Stonesense Slate 2.3:up to 31.21?? I remeber using the standalone with 31.25...
This is the most recent stand-alone release. It is only compatible with Dwarf Fortress versions 0.31.0 to 0.31.21
I'll admit that seeing the new high-res dwarf sprites with clothing layers and all makes me wish there were high-res randomized terrain tiles to go with them... perhaps with transitional tiles for blending terrain types smoothly too.
I'll admit that seeing the new high-res dwarf sprites with clothing layers and all makes me wish there were high-res randomized terrain tiles to go with them... perhaps with transitional tiles for blending terrain types smoothly too.
There are some bautiful 64x64 pixel tiles freely available. The set could be expanded of course
http://www.pixeljoint.com/pixelart/49116.htm
http://opengameart.org/content/isometric-64x64-outside-tileset
But ey, it's only slightly bigger than the default Stonesense tileset.
Will I need to take you off the retired list?Hmm. I'm more in that sort of semi-retired hangs-around-but-doesn't-get-much-done state...
Having trouble getting Stonesense to work on an Ubuntu 12.04 live USB (DF 34.07).
...
Edit: i installed another package on a whim, and noticed some progress.
DFHack terminal now says:when I try to run stonesense from the DFHack terminal. Stonesense launches, but shows only a white screen.Spoiler (click to show/hide)
Edit 2: Turns out the white screen was due to the fact I had the game centered on an open field. This is what it looks like if used near the actual fortress:Spoiler (click to show/hide)
I'm not actually sure why that happens, to be honest, and the only way I know to fix it involves reading from a different list of items which would be hell slow.
I don't like these featureless flat pale dark-looking ones. :(So... which is it? Pale or dark? :)
the only way I know to fix it involves reading from a different list of items which would be hell slow.By 'different list of items' are we talking trawling through the all-the-items-anywhere vector again?
<peers at source on github>
Wait, you're loading all the items in an area for each tile in the area? I'm surprised that doesn't wind up hell slow even with the subregions-
<peers at source on github>
Wait, you're loading all the items in an area for each tile in the area? I'm surprised that doesn't wind up hell slow even with the subregions- reading every item every frame for each tile would be more like 'stopped' than 'slow'...
I thought DFHack had a direct 'what item is on this tile' lookup these days- wasn't that what we were getting when the API was ripped out from underneath my old items prototype?
So what's the skinny on resolution and zooming these days?You can zoom in as much as you want, but too much is just silly. Resolutions need to be power of two multiples of the default. (This includes negative powers. So you can have as low as quarter res sprites)
Can we antialias zoomed out tiles,Zoomed out tiles are anti-aliased automatically.
or is it handled by switching sprite dimensions?Only one dimension is supported per sprite. they don't switch.
What's the maximum resolution for map tiles,technically? None. However, once you get more than 256x256, it just gets silly.
and are there hard limits on the number of random tile textures?Yes, I think the limit is 65535, but don't quote me on that.
Also, what's the highest resolution those new Dwarf Sprites come at?The new dwarf sprites are being drawn at 256x256.
I find myself inexplicably curious.Good! >:D
Umm, do all dwarves in this sprite sheet have hoods?
Umm, do all dwarves in this sprite sheet have hoods?
That sounds awesome, what would that entail? (http://i.imgur.com/57Oml.jpg)
I was more talking about just rendering the 2d tiles.
Well, weapons are in progress:looking good... by the way, what's with the brown dwarves?
*snip*
I'm pretty happy with how most of them are shaping up. The shading is much too dark at the moment but that will be fixed in the final pass once everything is drawn to my satisfaction. After that, it will be time to go back to make metal armor not look dumb. For now, I'm going to try to get the rest of the exotic weapons drawn. There are quite a few of them.
@orius There's a link I posted somewhere on the first page to a 64x64 version of the clothed dwarves. Should do the trick.
That's their skin color....? I haven't noticed before, now with the super zoom close-ups... still, brown skinned dwarves? I mean isn't that against one of the basic rules of high fantasy?
This is half the size I was looking at before (only 128 px.), but I still don't know how I feel about the resolution. I don't see most people zooming in this far, and the textures lose so much detail when I zoom out. If I want them to be readable both zoomed in and out, I'll have to simplify the textures considerably, which almost renders making them high-res not worth it.
how do i run dfhack to work thishead over to the dfhack thread, follow the instructions to install, then run DF like normal, type "stonesense" into the command window that will appear
HNNNNNNNNNG!Spoiler: Just testing something out. (click to show/hide)
Spoiler: Just testing something out. (click to show/hide)
Spoiler (click to show/hide)
Why does it give me holes in the ground?
I've had this happen after cave-ins (dig out under a tree) if it helps any.Spoiler (click to show/hide)
Why does it give me holes in the ground?
That's the occlusion algorithm messing up.
Just press 'o' to turn it off and make things slower.
Nice looking. The dwarves are gingers!That's the same emerald and red dye from before, but the color of the material and of the dye is being multiplied together here, as opposed to just using the straight dye color.Spoiler (click to show/hide)
And your dwarves... look sickly.Spoiler: Just testing something out. (click to show/hide)
@orius There's a link I posted somewhere on the first page to a 64x64 version of the clothed dwarves. Should do the trick.
That's their skin color....? I haven't noticed before, now with the super zoom close-ups... still, brown skinned dwarves? I mean isn't that against one of the basic rules of high fantasy?
And your dwarves... look sickly.
I've noticed that apparently Toady's animal lineage stuff he mentioned applies to the dwarves. The colors of the skin and hair seem to give away what civ they are from. In my fort all my dwarfs are pink skinned and brown haired. I never would have noticed this if not for these new StoneSense sprites. It is rather cool seeing this happen.
It's not unheard of, it's usually those stinking elves that are pasty lily white. What makes it seem unusual is that creatures that live underground usually evolve to be very pale, so it would make sense for dwarves (particularly ones that puke when they see the sun) to tend toward fair skin. DF seems to generate a lot of brown dorfs, maybe it is related to my civs or something. Especially now with families tending to immigrate to forts.What always bugged me were Drow/Dark Elves. If they did come from dark places and prefer to lurk in shadow, they'd not be dark skinned.
I get the same after a fire, so I think it would be reasonable to assume it's caused by smoke and dust.That's the occlusion algorithm messing up.I've had this happen after cave-ins (dig out under a tree) if it helps any.
Just press 'o' to turn it off and make things slower.
... with the elves is even worse, I've checked the raws, humans, dwarves and elves all have a whole rainbow of skin colors, going from the palest of palest to the darkest of darkest... it's just weird... political correctness going terribly bad, specially since the whole fantasy setting is based on European folklore, is like having pasty lily white skinned, blue eyed, samurais or ninjas, or having an asian zulu warrior.. ::)@orius There's a link I posted somewhere on the first page to a 64x64 version of the clothed dwarves. Should do the trick.
Yeah I know it's around somewhere, just haven't had time recently do play around with a lot of DF. I was kind of reminding myself to take a look at it when possible.That's their skin color....? I haven't noticed before, now with the super zoom close-ups... still, brown skinned dwarves? I mean isn't that against one of the basic rules of high fantasy?
It's not unheard of, it's usually those stinking elves that are pasty lily white. What makes it seem unusual is that creatures that live underground usually evolve to be very pale, so it would make sense for dwarves (particularly ones that puke when they see the sun) to tend toward fair skin. DF seems to generate a lot of brown dorfs, maybe it is related to my civs or something. Especially now with families tending to immigrate to forts.
I always pictured the dwarves being more medieval European and humans being more Arabic what with the face veils, turbans, scimitars, and similar.
I'm a little surprised at how much diversity we get in current forts given world gen starting with only a handful of couples. Are hair and skin colours inherited?
And your dwarves... look sickly.
That's because Toady apparently thinks that colors like "ecru" or "burnt umber" or "sepia-toned skin" are terms people will recognize as skin colors. Some of them come off a little zombie-greenish if you just apply them directly as colors.I've noticed that apparently Toady's animal lineage stuff he mentioned applies to the dwarves. The colors of the skin and hair seem to give away what civ they are from. In my fort all my dwarfs are pink skinned and brown haired. I never would have noticed this if not for these new StoneSense sprites. It is rather cool seeing this happen.
Actually, it's not. Every single member of a civilization will unfortunately have the exact same features over and over again. Everyone will have raw umber skin, silver eyes, and pumpkin hair, making the whole thing look really boring.
either open creatures/init.txt and remove the line containing that folder
do you resize the stonesense window while it's loading?
if so, don't do that.
Testing out Kohaku's profession icons:I had to shrink the backplates because they were touching the name text and it looked weird. The jobs seem to all be lining up with what they are ingame, so I didn't screw that up :)Spoiler (click to show/hide)
On the subject of the browndwarves - these particular "dwarves" are just humans I've applied the dwarf spritesheet to in stonesense for testing purposes (because humans are plentiful). I tend to find non-historical dwarves/creatures share all the same colours, while historical ones do not. No idea how the genetics system actually works though. Would be interesting to know.
But I'm a fan of using the game for interface and Stonesense for cool-looking screenshots.
It would be cool if you added another stance
(like how you have the combat stance)
of them like holding something and looking at it.
And then you could put like rock mugs or whatever in their hands, to show what they're doing.
Yeah, it's hard to tell what it is on the darkling background... both with and without the background.
... It kind of makes it look like a hammer with a red plus sign.
What's the green dot?
The bottom right gem icons can have simple color coding, like "green" as working and "red" as on break. (Of course, green is the color they use for "on break" in game...) Or else using other color schemes, if anyone cares enough.
(http://i.imgur.com/1cw9x.png)Yeah, it's hard to tell what it is on the darkling background... both with and without the background.
... It kind of makes it look like a hammer with a red plus sign.
I have no idea what you're talking about.
<enum-item name='CustomReaction'>
<item-attr name='caption' value='Custom Reaction'/>
</enum-item>
Well, there are more jobs than just relate to the professions. In fact, I'd rather just have a generic "I'm going to a workshop to work" icon, and I don't think many people care about the specifics more than that.
Well, there are more jobs than just relate to the professions. In fact, I'd rather just have a generic "I'm going to a workshop to work" icon, and I don't think many people care about the specifics more than that.
IMHO, just "Working (or going to work) in a mason's shop" is good enough. I probably don't care whether he's making a hatch cover or a door when I'm looking in stonesense. If I really care,i can check the shop to see what's at the top of the queue.
I also have trouble seeing the details in the sprites you're posting here. Part of it may just be that I need new contacts, and part may be the resolution of my screen. Can we get some actual screenshots of them in stonesense? I seem to be able to see the profession sprites better that way. I realize that you're just doing the sprites and may not have a version of stonesense that will display them, so I guess this will mean you handing off a preliminary version of the sprites to whomever is doing the code to display them. But it would help those of us who have trouble seeing them.
BTW, thanks for all the work you're putting in on these.
Testing out Kohaku's profession icons:I had to shrink the backplates because they were touching the name text and it looked weird. The jobs seem to all be lining up with what they are ingame, so I didn't screw that up :)Spoiler (click to show/hide)
Maybe this already got mentioned but...Yeah, Japa suggested something similar to me a while back. It is a very doable option, but I'm probably going to take a break from dwarf spriting for a little while to get a few more domestic animals finished and probably get some floor items sprited.
with the profession icons we're trying to do what in regular graphic packs they accomplished by having a profession uniform, right? to show what profession the dwarf has... why not do the same? have some sort of overlay on the dwarf clothes that turn their clothes into an uniform of sorts?
For example the carpenter has a yellow uniform and a saw in the phoebus pack, if we grab a dwarf, let the engine render the actual clothes he's wearing (that's awesome, I have no intention on changing that) and add an overlay to the clothes that make them yellowish... similar to the colour multiplying you guys did for the clothes material and the dye...
maybe also add the saw somewhere on his body, like hanging from his belt, as to not interfere with the weapons they might be carrying...
another idea is to add a tabard on top of the clothes like in world of warcraf, with the profession icon, maybe bigger..
or like sew an emblem on the clothes they are wearing or a band on their arm or something..
just my 2 cents.
Stonesense reads skin color, because that's something easy to find. Other stuff is a bit more complicated, and if you want to add support for it, you'll have to learn to code.
it reads the memory of DF.
each frame, it reads all the tiles and creatures in a specified area, and then draws them.
It uses C++, as does DF.
