to the new release and those to come, keep up the good work guys!
I don't mean to be a bother, but could anyone point out where snowed tiles are defined?
I wanted to see how they were implemented in the xml, but I cna't seem to find where that would be.
just thinking as I type this... do floating ramps come with floors? or is that what the paper thin floor top is filling in?It's partially for historical reasons, partly because it makes little to no difference.
Thanks for the info. I am sorry if it seems like I'm just ragging on the project and saying you all suck lol....not my purpose. Spose it was just irritating when I can't use it in 40d18 (because it now feels like an essential part of Dwarf Fortress). I am eagerly looking forward to the new release and those to come, keep up the good work guys!
no no no, think nothing of it mate. We need any feedback we can get :) Obviously d18 support should be a priority.
Which of the following features would you most like to see first?
Alright, I'm about to embark on another tile-spriting binge, and amidst all the things I'd like to do, I need to figure out where to start. Which of the following features would you most like to see first?3>2>1
1) Tile Transitions:
Instead of having sharp tile edges, use smooth transitions from one texture to the next on the boarder. I'm thinking loose sand spilling out onto cracks in stone, tall marshgrass growing into a muddy-edged pond, rocky cliffside overhangs, and other pixely filligree. It's a lot of work, and may take time to integrate, but it would make things look far less blocky.
- Theoretical 2D Example:
(http://i12.photobucket.com/albums/a226/Figgin/Misc/2DEdgeTileExample.png?t=1267811413)
2) Complete Workshops/Constructions:
Full tileset for all Workshops and Constructions, remastered and done to reflect the materials they're made of, and walkable tiles. Also, get rid of the Generic Yellow Cube siege engines, etc. :P
- More stuff like this:
(http://i12.photobucket.com/albums/a226/Figgin/Dwarf%20Fortress/SSCarpentersWorkshop.png)
3) Complete, Colorized Material Tiles, Floors, and Ramps (Natural or Constructed):
Full bank of tile textures, with recoloring as appropriate. Textured and colored ramps for all materials. Proper transparency effects for glass/ice. Multiple tile textures for grass, stone, water, etx. so large patches of a given material look more natural.
- (Example Forthcomming)
--
P.S. Jonas, do you think we might update the poll to reflect this?
I'd be happy to help, but I'm a bit confused by what you're looking for, Cobalt... are you looking for a "ramp" shape, like water flowing downhill toward the viewer's perspective? What's it for exactly?Vertical face but diagonal (NE/SW, is it?) And this is for that[fixing pancake waterfalls], but broader-thinking. Where did I put my cohesion pseudocode...oh, there (http://www.bay12games.com/forum/index.php?topic=43260.msg934221#msg934221).
Which reminds me, another tile that needs to happen is Water/Magmafalls: Just set one of the 4 vertical faces (the one in the direction the water is flowing from) as the "bottom" and do 1-7 "depth" levels horizontally. Different texture too, but it should look okay.
Waterfalls aren't going to look nice until you make the lesser tiles adhere and possibly cohere (since the code and art are going to be so similar). CheckBut, this reminds me of the issue of ramp tiles with water. Which would take rather many sprites, unless you figure out something.sixfive- way-occupancy(NSEWUD) for (solid) and (water), choose art based on that and 'depth'. Then, a waterfall will cling to the surface it's falling along, and you won't get the "pancake effect". Of course, one can take this anywhere from simple (is_occupied, 448 arts maximum) to crazy (checking each adjacent tile's answer to this algorithm) in terms of code and art to sink into it.
It'll be a hell of a lot faster to just render these things than to draw, that's for certain.a thought. What's stonesense do right now in the ramp+water case? Ramps would present an easy(Ha) case of stealing their calculations and surfaces.Spoiler: Degenerating cases... (click to show/hide)
edit: Can't for the life of me remember (or find) what the "this number is binary" prefix for C++ is, or if it exists. 0b?
Sevenths | Sixteenths nearest | Height used in spritesheet presently |
? | 0 | |
1/7 | 2/16 | 2 |
2/7 | 5/16 | 4 |
3/7 | 7/16 | 7 |
4/7 | 9/16 | 10 |
5/7 | 11/16 | 13 |
6/7 | 14/16 | 16 |
1) Tile Transitions:Hrm. I can see this being a nightmare on the code side... Or at very least slowing the display down by a significant chunk... I could be wrong, but take it as a 'here be dragons' label 8-)
2) Complete Workshops/Constructions:I would dearly love to get rid of those last yellow boxes. My attempts at siege engines have been too sucky to even contemplate adding though. (Hmm. I think we still don't have directionality for buildings yet, but we could at least have a siege engine pointing some arbitrary direction)
Full tileset for all Workshops and Constructions, remastered and done to reflect the materials they're made of, and walkable tiles. Also, get rid of the Generic Yellow Cube siege engines, etc. :P
3) Complete, Colorized Material Tiles, Floors, and Ramps (Natural or Constructed):Again I would be worried about just how much the additional textures will slow things down. Has anyone set up the full Jadael set to compare the speeds?
3) Complete, Colorized Material Tiles, Floors, and Ramps (Natural or Constructed):
Full bank of tile textures, with recoloring as appropriate. Textured and colored ramps for all materials. Proper transparency effects for glass/ice. Multiple tile textures for grass, stone, water, etx. so large patches of a given material look more natural.
When the colors for metals and stone and things get added, would it be possible to make the color of the texture based on the color of the material, rather than the material itself?That was the original plan with respect to materials, but there are some back-end issues to sort out with caching and such. Caching is getting more attention in some of the branches, so once we get that it (and we *need* it for a variety of reasons) then getting material colours should follow.
Again I would be worried about just how much the additional textures will slow things down. Has anyone set up the full Jadael set to compare the speeds?
When the colors for metals and stone and things get added, would it be possible to make the color of the texture based on the color of the material, rather than the material itself? i.e. instead of having seperate textures for obsidian, rhyolite, and mica, it would have one texture for, say, stone floors, and then color that based on the stone. Or at the very least it would only work like that if Stonesense didn't have a specific texture for the material in question. Would make stonesense more mod-friendly, is the point I'm trying to get across.
My personal plan is to create 8 monochrome textures, 2 for each classification of stone... I posted a list on this thread some time ago, but I can't seem to find it to reference.You can't find it because...you didn't post it.
Made a list of all the sprites Stonesence could need. I don't know how comprehensive it is because I know there is allot missing and allot that could use the same sprite. I'd put this on the Google code wiki but im not a committer so if someone else can or set up a better wiki that would be appreciated as this list needs the help of others. :-\Spoiler (click to show/hide)
So, I hope i'm not sounding dumb here, but i've noticed that SS displays magma when there's no way I would have known it was there. This feels a little cheaty... is there any way to turn this off?D'you use :NO] on your features?
(i'm using the d18 compiled version that was linked in this thread a few pages back)
My personal plan is to create 8 monochrome textures, 2 for each classification of stone... I posted a list on this thread some time ago, but I can't seem to find it to reference.You can't find it because...you didn't post it.Made a list of all the sprites Stonesence could need. I don't know how comprehensive it is because I know there is allot missing and allot that could use the same sprite. I'd put this on the Google code wiki but im not a committer so if someone else can or set up a better wiki that would be appreciated as this list needs the help of others. :-\Spoiler (click to show/hide)
If I may be so bold Solifuge I would suggest that the wood and stone supports could still use a bit of work (they strike me as looking a little thin and odd)... Not that I could do a better job... Just a thought if you wanted to have a crack at making an improvement or alternative...
That was actually the idea! Remember, supports are built not as permanent structures, but as temporary struts that can be collapsed remotely.For rock type graphics I'd recommend they be based on the typical depictions of rocks in geology textbooks (yes I've taken some geology) as these are a made to both match the rocks real appearance and be recognizable. All of these refer to rough stone surfaces, smoothing and constructions are a separate issues. The following should provide enough variety to do all the layer stones once a colorizing system is in place.
(...)
As a complete Rock Geek, this is something I've been mulling over for a while to try and find a way to do it right. I took some of your suggested textures, as well as a set of others, and added in a few others. Each category will have a generic greyscale stone texture, which we can apply colors to in order to create all the different stone types. Eventually, I'd like to have multiple textures of each category, which will be cycled through to create more natural-looking walls.
1. Flakey Sedimentary (Shale, Mica)
2. Grainy Sedimentary (Sandstone, Siltstone)
3. Clear Crystaline (Ruby, Rock Salt)
4. Opaque Crystaline (Obsidian, Bituminous Coal)
6. Smooth Igneous (Basalt, Rhyolite)
7. Coarse Igneous (Granite, Diorite)
7. Lusterous Metamorphic (Marble, Quartzite)
8. Foliated Metamorphic (Gneiss, Phyllite)
9. Nodular (Bauxite, Conglomerate)
10. Metalic (Hematite, Tetrahedrite)
hmm. is that somewhere in the init? I don't have an attribute called "features" in my init, and i've glanced at all the values... am i just overlooking it?So, I hope i'm not sounding dumb here, but i've noticed that SS displays magma when there's no way I would have known it was there. This feels a little cheaty... is there any way to turn this off?D'you use :NO] on your features?
(i'm using the d18 compiled version that was linked in this thread a few pages back)
jugglervr: I mean the site finder settings, for underground rivers, UG pools, magmapipes, bottomless pits, chasms, magmapools, and "other features". Which would be one way to know something's there.
You can change these to ALWAYS and NO. More restrictive world parameter settings override these. ALWAYS lets you see the features in the Local view during embark, and NO stops you from looking for features in the site finder (though if you really want to stop the finder, it might be better for you to generate worlds that restrict the use of this feature completely, in which case you don't need to change the settings here).
[SHOW_EMBARK_RIVER:ALWAYS]
[SHOW_EMBARK_POOL:ALWAYS]
[SHOW_EMBARK_M_PIPE:ALWAYS]
[SHOW_EMBARK_M_POOL:ALWAYS]
[SHOW_EMBARK_CHASM:ALWAYS]
[SHOW_EMBARK_PIT:ALWAYS]
[SHOW_EMBARK_OTHER:ALWAYS]
[SHOW_EMBARK_TUNNEL:ALWAYS]
The default is :FINDER] which lets you use the embark site finder to find said features. And, at least for the round features (pipes, pools, pits) it's really really easy to find them if you know what embark square they're in. UGrivers are hardest that way, chasms are pretty hard to miss, and Other Features are sort of tricksy.jugglervr: I believe CobaltKobold may mean; you can know that the magma is there if you search for it in the site finder(correct me if I am wrong)
CobaltKobold:I think jugglervr may actually mean; unrevealed magma, under a fort, has a visible surface in stonesense if you are viewing the same slice
I assume DFHack has access to the "hidden" flag for tiles? [...]
Also, for your viewing pleasure, I give you: WATER v3.0 - The HydratingSpoiler (click to show/hide)
It's broken up into floor tiles and a block tile now, and has been given different surface textures so that you can recognize when the camera is under water as opposed to at the surface.
So, I hope i'm not sounding dumb here, but i've noticed that SS displays magma when there's no way I would have known it was there. This feels a little cheaty... is there any way to turn this off?Going back and looking at the actual behaviour of an unrevealed HFS in stonesense, this is absolutely 100% a bug.
(i'm using the d18 compiled version that was linked in this thread a few pages back)
It's broken up into floor tiles and a block tile now, and has been given different surface textures so that you can recognize when the camera is under water as opposed to at the surface.
Any chance of another texture that can distinguish shoals from normal water?
I've played DF on and off for a while.
I just tried stonesense and keep getting the error "Could not find DF process" every time I try and start it.
I start DF, load up my fortress, start up stonesense and at the title screen press F9 followed by the above error everytime. I've tried restarting both DF and stonesense and each time the same error.
My process running DF is "dwarfort.exe" is that correct? Any other ideas?
That's it thanks. I'm running 40d18.There is d18 support if you either compile your own version from the trunk or grab peterix's unofficial build from a few pages back
Any chance of another texture that can distinguish shoals from normal water?Shoals as in brook tiles?
I would dearly love to get rid of those last yellow boxes. My attempts at siege engines have been too sucky to even contemplate adding though. (Hmm. I think we still don't have directionality for buildings yet, but we could at least have a siege engine pointing some arbitrary direction)
The problem with that is you would see a uniform layer of soil ware the brook is if your viewing just that level ware as the game treats the brooks 'bottom' tiles like an aquifer, it will gush water thus it needs a different appearance.
As far as I know the only other building that is still waiting on a placeholder sprite is the alchemy workshop. But really, does ANYONE build those?
...kinda like that American Indian in that one old no littering commercial.Psst, He was adopted.
Brooks most emphatically do not behave like aquifers. They enter the map at one end and drain at the other end, just like rivers. The only difference, functionally, is that the TOP of a brook tile is a supporter, like a grate. Underneath, it's a normal tile, water flows normally, and you can even send dwarves through it if you drain the water fast enough. :DIt's a regular floor with one extra property: it behaves as a water tile for the purposes of waterwheels and wells (I think it is actually just "transparent"; if there is no water beneath the brook tile it won't work).
And that supporting surface is also destroyable by dropping things on it. It's kinda weird.
It's a regular floor with one extra property: it behaves as a water tile for the purposes of waterwheels and wells (I think it is actually just "transparent"; if there is no water beneath the brook tile it won't work).
It's a regular floor with one extra property: it behaves as a water tile for the purposes of waterwheels and wells (I think it is actually just "transparent"; if there is no water beneath the brook tile it won't work).
Last I recall -- and the wiki seems to support me, for whatever that's worth -- you couldn't use a brook tile for a waterwheel or well; you have to channel through the brook surface first.
This is why I was suggesting a distinct tile for the floor over the brook, since it seems to function as an actual barrier.
I should probably go play with it, to double-check, but I'm already juggling quite a bit tonight.
No, I believe you're correct. An actual tile for brook surfaces would be appropriate, then, although there would still have to be visible water underneath due to DF's weird brooks.
That would look weird though to see a kind of 'covered' water
also when you DO channel out the Brook their will be no change in the lower water section only a removal of the top.
It would just look like rocks sticking out of the water. Simple.
(also, it's astounding how difficult it is to find a picture of a brook on google image search.)
I know very well what a brook is and what it looks like in real life ::)QuoteIt would just look like rocks sticking out of the water. Simple.
Not if its being sliced through vertically, a view that Stone Sense frequently allows, it would then look that top layer of rocks is 'floating' on water.
And I can assure you that both the top and bottom of a Brook are different from a regular River, Rivers use Tile Index 90 and 365 through 372 for their floors, Brooks use 381 for their top and 373 through 380 for the bottom portion. So these can be distinguished from each other.
^^^ That would be interesting if DF's brooks had naturally varying depths, but as it is you'd only see the "7 Deep" if you drained the brook, which would cause the apparent soil level to fluctuate wildly.
The right one has some pretty dire dithering going on. Left is okay, but the water looks kind of opaque/stony and doesn't match the style and vibrant color of Stonesense's existing water tiles.The one on the right was just using a pasted version of the water image; it was probably a bad idea in hindsight. Using the vibrancy suggestion along with a few more tweaks because I wasn't happy with it myself:
(http://img3.imageshack.us/img3/8496/brook.png)
Unless of course somebody wants to make custom sprites for all 7 depths of brook, which would end up looking pretty good probably, but may be more effort than it's worth.Not perfect, but it's a start.
...spriting on heavily indexed pallettes and low-res DOS-era stuff. Still haven't shaken the habits, hence some of the stylized retroness going on...
...spriting on heavily indexed pallettes and low-res DOS-era stuff. Still haven't shaken the habits, hence some of the stylized retroness going on...
But that's what I like about Stonesense...
I made the bits sticking out looks like stones instead of mud/dirt. Didn't occur to me when I made the original, but having the water levels brought it to my attention. I'm astounded by your ability to change the water levels without having the original file, by the way. You're a great sprite maker.Unless of course somebody wants to make custom sprites for all 7 depths of brook, which would end up looking pretty good probably, but may be more effort than it's worth.Not perfect, but it's a start.
(http://i883.photobucket.com/albums/ac37/Dark_Tundra/brook.png)
So, ah, what versions of DF does this work for? I can't get it to work with the latest d19.To get it to work with d19, you need to go to the Stonesense Directory and replace your Memory.xml with this version (http://github.com/peterix/dfhack/raw/master/output/Memory.xml) (you may wish to make a copy of the old one, just in case).
Don't get me wrong, I like the Retro too...spriting on heavily indexed pallettes and low-res DOS-era stuff. Still haven't shaken the habits, hence some of the stylized retroness going on...But that's what I like about Stonesense...
I'm astounded by your ability to change the water levels without having the original file, by the way. You're a great sprite maker.I've been spriting since I was about 2 years old, and most of that was modifying other sprites. I didn't actually get out of MS paint until highschool(new version sucks though).
Overhanging floors need borders, it took me way too long to figure out what was going on there. o.oI'm astounded by your ability to change the water levels without having the original file, by the way. You're a great sprite maker.I've been spriting since I was about 2 years old, and most of that was modifying other sprites. I didn't actually get out of MS paint until highschool(new version sucks though).
I was really lucky, your water practically drained itself.
----------
Uploaded my today's project. Directional smoothed+constructed stone
http://df.magmawiki.com/index.php/Utility:Stonesense/Content_repository#Terrain (http://df.magmawiki.com/index.php/Utility:Stonesense/Content_repository#Terrain)
(http://df.magmawiki.com/images/3/34/TundraDirectionalWalls.png)
Uploaded my today's project. Directional smoothed+constructed stone
http://df.magmawiki.com/index.php/Utility:Stonesense/Content_repository#Terrain (http://df.magmawiki.com/index.php/Utility:Stonesense/Content_repository#Terrain)
(http://df.magmawiki.com/images/3/34/TundraDirectionalWalls.png)
Just say, "hypothetically" I wanted to set up a wall tile to be one sprite if adjacent to 3 or 4 walls (not counting diagonally), and another otherwise. Is this possible for me to set up with current stonesense? or would this kind of functionality destablize the program?
@ japa: As I've said before, I'm really digging the way your branch is heading. Can't wait to get this into the official release (like we talked about in private). How is performance going? Is the Allegro preview still a little sluggish?
if you find a bug in this version, either PM it to me, or post it here.I'm not sure it's a bug, but I'm not seeing any fog.
[SHOW_FOG:YES]
[FOG_RED:0]
[FOG_GREEN:0]
[FOG_BLUE:0]
[FOG_ALPHA:128]
ok, I think I've gotten this to some level of stability.
I'm working on an experimental build that gives proper transparencies, resizeable windows, and TTF fonts.
http://dffd.wimbli.com/file.php?id=1914Spoiler (click to show/hide)
A fun fact that I just recently discovered; don't think it's been posted here yet. When your DF screen freezes to calculate a cave-in, your SS screen does not likewise freeze as I expected - in fact, you can watch everything slowly fall down chunk by chunk as the calculations are performed. It's really quite interesting!
Morac: You can always just copy your savegame to the last 40d1# version that's supported. Not the best option, no, but an option nonetheless.
Also, I wont post anything here lest I ruin the surprise, but Beefmo has another graphics pack in the works, and it is rocking pretty hard. :)
Would I post it here if it wasn't for Stonesense? Also, if I'm not careful, he's going to put me out of ajobhobby!
DF goblins have grey skin, but aside from that those look great.
Stonesense is looking great ;D
What all sprites are still being worked on for the core of the visuals? I was working on Kobolds and Goblins, but then had a massive drop in free time because of work. But, now I've got free time again, and wanted to come back and contribute to this wonderful project.
Great work as always beefmo!
Edit: I browsed through the current release, and noticed the goblin is my design. I wasn't happy with how his legs were, so I shifted them to give it a more 3D look.
Here's the updated image:Spoiler (click to show/hide)
And I'll be getting to work on doing the full goblin military.
No, it just works with d18.Dude, I just got the atmospherics working... I dug it out of darius's code and repurposed it for the needs of dfhack ~_~
the one that will work with d19 isn't quite working yet from what I can see.
anyways, here's the hopefully final build of the Allegro 4.9 branch, any but reports are appreciated.
http://dffd.wimbli.com/file.php?id=1934
fog is now working, but it behaves differently from before, so mess around with it.
For those of you who use 40d19_2, I give you my latest dev build:
http://dffd.wimbli.com/file.php?id=1935
Is there something special about transparency? After editing the creature sheet in MSPaint and saving it, now all creatures show with the magenta block around them. Is there a specific color transparency is hardcoded as that maybe I messed up with my save?In the current release, you need either:
Is there something special about transparency? After editing the creature sheet in MSPaint and saving it, now all creatures show with the magenta block around them. Is there a specific color transparency is hardcoded as that maybe I messed up with my save?In the current release, you need either:
(1) Magenta as transparent, in a PNG with no transparency
or
(2) Transparent as transparent in a PNG with transparency
Your software may decide to save it with transparency without telling you...
I got an urge today, to try my hand at making a mountain tileset, bare in mind this relies entirely if jonas can make it so SS uses a random tile for rough stone walls/ramps/floors etc...
But i thought i'd chuck it out here for some CC anyway while i await a response:
initial mockup:(http://i582.photobucket.com/albums/ss262/beefmo/mountaintiletest.png)
after cleanup/detailing:(http://i582.photobucket.com/albums/ss262/beefmo/mountaintiletest2.png)
Seriously awesome. Please to be adding random tiles so we can have it.I got an urge today, to try my hand at making a mountain tileset, bare in mind this relies entirely if jonas can make it so SS uses a random tile for rough stone walls/ramps/floors etc...
But i thought i'd chuck it out here for some CC anyway while i await a response:
initial mockup:(http://i582.photobucket.com/albums/ss262/beefmo/mountaintiletest.png)
after cleanup/detailing:(http://i582.photobucket.com/albums/ss262/beefmo/mountaintiletest2.png)
:0
I got an urge today, to try my hand at making a mountain tileset, bare in mind this relies entirely if jonas can make it so SS uses a random tile for rough stone walls/ramps/floors etc...
But i thought i'd chuck it out here for some CC anyway while i await a response:
initial mockup:(http://i582.photobucket.com/albums/ss262/beefmo/mountaintiletest.png)
after cleanup/detailing:(http://i582.photobucket.com/albums/ss262/beefmo/mountaintiletest2.png)
I got an urge today, to try my hand at making a mountain tileset, bare in mind this relies entirely if jonask can make it so SS uses a random tile for rough stone walls/ramps/floors etc...
I got an urge today, to try my hand at making a mountain tileset, bare in mind this relies entirely if jonas can make it so SS uses a random tile for rough stone walls/ramps/floors etc...
after cleanup/detailing:(http://i582.photobucket.com/albums/ss262/beefmo/mountaintiletest2.png)
Could someone help me with this stonesense thing. I tried turning on stonesense when it said "unable to set graphics mode" I did everything right, what do I do? :'(
Oh, and you know when you mine out your fort and there are boulders that you cant build anything on, how do you get rid of them. :P
I got an urge today, to try my hand at making a mountain tileset, bare in mind this relies entirely if jonas can make it so SS uses a random tile for rough stone walls/ramps/floors etc...
But i thought i'd chuck it out here for some CC anyway while i await a response:Spoiler (click to show/hide)
First off, that looks awesome. However, it looks less like a natural stone formation and more like an ancient ruin. I think it's the obvious block nature of the components. Not the tile-aspect, the fact that the stone looks like it's a jumble of rocks instead of generally solid rock with some loose stones.
<image>
This is working with the second mockup trying to get away from the constructed feel. Trying to smooth transitions and the harsh edges in the floor tiles. But fast post this must be!... for reasons unknown.
Is that a waterfall mist I see down next to Zon and Imush? :o
Is that a waterfall mist I see down next to Zon and Imush? :o
nope, it's an ocean wave.
waterfalls look like this:
*image*
4) Tile Shadows: A bit tricky, but Lit vs. Unlit tiles would be a nice thing to represent. It becomes tricky with the vertical facings, though, as they should draw their Lit/Unlitness from the square they face, or all vertical faces will be shadowed.
I, uh...
uh...
Sorry for hogging the thread ><
But I really appreciate all your thoughts on this.
(http://i582.photobucket.com/albums/ss262/beefmo/3232mtileset31.png)
This is working with the second mockup trying to get away from the constructed feel. Trying to smooth transitions and the harsh edges in the floor tiles. But fast post this must be!... for reasons unknown.
I'll edit in replies in a sec, but mostly i agree with all of you! :P
Concepts/Questions for Da Team:buildings are already animated, but I don't think stonesense can currently tell if a workshop is in use.
1) How clunky would it be to animate certain tiles? I'm thinking for simple things like water/waterfalls, primarily, but hypothetically for occupied/in-use workshops too.
2) Same goes for Coordinate-Based Random Tiles as in #1. You could streamline the functionality to make "animated" tiles cycle through its 4 possible appearances once per frame, whereas static tiles would be assigned one of those based on their coordinates as a Random Seed.or more likely cycle through 4 sets of 4 random tiles.
3) Is that Ocean Wave a particle-based overlay, or is it in tiles? Also, if particles how is the increasing density being calculated? I've got a WIP of a floor-type water tile for waves, with dynamic edges (the little bit of froth at the head of a wave, etc), which might pair well with this.right now it's particle based.
4) Tile Shadows: A bit tricky, but Lit vs. Unlit tiles would be a nice thing to represent. It becomes tricky with the vertical facings, though, as they should draw their Lit/Unlitness from the square they face, or all vertical faces will be shadowed.yes, this is tricky. another problem is that outside walls would still be lit on the inside.
upd - i realized what's on that pic
http://pix.sparky-s.ie/c0236.png
and all i can say it OMGGGWOW.
So, actually same "tiletypes" may differ visually regarding of what's around 'em?
(i am unable to express it in better way)
This is insane! Effects may be just unbelieveable.
That be miasma!
Think of it as nasty fart gas that rotting creatures/food/zombies give off. It gives your dwarves a bad thought for going through it.
Yeah, but what is the red stuff in the game that lays on the ground.
Concepts/Questions for Da Team:It largely depends on the degree of animation that you want. If you wanted it animated in the same way as the buildings/creatures, then it would start to get expensive, fast (due to many more sprite configs being needed). A 'load a different tile each map load' style of animation (like buildings used to have) would probably be cheaper
1) How clunky would it be to animate certain tiles? I'm thinking for simple things like water/waterfalls, primarily, but hypothetically for occupied/in-use workshops too.
2) Same goes for Coordinate-Based Random Tiles as in #1. You could streamline the functionality to make "animated" tiles cycle through its 4 possible appearances once per frame, whereas static tiles would be assigned one of those based on their coordinates as a Random Seed.
4) Tile Shadows: A bit tricky, but Lit vs. Unlit tiles would be a nice thing to represent. It becomes tricky with the vertical facings, though, as they should draw their Lit/Unlitness from the square they face, or all vertical faces will be shadowed.BatCountry was having a play with this earlier. One of the issues is that we don't load tiles into memory unless there's something on them, so they wind up not being available for neighbors to check for shadows.
I knocked out cardinal waterfall tiles, SENW, 6-1 (7/7 is obviously going to just be normal)hmm, stall.
(http://img94.imageshack.us/img94/1051/cardinalwaterfalls.png)
Good news everyone!
buildings and landscape tiles can now be colored automatically according to their own material, the material of the ground under them, or of the vein running through them (if there is any).
this means you can have a tile for a gem cluster that will look correct weather it's a cluster of rubies in granite, or diamonds in obsidian.
and you don't have to make a different tile for every possible material a workshop can be made from. you just have to separate the different color able parts.
Japa: since there is new version of dfhack, could you please add that to project and make 40d19.2 release again?
what's fixed: it should be possible to run stonesense and other therapist-dfhack simultaneous. it hangs/crashes now, sadly
Does this work for constructions too?
Japa: since there is new version of dfhack, could you please add that to project and make 40d19.2 release again?
what's fixed: it should be possible to run stonesense and other therapist-dfhack simultaneous. it hangs/crashes now, sadly
http://dffd.wimbli.com/file.php?id=1947
!!!WARNING! UNTESTED AND QUITE POSSIBLY UNSTABLE!!!
Cool program. :)
I tried making some sprites:(barrels & bins)Spoiler (click to show/hide)
Cool program. :)
I tried making some sprites:(barrels & bins)Spoiler (click to show/hide)
Those are pretty good; although I always imagined the bins to be taller than that, closer to shipping crates.
Cool program. :)
I tried making some sprites:(barrels & bins)Spoiler (click to show/hide)
Those are pretty good; although I always imagined the bins to be taller than that, closer to shipping crates.
Yeah. I like the barrels, and the work on both is good, but those are very short bins.
Suggestion for StoneSense:
Replay of movies
so we can watch epic fortress stories or tutorial tips in beautiful enviroment
Very nice little tool. Though, one request: Don't use keys on the numpad. I suspect that the refresh rate of Stonesense is inversely proportional to the framerate drop of DF when using it (I don't have the time to read through all the 100+ pages to make sure), so I'd love to drop the refresh rate of Stonesense. However, I play DF on my laptop that has no numpad, so I can't alter the refresh rate using + and - on the numpad. If the standard + and - were used, or if I could change hotkeys, that would be wonderful.
Isn't the numpad doubled up on your laptop with the normal keys? Eg. press FN+ something else to send the 'numpad +' command?It was on my old laptop, but not on this one. Dell's not the brightest when it comes to laptop keyboard design, as the default state is I had to use FN to get to my function keys. So, until I found the BIOS setting to flip that, I was turning off my wireless card every time I hit F2 to move my camera to the living quarters.
Isn't the numpad doubled up on your laptop with the normal keys? Eg. press FN+ something else to send the 'numpad +' command?It was on my old laptop, but not on this one. Dell's not the brightest when it comes to laptop keyboard design, as the default state is I had to use FN to get to my function keys. So, until I found the BIOS setting to flip that, I was turning off my wireless card every time I hit F2 to move my camera to the living quarters.
That's a shame. You can change the refresh rate in the init as Japa said, or if you want to be able to adjust it on the fly you could try a free program like KeyTweak:Thanks, changed the refresh to about 1/s, it's a bit slow but I got about a 20% FPS boost from it.
http://webpages.charter.net/krumsick/
I've used it before, it works great. Just assign whichever keys you like to the numpad + and - functions.
Isn't the numpad doubled up on your laptop with the normal keys? Eg. press FN+ something else to send the 'numpad +' command?It was on my old laptop, but not on this one. Dell's not the brightest when it comes to laptop keyboard design, as the default state is I had to use FN to get to my function keys. So, until I found the BIOS setting to flip that, I was turning off my wireless card every time I hit F2 to move my camera to the living quarters.
I have Dell laptop (Latitude XT table) and numeric /*-+ is for me Fn with 0p;/
but I must press Fn with F4 first, to turn on numlock
hope it helps
The Inspiron models seems to simply lack numpads.
Will Stonesense ever be able to show mining designations? Preferably in their to-be-dug state, being able to differentiate between regular dig-designations and up/down-stair designations, for example. I feel like this might be a 'no,' but never hurts to ask.It actually is possible and was possible from the start. Also, in the more recent versions of dfhack, you can make just about any kind of designation (unless it requires creating new objects that is).
FN+F4 merely dims my screen and FN+0p;/ does nothing for me. The Inspiron models seems to simply lack numpads.
Japa:
have you a plan to merge stonesense with dfhack 0.2.0? it supports multiple clients properly now, so i hope it helps with simultaneous runs, which are now somewhat laggy
Japa: since there is new version of dfhack, could you please add that to project and make 40d19.2 release again?
what's fixed: it should be possible to run stonesense and other therapist-dfhack simultaneous. it hangs/crashes now, sadly
http://dffd.wimbli.com/file.php?id=1947
!!!WARNING! UNTESTED AND QUITE POSSIBLY UNSTABLE!!!
Suggestion for StoneSense:
Replay of movies
so we can watch epic fortress stories or tutorial tips in beautiful enviroment
not possible.
movies only store the characters that are displayed. stonesense needs more information than that.
Will Stonesense ever be able to show mining designations? Preferably in their to-be-dug state, being able to differentiate between regular dig-designations and up/down-stair designations, for example. I feel like this might be a 'no,' but never hurts to ask.It actually is possible and was possible from the start. Also, in the more recent versions of dfhack, you can make just about any kind of designation (unless it requires creating new objects that is).
Showing designations should be just fine (similar to DF).Will Stonesense ever be able to show mining designations? Preferably in their to-be-dug state, being able to differentiate between regular dig-designations and up/down-stair designations, for example. I feel like this might be a 'no,' but never hurts to ask.It actually is possible and was possible from the start. Also, in the more recent versions of dfhack, you can make just about any kind of designation (unless it requires creating new objects that is).
In that case I'll rephrase: Will Stonesense ever make use of this DF Hack feature? Being able to view your fort as if it was dug before actually digging it based on the designations would be unreal, and switch me from a user who opens up Stonesense with DF paused just for screenies to a user who plays with both windows open simultaneously.
I really REALLY want to say [Alt]+[F4]... but no.branches have a habit of not getting deleted, so yes, it's still there.
I believe it was only supported in an experimental build, and I never tested it. Is that one still around, guys?
The item stuff is pretty close to ready to go, in and of itself, but it relies on a newer version of DFHack than is on the trunk. Once that update gets done, then items will likely follow shortly.
Is it currently possible to have a floor tile have a seperate image if it is on top of a pillar?(not a support, but the part of wall displayed as O) Or for any of the directional wall tiles?(╒, ╓, ╛, ╜, ╕, ╖, ╘, ╙, ╔, ╗, ╚, ╝, ╠, ╣, ╦, ╩, or ╬?) If not, I'd like to see this in future versions.
And may I request(If it is feasable) that anti Escher lines are only drawn on solids and not transparents? So in the case of say Beefmo's recent mockups, the lines don't float around off the side of the rocks; or in the case of of having trimmed corners, the lines dont suggest that nearby floortiles are part of the top.
I may have... misspoke when trying to explain the first question...Is it currently possible to have a floor tile have a seperate image if it is on top of a pillar?(not a support, but the part of wall displayed as O) Or for any of the directional wall tiles?(╒, ╓, ╛, ╜, ╕, ╖, ╘, ╙, ╔, ╗, ╚, ╝, ╠, ╣, ╦, ╩, or ╬?) If not, I'd like to see this in future versions.
both are already in.
We will be hard at work to try and make Stonesense compatible with the new release as soon as possible.
Fucking damn it belannaer! Spoilers! >:(
Of course, Stonesense doesn't work with DF2010 yet. But we're working on it!
(that is, Peterix and the dfHack guys are working on mapping the memory)
Hopefully that'll happen soon since Stonesense just adds soooo much to fortress building experience.
Any help would be greatly appreciated. I've wanted to try Stonesense out for a while now. Thanks.
Any help would be greatly appreciated. I've wanted to try Stonesense out for a while now. Thanks.
http://dffd.wimbli.com/file.php?id=1947
Try this experimental release Japa made a few weeks back, it should be d18 compatible (Stonesense Granite isn't).
Hope that solves it for you :)
what videocard do you got?
If you use the OS provided driver, get the vendor provided one. MS doesn't like OpenGL. This applies to both Vista and 7.what videocard do you got?
ATI Radeon 4850.
If you use the OS provided driver, get the vendor provided one. MS doesn't like OpenGL. This applies to both Vista and 7.
Any help would be greatly appreciated. I've wanted to try Stonesense out for a while now. Thanks.
http://dffd.wimbli.com/file.php?id=1947
Try this experimental release Japa made a few weeks back, it should be d18 compatible (Stonesense Granite isn't).
Hope that solves it for you :)
Arrrg, this just crashes as it starts on Win7. Anyone else having this?
The Granite release starts fine, it just obviously can't see my d18.
in other news, the new version of stonsense is getting close to working condition.
wow, just wow.
But are those items or floor tiles?
GENTLEMEN!Spoiler (click to show/hide)
Slate.
it is coming soon.
*PUNishes the bad joke with a flood of magma*GENTLEMEN!Spoiler (click to show/hide)
Slate.
it is coming soon.
Are you trying to tell us it is slated for release?
*PUNishes the bad joke with a flood of magma*GENTLEMEN!Spoiler (click to show/hide)
Slate.
it is coming soon.
Are you trying to tell us it is slated for release?
wow, just wow.
But are those items or floor tiles?
nah, just stockpile markers. It is still cool however!
Ok, a stonesense creature sprite question;
Will the new version of stonesense identify castes other than just male and female? Say if somebody has a creature that has different coloration based on caste, would it be possible to make a sprite swap that has a different scale color for each caste? Like say Red, Green, Blue, White and Black as an example totally pulled out of thin air that has absolutely nothing to do with what I may or may not have done.
(because I don't feel like searching 190 pages, even though I'm sure it's been asked before) Is there any plan to implement a GUI into this?
Incidentally, has the Stonesense team come up with any clever way of handling Z-level cutaways vs. irregular cavern ceilings? I think it's going to end up being a major annoyance in both the isometric and overhead perspective.
Incidentally, has the Stonesense team come up with any clever way of handling Z-level cutaways vs. irregular cavern ceilings? I think it's going to end up being a major annoyance in both the isometric and overhead perspective.
You could always make 'unimportant' layers transparent. Determining what is unimportant would be the difficult task.
I imagine that most people who are tied to any graphics system/visualizer enough to where they won't use DF without one are among the --I've found, rather large-- camp of people who wouldn't play DF without some kind of visualization above ASCII levels anyway, no matter how much they like the game's premise. So it's probably not a statistic that could relevantly be counted as 'worrisome' anyhow.
[...]
They are part of that alienated group who are otherwise awaiting DF to reach a level where it is represented by some kind of graphics. ...So I don't think their actions in sticking with an older version should count statistically as a regression that might damage the development of the core DF program.
If more than half the player base comes in off a third party interface (and given how much the current interface sucks, and how much it is a source of first time downloaders dropping the game, this is not only imaginable, it is very, very likely), how would it be if it broke at each release? There's no way to mitigate that without my direct involvement -- imagine a release down the line where you can suddenly move dwarven armies around on the world map, with a tactical view and various options. That interface can't write itself, and it wouldn't be a quick patch, though certainly dedicated people, assuming that about whoever is maintaining the front-end at that time, can pull things together rapidly. The pressure on me to work directly with them to get the interface out at the same time as the game itself would likely be immense and disruptive, given what little evidence we have from broken utilities. That's not to say that I often get requests to work with utility writers (other than from the writers themselves, who I generally accommodate), but this would be at a different order of magnitude.
So what's the exact risk there then? First, I don't want to work with other people. So, assuming I don't do that, there's now a constant amount of pressure on me and a general disruption in the forums. The latter could be mitigated with some announcements/guidelines, etc., but the pressure wouldn't go away. Monetarily, it's impossible to say what on earth would happen, but if I supported the third party interface directly pre-release, I'd likely make more money, but I'd be unhappy. If I didn't support it directly, but it was there, I'd still likely make more money, but I'd be unhappy. That's not to say that I don't want to grow the audience and allow more people play the game, but I want to do it in a way with which I feel satisfied, even if that ends up being slower or just plain worse than a hypothetical third party alternative. If someone, as a potential donor, thinks that's unreasonably selfish, that person shouldn't send me any more money than he or she thinks I've deserved for his or her enjoyment, just like everybody else. Despite my dedication to this project, I'm unwilling to sacrifice my enjoyment of working on it for anything, including its quality or even its future release if it comes down to that. That should be plainly obvious. I'm not a slave. Of course I do some things I don't like working on, with the interface and more. I fulfill requests for features I'm not going to use myself. However, again, the current proposal is of a different order of magnitude, with the potential of ruining it for me, and the end result is completely uncertain.
Given what I've seen here and there, it seems like a full third party interface might develop even without my involvement (rather than the various utilities we have now), but in that case, despite the same issues that might come up, at least it won't be a situation of my own creation that I feel a strong obligation to deal with, although the pressure would still be there.
If I didn't support it directly, but it was there, I'd still likely make more money, but I'd be unhappy.
If I didn't support it directly, but it was there, I'd still likely make more money, but I'd be unhappy.
Ok, now I'm worried.
# Core50, TILESET SUPPORT: Allow graphical tiles to be used for all game objects.
Given what I've seen here and there, it seems like a full third party interface might develop even without my involvement (rather than the various utilities we have now), but in that case, despite the same issues that might come up, at least it won't be a situation of my own creation that I feel a strong obligation to deal with, although the pressure would still be there.
I imagine that most people who are tied to any graphics system/visualizer enough to where they won't use DF without one are among the --I've found, rather large-- camp of people who wouldn't play DF without some kind of visualization above ASCII levels anyway, no matter how much they like the game's premise. So it's probably not a statistic that could relevantly be counted as 'worrisome' anyhow.
