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.
So cool!40d had 3 visualiser projects (not counting stonesense, which is still around). Maybe these are DF2010's group.
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.
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...
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?
Japa Illo, Coder, cancels whatever he was doing: In Awe.
okay, I can't open the obj file properly in 3dsmax. lame.
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.
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.
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.
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 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...
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..
Those trees look delicious.The proper term is deciduous.
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.
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.
I can tell that it'll need more textures for the horrifically bright materials, though, to dim them down a bit.
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 looking forwards to tricks that smoothly blend neighboring tiles of different floor materials together, so grass will spill over onto sand or vice versa.
Putting simple alpha texture maps over top of the colors would help.Already planning on doing that for the next release ;D
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.
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.
fun fact: rock salt is pink.
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.
fun fact: rock salt is pink.
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?
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.
That grass looks too real.
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.
Fortifications don't render right. the tops are missing. Other than that it's wondermus!
Would it be possibleto let the different textures merge where they border each other?
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.
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?
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.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.
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. ;)
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.
Already doesn't work with .14
You are a gentleman and a scholar. Cheers.
It crashes when 'Reading embark data' if your embark zone isn't square. I have a 2x5 one I've been dying to see...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.
Also, please please please, allow for other movement keys than WASD. On an azerty keyboard, hardcoded WASD like this is just not doable.
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)
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.
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!
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"username@computername:~/Overseer$ export LD_LIBRARY_PATH=~/Overseer
username@computername:~/Overseer$ echo $LD_LIBRARY_PATH
/home/username/Overseer
but the libosg.so.7 file really isn't in the download.
Linux version gives me trouble.Code: [Select]username@computername:~/Overseer$ ./Overseer
I already did this to fix a similar error for "libdfhack.so"
./Overseer: error while loading shared libraries: libosg.so.7: cannot open shared object file: No such file or directoryCode: [Select]username@computername:~/Overseer$ export LD_LIBRARY_PATH=~/Overseer
but the libosg.so.7 file really isn't in the download.
username@computername:~/Overseer$ echo $LD_LIBRARY_PATH
/home/username/Overseer
rename -v 's/libosg(.*)\.so/libosg$1\.so\.7/' *.so
NOTE: It has to be run in the Overseer main directory.sudo apt-get install libopenthreads
sudo cp /usr/lib/libOpenThreads.so ~/Overseer/libOpenThreads.so.7
sudo apt-get install libopenthreads
sudo cp /usr/lib/libOpenThreads.so ~/Overseer/libOpenThreads.so.7
error 2: Failed to open file, at row 0 col 0
DF is not running!
Overseer/Overseer
Now I run it like:cd Overseer
./Overseer
It works when I run it from the correct working directory.# sudo sysctl -w kernel.yama.ptrace_scope=0
before I started DF.username@computernam:~/Overseer$ ./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?sysctl -w kernel.randomize_va_space=0
fixed it. You did post this line of code on the linux download page, but somehow the last 4 characters were missing there.gijsbert@LGTH:~/Overseer$ ./Overseer
Connected to Dwarf Fortress!
Error: Unable to open display ":0.0".
Segmentation fault
but somehow the last 4 characters were missing there.
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
Oh thanks, I hadn't seen that, I thought you had included it in the tarball.I did both ;D
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
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
Drawing z-level 140
Overseer/DFO: line 3: 7631 Segmentation fault ./Overseer
Ah, thanks for this solution, I'll use that for the time being. I'm gonna try it right now.*sigh* It does, apparently I missed detection for the stairs. Hold on, let me port back the models.
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" :)
sudo sysctl -w kernel.randomize_va_space=0
sudo sysctl -w kernel.yama.ptrace_scope=0
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.$ sudo sysctl -w kernel.yama.ptrace_scope=0
error: "kernel.yama.ptrace_scope" is an unknown key
The version found in the file is newer than this library can handle.
sudo sysctl -w kernel.randomize_va_space=0
sudo sysctl -w kernel.yama.ptrace_scope=0
I notice that the stairs models you put up, are upside down. I haven't looked at the fortification ones yet.