The reason for no combat animations is the fact that it's just too many sprites to draw.
mainly shitloads of drawing.
also the combat happens pretty damn fast.
really, the best you'd be able to do is a 'there's fighting going on' animation
This is pretty much what you can do without modifying stonesense. (https://github.com/JapaMala/stonesense/blob/master/resources/Sprite%20Guide.txt)
What's the most recent version that allows full map screenshots?Yes, this isn't working for me either. Regular-size screenshots with "F5" work, and the README says "CTRL-F5" and "CTRL-SHIFT-F5" should take full-map screenshots, but I get nothing when I try them.
I've been reluctant to continue my DORFTANIC construction since a 6 Embark long construction just doesn't look right with severly limited screenshots.
The full-map screenshots are currently disabled. The method being used to draw them isn't being clever at all, so it uses a lot of memory, and since dfhack and stonesense live inside the dwarf fortress memory space now, this tends to cause crashes. Until the feature is fixed, it will stay out of builds, because having a "crash dwarf fortress" button doesn't help anybody.What's the most recent version that allows full map screenshots?Yes, this isn't working for me either. Regular-size screenshots with "F5" work, and the README says "CTRL-F5" and "CTRL-SHIFT-F5" should take full-map screenshots, but I get nothing when I try them.
I've been reluctant to continue my DORFTANIC construction since a 6 Embark long construction just doesn't look right with severly limited screenshots.
e: Ack, nevermind, I'm a horrible reader. (Full-fort screenshots are disabled, herp derp)
w00t, now i won't need to glue together 4 screenshots to get the whole construction in.The embark size shouldn't be an issue anymore. Before, the problem was that it was just loading the whole map at once and just cramming that into a file. Now it loads only a small portion of the map at a time, so unless you're running DF/Stonesense really close to the 2Gb boundary, there shouldn't be any issues. I'll work a bit to get the memory impact down further.
Unless a 7x7 embark is too much for it :/
Oh! Awesome. And I (as well as others, I'm sure) would gladly accept kinks for mostly-working full-fort screenshots. :De: Ack, nevermind, I'm a horrible reader. (Full-fort screenshots are disabled, herp derp)
Working on that right now actually :)Spoiler (click to show/hide)
I had to zoom out quite a bit to get something small enough to be uploaded, but the crashes are fixed. Now the only limiting factor is the maximum image size permitted by your video card, and that just fails with a polite warning about how you should zoom out or try software mode :)
Still a few kinks to work out though - it tends to go slightly insane on 2x2 embarks for some reason.
Is there any way for dead bodies to show up, or shall they always be shown as pools of blood?
#DT_trees/dt_trees.xml
trees.xml
shrubs.xml
stonesense/buildings/Craftdwarfs.xml: <building> unknown game_subtype value: building (Line 2)
2 Failure in reading stonesense/buildings/Craftdwarfs.xml
3 stonesense/buildings/Shop.xml: <building> Is generic - game_subtype missing. : building (Line 5)
4 stonesense/buildings/Blueprint.xml: <building> Is generic - game_subtype mis sing.: building (Line 5)
Hey, I still exist.
I've had some real life trouble, and mainly returned to see what's up with forum after the big hauling update.
I didn't get much further on grim-dark. There's some metamorphics done, but I never could get those ramps to be finished.(Too much damn work).
So, anyway, because you guys are looking into hi-res stuff I guess I should stop pixeling and open up a hi-res program.
If there's anything I can help with, what would it be? I'd prefer it be terrain stuffs as caldfir's style and mine are quite different.
I could do some new grass, but I could also kick out some basic bricks for the basic stonetypes(though no ramps. ramps are hell).
We could finally get that grass to look less obnoxious without losing charm.
Anyway, here are a few of my half-baked plans for HD Stonesense Tilework, for your consideration:64px seems to make for a good native size on non-HD monitors, and is about as zoomed in as I'd ever want to be while still making sense of the terrain. 128px might make for a nice focused screenshot once in a while, but isn't very useful beyond that. 256px (http://i.imgur.com/Haafj.png) is just silly.Spoiler: 64x64px. Resolution, with Revised Tile Geometry (click to show/hide)
Okay, what we can do right now:Right, but the escher-thing of arbitrary shape required a conditional subsprite layered above the main sprite, isn't that so?
- anti-escher borders of any arbitrary shape.
- Multiply blending with the color. (just draw the shadows colored in the shadow color, then the whole tile is multiplied with the material color.
- Tiles larger than the standard tile size. (just cut it up, and offset each one)
what can be done:
- Other blend modes. (not sure about screen, but addition is possible. here (http://alleg.sourceforge.net/a5docs/5.0.5/graphics.html#al_set_blender) is a list of what blending modes we can do without shaders.
The tiles look real good so far.
Grass can also get a different tile for different grass amounts.
A question for Stonesense users: would you prefer tile designs that convey Dwarf Fortress data, or tile designs that reflect how materials look in nature? More specifically, would you prefer...I was more or less going type B. The main reason for me starting on grim dark was that I wanted to show all these stones in their natural prettyness.
A) Stones which match the general stone classifications DF uses (Sedimentary, Igneous Extrusive, Igneous Intrusive, Metamorphic)
or
B) Stones which match general groupings of how the stones appear in nature (Grainy Stone, Foliate Stone, Patterned Stone, Lustrous Stone)
I'm wholeheartedly with you there, especially if we're going with less recoloring, and more original sprites for each wood type, etc. Organization is pretty key to modularity and accessibility for other modders.Uhm. Snow does that, doesn't it? I mean, that's how it is that the grasses pop out of it in the screenshot.
Currently working on listing out plant types now, starting with ground cover. Believe it or not, a lot of ground-cover plants have major differences... and not just the tentacles/eyeballs either. Tall stuff like cattails, bamboo, and reedgrass might be a pain in the arse to render, though... if only there was an elegant solution to making critter sprites appear partially covered by the plant sprites... maybe by making a back-sprite and fore-sprite for tiles that critters and dorfs could potentially walk into?
It would be similar to the snowgrass, but reversed; grass/ground cover that partially displayed over a critter, and partially behind it. Since grass is fiberous and stuff, it means it would have to be painted in layers, basically... no easy process to separate them into layers.Yes snow is still measured by amount, stonesense shows the 'number' of snow there is on a tile when you use the debug mode cursor.
Also, does snow still have multiple depths? If not, I kinda like the default snow covering up most flimsy ground cover (grasses and leaves, not trees and such) since they'd be weighed down by the snow. Also, it looks more wintery.
EDIT: seconds after I post this I find out that DFhack has been officially updated, go figure.Yep. It would be better to have all those tracks in stonesense, but that would take too much time.I simply had to get the release out so people stop using unfinished self-built versions with bugs in them :)
I think for tracks what we need is something that changes the tiletype stored in stonesense depending on the direction of the view.
That looks quite cool Rhenaya. I've always been a fan of the Drow.
Anyways, here's a screenshot showing some things that need fixing.
You can see how the walkway is rendered wrong by looking at the other two towers.Spoiler (click to show/hide)
You say Drow, I say Dunmer XD
ftfyYou say Drow, I say Dunmer XD
i say spider loving, black skinned, evil, slavery driven, matriarchal, pointy eared humanoids... you think kwama loving, dark grey skinned, evil, slavery driven, pointy eared humanoids and put it to the first you can think of :p
Still trying to figure out how to make corpses have sprites, though.They already have assigned sprite:
26 <item game_type="CORPSE" sheetIndex="35" />
Though it's not very... recognizable.Look closer at the xml files for soapmakers. they also have a custom type.Yup, they should be distingushed by game_custom variable, but at now SS draws soapmakers bath at screw press and seeems that ignores screw press own entry. I've tried to change it directly to:
<building name="Screw Press" game_type="Workshop" game_subtype="Custom" game_custom="SCREW_PRESS" file="workshop.png">
<sprite index="20" color="building"/>
</building>
No result.
stonesense\buildings\Craftdwarfs.xml: <building> unknown game_subtype value: building (Line 2)
Failure in reading stonesense\buildings\Craftdwarfs.xml
stonesense\buildings\Shop.xml: <building> Is generic - game_subtype missing.: building (Line 5)
stonesense\buildings\Blueprint.xml: <building> Is generic - game_subtype missing
.: building (Line 5)
backbuffer w, h: 1276, 964
Updated the smaller sprites. As mentioned earlier, 128x128 will probably be the new standard, so that's the size I've updated with. That should reduce video memory consumption by a factor of 4, so it should fix the problems people are having with large textures as well. (here is the update) (http://dffd.wimbli.com/file.php?id=6096)
Let me know if that ends up still being too big.
Out of curiosity, how big is your ram?Updated the smaller sprites. As mentioned earlier, 128x128 will probably be the new standard, so that's the size I've updated with. That should reduce video memory consumption by a factor of 4, so it should fix the problems people are having with large textures as well. (here is the update) (http://dffd.wimbli.com/file.php?id=6096)
Let me know if that ends up still being too big.
It displays properly, but Stonesense froze up on me when I attempted to take a screenshot.
Out of curiosity, how big is your ram?Updated the smaller sprites. As mentioned earlier, 128x128 will probably be the new standard, so that's the size I've updated with. That should reduce video memory consumption by a factor of 4, so it should fix the problems people are having with large textures as well. (here is the update) (http://dffd.wimbli.com/file.php?id=6096)
Let me know if that ends up still being too big.
It displays properly, but Stonesense froze up on me when I attempted to take a screenshot.
If you go into the creatures folder, and open up the index.txt, there's a line at the top saying large_256/index.txt(or something like that), put a '#' in front of it to disable the large dwarves. Check if stonesense can take screenshots without freezing up.
If that does work, it means it's indeed the large size that isn't good, if not, there's something else gong on.
Uncommenting those lines gave me only .5 FPS more at most, so that's not the problem. I did build Allegro and DFHack myself, might I have forgotten some optimization flag? I know that I ran SS on Arch Linux a while ago on this computer and it worked fine. In fact, I can try to do that now and check the result.
EDIT: It seems that my Arch install is broken so that it cannot retrieve packages, and I'm missing several ones necessary to build DFHack. I'd have to reinstall completely, so no test from there, unfortunately.
These two options set how large the cube loaded from Dwarf Fortress is.I slightly changed the XY parameter, but did not notice a change.
Each entry expects the number of tiles to load.
[SEGMENTSIZE_XY:70]
[SEGMENTSIZE_Z:4]
RCT2 had sprites at a nice resolution, and they're not hard to rip at all. Heck, they're practically in a spritesheet already (http://www.mobygames.com/images/shots/l/32260-rollercoaster-tycoon-2-windows-screenshot-there-are-loads-of.jpg).
Sets weather Stonesense should use a day/night effect
[NIGHT:NO]
I'd already read that, but I'd overlooked the 'zoom' tag the first few times :PYOU! YES YOU!
What started as trying out placing some of Dervish's posted sprites into stonesense has evolved into developing some new ones of my own. Which has been interesting since all my previous 3D modeling was in gmax/3DsMax, which I no longer have, so I've dived into learning blender over the last few days (yeah, I took a day off work explicitly for that). I've been focusing on walls and floors, particularly rock, and some of the more common items I have lying around my fortresses. Anyway, pictures are good and way more interesting than me typing, so, without further ado:Spoiler (click to show/hide)
The rock walls, smoothed walls, natural rock floor, stairs, loose stones, doors, and barrels are all new. Everything is 128x128. Gonna take a shot at the natural ramps next.
I'd already read that, but I'd overlooked the 'zoom' tag the first few times :PYOU! YES YOU!
What started as trying out placing some of Dervish's posted sprites into stonesense has evolved into developing some new ones of my own. Which has been interesting since all my previous 3D modeling was in gmax/3DsMax, which I no longer have, so I've dived into learning blender over the last few days (yeah, I took a day off work explicitly for that). I've been focusing on walls and floors, particularly rock, and some of the more common items I have lying around my fortresses. Anyway, pictures are good and way more interesting than me typing, so, without further ado:Spoiler (click to show/hide)
The rock walls, smoothed walls, natural rock floor, stairs, loose stones, doors, and barrels are all new. Everything is 128x128. Gonna take a shot at the natural ramps next.
Keep up the great work, those are pleasing to the eyes.
Sadly, it won't. Backporting stonesense to an older DF is possible, but may not be necessarily easy.
I've heard of some kind of large address aware "patch" for DF floating around. What effect would that have on SS and the out of memory issue with the CTRL+F5?
Also, if we're going to be using blender for making items, we should keep a template file so that everybody has the same lighting between items.
Incidentally, I still havent figured out what happenned to the ramp tops.
./dfhack -g
GNU gdb (GDB) 7.4.1-debian
Copyright (C) 2012 Free Software Foundation, Inc.