It would be also very hard to make an external interface. The problem there is that lots of the actual functionality of DF /is mixed/ with the interface code (by Toady or the compiler... hard to tell). You can't replace that without rewriting the functionality or interfacing with it in some really weird way. For example, when you give the miner labor to a woodcutter who is already trying to 'pickup equipment', the *menu* does some deep magic manipulating all kinds of vectors inside the creature and calls something using a function pointer. I wouldn't want to mess with corner cases like that.I imagine that most people who are tied to any graphics system/visualizer enough to where they won't use DF without one are among the --I've found, rather large-- camp of people who wouldn't play DF without some kind of visualization above ASCII levels anyway, no matter how much they like the game's premise. So it's probably not a statistic that could relevantly be counted as 'worrisome' anyhow.
Personally I don't want a complete third-party interface by which I can play by proxy. When I use Stonesense I freeze DF and just look around. I use visualizers for the rendering, not for necessity. It's just near-impossible to see anything big and intricate across z-levels without a visualizer.
That being said, I'd still play and enjoy DF, I just wouldn't have the impetus to build anything fun and big or mess around with any of my pet project ideas because they all require a visualizer to look nice.
^^^ Also it would force Toady to keep his interfaces separate from his logic, which would probably save him work in the long run even if there was no public API.
I'm just going to go out on a limb here and ask why the hell Stonesense, or any of its kind for that matter, have not yet included a "IF YOU LIKE THIS, PLEASE DONATE >HERE<" window on start up or shut down. Doesn't really mitigate any of the issues presented over the last few pages, but I really don't know why it hasn't been done. It takes 5 minutes to do.
@DJDD: The thought of adding a "Donate" screen to Stonesense has of course crossed my mind. But in the end two things made us decide against it: 1) It's supposed to be our gift to you, free and open, no strings attached. 2) What would we do with the money? Our 4 main devs live in India, Australia, Norway and the US so a pizza party would require some heavy air-fair donations ;D
i tried to compile project from trunk in VS C++ 2010
it runs, but fails to connect to DF 31.02 or .03
what I am doing wrong?
Alright, feedback time!
@gilrad: Yup, Dwarf Therapist is a great tool. And it's a good thing chmod is working so hard on it. I hope you're not insinuating that we're some how slacking off here at Stonesense though ;) You see, converting DT is simply just easier and less work, and hence faster. It only uses a small subset of the DF information, stuff that is work related. Stonesense uses all that, and twenty times more. So it takes way longer to find all the info back, but we'll get there :) btw, praise Petrix and Japa, they're doing all the heavy lifting these days.
Alright, feedback time!
@DJDD: The thought of adding a "Donate" screen to Stonesense has of course crossed my mind. But in the end two things made us decide against it: 1) It's supposed to be our gift to you, free and open, no strings attached. 2) What would we do with the money? Our 4 main devs live in India, Australia, Norway and the US so a pizza party would require some heavy air-fair donations ;D
lol if they dont visit a second time they wont find this piece of software.
Just because someone knows who created a free game doesn't mean they will donate to them. Even more so if you keep telling a random person to give money to a guy he doesn't know it will make it worse.lol if they dont visit a second time they wont find this piece of software.
Stonesense got a great deal of attention and direct links from various sources. It's definitely plausible that there are players who never opened bay12games.com in their browser.
Alright, feedback time!
@DJDD: The thought of adding a "Donate" screen to Stonesense has of course crossed my mind. But in the end two things made us decide against it: 1) It's supposed to be our gift to you, free and open, no strings attached. 2) What would we do with the money? Our 4 main devs live in India, Australia, Norway and the US so a pizza party would require some heavy air-fair donations ;D
Woah, back up there bud. I didn't mean donate to you - You're piggybacking off of Toady's work and as much as I respect and love the work you guys have done with Stonesense, you don't really deserve to make money off of it. No, I'm talking about a 'Donate to Toady' button. Somewhere. Anywhere. Don't like nag-screens? Fine, make it a 5 second long splash-screen with some text on it. Simple. Don't like that? Fine, chuck it in About. I don't care, I just think it should be somewhere in there.
Fact is, shitloads of people download DF and this and play with it without ever hitting the forums or the website a second time. I think a donate link on this app could do wonders. And the more money Toady gets the more it'll benefit the development of DF and thusly benefits us.
Hop to it!
I fully meant what I said, and while I won't completely disregard your opinion, I feel I should have you think of this:Alright, feedback time!
@DJDD: The thought of adding a "Donate" screen to Stonesense has of course crossed my mind. But in the end two things made us decide against it: 1) It's supposed to be our gift to you, free and open, no strings attached. 2) What would we do with the money? Our 4 main devs live in India, Australia, Norway and the US so a pizza party would require some heavy air-fair donations ;D
Woah, back up there bud. I didn't mean donate to you - You're piggybacking off of Toady's work and as much as I respect and love the work you guys have done with Stonesense, you don't really deserve to make money off of it. No, I'm talking about a 'Donate to Toady' button. Somewhere. Anywhere. Don't like nag-screens? Fine, make it a 5 second long splash-screen with some text on it. Simple. Don't like that? Fine, chuck it in About. I don't care, I just think it should be somewhere in there.
Fact is, shitloads of people download DF and this and play with it without ever hitting the forums or the website a second time. I think a donate link on this app could do wonders. And the more money Toady gets the more it'll benefit the development of DF and thusly benefits us.
Hop to it!
I hope you're joking with "you don't really deserve to make money off of it" ?
Toady's piggybacking on work from thousands of people who've put decades of work into computer hardware and software, he doesn't deserve to make money off of it.
Reductio ad absurdum.
All work is based on other things.
The Stonesense developers are very much in their rights to add a donate button for Stonesense, though at the very least a clear distinction should be made between Stonesense and Dwarf Fortress if such were done.
I fully meant what I said, and while I won't completely disregard your opinion, I feel I should have you think of this:
The simple fact is that the majority of the playerbase who try DF, and by extension Stonesense, could very easily view Stonesense as the offical front-end to DF and therefore donate with the idea that the money will go towards the betterment of DF. Thats whats wrong with Stonesense putting their own donation button up. It is, no matter what way you put it, misleading. And if you want things to go into this dark misleading territory and set the example for all the other DL tools then by all means, but in the end it'll hurt everyone when Toady gets less and less donations.
Also, shame on those who had a cry about havings a pop-up or splash screen on Stonesense start up for Toady. There are ways to fix that, such as having it only pop up every 10th load, etc.
I just thought it'd be a really nice thing to do for Toady since he really works hard on DF and applications like this actually hurt him emotionally (See the many posts he's had about it if you must). Its REALLY not a big thing to do to place a donate button somewhere...anywhere...
As it is, it's kind of hard to think that Stonesense is Dwarf Fortress, especially for the fairly smart crowd that DF attracts.
Look at me, all pro-choicey. Go go gadget abortion debate.
make sure you open the stonesensesolution.sln that's in the root directory, no NOT use the batch files for making a solution from cmake. that doesn't work yet.I did. There is also DwarfIso I can use but I dont pay attention to it. Just .sln
hmm....
odd, very odd.
wait, is stonesense running from the directory that has the file 'memory.xml'?
shortcuts can mess things like this up sometimes.
hmm....
odd, very odd.
wait, is stonesense running from the directory that has the file 'memory.xml'?
shortcuts can mess things like this up sometimes.
Things I'd really likeWill be in slate.
- A rescalable window
you just have to change some things in the config file to make the rendered cube bigger, and pull it up, so it covers the screen
- No matter how large the window is, always render all tiles onscreen in stonesense on the current z-level (and what's above/below all those to the set limitations limitations) rather than just a preset square that cuts off. That'd give the impression of true infinite rendering.
This is a little more tricky, since stonesense currently doesn't know weather the menus are open in DF. however, you can use CTRL+ arrows to compensate, and give a permanent offset.
- Having the auto-centre work... better. Create a virtual diamond with all visible tiles in the DF window NOT counting the ones covered by the menu, then centre that diamond in stonesense. The current one seems to just throw it off to wherever the hell, adn I'll not be able to see some tiles and be able to see a lot of extraneous ones
Will be in slate
- maybe a cube showing the current cursor location in DF?
On and I'd like tiles for rocks or wood or items on the ground too, but I think that's a pretty well known request.don't we all... this will come later, but it's doable.
you just have to change some things in the config file to make the rendered cube bigger, and pull it up, so it covers the screen
Japa, all of that is great but... will stonesense dispense cookies on command? This is a vital feature for me.
YesJapa, all of that is great but... will stonesense dispense cookies on command? This is a vital feature for me.
But it it essential, essential, that they are double chocolate chip.
here you go:YesJapa, all of that is great but... will stonesense dispense cookies on command? This is a vital feature for me.
But it it essential, essential, that they are double chocolate chip.
Wow, huge tileset, and such awesome detail. Wait, isn't transparent represented by pink?
Quick, someone make a tileset that has cookies with colourable "chips" for everything. Mmm bauxite cookie doors....it was already off-track except for the direct questions.
I think this topic is getting offtrack....?
It needs to be to able to dispence biscuits aswell.and there's my point ;D
*runs away*
Say I wanted for floortiles on top of walls to have different appearances instead of the current floor pattern, could this be done?
If not currently, can the functionality be added?
Something like this for example?(I can do the walls, but not the floors on top.)Spoiler (click to show/hide)
I tried to ask this earlier, but I don't think I was at all clear as I didn't get an answer.
Yes, it is currently possible, and has been for a whileCould someone please explain how?
ETA: Real soon :)
ETA: Real soon :)
eeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee!
as for my trouble connecting to DF, i got this Exception:The application can't locate the Memory.xml file. Strange characters should be fixed in dfhack master (it was doing some nasty things).Spoiler (click to show/hide)
that characters are strange.
I tried 31.01 and also 31.03. I have 64 bit win7 CZ.
and bult from latest svn head trunk
Oh my god, the snow piles are waist-high? You guys have outdone yourselves.
Oh my god, the snow piles are waist-high? You guys have outdone yourselves.
Unless that is milk... :o
Oh my god, the snow piles are waist-high? You guys have outdone yourselves.I'll not ashamed to admit that turned me on just a little bit once I figured out what it was.
So.. is this still being worked on, I hope? I very dearly want to use stonesense with my current fortresses, I love this utility, and have missed it dearly.
Is it me or is this mod too bright? There's something mysterious and absorbing about DF's black background, a kind of reminder you're in the darkest depths of the earth, that is completely lost in Stonesense. What's worse is that dwarves themselves are chibi when they're a rather Nordic concept to begin with. Seeing the little guys drawn like that doesn't remind me of stygian underworlds, nor of Boatmurdered's tragedy, but of Harvest Moon and jRPG infantilism.I would be interested in another art style, but right now we have to take what we get. I haven't dug deep, but are the tiles in this customizable?
The immersion is gone. A change in the art to a more serious direction would impact this mod tremendously.
Is it me or is this mod too bright? There's something mysterious and absorbing about DF's black background, a kind of reminder you're in the darkest depths of the earth, that is completely lost in Stonesense. What's worse is that dwarves themselves are chibi when they're a rather Nordic concept to begin with. Seeing the little guys drawn like that doesn't remind me of stygian underworlds, nor of Boatmurdered's tragedy, but of Harvest Moon and jRPG infantilism.
The immersion is gone. A change in the art to a more serious direction would impact this mod tremendously.
Is it me or is this mod too bright? There's something mysterious and absorbing about DF's black background, a kind of reminder you're in the darkest depths of the earth, that is completely lost in Stonesense. What's worse is that dwarves themselves are chibi when they're a rather Nordic concept to begin with. Seeing the little guys drawn like that doesn't remind me of stygian underworlds, nor of Boatmurdered's tragedy, but of Harvest Moon and jRPG infantilism.I would be interested in another art style, but right now we have to take what we get. I haven't dug deep, but are the tiles in this customizable?
The immersion is gone. A change in the art to a more serious direction would impact this mod tremendously.
Is it me or is this mod too bright? There's something mysterious and absorbing about DF's black background, a kind of reminder you're in the darkest depths of the earth, that is completely lost in Stonesense. What's worse is that dwarves themselves are chibi when they're a rather Nordic concept to begin with. Seeing the little guys drawn like that doesn't remind me of stygian underworlds, nor of Boatmurdered's tragedy, but of Harvest Moon and jRPG infantilism.
The immersion is gone. A change in the art to a more serious direction would impact this mod tremendously.
Stonesense allows you to swap out tilesets. Also, we've had this discussion about grimdark vs. cheerful several times in this thread already.
i bet when 0.31 version is already out and all the tiles and details needed in the current tileset are drawn there's not much os an obstacle for someone to start drawing another tileset in any style they prefer.
it works, finally. with help of peterix. problem was in VC2008/2010. At this point, it compiles correctly only under VC2005.
One get it running under 2008/2010 but it doesnt find/handle incorrectly memory.xml
picture from undergroundSpoiler (click to show/hide)
i'd also like to show this, a possible alternative to the main tileset that i will be working on if i get enough love
(http://img.photobucket.com/albums/v739/diosilva16/dwarves2.png?t=1272159960)
i'd also like to show this, a possible alternative to the main tileset that i will be working on if i get enough love
(http://img.photobucket.com/albums/v739/diosilva16/dwarves2.png?t=1272159960)
it works, finally. with help of peterix. problem was in VC2008/2010. At this point, it compiles correctly only under VC2005.Wait, is it avaliable on SVN? Does it mean I can make it to work with 0.31.31 already? o_O
One get it running under 2008/2010 but it doesnt find/handle incorrectly memory.xml
picture from undergroundSpoiler (click to show/hide)
I can't wait when Stonesense comes out!
This will mean that I will have to draw tiles a huge amount of tiles for my Genesis races, but I can't wait to see my current fort in its glory :).it works, finally. with help of peterix. problem was in VC2008/2010. At this point, it compiles correctly only under VC2005.Wait, is it avaliable on SVN? Does it mean I can make it to work with 0.31.31 already? o_O
One get it running under 2008/2010 but it doesnt find/handle incorrectly memory.xml
picture from undergroundSpoiler (click to show/hide)
Can you upload the compiled version somewhere please? I do not want to reinstall TSVN and get some compiler just for this :).
yesI just compiled it off the latest version on the SVN and it cannot find 0.31.03.
Can you upload the compiled version somewhere please? I do not want to reinstall TSVN and get some compiler just for this :).
Seconded.
you didnt it in vc2005, did you?QuoteyesI just compiled it off the latest version on the SVN and it cannot find 0.31.03.
Petr, could you answer our prayers plox? :)
you didnt it in vc2005, did you?I did.
Thank you very much! I will try it shortly!Petr, could you answer our prayers plox? :)
For Armok (http://dffd.wimbli.com/file.php?id=2229). lemme know if there are some issues with running it
ok, sorry. I said that because I tried vc2010 then vc2008 and THEN vc2005. only vc2005 works. only configuration was to set 3 paths to MS SDK (http://www.codeproject.com/KB/applications/FreeVS2005Win32.aspx)Quoteyou didnt it in vc2005, did you?I did.
Petr, could you answer our prayers plox? :)
For Armok (http://dffd.wimbli.com/file.php?id=2229). lemme know if there are some issues with running it
Working great for me! Thanks for the great work.
Just an FYI... That compile seems to throw an error and lock up Dwarf Fortress after about 5 minutes (all three times I've had it open), so I don't recommend using it for long periods of time.Petr, could you answer our prayers plox? :)
For Armok (http://dffd.wimbli.com/file.php?id=2229). lemme know if there are some issues with running it
Petr, could you answer our prayers plox? :)
For Armok (http://dffd.wimbli.com/file.php?id=2229). lemme know if there are some issues with running it
Has anyone created an ogre sprite? I need one for a project I'm doing involving Stonesense.I've just made it by your request:
haha, I love you! thank you so much. sending you a PM.Has anyone created an ogre sprite? I need one for a project I'm doing involving Stonesense.I've just made it by your request:
(http://i40.tinypic.com/2434ttv.png)
Is it good enough?
Hi,
jonask84 is right and I hope it is stated clearly that it is not release (or Slate)
on the other side, more testers = stabile future releases
I add "no warrany, as it is " to dfft
/snipI'm also having this problem, running Win 7 64 bit. If you need any other specs, like settings I'm running DF under, let me know.
And the "crash then lock DF"-bug has been known for a few days, and we're scratching our little noggins trying to solve it. That is the last main issue before we go to Slate RC1.
or use a utility that will be packaged with slate.
You can use the 'unstuck' utility from DFHack. The thread is linked from my sig :)or use a utility that will be packaged with slate.
I think that's the developer's equivalent of "Zing!" That, or it's the equivalent of "Keep your damned pants on." Or, "And that's why we don't compile and release after every code change." Or something completley else.
It could be nothing, of course, but I like to think that people insert subtle snarky comments all the time into everything. Makes the world a more interesting place.
Japa seems referring to same tool - stonesense build 762 "added the Unstuck tool, and made the F10 sprite viewing screen noo lock things up."You can use the 'unstuck' utility from DFHack. The thread is linked from my sig :)or use a utility that will be packaged with slate.
I think that's the developer's equivalent of "Zing!" That, or it's the equivalent of "Keep your damned pants on." Or, "And that's why we don't compile and release after every code change." Or something completley else.
It could be nothing, of course, but I like to think that people insert subtle snarky comments all the time into everything. Makes the world a more interesting place.
I found a minor bug in colours, using Peter's "release" (thanks): rock salt is brownish instead of white.
Keep up the good job, guys. I can't wait for the official release.
I found a minor bug in colours, using Peter's "release" (thanks): rock salt is brownish instead of white.
Keep up the good job, guys. I can't wait for the official release.
FYI: i've updated dffd zip (http://dffd.wimbli.com/file.php?id=2229) to latest revision 764
There are a ton of cool new features, which were gonna be a fun surprise.. So yeah.. "Surprise!" I guess ;)I never ran Stonesense until this latest DF build (because I mainly used Visualizer as it could see "more" map at once... ie: grand scale imagery of entire fort) but I haven't seen anything that hasn't been in screen shots... besides the Reveal like ability and Petr or someone had a picture of snow... was there anything else of major importance added?
I found a minor bug in colours, using Peter's "release" (thanks): rock salt is brownish instead of white.
Keep up the good job, guys. I can't wait for the official release.
the new not official release simply crashes outright when i run it on my older windows xp computer. which makes me sad, ive been building away busily and i really want a visualizer compatible with the current version to get a look at what my structures look like.
any info i can provide that could he helpful for development here?
what do you guys think of this?Awesome. Especially the soldiers! I'll be using these if you make a complete set.
yeah, the temperature info will most likely be there, but some of that info will need to go, since it's getting a bit cluttered.... maybe a nice mouseover feature that gives detail on tiles under the cursor if the engine you are using makes it easy... toggled of course. That would be annoying all the time.
Yay!
And since I have you here *handcuffs to railing* If I have a fortress race with 10 different castes (5 different main castes with a male and female version of each) can I have the spritesheets for each caste as a separate image file or do I have to stick them all into a single file? And would I have to make multiple xmls to point to the separate files if I do?
Oh and if I have to stick them all in one file, is there a maximum number of sprites that can be in one file?
(This is of course assuming stonesense can identify different castes at this point as anything other than [MALE] and [FEMALE])
@Askot Bokbondeler: Oh and for the record, I personally don't think the female dwarfs need beards.
@Askot Bokbondeler: Oh and for the record, I personally don't think the female dwarfs need beards.
What blasphemy!
@Askot Bokbondeler: Oh and for the record, I personally don't think the female dwarfs need beards.
What blasphemy!
Yeah, interbreeding with elves will do funny things like that. In the old days, dwarves were real dwarves. Now it's all beardless this and can't-eat-rock-that.
the new not official release simply crashes outright when i run it on my older windows xp computer. which makes me sad, ive been building away busily and i really want a visualizer compatible with the current version to get a look at what my structures look like.
any info i can provide that could he helpful for development here?
post the log, and try turning off opengl in the init.
what videocard do you have?
FYI, the unofficial stonesense release doesn't seem to show up adamantine. Instead it shows the stone it would have been had adamantine not overridden.(veins and clusters continue)It also shows molten rock as granite in the description.
(Looking forward to the official release of Slate)
Ok whats the latest version that is compatible with Stonesense? I'd rather work with Stonesense than force it to work with possible errors.Official or unofficial?
Officially, 40d.
Unofficially, there is a post a page or so back with a link to download a version of Stonsense that works with the latest build but it has quirks of it's own.
Do you know if the "lockup" bug is still there? (The one that crashes SS, causes DF to lock up until you relaunch SS then close it.)Officially, 40d.
Unofficially, there is a post a page or so back with a link to download a version of Stonsense that works with the latest build but it has quirks of it's own.
some quirks like support for adamantine and colors of somke stones were corrected in last builds.
...dffd was updated.
Oops. I think I meant to post that in a different thread.Using <<previous next>> at the bottom of the page? (I hate those btw... :P)
verbose logging on gives me the following -Spoiler (click to show/hide)
this is with opengl turned off, it will not even load if its on even without DF, and image cacheing is off by default. after stonesense runs a few seconds and flashes some text about loading images, i get a windows box saying the process has frozen and would i like to file a report with microsoft. i can post that info as well, but its long. also, i am using what is probably an odd graphics card, so i may experiment with another more modern pc.
and thankyou footkerchief, but i dont think toady needs bug reports on stonesense. ;D
Oops. I think I meant to post that in a different thread.
I'm getting a repetitive 'Cannot find DF Process' from Stonesense. 2010 DF, newest ver. of Stonesense.
Is there a way to increase the amount of z-levels that are shown in stonesense, or are we stuck at 4?
Does anyone have a tileset which has all of the materials matching their Dwarf Fortress colors? I design my structures to look good in DF and it irks me when they come out differently in stonesense.
Ah very well, I'll go tinkering. I am lazy you know... I can't do everything for myself.Does anyone have a tileset which has all of the materials matching their Dwarf Fortress colors? I design my structures to look good in DF and it irks me when they come out differently in stonesense.
there's a colors/ folder with XML files describing all the material colors.
feel free to edit them to better match the DF ones, if you feel so inclined.
Woah, fancy. This one likes.Right now it's a little limited. You can change the sprites and transparency etc. We have some really nice features in the pipes, but we haven't been able to get them working with the d31 versions yet
What's the chances of playing around with how stonesence handles water?
Ow :( cant seem to get the new slate version to work with my df 31.03.. it just says "connecting to DF..." and stays like that.
Is there a help-page for this? (dont feel like going trough 200 pages of this thread)
Ow :( cant seem to get the new slate version to work with my df 31.03.. it just says "connecting to DF..." and stays like that.
Is there a help-page for this? (dont feel like going trough 200 pages of this thread)
@Ivar360 and Randominality: Thanks for reporting the problems. I've been trying it on win7 64bit myself without problems. Have you tried running it in compatibility mode? Have you checked if the programs are running as administrator? And what does the output in the stonesense.log say?
These are things to check at least, they've worked before.
If you have any progress, please let us know so we can compile an FAQ
Alkyon, try this version (http://dffd.wimbli.com/file.php?id=2229). it is just build over most recent SVN trunk.
works great on win7 64bit with df 31.03
@Ivar360 and Randominality: Thanks for reporting the problems. I've been trying it on win7 64bit myself without problems. Have you tried running it in compatibility mode? Have you checked if the programs are running as administrator? And what does the output in the stonesense.log say?
These are things to check at least, they've worked before.
If you have any progress, please let us know so we can compile an FAQ
Forgive my ignorance on this, but doesn't Win7 have an executable memory protection mechanism of some sort?Yes, it's randomizing the starting address of the first program module. Not very effective.
I tried in compatibility mode and as an administrator same result.I seem to be getting the same:
stonesense.log says:
Stonesense launched
4096 works.
Stonesense launched
4096 works.
Can't init map.
Request for feature: "Find a creature"
I am testing stonesense in adventure mode. it is great to see all that elves scattered all over forrest, it helpes.
Now I need to talk to "Epeve", mayor here. Alas, I can't find her and no one gives me directions (which is unrealistic anyway:)
Request for feature: "Find a creature"
I am testing stonesense in adventure mode. it is great to see all that elves scattered all over forrest, it helpes.
Now I need to talk to "Epeve", mayor here. Alas, I can't find her and no one gives me directions (which is unrealistic anyway:)
That's an interesting idea, but not what Stonesense is about :) However, you seem to have the compiler up and running: Why don't have a whack at implementing it yourself? I'll help you if you have any questions :)
And at the people who are having problems getting the new version to run: I understand how frustrating it must be, and know that we are working on trying to figuring it out.
If you're getting display related problems try disabling openGL.
Best of all, if you can build and debug the source, this will give you (and us) a much clearer idea of what goes wrong :) Good luck guys!
Running on windows xp sp3. I have a crappy intergrated intel graphics card :
Intel 82915G/GV/910GL
The old stonesense worked but this one seems not to. I have disabled image caching and pasted in the log files. It doesn't seem to go past "Reading xml Colors.xml" . Happened with the unofficial release as well.
Awesome tool you guys have created here, the preview pics look great!
[ Not sarcasm.... ]Spoiler (click to show/hide)
otherwise, your graphics card probably doesn't support Stonesense.
Running on windows xp sp3. I have a crappy intergrated intel graphics card :
Intel 82915G/GV/910GL
The old stonesense worked but this one seems not to. I have disabled image caching and pasted in the log files. It doesn't seem to go past "Reading xml Colors.xml" . Happened with the unofficial release as well.
Awesome tool you guys have created here, the preview pics look great!
[ Not sarcasm.... ]Spoiler (click to show/hide)
have you tried disabling openGL yet?
otherwise, your graphics card probably doesn't support Stonesense.
...
It starts fine and follows my cursor nicely for a while but frequently will show just a blue screen (in the stonesense window) and while CTRL and arrows restore the image, I cant get it to resume following and updating.
Pressing F or CTRL F just does a update and toggles the message following DF window.
Is there a way to get the program to resume following and updating ?
(Updating, as in you see the dwarfs run about doing thier work )
...
[ 24%] Building CXX object CMakeFiles/stonesense.dir/BlockCondition.cpp.o
In file included from /home/cray/stonesensesvn/ContentLoader.h:6:0,
from /home/cray/stonesensesvn/Block.cpp:9:
/home/cray/stonesensesvn/GroundMaterialConfiguration.h:16:38: error: overridingMaterials was not declared in this scope
/home/cray/stonesensesvn/GroundMaterialConfiguration.h:16:35: error: >> should be > > within a nested template argument list
/home/cray/stonesensesvn/Block.cpp: In member function void Block::Draw():
/home/cray/stonesensesvn/Block.cpp:544:84: error: cannot convert int* to ALLEGRO_COLOR* for argument 5 to void al_get_separate_blender(int*, int*, int*, int*, ALLEGRO_COLOR*)
/home/cray/stonesensesvn/Block.cpp:586:153: error: conversion from int to non-scalar type ALLEGRO_COLOR requested
/home/cray/stonesensesvn/Block.cpp:595:100: error: conversion from int to non-scalar type ALLEGRO_COLOR requested
/home/cray/stonesensesvn/Block.cpp:616:79: error: conversion from int to non-scalar type ALLEGRO_COLOR requested
/home/cray/stonesensesvn/Block.cpp:625:170: error: conversion from int to non-scalar type ALLEGRO_COLOR requested
/home/cray/stonesensesvn/Block.cpp:627:82: error: conversion from int to non-scalar type ALLEGRO_COLOR requested
/home/cray/stonesensesvn/Block.cpp:651:124: error: conversion from int to non-scalar type ALLEGRO_COLOR requested
/home/cray/stonesensesvn/Block.cpp:653:78: error: conversion from int to non-scalar type ALLEGRO_COLOR requested
/home/cray/stonesensesvn/Block.cpp:657:121: error: conversion from int to non-scalar type ALLEGRO_COLOR requested
/home/cray/stonesensesvn/Block.cpp:659:78: error: conversion from int to non-scalar type ALLEGRO_COLOR requested
/home/cray/stonesensesvn/Block.cpp:673:153: error: conversion from int to non-scalar type ALLEGRO_COLOR requested
/home/cray/stonesensesvn/Block.cpp:675:79: error: conversion from int to non-scalar type ALLEGRO_COLOR requested
/home/cray/stonesensesvn/Block.cpp:682:169: error: conversion from int to non-scalar type ALLEGRO_COLOR requested
/home/cray/stonesensesvn/Block.cpp:684:81: error: conversion from int to non-scalar type ALLEGRO_COLOR requested
/home/cray/stonesensesvn/Block.cpp:740:161: error: conversion from int to non-scalar type ALLEGRO_COLOR requested
/home/cray/stonesensesvn/Block.cpp:745:79: error: conversion from int to non-scalar type ALLEGRO_COLOR requested
/home/cray/stonesensesvn/Block.cpp:769:153: error: conversion from int to non-scalar type ALLEGRO_COLOR requested
/home/cray/stonesensesvn/Block.cpp:771:79: error: conversion from int to non-scalar type ALLEGRO_COLOR requested
/home/cray/stonesensesvn/Block.cpp:776:169: error: conversion from int to non-scalar type ALLEGRO_COLOR requested
/home/cray/stonesensesvn/Block.cpp:778:81: error: conversion from int to non-scalar type ALLEGRO_COLOR requested
/home/cray/stonesensesvn/Block.cpp:807:154: error: conversion from int to non-scalar type ALLEGRO_COLOR requested
/home/cray/stonesensesvn/Block.cpp:811:80: error: conversion from int to non-scalar type ALLEGRO_COLOR requested
/home/cray/stonesensesvn/Block.cpp:818:170: error: conversion from int to non-scalar type ALLEGRO_COLOR requested
/home/cray/stonesensesvn/Block.cpp:822:82: error: conversion from int to non-scalar type ALLEGRO_COLOR requested
/home/cray/stonesensesvn/Block.cpp:834:154: error: conversion from int to non-scalar type ALLEGRO_COLOR requested
/home/cray/stonesensesvn/Block.cpp:836:80: error: conversion from int to non-scalar type ALLEGRO_COLOR requested
/home/cray/stonesensesvn/Block.cpp:841:170: error: conversion from int to non-scalar type ALLEGRO_COLOR requested
/home/cray/stonesensesvn/Block.cpp:843:82: error: conversion from int to non-scalar type ALLEGRO_COLOR requested
/home/cray/stonesensesvn/Block.cpp:946:77: error: conversion from int to non-scalar type ALLEGRO_COLOR requested
/home/cray/stonesensesvn/Block.cpp: In member function void Block::DrawRamptops():
/home/cray/stonesensesvn/Block.cpp:981:85: error: cannot convert int* to ALLEGRO_COLOR* for argument 5 to void al_get_separate_blender(int*, int*, int*, int*, ALLEGRO_COLOR*)
/home/cray/stonesensesvn/Block.cpp:1006:153: error: conversion from int to non-scalar type ALLEGRO_COLOR requested
/home/cray/stonesensesvn/Block.cpp:1008:79: error: conversion from int to non-scalar type ALLEGRO_COLOR requested
make[2]: *** [CMakeFiles/stonesense.dir/Block.cpp.o] Error 1
make[2]: *** Waiting for unfinished jobs....
In file included from /home/cray/stonesensesvn/ContentLoader.h:6:0,
from /home/cray/stonesensesvn/BlockCondition.cpp:4:
/home/cray/stonesensesvn/GroundMaterialConfiguration.h:16:38: error: overridingMaterials was not declared in this scope
/home/cray/stonesensesvn/GroundMaterialConfiguration.h:16:35: error: >> should be > > within a nested template argument list
/home/cray/stonesensesvn/BlockCondition.cpp: In constructor MaterialTypeCondition::MaterialTypeCondition(const char*, const char*):
/home/cray/stonesensesvn/BlockCondition.cpp:102:83: warning: deprecated conversion from string constant to char*
/home/cray/stonesensesvn/BlockCondition.cpp: In member function virtual bool NotConditionalNode::addCondition(BlockCondition*):
/home/cray/stonesensesvn/BlockCondition.cpp:325:66: warning: deprecated conversion from string constant to char*
make[2]: *** [CMakeFiles/stonesense.dir/BlockCondition.cpp.o] Error 1
make[1]: *** [CMakeFiles/stonesense.dir/all] Error 2
make: *** [all] Error 2
revision 786 refuses to build on Arch Linux with the allegro5 package installed:Is it the right version? You need 4.9.19 AFAIK.
Hello! I have never actually tried using stonesense before, but I figure I would give it a whirl now that a version is out for the 2010 version of DF.
I experience some drastic slowdown, however, when I hook Stonesense into DF 31.03. I am running Win7 64-bit with an ATI 4800. Presently, if DF is running by itself on a fresh install, it runs excellent. As soon as Stonesense hooks in, there is visual hiccuping and input lag inside of DF. Fiddling with Partial Print in DF init.txt, as well as all combinations of USE_OPENGL and CACHE_IMAGES doesn't seem to do anything.
Any information pointing me in the right direction would be swell - otherwise, keep up the good work!
Hello! I have never actually tried using stonesense before, but I figure I would give it a whirl now that a version is out for the 2010 version of DF.
I experience some drastic slowdown, however, when I hook Stonesense into DF 31.03. I am running Win7 64-bit with an ATI 4800. Presently, if DF is running by itself on a fresh install, it runs excellent. As soon as Stonesense hooks in, there is visual hiccuping and input lag inside of DF. Fiddling with Partial Print in DF init.txt, as well as all combinations of USE_OPENGL and CACHE_IMAGES doesn't seem to do anything.
Any information pointing me in the right direction would be swell - otherwise, keep up the good work!
Yep, pacman -Qs allegro5 turns out version 4.9.19revision 786 refuses to build on Arch Linux with the allegro5 package installed:Is it the right version? You need 4.9.19 AFAIK.
...
Any idea as to what may be wrong?
Is there a way , or a key I missed, to restart auto updating when it stops ? The stopping is random, initially I thought it was the seasonal saving option, but it doesnt always stop the auto updating, and other times it has stopped and there wasnt an event.
Thought the unstuck utility was for when Stonesense causes the DF game to freeze (which would cause you to lose unsaved work on that fort) ?
I mean when Stonesense stops automatically updating the image, not freezing... its easy enough to restart Stonesense but would be nice to have a ability to just tell Stonesense to auto update again.
IF Stonesense should at any time lock up, it might happen that DF freezes.
If this happens just kill of the Stonesense.exe process (if it didn't die on itself)
and use the dfunstuck.exe utility supplied with this distribution.
...
Any idea as to what may be wrong?
Hmm, that's a pretty strange one. I have to ask; did you try setting your language to English?
Also, when you say half the letters, do you mean every other letter? And are the ones that remain correct or just some random letter?
Off the top of my head you might want to check your encoding. I know some use more bytes per letter, but I thought this would be pretty standard and universal.
First off, Stonesense is working great so far!
Is there a way to make a map-screenshot? I kind of want to know, how my map looks in 3D :)
Its F5 i think, but this isnt what i mean.
I want a screenshot of the whole map at once, or is this possible to view the whole map at once with stonesense?
Its F5 i think, but this isnt what i mean.
I want a screenshot of the whole map at once, or is this possible to view the whole map at once with stonesense?
First off, Stonesense is working great so far!
Is there a way to make a map-screenshot? I kind of want to know, how my map looks in 3D :)
I wonder if a "simplified" (16-color like DF) colorset for stones could be made available. I'm making a fort out of dark stones (granite, gabbro, etc), and it looks multicolored in stonesense. The xml is easily editable but I'd imagine you folks probably have some batch tools there to do this faster than me...
If not just give me a whack on my head and I'll it myself. 8)
First off, Stonesense is working great so far!
Is there a way to make a map-screenshot? I kind of want to know, how my map looks in 3D :)
the key for the is CTRL+F5, but it takes a veeeeeeery long time to do it, since the sizes involved are generally too large for graphics cards, and we have to switch to the far slower software rendering.I wonder if a "simplified" (16-color like DF) colorset for stones could be made available. I'm making a fort out of dark stones (granite, gabbro, etc), and it looks multicolored in stonesense. The xml is easily editable but I'd imagine you folks probably have some batch tools there to do this faster than me...
If not just give me a whack on my head and I'll it myself. 8)
I spent hours going through a list of the materials used, doing imagesearches on them, copying the images to photoshop, and typing in the colors manually, so no, I don't have a batch tool to do it.
on the other hand, you can look at the gems.xml to see a simple way of using few colors, since tehre was no way in hell I was going to do the above-mentioned process for 100+ types of gems that are only seen in stonesense in raw ore form, and in windows.
First off, Stonesense is working great so far!
Is there a way to make a map-screenshot? I kind of want to know, how my map looks in 3D :)
the key for the is CTRL+F5, but it takes a veeeeeeery long time to do it, since the sizes involved are generally too large for graphics cards, and we have to switch to the far slower software rendering.I wonder if a "simplified" (16-color like DF) colorset for stones could be made available. I'm making a fort out of dark stones (granite, gabbro, etc), and it looks multicolored in stonesense. The xml is easily editable but I'd imagine you folks probably have some batch tools there to do this faster than me...
If not just give me a whack on my head and I'll it myself. 8)
I spent hours going through a list of the materials used, doing imagesearches on them, copying the images to photoshop, and typing in the colors manually, so no, I don't have a batch tool to do it.
on the other hand, you can look at the gems.xml to see a simple way of using few colors, since tehre was no way in hell I was going to do the above-mentioned process for 100+ types of gems that are only seen in stonesense in raw ore form, and in windows.
Oh what a pity for the gems not being visible as objects. They would look very nice... :(
First off, Stonesense is working great so far!
Is there a way to make a map-screenshot? I kind of want to know, how my map looks in 3D :)
the key for the is CTRL+F5, but it takes a veeeeeeery long time to do it, since the sizes involved are generally too large for graphics cards, and we have to switch to the far slower software rendering.
That took 20 hours?!maybe 10. i switched laptop to sleep twice inbetween so it was on and off, I am not sure about time
Oh... sleep suspends it. And laptop...
Its not even that big of a map. even 10 hours is a bit excessive.
Question: Is Slate going to become compatible for 40d at any point? I'd love to be able to see my old forts with the new features.i'd be surprised. that "d" can be read as "dead", as well
Oh... sleep suspends it. And laptop...
Its not even that big of a map. even 10 hours is a bit excessive.
I'm just wondering how I can tell if content in the repository is compatible with the new release, or if it should be by default.
try 7zip, it's light and simple and free (as in free speech)
I'm just wondering how I can tell if content in the repository is compatible with the new release, or if it should be by default.
It seems like it wouldn't be that difficult to just use the hardware render, and just do it section by section, and then stitch them together after. I mean, you can already do that by hand by just taking a bunch of screenshots of your fortress and pasting them together into one big image.Oh... sleep suspends it. And laptop...
Its not even that big of a map. even 10 hours is a bit excessive.
dont forget this is pure software renderer. nothing hardware accelerated due to image size
Stonesense needs some optimization love. Actually, a lot of it. I did it for the previous release, but don't have time for messing around with it right now. I do have some ideas on what to do though.It seems like it wouldn't be that difficult to just use the hardware render, and just do it section by section, and then stitch them together after. I mean, you can already do that by hand by just taking a bunch of screenshots of your fortress and pasting them together into one big image.Oh... sleep suspends it. And laptop...
Its not even that big of a map. even 10 hours is a bit excessive.
dont forget this is pure software renderer. nothing hardware accelerated due to image size
...
And there are probably heaps of other things that could be optimized... I would have to dig into the codebase.
....aaaaand it is finished in 07:06. So it took 10 hours and 56 minutes to produce this (http://img689.imageshack.us/img689/2606/wholemap.png)Oh... sleep suspends it. And laptop...
Its not even that big of a map. even 10 hours is a bit excessive.
ok i take another screenshot to measure that. now without that black tiles. Start: 20:10
that's a pretty horrific render time! as a 3D modeler, I use 3D rendering programs all the time, and hardly even need to wait that long for something 10x more complex than this! lol
I thought mine just crashed when I pressed it!
would 2x 8800ultra's not be able to render it faster? or at all? if you eneabled hardware rendering.
Alright guys, keep your pants on ;)
I think we all agree that the whole map render feature is not at all a feature yet, but an experimental doodad (This is also sorta why it's not in the feature list yet). We had to focus our efforts elsewhere for this release, but I guess now that we have some spare time we can look at a smarter implementation.
Stonesense needs some optimization love. Actually, a lot of it. I did it for the previous release, but don't have time for messing around with it right now. I do have some ideas on what to do though.
First, why the hell do a few sprites eat up so much memory that it doesn't work with integrated intel graphics? Does it load everything and then generate how each sprite looks for every single material? That would be most unfortunate and in dire need of replacement with a sprite cache with garbage collection.