...
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.
Linux version is here! (http://dffd.wimbli.com/file.php?id=3291)Can you use a GTK+ dialog? Pretty please?
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?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.
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.
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.
Okay, well... I'm going to need a bit more info to diagnose your problem.
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.
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.
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.
When will this be compatible with .18?
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.
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.
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.
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.
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!
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.
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 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".
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?
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:Don't think it's already been asked. Looks like a driver issue, or a card issue. What graphics card do you have?
Warning: detected OpenGl error '' at After Renderer::Compile
Anyone know what to do about this? Sorry if this has already been asked. :-\
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 128Thanks! 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.
Alt-printscreen just copies the current window.
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...)
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.
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?
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
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?
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...
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
It says I'm missing MSVCP100.dll, what do I need to update or install?
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 ;)
So did you include the stuff?
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
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.
If there's a way to port Google Sketchups into it I'd be happy to make objects for this. :)
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.
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?
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?
I can do great "painted surfaces" (akin to TF2?)
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:Spoiler: Table and chairs, two sets (click to show/hide)
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. :)
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?)
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 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. ;)
Aha, I sense a valuable learning experience ahead. :)
Here's the chest I have so far:Spoiler (click to show/hide)
3) Sketchup's scale and the Blender scale are drastically different.
3) Sketchup's scale and the Blender scale are drastically different.
Blender has a scale? I wasn't aware.
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.
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?
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.
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?
I have completed writing new, CG shaders for skyX so that it can be openGl compatible so expect that next release :D
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))
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
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.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...
EDIT: Actually, maybe it doesn't even emulate right. Doesn't continue after Ogre's settings are applied for the first time...
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
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. 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?
cull_hardware none
cull_software none
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.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.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.
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.
Yeah, I just got my video drivers updated and I'm still getting that blasted skydome error. Using lenovo m55.
Is it possible to compile Ogreseer on Linux systems?
Q965/963 Express Chipset.
Well, carp.It's cool, don't worry about it. :) Sorry we don't support your chipset.
Sorry t'bother you, mate.
And you do realize that 2.5 x 2.5 x 6.25 is about equal to 3.25 cubed, right?
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?
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?
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.
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?
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.I'm administrator all right.
I'm getting an error when I try to run it:Spoiler (click to show/hide)
Any ideas what it could be?
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.
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.
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'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.
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.
"OGRE EXCEPTION(2:InvalidParametersException): Named constants have not been initialized, perhaps a compile error, in GpuProgramParameters:: _findNamedConstantDefinition at ..\..\..\..\OgreMain\src\OgreGpuProgramParams.cpp(line 1423)."
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.
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.
[Awesome, thanks! Worked like a charm: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.
Ah, yea, Chrome garbled it all up. You're right, save-as gave the right version.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.
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. ;)
Can this be run on Linux? I know DFHack works, but my guess is Wine won't recognize DF...
Right-click the memory link and choose "Save Target As".
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.
Anyway I can fix this?
Try installing the latest drivers for your video card and the latest DirectX from Microsoft's website. That should fix your problem.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.
OGRE EXCEPTION(3:RenderingAPIException): Cannot restore D3D9
vertex buffer: Ran out of memory in
..\..\..\..\..\RenderSystems\Direct3D9\src\OgreD3D9HardwareVertexBuff
er.cpp (line 264)
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.
Would it be possible to zip Fortress Overseer so that it doesn't take so long to download?
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
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!
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 got overseer to work a couple times, but now it throws an exception every time.
...
Any clues?
Thanks.
Good luck, and let me know if you figure anything out!
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?
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?
Nice viewer, though it doesn't seem to show the water in caverns for me.
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 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. =(
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?
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.
NEW DEVELOPMENT: I tried it without any external monitors attached and it worked like a charm!
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.
Thanks in advance and for overseer in general ;)
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.
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.
yeah, clicking the link will try to open it in the web browser.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.
don't do that.
save target as.
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?
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?
Sooo, no Linux build yet? Anyone know if there is a way to run this with Wine?