License GPLv3+: GNU GPL version 3 or later <http://gnu.org/licenses/gpl.html>
This is free software: you are free to change and redistribute it.
There is NO WARRANTY, to the extent permitted by law. Type "show copying"
and "show warranty" for details.
This GDB was configured as "x86_64-linux-gnu".
For bug reporting instructions, please see:
<http://www.gnu.org/software/gdb/bugs/>...
Reading symbols from /media/Linux_Data/Dwarf_Fortress/Test_Fortress/0.34.X/df_34_10_linux/df_linux/libs/Dwarf_Fortress...(no debugging symbols found)...done.
(gdb) run
Starting program: /media/Linux_Data/Dwarf_Fortress/Test_Fortress/0.34.X/df_34_10_linux/df_linux/libs/Dwarf_Fortress
ERROR: ld.so: object './hack/libdfhack.so' from LD_PRELOAD cannot be preloaded: ignored.
[Thread debugging using libthread_db enabled]
Using host libthread_db library "/lib/x86_64-linux-gnu/libthread_db.so.1".
(Dwarf_Fortress:24615): Gtk-WARNING **: /usr/lib/gtk-2.0/2.10.0/engines/libaurora.so: wrong ELF class: ELFCLASS64
[New Thread 0xf45ceb70 (LWP 24630)]
[New Thread 0xf3dcdb70 (LWP 24631)]
Loading bindings from data/init/interface.txt
New window size: 1600x500
Font size: 20x20
Resizing grid to 80x25
Resizing font to 20x20
Resetting textures
[New Thread 0xf2e7db70 (LWP 24637)]
[New Thread 0xf267cb70 (LWP 24638)]
DFHack is ready. Have a nice day!
Type in '?' or 'help' for general help, 'ls' to see all commands.
[DFHack]# [New Thread 0xf1e7bb70 (LWP 24639)]
stonesense
[New Thread 0xe3cffb70 (LWP 15659)]
[New Thread 0xe34feb70 (LWP 15660)]
Stonesense launched
Using allegro version 5.0.5 r1
[DFHack]#
Program received signal SIGSEGV, Segmentation fault.
[Switching to Thread 0xe34feb70 (LWP 15660)]
__pthread_mutex_lock (mutex=0xd2d2d2d2) at pthread_mutex_lock.c:50
50 pthread_mutex_lock.c: No such file or directory.
(gdb) bt full
#0 __pthread_mutex_lock (mutex=0xd2d2d2d2) at pthread_mutex_lock.c:50
__PRETTY_FUNCTION__ = "__pthread_mutex_lock"
type = <optimized out>
#1 0xf74b07d6 in pthread_mutex_lock () from /lib32/libc.so.6
No symbol table info available.
#2 0xf6aea10f in ?? () from /usr/lib32/libX11.so.6
No symbol table info available.
#3 0xf6b009c4 in XrmQGetResource () from /usr/lib32/libX11.so.6
No symbol table info available.
#4 0xf6af7f7d in XStringToKeysym () from /usr/lib32/libX11.so.6
No symbol table info available.
#5 0xf6b26c45 in _XimParseStringFile () from /usr/lib32/libX11.so.6
No symbol table info available.
#6 0xf6b30f39 in _XimLocalOpenIM () from /usr/lib32/libX11.so.6
No symbol table info available.
#7 0xf6b1df3d in _XimOpenIM () from /usr/lib32/libX11.so.6
No symbol table info available.
#8 0xf6b09f0a in XOpenIM () from /usr/lib32/libX11.so.6
---Type <return> to continue, or q <return> to quit---
No symbol table info available.
#9 0xf304880e in xkeybd_init_keyboard ()
from ./stonesense/deplibs/liballegro.so.5.0
No symbol table info available.
#10 0xf300e05b in al_install_keyboard ()
from ./stonesense/deplibs/liballegro.so.5.0
No symbol table info available.
#11 0xf30e0825 in stonesense_thread(ALLEGRO_THREAD*, void*) ()
from /media/Linux_Data/Dwarf_Fortress/Test_Fortress/0.34.X/df_34_10_linux/df_linux/hack/plugins/stonesense.plug.so
No symbol table info available.
#12 0xf301328f in thread_func_trampoline ()
from ./stonesense/deplibs/liballegro.so.5.0
No symbol table info available.
#13 0xf30469b6 in thread_proc_trampoline ()
from ./stonesense/deplibs/liballegro.so.5.0
No symbol table info available.
#14 0xf73bdc39 in start_thread (arg=0xe34feb70) at pthread_create.c:304
---Type <return> to continue, or q <return> to quit---
__res = <optimized out>
__ignore1 = <optimized out>
__ignore2 = <optimized out>
pd = 0xe34feb70
now = <optimized out>
unwind_buf = {cancel_jmp_buf = {{jmp_buf = {-147005452, 0,
4001536, -481303528, -1082275920, 1459860888},
mask_was_saved = 0}}, priv = {pad = {0x0, 0x0, 0x0, 0x0},
data = {prev = 0x0, cleanup = 0x0, canceltype = 0}}}
not_first_call = <optimized out>
freesize = <optimized out>
__PRETTY_FUNCTION__ = "start_thread"
#15 0xf74a351e in clone () from /lib32/libc.so.6
No symbol table info available.
Why are all the sprites being remade in blender?
Why are all the sprites being remade in blender?
Regarding the streams, that, right there, is what we in the industry call a bug.
QuoteWhy are all the sprites being remade in blender?
Why not? :P
But seriously, if you mean as opposed to pixel art, we already have that pretty well covered. Personally, I kinda like the more photorealistic effect you can get modelling and I can take advantage of higher resolution sprites, which 3D modeling is quite conducive to producing.
For many people, they may prefer the pixel art, or their computers may not be well suited to handling the larger images, but the smaller resolution sprites aren't going anywhere.
Now, if you mean the program itself as opposed to another, as someone who's used 3dsMax a good bit in the past and just started learning blender, I'm amazed by it's capabilities for a free program, and in many respects it's more intuitive to use. I'm liking it. Still got a lot to learn though.
I've heard of some kind of large address aware "patch" for DF floating around. What effect would that have on SS and the out of memory issue with the CTRL+F5?
Here's the original thread for that. (http://www.bay12forums.com/smf/index.php?topic=101046.msg2993962#msg2993962)
I've heard of some kind of large address aware "patch" for DF floating around. What effect would that have on SS and the out of memory issue with the CTRL+F5?
Here's the original thread for that. (http://www.bay12forums.com/smf/index.php?topic=101046.msg2993962#msg2993962)
So then... yes? It should solve the issue? Except that people would have to have the .exe "patched" for it to work.
Japa, Do you think you could allow CTRL+F5 again, but make some kind of warning first or something that it might crash if runs out of memory?
Finished the rough stone floors and made a couple of new log sprites(Dervish's was just a place holder):Spoiler (click to show/hide)
I had to make a slightly different floor tile for between stone layers and for exposed floor so I could keep the jagged edge on actual floors while keeping them out of the rock profile (see the visible line at each layer in my previous pictures that are now deliciously gone)Spoiler (click to show/hide)
Wow! This is really looking good!
Looks wonderful chrisadams, can't wait to see more. Oh, and cool fort :)
Oh, if you're gonna do water, there's a hell of a lot of conditional spriting that can be done for things like waterfalls.
Also, DFHack's just been updated.
Question to Chrisadams,
Are oyu playing on a huge Marble deposit? Or is all that stone just not colored?
chrisadams3997, if you can think up a reasonable ruleset for the water, it would help me be able to support it better.
chrisadams3997, if you can think up a reasonable ruleset for the water, it would help me be able to support it better.
merci beaucoup
Très joli !
chrisadams, any chance to test your adjustements? That looks quite nice.
I'd be giving a dwarf right arm for a link ;)
<item game_type="CABINET">
<if>
<MaterialType value="Wood" />
<sprite index="63" color="item" zoom="2"/>
</if>
<else>
<sprite index="62" color="item" zoom="2"/>
</else>
</item>
<item game_type="TABLE" sheetIndex="61" zoom="2" color="item" />
<item game_type="CABINET" sheetIndex="19" zoom="2">
<Material value="Wood" />
<subsprite sheetIndex="63" color="item" zoom="2"/>
</item>
Hmm how much time until a new build with the new sprites?
I can't see lava/magma in Ssense, but other then that using the HD stuff... I am captivated.
Looking nice.
Those fish should never change.
I can't see lava/magma in Ssense, but other then that using the HD stuff... I am captivated.
I fixed that shortly after putting the files up originally, Just redownload it. Same for anyone else with that issue. ;)
Damn, I'd updated the xml, but not the .png for lava to show. I'm updating the main file with it, and those with .11 can just download this patch (https://docs.google.com/open?id=0BxO9WVYrE4h8S0RIUG9SYUJVUEE) with the fixed png.Exellent, also my children have all of them? Haha jk altho this work is fantasic.
Would it be possible for the Stonesense developer(s) (I am not sure who they are at this point) to have Stonesense set a window class for itself? Certain window managers in Linux (e.g. DWM, Xmonad) have problems identifying it, and thus automatically manipulating it, because it has no WM_CLASS (as shown by xprop).
Sup Stonesense
Wouldn't it be cool if the program could detect when a unit, a thrown item or a flying bolt moves from one tile to the adjacent tile, and use this information to animate the sprite into the new location, instead of simply popping up a refreshed grid? Depends on the performance of third party graphics library of course but it should be possible.
It would be even nicer if it could also read the speed of the object, and decide from it the speed at which to interpolate. So that the movement animation would be smooth and linear for fast and for slow objects alike.
But I don't even know if there is a way to read the speed...
Anyway, is there any chance of us seeing such a feature?
Another issue, this time tiny:UP UP DOWN DOWN LEFT RIGHT LEFT RIGHT B A START?
When a door is connected to 3 adjacent walls, for example - LEFT, RIGHT, UP, or LEFT, RIGHT, DOWN, Stonesense will prefer to decide that it's a vertical wall (I'm talking about the ASCII axis), but it would make much more sense to see it a horizontal wall, because there's both left&right as connected walls, but a vertical door is connected to nothing at the bottom/top end.
Although there is a shading difference in place if you squint, usually in gaming this shading difference is more accentuated and in DF it may be even more important cause the game has a tendency to be a mess! Please consider this.
:D
If only threads had Like Buttons
Last Updated: Jul 07, 2012, 09:45:21 amReady to discover stonesense HD new update when you are, chrisadams :)
Ready to discover stonesense HD new update when you are, chrisadams :)
For metal floors, you could always go with diamondplate (http://en.wikipedia.org/wiki/Diamond_plate). It's pretty much the definitive metal floor pattern.It's so cheesy though, diamond plate is used for applications that want to "look tough". It's getting as bad as carbon fiber accents.
*snip*Woah, that looks fantastic dude.
I think Stonesense still reads the soap shop as a custom workshop, so I imagine it's possible to still get it, and it doesn't seem to cause crashes.
Not really, no.
That said,there is one possibility. I'll report back later.
Spoiler: iStonesense (click to show/hide)
Latest Version
Stonesense is currently being maintained and distributed as a part of the DFHack package and is compatible with Dwarf Fortress version 0.34.11, for more info, see the DFHack thread (http://www.bay12forums.com/smf/index.php?topic=91166.0).
The following links are provided for convenience, but may not be up to date. Please see the DFHack thread for updated versions if they don't work.
Windows (https://github.com/downloads/peterix/dfhack/dfhack-0.34.11-r1-Windows.zip)
Linux (https://github.com/downloads/peterix/dfhack/dfhack-0.34.11-r1-Linux.tar.gz)
snipThat's a nice Morrowind shortcut you've got there.
Yeah, this is gonna be a pain to sprite, and I will have to add extra rules for above and below tree-ness, but that will have to wait until actual release so I have something to work with.Alright
However!
Our current multi-tile trees are perfect for making mockups of how the trees will actually look using whatever sprites you make.
Just make the sprites on the assumption that any positional rules you can think of can be implemented. Just... nothing overly crazy.
Yeah, this is gonna be a pain to sprite, and I will have to add extra rules for above and below tree-ness, but that will have to wait until actual release so I have something to work with.Alright
However!
Our current multi-tile trees are perfect for making mockups of how the trees will actually look using whatever sprites you make.
Just make the sprites on the assumption that any positional rules you can think of can be implemented. Just... nothing overly crazy.
(http://tnypic.net/05266.png)
(http://tnypic.net/c635a.png)
Basic trunk done, foliage is turning out a bit bitchier than expected. I think I need to make them more cartoony.