Second, that whole-map-screenshot. As you said, it should piece it together from smaller parts. 20 hours is just too much ... hell, my browser can display that whole thing without any lag, it shouldn't take so long to generate.
Third - DFHack is not used effectively, and when the SDL merge hits, it will become even more apparent. Input code should be decoupled from display and maploading from everything else, by using a double-buffering scheme with DFHack being used in a thread. Everything should be as >ASYNCHRONOUS< as possible.
And there are probably heaps of other things that could be optimized... I would have to dig into the codebase.
I'm just wondering how I can tell if content in the repository is compatible with the new release, or if it should be by default.
Yea I don't think much is compatible out of the box on the repository yet. From what I've seen for creatures though it's usually just a simple find and replace job to make them compatible. Go to the content's xml file and wherever you find 'sex="F"' replace it with 'sex="1"' Find sex="M" and replace that with sex="2"
It won't have the new jobs yet but they should just put in whatever the maker set up as the default sprite if it can't determine the job.
I want to take world map
OK, Q&A time.I want to take world map
No.
OK, Q&A time.I want to take world map
No.
"No" as "not doable" or "not intended"?
Thanks for all those answers!
I understand entirely! lol, it's not like it's actually important!Hehe yeah I agree. Of course, the 3D visualizers are really neat for that. Stonesense tries to be more of a live thing. But we will put some work into this, since it's a nice feature to have.
I think the fact that 3D visualisers havn't been released for 2010 yet increases the desirability to see the whole map.
What is essential to understand here, is that the world does not yet exist. Only general information about each map 'square' is known. The exact layout of each square is generated on embark. SO if you've only embarked once on a 3x3 grid, your entire world is only 9 squares big.
Toady does this, naturally, because it would be impossible to simulate each and every tile, tree, creek etc in the entire world at once.
I want to take world map
What is essential to understand here, is that the world does not yet exist. Only general information about each map 'square' is known. The exact layout of each square is generated on embark. SO if you've only embarked once on a 3x3 grid, your entire world is only 9 squares big.
Toady does this, naturally, because it would be impossible to simulate each and every tile, tree, creek etc in the entire world at once.
Quote from: jonask84 on Today at 03:45:37 am
Quote from: Petr Ga on Today at 02:32:41 am
I want to take world map
What is essential to understand here, is that the world does not yet exist. Only general information about each map 'square' is known. The exact layout of each square is generated on embark. SO if you've only embarked once on a 3x3 grid, your entire world is only 9 squares big.
Toady does this, naturally, because it would be impossible to simulate each and every tile, tree, creek etc in the entire world at once.
so, in theory, someone could make an utility that force DF to embark on every tile of world and then take map screenshot, and at the end stick them together, right?
Pheeeew, it would be truely time consuming dwarfy!
As for making the rest of the stuff asynch, like I said, I
m a noob programmer that doesn't know how to do mystical threading voodoo ;)
QuoteQuote from: jonask84 on Today at 03:45:37 am
Quote from: Petr Ga on Today at 02:32:41 am
I want to take world map
What is essential to understand here, is that the world does not yet exist. Only general information about each map 'square' is known. The exact layout of each square is generated on embark. SO if you've only embarked once on a 3x3 grid, your entire world is only 9 squares big.
Toady does this, naturally, because it would be impossible to simulate each and every tile, tree, creek etc in the entire world at once.
so, in theory, someone could make an utility that force DF to embark on every tile of world and then take map screenshot, and at the end stick them together, right?
Pheeeew, it would be truely time consuming dwarfy!
Academically, how can that be the case in light of adventure mode? Also, if you embark, don't save and re embark, you get the exact same area each time. Even if you embark in an overlapping area slightly to the left, it seems like the same area. Thus am I missing something or...?
@screenshots: fixed in revision 792;
@large screenshots: that error comes when your videocard does no have the required ram for a large screenshot. try again with software rendering. (don't worry, it'll be reasonably quick);
I didn't see a bug report area, sorry if I missed it.That's what my stonesense granite looked like when photoshop automatically added alpha to the .png files, does it look like that before you start scrolling the view?
When I run stonesense slate it has a weird layering issue:
http://i.imgur.com/Vd4Gn.png
If someone wants to point me to a bug report page if it exists I'll be happy to file a report
this is pretty much the bug report page.
and your problem is very strange, and seems to be isolated, so I can't really help, sorry.
Stonesense launched
4096 works.
backbuffer w, h: 0, 0
backbuffer w, h: 800, 600
you need to be more specific than that.
I have windows 7 and it works fine.
what exactly is the problem you are facing?
have you tried all of the troubleshooting options in the init.txt?
Stonesense launched
4096 works.
Can't init map
I have Win7 and 1280x1024 screen resolution. Graphic card : Radeon 3650. In the game I'm not to set any options and also Stonesense. The game runs smoothly. When I start stonesense to appear next picture http://yfrog.com/esschrnka01xj
Has anyone been able to use Stonesense in .31.04? I haven't, but I suspect that may merely be due to change of the excutable's filename, from "dwarfort.exe" to "Dwarf Fortress.exe". I'd have a fiddle with the name to check this, but I'm not at my computer currently.
Unfortunateley, no, stonesense does not currently support Df 0.31.04. We depend on the DFhack guys for version support, and they haven't gotten it working yet (just see the ease with which I shift the blame on someone else) but I can assure you, as soon as they get stuff working on their end, it'll leak over to stonesense.
basically, we need new memory offsets and similar junk
and as long as peterix is saturated with school (hey, good luck with your seminar work!), we must wait.
and as long as peterix is saturated with school (hey, good luck with your seminar work!), we must wait.
I did most of the work today, will finish tomorrow if peterix has no time.
I did most of the work today, will finish tomorrow if peterix has no time.
Japa, I've looked on your guides over on the Magmawiki and noticed that Stonesense is now able to display proper skin, hair, etc. styles and colours. Wow. I mean wow. You guys are amazing.
This is incredible! Could the same be done for equipment?
<Entry version="v0.31.04" os="windows" id="0.31.04" base="0.31.03" rebase="0x0">
<String name="md5">655a895c5b90d15eb9bb71e28c6c62e5</String>
<HexValue name="pe_timestamp">0x4bf014fa</HexValue>
<Address name="creature_vector">0x167870C</Address>
<Address name="dwarf_race_index">0x1471FBC</Address>
<Address name="dwarf_civ_id">0x1471FB0</Address>
<Address name="mat_inorganics">0x16BD0B0</Address>
<Address name="mat_other">0x16C6478</Address>
<Address name="mat_organics_all">0x16BD0C8</Address>
<Address name="mat_organics_plants">0x16bd0e0</Address>
<Address name="mat_organics_trees">0x16bd110</Address>
<Address name="creature_type_vector">0x16BD204</Address>
<Address name="mat_stuff">0x16C6478</Address>
<Address name="language_vector">0x16BD384</Address>
<Address name="translation_vector">0x16BD3B4</Address>
<Address name="descriptor_colors_vector">0x16C5ACC</Address>
<Address name="descriptor_vectors_start">0x16C5AE4</Address>
<Address name="descriptor_all_colors">0x16C5AFC</Address>
<Address name="current_tick">0xE78780</Address>
<Address name="current_year">0xEAA878</Address>
<Address name="map_data">0x016BAAC4</Address>
<Address name="x_count_block">0x016BAAE4</Address>
<Address name="y_count_block">0x016BAAE8</Address>
<Address name="z_count_block">0x016BAAEC</Address>
<Address name="x_count">0x016BAAF0</Address>
<Address name="y_count">0x016BAAF4</Address>
<Address name="z_count">0x016BAAF8</Address>
<Address name="region_x">0x016BAAFC</Address>
<Address name="region_y">0x016BAB00</Address>
<Address name="region_z">0x016BAB04</Address>
<Address name="world_size_x">0x16BC180</Address>
<Address name="world_size_y">0x16BC182</Address>
<Address name="geoblock_vector">0x16BC8D8</Address>
<Address name="ptr2_region_array">0x16BC920</Address>
<Address name="global_feature_vector">0x16BC8A8</Address>
<Address name="local_feature_start_ptr">0x16BC974</Address>
<Address name="construction_vector">0x1664CD8</Address>
<Address name="vegetation_vector">0x1679D54</Address>
<Address name="buildings_vector">0x16793e8</Address>
<Address name="items_vector">0x1678800</Address>
<Offset name="item_type_accessor">0x0</Offset> Why do i have to redefine this ???
</Entry>
Works like a legendary dining room, Thanks Japa!
And the ascii Linux penguin looks cute.
does not work for me. stonesense shows blank map and is set to corner
yeah, it doesn't currently follow the view
just use pgup a bunch of times to go to the surface
<Address name="window_dims">0x18030fc</Address> 0x17f6b00
<Address name="window_x">0xe640dc</Address>0xe32798 01
<Address name="window_y">0xe921b0</Address>0xe60838 01
<Address name="window_z">0xe9218c</Address>0xe60814 01
<Address name="cursor_xyz">0xae92c8</Address>0xae82cc 01
right, to get stonesense to work with DF version 0.31.04, just add this just before the linux section of the memory.xml:Code: [Select]<Entry version="v0.31.04" os="windows" id="0.31.04" base="0.31.03" rebase="0x0">
<String name="md5">655a895c5b90d15eb9bb71e28c6c62e5</String>
<HexValue name="pe_timestamp">0x4bf014fa</HexValue>
<Address name="creature_vector">0x167870C</Address>
<Address name="dwarf_race_index">0x1471FBC</Address>
<Address name="dwarf_civ_id">0x1471FB0</Address>
<Address name="mat_inorganics">0x16BD0B0</Address>
<Address name="mat_other">0x16C6478</Address>
<Address name="mat_organics_all">0x16BD0C8</Address>
<Address name="mat_organics_plants">0x16bd0e0</Address>
<Address name="mat_organics_trees">0x16bd110</Address>
<Address name="creature_type_vector">0x16BD204</Address>
<Address name="mat_stuff">0x16C6478</Address>
<Address name="language_vector">0x16BD384</Address>
<Address name="translation_vector">0x16BD3B4</Address>
<Address name="descriptor_colors_vector">0x16C5ACC</Address>
<Address name="descriptor_vectors_start">0x16C5AE4</Address>
<Address name="descriptor_all_colors">0x16C5AFC</Address>
<Address name="current_tick">0xE78780</Address>
<Address name="current_year">0xEAA878</Address>
<Address name="map_data">0x016BAAC4</Address>
<Address name="x_count_block">0x016BAAE4</Address>
<Address name="y_count_block">0x016BAAE8</Address>
<Address name="z_count_block">0x016BAAEC</Address>
<Address name="x_count">0x016BAAF0</Address>
<Address name="y_count">0x016BAAF4</Address>
<Address name="z_count">0x016BAAF8</Address>
<Address name="region_x">0x016BAAFC</Address>
<Address name="region_y">0x016BAB00</Address>
<Address name="region_z">0x016BAB04</Address>
<Address name="world_size_x">0x16BC180</Address>
<Address name="world_size_y">0x16BC182</Address>
<Address name="geoblock_vector">0x16BC8D8</Address>
<Address name="ptr2_region_array">0x16BC920</Address>
<Address name="global_feature_vector">0x16BC8A8</Address>
<Address name="local_feature_start_ptr">0x16BC974</Address>
<Address name="construction_vector">0x1664CD8</Address>
<Address name="vegetation_vector">0x1679D54</Address>
<Address name="buildings_vector">0x16793e8</Address>
<Address name="items_vector">0x1678800</Address>
<Offset name="item_type_accessor">0x0</Offset> Why do i have to redefine this ???
</Entry>
However I'm running it under windows 7 with DF 31.04, and it says it's loading... and then shows me a black screen and freezes solid.
I'm working on fixing it, but I'm not really sure what's going on.
However I'm running it under windows 7 with DF 31.04, and it says it's loading... and then shows me a black screen and freezes solid.
I'm working on fixing it, but I'm not really sure what's going on.
Look at the previous Japa post, with the missing offsets.
try this build http://dffd.wimbli.com/file.php?id=2229 and let me know if it addresses your problem
All this talk of sub-sprites and what not is great - And believe me, I mean that, it is supremely awesome, and I can't wait to see this in action - But it poises the question: Is there going to be a "lite" executable of Stonesense, or a way to turn all this off? I only ask because, for some people (read: people without the money to afford good hardware), all of these features will melt their graphic cards (read: Intel chipsets). Well, maybe not melt, but it won't be going fast, and I think that's diverging from what Stonesense was intended to be - a real-time visualiser.
Believe me, I understand that there are people out there with rigs like the LHC, but for those who don't, all of this extra weight will more or less render (no pun intended) Stonesense a pause-run-see-whatever-exit-go-back-to-playing kinda visualiser.
Well, I have an Intel onboard card, and use it for testing, but it's a good Intel card (945 GZ)
Ok I started Stonesense 10mins ago... Its still connecting to DF 0.31.04, is it spos to be this slow???
Cheers mate, thought that might have been the case...Ok I started Stonesense 10mins ago... Its still connecting to DF 0.31.04, is it spos to be this slow???
Stonesense currently doesn't work with 31.04, sorry. However, I think the saves are compatible with older versions; you could try copying the save to 03 for screenshot purposes.
Ed- Nah, sorry. Just tried it myself and 03 refused to recognize my 04 save.
In file included from /home/cray/stonesense/BlockCondition.h:2:0,
from /home/cray/stonesense/BlockCondition.cpp:1:
/home/cray/stonesense/common.h:34:27: fatal error: modules/world.h: No such file or directoryIn file included from /home/cray/stonesense/Block.h:3:0,
from /home/cray/stonesense/Block.cpp:1:
/home/cray/stonesense/common.h:34:27: fatal error: modules/world.h: No such file or directory
compilation terminated.
compilation terminated.
make[2]: *** [CMakeFiles/stonesense.dir/Block.cpp.o] Error 1
make[2]: *** Waiting for unfinished jobs....
make[2]: *** [CMakeFiles/stonesense.dir/BlockCondition.cpp.o] Error 1
make[1]: *** [CMakeFiles/stonesense.dir/all] Error 2
make: *** [all] Error 2
Arch Linux x64, installed allegro5 library(which is the latest! I checked :P) and using cmake .. && make in the build directory.Well I tried to use the one that was linked at the top of the page, but it didn't work...
Well I tried to use the one that was linked at the top of the page, but it didn't work...
try this http://dffd.wimbli.com/file.php?id=2229
However I'm running it under windows 7 with DF 31.04, and it says it's loading... and then shows me a black screen and freezes solid.
I'm working on fixing it, but I'm not really sure what's going on.
Look at the previous Japa post, with the missing offsets.
try this build http://dffd.wimbli.com/file.php?id=2229 and let me know if it addresses your problem
You. Must. Have. A. Fortress. Loaded.It still shouldn't crash. But yeah - having a fortress loaded is required for stonesense to work.
The site picker is *NOT* a fortress. Embark, *then* try Stonesense.
Dwarf Fortress is loaded at that second picture. There's just game running. When i click Stonesense. it crashes.
this isn't troll...im never played those text games itc.
im just kinda newbie with these and i didn't know when stonesense must launch.
sorry my bad english.
what should i do now? -> http://img337.imageshack.us/i/stonesense2.jpg/ (http://img337.imageshack.us/i/stonesense2.jpg/) now DF is up and running. When i click Stonesense thing. it crashes.
http://dffd.wimbli.com/file.php?id=2229
and now everything works
(A little late I know but...)4) Tile Shadows: A bit tricky, but Lit vs. Unlit tiles would be a nice thing to represent. It becomes tricky with the vertical facings, though, as they should draw their Lit/Unlitness from the square they face, or all vertical faces will be shadowed.yes, this is tricky. another problem is that outside walls would still be lit on the inside.
I was looking at a stonesense pic of some underground cavernsHave you tried the 'enter' key? I'm sure it does something like that :)
IMAGE and realized that the vertical pillars obscure the tiles behind them.
Would it be possible to program stonesense to rotate the view on a specific key combination? Say, Ctrl-arrow?
It seems like it you would only need to replace the tiles that aren't uniform across views (pull up the left view of a tile instead of the front view, for instance), and change either the order the tiles are laid out in, or the coordinates of the tiles.
Is that something that could feasibly be done?
For those getting the empty black screen which freezes up on the 3.01.04 version, you may have a problem with OpenGL. Go to the INIT file and try resetting it to 'DIRECTX' instead. This requires you to have the unofficial (http://dffd.wimbli.com/file.php?id=2229) update, though.
FN+F4 merely dims my screen and FN+0p;/ does nothing for me. The Inspiron models seems to simply lack numpads.
I know most of you who follow this post probably have been playing with Petr Ga's nightly build thing
I'm pretty pooped and I'm gonna turn in now, but will send RC2 out tomorrow :)
(A little late I know but...)4) Tile Shadows: A bit tricky, but Lit vs. Unlit tiles would be a nice thing to represent. It becomes tricky with the vertical facings, though, as they should draw their Lit/Unlitness from the square they face, or all vertical faces will be shadowed.yes, this is tricky. another problem is that outside walls would still be lit on the inside.
What if you checked the inside/outside status of the two orthogonally placed tiles closest to the camera and if one is lit assume the wall to be lit?
(http://i883.photobucket.com/albums/ac37/Dark_Tundra/lightdark.png)
Walls are already inside, so I think this makes sense...
Oh my god! my fortress is under attack by small doglike technicolor abominations!
Oh...those are my dogs.
That's actually pretty cool, I was actually considering suggesting the implementation of something like that into stonesense back when 2010 first came out, but figured it would be completely impossible from a coding and information retrieving standpoint.
Happy to see I was wrong. :D Any chance of equipment layering with proper equipment colors soon? (or how to do it if it's possible currently) Like being able to tell A swordsdwarf with an adamantine sword and a breastplate from a swordsdwarf with a copper sword and an artifact leather boot?
I do appear to have discovered some odd behavior though. Different sprites for different castes no longer seems to function, or at least the method to identify them in the init has changed. No matter what individual in my fortress I mouseover, if always identifies them as caste 1 or 2, and seems to completely ignore all others. I copied my sprites and init directly over from the last version, which worked fine, so I don't think there are any problems there. And using the key to look through all the spritesheets, stonesense seems to locate them all just fine.Hmm. There are actually two offsets, right next to each other. Caste and sex. Most of the time, they are the same. I guess something must have changed in the creature offsets again...
Sorry if this is misplaced, but is there any kind of troubleshooting/error thread other than this?
I am experiencing difficulties getting Stonesense to work. The first time I ran it worked like a charm, no issues. Now, the second time I run it, it immediately loads the last view of the fortress that I had open and no longer reads from DF, it seems (meaning it won't update or follow the camera). I have two regions on this DF install and changed the DF display window size between last time running it and this time. Could either of these have something to do with it?
So what do I run it as, in, whatever. It's just an unmarked .rarYou just unrar it (using for instance 7zip (http://www.7-zip.org/download.html)which is free and open source) and run Stonesense.exe. Good luck :)
Buying a Mac makes Mac users sad. :(
Are you using vista? I should have mentioned that my documents or documents and settings or Program Files are places you do not want to put it in vista. Windows treats stuff in those folders special. And that special treatment interferes in a bad way with every single program that didn't come with the computer I try to run there. And a couple that did come with the computer.
If that's not the problem (and I'm not even sure Vista putting it's nose where it doesn't belong would cause that error anyway) someone else may have more insight. I have never seen that error message before.
Just running in to say that Stonesence is fantastic. I works wonderfully for me, and it looks brilliant.
Memory.xml (http://drop.io/japaysh/asset/memory-xml)The SDL version to be specific.
ahoy! use this file to connect with DF 0.31.06
A man can dream :)
(http://rpgforum.cz/temp/BasicInterface-Stonesense.png)
Just a fun mockup, more info about the interface here (http://www.bay12forums.com/smf/index.php?topic=34949.msg1316771#msg1316771). Sorry for this little advertisement.
what does your stonesense.log say? have you tried other graphics modes? what videocard do you have?
Stonesense launched
Using allegro version 4.9.20 r0
4096 is too large. chopping it.
2048 works.
what does your stonesense.log say? have you tried other graphics modes? what videocard do you have?
Unfortunately the log is not really going into detail (as i said, it does not crash maybe that's why the log does not really go into details, it seems just frozen into a black screen after the Connecting to DF part).QuoteStonesense launched
Using allegro version 4.9.20 r0
4096 is too large. chopping it.
2048 works.
But i think it may be the OpenGL version on this new Stonesense evolution, because the card on that system is a g31/g33 (gma 3100) on a XP SP3, and is running opengl version 1.4 , there is no OpenGL 2.0 support in any Intel drivers for that card, apparently Intel forgot that OpenGL was an ever evoluting API and did not stop at version 1.4.
This seems confirmed by a change to DirectX in the init.txt, that suddenly made Stonesense to work, thanks for pointing to me the render change hint.
This is amazing! Is this really so hard to do right now? I mean we already have utilities like DFmanager, that communicate with the game.
StuffThis isn't a game released for the general public, this is an alpha version of a game still in development. A user-friendly UI is not a priority.
stonesense doesn't seem to work with .06...
stonesense doesn't seem to work with .06...HERP DERP GUYS I DIDN'T READ THE THREAD WHY IT NO WORK DERP
stonesense doesn't seem to work with .06...
I'm sorry if I sound cocky, but I doesnt seem to understand this attitude against the better interface. Come on, we are in the year 2010, i think that graphic design and particulary the design of information has become a such an important thing in gaming and control is one of most crucial things in citybuilding simulations.
I grew up playing pharaoh and ceasar and anyone whos been playing it can say, how much in the terms of immersive gameplay it helps to have a nice looking ui with streamlined information.
I think that DF now spans so many functions that it just cannot be ignored anymore, just remember the "crisis" that happened after the new military system/interface (ive been working as a designer for about 6 years and I never seen such a mess) become relevant, for how many veteran players it was utterly impenetrable.
As to the issue of memory hacking, i dont mean to sound like no heretic, but is it really that big of a deal? You say that "it has nothing to do with making the game more playable in its widest sense." Im sorry, but that seems to be straight wrong with me. I think that one of the strongest points of gaming is control, and i think everyone agrees that the todays system of UI (you have to memorize everything, if you want anything at all, its not intuitive, it doesnt help newcomers to get into the game) isnt the best thing.
Your opinion is noted, even if this is the wrong place to share it.
Sorry, I was reponding to toryoom's rant over the alpha status of DF. Stonesense thread isn't the right place to chat about people being dissatisfied with toady's methods.Your opinion is noted, even if this is the wrong place to share it.
what are you talking about?
this is the perfect place to share it.
While reorganizing my WIP Graphics folder, I found an old concept. The idea, without regard for what is currently possible with DFHack, was for icons that would display over units (perhaps while holding down a button, or whatnot), that described any status effects they might have:
(http://i12.photobucket.com/albums/a226/Figgin/SSStatusIcons.png)
Row 1: Happiness Icons (Ecstatic, Happy, Quite Content, Fine, Unhappy, Very Unhappy, and Miserable)
Row 2: Thirsty, Hungry, Stunned, Paralyzed, On Fire, Drowning, and Webbed
Row 3: Minor Injury, Major Injury, Asleep, Unconscious, and Moods (Melencholy, Strange, and Berserk)
I also found a few colorized stone tiles, which are redundant now... but the pallets might be worth borrowing for the automatic tile colorization. Also, there were a few alternate Stone textures I want to touch up prior to posting.
Oh no, someone on the internet thinks I'm a retard.stonesense doesn't seem to work with .06...HERP DERP GUYS I DIDN'T READ THE THREAD WHY IT NO WORK DERP
I only said that because it was one page back. :P I don't think you're a retard.Oh no, someone on the internet thinks I'm a retard.stonesense doesn't seem to work with .06...HERP DERP GUYS I DIDN'T READ THE THREAD WHY IT NO WORK DERP
Anyway, I have been reading the thread since I found out about stonesense, missed the one page with the fix and then wondered why no one was talking about it on the page I read. Admittedly I could have said more than what you pointed out sounded like herp derp xD.
I'm a bit embarrassed I missed it really, I was a bit ticked off that when I redownloaded df.05 to drag and drop my save game to be viewed on stonesense, I couldn't do it, the game kept crashing during worldgen. :S I wasn't in the mood to trawl the thread.I only said that because it was one page back. :P I don't think you're a retard.Oh no, someone on the internet thinks I'm a retard.stonesense doesn't seem to work with .06...HERP DERP GUYS I DIDN'T READ THE THREAD WHY IT NO WORK DERP
Anyway, I have been reading the thread since I found out about stonesense, missed the one page with the fix and then wondered why no one was talking about it on the page I read. Admittedly I could have said more than what you pointed out sounded like herp derp xD.
I am also highly amused with each release at how many people either:See, this might be the source of my confusion, why are the legacy versions different, and how?
A. Grab the legacy version and are astounded that it doesn't work with things like DFG's transparent textures.
B. Hit the thread immediately and ask why it won't work/when will it work.
C. HERP DERP
Really, its fascinating... especially when the answer is usually just a few posts back or can be found on the wiki or by doing a teeny bit of searching.
EDIT: Speaking of my work, guys... ermmm... would Japa or Jonas or Peter or whoever care to direct me toward what graphical assets y'all need? I think I've sabatacled long enough, and I seem to have lost my old list. >.<;
I can't show all of them yet, but happiness, sleeping, resting, and moods are doable.I'd love to see this implemented at some point.
While reorganizing my WIP Graphics folder, I found an old concept. The idea, without regard for what is currently possible with DFHack, was for icons that would display over units (perhaps while holding down a button, or whatnot), that described any status effects they might have:
(http://i12.photobucket.com/albums/a226/Figgin/SSStatusIcons.png)
Row 1: Happiness Icons (Ecstatic, Happy, Quite Content, Fine, Unhappy, Very Unhappy, and Miserable)
Row 2: Thirsty, Hungry, Stunned, Paralyzed, On Fire, Drowning, and Webbed
Row 3: Minor Injury, Major Injury, Asleep, Unconscious, and Moods (Melencholy, Strange, and Berserk)
I also found a few colorized stone tiles, which are redundant now... but the pallets might be worth borrowing for the automatic tile colorization. Also, there were a few alternate Stone textures I want to touch up prior to posting.
like this?Spoiler (click to show/hide)
I can't show all of them yet, but happiness, sleeping, resting, and moods are doable.
unfortunately, I don't actually know which mood is what, so I can't set specific icons for specific moods till I see em, so if anybody has a save with a mood in progress, that'd be great.
[ 68%] Building CXX object CMakeFiles/stonesense.dir/GUI.cpp.o
/home/cray/stonesense/GUI.cpp: In function ALLEGRO_COLOR getDayShade(int, int):
/home/cray/stonesense/GUI.cpp:91:74: error: invalid initialization of non-const reference of type ALLEGRO_COLOR& from an rvalue of type ALLEGRO_COLOR
/home/cray/stonesense/GUI.cpp:70:15: error: in passing argument 2 of ALLEGRO_COLOR partialBlend(ALLEGRO_COLOR&, ALLEGRO_COLOR&, int)
/home/cray/stonesense/GUI.cpp:93:69: error: invalid initialization of non-const reference of type ALLEGRO_COLOR& from an rvalue of type ALLEGRO_COLOR
/home/cray/stonesense/GUI.cpp:70:15: error: in passing argument 1 of ALLEGRO_COLOR partialBlend(ALLEGRO_COLOR&, ALLEGRO_COLOR&, int)
/home/cray/stonesense/GUI.cpp: In function void drawDebugCursorAndInfo():
/home/cray/stonesense/GUI.cpp:335:9: warning: deprecated conversion from string constant to char*
/home/cray/stonesense/GUI.cpp:340:9: warning: deprecated conversion from string constant to char*
/home/cray/stonesense/GUI.cpp:345:9: warning: deprecated conversion from string constant to char*
/home/cray/stonesense/GUI.cpp:350:9: warning: deprecated conversion from string constant to char*
/home/cray/stonesense/GUI.cpp:384:28: error: itoa was not declared in this scope
/home/cray/stonesense/GUI.cpp: In function void loadGraphicsFromDisk():
/home/cray/stonesense/GUI.cpp:737:35: warning: deprecated conversion from string constant to char*
/home/cray/stonesense/GUI.cpp:739:37: warning: deprecated conversion from string constant to char*
/home/cray/stonesense/GUI.cpp:741:33: warning: deprecated conversion from string constant to char*
/home/cray/stonesense/GUI.cpp:743:41: warning: deprecated conversion from string constant to char*
/home/cray/stonesense/GUI.cpp: In function void flushImgFiles():
/home/cray/stonesense/GUI.cpp:751:35: warning: deprecated conversion from string constant to char*
/home/cray/stonesense/GUI.cpp: In function int loadImgFile(char*):
/home/cray/stonesense/GUI.cpp:816:51: warning: deprecated conversion from string constant to char*
/home/cray/stonesense/GUI.cpp:819:70: warning: deprecated conversion from string constant to char*
/home/cray/stonesense/GUI.cpp:847:40: warning: deprecated conversion from string constant to char*
/home/cray/stonesense/GUI.cpp:856:56: warning: deprecated conversion from string constant to char*
/home/cray/stonesense/GUI.cpp:885:56: warning: deprecated conversion from string constant to char*
/home/cray/stonesense/GUI.cpp:915:40: warning: deprecated conversion from string constant to char*
/home/cray/stonesense/GUI.cpp: In function void saveMegashot():
/home/cray/stonesense/GUI.cpp:1015:57: warning: deprecated conversion from string constant to char*
/home/cray/stonesense/GUI.cpp:1023:32: warning: deprecated conversion from string constant to char*
/home/cray/stonesense/GUI.cpp:1027:72: warning: deprecated conversion from string constant to char*
make[2]: *** [CMakeFiles/stonesense.dir/GUI.cpp.o] Error 1
make[1]: *** [CMakeFiles/stonesense.dir/all] Error 2
make: *** [all] Error 2
I'm not gonna ask how you know that.
SDL version of 31.06 (custom tileset and RAW if it makes any difference) and Stonesense RC2 from previous page + Memory.xml from Japa post
window XP
Starting the program, press F9 as requested and "Connecting to DF" is up for a second or two, then disappear and the stonesense window stay entirely black, the program seems frozen, can only kill it with CTRL+ALT+DEL
Fortifications Redux:That looks awesome :D
(http://i12.photobucket.com/albums/a226/Figgin/Dwarf%20Fortress/FortificationsRedux.png)
(http://i12.photobucket.com/albums/a226/Figgin/Dwarf%20Fortress/FortificationsReduxDemo.png)
Meant to be rendered directionally, so that the channel runs in the direction of intended firing. They also double as Arrow Slits (seen in the tower walls), and channels for fluids (might require some separate sprites, if we can retrieve Current Fluid Depth + Fortification in a given tile). Also, the 4-posts one is a temporary corner Fortification (I can't come up with a good way to represent this, and it looks ugly, so I rendered it with more aesthetically pleasing solid walls).
Also, the 4-posts one is a temporary corner Fortification (I can't come up with a good way to represent this, and it looks ugly, so I rendered it with more aesthetically pleasing solid walls).
new question - is there a tutorial resource for assembling new workshops? I am using a mod that adds different furnaces, and I'd like to make them look nice, but the building files are confusing.
Aren't they like any other modded building?
How ugly? Judging from the sprite, I think it'd look okay, but I guess it's hard to tell without a screenshot.
The style is a little cartoony for me, not gritty enough, but who am I to complain?
I rather like seeing cheerful little countryside Fortresses, filled with cartoonish, colorful graphics of dwarves... coupled with endless wars, unknowable horrors from the deeps, mining accidents, medical malpractice, and the stench of rotting dwarf-corpse wafting in from the mass graves right next to the stone stockpiles, which slowly drive the residents into a madness to rival that of the Elder Gods.It would be much, much better if stonesense could draw all these stones, equipment, blood, vomit, corpses etc.
It's a beautiful little irony.
I rather like seeing cheerful little countryside Fortresses, filled with cartoonish, colorful graphics of dwarves... coupled with endless wars, unknowable horrors from the deeps, mining accidents, medical malpractice, and the stench of rotting dwarf-corpse wafting in from the mass graves right next to the stone stockpiles, which slowly drive the residents into a madness to rival that of the Elder Gods.It would be much, much
It's a beautiful little irony.betterslower if stonesense could draw all these stones, equipment, blood, vomit, corpses etc.
Both of you are equally true.Thoughts on sounds/music:
Also, Thoughts on Sounds/Music in Stonesense. Go!
Both of you are equally true.I think that sounds and music don't belong in stonesense. There's no reason for them. You don't need auditory feedback, and for music, people will like there own iTunes list better anyway.
Also, Thoughts on Sounds/Music in Stonesense. Go!
I highly second those wise words.Both of you are equally true.I think that sounds and music don't belong in stonesense. There's no reason for them. You don't need auditory feedback, and for music, people will like there own iTunes list better anyway.
Also, Thoughts on Sounds/Music in Stonesense. Go!
It could be an interesting fork/side project if anyone wants to dabble with it tho :)Been there, done that (although not as part of stonesense).
I would vote no sound, because Stonesense is a visualizing utility, and there's no reason for a visualizer to have sound. I think if you were to have sounds from DF that reacted to the game, you might want to take it up with toady.
So yeah, in summary what features (specifically related to sound) do you think would help or harm the enjoyment you get out of DF?Any of the sound would harm enjoyment. But if you want to put in the time to make appropriate sounds and add them, that's your own prerogative. Just as long as we can turn them off.
I think ambient sounds would be great, as an option of course.Options are great, but I still don't think it belongs in Stonesense.
I think I'd rather have nice-looking waterfalls before we have nice-sounding ones.
I'm guessing it has something to do with tile transitions, but one feature I would love to see in Stonesense would be a walking animation. Even though I'm no expert, I would think it could be done easily.My understanding is that while it's theoretically possible, it would take a fuckton of spritework, which we really don't have. Considering how many creatures are purple question marks at the moment, I wouldn't prioritize it.
"Dwarf" is standing on square at (125x, 10y) dwarf moves to (124x, 10y) set animation "walking downward"
Sure the animation would take a step to realize which direction the dwarf is heading, and would be a step behind on a turn, but this with a decent slide transition over the tiles would create a nice walking effect.
I don't mean to make anyone upset, so if I'm out of line, or it realy isn't possible just tell me.
Hi there. As there is no issue tracking in google code, ill post here. I'm trying to compile under LINUX, Ubuntu 10.04 64bit.
After following the steps in the readme and doing make, i get this huge load of errors which abort my installation. My Allegro dev lib is 4.2, if that may help. Thanks!
http://pastebin.com/rMj9KyQn
The real question is where to get quality sounds... but if you are a hidden composer, Solifuge, I say by all means, go for it! ;)
It would be much, muchI read some community fortress some time ago. This fort was hit hard by FPS monster and next player decided to "dine in hell". Fort surprisingly survived that, but it was A LOT of death, blood and corpses.betterslower if stonesense could draw all these stones, equipment, blood, vomit, corpses etc.
1) Displaying Mist Tiles:I guess this would be more useful now with forgotten beasts, but still inly important in some fairly specialised settings, e.g. waterfall megaprojects, miasmatic hell fortresses, Everything Is On Fire, etc. Would be nice to have, though, like everything on the list.
2) Zooming In/Out:I mainly use Stonesense for screenshots, so this would be a very useful feature. I'm not sure about the need for an additional bird's eye view. I guess if you wanted a schematic you could annotate in order to show a sequence of events, and didn't want to take a video?
3) Full Object Display:In the light of the usefulness of Stonesense for screen capture, this would make it cross the line between 'very useful' and 'most useful' 3rd party df tool, for me.
export pretty screenshots with all the innumerable details.Yes yes yes yes yes yes.
4) Better Object Tiles:I don't know about any of the technical stuff, of course, but even a surrounds-check hack would be an improvement (assuming it didn't damage fps too much, for those who are using it 'live').
5) Better Auto-Coloring Palette:Interesting, but I'm not personally too fussed about these (assuming I understand the payoffs correctly).
6) "Oversized" Tiles:
6) "Oversized" Tiles:
For the present engine, breaking up Ramp gemoetries into a Bottom and Top segments is needlessly complex, and creates uneccesary extra/separate sprites for the engine to display for a given tile object. Allowing for Tiles/Floors that were oversized by, perhaps, 8 transparent pixels on every egde (+16 pixles wide/tall) would both allow for some flexibity in creating non-cubic tiles (ala Beefmo's new stone tiles), single-graphic ramps (rather than splitting them between a "floor" and a "tile".
3) Full Object Display:Actually, we had this working in the previous version, and you can get full object display with pretty negligible framerate impact. You just need to cache things rather than trying to read everything all the time. The algorithms are all ready in the objects branch. It just needs to be rejigged for the newer DFHacks (assuming object support is back)
Though framerate would be crippled if Stonesense were to render every object in realtime, could we create a static "Full-Rendering" mode that would show every barrel, stone, bloodstain, stockpile, bin, sock, and so on in a static view? This would keep the game smooth for people who are using SS paralell ti DF as an in-game visualizer, while also allowing people who want to export pretty screenshots with all the innumerable details.
6) "Oversized" Tiles:One thing to bear in mind here is that anything "behind" must be drawn before anything "in front". Across levels, this means anything below must be drawn first. If a sprite crosses levels, then the bottom half must be drawn with the bottom level, and the top must be drawn with the top level. Thus two separate sprites.
For the present engine, breaking up Ramp gemoetries into a Bottom and Top segments is needlessly complex, and creates uneccesary extra/separate sprites for the engine to display for a given tile object. Allowing for Tiles/Floors that were oversized by, perhaps, 8 transparent pixels on every egde (+16 pixles wide/tall) would both allow for some flexibity in creating non-cubic tiles (ala Beefmo's new stone tiles), single-graphic ramps (rather than splitting them between a "floor" and a "tile".
there's your problem.
you need 4.9.19
In file included from /opt/stonesense/Block.h:3,
from /opt/stonesense/Block.cpp:1:
/opt/stonesense/common.h:34:27: error: modules/world.h: No such file or directory
make[2]: *** [CMakeFiles/stonesense.dir/Block.cpp.o] Error 1
make[1]: *** [CMakeFiles/stonesense.dir/all] Error 2
make: *** [all] Error 2
Here's a list of Graphical Display issues, suggestions, concepts, etc. for the consideration of the team, and for open discussion.The previous mist support was in 40d. The guys doing DFHack have not yet figured out how they work in the new DF version yet.
1) Displaying Mist Tiles:
Vapor clouds, like steam, miasma, magma-mist, etc, do not display as yet. I recall an earlier branch with particle mist on a beach, but haven't seen it since. Can mists be displayed, and if so are they handled with some simple catch-all that can pull appropriate colors and all that, or must different mist IDs be handled individually? I'd rather like to use textured alpha-tinted cubes if possible rather than particles, but either work.
2) Zooming In/Out:This is... complicated. it's possible, but would require either a major re-write, or expensive work-arounds.
Being able to change the zoom level to get a closer picture, or zoom out to get a larger overland picture would be very nice for high-res screens that display at finer resolutions, or lower-res screens that. Is it possible with the current engine? If so, what sort of difficulties are in the way of changing the zoom level? Alternatively, there is the potential for doing an alternate Bird's Eye terrain map, using a set of tiny isometric tiles that would display a much larger area?
3) Full Object Display:As soon as DFhack supports items (there's partial support right now, just not sure the status on it) Stonesense will... probably.
Though framerate would be crippled if Stonesense were to render every object in realtime, could we create a static "Full-Rendering" mode that would show every barrel, stone, bloodstain, stockpile, bin, sock, and so on in a static view? This would keep the game smooth for people who are using SS paralell ti DF as an in-game visualizer, while also allowing people who want to export pretty screenshots with all the innumerable details.
4) Better Object Tiles:Currently, Stonesense can read the tiletype, and the material the tile it's made from. the tiletype shows weather it's a boulder, a tree, etc, and the material says weather it's made from peat or sand. Currently, the only way to guess weather there should be grass under it is to make assumptions based on soil type, but that wouldn't work well. The Gem/Ore display works differentley, in that there's actually up to 3 materials being defined per tile. Floor-type brook tiles, on the other hand, are doable.
