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Dwarf Fortress => DF General Discussion => Topic started by: thewonderidiot on August 09, 2010, 05:30:46 am

Title: Fortress Overseer 0.70.1 - !Open Source! 3D Visualizer - 31.25-34.11 Support
Post by: thewonderidiot on August 09, 2010, 05:30:46 am
PSA: Hey guys, long time no talk. Based on a PM conversation I've recently had I figured I'd update this post a bit. Since apparently I've never posted the link anywhere obvious before, here's the complete source code:
Overseer 0.70.1 Source (http://code.google.com/p/fortressoverseer/source/browse/)

There hasn't been any work on Overseer in quite a long time, because of my job and SexyMustard's school. We've got a combined amount of free time that is sadly close to zero. We're really sorry we didn't get around to implementing all the things we were talking about! (Like the linux version... Ogre just stopped rendering anything at all for me on Linux very shortly before release, and I never found a fix for it. Ugh.) Unfortunately, while the DFHack team has managed to keep us alive up to this point (those guys are seriously awesome), with the major map changes in the next release of DF, Overseer will very likely cease to work. :-\ I may or may not try to fix it -- we'll see what happens.

Looking back, Overseer was never meant to be the only visualizer -- SexyMustard and I started working on Overseer in anticipation for the Obsidian visualizer. Neither of us had ever really touched 3D programming before. We figured that once Obsidian was released, we'd abandon Overseer and contribute to that, since it was lead by somebody who actually knew what they were doing ;). Unfortunately its developer disappeared, and since then nobody else has made anything. Funny how things work out.

Anyways, the two of us aren't going anywhere -- there will be no magical visualizer-developer disappearing acts from us! But we just can't do all of the work by ourselves (one of the big lessons I learned from this project was that I'm pretty terrible at 3D programming!  ::))  If anybody wants to fork Overseer or start their own visualizer, both of us will be more than happy to volunteer and contribute.

And for what it's worth, I'm always around -- if you wanna chat, always feel free to hit me up over PM, or ping me in #dfhack on freenode!

Overseer 0.70.1 is out! Click here to download. (http://dffd.wimbli.com/file.php?id=3882)

Roadtruss by Crossroads Inc.:
(http://i.imgur.com/O6AGa.jpg)
Random river canyon:
(http://i.imgur.com/lDaTb.jpg)
Town Keep from adventure mode:
(http://i.imgur.com/q3Gpb.jpg)

HOW TO USE: Since DFHack no longer externally connects to DF, it's necessary to export map files for Overseer to read. After installing the appropriate version of DFHack for your installation of Dwarf Fortress, run "mapexport exportfilename" in the DFHack console, replacing "exportfilename" with whatever you want, which will create "exportfilename.dfmap" in your DF directory. Open this file with the file dialog in Overseer. By default, mapexport only exports revealed tiles -- to override this and export the entire map, run "mapexport all exportfilename".

SOME NOTES: I recommend using OpenGL with this version of Overseer. There's still some artifacts in the texture atlas implementation, and they're more noticeable in DirectX than OpenGL. Also, there's a lot of stuff in Overseer.ini now. Tweak it! Customizing it can certainly lead to better performance.
Warning: Due to the CPU-intensive page generation process, this will very likely run slower than the previous version. I have it running roughly as well as the previous version on my laptop, if not a tiny little bit better, but beyond that I'm not sure how this will fare. Don't expect it to run well if you don't have newish hardware. I'll be working to make it better and faster in the near future, so bear with me!

0.70.1 Changes:

Here's the first bugfix release! From what I could tell, 0.70 went over just about as well as DF2010 did. I've gotten all the known crashing bugs fixed up now though. Hopefully there shouldn't be too many more, if any (hopeful thinking!)

For those of you who are getting the Boatmurdered background art but no open file dialog: try upgrading your graphics drivers. It could be a faulty OpenGL implementation. Otherwise, running in DirectX appears to fix the problem.

Also new in this version (well, nothing changed in Overseer itself, but...) is a copy of mapexport that I built against the dfhack-31.25-r9a sources to run. (It didn't come easy! Tons of things have changed in DFHack since 31.25 so I had to do lots of translation and porting back newer features/changing back the build system). Instructions on how to install it along with dfhack-31.25-r9a are in the readme in the plugin's folder.

I think that just about covers everything. Let me know if I forgot anything or if anything doesn't work for you. Have fun!  :D


0.70 Changes:

Seriously, so much has changed that making a list is difficult. There's a lot of new stuff, and a few features that aren't here anymore. I'll update the above list with some enumerated changes soon (tomorrow -- it's getting late here).

It's pretty late where I am, so I'm going to head off to bed now. I'll fill in more information above tomorrow, but this should be enough to get you started.




Old stuff, can safely be ignored:

A couple of weeks back, my friend sexymustard and I got impatient sitting around waiting for Obsidian and went into a strange mood. The (work-in-progress) result of this mood is Fortress Overseer, written in C++ using OpenSceneGraph and DFHack. It's still pretty bare-bones and some things don't work quite right, but sexymustard and I agreed that it's gotten to an announce-able state. The premise is to load information from DFHack and draw the world geometry using as few polygons as possible. It's pretty far from attaining that goal, but certain things are already being drawn pretty optimally. Additionally, sexymustard has been working on some nice bump-mapped textures for it, so all credit goes to him for that. And now, without further ado, here it is:

http://dffd.wimbli.com/file.php?id=2922 (http://dffd.wimbli.com/file.php?id=2922)

I've included the Memory.xml for 31.12.
The controls are pretty standard for a first-person fly-around type thing:
W = go forward
S = go backward
A = go left
D = go right
R = go up
F = go down
X = export to .obj (this probably won't work well with textures enabled)
hold Shift = 10x speed
move mouse = look around
scroll mouse = roll camera (the rotation matrices aren't perfect, so this is meant as a temporary fix, but it will probably stay in case people do want to roll their camera)
Esc - exit

You'll have to interact with it a bit before it starts drawing. Just follow the prompts and everything should turn out fine.

Here's the original screenshots of Overseer in action:
Spoiler (click to show/hide)
And now for some dev stuff, if you don't feel like reading technicals then you can just skip this  ;)

To be completely honest, working with OpenSceneGraph has been a nightmare. It seems like there's little to no documentation anywhere, at all. The little stuff there is on the official website is littered with notes from 2004 saying "this needs to be updated". A lot of it, like the bump-mapping feature we used for our textures, seems to just be thrown together for the purpose of the demos. Overseer kind of suffers from that -- a lot of what I've done has been working around something I couldn't find how to do in documentation or forum posts or anything. The code is pretty nasty. However, I do consider this to be an open source project, and, though I'm not entirely sure it's ready yet, I'll be more than happy to give anybody the code that wants it. Also, anybody that knows anything about OSG, I would GREATLY appreciate your help  :-\ On the other hand, if anybody has any idea of something that might work better than OSG, please tell me. I'm pretty sure Ogre would need a custom SceneManager before things worked smoothly, and I don't really feel like Irrlicht is cut out for this kind of work.

Right, onto issues.
There's a lot more technical issues that I'll be happy to go into if anybody wants, but that's about all that the average user has to be concerned about.

As for development -- I'm also working on updating Dwarf Therapist to newer toolchains and adding a few features to it, now that chmod has stepped down, so development on Overseer isn't going to be quite as constant as it has been for the last week or so. I'm at a slight impasse with OSG right now, and need to spend some time figuring out how to make certain things possible. Visible progress probably won't happen TOO soon due to the fact that the core generation code is going to have to be overhauled to allow for material types.

Anyways, I think I've rambled on for long enough. Be gentle, this is my first project with 3D programming, so I'm pretty new to this stuff. Enjoy, and if you have any questions/problems/suggestions, fire away!  :D
Title: Re: Fortress Overseer - a 3D Fortress Renderer in OSG
Post by: Shagomir on August 09, 2010, 05:49:22 am
Shagomir cancels work: Adamantine Spire too impressive

Seriously. Awesome. I can't wait to get home and play with this!
Title: Re: Fortress Overseer - a 3D Fortress Renderer in OSG
Post by: Mason11987 on August 09, 2010, 06:03:00 am
This is awesome!

Can it be moved around easily?  perhaps a very short youtube video showing that if possible?
Title: Re: Fortress Overseer - a 3D Fortress Renderer in OSG
Post by: thewonderidiot on August 09, 2010, 06:06:57 am
Think first person shooter without gravity (or collision, for now). It's quite easy to fly around.

I should warn you though, the space elevator is really. damn. big. In spite of all of the optimizations I've been trying to make recently, it still lags Overseer quite a bit, and you probably don't want to draw it with textures enabled.
Title: Re: Fortress Overseer - a 3D Fortress Renderer in OSG
Post by: Mason11987 on August 09, 2010, 06:21:40 am
Think first person shooter without gravity (or collision, for now). It's quite easy to fly around.

I should warn you though, the space elevator is really. damn. big. In spite of all of the optimizations I've been trying to make recently, it still lags Overseer quite a bit, and you probably don't want to draw it with textures enabled.

Awesome, that is exactly what I was looking for.  No need to explore the spire.  But you can fly around something like your megaproject  fairly easily right?
Title: Re: Fortress Overseer - a 3D Fortress Renderer in OSG
Post by: thewonderidiot on August 09, 2010, 06:26:05 am
Yep, with larger embarks or places with super expansive caverns, the initial zoomed-out view might be a tad slow, but once it's not trying to render the entire thing at once things are perfectly smooth. :D
Title: Re: Fortress Overseer - a 3D Fortress Renderer in OSG
Post by: LucasUP on August 09, 2010, 09:36:14 am
So cool!
But have you guys considered WORKING WITH obsidian? Its seems like a fairly open project, and it seems silly to have a bunch of redundant WIP projects (obsidian, fortress overseer, and DFize).
I guess we have to wait for some initial release before anyone else can contribute to obsidian. I don't know if you guys have talked with the dev, maybe you could get inside.
Title: Re: Fortress Overseer - a 3D Fortress Renderer in OSG
Post by: Urist Imiknorris on August 09, 2010, 01:21:39 pm
Holy fuck I have a new background.

e- I can't see the first spire image.
Title: Re: Fortress Overseer - a 3D Fortress Renderer in OSG
Post by: nbonaparte on August 09, 2010, 02:14:43 pm
So cool!
But have you guys considered WORKING WITH obsidian? Its seems like a fairly open project, and it seems silly to have a bunch of redundant WIP projects (obsidian, fortress overseer, and DFize).
I guess we have to wait for some initial release before anyone else can contribute to obsidian. I don't know if you guys have talked with the dev, maybe you could get inside.
40d had 3 visualiser projects (not counting stonesense, which is still around). Maybe these are DF2010's group.
Title: Re: Fortress Overseer - a 3D Fortress Renderer in OSG
Post by: thewonderidiot on August 09, 2010, 04:13:20 pm
Yeah, I have no intention to compete with Obsidian, it sounds like it's going to be amazing. Obsidian was one of the reasons I chose to use OpenSceneGraph, so I'd be used to it before Obsidian came out. When I started, I viewed Overseer more as something to tide us over until Obsidian came along, so I'll probably throw all of my effort into Obsidian once it comes out, unless there's demand for Overseer.
Title: Re: Fortress Overseer - a 3D Fortress Renderer in OSG
Post by: turboferret on August 09, 2010, 04:57:41 pm
That looks pretty cool! How does OSG perform in realtime with such big scenes?
Title: Re: Fortress Overseer - a 3D Fortress Renderer in OSG
Post by: thewonderidiot on August 09, 2010, 05:10:58 pm
It works really really well, actually. It's pretty much lagless unless you throw a space elevator at it.
Title: Re: Fortress Overseer - a 3D Fortress Renderer in OSG
Post by: Battlecat on August 09, 2010, 11:40:46 pm
Very impressive start!  I'm looking forward to seeing your future work!  It certainly is nice to have something to look at.  Thanks for putting this together! 
Title: Re: Fortress Overseer - a 3D Fortress Renderer in OSG
Post by: Gorjo MacGrymm on August 10, 2010, 12:35:24 am
Wow. Thanks so much for the work.  I have been hoping for someone to do this for a while. :o
Title: Re: Fortress Overseer - a 3D Fortress Renderer in OSG
Post by: Makbeth on August 12, 2010, 04:42:08 pm
Is there, or can there be, a way to export these as .obj or other common 3D formats so they can be opened in a modeler?  The spire, megaprojects, and such could benefit a lot from heavy-duty textures and sculpting.  I had an HFS layer with 30 z-levels recently and stonesense tried, but didn't really capture it.  I want to redo that topography with the glowing stuff and the purple stuff, with the clowns swarming towards a shaft of light coming from the base of one of the blue things...
Title: Re: Fortress Overseer - a 3D Fortress Renderer in OSG
Post by: Retro on August 12, 2010, 07:13:42 pm
I've downloaded this and have gone through the opening set of input commands every time, but I'm then faced with a permanent blue screen without the map ever loading. Does it just take a really long time, or do I have some other problem?
Title: Re: Fortress Overseer - a 3D Fortress Renderer in OSG
Post by: synkell on August 13, 2010, 02:26:45 am
Wow , this is a amazing! Looking forward to your works (^_^)!
Title: Re: Fortress Overseer - a 3D Fortress Renderer in OSG
Post by: thewonderidiot on August 13, 2010, 07:32:56 am
Is there, or can there be, a way to export these as .obj or other common 3D formats so they can be opened in a modeler?  The spire, megaprojects, and such could benefit a lot from heavy-duty textures and sculpting.  I had an HFS layer with 30 z-levels recently and stonesense tried, but didn't really capture it.  I want to redo that topography with the glowing stuff and the purple stuff, with the clowns swarming towards a shaft of light coming from the base of one of the blue things...

Absolutely! (http://dffd.wimbli.com/file.php?id=2922) You'll have to deal with the current uppity geometry generator, but hopefully this will be good enough for now. Whenever the visualizer is running, if you hit 'x', it will export an "embark.obj" into the working directory. I checked it out in blender and everything looks like it exported fine (in terms of the mesh... I doubt textures will export properly right now, though I haven't tried). When you hit x, the entire thing will lock up. This is a sign that it's working! I'm not liable for where the camera ends up afterwards though, OSG has a mind of its own. Hopefully that shouldn't be too  much of an issue though  :P

I've downloaded this and have gone through the opening set of input commands every time, but I'm then faced with a permanent blue screen without the map ever loading. Does it just take a really long time, or do I have some other problem?

What are your system specs? Sometimes the blue screen will show up and hang for several seconds before the actual geometry shows up on my machine. Try letting it load, then not touching the mouse at all. Just stare it down and wait. If it takes more than thirty seconds or so and nothing shows up, and you didn't touch your mouse at all, give me a copy of your save so I can take a look at it.

Minor progress update!
I'm currently working on overhauling the geometry generator to increase its accuracy -- or rather, its sanity -- and allow for multiple textures per block. The OSG implementation of bump mapping is very, very rigid and only allows for one texture and normal map per piece of geometry, and right now I'm drawing every block (16x16x1 tiles) as a single hunk of geometry. I'd like to not draw every tile separately so I'm going to have to implement bumpmapping on my own, which I guess isn't really TOO complicated, but I've never written shaders before so I'm going to need to brush up on that. After this is done, we should be able to detect all of the different possible materials in the dwarf world and display a different texture for each.

Meanwhile, sexymustard is gearing up with geology textbooks to get ready to go on a texture making rampage. After he gives me a simple sky to use as a skybox, he's going to start cranking out some of the more common minerals and substances in DF... it's going to take him a while to catch up with Toady, but that's our goal  :D

Remember that all of this is very very alpha! After the material/geometry overhaul is done, I'm probably going to work on embedding the viewer into a nice GUI window so we don't have to deal with the command prompt options at the beginning, and relying on mapping everything to random keys to get stuff done while visualizing.
Title: Re: Fortress Overseer - a 3D Fortress Renderer in OSG
Post by: Rose on August 13, 2010, 08:16:10 am
Japa Illo, Coder, cancels whatever he was doing: In Awe.

okay, I can't open the obj file properly in 3dsmax. lame.
Title: Re: Fortress Overseer - a 3D Fortress Renderer in OSG
Post by: Untelligent on August 13, 2010, 02:24:03 pm
Two issues I have with this:

1) The mouse was way too sensitive. At the distance of the below screenshot, I could move the mouse the equivalent distance of a pixel or two and a third of my mountains would go offscreen.

2) Could you make it so that R and F move the thing vertically? I was having a hard time getting in position for the screenshot (and this still isn't quite where I wanted it). Or if they already do that maybe I wasn't holding down the buttons long enough.


Aside from that, looks great! I can definitely see this as the 3Dwarf of DF2010: less features than the other visualizers, but definitely the best-looking.

Spoiler (click to show/hide)

It runs fantastically, too; despite the mouse sensitivity issue (I had to be sure to get really close before I touched the mouse, or the map would go offscreen and I'd never find it again and I'd have to restart) DFize couldn't handle this giant map very well at all. Very slow and big swaths of missing floors.
Title: Re: Fortress Overseer - a 3D Fortress Renderer in OSG
Post by: thewonderidiot on August 13, 2010, 04:36:44 pm
Japa Illo, Coder, cancels whatever he was doing: In Awe.

okay, I can't open the obj file properly in 3dsmax. lame.

Really?  :( I'll take a look at that, give me a bit. I'm using the built in .obj exporter so I have no idea what it might be doing.

Two issues I have with this:

1) The mouse was way too sensitive. At the distance of the below screenshot, I could move the mouse the equivalent distance of a pixel or two and a third of my mountains would go offscreen.

2) Could you make it so that R and F move the thing vertically? I was having a hard time getting in position for the screenshot (and this still isn't quite where I wanted it). Or if they already do that maybe I wasn't holding down the buttons long enough.

Yeah, definitely. Since there's so many options getting added now, I'm probably going to move everything to a config file. I'll drop mouse sensitivity in it and add keybindings for vertical movement once I figure out what's going on with the .obj export and 3DSmax.

EDIT: Try using these settings: (http://i.imgur.com/zXebj.png)

The imported mesh looked correct with that, but if there's still issues let me know.
Title: Re: Fortress Overseer - a 3D Fortress Renderer in OSG
Post by: thewonderidiot on August 13, 2010, 07:08:05 pm
Fortress overseer v0.03 is up! (http://dffd.wimbli.com/file.php?id=2922)
Changes:
--------------------

Every setting in the included .ini file was the default in previous releases, so Untelligent, you'll want to change your .ini file's mouseSensitivity setting to something you think might work better for you (default is 2347, so accordingly, 235 would be approximately 1/10th the old mouse movement speed and so on).
Title: Re: Fortress Overseer v0.03 - a 3D Fortress Renderer in OSG
Post by: thewonderidiot on August 13, 2010, 07:30:17 pm
Edit: woops, edit intended for the first post got sent here somehow.

Anyways, the geometry and material overhaul should be ready in the next few days. I'm not quite sure when sexymustard is going to have any textures ready, he's pretty busy this weekend.
Title: Re: Fortress Overseer v0.03 - a 3D Fortress Renderer in OSG
Post by: Makbeth on August 15, 2010, 03:41:22 pm
Awesome work.  Thank you!
Title: Re: Fortress Overseer v0.03 - a 3D Fortress Renderer in OSG
Post by: Snook on August 15, 2010, 09:23:55 pm
This is perfect for the project I have planned... Well, half-planned. I still need to finalize the architecture, but it involves a flat plain next to a sheer-sloped volcano that towers a good 45 z levels over the plains. Did I mention the marble, chalk, and sand on the map? And according to dfhack, over 27000 gold? I have more gold than almost all the other minerals and ores combined.
Title: Re: Fortress Overseer v0.03 - a 3D Fortress Renderer in OSG
Post by: Shagomir on August 16, 2010, 12:52:07 am
This is perfect for the project I have planned... Well, half-planned. I still need to finalize the architecture, but it involves a flat plain next to a sheer-sloped volcano that towers a good 45 z levels over the plains. Did I mention the marble, chalk, and sand on the map? And according to dfhack, over 27000 gold? I have more gold than almost all the other minerals and ores combined.

This seems like a fun embark. Do you have the worldgen information/location handy? :D
Title: Re: Fortress Overseer v0.03 - a 3D Fortress Renderer in OSG
Post by: thewonderidiot on August 20, 2010, 07:55:49 am
Update time! The geometry overhaul is well underway and I've reimplemented everything but ramps and the actual displaying of textures. So far, I've redone the entire organization of my scene graph. All of the walls and floors are drawn as optimally as possible on a per-z-level basis while respecting splits between different mineral types. I threw on a loader that processes the entire embark before drawing begins, so much less work has to be done comparing things and testing things in the actual drawing code. As a result of all of this, the drawing is much faster (including the loading time) and as far as I can tell, the resulting view runs faster. If anybody experiences performance issues I can add block grouping functionality to split off sections, but hopefully nobody will find it running worse than before.

I upgraded to the svn trunk of openscenegraph to get access to the new povray exporter (mwahahaha) and it just flat broke my input manipulator. The new stuff is completely incompatible with the old required way of doing things, and fixing it would have added a good 400 lines of code to the already overly bloated and broken manipulator. So, I've decided to just completely bypass OSG's built in input stuff and implement OIS. OIS is an awesome input system, and should integrate smoothly with OSG once I finish the new geometry stuff. Once THAT'S done and there's actual keyboard and mouse input again, I'll do another release.
Title: Re: Fortress Overseer v0.03 - a 3D Fortress Renderer in OSG
Post by: thewonderidiot on August 25, 2010, 03:35:16 am
Overseer 0.10 is up! (http://dffd.wimbli.com/file.php?id=2922)

Changes v0.10
--------------------
-Optimized things on a per-z-level and per-material basis
-Made hanging floors 3D to close off open meshes
-Improved ramps so that no overlapping faces are generated -- everything is drawn optimally per-tile now
-Added an export dialog that supports  .obj, .3ds, .ac, .dxf, .lwo, and .pov. Note that tristripping has to be enabled for pov-ray export!
-Removed the "enable ramps option" due to the impending material system. Textures aren't included or supported in this version, but hopefully that won't be a big deal due to the extremely minimal support in previous versions. The next release will see multiple textures and a more robust lighting system.
-Switched input system over to OIS. It's fairly robust now and sexymustard and I can't break it. All of the camera and movement-related glitches are gone now, and things should work fine.

I'm starting work on the material subsystem now. Ideally it won't be too difficult. Sexymustard is going to be able to start on textures full time next week, so expect another release relatively soon.
Also, to whet your taste buds, here are two images rendered in Pov-Ray by bartavelle using the very first PovRay export...
Without fog:
Spoiler (click to show/hide)
With fog:
Spoiler (click to show/hide)
The per-z-level material thing is due to the implementation of the geometry generator right now. Actually, the file used to make those images was generated from the old geometry generator, which was so messy that he had to use a perl script to parse it and add material information -_-; It's better now, I promise! It's still separated by z-level, but it's cleanly so.
If anybody has any issues with any of the exporters or anything else, post here or find me on the #dfhack freenode channel.
Title: Re: Fortress Overseer v0.10 Visualizer/Exporter (.obj, .3ds, .ac, .dxf, .lwo, .pov)
Post by: Nintenlord on August 25, 2010, 05:14:03 am
Even without any textures and everything being black and all that, caverns still look quite impressive.
Good job on making this. Though for some reason, east/west axle seems to be mirrored:
http://i180.photobucket.com/albums/x309/Nintenlord/mirrored.png
Title: Re: Fortress Overseer v0.10 Visualizer/Exporter (.obj, .3ds, .ac, .dxf, .lwo, .pov)
Post by: thewonderidiot on August 25, 2010, 05:17:18 am
Things look black because the normals of the cavern faces are pointing inside, it's not meant to look good on the outside.

And thanks for pointing out the east/west mirrored thing, I didn't notice that when I wrote the new geometry generator. I'll get that fixed up for the next release.

EDIT: So I'm working on the material system, and there's a lot of ways I can lay out the scene graph. I've got a couple of people to help test, but if anybody is interested in helping to test the performance of different geometry generators, let me know.

Also, thanks for all of the kind comments everyone. :D
Title: Re: Fortress Overseer v0.10 Visualizer/Exporter (.obj, .3ds, .ac, .dxf, .lwo, .p
Post by: Untelligent on August 25, 2010, 10:56:13 am
Holy schist, those images look awesome. Hope it'll still run on my aging laptop when the next release is done. I remember my graphics processor having a strong dislike of Visual Fortress's shaders.
Title: Re: Fortress Overseer v0.10 Visualizer/Exporter (.obj, .3ds, .ac, .dxf, .lwo, .pov)
Post by: Djohaal on August 25, 2010, 02:02:39 pm
I am currently lacking any interesting forts to render, (downloading the adamnatine spire for the lolz) but if someone has a nice structure, send me a PM and I'll see what magic I can do :)

So I did some stuff. I downloaded skyscrapes, and here it goes:
Spoiler (click to show/hide)

The lateral cutaway is completely broken because 3dsmax can't figure out which volumes are walls and which are empty.

One problem though is the lack of coherency of the geometry as a whole, I tried doing some shaderjobs on vray but even ambient occlusion/dirtmaps had it spazzing like mad and doing funky stuff. (Normals were flipped but looked OK, but I had to reflip them to get it working properly.
Title: Re: Fortress Overseer v0.10 Visualizer/Exporter (.obj, .3ds, .ac, .dxf, .lwo, .pov)
Post by: LucasUP on August 25, 2010, 07:49:45 pm
Ooo, Shiny!  :o Looks so white and pristine.
How long will your computer suffer rendering the adamatine spire?

I could cobble something up poorly in blender if I had good source material as well..hm
Title: Re: Fortress Overseer v0.10 Visualizer/Exporter (.obj, .3ds, .ac, .dxf, .lwo, .pov)
Post by: thewonderidiot on August 25, 2010, 08:12:46 pm
The lateral cutaway is completely broken because 3dsmax can't figure out which volumes are walls and which are empty.

One problem though is the lack of coherency of the geometry as a whole, I tried doing some shaderjobs on vray but even ambient occlusion/dirtmaps had it spazzing like mad and doing funky stuff. (Normals were flipped but looked OK, but I had to reflip them to get it working properly.

Not sure how to remedy the lateral cutaway thing, I'm doing my best to render the fortress optimally for realitme visualizing at the moment, and I have no idea how lateral cutaway works in max.

If you haven't welded / removed duplicate vertices yet, do that. I have to generate a bunch of duplicates in openscenegraph to get things to work properly (it's the required way of doing things, I promise).

Which normals were facing the wrong way? The more specific you can be the better, eg, walls facing north, etc.
Title: Re: Fortress Overseer v0.10 Visualizer/Exporter (.obj, .3ds, .ac, .dxf, .lwo, .pov)
Post by: Djohaal on August 25, 2010, 09:24:45 pm
The lateral cutaway is completely broken because 3dsmax can't figure out which volumes are walls and which are empty.

One problem though is the lack of coherency of the geometry as a whole, I tried doing some shaderjobs on vray but even ambient occlusion/dirtmaps had it spazzing like mad and doing funky stuff. (Normals were flipped but looked OK, but I had to reflip them to get it working properly.

Not sure how to remedy the lateral cutaway thing, I'm doing my best to render the fortress optimally for realitme visualizing at the moment, and I have no idea how lateral cutaway works in max.

If you haven't welded / removed duplicate vertices yet, do that. I have to generate a bunch of duplicates in openscenegraph to get things to work properly (it's the required way of doing things, I promise).

Which normals were facing the wrong way? The more specific you can be the better, eg, walls facing north, etc.

I tried welding but 3dsmax went nuts and make a completely crooked mesh, it can't figure out automatically which ones to keep and which ones to discard, so I end up with something full of holes and fucked up. Wrong normals happen on ramps and all polygons adjacent to them.

Maybe (I know I'm asking too much) you could make a secondary app that genned a single mesh with no duplicates for exporting purposes. As it is the scene is quite dirty to handle.

Don't waste your time with the cutaway thing, it is something on 3dsmax's end. If the geometry was more coherent it would be easier to pick closed loops and cap them though.
Title: Re: Fortress Overseer v0.10 Visualizer/Exporter (.obj, .3ds, .ac, .dxf, .lwo, .pov)
Post by: thewonderidiot on August 25, 2010, 09:54:17 pm
I have absolutely no experience whatsoever with 3DSMax, so I can't really help you there... duplicate removal in Blender seems to work fine though...

I'll check out the normals in the ramp code. I was indeed thinking about having a separate loader that optimizes for export, but that's not top priority for me right now. It'll come eventually though!

EDIT: I drew the normals on a set of ramps in Blender and only found one issue with one of the ramp boundary cases. I didn't see anything wrong with the actual ramps themselves...
Title: Re: Fortress Overseer v0.10 Visualizer/Exporter (.obj, .3ds, .ac, .dxf, .lwo, .pov)
Post by: bartavelle on August 26, 2010, 06:17:14 am
Those 3DS shots do look good.
Title: Re: Fortress Overseer v0.10 Visualizer/Exporter (.obj, .3ds, .ac, .dxf, .lwo, .pov)
Post by: Djohaal on August 26, 2010, 11:24:11 am
I have absolutely no experience whatsoever with 3DSMax, so I can't really help you there... duplicate removal in Blender seems to work fine though...

I'll check out the normals in the ramp code. I was indeed thinking about having a separate loader that optimizes for export, but that's not top priority for me right now. It'll come eventually though!

EDIT: I drew the normals on a set of ramps in Blender and only found one issue with one of the ramp boundary cases. I didn't see anything wrong with the actual ramps themselves...

Maybe the .obj export/import is messing it up..
Title: Re: Fortress Overseer v0.10 Visualizer/Exporter (.obj, .3ds, .ac, .dxf, .lwo, .pov)
Post by: Makbeth on August 26, 2010, 04:15:21 pm
Nice images.

Now you need to train your dwarves in parkour and have them do fast-paced forbidden item hauling on the upper levels while avoiding the hammerers and seeking to eventually bring down the nobles. 
Title: Re: Fortress Overseer v0.10 Visualizer/Exporter (.obj, .3ds, .ac, .dxf, .lwo, .pov)
Post by: thewonderidiot on August 26, 2010, 09:17:20 pm
I have absolutely no experience whatsoever with 3DSMax, so I can't really help you there... duplicate removal in Blender seems to work fine though...

I'll check out the normals in the ramp code. I was indeed thinking about having a separate loader that optimizes for export, but that's not top priority for me right now. It'll come eventually though!

EDIT: I drew the normals on a set of ramps in Blender and only found one issue with one of the ramp boundary cases. I didn't see anything wrong with the actual ramps themselves...

Maybe the .obj export/import is messing it up..

I used the .obj import for Blender, here's a screencap of the normals being drawn:
Spoiler (click to show/hide)

That's after duplicate vertex removal, but I didn't see anything wrong with the normals before duplicate removal either.
Title: Re: Fortress Overseer v0.10 Visualizer/Exporter (.obj, .3ds, .ac, .dxf, .lwo, .pov)
Post by: thewonderidiot on August 27, 2010, 06:30:18 am
Alright, I've been working on materials and vegetation. Here's a preview of what's coming up:
(http://i.imgur.com/sMOEV.png)

All of the textures on the terrain are being autodetected -- if there's a file with the proper material name, it'll use it as the material for all faces with that material. Almost all of the textures being used in the above image were random things I found on google, so expect the quality of the textures to improve.

Also, as you can see, I still haven't put in lighting. Also, it's just regular texture maps being loaded now -- I still need to put in autodetection and loading of normal maps and shaders. Things are coming along quite smoothly though  :D
Title: Re: Fortress Overseer v0.10 Visualizer/Exporter (.obj, .3ds, .ac, .dxf, .lwo, .p
Post by: Untelligent on August 27, 2010, 10:26:38 am
Those trees look delicious.
Title: Re: Fortress Overseer v0.10 Visualizer/Exporter (.obj, .3ds, .ac, .dxf, .lwo, .p
Post by: Duane on August 27, 2010, 01:19:19 pm
Those trees look delicious.
The proper term is deciduous.
Title: Re: Fortress Overseer v0.10 Visualizer/Exporter (.obj, .3ds, .ac, .dxf, .lwo, .pov)
Post by: Zebra2 on August 27, 2010, 02:41:42 pm
Very impressive. I very, very eagerly await the next release.

Spoiler (click to show/hide)
Title: Re: Fortress Overseer v0.10 Visualizer/Exporter (.obj, .3ds, .ac, .dxf, .lwo, .pov)
Post by: Djohaal on August 27, 2010, 04:11:51 pm
Most likely it is my duplicate removal that is doing silly stuff.
Title: Re: Fortress Overseer v0.10 Visualizer/Exporter (.obj, .3ds, .ac, .dxf, .lwo, .p
Post by: thewonderidiot on August 27, 2010, 10:25:56 pm
Holy schist, those images look awesome. Hope it'll still run on my aging laptop when the next release is done. I remember my graphics processor having a strong dislike of Visual Fortress's shaders.

The shaders will be detected and auto-loaded if supported. If your laptop doesn't support them, you'll just get the standard flat image texture on all of the faces.
Title: Re: Fortress Overseer v0.10 Visualizer/Exporter (.obj, .3ds, .ac, .dxf, .lwo, .pov)
Post by: thewonderidiot on August 30, 2010, 12:13:41 pm
Overseer 0.15 is out! (http://dffd.wimbli.com/file.php?id=2922)

Changes v0.15
---------------------
-Added an option for backface culling which can help performance and allows you to see directly into caverns from outside.
-Added a robust material system that detects the presence of proper texture images in /materials/images/. Image name must be material_name.bmp. When in doubt about what name a material should have, check out the material dump program from DFHack, or ask.
-Made it so that geometry is colored with the colors from Stonesense, thanks to Japa. The colors directory is an exact copy of the one in stonesense, so any changes there can just be copied directly across.
-Added in support for plants and trees. I've only included two trees as good-looking tree models are hard to find. They can be pretty easily added though. The format is, for example, acacia_tree.ive. For non-tree plants (trees include towercaps and such), you'll see _shrub.ive after the plant name instead of _tree.ive. Plant names can get confusing, so check out treedump from DFHack if you have any problems figuring out what to name a model.
-Added a skybox. It's stored in /materials/images/skybox as six images, so it can be easily swapped out for a different one.
-Redid the world lighting. It might not be obvious but it's more flexible now and will allow having a light attached to the shadow for dark renderings.

I think the list of changes pretty much covers everything, but as always, if you have any questions, just ask! Here's a couple of images from this release:

This shows the two trees that I've included, as well as the sample textures for the ground in my embark.
(http://i.imgur.com/Dfa26.jpg)

Here's a zoomed out shot with backface culling enabled, so you can see all of the minerals in the caverns.
(http://i.imgur.com/A6tgc.png)

EDIT: Forgot to mention, F1 toggles the FPS in the top left of the screen, though you'll get error messages about fonts (I haven't built truetype into my copy of OSG yet so it complains, but it works).
Also, the acacia_tree.ive file I've included is actually a Chestnut tree (so it should be chestnut_tree.ive). It's not really a big deal, I just had it changed for the pictures and forgot to change it back.

And a note about the ive format. It's OSG's binary format, and loads the fastest and works best with OSG. You can convert other model types into ive using osgconv, which you can get with a binary release of OpenSceneGraph.

Oh and, the textures included aren't meant to be final. In fact most of them came from google image search <_<. If you have any good textures though, feel free to post them so I can put them in the official release, and so others can use them before I do so!
Title: Re: Fortress Overseer v0.15 Visualizer/Exporter - now with textures and trees!
Post by: thewonderidiot on August 30, 2010, 01:56:21 pm
Sorry to have to push out another release so soon, but there was a silly looking graphical glitch that was happening in certain situations that had to be ironed out.

Overseer 0.16 is up now. (http://dffd.wimbli.com/file.php?id=2922)

Changes v0.16
---------------------
-Fixed a bug with flickering when neither a texture nor a color are found for a tile.
-Renamed acacia_tree.ive to chestnut_tree.ive since the model is of a chestnut.
Title: Re: Fortress Overseer v0.16 Visualizer/Exporter - now with textures and trees!
Post by: Zebra2 on August 30, 2010, 02:19:17 pm
Soooo looking forward to playing with this when I get home. Looks great. Good job on adding a skybox, too. I was wondering when someone would do that.
Title: Re: Fortress Overseer v0.16 Visualizer/Exporter - now with textures and trees!
Post by: Untelligent on August 30, 2010, 02:48:44 pm
Niiiice.

Spoiler (click to show/hide)


Still doesn't look as good as 3Dwarf did, but I'm sure it will in time. Also it's the first visualizer with a material color feature that actually works on my computer, which is awesome. Those mountains look deciduous.

Out of curiosity, is ther any way to turn off the color? It looks pretty neat right now, but I can see circumstances in the future where it'd make some of my projects look a bit silly (imagine carving something out of the rock, only to find your giant statue has stripes of orthoclase and microcline and armok knows what else running through it).


One little oddity is that I actually had plants turned on when I took that screenshot; I checked before and after I ran Overseer to make sure. Any reason you can think of why the impertinent vegetation isn't showing up?
Title: Re: Fortress Overseer v0.16 Visualizer/Exporter - now with textures and trees!
Post by: thewonderidiot on August 30, 2010, 02:53:45 pm
Sure, I'll add the option to disable color to the ini file. Also, your vegetation isn't showing up because there aren't any models for any of the trees or shrubs on your map yet. You can use the tree models I have included if you copy/paste and rename them to the names of trees on your map. (Got oaks? Copy chestnut_tree.ive and name it oak_tree.ive).

I'll be working on adding more vegetation as I code, and anybody who wants to help is free to contribute. It's just hard to find quality low-polygon tree models for free. I'll put them in as I stumble across them though, I promise  ;D
Title: Re: Fortress Overseer v0.16 Visualizer/Exporter - now with textures and trees!
Post by: Untelligent on August 30, 2010, 03:15:33 pm
Oh, I see. I read the bit where you only had two tree models, I just assumed you were using them for all of the trees at the moment.
Title: Re: Fortress Overseer v0.16 Visualizer/Exporter - now with textures and trees!
Post by: thewonderidiot on August 30, 2010, 03:19:40 pm
Nope. If things aren't looking more populated by the next release though I'll probably toss in a generic tree model that can optionally be used for every tree. I realize that having to copy/paste is inconvenient for now, but hopefully it's not too bad :-\

EDIT: It's probably a good thing the chestnut tree isn't being used for generic tree. It's way too complex. My laptop can't handle using it for everything.

Same goes for the palm. Anybody know where to get good low poly tree models that actually look good?
Title: Re: Fortress Overseer v0.16 Visualizer/Exporter - now with textures and trees!
Post by: Zebra2 on August 30, 2010, 10:15:36 pm
For some reason it doesn't give the skybox on my home system. I tired it on another computer and the skybox worked, but moving in any direction would make me jump a distance about 5x the length of the map.

Anyways, here's an updated one of claspedshocked

Spoiler (click to show/hide)
Title: Re: Fortress Overseer v0.16 Visualizer/Exporter - now with textures and trees!
Post by: thewonderidiot on August 31, 2010, 05:01:20 am
For some reason it doesn't give the skybox on my home system.
What are the specs on your home system?

I tired it on another computer and the skybox worked, but moving in any direction would make me jump a distance about 5x the length of the map.

Weird, but that can be resolved by making the moveSpeed in the ini file a lot smaller.
Title: Re: Fortress Overseer v0.16 Visualizer/Exporter - now with textures and trees!
Post by: Sowelu on August 31, 2010, 02:38:21 pm
I'd say that a generic tree is quite important, especially for people with giant mods.  Too much work otherwise.  Also, trees don't need to be that realistic, especially when generic.  Just do the old trick of three flat surfaces for the leaves, arranged in kind of an *-shaped pattern.

Man, this stuff looks gorgeous.  I wonder if someday, these 3d views will help inspire Toady's layer generation; his interface might be entirely home-brew, but seeing what the layers look like in this program (and comparing them to real life) is very inspiring to me.  I can tell that it'll need more textures for the horrifically bright materials, though, to dim them down a bit.

I'm looking forwards to tricks that smoothly blend neighboring tiles of different floor materials together, so grass will spill over onto sand or vice versa.
Title: Re: Fortress Overseer v0.16 Visualizer/Exporter - now with textures and trees!
Post by: oolon1 on August 31, 2010, 04:04:19 pm
Starting to look really good.

I can tell that it'll need more textures for the horrifically bright materials, though, to dim them down a bit.

He copied over the Stonesense color xmls, and Stonesense has a very bright and colorful art style.  That's why it's so brightly colored.  Putting simple alpha texture maps over top of the colors would help, but I think we can go in and choose some more realistic colors to go with this visualizer.  Besides, those colors will be covered by opaque textures later, anyway, I believe.

Title: Re: Fortress Overseer v0.16 Visualizer/Exporter - now with textures and trees!
Post by: thewonderidiot on August 31, 2010, 04:14:18 pm
I'd say that a generic tree is quite important, especially for people with giant mods.  Too much work otherwise.  Also, trees don't need to be that realistic, especially when generic.  Just do the old trick of three flat surfaces for the leaves, arranged in kind of an *-shaped pattern.

I'm working on it! Actually I'm going to try impostors before I resort to standard billboards. The idea is that the (relatively) high poly tree is rendered once, and then that image is copied to billboards where other trees are supposed to be. There's a distance threshold too, so trees you're close to will be nice and gorgeous, and the trees that are farther away will be static images, but you shouldn't be able to discern a difference. It won't play too well with shadows right off the bat, but shadows are for another day.

I'm looking forwards to tricks that smoothly blend neighboring tiles of different floor materials together, so grass will spill over onto sand or vice versa.

This is a work in progress! Sexymustard has some ideas on how to do it texture-wise and I have some ideas about how to write it into my material system. This is his last week of work, so hopefully more material enhancements will be bumped out soon.

Putting simple alpha texture maps over top of the colors would help.
Already planning on doing that for the next release  ;D


EDIT: Actually, to go along with the bright colors, Japa is talking about making a cartoony tileset for Overseer. Along that vein, once shaders are implemented I'm probably going to put in the option for cel shading for a very cartoony effect.
Title: Re: Fortress Overseer v0.16 Visualizer/Exporter - now with textures and trees!
Post by: Sexy Mustard on August 31, 2010, 10:15:52 pm
Hello thread! Sexy Mustard here to prove i am not just WonderIdiot's imaginary friend and more importantly to replace all those bleh textures that we have packaged with v0.16 located here http://dffd.wimbli.com/file.php?id=3033 (http://dffd.wimbli.com/file.php?id=3033)  i hope you like my work ^.^

Edit: oops i forgot to say, to install them you need to just put the contents of the file into the images folder inside the materials folder.
Title: Re: Fortress Overseer v0.16 Visualizer/Exporter - now with textures and trees!
Post by: Dr. Hieronymous Alloy on September 01, 2010, 07:25:05 am
For some reason these visualizers always seem to crash out for me. Not sure why. This one gets to "Drawing z-level 108" then the window closes. Windows 7, 4 gig memory. Video card is kinda old, radeon x1900, maybe that's it.
Title: Re: Fortress Overseer v0.16 Visualizer/Exporter - now with textures and trees!
Post by: thewonderidiot on September 01, 2010, 07:32:40 am
For some reason these visualizers always seem to crash out for me. Not sure why. This one gets to "Drawing z-level 108" then the window closes. Windows 7, 4 gig memory. Video card is kinda old, radeon x1900, maybe that's it.

Vegetation and skybox are the only thing drawn after geometry... try disabling vegetation and deleting the skybox textures.
Title: Re: Fortress Overseer v0.16 Visualizer/Exporter - now with textures and trees!
Post by: bartavelle on September 01, 2010, 01:05:59 pm
Hello thread! Sexy Mustard here to prove i am not just WonderIdiot's imaginary friend and more importantly to replace all those bleh textures that we have packaged with v0.16 located here http://dffd.wimbli.com/file.php?id=3033 (http://dffd.wimbli.com/file.php?id=3033)  i hope you like my work ^.^

Edit: oops i forgot to say, to install them you need to just put the contents of the file into the images folder inside the materials folder.

You should produce a shot !
Title: Re: Fortress Overseer v0.16 Visualizer/Exporter - now with textures and trees!
Post by: jfsh on September 01, 2010, 04:20:56 pm
Looks amazing, so cool.  It really runs smoothly, too.

But my fort made of rock salt is... pink.  >:(
Title: Re: Fortress Overseer v0.16 Visualizer/Exporter - now with textures and trees!
Post by: Rose on September 01, 2010, 06:00:56 pm
fun fact: rock salt is pink.
Title: Re: Fortress Overseer v0.16 Visualizer/Exporter - now with textures and trees!
Post by: jfsh on September 01, 2010, 06:29:38 pm
fun fact: rock salt is pink.

I don't know, wikipedia says it can be lots of colors:

"The mineral is typically colorless or white, but may also be light blue, dark blue, purple, pink, red, orange, yellow or gray depending on the amount and type of impurities."  http://en.wikipedia.org/wiki/Halite (http://en.wikipedia.org/wiki/Halite)

Anyway I wasn't questioning the real-life color, just that it was a bummer!
Title: Re: Fortress Overseer v0.16 Visualizer/Exporter - now with textures and trees!
Post by: Rose on September 01, 2010, 06:33:08 pm
all I know is that the only rock salt I've seen IRL is pink, so I made it pink.
Title: Re: Fortress Overseer v0.16 Visualizer/Exporter - now with textures and trees!
Post by: Syntic on September 01, 2010, 08:36:20 pm
Cool, now I want to make a fortress entirely out of Rocksalt so the dwarfs can dare anyone to make fun of their pink fortress.
Title: Re: Fortress Overseer v0.16 Visualizer/Exporter - now with textures and trees!
Post by: Sexy Mustard on September 01, 2010, 08:59:52 pm
shots of the new textures in action!! 
Spoiler (click to show/hide)
Title: Re: Fortress Overseer v0.16 Visualizer/Exporter - now with textures and trees!
Post by: nbonaparte on September 01, 2010, 10:31:32 pm
Would it be possible to spread the different textures around (not necessarily following tiles) so it looks more realistic? maybe by biome? example of 2 different textures being mixed. huge image so it's a link. (http://www.thebest3d.com/caligari/seamless_ground2048.jpg) That image could be a mix of 2 types of grass, but grass with patches of rock and soil would be good too. It would need to be able to be turned off, of course.

EDIT: I seem to remember you being familiar with Blender, so it would be like applying a cloud texture to the alpha channel of an image texture, and letting the other show through depending on the level of alpha.
Title: Re: Fortress Overseer v0.16 Visualizer/Exporter - now with textures and trees!
Post by: thewonderidiot on September 02, 2010, 08:00:02 am
Would it be possible to spread the different textures around (not necessarily following tiles) so it looks more realistic? maybe by biome? example of 2 different textures being mixed. huge image so it's a link. (http://www.thebest3d.com/caligari/seamless_ground2048.jpg) That image could be a mix of 2 types of grass, but grass with patches of rock and soil would be good too. It would need to be able to be turned off, of course.

EDIT: I seem to remember you being familiar with Blender, so it would be like applying a cloud texture to the alpha channel of an image texture, and letting the other show through depending on the level of alpha.

That's something along the lines of what we'll be doing.
Title: Re: Fortress Overseer v0.16 Visualizer/Exporter - now with textures and trees!
Post by: nbonaparte on September 02, 2010, 02:30:04 pm
Awesome, looking forward to it.
Title: Re: Fortress Overseer v0.16 Visualizer/Exporter - now with textures and trees!
Post by: KillHour on September 03, 2010, 04:28:59 am
fun fact: rock salt is pink.

Not quite THAT pink.  It's more like this:

(http://i51.tinypic.com/29mq7no.jpg)
Title: Re: Fortress Overseer v0.16 Visualizer/Exporter - now with textures and trees!
Post by: Rose on September 03, 2010, 04:35:15 am
and that's the color I put.....
Title: Re: Fortress Overseer v0.16 Visualizer/Exporter - now with textures and trees!
Post by: Shadowfury333 on September 03, 2010, 02:46:21 pm
Great job so far. Keep it up.

One small issue I found: Overseer seems to flip the map when it reads it. I can post some shots later if you want, but I'd recommend testing on a fort where it is easy to tell direction. Everything is mirrored compared to DF.

Also, any plans to add water and biome-specific skyboxes?
Title: Re: Fortress Overseer v0.16 Visualizer/Exporter - now with textures and trees!
Post by: Sowelu on September 03, 2010, 03:58:33 pm
I think it would be awesome if textures could span multiple tiles.  Like, if you wanted, you could put multiple marble textures into the folder, and it would randomly pick...and some of those textures could be 2x1 tiles, and it would put them together.

...Though I guess that might cause problems as walls were mined out.
Title: Re: Fortress Overseer v0.16 Visualizer/Exporter - now with textures and trees!
Post by: thewonderidiot on September 03, 2010, 09:57:02 pm
One small issue I found: Overseer seems to flip the map when it reads it. I can post some shots later if you want, but I'd recommend testing on a fort where it is easy to tell direction. Everything is mirrored compared to DF.

That's a known problem that I haven't gotten around to fixing yet. I'll be sure it's solved in the next release.

Also, any plans to add water and biome-specific skyboxes?

Water, yes. I hadn't thought about biome-specific skyboxes, and I like the idea. Thanks.


I think it would be awesome if textures could span multiple tiles.  Like, if you wanted, you could put multiple marble textures into the folder, and it would randomly pick...and some of those textures could be 2x1 tiles, and it would put them together.
That would be... difficult. I'd have to change the way the whole geometry generator works. I don't think that'll happen... ideally the texture system we end up with will look good enough that this won't be necessary.

Anyways, slight update. Impostors are apparently flat broken in OSG. The lead developer says that nobody in any case should ever use them. ::)

So I've been messing around with billboard trees and am having issues getting those to look good. I think I might just leave them how they are right now and move on to shader stuff. Maybe with water after that.

And if anybody can give me any pointers on how to get the trees to look good, I'd appreciate the help <_<

EDIT: I forgot to mention, school just started up for me again. Engineering schools (or at least mine) show absolutely no mercy, so I'm going to have a lot less time to work on Overseer now. That being said, shaders WILL be implemented by sometime next week, I promise. I'll see what else I can get done too.
Title: Re: Fortress Overseer v0.16 Visualizer/Exporter - now with textures and trees!
Post by: Sexy Mustard on September 06, 2010, 10:00:08 pm
Texture pack update!! i now officially have 20 textures done! i finished 11 new textures(although 5 of them are the 5 colors of sand :3) my primary focus has been texturing the different types of stone that form layers since they are the most prevalent. also i changed the structure of the download to just be the images folder, so all you need to do is replace the old folder with the new(seemed easier).
The textures i added this release are
Update 1!!! 20 total textures done! textures added are as follows:
Chalk
Diorite
Granite
Gypsum
loam
Sand_black
Sand_red
Sand_tan
Sand_white
Sand_yellow
Schist

link! http://dffd.wimbli.com/file.php?id=3033 (http://dffd.wimbli.com/file.php?id=3033)

*edit* PICTURES!!
Spoiler (click to show/hide)
Title: Re: Fortress Overseer v0.16 Visualizer/Exporter - now with textures and trees!
Post by: thewonderidiot on September 06, 2010, 10:59:27 pm
Well, unless anybody is opposed to it, I'm going to push vegetation off for now. I'll include an option in the ini file to billboard them or use models. The former will look bad and the latter will be a massive resource hog -- no winning with veggies right now. I'll try to get that done for next release.

What I *AM* looking to do for the next release:

-Fixing the mirror bug and a few camera spawn bugs
-Adding in shader support and including a general purpose bumpmapping shader and normal maps for all of the included textures
-Removing OIS. It's a great input system but literally cannot release the mouse while running, and that's annoying. I'm going to go back to OSG input but I'm going to do it much more directly this time so hopefully I won't need to jump through any of OSG's crazy hoops.

Once all that's done, I'll try to finish up veggies and start liquids. Look for a release by the end of this weekend.
Title: Re: Fortress Overseer v0.16 Visualizer/Exporter - now with textures and trees!
Post by: Moonshine Fox on September 07, 2010, 07:16:05 am
This looks great! Good think you implemented the vegetation switch. Running all models was a massive slowpoke :D
Title: Re: Fortress Overseer v0.16 Visualizer/Exporter - now with textures and trees!
Post by: thewonderidiot on September 08, 2010, 08:17:46 pm
Quick update before the release:

First of all, I fixed the mirroring issue so the generated geometry won't be mirrored anymore. Thanks to those who pointed that problem out.

Second, I've dropped OIS. That means we're back to OSG input, but I made it much, MUCH more nicely this time. Words of wisdom: don't listen to what the documentation tells you to do -- browse the OSG source until you find the best way of doing things -_-;

What this means is that now you'll be able to right click to release the mouse and left click (on the window) to grab it again. So now you can have Overseer open and actually be doing other things  ;)

Also, shaders have been implemented. As always there will be a toggle in overseer.ini. By default it tries to find /materials/programs/material_name.vert/frag, and if it can't find both of them, it falls back on /materials/programs/bump.vert/frag. All shaders are compiled at runtime so you can edit them to your heart's content. Actually, if anybody who knows shading languages well would like to write custom shaders for different materials, tell me what attributes and uniforms you need and I can make a standard set that are passed into all Overseer shaders.

Finally, I have a new idea for vegetation. It probably won't make it into the next release since it's pretty major, but you can expect it to come after that. I've also got the basis for the fluids system worked out (nothing implemented quite yet) so expect to see that soon too (again, probably not this upcoming release but the one after).


Title: Re: Fortress Overseer v0.16 Visualizer/Exporter - now with textures and trees!
Post by: Untelligent on September 08, 2010, 09:48:00 pm
That grass looks too real.
Title: Re: Fortress Overseer v0.16 Visualizer/Exporter - now with textures and trees!
Post by: Sexy Mustard on September 09, 2010, 12:20:17 am
That grass looks too real.

^.^!!!!! You have made my day sir, maybe my week!
Title: Re: Fortress Overseer v0.16 Visualizer/Exporter - now with textures and trees!
Post by: RavingManiac on September 09, 2010, 04:50:21 am
Might want to try "dulling" the textures a bit. Right now the contrast is such that the average mountain looks like a paint factory explosion.
Title: Re: Fortress Overseer v0.16 Visualizer/Exporter - now with textures and trees!
Post by: thewonderidiot on September 09, 2010, 09:31:30 am
Might want to try "dulling" the textures a bit. Right now the contrast is such that the average mountain looks like a paint factory explosion.

Already done  ;D

If anybody's curious, here's a shot of the dev build right now. I know the textures and their normal maps aren't quite there yet, and the shaders aren't up to par yet either, and there's some weird lighting issues, but it doesn't look TERRIBLE  :P

Here's a shot of outside, showing pretty much only bumpmapped textures:
(http://i.imgur.com/DUn6u.png)

And here's a shot from down in the caverns, showing the (formerly textureless) colored tiles that are now darker and have a crack map on them, as well as a few bumpmapped textures.
(http://i.imgur.com/O90kh.png)

There's still a fair bit of work to be done before I'll be comfortable releasing it, so you can expect it to look better when the next version rolls around. I can tone down those colored tiles a bit more too if anybody thinks it's necessary.
Title: Re: Fortress Overseer v0.16 Visualizer/Exporter - now with textures and trees!
Post by: Shadetree on September 09, 2010, 12:36:16 pm
Fortifications don't render right.  the tops are missing.  Other than that it's wondermus!
Title: Re: Fortress Overseer v0.16 Visualizer/Exporter - now with textures and trees!
Post by: thewonderidiot on September 09, 2010, 12:41:13 pm
Fortifications don't render right.  the tops are missing.  Other than that it's wondermus!

I know. I'm going to fix that when I put in stairs <_<

Speaking of which, I'll probably try to get both of those in before the next release.
Title: Re: Fortress Overseer v0.16 Visualizer/Exporter - now with textures and trees!
Post by: sjaakwortel on September 11, 2010, 11:05:15 am
For some reason i cant export to .3ds, the program just crashes (i want to render my huge fortress :D)
Title: Re: Fortress Overseer v0.16 Visualizer/Exporter - now with textures and trees!
Post by: Mel_Vixen on September 11, 2010, 11:27:23 am
Would it be possibleto let the different textures merge where they border each other?
Title: Re: Fortress Overseer v0.16 Visualizer/Exporter - now with textures and trees!
Post by: thewonderidiot on September 11, 2010, 11:53:09 am
Would it be possibleto let the different textures merge where they border each other?

Yep, that's one of the future goals. It'll be a bit complex to implement, so I'm going to get all of the basic functionality (water, objects, etc.) working before I start putting a lot of effort into it though.
Title: Re: Fortress Overseer v0.16 Visualizer/Exporter - now with textures and trees!
Post by: Tommy on September 11, 2010, 08:12:47 pm
For some reason these visualizers always seem to crash out for me. Not sure why. This one gets to "Drawing z-level 108" then the window closes. Windows 7, 4 gig memory. Video card is kinda old, radeon x1900, maybe that's it.

Same video card, XP, same crash.  Disabling vegetation didn't help.  Any thoughts?
Title: Re: Fortress Overseer v0.16 Visualizer/Exporter - now with textures and trees!
Post by: Dr. Hieronymous Alloy on September 11, 2010, 09:14:26 pm
For some reason these visualizers always seem to crash out for me. Not sure why. This one gets to "Drawing z-level 108" then the window closes. Windows 7, 4 gig memory. Video card is kinda old, radeon x1900, maybe that's it.

Same video card, XP, same crash.  Disabling vegetation didn't help.  Any thoughts?

Yeah, I tried disabling skyboxes and vegetation but it didn't help either. It must be our video card, but I don't know how to solve the problem. I've got a neat little mountain fort I'd really like to see, too =(
Title: Re: Fortress Overseer v0.16 Visualizer/Exporter - now with textures and trees!
Post by: Tommy on September 11, 2010, 09:18:30 pm
I ran it fine on my other box, which is almost identical in setup, except for an nVidia card instead of an ATi one.  Take note: something about it doesn't like the x1900 cards.
Title: Re: Fortress Overseer v0.16 Visualizer/Exporter - now with textures and trees!
Post by: thewonderidiot on September 12, 2010, 05:50:31 pm
Well, since the error is happening once it's done drawing everything, and veggies and skyboxes aren't the issue, that means that you're crashing as soon as it starts trying to do something. And as much as I hate to say it, that's totally out of my control. OSG must be using some GL extensions that aren't supported by that card. They don't exactly have a good track record with old hardware support (insisting that you use code that would only work on geforce 8 series or later) and this seems to be an issue somewhere down inside OSG itself. Still, X1900 really isn't that old. I'll look into it a bit more, but since I'm not doing anything intensive with drawing (make a face, assign a UV texture), it seems like it's going to be more of a core issue that won't be solved without tinkering with OSG itself.

Edit - You are using the ATI Radeon HD3200 card of the Radeon X1900 card, which support only Basic mode. (http://kb2.adobe.com/cps/404/kb404898.html) Not related to OSG in any way but seems like other apps have problems with x1900's as well.

Edit again - I've been looking into it further and all I really have to say is that it's pretty freakin weird. It's hard for me to do diagnose without physical access to an x1900 -- since the crash occurs deep within the OSG library and OSG provides no logging/trace system that I can see, there's not much I can do until I find what extensions the x1900 might not support or find a similar issue. I'll keep delving, but until then, sorry guys  :-\ If either of you know anything about debugging (the binaries you have should be build with debug info) and want to provide me with a more exact description of what's going on, that would be fantastic. Not much else I can do until I find something though.
Title: Re: Fortress Overseer v0.16 Visualizer/Exporter - now with textures and trees!
Post by: thewonderidiot on September 14, 2010, 07:45:35 pm
Overseer 0.25 is out! (http://dffd.wimbli.com/file.php?id=2922) :D


Changes v0.25
---------------------
-Dropped OIS in favor of a better, less obtuse OSG input system. This removes the dependence on the somewhat finicky OIS and allows for some new things!
-Mouse can now be released by right-clicking and regrabbed by left-clicking on the Overseer window. No input is accepted unless the mouse is grabbed.
-Shaders have been implemented. Every texture (minus the defaults) included is now bumpmapped using the shaders in /materials/shaders and the proper normal map in /materials/normals. The shaders are editable by anybody and shaders for specific materials can be made by simply naming the new shaders /materials/shaders/material_name.frag and .vert.
-Lighting is now much better than it was before. Two modes are supported -- the old headlight mode (faces are brighter when you look directly at them) and the new global lighting system. The diffuse, ambient, and specular components of the light can be set in the .ini file.
-Texture scaling has been implemented. If your system can't handle the high-res textures sexymustard has included, then you can set imageSize in the .ini file to a smaller value. This drastically increases performance. imageSize must be a power of two.
-Added in fortifications (complete, I think) and preliminary support for stairs. There will still be holes in the terrain for unhandled downstairs and up-down stairs are the same as up-stairs, so there's no physical path up-down stairs yet.  The direction the stairs face is also not determined yet.
-A better-performance but dorkier looking tree system. It only displays above-ground trees on constant-image billboards for now. Eventually on proximity these will turn into actual 3d models on proximity and the texture won't look so out of place.
-Default textures (rough.png and constructed.png) for surfaces colored using the xml files rather than the textures. They act as decals over the colored blocks to give them more character. They also work to tone down the bright colors of stonesense.
-General bug fixes. The world is no longer mirrored and the camera no longer spawns below the surface except in very rare (and unintended by Today) circumstances.
-Lots more textures by SexyMustard. We're now up to 41 and include all types of soil and a decent chunk of layer stone types, plus a few random odds and ends.


(http://i.imgur.com/i5DuW.jpg)
(http://i.imgur.com/RMEIR.jpg)


Just to reiterate, because I can't stress this enough, reducing imageSize in the ini file GREATLY improves performance if Overseer runs slowly for you.