There's also the ramps of the pentagonal sign that needs to be made.
I also think that regarding the foliage, we'll need to wait for more updates, as I'm not sure what kind of crazy stuff Toady's planning. (I'm betting we'll get blossom, and autumn leaves, seeing as we'll have different leaf variations as well)
But hey, it's a start :p
EDIT: and I forgot, we'll probably need floor sprites as well, but that won't be too hard.
Stonesense works as a visualizer, not an alternate graphic UI, you can not control your fort from SS, you need to have a fort loaded and be playing in the regular DF windows and then you load SS using the dfhack windows, then you are able to visualize the same fort you see on your DF window, in another window using the isometric graphics.In some of the screenshots here:http://www.bay12forums.com/smf/index.php?topic=90722.0 (http://www.bay12forums.com/smf/index.php?topic=90722.0) I see a yellow bock surrounding the selected tile. How do I get that?
A fort?No, you load up a fort in DF, then, while the fort is loaded, you load up stonesense, then you play your fort in DF.
So I should start DF and establish my base with the default graphic, save, exit and then use the stonesense command in DFhack?
Is there a way to tie it to DF so that when I scroll, it scrolls, and when I am using my cursor, it shows up?Turn on debut mode in the stonesense init.txt
How do I get this to work with a custom graphic pack? It works fine for me on regular versions of df but will crash with mayday.Graphics packs effect nothing. Your mayday version must be out of date.
Does this work in adventure mode? :PYes
Oh my, this might be the most awesome thing ever then! :DHow do I get this to work with a custom graphic pack? It works fine for me on regular versions of df but will crash with mayday.Graphics packs effect nothing. Your mayday version must be out of date.Does this work in adventure mode? :PYes
Could you give a copy of the save? That probably means there's something in that fort that breaks things.Sure, Sorry been busy for the past few days, And having all heck getting this link to work. https://rapidshare.com/#!download|813p1|3552870833|Df%20Save.rar|62839|0|0
Having trouble getting Stonesense to work on an Ubuntu 12.04 live USB (DF 34.07).
stderr.log reads:Spoiler (click to show/hide)
The DFHack terminal tells me:Spoiler (click to show/hide)
Any ideas?
FYI: I do have the libjpeg8 package installed.
Edit: i installed another package on a whim, and noticed some progress.
DFHack terminal now says:when I try to run stonesense from the DFHack terminal. Stonesense launches, but shows only a white screen.Spoiler (click to show/hide)
Edit 2: Turns out the white screen was due to the fact I had the game centered on an open field. This is what it looks like if used near the actual fortress:
(http://sadpanda.us/images/908967-MBNS2PN.png)
So someone told me that now that DFHack works in OSX, we can use Stonesense as well... I tried just doing 'stonesense' in DFHack, but nothing happened... any help? Is it just not working yet?You may have to build allegro 5 so that stonesense works.
cd /Applications/DwarfBuilder.03411v14/DwarfFortress.app/Contents/Resources/stonesense/deplibs
ln -sf liballegro.5.0.7.dylib liballegro.5.0.dylib
ln -sf liballegro_acodec.5.0.7.dylib liballegro_acodec.5.0.dylib
ln -sf liballegro_audio.5.0.7.dylib liballegro_audio.5.0.dylib
ln -sf liballegro_color.5.0.7.dylib liballegro_color.5.0.dylib
ln -sf liballegro_dialog.5.0.7.dylib liballegro_dialog.5.0.dylib
ln -sf liballegro_font.5.0.7.dylib liballegro_font.5.0.dylib
ln -sf liballegro_image.5.0.7.dylib liballegro_image.5.0.7.dylib
ln -sf liballegro_main.5.0.7.dylib liballegro_main.5.0.dylib
ln -sf liballegro_memfile.5.0.7.dylib liballegro_memfile.5.0.dylib
ln -sf liballegro_physfs.5.0.7.dylib liballegro_physfs.5.0.dylib
ln -sf liballegro_primitives.5.0.7.dylib liballegro_primitives.5.0.dylib
ln -sf liballegro_ttf.5.0.7.dylib liballegro_ttf.5.0.dylib
ln -sf libfreetype.6.dylib libfreetype.dylib
ln -sf liballegro_image.5.0.7.dylib liballegro_image.5.0.dylib
sudo port upgrade --enforce-variants physfs +universal
sudo port upgrade --enforce-variants freetype +universal
cmake .. -DCMAKE_OSX_ARCHITECTURES="i386;x86_64"
Alrighty, yeah, found Japa's code and turned it on. Day/Night cycles work pretty well at the moment:Gonna try to maybe get some sort of tinting to the fog color based on time of day, because that's looking a bit odd.Spoiler: day/night (click to show/hide)
does stonesense work with adv mode?Stonesense DOES work in adventure mode, but it can be a little unstable, so save your game first. The visualiser runs at close-to realtime speed right now (~20 fps for a decent computer and default number of tiles loaded).
EDIT:Also does it work in real time or is it just a screenshot visualizer thing.
Yea, but if you are asking if you can control it all from stonesense you can't.OHHH i get it now.
Stonesense is a visualizer only. If you switched to the window in fort mode with the game unpaused stonesense will show everybody moving about their buisness in real time, but if you want to actually control anything you'll have to have the DF window active.
Well, its almost Christmas again. So shit; Let's be Santa.
Everybody loves 'A Christmas Carol' right? And Eboneezer Urist can't have an overnight change of heart unless he gets some midnight ghost therapy. We already have day/night cycles working, so the midnight part is covered, now we just need some ghosts.Spoiler (click to show/hide)
So there they are! No more naked dwarves wandering your fort, claiming to be the undead - actual ghostly ghosts will be haunting things up proper-like!
Also added a second profession indicator option:Hit 'p' to cycle through [no indicators] [icon indicators] [colored name indicators].Spoiler (click to show/hide)
Is there a way to remove that blue fog? I'm attempting to take a picture of a taller tower I built, but it kind of gums up the shot.Open up "init.txt" in the stonesense folder and change "[SHOW_FOG:YES]" to "[SHOW_FOG:NO]".
Is there a way to remove that blue fog? I'm attempting to take a picture of a taller tower I built, but it kind of gums up the shot.
Is there a way to remove that blue fog? I'm attempting to take a picture of a taller tower I built, but it kind of gums up the shot.
Not while it's running, but you can edit df-folder/stonesense/init.txt to remove the fog.
However, if you take a full fortress screenshot, using ctrl+F5, or a tall full fortress screenshot with ctrl+shift+F5, it'll do it without fog.
cd stonesense/deplibs
ln -s /usr/lib/libjpeg.so.8.0.2 libjpeg.so.62
[DFHack]# stonesense
[New Thread 0xf12ffb70 (LWP 28331)]
[New Thread 0xf0afeb70 (LWP 28332)]
Stonesense launched
Using allegro version 5.0.5 r1
[DFHack]#
Program received signal SIGSEGV, Segmentation fault.
[Switching to Thread 0xf0afeb70 (LWP 28332)]
0xf484a4ff in _al_xglx_config_select_visual ()
from ./stonesense/deplibs/liballegro.so.5.0
(gdb) bt full
#0 0xf484a4ff in _al_xglx_config_select_visual ()
from ./stonesense/deplibs/liballegro.so.5.0
No symbol table info available.
#1 0xf4847fcb in xdpy_create_display ()
from ./stonesense/deplibs/liballegro.so.5.0
No symbol table info available.
#2 0xf4804f8e in al_create_display ()
from ./stonesense/deplibs/liballegro.so.5.0
No symbol table info available.
#3 0xf48de489 in stonesense_thread(ALLEGRO_THREAD*, void*) ()
from /media/Linux_Data/Dwarf_Fortress/Test_Fortress/0.34.X/df_34_11_linux/df_linux/hack/plugins/stonesense.plug.so
No symbol table info available.
#4 0xf481028f in thread_func_trampoline ()
from ./stonesense/deplibs/liballegro.so.5.0
No symbol table info available.
#5 0xf48439b6 in thread_proc_trampoline ()
from ./stonesense/deplibs/liballegro.so.5.0
No symbol table info available.
#6 0xf7316c39 in start_thread (arg=0xf0afeb70) at pthread_create.c:304
__res = <optimized out>
__ignore1 = <optimized out>
__ignore2 = <optimized out>
pd = 0xf0afeb70
now = <optimized out>
---Type <return> to continue, or q <return> to quit---
unwind_buf = {cancel_jmp_buf = {{jmp_buf = {-147689484, 0, 4001536,
-256908248, -1941553587, -1319588798}, mask_was_saved = 0}},
priv = {pad = {0x0, 0x0, 0x0, 0x0}, data = {prev = 0x0,
cleanup = 0x0, canceltype = 0}}}
not_first_call = <optimized out>
freesize = <optimized out>
__PRETTY_FUNCTION__ = "start_thread"
#7 0xf74019ce in clone () from /lib32/libc.so.6
No symbol table info available.
Any idea why this is happening?
Stonesense is crashing on startup for me on Linux.
[snip]
Any idea why this is happening?
Also, if you DO figure it out, be sure to post the solution here for future reference :)
Yes the Linux version includes allegro libraries since many Linux distros don't have a new enough allegro package to install them.Stonesense is crashing on startup for me on Linux.
[snip]
Any idea why this is happening?
At first glance that looks like allegro isn't there or isn't running. That's the graphics library stonesense uses. I know windows versions come with a prepackaged version of those libraries, but I'm not sure if the linux version does (and if it does, it might not match your distribution for some reason). If that's the problem then you need to get ahold of a set of the allegro library compatible with your system.
Also try to check stonesense.log, stdout.log and stderr.log - something useful might be in there (though if there was, it should also have appeared in the DFHack console, but it doesn't hurt to check).The logs don't tell me anything other than stonesense had been started, it crashes silently.
Command: [stonesense]
Adding command to history
Saving history
Running command
Invoking: stonesense
New window size: 1920x1061
Font size: 8x12
Resizing grid to 240x88
Resizing font to 8x12
Please note, these keywords are case sensitive for now.
--Interface--
Sets the width and height of the application in pixels.
[WIDTH:800]
[HEIGHT:600]
To launch the application in windowed mode, set this to YES.
Setting it to NO makes the program attempt to launch fullscreen mode,
using WIDTH and HEIGHT for resolution. Try and use resolutions compatible
with your drivers, or the program will still load in window mode.
[WINDOWED:YES]
These two options set how large the cube loaded from Dwarf Fortress is.
Each entry expects the number of tiles to load.
[SEGMENTSIZE_XY:70]
[SEGMENTSIZE_Z:4]
Change this to off to skip the intro.
[INTRO:OFF]
Changes the interface font size.
[FONTSIZE:10]
Changes the fontfile to use.
[FONT:DejaVuSans.ttf]
Lifts the segment up to the top off the screen, equivalent to a given
number of z levels.
Use this with a large segment size to get blocks covering the entire screen.
[LIFTSEGMENT:12]
Follow DF window is on when Stonesense launches. (Toggle with 'f')
[FOLLOW_DF_SCREEN:YES]
Follow the center of the DF window, rather than scale to the edges.
[TRACK_CENTER:YES]
Sets an initial x/y/z offset for follow mode
[FOLLOW_OFFSET_X:-15]
[FOLLOW_OFFSET_Y:0]
[FOLLOW_OFFSET_Z:0]
Shows building graphics for zones. (Toggle with 'i')
[SHOW_ZONES:NO]
Shows building graphics for stockpiles. (Toggle with 'u')
[SHOW_STOCKPILES:NO]
Sets weather screenshots should have transparent backgrounds
[TRANSPARENT_SCREENSHOTS:NO]
Fog color, and alpha at the bottom z-level.
Setting the alpha to 0, or SHOW_FOG to NO disables fog, for a slight performance increase.
Color and alpha ranges are 0 (min) to 255 (max)
[SHOW_FOG:YES]
[FOG_RED:128]
[FOG_GREEN:158]
[FOG_BLUE:177]
[FOG_ALPHA:30]
Background color. setting this the same as the fog color produces a nice effect.
[BACK_RED:128]
[BACK_GREEN:158]
[BACK_BLUE:177]
Sets weather Stonesense should use a day/night effect
[NIGHT:NO]
This value, in milliseconds, is how long Stonesense waits between
reloading the map. If zero, the autoreload will be disabled until
set with Numpad+. Note that this will only work if a DF map is
ready when Stonesense loads.