Many object tiles, like plants, boulders, or pebbles, define the nature of the tile they're on (plants default the tile to grass [VEGITATION], pebbles to stone, etc.) However, plants grow in the desert, and when they are harvested, the tile below it is discovered to be sand, and not grass. Are plants, boulders, etc. treated as Floors to DF? Can we retrieve tile-type information (Dirt, Sand, Grass) in addition to the object type in the tile? Can we only know that the tile contains a Dead Plant, or can we know that it is a Dead Plant on Sand, or a Live Grass tile? If we can't get more tile details, would it be possible for SS to check, when displaying one of these tiles, for whatever tile type made up the majority of adjacent tiles, and estimate what the floor under it should be? It'd be similar to the Gem/Ore Vein display concept. Objects that override tile type that I know of are Dead Plant, Live Plant, Tree/Cactus/Mushroom, Boulder, Pebbles, and perhaps Webs. There may be more now too. Same concept would work for creating Floor-type Brook Tiles (they could pull from the material of the Tile type they're on top of).
5) Better Auto-Coloring Palette:Currently, colors are defined in three places: colors.xml, which defines RGB values for whatever materials are defined, the init.txt, which defines the 16-color pallet that is the same as in DF, and RGB values taken from DF. the 16-color pallet is used for dwarf labor colors, and the RGB values taken from DF are used for skin and hair.
I'd rather like to standardize the Autocoloring Palettes used to colorize greyscale tiles, dwarves, etc. Where are these colors defined, and is it possible to redefine them on the user's end, similar to how colors can be redefined in the DF raws? If there's nothing else for it, I could take one of the programmers aside and discuss color theory, and brainstorm some equations for shifting Hue, Value, and Saturation to create a series of 8-color gradients from a palette of single, pre-defined RGB color values.
6) "Oversized" Tiles:As stated before, splitting up tiles is the only way to ensure that the draw order is correct.
For the present engine, breaking up Ramp gemoetries into a Bottom and Top segments is needlessly complex, and creates uneccesary extra/separate sprites for the engine to display for a given tile object. Allowing for Tiles/Floors that were oversized by, perhaps, 8 transparent pixels on every egde (+16 pixles wide/tall) would both allow for some flexibity in creating non-cubic tiles (ala Beefmo's new stone tiles), single-graphic ramps (rather than splitting them between a "floor" and a "tile".
Stonesense it currently using some allegro version between 4.9.19 and 4.9.20. it would require me to spend a little time with it to get it to work with 4.9.20+
there's your problem.
you need 4.9.19
Carp! Compiled the latest Allegro 4.9.20 and still getting this error:QuoteIn file included from /opt/stonesense/Block.h:3,
from /opt/stonesense/Block.cpp:1:
/opt/stonesense/common.h:34:27: error: modules/world.h: No such file or directory
make[2]: *** [CMakeFiles/stonesense.dir/Block.cpp.o] Error 1
make[1]: *** [CMakeFiles/stonesense.dir/all] Error 2
make: *** [all] Error 2
Also, the only thing stopping me from displaying blood right now is lack of blood sprites, and.. hm... actually, I think I have some....Just happen to have some laying around? :p
Stonesense it currently using some allegro version between 4.9.19 and 4.9.20. it would require me to spend a little time with it to get it to work with 4.9.20+
I'll get to it eventually. >_>
I love the visualizer, but I don't think that toady wants there to be a remote interface for Dwarf Fortress, that is if I remember DFTalk correctly.
An issue Toady has said he had with a true frontend is that people would then feel they needed this external program to play DF, and he'd be obligated to limit the changes in his releases such that he didn't fuck shit up for them. Obviously, we don't want Toady to feel constrained in development, and this leaves us in a rather awkward position if we want to ad a GUI. While anyone playing DF would be entirely fine with Toady invalidating old versions of Stonesense as often has he needs to, if Toady would personally feel constrained, that's a problem. And we can't really rectify it on our end.QuoteI love the visualizer, but I don't think that toady wants there to be a remote interface for Dwarf Fortress, that is if I remember DFTalk correctly.
Toady doesn't have a problem with visualizers or remote interface per se. He said three main things:
1.) He doesn't want to spend time on the interface yet, because he'd rather work on game substance.
2.) He doesn't want to integrate outside graphics or interfaces yet because then he'd have to work those systems into compatibility as he updated the game.
3.) He doesn't mind Prefix's DF Hack or customization with "Dragonmen" races, or anything like that.
I think as long as you don't to something nuts like Impaler[PgP] did and try to get people to donate to you rather than Toady, you're ok. I entirely support Toady in his decision not to tolerate this crap by the way; it is his livelihood and intellectual property. After all the Toad is a natural resource.... :)
Finally, Stonesense has gotten some new players for DF and thus some new donors for Toady. It's kind of win-win really.
Discussions and opinions are fine by me. I assure you everyone here will be doing our own thing regardless.Discussions of something they have said will probably not be in stonesense is probably best done in its own thread though, wouldn't you agree?
I'm not sure if anyone has seen my previous post since it is on the page before but: this program is not working for me, please help, read earlier post for details.I did see it but don't know how to help you or I would. Maybe one of the devs can help you out.
I'm not sure if anyone has seen my previous post since it is on the page before but: this program is not working for me, please help, read earlier post for details.
So I made a few sprites to get rid of the question marks roaming my fortress. Nothing fancy, but it's better than nothing. Figured I might as well post them here in case someone else wants to use them.
(http://img822.imageshack.us/img822/5984/tropical.png)
Elephant, wolf, lion, tiger, jaguar, leopard, cheetah (yes, the last three are mostly indistinguishable).
perhaps a smaller sister app should be created instead, if there appears to be a huge demand for sound?Yes, perhaps a sister app or some sort of optional plugin. Many of us do not care about sound, nor want it in a visualizer.
Japa, That blood screenshot has me drooling :D I WANT! lolAgreed, that is awesome. Did you make a reaction to drop blood all over the place to test it?
QuoteJapa, That blood screenshot has me drooling :D I WANT! lolAgreed, that is awesome. Did you make a reaction to drop blood all over the place to test it?
perhaps a smaller sister app should be created instead, if there appears to be a huge demand for sound?
So I made a few sprites ...
I need HELP! This awesome sounding program is not working!
...
When I try to connect a black screen with "Connecting to DF" comes up and then nothing changes. It seems likes it's not connecting but I can't figure out why...
Either jaguar or leopard can be all black/dark. I forget. And the cheetah doesn't need spots it can just be light tan color.Well, if you're going for something resembling authenticity, then the truth is with such a small surface to work on, the three are virtually indistinguishable. Jaguars are the bigger of the three with spots that kind of look like this (-), while the Leopard is the smallest with spots that look like this ( ). The Cheetah is sort of in between, a bit leaner and has even spots spread across the body.
Other than that, great work.
All right, so I have a sort-of-odd-but-probably-easy-to-answer question here. Back in, I dunno, early March or so, ice in Stonesense looked like this (http://img706.imageshack.us/img706/1984/5ssmgate2.png). But now it looks like this (http://img526.imageshack.us/img526/2586/fill5.png) - somewhat transparent, a little bluer in colour, and a bit... odd. I really, really miss the old look, and as I'm currently working on a project with a lot of ice I was wondering if I could get help replacing the old ice (I grabbed a copy of Granite, so I have it somewhere in there) with the current ice. I attempted to tackle this myself, and... well, failed miserably. I have no idea how any of this xml stuff works. I'm looking to replace both natural and constructed ice with the old-style ice I should add, as they used to be displayed the same. Some help would be hugely appreciated.Maybe transparency needs an off switch! :p
WTB: Cougar sprite.
http://drop.io/japaysh/asset/screenshot7-png (http://drop.io/japaysh/asset/screenshot7-png)
MVPWTB: Cougar sprite.
(http://i45.tinypic.com/33aud5y.png)
All right, so I have a sort-of-odd-but-probably-easy-to-answer question here. Back in, I dunno, early March or so, ice in Stonesense looked like this (http://img706.imageshack.us/img706/1984/5ssmgate2.png). But now it looks like this (http://img526.imageshack.us/img526/2586/fill5.png) - somewhat transparent, a little bluer in colour, and a bit... odd. I really, really miss the old look, and as I'm currently working on a project with a lot of ice I was wondering if I could get help replacing the old ice (I grabbed a copy of Granite, so I have it somewhere in there) with the current ice. I attempted to tackle this myself, and... well, failed miserably. I have no idea how any of this xml stuff works. I'm looking to replace both natural and constructed ice with the old-style ice I should add, as they used to be displayed the same. Some help would be hugely appreciated.just replace that part of the PNG file with the old sprite.
All right, so I have a sort-of-odd-but-probably-easy-to-answer question here. Back in, I dunno, early March or so, ice in Stonesense looked like this (http://img706.imageshack.us/img706/1984/5ssmgate2.png). But now it looks like this (http://img526.imageshack.us/img526/2586/fill5.png) - somewhat transparent, a little bluer in colour, and a bit... odd. I really, really miss the old look, and as I'm currently working on a project with a lot of ice I was wondering if I could get help replacing the old ice (I grabbed a copy of Granite, so I have it somewhere in there) with the current ice. I attempted to tackle this myself, and... well, failed miserably. I have no idea how any of this xml stuff works. I'm looking to replace both natural and constructed ice with the old-style ice I should add, as they used to be displayed the same. Some help would be hugely appreciated.
Either jaguar or leopard can be all black/dark. I forget. And the cheetah doesn't need spots it can just be light tan color.Well, if you're going for something resembling authenticity, then the truth is with such a small surface to work on, the three are virtually indistinguishable. Jaguars are the bigger of the three with spots that kind of look like this (-), while the Leopard is the smallest with spots that look like this ( ). The Cheetah is sort of in between, a bit leaner and has even spots spread across the body.
Other than that, great work.
My suggestion would be to leave the Jaguar as is, resize the Leopard to be a bit smaller, and then thin out the body of the Cheetah a little bit. Even without the changes it looks great.
WTB: Cougar sprite.
These are the files I use, same .xml
Has more solid looking glass and ice, but you can still see through a little.Spoiler (click to show/hide)
I was thinking cheetahs were smaller, with leopards being the middle ground. Well, the only difference is their size, so it's just a matter of assigning the correct sprite to each one. I also changed the skin tones a bit, as suggested, and added a cougar while I was at it (just removed the spots from the leopard, actually).Spoiler (click to show/hide)
The generic colors are enough for me, color variants are too much trouble. if anyone else wants to add them, go ahead.
Also, that blood looks amazing. The corridors of my fortress shall run red. Blood for the blood god!
Only quibble: Head on Cheetah is same size as the others and with the smaller body it just looks weird. Other than that, awesome awesome awesome.
I'm still getting a flashing screen when I try to use stonesense and this is with the latest SDL DF version that just came out.
Arena mode is highly recommended for testing animals.
I double checked... I ran DF in admin mode, I ran Stonesense in admin mode, I had my fort loaded up and on the screen, and I still get 'Stonesense has stopped working' immediately upon running the .exe
A blank window pops up titled 'Allegro' and then seconds after the 'Stonesense has stopped working' window pops up.
Does it have anything to do with where the DF and/or Stonesense folders are located on my computer?
Edit - I am using the most current DF (.6) and I have the SDL version, not legaacy
Tried that memory xml, still get the flashing screen after hitting f9.I double checked... I ran DF in admin mode, I ran Stonesense in admin mode, I had my fort loaded up and on the screen, and I still get 'Stonesense has stopped working' immediately upon running the .exe
A blank window pops up titled 'Allegro' and then seconds after the 'Stonesense has stopped working' window pops up.
Does it have anything to do with where the DF and/or Stonesense folders are located on my computer?
Edit - I am using the most current DF (.6) and I have the SDL version, not legaacy
Have you tried changing the render in the init file? The default is OpenGL, but i think it might be worth a shot trying DirectX or software rendering too.
Edit: Here's a Memory.xml (http://github.com/peterix/dfhack/raw/f3d75a6070da2217f823b7842c1cafd489487991/output/Memory.xml) that should work with .08 and .07 (untested)
Okay, this memory.xml should work for 31_08. I've briefly tested it on my game and it seems okay.Works for me as well. I've gone ahead and packed it into my LazyNewb pack. So hopefully it wont set peoples computers on fire.
http://www.freespace.com.au/filehosting/349519 (http://www.freespace.com.au/filehosting/349519)
Create a creature of some sort... then pixelate it like they used to do to censor things on TV. :p
Tigermen don't wear clothes.
Tigermen don't wear clothes.
Well if they're gonna walk around my dinning halls all day, doing nothing except eating my food, they can at least show some modesty.
Tigermen don't wear clothes.
Well if they're gonna walk around my dinning halls all day, doing nothing except eating my food, they can at least show some modesty.
Why? It's not like the dwarves do...
Tigermen don't wear clothes.
Well if they're gonna walk around my dinning halls all day, doing nothing except eating my food, they can at least show some modesty.
Why? It's not like the dwarves do...
Do you have any cats or dogs? Do you dress them? ;)Tigermen don't wear clothes.
Well if they're gonna walk around my dinning halls all day, doing nothing except eating my food, they can at least show some modesty.
Why? It's not like the dwarves do...
True, I don't know if dwarves even have the mental capacity to feel emarrassment, but I'm not taking any chances on this matter. I may be cruel sometimes, but turning my fortress into a nudist resort for furries, that's crossing the line.
Do you have any cats or dogs? Do you dress them? ;)Tigermen don't wear clothes.
Well if they're gonna walk around my dinning halls all day, doing nothing except eating my food, they can at least show some modesty.
Why? It's not like the dwarves do...
True, I don't know if dwarves even have the mental capacity to feel emarrassment, but I'm not taking any chances on this matter. I may be cruel sometimes, but turning my fortress into a nudist resort for furries, that's crossing the line.
... Also added tigermen, since they're now tameable...
Quick question: How can I make water look darker instead of tropical? It's nice against natural settings, but I want to tweak it to look more glacial.Spoiler (click to show/hide)
You can see how the water and ice don't really... mesh well.
I managed to smuggle a screenshot of stonesense (undergrotto map) in this magazine http://www.ed-diamond.com/index_misc.php, issue #50.
Quick question: How can I make water look darker instead of tropical? It's nice against natural settings, but I want to tweak it to look more glacial.Spoiler (click to show/hide)
You can see how the water and ice don't really... mesh well.Spoiler (click to show/hide)
Just saying. In all honesty, the ice needs the tweaking, not the water.
/me makes a mental note
That's all natural ice. And ice is currently translucent, actually; I went into the terrain pngs and replaced them because they looked silly and lagged like hell.could load the water tiles into photoshop just simply turn them a little darker.
That being said - can anyone answer my question of what to change to be able to tweak water's colour? I'm not interested in waiting for the latest release and hoping it turns out the way I'm thinking of, I'd like to change it myself. I just don't know what I'm looking for.
That being said - can anyone answer my question of what to change to be able to tweak water's colour? I'm not interested in waiting for the latest release and hoping it turns out the way I'm thinking of, I'd like to change it myself. I just don't know what I'm looking for.
I want to use this with DF 31.08, but Stonesense acts like it can't see DF when it's open. Any ETA on 31.08 support?You should probably read back about 3 pages.
it'd doable, actually. but none of the active devs are interested in that particular feature.Is that the planned goal of any of these visualizers? At least eventually? I know the graphical side of DF will improve eventually in someway, but it would be cool if Toady One could separate the graphics and interface code from the main game, allowing community developers to help create their own visualizers and interfaces-like plugins of a sort. It would probably help open the game up to a lot more people if that were so.
note: I'm the only active dev, more or less :D
Trust me, I've suggested that and even converting DF into a client/server model (same thing basically, but you could have a client on your laptop and play DF that was running on your "server" or Game PC) and I've even suggested taking it further and making modules that connect to a "world server"(AKA, DF Server) that could be used as a "cheat" to enable multi-processing by firing off client apps that control AI and the OS could thread them off. You could even trigger off multiple clients with separate forts.it'd doable, actually. but none of the active devs are interested in that particular feature.Is that the planned goal of any of these visualizers? At least eventually? I know the graphical side of DF will improve eventually in someway, but it would be cool if Toady One could separate the graphics and interface code from the main game, allowing community developers to help create their own visualizers and interfaces-like plugins of a sort. It would probably help open the game up to a lot more people if that were so.
note: I'm the only active dev, more or less :D
Stonesense crashes, then locks up DF when I save :(Run dfunstuck.exe ... it's a workaround, but good enough until problems like this one are resolved.
Usually I remember to close it before saving, but not always :F
Trust me, I've suggested that and even converting DF into a client/server model (same thing basically, but you could have a client on your laptop and play DF that was running on your "server" or Game PC) and I've even suggested taking it further and making modules that connect to a "world server"(AKA, DF Server) that could be used as a "cheat" to enable multi-processing by firing off client apps that control AI and the OS could thread them off. You could even trigger off multiple clients with separate forts.it'd doable, actually. but none of the active devs are interested in that particular feature.Is that the planned goal of any of these visualizers? At least eventually? I know the graphical side of DF will improve eventually in someway, but it would be cool if Toady One could separate the graphics and interface code from the main game, allowing community developers to help create their own visualizers and interfaces-like plugins of a sort. It would probably help open the game up to a lot more people if that were so.
note: I'm the only active dev, more or less :D
All kinds of suggestions have been brought up, shot down, and there are those of us that have pretty much given up making suggestions.
currently, nothing using Cmake builds, the only thing that works is the included MSVC project file
Stonesense crashes, then locks up DF when I save :(Run dfunstuck.exe ... it's a workaround, but good enough until problems like this one are resolved.
Usually I remember to close it before saving, but not always :F
Stonesense crashes, then locks up DF when I save :(Run dfunstuck.exe ... it's a workaround, but good enough until problems like this one are resolved.
Usually I remember to close it before saving, but not always :F
It also likes to do this when going to the map travel (and possibly the quest?) screen in adventure mode, which can be really annoying in some situations due to frequency. :) .
I have this problem as well, and dfunstuck tells me it can't run due to a missing library.
Stonesense launched
Using allegro version 4.9.20 r0
4096 works.
New image: objects.png
Creating image cache #0
New image: creatures.png
New image: ramps.png
No Dwarf Fortress executable found
DFhack exeption: couldn't find a suitable process
No Dwarf Fortress executable found
DFhack exeption: couldn't find a suitable process
any pointers on how to get stonesence to work are appreciated. I fear i will be missing something obvious
Question .. is there any way to add multiple sprites for a single object? Like statues? Like if I have a statue of rats, is there a way to add a sprite for that and have Stonesense distinguish between them somehow? Even if I just have two types of statues? I realize it probably can't detect what kind of statue it is based on the madlibs/description but if all the rat statues are made out of mudstone and the dwarf statues are made out of another type of stone, could I do something with that?
Sweeet. Thank you!Question .. is there any way to add multiple sprites for a single object? Like statues? Like if I have a statue of rats, is there a way to add a sprite for that and have Stonesense distinguish between them somehow? Even if I just have two types of statues? I realize it probably can't detect what kind of statue it is based on the madlibs/description but if all the rat statues are made out of mudstone and the dwarf statues are made out of another type of stone, could I do something with that?
yes, you can have different sprites for different materials.
Hey Japa, you mentioned a few pages back you're the only active dev. Why is that? People just busy at the moment?
What does this mean? When I press F9 it flickers between this broken screen and some other even more broken screen:
(http://radleygh.com/images/Stonesense_2010-196-18-35-51-82.png)
This program worked fine on my Windows XP 32-bit machine, but now I am on Windows Seven 64-bit.
Hey Japa, you mentioned a few pages back you're the only active dev. Why is that? People just busy at the moment?
everybody's busy. me too now
Hey Japa, you mentioned a few pages back you're the only active dev. Why is that? People just busy at the moment?
everybody's busy. me too now
Awww, so this is the end for Stonesence development? Sure is a pity, you guys did awesome though.
Hey Japa, you mentioned a few pages back you're the only active dev. Why is that? People just busy at the moment?
everybody's busy. me too now
Awww, so this is the end for Stonesence development? Sure is a pity, you guys did awesome though.
Wow, that's a jump.
Hey Japa, you mentioned a few pages back you're the only active dev. Why is that? People just busy at the moment?
everybody's busy. me too now
Awww, so this is the end for Stonesence development? Sure is a pity, you guys did awesome though.
Wow, that's a jump.
For most volunteer-based coding project, it's not. If all the devs lose interest, it's usually more common for a project to just cease development, since by the time new people are brought online, the community itself has moved on.
For example, 31.10 is still not supported. The community is moving on.
So a project is dead instantly because the volunteers are busy for a little bit? Wow. Ridiculous. :| Look at all the time, code, and resources that have been put into this project? I don't see it "dying" any time soon. Even if the developers did quit on it I'm sure a few months later someone new would jump on board and bring it up to date
So a project is dead instantly because the volunteers are busy for a little bit? Wow. Ridiculous. :| Look at all the time, code, and resources that have been put into this project? I don't see it "dying" any time soon. Even if the developers did quit on it I'm sure a few months later someone new would jump on board and bring it up to date
Just because something has alot of time in it doesnt mean it cant die.. if obsidian ever gets working this will disappear. Your more likely to see some1 make a completely new project instead of picking up an old one as they get the glory.
if it helps anything the memory.xml for runesmith seems to work just fine in stonesense for version .10.
It's not a real update of course, but it would get it working.
adding that code into the spot you mentioned worked for me!! (But I started with the .08 memory.xml file from the file depot AND I'm using the SDL version)
Thanks!
Here's another shot showing the tilingSpoiler (click to show/hide)
Here's another shot showing the tilingSpoiler (click to show/hide)
anybody got a for with moss in it that I can use for testing?
I suppose you could instead code the engine to learn to recognize the edges of 2D graphics, and draw a shaded border along it as needed that would work as well, but that sounds like it could be a pain to code.
:~/Desktop/stonesense$ ./stonesense
stonesense: /home/xxxx/Desktop/allegro-4.9/src/mousenu.c:316: al_set_system_mouse_cursor: Assertion `display' failed.
Aborted
Doesnt seem to work, when i press connect it starts flashing back to the startscreenWith the pastebin thing, don't copy the text from the main post, that will cause the program to do what you described. Instead scroll down the the edit box called "submit a correction or amendment below" located the bottom of the post and copy-paste from that.
Doesn't work here too. After pressing F9, Sontesense keeps saying "Connecting to DF..." indefinitely.
Doesnt seem to work, when i press connect it starts flashing back to the startscreenWith the pastebin thing, don't copy the text from the main post, that will cause the program to do what you described. Instead scroll down the the edit box called "submit a correction or amendment below" located the bottom of the post and copy-paste from that.
Wait, are those walls being displayed half-height? Because just a few days ago I was thinking how that would be a really useful feature to view inside areas.You can do that in the current version too :) Default key for the function is "C"
Awesome, can't wait to try it.
Doesn't work here too. After pressing F9, Sontesense keeps saying "Connecting to DF..." indefinitely.
Those memory locations work fine for me (just tried them). Here's what I did:
- Using Phoebus 0.31.10 for DF (SDL version, otherwise the changes shouldn't matter)
- Download Stonesense Slate RC2 (from the OP)
- Download the Memory.xml file from pastebin, replacing the one in Stonesense's directory
- Start Dwarf Fortress
- Start Stonesense
- Load my fort
- Press F9
- It works!
Edit: Starting Dwarf Fortress and Stonesense can be done in any order, but you have to Load a Fort before you Press F9. I don't actually know if it will break completely if you don't, but it definitely won't work (there's no data loaded for it to possibly work on).
If it still doesn't work, are you using the SDL version or the Legacy version? (I'm pretty sure you need the SDL version for that Memory.xml)
Do you have a fort loaded? (If you have, don't be mad, it's come up several times in the past several thousand replies in this thread).
I think it would be a good feature for stonesense to exit gracefully if I exit out of my fort before closing Stonesense instead of throwing up an exception and crashing.
Just saying. ;)
Well my pastebin dump of my memory.xml has worked for some as well; http://pastebin.ca/1902778 , another thing to bear in mind use a decent notepad like notepad++ rather than windoze one, oh and im using the sdl version not legacy, so theres not legacy mem loc's in my xml.Doesn't work here too. After pressing F9, Sontesense keeps saying "Connecting to DF..." indefinitely.
Those memory locations work fine for me (just tried them). Here's what I did:
- Using Phoebus 0.31.10 for DF (SDL version, otherwise the changes shouldn't matter)
- Download Stonesense Slate RC2 (from the OP)
- Download the Memory.xml file from pastebin, replacing the one in Stonesense's directory
- Start Dwarf Fortress
- Start Stonesense
- Load my fort
- Press F9
- It works!
Edit: Starting Dwarf Fortress and Stonesense can be done in any order, but you have to Load a Fort before you Press F9. I don't actually know if it will break completely if you don't, but it definitely won't work (there's no data loaded for it to possibly work on).
If it still doesn't work, are you using the SDL version or the Legacy version? (I'm pretty sure you need the SDL version for that Memory.xml)
Do you have a fort loaded? (If you have, don't be mad, it's come up several times in the past several thousand replies in this thread).
Ok. Followed all those steps, just to be sure that I had not skipped anything, and now Stonesense is flashing between the opening screen and that "Connecting to DF" screen, instead of only displaying "Connecting to DF..."
Oh, and the log contains a lot ofSpoiler (click to show/hide)
:o I did not know this. That'll make my massive walled forts easier to use...Wait, are those walls being displayed half-height? Because just a few days ago I was thinking how that would be a really useful feature to view inside areas.You can do that in the current version too :) Default key for the function is "C"
Awesome, can't wait to try it.
Is this still being worked on? The OP hasn't been online in a month :(
This is for Star Guarded.Absolutely. Thanks so much :D I really appreciate it.
Will this work as a "horse statue"?
(http://i30.tinypic.com/11vjxuh.png)
I feel like it would be pretty cool if you could just take the sprite for whatever animal and re-color it to look like stone.It's likely I'll be the only person to use this because I have to recategorize an entire material and make the horse statues only in that material. Unless someone figures out a way to make Stonesense read the madlibs. It's for a project I'm doing involving Stonesense. I'm super satisfied with it so it's good.
And maybe put a pedestal under it or scale it down or something. I don't know how hard that would be to implement...
I feel like it would be pretty cool if you could just take the sprite for whatever animal and re-color it to look like stone.
Ok, reporting a bug:
Downloaded Lazy Newb Pack to get its Stonesense copy, and then the program loaded normally.
However, after going to the well, where there are some dwarves and animals around it, Stonesense crashes, and the same happens if I hit F9 while focused close to the same well.
I'm getting a ton of this:
No Dwarf Fortress executable found
DFhack exeption: couldn't find a suitable process
I am definitely running Dwarf Fortress.exe.
I did Load the Fort before starting Stonesense.
Could this technically be used to make old utilities work with the new version?
Hi everybody here is an updated Memory.xml File for 31.11. Works only with Windows SDL Version. Sorry but i'm too lazy to hack the other versions. Maybe someone can finish it. Thanks to Thoth for giving the original 31.10 file. Thx mate!Spoiler (click to show/hide)
Some cheating utilities from 40d.
Specifically: Dtil and nanofort
Hi everybody here is an updated Memory.xml File for 31.11. Works only with Windows SDL Version. Sorry but i'm too lazy to hack the other versions. Maybe someone can finish it. Thanks to Thoth for giving the original 31.10 file. Thx mate!Thanks dude!Spoiler (click to show/hide)
i just use notepad. still works a charm when you need batch files, html, xml, javascript, or most anything that doesn't require a compiler.
Went ahead and uploaded an actual XML file to dffd for those who can't or don't know how to make XML files.
Find it here: http://dffd.wimbli.com/file.php?id=2795 (http://dffd.wimbli.com/file.php?id=2795)
I managed to make stonesense compile under Linux (Ubuntu 10.04). Unfortunately, the program crashes just after start, complaining about several missing memory definitions ("current_menu_state" is the first).
Some addresses are not defined for any Linux 31.x version (in Memory.xml), some are there for 31.04. The missing addresses seem to be necessary for stonesense - providing fake ones/the ones for 31.04 results in crash. DFHack utilities use just the defined subset of adresses and work as expected.
Went ahead and uploaded an actual XML file to dffd for those who can't or don't know how to make XML files.
Find it here: http://dffd.wimbli.com/file.php?id=2795 (http://dffd.wimbli.com/file.php?id=2795)
Just to be clear -- I just copy/paste this into my stonesense and dFhack directories, over the existing memory.xml files?
<Address name="current_menu_state">0xffffffff</Address>
<Address name="view_screen">0xffffffff</Address>
<Address name="buildings_vector">0x92eb068</Address> <!-- from sparr -->
<Offset name="building_custom_workshop_type">0x164</Offset> <!-- WRONG! -->
<Address name="custom_workshop_vector">0x93302e8</Address> <!-- from peterix -->
<Offset name="custom_workshop_name">0x4</Offset>
<Offset name="custom_workshop_type">0x8</Offset><!-- from peterix -->
Is there anyway to turn of looping?Wasn't this supposed to be posted in Soundsense's thread?
When my trade caravan came, the sound for it started loopnig over and over again...
I'm happy to report that I got the crashing bug fixed, so the next version won't have it.hey awesome job :D wooo.
For clarity on what I mean;
This, would look more like this:
┌─┬─┬─┬─┬─┐ ╔═╤═╤═╤═╤═╗
├─┼─┼─┼─┼─┘ _______\ ╟─┼─┼─┼─╔═╝
├─┼─┼─┴─┘ ̅ ̅ ̅ ̅ ̅ ̅ ̅ / ╟─┼─╔═╧═╝
└─┴─┘ ╚═╧═╝
or this:
,┌─┬─┬─┬─┐
├─┼─┼─┼─̗┴─┘
├─┼─̗┴─┴΄
'┴΄
(why isnt there a diagonal line letter? I suppose it'll have to do...)
Dude, there are two "diagonal line letters". We call them "Slash" and "Backslash". They look like this: / and \Those are special characters reserved for arrows. ;)
Dude, there are two "diagonal line letters". We call them "Slash" and "Backslash". They look like this: / and \Those are special characters reserved for arrows. ;)
Can I have a floor tile check adjacent tiles for open space, and pick an appearance based on the result?
If so; how might I do this?
If not; is it infeasable to implement?
This would allow me to make floor trims for overhangs and balconies.Code: [Select]For clarity on what I mean;
(why isnt there a diagonal line letter? I suppose it'll have to do...)
This, would look more like this:
┌─┬─┬─┬─┬─┐ ╔═╤═╤═╤═╤═╗
├─┼─┼─┼─┼─┘ _______\ ╟─┼─┼─┼─╔═╝
├─┼─┼─┴─┘ ̅ ̅ ̅ ̅ ̅ ̅ ̅ / ╟─┼─╔═╧═╝
└─┴─┘ ╚═╧═╝
or this:
,┌─┬─┬─┬─┐
├─┼─┼─┼─̗┴─┘
├─┼─̗┴─┴΄
'┴΄
...used for setting anti-escher borders on tiles...Anti-Escher: Quick, get a trademark, a patent, and a copyright before that's stolen! :P
Dude, there are two "diagonal line letters". We call them "Slash" and "Backslash". They look like this: / and \I invite you to use them in my diagram then, show me how a pro does it. :P
... provide sample tiles for testing :PFor only adjacency:
Dude, there are two "diagonal line letters". We call them "Slash" and "Backslash". They look like this: / and \I invite you to use them in my diagram then, show me how a pro does it. :P
this is what the tilesheet would look like:See above for how a pro does it.Spoiler (click to show/hide)
http://pix.sparky-s.ie/65c69.png
corners are being difficult, but edges are fine.
<?xml version="1.0"?>
<floors file="bordertest.png">>
<!-- construct -->
<floor sheetIndex="0" color="material">
<!-- floor -->
<terrain value="493" />
<!-- stair -->
<terrain value="517" />
<!-- ramp -->
<terrain value="518" />
<!-- fort -->
<terrain value="494" />
<!-- pillar -->
<terrain value="495" />
<!-- wall -->
<terrain value="496" />
<terrain value="497" />
<terrain value="498" />
<terrain value="499" />
<terrain value="500" />
<terrain value="501" />
<terrain value="502" />
<terrain value="503" />
<terrain value="504" />
<terrain value="505" />
<terrain value="506" />
<terrain value="507" />
<terrain value="508" />
<terrain value="509" />
<terrain value="510" />
<terrain value="511" />
<terrain value="512" />
<terrain value="513" />
<terrain value="514" />
<subsprite
sheetIndex="1"
needopen="1"
needfloor="0"
needwall="1"
neednotopen="0"
neednotwall="0"
neednotfloor="82"
/>
<subsprite
sheetIndex="2"
needopen="2"
needfloor="0"
needwall="2"
/>
<subsprite
sheetIndex="3"
needopen="3"
needfloor="0"
needwall="3"
neednotopen="0"
neednotwall="0"
neednotfloor="24"
/>
<subsprite
sheetIndex="4"
needopen="4"
needfloor="0"
needwall="4"
/>
<subsprite
sheetIndex="5"
needopen="5"
needfloor="0"
needwall="5"
neednotopen="0"
neednotwall="0"
neednotfloor="46"
/>
<subsprite
sheetIndex="6"
needopen="6"
needfloor="0"
needwall="6"
/>
<subsprite
sheetIndex="7"
needopen="7"
needfloor="0"
needwall="7"
neednotopen="0"
neednotwall="0"
neednotfloor="68"
/>
<subsprite
sheetIndex="8"
needopen="8"
needfloor="0"
needwall="8"
/>
<subsprite
sheetIndex="1"
needopen="1"
needfloor="82"
needwall="1"
neednotopen="82"
neednotwall="82"
neednotfloor="1"
/>
<subsprite
sheetIndex="3"
needopen="3"
needfloor="24"
needwall="3"
neednotopen="24"
neednotwall="24"
neednotfloor="3"
/>
<subsprite
sheetIndex="5"
needopen="5"
needfloor="46"
needwall="5"
neednotopen="46"
neednotwall="46"
neednotfloor="5"
/>
<subsprite
sheetIndex="7"
needopen="7"
needfloor="68"
needwall="7"
neednotopen="68"
neednotwall="68"
neednotfloor="7"
/>
</floor>
</floors>
try changing the graphics to directx in the init.txt
What is the difference between terrain value= 79, terrain value= 81, and terrain value= 82?
They are all smoothed pillars, but I'm stuck working out how they are different.
terrain value= 81 appears to be plain layer stone. (as far as I can tell)
the other way of differentiating gems is to specify the materials.
Yes, as long as you are talking about the tiles, and not some random item stone.the other way of differentiating gems is to specify the materials.
Got it, thanks.
I am doubtful but... Is there any way for stonesense to work out; what base stone a vein came from, after it has been mined out? (Or more precicely, does DF even keep track?)
nope.I had thought as much... It is unfortunate...
only when it's still in the wall.
Yes, as long as you are talking about the tiles, and not some random item stone.This information is useful, thanks.
Every single tile has a base layer stone determined by depth under ground and the biome.
Tiles have base materials determined by the tile type number:
Ordinary stone/soil -- uses the geology.
Obsidian -- there are special obsidian tiles for cast obsidian.
Ice -- seemingly obvious, but ice being thawable, the original tile type is preserved in a special structure I call the 'ice vein'. So, you can see what was there before the ice (and having transparent/translucent ice is possible).
Mineral veins -- have a special tile type, combined with special mineral vein objects. Again, it is possible to know what base layer it is overriding. 40d even had multiple mineral veins on a single tile. 31.xx seems to limit that stuff to one mineral vein type per tile to conserve CPU resources.
Feature stone -- this is another set of special tile types, this time combined with local and global features (mostly used for adamantine veins and hell).
Special tiles -- this includes ash, fire, all the 16 types of grass, semi-molten rock (which is actually very, very cold), that blue glowing floor thing and so on.
So, those can be combined just about any way you like... and hell being made out of elephant liver tissue isn't impossible :P ... or making 100z above-ground spires out of star ruby by hacking adamantine veins.
try changing the graphics to directx in the init.txt
yeah, it helped.
thanks for advice.
I am sorry ,I may look stupid a bit ,ive did a search and all I found was this post http://www.bay12forums.com/smf/index.php?topic=45038.15 (http://www.bay12forums.com/smf/index.php?topic=45038.15) and ive read pretty much the first 30 pages of the topic the thing is : I cant make stonesense work.
When I launch it it says connecting to df... and then it goes back to starting screen for a second and then it go back to the connecting to df... screen
If someone could help !
The real Kanye West only types in all caps.
Ok another silly question I bet, but I probably missed something really obvious.
I'm seeing all these screenshots of stonesense maps with blood and the new floor tile edges and such. Yet the version I have does not appear to have it. And the only version I seem to be able to turn up on the google page is Stonesense Slate RC2 July 7th, which is the version I am already using.
Are these just screenies of the current version in development?
that will never happen.Just for that, I hope someone proves you wrong!
ever.
that would require me, or somebody else, to write an entire DF-like game from scratch. so no, not even when satan's making snow angels.
Thank you. Hopefully this worksYou can always use lazy newb pack. Everything was already done for player - just download and uncompress.
I'm getting a weird error "Cannot Load Image: stonesense.png". I can clearly see stonesense.png below the executable. Already tried admin mode and compatibility modes.
I read through the several first pages and last pages...can you play DF through this fully yet? Sorry if that's been asked 100 times. :/nope, it's a viewer only. And it's been asked on this page, no less.
Dang. I'm rubbish at coding, I'd only be of use in an art-related capacity.It's really easy to do. I run bootcamp on my MBP. It's basically like a three step process.
I suppose this is another good reason to get Bootcamp up and running on my machine :p
Can Stonesense take a screenshot of the entire site yet?
not sure why that's happening, but there's a new version coming out soon, so with any luck it'll be more stable.sweet. good to hear it's coming out soon. I hope it works too. thanks.
edit: figured it outAwesome, thanks for sharing for anyone else that may be having that problem.
Sorry, I was pretty tired and went to bed right after I edited the post.edit: figured it outAwesome, thanks for sharing for anyone else that may be having that problem.
yes. ctrl+F5
II'm getting a weird error "Cannot Load Image: stonesense.png". I can clearly see stonesense.png below the executable. Already tried admin mode and compatibility modes.
I am getting the same error msg using windows 7 32 bit Radeon HD4670. Updated drivers, etc no go. Also tried admin and compatibility. I changed to DIRECTX in init file, which allows it to load but it sits at "connecting to DF" screen and does nothing, same for software mode. up until most recent DF/Stonesense release worked just fine with same setup.
If only you could play the game in this mode without the tiresome swapping back and forth,i currently only use this to view my fortress now and then in all its glory.Do what I do - use two monitors.
3. The 2D view. If you could play from the Stonesense window it would have been awesome.
did you update the memory.xml? if not, you need to do that. or yo can look up the lazy newb pack, which includes it.
I think the developers should have this brought to their attention. From the "What turns you off about DF?" thread:3. The 2D view. If you could play from the Stonesense window it would have been awesome.
I'm starting to get the impression that there may be a large number of people out there who think that Stonesense is made by Toady, or something. That's probably not helped by the Lazy Newb Pack. I'm not saying that this is the dev's fault, or that it's the LNP's fault, or that the LNP is bad or anything - It's just that this is occurring.
First you search this thread for memory.xml ... then you read.did you update the memory.xml? if not, you need to do that. or yo can look up the lazy newb pack, which includes it.
Oh. How exactly do you do that?
Trying to compile Stonesense with VS2008 under Win7 64bit. Compiles fine, but the resulting executable crashes on load - It gets to the title screen. Is there some magic that needs to be done here that isn't obvious in the readme's?
Trying to compile Stonesense with VS2008 under Win7 64bit. Compiles fine, but the resulting executable crashes on load - It gets to the title screen. Is there some magic that needs to be done here that isn't obvious in the readme's?
make sure your doing a release build, and also make sure your using the project file, rather than Cmake
I'm running MSVC 2005, so that could be it.mmm, it could be. However it is unlikely as the compiler should complain if anything is wrong. Do you remember any specific config's you had to modify in the release build project? Maybe something hasn't been copied over to the VS08 project properly.
Need the toad to unoffically merge this or get someone else to be able to play it in this mode.You already posted that a few days ago (http://www.bay12forums.com/smf/index.php?topic=43260.msg1471181#msg1471181). While I personally think that having an interface API would be great, Toady has made it pretty clear that's not going to happen, at least not in the near future.
The problem with C is three-fold: firstly that it looks very busy visually, secondly that it obscures the underwater geometry, and thirdly that doing decent reflections is incredibly difficult.
II'm getting a weird error "Cannot Load Image: stonesense.png". I can clearly see stonesense.png below the executable. Already tried admin mode and compatibility modes.
I am getting the same error msg using windows 7 32 bit Radeon HD4670. Updated drivers, etc no go. Also tried admin and compatibility. I changed to DIRECTX in init file, which allows it to load but it sits at "connecting to DF" screen and does nothing, same for software mode. up until most recent DF/Stonesense release worked just fine with same setup.