Anyways, anybody that's been following the topic knows that trees and I don't get along, and I'm not at all happy with how they look right now (you can just disable them if you agree with me). I know how I'm going to approach them but it's going to be slightly complicated so I figured I had better throw out a release before I get working on it. This release is overdue anyways. After the trees (or during depending on my frustration) I'll be working on fluids. Sexymustard, while not working on textures, is going to start pumping out some models for common game objects.
Title: Re: Fortress Overseer v0.25 Visualizer/Exporter - now bumpmapped and shaded!
Post by: ventuz on September 14, 2010, 09:07:49 pm
any way that you can make it that tile texture "blend" over to other tile?
Title: Re: Fortress Overseer v0.25 Visualizer/Exporter - now bumpmapped and shaded!
Post by: thewonderidiot on September 14, 2010, 09:14:25 pm
any way that you can make it that tile texture "blend" over to other tile?
Yes, as I've said, that's one of the future goals that we're going to work on once the basic functionality is all hammered out.
Title: Re: Fortress Overseer v0.25 Visualizer/Exporter - now bumpmapped and shaded!
Post by: nbonaparte on September 15, 2010, 10:57:45 am
any way that you can make it that tile texture "blend" over to other tile?
Yes, as I've said, that's one of the future goals that we're going to work on once the basic functionality is all hammered out.
If you're going to wait that long, you may as well do the more complex version I suggested.
Title: Re: Fortress Overseer v0.25 Visualizer/Exporter - now bumpmapped and shaded!
Post by: Dracoid on September 15, 2010, 06:10:02 pm
My computer doesn't want to know at all. I'm using integrated laptop graphics - is that it?

It seems to load fine, but then all I get is a black screen, with a few grey tiles on it every now and then, and I can't navigate around.
Title: Re: Fortress Overseer v0.25 Visualizer/Exporter - now bumpmapped and shaded!
Post by: jfsh on September 15, 2010, 07:34:03 pm
It looks great, thanks so much.  I actually like the semi-cartoony look of the new trees; at least they look sharp.  I did drop imageSize to 128 for better navigation.

Here's a couple of screenshots:

Overhead (the black blotches are constructed obsidian, grey is regular):
(http://dl.dropbox.com/u/261199/Rimslaughters/Overhead.png)

Entrance to the fort:
(http://dl.dropbox.com/u/261199/Rimslaughters/entrance.png)

Side view, showing all the caves:
(http://dl.dropbox.com/u/261199/Rimslaughters/caverns.png)

Two nits to pick:
1)  It captures mouse input even when the program doesn't have focus, which means it was constantly screwing around in the background while I was making screenshots.
2)  Is there a way to make the program pop open in the middle of the desktop, rather than aligned to the top left edge?  Those of us who keep our taskbars on top will be happy!

Again, great work.  Any idea when you'll get to liquids?  My moats are feeling awfully dry. ;)
Title: Re: Fortress Overseer v0.25 Visualizer/Exporter - now bumpmapped and shaded!
Post by: thewonderidiot on September 15, 2010, 09:42:02 pm
Two nits to pick:
1)  It captures mouse input even when the program doesn't have focus, which means it was constantly screwing around in the background while I was making screenshots.
2)  Is there a way to make the program pop open in the middle of the desktop, rather than aligned to the top left edge?  Those of us who keep our taskbars on top will be happy!

Again, great work.  Any idea when you'll get to liquids?  My moats are feeling awfully dry. ;)

1) Mouse-capturing should be impossible if you released the mouse properly -- don't alt-tab, right click.

2) Yeah, definitely, I'll see if I can make it detect a better opening position for next release.

Liquids will be coming after or during better trees, depending on how well they go. Next release is going to be tree + liquid support ;D

Also, your castle and sphere thing are seriously impressive. Nice work.
Title: Re: Fortress Overseer v0.25 Visualizer/Exporter - now bumpmapped and shaded!
Post by: puke on September 21, 2010, 11:14:35 am
small texture gripe:  the constructed blocks look like brick and mortar, not like stone blocks stacked on stone blocks.  Mortar was used by cultures who became to lazy (or efficient, i guess) in their building processes to bother cutting stones that fit tightly together.  I dont think it feels very dwarfy.

some examples of mortarless stone block construction:

http://creekmoreworld.com/wp-content/uploads/2009/07/Middle-East-North-Africa-7081.jpg

http://images.travelpod.com/users/itsbob21/south_america.1207413360.large-inca-masonry-work.jpg

http://www.cartage.org.lb/en/themes/arts/architec/ancientarchitectural/greekarchitecture/greektemplearchitecture/maidens.jpg

Now I grant you that those irregularly cut jigsaw like inca stone blocks would not be the easiest thing to make into a tileing and corner wraping texture.  but the egyptian and greek examples are basically just square cornered blocks of masonry.  I guess what I am suggesting is: make the blocks larger and have tight joins instead of the white line of mortar.
Title: Re: Fortress Overseer v0.25 Visualizer/Exporter - now bumpmapped and shaded!
Post by: Sexy Mustard on September 21, 2010, 11:53:59 pm
small texture gripe:  the constructed blocks look like brick and mortar, not like stone blocks stacked on stone blocks.  Mortar was used by cultures who became to lazy (or efficient, i guess) in their building processes to bother cutting stones that fit tightly together.  I dont think it feels very dwarfy.

The Current Constructed Block texture is really just a placeholder, the next goal is to have different textures for constructed stone vs constructed metal and eventually to have unique textures for each material in their constructed, rough, smoothed, and (possibly engraved but that will be another matter entirely) but i will certainly look into making the next one look more dwarfy although i fear that the end result might be that without mortar metal and stone constructed surfaces might look a bit too similar.
Title: Re: Fortress Overseer v0.25 Visualizer/Exporter - now bumpmapped and shaded!
Post by: thewonderidiot on September 22, 2010, 01:14:36 pm
Overseer 0.26 is up! (http://dffd.wimbli.com/file.php?id=2922)

Changes v0.26
--------------------------
-Added 31.13 support

31.13 support needed a recompile to work, so here it is. If anything isn't working yet, tell me.

So, progress update. I've been rather busy with homework and stuff, and I've been working on new functionality for DFHack recently. Now, I've got a job offer that I need to make something 'cool' for in order to get hired, so most of my free time for the next week or so is going to be dumped into getting something up and running for that  :-\

Overseer isn't dead though. As soon as this other project reaches the point where hopefully it'll get me the job, I'll be back full force to Overseer. I'll probably work on it in little bits in the meantime too. But full development won't resume until a week or so from now.

If anybody is extremely upset about that, the code is still here... (http://github.com/mikestewart/Overseer) I'm still in the process of chopping up DwarfGeometry.cpp since it's so large right now, so stuff is mostly split up but not moved to its own files yet.

Also, I'll still be around if anybody needs any help with anything. If anybody posts anything here, Sexymustard or I should see it and get back to you within the same day. ;D
Speaking of Sexymustard, he's still going to be cranking out textures and models while I'm doing this other project, so even though the code side may not go anywhere for a bit, the graphics will continue to get better  :D
Title: Re: Fortress Overseer v0.26 Visualizer/Exporter - with 31.13 support
Post by: Psithief on September 23, 2010, 09:18:51 pm
Already doesn't work with .14
Title: Re: Fortress Overseer v0.26 Visualizer/Exporter - with 31.13 support
Post by: MaximumZero on September 24, 2010, 01:05:55 pm
Watching this project. I approve!
Title: Re: Fortress Overseer v0.26 Visualizer/Exporter - with 31.13 support
Post by: thewonderidiot on September 24, 2010, 10:14:06 pm
Already doesn't work with .14

Yeah, I know -_-;

I have no time for offset hunting right now, super busy at school. Maybe next week I'll have some time to search for some new offsets, but at least for this weekend, you'll have to wait for other people to find the offsets  :-[
Title: Re: Fortress Overseer v0.26 Visualizer/Exporter - with 31.13 support
Post by: Battlecat on September 24, 2010, 10:28:35 pm
No worries.  Life comes first.
Title: Re: Fortress Overseer v0.26 Visualizer/Exporter - with 31.13 support
Post by: thewonderidiot on September 26, 2010, 08:12:19 pm
http://github.com/peterix/dfhack/raw/4fc05ee45ca70590ff1e38c83f5e970d141bc4e5/data/Memory-ng.xml

Peterix's latest Memory.xml works for Overseer with 31.14 now! Just place that file in your Overseer directory (make sure you call it Memory.xml not Memory-ng.xml).

EDIT: Also, I finally found some time to install gentoo linux on my laptop, so linux support should be coming soon!
Title: Re: Fortress Overseer v0.26 Visualizer/Exporter - see pg8 for 31.14 support
Post by: BigJake on September 26, 2010, 08:17:22 pm
You are a gentleman and a scholar.  Cheers.
Title: Re: Fortress Overseer v0.26 Visualizer/Exporter - see pg8 for 31.14 support
Post by: thewonderidiot on September 26, 2010, 08:58:33 pm
You are a gentleman and a scholar.  Cheers.

Gotta make sure people don't think Overseer is dead during the next week or so while I'm not developing  ;)
Title: Re: Fortress Overseer v0.26 Visualizer/Exporter - see pg8 for 31.14 support
Post by: Ethicalfive on September 26, 2010, 11:02:04 pm
Yay! Overseer lives! Keep up the awesome work!
Title: Re: Fortress Overseer v0.26 Visualizer/Exporter - see pg8 for 31.14 support
Post by: labouts on September 27, 2010, 02:22:36 am
This visualizer is exactly what I wanted. Excellent work, thank you.
Title: Re: Fortress Overseer v0.26 Visualizer/Exporter - see pg8 for 31.14 support
Post by: Falc on September 29, 2010, 02:01:02 pm
It crashes when 'Reading embark data' if your embark zone isn't square. I have a 2x5 one I've been dying to see...

Also, please please please, allow for other movement keys than WASD. On an azerty keyboard, hardcoded WASD like this is just not doable.
Title: Re: Fortress Overseer v0.26 Visualizer/Exporter - see pg8 for 31.14 support
Post by: thewonderidiot on September 29, 2010, 05:38:42 pm
It crashes when 'Reading embark data' if your embark zone isn't square. I have a 2x5 one I've been dying to see...

Also, please please please, allow for other movement keys than WASD. On an azerty keyboard, hardcoded WASD like this is just not doable.
Ah, that's a problem remaining from the mirroring bug. Got it fixed now  ;D. I also threw the key bindings in overseer.ini for you.

Overseer 0.27 is up! (http://dffd.wimbli.com/file.php?id=2922)

Changes v0.27
---------------------
-Included 31.14 support
-Fixed a bug where Overseer crashed on non-square embarks
-Added key bindings to overseer.ini

I might get a chance to start working on fluids this weekend, so stay tuned!
Title: Re: Fortress Overseer v0.27 Visualizer/Exporter - customizable keys + 31.14 support
Post by: Falc on September 30, 2010, 06:47:37 am
Service with a smile and within a few hours. Excellent work, thanks a lot.
Title: Re: Fortress Overseer v0.27 Visualizer/Exporter - customizable keys + 31.14 support
Post by: Graebeard on September 30, 2010, 12:43:39 pm
Nice job!

I used this to take some shots of a 100 story tower me and some others were working on over here (http://www.bay12forums.com/smf/index.php?topic=57487.msg1607358#msg1607358).  Keep up the good work!
Title: Re: Fortress Overseer v0.27 Visualizer/Exporter - customizable keys + 31.14 support
Post by: OnyxIdol on September 30, 2010, 02:18:53 pm
He. I was playing with the thought of attempting to write a new 3d Visualizer using Irrlicht engine. However, I decided I am (currently) to lazy for that. Great to see someone did it already. Downloading now...

Edit: Ya, pretty nice work! Kudos to thee.

Edit 2: So, are You planning on doing some advanced stuff like lighting, shadows, postprocessing or are You content with exporting Your model to other tools(which can then be used for some advanced rendering)?
Title: Re: Fortress Overseer v0.27 Visualizer/Exporter - customizable keys + 31.14 support
Post by: thewonderidiot on September 30, 2010, 04:18:11 pm
Lighting is partially implemented already, but nothing complex. Shadows as implemented in OSG explode and make things look psychedelic, so I'll probably have to implement my own shadows. I'd like to have them eventually, but they're not priority right now.

As for postprocessing and stuff -- that stuff is hard  :-\ There's no plan for it at the moment. Hopefully the export utility will be enough for people for now.
Title: Re: Fortress Overseer v0.27 Visualizer/Exporter - customizable keys + 31.14 support
Post by: BigJake on September 30, 2010, 05:17:54 pm
Question:  I've only now read the first page of the thread and noticed that it's supposed to render fortifications.  I've never seen anything but a solid wall when I use the program, is there some option I've missed?
Title: Re: Fortress Overseer v0.27 Visualizer/Exporter - customizable keys + 31.14 support
Post by: thewonderidiot on September 30, 2010, 05:38:01 pm
It only draws the blocky tops of constructed fortifications (and only if there's nothing in the space above them). I haven't made it handle the rest of the fortification tile differently yet.
Title: Re: Fortress Overseer v0.27 Visualizer/Exporter - customizable keys + 31.14 support
Post by: BigJake on September 30, 2010, 06:02:54 pm
Aye, that's what I've never seen.  The topmost level of my walls is always fortifications and it's never been crenulated like that.  It's odd
Title: Re: Fortress Overseer v0.27 Visualizer/Exporter - customizable keys + 31.14 support
Post by: thewonderidiot on September 30, 2010, 09:05:42 pm
Is there a missing face up there? That is, is the mesh hanging open, or is it closed off? If there's a floor there, then it's not detecting a constructed fortification...
Title: Re: Fortress Overseer v0.27 Visualizer/Exporter - customizable keys + 31.14 support
Post by: BigJake on September 30, 2010, 09:23:36 pm
The wall running along the edge there is entirely fortifications.

Spoiler (click to show/hide)
Title: Re: Fortress Overseer v0.27 Visualizer/Exporter - customizable keys + 31.14 support
Post by: thewonderidiot on September 30, 2010, 09:24:50 pm
Well, did you pave a floor over top of your fortifications? If you did, it won't draw the blocks either.
Title: Re: Fortress Overseer v0.27 Visualizer/Exporter - customizable keys + 31.14 support
Post by: BigJake on September 30, 2010, 09:35:15 pm
Nothing on top of them aside from the free floor that comes with every wall.  I'm not complaining or trying to be critical, just curious; I'd love to get those crenulations. :)
Title: Re: Fortress Overseer v0.27 Visualizer/Exporter - customizable keys + 31.14 support
Post by: thewonderidiot on September 30, 2010, 09:46:22 pm
The thing is, constructed fortifications don't have floors above them (Note that constructed fortifications do not have walkable floors above them, while carved fortifications do. - magmawiki). The blocked top is there as a placeholder to seal off the opening until I design better fortifications. My embark with constructed fortifications still has the blocky top in it with the latest DF/Overseer, so nothing changed there...
Title: Re: Fortress Overseer v0.27 Visualizer/Exporter - customizable keys + 31.14 support
Post by: BigJake on September 30, 2010, 09:49:27 pm
OH!  I understand, nevermind then.  I don't know why I assumed that free floor didn't count.  Sorry for wasting your time :)
Title: Re: Fortress Overseer v0.27 Visualizer/Exporter - customizable keys + 31.14 support
Post by: thewonderidiot on September 30, 2010, 09:51:24 pm
It's cool. I'll need to get fortifications looking alright for the fluids update, since it has to be feasible for the fluids to flow through them. So better fortifications should be in the next release  ;D
Title: Re: Fortress Overseer v0.27 Visualizer/Exporter - customizable keys + 31.14 support
Post by: MagmaMcFry on October 02, 2010, 02:00:01 pm
oo, can you add a linux version to the dffd?  :o
Title: Re: Fortress Overseer v0.27 Visualizer/Exporter - customizable keys + 31.14 support
Post by: thewonderidiot on October 02, 2010, 08:56:42 pm
Check back tomorrow. Tonight's kinda busy but I should be able to get a Linux build working tomorrow afternoon.
Title: Re: Fortress Overseer v0.27 Visualizer/Exporter - customizable keys + 31.14 support
Post by: Sexy Mustard on October 03, 2010, 02:34:15 am
Screen Shots!!
Spoiler (click to show/hide)
Hey everyone SexyMustard here with some screenshots to remind everyone how pretty Overseer can be and is! but I need some feedback on the textures, are there any materials that you want me to get to? Because frankly I am essentially doing them by random, are there any textures you have seen that are just so ugly i should completely re-do them? essentially what do you think I should do to make overseer more pretty? Also one of the screenshots included the raw adamantine texture, what do you think of my interpretation, think I should do it another way?
Title: Re: Fortress Overseer v0.27 Visualizer/Exporter - customizable keys + 31.14 support
Post by: thewonderidiot on October 03, 2010, 05:46:52 pm
Memory.xml for 31.15! (http://github.com/mikestewart/Overseer/raw/master//Memory.xml)

Fluid framework is down, release sometime this week. My linux is acting up on me so I'm going to have to mess with it to get it to work. If not tonight, then definitely tomorrow (sorry about that!)
Title: Re: Fortress Overseer v0.27 Visualizer/Exporter - see pg9 for a 31.15 Memory.xml
Post by: BigJake on October 06, 2010, 07:16:33 pm
Using a memory.xml as per the post below allowed me to use Overseer with 31.16.

http://www.bay12forums.com/smf/index.php?topic=58809.msg1622209#msg1622209 (http://www.bay12forums.com/smf/index.php?topic=58809.msg1622209#msg1622209)
Title: Re: Fortress Overseer v0.27 Visualizer/Exporter - see pg9 for a 31.15 Memory.xml
Post by: nbonaparte on October 06, 2010, 08:06:14 pm
I'm reminded strongly of Minecraft. This is not a bad thing.
Title: Re: Fortress Overseer v0.27 Visualizer/Exporter - see pg9 for a 31.15 Memory.xml
Post by: Bobbias on October 06, 2010, 09:14:48 pm
Considering Minecraft was inspired in part by DF, and some people have compared it to a single player single dwarf DF, it's not much of a jump to say that :P (Minecraft is what prompted me to come back and give DF another shot, actually)
Title: Re: Fortress Overseer v0.27 Visualizer/Exporter - see pg9 for a 31.15 Memory.xml
Post by: thewonderidiot on October 06, 2010, 10:48:38 pm
Using a memory.xml as per the post below allowed me to use Overseer with 31.16.

http://www.bay12forums.com/smf/index.php?topic=58809.msg1622209#msg1622209 (http://www.bay12forums.com/smf/index.php?topic=58809.msg1622209#msg1622209)

Thanks for linking that!  :D There's a more complete working Memory.xml here (http://github.com/peterix/dfhack/raw/master/data/Memory-ng.xml), but that shouldn't matter too much for Overseer.

So I know it's been a few days since "tomorrow", but I've had a bunch of 10hr+ of homework days in a row. Needless to say I haven't gotten a chance to work on Overseer. I'm not making any promises, as I'm unsure of my homework load for tomorrow night, but given the chance I'll definitely get the linux version up and get more work put into fluids.
Title: Re: Fortress Overseer v0.27 Visualizer/Exporter - see pg9 for a 31.16 Memory.xml
Post by: Untelligent on October 07, 2010, 11:35:11 pm
FYI not everyone uses the same amount of messages per page. Not that it really matters since it's on the last page right now.
Title: Re: Fortress Overseer v0.27 Visualizer/Exporter - see pg9 for a 31.16 Memory.xml
Post by: Xenos on October 08, 2010, 12:51:36 am
So, I replaced the memory.xml and Overseer will not run :/  What exactly should I do to get this working for 31.16?
Title: Re: Fortress Overseer v0.27 Visualizer/Exporter - see pg9 for a 31.16 Memory.xml
Post by: Untelligent on October 08, 2010, 01:07:55 am
Oh, yeah, I downloaded the latest version of Overseer and replaced the memory file and when I loaded up Overseer it loaded up the map and then crashed.

I don't think it was the size of the map, that one was only 200 levels or so and when I tried on an older version it worked fine for a 700-level map.
Title: Re: Fortress Overseer v0.27 Visualizer/Exporter - see pg9 for a 31.16 Memory.xml
Post by: BigJake on October 08, 2010, 01:12:59 am
I can only describe what I did that worked for me more exactly.  I re-downloaded DFHack 5.0.1, modified the memory.xml as per the most I mentioned above and stuck that memory.xml into the Overseer 0.26 folder.  Works perfectly.
Title: Re: Fortress Overseer v0.27 Visualizer/Exporter - see pg9 for a 31.16 Memory.xml
Post by: thewonderidiot on October 08, 2010, 09:42:47 am
Which Memory.xml are you using, and what exactly happens when it crashes?
Title: Re: Fortress Overseer v0.27 Visualizer/Exporter - see pg9 for a 31.16 Memory.xml
Post by: Ivar360 on October 08, 2010, 09:55:21 pm
I get this error:
Spoiler (click to show/hide)

Running df .16 with the xml from this thread on vista with mayday graphics pack and an intel video card.
Title: Re: Fortress Overseer v0.27 Visualizer/Exporter - see pg9 for a 31.16 Memory.xml
Post by: thewonderidiot on October 08, 2010, 11:29:17 pm
I get this error:
Spoiler (click to show/hide)

Running df .16 with the xml from this thread on vista with mayday graphics pack and an intel video card.

That would be an issue with the image scaler. Set imageScaling to false to get rid of it, but you'll probably want to scale down the images yourself, especially if you're on an integrated Intel card. http://imageresizer.codeplex.com/ should do the job for you. I'll look into trying to set different traits, I guess... not sure what OSG wants from me here -_-;
Title: Re: Fortress Overseer v0.27 Visualizer/Exporter - see pg9 for a 31.16 Memory.xml
Post by: MagmaMcFry on October 09, 2010, 04:37:52 am
Quick question: What is the height/width ratio of a single tile? I want to make an underwater dome, and it should be hemispherical when viewed in Overseer.
Happy homeworking, by the way.  :D
Title: Re: Fortress Overseer v0.27 Visualizer/Exporter - see pg9 for a 31.16 Memory.xml
Post by: thewonderidiot on October 09, 2010, 10:19:32 am
All tiles are 1x1x1. I can probably include x,y, and z scaling factors in the ini if you want.
Title: Re: Fortress Overseer v0.27 Visualizer/Exporter - see pg9 for a 31.16 Memory.xml
Post by: EagleV on October 11, 2010, 10:33:07 am
I don't think this has been mentioned before: when you change the zstart setting in the ini, Overseer still draws the towercaps in the lower caves even though the walls and floors are not drawn.

Also, this is a great tool!
Title: Re: Fortress Overseer v0.27 Visualizer/Exporter - see pg9 for a 31.16 Memory.xml
Post by: thewonderidiot on October 11, 2010, 02:02:53 pm
I don't think this has been mentioned before: when you change the zstart setting in the ini, Overseer still draws the towercaps in the lower caves even though the walls and floors are not drawn.

Also, this is a great tool!

Oh, that makes sense. Thanks for pointing that out, I'll fix it up in the next release. ;)
Title: Re: Fortress Overseer v0.27 Visualizer/Exporter - see pg9 for a 31.16 Memory.xml
Post by: MagmaMcFry on October 15, 2010, 09:22:38 am
So.. Your Linux must be constantly throwing tantrums...  ;D
Title: Re: Fortress Overseer v0.27 Visualizer/Exporter - see pg9 for a 31.16 Memory.xml
Post by: thewonderidiot on October 16, 2010, 05:55:12 pm
Well, kind of. It just finished doing a data conversion that took 75 hours that had to be done over break, and I'm at a campground now. Maybe tonight, but definitely tomorrow. And I mean definitely.
Title: Re: Fortress Overseer v0.27 Visualizer/Exporter - see pg9 for a 31.16 Memory.xml
Post by: thewonderidiot on October 17, 2010, 11:45:27 pm
Linux version is here! (http://dffd.wimbli.com/file.php?id=3291)

Nobody has updated Memory.xml for 31.16 linux yet, so you'll need to use 31.14 or earlier. Peterix is going to be working on it though so keep an eye out.

I think I've included everything you need. If not it'll be library issues that you can get by installing the right packages.

The version of OSG that I got on my linux is missing matrix functions, and as a result the skybox isn't working yet. Additionally, since I was using the builtin windows save file dialog for export, and such a thing doesn't exist in Linux, export won't work yet either. I'll probably put in a Qt dialog eventually.
Title: Re: Fortress Overseer v0.27 Visualizer/Exporter - see pg9 for a 31.16 Memory.xml
Post by: Ghostbird on October 18, 2010, 07:02:04 am
Linux version gives me trouble.
Code: [Select]
username@computername:~/Overseer$ ./Overseer
./Overseer: error while loading shared libraries: libosg.so.7: cannot open shared object file: No such file or directory
I already did this to fix a similar error for "libdfhack.so"
Code: [Select]
username@computername:~/Overseer$ export LD_LIBRARY_PATH=~/Overseer
username@computername:~/Overseer$ echo $LD_LIBRARY_PATH
/home/username/Overseer
but the libosg.so.7 file really isn't in the download.
Title: Re: Fortress Overseer v0.27 Visualizer/Exporter - see pg9 for a 31.16 Memory.xml
Post by: thewonderidiot on October 18, 2010, 09:42:46 am
Linux version gives me trouble.
Code: [Select]
username@computername:~/Overseer$ ./Overseer
./Overseer: error while loading shared libraries: libosg.so.7: cannot open shared object file: No such file or directory
I already did this to fix a similar error for "libdfhack.so"
Code: [Select]
username@computername:~/Overseer$ export LD_LIBRARY_PATH=~/Overseer
username@computername:~/Overseer$ echo $LD_LIBRARY_PATH
/home/username/Overseer
but the libosg.so.7 file really isn't in the download.

You can get around that by installing openscenegraph -- or libopenscenegraph depending on your distro.

You could also just tack a .7 onto the libosg* so files. I'll put up a new tarball with the renamed so's up, thanks.
Title: Re: Fortress Overseer v0.27 Visualizer/Exporter - see pg9 for a 31.16 Memory.xml
Post by: Ghostbird on October 18, 2010, 12:07:16 pm
Those options where my best guesses as well, they didn't solve the problem though.
Though as you said they really should have solved them. I downloaded both the source and the binaries of openscenegraph and muddled trough those files. That made me realise that the libosg.so normally is only a symlink to the up-to-date library, so I tried to set it up like that, by renaming the libosg.so to libosg.so.7 and making a symlink named libosg.so to it. Alas to no avail. I get the feeling that I just forgot something there. I'll retry it.

BTW Why don't you use a more recent version of OSG?


EDIT: AH, I had been stupid, I did rename libosg.so to libosg.so.7 and then it asked for the next library, but I read it wrong, and thought it still asked for libosg.so.7
I took a few minutes to learn how Perl Regex works, since the Ubuntu rename command uses it. The result was this line:


Code: [Select]
rename -v 's/libosg(.*)\.so/libosg$1\.so\.7/' *.soNOTE: It has to be run in the Overseer main directory.
NOTE: For single file renames in Ubuntu use "mv <oldfilename> <newfilename>"
NOTE: The "-v" in the command makes it ouput all the changes, so you can immediately check whether it ran correctly.

It renames all the libosg*.so files to libosg*.so.7 files.

Now however it asks for: libOpenThreads.so.7 and there is no libOpenThreads.so file. I'll try to find out how to fix this, and I'll post it when I've found it.

EDIT:
I managed to get Overseer started (kinda).
The solution to the above problem was: install libOpenThreads package and copy the libOpenThreads.so that it installs to the Overseer main directory and rename it to libOpenThreads.so.7
Code: [Select]
sudo apt-get install libopenthreads
sudo cp /usr/lib/libOpenThreads.so ~/Overseer/libOpenThreads.so.7


EDIT:

Thewonderidiot fixed the tarball, so this problem is fixed.
Title: Re: Fortress Overseer v0.27 Visualizer/Exporter - see pg9 for a 31.16 Memory.xml
Post by: thewonderidiot on October 18, 2010, 01:10:40 pm
I don't use a more recent version because that's what's in the package manager and I don't have the time to build it from source.

Also, the libOpenThreads thing is my bad, didn't notice that was needed. http://filevo.com/nh4xhqr555p6.html is the library by itself. I'll put up another tarball that includes it -_-;

Thanks for bearing with me on this.

EDIT: Nevermind. <_< New tarball is up.
Title: Re: Fortress Overseer v0.27 Visualizer/Exporter - see pg9 for a 31.16 Memory.xml
Post by: Ghostbird on October 18, 2010, 01:28:51 pm
Ah, you posted while I was editing, I'll just post this here again in case people get confused with the chronology.

I managed to get Overseer started (kinda).
The solution to the above problem was: install libOpenThreads package and copy the libOpenThreads.so that it installs to the Overseer main directory and rename it to libOpenThreads.so.7

Code: [Select]
sudo apt-get install libopenthreads
sudo cp /usr/lib/libOpenThreads.so ~/Overseer/libOpenThreads.so.7

Well, the above is kinda moot since thewonderidiot fixed the tarball.

Then I could get Overseer started by running ~/Overseer/Overseer but it always tells me that DF isn't running.
I'll try to find out how to fix that now.

EDIT: NOTE: I still had to run "export LD_LIBRARY_PATH=~/Overseer" before I could get Overseer running, which is normal AFAIK.
Title: Re: Fortress Overseer v0.27 Visualizer/Exporter - see pg9 for a 31.16 Memory.xml
Post by: thewonderidiot on October 18, 2010, 01:47:14 pm
What version of DF are you using?
Title: Re: Fortress Overseer v0.27 Visualizer/Exporter - see pg9 for a 31.16 Memory.xml
Post by: Ghostbird on October 18, 2010, 02:11:19 pm
I'm using DF 0.31.14 I used the commands you put on the linux download page for Overseer. I noticed the first command wasn't working properly, so I also tried it with "=0" behind it. Which didn't work either. Since you said that I shouldn't bother with it if it didn't work, I tried the second command which did work.

EDIT: Also, I don't know what Linux distro you use, but I tried to build OSG from source and I found that it requires two packages "xulrunner-xpcom" and "xulrunner-js" which aren't available for Ubuntu 10.10 (Maverick) and thus I failed to build it. I couldn't find the packages by googling them either, but I'm a noob at finding packages through other means than aptitude search.

EDIT2: I thought it might be handy for you to have the actual error message:
Code: [Select]
error 2: Failed to open file, at row 0 col 0
DF is not running!

EDIT3: For those people wondering why you have to run the weird command in Ubuntu, I found this thread which explains it more in depth.http://www.bay12forums.com/smf/index.php?topic=65326.0 (http://www.bay12forums.com/smf/index.php?topic=65326.0)
Title: Re: Fortress Overseer v0.27 Visualizer/Exporter - see pg9 for a 31.16 Memory.xml
Post by: thewonderidiot on October 18, 2010, 03:25:50 pm
The row 0, col 0 thing means it can't find Memory.xml. Make sure Memory.xml is in your working directory.
Title: Re: Fortress Overseer v0.27 Visualizer/Exporter - see pg9 for a 31.16 Memory.xml
Post by: Ghostbird on October 19, 2010, 03:44:05 am
Oh thanks! That did the trick, I was running it like:
Code: [Select]
Overseer/OverseerNow I run it like:
Code: [Select]
cd Overseer
./Overseer
It works when I run it from the correct working directory.

Now I'm stuck at the Memory Acces Denied error. It occurs even though I did:
Code: [Select]
# sudo sysctl -w kernel.yama.ptrace_scope=0before I started DF.
Code: [Select]
username@computernam:~/Overseer$ ./Overseer
pread failed: can't read 0x30 bytes at address 0xa5b2eb40
errno: 16
terminate called after throwing an instance of 'DFHack::Error::MemoryAccessDenied'
  what():  SHM ACCESS DENIED
Aborted
Do you have any idea what may be the cause?

Found it, it was ASLR:
Code: [Select]
sysctl -w kernel.randomize_va_space=0fixed it. You did post this line of code on the linux download page, but somehow the last 4 characters were missing there.

Next I get this error :D
Code: [Select]
gijsbert@LGTH:~/Overseer$ ./Overseer
Connected to Dwarf Fortress!
Error: Unable to open display ":0.0".
Segmentation fault
Title: Re: Fortress Overseer v0.27 Visualizer/Exporter - see pg9 for a 31.16 Memory.xml
Post by: thewonderidiot on October 19, 2010, 08:06:09 am
but somehow the last 4 characters were missing there.

Wow, must have accidentally deleted that, sorry, it's fixed now. So now it's not finding your X server? Not sure what to say about that... try navigating there in a file browser and clicking it? That'll ensure it gets executed in the right session...
Title: Re: Fortress Overseer v0.27 Visualizer/Exporter - see pg9 for a 31.16 Memory.xml
Post by: Ghostbird on October 19, 2010, 09:44:34 am
It seems it was just my x-server doing things weird. It isn't as stable on Maverick as it was on Lucid. Now it works fine. Alas my fix for the open threads library came back to bite me. It's newer than the version Overseer uses, and gives an error while drawing Z-level 140. I'll fix this by downloading the fixed tarball, but the DFFD server nerfs me at the moment. It doesn't respond and times out. First I thought that it was a problem on my side, but as I couldn't find anything I guess it was just the server after all.

EDIT:
Code: [Select]
1 0.000000 192.168.2.11 75.119.217.238 TCP 46173 > http [SYN] Seq=0 Win=5840 Len=0 MSS=1460 TSV=4304493 TSER=0 WS=6
My machine is happily sending out it's TCP [SYN] but the server doesn't answer. I'll just have to wait for it to get back online I guess.
Title: Re: Fortress Overseer v0.27 Visualizer/Exporter - see pg9 for a 31.16 Memory.xml
Post by: thewonderidiot on October 19, 2010, 10:04:03 am
Check a few posts back, I posted the libOpenThreads.so on filevo for you.
Title: Re: Fortress Overseer v0.27 Visualizer/Exporter - see pg9 for a 31.16 Memory.xml
Post by: Ghostbird on October 19, 2010, 10:31:34 am
Oh thanks, I hadn't seen that, I thought you had included it in the tarball.
Title: Re: Fortress Overseer v0.27 Visualizer/Exporter - see pg9 for a 31.16 Memory.xml
Post by: thewonderidiot on October 19, 2010, 10:34:07 am
Oh thanks, I hadn't seen that, I thought you had included it in the tarball.
I did both  ;D
Title: Re: Fortress Overseer v0.27 Visualizer/Exporter - see pg9 for a 31.16 Memory.xml
Post by: Ghostbird on October 19, 2010, 11:05:20 am
Apparently I did something stupid again: I assumed that the error related to libOpenThreads.so since that was a newer file than the one in the normal Overseer. But apparently it wasn't the cause of the problem, the error persists:
Code: [Select]
Drawing z-level 140
Error reading file: DataInputStream::DataInputStream(): The version found in the file is newer than this library can handle.
Overseer/DFO: line 3:  7549 Segmentation fault      ./Overseer
Title: Re: Fortress Overseer v0.27 Visualizer/Exporter - see pg9 for a 31.16 Memory.xml
Post by: thewonderidiot on October 19, 2010, 11:09:15 am
Apparently I did something stupid again: I assumed that the error related to libOpenThreads.so since that was a newer file than the one in the normal Overseer. But apparently it wasn't the cause of the problem, the error persists:
Code: [Select]
Drawing z-level 140
Error reading file: DataInputStream::DataInputStream(): The version found in the file is newer than this library can handle.
Overseer/DFO: line 3:  7549 Segmentation fault      ./Overseer

Gah... apparently you can't use models saved with newer versions of OSG with older versions -_-; If you're okay with not having fortification tops or stairs, deleting the models in the models folder will let Overseer run. I'll port back the older models (or build the latest OSG) when I get the chance.
Title: Re: Fortress Overseer v0.27 Visualizer/Exporter - see pg9 for a 31.16 Memory.xml
Post by: Ghostbird on October 19, 2010, 11:10:18 am
Ah, thanks for this solution, I'll use that for the time being. I'm gonna try it right now.

EDIT:
Code: [Select]
Drawing z-level 140
Overseer/DFO: line 3:  7631 Segmentation fault      ./Overseer

Another segmentation fault this time. I wonder if it means "Model not found" :)
Title: Re: Fortress Overseer v0.27 Visualizer/Exporter - see pg9 for a 31.16 Memory.xml
Post by: thewonderidiot on October 19, 2010, 11:14:01 am
Ah, thanks for this solution, I'll use that for the time being. I'm gonna try it right now.

EDIT:
Code: [Select]
Drawing z-level 140
Overseer/DFO: line 3:  7631 Segmentation fault      ./Overseer

Another segmentation fault this time. I wonder if it means "Model not found" :)
*sigh* It does, apparently I missed detection for the stairs. Hold on, let me port back the models.

EDIT: http://filevo.com/kmh0msbq2a6t.html There, converted back to .obj and then back to ive again with the older version of OSG. /crosses fingers
Title: Re: Fortress Overseer v0.27 Visualizer/Exporter - see pg9 for a 31.16 Memory.xml
Post by: Ghostbird on October 19, 2010, 12:44:17 pm
Great! It works! The first thing I noticed was that the tower I build, and which in my imagination was tall, was pretty stubby and short actually. It's because I imagined the distance between Z-levels to be about 1.5 times the size of the X,Y grid. It kinda puts things in perspective.
EDIT: Picture of my fortress.
Spoiler (click to show/hide)

EDIT: For those that want to get this to work on linux, I run three things:

First a script to allow programs to access each others memory.
Code: [Select]
sudo sysctl -w kernel.randomize_va_space=0
sudo sysctl -w kernel.yama.ptrace_scope=0

Then I run Dwarven Fortress by clicking the link in the application menu or in Nautilus. (running it from terminal gives memory access problems, see a few posts below.)

Then (after loading my game in DF) I run a script to start Overseer:
Code: [Select]
cd ~/Overseer
export LD_LIBRARY_PATH=`pwd`
./Overseer
sudo sysctl -w kernel.randomize_va_space=1
sudo sysctl -w kernel.yama.ptrace_scope=1
This script also disables the cross-process memory access after closing Overseer, since it's a pretty nasty security weakness.
Of course people who aren't particularly worried about security can simply allow the cross-process memory access once and not disable it after running overseer.
Those people who are worried about security can probably run the script to set the variables to 1 directly after starting DF.

NOTE: I run this in three scripts, since I tried to concatenate the first two, and noticed that Overseer couldn't access the memory of Dwarven Fortress.
My guess is:
Setting the variables only applies to processes started afterwards. As ./df is launched from the same script, it's running as a child process of the script (or somesuch) and thus isn't a process started after the variables have been altered.
Title: Re: Fortress Overseer v0.27 Visualizer/Exporter - see pg9 for a 31.16 Memory.xml
Post by: thewonderidiot on October 19, 2010, 01:24:43 pm
Excellent! Thanks for helping get the Linux stuff ironed out. :)
Title: Re: Fortress Overseer v0.27 Visualizer/Exporter - see pg9 for a 31.16 Memory.xml
Post by: Ghostbird on October 19, 2010, 01:40:26 pm
No problem, I love messing around with programs until they work.

EDIT: It seems Maverick is very picky about allowing cross-process memory access. I have to start Dwarven Fortress by clicking the start script, because when I start it from terminal, it doesn't allow me to access the memory. I think this has something to do with the way multiple terminals share a process structure. How this works exactly I do not know, but it is easily observed when you open multiple terminals, "xkill"-ing one window kills them all. I'll just put it up here, in case someone else runs into the problem. I prefer to run a lot of things from terminal, and I only found this out by accident.

EDIT:
When I run overseer, it starts out smoothly, but after a few minutes it bogs down to approximately 1 FPS. Is that normal? It seems it either renders stuff that shouldn't be rendered, or has a memory leak somewhere. (Which wouldn't surprise me, with the hacking into another program's memory and all. But then again that's a part of computer science that I've never tried out myself... yet.)
Title: Re: Fortress Overseer v0.27 Visualizer/Exporter - see pg9 for a 31.16 Memory.xml
Post by: MagmaMcFry on October 19, 2010, 03:21:10 pm
So...


Code: [Select]
$ sudo sysctl -w kernel.yama.ptrace_scope=0
error: "kernel.yama.ptrace_scope" is an unknown key

What do I do with this?
Title: Re: Fortress Overseer v0.27 Visualizer/Exporter - see pg9 for a 31.16 Memory.xml
Post by: thewonderidiot on October 19, 2010, 03:56:36 pm
Ignore it. It means you don't have ptrace protection in your kernel so it doesn't need to be disabled.
Title: Re: Fortress Overseer v0.27 Visualizer/Exporter - see pg9 for a 31.16 Memory.xml
Post by: MagmaMcFry on October 19, 2010, 03:57:34 pm
Well, it still doesn't work...

EDIT: Oh, I was using 0.31.16.
Still, 0.31.14 connection says
Code: [Select]
The version found in the file is newer than this library can handle.
EDIT2: I have a freaky semi-upgraded 10.04. But that doesn't matter now, I got it (almost) running.
Title: Re: Fortress Overseer v0.27 Visualizer/Exporter - see pg9 for a 31.16 Memory.xml
Post by: Ghostbird on October 19, 2010, 04:01:10 pm
Can you post the error you get? And what distro are you using?
I have to use both of these:
Code: [Select]
sudo sysctl -w kernel.randomize_va_space=0
sudo sysctl -w kernel.yama.ptrace_scope=0

Note that if you use one of the more recent Ubuntu versions, you may have to muddle around a bit before you can access the memory through the DFhack library. Ubuntu has pretty good defences against memory hacking attacks. For example I have to run DF by clicking the icon, instead of using terminal (see one of my posts above).

EDIT: I got that "newer than it can handle" error when I used the models that were built with a newer version of OSG. Thewonderidiot fixed it though. He put the link to the correct models up a few posts back.
Title: Re: Fortress Overseer v0.27 Visualizer/Exporter - see pg9 for a 31.16 Memory.xml
Post by: thewonderidiot on October 19, 2010, 08:33:38 pm
The internet here is too terrible to be uploading anything largish tonight, I'll update the tarball on dffd tomorrow when I'm on campus. Until then, use the models I posted on filevo.
Title: Re: Fortress Overseer v0.27 Visualizer/Exporter - see pg9 for a 31.16 Memory.xml
Post by: Ghostbird on October 21, 2010, 06:15:25 am
I notice that the stairs models you put up, are upside down. I haven't looked at the fortification ones yet.
Title: Re: Fortress Overseer v0.27 Visualizer/Exporter - see pg9 for a 31.16 Memory.xml
Post by: thewonderidiot on October 21, 2010, 09:14:43 am
I notice that the stairs models you put up, are upside down. I haven't looked at the fortification ones yet.

Really? *sigh* It was a 1-1 conversion and back, I have no idea why OSG would screw that up. I hate OSG -_-;
Title: Re: Fortress Overseer v0.27 Visualizer/Exporter - see pg9 for a 31.16 Memory.xml
Post by: Ghostbird on October 21, 2010, 10:27:01 am
The fortifications have been turned 90 degrees (1/2 π).
Title: Re: Fortress Overseer v0.27 Visualizer/Exporter - see pg9 for a 31.16 Memory.xml
Post by: MagmaMcFry on October 21, 2010, 11:21:38 am
I've still got this error (31.12 and 31.14):

Code: [Select]
...
Drawing z-level 56
Drawing z-level 57
Error reading file: DataInputStream::DataInputStream(): The version found in the file is newer than this library can handle.
Title: Re: Fortress Overseer v0.27 Visualizer/Exporter - see pg9 for a 31.16 Memory.xml
Post by: Ghostbird on October 21, 2010, 04:26:10 pm
I got this error when I was using the models from the tarball. I use the models that thewonderidiot put up separately. They are rotated the wrong way, but they allow Overseer to run.

EDIT: On another note. I realised Overseer bogs down to about 1 FPS after about 2 minutes of flying the camera around. However releasing (right-click) and then re-grabbing (left-click) the camera immediately resets that process. So quickly releasing and re-grabbing every minute makes Overseer quite a bit more usable. It would be better to find the source of the problem, but as a workaround, a script could quickly release and re-grab the camera every minute.
Title: Re: Fortress Overseer v0.27 Visualizer/Exporter - see pg9 for a 31.16 Memory.xml
Post by: thewonderidiot on October 22, 2010, 07:28:12 am
Whaaaaaaaaaaat? Nothing changes on right click other than a boolean that controls whether to processes input. No cleaning goes on on my part. I'll have to look into what OSG is getting itself into there....
Title: Re: Fortress Overseer v0.27 Visualizer/Exporter - see pg9 for a 31.16 Memory.xml
Post by: Ghostbird on October 22, 2010, 09:45:22 am
I also assumed that it was OSG, that's why I proposed the workaround.


EDIT: Actually I just realised that the stairs are rotated 90 degrees instead of upside down. I was looking at the wrong axis. You can fix them by turning them 180 degrees as well, but then the direction of the stairs will have changed. From the lower left, to the upper right to the other way around (or vice versa, depending on your point of view)
Title: Re: Fortress Overseer v0.27 Visualizer/Exporter - see pg9 for a 31.16 Memory.xml
Post by: NieXS on October 24, 2010, 12:06:49 am
Linux version is here! (http://dffd.wimbli.com/file.php?id=3291)

Nobody has updated Memory.xml for 31.16 linux yet, so you'll need to use 31.14 or earlier. Peterix is going to be working on it though so keep an eye out.

I think I've included everything you need. If not it'll be library issues that you can get by installing the right packages.

The version of OSG that I got on my linux is missing matrix functions, and as a result the skybox isn't working yet. Additionally, since I was using the builtin windows save file dialog for export, and such a thing doesn't exist in Linux, export won't work yet either. I'll probably put in a Qt dialog eventually.
Can you use a GTK+ dialog? Pretty please?
Title: Re: Fortress Overseer v0.27 Visualizer/Exporter - see pg9 for a 31.16 Memory.xml
Post by: Makbeth on October 24, 2010, 12:30:23 pm
Hi Thewonderidiot, can you give an update on how adding liquids is going?  (Not asking in a wahhhhh-hurry-it-up kinda way, just curious)
Title: Re: Fortress Overseer v0.27 Visualizer/Exporter - see pg9 for a 31.16 Memory.xml
Post by: Lord Shonus on October 24, 2010, 12:46:05 pm
This throws a "DFhack memory access denied" message at me.
Title: Re: Fortress Overseer v0.27 Visualizer/Exporter - see pg9 for a 31.16 Memory.xml
Post by: thewonderidiot on October 25, 2010, 08:04:21 am
Can you use a GTK+ dialog? Pretty please?
Can I ask why? I don't know GTK+ and most of the popular cross platform tools seem to be written in Qt... and in my experience the library programs are written in doesn't affect the windowing environment.

Hi Thewonderidiot, can you give an update on how adding liquids is going?  (Not asking in a wahhhhh-hurry-it-up kinda way, just curious)
The basic mesh for the liquids is being generated (there's some rough spots around the edges, in midair, and at 'walls' of water). I'm working on the full deal of reflection/refraction, so right now I'm working on a 'pool' detector that will prerender cubemaps as seen from the center of every small body and at regular intervals in larger bodies. Once that's done, the shaders will be pretty simple to write.

This throws a "DFhack memory access denied" message at me.
I assume you're talking about the Linux version? Make sure you ran the commands on the download page.
Title: Re: Fortress Overseer v0.27 Visualizer/Exporter - see pg9 for a 31.16 Memory.xml
Post by: Lord Shonus on October 25, 2010, 11:25:02 am

This throws a "DFhack memory access denied" message at me.
I assume you're talking about the Linux version? Make sure you ran the commands on the download page.

I use windows.
Title: Re: Fortress Overseer v0.27 Visualizer/Exporter - see pg9 for a 31.16 Memory.xml
Post by: thewonderidiot on October 25, 2010, 01:37:07 pm
Okay, well... I'm going to need a bit more info to diagnose your problem.
Title: Re: Fortress Overseer v0.27 Visualizer/Exporter - see pg9 for a 31.16 Memory.xml
Post by: Makbeth on October 25, 2010, 02:19:08 pm

The basic mesh for the liquids is being generated (there's some rough spots around the edges, in midair, and at 'walls' of water). I'm working on the full deal of reflection/refraction, so right now I'm working on a 'pool' detector that will prerender cubemaps as seen from the center of every small body and at regular intervals in larger bodies. Once that's done, the shaders will be pretty simple to write.


 :o  Dude, you're not screwing around. 
Title: Re: Fortress Overseer v0.10 Visualizer/Exporter (.obj, .3ds, .ac, .dxf, .lwo, .pov)
Post by: Tuxman on October 25, 2010, 04:41:53 pm
Is it possible to blend the tiles. I see the grass tiles right next to the stone tiles, and it makes no sense. It wouldn't be like that in real life. Likewise, the rainbow mountains are a little odd as well.

I just want to know if its possible to blend tiles together in their display. the ground would look much better, as would mountains.
Title: Re: Fortress Overseer v0.27 Visualizer/Exporter - see pg9 for a 31.16 Memory.xml
Post by: Lord Shonus on October 27, 2010, 12:19:24 pm
Okay, well... I'm going to need a bit more info to diagnose your problem.

Turned out to be corrupted dlls.
Title: Re: Fortress Overseer v0.10 Visualizer/Exporter (.obj, .3ds, .ac, .dxf, .lwo, .pov)
Post by: Rose on October 27, 2010, 12:32:20 pm
Is it possible to blend the tiles. I see the grass tiles right next to the stone tiles, and it makes no sense. It wouldn't be like that in real life. Likewise, the rainbow mountains are a little odd as well.

I just want to know if its possible to blend tiles together in their display. the ground would look much better, as would mountains.

it's possible, but difficult, and some blending is easier than others

grass, for example, can be blended with relative ease, since there's only a few options: dry grass, dark green grass, light green grass, and no grass

but things like stones, those are more complicated.
Title: Re: Fortress Overseer v0.27 Visualizer/Exporter - see pg9 for a 31.16 Memory.xml
Post by: bowdown2q on November 15, 2010, 02:09:54 am
I assume we're waiting on the DFHack libraries to update before this will? At any rate, posting to follow the topic; this looks pretty awesome.
Title: Re: Fortress Overseer v0.27 Visualizer/Exporter - see pg9 for a 31.16 Memory.xml
Post by: thewonderidiot on November 17, 2010, 12:46:30 pm
I assume we're waiting on the DFHack libraries to update before this will? At any rate, posting to follow the topic; this looks pretty awesome.
The libraries shouldn't need updating, just the Memory.xml. The one here: https://github.com/peterix/dfhack/raw/master/data/Memory-ng.xml is updated as peterix finishes changes; it may work now, there's a 31.18 entry.
Title: Re: Fortress Overseer v0.27 Visualizer/Exporter - see pg9 for a 31.16 Memory.xml
Post by: johnny_cat on November 25, 2010, 12:55:31 pm
I assume we're waiting on the DFHack libraries to update before this will? At any rate, posting to follow the topic; this looks pretty awesome.
The libraries shouldn't need updating, just the Memory.xml. The one here: https://github.com/peterix/dfhack/raw/master/data/Memory-ng.xml is updated as peterix finishes changes; it may work now, there's a 31.18 entry.

NVM found it. Now I'm getting an application error that says 'the instruction at "0x69054f5d" referenced memory at "0x00000008". The memory could not be "read".
Title: Re: Fortress Overseer v0.27 Visualizer/Exporter - see pg9 for a 31.16 Memory.xml
Post by: Djohaal on November 30, 2010, 06:08:58 pm
Managed to import my fort to DF overseer, but at this latest version with textures I can't seem to export to .obj (it says it doesn't has the proper plugin), and 3dsmax refuses to read dxfs. Also where do I turn off textures for a barebones mesh export?
Title: Re: Fortress Overseer v0.27 Visualizer/Exporter - see pg9 for a 31.16 Memory.xml
Post by: Johnfalcon99977 on December 01, 2010, 06:16:34 pm
When will this be compatible with .18?
Title: Re: Fortress Overseer v0.27 Visualizer/Exporter - see pg9 for a 31.16 Memory.xml
Post by: Graebeard on December 01, 2010, 08:16:41 pm
When will this be compatible with .18?

Have you tried this yet?

I assume we're waiting on the DFHack libraries to update before this will? At any rate, posting to follow the topic; this looks pretty awesome.
The libraries shouldn't need updating, just the Memory.xml. The one here: https://github.com/peterix/dfhack/raw/master/data/Memory-ng.xml is updated as peterix finishes changes; it may work now, there's a 31.18 entry.
Title: Re: Fortress Overseer v0.27 Visualizer/Exporter - see pg9 for a 31.16 Memory.xml
Post by: Johnfalcon99977 on December 01, 2010, 10:00:19 pm
When will this be compatible with .18?

Have you tried this yet?

I assume we're waiting on the DFHack libraries to update before this will? At any rate, posting to follow the topic; this looks pretty awesome.
The libraries shouldn't need updating, just the Memory.xml. The one here: https://github.com/peterix/dfhack/raw/master/data/Memory-ng.xml is updated as peterix finishes changes; it may work now, there's a 31.18 entry.

Not sure how to use that. I don't know much about coding.
Title: Re: Fortress Overseer v0.27 Visualizer/Exporter - see pg9 for a 31.16 Memory.xml
Post by: Graebeard on December 01, 2010, 10:17:25 pm
It's actually not too complicated.

Click the link, then hit "save" and save it as "memory.xml" in your Overseer folder.  That should do the trick.

Disclaimer: I haven't actually done this with .18, but I did it back with the memory.xml for .16 and it worked just fine.
Title: Re: Fortress Overseer v0.27 Visualizer/Exporter - see pg9 for a 31.16 Memory.xml
Post by: bowdown2q on December 01, 2010, 10:20:19 pm
throws errors, actualy. the offsets are still wrong.
Title: Re: Fortress Overseer v0.27 Visualizer/Exporter - see pg9 for a 31.16 Memory.xml
Post by: Johnfalcon99977 on December 01, 2010, 10:30:11 pm
It's actually not too complicated.

Click the link, then hit "save" and save it as "memory.xml" in your Overseer folder.  That should do the trick.

Disclaimer: I haven't actually done this with .18, but I did it back with the memory.xml for .16 and it worked just fine.

Save? I don't know what your talking about. There is no save button!
Title: Re: Fortress Overseer v0.27 Visualizer/Exporter - see pg9 for a 31.16 Memory.xml
Post by: PLANKS on December 01, 2010, 10:53:16 pm
When will this be compatible with .18?

Have you tried this yet?

I assume we're waiting on the DFHack libraries to update before this will? At any rate, posting to follow the topic; this looks pretty awesome.
The libraries shouldn't need updating, just the Memory.xml. The one here: https://github.com/peterix/dfhack/raw/master/data/Memory-ng.xml is updated as peterix finishes changes; it may work now, there's a 31.18 entry.

Worked for me cheers for that :D
Title: Re: Fortress Overseer v0.27 Visualizer/Exporter - see pg9 for a 31.16 Memory.xml
Post by: Graebeard on December 01, 2010, 10:55:08 pm
It's actually not too complicated.

Click the link, then hit "save" and save it as "memory.xml" in your Overseer folder.  That should do the trick.

Disclaimer: I haven't actually done this with .18, but I did it back with the memory.xml for .16 and it worked just fine.

Save? I don't know what your talking about. There is no save button!

File -->  Save As.  Or just Crtl+S in many browsers.
Title: Re: Fortress Overseer v0.27 Visualizer/Exporter - see pg9 for a 31.16 Memory.xml
Post by: Johnfalcon99977 on December 02, 2010, 07:50:53 am
It's actually not too complicated.

Click the link, then hit "save" and save it as "memory.xml" in your Overseer folder.  That should do the trick.

Disclaimer: I haven't actually done this with .18, but I did it back with the memory.xml for .16 and it worked just fine.

Save? I don't know what your talking about. There is no save button!

File -->  Save As.  Or just Crtl+S in many browsers.

Sorry, but I don't have a apple.
Title: Re: Fortress Overseer v0.27 Visualizer/Exporter - see pg9 for a 31.16 Memory.xml
Post by: Lord Shonus on December 02, 2010, 07:55:13 am
Those are Windows commands.
Title: Re: Fortress Overseer v0.27 Visualizer/Exporter - see pg9 for a 31.16 Memory.xml
Post by: EmeraldWind on December 03, 2010, 01:16:41 pm
It's actually not too complicated.

Click the link, then hit "save" and save it as "memory.xml" in your Overseer folder.  That should do the trick.

Disclaimer: I haven't actually done this with .18, but I did it back with the memory.xml for .16 and it worked just fine.

Save? I don't know what your talking about. There is no save button!

File -->  Save As.  Or just Crtl+S in many browsers.

Sorry, but I don't have a apple.

I hope he's trolling... because if not... wow.
Title: Re: Fortress Overseer v0.27 Visualizer/Exporter - see pg9 for a 31.16 Memory.xml
Post by: Thief^ on December 03, 2010, 02:23:53 pm
Also right-clicking the link and choosing "save link as" or "save target as" or whatever equivalent your browser has.
Title: Re: Fortress Overseer v0.27 Visualizer/Exporter - see pg9 for a 31.16 Memory.xml
Post by: Ovg on December 03, 2010, 06:10:29 pm
Well, I've seen bad trolls and horrible trolls. But this is just plain "stupid" and you should feel bad Johnfalcon99977. U puddi.

It works fine with 31.18 memory.xml
Title: Re: Fortress Overseer v0.27 Visualizer/Exporter - see pg9 for a 31.16 Memory.xml
Post by: ottottott on December 04, 2010, 10:29:39 am
Can I use this for version 31.16 somehow? I know it says in the title to see page 9 but I only have 5 pages...
Title: Re: Fortress Overseer v0.27 Visualizer/Exporter - see pg9 for a 31.16 Memory.xml
Post by: MagmaMcFry on December 04, 2010, 10:30:45 am
Look at the end of page 3.
Title: Re: Fortress Overseer v0.27 Visualizer/Exporter - see pg9 for a 31.16 Memory.xml
Post by: Untelligent on December 04, 2010, 11:59:20 pm
Yeah, a link to the post or something in the first post would be a lot more useful.
Title: Re: Fortress Overseer v0.27 Visualizer/Exporter - see pg9 for a 31.16 Memory.xml
Post by: Kogan Loloklam on December 05, 2010, 11:21:42 am
I would like to point out that to me, this topic currently only has 5 pages. I am pretty sure your page 3 reference would be on page 1 for me. So....
Title: Re: Fortress Overseer v0.27 Visualizer/Exporter - see pg9 for a 31.16 Memory.xml
Post by: MagmaMcFry on December 05, 2010, 11:29:07 am
I meant that the page 9 reference would be on page 3 for you.  8)
Title: Re: Fortress Overseer v0.27 Visualizer/Exporter - see pg9 for a 31.16 Memory.xml
Post by: ChocoRokk on December 06, 2010, 01:05:13 am
So, I get the following message:

Warning: detected OpenGl error '' at After Renderer::Compile

Anyone know what to do about this? Sorry if this has already been asked.  :-\
Title: Re: Fortress Overseer v0.27 Visualizer/Exporter - see pg9 for a 31.16 Memory.xml
Post by: thewonderidiot on December 06, 2010, 04:07:55 pm
Going in order here...

I assume we're waiting on the DFHack libraries to update before this will? At any rate, posting to follow the topic; this looks pretty awesome.
The libraries shouldn't need updating, just the Memory.xml. The one here: https://github.com/peterix/dfhack/raw/master/data/Memory-ng.xml is updated as peterix finishes changes; it may work now, there's a 31.18 entry.

NVM found it. Now I'm getting an application error that says 'the instruction at "0x69054f5d" referenced memory at "0x00000008". The memory could not be "read".

Have you tried using the latest since then? If so and the error persists, I'll need to know more about what system you're running it on.

Managed to import my fort to DF overseer, but at this latest version with textures I can't seem to export to .obj (it says it doesn't has the proper plugin), and 3dsmax refuses to read dxfs. Also where do I turn off textures for a barebones mesh export?

My bad, I seem to have missed the obj dll. Sorry about that. I'll throw up a new version that includes it, but for your convenience, you can get the dll by itself here: http://www.megaupload.com/?d=ED3BPGMC The actual release itself should be updated tomorrow when I'm back on campus and have reasonably good internet.

Yeah, a link to the post or something in the first post would be a lot more useful.
Alright, I've moved the link to the first post.
So, I get the following message:

Warning: detected OpenGl error '' at After Renderer::Compile

Anyone know what to do about this? Sorry if this has already been asked.  :-\
Don't think it's already been asked. Looks like a driver issue, or a card issue. What graphics card do you have?
Title: Re: Fortress Overseer v0.27 Visualizer/Exporter - see post 1 for a 31.18 Memory.xml
Post by: ChocoRokk on December 06, 2010, 05:05:58 pm
I have a Mobile Intel® 4 Series Express Chipset Family
Approximate total memory: 1695

If that helps.
Title: Re: Fortress Overseer v0.27 Visualizer/Exporter - see post 1 for a 31.18 Memory.xml
Post by: thewonderidiot on December 06, 2010, 06:00:43 pm
Yeah, I'm not sure your integrated chip is capable of running this. Looks like OSG is having problems initializing OpenGL on it. I'll look into it a bit more though.
Title: Re: Fortress Overseer v0.27 Visualizer/Exporter - see post 1 for a 31.18 Memory.xml
Post by: johnny_cat on December 13, 2010, 04:21:59 am
It's sort of working for me, but I can't tell what the hell is going on. I mean, it gets to the map, but I don't think it's showing the terrain accurately. I've tried building a tower in the hopes that it would show me where my dwarves are, but it's not showing up in the visualizer. It's showing a bunch of giant holes in the ground that are basically not there. Am I doing something wrong? I tried copying the xml over, and it gets it to work. But while it's working, I can't really get any information out of what it's trying to show me.

Also, I'm running it on windows xp. But I'm using a 5 year old junker. And I'm using Phoebus, also. Not sure if that would have an effect on it. But the site I'm trying to play with is completely different if I use vanilla DF.

http://i1129.photobucket.com/albums/m511/TherapistCapitalR/overseer_wierd.jpg

Here's a screenshot.