[AUTO_RELOAD_TIME:50]
Amount to change the auto reload time with each press of Numpad+/-
[AUTO_RELOAD_STEP:50]
Amount of time, in milliseconds, before the animation swaps to the next frame.
Now independant of map refresh.
[ANIMATION_RATE:196]
--Debug Mode--
Sets Stonesense in debug mode. Adds additional information to displays.
[DEBUGMODE:NO]
Set's the debug cursor to follow the cursor from DF when it is there.
[FOLLOW_DF_CURSOR:YES]
Shows creatures names floating above their sprites. (Toggle with 'n')
[SHOW_CREATURE_NAMES:YES]
Options to control how names are displayed (if SHOW_CREATURE_NAMES is set)
[NAMES_USE_NICKNAME:YES]
[NAMES_USE_SPECIES:YES]
Enables or disables the entire on-screen-display overlay (Toggle with F2)
[SHOW_OSD:YES]
Shows all creatures, for debugging. Living, dead, kidnapped, caged, EVERY single one.
[ALLCREATURES:NO]
Adds more logging information to what is written to stonesense.log. May be useful
if trying having issues with sprite configuration tweaking.
[VERBOSE_LOGGING:NO]
--Troubleshooting--
Stonesense will try to merge all loaded sprites into a single texture, for performance reasons.
if your videocard has low memory, you may want to disable this.
[CACHE_IMAGES:NO]
This set's the preferred size of the internal image cache. If your videocard does not support it,
a smaller size is used.
[IMAGE_CACHE_SIZE:4096]
If this is set to YES, Stonesense will save a copy of the image cache each time something is added to it.
Dot NOT turn this on unless something is going very wonky. this will slow loading times considerably,
and possibly quickly fill up yout hard-drive.
[LOG_IMAGECACHE:NO]
Set the preferred renderer. Valid values are SOFTWARE, OPENGL, DIRECTX, and ANY. SOFTWARE has the highest
compatibility, but is very slow.
[RENDERER:ANY]
--Colors--
Stonesense can use the colors from DF for various purposes. these are set here the same way as in DF
[BLACK_R:0]
[BLACK_G:0]
[BLACK_B:0]
[BLUE_R:13]
[BLUE_G:103]
[BLUE_B:196]
[GREEN_R:68]
[GREEN_G:158]
[GREEN_B:53]
[CYAN_R:86]
[CYAN_G:163]
[CYAN_B:205]
[RED_R:151]
[RED_G:26]
[RED_B:26]
[MAGENTA_R:255]
[MAGENTA_G:110]
[MAGENTA_B:187]
[BROWN_R:120]
[BROWN_G:94]
[BROWN_B:47]
[LGRAY_R:185]
[LGRAY_G:192]
[LGRAY_B:162]
[DGRAY_R:88]
[DGRAY_G:83]
[DGRAY_B:86]
[LBLUE_R:145]
[LBLUE_G:202]
[LBLUE_B:255]
[LGREEN_R:131]
[LGREEN_G:212]
[LGREEN_B:82]
[LCYAN_R:176]
[LCYAN_G:223]
[LCYAN_B:215]
[LRED_R:255]
[LRED_G:34]
[LRED_B:34]
[LMAGENTA_R:255]
[LMAGENTA_G:167]
[LMAGENTA_B:246]
[YELLOW_R:255]
[YELLOW_G:218]
[YELLOW_B:90]
[WHITE_R:255]
[WHITE_G:255]
[WHITE_B:255]
Source: http://df.magmawiki.com/index.php/Color_scheme#ixzz0nnC90qXc
Also did a quick forum search to see if anyone else has had similar issues, only thing I could find (apart form your post in the DFHack thread ages ago) was this post (http://www.bay12forums.com/smf/index.php?topic=106497.msg3879215#msg3879215) which may or may not be related to your issue (something to do with a crash caused by system graphics libraries being incompatible).No that is just a missing library problem I already know about that.
If none of that is helpful, I'd suggest going and squatting in the DFHack irc channel and asking for help from someone who has stonesense running on linux (since I'm on windows, and I don't know the potential issues intimately enough to provide detailed advice).If I go on irc it won't be until late today or some time tomorrow since I am cooking for a family dinner right now.
Also, if you DO figure it out, be sure to post the solution here for future reference :)
Building with allegro 5.0.8 works on my 32bit Debian Testing (with allegro from Unstable) VM.Also, if you DO figure it out, be sure to post the solution here for future reference :)If I go on irc it won't be until late today or some time tomorrow since I am cooking for a family dinner right now.
If I figure it out I will let you know what I had to do to make it work.
[DFHack]# stonesense
[New Thread 0xd52ffb70 (LWP 4790)]
[New Thread 0xd4afeb70 (LWP 4791)]
Stonesense launched
Using allegro version 5.0.8 r1
New image: stonesense/objects.png
New image: stonesense/creatures.png
New image: stonesense/ramps.png
New image: stonesense/SSStatusIcons.png
New image: stonesense/SSProfIcons.png
New image: stonesense/SSJobIcons.png
New image: stonesense/gibs.png
New image: stonesense/engravings_floor.png
New image: stonesense/engravings_left.png
New image: stonesense/engravings_right.png
New image: stonesense/Sir_Henry's_32x32.png
[DFHack]# [New Thread 0xd42fdb70 (LWP 4802)]
flushing images...
New image: stonesense/objects.png
New image: stonesense/creatures.png
New image: stonesense/ramps.png
New image: stonesense/SSStatusIcons.png
New image: stonesense/SSProfIcons.png
New image: stonesense/SSJobIcons.png
New image: stonesense/gibs.png
New image: stonesense/engravings_floor.png
New image: stonesense/engravings_left.png
New image: stonesense/engravings_right.png
New image: stonesense/Sir_Henry's_32x32.png
Reading index at stonesense/index.txt...
Reading index stonesense/grasses/index.txt...
Reading index at stonesense/grasses/index.txt...
Reading xml stonesense/grasses/grasses.xml...
New image: stonesense/grasses/grasses.png
New image: stonesense/grasses/grasses_gray.png
Reading index stonesense/terrain/index.txt...
Reading index at stonesense/terrain/index.txt...
Reading xml stonesense/terrain/NuGlass.xml...
New image: stonesense/terrain/Nuglass.png
Reading xml stonesense/terrain/NuGlass_Walls.xml...
New image: stonesense/terrain/Nuglass_walls.png
Reading xml stonesense/terrain/block_walls.xml...
New image: stonesense/terrain/block_walls.png
New image: stonesense/terrain/block_floors.png
Reading xml stonesense/terrain/grass.xml...
New image: stonesense/terrain/grass.png
Reading xml stonesense/terrain/MaterialFloors.xml...
New image: stonesense/terrain/floors.png
Reading xml stonesense/terrain/MaterialWalls.xml...
New image: stonesense/terrain/blocks.png
New image: stonesense/terrain/ramps.png
Reading xml stonesense/terrain/Walls.xml...
Reading xml stonesense/terrain/Floors.xml...
Reading xml stonesense/terrain/DefaultWalls.xml...
Reading xml stonesense/terrain/DefaultFloors.xml...
Reading index stonesense/creatures/index.txt...
Reading index at stonesense/creatures/index.txt...
Reading index stonesense/creatures/large_128/index.txt...
Reading index at stonesense/creatures/large_128/index.txt...
Reading xml stonesense/creatures/large_128/jabber.xml...
New image: stonesense/creatures/large_128/jabber.png
Reading xml stonesense/creatures/large_128/crundle.xml...
New image: stonesense/creatures/large_128/crundle.png
Reading xml stonesense/creatures/large_128/wild.xml...
New image: stonesense/creatures/large_128/wild.png
Reading xml stonesense/creatures/large_128/domestic.xml...
New image: stonesense/creatures/large_128/domestic.png
Reading xml stonesense/creatures/large_128/dwarf.xml...
New image: stonesense/creatures/large_128/dwarfm.png
New image: stonesense/creatures/large_128/dwarff.png
Reading xml stonesense/creatures/caravan_animals.xml...
New image: stonesense/creatures/caravan_animals.png
Reading xml stonesense/creatures/beefmo_large_ocean.xml...
New image: stonesense/creatures/beefmo_large_ocean.png
Reading xml stonesense/creatures/beefmo_subterranean.xml...
New image: stonesense/creatures/beefmo_subterranean.png
Reading xml stonesense/creatures/humans.xml...
New image: stonesense/creatures/humans.png
Reading xml stonesense/creatures/elfs.xml...
New image: stonesense/creatures/elfs.png
New image: stonesense/creatures/elves.png
New image: stonesense/creatures/elves_hair.png
New image: stonesense/creatures/elves_skin.png
Reading xml stonesense/creatures/wild_animals.xml...
New image: stonesense/creatures/wild_animals.png
Reading xml stonesense/creatures/gobbos.xml...
New image: stonesense/creatures/gobbos.png
Reading xml stonesense/creatures/beefmo_domestics.xml...
New image: stonesense/creatures/beefmo_dog.png
New image: stonesense/creatures/beefmo_cat.png
New image: stonesense/creatures/beefmo_domestics.png
Reading xml stonesense/creatures/Wildlife.xml...
Reading xml stonesense/creatures/color_Dwarves.xml...
New image: stonesense/creatures/color_dwarves.png
Reading index stonesense/buildings/index.txt...
Reading index at stonesense/buildings/index.txt...
Reading xml stonesense/buildings/Press.xml...
New image: stonesense/buildings/workshop.png
Reading xml stonesense/buildings/caravan_1.xml...
New image: stonesense/buildings/caravan_1.png
Reading xml stonesense/buildings/Soapmakers.xml...
New image: stonesense/buildings/include/../workshop.png
Reading xml stonesense/buildings/Road.xml...
New image: stonesense/buildings/bgibs.png
Reading xml stonesense/buildings/Restraint.xml...
Reading xml stonesense/buildings/Statue.xml...
Reading xml stonesense/buildings/Table.xml...
Reading xml stonesense/buildings/Cabinet.xml...
Reading xml stonesense/buildings/Chair.xml...
Reading xml stonesense/buildings/Chest.xml...
Reading xml stonesense/buildings/Bed.xml...
Reading xml stonesense/buildings/WeaponRack.xml...
Reading xml stonesense/buildings/ArmorStand.xml...
Reading xml stonesense/buildings/Quern.xml...
Reading xml stonesense/buildings/Millstone.xml...
Reading xml stonesense/buildings/Cage.xml...
Reading xml stonesense/buildings/Coffin.xml...
Reading xml stonesense/buildings/Hatch.xml...
New image: stonesense/buildings/DoorsAndFloodgates.png
Reading xml stonesense/buildings/Target.xml...
Reading xml stonesense/buildings/Wagon.xml...
Reading xml stonesense/buildings/FloorGrate.xml...
Reading xml stonesense/buildings/FloorBars.xml...
Reading xml stonesense/buildings/Well.xml...
Reading xml stonesense/buildings/Stockpile.xml...
Reading xml stonesense/buildings/Zone.xml...
Reading xml stonesense/buildings/AnimalTrap.xml...
Reading xml stonesense/buildings/WeaponTrap.xml...
Reading xml stonesense/buildings/StonefallTrap.xml...
Reading xml stonesense/buildings/CageTrap.xml...
Reading xml stonesense/buildings/PressurePlate.xml...
Reading xml stonesense/buildings/Spikes.xml...
Reading xml stonesense/buildings/Door.xml...
Reading xml stonesense/buildings/VerticalBars.xml...
New image: stonesense/buildings/VerticalBars.png
Reading xml stonesense/buildings/WallGrate.xml...
Reading xml stonesense/buildings/Floodgate.xml...
Reading xml stonesense/buildings/WindowGlass.xml...
New image: stonesense/buildings/Windows.png
Reading xml stonesense/buildings/WindowGem.xml...
Reading xml stonesense/buildings/Kitchen.xml...
Reading xml stonesense/buildings/Carpenter.xml...
Reading xml stonesense/buildings/Smelter.xml...
Reading xml stonesense/buildings/MagmaSmelter.xml...
Reading xml stonesense/buildings/WoodFurnace.xml...
Reading xml stonesense/buildings/Forge.xml...
Reading xml stonesense/buildings/MagmaForge.xml...
Reading xml stonesense/buildings/Masons.xml...
Reading xml stonesense/buildings/Craftsdwarfs.xml...
Reading xml stonesense/buildings/Mechanics.xml...
Reading xml stonesense/buildings/Butchers.xml...
Reading xml stonesense/buildings/Loom.xml...
Reading xml stonesense/buildings/Clothiers.xml...