I also got the same error. I have win 7 64 bit and ati radeon 5850
okay, ATI people, your only hope is using Directx, it seems.
at the new water display ideas... I like a and b, can't really decide which I like better...Currently I think neither would. A darken-with-depth effect is reasonably easy to code, but letting people customise the behaviour makes things tricky, and it is necessarily slower. I seem to recall one of the devs mentioning simulating volumetric depth effects, but I could be completely off.
question, which one will cause an additive darkening effect through deeper water? I think it would look cool if deeper water will appear darker through multiple water layers.
I think the developers should have this brought to their attention. From the "What turns you off about DF?" thread:3. The 2D view. If you could play from the Stonesense window it would have been awesome.
I'm starting to get the impression that there may be a large number of people out there who think that Stonesense is made by Toady, or something. That's probably not helped by the Lazy Newb Pack. I'm not saying that this is the dev's fault, or that it's the LNP's fault, or that the LNP is bad or anything - It's just that this is occurring.
This has been a problem of sorts from the start of graphic packs...let alone visualizers....and its not so much a problem as it is misinformation and people not paying attention. For now it will be fine....when money starts getting diverted from toady...then we have an issue
I think the developers should have this brought to their attention. From the "What turns you off about DF?" thread:3. The 2D view. If you could play from the Stonesense window it would have been awesome.
I'm starting to get the impression that there may be a large number of people out there who think that Stonesense is made by Toady, or something. That's probably not helped by the Lazy Newb Pack. I'm not saying that this is the dev's fault, or that it's the LNP's fault, or that the LNP is bad or anything - It's just that this is occurring.
This has been a problem of sorts from the start of graphic packs...let alone visualizers....and its not so much a problem as it is misinformation and people not paying attention. For now it will be fine....when money starts getting diverted from toady...then we have an issue
I think the developers should have this brought to their attention. From the "What turns you off about DF?" thread:3. The 2D view. If you could play from the Stonesense window it would have been awesome.
I'm starting to get the impression that there may be a large number of people out there who think that Stonesense is made by Toady, or something. That's probably not helped by the Lazy Newb Pack. I'm not saying that this is the dev's fault, or that it's the LNP's fault, or that the LNP is bad or anything - It's just that this is occurring.
This has been a problem of sorts from the start of graphic packs...let alone visualizers....and its not so much a problem as it is misinformation and people not paying attention. For now it will be fine....when money starts getting diverted from toady...then we have an issue
Misinformation is a bit of a concern of mine as well. "king of the underworld" clarified that he knew that stonesense was separate, and I haven't seen anyone else confused about it though. I don't really don't get "large number of people", but I might try tweaking my own pack to clarify things a bit. Still, you can only have so many blinking red bold "READ THIS"s. Putting a disclaimer in utilities themselves might be a good idea though.
I found someone with the same problem as me 50 or so pages back but not a fix, not sure if it is fixable or whether I missed the explanation or what, but when I start up Stonesense a number of the letters are missing in a seemingly random order. Though the same each time it seems.
It's whole letters that are gone, and while I can make sense of a few of the words I can't read all of them which obviously creates a problem, any ideas?
A crazy idea. Could Stonesense -send- keyboard and mouse events to Dwarf Fortress? If it could, it could serve as a general graphical wrapper for it.
your best bet is studying the DFhack examples. it took me quite a few months be become familiar with the code.Aye I've been browsing over the examples as much as I can, as well as Stonesense. I'm learning, but its as you said, slow. 6pm IST is midnight for me unfortunately. Do you have a preferred email/thread I could ask you specific questions about? I don't think I should be derailing the Stonesense thread with programming talk.
or we could have a chat anytime after 6pm IST
Stealing money? Please. If anything, you're making DF accessible to people that would never play it otherwise.So you're saying that the distributors of food throughout the world should get all the customers' money whilst the manufacturer gets nothing?
@DJDD Use a IDE with "Go to Definition/Reference" and when you dont know what a function does read its definition that should suffice to get to know the source code in short order.Aye I use Visual Studio - Its just a real pain trying to understand someone elses code. Luckily Japa has been kind enough to lend a hand outside of the thread to get me started. :)
That's a terrible analogy. It's more like distributors are giving away food that they got from Kellogg and telling everyone they give food to: "Kellogg graciously donated this food, please donate to Kellogg."Stealing money? Please. If anything, you're making DF accessible to people that would never play it otherwise.So you're saying that the distributors of food throughout the world should get all the customers' money whilst the manufacturer gets nothing?
No, thats what Stonesense SHOULD be doing - That message and/or donate button isn't anywhere to be seen on the Stonesense splash screen AFAIK.That's a terrible analogy. It's more like distributors are giving away food that they got from Kellogg and telling everyone they give food to: "Kellogg graciously donated this food, please donate to Kellogg."Stealing money? Please. If anything, you're making DF accessible to people that would never play it otherwise.So you're saying that the distributors of food throughout the world should get all the customers' money whilst the manufacturer gets nothing?
No, thats what Stonesense SHOULD be doing - That message and/or donate button isn't anywhere to be seen on the Stonesense splash screen AFAIK.That's a terrible analogy. It's more like distributors are giving away food that they got from Kellogg and telling everyone they give food to: "Kellogg graciously donated this food, please donate to Kellogg."Stealing money? Please. If anything, you're making DF accessible to people that would never play it otherwise.So you're saying that the distributors of food throughout the world should get all the customers' money whilst the manufacturer gets nothing?
No, thats what Stonesense SHOULD be doing - That message and/or donate button isn't anywhere to be seen on the Stonesense splash screen AFAIK.That's a terrible analogy. It's more like distributors are giving away food that they got from Kellogg and telling everyone they give food to: "Kellogg graciously donated this food, please donate to Kellogg."Stealing money? Please. If anything, you're making DF accessible to people that would never play it otherwise.So you're saying that the distributors of food throughout the world should get all the customers' money whilst the manufacturer gets nothing?
A crazy idea. Could Stonesense -send- keyboard and mouse events to Dwarf Fortress? If it could, it could serve as a general graphical wrapper for it.
To summarize about half of this entire thread: 1. yes, it hypothetically could; 2. no, this will not happen.
No Dwarf Fortress executable found
DFhack exeption: couldn't find a suitable process
Note: Stonesense Slate is only compatible with the 2010 versions of DF, that is 31.x.
Good to see you're still around, jonask, busy or not :D
No, Nor do I know what or where to find said file to update it with. (I know where it is in the stonesense folder, but not where to find an update :/)
That info was also available... just 4 pages back. FYI
Thanks Retro :) Yeah I'm here heh, and I keep in regular (almost daily) contact with Japa, he's the one who's doing the active development these days you know. So I like to think we're on top of this hehecongrats :] hope it works out
Been pretty busy though, but seems like some details are emerging: If all goes well I might be moving to California by the end of the year for a new job. Pretty happy about that. We'll see :)
I'll keep lurking
I want to take world map -
*cough* Like this thing?What is essential to understand here, is that the world does not yet exist. Only general information about each map 'square' is known. The exact layout of each square is generated on embark. SO if you've only embarked once on a 3x3 grid, your entire world is only 9 squares big.
Toady does this, naturally, because it would be impossible to simulate each and every tile, tree, creek etc in the entire world at once.
I'm wondering if that's what he was asking the first place. Take a world map and render it as a single-layer map in Stonesense with each isometric tile representing a map tile, just to get a better look at a general representation of the world from a distance. So a 50x50 world (38400x38400 game tiles) would show up as a 50x50 map purely based off of the tile types see in the world map (ie. mountains of various types, lakes, grasslands, hills, marshes, etc).
Both of you are equally true.eh.
Also, Thoughts on Sounds/Music in Stonesense. Go!
? Would a simple ambient sounds of running water while viewing a river, or a hollow dripping echo as you explored caves in adventure mode make you happy? Would endless "YOU HAVE STRUCK MICROCLINE!" fanfares drive you into a fell mood?Not particularly, and yes.
On ambient sounds: More do-able. But a few questions arise: we can't pick up on events (like baby born, cow slaughtered, axe strikes goblin neck, etc)Getting at the events log gameside (I hope it has pointers) might be the most important thing for future plans.
True, I don't know if dwarves even have the mental capacity to feel emarrassment, but I'm not taking any chances on this matter. I may be cruel sometimes, but turning my fortress into a nudist resort for furries, that's crossing the line.Draw a line and it will be crossed by something.
all tiles use the same system.Wait, did you just* incidentally implement proper waterfall/water cohesion tile capabilities? *reads tag faq* No, you didn't. Would need "iswater" and "ismagma" for the two kinds.
you can even use it for creatures if you want.
Lies. Stonesense development has been over for years, and Japa's just been posting some delicately crafted Photoshops.Sorry, I never updated my script to work with fatfloors. ;)
okay, ATI people, your only hope is using Directx, it seems.Looks like I'd be hosed then- ATI on linux.
yeah, I won't be updating the water to use this feature til after this coming release, since it's quite a lot of work.all tiles use the same system.Wait, did you just* incidentally implement proper waterfall/water cohesion tile capabilities? *reads tag faq* No, you didn't. Would need "iswater" and "ismagma" for the two kinds.
you can even use it for creatures if you want.
I'm betting this came of generalizing ramp code.
Nah, you'd be fine if you manage to get it to compile. the issue lies with the windows drivers, not the card itself.okay, ATI people, your only hope is using Directx, it seems.Looks like I'd be hosed then- ATI on linux.
Go Microsoft... /sarcasmNah, you'd be fine if you manage to get it to compile. the issue lies with the windows drivers, not the card itself.okay, ATI people, your only hope is using Directx, it seems.Looks like I'd be hosed then- ATI on linux.
It's not Microsoft's fault. ATI wrote the drivers.Go Microsoft... /sarcasmNah, you'd be fine if you manage to get it to compile. the issue lies with the windows drivers, not the card itself.okay, ATI people, your only hope is using Directx, it seems.Looks like I'd be hosed then- ATI on linux.
modify some xml files.
Just downloaded Stonesense, and it seems to be stuck at the "Connecting to DF" screen. I replaced the memory file too with the one in the OP...so I don't really know what else to do.
Also some links on the first page are broken. Example: http://dwarffortresswiki.net/Stonesense:Content_repository shoves you into a 404 page not found. At least it does for me.
I believe the spriteing guide here has a good detailed explanation.
http://df.magmawiki.com/index.php/Utility:Stonesense/Sprites
Basically the image is split up into a grid each with a single sprite.
The top rightmost one is sprite 0. The one directly to the left of that is 1, directly to the left of that is 2. To a maximum of 19 across.
Directly below starts at 20 (whether or not the spritesheet actually is big enough to go 20 across) left of that is 21, and so on.
Hopefully that is enough to give you the jist of it.
Hello once again,
After trying all i could trying to modify the XML there i still cannot change it, turning Stonesense into debug mode and checking the sprite loaded, it show the game is currently using the Sprite 143 or 145 for the marble wall made of block, after looking at the XML files nothing is using the 143/145 am i missing something?
Maybe i need to add something to the block.xml, if its the case im screwed as i dont know anything about adding a new wall....
<block sprite="143" color="material">
<!-- pillar -->
<terrain value="495" />
<!-- wall -->
<terrain value="496" />
<terrain value="497" />
<terrain value="498" />
<terrain value="499" />
<terrain value="500" />
<terrain value="501" />
<terrain value="502" />
<terrain value="503" />
<terrain value="504" />
<terrain value="505" />
<terrain value="506" />
<terrain value="507" />
<terrain value="508" />
<terrain value="509" />
<terrain value="510" />
<terrain value="511" />
<terrain value="512" />
<terrain value="513" />
<terrain value="514" />
<form value="block" />
<material value="Inorganic" />
<subsprite sprite="145" />
</block>
in Test.xml
Edit: If I click the "report bug to microsoft" thingy, do you get those reports?Negatory Ghost Rider.
Edit: If I click the "report bug to microsoft" thingy, do you get those reports?Negatory Ghost Rider.
Fix'd.Edit: If I click the "report bug to microsoft" thingy, do you get those reports?Negatory Ghost Rider.
I think it goes directly to the incredibly dwarfy printer-connected-to-shredder.
yup, shredder has a printer directly hooked up to his brain.
If you are unable to connect to DF, before doing anything else, try updating to the latest Memory.xml file. This (http://stonesense.googlecode.com/svn/trunk/Memory.xml) is a direct link to the latest version known to be compatible with Stonesense.
Just curious. Is stonesense compatible with 31.12? The readme leads me to believe not, but then again, how often are those things updated? Meh.
Basically my screen merely flickers when I press F9 and it says "connecting to DF."
I've heard there is an "XML" file to possibly mess with (spreadsheet). If so and applicable, what do I do with it?
Any help would be very appreciated. Thank you.
This is kind of unrelated, but I didn't want to make a new topic about it. What utility do I need to reveal magma, chasms, HFS, etc. in embark mode? It's such a pain to search the entire map square by square for a magma vent, and then to not find one in a useful position.
If you are unable to connect to DF, before doing anything else, try updating to the latest Memory.xml file. This is a direct link to the latest version known to be compatible with Stonesense.
You're right Truean, you need to download a new XML file :) Just drop this into the stonesense folder, replacing your old Memeory.xml, this will give .12 support. You see, At the time Slate was released, new versions of DF came out every week. We had to do something like this. Today we are very close to being ready with a new version that will support .12 off the bat. Good luck mate!
Right-click the link, save-as, overwrite the old file.QuoteIf you are unable to connect to DF, before doing anything else, try updating to the latest Memory.xml file. This is a direct link to the latest version known to be compatible with Stonesense.QuoteYou're right Truean, you need to download a new XML file :) Just drop this into the stonesense folder, replacing your old Memeory.xml, this will give .12 support. You see, At the time Slate was released, new versions of DF came out every week. We had to do something like this. Today we are very close to being ready with a new version that will support .12 off the bat. Good luck mate!
Thank you both. I saw http://stonesense.googlecode.com/svn/trunk/Memory.xml (http://stonesense.googlecode.com/svn/trunk/Memory.xml)
I suppose my somewhat noobish question is what to do with it. I apologize in advance. Yes, "download." I click on it. It opens a page. I cannot seem to understand how to download it and replace the Memory XML file document.
Is there a download command I'm missing? Do I copy and paste it into a new document to replace the old one.
Again, I'm just not familiar with the procedure itself.
Thank you for your time.
Try switching to DirectX...
Bld = DF.getBuildings();
contentLoader.MemInfo = DF.getMemoryInfo();
if(professionStrings.empty())
{
for(int i=0;; i++)
{
string temp;
try
{
temp = MemInfo->getProfession(i);
}
catch(exception &e)
{
break;
}
if(temp[0])
{
professionStrings.push_back(temp);
}
}
}
if(classIdStrings.empty())
{
for(int i = 0; ; i++)
{
string temp;
if(!MemInfo->resolveClassIDToClassname(i, temp))
{
break;
}
classIdStrings.push_back(temp);
}
}
Linking CXX executable ../stonesense
CMakeFiles/stonesense.dir/ContentLoader.cpp.o: In function `ContentLoader::Load(DFHack::Context&)':
ContentLoader.cpp:(.text+0x2507): undefined reference to `DFHack::memory_info::resolveClassIDToClassname(int, std::basic_string<char, std::char_traits<char>, std::allocator<char> >&)'
ContentLoader.cpp:(.text+0x2626): undefined reference to `DFHack::memory_info::getProfession(unsigned int) const'
ContentLoader.cpp:(.text+0x28f0): undefined reference to `DFHack::memory_info::resolveClassIDToClassname(int, std::basic_string<char, std::char_traits<char>, std::allocator<char> >&)'
collect2: ld returned 1 exit status
make[2]: *** [../stonesense] Error 1
make[1]: *** [CMakeFiles/stonesense.dir/all] Error 2
make: *** [all] Error 2
make sure your building against the right version of stonesense.
there's an on_compiling.txt that says which one to use.
/me smaks his face
I meant to type DFhack.
make sure your compiling against the right dfhack. the latest one wont work.
terminate called after throwing an instance of 'DFHack::Error::MissingMemoryDefinition'
what(): memory definition missing: type address key current_menu_state
Aborted
get the latest XML from the first post.
in that case, take it up with the DFhack guys, and see if they can help.I tried the Wine solution before I tried compiling and I had no luck. After your post I tried using that Memory.xml file for SS as well as DFhack and now SS no longer crashes. However, I'm now stuck at "Connecting to DF..."
or runn the windows version of DF through wine. SS can still connect to that from what I heard.
terminate called after throwing an instance of 'DFHack::Error::MemoryXmlNoDFExtractor'
what(): DFExtractor != DFHack
Aborted
peterix just recently did some stuff to get stonesense working on linux.
try again with the latest DFhack, and the latest stonesense.
how can i take a picture of the whole map(3*3) ??
you can disable fog in the init.txt, and ctrl+F5 takes an entire map screenshot
just wait a day or two for the next release.WOOOOO soo excited!
just wait a day or two for the next release.WOOOOO soo excited!
I replaced Memory.xml with the one linked on the first page of this thread.Slate 2.1 is on it's way out, let us know if that version isn't working for you when i launches :)
We're laying the finishing touches on the next release, Stonesense Slate 2.1, and for that occasion we decided to put up a new poll. What should we do about Obsidian.
We already have a custom tile for it, the blue one that you've been seeing for a long while, but there are some things with which it could be improved: It is only for walls and floors, and has no stair, fortification or ramp sprites. These are shown as normal stone, only shaded dark black. Also, some people have noted that they don't like the stylistic blue obsidian.
An alternative would be to drop the custom obsidian sprite, and just use the regular rock sprites, only shaded dark gray. This would be a simple and cheap fix.
Alternatively, we could possibly expand on the blueish style to include the missing sprites, OR we could redesign it and expand it to a more conservative black-shiny look. (Either of these options are time consuming, of course, and requires artists to actually do this)
The choice is yours
Hahah. I was thinking a black-purple but you know that works even better! Just needs some pink highlights on the edges and you've got obsidian.Spoiler: Goblins are FABULOUS! (click to show/hide)
We're laying the finishing touches on the next release, Stonesense Slate 2.1, and for that occasion we decided to put up a new poll. What should we do about Obsidian.
We already have a custom tile for it, the blue one that you've been seeing for a long while, but there are some things with which it could be improved: It is only for walls and floors, and has no stair, fortification or ramp sprites. These are shown as normal stone, only shaded dark black. Also, some people have noted that they don't like the stylistic blue obsidian.
An alternative would be to drop the custom obsidian sprite, and just use the regular rock sprites, only shaded dark gray. This would be a simple and cheap fix.
Alternatively, we could possibly expand on the blueish style to include the missing sprites, OR we could redesign it and expand it to a more conservative black-shiny look. (Either of these options are time consuming, of course, and requires artists to actually do this)
The choice is yours
Same as many other stones, but shaded dark black
I'd say keep it with the huge mega pack to make it extra special.
Whelp, try as I might, I can't seem to get Stonesense to connect to DF.
I'm using DF 2010 (version 31.12), and after an initial failure and reading around some, I replaced Memory.xml with the one linked on the first page of this thread.
Using OpenGL as the renderer results in flashing between the Welcome screen and 'Connecting to DF...', all the other renderer options merely sit at 'Connecting to DF...'
Here's the contents of the logfile (from a single attempt, all the other entries are much the same):Spoiler (click to show/hide)
'Anyone able to help?
Oh, right, and DF's running on Windows 7 Ultimate (64 bit)
Whelp, try as I might, I can't seem to get Stonesense to connect to DF.
I'm using DF 2010 (version 31.12), and after an initial failure and reading around some, I replaced Memory.xml with the one linked on the first page of this thread.
Using OpenGL as the renderer results in flashing between the Welcome screen and 'Connecting to DF...', all the other renderer options merely sit at 'Connecting to DF...'
Here's the contents of the logfile (from a single attempt, all the other entries are much the same):Spoiler (click to show/hide)
'Anyone able to help?
Oh, right, and DF's running on Windows 7 Ultimate (64 bit)
Haha that's the exact error/OS I'm using. Any cures for it besides waiting for the next release?
regardless, of the two, it's actually Slade that's more likely to be purple.
Ain't that against DF tradition?Not really. DF as it is now uses three threads AFAIK. One for sound, one for graphics and one for the actual game.
Or capitalize on how rarely tiles are changed and just have two threads.One word: latency.
Each tile is just a pointer to a structure.
The processing thread reads and looks for changed tiles. Rather than updating the structure for that tile, it makes a new one and updates the reference pointing to it. Don't free the old structure right away, store it in a list to free later.
The drawing thread can just draw away. The data it is reading may be out of date (the old reference), but it won't be changed while using it.
But honestly, it seems kind of silly. Why have multiple threads using almost no cpu instead of one? It isn't like you're doing nuclear simulations.
Still working on my own set of tiles, there are a lot to cover...
I still have soils, ramps, stairs, and fortifications to go.(And probably a bucket of other bits and pieces I forgot.)Spoiler: goblinTower (click to show/hide)
Does not work with 31.12 with any of the memory.xml files I found links for. :(According to the devs the new release is in "a day or two" so you won't have to wait long for something that will hopefully work :]
I'm stuck with the flashing connecting to DF... screen.
This one should work until the next version is released: http://github.com/peterix/dfhack/raw/master/data/Memory.xml (http://github.com/peterix/dfhack/raw/master/data/Memory.xml)
... the terrain values don't stay when you rotate the view.Thanks for pointing that out, I now have 3.2k lines of messy xml to re-jigger.
Does not work with 31.12 with any of the memory.xml files I found links for. :(According to the devs the new release is in "a day or two" so you won't have to wait long for something that will hopefully work :]
I'm stuck with the flashing connecting to DF... screen.
hi stonesense does not work anymore for me when i start it is crashes and sayIceball3 cancels suggest that this user may be using the wrong version for the wrong operating system: too insane.
this application has failed to start because the applicationn configuration is incorrest. reinstalling the application may fix the problem
i just reinstaled my pc to see if DF works quiker and instaled the Lazy Newb pack on my computer and everything was working fine untile i moved it to a other folder from my Desktop to D: afther that i tryed and it did not work anymore
i tryed downloading the new version of Stonesense and today also the new version of LNP
but still no luck
i have the same problem white runesmith..... :(
Does anyone else have incorrect coloring of dwarves and animals in linux? My cats turn up blue, kittens are red, dwarves beards are the same color as their skin, etc. Also, I have never gotten the "ctrl-F5" to take a full screenshot to work, whether in linux or windows. It says "taking large screenshot", and then doesn't save anything, or at least where I can find it. Normal screenshots work though.
If you need some examples of simple threading, i can send you some. It is c++, but if you are not using this language it could give you ideas.
This doesn't seem to change my clay-loam floors.Problem solved; under no cicumstances should floor be spelled B L O C K. Otherwise it wont work.Any idea why that might be?Spoiler (click to show/hide)
Also only some of my grass seems to change... most of it is default and my grass appears on each of the 4 grass tiles, just not all of them in the area.
did you follow the build instructions?I did indeed, only disabling pulse audio. I checked now though, I didn't touch the install dir, which means that it's under /usr/local. Would that matter?
things like installing Allegro 4.9.21?
And here we are!you are my hero
Stonesense Slate 2.1
Download now you guys! (http://stonesense.googlecode.com/files/Stonesense_Slate_2.1.zip)
New features include:
- Blood, vomit and other fun bodily fluids!
- Tons of new creatures pulled in
- Mood icons for creatures (activate with 'M')
- New natural stone walls with better outlines
- Animated terrain
- Improved truncated walls
- 31.12 support
- A much more robust and feature rich configuration system
I'm guessing there's some way to point the build to the allegro directory.This is interesting, because there really is no allegro_native_dialog.h in my /usr/local/include/allegro5 folder. There is one, however, in the stonesense in /allegro/allegro5/. jonask84, sorry to bother you with my almost non-existant programming skills, but it seemed to me that Allegro compiled and installed correctly, am I missing something?
just don't know how that would be done.
Nope, still nothing. Same error, redist installed.Tommy, thanks for letting me know. I've actually been seeing this error myself from time to time.
there is in the addons folder in allegro.Yes, I did indeed fuck up and forget a dependancy :) That's why Allegro didn't build with all addons, and I didn't even notice. Oh well, thanks for steering me in the right direction!
try installing the VC2005 redists
Things still aren't colored properly. Also, like you said, way hell of a lot slower.Does anyone else have incorrect coloring of dwarves and animals in linux? My cats turn up blue, kittens are red, dwarves beards are the same color as their skin, etc. Also, I have never gotten the "ctrl-F5" to take a full screenshot to work, whether in linux or windows. It says "taking large screenshot", and then doesn't save anything, or at least where I can find it. Normal screenshots work though.
you need to set the drawmode to software. it's a hell of a lot slower, but it's not limited by video ram.
If you need some examples of simple threading, i can send you some. It is c++, but if you are not using this language it could give you ideas.
Those would be great. we're using C++, with a library that gives similar threading functions to pthreads.
Great job with the new version. I have only a minor problem with it. Double clicking the exe file does absolutely nothing. This is on XP machine. *wants to take pretty pictures of new fort*. Also noticed that my goblins are now used in it! Cheers!
Great job with the new version. I have only a minor problem with it. Double clicking the exe file does absolutely nothing. This is on XP machine. *wants to take pretty pictures of new fort*. Also noticed that my goblins are now used in it! Cheers!
I've downloaded and tested the new version on my computer, which is XP SP2 (wait, it's SP2? I thought I installed it frm an SP3 cd :-\ ) and it opens and runs fine, no problems with .12
I also noticed that it was a bit more responsive to my key presses than the previous release- until I went underground
If you need some examples of simple threading, i can send you some. It is c++, but if you are not using this language it could give you ideas.
Those would be great. we're using C++, with a library that gives similar threading functions to pthreads.
You could try using QT.. it lets you embed opengl in a way that will work better cross platform. It lets you do sound in a way that works better cross platform. It has threads in a way that works better cross platform. Etc Etc
You can do stuff like.. QtConcurrent::run(Function); and it will straight up run a function in another thread out of its thread pool.
it's on by default.Huh D: would there be any reason its not showing up? its a savegame that was updated to .12. at first I figured it probably just wasn't rendering old blood but now I've had dwarves bleed out and eviscerate stuff and it's still not showing. maybe they're just not bleeding enough yet?
colorse need to be fixed by peterix for linux.somthign elese needs to be fixed here...
stoftware mode is really only for taking large screenshots.
yeah, you need to install the VS2005 and VS2005sp1 runtimes.
yeah, you need to install the VS2005 and VS2005sp1 runtimes.
I'm guessing that my bug where running the program doesn't do anything at all is related to this also?
yeah, you need to install the VS2005 and VS2005sp1 runtimes.
I'm guessing that my bug where running the program doesn't do anything at all is related to this also?
It does nothing? just exits? I really have NO idea about this one... I think maybe you gotta get crazy and experiment. Like take all the content out. or change renderer. or try the fullscreen mode.
Only thing I can imagine is it's some kind of controlled crash that we must have forgotten to add an output for. I assume you've checked the log? It wouldn't hurt to turn on Verbose logging mode in the init either.
Hey guys, I'm terribly sorry if I sound like an absolute newbie here.
I'm a big fan of DF, and I'm dying to get this visualizer to work. However, everytime I click on the stonesense app to run, it says
The application failed to initialize properly (0xc0150002). Click OK to terminate the application.
I don't have Visual studio on my com, is that the reason why?
Any help is much appreciated :)
windows remote desktop works great, actually.allright, but which machine is making calculations, then?
no problems on Win7 either.
I think I see a pattern here... :P
I get the feeling it's not Stonesense's fault...I think my computer just doesn't get along with this vc2005 stuff....i think exactly opposite. it's builder version woe.
there's links to both 2005 and 2005sp1 in the OP.
also, you use the same redist regardless of your windows version, because stonesense is a 32bit program.
but is a couple of hundred KiB larger than either of them.just another build, imho, but, generally, this is weird(although from experience with windowsmobile systems building, i am aware, how using different dll subversions can have a big difference)..
McBeers has the same file versionversion reported by exe examination won't show you dlls versions embedded into exe installer, you know...
svn checkout http://stonesense.googlecode.com/svn/trunk stonesense
cd stonesense/build
cmake .. -DCMAKE_BUILD_TYPE:string=Release
make
/home/henio/Jogos/stonesense/common.h:13:34: error: allegro5/allegro_ttf.h: Arquivo ou diretório não encontradoare in portuguese, and 'Arquivo ou diretório não encontrado' means 'File or directory not found'.
/home/henio/Jogos/stonesense/common.h:15:44: error: allegro5/allegro_native_dialog.h: Arquivo ou diretório não encontrado
/home/henio/Jogos/stonesense/common.h:21:20: error: DFHack.h: Arquivo ou diretório não encontrado
/home/henio/Jogos/stonesense/common.h:22:32: error: dfhack/DFTileTypes.h: Arquivo ou diretório não encontrado
Hello,
After a whole day trying to compile dfhack and allegro (with success, apparently), I tried to compile Stonesense. On that attempt I did:Code: [Select]svn checkout http://stonesense.googlecode.com/svn/trunk stonesense
cd stonesense/build
cmake .. -DCMAKE_BUILD_TYPE:string=Release
make
Until 'make' everything goes well, but then:
#include <allegro5/allegro.h>
#include <allegro5/allegro_primitives.h>
#include <allegro5/allegro_font.h>
#include <allegro5/allegro_ttf.h>
#include <allegro5/allegro_image.h>
#include <allegro5/allegro_native_dialog.h>
#include <allegro5/allegro_opengl.h>
#include <allegro5/utf8.h>
this is inside common.h, the lines it doesn't like are the 3rd and 5th there, why can it find all the rest of the files and not those ones, when they are all there!?
This is n-th time when someone seem to have problem with this.
...
As usual, very sorry for posting, then.
why can it find all the rest of the files and not those ones, when they are all there!?The mysteries of C, eh. What happens if you change the order of them around a little?
Are they? I think not :)Hello,
After a whole day trying to compile dfhack and allegro (with success, apparently), I tried to compile Stonesense. On that attempt I did:Code: [Select]svn checkout http://stonesense.googlecode.com/svn/trunk stonesense
cd stonesense/build
cmake .. -DCMAKE_BUILD_TYPE:string=Release
make
Until 'make' everything goes well, but then:
Same problem for me, but in Ubuntu. The dfhack problem you have there I fixed by installing dfhack from the git repo (in the stonesense "ON COMPILING.txt" file). The problem with allegro is a complete mystery to me. I have the latest allegro from svn, the two files (allegro5/allegro_ttf.h and allegro5/allegro_native_dialog.h) definitely do exist, and most puzzling of all is that the compiler can see the other .h files in the very same folder. It only complains about allegro_ttf.h and allegro_native_dialog.h.
edit:Code: [Select]#include <allegro5/allegro.h>
this is inside common.h, the lines it doesn't like are the 3rd and 5th there, why can it find all the rest of the files and not those ones, when they are all there!?
#include <allegro5/allegro_primitives.h>
#include <allegro5/allegro_font.h>
#include <allegro5/allegro_ttf.h>
#include <allegro5/allegro_image.h>
#include <allegro5/allegro_native_dialog.h>
#include <allegro5/allegro_opengl.h>
#include <allegro5/utf8.h>
Are they? I think not :)Humrum... That path does not exist. Ok, I'll try to guess what I've done wrong.
On Linux, stonesense uses the system-provided allegro, so look into /usr/include/allegro5/ first. Chances are that when you built allegro, you haven't had all the dependencies and some parts weren't built.
I don't think that's what CK meant :) I think she was simply pointing out that it would be simpler for everyone if I had had the foresight to split the thread a little while back instead having it grow to the now lumbering colossus it is. And she's right of course, I'll have to think about that.Yes, I was not complaining about anyone in particular or any "you should have read this" but rather my message is "these people with bug reports keep making me think artists are contributing, code is getting written, etc etc"
What's up with the obsidian? Yo? I thought it was going to be Hawt Pink? ;)If you want hot pink opsidian, it's rediculously easy to change. just open colors/inorganic_layer.xml, and change the color for obsidian.
Edit: Ultima Online did a lot of it's sprites in grayscale and just applied a palette to them. I don't know how stonesense does it, if it does it that way or an easier way, just mentioning it because I happened to remember it.That;s exactly how stonesense does it.
Edit2: Yeah I don't know what is going on with that mule. ... I just got an elf caravan, maybe it was that coming onto the map.mules are officially cursed animals. you're lucky it's a normal color, they often aren't.
There's just... so much bear.Because, in an emergency, they'll use your dwarves as food?
I keep thinking of them as "emergency food".
Unlikeley, as the demons tend to be randomised, which means you either have to have a generic demon sprite, not much better then the questionmark, or a sprite specific to your fort, which has limited resale value.indeed, that's what I thought the problem would be :( I'll have some made, though I doubt they'll be very useful for the official release.
they'd still be fine for that little project of yours, thoughthat's the idea : ) i assume forgotten beasts can be sprited, too?
I keep thinking of them as "emergency food".Because, in an emergency, they'll use your dwarves as food?
hahaha Beeskee, I'm loving that bear wall :D
And btw, that house with the skylights looks amazing!
Actually a generic demon sprite would probably be way better than a floating purple question mark.there will be at least a generic demon sprite since I need to get one made and I'll post it here if anyone else wants to use it (assuming the artist doesn't also post it here). I'm talking with beefmo at the moment and he seems interested.
i was thinking a bit about windows ..they look kinda ..modern right now?
would it be technically possible to do this?
(http://www.pukanec.sk/en/i/historia/mikulas_okno.jpg)
the rounded top ..i guess it'd require some coding to insert the appropriate stone behind there.
i was thinking a bit about windows ..they look kinda ..modern right now?
would it be technically possible to do this?
(http://www.pukanec.sk/en/i/historia/mikulas_okno.jpg)
the rounded top ..i guess it'd require some coding to insert the appropriate stone behind there.
I like this idea, but I would love for adjacent windows (including vertically adjacent) to merge, so that a large stained glass window could be produced... if lead were used for window construction (authentically, it would have been) I would say use gray or dark gray borders between panes, and making the outward part match adjacent stone would be the icing on the cake.
Well I really love the color and profession stuff, it makes it easy to see it on my named dwarves without peeking in everyone's description.
Yeah he is not short enough. Otherwise he's cool.
And you don't HAVE to make all the color stuff and the professions, that's just another option :)
although, the color stuff is pretty easy to do. take a look at gobbos.xml to get an idea how to do it. (It's the one with the fewest actual sprites)
I actually wrote a little tutorial here (http://df.magmawiki.com/index.php/Utility:Stonesense/Adding_Creatures), that shows the various options. it's very slightly outdated now, but still useful.
Yeah he is not short enough. Otherwise he's cool.
They look quite tall when compared to human sprites for example but size in Stonesense is quite abstract anyways when you compared dwarves to cats and elephants, they are all the same size. Also I'm not overly fond of overstunted dwarves that look like Cartman with beard. I might consider making it a tiny bit (pixel or two) shorter but that also eats those couple of pixel of height that could be used for additional details.
Hey, I have a possibly dumb question. I'm using Stonesense Granite because I stubbornly insist on sticking with 40d until DF2010 reaches its final release.
Does Granite have a full-map-screenshot function? Ctrl-F5 doesn't work for me, it just makes a normal screenshot.
I tried today the latest version of stonesense. The window went black when the season changed and I had to restart the program.
I tried today the latest version of stonesense. The window went black when the season changed and I had to restart the program.
Why, hello Havelock. Having fun on Roundworld?
Thanks for the heads up, that's a new one. I assume this only happened once right?
I tried today the latest version of stonesense. The window went black when the season changed and I had to restart the program.
Why, hello Havelock. Having fun on Roundworld?
It's more of a cube... but with variable blocks sticking out on two sides.I tried today the latest version of stonesense. The window went black when the season changed and I had to restart the program.
Why, hello Havelock. Having fun on Roundworld?
you say that like the DF world is round.
It's square, you dimwit.
Didn't we determine that Dwarves live on an Omnihedron?I thought dwarves lived in the little moments of madness and desperation where you don't think you'll ever truly wake up from a nightmare.
You "air-lock" all your migrants in individual rooms and only feed them when they get to the point of starving as well?Didn't we determine that Dwarves live on an Omnihedron?I thought dwarves lived in the little moments of madness and desperation where you don't think you'll ever truly wake up from a nightmare.
I tried today the latest version of stonesense. The window went black when the season changed and I had to restart the program.
Why, hello Havelock. Having fun on Roundworld?
you say that like the DF world is round.
It's square, you dimwit.
hey, I'm practically the TA of the professor of cruel and unusual geography.
Read "The Colour of Magic" or "Going Postal" and you'll find out.
Read "The Colour of Magic" or "Going Postal" and you'll find out.
I already did. I've read almost every Discworld book he's made so far.
EDIT: And I still don't understand why there's so many on this particular forum.
The application failed to initialize properly (0xc0150002).
I've been hunting around all over the place trying to work out if there is Mac version of Stonesense? Or one planned? I've seen the question but no answer...
Here's hoping?
it usually takes a few days to get the offsets for a new version but this one is all mixed around due to the new compiler, so it's probably gonna take a bit longer.
Why are there so many Pratchett fans in Bay12 anyway?Because there is a high correlation between awesomeness and the property of being awesome?
40d never reached a final version itselfIt was the end product of the .40- since there was no 40e deemed required.
40d never reached a final version itselfIt was the end product of the .40- since there was no 40e deemed required.
hm I was unaware you could use the get color from part function* and still have clothing color for professions. I may need to take advantage of that...
*my fancy name for it from lack of an official name
... the player is a massive, teleketic slug thing.well ... depending on how long the player spends in the comfy computer chair each day ... :o ??? ;D
it's also not hard to have entireley different sprites per profession, but that means more drawing.
it's also not hard to have entireley different sprites per profession, but that means more drawing.
Since you can construct everything from layers now it is not that hard to make every profession have unique look with fairly little work. I have basic model with skin, hair and clothes that get colour and on top of that I lay layers with weapons, additional clothes etc. and on top of that I lay some more coloured layers if for example the hand positions change. It's not that much more drawing really but the xml file becomes MASSIVE, especially with both sexes. I'm also wondering if it will impact performance if every profession has like 5-10 sublayers.
And because picture speaks more than words here is what I do with my dwarves:
(http://i739.photobucket.com/albums/xx38/belannaer/dwarf_test-1.png)
Top row is male dwarves, second row is females, third is gear for masons etc, fourth is woodcutters etc.
demopic.cough. Ignoring for the moment that I am not the best of sprite artists.
(http://img138.imageshack.us/img138/3728/draworder.gif)
There is also a distinct possibility of getting the materials for clothes.
as far as I know, no, it would require sourcecode changes, as ramps in DF cannot actually be smoothed, so the surrounding tiles would need to be checked for smoothness, and overall, it's a huge can of worms.
how many of the surrounding walls need to be smooth before the ramp is counted as one?
Can anybody verify this works with 31.13? I'm trying, but not connecting - with the xml update.
Did you get the correct memory xml and the latest DFhack.dll as Japa suggested just above your post? More info is needed to help :).
yeah, you need, in adtion to the latest memory.xml, the latest DFhack.dll.
you can get that from the DFhack thread. I'm pretty sure there's precompiled ones available.
Stonesense it simply displays the connecting screen for a long while before a Microsoft runtime error comes upSame problem here. Also, if I replace memory.xml, but not dfhack.dll, Stonesense starts and works, but shows only terrain and buildings, no creatures, dwarfs or stockpiles. You could try this until better solution is found.
Stonesense it simply displays the connecting screen for a long while before a Microsoft runtime error comes upSame problem here. Also, if I replace memory.xml, but not dfhack.dll, Stonesense starts and works, but shows only terrain and buildings, no creatures, dwarfs or stockpiles. You could try this until better solution is found.
Total DF noob here, joining in having read with great interest the LP's for Boatmurdered et al. Just wondering if anyone could help me re: Stonesense. Having a bit of a nightmare getting it to work. I've downloaded the dfhack.dll, replaced the memory.xml with the latest version and all that, DF itself works fine, but anytime I try to run Stonesense it simply displays the connecting screen for a long while before a Microsoft runtime error comes up and the whole thing has to close.
Thanks in advance for any help offered!
why would you replicate the exact same bad dwarf fortress interface in stonesense? if there are no enhancements done in the middle, it's useless*, and if there are, it's an helluvalot of work.
*you will also need to rotate stuff to give command behind slopes and walls such, so it's actually worse than the top down view.
why would you replicate the exact same bad dwarf fortress interface in stonesense? if there are no enhancements done in the middle, it's useless*, and if there are, it's an helluvalot of work.