Also, I've uploaded the copy of DF I'm using to Rapidshare. My chipset is an ATI Xpress 200 (RS480)

http://rapidshare.com/files/436946372/Smallengoodened.zip
Title: Re: Fortress Overseer v0.27 Visualizer/Exporter - see post 1 for a 31.18 Memory.xml
Post by: thewonderidiot on December 13, 2010, 10:00:48 am
Can you post a screenshot please?
Title: Re: Fortress Overseer v0.27 Visualizer/Exporter - see post 1 for a 31.18 Memory.xml
Post by: BigD145 on December 14, 2010, 12:20:27 am
I can confirm an Intel chipset will have issues. I have a computer (ASUS 1215N) with Optimus (ION2) and the Intel fails while the Nvidia succeeds.
Title: Re: Fortress Overseer v0.27 Visualizer/Exporter - see post 1 for a 31.18 Memory.xml
Post by: thewonderidiot on December 14, 2010, 10:05:18 am
Hmmm... it looks a bit like hell. Try flying up and make sure a bug didn't spawn you there. If not then... I'm not sure. Overseer isn't complaining about bad map data, so it certainly seems like you're reading in the data correctly. What chipset do you have? Also, can you post your save?
Title: At long last. :)
Post by: tuxu on January 20, 2011, 06:09:37 pm
At long last. :)
Thank you very much!
i stopped playing after 40\DF2010 since i didn't have a visualizer to show me my fort in 3d.
You've got me to play the game once more.
I am currently dling this and I can't wait to see your "overseer" in action. :)
and to think that on top of things you've made the update of the software so simple, just replacing the XML... :D
you are truly epic!
Thank you. :)
Title: Re: Fortress Overseer v0.27 Visualizer/Exporter - see post 1 for a 31.18 Memory.xml
Post by: akinzle on January 21, 2011, 04:49:42 pm
So Overseer draws all the z levels without error and I get the 'Draw complete have fun!' thing at the end, but when the viewer window opens all I get is a white screen. After a couple minutes the program closes from not responding. Any idea what's going on? I'm using .18, with the updated .xml on the first page. Sorry if this is an old bug, I couldn't find anything related to my problem in the topic.
Title: Re: Fortress Overseer v0.27 Visualizer/Exporter - see post 1 for a 31.18 Memory.xml
Post by: Stoup on January 21, 2011, 09:17:16 pm
Try reducing the image size, I had to bring mine to 2 to get it to function properly. But then I use a rather shitty computer, so try starting with 128
Title: Re: Fortress Overseer v0.27 Visualizer/Exporter - see post 1 for a 31.18 Memory.xml
Post by: akinzle on January 21, 2011, 09:29:20 pm
Try reducing the image size, I had to bring mine to 2 to get it to function properly. But then I use a rather shitty computer, so try starting with 128
Thanks! that worked, reduced it to 128 like you said. Just a minor problem now, all the textures flash between different colors when I look around. A little trippy, but all I wanted was to have a 3d view so it doesnt bother me much.
Title: Re: Fortress Overseer v0.27 Visualizer/Exporter - see post 1 for a 31.18 Memory.xml
Post by: blue emu on January 24, 2011, 02:57:04 pm
This is a great utility... my congratulations to the coders. Well done.

I need to slow down the keyboard response by about a factor of 30 or 50... one tap on the W/A/S/D/R/F key takes me right through my map and out into empty space on the other side.

I assume that the Config setting that I need to change is:

moveSpeed = .000005

Should I try raising or lowering it? By about how much, to seriously reduce the keyboard response?

Thanks in advance for any advice you can offer.
Title: Re: Fortress Overseer v0.27 Visualizer/Exporter - see post 1 for a 31.18 Memory.xml
Post by: Nami on January 24, 2011, 03:58:30 pm
83

Nami Cancels Work:  Interrupted by own gleeful cackling.

It's soo, soooooo fun to see my execution tower/nobles apartments in progress up in 3-d.  It makes building all the more fun.  (it's also funny that ice looks like rock in color, and microcline looks like ice, even though they look completely alike in game.

I do wish though that there could be a way not to see all the z-levels at ones, perhaps say, like Z-levels 145-160, so that all the cavern layers aren't drawn, that way my comp would seize every time I looked downwards.  It would also be cool if I could see underground layers as well as the overground ones, but really I don't mind much at all.

So, awesome, awesome job with it, you made my day.
Title: Re: Fortress Overseer v0.27 Visualizer/Exporter - see post 1 for a 31.18 Memory.xml
Post by: Graebeard on January 24, 2011, 06:52:46 pm
You can set a lowest level to draw.  The .ini has the zstart set to 0 by default.  If you change this number to, say, 50, it will start drawing only once it's reached 50 levels up from the bottom of the map.
Title: Re: Fortress Overseer v0.27 Visualizer/Exporter - see post 1 for a 31.18 Memory.xml
Post by: Psithief on February 03, 2011, 08:13:09 am
Can I get some help?

The colours keep shifting whenever I move the mouse. Fresh installs do nothing, and I've had this problem on a completely different system too.
Title: Re: Fortress Overseer v0.27 Visualizer/Exporter - see post 1 for a 31.18 Memory.xml
Post by: Rose on February 03, 2011, 09:08:24 am
everybody's got that problem.
Title: Re: Fortress Overseer v0.27 Visualizer/Exporter - see post 1 for a 31.18 Memory.xml
Post by: Psithief on February 03, 2011, 09:11:02 am
Oh, good. The screenshots implied otherwise.
Title: Re: Fortress Overseer v0.27 Visualizer/Exporter - see post 1 for a 31.18 Memory.xml
Post by: thewonderidiot on February 03, 2011, 01:23:04 pm
Make sure in your overseer.ini file you have headlight = false. Using the headlight lighting scheme makes things change colors.

Minor update: Still getting pooped on by school. Now that Obsidian is pretty much definitely dead, I think I'm going to try to migrate away from OSG. Almost all of the current issues will disappear when that happens, and hopefully if I get things running as fast as they are in OSG (or better?) new features will be way easier to add. Sorry for the stagnated state of Overseer right now, but hopefully it will be back on its feet in several weeks.
Title: Re: Fortress Overseer v0.27 Visualizer/Exporter - see post 1 for a 31.18 Memory.xml
Post by: Graebeard on February 03, 2011, 02:08:09 pm
Glad to hear you're still thinking about this project.  It's great to have a 3D visualizer for DF, and I appreciate your work.  I never would have been inspired to work on a project like Skyscrapes (http://www.bay12forums.com/smf/index.php?topic=53814.msg1154282#msg1154282) without it:

Spoiler: The Tower (click to show/hide)
Title: Re: Fortress Overseer v0.27 Visualizer/Exporter - see post 1 for a 31.18 Memory.xml
Post by: thewonderidiot on February 05, 2011, 12:40:03 am
Dang, Skyscrapes has gotten a lot bigger since I last saw it. Awesome.

UPDATE TIME!

So I've been coding for most of the night, and I think you guys should see what I have right now. I present Project Ogreseer:
(http://i.imgur.com/sqJZ0.png)

Not really much compared to the current release, but trust me, from a backend point of view, this is a MAJOR positive step. I had to do some pretty crazy mesh splitting to get OSG to even approach these speeds on my laptop. The 94fps is the worst that sexymustard and I have seen, with this little tech demo. It's a LOT smoother than OSG. Also, Ogre will support a much larger variety of hardware. The color problems will be gone, all the little hackety things that I've done -- essentially all fixed with this move to Ogre. It may be a bit before I get caught back up to where OSG was, but trust me, it will be well worth it  ;D

Along other lines -- I've been rethinking the way that Overseer draws. Right now -- both in the OSG version and this simple Ogre geometry port -- it's a tile-per-tile thing. All tiles are 1x1x1 cubes and whatever tile type it is is what shape geometry it gets. That's pretty much the current Overseer look.

I've been thinking about ways to make it look more natural, and I think I have one. It'll involve averaging things out over z-levels while pinning certain points between them, with some perlin noise mixed in. In the end, if I get the algorithm down right, it'll retain the rigid shapes of constructions while simultaneously producing naturally rolling hills and valleys.

So, there's a lot on the table now for Overseer. For all intents and purposes, I now consider the OSG branch dead. What that means is that things missing from it -- furniture, vegetation, and liquids -- won't be coming for a while (though once geometry is back up, they'll be super easy to implement this time). There's two ways I can go -- I can either do a full port with minor backend rewrite so what's seen in Ogre would essentially look like what the OSG branch looked like, or I can start working on this new geometry generator to try to get a more natural, pretty feel, though it will take longer to get the visualizer back into a "releasable" state.

So what do you guys think? Personally, I'm open to either way.  ;)
Title: Re: Fortress Overseer v0.27 Visualizer/Exporter - see post 1 for a 31.18 Memory.xml
Post by: nbonaparte on February 05, 2011, 12:50:52 am
Take the latter option. Considering the game this is for, I think we're willing to wait for better versions.
Title: Re: Fortress Overseer v0.27 Visualizer/Exporter - see post 1 for a 31.18 Memory.xml
Post by: Untelligent on February 05, 2011, 01:08:00 am
Sounds cool, but I'd like an option to not have the randomness for natural terrain and keep everything in cubes. I think Visual Fortress had that.
Title: Re: Fortress Overseer v0.27 Visualizer/Exporter - see post 1 for a 31.18 Memory.xml
Post by: Rose on February 05, 2011, 01:08:27 am
I'd rather have a quick working port to ogre before you start going fancy.
Title: Re: Fortress Overseer v0.27 Visualizer/Exporter - see post 1 for a 31.18 Memory.xml
Post by: Graebeard on February 05, 2011, 10:57:23 am
Tough call.  I know nothing of programming, but how much of a rewrite will the next SF release require?  I guess I'd be careful not to do too so much that you need to re-write before you can release.
Title: Re: Fortress Overseer v0.27 Visualizer/Exporter - see post 1 for a 31.18 Memory.xml
Post by: thewonderidiot on February 05, 2011, 03:22:20 pm
Alright, well, sexymustard and I have decided that enough of you want at least an option for old overseer look so we're going to be porting the OSG stuff to Ogreseer as a first step. The geometry will be pretty immediate but the material system is going to be a major overhaul -- but it will be totally worth it, Ogre's material system is fantastic. Also, the material stuff will remain identical between the two different ways of generating geometry. So anyways, for now, I'm just going to copy over the old code and change all graphics-related code to Ogre stuff, unless Ogre's design dictates a restructuring. It'll almost entirely be simplifications though, so ideally, it will be quick. Once that's done, I'll probably start working on the new geometry generator.
Title: Re: Fortress Overseer v0.27 Visualizer/Exporter - see post 1 for a 31.18 Memory.xml
Post by: Dutchling on February 06, 2011, 10:00:03 am
Is there a way to make this lag less? I have loaded a 5x5 embark, closed all other programs (including DF after I loaded it) just in case and it is too slow to do anything, it worked OK on a 3x3 embark but this is just meh.

I really like the flying around thing though, haven't seen that in any other view program.
Title: Re: Fortress Overseer v0.27 Visualizer/Exporter - see post 1 for a 31.18 Memory.xml
Post by: thewonderidiot on February 06, 2011, 12:53:01 pm
For now the best you can do is decrease the image size and maybe increase the zstart in your ini file.
Title: Re: Fortress Overseer v0.27 Visualizer/Exporter - see post 1 for a 31.18 Memory.xml
Post by: Halnoth on February 08, 2011, 06:17:35 pm
Forgive the noob question but how do you take a screenshot with this?
Title: Re: Fortress Overseer v0.27 Visualizer/Exporter - see post 1 for a 31.18 Memory.xml
Post by: Untelligent on February 08, 2011, 07:27:37 pm
The printscreen button on your keyboard. Works almost anywhere, it copies what's currently on your screen and then you can paste it into Paint or Photoshop or GIMP or whatever and save the image. Alt-printscreen just copies the current window.
Title: Re: Fortress Overseer v0.27 Visualizer/Exporter - see post 1 for a 31.18 Memory.xml
Post by: gremlin81 on February 09, 2011, 03:42:43 am
Heloo all. i have big problem :( . When i try run this vizualiser or another it always not detect my DF. I have it all time when i run somethink who need detect game. What wrong? Plese help. ( and sorry for my english,  i know, its bad...)
Title: Re: Fortress Overseer v0.27 Visualizer/Exporter - see post 1 for a 31.18 Memory.xml
Post by: EagleV on February 09, 2011, 03:47:05 am
Alt-printscreen just copies the current window.

... I just wasted twenty years of my life cutting that one window out of the screenshot with paint. Guess you learn something new every day.
Title: Re: Fortress Overseer v0.27 Visualizer/Exporter - see post 1 for a 31.18 Memory.xml
Post by: thewonderidiot on February 09, 2011, 10:26:29 am
Heloo all. i have big problem :( . When i try run this vizualiser or another it always not detect my DF. I have it all time when i run somethink who need detect game. What wrong? Plese help. ( and sorry for my english,  i know, its bad...)

What operating system are you on?
Title: Re: Fortress Overseer v0.27 Visualizer/Exporter - see post 1 for a 31.18 Memory.xml
Post by: gremlin81 on February 09, 2011, 10:54:01 am
windows xp
Title: Re: Fortress Overseer v0.27 Visualizer/Exporter - see post 1 for a 31.18 Memory.xml
Post by: thewonderidiot on February 09, 2011, 10:38:59 pm
Um, I'm not sure what's going wrong. Does it just say that DF isn't running?
Title: Re: Fortress Overseer v0.27 Visualizer/Exporter - see post 1 for a 31.18 Memory.xml
Post by: gremlin81 on February 10, 2011, 09:28:05 am
yes
Title: Re: Fortress Overseer v0.27 Visualizer/Exporter - see post 1 for a 31.18 Memory.xml
Post by: thewonderidiot on February 10, 2011, 12:43:44 pm
As long as your game is loaded and running, I don't see why it wouldn't in XP. Try making sure you're running it as an administrator. Other than that, maybe the dfhack guys would know something to try.
Title: Re: Fortress Overseer v0.27 Visualizer/Exporter - see post 1 for a 31.18 Memory.xml
Post by: Chromasphere on February 10, 2011, 01:27:07 pm
(If you're running df 31.18) You need to download the 31.18.xml on the first page and put into the overseer folder.  right-click and save into the folder.  It will be .txt file, so rename it to .xml and let it replace the older .xml which is for older version of df.
Title: Re: Fortress Overseer v0.27 Visualizer/Exporter - see post 1 for a 31.18 Memory.xml
Post by: gremlin81 on February 10, 2011, 03:19:08 pm
I tryed run it witch wersion 31.12, same happen... :(
Title: Re: Fortress Overseer v0.27 Visualizer/Exporter - see post 1 for a 31.18 Memory.xml
Post by: Psithief on February 18, 2011, 12:58:46 am
A week later, we ask our glorious coder, "Any progress screenshots to show us?"

and thus...
Title: Re: Fortress Overseer v0.27 Visualizer/Exporter - see post 1 for a 31.18 Memory.xml
Post by: thewonderidiot on February 18, 2011, 12:02:09 pm
Well, if you really want one...

Spoiler (click to show/hide)

As you can see... well, there's not much to see yet. The arrows are for determining that I'm setting up textures facing a uniform direction -- but other than that, no texturing/material support yet. That's what's on the plate right now, and following that and some basic control/interface stuff... you can probably expect to see a first release next weekendish.

EDIT: I guess I should point out that I don't intend to release something with less features than the OSG version. Right now the geometry is done but we're working on getting everything else up to par.
Title: Re: Fortress Overseer v0.27 Visualizer/Exporter - see post 1 for a 31.18 Memory.xml
Post by: Garth on February 18, 2011, 04:35:55 pm
I tried loading this up and running it, but it seems like my computer couldn't handle it.
I've got an i5-760 1.8GHz and a 5770 but the thing still runs crazy slow.

Could embark area have anything to do with it? I've got a 5x5 selected I think.

Running on 31.18 btw.
Title: Re: Fortress Overseer v0.27 Visualizer/Exporter - see post 1 for a 31.18 Memory.xml
Post by: thewonderidiot on February 18, 2011, 05:04:44 pm
I tried loading this up and running it, but it seems like my computer couldn't handle it.
I've got an i5-760 1.8GHz and a 5770 but the thing still runs crazy slow.

Could embark area have anything to do with it? I've got a 5x5 selected I think.

Running on 31.18 btw.

Yeah, 5x5 will be slow. Try reducing image size and if that doesn't work, increase zstart.
Title: Re: Fortress Overseer v0.27 Visualizer/Exporter - see post 1 for a 31.18 Memory.xml
Post by: Bellerophon on February 22, 2011, 12:07:58 am
I've tried to download this six times in the last day and have never gotten past 30 megs. Is there another mirror besides dffd around?
Title: Re: Fortress Overseer v0.27 Visualizer/Exporter - see post 1 for a 31.18 Memory.xml
Post by: kerlc on February 22, 2011, 03:15:47 am
excuse me, but does it work on 31.19?
Title: Re: Fortress Overseer v0.27 Visualizer/Exporter - see post 1 for a 31.18 Memory.xml
Post by: thewonderidiot on February 22, 2011, 02:38:21 pm
I've tried to download this six times in the last day and have never gotten past 30 megs. Is there another mirror besides dffd around?

I put it up on filevo for you: http://filevo.com/x76wmzxyaxm0.html

excuse me, but does it work on 31.19?
Not sure, but it's worth a try. Use this Memory.xml: https://github.com/peterix/dfhack/raw/master/data/Memory-ng.xml
Title: Re: Fortress Overseer v0.27 Visualizer/Exporter - see post 1 for a 31.18 Memory.xml
Post by: Megaman3321 on February 22, 2011, 03:04:56 pm
Okay, how do you use that memory?
Title: Re: Fortress Overseer v0.27 Visualizer/Exporter - see post 1 for a 31.18 Memory.xml
Post by: thewonderidiot on February 22, 2011, 03:47:03 pm
Rename it to just "Memory.xml" and put it in the Overseer directory, overwriting the old Memory.xml.
Title: Re: Fortress Overseer v0. Project Ogreseer Preview Relase! (See first post)
Post by: thewonderidiot on March 03, 2011, 01:56:25 am
Fortress Overseer 0.50 - Project Ogreseer Preview Release
Download Links
DFFD page (http://dffd.wimbli.com/file.php?id=3882)
Github mirror (https://github.com/downloads/mikestewart/Overseer/Overseer0.50a.exe)

Project Ogreseer has landed! Before I start rambling, here's some screenshots:

Overview of the latest skyscrapes:
(http://i.imgur.com/PFdbt.jpg)

Closer to the ground, at night:
(http://i.imgur.com/Htuzd.jpg)

Savotfeb, the volcano:
(http://i.imgur.com/dH3dY.jpg)

The Golden Hall of Nuts:
(http://i.imgur.com/tU9WB.jpg)

New Features

Now, for what's changed/missing.

Controls

As for materials, there's 5 levels of detail that you can use. The default is the lowest, so if you have good framerates, try bumping it up! Take a look into overseer.ini for more info.


Now that this is out, I'll elaborate on our current direction. This preview release was, as mentioned earlier, pretty much a direct port over from OSG. There's some fluff added onto it, for sure, but the core app is still in OSG/sample design. I'm currently in the process of rewriting the backend into a legitimate extensible framework.

Here's the idea: We're giving up the possibility of having a real-time 3D visualizer right now. What we are going for is something interactive. The idea is that every object that isn't the terrain will be selectable - you click on it and its bounding box appears. Multiple objects of the same type will be able to be selected via a double click, like an RTS. Selected objects will be able to be moved, scaled, and rotated. You'll also be able to go through a menu, with previews, of other models that you can load in the selected model(s)'s place(s).

All of my work right now is going into the new backend, followed shortly by the new rolling geometry generator. It'll be fairly flexible, so if you turn down the settings on it you'll get the normal blocky look, with more believable ramps in weird cases.

Also, I'll be trying to move all overseer.ini functionality into in-visualizer menus, so you don't have to go rooting around through it anymore.
Title: Re: Fortress Overseer v0.50 - Project Ogreseer Preview Release (see first post)
Post by: Makbeth on March 03, 2011, 02:09:26 am
Oooo, shiny.

Very nice water.  Is Magma supported?  I don't suppose it would be practical to make magma and HFS into light sources would it?
Title: Re: Fortress Overseer v0.50 - Project Ogreseer Preview Release (see first post)
Post by: thewonderidiot on March 03, 2011, 02:13:55 am
Oooo, shiny.

Very nice water.  Is Magma supported?  I don't suppose it would be practical to make magma and HFS into light sources would it?

It's not currently supported, but it's definitely practical! Magma will be very glowy, and HFS should be very atmospheric in general. Magma is not present in this release because, since this is a port, adding any more features would mean having to just redo them all over again for the new framework. The new stuff we have now is easily transferable and/or very simply implemented. So yeah, as soon as we have magma, it will be bubbly and glowy. ;D
Title: Re: Fortress Overseer v0.50 - Project Ogreseer Preview Release (see first post)
Post by: Orikson on March 03, 2011, 05:00:51 am
Woah, this is so awesome.

Promote this man!

Here some shots from my old noobfort.

(http://img6.imagebanana.com/img/pbvlep1j/thumb/doomhaven1.jpg) (http://www.imagebanana.com/view/pbvlep1j/doomhaven1.jpg)
Defense-Wall + Execution Tower in back

(http://img6.imagebanana.com/img/p60mioap/thumb/doomhaven2.jpg) (http://www.imagebanana.com/view/p60mioap/doomhaven2.jpg)
Volcano with magmadiving board
(bubbly magma missing)

€:
I just noticed something relating to the texture rendering. You're probably working on it...

If i look at a wall far away, the texture are parallel to the edges.
(http://img6.imagebanana.com/img/tjc9xzug/thumb/wall_far.jpg) (http://www.imagebanana.com/view/tjc9xzug/wall_far.jpg)

But if i get closer, the textures are getting kind of "rotated".
(http://img6.imagebanana.com/img/wf0gd4rz/thumb/wall_near.jpg) (http://www.imagebanana.com/view/wf0gd4rz/wall_near.jpg)

Just wanted to mention this behavior...


Keep it on, you're doing a great job!








Title: Re: Fortress Overseer v0.50 - Project Ogreseer Preview Release (see first post)
Post by: thewonderidiot on March 03, 2011, 05:32:48 am
I just noticed something relating to the texture rendering. You're probably working on it...

If i look at a wall far away, the texture are parallel to the edges.

But if i get closer, the textures are getting kind of "rotated".

Just wanted to mention this behavior...

Thanks! And this is a known bug with the more intensive shaders. I'll have sexymustard look into it.
Title: Re: Fortress Overseer v0.50 - Project Ogreseer Preview Release (see first post)
Post by: Megaman3321 on March 03, 2011, 09:43:51 am
So, I keep getting an error message of "The program can't start because d3dx9_42.dll is missing from your computer." How can I fix this?
Title: Re: Fortress Overseer v0.50 - Project Ogreseer Preview Release (see first post)
Post by: Aerval on March 03, 2011, 12:10:21 pm
I had the same issue. Try to install direct-x 9, should work (At least for me ;)

I think its quite awesome and works on my 4-5y old imac great. Just got lost in my fort looking through the tunnels (everything looks similar)
Title: Re: Fortress Overseer v0.50 - Project Ogreseer Preview Release (see first post)
Post by: Orikson on March 03, 2011, 02:12:08 pm
Hmm, usually it should be enough to download missing dlls from http://www.dll-files.com/dllindex/dll-files.shtml?d3dx9_42 and place these
in the programm directory...
Title: Re: Fortress Overseer v0.50 - Project Ogreseer Preview Release (see first post)
Post by: thewonderidiot on March 03, 2011, 03:51:39 pm
Yeah, you need to have DirectX 9 installed to be able to use it. I'll make sure I include the necessary DLL's next release.
Title: Re: Fortress Overseer v0.50 - Project Ogreseer Preview Release (see first post)
Post by: Atrixium on March 04, 2011, 01:03:19 pm
I signed up today just to say how much this project rocks  :o

This app is pretty much the reason that I decided to install and start playing Dwarf Fortress, it looks amazing!

I run Linux so I'm excited for the Linux release  :D
Title: Re: Fortress Overseer v0.50 - Project Ogreseer Preview Release (see first post)
Post by: lowbart on March 04, 2011, 07:02:30 pm
It says I'm missing MSVCP100.dll, what do I need to update or install?
Title: Re: Fortress Overseer v0.50 - Project Ogreseer Preview Release (see first post)
Post by: thewonderidiot on March 04, 2011, 07:52:25 pm
I signed up today just to say how much this project rocks  :o

This app is pretty much the reason that I decided to install and start playing Dwarf Fortress, it looks amazing!

I run Linux so I'm excited for the Linux release  :D

Thanks! That's great to hear :D

It says I'm missing MSVCP100.dll, what do I need to update or install?

Thanks for the heads up, I'll include that in the next release as well. You need the Visual Studio 2010 runtime (http://www.microsoft.com/downloads/en/details.aspx?FamilyID=a7b7a05e-6de6-4d3a-a423-37bf0912db84).

EDIT: I can spell, I swear.
Title: Re: Fortress Overseer v0.50 - Project Ogreseer Preview Release (see first post)
Post by: thewonderidiot on March 04, 2011, 11:19:59 pm
I posted new archives that include the MSVC10 runtime. Redistributing DirectX dll's alone is not kosher; you actually have to install that. I was going to include the installer in my package, but it would be an extra 100MB, so I left a link to it in README.txt.
Title: Re: Fortress Overseer v0.50 - Project Ogreseer Preview Release (see first post)
Post by: Timst on March 07, 2011, 08:30:53 am
So... for which DF version is this for ? I try running it with 31.21, and I keep getting "could not connect to Dwarf Fortress" errors. I'm supposed to run it along DF, right ? It kind of lacks a readme file.
Title: Re: Fortress Overseer v0.50 - Project Ogreseer Preview Release (see first post)
Post by: thewonderidiot on March 07, 2011, 09:24:12 am
So... for which DF version is this for ? I try running it with 31.21, and I keep getting "could not connect to Dwarf Fortress" errors. I'm supposed to run it along DF, right ? It kind of lacks a readme file.
31.21 was released last night, give me a bit of a chance to update for it  ;)

Anyways, 0.50b is up. DFHack needed a recompile instead of just a Memory.xml update, so I put a new archive up both on DFFD (http://dffd.wimbli.com/file.php?id=3882) and the GitHub mirror (https://github.com/downloads/mikestewart/Overseer/Overseer0.50b.exe).
If you have 0.50 or 0.50a, you can simply download the update pack (https://github.com/downloads/mikestewart/Overseer/Overseer0.50b_updatepack.zip)! To install it, just overwrite the files in the root Overseer directory with files in the zip.
Title: Re: Fortress Overseer v0.50b - 3D Visualizer - updated for DF 31.21! (see 1st post)
Post by: Draco18s on March 07, 2011, 01:49:37 pm
...I never posted-to-follow this?  For shame!
This is a amazing.
Title: Re: Fortress Overseer v0.50b - 3D Visualizer - updated for DF 31.21! (see 1st post)
Post by: Megaman3321 on March 07, 2011, 03:55:03 pm
So did you include the stuff?
Title: Re: Fortress Overseer v0.50b - 3D Visualizer - updated for DF 31.21! (see 1st post)
Post by: thewonderidiot on March 07, 2011, 04:32:57 pm
So did you include the stuff?

I'm not sure what you mean by "the stuff".
Title: Re: Fortress Overseer v0.50b - 3D Visualizer - updated for DF 31.21! (see 1st post)
Post by: Megaman3321 on March 07, 2011, 08:11:36 pm
The other programs required to run this, like DirectX9?
Title: Re: Fortress Overseer v0.50b - 3D Visualizer - updated for DF 31.21! (see 1st post)
Post by: thewonderidiot on March 07, 2011, 08:14:17 pm
I included the VC10 runtime, but as I said earlier, distributing pure directx dll's isn't kosher -- you need to actually install directx. Since the installer clocks in at an additional 100MB, I just left a link to it in the README, so as not to more than double the size of the download.
Title: Re: Fortress Overseer v0.50b - 3D Visualizer - updated for DF 31.21! (see 1st post)
Post by: Megaman3321 on March 07, 2011, 08:20:57 pm
Ah, okay. That really helps.


Thanks!


EDIT: Okay, new question: Is it possible to disable the water refraction? It's really slowing my comp down...  :-\
Title: Re: Fortress Overseer v0.50b - 3D Visualizer - updated for DF 31.21! (see 1st post)
Post by: thewonderidiot on March 07, 2011, 09:20:39 pm
Currently -- no. Everything will be a lot more configurable in the upcoming release, though, I promise  ;D
Title: Re: Fortress Overseer v0.50b - 3D Visualizer - updated for DF 31.21! (see 1st post)
Post by: ChocoRokk on March 07, 2011, 09:39:28 pm
My giant Orthoclase Hammer and Sickle showed up green. :(
Other than that, though, everything is great. I'm glad I could get it to work.  :D
Title: Re: Fortress Overseer v0.50b - 3D Visualizer - updated for DF 31.21! (see 1st post)
Post by: thewonderidiot on March 07, 2011, 09:57:24 pm
My giant Orthoclase Hammer and Sickle showed up green. :(
Other than that, though, everything is great. I'm glad I could get it to work.  :D

Ahh, my bad. I ended up with the wrong copy of colors. Here's what you do:

If you have python installed:
Go into the colors directory, and open the file colors_stone_mineral.xml. Search for orthoclase, and replace the green="487" with green="232". Then run the generateMaterials.py script that's in the root directory. This will regenerate your material definitions and fix the problem.

If you don't have python installed:
Go into materials/scripts, and open both constructed.material and rough.material. Search for orthoclase in both, and replace the line

set $maskingcolor "0.972549019608 1.90980392157 0.521568627451"

with

set $maskingcolor "0.972549019608 0.90980392157 0.521568627451"

in both files.

This happened as a result of the way Stonesense handles its color definitions. Specifically -- it wraps, and Overseer doesn't. Anyways, both approaches will solve your color problem, and I'll be sure to include the fix in the next release. Thanks for bringing this up!  :)
Title: Re: Fortress Overseer v0.50b - 3D Visualizer - updated for DF 31.21! (see 1st post)
Post by: Graebeard on March 08, 2011, 10:40:04 am
This looks amazing.  Good job, man.
Title: Re: Fortress Overseer v0.50b - 3D Visualizer - updated for DF 31.21! (see 1st post)
Post by: Greiger on March 08, 2011, 01:31:48 pm
Posting to follow because this is awesome.

Also I noticed an odd little pair of bugs that I might as well post while I'm here.

First one is kinda hard to explain, so I threw in a screenshot too hopefully to help.  It seems like fortifications have some odd little transparent problem.

Spoiler: Pic (click to show/hide)

As you might be able to notice the left side of the wall fortifications don't seem to exist from above.  That shown is the only place it seems to happen, and it happens consistently.  The fortification is made of the same stuff as the rest of the wall(claystone), and there are no differences between the visible and invisible fortifications ingame as far as I can tell.  It happened in what I believe was the last version of ogreseer as well.

The other one is probably better known.  It appears that water in the caverns. or possibly just water that include waterfalls in their volume(or maybe both) don't appear in ogreseer.
Title: Re: Fortress Overseer v0.50b - 3D Visualizer - updated for DF 31.21! (see 1st post)
Post by: thewonderidiot on March 08, 2011, 04:02:13 pm
Would you mind posting the map so I can take a look at the fortification problem? I'm not sure what's happening there.

As for the water in caverns, that's a debugging switch that I forgot to take out -- it's not drawing water unless it has a direct view of the sky. I'll make sure I fix that.
Title: Re: Fortress Overseer v0.50b - 3D Visualizer - updated for DF 31.21! (see 1st post)
Post by: Greiger on March 08, 2011, 05:06:18 pm
Of Course.  Here it is.

http://dl.dropbox.com/u/22514454/region1.rar

Don't mind the blood.  And the bodies...and the hospital.  I just very nearly lost the whole fort after posting the pic, because a single goblin master lasher incapacitated almost my entire military by himself in a 1v15 battle.

P.S. The save has modded speech files that doesn't carry over with saves like the rest.  DF's errorlog might throw an error for a missing speech file, but it shouldn't hurt loading.
Title: Re: Fortress Overseer v0.50b - 3D Visualizer - updated for DF 31.21! (see 1st post)
Post by: thewonderidiot on March 08, 2011, 06:30:35 pm
Thanks. Turns out the tiles immediately above those fortifications don't exist -- they haven't been created yet. I wasn't allowing the fortification tops to be drawn in nonexistent tiles. As for water, I now remember the reason why I had cave water disabled. It's pretty hard on rendering and makes the pause for water updating quite a bit longer. So, I updated overseer.ini to have an option to display all water, only water with a view of the sky (the method in 0.50), and no water at all. I left the default on 'skyview' so as not to make default settings sluggish, but you can change it to 'all' if you want water in your caverns.

With that, Overseer 0.51 is up!
Download links:
DFFD (http://dffd.wimbli.com/file.php?id=3882)
Github mirror (https://github.com/downloads/mikestewart/Overseer/Overseer0.51.exe)

If you have 0.50b, you can just install the 0.51 update pack (https://github.com/downloads/mikestewart/Overseer/overseer0.51_updatepack.zip). If you're still on 0.50 or 0.50a, make sure you update to 0.50b first. As before, just overwrite all of the old files with the new ones in the pack.


Bugfixes:
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - bugfix release (see 1st post)
Post by: Greiger on March 09, 2011, 02:40:40 pm
Thanks for the new version, that indeed fixed the fortifications.

However now it appears I may have found a new bug.  And while it's a visual one it's not easy to express in a screencap.

On render mode 1 and 0, when the camera is close to the ground and moving all the textures start sliding across their planes at a fairly noticeable clip.  The floor starts sliding to the right....always to the right.   When the camera is more than a z-level or two above the ground it's not noticeable, but when moving along the ground at about 1/2 a Z it's almost like moving through a funhouse.

I actually think this caused a crash once when I had the camera almost level with the floor, but I couldn't get it to reproduce.

All other render modes work fine.  And are actually quite spiffy looking.  Good work on the details.

EDIT: Heres some PC specs I found in the ogreseer log that may or may not be helpful.  I was looking for some kind of crash info, (it may not have crashed and instead resource spiked and froze up, but I always figure same diffrence) but after not finding any I figured posting these is the next best thing.
Spoiler: Logvomit (click to show/hide)
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - bugfix release (see 1st post)
Post by: thewonderidiot on March 09, 2011, 04:53:45 pm
Yeah, that's been happening with the relief mapping shaders ever since sexymustard pieced them together. He's still not sure what's causing it, but I think he's looking into it.

EDIT: We have a lead on the bug, there may be a fix up some time tomorrow, or tonight even if my homework goes by quickly enough.
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - bugfix release (see 1st post)
Post by: TerryDactyl on March 13, 2011, 06:13:52 pm
An Exception has occured!

OGRE EXCEPTION(2:InvalidParameteresException): Named constants have not been initialised, perhaps a compile error. in GpuProgramParameter::_findnamedConstantDefinition at ..\..\..\..\OgreMain\src\OgreGpuProgramParams.cpp (line 1423)

in the terminal,

can't assign material _NULL_ to SubEntity of SkyXMeshEnt because this Material does not exist. Have you forgotten to define it in a .material script?
WARNING: material SkyX_Skydome_STARFIELD_LDR has no supportable Techniques and will be blank. Explanation: Pass 0: Vertex program SkyX_Skydome_VP cannot be used - not supported.
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - bugfix release (see 1st post)
Post by: thewonderidiot on March 13, 2011, 06:27:27 pm
WARNING: material SkyX_Skydome_STARFIELD_LDR has no supportable Techniques and will be blank. Explanation: Pass 0: Vertex program SkyX_Skydome_VP cannot be used - not supported.

That means your card doesn't have shader model 2.0 support. How old is your graphics card? Shader model 2.0 is at least ten years old...

Either way, your hardware likely isn't good enough to handle Overseer, even if we had shader techniques that cut run on <2.0. Sorry  :-\
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - bugfix release (see 1st post)
Post by: TerryDactyl on March 14, 2011, 08:31:15 am
Strange. I recently upgraded my computer. It certainly isn't that old. Must be a driver issue. I'll check it out.
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - bugfix release (see 1st post)
Post by: thewonderidiot on March 14, 2011, 08:52:00 am
Actually, looking further into it, the SkyX moon is targeting vs_1_1. Try opening materials/SkyX/SkyX.material and replacing all instances of vs_1_1 with vs_2_0 or vs_2_x, and let me know if that works.
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - bugfix release (see 1st post)
Post by: scionreaver on March 15, 2011, 10:59:45 pm
Great program. Really helps when my spatially challenged mind tries to imagine some of the more complex projects. Will you be be adding workshops, traps, furniture and possibly creatures themselves at any time in the future? Also, the stairs are a little strange-looking, I think it would be a nice touch if they were perhaps spiral staircases in the case of up/down and then the upwards and downwards stairs only go about half a block deep.
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - bugfix release (see 1st post)
Post by: thewonderidiot on March 16, 2011, 10:30:41 am
Yeah, all of that stuff will be in future versions. We're focusing on getting the geometry right before we start adding in all of the other objects. And the stairs are just placeholders -- they'll be a lot better in later versions. It's all a work in progress, and I'm putting as much time into it as I can  ;)
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - bugfix release (see 1st post)
Post by: Rushmik on March 17, 2011, 03:48:22 am
If there's a way to port Google Sketchups into it I'd be happy to make objects for this. :)
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - bugfix release (see 1st post)
Post by: Rose on March 17, 2011, 04:24:07 am
there is, but you need the paid version of sketchup.

blender is a better program to use.
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - bugfix release (see 1st post)
Post by: Ghills on March 17, 2011, 06:53:08 pm
It's easy enough to convert SketchUp models into Blender models, use the COLLADA (.dae) format if you have SketchUp 8. It's the newest version, and even the free version can export to COLLADA. http://sketchup.google.com/support/bin/answer.py?hl=en&answer=36203

Here's a tutorial on what to do after you export it: http://www.katsbits.com/tutorials/blender/import-google-sketchup-kmz-models-advanced.php

Good luck!

EDIT: Edited to make it clear that the free version exports to .dae.
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - bugfix release (see 1st post)
Post by: thewonderidiot on March 19, 2011, 02:58:56 pm
If there's a way to port Google Sketchups into it I'd be happy to make objects for this. :)

That would be awesome  :D. I can handle pretty much any format you throw my way. As Ghills pointed out, COLLADA will definitely work. If you texture the stuff yourself, I'd appreciate it if you could include normal maps along with the textures so we can do more advanced techniques than just basic texturing on them. Assuming everything goes as planned, you'll likely get to see your models in the next non-bugfix release  ;).

Anyways, time for a status update. Things are going as smoothly as possible with my current school workload, and I'm putting as much time into it as I can. The geometry implementation is still pretty theoretical, but the rest of the application is moving out of mostly design into mostly development.

Here's the planned layout, as is currently being developed:

That's where everything is right now. If anybody sees any glaring holes in the design, or wants any core features that I didn't list, let me know before I get too far, because I'm working on all of this stuff as we speak  ;). I have no screenshots to share since all of this stuff is mostly back end, and all of it (minus the exporting, of course) needs to be in place and at least slightly functional before the new geometry generator can be put in to start doing its thing.

By the way, a note about the current release. We've solved MOST of the texture problems with the relief mapping techniques. The rotations were caused by an inconsistent tangent space. Once I fixed tangent space generation, the rotation went away, but the textures still scroll very slightly as you fly by them. Sexymustard thinks it's a problem with the lighting matrices, and he's looking into it.
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - bugfix release (see 1st post)
Post by: Cotes on March 19, 2011, 05:58:00 pm
Strange. I recently upgraded my computer. It certainly isn't that old. Must be a driver issue. I'll check it out.
I'd start by upgrading the GPU drivers, yes. I recall I had a similar problem that got fixed with that.
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - bugfix release (see 1st post)
Post by: Ghills on March 19, 2011, 08:27:01 pm
You know, I may want to try my hand at modeling for this. Is there a list of models that Overseer still needs? Do you have any specific requests or specifications?
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - bugfix release (see 1st post)
Post by: thewonderidiot on March 19, 2011, 08:30:23 pm
You know, I may want to try my hand at modeling for this. Is there a list of models that Overseer still needs? Do you have any specific requests or specifications?

Here's our current list of models:

Yup. Pretty much nothing. Feel free to model whatever you want -- plants, buildings, items, whatever. Anything will be much appreciated! :D
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - bugfix release (see 1st post)
Post by: Ghills on March 19, 2011, 08:39:49 pm
Awesome. I claim the easy, box-shaped pieces of furniture. Chests! Cabinets! Tables! You will have some at some point in the near future.

Any information about how high quality the models need to be? Like, polygons and resolution?
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - bugfix release (see 1st post)
Post by: thewonderidiot on March 19, 2011, 09:02:27 pm
Awesome. I claim the easy, box-shaped pieces of furniture. Chests! Cabinets! Tables! You will have some at some point in the near future.

Any information about how high quality the models need to be? Like, polygons and resolution?

Hmm... not really. Make them look nice. I think it's easier to reduce quality than to increase quality, soooo... yeah. Just don't go overboard and put like 100,000 polys into a cabinet.  ;D
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - bugfix release (see 1st post)
Post by: Ghills on March 19, 2011, 09:08:51 pm
Ok. I'll do my best, but I'm making no promises until we see how the first few turn out.
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - bugfix release (see 1st post)
Post by: Telcontar on March 21, 2011, 08:16:19 pm
So very happy to have a visualizer again. Thank you!
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - bugfix release (see 1st post)
Post by: Rushmik on March 23, 2011, 03:17:57 am
I've whipped up a stone table and chair set in my lunch break. Are these too simple? I was going for a simplistic yet dwarven look (and was short on time, of course).
Spoiler: Table and chairs (click to show/hide)

Here are two sets side by side to demonstrate the continuity I had in mind:

If I'm to make textures they won't be to the realistic standard we have now. I can do great "painted surfaces" (akin to TF2?), but they only look nice if the rest of the scene is the same. I'll make other examples just for fun, even if these aren't what you're looking for. :)
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - bugfix release (see 1st post)
Post by: Draco18s on March 23, 2011, 08:11:51 am
Quote
I can do great "painted surfaces" (akin to TF2?)

Do you mean displacements?

Anyway, those table/chair look nice.  The only gripe is that a stone chair is called a throne so it would be more than a bench.  Wooden chairs would probably also not look like benches.
But it still looks nice.
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - bugfix release (see 1st post)
Post by: thewonderidiot on March 23, 2011, 08:30:05 am
I've whipped up a stone table and chair set in my lunch break. Are these too simple? I was going for a simplistic yet dwarven look (and was short on time, of course).
Spoiler: Table and chairs (click to show/hide)

Here are two sets side by side to demonstrate the continuity I had in mind:

If I'm to make textures they won't be to the realistic standard we have now. I can do great "painted surfaces" (akin to TF2?), but they only look nice if the rest of the scene is the same. I'll make other examples just for fun, even if these aren't what you're looking for. :)

Those look great!  :D As Draco18s pointed out, a chair/throne in the same style would be nice too.

As for texturing -- don't worry about it too much. Though, would you mind exporting texture coordinates on it, assuming the texture is just one big generic mineral texture? That'd make sexymustard's job easier  ;)

To be honest, I'm not sure what the final textured look of the furniture will be. The most realistic approach, I guess, would to just use the same texture for the whole thing. However, things can get pretty hard to see pretty fast if you have a bunch of shale tables and chairs in a room carved in shale. I want to combat that somehow, without introducing materials that couldn't have been present (eg, wood legs in an embark with no trees), but I'm not sure yet how I'm going to approach it. *shrugs* I'll deal with that when I'm actually placing furniture in the scene.

EDIT: By the way, if you'd like to see the visualizer drawn in that style, go ahead and make the textures. I was just thinking about it, and being able to change texturing styles on the fly would be pretty cool
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - bugfix release (see 1st post)
Post by: Rushmik on March 23, 2011, 09:44:12 am
I'll see how capable I am at drawing textures first, I think.  ;D

In hindsight I'm not sure why I made the throne that way lol. I'll do a few more tomorrow, with textures hopefully. I'll also look up texture mapping, as right now I have no idea what that is (unless it's a template marking areas such as "table top" and "table leg" on the texture image?)
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - bugfix release (see 1st post)
Post by: thewonderidiot on March 23, 2011, 09:53:49 am
I'll also look up texture mapping, as right now I have no idea what that is (unless it's a template marking areas such as "table top" and "table leg" on the texture image?)

I just mean UV coordinates. They show where on a texture all of the vertices lie.
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - bugfix release (see 1st post)
Post by: Rushmik on March 23, 2011, 10:01:48 am
Aha, I sense a valuable learning experience ahead. :)
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - bugfix release (see 1st post)
Post by: TerryDactyl on March 23, 2011, 11:58:19 am
Actually, looking further into it, the SkyX moon is targeting vs_1_1. Try opening materials/SkyX/SkyX.material and replacing all instances of vs_1_1 with vs_2_0 or vs_2_x, and let me know if that works.

I tried vs_2_0, vs_2_x, vs_2_1 and vs_2_2... to no avail. And I messed around with some configs... I tried a clean install from 0.51 (I had the upgrade before)
...nothing. Nada!

I haven't poked around for drivers yet... but really... it should be relatively up-to-date. Refurb model computer. Got it a few months ago and the techies are pretty good about updates.
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - bugfix release (see 1st post)
Post by: thewonderidiot on March 23, 2011, 12:10:32 pm
It's more than likely a driver problem then. I can't see it not supporting vs_2_x. Just download the latest drivers online and see if that fixes the problem.
I tried a clean install from 0.51 (I had the upgrade before)
By the way, for future reference, an Overseer folder after an update pack is applied is 100% identical to a fresh download of the new version, because all I do is keep track of which files I change in my release folder and put copies of them in their own zip. ;)
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - bugfix release (see 1st post)
Post by: Makbeth on March 23, 2011, 03:38:07 pm
Aha, I sense a valuable learning experience ahead. :)

Yep.  Once I figured out what UV coordinates are and how to use them, it changed my life. 

It changed my life, man.
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - bugfix release (see 1st post)
Post by: Ghills on March 23, 2011, 08:53:28 pm
Converting SketchUp files to COLLADA (aka, I wish real life contained firey !!SCIENCE!!)

1) Simply using the Export function in Sketchup doesn't work with Blender. You have to export as Google Earth .kmz, rename the .kmz file to .zip and extract the models to get a useful .dae

2) You can't use Blender 2.5x, it doesn't import the .dae correctly. Instead, use 2.49b, the current stable build, and import as COLLADA 1.4, not 1.3

3) Sketchup's scale and the Blender scale are drastically different.

I think the best results come from using SketchUp in the Google Earth (meters) template.

Here's the chest I have so far:
Spoiler (click to show/hide)

I went with a circles motif.

I have only a beginners idea of how to handle UV coordinates. Learning ahoy!

EDIT: To fix my HTML fail. Thanks for letting me know!
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - bugfix release (see 1st post)
Post by: Draco18s on March 23, 2011, 09:08:37 pm
Here's the chest I have so far:
Spoiler (click to show/hide)

You need to use "http://i.imgur.com/9WLvY.png" in that image tag, not the link-to-an-HTML-page URL.
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - bugfix release (see 1st post)
Post by: Rose on March 23, 2011, 10:34:48 pm
3) Sketchup's scale and the Blender scale are drastically different.

Blender has a scale? I wasn't aware.
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - bugfix release (see 1st post)
Post by: Rushmik on March 24, 2011, 01:00:02 am
How does this look for a throne?
Spoiler (click to show/hide)

I think it looks regal enough for a king, but long rows of them at a dining table may look out of place.
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - bugfix release (see 1st post)
Post by: MagmaMcFry on March 24, 2011, 11:16:16 am
I think it needs more elbow space. Also, it seems a little too high for one z-level.

But regality is never wrong.
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - bugfix release (see 1st post)
Post by: Ghills on March 24, 2011, 09:00:56 pm
3) Sketchup's scale and the Blender scale are drastically different.

Blender has a scale? I wasn't aware.

It's either Blender's default scale assumption or COLLADA's default handling of measurement units, I'm not entirely sure which. But yes, all 3D modeling programs have a default scale. It's not something that gets noticed unless you try to convert something. In the past I've wound up with 300 ft beds, etc, so I knew to watch out for it.
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - bugfix release (see 1st post)
Post by: Sowelu on March 24, 2011, 09:11:34 pm
What would really make this shine is different models for different quality of furniture.

...That wasn't an offer, though, so I should just shut my yap.
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - bugfix release (see 1st post)
Post by: thewonderidiot on March 24, 2011, 09:15:14 pm
Keep up the good work guys.  :)

What would really make this shine is different models for different quality of furniture.

...That wasn't an offer, though, so I should just shut my yap.

There are two ways we could do that. We could either actually have separately designed models for the quality levels, or we could apply "deterioration" functions at different magnitudes to the highest quality model. Or a combination of both. I definitely like the idea though. :D

edit: good->could. derp.
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - bugfix release (see 1st post)
Post by: Makbeth on March 24, 2011, 09:54:13 pm
So would the lowest quality models have n-gons, unused points, coincident polygons, and texture errors? :)

thewonderidiot:  Would the engine support toggling visibility of polygon groups on the model according to quality?
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - bugfix release (see 1st post)
Post by: thewonderidiot on March 24, 2011, 10:02:55 pm
So would the lowest quality models have n-gons, unused points, coincident polygons, and texture errors? :)

thewonderidiot:  Would the engine support toggling visibility of polygon groups on the model according to quality?

Ogre meshes are composed of submeshes, which map to entities and subentities when attached to the scene graph. Given an entity, you can can get specific subentities and toggle their visibility, so... yes.
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - bugfix release (see 1st post)
Post by: Rose on March 25, 2011, 12:55:05 am
3) Sketchup's scale and the Blender scale are drastically different.

Blender has a scale? I wasn't aware.

It's either Blender's default scale assumption or COLLADA's default handling of measurement units, I'm not entirely sure which. But yes, all 3D modeling programs have a default scale. It's not something that gets noticed unless you try to convert something. In the past I've wound up with 300 ft beds, etc, so I knew to watch out for it.

No, what I mean is that I've never seen any indication of any kind of scale inblender at all, it just uses generic units that only mean what you think they do.

they could be feet, inches, or kilometers, and blender itself wouldn't be able to tell the difference.

unless this is a newer version of blender that actually uses units, that is.
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - bugfix release (see 1st post)
Post by: Ethicalfive on March 26, 2011, 10:24:34 am
I think blender uses blender units. Which are not a real measurement. Converting from sketchup to blender does make for some gigantic models, but it's simple to scale, so I don't see how it's an issue at all.. I mean, your going to have to clean up the model likely after importing anyway right?
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - bugfix release (see 1st post)
Post by: Ghills on March 26, 2011, 09:08:56 pm
I think blender uses blender units. Which are not a real measurement. Converting from sketchup to blender does make for some gigantic models, but it's simple to scale, so I don't see how it's an issue at all.. I mean, your going to have to clean up the model likely after importing anyway right?

This is what I was referring to - SketchUp handles decimals of measurement units differently than Blender, so Blender winds up thinking that there are many more full-sized measurement units than SketchUp does. Sorry for being confusing. 

Is it simple to scale a model in Blender? I can't figure out how. I can't figure out how to do most things in Blender. Every time I try to use it I feel like I'm being slowly sucked into an whirlpool of gibbering insanity.
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - bugfix release (see 1st post)
Post by: Sexy Mustard on March 26, 2011, 09:38:39 pm
I have completed writing new, CG shaders for skyX so that it can be openGl compatible so expect that next release :D
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - bugfix release (see 1st post)
Post by: Ghills on March 26, 2011, 10:53:30 pm
I have completed writing new, CG shaders for skyX so that it can be openGl compatible so expect that next release :D

 :D
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - bugfix release (see 1st post)
Post by: Akomis on March 27, 2011, 08:21:21 am
this is fantastic program, i was astonished when looked at my fortress in 3D first time. But now i play DF v31.23, and lack for possibility to look on my beloved fortress in all its beauty. When version compatible with 0.31.23 can be expected?
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - bugfix release (see 1st post)
Post by: Deon on March 27, 2011, 08:28:03 am
Do you mean 0.31.24?
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - bugfix release (see 1st post)
Post by: Akomis on March 27, 2011, 10:11:16 am
oh, i love this game. Nowhere else your post could go out of date, because new version was released when you was typing))
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - bugfix release (see 1st post)
Post by: thewonderidiot on March 27, 2011, 12:23:22 pm
this is fantastic program, i was astonished when looked at my fortress in 3D first time. But now i play DF v31.23, and lack for possibility to look on my beloved fortress in all its beauty. When version compatible with 0.31.23 can be expected?
Do you mean 0.31.24?
oh, i love this game. Nowhere else your post could go out of date, because new version was released when you was typing))

Here is a Memory.xml that will make the latest release work with 31.24. (https://github.com/downloads/mikestewart/Overseer/Memory.xml) Sorry I didn't put it up sooner, I was waiting for the release frenzy to die down a bit. But this will support 31.22 up through 31.24.

So, new stuff. I'm pretty sure the GUI stuff is almost done in terms of functionality for the next release -- might need some cleaning up before it's done, but it's working. I also finished the Memory.xml auto-updater, so this problem with needing to download new Memory.xml's manually will go away  ;) Right now I'm working on cleaning what I have, then I'm moving on to attaching to DF and, of course, the new geometry generator. So stay tuned :D
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - now with 31.24 support(see first post)
Post by: Akomis on March 27, 2011, 01:15:42 pm
thanks a lot  :)
and i noticed one moment - changing time of day is very beautiful, but it will be very useful to have some sort of slider for pausing its natural run and manual setting needed state. I can give at least 2 situations when it is needed:
1) getting screenshots in certain lighting type
2) watching underground rooms - during night time i couldn`t see anything
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - now with 31.24 support(see first post)
Post by: thewonderidiot on March 27, 2011, 01:36:01 pm
thanks a lot  :)
and i noticed one moment - changing time of day is very beautiful, but it will be very useful to have some sort of slider for pausing its natural run and manual setting needed state. I can give at least 2 situations when it is needed:
1) getting screenshots in certain lighting type
2) watching underground rooms - during night time i couldn`t see anything

The scroll wheel on the mouse changes how fast time passes. You can use that to effectively stop time. Alternatively, if you don't want time to pass at all, you can set the time multiplier in overseer.ini to 0.
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - now with 31.24 support(see first post)
Post by: Akomis on March 27, 2011, 02:13:17 pm
thanks, i see. I havent found these options
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - now with 31.24 support(see first post)
Post by: DrKillPatient on March 28, 2011, 09:49:52 pm
Is there a way to define where the DF process is running from? I can emulate this program on OSX and it works fine when starting up, but it can't link into DF that way, so I can't load my maps.

EDIT: Actually, maybe it doesn't even emulate right. Doesn't continue after Ogre's settings are applied for the first time...
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - now with 31.24 support(see first post)
Post by: thewonderidiot on March 28, 2011, 10:30:46 pm
Is there a way to define where the DF process is running from? I can emulate this program on OSX and it works fine when starting up, but it can't link into DF that way, so I can't load my maps.

EDIT: Actually, maybe it doesn't even emulate right. Doesn't continue after Ogre's settings are applied for the first time...
Not as far as I know. DFHack doesn't support OSX. Your best bet would be running everything in Parallels, I think. I'm not that sure about emulation in OSX though...
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: thewonderidiot on March 31, 2011, 09:24:42 pm
I updated the link in the first post with a Memory.xml that works with 31.25 for those who haven't found one yet. I've been getting absolutely railed by school recently, and I've got a job that I need to put time into as well, so progress on the new build has been a bit slow. I've been working on fixing up the threading model, and it should be done by the end of the weekend, no doubt. Once that's done, it'll be about time to head into the geometry generator full force.  :)
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: tuxu on April 06, 2011, 04:40:48 pm
The render above ground are superb however i terribly miss the way that the old visualizer by Baboonanza used to show my underground levels and elaborate tombs.
This one differs in the sense that it doesnt show the two sides of a room\compartment as the old one did, the old one had a way of interactivly culling the Z levels from below and above so the user would be left with the layer he care to take screen-shots of.
It was also a great tool for planning and analysis.

For me it also functions like WC3 cinematics did, a neat graphical reward after a long period of "hard work".

Anyhow, these are just the thoughts of a sole person who's also wants to say thank you for all of your hard work on this project.

Keep it up. :)

Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: thewonderidiot on April 06, 2011, 05:42:00 pm
Hey, thanks for the input! :D I'll definitely keep that in mind though. Z-level pruning will more than likely be in the next release, depending on how exactly geometry ends up getting generated. Should be pretty easy to do though. I didn't put any time into stuff that allows for cleaner visualizing of underground things in this release, since, to be honest, there's not much to see down there right now.  ;) The focus for all of the releases so far have been for mostly above-ground stuff. Now that we're cleaning things up and actually fleshing out the application, instead of piling more features on our hacked-together demo of a release, the underground stuff should be much more lively.


So, progress update. Still getting slaughtered by school work, and have been scrambling to find time to get work done for my part-time job. In what little down-time I've had though, I managed to finish the threading stuff (the core engine is now pretty much completely thread-safe) and minimize the hardcoded GUI as much as possible.

Here's what the title screen GUI script looks like:
Code: [Select]
local system = CEGUI.System:getSingleton()
local wmgr = CEGUI.WindowManager:getSingleton()
local cursor = CEGUI.MouseCursor:getSingleton()
local imgman = CEGUI.ImagesetManager:getSingleton()

imgman:create("TitleScreen.imageset");

local root = wmgr:loadWindowLayout("titleScreen.layout")

system:setGUISheet(root)
cursor:hide()

function statusBoxUpdated(e)
local statusbox = CEGUI.WindowManager:getSingleton():getWindow("Root/StatusBox")
local str = statusbox:getText().."\n"
local status = tolua.cast(Overseer:getSingleton():getCurrentState(),"TitleScreenState"):getStatus()
if status~="" then statusbox:setText(str .. status) end
end

The only line of code that actually involves the GUI at all in the title screen C++ file is this:
Code: [Select]
overseer->getGUIManager()->executeScript("titleScreen.lua");And that hard-coded string of "titleScreen.lua" will likely be abstracted to a config file by the time the first release rolls around. All of the GUI on the screen is defined in the titleScreen.layout XML file, which also tells the status box it creates to call the statusBoxUpdated lua function every time it is updated (once per frame). The title screen state itself has a (thread-safe) status queue that it pops a message off of each time getStatus() is called, or returns an empty string if there isn't a status to be displayed.

I don't see anything with the GUI changing much (if at all) before the first release, so this is pretty much exactly how the GUI for the main visualizer itself is going to be implemented, though it'll likely be a bit more involved.  ;) Anyways, it should be extremely customizable.

Now that I've got the threading working completely and the GUI stuff pretty much done, I'm going to pass over the geometry generator for now (I might temporarily hack in the old one) and get the item support working. The config files (which model to use for what by default, etc.) will probably come with this. I'll probably have a few screenshots of this stuff working soonish (within the next week or so), but don't expect anything too fancy yet.  ;D

EDIT: By the way, I forgot to mention something. The lua scripts won't be confined to the GUI, though in most cases the GUI will be their entry point. All of the scene management stuff that I code in the main visualizer will be public and accessible from lua, and I plan on making all of DFHack accessible from lua as well. This means that it'll be possible to script in completely new functionality through the lua scripts.  :D This way, nobody has to get their hands dirty with scripting, since all of the core functionality will be utilized in the default GUI scripts. However, for those people who do like to hack around with stuff, it'll be a lot easier than trying to get the C++ stuff and all of its dependencies to build.
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: Jeoshua on April 06, 2011, 06:40:35 pm
Is it possible to make the polys double-sided? So that I can fly around "inside" the ground and still see where the walls are?
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: thewonderidiot on April 06, 2011, 06:59:54 pm
Is it possible to make the polys double-sided? So that I can fly around "inside" the ground and still see where the walls are?

Yep, find the three Parent material scripts in materials/scripts/ and in each add the following to all of the passes of the technique you are using (default is basic, at the bottom):
Code: [Select]
cull_hardware none
cull_software none

For example, doing this to the basic technique in constructedParent.material would look like this:
Spoiler (click to show/hide)

That should work. I guess Ogre material scripts aren't the most readable things in the world, so I'll add a backface culling toggle to the GUI in the next release.
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: Jeoshua on April 07, 2011, 05:59:02 am
Yeah, cause I would have figured that would cull things BEHIND a wall, not the back-face OF the wall... subtle diff.
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - bugfix release (see 1st post)
Post by: Ethicalfive on April 08, 2011, 09:33:19 am
I think blender uses blender units. Which are not a real measurement. Converting from sketchup to blender does make for some gigantic models, but it's simple to scale, so I don't see how it's an issue at all.. I mean, your going to have to clean up the model likely after importing anyway right?

This is what I was referring to - SketchUp handles decimals of measurement units differently than Blender, so Blender winds up thinking that there are many more full-sized measurement units than SketchUp does. Sorry for being confusing. 

Is it simple to scale a model in Blender? I can't figure out how. I can't figure out how to do most things in Blender. Every time I try to use it I feel like I'm being slowly sucked into an whirlpool of gibbering insanity.
Oops, missed this one. Select your object(right click on it) then press the 's' key to scale. You can enter in an amount to scale by also after pressing s or go by eye. If your editing the object (tabbed in) then make sure you press 'a' and select all your vertices first.

Blender is alot like DF in a way, has some hard to learn shortcut key layouts and hard to navigate interface, but it's designed to help better streamline 3d work, once you learn all the keys, you can blaze through a model in no time. Theres some good video tutorials floating around that can greatly help with learning how to use it.
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: TerryDactyl on April 08, 2011, 07:03:21 pm
Yeah, I just got my video drivers updated and I'm still getting that blasted skydome error. Using lenovo m55.
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: Ghills on April 08, 2011, 08:37:23 pm
I think blender uses blender units. Which are not a real measurement. Converting from sketchup to blender does make for some gigantic models, but it's simple to scale, so I don't see how it's an issue at all.. I mean, your going to have to clean up the model likely after importing anyway right?