Arbitrarily Darker Innies and Lighter Outies Add TONS of Depth.
Furthermore requires no actual lighting calculation, just geometry. Which is already there.
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? :(
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?
it would be epic,if this engine is released:www.euclideon.com (http://www.euclideon.com)
...I'm going to parallelize Linux and Windows...
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.
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
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.I keep getting this error and I have no idea why:Code: [Select]04:03:29: Parsing scripts for resource group SkyX
It crashes right after that point, every time.
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
Any idea why, or am I just missing something blatantly obvious?
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?
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.
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.Thanks!
...
But anyway, this is great. It's nice to see your whole fort well visualized.
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.
Is the camera on that shot positioned below the fort and above the cavern layer?
I'm using ATI 9250 videocard. Why this software runs only an 2nd??? Can I switch shaders off?
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.
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).
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.
Does this work with the new DF? :O
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.
Does this work with the new DF? :O
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!
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! :)
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.
Really looking forward to seeing some renders of the new cities!
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.
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?
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
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?
wow good job updating to 31.25!Question... Not to offend, or anything... But... Do you read before you post?
wait a second.....
you guys have horrible luck with update timing.
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. =)
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.
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.
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.
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.
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.
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.
I reckon you could probably strip away ~half the leaves maybe? That might let you get some more detail on each each featherMy 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.Spoiler (click to show/hide)
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.I reckon you could probably strip away ~half the leaves maybe? That might let you get some more detail on each each featherMy 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.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.Spoiler (click to show/hide)
Cannot wait to use this. :)
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?The current version of Fortress Overseer isn't compatible with DF2012, unfortunately. It won't be long until the next version is released, though.
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?
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. :)
When do you think it will be 2012 compatible? I haven't used overseer, and it looks really cool :D
*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 .netIs 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.
Will it be out today? :o
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
Any other screenshots of forts? I am really curious to get a feel of how this visualizer may render some of my Mega FortsNope -- haven't found any megaproject saves in 34.xx yet.
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 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.)
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.
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
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.
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.
Yeah, sorry about that. I'll put up what I have tomorrow. Serious. :)
Yeah, sorry about that. I'll put up what I have tomorrow. Serious. :)
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!
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 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 :(
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)Other than manually adding the missing DLL file, I have changed nothing.Spoiler: OpenGL log (click to show/hide)
All the same, despite not working, everything that does work, I like. :P
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.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?
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.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.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?
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.
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 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.
<color red="252" green="229" blue="125">
<material value="Inorganic">
<subtype value="GOLD" />
</material>
<color red="252" green="229" blue="125">
<material value="Inorganic">
<subtype value="URANIUM238" />
</material>
#Boolean. Enables plants
Plants = false
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.
0.31 forts can't be loaded in 0.34, sadly.
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.
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.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.
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.
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.
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.
File dialog not showing up:Code: [Select]...
Yeah, Ogre's not at fault. Can you post your CEGUI.log too?
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' ----
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 =)
DirectX works perfectly. Thanks!
Windows 7 Professional (32-bit), SP1.
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.
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.
!!!!!!!!!!!!!!!!!!!!!!!
make sure you got the right one, it's easy to miss.
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!
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.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?
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).
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. ;)
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.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
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
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?
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?
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.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.).
Maybe this report will still be helpful though.
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.
It's pretty easy, actually.Spoiler: You use this (click to show/hide)
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 was having a similar error. Updating DirectX did the trick.
I was having a similar error. Updating DirectX did the trick.
Alright, just updated my DirectX and it works perfectly. Beautiful program, too.
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.
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.
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?
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?
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.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 logSpoiler (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.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 logSpoiler (click to show/hide)
I'm seeing some "not supported" messages too, so I don't think I can fix this anyhow.
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.
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.
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.
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?
DFHack doesn't work for the current version.
Even with the new symbols.xml installed and edited properly DFHack crashes with a nondescript error.
Ah well, screw it. :V
The program can't start because d3dx9_43.dll is missing from your computer. Try reinstalling the program to fix this problem
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.
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, 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.
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.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.
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.
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.