*you will also need to rotate stuff to give command behind slopes and walls such, so it's actually worse than the top down view.
So you don't need to view in one window then control in another.
Total DF noob here, joining in having read with great interest the LP's for Boatmurdered et al. Just wondering if anyone could help me re: Stonesense. Having a bit of a nightmare getting it to work. I've downloaded the dfhack.dll, replaced the memory.xml with the latest version and all that, DF itself works fine, but anytime I try to run Stonesense it simply displays the connecting screen for a long while before a Microsoft runtime error comes up and the whole thing has to close.
Thanks in advance for any help offered!
Hi guys :)
We're still having some issues with the MSVC build of Stonesense, the weird error some seems to be seeing.
I think for the next release we will try a mingw build or something like that, should work a lot better.
Honestly I have no idea what MSVC is up to.... :o
Odd, it worked for me when I used 31.16, but it didn't show any creature/dwarf sprites. When I downgraded to 31.12, it didn't connect at all. I even tried building from the SVN source and while it compiled fine, it crashed on start. Weird.
I'm going to keep trying versions, maybe 31.11 will work...
--SNIPPED FIRST TWO EDITS--
EDIT: I got it working!!! It's awesome, thanks so much for this great tool :D
I used this (http://www.bay12games.com/dwarves/df_31_11_win.zip) version of DF with a fresh install of stonesense, and creatures are even working.
My two cents on the remote control thing is that eventually there should be a version of stonesense that can place itself overtop the usual DF viewport. The menus could stay, and it'd be for immersion purposes only. Any keystrokes would be sent to the normal game.
I'd like to know:
Is there a listing of what's left to do/add/doesn't exist yet?
Did an artist do a tutorial about making and adding sets? (not the programming, I mean the visual style/process).
Thanks!
Message for Solifuge (in case those multiple PM's I sent didnt work - as I'm suspecting)
-message-
Japa, you're the regular helper on this forum, when i start of DF and load up my fortress, and then open up stonesense, i press F9 and it then sits on CONNECTING TO DF and doesn't connect and leaves me on that screen; after a while my system just lags and slows down a godly amount. any ideas? or help?I got the very same issue! Except that Stonesense also just shuts down after 5 minutes or so.
Thanks!
Right, thanks. Showing items would be awesome to have one day, or maybe not, depending on how much it would clutter your screen :D
Btw I really love what Stonesense does to my Dwarf Fortiness experience. Applause!
I am not sure how close is it, we may have to wait for a few months more.
In file included from /home/mariachi/bin/stonesense/Block.h:3:0,
from /home/mariachi/bin/stonesense/Block.cpp:1:
/home/mariachi/bin/stonesense/common.h:21:20: fatal error: DFHack.h: No such file or directory
compilation terminated.
make[2]: *** [CMakeFiles/stonesense.dir/Block.cpp.o] Error 1
make[1]: *** [CMakeFiles/stonesense.dir/all] Error 2
make: *** [all] Error 2
Right, thanks. Showing items would be awesome to have one day, or maybe not, depending on how much it would clutter your screen :D
Btw I really love what Stonesense does to my Dwarf Fortiness experience. Applause!
Thanks mate :) We really enjoy it too, that's how it started hehe
The items we could do, we have that info, the only problem is there is literally 7 billion of them in an average fort. We'd have to be mighty clever to parse them just right without crashing your CPU to hell and back :) But we've been experimenting with it, for sure.
Is there inis for .16?
Is there inis for .16?look at the opening post.
read it carefully.
[EDIT] Blimey, the git's forgotten to update the post properly.
anyhoo, what the OP is supposed to be saying is that 2.2 supports upto 0.31.16
Is there inis for .16?
look at the opening post.
read it carefully.
[EDIT] Blimey, the git's forgotten to update the post properly.
anyhoo, what the OP is supposed to be saying is that 2.2 supports upto 0.31.16
Ok jumping in here to ask a question I am SURE has been asked countless times before...Ok, jumping in here to tell you the answer is right at your fingertips... right up there in that little white box with a "Search" button next to it.
Ok jumping in here to ask a question I am SURE has been asked countless times before...What it would take to do it well would be some game integration from Toady, but I'm pretty sure this is one of the things he doesn't want done.
What would it take to merge an in game UI with the stonesense mod? IE, able to play, build and control the game while viewing it in 3d?
I forgot to download the image. But I saw a version of stonesense with all the commands - such as build. designate, etc - at the bottom of the screen. It looked awesome. How do I do that with Stonesense?
You mean this?Spoiler (click to show/hide)
current consensus is that I'm the only one actually working on this project, and I don't want that feature.
Awesomeness overload. Brain turning off in 3...2...1...Spoiler (click to show/hide)
Gimme a template and I'll take a shot at it.
It may be slow, but at least it should work. That's the important bit.
..Whoa, slow was an understatement. Anyhow, despite it's complete obscurity there...
Personally, I'd probably run the screenshot in segments, so that you can save it to a buffer (AKA: Temporary) file, while it saves. Should go easier on both RAM and Video RAM, and make it possible for even the oldest Video cards to save screenshots.
But it looks like I finally have that one screenshot. Just another two more to go.
I think that's an Elven Facepalm.Spoiler (click to show/hide)
I think that's an Elven Facepalm.Spoiler (click to show/hide)
Also, the software rendering is SO slow, I really can't describe it. That post wasn't half an hour late for no reason, it really did take that long.
I'm playing with the idea of having a combined rendering system, though even to me it sounds hideously complex, but I'm just wishing for a faster system I guess.
You should have seen the old one ;) twelve hours was normal heh
you using the sdl or the legacy version of DF?
that's good.
now we just have to figure out why it's not working.
what does the log say?
okay, that's weird, because if it wouldn't connect, it would have been spamming that file with messages about not being able to connect. so that's not the problem.
try disabling the intro in the init.txt
define nothing
just black screen?
with the intro disabled, you shouldn't need to press F9
I'm just wondering - what's the reason for Stonesense to be so slow, even when the game is paused? (I can only use Stonesense with paused DF, and even then it's responding slowly and is far from fluent). The graphics are very old-school, and the old games that look similarly run fast on modern computers. By this logic, Stonesense should be fast as lightning.
This isn't meant as whining, as I'm sure there's a perfectly good reason for it. I'm just curious what the reason is.
If we want to read the world from DF, we have to copy each piece of data we want to read out
This becomes exceedingly difficult to implement when you can not add "hooks" and event listeners into the actual game code
stonesense only works with the previous version of DF. you have to chose between using stonesense, and getting ripped to shreds every night.ive got version 31.16 , isnt this one suppose to work with SS ?
yeah, it's supposed to work with .16well i boot up my DF .16 , load up the fortress mode then turn on stonesense click F9 and it gets stuck on connecting to DF
what problems are you having?
what does the log say?if you are talking about Stonesense log
Stonesense launchedbut DF.exe is in the same folder as Stonesense exe
Using allegro version 4.9.21 r1
No Dwarf Fortress executable found
DFhack exeption: couldn't find a suitable process
No Dwarf Fortress executable found
DFhack exeption: couldn't find a suitable process
No Dwarf Fortress executable found
try changing the renderer from directx to opengl in the init.txt.It was originally set to "ANY", so I changed it to DIRECTX, which was the same, then to OPENGL, which has fixed it.
also, ensure you have some kind of videocard.
what does the log say?if you are talking about Stonesense logQuoteStonesense launchedbut DF.exe is in the same folder as Stonesense exe
Using allegro version 4.9.21 r1
No Dwarf Fortress executable found
DFhack exeption: couldn't find a suitable process
No Dwarf Fortress executable found
DFhack exeption: couldn't find a suitable process
No Dwarf Fortress executable found
Nope no luck, still stuck on connecting to DFwhat does the log say?if you are talking about Stonesense logQuoteStonesense launchedbut DF.exe is in the same folder as Stonesense exe
Using allegro version 4.9.21 r1
No Dwarf Fortress executable found
DFhack exeption: couldn't find a suitable process
No Dwarf Fortress executable found
DFhack exeption: couldn't find a suitable process
No Dwarf Fortress executable found
they don't need to be in the same folder.
try running both in administrator mode.
are those floor constructed, or smoothed?
if they are constructed, could you send over the save file? thanks.
I'm pretty sure that's a bug in DF.
you see, stonesense transcends bugs such as that.
Hi there, I was wondering if anyone has used this with .17. I can't get it to run, nor can I find a copy of .16 anywhere to download (perhaps somebody could direct me to one?). What's my best bet? Should I wait for .17 to be supported? Or is there some other possible solution? What happens is that when I load stonesense, if just hangs on the 'connecting to DF' screen.
Thanks for any assistance you can provide.
Hi there, I was wondering if anyone has used this with .17. I can't get it to run, nor can I find a copy of .16 anywhere to download (perhaps somebody could direct me to one?). What's my best bet? Should I wait for .17 to be supported? Or is there some other possible solution? What happens is that when I load stonesense, if just hangs on the 'connecting to DF' screen.
Thanks for any assistance you can provide.
.17 isn't supported yet. .16 is available from the Older Versions (http://bay12games.com/dwarves/older_versions.html) link on the main DF page.
don't forget to put your stonesense directory inside your DF directory, of course.
don't forget to put your stonesense directory inside your DF directory, of course.
This is just plain wrong.
Any idea about when support for 0.17 might be made available. I'm running an LP on another site, and one of the problems I foolishly didn't anticipate is people unfamiliar to DF having a large amount of difficult deciphering each screenshot. Stonesense would probably help a lot with that, since it's easier to understand at a first glance than ASCII graphics.
Any idea about when support for 0.17 might be made available. I'm running an LP on another site, and one of the problems I foolishly didn't anticipate is people unfamiliar to DF having a large amount of difficult deciphering each screenshot. Stonesense would probably help a lot with that, since it's easier to understand at a first glance than ASCII graphics.
Since .18 is out now, would it even be worth it? I imagine they'd jump ahead to the version that came out 5 days later.
Touche.
... I'm a tabletop game geek ...
Here on the DF forums? Sure seems like it.... I'm a tabletop game geek ...
Not to sidetrack the thread, but aren't we all :D
Touche.
I'm not touching anything, youexplicative deleted!
If I knew anything about coding, I'd see if I cant get dfoffset to return some useful values for .17/.18, but, hey, I'm a tabletop game geek, not a codejockey.
DouchéTouche.
I'm not touching anything, youexplicative deleted!
If I knew anything about coding, I'd see if I cant get dfoffset to return some useful values for .17/.18, but, hey, I'm a tabletop game geek, not a codejockey.
Wikipedia
The word "touché" is also often used in popular culture and general conversation for example, in an argument or debate to commend someone on a clever response to an argument.
couchéDouchéTouche.
I'm not touching anything, youexplicative deleted!
If I knew anything about coding, I'd see if I cant get dfoffset to return some useful values for .17/.18, but, hey, I'm a tabletop game geek, not a codejockey.
Wikipedia
The word "touché" is also often used in popular culture and general conversation for example, in an argument or debate to commend someone on a clever response to an argument.
alternating between Connecting to DF... and a light blue screen with refresh rates figures etc.
I'm running windows 7 64bit and have tried compatibility mode for xp sp2 and also admin rights. Neither options change anything when used seperately or together.
With the latest DF hack memory.xml it seems to be working. It's got materiel colors and everything. Only creatures are not visible.
If stuff's not workingSpoiler (click to show/hide)
If stuff's not workingSpoiler (click to show/hide)
I swear I have the worst luck running DF utilities >:(
I downloaded the most recent version of Stonesense, put it in my DF folder, loaded a game, loaded Stonesense, and it just spins its gears while saying "Connecting to Dwarf Fortress" I mean I am running the most recent version, why do these things never work right?
You can get it to show terrain without creatures just be using the Memory.xml that comes with the latest DFhack. Not perfect perhaps but it's all I need personally.Ah yes, that too.
I swear I have the worst luck running DF utilities >:(
I downloaded the most recent version of Stonesense, put it in my DF folder, loaded a game, loaded Stonesense, and it just spins its gears while saying "Connecting to Dwarf Fortress" I mean I am running the most recent version, why do these things never work right?
Because Stonesense doesn't work with 31.18... yet.
I'm so eagerly waiting for the update, first time I'm using stonesense so can anyone tell me how often they update stonesense?
I update stonesense once every 1d100 days.
I update stonesense once every 1d100 days.:-\
I update stonesense once every 1d100 days.
Hi there,You downloaded the wrong version, you need to go to the future and download stonesense version 2.3 which has .18 support.
Excuse me, didn't read the 294 previous pages. I did read the wiki and the first few pages of the post.
I can't have StoneSense working. I'm using DF Phoebus 31.18 and StoneSense Slate 2.2.
I firt launch DF, then while i'm ingame, i i launch SS, i hit F9, and here i see an infinite "connecting to DF..." screen.
What i am doing wrong ?
Dwarf Therapist seems OK.
Thanks for your help.
It does make one think...They'd better have a lot of money for Toady, too, if they plan on pulling a stunt like that. ::)
If someone, say with lots of money, was able to organize the various mod leaders into a single group. The makers of the Dwarf3D program, the makers of DFHack, the makers of Stonesense, etc. If they got them all together in one group, would EPIC happen? or would they end up killing each other?
I don't follow. You're saying that if people who have made mods for Dwarf Fortress get together and make something cool on their own, they have to pay Toady?It does make one think...They'd better have a lot of money for Toady, too, if they plan on pulling a stunt like that. ::)
If someone, say with lots of money, was able to organize the various mod leaders into a single group. The makers of the Dwarf3D program, the makers of DFHack, the makers of Stonesense, etc. If they got them all together in one group, would EPIC happen? or would they end up killing each other?
I don't follow. You're saying that if people who have made mods for Dwarf Fortress get together and make something cool on their own, they have to pay Toady?There's a fine grey line. Personally, I have no problem paying someone to make Stonesense, et al. but there are some that would say even derivative works that rely on Dwarf Fortress should be approved by Toady or deemed "illegal" or immoral. It's kind of like how Blizzard claims rights to game data in the memory of your computer and any application that alters that data is infringing on their property.
As far as money goes, well DF is free, all the mods are free, the only thing that would be considered worth paying money on is the time of working in general.Sure, but nobody lists their work schedule. ;)
Well my dream is for everyone to work WITH Toady on intagrating these things into DF. But the problem is that this is at the Core Toady's creation, and it shoudn't be up to anyone to take it over as it where. Thats why its more of a dream of mine, Having Toady work WITH the creators of these other mods and have them become part of the game.
As far as money goes, well DF is free, all the mods are free, the only thing that would be considered worth paying money on is the time of working in general.
An idea has been bugging me since the new release. I was going to ask Toady about it, but it might be better to bring it up here.
The base is that since the new military system and all the equipment related stuff I'd love some graphical feedback on equipment worn or used by dwarfs or adventurers. Theoretically it should be possible even in standard df if the graf engine that picks the sprites would check for equipped items as well. Though there are some issues, first being the 16x16 sprites with limited zoom ability, you have to look at your monitor from like 2cm if you want to see what's the dude wearing (made an example of this based on Phoebus/Shr dwarfs, can upload it in .psd if someone wants to see it), and the other issue being that I don't think the game supports sprites built from multiple images with transparency. Than I realized this is exactly what stonesense does with facial features and such.
So here is the actual question, would it be possible to memory hack out more prominent equipment pieces and use them to overdraw a "blank" figure of say a military dwarf? If it is that brings up some more questions like what should be drawn? I'd say for testing ignore material types, and use only base weapons, and maybe helmet, chest armor, and greaves.
If this would be implemented with some examples on how to use, I'd be glad to make base sprites for this stuff, until someone with more talent does some realy nice ones. Also now that df uses adventurer grafs based on weapon skill it could be applied there to..
@kolt16: What you describe is very much possible, to my knowledge. And I agree it would be pretty awesome to see. It might be a little beyond the scope of what Stonesense is supposed to do right now, but I'm not against the idea as long as the performance impact would not be too large.
A nice concept study would be for someone to make a program that draws actual representations of dwarfs' equipment and "paperdoll" it together.
@kolt16: What you describe is very much possible, to my knowledge. And I agree it would be pretty awesome to see. It might be a little beyond the scope of what Stonesense is supposed to do right now, but I'm not against the idea as long as the performance impact would not be too large.
A nice concept study would be for someone to make a program that draws actual representations of dwarfs' equipment and "paperdoll" it together.
CobaltKobold and belannaer already did some work in this direction:
http://www.bay12forums.com/smf/index.php?topic=43260.msg901876#msg901876
http://www.bay12forums.com/smf/index.php?topic=43260.msg1583926#msg1583926
I don't know if this has been asked before, as the thread is quite large by now, but is it possible to have different tiles for indoor and outdoor?
I imagine this can enhance the immersion a bit, even though it probly doesn't work on constructed buildings.
If stuff's not workingSpoiler (click to show/hide)
After trying to run this three times, crashed my computer twice after pressing F9 and worked once. I assume this is because it officially supports an older version of DF and I am currently running the newest.
After trying to run this three times, crashed my computer twice after pressing F9 and worked once. I assume this is because it officially supports an older version of DF and I am currently running the newest.
Doh! Thanks. =]
If it's crashing your computer, you probably need to update your graphics drivers.
After trying to run this three times, crashed my computer twice after pressing F9 and worked once. I assume this is because it
Dude I'm pretty sure you messed up your quotes...
officially supports an older version of DF and I am currently running the newest.
Doh! Thanks. =]
If it's crashing your computer, you probably need to update your graphics drivers.
After trying to run this three times, crashed my computer twice after pressing F9 and worked once. I assume this is because it
Dude I'm pretty sure you messed up your quotes...
officially supports an older version of DF and I am currently running the newest.
Doh! Thanks. =]
If it's crashing your computer, you probably need to update your graphics drivers.
After trying to run this three times, crashed my computer twice after pressing F9 and worked once. I assume this is because it
Dude I'm pretty sure you messed up your quotes...
officially supports an older version of DF and I am currently running the newest.
Doh! Thanks. =]
I don't understand what is ironic about this.
If it's crashing your computer, you probably need to update your graphics drivers.
Oh the irony.
It keeps happening!After trying to run this three times, crashed my computer twice after pressing F9 and worked once. I assume this is because it
Dude I'm pretty sure you messed up your quotes...
officially supports an older version of DF and I am currently running the newest.
Doh! Thanks. =]
I don't understand what is ironic about this.
If it's crashing your computer, you probably need to update your graphics drivers.
Oh the irony.
DF31.16 compatible.Is it planned to make it working with 0.31.18?
you should know that dark tundra is doing something similar, though he's been inactive recently.Thank you, you pointed me to the exact same document two pages ago ;).
also, this document may be helpful:
http://code.google.com/p/stonesense/source/browse/trunk/Sprite%20Guide.txt
Personally, it's the inside I had no problem with, but the overly bright outside was *blech* ... well, there are a few that could be toned down.
... I presume the terrain values can somehow be found with df hack?)
Thanks you!... I presume the terrain values can somehow be found with df hack?)Spoiler: Value list (click to show/hide)
Personally, it's the inside I had no problem with, but the overly bright outside was *blech* ... well, there are a few that could be toned down.
Well, I don't mind the insides too much when it comes to colours. However, I don't really like the fact that everything's a pallete swap of eachother. So I'm going to see if I can do something about that.(Though, I have to admit, trying to figure out how to make a tile for something like 'raw native silver' is actually quite hard...)
Personally, it's the inside I had no problem with, but the overly bright outside was *blech* ... well, there are a few that could be toned down.
Well, I don't mind the insides too much when it comes to colours. However, I don't really like the fact that everything's a pallete swap of eachother. So I'm going to see if I can do something about that.(Though, I have to admit, trying to figure out how to make a tile for something like 'raw native silver' is actually quite hard...)
You could look at my set for inspiration. I didn't really worry about trying to make mine fit in with the rest of the art, since I had a half-baked plan to replace ALL the graphics, but I did make every wall type.
I didn't worry about making them visually distinct from each other though, except for the ones that actually ARE visually distinct in real life, like malachite. But they are mostly more exaggerated in their unique features than in real life.
http://dl.dropbox.com/u/2188428/stone_sheet.png
I was considering of doing this as well, though I'm thinking of how to order that in the xml.
EDIT: I just had a sudden, unrelated idea.
What if you detected the stone *layer* of a wall, and drew that, then drew another sprite of the actual material that was just veins/crystals/clusters embedded in the layer sprite? For the sake of making terrain feel more cohesive, and things like precious metals and gems looking better.
therahedwig: if you're looking for feedback, mine is that I think the tiles should have less contrast between dark and bright areas -- the lightness (http://en.wikipedia.org/wiki/Lightness_%28color%29) shouldn't vary as much within a tile. The current tiles show a lot of detail, but with so many of them on the screen, it starts to look like visual noise, and it's harder to pick out creatures, buildings, etc. They're supposed to be background, but they're just as attention-grabbing as the foreground. Instead of dark specks, maybe try accentuating the shape of the large stones in the tile, or something.Depending on what one uses Stonesense for, this philosophy may not necessarily hold - it can be used to view architecture as much as to perceive creatures, buildings, and etc. For the purpose of seeing such things, I would agree with you, but if therahediwg is looking to make structures and forms of the fortress itself more visually dominant, then the speckling isn't inherently problematic.
Actually, I just wanted to make granite look like granite.Spoiler: image (click to show/hide)
See, it's speckled. So are diorite and gabbro. They're slightly differently speckeled, but that would've been too little for me to actually show the difference, so I swapped th colour.
I suposse I could remove the speckles, but then granite wouldn't look like granite anymore, but like greyish stone #23, and decreasing the contrast will make it so that people will see the speckles as part of the shading, removing any kind of shape from the object, making it full-on noise.
it's about someone being able to recognise granite when confronted with it.
That's what makes your tiles noisy -- one tile might convey useful information, but the other 999 are just a redundant distraction. Their eye-grabbingness is way out of proportion to the amount of useful information that they convey.
the problem with that, is that they will still drop leaves if you play in a tropical climate.Perhaps a way to detect the climate from the biome data? I know it sounds complicated but I think it would add a lot to the visual presentation if you could see the seasons change.
The problem then is that it's easy enough to generate maps with hugely different biomes. Snow next to hot desert, etc. So then you either have to check each individual tile's temperature value, or you have to work out an average over the map.Shouldn't the biome's general information be stored somewhere? Freezing/Cold/Temperate/Hot/Scorching etc
individual tile temperatures are in stonesense. if you enable debug mode, you can see them.Ok. I just assumed that having to keep checking every tile on the map to update the tile contents based on temperature would be extremely processor-intensive.
I happy you like it. I did know about the repository, but I had forgotten about it. I should see how to put up my stuff there then.
@therahedwig: I love the work you've been doing, these screenshots you posted look pretty great. I'm particularly a fan of the grass. If you ask me it's better contrast than what we used to have (especially with snow). I'm really excited to see how your graphics pack turns out. BTW, did you check out the Stonesense Content Repository over at the DF wiki?
Awesome program, really cool seeing my fortress as something not text.
But currently i'm having the problem of none of my dwarves/animals/piles showing
is this a common problem? did i install it wrong? any help would be appreciated. thanks :D
Should start a thread somewhere about it, sounds neat. Personally, my tiles are open for use, and I even have a bunch of other little 3D rendered isometric tiles you could have of furniture and dwarfs and stuff.Thank you!
Ah, well thats the problem. It appears i am running .18 oh well, how long will it be till they are available? because i can't wait to see my cow farm brought to lifeIt's apparently a DFHack issue, and Stonesense used that. They can't access the creatures because they are handled differently in the new version.
@DwarvesH: Awesome to see your project coming along so nicely! :)Thank you!
stonesense is rather slow, at the moment. I kinda went for looks rather than speed, and there's a lot that can be optimised still.Hmmm, 144ms on a machine that does not like 2D OpenGL. That is almost 7 FPS. Are you using Allegro with OpenGL hardware acceleration? I have 10-13 FPS on the same machine with my engine and OpenGL. But I have 70 FPS with software rendering. DirectX is comparable. I am rendering 300x300x40 maps.
if you enable debug mode in the init.txt, you can see the drawtimes.
How do I get stonesense to work in .18? when i try to use stonesense all i get is the "connecting to df" message
How do I get stonesense to work in .18? when i try to use stonesense all i get is the "connecting to df" message
Read through some previous posts..
If stuff's not workingSpoiler (click to show/hide)
the dfhack guy is busy till February, so there will likeley be no updates till then.
@linchowlewy: Yeah it's a DFHack issue, and there's not much we can do about it but wait.
@DwarvesH: Awesome to see your project coming along so nicely! :)
@Truean: Thanks for the heads up, I think I got em fixed.
How do I get stonesense to work in .18? when i try to use stonesense all i get is the "connecting to df" message
Read through some previous posts..
This is a 300 page thread.
stonesense is rather slow, at the moment. I kinda went for looks rather than speed, and there's a lot that can be optimised still.Hmmm, 144ms on a machine that does not like 2D OpenGL. That is almost 7 FPS. Are you using Allegro with OpenGL hardware acceleration? I have 10-13 FPS on the same machine with my engine and OpenGL. But I have 70 FPS with software rendering. DirectX is comparable. I am rendering 300x300x40 maps.
if you enable debug mode in the init.txt, you can see the drawtimes.
Indeed, you seem to have a performance bottleneck here. But it is OK if you want to focus on looks. There is no need for blazing speed if you have the refresh speed set to 0.2 seconds. Accurate representation of DF maps is far more important.
It buffers some keystrokes, but not all.
I specifically didn't buffer the arrow keys, because I don't want a display that runs away even after you release the keys.
I just laugh at the unintended benefits of people not reading the thread. We effectively have a sticky for stonesense, because everyone will keep posing and asking for updates, compatibility for .18, etc.
I'm perfectly ok with this and this post disappearing somewhere on the 300s section of this page.
;D
Just a heads up, the next version will be multithreaded, which mean twice the speed.
Just a heads up, the next version will be multithreaded, which mean twice the speed.NO WAY! I'm super excited.
One core for DF, two for Stonesense, one for system processes?
One core to rule them all,One core for DF, two for Stonesense, one for system processes?
Three Cores for the Elven-kings under the sky,
Seven for the Dwarf-lords in their halls of stone,
Nine for Mortal Men doomed to die,
One for the Dark Lord on his dark throne
nice lol
What ever happened to that LOTR mod? I guess it got abandoned in the early stages...I was really looking forward to that.
Well if you want to start something I would be more than willing to help. I am a major Tolkien fan and I am a writer for the Oblivion middle earth total conversion mod...would be glad to help.
LOTR is my "base" idea of all things medieval fantasy
I'll be gaming through the apocalypse.Spoken like a true gamer.
I'll be gaming through the apocalypse.Spoken like a true gamer.
btw...do you need the 31.18 xml to run Stonesense in 31.18 or does the .16 one work? I know its only partial but I still want it to look at my buildings (making a wizards tower with the wizard tower mod right now....designed after Orthanc of course =P)
there's a little-ish xml file that contains the rbg values for all materials in the game. the colors are hand-picked by me.
487? what?
that's not meant to be that number.
and the values are capped at 255.
487 was probably meant to be 187 or something. feel free to change it to whatever you wish. if you end up with better looking colors than the ones I put in there, we'll use yours instead of mine.
Is there a way to make this work for 31.18?
For me the stonesense.exe from the SVN repository works with 31.18 as-is. It does crash every once in a while though.
Or else, you have to download the last version of memory.xml. It can be found on this page: https://github.com/peterix/dfhack/tree/master/data under the name "memory-ng.xml". Download that file (direct link: https://github.com/peterix/dfhack/raw/master/data/Memory-ng.xml - right click, "save as"), rename it to "memory.xml" and put it in the stonesense 2.2 directory (replacing the file already there). Works for me fine with 31.18.
how do i change the memory doc. it sends me to internet explorer and i cant change stuff
Heh I was kinda wondering how long it would take for somebody to ask...Less than 24 hours too. Impressive.
I suposse have some grass then:
(http://img.ie/cb180.png)
From what I gather there's four levels: none, sparse, 'normal' and dense.
Grayscale because I heard that some cave-grasses are rainbow coloured.
The lighter one is identical to the darker one, and mostly there to give some choice. Maybe some people would find the original a bit too dark.
I guess that if it's properly implemented, that the 'general' grass goes away?
EDIT:Dear lord, there's something like 40 grasses...
Simply awesome....Thank you :3
Even if there are 99 densities, the "k" look only displays, what, 3 or 4? So, probably easy to just clump all those together into 3-4 sprites so that the image reflects the "k" look in-game.
The higher grass densities might more require that they fill the square up more.
All I have to say is that maybe in the higher grass densities, we could use a solid grass color background. That way it looks like a carpeted grass . Just a thought.
yeah, my point was that you could just do whatever number of sprites you want, and they can be used appropriateley.
That's looking pretty sweet wigThanks :3
I have not idea why, but here: http://www.bay12forums.com/smf/index.php?topic=43260.msg1990956#msg1990956 grass looked a bit better.
a single tile can have 5 types of grass on it, but DF will only show the first one, so I decided to mimic that.
oh, by the way, just remember that, should you want to, the grass can be animated.
What should those 37 colours be? All greens?
way too many types of grass in one spot.
I'd love to make some colors and stuff but I don't know how. OR how to give it to you rather, do you really just shove it in a spreadsheet like the guy above or is he just doing that for organization?
I think I'll be doing seperate sprites for still quite a few grasses, aside from the magical ones, there's also the succulents.
I tried two steps as you said, both time it chrashed. At step 3, along with all files you've provided in the directory, it asked for allegro-5.0 DLLs at the startup. So, seing which of DLLs are needed, I copied them from Isoworld 0.9 (which I use frequently :) ), and it worked! Thanks for the help!
PS: It appears those ancient mountain halls I was looking for are buried deep into the stone along with 20 dwarfs, and the only tunnel leading to another site is barricaded by a one-tile wide wall. I guess it's a tantrum hell down there.
Right then, now that you have tried it out, do you find it to be smoother, than the previous version, or worse?Key response seems a bit slow, but it connects to DF almost instantly and is smoother overall when scrolling.
Now, on to more serious business.
In my mind (Jonas might say differently), this is first and foremost a low-requirement Visualization tool; without Tarn stating that he is okay with us taking Stonesense in the direction of a GUI, I'm not going to push for it.
Through our participation in the development process of Dwarf Fortress, we all start to feel a little sense of ownership of the game... we've suggested features, tested for bugs, designed mods, spread publicity, and ultimately supported Tarn in this monumental effort. We all need to remember, however, that this is still Tarn's project, not ours, and it's an unpaid project at that. No matter how excited we all get about Dwarf Fortress, it's not at all fair to push him to do something that he doesn't want done... and he has already voiced his apprehensions about 3rd party graphical interfaces, and how that would impact the project.
Judging by how several on-line communities are viewing this project, especially the folks who say "Wow, now I might try Dwarf Fortress now!" or "I think I could finally get my friends to try this!" one can see that there is definitly a demand for a more accessable interface. Heck, I've even had friends I know in person say that this would get them into the game way more. The problem is that, if players start to rely on such a 3rd-party interface, the team designing it would have to be as dedicated as Tarn with updates and new features, or such an interface would have to be officially adopted... and collaboration is something he has also expressed great reservations about, as this is his brainchild.
But yes, in the universe where we are given the go-ahead from Tarn, interpreting mouse and key input with Stonesense, and translating it to input for DF would probably be the way to go. I'd imagine that drop-down menus for Constructions (a simple point-and-click for designating mining, sizing bridges, laying out roads and walls, etc.) would be doable, though anything beyond that depends entirely on the degree to we can interface with the program itself.
For now, though, the thing that keeps us from even being able to consider a GUI is the wealth of graphical issues that still need ironing out. We need tile rotations, fixes for some of the graphical hiccups such as the "Escher Effect", and a -Lot- more tiles and sprites. For now, focus on that, and if we can eventually pitch a solid visual display and interface to Tarn, and prove that this is a dedicated project, maybe we'll see such a thing down the road.
The who? I take it patience is key.Short answer: Yes.
To make it simple: Toady releases DF. DFHack grabs DF info. Stonesense grabs DFHack info. Each must be updated in line, and DFHack is a tad behind on this one. So just sit back and wait a bit for full featured goodness.So just sit right back and you'll hear a tale
# stopped regrow from adding extra grass types on a tile
Will this change things? I know people were doing really cool things with the new grasses a few pages back, but i couldn't tell if they were getting the effects through overlaying multiple grasses sprites. If they were, then Toady removing that bit of coolness makes me sad.
DFHack now supports .19 - what's the ETA on a working Stonesense?Why is it that every time I read one of these (usually posted like 30 minutes after the DFHack update) I imagine someone creeping back and forth on their chair biting their nails while humming a song?
Will this change things? I know people were doing really cool things with the new grasses a few pages back, but i couldn't tell if they were getting the effects through overlaying multiple grasses sprites. If they were, then Toady removing that bit of coolness makes me sad.
IIRC it looked like crap when they tried to display multiple grass types at once, so they were already displaying only one grass type per tile.
Not to be a bother, but could that be a flaggable option?Will this change things? I know people were doing really cool things with the new grasses a few pages back, but i couldn't tell if they were getting the effects through overlaying multiple grasses sprites. If they were, then Toady removing that bit of coolness makes me sad.
IIRC it looked like crap when they tried to display multiple grass types at once, so they were already displaying only one grass type per tile.
Actually, we never even bothered. What we did that looked like crap was displaying the grass type that was the most dense, when DF shows the first one in the list regardless.
Well, it won't actually matter anymore now would it?Not to be a bother, but could that be a flaggable option?Will this change things? I know people were doing really cool things with the new grasses a few pages back, but i couldn't tell if they were getting the effects through overlaying multiple grasses sprites. If they were, then Toady removing that bit of coolness makes me sad.
IIRC it looked like crap when they tried to display multiple grass types at once, so they were already displaying only one grass type per tile.
Actually, we never even bothered. What we did that looked like crap was displaying the grass type that was the most dense, when DF shows the first one in the list regardless.
# stopped regrow from adding extra grass types on a tile
I think Toady wouldn't have noticed if it weren't for Deon's suggestion thread about having the tallest grasses show up instead of the first grasses.Ah, good call. Shows how much I pay attention to the release notes.
Actually, that's the development page...I think Toady wouldn't have noticed if it weren't for Deon's suggestion thread about having the tallest grasses show up instead of the first grasses.Ah, good call. Shows how much I pay attention to the release notes.
Question:
Those blank looking squares, usually pebbles, bare rock, or boulders, can those be made to grow grass? I realize fully that those have been around since I started playing at the beginning of 40d and are probably hardcoded into the game. That said is there anything that can be done to make grass look uniform over them? (Perhaps even digging them down a z level to expose a fresh soil layer to the surface? )
In other news:(all the mountain specific grasses contain flowers)Spoiler: ♪♫The hills are green with the sound of music. ♪♫ (click to show/hide)Spoiler: The caves, reminding me I should alter those colour values in the xml. (click to show/hide)
In other news:(all the mountain specific grasses contain flowers)Spoiler: ♪♫The hills are green with the sound of music. ♪♫ (click to show/hide)Spoiler: The caves, reminding me I should alter those colour values in the xml. (click to show/hide)
I think... I think I am becoming an elf... I SEE YOUR DEVIOUS PLAN!!! GRASS BEGONE... Or not... I am not sure anymore.
Horrific results!
Firstly - I am very, very impressed by screen-shots form this tread - you have done a stellar job!
I love the retro look.
But I am trying to build Stonesense on my linux machine for the better part of a day now, and I still can't get it to compile.
Here is what i have done:Spoiler (click to show/hide)
It would be great if you could suggest some solution. Thanks!
Firstly - I am very, very impressed by screen-shots form this tread - you have done a stellar job!
I love the retro look.
But I am trying to build Stonesense on my linux machine for the better part of a day now, and I still can't get it to compile.
Here is what i have done:Spoiler (click to show/hide)
It would be great if you could suggest some solution. Thanks!
yeah, my bad. I didn't add all the CPP files to cmakelists.txt. I'll get right to that.
The stone looks really nice in thatCan we get a few shots?
Stonesense Grim Dark 0.1 (http://dffd.wimbli.com/file.php?id=3842)
There are a few on the DFFD page linked to:Oh, yeah it does look nice. :)Stonesense Grim Dark 0.1 (http://dffd.wimbli.com/file.php?id=3842)
I didn't? I use 0.31.19 :D.
But having a misleading first post is something which could be changed easily, so I just pointed out.
What do you guys think?
I'm 7 trees into 31, it's slow work.
I'm 7 trees into 31, it's slow work.
Could be worse. There could be a tree randomisation thing so that there are actually 10 different sprites of the same tree. More if "Swaying in the breeze" animation is added.
I'm 7 trees into 31, it's slow work.
Could be worse. There could be a tree randomisation thing so that there are actually 10 different sprites of the same tree. More if "Swaying in the breeze" animation is added.
Nobody noticed the visible dwarves?
Japa I totally love you. In a weird way now too.
can I have some visible dwarves too?
well, I got it working. anyone else has all the dwarves golden yellow haired?
(confirmed via in games menus. noticed only now that dfhack creatures are working)
I tried the quick-fix a few pages back and none of the three solutions worked. I had the same error (a missing .dll) as the other guy, but with no way to fix it. :CYou might try this, additionally:
Oh, and for those who demand seeing dwarves and other minor creatures: don't forget to update your Memory.xml (http://stonesense.googlecode.com/svn/trunk/Memory.xml)Thanks1 :D
Just bumping it.
If there was any reason to get 31.19, it's now this.
1) download the Stonesense provided in the link on the first page
2)save the linked memory.xml provided on the first page in the folder you extracted stonesense
3) :o
4) profit
1) download the Stonesense provided in the link on the first pageOk, but won't that only give me the xml compatible for for 31.19?
2)save the linked memory.xml provided on the first page in the folder you extracted stonesense
3) :o
4) profit
The memory.xml is updated to 31.19.
Yeah, creatures work with .19, but not .18. Finding the creature offsets is a lot of work, and the guy who does them didn't want to waste his time with an older version.
you can easily load your old fort in .19, and it'll work fine.
Alright, I did all the ores! And the bugs are out of the granite/diorite/gabbro :)Spoiler (click to show/hide)
But I haven't done the ramps for these yet...
Stonesense Grim Dark 0.2 (http://dffd.wimbli.com/file.php?id=3842)
I think that perhaps the thread should be renewed somehow, mostly because I imagine it's very hard for people to find information in this thread.
Also, I totally didn't know about that screenshot thread >_> I think it's a good idea to necro that one...
Times when it's appropriate to revive the screenshot thread:
1) When you have an interesting looking screenshot.
2) when you have a not-very-interesting looking screenshot.
Fog color, and alpha at the bottom z-level.
Setting the alpha to 0, or SHOW_FOG to NO disables fog, for a slight performance increase.
Color and alpha ranges are 0 (min) to 255 (max)
[SHOW_FOG:YES]
[FOG_RED:128]
[FOG_GREEN:158]
[FOG_BLUE:177]
[FOG_ALPHA:10]
what videocard do you have?My videocard is an ancient pile of awfulness, unfortunately. I guess that's why.
try changing the rendering mode.
Poor Dark Tundra, I think bamboo is also a tree...Nope, it's a grass, irl and idf.
That's 32 trees now :s
I will beat everyone else to the punch sarcastically:
"When will it be compatible with 31.20?"
As soon as we get the offsets, which depends on when petrix updates DFHack.
Poor Dark Tundra, I think bamboo is also a tree...Nope, it's a grass, irl and idf.
That's 32 trees now :s
Poor Dark Tundra, I think bamboo is also a tree...Nope, it's a grass, irl and idf.
That's 32 trees now :s
I will beat everyone else to the punch sarcastically:
"When will it be compatible with 31.20?"
As soon as we get the offsets, which depends on when petrix updates DFHack.
I will beat everyone else to the punch sarcastically:
"When will it be compatible with 31.20?"
As soon as we get the offsets, which depends on when petrix updates DFHack.
pull it off the SVN now.
I will beat everyone else to the punch sarcastically:
"When will it be compatible with 31.20?"
As soon as we get the offsets, which depends on when petrix updates DFHack.
pull it off the SVN now.
Lol, O it is hilarious that 31.21 came out so soon. You did get the reference right man? :P
Seeing as its 3:28 AM, SVN?
...It's the leaves that are slowing things down. I'd be done already if they were all mushrooms, even if there were 50 of them.