Reading xml stonesense/buildings/Tannery.xml...
Reading xml stonesense/buildings/Still.xml...
Reading xml stonesense/buildings/Leatherworks.xml...
Reading xml stonesense/buildings/MagmaGlassFurnace.xml...
Reading xml stonesense/buildings/GlassFurnace.xml...
Reading xml stonesense/buildings/Kiln.xml...
Reading xml stonesense/buildings/MagmaKiln.xml...
Reading xml stonesense/buildings/Ashery.xml...
Reading xml stonesense/buildings/FarmersWorkshop.xml...
Reading xml stonesense/buildings/Jewelers.xml...
Reading xml stonesense/buildings/Fishery.xml...
Reading xml stonesense/buildings/Bowyers.xml...
Reading xml stonesense/buildings/Dyers.xml...
Reading xml stonesense/buildings/TradeDepot.xml...
Reading xml stonesense/buildings/SiegeWorkshop.xml...
Reading xml stonesense/buildings/Kennels.xml...
Reading xml stonesense/buildings/Shop.xml...
stonesense/buildings/Shop.xml: <building> Is generic - game_subtype missing.: building (Line 5)
Reading xml stonesense/buildings/Pump.xml...
New image: stonesense/buildings/mechanics.png
Reading xml stonesense/buildings/Support.xml...
Reading xml stonesense/buildings/Blueprint.xml...
stonesense/buildings/Blueprint.xml: <building> Is generic - game_subtype missing.: building (Line 5)
Reading xml stonesense/buildings/Lever.xml...
Reading xml stonesense/buildings/Farm.xml...
Reading xml stonesense/buildings/HorizontalAxle.xml...
Reading xml stonesense/buildings/Gear.xml...
Reading xml stonesense/buildings/VerticalAxle.xml...
Reading xml stonesense/buildings/Waterwheel.xml...
Reading xml stonesense/buildings/Windmill.xml...
Reading xml stonesense/buildings/Bridge.xml...
Reading index stonesense/vegetation/index.txt...
Reading index at stonesense/vegetation/index.txt...
Reading xml stonesense/vegetation/DT_trees/dt_trees.xml...
New image: stonesense/vegetation/DT_trees/trees.png
Reading xml stonesense/vegetation/shrubs.xml...
New image: stonesense/vegetation/shrubs.png
Reading index stonesense/colors/index.txt...
Reading index at stonesense/colors/index.txt...
Reading xml stonesense/colors/Colors_Wood.xml...
Reading xml stonesense/colors/Colors_Grass.xml...
Reading xml stonesense/colors/Colors_Stone_Layer.xml...
Reading xml stonesense/colors/Colors_Stone_Mineral.xml...
Reading xml stonesense/colors/Colors_Stone_Gem.xml...
Reading xml stonesense/colors/Colors_Metal.xml...
Reading xml stonesense/colors/Colors_Stone_Soil.xml...
Reading xml stonesense/Colors.xml...
Reading index stonesense/Fluids/index.txt...
Reading index at stonesense/Fluids/index.txt...
Reading xml stonesense/Fluids/Fluids.xml...
Reading index stonesense/items/index.txt...
Reading index at stonesense/items/index.txt...
Reading xml stonesense/items/greiger items/Grei_items.xml...
New image: stonesense/items/greiger items/Grei_items.png
Reading xml stonesense/items/items.xml...
New image: stonesense/items/items.png
[DFHack]# [New Thread 0xd3afcb70 (LWP 4818)]
Edit: [RENDERER:SOFTWARE] works but is glacially slow.stonesense
[New Thread 0xd3bfcb70 (LWP 32175)]
Stonesense launched
Using allegro version 5.0.8 r1
New image: stonesense/objects.png
New image: stonesense/creatures.png
New image: stonesense/ramps.png
New image: stonesense/SSStatusIcons.png
New image: stonesense/SSProfIcons.png
New image: stonesense/SSJobIcons.png
New image: stonesense/gibs.png
New image: stonesense/engravings_floor.png
New image: stonesense/engravings_left.png
New image: stonesense/engravings_right.png
New image: stonesense/Sir_Henry's_32x32.png
flushing images...
New image: stonesense/objects.png
New image: stonesense/creatures.png
New image: stonesense/ramps.png
New image: stonesense/SSStatusIcons.png
New image: stonesense/SSProfIcons.png
New image: stonesense/SSJobIcons.png
New image: stonesense/gibs.png
New image: stonesense/engravings_floor.png
New image: stonesense/engravings_left.png
New image: stonesense/engravings_right.png
New image: stonesense/Sir_Henry's_32x32.png
Reading index at stonesense/index.txt...
Reading index stonesense/grasses/index.txt...
Reading index at stonesense/grasses/index.txt...
Reading xml stonesense/grasses/grasses.xml...
New image: stonesense/grasses/grasses.png
New image: stonesense/grasses/grasses_gray.png
Reading index stonesense/terrain/index.txt...
Reading index at stonesense/terrain/index.txt...
Reading xml stonesense/terrain/NuGlass.xml...
New image: stonesense/terrain/Nuglass.png
Reading xml stonesense/terrain/NuGlass_Walls.xml...
New image: stonesense/terrain/Nuglass_walls.png
Reading xml stonesense/terrain/block_walls.xml...
New image: stonesense/terrain/block_walls.png
New image: stonesense/terrain/block_floors.png
Reading xml stonesense/terrain/grass.xml...
New image: stonesense/terrain/grass.png
Reading xml stonesense/terrain/MaterialFloors.xml...
New image: stonesense/terrain/floors.png
Reading xml stonesense/terrain/MaterialWalls.xml...
New image: stonesense/terrain/blocks.png
New image: stonesense/terrain/ramps.png
Reading xml stonesense/terrain/Walls.xml...
Reading xml stonesense/terrain/Floors.xml...
Reading xml stonesense/terrain/DefaultWalls.xml...
Reading xml stonesense/terrain/DefaultFloors.xml...
Reading index stonesense/creatures/index.txt...
Reading index at stonesense/creatures/index.txt...
Reading index stonesense/creatures/large_128/index.txt...
Reading index at stonesense/creatures/large_128/index.txt...
Reading xml stonesense/creatures/large_128/jabber.xml...
New image: stonesense/creatures/large_128/jabber.png
Reading xml stonesense/creatures/large_128/crundle.xml...
New image: stonesense/creatures/large_128/crundle.png
Reading xml stonesense/creatures/large_128/wild.xml...
New image: stonesense/creatures/large_128/wild.png
Reading xml stonesense/creatures/large_128/domestic.xml...
New image: stonesense/creatures/large_128/domestic.png
Reading xml stonesense/creatures/large_128/dwarf.xml...
New image: stonesense/creatures/large_128/dwarfm.png
New image: stonesense/creatures/large_128/dwarff.png
Reading xml stonesense/creatures/caravan_animals.xml...
New image: stonesense/creatures/caravan_animals.png
Reading xml stonesense/creatures/beefmo_large_ocean.xml...
New image: stonesense/creatures/beefmo_large_ocean.png
Reading xml stonesense/creatures/beefmo_subterranean.xml...
New image: stonesense/creatures/beefmo_subterranean.png
Reading xml stonesense/creatures/humans.xml...
New image: stonesense/creatures/humans.png
Reading xml stonesense/creatures/elfs.xml...
New image: stonesense/creatures/elfs.png
New image: stonesense/creatures/elves.png
New image: stonesense/creatures/elves_hair.png
New image: stonesense/creatures/elves_skin.png
Reading xml stonesense/creatures/wild_animals.xml...
New image: stonesense/creatures/wild_animals.png
Reading xml stonesense/creatures/gobbos.xml...
New image: stonesense/creatures/gobbos.png
Reading xml stonesense/creatures/beefmo_domestics.xml...
New image: stonesense/creatures/beefmo_dog.png
New image: stonesense/creatures/beefmo_cat.png
New image: stonesense/creatures/beefmo_domestics.png
Reading xml stonesense/creatures/Wildlife.xml...
Reading xml stonesense/creatures/color_Dwarves.xml...
New image: stonesense/creatures/color_dwarves.png
Reading index stonesense/buildings/index.txt...
Reading index at stonesense/buildings/index.txt...
Reading xml stonesense/buildings/Press.xml...
New image: stonesense/buildings/workshop.png
Reading xml stonesense/buildings/caravan_1.xml...
New image: stonesense/buildings/caravan_1.png
Reading xml stonesense/buildings/Soapmakers.xml...
New image: stonesense/buildings/include/../workshop.png
Reading xml stonesense/buildings/Road.xml...
New image: stonesense/buildings/bgibs.png
Reading xml stonesense/buildings/Restraint.xml...
Reading xml stonesense/buildings/Statue.xml...
Reading xml stonesense/buildings/Table.xml...
Reading xml stonesense/buildings/Cabinet.xml...
Reading xml stonesense/buildings/Chair.xml...
Reading xml stonesense/buildings/Chest.xml...
Reading xml stonesense/buildings/Bed.xml...
Reading xml stonesense/buildings/WeaponRack.xml...
Reading xml stonesense/buildings/ArmorStand.xml...
Reading xml stonesense/buildings/Quern.xml...
Reading xml stonesense/buildings/Millstone.xml...
Reading xml stonesense/buildings/Cage.xml...
Reading xml stonesense/buildings/Coffin.xml...
Reading xml stonesense/buildings/Hatch.xml...
New image: stonesense/buildings/DoorsAndFloodgates.png
Reading xml stonesense/buildings/Target.xml...
Reading xml stonesense/buildings/Wagon.xml...
Reading xml stonesense/buildings/FloorGrate.xml...
Reading xml stonesense/buildings/FloorBars.xml...
Reading xml stonesense/buildings/Well.xml...
Reading xml stonesense/buildings/Stockpile.xml...
Reading xml stonesense/buildings/Zone.xml...
Reading xml stonesense/buildings/AnimalTrap.xml...
Reading xml stonesense/buildings/WeaponTrap.xml...
Reading xml stonesense/buildings/StonefallTrap.xml...
Reading xml stonesense/buildings/CageTrap.xml...
Reading xml stonesense/buildings/PressurePlate.xml...
Reading xml stonesense/buildings/Spikes.xml...
Reading xml stonesense/buildings/Door.xml...
Reading xml stonesense/buildings/VerticalBars.xml...
New image: stonesense/buildings/VerticalBars.png
Reading xml stonesense/buildings/WallGrate.xml...
Reading xml stonesense/buildings/Floodgate.xml...
Reading xml stonesense/buildings/WindowGlass.xml...
New image: stonesense/buildings/Windows.png
Reading xml stonesense/buildings/WindowGem.xml...
Reading xml stonesense/buildings/Kitchen.xml...
Reading xml stonesense/buildings/Carpenter.xml...
Reading xml stonesense/buildings/Smelter.xml...
Reading xml stonesense/buildings/MagmaSmelter.xml...
Reading xml stonesense/buildings/WoodFurnace.xml...
Reading xml stonesense/buildings/Forge.xml...
Reading xml stonesense/buildings/MagmaForge.xml...
Reading xml stonesense/buildings/Masons.xml...
Reading xml stonesense/buildings/Craftsdwarfs.xml...
Reading xml stonesense/buildings/Mechanics.xml...
Reading xml stonesense/buildings/Butchers.xml...
Reading xml stonesense/buildings/Loom.xml...
Reading xml stonesense/buildings/Clothiers.xml...
Reading xml stonesense/buildings/Tannery.xml...
Reading xml stonesense/buildings/Still.xml...
Reading xml stonesense/buildings/Leatherworks.xml...
Reading xml stonesense/buildings/MagmaGlassFurnace.xml...
Reading xml stonesense/buildings/GlassFurnace.xml...
Reading xml stonesense/buildings/Kiln.xml...
Reading xml stonesense/buildings/MagmaKiln.xml...
Reading xml stonesense/buildings/Ashery.xml...
Reading xml stonesense/buildings/FarmersWorkshop.xml...
Reading xml stonesense/buildings/Jewelers.xml...
Reading xml stonesense/buildings/Fishery.xml...
Reading xml stonesense/buildings/Bowyers.xml...
Reading xml stonesense/buildings/Dyers.xml...
Reading xml stonesense/buildings/TradeDepot.xml...
Reading xml stonesense/buildings/SiegeWorkshop.xml...
Reading xml stonesense/buildings/Kennels.xml...
Reading xml stonesense/buildings/Shop.xml...
stonesense/buildings/Shop.xml: <building> Is generic - game_subtype missing.: building (Line 5)
Reading xml stonesense/buildings/Pump.xml...