This is what I was referring to - SketchUp handles decimals of measurement units differently than Blender, so Blender winds up thinking that there are many more full-sized measurement units than SketchUp does. Sorry for being confusing. 

Is it simple to scale a model in Blender? I can't figure out how. I can't figure out how to do most things in Blender. Every time I try to use it I feel like I'm being slowly sucked into an whirlpool of gibbering insanity.
Oops, missed this one. Select your object(right click on it) then press the 's' key to scale. You can enter in an amount to scale by also after pressing s or go by eye. If your editing the object (tabbed in) then make sure you press 'a' and select all your vertices first.

Blender is alot like DF in a way, has some hard to learn shortcut key layouts and hard to navigate interface, but it's designed to help better streamline 3d work, once you learn all the keys, you can blaze through a model in no time. Theres some good video tutorials floating around that can greatly help with learning how to use it.

Thanks! I'll try that.

Does anyone know what scale I should be aiming for?
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: thewonderidiot on April 08, 2011, 08:42:47 pm
When you export Ogre mesh .xml's from blender, it usually does 1 blender unit = 1 ogre unit. The current release of overseer has 10x10 ogre unit tiles. So that's a starting point. We can always scale the models to the proper size later if needed.

Yeah, I just got my video drivers updated and I'm still getting that blasted skydome error. Using lenovo m55.

That's really weird. Can you give me an exact graphics chipset? If you're using integrated graphics, how well does it play newish 3D games that use shaders?
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: Ghostbird on April 09, 2011, 02:32:50 pm
This answer has probably been answered earlier in the thread, but I'm too tired to read it entirely, and the search function doesn't work for threads.

Is it possible to compile Ogreseer on Linux systems?
If so, will you put the source up for download?
If you need help testing Ogreseer compile and run on Linux, I'd like to help. (Like I did with the Overseer Linux version) In a week, I've got third quarter exams this week.
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: thewonderidiot on April 09, 2011, 02:44:01 pm
Is it possible to compile Ogreseer on Linux systems?

The answer is a resounding maybe. The limiting factor before was the shaders in some of the libraries we used. Sexymustard got it working in OpenGL on his computer, but it still refuses to run on my computer. There's some windows-specific code in the initialization code too, but it won't be a big deal to slap some preprocessor stuff around that and throw in a linux equivalent. I'll have a chance to look at this stuff more during spring break next week.
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: TerryDactyl on April 10, 2011, 02:48:20 pm
I'm not sure. I only play Dwarf Fortress.
 :o

Q965/963 Express Chipset.

Looks like I'd better focus on migrating the rest of my settings / hardware / files from the old computer, soon. If it's affecting my game, then it's affecting photoshop and my work, too.
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: thewonderidiot on April 10, 2011, 02:57:18 pm
Q965/963 Express Chipset.

Well, there's your problem. According to Intel's website, the Q965 chipset only supports up to shader model 2.0, which, as I said, is almost a decade old.  :-\ Our minimum requirements are 2.0a, I think (there's actually a very large difference between these two). I'm not entirely sure we'd be able to get everything working under pure SM2.0.
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: TerryDactyl on April 10, 2011, 05:10:06 pm
Well, carp.

Sorry t'bother you, mate.
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: thewonderidiot on April 10, 2011, 09:06:37 pm
Well, carp.

Sorry t'bother you, mate.
It's cool, don't worry about it.  :) Sorry we don't support your chipset.

So, in other news. I've been coding like mad all weekend, but all of it has been for work. Haven't touched the Overseer codebase. HOWEVER, I have done a lot of thinking about how the item system. Specifically, how to store the model configuration. Since I want models to be swappable (individually as well as en masse) in-visualizer, it'll probably store all known models for each item under that item in an XML file, with the default to be used marked. There are two problems raised by this: first, with the sheer number of items in DF, there's a chance that this can get pretty tedious to edit pretty fast. Especially if somebody makes a "set" of models that have similar themes. Second, multiple possible models per item would also exponentially increase the download size.

Both of these problems can be solved by having model 'packs' that can be downloaded. There's still a problem there, though... merging two packs would be quite a chore.

So here's the thought. I'm thinking about making a package manager for Overseer. When you download a package of models or textures, you would be able to install it by opening it with the package manager. The package manager would merge the package's config files into the main Overseer files and lay out the new files and folders as nicely as possible. You'd be able to set the new package as all defaults, no defaults, or possibly even manually merge -- the newly installed model or texture would be displayed side-by-side with the current default and you'd be able to click on which one you want Overseer to use as the default model/texture.

Taking a step even further back, it wouldn't be too much more of a stretch to set up a repository of these packs, so the package manager could just go out and grab packs you select to have installed, and then it would be able to download and merge in everything. Maybe if you select 4 packages with the same item in them, the merger would display all four plus the current default and you can select which you like best to be set as default.

Anyways, this is all theoretical, and not at all necessarily how the final system is going to work -- but I think it's something worth looking into. I know that this is a lot of overhead for a visualizer ::) I'd like to hear what you guys think though.

Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: Qwang on April 12, 2011, 09:44:20 pm
I have what may sound to be an odd question regarding Overseer. I like to make 1:1 scale above ground structures generally based off existing models. Overseer seems to size the z levels to be about half as high as I would prefer so all my projects come out looking squashed. I was wondering if it was possible to have it render things to be twice the height? My alternatives are Stonesense which does this as well or building all my structures with double the height which seeing as my newest one used 22k + in stone for its structure would be a major pain. Sad thing is 22k stone was for a quick idea I had which only ate up 2 weeks start to finish. Aside from that I love the visualizer.
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: Jeoshua on April 12, 2011, 09:55:56 pm
I always imagined the tiles as 1:1:1 in every dimension.  Dwarves are roughly cubic, as are their structures.

Humans should have their heads at 1 z-level above ground, and probably should need high clearance ceilings, as far as Dwarves are concerned.  And for that matter, trees should be massively taller than they are now.

But that's just my interpretation.
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: Draco18s on April 12, 2011, 11:08:12 pm
Personally I ascribe to the 2.5 x 2.5 x 6.25 feet dimensions, which was calculated from water consumption and volume values.

But that's me.
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: Jeoshua on April 12, 2011, 11:14:45 pm
But why would Dwarves build a door/ceiling 6 feet high?

I guess no-one said they weren't crazy.

And you do realize that 2.5 x 2.5 x 6.25 is about equal to 3.25 cubed, right?
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: Qwang on April 13, 2011, 12:53:57 am
Ahh the long discussion regarding scale, I've lurked these forums for a few years so I've seen the threads. Determining scale can be difficult when there is no set scale in game and your project is a 1:1 scale object. I generally find the smallest meaningful item or piece of furniture and count that as a 1x1x1 square. After I've done that I'll compare that too known dimensions to ensure its accurate. It can take an hour or so to scale a known size object to DF terms this way but seems to be accurate. It is also fairly rare IRL to have a selection of structures that all share a common height per floor. A house may have 7 foot high ceilings but a skyscraper or large craft may have far more. Unfortuantley no matter what the scale actually is all the visualizers seem to make the Z axis shorter than ideal for my purposes.
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: Aeon Blue on April 13, 2011, 05:22:03 am
Amazing. This might make me feel better about embarking on hilly/mountainous maps. Will be back for more effusive praise after I've actually used it and have something worthwhile to say.
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: Draco18s on April 13, 2011, 09:24:08 am
And you do realize that 2.5 x 2.5 x 6.25 is about equal to 3.25 cubed, right?

Closer to 3.39

And while yes, you can arbitrarily divide 39 (or 40) cubic feet into any number of rectangular prisms doesn't mean they're all equal.

6 x 6 x 1.1 is also the same volume, but I don't think anyone here would say that's a DF tile.
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: thewonderidiot on April 13, 2011, 09:32:28 am
Well, as per the original question, z-scaling via a slider is a planned feature for the next version. I'll know by next week approximately how long the next version will take to finish; if it looks like it's going to take a bit longer I'll drop this (and maybe a few other simple features) into the current release to tide things over.
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: Qwang on April 13, 2011, 11:16:27 am
Thanks for the info thewonderidiot. Ill keep an eye on this thread for updates.
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: Jeoshua on April 13, 2011, 04:27:01 pm
Even tho I always have seen the tiles as 1:1:1 cubes, it would be useful to scale the landscape vertically to test to see what my fort would look like if it were taller... or built by humans or something.

Okay maybe not useful, but awesome anyways.
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: SlimyMarmot on April 15, 2011, 07:02:05 pm
A small problem: I could edit the colours of materials in 0.50 just fine by editing the values in xml files under "colors" folder, but for some reason nothing happens this time. What am I missing?
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: thewonderidiot on April 15, 2011, 08:12:31 pm
A small problem: I could edit the colours of materials in 0.50 just fine by editing the values in xml files under "colors" folder, but for some reason nothing happens this time. What am I missing?

The "colors" directory is there for the material regeneration script. See the regenerateMaterials.py in the main directory? If you have python, run that  ;D

We did it this way since the actual color value gets split up into multiple files, and it's easier to regenerate the material definitions via a script to make a single color change than it is to go rooting through multiple files. The script will likely be automated into Overseer itself eventually, so you don't need to run it for each change.
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: SlimyMarmot on April 16, 2011, 05:11:56 am
Works like a charm, thanks. That unexpectedly pink stone was starting to disturb my megaproject's self-image.
I also feel the need to once again exclaim what a magnificent visualizer this is. Keep up the good work!
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: cephalo on April 17, 2011, 06:04:12 pm
I'm having no luck with this. I must be doing something wrong, but when I start DF and then overseer, its taking forever to do anything, and my computer becomes unresponsive to the point that I just have to unplug the machine. Are there some instructions I need to follow?
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: thewonderidiot on April 17, 2011, 06:45:44 pm
I'm having no luck with this. I must be doing something wrong, but when I start DF and then overseer, its taking forever to do anything, and my computer becomes unresponsive to the point that I just have to unplug the machine. Are there some instructions I need to follow?

What are your system specs -- RAM and video card? If I had to guess, you don't have enough RAM, but I can't tell you anything based on what you've told me.
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: cephalo on April 17, 2011, 07:20:41 pm
I'm having no luck with this. I must be doing something wrong, but when I start DF and then overseer, its taking forever to do anything, and my computer becomes unresponsive to the point that I just have to unplug the machine. Are there some instructions I need to follow?

What are your system specs -- RAM and video card? If I had to guess, you don't have enough RAM, but I can't tell you anything based on what you've told me.

Sorry for the vague message. Here is some more info.

Windows Vista
2GB RAM Intel Core2 1.86GHz 1.86GHz
NVidia GeForce 8600 GTS 256MB

The behavior that I'm seeing in the console is, after loading all the Z-levels it begins to load textures. Each texture takes about 5 -10 minutes to load. During this time I can't do anything with my computer.

I also, as I'm writing this, discovered that I do have a problem with my video driver that needs fixing. I had a power outage during an automatic windows update a couple days ago. I do not know if its related to my overseer problem.

EDIT: Fixed my driver problem with new drivers, but I'm still having trouble. The map I'm using is a huge 6x6, so I'm going to try a 3x3 to see what happens, if it's a RAM issue maybe this will help.

EDIT2: Ok, a 3x3 works perfectly! DANG. I soooo want to see my big fort. I wonder if I let the thing run all night if it will still work?
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: thewonderidiot on April 17, 2011, 10:57:37 pm
Ah, glad to see you got it all figured out.  :D Unfortunately, yeah, 6x6 embark is likely to have tens, if not hundreds of millions of polygons. There isn't the paging support yet to handle dealing with the sheer number of triangles the geometry generator puts out for larger embarks. ::) Perhaps in the future, though. When I move off of the item/interface stuff and onto the geometry generator, I'll look at handling larger scenes better.
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: cephalo on April 17, 2011, 11:48:18 pm
I actually got it to work. It took about 4 hours to begin, probably using virtual memory etc, but once it started it was actually usable. There were some big 20 second lag spikes occasionally, but I got to see my fort. One thing that was problematic due to my pushing the limits was that I couldn't see the map at nightime, and sometimes the lag spike would eat up the whole daytime. Nighttime is great for atmosphere, but when you really want to examine your fort and having fps trouble its really in the way. It would be great to turn that off as an option.
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: thewonderidiot on April 18, 2011, 12:03:35 am
There's a time multiplier in overseer.ini. If you set the multiplier to zero, time won't pass (unless you scroll the mouse wheel).

EDIT: It is interesting that you have it running somewhat usably though. The 20-second lag spikes are due to very large pieces of geometry (mineral types, presumably) being loaded in and out of the scene, nominally for performance. If they were split up a little bit more smartly, I might be able to get away with just taking advantage of that and not writing the paging stuff myself. Hmm....
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: cephalo on April 18, 2011, 08:59:00 am
I noticed that there was a init variable that was intended to avoid spoiling the content underground. Since I was mainly interested in my above ground fort, I could probably get a much better framerate and memory usage by eliminating 100 or so Z-Levels correct?
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: thewonderidiot on April 18, 2011, 09:56:33 am
I noticed that there was a init variable that was intended to avoid spoiling the content underground. Since I was mainly interested in my above ground fort, I could probably get a much better framerate and memory usage by eliminating 100 or so Z-Levels correct?

Yeah, definitely. Less z-levels will make things much faster.
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: ArcaneSaint on April 18, 2011, 04:52:01 pm
I can't get this to work. How am I supposed to run it? Using DF v0.31.25, I got the latest version of Overseer, I replaced the Memory.xml with the stuff you said to replace it with in the OP. I run DF, I build a little tower, I pause. Then I run Ogreseer, select direct3d9 subsystem, run.. screen turns black, loading. A "bing" is heard, I alt-tab and am confronted by an error box "Could not attach to Dwarf Fortress! Are you sure it's running?" (Yes, I'm sure it's running, look at the window just left of you, you can see DF running right there!)

I've got the fortress overseer installed to C:\Dwarf Fortress v0.31.25 MOD\Overseer0.51
The mod is just one custom race+metal, could this be causing the problems? Or do I have to run Ogreseer from a certain location? There's no readme or help file anywhere!
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: thewonderidiot on April 18, 2011, 05:32:33 pm
I can't get this to work. How am I supposed to run it? Using DF v0.31.25, I got the latest version of Overseer, I replaced the Memory.xml with the stuff you said to replace it with in the OP. I run DF, I build a little tower, I pause. Then I run Ogreseer, select direct3d9 subsystem, run.. screen turns black, loading. A "bing" is heard, I alt-tab and am confronted by an error box "Could not attach to Dwarf Fortress! Are you sure it's running?" (Yes, I'm sure it's running, look at the window just left of you, you can see DF running right there!)

I've got the fortress overseer installed to C:\Dwarf Fortress v0.31.25 MOD\Overseer0.51
The mod is just one custom race+metal, could this be causing the problems? Or do I have to run Ogreseer from a certain location? There's no readme or help file anywhere!

Well, that's odd. DFHack is failing to attach to the DF process for some reason. You should only receive that error if your Memory.xml is outdated, so if you replaced it correctly, you shouldn't be seeing that. Hm... try running it as administrator and see if that helps.
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: Christes on April 19, 2011, 01:13:18 am
I'm getting an error when I try to run it:

Spoiler (click to show/hide)

Any ideas what it could be?
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: Aeon Blue on April 19, 2011, 02:02:05 am
I love the idea, but when I saw it in action I was underwhelmed. If you ever get more than walls and floors in, though, this could be amazing.
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: ArcaneSaint on April 19, 2011, 03:18:42 am
Well, that's odd. DFHack is failing to attach to the DF process for some reason. You should only receive that error if your Memory.xml is outdated, so if you replaced it correctly, you shouldn't be seeing that. Hm... try running it as administrator and see if that helps.
I'm administrator all right.
Wait, it's working now. I did the .xml thing again, only this time when redirected to http://cloud.github.com/downloads/mikestewart/Overseer/Memory.xml I choose to display the page's source code(view-source:http://cloud.github.com/downloads/mikestewart/Overseer/Memory.xml) and got a different text. I copied that one and pasted it into memory.xml and now it's working like a charm :D!

I feel so stupid now.
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: thewonderidiot on April 19, 2011, 11:36:04 am
I'm getting an error when I try to run it:

Spoiler (click to show/hide)

Any ideas what it could be?

Hmm... make sure you have DirectX 9 installed.

I love the idea, but when I saw it in action I was underwhelmed. If you ever get more than walls and floors in, though, this could be amazing.

The current release is a preview release of things to come, so people can view their megastructures and stuff in 3D. It's nowhere near finished yet. ;)

Well, that's odd. DFHack is failing to attach to the DF process for some reason. You should only receive that error if your Memory.xml is outdated, so if you replaced it correctly, you shouldn't be seeing that. Hm... try running it as administrator and see if that helps.
I'm administrator all right.
Wait, it's working now. I did the .xml thing again, only this time when redirected to http://cloud.github.com/downloads/mikestewart/Overseer/Memory.xml I choose to display the page's source code(view-source:http://cloud.github.com/downloads/mikestewart/Overseer/Memory.xml) and got a different text. I copied that one and pasted it into memory.xml and now it's working like a charm :D!

I feel so stupid now.

Great, glad you got it working!  :D
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: Christes on April 19, 2011, 01:31:35 pm
I'm getting an error when I try to run it:

Spoiler (click to show/hide)

Any ideas what it could be?

Hmm... make sure you have DirectX 9 installed.

I just reinstalled it and it made no difference.  It's entirely possible that I've done something wrong, since I'm generally not very good at these things.
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: thewonderidiot on April 19, 2011, 02:03:06 pm
I'm getting an error when I try to run it:

Spoiler (click to show/hide)

Any ideas what it could be?

Hmm... make sure you have DirectX 9 installed.

I just reinstalled it and it made no difference.  It's entirely possible that I've done something wrong, since I'm generally not very good at these things.

Ugh. I've done some looking into the issue, and what you have there is an open bug on the Ogre mantis bug tracker. Not sure why it's manifesting itself for you and not anybody else. What kind of video card do you have?
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: Christes on April 19, 2011, 02:13:56 pm
Geforce GTX 470
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: They Got Leader on April 26, 2011, 12:07:34 am
Christes, I have the same error. Nvidia Geforce GTX 470 as well. Something seems to be not working.
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: thewonderidiot on April 26, 2011, 02:50:50 pm
Well, that's very interesting. Just to be sure, have you both installed the latest drivers from nVidia? If you've both got the most recent drivers and DX9, then there might be something up with the GTX 470 and Ogre. If you guys are on the latest drivers, I'll post a note on the Ogre bug tracker.
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: They Got Leader on April 26, 2011, 04:12:05 pm
Will check update.
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: They Got Leader on April 26, 2011, 04:30:09 pm
Alright, so the driver needed serious updating. I updated it and then checked my Direct X version. I am using the latest Nvidia Geforce GTX 470 driver with Direct X 11. I am still receiving the same error.
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: thewonderidiot on April 26, 2011, 06:02:43 pm
Right. I'll post this on the bug tracker and let you know if anything comes up. Sorry about the issues.
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: andyman564 on April 27, 2011, 12:15:32 am
awesome visualizer! i'm looking forward to future releases.

EDIT:Bug report i viewed one of my forts that has a natural waterfall and while Ogreseer rendered the water for the upper half of the river perfectly it left the lower half empty.
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: Coco146 on May 02, 2011, 02:58:44 pm
absolutely awesom
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: thewonderidiot on May 02, 2011, 08:44:53 pm
awesome visualizer! i'm looking forward to future releases.

EDIT:Bug report i viewed one of my forts that has a natural waterfall and while Ogreseer rendered the water for the upper half of the river perfectly it left the lower half empty.

Yeah, water around waterfalls is funky. It's probably trying to prevent drawing multiple layers of water for the same body, and getting confused and getting rid of the river instead of the waterfall piece that it's conflicting with. I bet if you unpause DF, pause it again, and rerun Overseer, at least some of the time it'll draw the lower river.

Anyways, that's just speculation. I didn't handle waterfalls and turbulent water very gracefully -- just as a sample/placeholder. I'm looking to replace waterfalls with particle effects to make things look more natural down the road. When that happens, the water issue should disappear. Thanks for the bug report, though, I'll make sure it gets fixed.  ;)
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: Halnoth on May 03, 2011, 09:10:45 pm
3 things

1. I am getting the same bug as They Got Leader and I have geforce as well.
2. Is there anyway to get the old overseer (before you switched to ogre) to work with .25?
3. If somehow I get it to work will it show a large vertical map, as in, 230 z levels up from ground level? Overseer worked long enough to see it stopped at z level 189 or so above ground level.
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: Halnoth on May 05, 2011, 01:56:01 am
Alright, I got it too work. I reinstalled directx 10 and that seemed to fix the issue. As to the vertical map that was a derp moment for me, although DF shows the top of the mountain as 230 z level in reality hell is at z level 50 for some reason so overseer was in fact rendering the entire map.
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: Zorromorph on May 05, 2011, 11:31:46 pm
As an FYI, I'm getting a different error(latest version, 31.25 Memory.xml). 

"OGRE EXCEPTION(2:InvalidParametersException): Named constants have not been initialized, perhaps a compile error, in GpuProgramParameters:: _findNamedConstantDefinition at ..\..\..\..\OgreMain\src\OgreGpuProgramParams.cpp(line 1423)."

Thanks for all your work for the community. 
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: nil on May 06, 2011, 02:25:59 pm
Is there any way to add in textures?  My current fort is a (very) above-ground (http://mkv25.net/dfma/map-10260-mudposts) city of stoneware, but since stoneware constructions show up as untextured white boxes I'm unable to use Overseer to display its true glory.

If this can only be done from your end, a placeholder copying something like marble or claystone would be more than sufficient and greatly appreciated.


edit: Also the memory.xml linked on the first post is got corrupted or vandalized or something, didn't work at all.  I was able to get the right one by copying from DF hack but you may still wanna fix it.
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: thewonderidiot on May 06, 2011, 04:25:57 pm
"OGRE EXCEPTION(2:InvalidParametersException): Named constants have not been initialized, perhaps a compile error, in GpuProgramParameters:: _findNamedConstantDefinition at ..\..\..\..\OgreMain\src\OgreGpuProgramParams.cpp(line 1423)."

That would be Ogre failing to compile the Cg shader for your graphics card. Be sure your graphics card drivers are completely up-to-date; that's the most common cause of stuff like this.

Is there any way to add in textures?  My current fort is a (very) above-ground (http://mkv25.net/dfma/map-10260-mudposts) city of stoneware, but since stoneware constructions show up as untextured white boxes I'm unable to use Overseer to display its true glory.

Sure. Check out Ogre.log, somewhere in there you'll find lines of it complaining about materials not being defined. You can then add the missing materials to the various *.material scripts, using the already existing materials as a guideline.

edit: Also the memory.xml linked on the first post is got corrupted or vandalized or something, didn't work at all.  I was able to get the right one by copying from DF hack but you may still wanna fix it.

Shouldn't be -- it looks fine to me. How did you try to download it? If you copied and pasted from something like Firefox, then the formatting is going to be all wrong. You need to either save the page with File->Save/Ctrl+s or copy and paste the page source.
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: nil on May 06, 2011, 04:44:42 pm
[
Is there any way to add in textures?  My current fort is a (very) above-ground (http://mkv25.net/dfma/map-10260-mudposts) city of stoneware, but since stoneware constructions show up as untextured white boxes I'm unable to use Overseer to display its true glory.

Sure. Check out Ogre.log, somewhere in there you'll find lines of it complaining about materials not being defined. You can then add the missing materials to the various *.material scripts, using the already existing materials as a guideline.
Awesome, thanks!  Worked like a charm:
Spoiler (click to show/hide)
edit: Also the memory.xml linked on the first post is got corrupted or vandalized or something, didn't work at all.  I was able to get the right one by copying from DF hack but you may still wanna fix it.

Shouldn't be -- it looks fine to me. How did you try to download it? If you copied and pasted from something like Firefox, then the formatting is going to be all wrong. You need to either save the page with File->Save/Ctrl+s or copy and paste the page source.
Ah, yea, Chrome garbled it all up.  You're right, save-as gave the right version.
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: Greiger on May 06, 2011, 06:11:21 pm
Still an awesome program, but in my most recent fort I noticed a glaring flaw.

NO MAGMA!

I mean building a front gate over a volcano isn't nearly as awesome looking if it just looks like building a gate over a really really deep hole with black sides and a white bottom.  Am I just missing a file or is the program unable to read magma at this point?
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: thewonderidiot on May 06, 2011, 07:23:09 pm
No magma support yet. Next version, when I get time to work on it again. Engineering school + part-time job are killing my time right now  ::). It's coming though, so be patient.  :)
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: Greiger on May 06, 2011, 07:28:36 pm
Ah kk.  I got something similar going on now (full time job part time school)  It's crazy how little free time you have when you are actually trying to accomplish something with your life.

Can't wait til humanity turns into just a bunch of brains in a jar hooked up to a computer that plays DF 0.98.21b at 50FPS with 20 dwarves and we don't need such silly things like jobs or careers.
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: andyman564 on May 10, 2011, 12:44:36 am
awesome visualizer! i'm looking forward to future releases.

EDIT:Bug report i viewed one of my forts that has a natural waterfall and while Ogreseer rendered the water for the upper half of the river perfectly it left the lower half empty.

Yeah, water around waterfalls is funky. It's probably trying to prevent drawing multiple layers of water for the same body, and getting confused and getting rid of the river instead of the waterfall piece that it's conflicting with. I bet if you unpause DF, pause it again, and rerun Overseer, at least some of the time it'll draw the lower river.

Anyways, that's just speculation. I didn't handle waterfalls and turbulent water very gracefully -- just as a sample/placeholder. I'm looking to replace waterfalls with particle effects to make things look more natural down the road. When that happens, the water issue should disappear. Thanks for the bug report, though, I'll make sure it gets fixed.  ;)

thanks for the explanation! and you're right, i reloaded Overseer and it drew in both the lower and upper river correctly, but left several murky pools empty...

my current project is damming said river, so i guess it won't be much of a problem once the reservoir fills up.
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: runlvlzero on May 11, 2011, 05:18:38 am
woot, i updated directx and it works like a charm =)

(laughably i did not bother to install directx cause all i use my computer for is dwarf fortress!) lol

anyway it looks like obsidian is a dead project, thanks for stepping up to the plate!

having the visualizer really brings the forts to life... now i just wish i didn't casually delete my 12 hr old fort before finding this =)

water even has reflections O.o... this could be looking better then oblivion =P it almost does with the clean classic textures )
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: DrKillPatient on May 14, 2011, 05:12:53 pm
Can this be run on Linux? I know DFHack works, but my guess is Wine won't recognize DF...
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: thewonderidiot on May 14, 2011, 05:19:29 pm
Can this be run on Linux? I know DFHack works, but my guess is Wine won't recognize DF...

Currently no, we haven't worked out the kinks with OpenGL yet.
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: Karakzon on May 18, 2011, 08:14:59 am
so so. tryed using on 31.25, didnt run with just the programn download. read that we need that memory thing, ok, but everytime i open the link it dosent show a file, just code. ok, so, do you have a file or such i can download for this? because i have no idea about anything concerning code.

windows 7 and a dell laptop mind. if that would cause any problems.
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: Lovechild on May 18, 2011, 08:33:55 am
Right-click the memory link and choose "Save Target As".
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: Karakzon on May 18, 2011, 11:29:09 am
Right-click the memory link and choose "Save Target As".

you i love right now. thanks.
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: cephalo on May 21, 2011, 12:13:48 am
Sorry if this has already been mentioned, is there a way to scale everything in the Z direction? I always do that with my forts in my mind, I guess from the fatigue induced by switching Z levels. My new majestic tower, as it turns out, is flat as a pancake... It looks like a UFO. If I could just stretch it upwards, it would be more like I imagined it to be.

One of the older visualizers for 40d allowed this. I used the heck out of it.
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: thewonderidiot on May 22, 2011, 09:57:54 pm
Yeah, it's been requested before, and will be in the next release.
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: Psithief on May 30, 2011, 07:31:06 am
Oh...

Perhaps I can refrain from skipping every other Z-level now.
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: Hitty40 on May 30, 2011, 09:20:26 am
(http://www.flickr.com/photos/63452038@N02/5775892237/)

If the image doesn't show up, heres the link:

http://www.flickr.com/photos/63452038@N02/5775892237/ (http://www.flickr.com/photos/63452038@N02/5775892237/)

May have to zoom in your web browser to see the image.

Anyway I can fix this?
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: Hitty40 on May 30, 2011, 10:20:11 am
Bump.
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: da_nang on May 30, 2011, 02:09:13 pm
Code: [Select]
22:00:39: OGRE EXCEPTION(3:RenderingAPIException): Cannot create device! in D3D9Device::createD3D9Device at ..\..\..\..\..\RenderSystems\Direct3D9\src\OgreD3D9Device.cpp (line 707)Does anyone have any ideas on how to fix this error? I have updated my DirectX 3D drivers, but it didn't help.
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: thewonderidiot on May 31, 2011, 11:20:02 am
Anyway I can fix this?

Did you download the 31.25 Memory.xml from the first post and overwrite the old one in the Overseer directory? If not, right click->save as on the link in the first post. If you have, are you using the SDL version of 31.25? DFHack only supports the SDL version, not the legacy version. If things still aren't working, give me more details like operating system and such.

Code: [Select]
22:00:39: OGRE EXCEPTION(3:RenderingAPIException): Cannot create device! in D3D9Device::createD3D9Device at ..\..\..\..\..\RenderSystems\Direct3D9\src\OgreD3D9Device.cpp (line 707)Does anyone have any ideas on how to fix this error? I have updated my DirectX 3D drivers, but it didn't help.
Try installing the latest drivers for your video card and the latest DirectX from Microsoft's website. That should fix your problem.
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: psychoe on June 05, 2011, 12:17:00 pm
I have the same problem

OGRE EXCEPTION


I am using Windows 7 Ultimate 64-Bit

I coped the .xml file and overwritten the old one in the Overseer0.51 folder

Was also wondering if needed to do anything with the Dwarf Fortress Original (df_31_25_win) folder to make it work ??

Lastly I also have a 100mbit server that is fast and I am willing to support you guys by giving you access


Regards

PsychoE
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: thewonderidiot on June 10, 2011, 11:58:47 pm
OGRE Exceptions are 99.9% of the time caused by outdated video card drivers or DirectX. Be sure that you're completely up to date with everything (note: if you're using stock windows drivers or DirectX, you are likely not up to date!)

The server sounds awesome. For now the best you could do would be to mirror the current version and let me link it in the first post. Thanks!

So, the next version is going to be a while coming.  :-\ Probably not until the end of the summer when sexymustard and I switch into full game development mode. Things are super busy right now. I've got an internship this summer developing a lunar rover simulator at NASA ( :D), and that's going to eat most of my time. I'll put in work when I can, but it probably won't be too often. Additionally, NASA blocks almost every port there is, and is not exactly the best in general, so I won't be able to hang out in #dfhack all day either. My work on the rover simulation will likely continue past the end of the summer, but I'm hoping to find a bit more free time as I have what I hope will be a less intense quarter coming up at school this year.

Anyways, I'll keep you guys posted. I know it sucks not having a fully functional visualizer available; I want one too! The next version is definitely coming (you can hold me to that  ;)), it just may take a bit to show up.
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: Eeote on June 11, 2011, 09:10:43 am
All right, so i try to load it and it is all well and it loads alot of stuff i can see in the command thingy, but when it gets to a place where it says D3D9 : Loading 2D Texture, image name : 'waves2.dds' with 5 mip map levels it crashes. How do i fix this?

Edit: My Dwarf Fortress crashes too when this happens
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: Greiger on June 11, 2011, 10:44:16 am
I don't know how to solve the Overseer error but there's a program in DFHack called DFUnstuck.   

Utilities that read memory like overseer need to suspend the DF process for a split second while they read the data.  If the utility fails for some reason in the middle of this, the DF process never gets resumed and causes it to appear to crash.  Which is more than likely what caused your problem with DF itself.

DFUnstuck just tells the DF process to resume allowing it to run again.  It exists only to get DF to run again when something DFHack related fails.  It is handy to have when using these DFHack based utilities so that you don't lose a season or more of work if a utility has something go wrong.
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: Eeote on June 11, 2011, 10:59:26 am
Oh, thanks! I have tried once before to lose 5 hours of work because DF randomly crashed and i would like to avoid further incidents like that in the future
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: thewonderidiot on June 11, 2011, 03:18:23 pm
Note that unstuck will only fix freezes caused by crashing utilities -- if DF hangs by itself there's nothing you can do.

As for your error, again it sounds like outdated video card drivers or DirectX. Try updating both of those and see if Overseer works. If it still doesn't work after that, let me know what video card and operating system you're on.
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: Eeote on June 11, 2011, 05:01:19 pm
All right, so i updated my video card drivers and i have directx9 (i believe it is this i need) and still get the same crash.

My video card is a ATI Mobility Radeon HD 5470 and i am running Windows 7 64bit. I have 3 gigs of ram and have an Intel i3 processor if it is of any importance

Edit: I fixed it, i found the correct DirectX 9 update, thanks :)
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: They Got Leader on June 16, 2011, 07:14:13 pm
Code: [Select]
OGRE EXCEPTION(3:RenderingAPIException): Cannot restore D3D9
vertex buffer: Ran out of memory in
..\..\..\..\..\RenderSystems\Direct3D9\src\OgreD3D9HardwareVertexBuff
er.cpp (line 264)

...? It runs for a little while, then gives me this error.
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: GreatWyrmGold on June 22, 2011, 08:42:26 pm
Would it be possible to zip Fortress Overseer so that it doesn't take so long to download?
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: SpeedyBanana on June 23, 2011, 09:46:06 pm
I'm running 31.25 and I have the updated XML for Overseer

I get the following error:

OGRE EXEPTION(3:RenderingAPIException);
D3DXLoadSurfaceFromSurface failed in
D3D9HardwarePixelBuffer::blitToMemory at
..\..\..\..\..\RenderSystems\Direct3D9\src\OgreD3D9HardwarePixelBuffer
.cpp (line802)

Any help?

Using Windows 7 64bit

Not sure what other info would be useful

Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: thewonderidiot on June 24, 2011, 12:30:42 am
Code: [Select]
OGRE EXCEPTION(3:RenderingAPIException): Cannot restore D3D9
vertex buffer: Ran out of memory in
..\..\..\..\..\RenderSystems\Direct3D9\src\OgreD3D9HardwareVertexBuff
er.cpp (line 264)

...? It runs for a little while, then gives me this error.

As always, make sure your graphics drivers and DirectX are up to date. If not, it might be a bug in Ogre. What OS/video card do you have?

Would it be possible to zip Fortress Overseer so that it doesn't take so long to download?

Overseer is currently distributed in a self-extracting 7z archive. 7z has one of the best compression ratios around, so further zipping the 7z archive probably wouldn't do much for you.

I'm running 31.25 and I have the updated XML for Overseer

I get the following error:

OGRE EXEPTION(3:RenderingAPIException);
D3DXLoadSurfaceFromSurface failed in
D3D9HardwarePixelBuffer::blitToMemory at
..\..\..\..\..\RenderSystems\Direct3D9\src\OgreD3D9HardwarePixelBuffer
.cpp (line802)

Any help?

Using Windows 7 64bit

Not sure what other info would be useful



We discussed this a few pages back... it's been showing up on certain graphics cards. What video card do you have?
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: Lancezh on July 04, 2011, 04:42:44 pm
I dont know wether you have a use for it actually but i created a video covering your mod in my tutorials here:

http://www.bay12forums.com/smf/index.php?topic=88207.0

Directlink to Video: http://www.youtube.com/watch?v=lgTja48gRhE

Thank you very much for this mod, it is simply stunning!

Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: runlvlzero on July 04, 2011, 11:46:20 pm
another really cool thing to do with this is in adventure mode when in a town =) I used it in a human town built into the mountain-side and it was pretty cool
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: Fridgetroll on July 05, 2011, 06:46:40 am
I got overseer to work a couple times, but now it throws an exception every time.

My vid drivers are current and I've upgraded directx.

Looking in the log, it complained that there were no entries for dacite, so I just copied and renamed
all the relevant bits for andesite and that fixed that issue.

I've found a couple more issues that I don't think are the source of the exception as it keeps on processing after them.

04:00:50: Can't assign material rough_magma to SubEntity of Ogre/MO139 because this Material does not exist.
 Have you forgotten to define it in a .material script?

I suppose I can kluge that one too, but it seems tragic that a DF utility doesn't know about magma.

04:00:54: Mesh: Loading fir05_30.mesh.
04:00:55: WARNING: fir05_30.mesh is an older format ([MeshSerializer_v1.40]);
 you should upgrade it as soon as possible using the OgreMeshUpgrade tool.

I ran OgreMeshUpgrade on that file and it still gives the warning.

Here's where it chokes:

04:24:01: Mesh: Loading stairs.mesh.
04:24:01: Texture: constructedN.png: Loading 1 faces(PF_R8G8B8,512x512x1) with
 hardware generated mipmaps from Image.
 Internal format is PF_X8R8G8B8,512x512x1.
04:24:01: OGRE EXCEPTION(3:RenderingAPIException):
 Cannot create D3D9 pixel shader Fragment/ReliefMapSelfShadingC from microcode.
 in D3D9GpuFragmentProgram::loadFromMicrocode
 at ..\..\..\..\..\RenderSystems\Direct3D9\src\OgreD3D9GpuProgram.cpp (line 369)

My graphics card is an ATI FireGL V7100.

As I said, it was working. I managed a screencap of my worksite before starting on a megaproject.
I was hoping to take screencaps showing the progress of construction. 

Any clues?

Thanks.
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: thewonderidiot on July 06, 2011, 10:09:32 pm
I dont know wether you have a use for it actually but i created a video covering your mod in my tutorials here:

http://www.bay12forums.com/smf/index.php?topic=88207.0

Directlink to Video: http://www.youtube.com/watch?v=lgTja48gRhE

Thank you very much for this mod, it is simply stunning!



Awesome, thanks for making a video about us! Much appreciated.

another really cool thing to do with this is in adventure mode when in a town =) I used it in a human town built into the mountain-side and it was pretty cool

I actually didn't realize that Overseer could do this until well after it was released. Completely surprised me. I'm pretty excited to check out the new towns in the next release.

I got overseer to work a couple times, but now it throws an exception every time.
...
Any clues?

Thanks.

Holy bug report, Batman. Thanks for being thorough! There's a relatively lengthy discussion about this over on the Ogre forums, it seems to have only really manifested itself in one other game before, and the cause of that isn't applicable to the shader in question. I have a guess though: your video card is probably running out of memory. Loading the shaders takes place after the geometry generation phase. If you've since started work on a megaproject, the amount of geometry in your scene has gone up, so the amount of stuff being sent to the video card has gone up as well.
So, try increasing 'zstart' in overseer.ini. That'll reduce the amount of geometry/textures generated as well as the strain on video memory. If you're working on a megaproject, there's a decent chance you're aboveground anyways (or at the very least not in hell).
If that doesn't work, you can fool around with some of the other settings in overseer.ini to further reduce strain (though zstart is definitely the most direct way).

As for the rest of the issues you brought up, those are all normal. Ogre's just complaining, more or less, and they don't cause any errors. They'll all be fixed in the long run but they're not urgent.
And don't worry, now that Overseer is out of the test-demo phase and into actual development (when I have time <_<), magma will show up if not in the next release then very shortly after.

Good luck, and let me know if you figure anything out!
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: Fridgetroll on July 06, 2011, 11:03:02 pm
Good luck, and let me know if you figure anything out!

Thanks for the reply.

You may be right about the video RAM.

I do have a lot of above ground construction. Since the last thing it chews on before choking
is the textures for the stairs, I suspect it's my stairwells. I currently have four free standing
stairwells ranging in height from 30 to 40 levels.

The previous log used a zstart of 130 which is about 7 levels below the lowest surface point of my project.
I tried bringing it up to 175 so that only the topmost 2 layers of stairs and open space are being rendered
and it still chokes.

20:32:23: Mesh: Loading stairs.mesh.
20:32:23: Texture: ObsidianN.BMP: Loading 1 faces(PF_R8G8B8,512x512x1) with 
 hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,512x512x1.
20:32:23: Texture: Obsidian.BMP: Loading 1 faces(PF_R8G8B8,512x512x1) with 
 hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,512x512x1.
20:32:23: OGRE EXCEPTION(3:RenderingAPIException): Cannot create D3D9 pixel shader
 Fragment/ReliefMapSelfShading from microcode. in D3D9GpuFragmentProgram::loadFromMicrocode at
 ..\..\..\..\..\RenderSystems\Direct3D9\src\OgreD3D9GpuProgram.cpp (line 369)

I'll build walls around the top levels of stairs and try again with zstatus=175.

Edit: Walling off the top levels of stairs didn't change anything, so I dropped the resolution down from
1280x1024 @32 bit color to 640x480 @16 bit color just in case it is RAM and the error is unchanged.

When I did my original screen cap, the zstart was 0.

Spoiler (click to show/hide)
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: thewonderidiot on July 07, 2011, 12:54:08 am
That's really, really weird. I have no idea what might be causing this then. The fact that it was working and then just suddenly doesn't anymore, with a shader-based error, and with presumably no change to the system/program, completely baffles me....

Sorry I don't have an answer for you now, I'll think about this some more and get back to you if I come up with anything.
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: Lancezh on July 07, 2011, 12:18:15 pm
(SOLVED)
Dont laugh, i managed to capture a video of ogreseer but havent found an easy way to make screenshots yet, the hotkey doesnt seem to work for me... am i missing anything ?



Edit: Nevermind, it works now for whatever reason...

(http://www.lancelot.ch/overseer1.png)
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: Graebeard on July 10, 2011, 06:23:35 pm
I don't know if I've missed it somewhere in the thread, but is there a way to have the program render materials differently?  Specifically, glass and obsidian render the same way right now.  Is there a way I can turn glass green or change the color of obsidian?
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: DrKillPatient on July 12, 2011, 03:30:31 pm
I've got the Overseer starting up fine in Wine on Linux, and the Windows version of DF is running with it (in Wine as well). However, Overseer doesn't detect it. How does it look for the DF process?
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: Kaelem Gaen on July 16, 2011, 08:46:38 am
Nice viewer, though it doesn't seem to show the water in caverns for me.
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: thewonderidiot on July 16, 2011, 01:56:14 pm
I don't know if I've missed it somewhere in the thread, but is there a way to have the program render materials differently?  Specifically, glass and obsidian render the same way right now.  Is there a way I can turn glass green or change the color of obsidian?

Assuming all the materials are getting properly assigned, you can check out all of the material definitions in overseer/materials/scripts. If you find the material definitions in the 3 non-parent files for the materials you want to change, you can edit them and your changes will show up immediately on re-run of Overseer. If the materials you want to change aren't listed, open up Ogre.log and see if it complains about them being undefined -- if so, you can add new materials of that name to whichever material script files you want. This will be more streamlined/complete in future versions...

I've got the Overseer starting up fine in Wine on Linux, and the Windows version of DF is running with it (in Wine as well). However, Overseer doesn't detect it. How does it look for the DF process?

As far as I know, this is unsupported by DFHack. I'm not surprised at all that two processes running under Wine can't find each other.

Nice viewer, though it doesn't seem to show the water in caverns for me.

Thanks, you can make it render water in caverns by default by tweaking the water settings in overseer.ini. It's off by default because the current method of drawing water is expensive and caverns tend to have a lot.



Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: Dr. Hieronymous Alloy on July 19, 2011, 09:12:47 am
I don't know if I've missed it somewhere in the thread, but is there a way to have the program render materials differently?  Specifically, glass and obsidian render the same way right now.  Is there a way I can turn glass green or change the color of obsidian?

Assuming all the materials are getting properly assigned, you can check out all of the material definitions in overseer/materials/scripts. If you find the material definitions in the 3 non-parent files for the materials you want to change, you can edit them and your changes will show up immediately on re-run of Overseer. If the materials you want to change aren't listed, open up Ogre.log and see if it complains about them being undefined -- if so, you can add new materials of that name to whichever material script files you want. This will be more streamlined/complete in future versions...



If someone can spell out in small words how to do this to make ice show up properly, i'd appreciate it -- I'm digging a tower out of poured ice and it's showing up brown instead of blue/white. =(
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: Graebeard on July 19, 2011, 11:21:08 am
I don't know if I've missed it somewhere in the thread, but is there a way to have the program render materials differently?  Specifically, glass and obsidian render the same way right now.  Is there a way I can turn glass green or change the color of obsidian?

Assuming all the materials are getting properly assigned, you can check out all of the material definitions in overseer/materials/scripts. If you find the material definitions in the 3 non-parent files for the materials you want to change, you can edit them and your changes will show up immediately on re-run of Overseer. If the materials you want to change aren't listed, open up Ogre.log and see if it complains about them being undefined -- if so, you can add new materials of that name to whichever material script files you want. This will be more streamlined/complete in future versions...

I took a crack at this.  I may have made a mistake or overlooked something, and my last experience writing code was with BASIC in 1994, but I think I've encountered a bug of some kind.

I took a look through the .material files you mentioned and there's no entry for green glass, clear glass, or crystal glass.  Then I went through the ogre.log file, but I didn't see anything that looked like a material being undefined.  The closest I saw was this: 
Spoiler (click to show/hide)
.  I don't know if that's referring to glass or something else.

Then I went and added an entry to constructed.material and rough.material for "green_glass."  I just copied the entry for olivine each time for the format and color and changed the name:
Spoiler (click to show/hide)

That didn't work either, so out of curiosity I decided to mess with the color of obsidian.  That worked just fine.  The obsidian looks like gold now.  The funny thing is that all my green glass and crystal glass also look like gold.  Is there some reason the program would be treating all glass as obsidian?

Quote from: Dr. Hieronymous Alloy link=topic=63484.msg2454385#msg2454385
If someone can spell out in small words how to do this to make ice show up properly, i'd appreciate it -- I'm digging a tower out of poured ice and it's showing up brown instead of blue/white. =(

I'm not sure, but this seems like a similar problem.  On a different fort, my snow looks like dirt and my constructed ice walls look like granite or something.  I tried adding snow to the textured.material file (copying and tweaking the red_sand colormap and reliefmap), but that didn't do anything.  I also added an entry for ice in the constructed.material file, but that didn't change anything either.
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: thewonderidiot on July 20, 2011, 05:41:55 pm
Aye, that would all be issues with the material placement. I know for a fact it doesn't support snow, so I'm not surprised ice isn't working either. Not sure why glass isn't. I'll be sure it's all fixed in the next version.
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: Graebeard on July 20, 2011, 06:21:44 pm
Sweet.  Can't wait to see how it looks.
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: Armeleon on July 23, 2011, 05:48:24 pm
Alright, I need a little help here.  Every time I try to run the program, it manages to access Dwarf Fortress, but only to freeze the game.  Overseer then displays a DFHack::Error::MemoryAccessDenied error, saying that the SHM access was denied.  Overseer then crashes, and DF freezes, causing me to restart.

I have the latest version and have updated the XML file.

Ideas?
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: Andyfuji on July 23, 2011, 07:51:44 pm
Alright, I need a little help here.  Every time I try to run the program, it manages to access Dwarf Fortress, but only to freeze the game.  Overseer then displays a DFHack::Error::MemoryAccessDenied error, saying that the SHM access was denied.  Overseer then crashes, and DF freezes, causing me to restart.

I have the latest version and have updated the XML file.

Ideas?

Try moving the folder you have Overseer in, into Dwarf Fortress's folder.  I had problems running it outside the DF folder, worked perfect once I moved it inside.  You may want to try running Overseer in Administrator mode if that doesn't work.
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: Armeleon on July 24, 2011, 01:02:26 am
Thanks for the info, but it was a no go.  Here's the entire text of the error for those tech geeks out there:

Ok, so after the whole successful connection info, it reads:

Windows Error #127: [Screen #0] chooseMatchingPixelFormat() - wglChoosePixelFormatARB extension not found, trying CDI. Reason: The specified procedure could not be found.

Rendering in software: pixelFormatIndex 1
Terminate called after throwing an instance of 'DFHack::Error::MemoryAccessDenied'

what(): SHM ACCESS DENIED

Then it terminates in an 'unusual way' and freezes DF. woot.
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: Andyfuji on July 24, 2011, 12:36:35 pm
Thanks for the info, but it was a no go.  Here's the entire text of the error for those tech geeks out there:

Ok, so after the whole successful connection info, it reads:

Windows Error #127: [Screen #0] chooseMatchingPixelFormat() - wglChoosePixelFormatARB extension not found, trying CDI. Reason: The specified procedure could not be found.

Rendering in software: pixelFormatIndex 1
Terminate called after throwing an instance of 'DFHack::Error::MemoryAccessDenied'

what(): SHM ACCESS DENIED

Then it terminates in an 'unusual way' and freezes DF. woot.

Overseer is having trouble connecting to DF's memory; Windows is likely blocking it, thinking it is a virus.  Try checking "Run as Administrator" in Overseer's properties, and disabling UAC (User Access Control).  This will, however, make your computer more vulnerable to any real viruses.
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: Thnikkalemur on July 25, 2011, 02:34:21 pm
I have been struggling with the same error as some other NVIDIA card users posted earlier and noticed I am on directX11 (win7).  Does that matter at all?  All I see mentioned here is directX9 (not "directX9 and above," for instance).
-Thanks!

NEW DEVELOPMENT:  I tried it without any external monitors attached and it worked like a charm!
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: thewonderidiot on July 28, 2011, 10:12:56 am
NEW DEVELOPMENT:  I tried it without any external monitors attached and it worked like a charm!

Whoa, that's crazy. I wonder what's causing that? I'll definitely need to look into that one.

For those with memory access problems, all of that is about to go away very soon; peterix is moving DFHack into DF itself, instead of trying to connect externally, and all tools will be launched from within.
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: Aerval on August 15, 2011, 02:04:47 pm
Is there a way to regain the obj export function? It seem missing in the new version and the old 0.27 doesn't work with 31.25.
Thanks in advance and for overseer in general ;)
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: TomTheDwarf on August 15, 2011, 11:53:45 pm
how do i get this to work? i downloaded it, but when i ran ogreseer it told me that it couldn't find certain files, so i should reinstall it. i did, and it still gave me the same error. then i checked the readme and it told me to download DirectX, so i did, and it still doesn't work.
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: Saint on August 17, 2011, 10:45:24 am
It tells me that df isn't running when it actually is.
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: thewonderidiot on August 18, 2011, 04:17:40 pm
Is there a way to regain the obj export function? It seem missing in the new version and the old 0.27 doesn't work with 31.25.
Thanks in advance and for overseer in general ;)
Yes, it'll be back in the next couple of versions for sure.

how do i get this to work? i downloaded it, but when i ran ogreseer it told me that it couldn't find certain files, so i should reinstall it. i did, and it still gave me the same error. then i checked the readme and it told me to download DirectX, so i did, and it still doesn't work.
It tells me that df isn't running when it actually is.

Have both of you downloaded and installed the Memory.xml from 31.25 as described in the first post? That sounds like the problem.

Sorry for the silence, guys, things have been busy here at work. Yesterday was the second 27-hours-straight "day" of work in the past few weeks.
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: TomTheDwarf on August 27, 2011, 12:39:22 pm
that's ok, i didn't check back till today. but it still gives me the error "this application has failed to start because d3dx9_42.dll was not found." it also tells me to re-install the application, but i have already done that. i also checked the readme, which told me to install directx, which i have. (or atleast i think i did. i dowloaded it, deleted the outdated files or ones for 64 bit systems, but i don't know what to do with them after that).
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: thewonderidiot on August 27, 2011, 01:53:27 pm
Missing DirectX is definitely your problem. Just download the installer linked in the readme and let it do its thing... don't manually remove anything, there's no need to. Windows can figure out what to use.
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: TomTheDwarf on August 27, 2011, 02:49:49 pm
ok, deleted everything and re-downloaded. still doesn't work. do i have to put the files in a specific place? right now it is in it's own file, DirectX.
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: Mormota on August 31, 2011, 12:20:20 pm
I just extracted on desktop, launched DF, entered my fort, then launched Ogreseer.exe. Got this:

Compiler erro: invalid parameters in SkyX.material<109>: param_named and param_indexed properties requiers at least 3 arguments
Finished parsing scripts for resource group SkyX

Then it would continue, but the next line is

ERROR - Could not connect to Dwarf Fortress!

I get an error message too, and it's asking me if I'm sure I have DF running. I do. I'm using XP.
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: Graebeard on September 01, 2011, 02:00:13 am
Did you update memory.xml?
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: Mormota on September 01, 2011, 12:42:50 pm
Oh silly me, I didn't. It works fine now. xD
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: person012345 on October 14, 2011, 05:51:35 pm
Did you update memory.xml?
Noob question, how do I do that? Copy-paste the text from the linked page into memory.xml? Because when I do that I get similar to the quoted at the top of the page, except without any error messages. Overseer just crashes and freezes up DF.

I ran as administrator, although I can't turn of UAC without restarting my computer so I will go try that now.

Sorry if this is a necro (not sure what the rules on those are here).

Edit: Nope, same thing.
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: EagleV on October 15, 2011, 03:14:41 am
You can just rename the old memory.xml (or delete it, but renaming it makes sure you have it as a backup) and then copy-paste the new memory.xml into your stonesense folder.
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: Rose on October 15, 2011, 07:41:50 am
yeah, clicking the link will try to open it in the web browser.

don't do that.

save target as.
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: person012345 on October 15, 2011, 08:33:35 am
yeah, clicking the link will try to open it in the web browser.

don't do that.

save target as.
Oh, ok, thanks. Ok, I've done that, but unfortunately it's doing the same thing as when I had copy-pasted the text (the problem I described above.
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: Twilitbeing on November 12, 2011, 07:03:10 pm
My computer seems to have a problem with Overseer.  It manages to connect with DF and seems to be working well, until the classic "Ogreseer.exe has stopped working" error appears and has "Close program" as the only option.  Two unusual things about this:  1) Overseer always stops on the exact same line of code for any given fortress, often something to do with water or textures; 2) Windows Help pops up a notification about Data Execution Prevention each time it happens.  I followed the directions given to unblock Ogreseer.exe, but (as far as could discern) Windows simply refused to do it.  (I'm running Vista with all updates, using DF version 31.25 with DFHack installed, Overseer seems to be compatible, etc..)

I suspect the fault lies with Windows rather than Overseer, but I've never encountered "Data Execution Prevention" before now.  Does anyone else have this problem/know what to do?
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: roqi on November 18, 2011, 05:00:16 am
10:56:14: OGRE EXCEPTION(2:InvalidParametersException): Named constants have not been initialised, perhaps a compile error. in GpuProgramParameters::_findNamedConstantDefinition at ..\..\..\..\OgreMain\src\OgreGpuProgramParams.cpp (line 1423)

My drivers and DirectX are freshly updated. However, I don't have a dedicated graphics card, just an inbuilt chipset. Do you think that is the problem? Or is there still some hope?   :(
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: Draegur on November 24, 2011, 04:50:44 pm
Lighting...

I don't think it needs a *real* lighting system. But something cheap like a faint linear fade-to-slightly-darker texture that could be drawn on the walls as the surface approaches an internal corner could add a few metric tons of depth to every scene. It would vaguely and cheaply simulate ambient occlusion. Look at the corner of your room--notice how the wall gets a teensy bit darker as it approaches the corner. Notice how the wall gets a teensy bit brighter as it approaches a CONVEX corner (a corner viewed from the outside).

TL;DR, Try This:
(http://i.imgur.com/TKNz7.png) (http://imgur.com/TKNz7)

Arbitrarily Darker Innies and Lighter Outies Add TONS of Depth.
Furthermore requires no actual lighting calculation, just geometry. Which is already there.
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: BaronNinja on November 26, 2011, 06:13:42 pm
Ok, I have no idea what is wrong now. I patched DirectX and the Memory.xml and made sure it attached to DF and now all that happens is that it draws all the z-levels and gives me some warnings about fir05_30.mesh before it gets to this line:

18:03:10: D3D9 : Loading 2D Texture, image name : 'waves2.dds' with 5 mip map levels

... And then Windows shuts down the program and DF crashes. Is there anything I can fix?
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: Wen on December 01, 2011, 05:04:20 am
First things first - Overseer is a damn good piece of software, congrats.
And now my problem. Rooftops of my buildings resemble a sawblade because row of ramps don't form tringular prism (in other words ramps are like unwrapped Toblerone (http://en.wikipedia.org/wiki/Toblerone) instead of wrapped one). Is there any method to fix this? There are alternative forms of ramps (surrounding dependent) - are they hardcoded or define in one of material/whatever file, which I can just edit?
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: Atrixium on December 02, 2011, 09:05:40 pm
Sooo, no Linux build yet? Anyone know if there is a way to run this with Wine?
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: magmaholic on December 03, 2011, 02:53:46 pm
it would be epic,if this engine is released:www.euclideon.com (http://www.euclideon.com)

(http://www.euclideon.com/wp-content/uploads/2011/08/Dirt.jpg)
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: thewonderidiot on December 03, 2011, 06:44:05 pm
I suspect the fault lies with Windows rather than Overseer, but I've never encountered "Data Execution Prevention" before now.  Does anyone else have this problem/know what to do?

I've never encountered one of those before either. I'm not sure what might be causing it.

First things first - Overseer is a damn good piece of software, congrats.
And now my problem. Rooftops of my buildings resemble a sawblade because row of ramps don't form tringular prism (in other words ramps are like unwrapped Toblerone (http://en.wikipedia.org/wiki/Toblerone) instead of wrapped one). Is there any method to fix this? There are alternative forms of ramps (surrounding dependent) - are they hardcoded or define in one of material/whatever file, which I can just edit?

Freestanding triangular prisms weren't one of the cases I thought of for ramps -- and they're all currently hardcoded. I don't think there's anything to do about it in this build. Sorry about that.

Sooo, no Linux build yet? Anyone know if there is a way to run this with Wine?

No go for the Linux build, the OpenGL shaders were giving us a lot of issues. Not sure how well it would work with wine.

Arbitrarily Darker Innies and Lighter Outies Add TONS of Depth.
Furthermore requires no actual lighting calculation, just geometry. Which is already there.

I'm already planning on including precalculated ambient occlusion in the next version, so hopefully this effect will already be taken care of.

10:56:14: OGRE EXCEPTION(2:InvalidParametersException): Named constants have not been initialised, perhaps a compile error. in GpuProgramParameters::_findNamedConstantDefinition at ..\..\..\..\OgreMain\src\OgreGpuProgramParams.cpp (line 1423)

My drivers and DirectX are freshly updated. However, I don't have a dedicated graphics card, just an inbuilt chipset. Do you think that is the problem? Or is there still some hope?   :(

I'd guess that the chipset is probably the issue.

Ok, I have no idea what is wrong now. I patched DirectX and the Memory.xml and made sure it attached to DF and now all that happens is that it draws all the z-levels and gives me some warnings about fir05_30.mesh before it gets to this line:

18:03:10: D3D9 : Loading 2D Texture, image name : 'waves2.dds' with 5 mip map levels

... And then Windows shuts down the program and DF crashes. Is there anything I can fix?

Does anything show up in Ogre.log after that?

it would be epic,if this engine is released:www.euclideon.com (http://www.euclideon.com)

A lot of people think that engine is pretty shady, in a bad way. (http://notch.tumblr.com/post/8386977075/its-a-scam)



Alright, since it's been three months since I've posted anything, let me bring you guys up to speed.

Where I've been: After my summer at NASA, I (temporarily) dropped out of college to accept a job at the dorfiest company ever, Moon Express. We're a Google Lunar X Prize Team with the long-term goal of mining the moon. Sending things to the moon is hard stuff, though, so I've been working long, hard hours on that, and haven't had any real time to work with DF or Overseer recently.

About the current release: The current release of Overseer is very probably going to stop working after 0.31.25. There's a lot of changes in the upcoming version of DF, and peterix has completely changed around the way DFHack works, so I'd be rather surprised if the current version will be able to be updated to the new DF.

The future of Overseer: Unfortunately due to my current workload and other stuff, I can't make any definite promises. I'm not really doing anything this weekend though so tonight I'm going to see if I can get Ogre to play nicely with the new dfhack. I've already got plans for how the next version will work (at least temporarily). Current plans are to move to a voxel-based system that uses a variant of marching cubes to generate the geometry. I'm going to focus on avoiding hardcoding things this time around (so ramp issues like Wen has will be easily amended). Also, I'm going to parallelize Linux and Windows so we don't have a long time without a Linux visualizer again. I'll just avoid using DX-specific things until we have a definite workaround.

Sorry for being a ghost, guys. I want a fully working visualizer as much as any of us. Hopefully I can get some of this stuff off the ground soon, but like I said, I can't make any definite promises. I'm going to try my damnedest though.
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: Graebeard on December 05, 2011, 12:28:03 am
Glad to hear you're keeping yourself busy with interesting work!  I hope you end up having the time (and inclination) to keep working on Ogre; I'd love to see the result of the time you've put in so far.  Also, if you find that you're just not able to keep going on it, you might consider open sourcing the code as long as there isn't anything in there that's licensed or that you need to keep closed for other reasons.
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: Cruxador on December 05, 2011, 02:51:30 am
Well we all want a working visualizer, and your plans for the new voxel-oriented engine sound great.
But I do reckon mining out the moon is a bit more important in the grand scheme of things.
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: Atrixium on December 05, 2011, 03:34:46 pm
Quote
...I'm going to parallelize Linux and Windows...

That line there just made me smile, probably made my day  :D

Also, it sounds like you officially have the coolest job  :o
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: Davichococat on December 25, 2011, 10:07:00 am
I was all excited about this tool, until...

"Size: 60.00mb"

By Armok! What the?