Also, I just realised something: Dark Tundra, you shouldn't have to redo the subterrenean trees, because cave can often be one z-level deep and still have tower-caps and what-not growing in them. And considering there's about 6 subterranean trees that ought to get some load of your back.
there is a release with the grasses, but that one you have to work for.
you must use your Google-Fu do learn how to use the SVN link in the first post.
teach us o matster? :)
It's oriental kudzu.
there is a release with the grasses, but that one you have to work for.
you must use your Google-Fu do learn how to use the SVN link in the first post.
The problem for me is that the highlight on those trees is so bright and over a large area, that it de-contrasts the shadowy bits, taking away a lot of shape from the trees. Maybe it's better to avoid such strong difference in the future?
Here's a good suggestion for you: Have different centering offsets for Adventure and Fortress mode. I've noticed that I have to readjust my offset every time I play Adventure mode, even tho it works just fine in Fortress.
Also, in Adventure mode, snow coverings dont' seem to be working correctly for "visible" squares. I get alot of black floor squares where there should be snow covered stuff. I'm playing a modded version but when I (l)ook at the square I see normal soil ground squares. But in Stonesense it looks like an unrevealed floor or something. The ones I can't see, however, are rendered just fine. Maybe since it's outside my visual range, but revealed, the snow is rendered but the problematic object is not.
In the meantime.Spoiler (click to show/hide)
Actually, that's only on the mountain biome. That's because the grasses in question, mountain heather, cloudberry(berries, not flowers), white avens and cotton grass(which doesn't have flower, but does have cotton puffs), are pretty much defined by their flowers.
Other nuetral biomes are much more calm looking.
http://img.ie/4c8bc.png (http://img.ie/4c8bc.png)
I posted that screenshot in the screenshot thread, it shows the difference between biomes pretty well.(Which is usefull, because unlike what the grass implies, you can't farm in the mountain biome.
Actually, that's only on the mountain biome. That's because the grasses in question, mountain heather, cloudberry(berries, not flowers), white avens and cotton grass(which doesn't have flower, but does have cotton puffs), are pretty much defined by their flowers.
Other nuetral biomes are much more calm looking.
http://img.ie/4c8bc.png (http://img.ie/4c8bc.png)
I posted that screenshot in the screenshot thread, it shows the difference between biomes pretty well.(Which is usefull, because unlike what the grass implies, you can't farm in the mountain biome.
It looks calmer, but it's still very visually busy.
Also the new trees are so big you can hardly see anything else.
Also the new trees are so big you can hardly see anything else.
Find a tardis, go to 3-5 days into the future.
Unless I travel forward to disrupt this time-line! /brbFind a tardis, go to 3-5 days into the future.
ah! a time commitment! :D :D
[spoiler]
(http://img.ie/a5a4a.png)
I completely agree with you, which is why the next release won't have the trees, or the grass.
those won't become official till they look satisfactory.
That's okay...
Except the grass look satisfactory to me. Some people say they don't like the grass, but that's just honestly what it looks like in real-life.
So I don't know what I'm supossed to do now, do people want the multiple options, do people want the grass to be the same sprite over and over, do people just want the old grass?
I can't make 'satisfactory' grass if I can't get proper feedback.
nah, don't think of it as a block of cubes
think of it as a bunch of squares.
[ 10%] Building CXX object CMakeFiles/stonesense.dir/MapLoading.cpp.o
/home/mrhn/Games/dwarf fortress/stonesense/MapLoading.cpp:215: error: planecoord is not a member of DFHack
/home/mrhn/Games/dwarf fortress/stonesense/MapLoading.cpp:215: error: planecoord is not a member of DFHack
/home/mrhn/Games/dwarf fortress/stonesense/MapLoading.cpp:215: error: template argument 1 is invalid
/home/mrhn/Games/dwarf fortress/stonesense/MapLoading.cpp:215: error: template argument 3 is invalid
/home/mrhn/Games/dwarf fortress/stonesense/MapLoading.cpp:215: error: template argument 4 is invalid
/home/mrhn/Games/dwarf fortress/stonesense/MapLoading.cpp: In function void ReadCellToSegment(DFHack::Context&, WorldSegment&, int, int, int, uint32_t, uint32_t, uint32_t, uint32_t, uint16_t, std::vector<DFHack::t_building, std::allocator<DFHack::t_building> >*, std::vector<DFHack::t_construction, std::allocator<DFHack::t_construction> >*, std::vector<std::vector<short unsigned int, std::allocator<short unsigned int> >, std::allocator<std::vector<short unsigned int, std::allocator<short unsigned int> > > >*, std::vector<DFHack::t_feature, std::allocator<DFHack::t_feature> >*, int*, DFHack::Maps*):
/home/mrhn/Games/dwarf fortress/stonesense/MapLoading.cpp:496: error: planecoord is not a member of DFHack
/home/mrhn/Games/dwarf fortress/stonesense/MapLoading.cpp:496: error: expected ; before pc
/home/mrhn/Games/dwarf fortress/stonesense/MapLoading.cpp:497: error: pc was not declared in this scope
/home/mrhn/Games/dwarf fortress/stonesense/MapLoading.cpp:499: error: planecoord is not a member of DFHack
/home/mrhn/Games/dwarf fortress/stonesense/MapLoading.cpp:499: error: planecoord is not a member of DFHack
/home/mrhn/Games/dwarf fortress/stonesense/MapLoading.cpp:499: error: template argument 1 is invalid
/home/mrhn/Games/dwarf fortress/stonesense/MapLoading.cpp:499: error: template argument 3 is invalid
/home/mrhn/Games/dwarf fortress/stonesense/MapLoading.cpp:499: error: template argument 4 is invalid
/home/mrhn/Games/dwarf fortress/stonesense/MapLoading.cpp:499: error: expected initializer before it
/home/mrhn/Games/dwarf fortress/stonesense/MapLoading.cpp:500: error: it was not declared in this scope
/home/mrhn/Games/dwarf fortress/stonesense/MapLoading.cpp:500: error: request for member find in * local_features, which is of non-class type int
/home/mrhn/Games/dwarf fortress/stonesense/MapLoading.cpp:501: error: request for member end in * local_features, which is of non-class type int
/home/mrhn/Games/dwarf fortress/stonesense/MapLoading.cpp: In function WorldSegment* ReadMapSegment(DFHack::Context&, int, int, int, int, int, int):
/home/mrhn/Games/dwarf fortress/stonesense/MapLoading.cpp:589: warning: deprecated conversion from string constant to char*
/home/mrhn/Games/dwarf fortress/stonesense/MapLoading.cpp:599: warning: deprecated conversion from string constant to char*
/home/mrhn/Games/dwarf fortress/stonesense/MapLoading.cpp:608: warning: deprecated conversion from string constant to char*
/home/mrhn/Games/dwarf fortress/stonesense/MapLoading.cpp:632: warning: deprecated conversion from string constant to char*
/home/mrhn/Games/dwarf fortress/stonesense/MapLoading.cpp:645: warning: deprecated conversion from string constant to char*
/home/mrhn/Games/dwarf fortress/stonesense/MapLoading.cpp:729: warning: deprecated conversion from string constant to char*
/home/mrhn/Games/dwarf fortress/stonesense/MapLoading.cpp:759: warning: deprecated conversion from string constant to char*
/home/mrhn/Games/dwarf fortress/stonesense/MapLoading.cpp:777: error: planecoord is not a member of DFHack
/home/mrhn/Games/dwarf fortress/stonesense/MapLoading.cpp:777: error: planecoord is not a member of DFHack
/home/mrhn/Games/dwarf fortress/stonesense/MapLoading.cpp:777: error: template argument 1 is invalid
/home/mrhn/Games/dwarf fortress/stonesense/MapLoading.cpp:777: error: template argument 3 is invalid
/home/mrhn/Games/dwarf fortress/stonesense/MapLoading.cpp:777: error: template argument 4 is invalid
/home/mrhn/Games/dwarf fortress/stonesense/MapLoading.cpp:777: error: invalid type in declaration before ; token
/home/mrhn/Games/dwarf fortress/stonesense/MapLoading.cpp:778: error: no matching function for call to DFHack::Maps::ReadLocalFeatures(int&)
/usr/include/dfhack/modules/Maps.h:416: note: candidates are: bool DFHack::Maps::ReadLocalFeatures(std::map<DFHack::DFCoord, std::vector<DFHack::t_feature*, std::allocator<DFHack::t_feature*> >, std::less<DFHack::DFCoord>, std::allocator<std::pair<const DFHack::DFCoord, std::vector<DFHack::t_feature*, std::allocator<DFHack::t_feature*> > > > >&)
/home/mrhn/Games/dwarf fortress/stonesense/MapLoading.cpp: In function bool ConnectDFAPI(DFHack::Context*):
/home/mrhn/Games/dwarf fortress/stonesense/MapLoading.cpp:1090: warning: deprecated conversion from string constant to char*
/home/mrhn/Games/dwarf fortress/stonesense/MapLoading.cpp: In function void FollowCurrentDFWindow():
/home/mrhn/Games/dwarf fortress/stonesense/MapLoading.cpp:1174: warning: deprecated conversion from string constant to char*
/home/mrhn/Games/dwarf fortress/stonesense/MapLoading.cpp: In function void FollowCurrentDFCenter():
/home/mrhn/Games/dwarf fortress/stonesense/MapLoading.cpp:1206: warning: deprecated conversion from string constant to char*
/home/mrhn/Games/dwarf fortress/stonesense/MapLoading.cpp: In function void reloadDisplayedSegment():
/home/mrhn/Games/dwarf fortress/stonesense/MapLoading.cpp:1295: warning: deprecated conversion from string constant to char*
/home/mrhn/Games/dwarf fortress/stonesense/MapLoading.cpp:1296: warning: deprecated conversion from string constant to char*
make[2]: *** [CMakeFiles/stonesense.dir/MapLoading.cpp.o] Error 1
make[1]: *** [CMakeFiles/stonesense.dir/all] Error 2
make: *** [all] Error 2
I've downloaded DFHack sources yesterday and installed them.probably a better idea to get help from the dfhack guys, since it looks like that's the problem.Apparently, peterix doesn't feel like assuming responsibility for the problem in question. He implies that some modifications to Stonesense are in order: http://www.bay12forums.com/smf/index.php?topic=58809.msg2067439#msg2067439
also, they have build Stonesense on linux while I haven't.
I got the error: "Cannot Load Fond: DejaVuSans.ttf " I did install the font and the error still occurs. Anyone did have the same problem and knows a solution?
cousac@linux-zwvc:~/stonesense/build> sudo make
Linking CXX executable ../stonesense
CMakeFiles/stonesense.dir/MapLoading.cpp.o: In function `FollowCurrentDFWindow()':
MapLoading.cpp:(.text+0xa4a2): undefined reference to `DFHack::Context::getPosition()'
MapLoading.cpp:(.text+0xa4f4): undefined reference to `DFHack::Position::getWindowSize(int&, int&)'
MapLoading.cpp:(.text+0xa523): undefined reference to `DFHack::Position::getViewCoords(int&, int&, int&)'
CMakeFiles/stonesense.dir/MapLoading.cpp.o: In function `FollowCurrentDFCenter()':
MapLoading.cpp:(.text+0xa6a0): undefined reference to `DFHack::Context::getPosition()'
MapLoading.cpp:(.text+0xa6c0): undefined reference to `DFHack::Position::getWindowSize(int&, int&)'
MapLoading.cpp:(.text+0xa6dd): undefined reference to `DFHack::Position::getViewCoords(int&, int&, int&)'
CMakeFiles/stonesense.dir/MapLoading.cpp.o: In function `ReadMapSegment(DFHack::Context&, int, int, int, int, int, int)':
MapLoading.cpp:(.text+0x13b45): undefined reference to `DFHack::Context::getPosition()'
MapLoading.cpp:(.text+0x13dbf): undefined reference to `DFHack::Position::getCursorCoords(int&, int&, int&)'
MapLoading.cpp:(.text+0x13e5e): undefined reference to `DFHack::Maps::ReadLocalFeatures(std::map<DFHack::planecoord, std::vector<DFHack::t_feature*, std::allocator<DFHack::t_feature*> >, std::less<DFHack::planecoord>, std::allocator<std::pair<DFHack::planecoord const, std::vector<DFHack::t_feature*, std::allocator<DFHack::t_feature*> > > > >&)'
collect2: ld returned 1 exit status
make[2]: *** [../stonesense] Error 1
make[1]: *** [CMakeFiles/stonesense.dir/all] Error 2
make: *** [all] Error 2
i am running OS: openSUSE 11.3 and have some difficulty compiling.Using dfhack from git HEAD. It's nothing even close to a stable release :) I'm actively working on it, so things break all the time. And it can diverge from what stonesense thinks it looks like.
...
Where did I go wrong?
i am running OS: openSUSE 11.3 and have some difficulty compiling.Using dfhack from git HEAD. It's nothing even close to a stable release :) I'm actively working on it, so things break all the time. And it can diverge from what stonesense thinks it looks like.
...
Where did I go wrong?
I just fixed one problem with the dfhack build system not installing header files. And stonesense needs some fixing to work with dfhack HEAD.
Hey, I'm trying to get the latest version of stonesense to run on a Windows XP sp3 machine and I get this error message:The same problem, with the only difference that I have Windows XP sp2. But no problem running at work under Win7 (x86_redist mentioned in the head of the topic is installed in both cases).
"This application has failed to start because the application configuration is incorrect. Reinstalling the application may fix this problem."
Are there any dlls I can copy somewhere in my system directory that might let me run the program? Or should I change some aspect of the Stonesense files themselves?
A new revision of my trees, the only thing more I can do after this is completely redraw the foliage.Spoiler: image (click to show/hide)
I got the error: "Cannot Load Fond: DejaVuSans.ttf " I did install the font and the error still occurs. Anyone did have the same problem and knows a solution?
I had that issue when I was trying to halfass myself an early release by downloading the .exe by itself off the git. I just downloaded their version of DejaVuSans.ttf off the git and overwrote mine and it worked. (er well, didn't exactly "work" per say, but that wasn't the issue anymore)
thank you thank you thank you.
these are wonderful and are going in.
I'm not an artist, just copypasted some from existing ones.
in the first post, there's a big orange 'try this if it doesn't work' section.
try that, then ask questions.
read the first post in the thread.
Error
<file location of the executable>
The application has failed to start because its side-by-side configuration is incorrect. Please see the application event log for more detail.
OK
Thanks for this :DI've been toying with the grasses a little.
Any updates on the new grass though?
...
any volunteers?
Would it just be easier to do a generic engraved tile?
...Plus it can't be THAT hard to take a font and run it through the MSpaint skew can it?
Hey, I'm trying to get the latest version of stonesense to run on a Windows XP sp3 machine and I get this error message:I am having the same problem. I didn't see a solution posted here, did anyone ever find one?
"This application has failed to start because the application configuration is incorrect. Reinstalling the application may fix this problem."
Are there any dlls I can copy somewhere in my system directory that might let me run the program? Or should I change some aspect of the Stonesense files themselves?
If stuff's not workingSpoiler (click to show/hide)
that's actually possible to do. come to think of it, I'm not sure exactly why it hasn't been done...Cool! I look forward to that addition :D
I'll look into it.
Wow, those engravings are darn fancy.Or toggled to a generic engraved pattern? The symbols are awesome! The recent work on grasses and engravings have added a whole new dimension to stonesense, congrats on the hard work!
Could get a bit cluttered in large, completely-engraved forts, though, so are they toggleable on/off in Stonesense? Better yet, is it possible to read which ones are toggled to be displayed within DF, and only display those ones as symbols?
Hey, I'm trying to get the latest version of stonesense to run on a Windows XP sp3 machine and I get this error message:The same problem, with the only difference that I have Windows XP sp2. But no problem running at work under Win7 (x86_redist mentioned in the head of the topic is installed in both cases).
"This application has failed to start because the application configuration is incorrect. Reinstalling the application may fix this problem."
Are there any dlls I can copy somewhere in my system directory that might let me run the program? Or should I change some aspect of the Stonesense files themselves?
Amount of time, in milliseconds, before the animation swaps to the next frame.
Now independant of map refresh.
[ANIMATION_RATE:150000]
I'm a terrible programmer that doesn't know what he's doing and is just monkeying around.We know, but forgive you because you look cool, and blame it on the lack of oxygen in your atmosphere.
I'm a terrible programmer that doesn't know what he's doing and is just monkeying around.We know, but forgive you because you look cool, and blame it on the lack of oxygen in your atmosphere.
pretty much all the speed issues we're experiencing can be blamed on one thing.
Me.
I'm a terrible programmer that doesn't know what he's doing and is just monkeying around.
I'm at sea level.Exactly my point. I'm a few yards below that, and unless you have dykes, there's isn't much oxygen in there. :D
If I just plug in the memory file from the latest DFhack will it (more or less) work with the newest version of dwarf fortress?
Stonesense launched
Using allegro version 5.0.0 r1
No Dwarf Fortress executable found
DFhack exeption: memory object not set: type offset key /string/MSVC/buffer
No Dwarf Fortress executable found
DFhack exeption: memory object not set: type offset key /string/MSVC/buffer
No Dwarf Fortress executable found
DFhack exeption: memory object not set: type offset key /string/MSVC/buffer
...
...
...
Dependent Assembly Microsoft.VC80.CRT could not be found and Last Error was The referenced assembly is not installed on your system.
...
Resolve Partial Assembly failed for Microsoft.VC80.CRT. Reference error message: The referenced assembly is not installed on your system.
...
Generate Activation Context failed for c:\weaver\inbox\stonesense-read-only\ALLEGRO-5.0.DLL. Reference error message: The operation completed successfully.
Is there a way that stonesense will work for 0.31.25?See OP.
Is there a way that stonesense will work for 0.31.25?See OP.
Did you download and install the new xml for DFhack under the orange "if things are not working" part?
If stuff's not workingSpoiler (click to show/hide)
Maybe just update the topictitle and the xml in the zip?...and add to the first post refusal to turn SS into a GUI. ::)
Maybe just update the topictitle and the xml in the zip?...and add to the first post refusal to turn SS into a GUI. ::)
Actually, the reason is "There's only one person doing anything with stonesense, and he doesn't need it to be a GUI."
That and it would be really difficult to turn stonesense into a GUI. It is a great project, but if you wanted to make a GUI you would be better off starting from scratch.
Tell me that isn't stonesense and DF?That isn't stonesense and DF.
Metaphorically speaking, I can see how someone could interpret it as such. But it is not.Tell me that isn't stonesense and DF?That isn't stonesense and DF.
Tell me that isn't stonesense and DF?That isn't stonesense and DF.
Metaphorically speaking, I can see how someone could interpret it as such. But it is not.Tell me that isn't stonesense and DF?That isn't stonesense and DF.
Here is a newer video that starts to use other graphics. The highlight is the new trees, but because the rest of plants are still from Stonesense, and so is the grass, it still looks like Stonesense.
http://www.youtube.com/watch?v=SqOQiQ2u73g (http://www.youtube.com/watch?v=SqOQiQ2u73g)
What do you think? Does it start to look different?
And speaking of Stonesense, I tried to compile it and I couldn't do it. In Allegro headers, I got error regarding the compilers not understanding what a "__cdecl" is. I did not have time to investigate further.
Could someone post some compilation instructions using Visual Studio Express (the free one from 2010) and Vista SDK (http://www.microsoft.com/downloads/en/details.aspx?familyid=ff6467e6-5bba-4bf5-b562-9199be864d29&displaylang=en (http://www.microsoft.com/downloads/en/details.aspx?familyid=ff6467e6-5bba-4bf5-b562-9199be864d29&displaylang=en)). It has been a few years since I used Visual Studio, and I am quite rusty at solving problems with the build process.
main instruction I can give with VS, is use the project files that are given, not Cmake.Could you tell me the exact versions of the tools you use. Visual Studio Express 2010 imports and converts the provided project files. Maybe it messes up something.
As for allegro, that's more iffy.
Let me just save everyone some time, be about as polite as I'm gonna get about this and say I don't think you can convince me.
Let me just save everyone some time, be about as polite as I'm gonna get about this and say I don't think you can convince me.
lol thats funny since he linked you to his youtube channel which shows him testing the gui he is developing which you linked.
Hrm, I see in the 'if stuff's not working' portion, an Ubuntu fix. Can this work with Linux? I don't see a specific Linux version or a source to build from, though...Yes. It can be built using CMake, if you install DFHack and allegro 5 first. Note that DFHack and stonesense can get out of sync. Send me a PM if you run into any problems. Or visit the #dfhack irc channel on freenode.
So I downloaded this, it didnt work. I did the fix it says in the "if this dosnt work" section, it dosnt work. Every time I have tried to run it I get an error that says "application not configured correctly, try reinstalling", so I download again and it still dosnt work. Am I just not meant to ever get to use this? Any help would be appreciated.
<NeighbourOfType dir="South" value="building_window_glassst"/>
That indeed would be a nice tag to add, and that is indeed a bug, but the guy who was last developing stonesense, and consequently the one that knows what everything does, has kinda given up on the project.
what a bastard, leaving us all hanging like this.
Yeah, it is, but it means when I'm home from work, I'm too wiped out to work on stonesense.
But remember, people, stonesense is open source, so anybody can pick it up.
No, he'd never accept cash for it. the problem is, he's got a full time job, now, plus he's busy perfecting his super-villain laugh.
No, he'd never accept cash for it. the problem is, he's got a full time job, now, plus he's busy perfecting his super-villain laugh.
Full-time jobs are really bad for DF community projects. I need to be unemployed again so I can work on the Ark Project.
I'm sorry to hear that. I looks like a fantastic mod. Without support, it will cease to work with Dwarf Fortress thanks to Toady's continual updates.
I might be able to make it work, but I need some kind of instructions for the program. Slate 2.2 actually runs, but it informs me it is unable to locate the Dwarf Fortress.exe. If I knew how to point the program to the executable, I might be able to get it to work.It'll randomly pick one running DF. And it doesn't have any idea where you are running DF from it just finds a running program in memory that matches DF.
There are just too many unknowns to troubleshoot, for instance:
1.) Is there a way to manually configure the program to tell it the location of Dwarf Fortress.exe, or does it autodetect it. If it autodetects, how does it distinguish between multiple copies of dwarf fortress? Are their limitations to its autodetection, such as working with multiple hard drives?
2.) Am I supposed to run stonesense before or after dwarf fortress?After you have a fort loaded.
3.) Should stonesense be installed in the same directory as dwarf fortress or its own directory?Doesn't matter in the slightest.
4.) Does stonesense work with legacy windows, SDL windows or both?SDL only.
5.) Does stonesense work in fullscreen mode, windowed mode, or both?Either, really.
I can't get the program to work if I have to mess with every one of these permutations each time I come up with an idea on how to correct the problem. Instructions would help, A LOT.It's quite simple. Only the latest version of Stonesense will work with the latest version of DF, and even that requires you to insert an updated memory.xml, and you also need to install some visual studio runtimes.
1.) Is there a way to manually configure the program to tell it the location of Dwarf Fortress.exe, or does it autodetect it. If it autodetects, how does it distinguish between multiple copies of dwarf fortress? Are their limitations to its autodetection, such as working with multiple hard drives?Autodetect; the one currently running; it works just fine for me when I run stonesense off my desktop hard drive and DF off a 3TB external hard drive
2.) Am I supposed to run stonesense before or after dwarf fortress?Run DF first, load fort, stonesense after. That way it has something to autodetect
3.) Should stonesense be installed in the same directory as dwarf fortress or its own directory?I've actually done it both ways over the many versions. Doesn't seem to matter.
4.) Does stonesense work with legacy windows, SDL windows or both?I've had it work on XP, Vista, and 7. Beyond that, don't know.
5.) Does stonesense work in fullscreen mode, windowed mode, or both?I've only gotten it to work in windowed. It should work in fullscreen; I'm probably doing something wrong but don't care enough to fix it.
Thanks for the help. I regard to number 4.), that is not the version of windows I have, those are the versions of the programs available for download. Both SDL and legacy work on my Windows XP system, I was just wondering if you needed one or the other for the program to run.
What the hell. I might just pick it up and keep it alive until a real maintainer/developer shows up.
Any objections?
Hello.
I get lots of purple shapes where, I quess, names should be. Any idea how to fix it?
yeah, anything without an entry in the xml file is pure white.yeah, but what color should they be anyway?? is there any logic to the colors they choose for the stones in stonesense?
making your own entry is easy as all hell.
yeah, but what color should they be anyway?? is there any logic to the colors they choose for the stones in stonesense?I did an image-search of all the rocks in the game, and chose colors based off of what I could find. it took weeks.
like for example dacite in-game is supposed to be light gray, but other stones that also are supposed to be light gray have a rainbow of different colors in stonesense...
And what about the bricks? what color should they be? a darker or lighter version of the clay's color? how do you define the bricks colors? I have plenty of examples for rocks and such, but not one brick as a guide... I was thinking they should be like stone blocks but I couldn't find a definition for blocks either, I assume they use the stone color somehow... which brings the question why doesn't it do the same for bricks with the clay color?
So I'm having a ton of trouble getting this to work... Initially when I started the program, nothing would pop up, but the icon would appear on my taskbar. Alt-tabbing shows the appication running, and I can see it in miniature,but trying to switch to the program did not allow me to see it. I thought maybe it was frozen, but upon further examination, I discovered that I can get the program to display my fortress, but I can still only see the tiny Windows 7 preview window while Alt-Tabbing... I can't actually see it >_>
In case what I have just said does not make sense, here is a link to the best view I can get:
(http://img.ie/images/b01a6_thumb.jpg) (http://img.ie/b01a6.jpg.html)
What shows up while alt-tabbing is all there is. Using task-manager to "switch to" or "Bring to front" does absolutely nothing... But I know it's running and the image is there!
Please help DX
how do I turn on debug mode? in the readme there are commands to use in debug mode but no how to get there in the first placeyeah, but what color should they be anyway?? is there any logic to the colors they choose for the stones in stonesense?I did an image-search of all the rocks in the game, and chose colors based off of what I could find. it took weeks.
like for example dacite in-game is supposed to be light gray, but other stones that also are supposed to be light gray have a rainbow of different colors in stonesense...And what about the bricks? what color should they be? a darker or lighter version of the clay's color? how do you define the bricks colors? I have plenty of examples for rocks and such, but not one brick as a guide... I was thinking they should be like stone blocks but I couldn't find a definition for blocks either, I assume they use the stone color somehow... which brings the question why doesn't it do the same for bricks with the clay color?bricks are probaly a different material. turn on debug mode in stonesense and see what it shows.
Linux Build instructions! (This is good as of DF 31.25, DFHack 0.5.14, and Stonesense Slate v2.3). This was performed under Fedora 15, so YMMV with Ubuntu/Arch/etc.
1. Download DFHack and build it:
https://github.com/peterix/dfhack (this will have a file hash in the filename, so I'll use wildcards and/or tab completions to fill in for that piece)
Click Downloads, the under Download Source, click .tar.gz
mkdir ~/dfhack
mv ~/Downloads/peter-dfhack* ~/dfhack
cd ~dfhack
tar zxvf peter-dfhack*.tar.gz
cd peter-dfhack<tab complete>
cd build
cmake .. -DCMAKE_BUILD_TYPE:string=Release
make
arch (looking for .i686 or x86_64, basically 32-bit or 64-bit)
if 64-bit:
sudo cp ~/dfhack/peterix-dfhack*/build/bin/libdfhack.so /usr/lib64
if 32-bit:
sudo cp ~/dfhack/peterix-dfhack*/build/bin/libdfhack.so /usr/lib
2. Install allegro5 and devel libs needed
sudo yum install allegro5 allegro5-devel allegro5-addon-ttf-devel allegro5-addon-image-devel allegro5-addon-dialog-devel
3. Download Stonesense and build:
cd ~
svn checkout http://stonesense.googlecode.com/svn/trunk stonesense
cd stonesense
rm -rf allegro
cd build
cmake .. -DCMAKE_BUILD_TYPE:string=Release
CPLUS_INCLUDE_PATH=~/dfhack/peterix-dfhack<tab complete>/library/include make
DONE! Should be able to start stonesense with ~/stonesense/stonesense &
Enjoy.
Dacite is intermediate in compositions between andesite and rhyoliteSo I used the colors for andesite and ryolite, averaged them and got a color in-between for dacite:
\Stonesense Slate v2.3\colors\Colors_Stone_Layer.xml
and you'll get colored dacite like this:\Stonesense Slate v2.3\colors\Colors_Ceramic.xml
and copy this into it:Colors_Ceramic.xml
to the \Stonesense Slate v2.3\colors\index.txt
file.<colors></colors>
tags add the following:
This nearly worked, however, these packages aren't available to me through yum (what is yum anyway? Isn't apt-get the same thing?):
No package allegro5 available.
No package allegro5-devel available.
No package allegro5-addon-ttf-devel available.
No package allegro5-addon-image-devel available.
No package allegro5-addon-dialog-devel available.
~/stonesense/stonesense & gives me 'cannot load font: DejaVuSans.ttf'. It's in the folder with stonesense's main application, however. Terminal says SS can't find the init file, but init tells it to look for that font, so maybe the error is unrelated/doesn't affect anything? That seems to indicate that init can be read.
What happens if you right click on the taskbar, select move, then leave the mouse alone and hold down arrows on the keyboard for a bit?
That's Windows for you... (this is Windows right?) Whenever I need to move a window that's in a bad spot (I keep my taskbar up top and some idiots like to open their programs at {0,0}) I need to select move, nudge it one pixel with my keyboard, then move the mouse to get the window movement to "link" to the mouse cursor. If I do not use the keyboard, the window will never detect my mouse position and never move.What happens if you right click on the taskbar, select move, then leave the mouse alone and hold down arrows on the keyboard for a bit?
Just holding down the arrow keys did absolutely nothing, but after I did so however moving the mouse brought the window up as it was then tied to the mouses' location and not dependent on me dragging it.
I have no clue what was going wrong still, and this happens every time I open the program, but it's working now!!!
I can only conclude it is opening somewhere very very very strange and far offscreen.... which doesn't make sense but I'm not going to question it DX
Thank you so much.
This nearly worked, however, these packages aren't available to me through yum (what is yum anyway? Isn't apt-get the same thing?):
No package allegro5 available.
No package allegro5-devel available.
No package allegro5-addon-ttf-devel available.
No package allegro5-addon-image-devel available.
No package allegro5-addon-dialog-devel available.
~/stonesense/stonesense & gives me 'cannot load font: DejaVuSans.ttf'. It's in the folder with stonesense's main application, however. Terminal says SS can't find the init file, but init tells it to look for that font, so maybe the error is unrelated/doesn't affect anything? That seems to indicate that init can be read.
yum and apt-get are similar, but quite a bit different in what packages are available, since your distro controls what's available. Fedora makes these available. You're gonna be stuck building allegro5 manually from source. You can't load the font, because the addon-ttf-devel package isn't there to build off of.
Allegro's wiki shows a how to build on Debian based distros. I'd start there.
make sure you are compiling allegro 5 with all addonsExactly. Use ccmake instead of cmake - make sure you have all the reqired stuff turned on in there. And check the cmake output - the build system will tell you when it can't find optional libraries. You may be missing some -dev packages. For example the one for freetype.
Just built it and compiled again, no dice. Is the font stuff included seperately?
Oh, dialog needs the gtk dev libs! It won't build without them.
Just built it and compiled again, no dice. Is the font stuff included seperately?
Yes. Building all addons is the safe bet, but all that was required for me was ttf, dialog, and image. Building on additional addons may help if additional addons are later included in Stonesense.
~/stonesense/stonesense &I was able to run stonesense without the font error using
cd stonesenseA window opens and then crashes almost imediately after connecting to dwarf fortress is shown.
./stonesense
Well, some crappy security thing is getting in the way. Stupid distros disabling ptrace with no way to whitelist apps.I did that. Now it works.
Grab the dfhack Ubuntu .deb package - it has some magical anti-Ubuntu-stupid bits that will turn ptrace on again.
step one: unszip it literally anywhere.
step two: save the memory.xml linked in the first post into the stonesense directory, over-writing the existing one.
step three: load a fort.
step four: run stonesense.
This looks pretty neat but has this project been dropped? Been a while since DF 31.25 came out in March. Why is Stonesense not compatible by now? Just for fun, I tried copying the current xml as instructed but no luck Stonesense stopped responding. Too bad looked cool.
Well, some crappy security thing is getting in the way. Stupid distros disabling ptrace with no way to whitelist apps.
Grab the dfhack Ubuntu .deb package - it has some magical anti-Ubuntu-stupid bits that will turn ptrace on again.
I'd like to get that clean-cut look. Is there any way to do this?Boulder walls and block walls are differentiated now.
Also, those pictures that have metal-looking fences. They can't be wall grates since grates don't have corner pieces, so what are they?Things dont have to have corner pieces in DF to have corners in stonesense.
Edit 2: Alright, I got it to work but noticed that a large amount of stones (namely all the stone in the sedimentary layer...) don't seem to be supported by it and still use the old graphics. Is there any way for me to create/modify entries to get these stones to use the new graphics? If there is no simple way to do this, then I guess my question goes back to the original question, "where'd those clean cut bricks come from?"If a pack doesn't change something, it is usually because it isn't finished yet.
If I try re-downloading a copy of stonesense from this thread, it wont work.Stonesense uses DFhack so that there doesn't have to be a new release for every of Toady's bugfixes.
Boulder walls and block walls are differentiated now.
Have your mason make blocks at the masonry, rather than stacking boulders to make walls.
If a pack doesn't change something, it is usually because it isn't finished yet.
Otherwise, the xml file that references the spritesheet you want to use, can be modified to encompass more. I think you can simply add the names of stones to one of the lists, assuming the pack has a different sprite for each stone type.
Stonesense uses DFhack so that there doesn't have to be a new release for every of Toady's bugfixes.
In the OP there is a link to an .xml file, I beleive under "If this doesn't work" or somesuch, download that and overwrite the one included with stonesense to update it.
If I try re-downloading a copy of stonesense from this thread, it wont work.Stonesense uses DFhack so that there doesn't have to be a new release for every of Toady's bugfixes.
In the OP there is a link to an .xml file, I beleive under "If this doesn't work" or somesuch, download that and overwrite the one included with stonesense to update it.
That explains why a fresh copy wasn't working, but I have the latest copy of Stonesense anyway.The latest copy of Stonesense right now, as you can see here (http://code.google.com/p/stonesense/downloads/list), is Stonesense Version 2.3, which was uploaded on March 15. That was before DF v0.31.25 was released. In order to be fully updated, Stonesense version 2.3 still needs a Memory.xml file that is more recent than what came in that download. Hence the suggestion to get that file from the link in the OP. (Though, to be honest, the Memory.xml I use is from the DFHack (http://www.bay12forums.com/smf/index.php?topic=58809.0) package, since that's always the most recent version.)
<block sprite="0">
<terrain value="495"/>
<terrain value="496"/>
<terrain value="497"/>
<terrain value="498"/>
<terrain value="499"/>
<terrain value="500"/>
<terrain value="501"/>
<terrain value="502"/>
<terrain value="503"/>
<terrain value="504"/>
<terrain value="505"/>
<terrain value="506"/>
<terrain value="507"/>
<terrain value="508"/>
<terrain value="509"/>
<terrain value="510"/>
<terrain value="511"/>
<terrain value="512"/>
<terrain value="513"/>
<terrain value="514"/>
<form value="block" />
<material value="Inorganic" />
</block>
Change the sprite on the first line to the image you want.<!-- generic stone -->
<block sprite="0" color="layer">
<terrain value="219" />
<terrain value="335" />
<terrain value="440" />
<!-- Gems -->
<subsprite sprite="2" color="material" />
<!-- Gem highlights -->
<subsprite sprite="3"/>
<material value="Stone">
<subtype value="ONYX" />
<!-- there were lots more gem types listed here, I cut them to make it easier to read -->
</material>
</block>
color tag accepts: layer; vein; material; none.wait, that's not right. tinting is supposed to work with variations just fine....
That code has caused the sprites to use two variations. However, some of the variant sprites a bit whacky, such as rough, natural stone using the sprite for smoothed or constructed walls/floors. This is probably due to the layout of the sprite sheet I made (using the resources from the pack).
So the code is fine, but what I'd like to know is how does the variation code select which sprite(s) to use? So if the tile's sprite is said to be 40, what other sprites will it use? 41?
Damnit, now I feel bad that I didn't stick around more.
Didn't know about the boulder-differentiation either... :(
Grim Dark is still inprogress(At the metamorphics now, still) I just haven't played a lot of dwarf fortress lately due to a lovely combination of three things: 1) school 2)doing spritework proffesionally as well 3) computer troubles.
I'll be updating grimdark in the summer holidays though :)
yeah, during version 0.31.18, peterix was busy, and by the time he was back, a new version was out.
As for stockpiles, if you refer to items in them, they are not currently supported.
No problem. I personally want to make sure the stones are unique looking.Damnit, now I feel bad that I didn't stick around more.
Didn't know about the boulder-differentiation either... :(
Grim Dark is still inprogress(At the metamorphics now, still) I just haven't played a lot of dwarf fortress lately due to a lovely combination of three things: 1) school 2)doing spritework proffesionally as well 3) computer troubles.
I'll be updating grimdark in the summer holidays though :)
Haha, hope you don't mind me playing around with your pack. I really like the style, but was kinda disappointed with how little it applied to. I've since made all previously unsupported stones use a combination of the Igneous and Ore sprites, though. Works pretty well.
<or>
<NeighbourSameBuilding dir="North"/>
<NeighbourSameBuilding dir="South"/>
</or>
...
while the bugged axles use this block: <or>
<NeighbourOfType dir="East" value="building_gear_assembly"/>
<NeighbourOfType dir="West" value="building_gear_assembly"/>
</or>
...
Alright, cool, thanks for letting me know. I suspect it might be a DF bug that is only visible through stonesense related to caged creatures leaving the map.
I've read most of this thread, and I've tried to make stonesense 2.3 work with 31.25. I've updated memory.xml but it still hangs on connecting to df. People earlier in the thread have said it works with an updated xml file, what would be different with my setup that it wouldn't?
Thanks.
I've read most of this thread, and I've tried to make stonesense 2.3 work with 31.25. I've updated memory.xml but it still hangs on connecting to df. People earlier in the thread have said it works with an updated xml file, what would be different with my setup that it wouldn't?If you're running a newer version of windows, try running stonesense in administrator mode.
Thanks.
I'm sorry if this has been reported already, I couldn't find anything.It was here (http://www.bay12forums.com/smf/index.php?topic=43260.msg2278735#msg2278735).
I'm sorry if this has been reported already, I couldn't find anything.It was here (http://www.bay12forums.com/smf/index.php?topic=43260.msg2278735#msg2278735).
Finally got SS to build correctly on Mint, but it causes DF to be extremely slow, and the visualizer itself is rather laggy. I can hear the sound stuttering too. Is anyone else having that problem?
Mint's basically Ubuntu for most purposes. On the other hand, now it doesn't work at all after the first time. Just connecting indefinitely.
DFhack exeption: Invalid memory access @0x8c3e368
QuoteDFhack exeption: Invalid memory access @0x8c3e368
That?
kernel.randomize_va_space=0
kernel.yama.ptrace_scope=0
This disables address space randomization (google ASLR for details) and enables debugging again.OK. Guys with ubuntu-derivated linux distros:
Your distro packagers and developers are crazy and decided that the user has to be protected at the cost of debugging ability. There's no whitelist for apps, just a big ON/OFF switch.
So, open /etc/sysctl.conf as root/with sudo and add those two lines:Code: [Select]kernel.randomize_va_space=0
This disables address space randomization (google ASLR for details) and enables debugging again.
kernel.yama.ptrace_scope=0
Reboot, those are kernel options.
Windows people:
Make sure your anti-malware tools don't block things silently (some do that). Try running stonesense as a different user (admin). Try moving it to a different folder.
There's a lot of security options in Windows, something you installed in the past might have flipped a few bits somewhere and then I probably won't be able to help you.
I don't know which exact MSVC redistributable the current release of Stonesense uses. There are multiple service-packs for some of the older ones, and having an older service-pack can lead to weird crashes... so make sure you have the latest ones.
The opening of the window way out of screen space is a mystery to me though. Unfortunately, none of my systems are able to run the windows stonesense, so I can't check.
Stonesense launchedIt's accessing invalid memory or it was barred from accessing DF's memory entirely. The wording has changed in the newer dfhack versions to better decribe what memory address was accessed. Can't tell you anything more I'm afraid...
Using allegro version 5.0.0 r1
DFhack exeption: SHM ACCESS DENIED
Stonesense launchedIt's accessing invalid memory or it was barred from accessing DF's memory entirely. The wording has changed in the newer dfhack versions to better decribe what memory address was accessed. Can't tell you anything more I'm afraid...