New image: stonesense/buildings/mechanics.png
Reading xml stonesense/buildings/Support.xml...
Reading xml stonesense/buildings/Blueprint.xml...
stonesense/buildings/Blueprint.xml: <building> Is generic - game_subtype missing.: building (Line 5)
Reading xml stonesense/buildings/Lever.xml...
Reading xml stonesense/buildings/Farm.xml...
Reading xml stonesense/buildings/HorizontalAxle.xml...
Reading xml stonesense/buildings/Gear.xml...
Reading xml stonesense/buildings/VerticalAxle.xml...
Reading xml stonesense/buildings/Waterwheel.xml...
Reading xml stonesense/buildings/Windmill.xml...
Reading xml stonesense/buildings/Bridge.xml...
Reading index stonesense/vegetation/index.txt...
Reading index at stonesense/vegetation/index.txt...
Reading xml stonesense/vegetation/DT_trees/dt_trees.xml...
New image: stonesense/vegetation/DT_trees/trees.png
Reading xml stonesense/vegetation/shrubs.xml...
New image: stonesense/vegetation/shrubs.png
Reading index stonesense/colors/index.txt...
Reading index at stonesense/colors/index.txt...
Reading xml stonesense/colors/Colors_Wood.xml...
Reading xml stonesense/colors/Colors_Grass.xml...
Reading xml stonesense/colors/Colors_Stone_Layer.xml...
Reading xml stonesense/colors/Colors_Stone_Mineral.xml...
Reading xml stonesense/colors/Colors_Stone_Gem.xml...
Reading xml stonesense/colors/Colors_Metal.xml...
Reading xml stonesense/colors/Colors_Stone_Soil.xml...
Reading xml stonesense/Colors.xml...
Reading index stonesense/Fluids/index.txt...
Reading index at stonesense/Fluids/index.txt...
Reading xml stonesense/Fluids/Fluids.xml...
Reading index stonesense/items/index.txt...
Reading index at stonesense/items/index.txt...
Reading xml stonesense/items/greiger items/Grei_items.xml...
New image: stonesense/items/greiger items/Grei_items.png
Reading xml stonesense/items/items.xml...
New image: stonesense/items/items.png
[DFHack]# [New Thread 0xd26ffb70 (LWP 32190)]
Program received signal SIGSEGV, Segmentation fault.
[Switching to Thread 0xd26ffb70 (LWP 32190)]
0xf486fbe0 in Block::Block(WorldSegment*) ()
from /media/Linux_Data/Dwarf_Fortress/mods/Masterwork_GUI/df_linux_34_11_dfhack_stonesense_allegrotest_libs3/hack/plugins/stonesense.plug.so
(gdb) bt full
#0 0xf486fbe0 in Block::Block(WorldSegment*) ()
from /media/Linux_Data/Dwarf_Fortress/mods/Masterwork_GUI/df_linux_34_11_dfhack_stonesense_allegrotest_libs3/hack/plugins/stonesense.plug.so
No symbol table info available.
#1 0xf48aaca9 in MergeBuildingsToSegment(std::vector<DFHack::Buildings::t_building, std::allocator<DFHack::Buildings::t_building> >*, WorldSegment*) ()
from /media/Linux_Data/Dwarf_Fortress/mods/Masterwork_GUI/df_linux_34_11_dfhack_stonesense_allegrotest_libs3/hack/plugins/stonesense.plug.so
No symbol table info available.
#2 0xf48b942e in ReadMapSegment(int, int, int, int, int, int) ()
from /media/Linux_Data/Dwarf_Fortress/mods/Masterwork_GUI/df_linux_34_11_dfhack_stonesense_allegrotest_libs3/hack/plugins/stonesense.plug.so
No symbol table info available.
#3 0xf48b9649 in read_segment(void*) ()
from /media/Linux_Data/Dwarf_Fortress/mods/Masterwork_GUI/df_linux_34_11_dfhack_stonesense_allegrotest_libs3/hack/plugins/stonesense.plug.so
No symbol table info available.
#4 0xf48b9a9e in threadedSegment(ALLEGRO_THREAD*, void*) ()
from /media/Linux_Data/Dwarf_Fortress/mods/Masterwork_GUI/df_linux_34_11_dfhack_stonesense_allegrotest_libs3/hack/plugins/stonesense.plug.so
No symbol table info available.
#5 0xf4273d75 in ?? () from ./stonesense/deplibs/liballegro.so.5.0
No symbol table info available.
#6 0xf42b0d34 in ?? () from ./stonesense/deplibs/liballegro.so.5.0
No symbol table info available.
---Type <return> to continue, or q <return> to quit---
#7 0xf7325c39 in start_thread (arg=0xd26ffb70) at pthread_create.c:304
__res = <optimized out>
__ignore1 = <optimized out>
__ignore2 = <optimized out>
pd = 0xd26ffb70
now = <optimized out>
unwind_buf = {cancel_jmp_buf = {{jmp_buf = {-147628044, 0, 4001536,
-764414936, -1226834900, 226586214}, mask_was_saved = 0}},
priv = {pad = {0x0, 0x0, 0x0, 0x0}, data = {prev = 0x0,
cleanup = 0x0, canceltype = 0}}}
not_first_call = <optimized out>
freesize = <optimized out>
__PRETTY_FUNCTION__ = "start_thread"
#8 0xf74109ce in clone () from /lib32/libc.so.6
No symbol table info available.
It opens a window filled with white instead of light blue the second time.setarch: symbol lookup error: ./hack/libdfhack.so: undefined symbol: _ZTV8renderer
This looks like a problem with dfhack though.
I get this crash if I start stonesense stop it and start it again in the same dfhack instance using [RENDERER:OPENGL].
I get this crash if I start stonesense stop it and start it again in the same dfhack instance using [RENDERER:OPENGL].
That's unrelated to the main issue. The map reading has been largely rewritten very recently, and shouldn't be crashing on a second startup of stonesense anymore once the next version of DFHack becomes available (this has been an issue for a while now not just for linux users but for everybody). Nothing to do about that but wait for the fix to get rolled out, but I can pretty much guarantee that when it does, there will be no more problems on that front.
The real issue is that it isn't drawing anything except for the background. If possible, open up init.txt and set DEBUGMODE:YES inside your stonesense folder, then try moving around with the mouse keys to see if the (probably hidden) debug cursor is able to give you information about the (hidden) tiles you're scrolling across.That is how I have been running stonesense I just get the blue screen it does not respond to any input from mouse or keyboard.
If that works, then my guess would be that stonesense is failing to load .png files, which if I'm remembering correctly is handled by another lib. You can try converting one of the .png files to a .bmp (ideally one for something you're likely to see, like floors.png), and updating the references to it in the xml specification (stonesense startup errors will tell you where to look for these references if the original .png is removed), and if that starts working then it would confirm that the .png files are indeed the source of the problem. Since the jpeg library has been causing headaches, it stands to reason the png library might be as well, which might explain other people's issues running stonesense under linux as well.I doubt it, everything works with [RENDERER:SOFTWARE] it just runs at about 1/15 fps so it is nearly unusable.
Those are just my hunches on what I've read though, so failing that, I guess waiting to haunt the DFHack irc is the way to go.I tend to stay out of IRC and chat rooms in general since there tend to be too many conversations going on to start another one but I might go on later today.
And if all that fails then... yeesh I dunno, I guess allegro hates your system? I'll think about this.
I built this branch of stonesense (https://github.com/JapaMala/stonesense) and it still crashes after starting stonesense a second time.I get this crash if I start stonesense stop it and start it again in the same dfhack instance using [RENDERER:OPENGL].
That's unrelated to the main issue. The map reading has been largely rewritten very recently, and shouldn't be crashing on a second startup of stonesense anymore once the next version of DFHack becomes available (this has been an issue for a while now not just for linux users but for everybody). Nothing to do about that but wait for the fix to get rolled out, but I can pretty much guarantee that when it does, there will be no more problems on that front.I built dfhack and stonesense form source so I have to those fixes in there unless they have not been uploaded to github yet.
Never mind I found the newer one I will see if I can build that one and see if it fixes anything.
@arclanceI started over completely by pulling dfhack and then edited ".gitmodules" to point to "git://github.com/JapaMala/stonesense.git" instead of "git://github.com/peterix/stonesense.git" before I pulled in any of the submodules so I should have only gotten the code from "git://github.com/JapaMala/stonesense.git".
Are you sure you flushed and cleanly built the branch you indicated and it was successful? Your symbols seem to be referencing variables and files that have been removed in the version you linked. Also I think Japa's branch (the one you linked) is partway through a manual merge or something just looking at the files here, and that really shouldn't compile. I know my latest version (https://github.com/Caldfir/stonesense) is currently compiling and running nicely on windows (and as far as I am aware on linux as well). If that's the case (that is, that you are not in fact compiling a version containing my changes), then I can verify that the cause of the first type of crashes is the one that should be fixed in the newest version (which I mentioned earlier). If that isn't the case then I don't really know what I'm reading. Would prefer not to speculate on the second kind until I know for sure if I'm right about the first kind.
As to your 64bit machine, is it crashing in OPENGL mode after showing the blue screen or just presenting an empty blue screen? And if you try to start stonesense without a map loaded does it show the stonesense startup screen?It is not crashing it in OPENGL mode just presenting a empty blue screen.
./dfhack -g
GNU gdb (GDB) 7.4.1-debian
Copyright (C) 2012 Free Software Foundation, Inc.
License GPLv3+: GNU GPL version 3 or later <http://gnu.org/licenses/gpl.html>
This is free software: you are free to change and redistribute it.
There is NO WARRANTY, to the extent permitted by law. Type "show copying"
and "show warranty" for details.
This GDB was configured as "x86_64-linux-gnu".
For bug reporting instructions, please see:
<http://www.gnu.org/software/gdb/bugs/>...
Reading symbols from /media/Linux_Data/Dwarf_Fortress/mods/Masterwork_GUI/df_hack_2012-12-25_japa_stonesense_debug/libs/Dwarf_Fortress...(no debugging symbols found)...done.
(gdb) run
Starting program: /media/Linux_Data/Dwarf_Fortress/mods/Masterwork_GUI/df_hack_2012-12-25_japa_stonesense_debug/libs/Dwarf_Fortress
[Thread debugging using libthread_db enabled]
Using host libthread_db library "/lib/x86_64-linux-gnu/libthread_db.so.1".
[New Thread 0xf60d3b70 (LWP 27050)]
[New Thread 0xf58d2b70 (LWP 27051)]
Loading bindings from data/init/interface.txt
New window size: 640x300
Font size: 8x12
Resizing grid to 80x25
Resizing font to 8x12
Resetting textures
New window size: 1920x1080
Font size: 8x12
Resizing grid to 240x90
Resizing font to 8x12
[New Thread 0xf4134b70 (LWP 27180)]
[New Thread 0xf05ffb70 (LWP 27209)]
[New Thread 0xefdfeb70 (LWP 27210)]
DFHack is ready. Have a nice day!
Type in '?' or 'help' for general help, 'ls' to see all commands.
[New Thread 0xef5fdb70 (LWP 27211)]
[DFHack]# stonesense
[New Thread 0xeedfcb70 (LWP 27278)]
[New Thread 0xee5fbb70 (LWP 27279)]
Stonesense launched
Using allegro version 5.0.8 r1
New image: stonesense/objects.png
New image: stonesense/creatures.png
New image: stonesense/ramps.png
New image: stonesense/SSStatusIcons.png
New image: stonesense/SSProfIcons.png
New image: stonesense/SSJobIcons.png
New image: stonesense/gibs.png
New image: stonesense/engravings_floor.png
New image: stonesense/engravings_left.png
New image: stonesense/engravings_right.png
New image: stonesense/Sir_Henry's_32x32.png
[DFHack]# [New Thread 0xeddfab70 (LWP 27284)]
[Thread 0xf58d2b70 (LWP 27051) exited]
flushing images...
Stonesense shutdown.
[DFHack]# [Thread 0xee5fbb70 (LWP 27279) exited]
[Thread 0xeddfab70 (LWP 27284) exited]
[Thread 0xeedfcb70 (LWP 27278) exited]
[Thread 0xf4134b70 (LWP 27180) exited]
[Thread 0xf05ffb70 (LWP 27209) exited]
[Thread 0xf60d3b70 (LWP 27050) exited]
Program received signal SIGSEGV, Segmentation fault.
__pthread_mutex_lock (mutex=0xd2d2d2d2) at pthread_mutex_lock.c:50
50 pthread_mutex_lock.c: No such file or directory.