Anyways, you could fix this. Put the files in a .rar, don't distribute the .exe.
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: David Holmes on December 25, 2011, 02:21:00 pm
Anyways, you could fix this. Put the files in a .rar, don't distribute the .exe.
The .exe is a self-decompressing archive.  The decompressed application is over 100MB.  I don't think it could be made much smaller than 60MB, since almost all of the space is apparently taken up by graphics.
Title: .
Post by: Yannanth on January 06, 2012, 08:15:48 am
.
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: thewonderidiot on January 06, 2012, 01:45:48 pm
Sorry for very slight necro.

Just wanted to point out that since the project is open-source, anyone can pick it up after the creator, as he said, will most likely abandon the project. His work sahl not go with him to the graveyard! :D

Nothing's being abandoned yet. I'm putting more work into the next release this weekend. Source code for the current version isn't publicly available because it's terrible and hacked together, but I promise to post it if I go out before the next release.
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: Graebeard on January 07, 2012, 01:16:00 am
Like.
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: Eldes on January 15, 2012, 04:08:07 am
I keep getting this error and I have no idea why:
Code: [Select]
04:03:29: Parsing scripts for resource group SkyX
04:03:29: Parsing script SkyX.material
04:03:29: Compiler error: invalid parameters in SkyX.material(109): param_named and param_indexed properties requires at least 3 arguments
04:03:31: Finished parsing scripts for resource group SkyX
It crashes right after that point, every time.

Any idea why, or am I just missing something blatantly obvious?
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: Xelanthol on January 15, 2012, 04:20:30 pm
Thank you for the necro actually, I didn't know this existed and I am very excited to try it. Right on for an amazing project!
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: thewonderidiot on January 17, 2012, 07:30:54 pm
I keep getting this error and I have no idea why:
Code: [Select]
04:03:29: Parsing scripts for resource group SkyX
04:03:29: Parsing script SkyX.material
04:03:29: Compiler error: invalid parameters in SkyX.material(109): param_named and param_indexed properties requires at least 3 arguments
04:03:31: Finished parsing scripts for resource group SkyX
It crashes right after that point, every time.

Any idea why, or am I just missing something blatantly obvious?

Can't say for sure, other than the SkyX material issues aren't causing the crash -- that error is always there as far as I know. Make sure your video card drivers and DirectX are both completely up to date, and if that doesn't work, tell me what your video card is.

I've been doing some experimenting recently and I think I have a voxel solution that will work, at least in terms of geometry. Haven't handled the texturing yet, and tonight (if all goes well) will be my first attempt at using the voxel engine with real DF data instead of test cases that I come up with.

Connecting to Dwarf Fortress, at least for now, is not the way things will work anymore. As a lot of you know, DFHack has undergone substantial changes and now lives inside of DF. Peterix is working on an external API for it, but for now I'm going to have to write a simple map export plugin for DFHack that is run from the DFHack console, which will produce a map file that can then be loaded into Overseer. Eventually the connection aspect will be back, and less prone to crash DF, but for now it's just an extra step in the visualizing process.

Anyways, at this point, this is a race against the Toad. I really want to see the new towns and catacombs in 3D as soon as DFHack is updated to work with the next version, so I'm spending most of my free time hacking together something that might be ready by then.

Just a heads up, there's a chance the next release might be a few steps backwards in some ways from the current release. Textures are going to be a bit more iffy now that we're allowing wider smoothing via marching cubes to happen. Water, in particular, probably isn't going to look as pretty. The reflection and refraction maps required planar water surfaces, and in a lot of cases that just didn't look good at all. Plus, due to my lack of frustum and occlusion culling, maps for all water surfaces were generated each frame, causing massive lag. I want to do things right this time around, so our first glimpse of water is probably just going to be possibly transparent (can't guarantee the transparency yet, but definitely NOT reflective/reflactive) blue rendered in increments of sevenths of a tile as they are in DF (but smoothed with marching cubes like the rest of the terrain).

The good news is that this will make inclusion of magma very easy and a definite feature.

Additionally, treating each voxel as an eighth of a vertical tile (floor + 7 levels of liquid) will allow me to (optionally) introduce some noise to the landscape so it's more naturally rolly instead of planar.

Our visual style is probably going to change a lot, possibly for the worse until we get things worked out, but bear with us, because we think in the end it's gonna be awesome.
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: Troopperi on January 21, 2012, 04:37:15 am
This thing looks like wonderful but it doesn't work on my computer:

"The program cannot run because d3dx9_42.dll is missing..."

(Okay, that was in Finnish in my system but I rougly translated it)

Then:

"Could not load dynamic library etc etc"

Any ideas?
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: thewonderidiot on January 21, 2012, 04:34:39 pm
This thing looks like wonderful but it doesn't work on my computer:

"The program cannot run because d3dx9_42.dll is missing..."

(Okay, that was in Finnish in my system but I rougly translated it)

Then:

"Could not load dynamic library etc etc"

Any ideas?

Install DirectX.



I've mostly been working with dfhack over the past couple of days, but I've got a simple protobuf exporter going. Here's a very, very rough pass at displaying the exported information with voxels:

(http://i.imgur.com/GrnbE.png)

(http://i.imgur.com/zSeeq.png)

Still some obvious issues to work out. Showing wireframe here because there's no materials yet and the normals are kinda wonky. Also, this is all being extracted as a single mesh, with the highest possible LOD, so that's why there are so many triangles. Ramps are pretty jagged right now due to the way I'm storing them -- I'll be performing smoothing passes over the voxel data to make them nice and rolling.

But, I think this is promising. I think the more rounded feel to the tunnels looks nice. I'll keep posting pictures as I go.

EDIT: So I think I'm going to call the actual rendering bit quits for now and go back to working on a real framework for this. The pictures above were built right onto the code for the first Ogre tutorial because it was the quickest and easiest thing to get running. I've got some old stuff on google code to help me get started, but there's a threading bug in it and I need to more fully evaluate some of my design choices. I'll be doodling some voxel smoothing approaches on the side while I do all of this. PROGRESS!

DOUBLE PLUS EDIT: So through explaining the current ramp implementation to sexymustard, I did another pass at the ramps. They're much better now, and not the jagged cliffs that they were before. Still need work, certainly, but I figured I'd show a screenshot so people can offer suggestions before it's too late.  ;)

Here's a rampy area of our test embark in wireframe:
(http://i.imgur.com/lpm4U.png)

And here it is in shaded white, so you can kind of get a better idea of what you're looking at:
(http://i.imgur.com/cHtnE.png)

As mentioned above, the normals are kind of wonky and I haven't done any work with them, so ignore the shading. But this is what we're dealing with, and what we're planning on the actual release of the next version somewhat looking like. So, what do you guys think about the first pass at smoother geometry? Yay or nay (keeping in mind that it will be getting better, of course!)?
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: Troopperi on January 22, 2012, 09:32:59 am
Thank you, I didn't read Readme...

But now it says: Can't attach to Dwarf Fortress, are you sure it's running?

And it's running. Should I put the folder of this program somewhere, or is it the Mayday graphics that I am using?
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: thewonderidiot on January 22, 2012, 02:11:41 pm
Now you need the Memory.xml for 31.25. It's linked in the first post, but you can download it here: https://github.com/downloads/mikestewart/Overseer/Memory.xml (https://github.com/downloads/mikestewart/Overseer/Memory.xml). Right click on that, and 'save link as'. Overwrite the Memory.xml in your Overseer folder, and you should be good to go!  :D
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: Graebeard on January 22, 2012, 11:47:05 pm
I like the new geometry.  It seems like it will make DF landscapes appear much more natural than it does when viewed in tiles.  I'm interested to see how this approach renders constructions that utilize a lot of ramps across many z-levels.
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: thewonderidiot on January 22, 2012, 11:58:17 pm
I like the new geometry.  It seems like it will make DF landscapes appear much more natural than it does when viewed in tiles.  I'm interested to see how this approach renders constructions that utilize a lot of ramps across many z-levels.

In the ideal situation, constructions using ramps will have done so with the logical real-world geometry of ramps in mind, so it should come out looking natural, if a bit too curvy. I plan on allowing voxel editing to some extent, so people should be able to patch botched ramps up without too much hassle. I'm also thinking about defining ramps differently for constructed ramps and natural ramps in terms of voxel densities -- I might be able to get constructed ramps to be more angly if I'm careful enough with my voxel choices.
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: Troopperi on January 23, 2012, 09:47:18 am
Okay, now i can say something from this. This thing is nice. It's great for visualizing statues or other building. I love the trees, but more different images for trees would be nice. They all look like spruces. Another thing is that this doesn't display doors etc, but I think that you are working on this. The ground looks like a bit boring, and those white squares caused by pebbles and boulders are not nice, but this thing is DF's fault. It would be nice too that trees have a grassy platform, maybe they would copy the texture of surrounding square.

But anyway, this is great. It's nice to see your whole fort well visualized.
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: thewonderidiot on January 23, 2012, 03:15:33 pm
I love the trees, but more different images for trees would be nice. They all look like spruces.
Yup, only included evergeen models in this release. I went through a bunch of iterations of tree tests, and what's currently there is what's going to stay. There will be greater variation in tree models shortly.

Another thing is that this doesn't display doors etc, but I think that you are working on this.
Yeah, we're not displaying anything other than landscape, water, and trees right now. Non-geometric constructions (like doors and workshops) and items are coming eventually, but not before we crank out the new build with the new geometry generator.

The ground looks like a bit boring, and those white squares caused by pebbles and boulders are not nice, but this thing is DF's fault. It would be nice too that trees have a grassy platform, maybe they would copy the texture of surrounding square.
Yup, that's just what it looks like on a per-tile basis. Now that we're smoothing things out, it's likely that a bunch of that will go away, and we can mess with how we handle it.

Okay, now i can say something from this. This thing is nice.
...
But anyway, this is great. It's nice to see your whole fort well visualized.
Thanks!



Progress update: I've got Overseer almost completely building with CMake -- only thing left to configure is the tolua++ layer, which ideally should be done in a few hours. This is going to be much, much nicer than just having Visual Studio project files for development. And it's being tested on both Windows and Linux as I go. After that I'm going through and pruning what's left of the source and implementing an importer to match the exporter I wrote for DFHack. Then, we're on to implementing PolyVox properly and writing the geometry generators!

EDIT: Build system's fully working now. Just need to clean up the old code I have already for the next release to make it applicable (no need to check for Memory.xml updates anymore since we're currently just importing binary map files -- though instead of an updater this now requires a file open dialog, which I'll probably do in CEGUI to keep things cross-platform). After that, it's integrating PolyVox's volume paging properly, and then using it to build the new geometry generator! :D
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: Corak666 on February 10, 2012, 09:34:31 am
I have eternal error when trying to use Ogreseer (09.03.2011) last version for 0.31.25.
Can you help?

here is error:

OGRE EXCEPTION(2:InvalidParametersException): Named constants have been initialised, perhaps a compile error. in GpuProgramParameters::_findNamedConstantDefinion at ..\..\..\..\OgreMain\src\OgreGpuProgramParams.cpp (line 1423)

here is log:

 * Cube mapping: yes
 * Hardware stencil buffer: yes
   - Stencil depth: 8
   - Two sided stencil support: no
   - Wrap stencil values: yes
 * Hardware vertex / index buffers: yes
 * Vertex programs: yes
 * Number of floating-point constants for vertex programs: 192
 * Number of integer constants for vertex programs: 0
 * Number of boolean constants for vertex programs: 0
 * Fragment programs: yes
 * Number of floating-point constants for fragment programs: 8
 * Number of integer constants for fragment programs: 0
 * Number of boolean constants for fragment programs: 0
 * Geometry programs: no
 * Number of floating-point constants for geometry programs: 308
 * Number of integer constants for geometry programs: 20084
 * Number of boolean constants for geometry programs: 16942
 * Supported Shader Profiles: hlsl ps_1_1 ps_1_2 ps_1_3 ps_1_4 vs_1_1
 * Texture Compression: yes
   - DXT: yes
   - VTC: no
   - PVRTC: no
 * Scissor Rectangle: yes
 * Hardware Occlusion Query: yes
 * User clip planes: yes
 * VET_UBYTE4 vertex element type: yes
 * Infinite far plane projection: yes
 * Hardware render-to-texture: yes
 * Floating point textures: no
 * Non-power-of-two textures: yes (limited)
 * Volume textures: yes
 * Multiple Render Targets: 1
   - With different bit depths: no
 * Point Sprites: yes
 * Extended point parameters: yes
 * Max Point Size: 10
 * Vertex texture fetch: no
 * Number of world matrices: 0
 * Number of texture units: 6
 * Stencil buffer depth: 8
 * Number of vertex blend matrices: 0
 * Render to Vertex Buffer : no
 * DirectX per stage constants: no
***************************************
*** D3D9 : Subsystem Initialised OK ***
***************************************
DefaultWorkQueue('Root') initialising on thread 00156458.
Particle Renderer Type 'billboard' registered
DefaultWorkQueue('Root')::WorkerFunc - thread 001D4B28 starting.
SceneManagerFactory for type 'OctreeSceneManager' registered.
SceneManagerFactory for type 'TerrainSceneManager' registered.
Parsing scripts for resource group Autodetect
Finished parsing scripts for resource group Autodetect
Parsing scripts for resource group Fonts
Finished parsing scripts for resource group Fonts
Parsing scripts for resource group Forest
Parsing script 3d-diggers_fir.material
Finished parsing scripts for resource group Forest
Parsing scripts for resource group General
Finished parsing scripts for resource group General
Parsing scripts for resource group Imagesets
Finished parsing scripts for resource group Imagesets
Parsing scripts for resource group Internal
Finished parsing scripts for resource group Internal
Parsing scripts for resource group Layouts
Finished parsing scripts for resource group Layouts
Parsing scripts for resource group LookNFeel
Finished parsing scripts for resource group LookNFeel
Parsing scripts for resource group Ogreseer
Parsing script basics.material
Parsing script constructed.material
Parsing script constructedParent.material
Parsing script general.material
Parsing script rough.material
Parsing script roughParent.material
Parsing script textured.material
Parsing script texturedParent.material
Finished parsing scripts for resource group Ogreseer
Parsing scripts for resource group Schemes
Finished parsing scripts for resource group Schemes
Parsing scripts for resource group SkyX
Parsing script SkyX.material
Compiler error: invalid parameters in SkyX.material(109): param_named and param_
indexed properties requires at least 3 arguments
Finished parsing scripts for resource group SkyX
uses world ptr
Connected to Dwarf Fortress!
Reading embark data...
Map loading complete.
Determining ramp directions...
Ramp processing complete.
Drawing z-level 0...
Drawing z-level 1...
Drawing z-level 2...
Drawing z-level 3...
Drawing z-level 4...
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Drawing z-level 163...
Drawing z-level 164...
Texture: Rough.bmp: Loading 1 faces(PF_R8G8B8,512x512x1) with  hardware generate
d mipmaps from Image. Internal format is PF_X8R8G8B8,512x512x1.
Texture: Diorite.BMP: Loading 1 faces(PF_R8G8B8,512x512x1) with  hardware genera
ted mipmaps from Image. Internal format is PF_X8R8G8B8,512x512x1.
Texture: Slate.BMP: Loading 1 faces(PF_R8G8B8,512x512x1) with  hardware generate
d mipmaps from Image. Internal format is PF_X8R8G8B8,512x512x1.
Texture: marble.BMP: Loading 1 faces(PF_R8G8B8,512x512x1) with  hardware generat
ed mipmaps from Image. Internal format is PF_X8R8G8B8,512x512x1.
Texture: Microcline.BMP: Loading 1 faces(PF_R8G8B8,512x512x1) with  hardware gen
erated mipmaps from Image. Internal format is PF_X8R8G8B8,512x512x1.
Texture: Raw_adamantine.BMP: Loading 1 faces(PF_R8G8B8,512x512x1) with  hardware
 generated mipmaps from Image. Internal format is PF_X8R8G8B8,512x512x1.
Texture: Slade.BMP: Loading 1 faces(PF_R8G8B8,512x512x1) with  hardware generate
d mipmaps from Image. Internal format is PF_X8R8G8B8,512x512x1.
Texture: constructed.png: Loading 1 faces(PF_A8R8G8B8,512x512x1) with  hardware
generated mipmaps from Image. Internal format is PF_A8R8G8B8,512x512x1.
Texture: Grass.BMP: Loading 1 faces(PF_R8G8B8,512x512x1) with  hardware generate
d mipmaps from Image. Internal format is PF_X8R8G8B8,512x512x1.
Can't assign material rough_magma to SubEntity of Ogre/MO19 because this Materia
l does not exist. Have you forgotten to define it in a .material script?
Texture: grass2.bmp: Loading 1 faces(PF_R8G8B8,512x512x1) with  hardware generat
ed mipmaps from Image. Internal format is PF_X8R8G8B8,512x512x1.
Creating resource group Impostors
Mesh: Loading fir05_30.mesh.
WARNING: fir05_30.mesh is an older format ([MeshSerializer_v1.40]); you should u
pgrade it as soon as possible using the OgreMeshUpgrade tool.
Texture: fir02.jpg: Loading 1 faces(PF_R8G8B8,512x512x1) with  hardware generate
d mipmaps from Image. Internal format is PF_X8R8G8B8,512x512x1.
Texture: fir01.png: Loading 1 faces(PF_A8R8G8B8,512x512x1) with  hardware genera
ted mipmaps from Image. Internal format is PF_A8R8G8B8,512x512x1.
Drawing trees...
Drawing water...
Texture: _cegui_ogre_0: Loading 1 faces(PF_A8B8G8R8,256x256x1) with 0 generated
mipmaps from Image. Internal format is PF_A8B8G8R8,256x256x1.
Texture: _cegui_ogre_1: Loading 1 faces(PF_A8B8G8R8,256x256x1) with 0 generated
mipmaps from Image. Internal format is PF_A8B8G8R8,256x256x1.
Can't assign material _NULL_ to SubEntity of SkyXMeshEnt because this Material d
oes not exist. Have you forgotten to define it in a .material script?
WARNING: material SkyX_Skydome_STARFIELD_LDR has no supportable Techniques and w
ill be blank. Explanation:
Pass 0: Vertex program SkyX_Skydome_VP cannot be used - not supported.

Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: thewonderidiot on February 10, 2012, 11:33:41 am
 * Supported Shader Profiles: hlsl ps_1_1 ps_1_2 ps_1_3 ps_1_4 vs_1_1

Your card will need to support Shader Model 2.0 (ps_2_0 / ps_2_x), which aren't in that list. What video card do you have? Are its drivers up to date?
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: Aerval on February 10, 2012, 03:20:41 pm
Wow, these wire-frames look amazing.
Hope you don't forget the exporter for the next version. I don't think much more detail is necessary, I'd prefer to add the rest of the scene in blender.
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: thewonderidiot on February 10, 2012, 04:03:16 pm
Wow, these wire-frames look amazing.
Hope you don't forget the exporter for the next version. I don't think much more detail is necessary, I'd prefer to add the rest of the scene in blender.

Thanks! I think they look a bit better in the current dev version. I've been making a lot of progress  :D

Unfortunately I can't guarantee that an exporter will be present in the first few releases of the next version. It'll certainly be there eventually, but since this is a total rewrite from scratch, I'm trying to avoid feature creep as much as I can. We'll see how the release dates of DF and DFHack work out. If I have time to hack one in, I'll certainly try my best to get it in. (I've also got half-implemented ambient occlusion on the backburner).



Since I haven't posted a status update for a while:

File open dialog is completely working, as is file loading into a generic geometry generator.

The first geometry generator (using polyvox + marching cubes) is very nearly complete. It does threaded page loading/unloading based on camera position, so the strain on the video card won't be quite as much now. Increasing your draw distance will make it go back to drawing the whole map, but I decided paging was probably necessary since triangle count skyrocketed with smoothed terrain.

I've also got a triplanar texturing shader working, and textures are being painted onto the geometry now. SexyMustard is implementing lighting into it right now, and I'm working on getting Japa's colors from StoneSense loaded in so we can have multiple materials. I'm hoping to have texatlas texturing done by the end of the weekend (so water, magma, grass, stone, etc.). Unfortunately, water will NOT be transparent for the next few releases because PolyVox's extractor simply doesn't support transparent voxels. That'll hopefully be easy-ish to change with a custom surface extractor (looking at implementing Dual Countoring so we can keep sharp edges on constructed things while smoothing the terrain), but again, putting that off for now to avoid feature creep.

Once the texturing with the texatlas is done, all I really have to do is implement SkyX and PagedGeometry, and this should be good for an initial release. Getting close!

I don't really have any screenshots to share since most of the recent work has been the threaded paging. Here's one from earlier today when I botched lighting on the triplanar shader:
(http://i.imgur.com/6UPCQ.png)

I dunno what the blue thingy is, KDE must have messed up the screenshot buffer or something. Also, the ramps are still kind of derpy and I plan on having a ramp correction session if there's enough time before the release.

Anyways, I've been chugging along, and we're getting close. Not planning on releasing until after DFHack works with DF2012, but hopefully that shouldn't be too far away. I'll probably have much prettier screenshots to show within the next week or so, so stay tuned!
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: Sexy Mustard on February 10, 2012, 06:00:08 pm
Single texture tiling and simple diffuse shading complete (http://i.imgur.com/lgGPD.jpg) planning on a much more procedurally based texture system for the next version so wave good-bye to the old textures for now
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: Graebeard on February 12, 2012, 08:55:58 pm
Is the camera on that shot positioned below the fort and above the cavern layer?
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: thewonderidiot on February 12, 2012, 09:50:37 pm
Is the camera on that shot positioned below the fort and above the cavern layer?

Yep.



Just now got colors working! Here's a shot from the caverns:

(http://i.imgur.com/UcwlX.jpg)

Haven't yet tweaked the blending of the texture and the colours, so the texture is turned off for the moment. Whatever isn't rock/wood will be placed in a texture atlas, so when we render things with this particular generator, we'll only be using one Ogre material and one texture (which will include water, magma, etc.), so the strain on the GPU will be much less in that regard.
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: Corak666 on February 13, 2012, 06:44:28 am
I'm using ATI 9250 videocard. Why this software runs only an 2nd??? Can I switch shaders off?
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: thewonderidiot on February 13, 2012, 11:48:48 am
I'm using ATI 9250 videocard. Why this software runs only an 2nd??? Can I switch shaders off?

Some of the libraries we use have shaders that can't be done using anything older than Shader Model 2.0. Even without the shaders, though, your card would probably not be able to handle the program. It's 8 years old, but doesn't even support any DirectX 9 features (which came out in 2002); Ogre, our rendering library, requires DirectX 9 to run.

I'm doing my best to keep this working with hardware as old as possible, but Shader Model 2.0 was as far back as I could push without seriously crippling anybody with newer hardware. So no, you can't switch shaders off. Sorry.
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: Cobbler89 on February 14, 2012, 09:52:08 pm
Hey, first time posting here after playing DF for some time, so consider yourself flattered to have made something that prompted a recluse like myself to come out and ask for help. ;^)

Okay, so I wanted to see my 31.25 fortress in 3d at least once since I might kiss it goodbye here soon with the new version and all. I pulled out Overseer, went to Microsoft and got the latest pack of Direct X .dlls, found the 32 bit 9_42 one and threw it in the Overseer folder (if something else I use regularly in the future installs it in System32 or wherever, fine, but if it's just this...), and ran it in non-fullscreen mode (I tried fullscreen mode at first, but I think I wasn't able to see popup error messages then or something). I, too, got the error about line 1423 and an OGRE EXCEPTION type 2 (InvalidParametersException). I tried the suggestion earlier in the thread to change vs_1_1 to vs_2_0 in the one .material file in the SkyX folder, didn't change anything.

Funny thing is, I'm running an ATI Radeon HD 4250, dxdiag says I'm equipped with DirectX 11 (which, professor Google says, should support up to shader model 5.0), have tried checking it for updates in Device Manager and been told the driver's up to date, and the Ogre.log itself contains the following:

Supported Shader Profiles: hlsl ps_1_1 ps_1_2 ps_1_3 ps_1_4 ps_2_0 ps_2_a ps_2_b ps_2_x ps_3_0 vs_1_1 vs_2_0 vs_2_a vs_2_x vs_3_0

Do you want the whole log file or anything? I would rather you focused on the next version rather than debugging the legacy version -- especially if you can get the new version modularized such that switching which DF version it looks at isn't a big deal and it could be backwards compatible with 0.31.25 (I have no clue if your code would allow this, but given that you're overhauling the entire system to make it more scalable and maintainable, I'm sure everyone would love it if it was just that modular in its design). However, if there's any info in the log or on my graphics card and drivers that would allow you to give me a quick fix without either spending hours hunting down the issue, that would be great.

Otherwise, I'll hang in there, keep my save and hope the next version's backwards-compatible, or else simply resign myself to seeing what I can get out of Stonesense and the like.

(I know ATI cards are sometimes not backwards compatible with stuff, so I wouldn't be too surprised if that were the issue instead of being too old. Worms World Party, a game I've had since forever and loved, won't run on my latest laptop because of it; a friend's ATI card, after updating the drivers, wouldn't play nice with SFML 1.6 anymore; so on and so forth.)

Thanks for your hard work in any case!

EDIT: Also, pardon me if this was asked somewhere in the massive thread, but is there a recommended course of action if DF (which I left paused) stops responding when Overseer throws its exception? I have a backup of the save and killing it with DFHack's "die" command doesn't seem to hurt anything, but I figured I'd check.
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: thewonderidiot on February 14, 2012, 11:22:36 pm
Hey, first time posting here after playing DF for some time, so consider yourself flattered to have made something that prompted a recluse like myself to come out and ask for help. ;^)

Okay, so I wanted to see my 31.25 fortress in 3d at least once since I might kiss it goodbye here soon with the new version and all. I pulled out Overseer, went to Microsoft and got the latest pack of Direct X .dlls, found the 32 bit 9_42 one and threw it in the Overseer folder (if something else I use regularly in the future installs it in System32 or wherever, fine, but if it's just this...), and ran it in non-fullscreen mode (I tried fullscreen mode at first, but I think I wasn't able to see popup error messages then or something). I, too, got the error about line 1423 and an OGRE EXCEPTION type 2 (InvalidParametersException). I tried the suggestion earlier in the thread to change vs_1_1 to vs_2_0 in the one .material file in the SkyX folder, didn't change anything.

Thanks for doing some research before posting!  :D I doubt the shaders are at fault here. Can you post the full contents of your Ogre.log and whatever popup errors you might get?

I would rather you focused on the next version rather than debugging the legacy version -- especially if you can get the new version modularized such that switching which DF version it looks at isn't a big deal and it could be backwards compatible with 0.31.25 (I have no clue if your code would allow this, but given that you're overhauling the entire system to make it more scalable and maintainable, I'm sure everyone would love it if it was just that modular in its design).

Nah, to be honest I'm just playing the new release right now <_<. The new version of Overseer is very nearly ready for release, and there's some time before DFHack is prepared for 34.xx, and I think I'm going to wait until it's out to release anything. But yes, the new version will be compatible with 31.25 and 34.01, since we have to go through map export files rather than attaching directly. Though due to recent changes in DFHack, if there's not another 31.25 release I'll probably have to provide my own package for it.

EDIT: Also, pardon me if this was asked somewhere in the massive thread, but is there a recommended course of action if DF (which I left paused) stops responding when Overseer throws its exception? I have a backup of the save and killing it with DFHack's "die" command doesn't seem to hurt anything, but I figured I'd check.

Yep! I probably should have included this, but there's an old DFHack utility called dfunstuck.exe. If you don't have an old copy of DFHack or Stonesense(which bundled it) laying around (from before DFHack moved into DF), you'll find it in this copy of DFHack (https://github.com/downloads/peterix/dfhack/dfhack-0.5.15-2-Windows-x86.zip). The utility will "unstuck" your frozen DF.
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: Cobbler89 on February 15, 2012, 09:08:25 am
Here ya go:
Spoiler (click to show/hide)
The only popup was the OGRE EXCEPTION contained in the log.

I look forward to the new version, sounds great. 8^)
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: thewonderidiot on February 15, 2012, 12:42:13 pm
Well that's really annoying. Definitely looks like something weird with your driver. I'd say try changing around that vs_1_1 and other profiles that occur in the same material file around -- try vs_2_x or vs_3_0, or something. If that doesn't work, I'm not sure what to say. Sorry about that.  :-\
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: ashton1993 on February 15, 2012, 03:00:25 pm
Just dropped in too see whether this would be compatible with 3.40 any time soon but holy cow, the new stuff your working on looks amazing  :o kudos to you, hope all goes swimmingly.
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: Weaselcake on February 15, 2012, 06:10:01 pm
Does this work with the new DF? :O
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: ashton1993 on February 15, 2012, 06:25:28 pm
Does this work with the new DF? :O

It will when it's done, I'd have thought you'd have learnt not to bother contributors by now and actually find this kind of information for yourself. The only other time I've seen you round here you just directly insulted someone who'd made massive contributions to the community.
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: Cobbler89 on February 15, 2012, 06:52:23 pm
Tried vs_2_x, vs_3_0, even a couple weirder-looking ones from the list of available shader models in the log -- vs_2_a, ps_2_0... no luck (although some might have caused other errors along the way before the one that they all spit out in a popup and then quit after).

Oh well; I'll see if the next version has the same issue, and if it does I'll make a note to make sure future graphics cards (either upgrading this laptop or getting another computer) and their drivers are backwards-compatible with DirectX 9 shader model 2.0.

Thanks for helping me narrow the issue down! Good luck with wrapping up the project, too!
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: thewonderidiot on February 15, 2012, 09:29:58 pm
Just dropped in too see whether this would be compatible with 3.40 any time soon but holy cow, the new stuff your working on looks amazing  :o kudos to you, hope all goes swimmingly.

Hey thanks! Things are going pretty well and I should have something cooked up pretty soon.

Does this work with the new DF? :O

Not yet, I've still got a couple of features left to implement, and even if I were ready to release I'd have to wait for DFHack to be ready for the new version (and it's making progress!)

Tried vs_2_x, vs_3_0, even a couple weirder-looking ones from the list of available shader models in the log -- vs_2_a, ps_2_0... no luck (although some might have caused other errors along the way before the one that they all spit out in a popup and then quit after).

Oh well; I'll see if the next version has the same issue, and if it does I'll make a note to make sure future graphics cards (either upgrading this laptop or getting another computer) and their drivers are backwards-compatible with DirectX 9 shader model 2.0.

Thanks for helping me narrow the issue down! Good luck with wrapping up the project, too!

Yeah, sorry I couldn't help. I can however tell you that even if this current issue persists with the new version, there's a decent chance you'll be able to run it anyways. This issue is purely related to HLSL, and since we're being fully OpenGL-compatible this time, you'll have the option of running in OpenGL and using GLSL shaders instead. That will definitely make this problem go away (and hopefully not introduce any new ones.)
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: dyllionaire on February 15, 2012, 09:35:23 pm
Keep up the great work! It's looking great. Excited for the new version  :D
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: Alehkhs on February 15, 2012, 09:48:59 pm
Really looking forward to seeing some renders of the new cities!
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: Talvieno on February 20, 2012, 11:15:28 am
Probably my favorite utility - keep up the awesome work, looking fowards to the next release! :)
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: Crossroads Inc. on February 20, 2012, 12:12:33 pm
As some with a Mac, and thus most likely never able to access this...
Any chance I could ask for some screen shots of some of my completed Mega Progects using this?
I have a couple of Massive cities and forts completed.
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: Graebeard on February 20, 2012, 12:17:08 pm
Once this is released you're welcome to upload your forts to DFFD and pm me with a link or post them here.  I'm happy to take screenies, particularly if you tell me about any features you'd like to see rendered.  Fair warning: it might take a few days for me to get to it depending on my workload.
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: thewonderidiot on February 20, 2012, 10:54:59 pm
Keep up the great work! It's looking great. Excited for the new version  :D
Probably my favorite utility - keep up the awesome work, looking fowards to the next release! :)

Thanks guys!  :D

As some with a Mac, and thus most likely never able to access this...
Any chance I could ask for some screen shots of some of my completed Mega Progects using this?
I have a couple of Massive cities and forts completed.

Well, there's a very slight chance (not making any promises though) that Overseer itself will be able to run on Macs now that it's not linking against dfhack, but even then you'd still need to export your maps from a windows or linux machine. I can also render things for you if you upload saves to DFFD.


Really looking forward to seeing some renders of the new cities!

Just now got DFHack working with 0.34.02 on my machine, and here are the resulting screenshots:

A town!
(http://i.imgur.com/iPtcy.jpg)

A keep!
(http://i.imgur.com/UwhK7.jpg)

These shots are with the texture atlas and the underlying colors active. We're getting pretty close! Still needs a bit of work in a few areas but we're approaching the stage where I'd be comfortable releasing what I have. The shader is pretty clobbered together, so expect the colors and lighting to be better when we release.

Other than the texturing/shader fixes, all I have left to do is reintroduction of trees and the sky. I'll also take a bit to add a basic settings file to match what configurability we had in previous releases, as a stepping stone toward the full configurability that I'm aiming to achieve down the line.
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: MaximumZero on February 20, 2012, 11:34:58 pm
...whoa.
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: Scarpa on February 21, 2012, 12:57:20 am
Wow... Very, very impressive. I love the way wall openings look with the new rendering.

Great work!
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: Talvieno on February 21, 2012, 04:16:58 pm
Whoa, yeah! That's looking incredible. :) A question, though - how does it handle water? Does it do it the same way as before, or has it been changed?
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: ashton1993 on February 21, 2012, 05:33:30 pm
Yar, it really is coming along nicely...
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: Intrinsic on February 22, 2012, 04:00:57 am
Shiny!
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: Cobbler89 on February 22, 2012, 02:45:46 pm
Shiny!
Build an Alliance Cruiser in DF using obsidian and olivine (I think olivine's the green stone, do I have that right? none of my forts get much of it) and/or green glass, whichever seems to be the right level of light/darkness (maybe some spots would be one and some the other), and then get pics in Overseer! Or let me do it, but I won't get around to it for quite a while. Maybe I'll put it on the megaprojects wiki page if they've got one for the new namespace.

On an unrelated note, maybe it's the particular woody-lookin' but brick-patterned texture combined with curved corners and nicely smoothed image/shape edges, but the fort looks somehow less real in those shots than in the earlier, sharp-edged ones. We'll be able to adjust the roundness or even adjust it for different type of materials or the difference between dug out walls and constructed walls eventually, right? (Actually, I think that there might be the key difference: dug out walls/floors should be rounder/smoother than constructed ones, which should seem, well, constructed, I'd expect.) Well hey, even if we aren't (or not anytime soon) this is incredible on the whole -- it's subtle, but I think it does seem better graphically speaking than the previous shots, and it sounds like it's become a lot more potentially portable and scaleable/extendible/customizable than it had been, or at least has a framework for being so. Very much looking forward to trying the new version. 8^)

I'm tempted to ask randomly about lighting settings such as day and night, how light gets into dug out areas, torches/lanterns/lamps given that the game doesn't let you place such things (yet) and given that it has natural caverns they wouldn't be present in, etc. But that's probably because I've forgotten what I've heard on the topic earlier in the thread. And the truth is it'll probably be obvious and/or come back to me what Overseer does and doesn't do in terms of lighting once I try it. So nevermind. XD
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: thewonderidiot on February 22, 2012, 03:14:16 pm
Glad you guys are liking it! SexyMustard and I are looking to have a release out very soon -- hopefully by sometime next week.

Whoa, yeah! That's looking incredible. :) A question, though - how does it handle water? Does it do it the same way as before, or has it been changed?

It's changed a lot. Unfortunately, water is probably what's suffered the most in this version. The old approach was pretty bad, though -- always calculating every reflection/refraction map and hanging the program while it happened. And not to mention floating planes of water....

Right now water is just stored in the voxels like anything else, properly respecting water levels from 0 to 7. So it'll be more shapely and less weird for this version. PolyVox doesn't support voxel transparency though, so it'll be a solid water texture (no transparency) that will be drawn just like all the other geometry. Once we get the custom extractor rolling, that will change and we'll be able to start going back to the previous approach but in a better way.

Shiny!
Build an Alliance Cruiser in DF using obsidian and olivine (I think olivine's the green stone, do I have that right? none of my forts get much of it) and/or green glass, whichever seems to be the right level of light/darkness (maybe some spots would be one and some the other), and then get pics in Overseer! Or let me do it, but I won't get around to it for quite a while. Maybe I'll put it on the megaprojects wiki page if they've got one for the new namespace.

On an unrelated note, maybe it's the particular woody-lookin' but brick-patterned texture combined with curved corners and nicely smoothed image/shape edges, but the fort looks somehow less real in those shots than in the earlier, sharp-edged ones. We'll be able to adjust the roundness or even adjust it for different type of materials or the difference between dug out walls and constructed walls eventually, right? (Actually, I think that there might be the key difference: dug out walls/floors should be rounder/smoother than constructed ones, which should seem, well, constructed, I'd expect.) Well hey, even if we aren't (or not anytime soon) this is incredible on the whole -- it's subtle, but I think it does seem better graphically speaking than the previous shots, and it sounds like it's become a lot more potentially portable and scaleable/extendible/customizable than it had been, or at least has a framework for being so. Very much looking forward to trying the new version. 8^)

I'm tempted to ask randomly about lighting settings such as day and night, how light gets into dug out areas, torches/lanterns/lamps given that the game doesn't let you place such things (yet) and given that it has natural caverns they wouldn't be present in, etc. But that's probably because I've forgotten what I've heard on the topic earlier in the thread. And the truth is it'll probably be obvious and/or come back to me what Overseer does and doesn't do in terms of lighting once I try it. So nevermind. XD

Yup, I agree. Marching Cubes, unfortunately, doesn't let you choose between soft edges and hard edges, so if anything gets smoothed, EVERYTHING gets smoothed. There's another, newer extraction method for voxel data called "dual contouring", which PolyVox doens't yet support. The current plan is to begin implementing a dual contouring extractor shortly after the next release or two of Overseer.

Lighting for the moment is just directional light (from the sun) that isn't blocked by anything, so the caverns aren't pitch black. It's a very simplistic model that needs revisiting in the future -- once I figure out how I want to handle it. If you have any suggestions, fire away!  ;)
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: Cobbler89 on February 22, 2012, 06:44:44 pm
Well, I have no real experience in 3d modelling, and absolutely none in lighting, so I can't tell what would be doable. I can, however, say what I think would be awesome/ideal, if it can be done in the first place, without going into a level of complexity that would make big complicated forts difficult to view because of the complexity.

First off, if DF ever gets torches/lanterns/lamps or anything, I'd simply make the sun or, in night mode, the moon (with maybe a third or half the light and a blue overtone) be a main light source but then have any torches not in sunlight be lit for a smaller light source, with ordinary realistic shadows (nothing fancy, just light doesn't go through things), and then for the caverns make underground moss/fungi and presumed algae in underground rivers all glow for another underground light source (at least at the first layer of cavern I know this works -- it'd be amusing to have it only on the floor because that's where it is in DF, btw -- I haven't found the other two cavern layers quite yet, but have heard tales of eerie glowing pits at the bottom of the world that would also work nicely as lights).

Until then, my ideal balance is a little less simple and I don't know if it could be done or not, but it sure would be nice... The moon in night mode would do what the sun does now but one third the light and a blue overtone. In day mode, I'd try to program an easy way to distinguish between above-ground and below-ground areas (DF does distinguish between constructed walls and floor and natural ones, so I suspect in theory there could be a way to figure it out if the results can be used to label a surface for the renderer somehow). The light from the sun would be full power until it has to pass through an above-ground surface, the first of which reduces it to two thirds the brightness. This would not be cumulative; straight above a three story tower, the sun would light the bottom floor 2/3 just like the second (and, if it's roofed, the third). Then, natural ground surfaces (including walls as well as floors; didn't mean "ground" as in "floor") would block the sunlight completely, but anywhere that sunlight was prevented from reaching I'd have lit by some kind of non-directional light at 1/3 the brightness of the above-ground light.

That way the inside of a fort is slightly darker, and the caverns are a good bit darker and don't have shadows in different places based on the position of a sun that's not visible from there anyway. If the natural ground changing the light completely like that isn't doable, I'd take the principle of the above-ground surfaces casting a non-cumulative shadow and reduce the light to a whole 1/2 instead of by a third to 2/3; it wouldn't be quite as awesome, but I'd expect it to be doable and to nicely set the tone for inside/underground areas.

On the other hand, if you wanted to go a true DF-based model, you could have the sun and moon always be directly above in the sky and have light technically just come straight down... 8^)

Like I said, no idea if that's anything like doable, but since you asked it's my suggestion for an overall design that would work out nicely if it worked. I imagine the after-torch-and-or-lamp-addition plan would probably be easier to program though it might actually take more processing power. I'd love if I knew enough about 3d graphical programming to help in any way... Oh well, it's like watching Dwarf Fortress itself develop and being able to make suggestions but not do much to make them materialize (aside from the occassional animal sponsorship drive).
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: nenjin on February 22, 2012, 08:54:19 pm
Hey, I just wanted to confirm, after about 30 mins of reading and trying to get FO to connect to DF....it doesn't work with with the latest version, yeah?
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: thewonderidiot on February 22, 2012, 09:36:43 pm
Hey, I just wanted to confirm, after about 30 mins of reading and trying to get FO to connect to DF....it doesn't work with with the latest version, yeah?

No. Currently working on a rewrite.
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: nenjin on February 22, 2012, 09:38:18 pm
To be honest I'm relieved. I was beginning to question what I know about computers when it kept telling me it couldn't talk to DF. :P
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: Sexy Mustard on February 23, 2012, 02:44:21 am
More in-progress screenshots!
(http://i.imgur.com/UZUHKh.jpg)
(http://i.imgur.com/PkL2ih.jpg)
diffuse lighting now works over the texture atlas, vertex colors integrated via alpha masking, It's still not perfect but its getting pretty close to first release material. Also for first release we plan on using SkyX to give us our sun and moon lighting(as well as all the other things that skyX does so well :D) and within that we should end up getting a color component so the sun should be yellowish and the moon blueish, if that is not the case however I will probably add that in manually sometime after the first release. additionally on the matter of lighting differences for above and under ground that is a much more difficult problem that will certainly not be addressed until a later release.
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: bombzero on February 23, 2012, 03:07:20 am
wow good job updating to 31.25!
wait a second.....

you guys have horrible luck with update timing.
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: Talvieno on February 23, 2012, 03:10:22 am
wow good job updating to 31.25!
wait a second.....

you guys have horrible luck with update timing.
Question... Not to offend, or anything... But... Do you read before you post?

edit:
Also, those update pics look awesome. Far beyond what I thought it was going to be up-close. lol   Now I'm starting to worry about whether it'll run on my laptop. :\ However, with the news that the water has changed (for the better, actually, in my opinion - I couldn't open ocean maps at all, really), hopefully I'll manage. =)
Title: .
Post by: Yannanth on February 23, 2012, 04:20:18 am
.
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: Crossroads Inc. on February 23, 2012, 10:44:35 am
I agree.

DF has really lost somethign i think with the Demize of the old Visualizer.
It used to be every other day peopel were posting MASSIVE works in glrious rendations and color and style.

Now all we have is stonesense which is still getting bugs out of it, and is only isometric, it is fun to play, but doesnt give the same GRAND feeling the visualizer did.

O really hope Overseer becomes as wide spread and easy to use.
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: thewonderidiot on February 23, 2012, 11:36:02 am
Also, those update pics look awesome. Far beyond what I thought it was going to be up-close. lol   Now I'm starting to worry about whether it'll run on my laptop. :\ However, with the news that the water has changed (for the better, actually, in my opinion - I couldn't open ocean maps at all, really), hopefully I'll manage. =)

You shouldn't have to worry about that, hopefully. I haven't yet tested thing on lower-end hardware, but the old version of Overseer had the entire map in the scene the whole time. That adds up to a LOT of triangles. This new version, due to smoothing, uses a lot more triangles than the old version, but there's also paging, so only the portion of the map around the camera is actually loaded into the scene. Plus, all of the high res textures of the previous version have been replaced by a single texture atlas until further notice, so your GPU will be rendering just one texture onto the geometry instead of fifty-something. The texturing was a large part of what was clobbering Overseer before.

Speaking of lighting, I just had an awesome idea pop into my head... what if you had a special mode which has lightening going in the background and rain... would make the fortress look really evil and generally cool. I'd fancy that.

Good news for you, the sky library we use will be updated with thunderstorms very shortly. That means we'll be able to read in the weather state from DF and... well, you see where I'm going.  ;)
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: ashton1993 on February 23, 2012, 12:02:39 pm
Still looking awesome so now all you need to do is draw models for doors, workshops and everything, then livestream data from DF, animate all the in-game creatures and make them fight and perform all interactions like making booze look realistic and finally make it so you can control DF via Overseer and I reckon you'd be set. That's not too much too ask is it? :P
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: nenjin on February 23, 2012, 12:26:32 pm
For a guy involved with NASA?

.....maybe.
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: runlvlzero on February 23, 2012, 11:57:34 pm
I just wanted to say HURRAY! that this is still being maintained I had some cool views of some of the towns in adventure mode in 31.25, in 34 with the new layouts it should be awesome!  :D
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: thewonderidiot on February 25, 2012, 02:44:49 am
Still looking awesome so now all you need to do is draw models for doors, workshops and everything, then livestream data from DF, animate all the in-game creatures and make them fight and perform all interactions like making booze look realistic and finally make it so you can control DF via Overseer and I reckon you'd be set. That's not too much too ask is it? :P

For a guy involved with NASA?

.....maybe.

Right so, drawing models for buildings is one of the priorities that will be coming up soon. After that, livestreaming from DF (with animated creatures) is something that I'd love to do eventually (the ZMQ API needs to be written into DFHack first). Given the tile-based-ness of DF, it'll be... challenging... to make any of the animations to not look super choppy. Overseer would have to run several frames behind DF so it could plan animations with foresight into what the creature will be doing, otherwise movement would look chaotic and bad. As far as direct control of DF goes -- I'm not sure I want to touch that.

I'm flattered that you think there's even a remote chance I'd be able to pull off that craziness. :P

Added liquids (both water AND magma this time) and sky tonight. Holding off on showing a screenshot with the liquids as the textures need a bit more work.

Here's a shot with the latest shader by SexyMustard and with the basic sky integrated:

(http://i.imgur.com/uEwD6.jpg)

There's some seams on the constructed texture that I haven't managed to find the source of yet, so hopefully I'll be able to kill it in the next few days.
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: aantn on February 25, 2012, 04:08:52 pm
Great Amarok! You are a legendary dwarf among men.
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: Akomis on February 26, 2012, 04:18:29 pm
Wow, these screenshots are wonderful. I`m longing to see it in action, with DF 0.34. Is new version coming soon? :)
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: thewonderidiot on February 26, 2012, 05:16:48 pm
Wow, these screenshots are wonderful. I`m longing to see it in action, with DF 0.34. Is new version coming soon? :)
Yep, I'm scrambling to finish this as things are going to get extremely busy at work starting around Thursday, so I won't have as much time to put into this. So Wednesday night is my deadline for a release, but it could be a bit sooner.

First trees showing up, now need to add a config file with tree type->model mapping (along with some default bushes, deciduous trees, and shrooms):

(http://i.imgur.com/jxvDd.jpg)

Water texture in that shot is still my GIMP bucket-fill placeholder while SexyMustard works on finishing a nicer one. There's not much left to do!  :D

EDIT: So, in working in this I came to recall the reason why the last release only had the pine tree -- it's the only good low-poly tree model I have. The rest look pretty terrible. If anybody has any nice-looking tree/bush/shroom models they'd like to share, let me know! Otherwise I might just distribute only the pine (and maybe mushrooms -- I have some models of those that aren't too bad) but have the ability to add more.
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: bombzero on February 27, 2012, 12:08:24 am
how many Z-levels is that drop? this visualizer has come a long way.
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: Scarpa on February 27, 2012, 12:23:18 am
Looks like 9z to me, the banks are clearly banded.
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: bombzero on February 27, 2012, 12:28:52 am
ah i see, i was sitting back, and whenever you look up at a LCD monitor everything is darker.
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: thewonderidiot on February 29, 2012, 02:17:24 pm
Minor update: might not hit my deadline of tonight for a release. I finally found a source of low-poly plant models, so I'll be working on the full plant system starting tonight. Hoping for lots of variation in vegetation (all sorts of flowers, shrubs, weeds, trees, etc). Probably boulders too.

Once that's all done, all that's left is the config file. There's going to be a lot more in it this time, with a lot of parameters for tweaking the paging stuff. I'm going to avoid going any further into anything else for this release, as it will simply add to the stack of things I need to reconsider for future work. After this release, with what time I have left, I'm going to work on getting buildings and items to show up properly, and start working on dual contouring so we don't have to use PolyVox's slightly janky mesh extractor.
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: aantn on March 01, 2012, 02:36:00 pm
Hi, is there an up-to-date branch of the code on GitHub?

I looked, but all I could find was a repository with commits from one year ago.
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: thewonderidiot on March 01, 2012, 03:20:14 pm
Nope, the stuff on GitHub is all from the very old OSG version of Overseer. We've moved over to Google Code for now. (http://code.google.com/p/fortressoverseer/) It's completely up to date, and I try to push to it every day. I've been kind of considering moving it back to GitHub now that I'm a bit more involved with DFHack, but I haven't decided yet.
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: Talvieno on March 02, 2012, 07:03:40 pm
Yep... I'm blown away. That looks incredible. With lots of different plants, it'll look insanely amazing - you'll be able to tell what kind of biome you're in by looking at the plants, correct?

I've done some 3d modeling work, but I doubt any of it would be of any use to you... What are the models made in, out of curiosity? Maybe I can help make what you're missing.
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: thewonderidiot on March 02, 2012, 09:25:31 pm
Yep... I'm blown away. That looks incredible. With lots of different plants, it'll look insanely amazing - you'll be able to tell what kind of biome you're in by looking at the plants, correct?

Thanks!  :D Hopefully, yeah, you'll be able to tell biome based on vegetation.

I've done some 3d modeling work, but I doubt any of it would be of any use to you... What are the models made in, out of curiosity? Maybe I can help make what you're missing.

Any help would be much appreciated!  :D These are the trees/plant models I found. (http://www.loopix-project.com/index.html?http://www.loopix-project.com/content/models/con_modelfreebies.htm) Each model is in a bunch of formats, so you should have something that should be able to open them. They're more...region-specific, rather than species-specific. My plan was to just roughly assign the models to what real life tree they more or less look like. So, I'm not quite sure what the gaps are yet. Any fantasy, non-real-world tree or plant isn't going to have a model yet, obviously. It's insanely difficult to find decent low-poly tree models. Reading through the Visual Fortress thread, I discovered that Baboonanza had the same trouble as me, and never did find free tree models that he was happy with.  ::) I'd absolutely love to have a different model specifically for each species of tree, and have it be distinguishable, but for now hopefully these will work.

The resulting 3D model has to be in Ogre's own .mesh format. Honestly, getting it there is half of the challenge. I finally found a method to convert the Loopix trees last night. If you're interested, here's the process:

Yeah. Don't ask me how long it took to figure that one out.  ::) I'll be spending most of my night tonight doing that to each loopix plant model, so hopefully by tomorrow we'll be able to post some screenshots of all sorts of vegetation in Overseer.

Anyways, that's for the Loopix trees. I've been making my own models in Blender, and have found that it works quite nicely. Whatever works, really, there's an Ogre exporter for almost every major modelling program -- it's just that the process of importing and then exporting tends to screw things up.

So that's really not much of an answer to your actual question, but I should know that better by tomorrow.  :D
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: Icefire2314 on March 02, 2012, 10:31:07 pm
I'm an absolutely terrible 3-d modeler, but yeah, I've tried. I could probably make a couple really simple things, but nothing fancy... If i do try to make something, I'll share though ^^
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: Talvieno on March 02, 2012, 11:53:34 pm
Ahhhh, okay. I'm used to working with Deled 3d, simply because it's what I found first and it's free, but I've worked with Milkshape before. It has a .mesh exporter too.

I'm more used to making high-poly models, but, I'll experiment a bit and see what I can do. :) If you're already making your own models, though, I don't really know where I should start... I guess I'll just pick something and go with it - I'm guessing trees are more important - and maybe post a screenshot when I'm done, or send you a link, to see what you think.
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: thewonderidiot on March 03, 2012, 01:12:52 am
I'm an absolutely terrible 3-d modeler, but yeah, I've tried. I could probably make a couple really simple things, but nothing fancy... If i do try to make something, I'll share though ^^

Ahhhh, okay. I'm used to working with Deled 3d, simply because it's what I found first and it's free, but I've worked with Milkshape before. It has a .mesh exporter too.

I'm more used to making high-poly models, but, I'll experiment a bit and see what I can do. :) If you're already making your own models, though, I don't really know where I should start... I guess I'll just pick something and go with it - I'm guessing trees are more important - and maybe post a screenshot when I'm done, or send you a link, to see what you think.

Don't worry, I'm sure you guys are better than me. I'm by no means an artist.  ;) And don't move to Milkshape because of what I said above, because I've got 28 days of trial left on it and am only using it for converting the tree models I found.

The only things I have modeled at all for Overseer are stairs, pretty much. Oh, and a boulder. They even need a bit of a redo... <_<. So really, anything and everything needs modeled. Trees and shrubs (and shrooms and such) will be able to be incorporated immediately. Buildings (doors, workshops, beds, etc.) will hopefully be implemented pretty soon. Items are probably a way off. So that's more or less general priority.

Thanks a ton for offering to help out, you guys are awesome!  :D
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: yamamushi on March 03, 2012, 01:20:29 am
Trees and shrubs (and shrooms and such) will be able to be incorporated immediately. Buildings (doors, workshops, beds, etc.) will hopefully be implemented pretty soon. Items are probably a way off. So that's more or less general priority.

Jeez, all this talk about the things you're putting in make me really excited about the upcoming new release :D

If only overseer could model dwarves/entities too (or adventure mode) but I know that's a long ways away haha.
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: Rose on March 03, 2012, 04:48:22 am
Um... it does adventure mode just fine. most of the text views are from there.
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: Talvieno on March 03, 2012, 11:14:11 am
Spoiler (click to show/hide)
My attempt at a feather tree. I didn't spend long on it, it's far from perfect, and it could use being tweaked... A lot. Also, as to scale, I'm willing to bet it's huge compared to everything already in Fortress Overseer. And... the polygon count is a bit higher than I wanted it to be... Like I said, I'm used to working with higher-poly models. But, I thought I'd upload a pic and see what you think.
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: ashton1993 on March 03, 2012, 12:07:27 pm
Spoiler (click to show/hide)
My attempt at a feather tree. I didn't spend long on it, it's far from perfect, and it could use being tweaked... A lot. Also, as to scale, I'm willing to bet it's huge compared to everything already in Fortress Overseer. And... the polygon count is a bit higher than I wanted it to be... Like I said, I'm used to working with higher-poly models. But, I thought I'd upload a pic and see what you think.
I reckon you could probably strip away ~half the leaves maybe? That might let you get some more detail on each each feather
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: Talvieno on March 03, 2012, 12:13:22 pm
Spoiler (click to show/hide)
My attempt at a feather tree. I didn't spend long on it, it's far from perfect, and it could use being tweaked... A lot. Also, as to scale, I'm willing to bet it's huge compared to everything already in Fortress Overseer. And... the polygon count is a bit higher than I wanted it to be... Like I said, I'm used to working with higher-poly models. But, I thought I'd upload a pic and see what you think.
I reckon you could probably strip away ~half the leaves maybe? That might let you get some more detail on each each feather
Yes, probably so. I was just going for the general shape, really - a sort of poofiness at the end of a stick-trunk. That's what I've always thought of them as.

edit: I also didn't know if Ogre supported texture transparency - if it does, it would be a lot easier to make it look more detailed without requiring more polygons, and you'd get to keep the poofy-top shape.
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: Rose on March 03, 2012, 01:28:00 pm
ogre does indeed support texture transparency, and you can see it in use in the last screenshot showing trees.
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: Talvieno on March 03, 2012, 02:34:53 pm
Yes, I was just thinking that. However... I'm no artist. I have the feeling someone else would need to create the textures - I don't really have anything good for creating those. I could attempt, but it would look like garbage.
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: thewonderidiot on March 03, 2012, 10:13:43 pm
Spoiler (click to show/hide)
My attempt at a feather tree. I didn't spend long on it, it's far from perfect, and it could use being tweaked... A lot. Also, as to scale, I'm willing to bet it's huge compared to everything already in Fortress Overseer. And... the polygon count is a bit higher than I wanted it to be... Like I said, I'm used to working with higher-poly models. But, I thought I'd upload a pic and see what you think.

I like it! Nice and feathery looking  :)

Yeah, all of the models that I have are leaves and branches drawn on a bunch of intersecting planes, to keep polygon counts down around 100. I'm in the same boat as you though -- if I had to draw a texture for it, things would... not go well.

Incidentally, here's a picture of one of the new trees and one of the new shrubs in action:
(http://i.imgur.com/QjnJl.jpg)

There's no rhyme or reason behind the scale of the models, so I'm going through and assigning them proper min and max scales one at a time (which is what this is a screenshot of). Conversion's all done, and once the scale stuff is done it'll be onto preparation for release.
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: Rushmik on March 03, 2012, 11:09:04 pm
Very very very cool.

Cannot wait to use this. :)
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: thewonderidiot on March 04, 2012, 02:01:26 am
Cannot wait to use this. :)

SOON.

(http://i.imgur.com/muMKP.jpg)
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: Aristarhys on March 04, 2012, 02:45:24 am
I try to launch Fortress Overseer with actual DF 0.34.04 and get error about 'can't connect DF' where get right memory.xml?
And in console get parsing error of SkyX.material - how to fix that?
Where comes new version of FO? Screens above look promising.

P.S. it seems like FO is only still alive 3d visualizer?
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: Talvieno on March 04, 2012, 11:25:07 am
I try to launch Fortress Overseer with actual DF 0.34.04 and get error about 'can't connect DF' where get right memory.xml?
And in console get parsing error of SkyX.material - how to fix that?
Where comes new version of FO? Screens above look promising.

P.S. it seems like FO is only still alive 3d visualizer?
The current version of Fortress Overseer isn't compatible with DF2012, unfortunately. It won't be long until the next version is released, though.

thewonderidiot - that looks awesome. :D My feather tree very obviously wouldn't match well with any of that - I really should've looked at the plant models you were using, lol
It looks like you're making rapid progress. :)
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: thewonderidiot on March 04, 2012, 04:08:45 pm
thewonderidiot - that looks awesome. :D My feather tree very obviously wouldn't match well with any of that - I really should've looked at the plant models you were using, lol
It looks like you're making rapid progress. :)

Not all of these models will stay, necessarily, since they're just generic "trees" and not "Oaks" and "Maples", which is what I want in the end. So don't worry if it doesn't quite fit in for now.  ;)

Unfortunately, last night around midnight progress ground to a halt. It looks like there's been some form of corruption in our repository, and I'm not sure to what extent there is yet. As far as I can tell, it's just the texture atlas, but it's messed up all the way throughout our revision history, so I won't be able to make a replace tonight as planned. I'm hoping that the clone I have at work is old enough to not have been affected, but I won't find out until tomorrow.  :-\ If, when I examine the revision history at work tomorrow, discrepancies show up... I guess I'll have to make a new repository or something. Not sure yet. Anyways, sorry about the delay, again. Hopefully I can get this all figured out.

EDIT: Looks like sexymustard messed it up a week or so ago. I'll have to wait for him to be able to fix it, though.

DOUBLE EDIT: Got it all sorted out. All of the planned features for release are done, so now I'm cleaning up, removing any hardcoded numbers, and pulling everything out to a config file.
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: Icefire2314 on March 05, 2012, 09:44:42 pm
When do you think it will be 2012 compatible? I haven't used overseer, and it looks really cool :D
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: thewonderidiot on March 06, 2012, 12:30:25 am
When do you think it will be 2012 compatible? I haven't used overseer, and it looks really cool :D

Thanks! It already is DF2012-compatible, I'm just keeping it to myself!  :P

I fixed the last two known bugs that I intended to fix before release tonight. I still want to play with lighting a bit, and I still need to build the config file. Plus a quick pass over everything to try to optimize it a bit. Give it a few days... I'd say Saturday at the absolute latest.

(http://i.imgur.com/Ggkkf.jpg)

This screenshot shows tonight's two fixes -- wood is displaying on constructions properly, and trees are only being placed in towns were they actually belong (DF's bug, not mine!)
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: Graebeard on March 06, 2012, 01:57:15 am
You, sir, have got me excited.
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: ashton1993 on March 09, 2012, 07:40:08 pm
*Ashton's eye twitches occasionally as he awaits the release of the 3d visualizer everyone's been waiting for* hehe, you almost there now?
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: Rose on March 09, 2012, 08:44:13 pm
*Ashton's eye twitches occasionally as he awaits the release of the 3d visualizer everyone's been waiting for* hehe, you almost there now?

I think he's busy converting everything to .net
Title: .
Post by: Yannanth on March 10, 2012, 06:55:16 am
.
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: thewonderidiot on March 10, 2012, 02:20:44 pm
I think he's busy converting everything to .net
Is this really written in .NET? I think I threw up in my mouth a little.

If you have to, thewonderidiot, at least try to work within the boundaries of he Mono (http://mono-project.com/Main_Page) implementation. Keeping this cross-platform would be very nice indeed.

No, Japa was jokingly referring to this post. (http://www.bay12forums.com/smf/index.php?topic=43260.msg3077843#msg3077843) Don't worry, I'm use all cross-platform libraries as well.  ;)
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: Icefire2314 on March 10, 2012, 03:53:05 pm
Will it be out today?  :o
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: thewonderidiot on March 10, 2012, 10:17:31 pm
Will it be out today?  :o

It'll be close. Settings are about halfway done -- there's two or three that I'm adding that'll require a bit more functionality in a few spots. Also, I've never run this on anything other than my recently built gaming computer, so I'll need to test it on my laptop to find good default settings. Getting very close though.
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: Talvieno on March 10, 2012, 10:28:59 pm
You designed it on a gaming rig? Now I'm worried that my poor laptop might not be able to run it... lol
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: Greiger on March 10, 2012, 10:30:41 pm
That's what rendering distance and LoD settings are for.    Assuming it has them of course.
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: thewonderidiot on March 10, 2012, 10:38:35 pm
Yeah, it has them -- to the extent that I can control. Unfortunately, my laptop appears to be taking a beating from Overseer at the moment -- not all the settings are in yet though. I'm trying my best to get it running as smoothly as possible.