Using allegro version 5.0.0 r1
DFhack exeption: SHM ACCESS DENIED
Spoiler: Try to spot something cool in this picture. (click to show/hide)
it's the map read time.
it's usually 200ms or something.
it's the map read time.
it's usually 200ms or something.
I spent a while thoroughly confused about where people were getting those gorgeous new grass tiles, and it turns out there hasn't been an updated binary download since February.Does anyone involved in the project mind if I put a file up on the DFFD containing my current configuration of stonesense visuals? Would make setting that stuff up a simple drag-and-drop procedure for people who don't have familiarity with SVN for getting some of those visual tidbits.
Are there any more up-to-date downloads available, or do I have to SVN-checkout to get the latest stuff with the grass? I hate installing programs for single-use purposes. :(
Thanks.
It seems to be doing something strange like opening the window with it's top left corner in the bottom right corner of my monitor.
Solved by right clicking the thumbnail, choosing move and then hitting an arrow key before moving the mouse.
I wish there was a human replacement pack I could download for this. :/Two pictures of Deon's humans are in the middle of thread:
I usually play this with a human-fortress mod which changes a few things, including the models. It's kind of an eye-sore to see the same 3 human models waltzing around.
I wish there was a human replacement pack I could download for this. :/Two pictures of Deon's humans are in the middle of thread:
I usually play this with a human-fortress mod which changes a few things, including the models. It's kind of an eye-sore to see the same 3 human models waltzing around.
http://www.bay12forums.com/smf/index.php?topic=43260.msg1198590#msg1198590
(http://i43.tinypic.com/308xmjs.png)
http://www.bay12forums.com/smf/index.php?topic=43260.msg1198800#msg1198800
(http://i43.tinypic.com/6f4dwm.png)
Anyway, there is no xml file for them. Someone will have to create it. Or maybe Deon have one, I don't know.
And here (http://www.bay12forums.com/smf/index.php?topic=43260.msg2278735#msg2278735) is improved current version, with skin, hair and profession coloring, but without special images for the most of professions.
(http://dl.dropbox.com/u/24499639/DF.SS.humans.png)
What are all those darkened areas in the first image, some sort of lighting system?Adventure mode field of vision.
Alright, ladies and gentlemen, may I present my compilation content pack (http://dffd.wimbli.com/file.php?id=4729). Instructions are included on the DFFD page:Spoiler (click to show/hide)
If something's not working send me a PM. Also, I'm still waiting to confirm redistribution of TheraHedwig's GrimDark stuff in a compilation like this is OK, but I've got no response in a week and people seem to want this thing.
Alright - it seems like somehow I left out index.txt (I feel pretty dumb right now :-[) from the uploaded file. I've fixed it and re-uploaded just now. Thanks to Weaselcake for contacting me promptly.
Anyway, everything seems to be working now.
Alright, ladies and gentlemen, may I present my compilation content pack (http://dffd.wimbli.com/file.php?id=4729). Instructions are included on the DFFD page:Holy hell, that's really sexy. Some of the colours are a bit strange but still.Spoiler (click to show/hide)
If something's not working send me a PM. Also, I'm still waiting to confirm redistribution of TheraHedwig's GrimDark stuff in a compilation like this is OK, but I've got no response in a week and people seem to want this thing.
you may as well also include stonesense.exe, as that's needed for the multi-tile trees.
if anybody's wondering, the reason this hasn't been officially released is because the grass tends to hide everything, and the trees look rather weird.
you may as well also include stonesense.exe, as that's needed for the multi-tile trees.
Ah, yeah, I remember that now that you say it. I was trying not to include too much stuff and making people not download the official release first... although I suppose that's technically still true. Re-uploading again.if anybody's wondering, the reason this hasn't been officially released is because the grass tends to hide everything, and the trees look rather weird.
Yeah, I would agree that while it makes pretty scenery screenshots, with the updated grass and trees it DOES become challenging if you want to look around your fort for your dwarves or something. There ends up being a lot on the screen, and it can feel a bit like wheres waldo. I typically switch the grass off if I'm not planning on taking any screenshots, because it makes everything easier to see. Especially terrain height changes.
I found that if you copy and paste the files you provided into an existing, unzipped Slate 2.3 folder and all of the features you would expect show up. Just let the OS overwrite the files and it seems to work quite nicely.
I found that if you copy and paste the files you provided into an existing, unzipped Slate 2.3 folder and all of the features you would expect show up. Just let the OS overwrite the files and it seems to work quite nicely.
Yeah I found the same thing myself as well. I'm sticking with the file version without the stonesense executable, because I don't want people downloading this without first coming to this thread or the stonesense project page. People can get really confused if there are multiple available versions of a program available for download and I want to avoid that.
Also, I would like to direct people to the stonesense screenshot thread (http://www.bay12forums.com/smf/index.php?topic=48172.0). I would really like to see more people's forts and adventures :)
So I can't find any other solution to this
I extracted the files in the .rar and updated the Memory.XML
and I still cant get passed the "connecting to DF" screen, then the program stops responding
Am I doing something wrong?
You. Must. Have. A. Fortress. Loaded.?
The site picker is *NOT* a fortress. Embark, *then* try Stonesense.
?I've read most of this thread, and I've tried to make stonesense 2.3 work with 31.25. I've updated memory.xml but it still hangs on connecting to df. People earlier in the thread have said it works with an updated xml file, what would be different with my setup that it wouldn't?If you're running a newer version of windows, try running stonesense in administrator mode.
Thanks.
in the first post, there's a big orange 'try this if it doesn't work' section.
try that, then ask questions.
Stonesense launched
Using allegro version 5.0.0 r1
No Dwarf Fortress executable found
DFhack exeption: memory object not set: type offset key /string/MSVC/buffer
No Dwarf Fortress executable found
DFhack exeption: memory object not set: type offset key /string/MSVC/buffer
...(repeated for many lines)
Any idea when stonesense will be ready for .31.25?
Stonesense launched
Using allegro version 5.0.0 r1
No Dwarf Fortress executable found
DFhack exeption: couldn't find a suitable process
I have SS in a sub folder of the DF folder.*It runs great when run the first time in a DFHack session. Blazing fast, but once closed and then reopened in a single DFHack session it runs very slowly.
*It runs great when run the first time in a DFHack session. Blazing fast, but once closed and then reopened in a single DFHack session it runs very slowly.
Yeah, I can confirm that too.
Hi there. I cant see my stockpiles!https://github.com/peterix/stonesense/blob/master/README.txt
Running on 31.25, linux, thanks to peterix and dfhack + stonesense.
Any tip? Thanks!
cmake .. -DCMAKE_BUILD_TYPE:string=Release
CMake Error at CMakeLists.txt:177 (DFHACK_PLUGIN):
Unknown CMake command "DFHACK_PLUGIN".
CMake Warning (dev) in CMakeLists.txt:
No cmake_minimum_required command is present. A line of code such as
cmake_minimum_required(VERSION 2.8)
should be added at the top of the file. The version specified may be lower
if you wish to support older CMake versions for this project. For more
information run "cmake --help-policy CMP0000".
This warning is for project developers. Use -Wno-dev to suppress it.
-- Configuring incomplete, errors occurred!
Hi Guys, really struggling to compile on Arch Linux.Hello :)
Please help
git clone git://github.com/peterix/dfhack.git # read only repo @ https://github.com/peterix/dfhack
cd dfhack # step into the new directory
git submodule init # set up the stonesense submodule
git submodule update # and fetch it from read only repo @ https://github.com/peterix/stonesense
cd build
ccmake .. # manual version of cmake. It's important to set CMAKE_INSTALL_PREFIX to a DF folder and to enable building stonesense. first 'configure', then 'generate'. You need to rerun 'configure' after any changes to the options.
make
make install # install to whatever place you set CMAKE_INSTALL_PREFIX to be
Ok have managed to build it. I have updated the dfhack-git package in the Arch Linux aur and have notfified the maintainer of the stonesense-svn package of the new situation. I do not have a 64 bit machine, so I welcome any input on 64 bit problems.Cool stuff. The build system should be set up so that it always builds in 32-bit mode. In case of Arch the dependencies will be different between 64bit and 32bit - where on 32bit you'd get libpng12, 64bit needs lib32-libpng12, etc.
Arch Linux dfhack-git package
https://aur.archlinux.org/packages.php?ID=35350
1. When using your allegro from git I get an error that the stonesense plugin cannot be loaded.Look at stderr.log - it contains some more details about errors. It's probably a missing library though. I'm building the allegro libs with slightly older libpng so that it works on other distros. You might be missing libpng12.
2. When using arch's own allegro5 library all works, until I try to maximise the stonesense window, then the whole dfhack process falls over with no output.That sounds like something out of my control... possibly display driver problems or an allegro problem. What graphics hardware do you have and which driver do you use with it? It works fine for me with the proprietary nvidia ones and a 9600GT card. The nouveau drivers can't do alpha transparency on the sprites and leave the screen mostly black though.
Lastly stonesense seems much much quicker than when I last tried it on my modest hardware. Not sure what the improvements have been but well done :)
Stonesense is now a plugin for DFHack, so you need to build it as part of it...OK, HOW DID I MISS THAT? explains my epic fail at getting it to work ::)
Just grab the dfhack binary release. It has stonesense in it.Stonesense is now a plugin for DFHack, so you need to build it as part of it...OK, HOW DID I MISS THAT? explains my epic fail at getting it to work ::)
I have a strange problem, when I run stonesense the program opens but the window doesn't have a physical presence.
I can view the program's thumbnail image in the task bar and it is running, I press f9, it switches to a black thumbnail with some text and then switches to a green thumbnail which is probably the big empty field my dwarfs are in.
I was wondering if anyone has experienced this problem and knows the solution or has any ideas for how to go about troubleshooting and correcting it.
OS is Windows 7 -64 bit.
DF is 0.31.25 V9.2
Start here: http://www.bay12forums.com/smf/index.php?topic=43260.5070I have a strange problem, when I run stonesense the program opens but the window doesn't have a physical presence.
I can view the program's thumbnail image in the task bar and it is running, I press f9, it switches to a black thumbnail with some text and then switches to a green thumbnail which is probably the big empty field my dwarfs are in.
I was wondering if anyone has experienced this problem and knows the solution or has any ideas for how to go about troubleshooting and correcting it.
OS is Windows 7 -64 bit.
DF is 0.31.25 V9.2
i have this problem. japa replied to read back a few pages for the solution, so i read the previous 10 pages without finding a solution. or, more likely, it was there but i could not recognize it.
Whenever I need to move a window that's in a bad spot ... I need to select move, nudge it one pixel with my keyboard, then move the mouse to get the window movement to "link" to the mouse cursor. If I do not use the keyboard, the window will never detect my mouse position and never move.
I miss the full-fort screenshot ability. :(
Start here: http://www.bay12forums.com/smf/index.php?topic=43260.5070I have a strange problem, when I run stonesense the program opens but the window doesn't have a physical presence.
I can view the program's thumbnail image in the task bar and it is running, I press f9, it switches to a black thumbnail with some text and then switches to a green thumbnail which is probably the big empty field my dwarfs are in.
I was wondering if anyone has experienced this problem and knows the solution or has any ideas for how to go about troubleshooting and correcting it.
OS is Windows 7 -64 bit.
DF is 0.31.25 V9.2
i have this problem. japa replied to read back a few pages for the solution, so i read the previous 10 pages without finding a solution. or, more likely, it was there but i could not recognize it.
But this is probably what you want:Whenever I need to move a window that's in a bad spot ... I need to select move, nudge it one pixel with my keyboard, then move the mouse to get the window movement to "link" to the mouse cursor. If I do not use the keyboard, the window will never detect my mouse position and never move.
In Windows 7/Vista you have to hold Alt or Shift (can't remember right now, don't have Windows box running to check) then right click the taskbar item to get the move option.
Alright, ladies and gentlemen, may I present my compilation content pack (http://dffd.wimbli.com/file.php?id=4729). Instructions are included on the DFFD page:Spoiler (click to show/hide)
If something's not working send me a PM. Also, I'm still waiting to confirm redistribution of TheraHedwig's GrimDark stuff in a compilation like this is OK, but I've got no response in a week and people seem to want this thing.
To those of you who were complaining about some features being removed from stonesense, I have...Spoiler: Good news. (click to show/hide)
To those of you who were complaining about some features being removed from stonesense, I have...Spoiler: Good news. (click to show/hide)
What the fuck in god's green earth is that thing.
Why are there flying donkeys!?Bugs.
It's mules. For some reason, the game has invisible mules floating around. I have no idea why... I guess we'll have to find out what makes them invisible in the game eventually. For now, enjoy the weirdness :)Why are there flying donkeys!?Bugs.
If the application fails to launch (version 2.1 only) ("The application failed to initialize properly (0xc0150002)"), you might be missing some runtimes. This should really only happen if Windows update hasn't run in ages or for any other reason is many years outdated. You can try downloading the Visual Studio runtimes from Microsoft:
Microsoft Visual C++ 2005 Redistributable Package (http://www.microsoft.com/downloads/details.aspx?FamilyId=32BC1BEE-A3F9-4C13-9C99-220B62A191EE&displaylang=en) (2.6MB)
Microsoft Visual C++ 2005 SP1 Redistributable Package (http://www.microsoft.com/downloads/details.aspx?familyid=200B2FD9-AE1A-4A14-984D-389C36F85647&displaylang=en) (2.6MB)
NB! Some people have noted that the second package works better from this source, put up by
It says connecting to Dwarf Fortress, and not only does it not do anything after that, it then lags my computer so badly that the only thing that works is the mouse (and that barely). Even ctr-alt-del is not working. I had to hard power my laptop, which as we all know is a terrible thing for a laptop. wtf is going on and how do I fix it, because I was really looking forward to using it.Well. Whatever version you have is pretty old. You can try fixing it by getting an update memory.xml file: https://github.com/peterix/dfhack/raw/legacy/Memory.xml (save as, rewrite the original one)
It says connecting to Dwarf Fortress, and not only does it not do anything after that, it then lags my computer so badly that the only thing that works is the mouse (and that barely). Even ctr-alt-del is not working. I had to hard power my laptop, which as we all know is a terrible thing for a laptop. wtf is going on and how do I fix it, because I was really looking forward to using it.Well. Whatever version you have is pretty old. You can try fixing it by getting an update memory.xml file: https://github.com/peterix/dfhack/raw/legacy/Memory.xml (save as, rewrite the original one)
Alternatively, you can get the current DFHack release (http://www.bay12forums.com/smf/index.php?topic=91166), which includes a much newer version of Stonesense along with a lot of other stuff.
I'm with a problem: I can't run the stonesense in the menu utilities of the Lazy Newb Pack, I run it, but it doens't appear and nothing happens. I need of the NET Framework installed to work? or is another thing?that's old. it now runs as a part of df hack.
Has anyone found a solution to the constant disconnects from DF? I've found other people complaining about it in this thread, but there was never any answer or acknowledgement.What? Haven't heard of that problem before.
It's especially annoying with dfhack refusing to restart stonesense after closing it, saying it already runs. Means that after each disconnect, I have to save and completely restart DF to get a ssense view.
it's really irresponsibleWhy?
I've found a few posts in this thread talking about it, but remembering the exact google search query is hard ;)Has anyone found a solution to the constant disconnects from DF? I've found other people complaining about it in this thread, but there was never any answer or acknowledgement.What? Haven't heard of that problem before.
It's especially annoying with dfhack refusing to restart stonesense after closing it, saying it already runs. Means that after each disconnect, I have to save and completely restart DF to get a ssense view.
I've found a few posts in this thread talking about it, but remembering the exact google search query is hard ;)
There's one here, http://www.bay12forums.com/smf/index.php?topic=43260.msg1221738#msg1221738 which suggests 'restart stonesense' as the only solution.
Normally that's fine, but that advice was pre-dfhack and when it's disconnected like that, df-hack refuses to restart it with the message 'stonesense already running' after the stonesense window has been closed. I imagine that means it's not being shut down properly.
Well. The difference is that stonesense is running inside DF now. So when stuff goes bad in it, it should catch the error and shut down properly. It apparently stops working, but is nice enough not to crash everything else. Hmm.I'll look definitely have a look for the log the next time this happens.
Can you post the log files when this happens? (should be in DF folder, ending in .log)
Is DFHack absoloutlely nessecary? I know if I get it ill probably use the hacks all the time and ruin the game and im to lazy to do it anyway.Then go into the plugins folder and delete what you don't want to use. Just keep stonesense.plug.dll
Is DFHack absoloutlely nessecary?
Although I am sad that this is kinda dead now, Japa's last few posts on this thread have made me lol heartily.
It is possible. But that would require an active Dev, which stonesense doesn't have.
Hi i had a question/request :)I was just thinking.. one "hacky" and long-winded way of following one dwarf would be to put them in their own squad and then use something like AutoIt to repeatedly hit "z" for you. It would then follow the dwarf within Dwarf Fortress and therefore in Stonesense as well.
would it be possible to let stone-sense follow one dwarf, or a few dwarf on split screens?
so that we could see what they are up to
i asked around (seen link ) and well stonesense is the closes thing that come to it
Creature Genders
Each <variant> node can be extended with a sex attribute to add an additional condition for creature gender. For most races. dwarfs included, the attribute can have one of two values, "M" for male or "F" for female. However, if the creature has more than two castes, a number must be used, starting from "1", and continuing in order that the castes are listed in the rawfile. Again a simple example would be beneficial:
<variant prof="SUTURER" sex="2" sheetIndex="72"
file="Dracon.png" />
<variant prof="SURGEON" sex="1" sheetIndex="73"
file="Dracon.png" />
<variant prof="SURGEON" sex="2" sheetIndex="72"
file="Dracon.png" />
<variant prof="CHILD" sex="4" sheetIndex="44"
file="DraconBlue.png" />
<variant prof="CHILD" sex="3" sheetIndex="44"
file="DraconBlue.png" />
Where 1 and 2 are the male and female castes for one type, while 3 and 4 are the female and male caste of another type. and that continues like that in my files up to 10.It's not covered in dirt like every elephant I've ever seen... therefore, I call it a Photoshop!
In other news, I've been scribbling dwarves in the back of class all week. Here are the current top contenders:
(http://tnypic.net/images/1075b_thumb.jpg) (http://tnypic.net/1075b.jpg.html)
If the women don't have beards, they're not real dwarves :P
Japa, is this from Stonesense? If not, then what is it from, do you know?Spoiler (click to show/hide)
Wow those flames are looking good.
I drew a 256x256 web, but then realized that Japa probably meant "flying spiderman-type" web (like a particle effect type thing). I might try some seafoam or something tomorrow, assuming DT hasn't already completed it all by then :P Here it is anyway:Spoiler (click to show/hide)
In other news I've been slaving away at these dwarf sprites (still).Spoiler (click to show/hide)
edit: trying out webs:Spoiler (click to show/hide)
Here are some flames to get started, I'm still looking over the other effects to see what I can do.Spoiler: Large Image (click to show/hide)
EDIT: and a web
(http://tnypic.net/92756.png)
That mist sprite doesn't really work cus it's just flat, but...or vector style like the dwarf sprite?Spoiler (click to show/hide)
If I understand correctly, the full fortress screenshot is supposed to work again, but it still doesn't for me. Am I the only one? Might have something to to with embark size and limited RAM, I guess. If I hit CTRL + F5, I get an error message that the screenshot could not be made (so far, so good). But if I use the CTRL + SHIFT + F5 method, not only stonesense, but also the game itself crash. Might be worth looking into that and give an error message there instead of crashing, if that is possible.
I'm curious. How easy/difficult would it be to add caste (not gender) specific sprites to creatures (is this possible at the moment for modders?) and could stonesense potentially recognise clothing and armour?
In the first one I can see all the trees, bushes and creatures at first glance. In the second the flowers look pretty, but it is so seamless, I can barely make out the squares. There are some trees in the lower right corner, but they take some effort to notice. Creatures, and especially dwarfs meld with the background too much to stand out.
Hey, I was wondering if it was possible to do subsprites with buildings like with creatures. I would like to make a bed whose posts and frame matches the material and blanket will be given a color with RGB values. Of course it isn't just going to be beds, but it serves as a good example for the question :)Yeah - beds in fact already do exactly what you're describing:
<?xml version="1.0"?>
<building name="Bed" game_type="Bed">
<sprite index="81" color="building" />
<sprite index="101" />
</building>
subsprites work with /anything/
This (https://github.com/peterix/stonesense/blob/master/resources/Sprite%20Guide.txt) is a full guide on configuring the sprites, and quite a lot of buildings already have colors like that. Axles, for example.
Hey, I was wondering if it was possible to do subsprites with buildings like with creatures. I would like to make a bed whose posts and frame matches the material and blanket will be given a color with RGB values. Of course it isn't just going to be beds, but it serves as a good example for the question :)Yeah - beds in fact already do exactly what you're describing:Code: [Select]<?xml version="1.0"?>
<building name="Bed" game_type="Bed">
<sprite index="81" color="building" />
<sprite index="101" />
</building>
Good to know, I'm still "translating" the copious amount of xml files, lol
does such an image actually exist?
How are you guys getting this to work with the updated dwarf fortress? :(It's up and running aleady. Check out the DFHack (http://www.bay12forums.com/smf/index.php?topic=91166.0) page to install :)
<?xml version="1.0"?>
<creatures>
<creature gameID="PONY_LITTLE" sheetIndex="20" file="color_poni.png" color="bodypart" bodypart="coat" >
<subsprite sheetIndex="21" color="bodypart" bodypart="mane and tail" />
<subsprite sheetIndex="22" color="bodypart" bodypart="coat" />
<subsprite sheetIndex="23" />
</creature>
</creatures>
videocard issue then.
what's your videocard and how much video memory?
videocard issue then.
what's your videocard and how much video memory?
Where do I find this information in Win7?
I suppose this is the information then?
(http://i.imgur.com/Ju90H.png)
what's with the two columns?I have no idea... maybe the right one is superfire?
also, since you're just stealing sprites anyway, if the source is big enough, hit me with a doube sized one.The source is me: Minecraft Dokucraft Collaboration (http://www.minecraftforum.net/topic/513093-11-dokucraft-the-saga-continues-32x/page__st__8914). That is as big as it goes.
also, since you're just stealing sprites anyway, if the source is big enough, hit me with a doube sized one.The source is me: Minecraft Dokucraft Collaboration (http://www.minecraftforum.net/topic/513093-11-dokucraft-the-saga-continues-32x/page__st__8914). That is as big as it goes.
double post for great justice.Spoiler: NSFW: nude (click to show/hide)
<?xml version="1.0"?>
<creatures>
<creature gameID="GOBLIN" sheetIndex="0" file="gobbos.png" color="bodypart" bodypart="skin">
<subsprite sheetIndex="1" color="bodypart" bodypart="hair" />
<subsprite sheetIndex="2" />
<subsprite sheetIndex="3" color="profession" />
<variant sex="F" sheetIndex="4" color="bodypart" bodypart="skin">
<subsprite sheetIndex="5" color="bodypart" bodypart="hair" />
<subsprite sheetIndex="6" />
<subsprite sheetIndex="7" color="profession" />
</variant>
</creature>
</creatures>
Is there anything like having different poses based upon profession or the like? (So that, for example, I could create a different sprite for recruits, normal soldiers, and weaponlords on how they hold their weapons, which could in turn be different from profession poses.)
Also, does this require the magenta background, or do transparencies work? Transparencies are good for the "soft" appearances and shading that I like to do.
If you don't mind either splitting this up into a grid or else having a really, really long picture, I can do different beard styles, armor styles, weapons, etc.
<variant caste="MALE","MALE1","MALE2" sheetIndex="20" color="bodypart" bodypart="coat" >
<subsprite sheetIndex="21" color="bodypart" bodypart="hair" />
<subsprite sheetIndex="23" />
</variant>
Instead of having X copies of the same code with just the castename difference.Hey Japa, just a question, would it be possible to get the variants to be applied to multiple castes?I'd reccomend grabbing notepad++ and learning the regex (regular expression) search/replace function. If used correctly, you can search/replace based on complicated criteria in multiple files at once. It can save an amazing amount of time.
So for instance:Code: [Select]<variant caste="MALE","MALE1","MALE2" sheetIndex="20" color="bodypart" bodypart="coat" >
Instead of having X copies of the same code with just the castename difference.
<subsprite sheetIndex="21" color="bodypart" bodypart="hair" />
<subsprite sheetIndex="23" />
</variant>
If its a HUGE recoding excercise and you're limited for time don't bother with it, i don't think It'll apply to much else than the ponymod at this point.
I just know that adding all the equipment stuff for all 88 of my castes will be a beyatch :D
issue is that it takes up far too much ram, both system and video, to be useful.
I need to re-do the entire thing to be more system friendly.
right now it can only take the material color from the worn item, and I missed pants by accident, but I plan on being able to chose a specific item of clothing for the sprite, which with vanilla DF will be any of these:Suuuuure, you did. ;)
I can't see the dwarf >.>
Anyway, I'm looking forward to spiriting for my future mods.
If you check terrain/index.txt, there should be a commented out grass texture. I think.OK, setting Fog alpha to lower value solved one problem.
And you can change the fog color in stonesense/init.txt
Okay. Clothed dwarves are the next thing on the agenda. Going to be a bit of work, but I have a baseline to start from right now. This is so much incredibly more successful than my previous attempt. Dwarves look good down to 64x64, and are recognizable down to 32x32. So much better than my previous attempt.Spoiler (click to show/hide)
Going to try to power through the list of equipment types before I even think about she-dwarves. Cannot overestimate how happy I am with the way these sprites scale.
Um... I'm rather ignorant about it, but why do you need such a high zoom? I mean I prefer having an overview then see only 50 or so tiles.
Yeah, dual boot/virtual machine with a window, it's still on a mac, just not the OS...
When .Net 4 will have been "ported" to the unix world, you will be able to use it, but seeing the time it took for the 3.5, you might want at least a virtual machine for this.
I am not involved in the development, but I think making an unix version would be a huge amount of work, by rewriting in a different language or using a "compatible" framework version. Both are generally rewriting most of the program, and I personally would not want to attempt it, as it would mean two versions to support, add features to and debug, meaning two times the work load for any little thing.
Most users don't like/understand other systems, so it is a little harsh to say to use a windows os, but as far as my understanding of the problem goes, it is the fastest solution.
Sorry if it didn't really answer the question or if I missed something.
Um... I'm rather ignorant about it, but why do you need such a high zoom? I mean I prefer having an overview then see only 50 or so tiles.I get where you're coming from, and I like stonesesnse's pixel-y look as well (I've made a few 32x32 sprite sheets myself if you check my sig). There are no plans to remove that, and I'm going to be trying to set things up so that switching between the current 32x32 tiles and the 256x256 tiles I'm working on is simple (probably just change the name of one file) so that people can use the one they like best with little to no hassle.
I'm not sure what causes this, but in the 34.05 release of dfhack, stonesense always crashes after using the mouse wheel for going down around 70 levels.Using masterwork raws, I can't get it to crash. Can you post a world/save where this realiably happens?
It's really annoying, as it also crashes the game alongside with the program, and I can't get to explore the area to set up my main staircase.
I basically use Stonesense for two things, one being finding a gap in the caves to have a 3x3 staircase all the way to the lava sea. The second is to see my forts after some above ground building have been made, to enjoy the 3D effect resulting from it.
I don't know why the crash occurs, as stderr.log only says "Invoking: ssense" on the last line, not quite the error log I was expecting.
I tried it on various worlds, both from personnal templates or from the basic generator, and I always have this crash.
I hope I could give more information, but I need to know where to look for it first.
NOTE: I am using masterwork mod, that adds quite a lot of underground stuff, so it might come from this, but I didn't have this problem previously, so I don't think it could be 100% from this.
The full map screenshot function is not working for me, it didn't work in the past either though, any tips?
Next up I'm going to mess around with clothing a bit. There are a few obstacles to getting them to pick up clothes, and I've fixed the easy one. I stopped people with injuries from obsessing forever over unusable objects, but I want to make that better so that they don't think about them at all after one initial check. Getting it all to work together with uniforms, current inventory, injuries, available items, modded bodies and layering restrictions is always tricky, but that's the project. I'm also going to handle owned items that just sit out on the floor forever and deal with damaged clothing.
Fixed that for you.Quote from: Toady OneNext up I'm going to mess around with clothing a bit. There are a few obstacles to getting them to pick up clothes, and I've fixed the easy one. I stopped people with injuries from obsessing forever over unusable objects, but I want to make that better so that they don't think about them at all after one initial check. Getting it all to work together with uniforms, current inventory, injuries, available items, modded bodies and layering restrictions is always tricky, but that's the project. I'm also going to handle owned items that just sit out on the floor forever and deal with damaged clothing.
Yes. (http://www.mspaintadventures.com/?s=6&p=003672)
Hell yes.Spoiler: Hell F**king Yes. (click to show/hide)
gah, the picture isn't loading, what did he dooo?
also: Japa, is there some sort of toggle to turn on creature debug info in the dev version, it shows up only sporadically it seems O_o
Something I wanted to try out regarding layers of images so as to make a single "dwarf graphic" display both clothing as it actually exists and still display jobs, however, was an idea to make an abstract "job badge" that sits in the top left corner of the character icon.
The idea was to make it a 8x8 pixel block that uses color fields symbolically to convey profession. So, a 4x8 bottom block could be brown to designate farmers, and then you could have some other color combination to represent different sub-farmer professions.
Soldiers could instead use shield-shaped icons.
A little mock-up I threw together using that goblin posted earlier:Spoiler (click to show/hide)
I probably should put a border around those, however :P
Also, trying to make any sort of graphic image that isn't just a field of color seems to be a bad idea in 8x8 pixels, so that sword shouldn't be there.
Who are the Devs for this mod/visualizer? and is it compatible for 34.02? (there's over 300 pages, It'll take ages to look though them all)Pity you didn't look at the OP... (http://www.bay12forums.com/smf/index.php?topic=43260.0)
Someone would still need to make some unambiguous job icons though...
It might be worth simply going with simple icons colored the same as dwarves are in game, since most will be familiar with that already. Maybe have one symbol for not-legendary and another for legendary, but otherwise the individual professions are just defined by the colors.
Who are the Devs for this mod/visualizer? and is it compatible for 34.02? (there's over 300 pages, It'll take ages to look though them all)Pity you didn't look at the OP... (http://www.bay12forums.com/smf/index.php?topic=43260.0)
Latest Version
Stonesense is currently being maintained and distributed as a part of the DFHack package, for more details see the DFHack thread (http://www.bay12forums.com/smf/index.php?topic=91166.0).
Those dwarves are awesome!
Can we do the high-resolution thing with floors and walls and stuff too?
Agreed! Also, there's something to be said for the 200x zoom in Stonesense, and I really do like the larger sprites. Anyway, I decided to throw together a basic style for some job icons. So far, I'm thinking color-coded backplates for the job family, with an icon that represents their specialty (if we can get that)
(http://i.imgur.com/O2wnD.png)
A different style of base icon, or perhaps just a lone colorized Weapon Icon, can be used to represent specific types of soldier.
It's a matter of style.
Just because something is realistic, doesn't mean it looks good.
All of the current sprites are cartoonish.
adding photos in there would look completely out of place. Like will smith in space jam.
Take pictures of real furniture... photoshop them into cartoonish furniture.That's so crazy it might just work...
Humm, is the large scale sprite sheets in the current release version? I scaled up my sheet but now only a couple of very large pixels are displayed ingame
<variant special="Normal" sheetIndex="0" zoom="3" color="bodypart" bodypart="skin" >
the number after zoom can be positive or negative, and specifies a scaling factor in the form of 2n times the origional sprite size.Stonesense + clothing... simply awesome!!This is the Internet... Ponies are the new annoying thing.
By the way, what's with the ponies? :o
quote pyramid powers, activate!!Stonesense + clothing... simply awesome!!This is the Internet... Ponies are the new annoying thing.
By the way, what's with the ponies? :o
quote pyramid powers, activate!!Stonesense + clothing... simply awesome!!This is the Internet... Ponies are the new annoying thing.
By the way, what's with the ponies? :o
Not only ponies but, cartoonish girly looking candy coloured ponies ::)
It's a new meme or something?
The easiest solution would probably be some very basic 3d box modeling of furniture rendered out in a cell shaded style. Much easier than hunting for photographs or photoshopping or trying to draw stuff from reference. Unless you want extravagant or accurate drapery, furniture is very quick and easy to model.You'll find it very hard to get it to look nice. You'd prolly need to put more effort into the model, texture, and render than you would with just drawing a sprite.
That did the trick! my sprites can now have clothes!Yes, Japa has dyes working (observe midnight blue dimple dye in my screenshot) and that should be in the next version.
They don't seem to get colored by dyes tho, is that a possibility in the future?
I have an issue where it takes forever to load from DF.Are you using the correct version of Stonesense (from the DFHack thread)? If you are, then I definitely need more information than that to help you.
Working on adding that feature right now, though sprites are always welcome.
Right now you can make sprites and test them using custom buildings, until I get items working right.Spoiler (click to show/hide)
One more thing, sorry if it is a stupid question. What "camera" angle are you fellows basing your images on? reason I ask is that there seems to be no fewer than 3 different angles that can be used for isometric views. :p
He probably is asking which iso projection SS is using. Like this:
(http://en.wikipedia.org/wiki/File:Graphical_projection_comparison.png)
He probably is asking which iso projection SS is using. Like this:
(http://upload.wikimedia.org/wikipedia/commons/4/41/Graphical_projection_comparison.png)
regards to which angle, see, that's a tricky one. I actually had to do some pretty complex math when I tried to figure out how to map it to 3d, and I dont remember what I ended up with.Ey, wot? How'd you come up with that?
What I do know is that the tiles aren't cubes.
\117°/
\ /
121.5°\/121.5°
|
|
|
SUCCESS!!
After some tweaking I got it spot on... I loaded the back image and the render into GIMP and as i changed the opacity of the back image it merely appears as if I changed the color :) the edges match up precisely. Thanks for suggesting I turn off antialiasing. Anyway now that I have a template, The rest should be easy peasy.
Oh and if you want to see the result:Spoiler (click to show/hide)
PS: I'm not quite OCD, but I believe that "close-enough" equals "lack of passion" which is not me ;)
EDIT: Gotcha, I switched the Alpha channel from sky color to straight up alpha. no more pinks ;)
EDITEDIT: I planned on it, just wanted to see if I can match the tile. Now that I have the right setup I may render in 256x instead
we draw our stuff in paint.
It's actually not done in paint, but it is drawn pixel by pixel, and when there isn't a lot of pixels to go around, it's hard to screw up too bad.
Those are dogs.
Spoiler: Here's sprited items with materals. (click to show/hide)
Spoiler: Here's sprited items with materals. (click to show/hide)
Hmmm. Do you also have some kind of new feature there that cuts away part of the walls?
Alright, I think I have job indicators semi-functional for the normal professions:Spoiler (click to show/hide)
If anyone wants to get a more comprehensive set of icons working, it would be most appreciated. My current prototype icon sheet can be obtained here (https://github.com/Caldfir/stonesense/raw/master/resources/SSJobIcons.png), and the full list of professions (in the order they should appear as icons in the sheet) can be found here (https://raw.github.com/peterix/df-structures/master/df.skills.xml).
are the open boxes supposed to be bins? and the things that look like acorns are barrels, right? the sticks on the top right are logs?
I mean no offence, only constructive criticism... right now they don't give the feel of stacked goods on a stockpile, more like a bunch stuff scattered over a wide empty space, maybe if they were made bigger as to fill the tile like in-game??
Maybe bins would look better closed? they give the feel of a toy well for some reason..
Barrels: the sprite on the still looks great, maybe something like that but rotated 90š (standing)? or on its side like that could also work out with a foot stand or something, like in a wine cellar.
I think it was already that way but... the coffins: whenever I built one always tough "why do they look so small?" when seeing them next to a bed in what I think is either a furniture stockpile or a very cluttered dormitory with some dwarves having a mechanism fetish, I can see why: coffins are smaller than beds, maybe I'm thinking about dwarven mausoleums like the dwarf tomb inside moria in the lord of the rings, a big stone coffin should look bulky... not the same size as the bed, but at least as long and only a little thinner.
Great work nevertheless! can't wait to play with this! :D
are the open boxes supposed to be bins? and the things that look like acorns are barrels, right? the sticks on the top right are logs?
I mean no offence, only constructive criticism... right now they don't give the feel of stacked goods on a stockpile, more like a bunch stuff scattered over a wide empty space, maybe if they were made bigger as to fill the tile like in-game??
Maybe bins would look better closed? they give the feel of a toy well for some reason..
Barrels: the sprite on the still looks great, maybe something like that but rotated 90š (standing)? or on its side like that could also work out with a foot stand or something, like in a wine cellar.
I think it was already that way but... the coffins: whenever I built one always tough "why do they look so small?" when seeing them next to a bed in what I think is either a furniture stockpile or a very cluttered dormitory with some dwarves having a mechanism fetish, I can see why: coffins are smaller than beds, maybe I'm thinking about dwarven mausoleums like the dwarf tomb inside moria in the lord of the rings, a big stone coffin should look bulky... not the same size as the bed, but at least as long and only a little thinner.
Great work nevertheless! can't wait to play with this! :D
Draw me new sprites. These ones are terrible.
It's nothing to complicated. I just gotta add in the code that reads the contents of the containers, and then add in some sprite info.
Anyway, the main issue with the clay is the sun angle. It's... wrong, pretty much.
If you look at all the other sprites, the top face is the lightest, the right face is the darkest, and the left face is in between.
(http://tnypic.net/84c39.png)
Start with a white block, and try to get the lights matched up with this one, so things will match existing sprites. Then work on other things.
Well, here's where I am so far, going to bed, so I'll just put these up for critique now.Looks quite interesting.Spoiler (click to show/hide)
I just can't keep myself from doing some of the more complex icons once I am getting going... I might have to do shading on that armor, too.
Oh, and that scalpel is there in the blues for the fish dissector. I'm going to copy-paste a fishy for all those, so it'll be under the scalpel like the puppy was for the animal dissector.
Extra sprites where?
I think that mason may be better with stone/bricks.
People usually start arguing when they see female dwarf pictures for some reason. For those who prefer their women 'on the husky side' I'll write a separate xml that just uses the male sprites but without beards. For whatever resaon this issue seems to divide people.
*shrug*
I doubt this would please everyone, and apologies if it's been mentioned before, but what about the possibility of dwarven anatomy having such a massive amount of pubic hair that bits simply can't be seen through it? The hair could be shaded the same color as the rest of the dwarf's hair, and then there's no need for stapled-on-underwear, discussing dwarven genitals, or any pixilation or anything.I prefer the current method of barbie-dolling it, with no genitals visible at all. I don't see how anyone who is not offended by pubic hair would be offended at the current style.
Also, Japa, will we ever be able to control DF from within Stonesense? What's stopping you from using DFHack to do this already?
Cannot load image: stonesense\creatures\large_256\dwarf.png
stonesense\buildings\Shop.xml: <building> Is generic - game_subtype missing.: building (Line 5)
stonesense\buildings\Blueprint.xml: <building> Is generic - game_subtype missing.: building (Line 5)
bug peterix to make it not complain about things that don't matter.
Cannot load image: stonesense\creatures\large_256\dwarf.png
<?xml version="1.0"?>
<items file="Grei_items.png">
<item game_type="BIN" sheetIndex="0" color="item" />
<item game_type="ITEM_TOOL_LARGE_POT" sheetIndex="1" color="item" />
</items>
zoom is , and .
yeah, there was never a ctr+scroll:o you guys need to add that to the readme file then...
Ctrl-Scrollwheel: Increase/decrease Z depth shownand got: "increase/decrease zoom shown", silly me :P
nevertheless the "," and "." for zoom is not in the readme.
Also, just a suggestion; moving the map with the mouse works, but it would be great if there was a keyboard alternative. Especially if it mirrored the movement keys in DF.
oh. right.
Open stonesense/creatures/index.txt, and remove the lines that have 256 in them.
"Cannot load image: stonesense\creatures\large_256\dwarf.png"I just deleted large_256/dwarf.png and everything worked fine, without having to change index.txt.oh. right.
Open stonesense/creatures/index.txt, and remove the lines that have 256 in them.
Sorry, but I donīt understand that, this is my index.txt:
"large_256/index.txt
caravan_animals.xml
beefmo_large_ocean.xml
beefmo_subterranean.xml
humies.xml
elfs.xml
wild_animals.xml
#goblins.xml
#this is an example of colored creatures. they aren't as good as teh other ones.
gobbos.xml
beefmo_domestics.xml
Wildlife.xml
#clothed_Dwarves.xml
color_Dwarves.xml
# Dwarves.xml
# Elves.xml"
If I delete large256/... line, a new error appears!