...It would appear that most of the hangup is coming from PolyVox, it would seem -- so stuff that I can't change before this release.  ::)

Well, doing more testing. If I can't get it fast enough, I might have to push off release until I can locate the exact problem area and speed it up.

...More testing. I think I'll be able to get it to run around the same speed as the previous release, at least.

Final edit of the night: Alright guys, most of the options are in. I'm pretty much far enough along to release it, in terms of features/config options, but I'm going to hold out until it runs faster. I've been tweaking things on my laptop and the slowness definitely looks to be a processor bottleneck rather than a graphics bottleneck. I think the position checking and page generation threads are locking the main thread for too long too frequently, so I'm going to scale them back and try to optimize them a bit to see if that helps. I've got plans for a lot of the day tomorrow, but I'll be back at it tomorrow night. Hopefully I'll be able to get this sorted out pretty quickly.
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: EmilAFN on March 11, 2012, 07:55:12 am
I really wanna try this mod out! :D Rock on OP!

and btw, am I able to subscribe to this topic?

registrated 10 min ago just to check if that makes me able to subscribe to this topic :D
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: ashton1993 on March 11, 2012, 08:30:31 am
I really wanna try this mod out! :D Rock on OP!

and btw, am I able to subscribe to this topic?

registrated 10 min ago just to check if that makes me able to subscribe to this topic :D

Look near the top just below where it says "Hello EmilAFN", click "Show new replies to your posts, your automatically subscribed to every thread you create or comment on
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: EmilAFN on March 11, 2012, 08:31:51 am
I found out :D but thank you anyway :D
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: Ifeno on March 13, 2012, 09:54:10 am
i get an error message that some file is missing when i try to open the exe.  How do i go about fixing this?
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: beef623 on March 13, 2012, 11:13:50 am
Are you using DF2012? It's not compatible yet, but it will be soon.
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: Crossroads Inc. on March 15, 2012, 07:29:38 am
Any other screenshots of forts? I am really curious to get a feel of how this visualizer may render some of my Mega Forts
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: thewonderidiot on March 15, 2012, 10:48:01 am
Any other screenshots of forts? I am really curious to get a feel of how this visualizer may render some of my Mega Forts
Nope -- haven't found any megaproject saves in 34.xx yet.

Sorry for the delays, this week has been extremely busy between my birthday, work, and other things. My parents are flying out this weekend so starting tomorrow I won't have access to a computer for the whole weekend. I've gotten things running a bit faster but I still need to squeeze out a bit more before I'll be comfortable releasing.
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: Cobbler89 on March 15, 2012, 03:32:40 pm
Happy birthday, and keep hammering at it -- it's always good to get a project like this to a stable point before working on adding features or anything. (At least, that's what I'm telling myself as I work through a bunch of code issues on my first utility... which I should probably quit mentioning till I have a release ready...)
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: Graebeard on March 18, 2012, 04:21:41 pm
Hey, so >_>

if you need someone to test this on their machine for you <_<

I might know a guy   ::)
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: thewonderidiot on March 19, 2012, 10:13:19 pm
I'll be putting up a release shortly. Work has been really busy, and real life outside of work has been really busy as well.

I've spent most of the night tweaking config options and messing with the speed of the thing. The paginator is definitely at fault, despite being introduced to make things faster. I think I'm going to add an option to completely bypass the paginator and generate all of the pages right off the bat, along with the old minimum-z-level option. That'll let it run smoother on any machine with older hardware until it's all sorted out.

By the by, as things get busier and busier for me, it would be awesome if some people could pitch in with development *wink wink nudge nudge*.  It's open source. At this point I feel like I'm going to be releasing just another "good enough" visualizer. I'd like for it to become more.  :)

Anyways, it won't happen tonight, but keep your eyes out over the next 2 or 3 days. I've already done all my tests on hardware and such, and right now it's just trying to make it run as good as possible. So there's really no reason not to put it out for people whose hardware can handle it while I fiddle with the engine. There's nothing to make me delay again this time, I swear to Armok.  ;D
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: MaximumZero on March 19, 2012, 10:42:55 pm
I can't help with the development, unless you have a position for "Stare in wonder at the code." I could totally do that. :P
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: ashton1993 on March 20, 2012, 10:02:22 am
If you reccomend a good 3d modelling program I could maybe take a crack at drawing workshops and items when I'm not too busy. Maybe textures I could help with too, most the time I've got stuff going on but every now and then I could maybe contribute.
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: Rose on March 20, 2012, 10:11:46 am
the main two free ones are blender and sketchup.

I'd recommend sketchup for furniture and stuff.
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: beef623 on March 20, 2012, 03:36:42 pm
I would recommend blender.

I wouldn't mind contributing some models as well.
Title: .
Post by: Yannanth on March 20, 2012, 06:30:20 pm
.
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: Crossroads Inc. on March 21, 2012, 09:37:42 am
I know this may have been covered...
But is it just impossible to use the models already created for the original Visualizer?
Some of those were real works of art, and it seems a shame the go to waste,
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: runlvlzero on March 21, 2012, 11:12:12 am
I know this may have been covered...
But is it just impossible to use the models already created for the original Visualizer?
Some of those were real works of art, and it seems a shame the go to waste,

I'm 99% sure those belong to the original developer of that project and no one can get any permission to use them, but 99% is not 100%, I may be wrong =P. Also I'm 99% sure that thewonderidiot is using this project to develop their skills. Which means they probably want practice doing some of their own modeling (not that they couldn't use stock models then replace them one at a time with their own.)
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: thewonderidiot on March 22, 2012, 10:45:44 am
I know this may have been covered...
But is it just impossible to use the models already created for the original Visualizer?
Some of those were real works of art, and it seems a shame the go to waste,

Not sure, haven't looked into it too extensively. I know Visual Fortress has either a rare, unknown 3D model format or its own custom one.

I'm 99% sure those belong to the original developer of that project and no one can get any permission to use them, but 99% is not 100%, I may be wrong =P. Also I'm 99% sure that thewonderidiot is using this project to develop their skills. Which means they probably want practice doing some of their own modeling (not that they couldn't use stock models then replace them one at a time with their own.)

Depends on licensing and that original developer's source of the models. Baboonanza got his tree models from somewhere online -- I found the same source. Also, I did start this to teach myself 3D programming and to be able to see my fortresses in 3D -- but if I could have it my way, I wouldn't have to model a single thing. Seriously, I'm terrible at artistic things, somebody else needs to do them or this visualizer will look like a 3-year-old's scribble fortress. :P
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: aantn on March 22, 2012, 11:09:16 am
Is that crayon scribble?  :D
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: Cobbler89 on March 22, 2012, 12:38:10 pm
Now that you mention it, if somebody could create a visualizer that imitates the style of Toady's crayon art rewards... I mean, in all seriousness, that would be an +<<*exceedingly dwarfy utility*>>+.
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: puke on March 26, 2012, 12:08:48 am
I actually wish these 3d visualizers would use 2d sprites for objects.  cheaper, faster, quicker to develop, easier to crowd source, etc.

people could plug in graphics from tilesets, crayon art, whatever.

I'd love to see a crayon art collection creature tile set, or visualizer sprite set, or whatever.  would be happy to scan and contribute mine if such a thing got off the ground.
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: Talvieno on March 26, 2012, 12:14:04 am
I actually wish these 3d visualizers would use 2d sprites for objects.  cheaper, faster, quicker to develop, easier to crowd source, etc.

people could plug in graphics from tilesets, crayon art, whatever.

I'd love to see a crayon art collection creature tile set, or visualizer sprite set, or whatever.  would be happy to scan and contribute mine if such a thing got off the ground.

Nah, it's not really possible to do that if it's actually 3D and not just isometric. The pictures would rotate with the camera and look odd, and even then, if you look at the item closer to top-down it'll begin to shrink and disappear vertically.
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: Mr Frog on March 26, 2012, 12:27:28 am
I dunno... I think if you just made the models flat (Like, just a two-sided square polygon with a texture -- not a sprite in the traditional sense) and give the textures a crayon-y appearance it'd look really cute. Like a dwarven pop-up book or something. You'd probably need a setting to manually set the angle of the trees, though, or else it'd look really lame if you looked at it edgewise :p I'm not sure if that'd play nicely with the software, though.
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: Talvieno on March 26, 2012, 12:38:04 am
I made a game once, several years ago - I got bored and was playing around with stuff for about two weeks, and focused on using only flat rectangles and low-poly spheres for models (though I didn't have 3d transparency in the language I was toying with). Flat models are possible - but only if you don't mind staying on the same level as the trees, and the trees are kept to face exactly at the camera at all times. Unfortunately, this isn't the point of Fortress Overseer... You're supposed to be able to see your fort from any angle. :P Edgewise wouldn't be a problem - it'll be from above that it looks bad, no matter what the dimensions of the images are.
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: Mr Frog on March 26, 2012, 01:04:47 am
That's why you'd need a setting to manually rotate the trees so that they're facing the "right" way without constantly being locked to the camera. Maybe have them leaning back slightly, with a little square behind them "holding them up" to add to the pop-up-book aesthetic.
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: Talvieno on March 26, 2012, 01:14:04 am
Hmmm... That's a good idea, really... If you set the point of rotation at the bottom of the tree rather than at the middle, and coded it so that it faced the camera 100% at a 0° angle progressing to a 50% degree of rotation at 90° (directly above or below), it would look better... It still wouldn't look as good as the 3d models, but if people started making art packs for Fortress Overseer that could be pretty cool. Thewonderidiot wouldn't have to do nearly as much, for one thing... But then there's the issue of the 3d terrain/constructions not matching the 2d images. It would be difficult to pull off, but if you do it with a pop-up storybook theme in mind, it might be possible.
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: TSTwizby on March 29, 2012, 12:08:18 am
Hey, how has this been going? I've been really looking forward to this since the new version came out.
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: Crossroads Inc. on March 29, 2012, 06:38:07 am
OK, I don't know if this is possible yet...
But once we start seeing screnshots, I would think it really REALLY awesome if one of the fist things we could see was a rendition of one of the new Auto-Genned "Cities" the new version makes.

Complete with roads, houses, and of course the inner Walls and Keep.
Some of these cities are HUGE and it would be awesome to see one in glorious 3D
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: runlvlzero on March 29, 2012, 12:38:26 pm
Very possible to see that, I had some pics up of a mountain side one from 31.25+ but it was no wear near as epic as what toady has built now.

Your best bet would be to get embark anywhere though and embark on a 16x16 (not playable), but good enough for overseer screenshots I wager.

While adventure mode overseer maps are pretty big, but I don't know if they come anywhere near 16x16s, I think their like 1x1 embarks ...
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: Crossroads Inc. on March 30, 2012, 07:28:11 am
It's things liek this that make it so sad the old visualizer died.

I wonder has anyone used Stonesense to look at some of the new Massive Cities?
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: thewonderidiot on March 30, 2012, 11:39:38 am
Hey, how has this been going? I've been really looking forward to this since the new version came out.
Was waiting for DFHack to come out for 34.06 to come out -- didn't want to release during a version I can't support. Peterix intends to update for 34.07 in a few hours, I think, so either tonight or tomorrow I should be able to put something up.

OK, I don't know if this is possible yet...
But once we start seeing screnshots, I would think it really REALLY awesome if one of the fist things we could see was a rendition of one of the new Auto-Genned "Cities" the new version makes.

Complete with roads, houses, and of course the inner Walls and Keep.
Some of these cities are HUGE and it would be awesome to see one in glorious 3D

I posted a few a bit ago:
http://www.bay12forums.com/smf/index.php?topic=63484.msg3014989#msg3014989
http://www.bay12forums.com/smf/index.php?topic=63484.msg3024012#msg3024012

Haven't really made any progress on speed, dunno if I will. Work's been busy and I've been dealing with... family issues  :(. I plan on replacing my custom paging solution with Ogre's builtin one when I get a chance to really work on this again.
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: Crossroads Inc. on March 30, 2012, 12:08:19 pm
Oh wow how did I miss those?
Those are awesome!

God the towns really are massive.
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: ashton1993 on April 04, 2012, 05:22:05 pm
Anyways, it won't happen tonight, but keep your eyes out over the next 2 or 3 days. I've already done all my tests on hardware and such, and right now it's just trying to make it run as good as possible. So there's really no reason not to put it out for people whose hardware can handle it while I fiddle with the engine. There's nothing to make me delay again this time, I swear to Armok.  ;D

I've got a growing feeling this whole re-build is some kind of sadistic experiment and somewhere someone is cackling madly as they watch leagues of forumites anxious as they await the Overseer's release.
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: xdarkcodex on April 10, 2012, 01:53:10 am
Post to watch, looks really good.
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: TSTwizby on April 10, 2012, 02:17:48 am
I've got a growing feeling this whole re-build is some kind of sadistic experiment and somewhere someone is cackling madly as they watch leagues of forumites anxious as they await the Overseer's release.

I concur.

Peterix intends to update for 34.07 in a few hours, I think, so either tonight or tomorrow I should be able to put something up.

Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: thewonderidiot on April 10, 2012, 11:49:49 am
Yeah, sorry about that. I'll put up what I have tomorrow. Serious.  :)
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: runlvlzero on April 10, 2012, 01:22:32 pm
Yeah, sorry about that. I'll put up what I have tomorrow. Serious.  :)

He said he was Serious folks =)

Did you update the caverns flora to have models any? Out of curiosity, like fungus floors, and fungi-wood tree's? That'd be cool... (but don't hold hope the release for it!)
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: thewonderidiot on April 10, 2012, 01:37:18 pm
Yeah, mushrooms and a few other caverny-looking plants show up down in the caverns. It's all configurable via XML -- I have a trees.xml and shrubs.xml that are very similar to Stonesense's, that equate the raws name for the tree with a model name and scale, so it's very easy to swap out models.
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: runlvlzero on April 10, 2012, 01:39:40 pm
Awesome, I'm no 3d guru myself so, I'll probably stick with the default =) which I'm sure will be decent. I like stone senses style.
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: TSTwizby on April 10, 2012, 02:05:30 pm
Yeah, sorry about that. I'll put up what I have tomorrow. Serious.  :)

Yay!
Title: Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
Post by: thewonderidiot on April 12, 2012, 01:58:54 am
Yeah, sorry about that. I'll put up what I have tomorrow. Serious.  :)

He said he was Serious folks =)

Yeah, sorry about that. I'll put up what I have tomorrow. Serious.  :)

Yay!

Made it! -- by about 2 minutes. That counts, right?  :P

New version is up, information in the first post (with more to follow tomorrow).
Title: Re: Fortress Overseer 0.70 - 3D Visualizer -34.07 Support- NEW RELEASE (first post)
Post by: Graebeard on April 12, 2012, 02:03:23 am
Wewt.  I may have to fire up that old fortress again...
Title: Re: Fortress Overseer 0.70 - 3D Visualizer -34.07 Support- NEW RELEASE (first post)
Post by: Mr Frog on April 12, 2012, 02:58:50 am
When I try to run the Overseer0.70.exe file downloadable from the site, it opens up a 7zip extraction thingy and gives me the error "Can not open [File Directory]/Overseer0.70.exe as archive". What am I doing wrong? I'm not really familiar with 7zip, so I don't know what's wrong or what I'm supposed to do or what :(
Title: Re: Fortress Overseer 0.70 - 3D Visualizer -34.07 Support- NEW RELEASE (first post)
Post by: xdarkcodex on April 12, 2012, 03:00:01 am
Cheers. :D
Title: Re: Fortress Overseer 0.70 - 3D Visualizer -34.07 Support- NEW RELEASE (first post)
Post by: Talvieno on April 12, 2012, 03:07:58 am
When I try to run the Overseer0.70.exe file downloadable from the site, it opens up a 7zip extraction thingy and gives me the error "Can not open [File Directory]/Overseer0.70.exe as archive". What am I doing wrong? I'm not really familiar with 7zip, so I don't know what's wrong or what I'm supposed to do or what :(
Hrm... What operating system are you using, what platform?
When I double-click it, it asks where I want to extract it.

Also, awesome work, thewonderidiot. I may not get any more sleep tonight. lol    Can't wait to see it.

EDIT: I tried to run it, but it says I'm missing "d3dx9_43.dll". A manual fix to replace the file gets me to where it shows the Boatmurdered graphic, but after I select the map, it crashes. It's quite possible my "manual fix" was using an incompatible file - either way, I installed it twice before I "fixed" the missing file issue, to try to see if I could get the missing file to be placed. It has the same effect whether I use DirectX or OpenGL.
Logs (just in case it helps):
Spoiler: DirectX log (click to show/hide)
Spoiler: OpenGL log (click to show/hide)
Other than manually adding the missing DLL file, I have changed nothing.

All the same, despite not working, everything that does work, I like. :P
Title: Re: Fortress Overseer 0.70 - 3D Visualizer -34.07 Support- NEW RELEASE (first post)
Post by: Talvieno on April 12, 2012, 10:38:08 am
Also, this is same for both of the above:
Spoiler: CEGUI.log (click to show/hide)
Didn't notice it last night.


Is anyone else having trouble with it, or is it just me?
Title: Re: Fortress Overseer 0.70 - 3D Visualizer -34.07 Support- NEW RELEASE (first post)
Post by: thewonderidiot on April 12, 2012, 10:39:31 am
When I try to run the Overseer0.70.exe file downloadable from the site, it opens up a 7zip extraction thingy and gives me the error "Can not open [File Directory]/Overseer0.70.exe as archive". What am I doing wrong? I'm not really familiar with 7zip, so I don't know what's wrong or what I'm supposed to do or what :(

Not sure what could be going wrong there -- haven't ever had a problem with these self-extracting executables before. As asked above, what OS/platform are you on?

EDIT: I tried to run it, but it says I'm missing "d3dx9_43.dll". A manual fix to replace the file gets me to where it shows the Boatmurdered graphic, but after I select the map, it crashes. It's quite possible my "manual fix" was using an incompatible file - either way, I installed it twice before I "fixed" the missing file issue, to try to see if I could get the missing file to be placed. It has the same effect whether I use DirectX or OpenGL.
Logs (just in case it helps):
Spoiler: DirectX log (click to show/hide)
Spoiler: OpenGL log (click to show/hide)
Other than manually adding the missing DLL file, I have changed nothing.

All the same, despite not working, everything that does work, I like. :P

Generally it's not the best idea to copy DirectX DLL's around -- if it can't find it, you should install all of DirectX: http://www.microsoft.com/download/en/details.aspx?id=35 (http://www.microsoft.com/download/en/details.aspx?id=35)

There's another lua error in the logs though that might have something to do with it, so I'm downloading a copy here and will see if it's anything I can fix from work. Hang tight.

EDIT: It looks like Ogre's not finding loadingScreen.lua. Does it exist in media/gui/scripts?
Title: Re: Fortress Overseer 0.70 - 3D Visualizer -34.07 Support- NEW RELEASE (first post)
Post by: Talvieno on April 12, 2012, 11:19:33 am

EDIT: I tried to run it, but it says I'm missing "d3dx9_43.dll". A manual fix to replace the file gets me to where it shows the Boatmurdered graphic, but after I select the map, it crashes. It's quite possible my "manual fix" was using an incompatible file - either way, I installed it twice before I "fixed" the missing file issue, to try to see if I could get the missing file to be placed. It has the same effect whether I use DirectX or OpenGL.
Logs (just in case it helps):
-logs-
Other than manually adding the missing DLL file, I have changed nothing.

All the same, despite not working, everything that does work, I like. :P

Generally it's not the best idea to copy DirectX DLL's around -- if it can't find it, you should install all of DirectX: http://www.microsoft.com/download/en/details.aspx?id=35 (http://www.microsoft.com/download/en/details.aspx?id=35)

There's another lua error in the logs though that might have something to do with it, so I'm downloading a copy here and will see if it's anything I can fix from work. Hang tight.

EDIT: It looks like Ogre's not finding loadingScreen.lua. Does it exist in media/gui/scripts?
Yes, it does exist - but /GUI is in the root directory, not within /Media. As to the directX dll, I installed a newer version of DirectX, as you suggested - the same thing still happens.

Moving /GUI into /Media crashes the program even earlier, though it does manage to load to the first window. After choosing one of the two graphics options and pressing "Ok", it crashes, so I don't think that's the issue.
Title: Re: Fortress Overseer 0.70 - 3D Visualizer -34.07 Support- NEW RELEASE (first post)
Post by: thewonderidiot on April 12, 2012, 11:48:51 am

EDIT: I tried to run it, but it says I'm missing "d3dx9_43.dll". A manual fix to replace the file gets me to where it shows the Boatmurdered graphic, but after I select the map, it crashes. It's quite possible my "manual fix" was using an incompatible file - either way, I installed it twice before I "fixed" the missing file issue, to try to see if I could get the missing file to be placed. It has the same effect whether I use DirectX or OpenGL.
Logs (just in case it helps):
-logs-
Other than manually adding the missing DLL file, I have changed nothing.

All the same, despite not working, everything that does work, I like. :P

Generally it's not the best idea to copy DirectX DLL's around -- if it can't find it, you should install all of DirectX: http://www.microsoft.com/download/en/details.aspx?id=35 (http://www.microsoft.com/download/en/details.aspx?id=35)

There's another lua error in the logs though that might have something to do with it, so I'm downloading a copy here and will see if it's anything I can fix from work. Hang tight.

EDIT: It looks like Ogre's not finding loadingScreen.lua. Does it exist in media/gui/scripts?
Yes, it does exist - but /GUI is in the root directory, not within /Media. As to the directX dll, I installed a newer version of DirectX, as you suggested - the same thing still happens.

Moving /GUI into /Media crashes the program even earlier, though it does manage to load to the first window. After choosing one of the two graphics options and pressing "Ok", it crashes, so I don't think that's the issue.
Crap, that was a typo. /gui should not be in /media. The file's being loaded properly on all of the computers I try it on, so I'm not sure what's going on. I'll keep poking it.
Title: Re: Fortress Overseer 0.70 - 3D Visualizer -34.07 Support- NEW RELEASE (first post)
Post by: Talvieno on April 12, 2012, 01:09:39 pm
Is it possible that it's not compatible with mods? Just regularly modded raws, I mean.
Title: Re: Fortress Overseer 0.70 - 3D Visualizer -34.07 Support- NEW RELEASE (first post)
Post by: Mr Frog on April 12, 2012, 01:13:07 pm
I'm running Windows Vista (SHHHH. I KNOW). Not sure about my actual computer's specs, but 7zip usually gets along fine with it, so I'm not sure what's up :-\

This happened with the previous release, but I thought it was because I didn't have 7zip installed (the words "Self-Extracting" apparently meaning nothing to me). I'm guessing the problem's on my end. I'm gonna poke around a bit more.
Title: Re: Fortress Overseer 0.70 - 3D Visualizer -34.07 Support- NEW RELEASE (first post)
Post by: runlvlzero on April 12, 2012, 01:13:27 pm
Ive played with it a bit ( i dont have any 34.07 cool looking forts yet though to post screenshots)...

It is no longer depended on DF, only DFhacks map export... which should be 'raw' independent as well.

I didn't catch what OS they were using, but if its vista, or windows 7 with UAC still on, and the program is in the users home directory somewhere, the OS will "cache" files possibly making wierd things like this happen.

Best advice, run it from C:\games\ or something and as an administrator, turn UAC off. Although I have a feeling that's not gonna fix it in this case... =) Since Overseer is just run from an unzipped folder and not "installed" into the registry, which I think is what will get windows trying to cache it. But it could still have something to do with administrator access to the file system or UAC.. never know now-a-days...

P.S. the tree's are much better, I really love the palm tree's =)
Title: Re: Fortress Overseer 0.70 - 3D Visualizer -34.07 Support- NEW RELEASE (first post)
Post by: Fujisawa Rob on April 12, 2012, 01:43:19 pm
So...this will work under Wine, right? ;)
Title: Re: Fortress Overseer 0.70 - 3D Visualizer -34.07 Support- NEW RELEASE (first post)
Post by: runlvlzero on April 12, 2012, 01:44:32 pm
I'm gonna say "maybe" wine tends to support everything up to DX 9c pretty well. But why don't you try it and let us know how it turns out =)

The author said he's gonna have a linux native version soonish (tm)
Title: Re: Fortress Overseer 0.70 - 3D Visualizer -34.07 Support- NEW RELEASE (first post)
Post by: Fujisawa Rob on April 12, 2012, 01:47:38 pm
I'm gonna say "maybe" wine tends to support everything up to DX 9c pretty well. But why don't you try it and let us know how it turns out =)

The author said he's gonna have a linux native version soonish (tm)

I'll give it a shot!  I've got 34.07 and Dwarf Therapist (once I found the right memory map) working nicely on Fedora 16 64 bit. No sound for some reason though.  I haven't tried dfhack/stonesense yet on Linux. 
Title: Re: Fortress Overseer 0.70 - 3D Visualizer -34.07 Support- NEW RELEASE (first post)
Post by: thewonderidiot on April 12, 2012, 01:47:50 pm
I haven't put up a linux build yet because for whatever reason since the last time I ran it on Linux the window is now just black. I need to look into it still, but when I get that issue resolved I'll put up an official Linux build.
Title: Re: Fortress Overseer 0.70 - 3D Visualizer -34.07 Support- NEW RELEASE (first post)
Post by: Fujisawa Rob on April 12, 2012, 01:49:23 pm
I haven't put up a linux build yet because for whatever reason since the last time I ran it on Linux the window is now just black. I need to look into it still, but when I get that issue resolved I'll put up an official Linux build.

You rock!
Title: Re: Fortress Overseer 0.70 - 3D Visualizer -34.07 Support- NEW RELEASE (first post)
Post by: Talvieno on April 12, 2012, 05:06:52 pm
New folder, new copy of DF, new copy of DFHack, new copy of Overseer. I created a new world, exported the map - still crashes the exact same way. It's not mods... and I don't think it's anything I did.
Title: Re: Fortress Overseer 0.70 - 3D Visualizer -34.07 Support- NEW RELEASE (first post)
Post by: runlvlzero on April 12, 2012, 05:58:11 pm
I had to move the *.dfmap file into the main overseer directory. The one containing Overseer.exe to get it to work.

The exception thrown was:
Spoiler (click to show/hide)

@Talvvieno
So copy your map export to the working directory of Overseer.exe, hope that's clear enough. Works great from there.

@TheWonderIdiot
As for performance with an Nvidia 9500GT 1g slow ram, and a quad core AMD, it works super fast and snappy on a 3x3!!! Simply *AMAZING*!!! beyond quality =)

MMMmmmmm MAGMA!!!!!!!!!!!!WOOOOOOO
Spoiler (click to show/hide)

Thanks again TheWonderIdiot, was sure worth the wait, glad its extensible too... Hope we get some good artists in the community interested.
Title: Re: Fortress Overseer 0.70 - 3D Visualizer -34.07 Support- NEW RELEASE (first post)
Post by: Greiger on April 12, 2012, 07:01:10 pm
Got another one throwing an error.  Sorry bud, but hopefully it's related to the others and can be used to track the others down easier.


Key line appears to be "OGRE EXCEPTION(6:FileNotFoundException): Cannot locate resource  in resource group Autodetect or any other group. in ResourceGroupManager::openResource at E:\Libraries\Ogre\OgreMain\src\OgreResourceGroupManager.cpp (line 756)" And it is present in both renderers.  But I posted the full log to try to help as much as possible.

Brings up the boatburdered screen and file select fine, but fails while loading the fortress.  The dfmap file is currently in the ogreseer directory.  It is a modded game if that matters much to it.  The dfmap file is available http://dl.dropbox.com/u/22514454/Watergate.dfmap for the time being.

Title: Re: Fortress Overseer 0.70 - 3D Visualizer -34.07 Support- NEW RELEASE (first post)
Post by: Talvieno on April 12, 2012, 07:08:22 pm
You were right, runlvlzero! Thanks - it works perfectly now. lol

It looks absolutely awesome, thewonderidiot! Very, very worth the wait! :D It runs a bit slowly for me, but it still looks epic. :)
Title: Re: Fortress Overseer 0.70 - 3D Visualizer -34.07 Support- NEW RELEASE (first post)
Post by: runlvlzero on April 12, 2012, 07:09:42 pm
Just trying to help and trying Watergate.dfmap on my working install.

It's definitely map related then. Because I can load my random.dfmap map from an un-modded (or lightly so, not sure) DF 34.07

I used 'mapexport all mapname' in dfhack, did you do 'mapexport all Watergate', or 'mapexport Watergate' for Watergate? Might be it.

I get the same exception, using d3d rendering for Watergate.dfmap I downloaded from drop box.

Spoiler (click to show/hide)

@Talvieno, very glad I could help, all software is fickle and it always helps to have another pair of eyes =)

@dree12, It pops up automatically when the program loads for me, no keys needed to access it. Try right clicking.

None of the hotkeys except for movement work for me though, even mouse ungrab is not working and screenshots, but that might be me.

@dree12 and Greiger (at least it was worth a try), whelp I'm at a loss =/, gonna go try and actually make a fort now =P I'm sure it'll get ironed out soon enough.

P.S. I just realized how easy it is to share entire fort visualizations now with a single small file =)
Title: Re: Fortress Overseer 0.70 - 3D Visualizer -34.07 Support- NEW RELEASE (first post)
Post by: dree12 on April 12, 2012, 07:09:58 pm
I might be missing something, but where is the File load menu? I am getting a boatmurdered scene, and can't find the right key combination.
Title: Re: Fortress Overseer 0.70 - 3D Visualizer -34.07 Support- NEW RELEASE (first post)
Post by: Greiger on April 12, 2012, 07:22:37 pm
I just did the basic one without the all.  I'll give it a shot with all now that I think about it.

Nope, still dies at what appears to be z level 48 (died at 47 if I recall without the all but that may just be a fluke, who knows I guess) with the same error.

If somebody wants to try with the DF save itself there's a recent one in the dffd here (http://dffd.wimbli.com/file.php?id=6139)  It's not exactly the same, but it's pretty recent, in my mind recent enough to probably still have the issue.  I'm hesitant to put up another full size save so soon after posting a previous one.
Title: Re: Fortress Overseer 0.70 - 3D Visualizer -34.07 Support- NEW RELEASE (first post)
Post by: dree12 on April 12, 2012, 07:24:18 pm
Great, so it is a problem on my end. The overseer refuses to do anything but show me boatmurdered and let me move the cursor.
Title: Re: Fortress Overseer 0.70 - 3D Visualizer -34.07 Support- NEW RELEASE (first post)
Post by: runlvlzero on April 12, 2012, 07:36:04 pm
@Greiger now that I thought about it, if the problem is from a custom material or ore, you might be able to go into the material directories and clone one of the pre-existing ones into a new material for your modded game.

To be honest that's probably what its hanging on, for example if you have Uranium 238 modded in as an ore.

You'll most likely need to create a new xml entry and copy the files over for some default material (like slate) into a new directory for that material.

You have to go poking into the xml file and directories to figure it out though, I have not tried anything like that yet with ogreseer. It should be as simple as copy and pasting though, once you find the right places.

For example in
Overseer0.70>xml>Colors_Metal.xml

You would copy an entry like:
Code: [Select]
  <color red="252" green="229" blue="125">
    <material value="Inorganic">
      <subtype value="GOLD" />
    </material>

and paste it in the chain as:
Code: [Select]
  <color red="252" green="229" blue="125">
    <material value="Inorganic">
      <subtype value="URANIUM238" />
    </material>

Same thing in the plants.xml if you have some wierd tree or shrub. Not sure what you need to get the name from, but stone and stuff are all in separate files too.

Just use notepad to edit. Be very careful of formatting, I think extra entries won't crash the program as long as their formatted correctly.
Title: Re: Fortress Overseer 0.70 - 3D Visualizer -34.07 Support- NEW RELEASE (first post)
Post by: Greiger on April 12, 2012, 07:41:39 pm
Hm that could be it then.  I do have a homebrew mithril ore.  I didn't think any would be on this map, but now that I double check my raws there is a small chance of it showing up in galena, and I do have some galena on the map, so maybe it is freaking out on that.

I shall look into it, thanks.

Yea that did the trick.  Also was probably freaking out on a custom plant.  Thanks much.


I do notice one little thing though, and I vaguely remember this happening in the old one too.  Anyone else notice that the map appears mirrored?  My desert is now on the left side of the embark instead of the right.
Title: Re: Fortress Overseer 0.70 - 3D Visualizer -34.07 Support- NEW RELEASE (first post)
Post by: runlvlzero on April 12, 2012, 07:44:49 pm
From what I see I'm pretty sure you do not need to copy any folders, just edit the files then. Good luck =) Hope that's it!

Yeah, I can't tell what is in the *.dfmap file its in symbol (or binary) or whatever... so its not a plain text file. So not able to find it on my end sorry =/

***UPDATE:

If you disable plants in overseer.ini

Code: [Select]
#Boolean. Enables plants
Plants = false

Your map loads fine, so it's something its trying to find a mesh to try a plant for... I present to you, Watergate!

Spoiler (click to show/hide)

P.S. I really like your moat design that's nice =)
Title: Re: Fortress Overseer 0.70 - 3D Visualizer -34.07 Support- NEW RELEASE (first post)
Post by: Greiger on April 12, 2012, 08:02:29 pm
Thanks :)

It's not shown but those pits are full of high quality menacing green glass spikes, and the blue line on the 'bridge' is 6 serrated disk traps.  Not enough to completely wipe out a siege, but enough to thin the herd for the melee guys inside.
Title: Re: Fortress Overseer 0.70 - 3D Visualizer -34.07 Support- NEW RELEASE (first post)
Post by: runlvlzero on April 12, 2012, 08:04:26 pm
Thanks :)

It's not shown but those pits are full of high quality menacing green glass spikes, and the blue line on the 'bridge' is 6 serrated disk traps.  Not enough to completely wipe out a siege, but enough to thin the herd for the melee guys inside.

It's quite an awesome fort, I 'walked into your central hall area' and saw the huge pit dropping straight down to the magma sea. Quite impressive =) Thanks for uploading it.

I think TheWonderIdiot should still take a look at it though for sure, it looks like there is a bit of strange clipping going on with your fort haha. Might be the material edits I made tho or something, who knows... I can see through some Z-levels and into other caverns and rooms above.
Title: Re: Fortress Overseer 0.70 - 3D Visualizer -34.07 Support- NEW RELEASE (first post)
Post by: Greiger on April 12, 2012, 09:42:31 pm
I did identify the plant issue.  It was a modded in plant I had in my mod for so long I forgot it was not vanilla.  That was causing the plant model issue.  Which brings up a request, any chance of it defaulting to a blank model for unknown plants and a white or grey for unknown materials?  I predict a lot of bug reports coming from folks with stuff like that who don't find the fix or don't know how to apply the fix.

As for the missing ceilings I saw that too, my only guess is that it's removing the ceilings because the z-level above is hidden.  But that is just speculation.
Title: Re: Fortress Overseer 0.70 - 3D Visualizer -34.07 Support- NEW RELEASE (first post)
Post by: thewonderidiot on April 12, 2012, 10:14:06 pm
Right, so modded in materials are causing issues (I've never played with any mods so it didn't occur to me to check). I'll fix that.

The title screen issue that people are having is lua-based. For some reason, on some systems the line dofile("gui/scripts/fileDialog.lua") is apparently failing to find that script file. Anybody with any lua experience know why that might be?
Title: Re: Fortress Overseer 0.70 - 3D Visualizer -34.07 Support- NEW RELEASE (first post)
Post by: ashton1993 on April 13, 2012, 05:28:56 am
Heh, soon as I've got a free weekend I know what I'm going to be doing - epic mega-project with [SPEED:0] dwarfs  8)
Title: Re: Fortress Overseer 0.70 - 3D Visualizer -34.07 Support- NEW RELEASE (first post)
Post by: Crossroads Inc. on April 13, 2012, 07:21:28 am
If you want a "finished' mega-project..
Might I recomend the 66 level tower "Roadtruss" http://dffd.wimbli.com/file.php?id=5943
Grieger can atest to it's awesomeness :D

Anote it was made using the revious version of DF, 31 i think.
Title: Re: Fortress Overseer 0.70 - 3D Visualizer -34.07 Support- NEW RELEASE (first post)
Post by: Rose on April 13, 2012, 07:23:38 am
0.31 forts can't be loaded in 0.34, sadly.
Title: Re: Fortress Overseer 0.70 - 3D Visualizer -34.07 Support- NEW RELEASE (first post)
Post by: runlvlzero on April 13, 2012, 09:45:00 am
0.31 forts can't be loaded in 0.34, sadly.

Did 31 have a DFHack with mapexport functionality? Or is that newer? Also not sure if its still archived, but there was a 31.25 version of Overseer, heck, the new DFHack may be backwards compatible to 31.xx too if so you can export it just fine =)
Title: Re: Fortress Overseer 0.70 - 3D Visualizer -34.07 Support- NEW RELEASE (first post)
Post by: Ghills on April 13, 2012, 10:58:20 am
31.25 doesn't have map export (just tried it. :( ).  I'll try bak-porting the 34.07 DFhack to 31.25, but I don't think it will work.

EDIT:  Unfortunately, DFhack itself thwarts backporting.  I copied over all the necessary files, only to get an error message saying the version of DF was unknown and DFhack was shutting down.   

Title: Re: Fortress Overseer 0.70 - 3D Visualizer -34.07 Support- NEW RELEASE (first post)
Post by: runlvlzero on April 13, 2012, 11:41:10 am
31.25 doesn't have map export (just tried it. :( ).  I'll try bak-porting the 34.07 DFhack to 31.25, but I don't think it will work.

EDIT:  Unfortunately, DFhack itself thwarts backporting.  I copied over all the necessary files, only to get an error message saying the version of DF was unknown and DFhack was shutting down.

Bummer =/
Title: Re: Fortress Overseer 0.70 - 3D Visualizer -34.07 Support- NEW RELEASE (first post)
Post by: peterix on April 13, 2012, 07:24:22 pm
31.25 doesn't have map export (just tried it. :( ).  I'll try bak-porting the 34.07 DFhack to 31.25, but I don't think it will work.

EDIT:  Unfortunately, DFhack itself thwarts backporting.  I copied over all the necessary files, only to get an error message saying the version of DF was unknown and DFhack was shutting down.
So much has changed since 31.25, it's not even funny. Copying over files is like trying to adding a warp drive to a used car ;) Could be done in code.
Title: Re: Fortress Overseer 0.70 - 3D Visualizer -34.07 Support- NEW RELEASE (first post)
Post by: thewonderidiot on April 14, 2012, 01:19:53 pm
Working on Overseer today. So I can reproduce the map file location bug and the modded materials/plants bug... but I can't figure out how the problem where the file dialog doesn't show up but Overseer doesn't crash is occurring. Can somebody with this issue post both Ogre.log and CEGUI.log for me? Thanks.
Title: Re: Fortress Overseer 0.70 - 3D Visualizer -34.07 Support- NEW RELEASE (first post)
Post by: dyllionaire on April 14, 2012, 02:26:55 pm
THIS IS GODLY! I THANK YOU GREATLY!
My new fort was calling for some visualization, and the call has been answered.
Title: Re: Fortress Overseer 0.70 - 3D Visualizer -34.07 Support- NEW RELEASE (first post)
Post by: goqe on April 14, 2012, 02:37:48 pm
Hey.
I'm playing vanilla Dwarf Fortress, but the Overseer crashes as soon as i load my map.
I have it exported from DFHack while my fort was loaded.
The error is the "Send Error/Don't Send" type.
Is there an easy fix or do you require more advanced information about the bug?
Thanks in advance! :)
Title: Re: Fortress Overseer 0.70 - 3D Visualizer -34.07 Support- NEW RELEASE (first post)
Post by: dyllionaire on April 14, 2012, 02:53:50 pm
It kept crashing when I first started it up, but when I copied the map I wanted to load into the Overseer directory (the one containing the .exe), everything worked perfectly. It looks beautiful! I love what you've done. Veeerry Dwarfy indeed  :D
Title: Re: Fortress Overseer 0.70 - 3D Visualizer -34.07 Support- NEW RELEASE (first post)
Post by: Rose on April 14, 2012, 02:58:50 pm
yeah, it seems when the map is outside of the overseer directory, everything crashes.

the log complains about a missing lua something.
Title: Re: Fortress Overseer 0.70 - 3D Visualizer -34.07 Support- NEW RELEASE (first post)
Post by: goqe on April 14, 2012, 03:29:37 pm
Yeah, that fixed my problem.

Thanks a lot.  :D
Title: Re: Fortress Overseer 0.70 - 3D Visualizer -34.07 Support- NEW RELEASE (first post)
Post by: dree12 on April 14, 2012, 06:51:30 pm
File dialog not showing up:
Code: [Select]
19:50:52: Creating resource group General
19:50:52: Creating resource group Internal
19:50:52: Creating resource group Autodetect
19:50:52: SceneManagerFactory for type 'DefaultSceneManager' registered.
19:50:52: Registering ResourceManager for type Material
19:50:52: Registering ResourceManager for type Mesh
19:50:52: Registering ResourceManager for type Skeleton
19:50:52: MovableObjectFactory for type 'ParticleSystem' registered.
19:50:52: OverlayElementFactory for type Panel registered.
19:50:52: OverlayElementFactory for type BorderPanel registered.
19:50:52: OverlayElementFactory for type TextArea registered.
19:50:52: Registering ResourceManager for type Font
19:50:52: ArchiveFactory for archive type FileSystem registered.
19:50:52: ArchiveFactory for archive type Zip registered.
19:50:52: ArchiveFactory for archive type EmbeddedZip registered.
19:50:52: DDS codec registering
19:50:52: FreeImage version: 3.13.1
19:50:52: This program uses FreeImage, a free, open source image library supporting all common bitmap formats. See http://freeimage.sourceforge.net for details
19:50:53: Supported formats: bmp,ico,jpg,jif,jpeg,jpe,jng,koa,iff,lbm,mng,pbm,pbm,pcd,pcx,pgm,pgm,png,ppm,ppm,ras,tga,targa,tif,tiff,wap,wbmp,wbm,psd,cut,xbm,xpm,gif,hdr,g3,sgi,exr,j2k,j2c,jp2,pfm,pct,pict,pic,bay,bmq,cr2,crw,cs1,dc2,dcr,dng,erf,fff,hdr,k25,kdc,mdc,mos,mrw,nef,orf,pef,pxn,raf,raw,rdc,sr2,srf,arw,3fr,cine,ia,kc2,mef,nrw,qtk,rw2,sti,drf,dsc,ptx,cap,iiq,rwz
19:50:53: Registering ResourceManager for type HighLevelGpuProgram
19:50:53: Registering ResourceManager for type Compositor
19:50:53: MovableObjectFactory for type 'Entity' registered.
19:50:53: MovableObjectFactory for type 'Light' registered.
19:50:53: MovableObjectFactory for type 'BillboardSet' registered.
19:50:53: MovableObjectFactory for type 'ManualObject' registered.
19:50:53: MovableObjectFactory for type 'BillboardChain' registered.
19:50:53: MovableObjectFactory for type 'RibbonTrail' registered.
19:50:53: Loading library .\RenderSystem_Direct3D9
19:50:53: Installing plugin: D3D9 RenderSystem
19:50:53: D3D9 : Direct3D9 Rendering Subsystem created.
19:50:53: D3D9: Driver Detection Starts
19:50:53: D3D9: Driver Detection Ends
19:50:53: Plugin successfully installed
19:50:53: Loading library .\RenderSystem_GL
19:50:54: Installing plugin: GL RenderSystem
19:50:54: OpenGL Rendering Subsystem created.
19:50:54: Plugin successfully installed
19:50:54: Loading library .\Plugin_ParticleFX
19:50:54: Installing plugin: ParticleFX
19:50:54: Particle Emitter Type 'Point' registered
19:50:54: Particle Emitter Type 'Box' registered
19:50:54: Particle Emitter Type 'Ellipsoid' registered
19:50:54: Particle Emitter Type 'Cylinder' registered
19:50:54: Particle Emitter Type 'Ring' registered
19:50:54: Particle Emitter Type 'HollowEllipsoid' registered
19:50:54: Particle Affector Type 'LinearForce' registered
19:50:54: Particle Affector Type 'ColourFader' registered
19:50:54: Particle Affector Type 'ColourFader2' registered
19:50:54: Particle Affector Type 'ColourImage' registered
19:50:54: Particle Affector Type 'ColourInterpolator' registered
19:50:54: Particle Affector Type 'Scaler' registered
19:50:54: Particle Affector Type 'Rotator' registered
19:50:54: Particle Affector Type 'DirectionRandomiser' registered
19:50:54: Particle Affector Type 'DeflectorPlane' registered
19:50:54: Plugin successfully installed
19:50:54: Loading library .\Plugin_CgProgramManager
19:50:55: Installing plugin: Cg Program Manager
19:50:55: Plugin successfully installed
19:50:55: Loading library .\Plugin_OctreeSceneManager
19:50:55: Installing plugin: Octree Scene Manager
19:50:55: Plugin successfully installed
19:50:55: *-*-* OGRE Initialising
19:50:55: *-*-* Version 1.8.0unstable (Byatis)
19:50:55: D3D9 : RenderSystem Option: Allow NVPerfHUD = No
19:50:55: D3D9 : RenderSystem Option: FSAA = 0
19:50:55: D3D9 : RenderSystem Option: Fixed Pipeline Enabled = Yes
19:50:55: D3D9 : RenderSystem Option: Floating-point mode = Fastest
19:50:55: D3D9 : RenderSystem Option: Full Screen = Yes
19:50:55: D3D9 : RenderSystem Option: Multi device memory hint = Use minimum system memory
19:50:55: D3D9 : RenderSystem Option: Rendering Device = Monitor-1-Mobile Intel(R) 4 Series Express Chipset Family
19:50:55: D3D9 : RenderSystem Option: Resource Creation Policy = Create on all devices
19:50:55: D3D9 : RenderSystem Option: VSync = No
19:50:55: D3D9 : RenderSystem Option: VSync Interval = 1
19:50:55: D3D9 : RenderSystem Option: Video Mode = 800 x 600 @ 32-bit colour
19:50:55: D3D9 : RenderSystem Option: sRGB Gamma Conversion = No
19:50:58: CPU Identifier & Features
19:50:58: -------------------------
19:50:58:  *   CPU ID: GenuineIntel: Pentium(R) Dual-Core CPU       T4200  @ 2.00GHz
19:50:58:  *      SSE: yes
19:50:58:  *     SSE2: yes
19:50:58:  *     SSE3: yes
19:50:58:  *      MMX: yes
19:50:58:  *   MMXEXT: yes
19:50:58:  *    3DNOW: no
19:50:58:  * 3DNOWEXT: no
19:50:58:  *     CMOV: yes
19:50:58:  *      TSC: yes
19:50:58:  *      FPU: yes
19:50:58:  *      PRO: yes
19:50:58:  *       HT: no
19:50:58: -------------------------
19:50:58: *** Starting Win32GL Subsystem ***
19:50:58: GLRenderSystem::_createRenderWindow "Fortress Overseer v0.70", 1600x900 fullscreen  miscParams: FSAA=0 FSAAHint= colourDepth=32 displayFrequency=60 gamma=false vsync=false vsyncInterval=1
19:50:58: ChangeDisplaySettings with user display frequency failed
19:50:58: ChangeDisplaySettings failed
19:50:58: Created Win32Window 'Fortress Overseer v0.70' : 1600x900, 32bpp
19:50:58: GL_VERSION = 2.1.0 - Build 8.15.10.2302
19:50:58: GL_VENDOR = Intel
19:50:58: GL_RENDERER = Mobile Intel(R) 4 Series Express Chipset Family
19:50:58: GL_EXTENSIONS = GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_blend_color GL_EXT_abgr GL_EXT_texture3D GL_EXT_clip_volume_hint GL_EXT_compiled_vertex_array GL_SGIS_texture_edge_clamp GL_SGIS_generate_mipmap GL_EXT_draw_range_elements GL_SGIS_texture_lod GL_EXT_rescale_normal GL_EXT_packed_pixels GL_EXT_texture_edge_clamp GL_EXT_separate_specular_color GL_ARB_multitexture GL_EXT_texture_env_combine GL_EXT_bgra GL_EXT_blend_func_separate GL_EXT_secondary_color GL_EXT_fog_coord GL_EXT_texture_env_add GL_ARB_texture_cube_map GL_ARB_transpose_matrix GL_ARB_texture_env_add GL_IBM_texture_mirrored_repeat GL_EXT_multi_draw_arrays GL_NV_blend_square GL_ARB_texture_compression GL_3DFX_texture_compression_FXT1 GL_EXT_texture_filter_anisotropic GL_ARB_texture_border_clamp GL_ARB_point_parameters GL_ARB_texture_env_combine GL_ARB_texture_env_dot3 GL_ARB_texture_env_crossbar GL_EXT_texture_compression_s3tc GL_ARB_shadow GL_ARB_window_pos GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_ARB_vertex_program GL_EXT_texture_rectangle GL_ARB_fragment_program GL_EXT_stencil_two_side GL_ATI_separate_stencil GL_ARB_vertex_buffer_object GL_EXT_texture_lod_bias GL_ARB_occlusion_query GL_ARB_fragment_shader GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_texture_non_power_of_two GL_ARB_vertex_shader GL_NV_texgen_reflection GL_ARB_point_sprite GL_EXT_blend_equation_separate GL_ARB_depth_texture GL_ARB_texture_rectangle GL_ARB_draw_buffers GL_ARB_color_buffer_float GL_ARB_half_float_pixel GL_ARB_texture_float GL_ARB_pixel_buffer_object GL_EXT_framebuffer_object GL_ARB_draw_instanced GL_ARB_half_float_vertex GL_EXT_draw_buffers2 GL_WIN_swap_hint GL_EXT_texture_sRGB GL_EXT_packed_float GL_EXT_texture_shared_exponent GL_ARB_texture_rg GL_ARB_texture_compression_rgtc GL_NV_conditional_render GL_EXT_texture_swizzle GL_ARB_framebuffer_sRGB GL_EXT_packed_depth_stencil GL_ARB_depth_buffer_float GL_EXT_transform_feedback GL_EXT_framebuffer_blit GL_ARB_vertex_array_object
19:50:58: Supported WGL extensions: WGL_EXT_depth_float WGL_ARB_buffer_region WGL_ARB_extensions_string WGL_ARB_make_current_read WGL_ARB_pixel_format WGL_ARB_pbuffer WGL_EXT_extensions_string WGL_EXT_swap_control WGL_ARB_pixel_format_float WGL_ARB_framebuffer_sRGB
19:50:58: ***************************
19:50:58: *** GL Renderer Started ***
19:50:58: ***************************
19:50:58: Registering ResourceManager for type GpuProgram
19:50:58: GLSL support detected
19:50:58: GL: Using GL_EXT_framebuffer_object for rendering to textures (best)
19:50:58: FBO PF_UNKNOWN depth/stencil support: D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0
19:50:58: FBO PF_R5G6B5 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0
19:50:58: FBO PF_B5G6R5 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0
19:50:58: FBO PF_R8G8B8 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0
19:50:58: FBO PF_B8G8R8 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0
19:50:58: FBO PF_A8R8G8B8 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0
19:50:58: FBO PF_B8G8R8A8 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0
19:50:58: FBO PF_A2R10G10B10 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0
19:50:58: FBO PF_A2B10G10R10 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0
19:50:58: FBO PF_FLOAT16_RGB depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0
19:50:58: FBO PF_FLOAT16_RGBA depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0
19:50:58: FBO PF_FLOAT32_RGB depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0
19:50:58: FBO PF_FLOAT32_RGBA depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0
19:50:59: FBO PF_X8R8G8B8 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0
19:50:59: FBO PF_X8B8G8R8 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0
19:50:59: FBO PF_SHORT_RGBA depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0
19:50:59: FBO PF_R3G3B2 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0
19:50:59: FBO PF_SHORT_RGB depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0
19:50:59: [GL] : Valid FBO targets PF_UNKNOWN PF_R5G6B5 PF_B5G6R5 PF_R8G8B8 PF_B8G8R8 PF_A8R8G8B8 PF_B8G8R8A8 PF_A2R10G10B10 PF_A2B10G10R10 PF_FLOAT16_RGB PF_FLOAT16_RGBA PF_FLOAT32_RGB PF_FLOAT32_RGBA PF_X8R8G8B8 PF_X8B8G8R8 PF_SHORT_RGBA PF_R3G3B2 PF_SHORT_RGB
19:50:59: RenderSystem capabilities
19:50:59: -------------------------
19:50:59: RenderSystem Name: OpenGL Rendering Subsystem
19:50:59: GPU Vendor: intel
19:50:59: Device Name: Mobile Intel(R) 4 Series Express Chipset Family
19:50:59: Driver Version: 2.1.0.0
19:50:59:  * Fixed function pipeline: yes
19:50:59:  * Hardware generation of mipmaps: no
19:50:59:  * Texture blending: yes
19:50:59:  * Anisotropic texture filtering: yes
19:50:59:  * Dot product texture operation: yes
19:50:59:  * Cube mapping: yes
19:50:59:  * Hardware stencil buffer: yes
19:50:59:    - Stencil depth: 8
19:50:59:    - Two sided stencil support: yes
19:50:59:    - Wrap stencil values: yes
19:50:59:  * Hardware vertex / index buffers: yes
19:50:59:  * Vertex programs: yes
19:50:59:  * Number of floating-point constants for vertex programs: 256
19:50:59:  * Number of integer constants for vertex programs: 0
19:50:59:  * Number of boolean constants for vertex programs: 0
19:50:59:  * Fragment programs: yes
19:50:59:  * Number of floating-point constants for fragment programs: 256
19:50:59:  * Number of integer constants for fragment programs: 0
19:50:59:  * Number of boolean constants for fragment programs: 0
19:50:59:  * Geometry programs: no
19:50:59:  * Number of floating-point constants for geometry programs: 245
19:50:59:  * Number of integer constants for geometry programs: 0
19:50:59:  * Number of boolean constants for geometry programs: 0
19:50:59:  * Supported Shader Profiles: arbfp1 arbvp1 glsl
19:50:59:  * Texture Compression: yes
19:50:59:    - DXT: yes
19:50:59:    - VTC: no
19:50:59:    - PVRTC: no
19:50:59:  * Scissor Rectangle: yes
19:50:59:  * Hardware Occlusion Query: yes
19:50:59:  * User clip planes: yes
19:50:59:  * VET_UBYTE4 vertex element type: yes
19:50:59:  * Infinite far plane projection: yes
19:50:59:  * Hardware render-to-texture: yes
19:50:59:  * Floating point textures: yes
19:50:59:  * Non-power-of-two textures: yes
19:50:59:  * Volume textures: yes
19:50:59:  * Multiple Render Targets: 8
19:50:59:    - With different bit depths: yes
19:50:59:  * Point Sprites: yes
19:50:59:  * Extended point parameters: yes
19:50:59:  * Max Point Size: 255
19:50:59:  * Vertex texture fetch: yes
19:50:59:  * Number of world matrices: 0
19:50:59:  * Number of texture units: 16
19:50:59:  * Stencil buffer depth: 8
19:50:59:  * Number of vertex blend matrices: 0
19:50:59:    - Max vertex textures: 16
19:50:59:    - Vertex textures shared: yes
19:50:59:  * Render to Vertex Buffer : no
19:50:59:  * GL 1.5 without VBO workaround: no
19:50:59:  * Frame Buffer objects: yes
19:50:59:  * Frame Buffer objects (ARB extension): no
19:50:59:  * Frame Buffer objects (ATI extension): no
19:50:59:  * PBuffer support: yes
19:50:59:  * GL 1.5 without HW-occlusion workaround: no
19:50:59:  * Separate shader objects: no
19:50:59: Registering ResourceManager for type Texture
19:50:59: DefaultWorkQueue('Root') initialising on thread 00A7FDE8.
19:50:59: DefaultWorkQueue('Root')::WorkerFunc - thread 04E852D0 starting.
19:50:59: DefaultWorkQueue('Root')::WorkerFunc - thread 04E854B0 starting.
19:50:59: Particle Renderer Type 'billboard' registered
19:50:59: SceneManagerFactory for type 'OctreeSceneManager' registered.
19:50:59: Creating resource group Fonts
19:50:59: Added resource location 'gui/fonts' of type 'FileSystem' to resource group 'Fonts'
19:50:59: Creating resource group Imagesets
19:50:59: Added resource location 'gui/imagesets' of type 'FileSystem' to resource group 'Imagesets'
19:50:59: Creating resource group Layouts
19:50:59: Added resource location 'gui/layouts' of type 'FileSystem' to resource group 'Layouts'
19:50:59: Creating resource group LookNFeel
19:50:59: Added resource location 'gui/looknfeel' of type 'FileSystem' to resource group 'LookNFeel'
19:50:59: Creating resource group Materials
19:50:59: Added resource location 'media/materials/scripts' of type 'FileSystem' to resource group 'Materials'
19:50:59: Added resource location 'media/materials/programs' of type 'FileSystem' to resource group 'Materials'
19:50:59: Added resource location 'media/materials/textures' of type 'FileSystem' to resource group 'Materials'
19:50:59: Creating resource group Models
19:50:59: Added resource location 'media/models/trees' of type 'FileSystem' to resource group 'Models'
19:50:59: Added resource location 'media/models/trees2' of type 'FileSystem' to resource group 'Models'
19:51:00: Added resource location 'media/models/shrubs' of type 'FileSystem' to resource group 'Models'
19:51:00: Creating resource group Schemes
19:51:00: Added resource location 'gui/schemes' of type 'FileSystem' to resource group 'Schemes'
19:51:00: Creating resource group Scripts
19:51:00: Added resource location 'gui/scripts' of type 'FileSystem' to resource group 'Scripts'
19:51:00: Creating resource group SkyX
19:51:00: Added resource location 'media/SkyX' of type 'FileSystem' to resource group 'SkyX'
19:51:01: Texture: _cegui_ogre_0: Loading 1 faces(PF_A8B8G8R8,256x256x1) with 0 generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x256x1.
19:51:02: Texture: _cegui_ogre_1: Loading 1 faces(PF_B8G8R8,1400x800x1) with 0 generated mipmaps from Image. Internal format is PF_X8R8G8B8,1400x800x1.
19:51:02: Texture: _cegui_ogre_5: Loading 1 faces(PF_A8B8G8R8,256x256x1) with 0 generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x256x1.
Title: Re: Fortress Overseer 0.70 - 3D Visualizer -34.07 Support- NEW RELEASE (first post)
Post by: thewonderidiot on April 15, 2012, 09:41:20 pm
File dialog not showing up:
Code: [Select]
19:50:52: Creating resource group General
19:50:52: Creating resource group Internal
19:50:52: Creating resource group Autodetect
19:50:52: SceneManagerFactory for type 'DefaultSceneManager' registered.
19:50:52: Registering ResourceManager for type Material
19:50:52: Registering ResourceManager for type Mesh
19:50:52: Registering ResourceManager for type Skeleton
19:50:52: MovableObjectFactory for type 'ParticleSystem' registered.
19:50:52: OverlayElementFactory for type Panel registered.
19:50:52: OverlayElementFactory for type BorderPanel registered.
19:50:52: OverlayElementFactory for type TextArea registered.
19:50:52: Registering ResourceManager for type Font
19:50:52: ArchiveFactory for archive type FileSystem registered.
19:50:52: ArchiveFactory for archive type Zip registered.
19:50:52: ArchiveFactory for archive type EmbeddedZip registered.
19:50:52: DDS codec registering
19:50:52: FreeImage version: 3.13.1
19:50:52: This program uses FreeImage, a free, open source image library supporting all common bitmap formats. See http://freeimage.sourceforge.net for details
19:50:53: Supported formats: bmp,ico,jpg,jif,jpeg,jpe,jng,koa,iff,lbm,mng,pbm,pbm,pcd,pcx,pgm,pgm,png,ppm,ppm,ras,tga,targa,tif,tiff,wap,wbmp,wbm,psd,cut,xbm,xpm,gif,hdr,g3,sgi,exr,j2k,j2c,jp2,pfm,pct,pict,pic,bay,bmq,cr2,crw,cs1,dc2,dcr,dng,erf,fff,hdr,k25,kdc,mdc,mos,mrw,nef,orf,pef,pxn,raf,raw,rdc,sr2,srf,arw,3fr,cine,ia,kc2,mef,nrw,qtk,rw2,sti,drf,dsc,ptx,cap,iiq,rwz
19:50:53: Registering ResourceManager for type HighLevelGpuProgram
19:50:53: Registering ResourceManager for type Compositor
19:50:53: MovableObjectFactory for type 'Entity' registered.
19:50:53: MovableObjectFactory for type 'Light' registered.
19:50:53: MovableObjectFactory for type 'BillboardSet' registered.
19:50:53: MovableObjectFactory for type 'ManualObject' registered.
19:50:53: MovableObjectFactory for type 'BillboardChain' registered.
19:50:53: MovableObjectFactory for type 'RibbonTrail' registered.
19:50:53: Loading library .\RenderSystem_Direct3D9
19:50:53: Installing plugin: D3D9 RenderSystem
19:50:53: D3D9 : Direct3D9 Rendering Subsystem created.
19:50:53: D3D9: Driver Detection Starts
19:50:53: D3D9: Driver Detection Ends
19:50:53: Plugin successfully installed
19:50:53: Loading library .\RenderSystem_GL
19:50:54: Installing plugin: GL RenderSystem
19:50:54: OpenGL Rendering Subsystem created.
19:50:54: Plugin successfully installed
19:50:54: Loading library .\Plugin_ParticleFX
19:50:54: Installing plugin: ParticleFX
19:50:54: Particle Emitter Type 'Point' registered
19:50:54: Particle Emitter Type 'Box' registered
19:50:54: Particle Emitter Type 'Ellipsoid' registered
19:50:54: Particle Emitter Type 'Cylinder' registered
19:50:54: Particle Emitter Type 'Ring' registered
19:50:54: Particle Emitter Type 'HollowEllipsoid' registered
19:50:54: Particle Affector Type 'LinearForce' registered
19:50:54: Particle Affector Type 'ColourFader' registered
19:50:54: Particle Affector Type 'ColourFader2' registered
19:50:54: Particle Affector Type 'ColourImage' registered
19:50:54: Particle Affector Type 'ColourInterpolator' registered
19:50:54: Particle Affector Type 'Scaler' registered
19:50:54: Particle Affector Type 'Rotator' registered
19:50:54: Particle Affector Type 'DirectionRandomiser' registered
19:50:54: Particle Affector Type 'DeflectorPlane' registered
19:50:54: Plugin successfully installed
19:50:54: Loading library .\Plugin_CgProgramManager
19:50:55: Installing plugin: Cg Program Manager
19:50:55: Plugin successfully installed
19:50:55: Loading library .\Plugin_OctreeSceneManager
19:50:55: Installing plugin: Octree Scene Manager
19:50:55: Plugin successfully installed
19:50:55: *-*-* OGRE Initialising
19:50:55: *-*-* Version 1.8.0unstable (Byatis)
19:50:55: D3D9 : RenderSystem Option: Allow NVPerfHUD = No
19:50:55: D3D9 : RenderSystem Option: FSAA = 0
19:50:55: D3D9 : RenderSystem Option: Fixed Pipeline Enabled = Yes
19:50:55: D3D9 : RenderSystem Option: Floating-point mode = Fastest
19:50:55: D3D9 : RenderSystem Option: Full Screen = Yes
19:50:55: D3D9 : RenderSystem Option: Multi device memory hint = Use minimum system memory
19:50:55: D3D9 : RenderSystem Option: Rendering Device = Monitor-1-Mobile Intel(R) 4 Series Express Chipset Family
19:50:55: D3D9 : RenderSystem Option: Resource Creation Policy = Create on all devices
19:50:55: D3D9 : RenderSystem Option: VSync = No
19:50:55: D3D9 : RenderSystem Option: VSync Interval = 1
19:50:55: D3D9 : RenderSystem Option: Video Mode = 800 x 600 @ 32-bit colour
19:50:55: D3D9 : RenderSystem Option: sRGB Gamma Conversion = No
19:50:58: CPU Identifier & Features
19:50:58: -------------------------
19:50:58:  *   CPU ID: GenuineIntel: Pentium(R) Dual-Core CPU       T4200  @ 2.00GHz
19:50:58:  *      SSE: yes
19:50:58:  *     SSE2: yes
19:50:58:  *     SSE3: yes
19:50:58:  *      MMX: yes
19:50:58:  *   MMXEXT: yes
19:50:58:  *    3DNOW: no
19:50:58:  * 3DNOWEXT: no
19:50:58:  *     CMOV: yes
19:50:58:  *      TSC: yes
19:50:58:  *      FPU: yes
19:50:58:  *      PRO: yes
19:50:58:  *       HT: no
19:50:58: -------------------------
19:50:58: *** Starting Win32GL Subsystem ***
19:50:58: GLRenderSystem::_createRenderWindow "Fortress Overseer v0.70", 1600x900 fullscreen  miscParams: FSAA=0 FSAAHint= colourDepth=32 displayFrequency=60 gamma=false vsync=false vsyncInterval=1
19:50:58: ChangeDisplaySettings with user display frequency failed
19:50:58: ChangeDisplaySettings failed
19:50:58: Created Win32Window 'Fortress Overseer v0.70' : 1600x900, 32bpp
19:50:58: GL_VERSION = 2.1.0 - Build 8.15.10.2302
19:50:58: GL_VENDOR = Intel
19:50:58: GL_RENDERER = Mobile Intel(R) 4 Series Express Chipset Family
19:50:58: GL_EXTENSIONS = GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_blend_color GL_EXT_abgr GL_EXT_texture3D GL_EXT_clip_volume_hint GL_EXT_compiled_vertex_array GL_SGIS_texture_edge_clamp GL_SGIS_generate_mipmap GL_EXT_draw_range_elements GL_SGIS_texture_lod GL_EXT_rescale_normal GL_EXT_packed_pixels GL_EXT_texture_edge_clamp GL_EXT_separate_specular_color GL_ARB_multitexture GL_EXT_texture_env_combine GL_EXT_bgra GL_EXT_blend_func_separate GL_EXT_secondary_color GL_EXT_fog_coord GL_EXT_texture_env_add GL_ARB_texture_cube_map GL_ARB_transpose_matrix GL_ARB_texture_env_add GL_IBM_texture_mirrored_repeat GL_EXT_multi_draw_arrays GL_NV_blend_square GL_ARB_texture_compression GL_3DFX_texture_compression_FXT1 GL_EXT_texture_filter_anisotropic GL_ARB_texture_border_clamp GL_ARB_point_parameters GL_ARB_texture_env_combine GL_ARB_texture_env_dot3 GL_ARB_texture_env_crossbar GL_EXT_texture_compression_s3tc GL_ARB_shadow GL_ARB_window_pos GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_ARB_vertex_program GL_EXT_texture_rectangle GL_ARB_fragment_program GL_EXT_stencil_two_side GL_ATI_separate_stencil GL_ARB_vertex_buffer_object GL_EXT_texture_lod_bias GL_ARB_occlusion_query GL_ARB_fragment_shader GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_texture_non_power_of_two GL_ARB_vertex_shader GL_NV_texgen_reflection GL_ARB_point_sprite GL_EXT_blend_equation_separate GL_ARB_depth_texture GL_ARB_texture_rectangle GL_ARB_draw_buffers GL_ARB_color_buffer_float GL_ARB_half_float_pixel GL_ARB_texture_float GL_ARB_pixel_buffer_object GL_EXT_framebuffer_object GL_ARB_draw_instanced GL_ARB_half_float_vertex GL_EXT_draw_buffers2 GL_WIN_swap_hint GL_EXT_texture_sRGB GL_EXT_packed_float GL_EXT_texture_shared_exponent GL_ARB_texture_rg GL_ARB_texture_compression_rgtc GL_NV_conditional_render GL_EXT_texture_swizzle GL_ARB_framebuffer_sRGB GL_EXT_packed_depth_stencil GL_ARB_depth_buffer_float GL_EXT_transform_feedback GL_EXT_framebuffer_blit GL_ARB_vertex_array_object
19:50:58: Supported WGL extensions: WGL_EXT_depth_float WGL_ARB_buffer_region WGL_ARB_extensions_string WGL_ARB_make_current_read WGL_ARB_pixel_format WGL_ARB_pbuffer WGL_EXT_extensions_string WGL_EXT_swap_control WGL_ARB_pixel_format_float WGL_ARB_framebuffer_sRGB
19:50:58: ***************************
19:50:58: *** GL Renderer Started ***
19:50:58: ***************************
19:50:58: Registering ResourceManager for type GpuProgram
19:50:58: GLSL support detected
19:50:58: GL: Using GL_EXT_framebuffer_object for rendering to textures (best)
19:50:58: FBO PF_UNKNOWN depth/stencil support: D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0
19:50:58: FBO PF_R5G6B5 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0
19:50:58: FBO PF_B5G6R5 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0
19:50:58: FBO PF_R8G8B8 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0
19:50:58: FBO PF_B8G8R8 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0
19:50:58: FBO PF_A8R8G8B8 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0
19:50:58: FBO PF_B8G8R8A8 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0
19:50:58: FBO PF_A2R10G10B10 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0
19:50:58: FBO PF_A2B10G10R10 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0
19:50:58: FBO PF_FLOAT16_RGB depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0
19:50:58: FBO PF_FLOAT16_RGBA depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0
19:50:58: FBO PF_FLOAT32_RGB depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0
19:50:58: FBO PF_FLOAT32_RGBA depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0
19:50:59: FBO PF_X8R8G8B8 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0
19:50:59: FBO PF_X8B8G8R8 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0
19:50:59: FBO PF_SHORT_RGBA depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0
19:50:59: FBO PF_R3G3B2 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0
19:50:59: FBO PF_SHORT_RGB depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0
19:50:59: [GL] : Valid FBO targets PF_UNKNOWN PF_R5G6B5 PF_B5G6R5 PF_R8G8B8 PF_B8G8R8 PF_A8R8G8B8 PF_B8G8R8A8 PF_A2R10G10B10 PF_A2B10G10R10 PF_FLOAT16_RGB PF_FLOAT16_RGBA PF_FLOAT32_RGB PF_FLOAT32_RGBA PF_X8R8G8B8 PF_X8B8G8R8 PF_SHORT_RGBA PF_R3G3B2 PF_SHORT_RGB
19:50:59: RenderSystem capabilities
19:50:59: -------------------------
19:50:59: RenderSystem Name: OpenGL Rendering Subsystem
19:50:59: GPU Vendor: intel
19:50:59: Device Name: Mobile Intel(R) 4 Series Express Chipset Family
19:50:59: Driver Version: 2.1.0.0
19:50:59:  * Fixed function pipeline: yes
19:50:59:  * Hardware generation of mipmaps: no
19:50:59:  * Texture blending: yes
19:50:59:  * Anisotropic texture filtering: yes
19:50:59:  * Dot product texture operation: yes
19:50:59:  * Cube mapping: yes
19:50:59:  * Hardware stencil buffer: yes
19:50:59:    - Stencil depth: 8
19:50:59:    - Two sided stencil support: yes
19:50:59:    - Wrap stencil values: yes
19:50:59:  * Hardware vertex / index buffers: yes
19:50:59:  * Vertex programs: yes
19:50:59:  * Number of floating-point constants for vertex programs: 256
19:50:59:  * Number of integer constants for vertex programs: 0
19:50:59:  * Number of boolean constants for vertex programs: 0
19:50:59:  * Fragment programs: yes
19:50:59:  * Number of floating-point constants for fragment programs: 256
19:50:59:  * Number of integer constants for fragment programs: 0
19:50:59:  * Number of boolean constants for fragment programs: 0
19:50:59:  * Geometry programs: no
19:50:59:  * Number of floating-point constants for geometry programs: 245
19:50:59:  * Number of integer constants for geometry programs: 0
19:50:59:  * Number of boolean constants for geometry programs: 0
19:50:59:  * Supported Shader Profiles: arbfp1 arbvp1 glsl
19:50:59:  * Texture Compression: yes
19:50:59:    - DXT: yes
19:50:59:    - VTC: no
19:50:59:    - PVRTC: no
19:50:59:  * Scissor Rectangle: yes
19:50:59:  * Hardware Occlusion Query: yes
19:50:59:  * User clip planes: yes
19:50:59:  * VET_UBYTE4 vertex element type: yes
19:50:59:  * Infinite far plane projection: yes
19:50:59:  * Hardware render-to-texture: yes
19:50:59:  * Floating point textures: yes
19:50:59:  * Non-power-of-two textures: yes
19:50:59:  * Volume textures: yes
19:50:59:  * Multiple Render Targets: 8
19:50:59:    - With different bit depths: yes
19:50:59:  * Point Sprites: yes
19:50:59:  * Extended point parameters: yes
19:50:59:  * Max Point Size: 255
19:50:59:  * Vertex texture fetch: yes
19:50:59:  * Number of world matrices: 0
19:50:59:  * Number of texture units: 16
19:50:59:  * Stencil buffer depth: 8
19:50:59:  * Number of vertex blend matrices: 0
19:50:59:    - Max vertex textures: 16
19:50:59:    - Vertex textures shared: yes
19:50:59:  * Render to Vertex Buffer : no
19:50:59:  * GL 1.5 without VBO workaround: no
19:50:59:  * Frame Buffer objects: yes
19:50:59:  * Frame Buffer objects (ARB extension): no
19:50:59:  * Frame Buffer objects (ATI extension): no
19:50:59:  * PBuffer support: yes
19:50:59:  * GL 1.5 without HW-occlusion workaround: no
19:50:59:  * Separate shader objects: no
19:50:59: Registering ResourceManager for type Texture
19:50:59: DefaultWorkQueue('Root') initialising on thread 00A7FDE8.
19:50:59: DefaultWorkQueue('Root')::WorkerFunc - thread 04E852D0 starting.
19:50:59: DefaultWorkQueue('Root')::WorkerFunc - thread 04E854B0 starting.
19:50:59: Particle Renderer Type 'billboard' registered
19:50:59: SceneManagerFactory for type 'OctreeSceneManager' registered.
19:50:59: Creating resource group Fonts
19:50:59: Added resource location 'gui/fonts' of type 'FileSystem' to resource group 'Fonts'
19:50:59: Creating resource group Imagesets
19:50:59: Added resource location 'gui/imagesets' of type 'FileSystem' to resource group 'Imagesets'
19:50:59: Creating resource group Layouts
19:50:59: Added resource location 'gui/layouts' of type 'FileSystem' to resource group 'Layouts'
19:50:59: Creating resource group LookNFeel
19:50:59: Added resource location 'gui/looknfeel' of type 'FileSystem' to resource group 'LookNFeel'
19:50:59: Creating resource group Materials
19:50:59: Added resource location 'media/materials/scripts' of type 'FileSystem' to resource group 'Materials'
19:50:59: Added resource location 'media/materials/programs' of type 'FileSystem' to resource group 'Materials'
19:50:59: Added resource location 'media/materials/textures' of type 'FileSystem' to resource group 'Materials'
19:50:59: Creating resource group Models
19:50:59: Added resource location 'media/models/trees' of type 'FileSystem' to resource group 'Models'
19:50:59: Added resource location 'media/models/trees2' of type 'FileSystem' to resource group 'Models'
19:51:00: Added resource location 'media/models/shrubs' of type 'FileSystem' to resource group 'Models'
19:51:00: Creating resource group Schemes
19:51:00: Added resource location 'gui/schemes' of type 'FileSystem' to resource group 'Schemes'
19:51:00: Creating resource group Scripts
19:51:00: Added resource location 'gui/scripts' of type 'FileSystem' to resource group 'Scripts'
19:51:00: Creating resource group SkyX
19:51:00: Added resource location 'media/SkyX' of type 'FileSystem' to resource group 'SkyX'
19:51:01: Texture: _cegui_ogre_0: Loading 1 faces(PF_A8B8G8R8,256x256x1) with 0 generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x256x1.
19:51:02: Texture: _cegui_ogre_1: Loading 1 faces(PF_B8G8R8,1400x800x1) with 0 generated mipmaps from Image. Internal format is PF_X8R8G8B8,1400x800x1.
19:51:02: Texture: _cegui_ogre_5: Loading 1 faces(PF_A8B8G8R8,256x256x1) with 0 generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x256x1.

Yeah, Ogre's not at fault. Can you post your CEGUI.log too?
Title: Re: Fortress Overseer 0.70 - 3D Visualizer -34.07 Support- NEW RELEASE (first post)
Post by: dree12 on April 15, 2012, 09:57:57 pm
File dialog not showing up:
Code: [Select]
...

Yeah, Ogre's not at fault. Can you post your CEGUI.log too?
Code: [Select]
14/04/2012 19:51:00 (Std) +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
14/04/2012 19:51:00 (Std) +                     Crazy Eddie's GUI System - Event log                    +
14/04/2012 19:51:00 (Std) +                          (http://www.cegui.org.uk/)                         +
14/04/2012 19:51:00 (Std) +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+

14/04/2012 19:51:00 (Std) CEGUI::Logger singleton created. (00F6B260)
14/04/2012 19:51:00 (Std)
14/04/2012 19:51:00 (Std) ********************************************************************************
14/04/2012 19:51:00 (Std) * Important:                                                                   *
14/04/2012 19:51:00 (Std) *     To get support at the CEGUI forums, you must post _at least_ the section *
14/04/2012 19:51:00 (Std) *     of this log file indicated below.  Failure to do this will result in no  *
14/04/2012 19:51:00 (Std) *     support being given; please do not waste our time.                       *
14/04/2012 19:51:00 (Std) ********************************************************************************
14/04/2012 19:51:00 (Std) ********************************************************************************
14/04/2012 19:51:00 (Std) * -------- START OF ESSENTIAL SECTION TO BE POSTED ON THE FORUM       -------- *
14/04/2012 19:51:00 (Std) ********************************************************************************
14/04/2012 19:51:00 (Std) ---- Version 0.7.6 (Build: Jan 23 2012 Microsoft Windows MSVC++ 10.0 32 bit) ----
14/04/2012 19:51:00 (Std) ---- Renderer module is: CEGUI::OgreRenderer - Official OGRE based 2nd generation renderer module. ----
14/04/2012 19:51:00 (Std) ---- XML Parser module is: CEGUI::ExpatParser - Official expat based parser module for CEGUI ----
14/04/2012 19:51:00 (Std) ---- Image Codec module is: OgreImageCodec - Integrated ImageCodec using the Ogre engine. ----
14/04/2012 19:51:00 (Std) ---- Scripting module is: None ----
14/04/2012 19:51:00 (Std) ********************************************************************************
14/04/2012 19:51:00 (Std) * -------- END OF ESSENTIAL SECTION TO BE POSTED ON THE FORUM         -------- *
14/04/2012 19:51:00 (Std) ********************************************************************************
14/04/2012 19:51:00 (Std)
14/04/2012 19:51:00 (Std) ---- Begining CEGUI System initialisation ----
14/04/2012 19:51:00 (Std) CEGUI::ImagesetManager singleton created (00F6B180)
14/04/2012 19:51:00 (Std) CEGUI::FontManager singleton created. (00F6BE60)
14/04/2012 19:51:00 (Std) CEGUI::WindowFactoryManager singleton created
14/04/2012 19:51:00 (Std) CEGUI::WindowManager singleton created (00F70F88)
14/04/2012 19:51:00 (Std) CEGUI::SchemeManager singleton created. (00F6BF30)
14/04/2012 19:51:00 (Std) CEGUI::MouseCursor singleton created. (00F6C000)
14/04/2012 19:51:00 (Std) CEGUI::GlobalEventSet singleton created. (00F60A90)
14/04/2012 19:51:00 (Std) CEGUI::AnimationManager singleton created (00F63068)
14/04/2012 19:51:00 (Std) CEGUI::WidgetLookManager singleton created. (00F5EB68)
14/04/2012 19:51:00 (Std) CEGUI::WindowRendererManager singleton created (00F5EB50)
14/04/2012 19:51:00 (Std) CEGUI::RenderEffectManager singleton created (00F60BA8)
14/04/2012 19:51:00 (Std) Created WindowFactory for 'DefaultWindow' windows.
14/04/2012 19:51:00 (Std) WindowFactory for 'DefaultWindow' windows added. (00F6C340)
14/04/2012 19:51:00 (Std) Created WindowFactory for 'DragContainer' windows.
14/04/2012 19:51:00 (Std) WindowFactory for 'DragContainer' windows added. (00F6C3E8)
14/04/2012 19:51:00 (Std) Created WindowFactory for 'ScrolledContainer' windows.
14/04/2012 19:51:00 (Std) WindowFactory for 'ScrolledContainer' windows added. (00F6C490)
14/04/2012 19:51:00 (Std) Created WindowFactory for 'ClippedContainer' windows.
14/04/2012 19:51:00 (Std) WindowFactory for 'ClippedContainer' windows added. (00F6C538)
14/04/2012 19:51:00 (Std) Created WindowFactory for 'CEGUI/Checkbox' windows.
14/04/2012 19:51:00 (Std) WindowFactory for 'CEGUI/Checkbox' windows added. (00F6C5E0)
14/04/2012 19:51:00 (Std) Created WindowFactory for 'CEGUI/PushButton' windows.
14/04/2012 19:51:00 (Std) WindowFactory for 'CEGUI/PushButton' windows added. (00F6C688)
14/04/2012 19:51:00 (Std) Created WindowFactory for 'CEGUI/RadioButton' windows.
14/04/2012 19:51:00 (Std) WindowFactory for 'CEGUI/RadioButton' windows added. (00F6C730)
14/04/2012 19:51:00 (Std) Created WindowFactory for 'CEGUI/Combobox' windows.
14/04/2012 19:51:00 (Std) WindowFactory for 'CEGUI/Combobox' windows added. (00F6C7D8)
14/04/2012 19:51:00 (Std) Created WindowFactory for 'CEGUI/ComboDropList' windows.
14/04/2012 19:51:00 (Std) WindowFactory for 'CEGUI/ComboDropList' windows added. (00F6C880)
14/04/2012 19:51:00 (Std) Created WindowFactory for 'CEGUI/Editbox' windows.
14/04/2012 19:51:00 (Std) WindowFactory for 'CEGUI/Editbox' windows added. (00F71FF0)
14/04/2012 19:51:00 (Std) Created WindowFactory for 'CEGUI/FrameWindow' windows.
14/04/2012 19:51:00 (Std) WindowFactory for 'CEGUI/FrameWindow' windows added. (00F72098)
14/04/2012 19:51:00 (Std) Created WindowFactory for 'CEGUI/ItemEntry' windows.
14/04/2012 19:51:00 (Std) WindowFactory for 'CEGUI/ItemEntry' windows added. (00F72140)
14/04/2012 19:51:00 (Std) Created WindowFactory for 'CEGUI/Listbox' windows.
14/04/2012 19:51:00 (Std) WindowFactory for 'CEGUI/Listbox' windows added. (00F721E8)
14/04/2012 19:51:00 (Std) Created WindowFactory for 'CEGUI/ListHeader' windows.
14/04/2012 19:51:00 (Std) WindowFactory for 'CEGUI/ListHeader' windows added. (00F72290)
14/04/2012 19:51:00 (Std) Created WindowFactory for 'CEGUI/ListHeaderSegment' windows.
14/04/2012 19:51:00 (Std) WindowFactory for 'CEGUI/ListHeaderSegment' windows added. (00F72338)
14/04/2012 19:51:00 (Std) Created WindowFactory for 'CEGUI/Menubar' windows.
14/04/2012 19:51:00 (Std) WindowFactory for 'CEGUI/Menubar' windows added. (00F723E0)
14/04/2012 19:51:00 (Std) Created WindowFactory for 'CEGUI/PopupMenu' windows.
14/04/2012 19:51:00 (Std) WindowFactory for 'CEGUI/PopupMenu' windows added. (00F72488)
14/04/2012 19:51:00 (Std) Created WindowFactory for 'CEGUI/MenuItem' windows.
14/04/2012 19:51:00 (Std) WindowFactory for 'CEGUI/MenuItem' windows added. (00F72530)
14/04/2012 19:51:00 (Std) Created WindowFactory for 'CEGUI/MultiColumnList' windows.
14/04/2012 19:51:00 (Std) WindowFactory for 'CEGUI/MultiColumnList' windows added. (00F725D8)
14/04/2012 19:51:00 (Std) Created WindowFactory for 'CEGUI/MultiLineEditbox' windows.
14/04/2012 19:51:00 (Std) WindowFactory for 'CEGUI/MultiLineEditbox' windows added. (00F72680)
14/04/2012 19:51:00 (Std) Created WindowFactory for 'CEGUI/ProgressBar' windows.
14/04/2012 19:51:00 (Std) WindowFactory for 'CEGUI/ProgressBar' windows added. (00F72728)
14/04/2012 19:51:00 (Std) Created WindowFactory for 'CEGUI/ScrollablePane' windows.
14/04/2012 19:51:00 (Std) WindowFactory for 'CEGUI/ScrollablePane' windows added. (00F727D0)
14/04/2012 19:51:00 (Std) Created WindowFactory for 'CEGUI/Scrollbar' windows.
14/04/2012 19:51:00 (Std) WindowFactory for 'CEGUI/Scrollbar' windows added. (00F72878)
14/04/2012 19:51:00 (Std) Created WindowFactory for 'CEGUI/Slider' windows.
14/04/2012 19:51:00 (Std) WindowFactory for 'CEGUI/Slider' windows added. (00F72920)
14/04/2012 19:51:00 (Std) Created WindowFactory for 'CEGUI/Spinner' windows.
14/04/2012 19:51:00 (Std) WindowFactory for 'CEGUI/Spinner' windows added. (00F729C8)
14/04/2012 19:51:00 (Std) Created WindowFactory for 'CEGUI/TabButton' windows.
14/04/2012 19:51:00 (Std) WindowFactory for 'CEGUI/TabButton' windows added. (00F72A70)
14/04/2012 19:51:00 (Std) Created WindowFactory for 'CEGUI/TabControl' windows.
14/04/2012 19:51:00 (Std) WindowFactory for 'CEGUI/TabControl' windows added. (00F72B18)
14/04/2012 19:51:00 (Std) Created WindowFactory for 'CEGUI/Thumb' windows.
14/04/2012 19:51:00 (Std) WindowFactory for 'CEGUI/Thumb' windows added. (00F72BC0)
14/04/2012 19:51:00 (Std) Created WindowFactory for 'CEGUI/Titlebar' windows.
14/04/2012 19:51:00 (Std) WindowFactory for 'CEGUI/Titlebar' windows added. (00F72C68)
14/04/2012 19:51:00 (Std) Created WindowFactory for 'CEGUI/Tooltip' windows.
14/04/2012 19:51:00 (Std) WindowFactory for 'CEGUI/Tooltip' windows added. (00F72D10)
14/04/2012 19:51:00 (Std) Created WindowFactory for 'CEGUI/ItemListbox' windows.
14/04/2012 19:51:00 (Std) WindowFactory for 'CEGUI/ItemListbox' windows added. (00F72DB8)
14/04/2012 19:51:00 (Std) Created WindowFactory for 'CEGUI/GroupBox' windows.
14/04/2012 19:51:00 (Std) WindowFactory for 'CEGUI/GroupBox' windows added. (00F72E60)
14/04/2012 19:51:00 (Std) Created WindowFactory for 'CEGUI/Tree' windows.
14/04/2012 19:51:00 (Std) WindowFactory for 'CEGUI/Tree' windows added. (00F72F08)
14/04/2012 19:51:00 (Std) Created WindowFactory for 'HorizontalLayoutContainer' windows.
14/04/2012 19:51:00 (Std) WindowFactory for 'HorizontalLayoutContainer' windows added. (00F72FB0)
14/04/2012 19:51:00 (Std) Created WindowFactory for 'VerticalLayoutContainer' windows.
14/04/2012 19:51:00 (Std) WindowFactory for 'VerticalLayoutContainer' windows added. (00F73058)
14/04/2012 19:51:00 (Std) Created WindowFactory for 'GridLayoutContainer' windows.
14/04/2012 19:51:00 (Std) WindowFactory for 'GridLayoutContainer' windows added. (00F73100)
14/04/2012 19:51:00 (Std) Window type alias named 'DefaultGUISheet' added for window type 'DefaultWindow'.
14/04/2012 19:51:00 (Std) CEGUI::System singleton created. (00F6AE68)
14/04/2012 19:51:00 (Std) ---- CEGUI System initialisation completed ----
14/04/2012 19:51:00 (Std)
14/04/2012 19:51:00 (Std) ---- Scripting module is now: CEGUI::LuaScriptModule - Official Lua based scripting module for CEGUI ----
14/04/2012 19:51:00 (Std) ---- Creating Lua bindings ----
14/04/2012 19:51:01 (Std) Initialising GUI Manager
14/04/2012 19:51:01 (Std) Started creation of Scheme from XML specification:
14/04/2012 19:51:01 (Std) ---- CEGUI GUIScheme name: TaharezLook
14/04/2012 19:51:01 (Std) Started creation of Imageset from XML specification:
14/04/2012 19:51:01 (Std) ---- CEGUI Imageset name: TaharezLook
14/04/2012 19:51:01 (Std) ---- Source texture file: TaharezLook.tga in resource group: (Default)
14/04/2012 19:51:01 (Std) Started creation of Font from XML specification:
14/04/2012 19:51:01 (Std) ---- CEGUI font name: DejaVuSans-10
14/04/2012 19:51:01 (Std) ----       Font type: FreeType
14/04/2012 19:51:01 (Std) ----     Source file: DejaVuSans.ttf in resource group: (Default)
14/04/2012 19:51:01 (Std) ---- Real point size: 10
14/04/2012 19:51:01 (Std) Started creation of Font from XML specification:
14/04/2012 19:51:01 (Std) ---- CEGUI font name: DejaVuSans-30
14/04/2012 19:51:01 (Std) ----       Font type: FreeType
14/04/2012 19:51:01 (Std) ----     Source file: DejaVuSans.ttf in resource group: (Default)
14/04/2012 19:51:01 (Std) ---- Real point size: 30
14/04/2012 19:51:01 (Std) ===== Falagard 'root' element: look and feel parsing begins =====
14/04/2012 19:51:01 (Std) ===== Look and feel parsing completed =====
14/04/2012 19:51:02 (Std) No window renderer factories specified for module 'CEGUIFalagardWRBase' - adding all available factories...
14/04/2012 19:51:02 (Std) Created WindowRendererFactory for 'Falagard/Button' WindowRenderers.
14/04/2012 19:51:02 (Std) WindowRendererFactory 'Falagard/Button' added. (00F736E8)
14/04/2012 19:51:02 (Std) Created WindowRendererFactory for 'Falagard/Default' WindowRenderers.
14/04/2012 19:51:02 (Std) WindowRendererFactory 'Falagard/Default' added. (00F73B80)
14/04/2012 19:51:02 (Std) Created WindowRendererFactory for 'Falagard/Editbox' WindowRenderers.
14/04/2012 19:51:02 (Std) WindowRendererFactory 'Falagard/Editbox' added. (0A0B2060)
14/04/2012 19:51:02 (Std) Created WindowRendererFactory for 'Falagard/FrameWindow' WindowRenderers.
14/04/2012 19:51:02 (Std) WindowRendererFactory 'Falagard/FrameWindow' added. (0A0B2108)
14/04/2012 19:51:02 (Std) Created WindowRendererFactory for 'Falagard/ItemEntry' WindowRenderers.
14/04/2012 19:51:02 (Std) WindowRendererFactory 'Falagard/ItemEntry' added. (0A0B21B0)
14/04/2012 19:51:02 (Std) Created WindowRendererFactory for 'Falagard/ListHeader' WindowRenderers.
14/04/2012 19:51:02 (Std) WindowRendererFactory 'Falagard/ListHeader' added. (0A0B2258)
14/04/2012 19:51:02 (Std) Created WindowRendererFactory for 'Falagard/ListHeaderSegment' WindowRenderers.
14/04/2012 19:51:02 (Std) WindowRendererFactory 'Falagard/ListHeaderSegment' added. (0A0B2300)
14/04/2012 19:51:02 (Std) Created WindowRendererFactory for 'Falagard/Listbox' WindowRenderers.
14/04/2012 19:51:02 (Std) WindowRendererFactory 'Falagard/Listbox' added. (0A0B23A8)
14/04/2012 19:51:02 (Std) Created WindowRendererFactory for 'Falagard/Menubar' WindowRenderers.
14/04/2012 19:51:02 (Std) WindowRendererFactory 'Falagard/Menubar' added. (0A0B2450)
14/04/2012 19:51:02 (Std) Created WindowRendererFactory for 'Falagard/MenuItem' WindowRenderers.
14/04/2012 19:51:02 (Std) WindowRendererFactory 'Falagard/MenuItem' added. (0A0B24F8)
14/04/2012 19:51:02 (Std) Created WindowRendererFactory for 'Falagard/MultiColumnList' WindowRenderers.
14/04/2012 19:51:02 (Std) WindowRendererFactory 'Falagard/MultiColumnList' added. (0A0B25A0)
14/04/2012 19:51:02 (Std) Created WindowRendererFactory for 'Falagard/MultiLineEditbox' WindowRenderers.
14/04/2012 19:51:02 (Std) WindowRendererFactory 'Falagard/MultiLineEditbox' added. (0A0B2648)
14/04/2012 19:51:02 (Std) Created WindowRendererFactory for 'Falagard/PopupMenu' WindowRenderers.
14/04/2012 19:51:02 (Std) WindowRendererFactory 'Falagard/PopupMenu' added. (0A0B26F0)
14/04/2012 19:51:02 (Std) Created WindowRendererFactory for 'Falagard/ProgressBar' WindowRenderers.
14/04/2012 19:51:02 (Std) WindowRendererFactory 'Falagard/ProgressBar' added. (0A0B2798)
14/04/2012 19:51:02 (Std) Created WindowRendererFactory for 'Falagard/ScrollablePane' WindowRenderers.
14/04/2012 19:51:02 (Std) WindowRendererFactory 'Falagard/ScrollablePane' added. (0A0B2840)
14/04/2012 19:51:02 (Std) Created WindowRendererFactory for 'Falagard/Scrollbar' WindowRenderers.
14/04/2012 19:51:02 (Std) WindowRendererFactory 'Falagard/Scrollbar' added. (0A0B28E8)
14/04/2012 19:51:02 (Std) Created WindowRendererFactory for 'Falagard/Slider' WindowRenderers.
14/04/2012 19:51:02 (Std) WindowRendererFactory 'Falagard/Slider' added. (0A0B2990)
14/04/2012 19:51:02 (Std) Created WindowRendererFactory for 'Falagard/Static' WindowRenderers.
14/04/2012 19:51:02 (Std) WindowRendererFactory 'Falagard/Static' added. (0A0B2A38)
14/04/2012 19:51:02 (Std) Created WindowRendererFactory for 'Falagard/StaticImage' WindowRenderers.
14/04/2012 19:51:02 (Std) WindowRendererFactory 'Falagard/StaticImage' added. (0A0B2AE0)
14/04/2012 19:51:02 (Std) Created WindowRendererFactory for 'Falagard/StaticText' WindowRenderers.
14/04/2012 19:51:02 (Std) WindowRendererFactory 'Falagard/StaticText' added. (0A0B2B88)
14/04/2012 19:51:02 (Std) Created WindowRendererFactory for 'Falagard/SystemButton' WindowRenderers.
14/04/2012 19:51:02 (Std) WindowRendererFactory 'Falagard/SystemButton' added. (0A0B2C30)
14/04/2012 19:51:02 (Std) Created WindowRendererFactory for 'Falagard/TabButton' WindowRenderers.
14/04/2012 19:51:02 (Std) WindowRendererFactory 'Falagard/TabButton' added. (0A0B2CD8)
14/04/2012 19:51:02 (Std) Created WindowRendererFactory for 'Falagard/TabControl' WindowRenderers.
14/04/2012 19:51:02 (Std) WindowRendererFactory 'Falagard/TabControl' added. (0A0B2D80)
14/04/2012 19:51:02 (Std) Created WindowRendererFactory for 'Falagard/Titlebar' WindowRenderers.
14/04/2012 19:51:02 (Std) WindowRendererFactory 'Falagard/Titlebar' added. (0A0B2E28)
14/04/2012 19:51:02 (Std) Created WindowRendererFactory for 'Falagard/ToggleButton' WindowRenderers.
14/04/2012 19:51:02 (Std) WindowRendererFactory 'Falagard/ToggleButton' added. (0A0B2ED0)
14/04/2012 19:51:02 (Std) Created WindowRendererFactory for 'Falagard/Tooltip' WindowRenderers.
14/04/2012 19:51:02 (Std) WindowRendererFactory 'Falagard/Tooltip' added. (0A0B2F78)
14/04/2012 19:51:02 (Std) Created WindowRendererFactory for 'Falagard/ItemListbox' WindowRenderers.
14/04/2012 19:51:02 (Std) WindowRendererFactory 'Falagard/ItemListbox' added. (0A0B3020)
14/04/2012 19:51:02 (Std) Created WindowRendererFactory for 'Falagard/Tree' WindowRenderers.
14/04/2012 19:51:02 (Std) WindowRendererFactory 'Falagard/Tree' added. (0A0B30C8)
14/04/2012 19:51:02 (Std) Creating falagard mapping for type 'TaharezLook/Button' using base type 'CEGUI/PushButton', window renderer 'Falagard/Button' Look'N'Feel 'TaharezLook/Button' and RenderEffect ''. (00A5C614)
14/04/2012 19:51:02 (Std) Creating falagard mapping for type 'TaharezLook/Checkbox' using base type 'CEGUI/Checkbox', window renderer 'Falagard/ToggleButton' Look'N'Feel 'TaharezLook/Checkbox' and RenderEffect ''. (00A5C614)
14/04/2012 19:51:02 (Std) Creating falagard mapping for type 'TaharezLook/ImageButton' using base type 'CEGUI/PushButton', window renderer 'Falagard/Button' Look'N'Feel 'TaharezLook/ImageButton' and RenderEffect ''. (00A5C614)
14/04/2012 19:51:02 (Std) Creating falagard mapping for type 'TaharezLook/RadioButton' using base type 'CEGUI/RadioButton', window renderer 'Falagard/ToggleButton' Look'N'Feel 'TaharezLook/RadioButton' and RenderEffect ''. (00A5C614)
14/04/2012 19:51:02 (Std) Creating falagard mapping for type 'TaharezLook/FrameWindow' using base type 'CEGUI/FrameWindow', window renderer 'Falagard/FrameWindow' Look'N'Feel 'TaharezLook/FrameWindow' and RenderEffect ''. (00A5C614)
14/04/2012 19:51:02 (Std) Creating falagard mapping for type 'TaharezLook/Titlebar' using base type 'CEGUI/Titlebar', window renderer 'Falagard/Titlebar' Look'N'Feel 'TaharezLook/Titlebar' and RenderEffect ''. (00A5C614)
14/04/2012 19:51:02 (Std) Creating falagard mapping for type 'TaharezLook/SystemButton' using base type 'CEGUI/PushButton', window renderer 'Falagard/Button' Look'N'Feel 'TaharezLook/Button' and RenderEffect ''. (00A5C614)
14/04/2012 19:51:02 (Std) Creating falagard mapping for type 'TaharezLook/Editbox' using base type 'CEGUI/Editbox', window renderer 'Falagard/Editbox' Look'N'Feel 'TaharezLook/Editbox' and RenderEffect ''. (00A5C614)
14/04/2012 19:51:02 (Std) Creating falagard mapping for type 'TaharezLook/MultiLineEditbox' using base type 'CEGUI/MultiLineEditbox', window renderer 'Falagard/MultiLineEditbox' Look'N'Feel 'TaharezLook/MultiLineEditbox' and RenderEffect ''. (00A5C614)
14/04/2012 19:51:02 (Std) Creating falagard mapping for type 'TaharezLook/Menubar' using base type 'CEGUI/Menubar', window renderer 'Falagard/Menubar' Look'N'Feel 'TaharezLook/Menubar' and RenderEffect ''. (00A5C614)
14/04/2012 19:51:02 (Std) Creating falagard mapping for type 'TaharezLook/PopupMenu' using base type 'CEGUI/PopupMenu', window renderer 'Falagard/PopupMenu' Look'N'Feel 'TaharezLook/PopupMenu' and RenderEffect ''. (00A5C614)
14/04/2012 19:51:02 (Std) Creating falagard mapping for type 'TaharezLook/MenuItem' using base type 'CEGUI/MenuItem', window renderer 'Falagard/MenuItem' Look'N'Feel 'TaharezLook/MenuItem' and RenderEffect ''. (00A5C614)
14/04/2012 19:51:02 (Std) Creating falagard mapping for type 'TaharezLook/AlternateProgressBar' using base type 'CEGUI/ProgressBar', window renderer 'Falagard/ProgressBar' Look'N'Feel 'TaharezLook/AltProgressBar' and RenderEffect ''. (00A5C614)
14/04/2012 19:51:02 (Std) Creating falagard mapping for type 'TaharezLook/ProgressBar' using base type 'CEGUI/ProgressBar', window renderer 'Falagard/ProgressBar' Look'N'Feel 'TaharezLook/ProgressBar' and RenderEffect ''. (00A5C614)
14/04/2012 19:51:02 (Std) Creating falagard mapping for type 'TaharezLook/VUMeter' using base type 'CEGUI/ProgressBar', window renderer 'Falagard/ProgressBar' Look'N'Feel 'TaharezLook/VUMeter' and RenderEffect ''. (00A5C614)
14/04/2012 19:51:02 (Std) Creating falagard mapping for type 'TaharezLook/VerticalScrollbar' using base type 'CEGUI/Scrollbar', window renderer 'Falagard/Scrollbar' Look'N'Feel 'TaharezLook/VerticalScrollbar' and RenderEffect ''. (00A5C614)
14/04/2012 19:51:02 (Std) Creating falagard mapping for type 'TaharezLook/HorizontalScrollbar' using base type 'CEGUI/Scrollbar', window renderer 'Falagard/Scrollbar' Look'N'Feel 'TaharezLook/HorizontalScrollbar' and RenderEffect ''. (00A5C614)
14/04/2012 19:51:02 (Std) Creating falagard mapping for type 'TaharezLook/VerticalScrollbarThumb' using base type 'CEGUI/Thumb', window renderer 'Falagard/Button' Look'N'Feel 'TaharezLook/VerticalScrollbarThumb' and RenderEffect ''. (00A5C614)
14/04/2012 19:51:02 (Std) Creating falagard mapping for type 'TaharezLook/HorizontalScrollbarThumb' using base type 'CEGUI/Thumb', window renderer 'Falagard/Button' Look'N'Feel 'TaharezLook/HorizontalScrollbarThumb' and RenderEffect ''. (00A5C614)
14/04/2012 19:51:02 (Std) Creating falagard mapping for type 'TaharezLook/LargeVerticalScrollbar' using base type 'CEGUI/Scrollbar', window renderer 'Falagard/Scrollbar' Look'N'Feel 'TaharezLook/LargeVerticalScrollbar' and RenderEffect ''. (00A5C614)
14/04/2012 19:51:02 (Std) Creating falagard mapping for type 'TaharezLook/LargeVerticalScrollbarThumb' using base type 'CEGUI/Thumb', window renderer 'Falagard/Button' Look'N'Feel 'TaharezLook/LargeVerticalScrollbarThumb' and RenderEffect ''. (00A5C614)
14/04/2012 19:51:02 (Std) Creating falagard mapping for type 'TaharezLook/TabButton' using base type 'CEGUI/TabButton', window renderer 'Falagard/TabButton' Look'N'Feel 'TaharezLook/TabButton' and RenderEffect ''. (00A5C614)
14/04/2012 19:51:02 (Std) Creating falagard mapping for type 'TaharezLook/TabControl' using base type 'CEGUI/TabControl', window renderer 'Falagard/TabControl' Look'N'Feel 'TaharezLook/TabControl' and RenderEffect ''. (00A5C614)
14/04/2012 19:51:02 (Std) Creating falagard mapping for type 'TaharezLook/TabContentPane' using base type 'DefaultWindow', window renderer 'Falagard/Default' Look'N'Feel 'TaharezLook/TabContentPane' and RenderEffect ''. (00A5C614)
14/04/2012 19:51:02 (Std) Creating falagard mapping for type 'TaharezLook/TabButtonPane' using base type 'DefaultWindow', window renderer 'Falagard/Default' Look'N'Feel 'TaharezLook/TabButtonPane' and RenderEffect ''. (00A5C614)
14/04/2012 19:51:02 (Std) Creating falagard mapping for type 'TaharezLook/ComboDropList' using base type 'CEGUI/ComboDropList', window renderer 'Falagard/Listbox' Look'N'Feel 'TaharezLook/ComboDropList' and RenderEffect ''. (00A5C614)
14/04/2012 19:51:02 (Std) Creating falagard mapping for type 'TaharezLook/ComboEditbox' using base type 'CEGUI/Editbox', window renderer 'Falagard/Editbox' Look'N'Feel 'TaharezLook/ComboEditbox' and RenderEffect ''. (00A5C614)
14/04/2012 19:51:02 (Std) Creating falagard mapping for type 'TaharezLook/Combobox' using base type 'CEGUI/Combobox', window renderer 'Falagard/Default' Look'N'Feel 'TaharezLook/Combobox' and RenderEffect ''. (00A5C614)
14/04/2012 19:51:02 (Std) Creating falagard mapping for type 'TaharezLook/Listbox' using base type 'CEGUI/Listbox', window renderer 'Falagard/Listbox' Look'N'Feel 'TaharezLook/Listbox' and RenderEffect ''. (00A5C614)
14/04/2012 19:51:02 (Std) Creating falagard mapping for type 'TaharezLook/ListHeader' using base type 'CEGUI/ListHeader', window renderer 'Falagard/ListHeader' Look'N'Feel 'TaharezLook/ListHeader' and RenderEffect ''. (00A5C614)
14/04/2012 19:51:02 (Std) Creating falagard mapping for type 'TaharezLook/ListHeaderSegment' using base type 'CEGUI/ListHeaderSegment', window renderer 'Falagard/ListHeaderSegment' Look'N'Feel 'TaharezLook/ListHeaderSegment' and RenderEffect ''. (00A5C614)
14/04/2012 19:51:02 (Std) Creating falagard mapping for type 'TaharezLook/MultiColumnList' using base type 'CEGUI/MultiColumnList', window renderer 'Falagard/MultiColumnList' Look'N'Feel 'TaharezLook/MultiColumnList' and RenderEffect ''. (00A5C614)
14/04/2012 19:51:02 (Std) Creating falagard mapping for type 'TaharezLook/Slider' using base type 'CEGUI/Slider', window renderer 'Falagard/Slider' Look'N'Feel 'TaharezLook/Slider' and RenderEffect ''. (00A5C614)
14/04/2012 19:51:02 (Std) Creating falagard mapping for type 'TaharezLook/SliderThumb' using base type 'CEGUI/Thumb', window renderer 'Falagard/Button' Look'N'Feel 'TaharezLook/SliderThumb' and RenderEffect ''. (00A5C614)
14/04/2012 19:51:02 (Std) Creating falagard mapping for type 'TaharezLook/ScrollablePane' using base type 'CEGUI/ScrollablePane', window renderer 'Falagard/ScrollablePane' Look'N'Feel 'TaharezLook/ScrollablePane' and RenderEffect ''. (00A5C614)
14/04/2012 19:51:02 (Std) Creating falagard mapping for type 'TaharezLook/Spinner' using base type 'CEGUI/Spinner', window renderer 'Falagard/Default' Look'N'Feel 'TaharezLook/Spinner' and RenderEffect ''. (00A5C614)
14/04/2012 19:51:02 (Std) Creating falagard mapping for type 'TaharezLook/Tooltip' using base type 'CEGUI/Tooltip', window renderer 'Falagard/Tooltip' Look'N'Feel 'TaharezLook/Tooltip' and RenderEffect ''. (00A5C614)
14/04/2012 19:51:02 (Std) Creating falagard mapping for type 'TaharezLook/StaticImage' using base type 'DefaultWindow', window renderer 'Falagard/StaticImage' Look'N'Feel 'TaharezLook/StaticImage' and RenderEffect ''. (00A5C614)
14/04/2012 19:51:02 (Std) Creating falagard mapping for type 'TaharezLook/StaticText' using base type 'DefaultWindow', window renderer 'Falagard/StaticText' Look'N'Feel 'TaharezLook/StaticText' and RenderEffect ''. (00A5C614)
14/04/2012 19:51:02 (Std) Creating falagard mapping for type 'TaharezLook/ItemListbox' using base type 'CEGUI/ItemListbox', window renderer 'Falagard/ItemListbox' Look'N'Feel 'TaharezLook/ItemListbox' and RenderEffect ''. (00A5C614)
14/04/2012 19:51:02 (Std) Creating falagard mapping for type 'TaharezLook/ListboxItem' using base type 'CEGUI/ItemEntry', window renderer 'Falagard/ItemEntry' Look'N'Feel 'TaharezLook/ListboxItem' and RenderEffect ''. (00A5C614)
14/04/2012 19:51:02 (Std) Creating falagard mapping for type 'TaharezLook/GroupBox' using base type 'CEGUI/GroupBox', window renderer 'Falagard/Default' Look'N'Feel 'TaharezLook/GroupBox' and RenderEffect ''. (00A5C614)
14/04/2012 19:51:02 (Std) Creating falagard mapping for type 'TaharezLook/Tree' using base type 'CEGUI/Tree', window renderer 'Falagard/Tree' Look'N'Feel 'TaharezLook/Tree' and RenderEffect ''. (00A5C614)
14/04/2012 19:51:02 (Std) GUI Manager initialised.
14/04/2012 19:51:02 (Std) Started creation of Imageset from XML specification:
14/04/2012 19:51:02 (Std) ---- CEGUI Imageset name: TitleScreen
14/04/2012 19:51:02 (Std) ---- Source texture file: TitleScreen.jpg in resource group: (Default)
14/04/2012 19:51:02 (Std) ---- Successfully completed loading of GUI layout from 'titleScreen.layout' ----
14/04/2012 19:51:02 (Std) Attempting to create Imageset 'DejaVuSans-10_auto_glyph_images_ ' with texture only.
14/04/2012 19:51:02 (Std) ---- Successfully completed loading of GUI layout from 'fileDialog.layout' ----
Title: Re: Fortress Overseer 0.70 - 3D Visualizer -34.07 Support- NEW RELEASE (first post)
Post by: thewonderidiot on April 15, 2012, 10:42:08 pm
Well, that's disappointing. No errors at all, and yet the dialog is not visible. Let me fiddle with it some more.

I've fixed the other two issues, just trying to figure this one out before I upload a bugfix release.

EDIT: Still can't figure anything out. What OS are you on, and does it work if you try to use DirectX instead of OpenGL?
Title: Re: Fortress Overseer 0.70 - 3D Visualizer -34.07 Support- NEW RELEASE (first post)
Post by: dree12 on April 16, 2012, 04:07:18 pm
DirectX works perfectly. Thanks!

Windows 7 Professional (32-bit), SP1.
Title: Re: Fortress Overseer 0.70 - 3D Visualizer -34.07 Support- NEW RELEASE (first post)
Post by: runlvlzero on April 16, 2012, 04:47:03 pm
Anyone here know some good 34.07 mega projects on dffd, I did a quick search and didn't find many promising saves under miscellaneous. I'm sure there's stuff under community games, but i have no idea whats really good.

I would post some more pics up but I don't have any good 34.07 forts, they've all been experiments so far =P that lasted only about 2 seasons. I think I might have a good embark here though now, but it will be at least a week before there's anything glamorous =)

What's it take to add in doors, tables, chairs, and other static meshes? Adding to the XML and exporting something from blender and drag and dropping it into the right folder at minimum?

Iv'e been thinking too that the new staircases should be spirals. They wont have to match up that way. You probably can get away with using the same model for up/down, and up stairwells. Down would just be empty, or just a circular railing cut away for the top of the up/down mesh.

Not promising anything, but if I get bored again I might see if i can crack out some primitive things on my own for people to download a pack of, I doubt I can do it though, the 5x i've used blender I gave up P

Here's to hoping someone else would be inspired =) TBH a pro shouldn't have to spend more then a few hrs on each object, and about 10 of the objects in game would make a huge difference, they don't have to be glorious, just basic low polly meshes =)
Title: Re: Fortress Overseer 0.70 - 3D Visualizer -34.07 Support- NEW RELEASE (first post)
Post by: Sexy Mustard on April 16, 2012, 06:18:45 pm
Anyone here know some good 34.07 mega projects on dffd, I did a quick search and didn't find many promising saves under miscellaneous. I'm sure there's stuff under community games, but i have no idea whats really good.

I would post some more pics up but I don't have any good 34.07 forts, they've all been experiments so far =P that lasted only about 2 seasons. I think I might have a good embark here though now, but it will be at least a week before there's anything glamorous =)

What's it take to add in doors, tables, chairs, and other static meshes? Adding to the XML and exporting something from blender and drag and dropping it into the right folder at minimum?

Iv'e been thinking too that the new staircases should be spirals. They wont have to match up that way. You probably can get away with using the same model for up/down, and up stairwells. Down would just be empty, or just a circular railing cut away for the top of the up/down mesh.

Not promising anything, but if I get bored again I might see if i can crack out some primitive things on my own for people to download a pack of, I doubt I can do it though, the 5x i've used blender I gave up P

Here's to hoping someone else would be inspired =) TBH a pro shouldn't have to spend more then a few hrs on each object, and about 10 of the objects in game would make a huge difference, they don't have to be glorious, just basic low polly meshes =)

I personally dont know of any mega projects in 34.07 and since I didnt have time to actually make my own (college x.x) I did the next laziest thing and mapexported a really dramatic mountain map instead. (http://i.imgur.com/B60kKh.jpg)(http://i.imgur.com/sE3EPh.png)(http://i.imgur.com/CAgYmh.jpg) The caverns are also starting to look pretty interesting. I agree with the call for more item models in overseer and I totally agree, the only problem is we dont currently have the models and how quickly thewonderidiot and myself would be able to integrate them and re-release is a pretty unpredictable thing. Then again we are open source but it wouldnt be as easy as in your post to get non-plant models placed in the visualizer.
Title: Re: Fortress Overseer 0.70 - 3D Visualizer -34.07 Support- NEW RELEASE (first post)
Post by: thewonderidiot on April 16, 2012, 06:50:32 pm
DirectX works perfectly. Thanks!

Windows 7 Professional (32-bit), SP1.

Excellent. Possibly something to do with your graphics driver's OpenGL implementation. I'll play around with that, and put up a release tonight.

Also, I'm going to look into backporting mapexport to dfhack 31.25, and including that in the Overseer distribution, so hopefully you guys will be able to visualize 31.25 forts as well.
Title: Re: Fortress Overseer 0.70 - 3D Visualizer -34.07 Support- NEW RELEASE (first post)
Post by: runlvlzero on April 16, 2012, 07:42:47 pm
@Sexy Mustard, thanks for taking the time to show off those mountains, my world gen's are usually flatter in general so, not so much dramatic mountain ranges =/ The night shots are cool. I was hoping it would be easy to tinker with, but it looks like the best place to start would be reading Ogre's documentation. Haha, I doubt I'll be able to sit through that, if blender frustrates me =P

Are those mountains actually tree-less or do you have plants turned off?

@dree12, glad you got it working, its always something crazy simple like that lol =)

@TheWonderIdiot I think 31.25 mapexport is an awesome idea. Some of the coolest forts are from then =) I think it will be really nice to have down the road when the models get fleshed out.
Title: Re: Fortress Overseer 0.70 - 3D Visualizer -34.07 Support- NEW RELEASE (first post)
Post by: Graebeard on April 16, 2012, 09:05:18 pm
Also, I'm going to look into backporting mapexport to dfhack 31.25, and including that in the Overseer distribution, so hopefully you guys will be able to visualize 31.25 forts as well.

!!!!!!!!!!!!!!!!!!!!!!!
Title: Re: Fortress Overseer 0.70 - 3D Visualizer -34.07 Support- NEW RELEASE (first post)
Post by: thewonderidiot on April 17, 2012, 01:04:29 am
Also, I'm going to look into backporting mapexport to dfhack 31.25, and including that in the Overseer distribution, so hopefully you guys will be able to visualize 31.25 forts as well.

!!!!!!!!!!!!!!!!!!!!!!!

And I was victorious! Bugfix release is up (see the first post), and it includes a copy of mapexport compatible with dfhack-31.25-r9a.
Title: Re: Fortress Overseer 0.70.1 - 3D Visualizer -34.07+31.25 Support (see 1st post)
Post by: runlvlzero on April 17, 2012, 01:28:45 am
WOOOOOHOOOO!!!!! =P And here I was going to gooo to bed =/

Oh yeah... zooming around weatherwires in the new version is cool =)
Title: Re: Fortress Overseer 0.70.1 - 3D Visualizer -34.07+31.25 Support (see 1st post)
Post by: Graebeard on April 17, 2012, 10:07:38 am
Oh man.  So.  Excited.
Title: Re: Fortress Overseer 0.70.1 - 3D Visualizer -34.07+31.25 Support (see 1st post)
Post by: Snagger on April 17, 2012, 10:28:24 am
I'm getting the error message "Could not attach to Dwarf Fortress! Are you sure it's running?"

It's definitely running, I'm using Lazy Newb Pack.  I tried putting the *.dfmap file in the Overseer directory, but still the same message. I searched this thread and it was brought up once before but the only suggestion was to run in Administrator Mode, which still doesn't work.

Any ideas? Thanks!
Title: Re: Fortress Overseer 0.70.1 - 3D Visualizer -34.07+31.25 Support (see 1st post)
Post by: Rose on April 17, 2012, 10:49:11 am
make sure you got the right one, it's easy to miss.
Title: Re: Fortress Overseer 0.70.1 - 3D Visualizer -34.07+31.25 Support (see 1st post)
Post by: Snagger on April 17, 2012, 11:01:35 am
make sure you got the right one, it's easy to miss.

I'm sorry, the right what?
Title: Re: Fortress Overseer 0.70.1 - 3D Visualizer -34.07+31.25 Support (see 1st post)
Post by: thewonderidiot on April 17, 2012, 11:14:51 am
I'm getting the error message "Could not attach to Dwarf Fortress! Are you sure it's running?"

It's definitely running, I'm using Lazy Newb Pack.  I tried putting the *.dfmap file in the Overseer directory, but still the same message. I searched this thread and it was brought up once before but the only suggestion was to run in Administrator Mode, which still doesn't work.

Any ideas? Thanks!

Japa means that you've got your hands on an old version of Overseer. There's no connecting going on anymore. This is where the latest version is: http://dffd.wimbli.com/file.php?id=3882 (http://dffd.wimbli.com/file.php?id=3882). Just click the "Download Now" near the top of that page.  ;)
Title: Re: Fortress Overseer 0.70.1 - 3D Visualizer -34.07+31.25 Support (see 1st post)
Post by: Cobbler89 on April 18, 2012, 01:17:44 pm
Bwahahahahaha... I now have a bunch of pics of the one noteworthy-lookin' part of my old fort, the aqueduct channelling water from the river to a drainable basin (floodgates for the win) just below my farm (only had to pump water one z level and let it drain down a hole back into the channel to get farmable land underground).

Comments and suggestions, u.i.-related:

A visual oddity in the gui the first time I started 0.70.0, but never after:
(http://i.imgur.com/G9H3M.png)

Cancel doesn't do anything (at least, Windows 7).

Is the user supposed to be able to resize and maybe even maximize the window? Because whenever it gets focus it locks the mouse in such that you can't access the sides/buttons, which makes them a tad tantalizing.

Hitting alt-f4 instead of escape crashes it with no apparent error in the log that I noticed (although this should be easy for you to reproduce and figure out what's going on if it's not an oddity with only certain hardware or OS versions; but let me know if you want to drop in the logs from doing that anyway). Haven't tried changing focus and then hitting the red X button in the upper right of the window.

I commented out the line in plugins.cfg referring the DirectX, rather than dig out the official Microsoft install (of the whole thing or the particular dll). Obviously the program's interface has a certain level of capacity to handle exceptions and a certain level of ability (as its rendering subsystem has specific dlls for its use of DirectX and of OpenGL specified in plugins.cfg) to not bother loading dlls if it's not asked to (something I'd love to know how to do in c++, incidentally). Could it be made to simply check which libraries are useable rather than needing plugins.cfg and failing if it finds one of those specified in it isn't there or isn't useable?

Comments and suggestions, rendering-related:

Could we get a button to skip to night or day, in the event we wanted to not have time pass while we're viewing but be able to view in night or day?

I assume fortifications and stairs are in the works, but could we also get floodgates, bridges and doors?

If we do, could there be (a) button(s) to toggle their state (open/closed, raised/lowered/flat-out-hidden, that sort of thing)?

Could a box be put around the edge of the map below the ground level so that when viewing underground areas the sky doesn't shine through?

Is there a way to make trees smaller so that I needn't have especially tall z-levels to prevent trees that are floored over (to make ceilings outside) from sticking through the "ceiling"? I realize that changing this would make forests seem less dense; a user-configurable setting would probably be ideal, if it's possible. (I think I may have seen some discussion of this a while back, but I figure it can't hurt to ask -- it might even be in the settings and I just didn't notice skimming them.)

There's a funny tendency for 1) trees to appear before Overseer has finished putting in all the map below them, and 2) trees occupying a rectangle within range of the camera to appear weird when the camera is a fair distance above the ground. Do I need to tweak the settings for tree distances, or are we waiting on more/better imposters for those distances that suddenly cut off to no trees, or what? (I'm pretty sure some combination of these should make it look... well, less funny than it looks to me using the default settings presently. But I'm no expert on what's going on and figured I'd ask first to get some pointers before trying to "fix" it myself, and then once I have a basic idea what to try start fiddling.)

Comments/suggestions, control-related:

You know how it pulls back a tiny bit when you stop moving? Sometimes that jerks me back farther than I'd moved in the first place. And sometimes after I've moved it leaves me in one spot but wiggles until I move again.

Could we have forward/backward never move up or down, and up/down move up and down only, regardless of camera up-down angle? It'd make floating around at odd angles so much easier.


Hope you find the feedback useful. I'm thinking of finding a big ol' Adventure Mode human city fortress and exporting it to take shots of its towers and sewers.

Oh, and a random note about seeing through ceilings: I think there are two separate reasons, one of which is a non-issue though it could be considered a minor bug and the other of which is really to our advantage and out of our control. Seeing the caverns through the surface is likely the result of that particular area of surface simply not having loaded up yet -- it typically takes about a whole minute for Overseer to finish loading/rendering the entire map on my laptop, after which everything is smoother, and as noted above even the trees appear before this process is done. I could be wrong about that though -- there might be some other bug that allows seeing through the surface in quirky circumstances. The general lack of ceilings underground is due to the way Dwarf Fortress reveals tiles, revealing floor below but not above, which naturally carries over into the export which is what Overseer renders from. Should DF ever start revealing ceiling above as well as floor below, Overseer would actually have to be adjusted to be able to view underground areas from above and actually see what's in them (and this adjustment would be wicked complicated). We really should all hope that stays as it is for the foreseeable future, unless somebody comes up with a really easy algorithm for excluding ceilings/walls as desired so we could turn on and off a "cutaway" view mode (which I don't expect to happen, but hey, maybe there's a genius out there working on it right now).

Cheers!
Title: Re: Fortress Overseer 0.70.1 - 3D Visualizer -34.07+31.25 Support (see 1st post)
Post by: thewonderidiot on April 18, 2012, 03:47:54 pm
Wow, long post. I'll go piece by piece. I think in most instances the underlying reason will be just that this is an early early build, and I released it as soon as it was usable at all.

A visual oddity in the gui the first time I started 0.70.0, but never after:
(http://i.imgur.com/G9H3M.png)

Weird. Never seen that, and if it only happened once I have no idea what could have happened.

Cancel doesn't do anything (at least, Windows 7).

Yeah, didn't get that far. Eventually upon startup users will be able to select their desired geometry generator and set options for it. Cancel will mean something then, so you can go back and change things. Right now it's the first thing that shows up, so there's really nothing to cancel. Also, I'm sure you noticed, there's an X in the upper right of the open dialog that similarly currently does nothing.

Is the user supposed to be able to resize and maybe even maximize the window? Because whenever it gets focus it locks the mouse in such that you can't access the sides/buttons, which makes them a tad tantalizing.
Not without breaking the mouse out of the window, at least yet.

Hitting alt-f4 instead of escape crashes it with no apparent error in the log that I noticed (although this should be easy for you to reproduce and figure out what's going on if it's not an oddity with only certain hardware or OS versions; but let me know if you want to drop in the logs from doing that anyway). Haven't tried changing focus and then hitting the red X button in the upper right of the window.
Thanks, probably forgot to properly destruct things in that instance. I'll make sure it does the same thing as Escape.

I commented out the line in plugins.cfg referring the DirectX, rather than dig out the official Microsoft install (of the whole thing or the particular dll). Obviously the program's interface has a certain level of capacity to handle exceptions and a certain level of ability (as its rendering subsystem has specific dlls for its use of DirectX and of OpenGL specified in plugins.cfg) to not bother loading dlls if it's not asked to (something I'd love to know how to do in c++, incidentally). Could it be made to simply check which libraries are useable rather than needing plugins.cfg and failing if it finds one of those specified in it isn't there or isn't useable?

If I'm not mistaken, on Windows OIS (the input system) requires DirectInput, so the presence of DirectX is required even when you're not using Direct3D for rendering. Outside of that -- this is an Ogre-level issue, and would require changing the Ogre library.

Could we get a button to skip to night or day, in the event we wanted to not have time pass while we're viewing but be able to view in night or day?
Yup, finer controls like this will all have a graphical interface eventually.

I assume fortifications and stairs are in the works, but could we also get floodgates, bridges and doors?
Yeah. Stairs are really tricky, and fortifications are even trickier with the current generator. It'll take a lot of thought to get those in and working. Bridges, floodgates, and doors are all easy though, and will all go in at the same time.

If we do, could there be (a) button(s) to toggle their state (open/closed, raised/lowered/flat-out-hidden, that sort of thing)?
Yup. I plan to make all non-world-geometry objects interactive, so if, for example, a staircase gets placed backwards, you could rotate it.

Could a box be put around the edge of the map below the ground level so that when viewing underground areas the sky doesn't shine through?
Yup, when I get around to it. That's a lower priority than improving the geometry generator and getting stairs and such in.

Is there a way to make trees smaller so that I needn't have especially tall z-levels to prevent trees that are floored over (to make ceilings outside) from sticking through the "ceiling"? I realize that changing this would make forests seem less dense; a user-configurable setting would probably be ideal, if it's possible. (I think I may have seen some discussion of this a while back, but I figure it can't hurt to ask -- it might even be in the settings and I just didn't notice skimming them.)
There's an all-vegetation scale value in overseer.ini, and you can control the sizes of individual species in xml/plants/*.xml.

There's a funny tendency for 1) trees to appear before Overseer has finished putting in all the map below them, and 2) trees occupying a rectangle within range of the camera to appear weird when the camera is a fair distance above the ground. Do I need to tweak the settings for tree distances, or are we waiting on more/better imposters for those distances that suddenly cut off to no trees, or what? (I'm pretty sure some combination of these should make it look... well, less funny than it looks to me using the default settings presently. But I'm no expert on what's going on and figured I'd ask first to get some pointers before trying to "fix" it myself, and then once I have a basic idea what to try start fiddling.)
They page separately from the world geometry. For world geometry I'm using a custom paging solution, and for plants I'm using Ogre PagedGeometry (http://code.google.com/p/ogre-paged/). Honestly, I don't know a single thing about batching and impostors.... no clue how I would implement it myself if I had to. The trees show up first because PagedGeometry is able to get them onto the screen rather quickly, while PolyVox's SurfaceExtractor is crunching away on large chunks of voxel data that take much longer to prepare (PagedGeometry loads models directly -- PolyVox has to generate the 'models' manually).

For the distance thing, yeah, you'll need to modify visible tree distances. There'll be a GUI setting for that eventually as well, just like everything else.

You know how it pulls back a tiny bit when you stop moving? Sometimes that jerks me back farther than I'd moved in the first place. And sometimes after I've moved it leaves me in one spot but wiggles until I move again.
Yeah, and it's really damn annoying. I need to look back into that. It only happens for me when my framerate is low enough.


Could we have forward/backward never move up or down, and up/down move up and down only, regardless of camera up-down angle? It'd make floating around at odd angles so much easier.
I can make it an option. I know that this setting would bug the hell out of me. ;)


And you're right about the ceilings, I hadn't considered that ceiling tiles weren't revealed, and all of my test maps were made with "mapexport all". I'll have to account for that.


Thanks for all the input! Sorry that it's so bare-bones right now, I just want to get everything working before I try to make it too fancy, and I only have limited time to actually work on it. Current priority for me is implementing dual contouring to replace PolyVox's marching cubes extractor. That'll let us set "hardness" of Voxels, and keep sharp edges on constructions while leaving natural terrain smooth. It'll also let me decrease the polygon count significantly (hopefully) and possibly significantly reduce the number of voxels required to store a tile (which, incidentally, will also make smoothing on terrain work a lot better). It'll also let me define visible boundaries between types of voxels -- which will let me implement voxel transparency for things like water and glass. Plus, if I make the voxels surrounding staircases harder than other voxels, I won't have to worry about the effects of smoothing making the staircases look terrible.

Or at least, that's the plan/hope. We'll see how it all turns out. And remember, even if it takes me a long time to get around to your suggestions -- they're not going unnoticed! :)
Title: Re: Fortress Overseer 0.70.1 - 3D Visualizer -34.07+31.25 Support (see 1st post)
Post by: runlvlzero on April 18, 2012, 04:54:49 pm
Some 31.25 Screenshots.

I'll say with the large megaproject maps I had to double the paging values in the ini otherwise I would crash before it could load geometry. But it was stable once I did that as long as I wasn't to aggressive with moving. It works good on my 3x3's without allot of Z depth though. The occlusion of geometry helps allot so that works.

That AussieGuy's Swordthunders:

Adamantine Throne - HFS
Spoiler (click to show/hide)

Guardhouse and Villa - HFS
Spoiler (click to show/hide)

And the famous Roadtruss, by Crossroads Inc.
Roadtruss
Spoiler (click to show/hide)

Ide like to point out that these respective forts belong to their respective creators and I just took pictures =)
Title: Re: Fortress Overseer 0.70.1 - 3D Visualizer -34.07+31.25 Support (see 1st post)
Post by: Greiger on April 18, 2012, 07:44:30 pm
Haha I never thought of loading Roadtruss into Overseer.  Looks pretty awesome.  Can't wait til overseer sees windows and fortifications and bars and such.
Title: Re: Fortress Overseer 0.70.1 - 3D Visualizer -34.07+31.25 Support (see 1st post)
Post by: Cobbler89 on April 18, 2012, 08:17:23 pm
Glad to hear of the general roadmap for the future; sounds very exciting.

While I'm in overly thorough feedback mode, a couple things I forgot to mention.

Water and smooth edges, as can be seen in one of the aqueduct shots, appears to make the floor beneath it rise up to the level of the water. This is, obviously, due to the fact that water is handled essentially as a block of varying thickness and smoothed with the other edges as any block would be; I expect that's among the things that'll change with the duopolyvoxel calculationrendering enhancement (honestly have only a vague clue what's actually going on there, being sorta new to graphical stuff; heck, my understanding of "imposters" in the trees issue is a bit of a guess based on a little I've heard here and/or read in the settings file). I just mention it for completeness.

Something I do think merits mention in any case (although it may have been noted at some point earlier, I can't recall clearly) is that using printscreen to get the image on the clipboard seemed to capture just black when I tried it with Overseer in fullscreen mode (set from the settings menu between starting up and the file dialog). Would there be any way to export via Overseer whatever it has in its window, thereby not only solving that problem but simplifying getting a picture of just Overseer when windowed?

Finally, a couple clarificatory recomments:

Regarding the resizing/maximizing -- and, for that matter the close button next to the minimize/maximize buttons -- I guess my question had more to do with, shouldn't either the app not make it difficult to resize/close in that manner or else make it altogether impossible, whereas right now you can do so but only by silly means (switching focus to another program and then clicking on one of the buttons of Overseer's window or dragging the edge of it to resize, immediately after which -- barring closing or minimizing -- the mouse is locked back into Overseer again)? It just struck me as quirky that resizing and such is allowed, but requires doing weird things that suggest it wasn't meant to be allowed (at least not yet).

Regarding the ceilings, I don't know that anything needs to be accounted for since it's nice being able to see underground areas from above; it is, however, worth keeping in mind in case it ever became relevant, or unless you wanted to do something special to suggest ceilings while still letting the viewer see through, or anything else special.


I'll go fiddle with plant settings and in the meantime rest assured that this project -- the bare bones of which are already impressive! -- is well on its way to greatness. Thank you so much for letting me see my fort in 3d!
Title: Re: Fortress Overseer 0.70.1 - 3D Visualizer -34.07+31.25 Support (see 1st post)
Post by: Crossroads Inc. on April 19, 2012, 07:09:53 am
Runi thats freaking AWESOME!
I didn't think Roadtruss would even load up in overseer given the version it is!
Of course seeing makes me realize one important thing... We need WINDOWS In Overseer :P
My Poor tower looks like Swiss Cheese!

Thewonder!  You should add that to the front page as one of the examples :D
Title: Re: Fortress Overseer 0.70.1 - 3D Visualizer -34.07+31.25 Support (see 1st post)
Post by: thewonderidiot on April 19, 2012, 11:05:06 am
Water and smooth edges, as can be seen in one of the aqueduct shots, appears to make the floor beneath it rise up to the level of the water. This is, obviously, due to the fact that water is handled essentially as a block of varying thickness and smoothed with the other edges as any block would be; I expect that's among the things that'll change with the duopolyvoxel calculationrendering enhancement (honestly have only a vague clue what's actually going on there, being sorta new to graphical stuff; heck, my understanding of "imposters" in the trees issue is a bit of a guess based on a little I've heard here and/or read in the settings file). I just mention it for completeness.

Yep, exactly! That's another issue I hope to solve with dual contouring.


Something I do think merits mention in any case (although it may have been noted at some point earlier, I can't recall clearly) is that using printscreen to get the image on the clipboard seemed to capture just black when I tried it with Overseer in fullscreen mode (set from the settings menu between starting up and the file dialog). Would there be any way to export via Overseer whatever it has in its window, thereby not only solving that problem but simplifying getting a picture of just Overseer when windowed?

Finally, a couple clarificatory recomments:

Regarding the resizing/maximizing -- and, for that matter the close button next to the minimize/maximize buttons -- I guess my question had more to do with, shouldn't either the app not make it difficult to resize/close in that manner or else make it altogether impossible, whereas right now you can do so but only by silly means (switching focus to another program and then clicking on one of the buttons of Overseer's window or dragging the edge of it to resize, immediately after which -- barring closing or minimizing -- the mouse is locked back into Overseer again)? It just struck me as quirky that resizing and such is allowed, but requires doing weird things that suggest it wasn't meant to be allowed (at least not yet).

Actually, I had both of these things in the previous version -- pressing P or Printscreen would dump the current frame to a file, and pressing the space bar would release or grab the mouse. I'll add those back in for the next version.

Regarding the ceilings, I don't know that anything needs to be accounted for since it's nice being able to see underground areas from above; it is, however, worth keeping in mind in case it ever became relevant, or unless you wanted to do something special to suggest ceilings while still letting the viewer see through, or anything else special.
Well, with backface culling enabled you'll be able to see into the caverns from above but not out when inside the caverns.

I'll go fiddle with plant settings and in the meantime rest assured that this project -- the bare bones of which are already impressive! -- is well on its way to greatness. Thank you so much for letting me see my fort in 3d!
No, thank you!  :D

Runi thats freaking AWESOME!
I didn't think Roadtruss would even load up in overseer given the version it is!
Of course seeing makes me realize one important thing... We need WINDOWS In Overseer :P
My Poor tower looks like Swiss Cheese!

Thewonder!  You should add that to the front page as one of the examples :D

Haha, yeah, windows are another thing I don't want to touch until I get me some transparent voxel support -- so soon (hopefully)! I'll add that screenshot of Roadtruss to the first post.
Title: Re: Fortress Overseer 0.70.1 - 3D Visualizer -34.07+31.25 Support (see 1st post)
Post by: runlvlzero on April 19, 2012, 11:16:24 am
Runi thats freaking AWESOME!
I didn't think Roadtruss would even load up in overseer given the version it is!
Of course seeing makes me realize one important thing... We need WINDOWS In Overseer :P
My Poor tower looks like Swiss Cheese!

Thewonder!  You should add that to the front page as one of the examples :D

 :)

Thanks for sharing your fort with the community =) Ya it's pretty fun to go through and see the old mega projects. I think we have 31.25 map export functionality for good now, so down the road it will have all kinds of goodness going on =)
Title: Re: Fortress Overseer 0.70.1 - 3D Visualizer -34.07+31.25 Support (see 1st post)
Post by: Crossroads Inc. on April 19, 2012, 01:43:49 pm
You are welcome :) shame more people didn't post about it when I put up the whole thread :P Still good to see some remembered it.
Title: Re: Fortress Overseer 0.70.1 - 3D Visualizer -34.07+31.25 Support (see 1st post)
Post by: C0NNULL on April 19, 2012, 08:20:16 pm
I also had the d3dx9_43.dll problem. Then I realized I hadn't looked at the GPU drivers for a while, (NVIDIA GTS 450,) and that fixed it up.

I like the look of this better for some things. Other things do not require diagonal walls in my eyes. I guess that until we can designate the difference in game, it'll be something that I just live with. (Because Pong had killer graphics.)

I added three pictures to my project thread, Which you can find here (http://www.bay12forums.com/smf/index.php?topic=95520.msg3209785#msg3209785) for your enjoyment.

Thanks for the program.
Title: Re: Fortress Overseer 0.70.1 - 3D Visualizer -34.07+31.25 Support (see 1st post)
Post by: Lucelle on April 20, 2012, 04:12:48 pm
Can't get it to work with 34.07. It begins loading up the map and crashes half-way, no error reports or anything. Have tried both Fortress and Adventure modes on an unmodified Dwarf fortress 34.07 straight from LNP, using both OpenGL and Direct3d9.
Title: Re: Fortress Overseer 0.70.1 - 3D Visualizer -34.07+31.25 Support (see 1st post)
Post by: thewonderidiot on April 20, 2012, 05:33:05 pm
Can't get it to work with 34.07. It begins loading up the map and crashes half-way, no error reports or anything. Have tried both Fortress and Adventure modes on an unmodified Dwarf fortress 34.07 straight from LNP, using both OpenGL and Direct3d9.
Can you upload the .dfmap file somewhere so I can take a look at it?
Title: Re: Fortress Overseer 0.70.1 - 3D Visualizer -34.07+31.25 Support (see 1st post)
Post by: Lucelle on April 20, 2012, 08:49:16 pm
Can't get it to work with 34.07. It begins loading up the map and crashes half-way, no error reports or anything. Have tried both Fortress and Adventure modes on an unmodified Dwarf fortress 34.07 straight from LNP, using both OpenGL and Direct3d9.
Can you upload the .dfmap file somewhere so I can take a look at it?

http://www.mediafire.com/?21djvjuup733cx9

Thank you.
Title: Re: Fortress Overseer 0.70.1 - 3D Visualizer -34.07+31.25 Support (see 1st post)
Post by: Greiger on April 20, 2012, 09:00:03 pm
Huh, well I was hoping I could be helpful like others were helpful for me, but it doesn't crash for me and loads fine. 

Maybe this report will still be helpful though.
Title: Re: Fortress Overseer 0.70.1 - 3D Visualizer -34.07+31.25 Support (see 1st post)
Post by: rridgway on April 21, 2012, 12:26:50 am
I'm curious, is there any way I could get some buildings to show up? It's kinda weird seeing my buildings without windows, especially when they're underwater.

Works great, though!
Title: Re: Fortress Overseer 0.70.1 - 3D Visualizer -34.07+31.25 Support (see 1st post)
Post by: Rose on April 21, 2012, 12:49:37 am
It's pretty easy, actually.

Spoiler: You use this (click to show/hide)
Title: Re: Fortress Overseer 0.70.1 - 3D Visualizer -34.07+31.25 Support (see 1st post)
Post by: thewonderidiot on April 21, 2012, 01:22:39 am
Can't get it to work with 34.07. It begins loading up the map and crashes half-way, no error reports or anything. Have tried both Fortress and Adventure modes on an unmodified Dwarf fortress 34.07 straight from LNP, using both OpenGL and Direct3d9.
Huh, well I was hoping I could be helpful like others were helpful for me, but it doesn't crash for me and loads fine. 

Maybe this report will still be helpful though.
Confirmed working fine for me too. Lucelle -- you have Overseer 0.70.1 and not Overseer 0.70, right? 0.70 was kind of crashy. If you're on 0.70.1... then this is strange. Try updating your graphics card driver, and if that doesn't work, post your Ogre.log (even if nothing appears to be wrong in it) along with system stats (operating system, etc.).

I'm curious, is there any way I could get some buildings to show up? It's kinda weird seeing my buildings without windows, especially when they're underwater.
Nope, not yet. It's relatively soon on the roadmap though, so I think Japa's advice might take you a bit too far into the future if you're not careful.
Title: Re: Fortress Overseer 0.70.1 - 3D Visualizer -34.07+31.25 Support (see 1st post)
Post by: runlvlzero on April 21, 2012, 11:19:18 am
It's pretty easy, actually.

Spoiler: You use this (click to show/hide)

Damn now I want to watch those over again, CURSE YOU!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! or as Kirk would say...



JAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAPPPPPPPPPPPAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA!!!!!!!!!!!!!!!!!!!!! (echoes on for eternity)
Title: Re: Fortress Overseer 0.70.1 - 3D Visualizer -34.07+31.25 Support (see 1st post)
Post by: Lucelle on April 21, 2012, 03:36:22 pm
Confirmed working fine for me too. Lucelle -- you have Overseer 0.70.1 and not Overseer 0.70, right? 0.70 was kind of crashy. If you're on 0.70.1... then this is strange. Try updating your graphics card driver, and if that doesn't work, post your Ogre.log (even if nothing appears to be wrong in it) along with system stats (operating system, etc.).


Yep, 0.70.1 is what I was using. I can only assume its my systems fault and its not capable of rendering Fortress Overseer, which is strange since I do have other 3d games and programs run fine (and the latest drivers for my video card, which is outdated by about four years).

My Ogre log:
Spoiler (click to show/hide)


And my system info:
Spoiler (click to show/hide)

Thank you and hopefully its a simple fix.
Title: Re: Fortress Overseer 0.70.1 - 3D Visualizer -34.07+31.25 Support (see 1st post)
Post by: Graebeard on April 21, 2012, 05:39:36 pm
I was having a similar error.  Updating DirectX did the trick.
Title: Re: Fortress Overseer 0.70.1 - 3D Visualizer -34.07+31.25 Support (see 1st post)
Post by: Lucelle on April 21, 2012, 09:57:11 pm
I was having a similar error.  Updating DirectX did the trick.

Alright, just updated my DirectX and it works perfectly. Beautiful program, too.
Title: Re: Fortress Overseer 0.70.1 - 3D Visualizer -34.07+31.25 Support (see 1st post)
Post by: thewonderidiot on April 22, 2012, 02:18:18 am
I was having a similar error.  Updating DirectX did the trick.

Alright, just updated my DirectX and it works perfectly. Beautiful program, too.

Thanks! Glad you got it working. And thanks for the support assistance, Graebeard.  :D
Title: Re: Fortress Overseer 0.70.1 - 3D Visualizer -34.07+31.25 Support (see 1st post)
Post by: Lucelle on April 22, 2012, 12:59:06 pm
Only thing is, the terrain textures don't show up. The trees and mushrooms and everything look great, but everything else has the appearance of gray clay. Graphic card problem? Or maybe I should reinstall, or mess with the init file?
Title: Re: Fortress Overseer 0.70.1 - 3D Visualizer -34.07+31.25 Support (see 1st post)
Post by: runlvlzero on April 22, 2012, 01:23:53 pm
Only thing is, the terrain textures don't show up. The trees and mushrooms and everything look great, but everything else has the appearance of gray clay. Graphic card problem? Or maybe I should reinstall, or mess with the init file?

Have you tried running it under Opgengl?. That sounds like a shader issue, but almost all cards should support the shader for Ogreseer. Anything with Dx 8 or 9 support which has been around for a few years now.
Title: Re: Fortress Overseer 0.70.1 - 3D Visualizer -34.07+31.25 Support (see 1st post)
Post by: Lucelle on April 22, 2012, 01:43:50 pm

Have you tried running it under Opgengl?. That sounds like a shader issue, but almost all cards should support the shader for Ogreseer. Anything with Dx 8 or 9 support which has been around for a few years now.
[/quote]

OpenGL still causes a crash. I can only use directX3d9. I am using an old XP PC, so I only assume my graphics card is too outdated.
Title: Re: Fortress Overseer 0.70.1 - 3D Visualizer -34.07+31.25 Support (see 1st post)
Post by: runlvlzero on April 22, 2012, 01:55:59 pm

Have you tried running it under Opgengl?. That sounds like a shader issue, but almost all cards should support the shader for Ogreseer. Anything with Dx 8 or 9 support which has been around for a few years now.

OpenGL still causes a crash. I can only use directX3d9. I am using an old XP PC, so I only assume my graphics card is too outdated.
[/quote]

It very well may be, try updating the drivers from manufacturer's website if you can find any new ones, and good luck with that =P On old PC's I hate to change anything if their working.......
Title: Re: Fortress Overseer 0.70.1 - 3D Visualizer -34.07+31.25 Support (see 1st post)
Post by: thewonderidiot on April 22, 2012, 02:27:32 pm
Hmm, yeah. Your Intel 82945G Express card seems to support "Vertex Shader 2.0" and "Pixel Shader 2.0" -- IIRC we used a few Shader Model 2.0a features in our shader.
Title: Re: Fortress Overseer 0.70.1 - 3D Visualizer -34.07+31.25 Support (see 1st post)
Post by: Lucelle on April 22, 2012, 04:03:32 pm
Hmm, yeah. Your Intel 82945G Express card seems to support "Vertex Shader 2.0" and "Pixel Shader 2.0" -- IIRC we used a few Shader Model 2.0a features in our shader.

Ah well, thanks. Its still usable, so not a big deal. After going through my Ogre log, I noticed the program flips out and crashes when it tries loading the skybox? Anyway I can just tell it to not bother?
Title: Re: Fortress Overseer 0.70.1 - 3D Visualizer -34.07+31.25 Support (see 1st post)
Post by: thewonderidiot on April 23, 2012, 10:56:32 am
After going through my Ogre log, I noticed the program flips out and crashes when it tries loading the skybox? Anyway I can just tell it to not bother?

I don't think so... the skybox is more integrated than just being a box coloured with a shader, there's a lot of support stuff on the C++ side. What is crashing, exactly? Just shader compilation stuff, or the whole program?
Title: Re: Fortress Overseer 0.70.1 - 3D Visualizer -34.07+31.25 Support (see 1st post)
Post by: Lucelle on April 23, 2012, 03:07:12 pm
After going through my Ogre log, I noticed the program flips out and crashes when it tries loading the skybox? Anyway I can just tell it to not bother?

I don't think so... the skybox is more integrated than just being a box coloured with a shader, there's a lot of support stuff on the C++ side. What is crashing, exactly? Just shader compilation stuff, or the whole program?

Ogre log
Spoiler (click to show/hide)

I'm seeing some "not supported" messages too, so I don't think I can fix this anyhow.
Title: Re: Fortress Overseer 0.70.1 - 3D Visualizer -34.07+31.25 Support (see 1st post)
Post by: thewonderidiot on April 23, 2012, 09:53:25 pm
After going through my Ogre log, I noticed the program flips out and crashes when it tries loading the skybox? Anyway I can just tell it to not bother?

I don't think so... the skybox is more integrated than just being a box coloured with a shader, there's a lot of support stuff on the C++ side. What is crashing, exactly? Just shader compilation stuff, or the whole program?

Ogre log
Spoiler (click to show/hide)

I'm seeing some "not supported" messages too, so I don't think I can fix this anyhow.
Well, don't worry about the exceptions, those are impostors generated by the vegetation. The veggie paging library does that, apparently. The only "not supported" thing in the blurb you posted is from our triplanar shader (which is what all world geometry is drawn with). AFAIK there isn't a way to get that working on just Shader Model 2.0.

Title: Re: Fortress Overseer 0.70.1 - 3D Visualizer -34.07+31.25 Support (see 1st post)
Post by: Lucelle on April 24, 2012, 12:44:30 pm
After going through my Ogre log, I noticed the program flips out and crashes when it tries loading the skybox? Anyway I can just tell it to not bother?

I don't think so... the skybox is more integrated than just being a box coloured with a shader, there's a lot of support stuff on the C++ side. What is crashing, exactly? Just shader compilation stuff, or the whole program?

Ogre log
Spoiler (click to show/hide)

I'm seeing some "not supported" messages too, so I don't think I can fix this anyhow.
Well, don't worry about the exceptions, those are impostors generated by the vegetation. The veggie paging library does that, apparently. The only "not supported" thing in the blurb you posted is from our triplanar shader (which is what all world geometry is drawn with). AFAIK there isn't a way to get that working on just Shader Model 2.0.

Alright, I figured as much. Thanks for your help.
Title: Re: Fortress Overseer 0.70.1 - 3D Visualizer -34.07+31.25 Support (see 1st post)
Post by: Akura on April 28, 2012, 11:18:59 am
I seem unable to download this. For some reason, it downloads at a rate of about 5kb/s, and then quits about 5 minutes in.
Title: Re: Fortress Overseer 0.70.1 - 3D Visualizer -34.07+31.25 Support (see 1st post)
Post by: Sexy Mustard on April 30, 2012, 02:25:34 pm
MORE SCREENSHOTS!!
These are all of Skyscrapes http://www.bay12forums.com/smf/index.php?topic=53814.0 (http://www.bay12forums.com/smf/index.php?topic=53814.0) and I in no way take any credit for the construction of such a glorious megaconstruction.
(http://i.imgur.com/6TaWYh.png)
(http://i.imgur.com/N8Yaph.jpg)
(http://i.imgur.com/a2iVph.png)
(http://i.imgur.com/t3u0ih.png)
Title: Re: Fortress Overseer 0.70.1 - 3D Visualizer -34.07+31.25 Support (see 1st post)
Post by: thewonderidiot on April 30, 2012, 02:52:29 pm
I seem unable to download this. For some reason, it downloads at a rate of about 5kb/s, and then quits about 5 minutes in.

Try again today? DFFD can be slow sometimes. I'll upload a copy to our google code site as well.

There hasn't been a terrible amount of movement behind the scenes recently -- I've been pretty damn busy, even on the weekends, so I haven't actually gotten any more code written. I have, however, done a lot of discussion with other people in #dfhack about geometry generation techniques, and how to overcome our information limitation if we do attempt to implement a dual contouring approach. There's a lot of crazy math behind some isosurface extraction techniques, and I've been reading a bunch of academic papers trying to wrap my head around everything and formulate a way to bring it all together in a way that works with DF-style data. We're pretty convinced that there will be some estimation and fudging involved, but of what type exactly we're not yet sure. If anybody's interested in more details about what I'm working on with geometry generation, let me know.

Since it's going to be a while before the next major release (I don't see dual contouring being conquered soon), I'm going to put out a maintenance release in a bit. Mostly to address what was noted above regarding mouse grabbing and screenshots (spacebar to grab/release mouse, p/printscreen automatically dumps window contents to a file). I may throw a few other small things in there as well. I don't foresee buildings and stairs and such showing up again until after I'm happy with the geometry generator, so we can get consistent procedural generation going across the board.
Title: Re: Fortress Overseer 0.70.1 - 3D Visualizer -34.07+31.25 Support (see 1st post)
Post by: Graebeard on April 30, 2012, 04:40:57 pm
Wow, those look great!  I particularly like how precarious the 1 tile microline walkway looks on that bottom shot.  I may have to design a few things with that rendering in mind.

With the caveat that I know this is a long, long way away, I have a feature request for the next major release: glass.  I imagine glass is the kind of thing that can, with transparancy, reflection, and refraction, take up as much processing power (and time) as you would like to throw at it.  But even a basic placeholder (with maybe a glinty texture) that allowed to differentiate glass from other constructions would be amazing.  Stonesense, I think, does a really good job with this.  Aren't green glass constructions completely opaque in some circumstances?
Title: Re: Fortress Overseer 0.70.1 - 3D Visualizer -34.07+31.25 Support (see 1st post)
Post by: thewonderidiot on April 30, 2012, 05:12:27 pm
That's one of the things we're addressing with the new isosurface extractor. None of PolyVox's default extractors support transparent voxels -- you can't arbitrarily define a hard boundary between different kinds of voxels. Right now, if we were to just detect materials and set things as transparent, you'd see straight through the mesh (definitely not what anybody wants).

While I'm writing our new dual isosurface extractor, I plan to put in conditions for boundaries between different types of voxels. That'll let us have boundaries show up between transparent voxels and nontransparent voxels (or even between different types of transparent voxels), so there'll be a few extra faces rendered that prevent holes in the mesh.

Anyways, point is: the next release that contains the new geometry generator will by design have transparent water and glass.
Title: Re: Fortress Overseer 0.70.1 - 3D Visualizer -34.07+31.25 Support (see 1st post)
Post by: Callista on May 07, 2012, 02:38:59 am
Can somebody help me out on this? I'm trying to get Overseer to display my fort, and it keeps doing this:

(http://i46.tinypic.com/2r47uw1.png)

Those are constructed walls there--they should be connected across z-levels to make pillars; they aren't. What's going on here?
Title: Re: Fortress Overseer 0.70.1 - 3D Visualizer -34.07+31.25 Support (see 1st post)
Post by: thewonderidiot on May 07, 2012, 10:45:09 am
Wow, that's some funky geometry. Can you upload the DF save (not the .dfmap) somewhere for me to play with?
Title: Re: Fortress Overseer 0.70.1 - 3D Visualizer -34.07+31.25 Support (see 1st post)
Post by: Callista on May 07, 2012, 11:55:04 am
Okay, here's the save--
http://www.2shared.com/file/mWUrUQxR/region2.html

The region in the photo is below the surface, about fifty to ninety z-levels down. The large empty area is not a glitch; it was mined out to make room for the large building.

Edit: I should have remembered to say I've had this happen in other forts before, and that I'm playing DF2010.
Title: Re: Fortress Overseer 0.70.1 - 3D Visualizer -34.07+31.25 Support (see 1st post)
Post by: thewonderidiot on May 07, 2012, 08:13:23 pm
Okay, here's the save--
http://www.2shared.com/file/mWUrUQxR/region2.html

The region in the photo is below the surface, about fifty to ninety z-levels down. The large empty area is not a glitch; it was mined out to make room for the large building.

Edit: I should have remembered to say I've had this happen in other forts before, and that I'm playing DF2010.

Hey there, I've been chatting with SexyMustard about this. I haven't personally loaded up your fort yet, but he says it's working fine for him.

I think I know what's going on, though. Where, exactly, did you get the mapexport in question? There's actually an old, early-in-development version version of mapexport bundled with the last DFHack for 31.25 -- but there were some breaking changes and it is NOT COMPATIBLE with the current version of Overseer. For 31.xx maps, you have to copy the version of mapexport bundled with Overseer (it has its own folder) and replace the mapexport that was bundled with DFHack. I need to put versioning in the map files to prevent this kind of stuff from happening -- I'll do that in the future.

Also, your fort is impressive as hell -- one of the coolest ones I've ever seen. If you don't post screenshots, I think SexyMustard will.  :D
Title: Re: Fortress Overseer 0.70.1 - 3D Visualizer -34.07+31.25 Support (see 1st post)
Post by: Callista on May 07, 2012, 09:34:24 pm
Great, that worked! :) Thanks for the help! The version I used came with the Lazy Newb Pack for DF2010. So, simple case of version incompatibility. *sigh* I feel a bit silly now.

Yeah, that's my megaproject. I'm glad to be finally able to see it properly. I still haven't decided what I'm going to put inside that building, though. It needs more magma.
Title: Re: Fortress Overseer 0.70.1 - 3D Visualizer -34.07+31.25 Support (see 1st post)
Post by: Finn on May 09, 2012, 07:21:59 pm
Am I supposed to be able to see anything other than constructions?  When I go below ground into the fortress I just see empty tunnels.
Title: Re: Fortress Overseer 0.70.1 - 3D Visualizer -34.07+31.25 Support (see 1st post)
Post by: Rose on May 09, 2012, 08:07:23 pm
Am I supposed to be able to see anything other than constructions?  When I go below ground into the fortress I just see empty tunnels.

Nope, nothing else is done yet.
Title: Re: Fortress Overseer 0.70.1 - 3D Visualizer -34.07+31.25 Support (see 1st post)
Post by: Cobbler89 on May 09, 2012, 08:59:32 pm
Although if I recall correct it either is or will soonish be possible to add in objects/buildings without the developer having to release an updated version, sorta like (though only on an abstract level) how DF is moddable. Is that right? (Not that that makes much difference if, like me, you don't really know how to create graphical mesh objects or whatever these things are formatted as. I mean, I know you download a program like Blender and do whatsit and save it, but that whatsit part is outside my area of expertise.)
Title: Re: Fortress Overseer 0.70.1 - 3D Visualizer -34.07+31.25 Support (see 1st post)
Post by: SlimyMarmot on May 11, 2012, 09:00:26 am
Testing out the 31.25 map export on my obsidian dragon fort, works beautifully (some instability though). I think I used 0.51 for reference when building it, it's great to have you alive and kicking. Keep up the good work!

Spoiler: You can feel the heat (click to show/hide)
Title: Re: Fortress Overseer 0.70.1 - 3D Visualizer -34.07+31.25 Support (see 1st post)
Post by: MagmaMcFry on May 11, 2012, 09:12:24 am
(http://i.imgur.com/dfoco.png)
Title: Re: Fortress Overseer 0.70.1 - 3D Visualizer -34.07+31.25 Support (see 1st post)
Post by: Graebeard on May 11, 2012, 03:56:06 pm
D:

Love the empty volcano in the background.  wonder where that all went to...
Title: Re: Fortress Overseer 0.70.1 - 3D Visualizer -34.07+31.25 Support (see 1st post)
Post by: EmeraldWind on May 12, 2012, 12:33:08 am
Holey floor over a magma pit!

That is... just... way too awesome for normal words.

Armok must have shed a tear out of sheer joy!
Title: Re: Fortress Overseer 0.70.1 - 3D Visualizer -34.07+31.25 Support (see 1st post)
Post by: azrael300 on May 12, 2012, 01:05:55 pm
look at mod
Azrael is evolving!.    .    .
Azrael evolved into a Azreal having a heart attack because this mod is in 3d... must have!
Title: Re: Fortress Overseer 0.70.1 - 3D Visualizer -34.07+31.25 Support (see 1st post)
Post by: Greiger on May 12, 2012, 02:37:34 pm

That is incredibly awesome.  Do your dwarves actually live in that or is it all plumbing?  Is that obsidian?  Are the back spines adamantine?  Is this on the Map archive?  Is that where the goblins enter the fort?  Are their goblins under that magma?

And why am I incapable of making anything that incredibly awesome?
Title: Re: Fortress Overseer 0.70.1 - 3D Visualizer -34.07+31.25 Support (see 1st post)
Post by: SlimyMarmot on May 12, 2012, 03:49:22 pm
You can find more from the thread I made for it here (http://www.bay12forums.com/smf/index.php?topic=83508.msg2229548#msg2229548). Gonna update the screens there to 0.70.1 since it makes everything look so smooth and arousing.

Do your dwarves actually live in that or is it all plumbing?  Is that obsidian?  Are the back spines adamantine?  Is this on the Map archive?  Is that where the goblins enter the fort?  Are their goblins under that magma?

Yes, but only the worthy ones. Yes. Yes. No, but I should correct that. Yes. No, elves.

Edit: Apparently DFMA doesn't consider me sentient after 20+ tries so I'll tend to that some other time... that's the most messed up verification system I've ever seen. I'll try to get it into that thread eventually.

Quote
And why am I incapable of making anything that incredibly awesome?

I started that project without any experience with pumps or megaconstruction. Just go for it!
Title: Re: Fortress Overseer 0.70.1 - 3D Visualizer -34.07+31.25 Support (see 1st post)
Post by: runlvlzero on May 14, 2012, 04:07:51 pm
@SlimyMarmot That obsidian dragon is epic =)

Thanks =)
Title: Re: Fortress Overseer 0.70.1 - 3D Visualizer -34.07+31.25 Support (see 1st post)
Post by: 23kulpamens on May 17, 2012, 09:09:43 am
This rewrited Overseer is AWESOME! thanks very much!
Title: Re: Fortress Overseer 0.70.1 - 3D Visualizer -34.07+31.25 Support (see 1st post)
Post by: runlvlzero on May 22, 2012, 02:09:12 am
Spoiler (click to show/hide)

Just a quick bug report. I was playing around with a 5x2 embark (I found these long strips are really cool to play on).

I did a mapexport all and loaded the map in Overseer with openGL. I found the trees stacking as shown in the above "spoiler" image.

Its a non-mountainous embark with tree's covering the whole surface. Instead about halfway up the embark they just stack over each other. I think it may possibly be a mapexport issue. The version was 34.10 pheobus, with DFhack 34.10.

Link to the save game, archived in 7z on dffd (49mbs) http://dffd.wimbli.com/file.php?id=6364

Hope this helps you iron out any bugs you need early on before it becomes something worse down the road.

Thanks again TheWonderIdiot  :D
Title: Re: Fortress Overseer 0.70.1 - 3D Visualizer -34.07+31.25 Support (see 1st post)
Post by: MagmaMcFry on May 24, 2012, 05:49:10 pm
Looks like your copy of Overseer came with a side of OCD.
Title: Re: Fortress Overseer 0.70.1 - 3D Visualizer -34.07+31.25 Support (see 1st post)
Post by: ashton1993 on June 09, 2012, 06:09:25 pm
Hmm... for how amazing this is getting models and such hasn't been successful, I think I mentioned it earlier but would creating a new topic+changing the program's name be of benefit as I'm pretty sure everyone see's this thread as a stagnant thread for a half finished project rather than just clicking it and being blown away. It'd be a real shame not to get some progress here but just mentioning your looking for help here and there in the OP would work wonders I'm sure :D
Title: Re: Fortress Overseer 0.70.1 - 3D Visualizer -34.07+31.25 Support (see 1st post)
Post by: Dadamh on June 18, 2012, 06:47:43 pm
So is there any working version of this for the current version?  The posted version does not work at all.  For that matter, DFHack doesn't work for the current version.
Title: Re: Fortress Overseer 0.70.1 - 3D Visualizer -34.07+31.25 Support (see 1st post)
Post by: Graebeard on June 18, 2012, 06:53:25 pm
DFHack doesn't work for the current version.

There is your answer.

This utility works by reading map files that DFHack exports.  No DFHack --> no export file --> no Overseer rendering.

The good news is that it works with all previous 34.xx versions, and all 31.xx versions so long as you update to 31.25.
Title: Re: Fortress Overseer 0.70.1 - 3D Visualizer -34.07+31.25 Support (see 1st post)
Post by: ashton1993 on June 19, 2012, 05:26:24 am
I've managed to get it working perfect with this (http://www.bay12forums.com/smf/index.php?topic=91166.msg3363640#msg3363640).
Title: Re: Fortress Overseer 0.70.1 - 3D Visualizer -34.07+31.25 Support (see 1st post)
Post by: Dadamh on June 19, 2012, 06:05:12 am
Even with the new symbols.xml installed and edited properly DFHack crashes with a nondescript error.

Ah well, screw it. :V
Title: Re: Fortress Overseer 0.70.1 - 3D Visualizer -34.07+31.25 Support (see 1st post)
Post by: Dadamh on June 19, 2012, 10:05:32 pm
Due to the link in the lazy newb pack, (how appropriate) i managed to get this working.  This thing looks great, even for my miserably poor suface dwarf fort!

Thanks man, for creating this program.
Title: Re: Fortress Overseer 0.70.1 - 3D Visualizer -34.07+31.25 Support (see 1st post)
Post by: Rose on June 21, 2012, 12:57:43 am
Suggestion: be able to save and load camera angles, so that one can have multiple screenshots of a fortress from the same angle, for timelapse stuff. bonus points if you manage to get it to load a sequence of exported forts in series, and taking a screenshots from a camera list for each one, saving them separately.
Title: Re: Fortress Overseer 0.70.1 - 3D Visualizer -34.07+31.25 Support (see 1st post)
Post by: Graebeard on June 21, 2012, 02:06:11 am
Japa, agreed.  That would be awesome.

TheWonderIdiot, is there currently any way to manually set the camera location and orientation?
Title: Re: Fortress Overseer 0.70.1 - 3D Visualizer -34.07+31.25 Support (see 1st post)
Post by: Intrinsic on June 21, 2012, 07:20:53 am
Even with the new symbols.xml installed and edited properly DFHack crashes with a nondescript error.

Ah well, screw it. :V

thistleknot compiled the latest revision as it stands for 34.11, haven't tested it myself but others report it works fine.
http://www.bay12forums.com/smf/index.php?topic=91166.msg3385980#msg3385980

Link to the compile or check the thread above: http://www.mediafire.com/?aapoqg33p3fabqx
Title: Re: Fortress Overseer 0.70.1 - 3D Visualizer -34.07+31.25 Support (see 1st post)
Post by: Inglonias on July 19, 2012, 12:20:30 pm
I feel kind of silly, but trying to start overseer gets me this error:

Code: [Select]
The program can't start because d3dx9_43.dll is missing from your computer. Try reinstalling the program to fix this problem
I thought this program used OpenGL for rendering by default?
Can someone help me?


EDIT: Yeesh. Didn't see that the last post was so long ago. Oops.
Title: Re: Fortress Overseer 0.70.1 - 3D Visualizer -34.07+31.25 Support (see 1st post)
Post by: Graebeard on July 19, 2012, 01:01:23 pm
I had a similar problem.  Updating my DirectX did the trick.
Title: Re: Fortress Overseer 0.70.1 - 3D Visualizer -34.07+31.25 Support (see 1st post)
Post by: Crashmaster on August 13, 2012, 01:54:59 am
31.25
Half-way through my fort's construction Overseer worked fine. Now it renders no floor tiles and all non-fluid revealed tiles are squashed flat. Unrevealed tiles are not rendered either so you see right to the magma sea. Constructed buildings are also not rendered.

Basically you see no fort, just magma, water and empty space with flat rock rings around it, there are still some standing trees too.

I haven't changed anything... I think. I've tried several mapexports, fresh Overseer download, openGL and directx, the old .dfmap files still render properly. I can't think of what has changed in-game in the last ten game-years that could cause this. Any advice?

Spoiler (click to show/hide)

And yes, that is a 40z x 40z column of magma, floodgates are not rendered either.
Title: Re: Fortress Overseer 0.70.1 - 3D Visualizer -34.07+31.25 Support (see 1st post)
Post by: thewonderidiot on August 17, 2012, 11:06:12 am
31.25
Half-way through my fort's construction Overseer worked fine. Now it renders no floor tiles and all non-fluid revealed tiles are squashed flat. Unrevealed tiles are not rendered either so you see right to the magma sea. Constructed buildings are also not rendered.

Basically you see no fort, just magma, water and empty space with flat rock rings around it, there are still some standing trees too.

I haven't changed anything... I think. I've tried several mapexports, fresh Overseer download, openGL and directx, the old .dfmap files still render properly. I can't think of what has changed in-game in the last ten game-years that could cause this. Any advice?

Spoiler (click to show/hide)

And yes, that is a 40z x 40z column of magma, floodgates are not rendered either.

It looks like you have the outdated version of mapexport that comes bundled with 31.25. Your screenshot looks extremely similar to someone who had the same issue. Try overwriting your dfhack's mapexport.dll with the one for 31.25 I bundled with Overseer.
Title: Re: Fortress Overseer 0.70.1 - 3D Visualizer -34.07+31.25 Support (see 1st post)
Post by: Crashmaster on August 17, 2012, 12:17:56 pm
I'll double check though I'm fairly certain I recall moving the mapexport.dll from the folder in the Overseer directory... I think there were instructions to that point. The strange thing is that for the same fort, same DF and Overseer installations, it was working much better - just no floodgates, pumps or bridges (I don't even know if that is normal...) rendered.

eg.
Spoiler (click to show/hide)

The fort is over 62 years old.
Title: Re: Fortress Overseer 0.70.1 - 3D Visualizer -34.07+31.25 Support (see 1st post)
Post by: thewonderidiot on August 17, 2012, 12:31:24 pm
Yeah, no buildings or constructions is normal -- I never got around to implementing them. I was making a start, and then work started kicking my ass. It is extremely weird to me that it would just stop working like that, though. I'll keep thinking about it and see if I can figure out what may have happened.
Title: Re: Fortress Overseer 0.70.1 - 3D Visualizer -34.07+31.25 Support (see 1st post)
Post by: person012345 on September 11, 2012, 09:31:18 pm
My overseer is still just crashing as soon as I start it up. Newest version.
Title: Re: Fortress Overseer 0.70.1 - 3D Visualizer -34.07+31.25 Support (see 1st post)
Post by: frobnic8 on October 24, 2012, 11:48:10 am
Don't know why I didn't find this sooner, but much thanks for it. It's a real delight to have a way to peer about my fortress. Here's hoping you have time to keep working on it!
Title: Re: Fortress Overseer 0.70.1 - 3D Visualizer -34.07+31.25 Support (see 1st post)
Post by: Loud Whispers on January 01, 2013, 06:49:36 pm
Finally got Overseer working with my computer after a series of unfortunate events.

The results are quite...


Spoiler (click to show/hide)


Satisfactory.
Title: Re: Fortress Overseer 0.70.1 - 3D Visualizer -34.07+31.25 Support (see 1st post)
Post by: Greiger on January 01, 2013, 10:30:08 pm
Pfft, I could do that.

If I had creativity.
and motivation.
and artistic ability.
and patience.
Title: Re: Fortress Overseer 0.70.1 - 3D Visualizer -34.07+31.25 Support (see 1st post)
Post by: runetrantor on March 20, 2013, 11:48:35 pm
Noob question, where is the screenshot folder? I used it, took several shots just as stated, with P, now I am unable to find the directory, it does not seem to be inside the Overseer main folder...
Title: Re: Fortress Overseer 0.70.1 - 3D Visualizer -34.07+31.25 Support (see 1st post)
Post by: PeridexisErrant on May 24, 2013, 08:12:19 pm
Finally worked out what the problem was - I didn't have DirectX - and got Overseer up. 

Looks very nice...

Two pics:
Spoiler (click to show/hide)

Rest of album. (http://imgur.com/a/PHWwZ)

Thanks for the program, and feel free to use the pics. 
Title: Re: Fortress Overseer 0.70.1 - 3D Visualizer -34.07+31.25 Support (see 1st post)
Post by: Brienne on June 27, 2013, 03:27:39 am
Is it still up to date?
Title: Re: Fortress Overseer 0.70.1 - 3D Visualizer -34.07+31.25 Support (see 1st post)
Post by: Rose on June 27, 2013, 03:50:47 am
It uses a file exported by DFHack, so it will always support whatever version DFHack supports, however, it hasn't been updated in years.
Title: Re: Fortress Overseer 0.70.1 - 3D Visualizer -34.07+31.25 Support (see 1st post)
Post by: Greendogo on June 28, 2013, 03:36:36 am
Japa, what's the coolest thing going on in the DF community as of late?
Title: Re: Fortress Overseer 0.70.1 - 3D Visualizer -34.07+31.25 Support (see 1st post)
Post by: MrC on November 07, 2013, 07:13:31 pm
I have a problem with the current version crashing on load. it says d3ddx9_43.dll could not be found.
Title: Re: Fortress Overseer 0.70.1 - 3D Visualizer -34.07+31.25 Support (see 1st post)
Post by: PeridexisErrant on November 07, 2013, 08:07:38 pm
You need to install DirectX9, I think.  Google it for more detail, but it worked for me. 
Title: Re: Fortress Overseer 0.70.1 - 3D Visualizer -34.07+31.25 Support (see 1st post)
Post by: Cobbler89 on November 12, 2013, 04:58:11 pm
Alternatively, if you want to try just using OpenGL for rendering, edit plugins.cfg and make sure all lines mentioning Direct3D begin with a # -- this will prevent Ogre from using Direct3D as one of its rendering options and therefore it will no longer attempt (and fail) to load it.
Title: Re: Fortress Overseer 0.70.1 - !Open Source! 3D Visualizer - 31.25-34.11 Support
Post by: thewonderidiot on December 08, 2013, 12:05:02 am
Thanks everybody for helping out! Just bumping to point out that I've just updated the first post with some status info. You can't miss it, it's at the very top.  ;)
Title: Re: Fortress Overseer 0.70.1 - !Open Source! 3D Visualizer - 31.25-34.11 Support
Post by: PeridexisErrant on May 26, 2014, 10:24:09 pm
I'm currently trying to get a fort 3D printed, and Overseer is the only thing I've heard of that exports a 3D model of a fort.  Unfortunately my attempts failed, and eventually a topic search for "obj" led me to the following (old) snippets:

Is there, or can there be, a way to export these as .obj or other common 3D formats so they can be opened in a modeler?
Absolutely! (http://dffd.wimbli.com/file.php?id=2922) You'll have to deal with the current uppity geometry generator, but hopefully this will be good enough for now. Whenever the visualizer is running, if you hit 'x', it will export an "embark.obj" into the working directory.
Unfortunately the linked version (while I assume it does the exports) doesn't take the exported dfmap file and instead requires a connection to a pre-0.31 version of DF.  Which obviously isn't compatible with any recent forts. 

Is there a way to regain the obj export function? It seem missing in the new version and the old 0.27 doesn't work with 31.25.
Yes, it'll be back in the next couple of versions for sure.
The listing of controls in the first post does include "'x' for .obj export", but on closer inspection it and all the other controls are below the line of old stuff to ignore - and it doesn't appear to work in v0.70.1. 

I'm left looking for one of a number of things:
 - user documentation for the current version of Overseer, including an up-to-date list of controls and features
 - some way to export a mesh from Overseer
 - an indication of how difficult it might be to re-add .obj export support, which seems to have gone missing without explanation
 - some other way of getting a mesh of a recent fort

I don't want to sound like I'm whining about it - Overseer has been fantastic, and if nothing else it's a good starting point - I was just disappointed when exporting didn't work and I'm not sure what's going on or even whether it should have worked at all. 
Title: Re: Fortress Overseer 0.70.1 - !Open Source! 3D Visualizer - 31.25-34.11 Support
Post by: thewonderidiot on May 28, 2014, 11:13:38 pm
You've pretty much got the gist of it -- OBJ export was built into OpenSceneGraph, and we lost that capability when we switched from OSG to Ogre. I've done all sorts of searching, but Ogre doesn't appear to have any sort of object exporting capability, or at least it didn't at the time. Eventually I just gave up and figured I'd have to write my own OBJ exporter when I got around to it.

This would be a lot more complicated in Ogre; in the early OSG versions, I was generating the entire embark as one enormous mesh. The Ogre version uses PolyVox to extract meshes in chunks, sort of like how Minecraft works. A custom exporter would have to walk through each chunk and save it out to the OBJ, and possibly repair any seams or whatnot.

Anyways, things were overcome by events, and I never got around to writing this exporter. Unfortunately I can't really answer any to of your four things; as far as I know, there isn't any way to export OBJ files from 31.25+ forts. This is definitely the thing I miss the most. Sorry I don't have a better answer for you!  :-[

EDIT: Thinking for a bit, your best bet is probably to try to resurrect the OSG version. You'll lose vegetation, and the ramps will be sharp 45 degree angles instead of smoothish, if that's okay. The source for the OSG version is here (https://github.com/thewonderidiot/Overseer). DwarfGeometry.cpp needs to be updated to read in from DFMap files, as is done in the Ogre verion's LoadingState.cpp (https://code.google.com/p/fortressoverseer/source/browse/Overseer/LoadingState.cpp#60). Most of the stuff you can ignore, since for a 3d printer target you don't care about texture, plants, or any of that stuff -- just tile shape.

Specifically, it appears that this logic (https://github.com/thewonderidiot/Overseer/blob/master/src/DwarfGeometry.cpp#L2037) primarily exists to populate the tiles array. Theoretically you'd just have to fill up tiles with data from the .dfmap file, delete all the unnecessary calls to obsolete DFHack functions, and replace the calls to things like DFHack::isWallTerrain with checks against the protobuf's TileType (https://code.google.com/p/fortressoverseer/source/browse/Overseer/include/GeometryGenerator.h#21).

It'd be quite a surgery, but it should work. Although now that I've written it all out, I'm not sure if that would be more complicated than just writing an OBJ exporter for Ogre or not. Do you know C++?  :)
Title: Re: Fortress Overseer 0.70.1 - !Open Source! 3D Visualizer - 31.25-34.11 Support
Post by: PeridexisErrant on May 28, 2014, 11:51:47 pm
No worries, I'll just have to come up with something else then :-)
Title: Re: Fortress Overseer 0.70.1 - !Open Source! 3D Visualizer - 31.25-34.11 Support
Post by: Robsoie on May 29, 2014, 04:16:39 am
Maybe give a try to :
http://www.deep-shadows.com/hax/3DRipperDX.htm

As Ogre can work with D3D , it should work with this version of Overseer, and hopefully this 3DRipperDX tool should then be able to make an OBJ export from the Overseer display.
Title: Re: Fortress Overseer 0.70.1 - !Open Source! 3D Visualizer - 31.25-34.11 Support
Post by: thewonderidiot on May 31, 2014, 01:38:48 am
Maybe give a try to :
http://www.deep-shadows.com/hax/3DRipperDX.htm

As Ogre can work with D3D , it should work with this version of Overseer, and hopefully this 3DRipperDX tool should then be able to make an OBJ export from the Overseer display.

Genius!  :D

I've just been messing with this for a bit. Make sure you run 3DRipperDX as administrator, or Overseer will crash with "not enough video memory". Keep your X, Y, and Z block draw distances as low as possible to prevent running out of memory while you're capturing the frame. And be very careful how you're pointing your camera -- apparently models created by 3DRipperDX have skew according to your viewing angle, so try to keep your camera orthogonal to what you want to be least warped (it's possible this might be less of a problem with .3dr import into 3DS max).

I was capturing OBJ files for importing into Blender. The Blender import included the skybox, and had each page as a separate mesh -- so I deleted the skybox, and joined all the pages into one mesh. I edited this giant mesh and removed all duplicate vertices (which killed a LOT). Then, I exported to STL.

Because the seams between rendered pages (what we've captured) and unrendered pages aren't manifold, the STL file needs to be repaired before slicing. I used netfabb-basic to rotate, scale, and fix up my STL. The automatic repair appeared to totally solve all the manifold issues without any input from me.

Here's the STL displayed in netfabb after repairing:

(http://i.imgur.com/wvGAuGy.png)

And here's the end result of it all -- Slic3r's output from that repaired STL displayed in Repetier-Host:
(http://i.imgur.com/E0ahe0m.png)

It's got skew because my camera alignment wasn't perfect, and I'd need to play with the model a bit to get the ground to actually show up. (And besides, the fort I chose for testing isn't exactly easily printable anyways, heh). As a proof of concept, though, it certainly seems feasible!  :D
Title: Re: Fortress Overseer 0.70.1 - !Open Source! 3D Visualizer - 31.25-34.11 Support
Post by: PeridexisErrant on May 31, 2014, 02:52:52 am
Yesss!!!

It works!  I'll be doing this next week, when I can take a day off and not die in exams shortly afterwards. 

And don't worry, my forts tend more towards 'mountain with a small hole in the side' than 'huge unprintable mushroom :D
Title: Re: Fortress Overseer 0.70.1 - !Open Source! 3D Visualizer - 31.25-34.11 Support
Post by: Graebeard on June 13, 2014, 11:12:39 pm
@thewonderidiot: glad to see you back around and fiddling with this project.
Title: Re: Fortress Overseer 0.70.1 - !Open Source! 3D Visualizer - 31.25-34.11 Support
Post by: Timeless Bob on July 25, 2014, 04:03:28 am
I'll say!  I've still been using Overseer for this and that - I don't know of a visualizer that renders the DF world in 1st person other than this one.
Title: Re: Fortress Overseer 0.70.1 - !Open Source! 3D Visualizer - 31.25-34.11 Support
Post by: Meph on August 06, 2014, 10:45:52 pm
So people can 3D print DF maps now? Anyone wants to play a boardgame called Boatmurdered?
Title: Re: Fortress Overseer 0.70.1 - !Open Source! 3D Visualizer - 31.25-34.11 Support
Post by: PeridexisErrant on August 06, 2014, 10:56:10 pm
Boatmurdered was before DF went 3D!  I am currently looking for someone to make me a roomcarnage stl though, since the software isn't working for me.
Title: Re: Fortress Overseer 0.70.1 - !Open Source! 3D Visualizer - 31.25-34.11 Support
Post by: thewonderidiot on August 07, 2014, 12:49:57 am
Boatmurdered was before DF went 3D!  I am currently looking for someone to make me a roomcarnage stl though, since the software isn't working for me.

Gimme a day or two, and I'll get one to you. Or rather, I'll probably give you the raw mesh, and let you repair, crop, and modify (read: make-printable-ify) it as you want  ;D

Is there a particular time period you want the mesh from? I've got loads of Roomcarnage maps since I've been taking pictures for ZGS, heheh.
Title: Re: Fortress Overseer 0.70.1 - !Open Source! 3D Visualizer - 31.25-34.11 Support
Post by: PeridexisErrant on August 07, 2014, 12:52:40 am
A recent one would be cool - I was thinking it would be awesome to just print the above-normal-level bits, meaning the volcano slopes and new obsidian plateaus.  Anything would work though!
Title: Re: Fortress Overseer 0.70.1 - !Open Source! 3D Visualizer - 31.25-34.11 Support
Post by: thewonderidiot on August 07, 2014, 01:16:49 am
Since I'm already taking Roomcarnage screenshots tonight, I figured I'd go ahead and give this a quick shot: http://dffd.wimbli.com/file.php?id=9322

I already killed off the skybox and underground plants, joined all of the pages and removed duplicate vertices. I also applied some horizontal and vertical scaling to try to restore the correct aspect ratios, but you might still need to further fine tune that and correct any skew.  ;)

The ripper crashed when I tried to do the whole map the first time, so this is a smaller piece -- if you'd like, I can probably fine tune the page sizes and try to fit the whole thing in (but it sounds like this might be okay for now).
Title: Re: Fortress Overseer 0.70.1 - !Open Source! 3D Visualizer - 31.25-34.11 Support
Post by: DS on August 07, 2014, 02:57:26 am
So, uh, if you guys actually do print Roomcarnage, could I pay one of you to mail me a copy of it?
Title: Re: Fortress Overseer 0.70.1 - !Open Source! 3D Visualizer - 31.25-34.11 Support
Post by: PeridexisErrant on August 07, 2014, 04:01:47 am
Sure, for $10 (time, materials) plus postage from Australia (which is expensive, sadly).
Title: Re: Fortress Overseer 0.70.1 - !Open Source! 3D Visualizer - 31.25-34.11 Support
Post by: DS on August 07, 2014, 12:55:57 pm
We'll work something out. I don't have a 3D printer, but I might be able to find one to use... this is pretty cool!
Title: Re: Fortress Overseer 0.70.1 - !Open Source! 3D Visualizer - 31.25-34.11 Support
Post by: Brienne on October 23, 2014, 02:06:15 am
Hello,
Back in DF after break.

Does Overseer work with DF 2014?

PS: What a nice work! Thanks!
Title: Re: Fortress Overseer 0.70.1 - !Open Source! 3D Visualizer - 31.25-34.11 Support
Post by: JoeJoe on October 26, 2014, 06:29:19 am
@Brienne: No, because the DFHack mapexport tool hasn't been updated for DF2014. The program would also have to update the way trees are added in the 3D model.
Title: Re: Fortress Overseer 0.70.1 - !Open Source! 3D Visualizer - 31.25-34.11 Support
Post by: Loud Whispers on May 29, 2015, 02:11:56 pm
>2015
>still using Overseer
FUCK YEAH
Spoiler (click to show/hide)
Spoiler (click to show/hide)
DWARF FORTRESS
Title: Re: Fortress Overseer 0.70.1 - !Open Source! 3D Visualizer - 31.25-34.11 Support
Post by: PeridexisErrant on May 29, 2015, 07:55:24 pm
Not with DF2014 though :'(
Title: Re: Fortress Overseer 0.70.1 - !Open Source! 3D Visualizer - 31.25-34.11 Support
Post by: Loud Whispers on May 29, 2015, 08:07:16 pm
Aye, it's definitely something sad if Overseer takes a bit of time off in the shade. It'll live on again, in spirit, if not through succession; there's a will for delicious DF visualizers, and Overseer is one of the most delicious of them all.
Title: Re: Fortress Overseer 0.70.1 - !Open Source! 3D Visualizer - 31.25-34.11 Support
Post by: PeridexisErrant on May 29, 2015, 09:19:41 pm
Armok Vision (http://www.bay12forums.com/smf/index.php?topic=146473) is the other :D