(gdb) bt full
#0 __pthread_mutex_lock (mutex=0xd2d2d2d2) at pthread_mutex_lock.c:50
__PRETTY_FUNCTION__ = "__pthread_mutex_lock"
type = <optimized out>
#1 0xf729dc86 in pthread_mutex_lock () from /lib32/libc.so.6
No symbol table info available.
#2 0xf68b310f in ?? () from /usr/lib32/libX11.so.6
No symbol table info available.
#3 0xf68c9c7f in XrmDestroyDatabase () from /usr/lib32/libX11.so.6
No symbol table info available.
#4 0xf68b4ace in _XFreeDisplayStructure () from /usr/lib32/libX11.so.6
No symbol table info available.
#5 0xf68a1321 in XCloseDisplay () from /usr/lib32/libX11.so.6
No symbol table info available.
#6 0xf7898c4e in ?? () from /usr/lib32/libSDL-1.2.so.0
No symbol table info available.
#7 0xf78a2c3a in ?? () from /usr/lib32/libSDL-1.2.so.0
No symbol table info available.
#8 0xf7890c20 in SDL_VideoQuit () from /usr/lib32/libSDL-1.2.so.0
No symbol table info available.
#9 0xf78685d3 in SDL_QuitSubSystem () from /usr/lib32/libSDL-1.2.so.0
No symbol table info available.
#10 0xf786866e in SDL_Quit () from /usr/lib32/libSDL-1.2.so.0
No symbol table info available.
#11 0xf7dd03a2 in SDL_Quit ()
at /home/arclance/build/Dwarf_Fortress/0_Utils/dfhack/Petrix_Branch/dfhack_2---Type <return> to continue, or q <return> to quit---
012-12-24_japa_stonesense/library/Hooks-linux.cpp:64
c = @0xf7fbb240: {p = 0x9d3dee8, vinfo = 0x9d3dfa8, screen_window =
0x9c3a760, con = {
<DFHack::color_ostream> = {<std::basic_ostream<char, std::char_traits<char> >> = {<No data fields>}, cur_color = DFHack::COLOR_RESET,
static log_errors_to_stderr = true}, d = 0x9cfa558,
wlock = 0x9a6eaa0, inited = false}, d = 0x9a6eac0,
errorstate = true, vif = 0x9af7258, s_mods = {pMaterials = 0x0,
pNotes = 0x0, pGraphic = 0x0},
allModules = {<std::_Vector_base<DFHack::Module*, std::allocator<DFHack::Module*> >> = {
_M_impl = {<std::allocator<DFHack::Module*>> = {<__gnu_cxx::new_allocator<DFHack::Module*>> = {<No data fields>}, <No data fields>},
_M_start = 0x0, _M_finish = 0x0,
_M_end_of_storage = 0x0}}, <No data fields>}, plug_mgr = 0x0,
key_bindings = {_M_t = {
_M_impl = {<std::allocator<std::_Rb_tree_node<std::pair<int const, std::vector<DFHack::Core::KeyBinding, std::allocator<DFHack::Core::KeyBinding> > > > >> = {<__gnu_cxx::new_allocator<std::_Rb_tree_node<std::pair<int const, std::vector<DFHack::Core::KeyBinding, std::allocator<DFHack::Core::KeyBinding> > > > >> = {<No data fields>}, <No data fields>},
_M_key_compare = {<std::binary_function<int, int, bool>> = {<No data fields>}, <No data fields>}, _M_header = {_M_color = std::_S_red,
_M_parent = 0x9e35bd8, _M_left = 0x9eb2ff0,
_M_right = 0x9e35bd8}, _M_node_count = 2}}},
---Type <return> to continue, or q <return> to quit---
hotkey_states = {_M_t = {
_M_impl = {<std::allocator<std::_Rb_tree_node<std::pair<int const, bool> > >> = {<__gnu_cxx::new_allocator<std::_Rb_tree_node<std::pair<int const, bool> > >> = {<No data fields>}, <No data fields>},
_M_key_compare = {<std::binary_function<int, int, bool>> = {<No data fields>}, <No data fields>}, _M_header = {_M_color = std::_S_red,
_M_parent = 0x9e34fe0, _M_left = 0x9eb0a48,
_M_right = 0x9983a20}, _M_node_count = 3}}}, hotkey_cmd = {
static npos = <optimized out>,
_M_dataplus = {<std::allocator<char>> = {<__gnu_cxx::new_allocator<char>> = {<No data fields>}, <No data fields>}, _M_p = 0x8eafdbc ""}},
hotkey_set = false, HotkeyMutex = 0x9c39528, HotkeyCond = 0x9cff958,
last_world_data_ptr = 0x0, last_local_map_ptr = 0x0,
top_viewscreen = 0x9a25cf0, last_pause_state = false,
started = true, misc_data_mutex = 0x9c394d0, misc_data_map = {
_M_t = {
_M_impl = {<std::allocator<std::_Rb_tree_node<std::pair<std::basic_string<char, std::char_traits<char>, std::allocator<char> > const, void*> > >> = {<__gnu_cxx::new_allocator<std::_Rb_tree_node<std::pair<std::basic_string<char, std::char_traits<char>, std::allocator<char> > const, void*> > >> = {<No data fields>}, <No data fields>},
_M_key_compare = {<std::binary_function<std::basic_string<char, std::char_traits<char>, std::allocator<char> >, std::basic_string<char, std::char_traits<char>, std::allocator<char> >, bool>> = {<No data fields>}, <No data fields>}, _M_header = {_M_color = std::_S_red, _M_parent = 0x0,
---Type <return> to continue, or q <return> to quit---
_M_left = 0xf7fbb368, _M_right = 0xf7fbb368},
_M_node_count = 0}}}, server = 0xf320f800}
#12 0xf74840b0 in main ()
from /media/Linux_Data/Dwarf_Fortress/mods/Masterwork_GUI/df_hack_2012-12-25_japa_stonesense_debug/libs/libgraphics.so
No symbol table info available.
#13 0xf71cfe46 in __libc_start_main () from /lib32/libc.so.6
No symbol table info available.
#14 0x0804c971 in ?? ()
No symbol table info available.
It turns out that is not enough since the default HEAD is not the master branch.@arclanceI started over completely by pulling dfhack and then edited ".gitmodules" to point to "git://github.com/JapaMala/stonesense.git" instead of "git://github.com/peterix/stonesense.git" before I pulled in any of the submodules so I should have only gotten the code from "git://github.com/JapaMala/stonesense.git".
Are you sure you flushed and cleanly built the branch you indicated and it was successful? Your symbols seem to be referencing variables and files that have been removed in the version you linked. Also I think Japa's branch (the one you linked) is partway through a manual merge or something just looking at the files here, and that really shouldn't compile. I know my latest version (https://github.com/Caldfir/stonesense) is currently compiling and running nicely on windows (and as far as I am aware on linux as well). If that's the case (that is, that you are not in fact compiling a version containing my changes), then I can verify that the cause of the first type of crashes is the one that should be fixed in the newest version (which I mentioned earlier). If that isn't the case then I don't really know what I'm reading. Would prefer not to speculate on the second kind until I know for sure if I'm right about the first kind.
<<<<<<< HEAD
incrx = parms.sizex-2;
incry = parms.sizey-2;
=======
if(ssState.DisplayedRotation%2){
incrx = parms.sizey-2;
incry = parms.sizex-2;
} else {
incrx = parms.sizex-2;
incry = parms.sizey-2;
}
>>>>>>> bca39470b617598b0b67fadaafa59799c78cdec1
numx = (int)(ssState.RegionDim.x+3);
numx = numx/incrx + (numx%incrx==0 ? 0 : 1);
numy = (int)(ssState.RegionDim.y+3);
numy = numy/incry + (numx%incry==0 ? 0 : 1);
numz = tall ? ((ssState.RegionDim.z/(parms.sizez-1)) + 1) : 1;
<<<<<<< HEAD
=======
>>>>>>> bca39470b617598b0b67fadaafa59799c78cdec1
I will try using your repo instead.I will try using your repo instead.I tried building the master branch of stonesense from your repo (https://github.com/Caldfir/stonesense) and it failed here.
In file included from /home/arclance/build/Dwarf_Fortress/0_Utils/dfhack/Petrix_Branch/dfhack_2012-12-26_caldif_stonesense/plugins/stonesense/common.h:39:0,
from /home/arclance/build/Dwarf_Fortress/0_Utils/dfhack/Petrix_Branch/dfhack_2012-12-26_caldif_stonesense/plugins/stonesense/Tile.cpp:1:
/home/arclance/build/Dwarf_Fortress/0_Utils/dfhack/Petrix_Branch/dfhack_2012-12-26_caldif_stonesense/plugins/stonesense/Tile.h: In function ‘bool IDhasOpaqueFloor(int)’:
/home/arclance/build/Dwarf_Fortress/0_Utils/dfhack/Petrix_Branch/dfhack_2012-12-26_caldif_stonesense/plugins/stonesense/Tile.h:202:55: error: ‘FlowPassableDown’ was not declared in this scope
/home/arclance/build/Dwarf_Fortress/0_Utils/dfhack/Petrix_Branch/dfhack_2012-12-26_caldif_stonesense/plugins/stonesense/Tile.cpp: In member function ‘void Tile::AssembleTile()’:
/home/arclance/build/Dwarf_Fortress/0_Utils/dfhack/Petrix_Branch/dfhack_2012-12-26_caldif_stonesense/plugins/stonesense/Tile.cpp:307:139: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
/home/arclance/build/Dwarf_Fortress/0_Utils/dfhack/Petrix_Branch/dfhack_2012-12-26_caldif_stonesense/plugins/stonesense/Tile.cpp:345:90: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
/home/arclance/build/Dwarf_Fortress/0_Utils/dfhack/Petrix_Branch/dfhack_2012-12-26_caldif_stonesense/plugins/stonesense/Tile.cpp:419:129: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
/home/arclance/build/Dwarf_Fortress/0_Utils/dfhack/Petrix_Branch/dfhack_2012-12-26_caldif_stonesense/plugins/stonesense/Tile.cpp:464:157: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
/home/arclance/build/Dwarf_Fortress/0_Utils/dfhack/Petrix_Branch/dfhack_2012-12-26_caldif_stonesense/plugins/stonesense/Tile.cpp:466:156: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
/home/arclance/build/Dwarf_Fortress/0_Utils/dfhack/Petrix_Branch/dfhack_2012-12-26_caldif_stonesense/plugins/stonesense/Tile.cpp: In function ‘bool hasBuildingIdentity(Tile*, DFHack::Buildings::t_building*, int)’:
/home/arclance/build/Dwarf_Fortress/0_Utils/dfhack/Petrix_Branch/dfhack_2012-12-26_caldif_stonesense/plugins/stonesense/Tile.cpp:610:36: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
make[2]: *** [plugins/stonesense/CMakeFiles/stonesense.dir/Tile.cpp.o] Error 1
make[1]: *** [plugins/stonesense/CMakeFiles/stonesense.dir/all] Error 2
make: *** [all] Error 2
I looked at the code to make sure you commits were in there so I am sure I was building what I though I was building this time.
That's actually all my fault, I screwed up a merge, which made everything weird and odd and not able to compile. My bad. Try again from my branch.I now fails with the same error as Caldifir's branch.
In file included from /home/arclance/0_Build/dfhack/Peterix/dfhack_2012-12-26/plugins/stonesense/common.h:39:0,
from /home/arclance/0_Build/dfhack/Peterix/dfhack_2012-12-26/plugins/stonesense/Tile.cpp:1:
/home/arclance/0_Build/dfhack/Peterix/dfhack_2012-12-26/plugins/stonesense/Tile.h: In function ‘bool IDhasOpaqueFloor(int)’:
/home/arclance/0_Build/dfhack/Peterix/dfhack_2012-12-26/plugins/stonesense/Tile.h:202:55: error: ‘FlowPassableDown’ was not declared in this scope
/home/arclance/0_Build/dfhack/Peterix/dfhack_2012-12-26/plugins/stonesense/Tile.cpp: In member function ‘void Tile::AssembleTile()’:
/home/arclance/0_Build/dfhack/Peterix/dfhack_2012-12-26/plugins/stonesense/Tile.cpp:307:139: warning: comparison between signed and unsigned integer expressions
/home/arclance/0_Build/dfhack/Peterix/dfhack_2012-12-26/plugins/stonesense/Tile.cpp:345:90: warning: comparison between signed and unsigned integer expressions
/home/arclance/0_Build/dfhack/Peterix/dfhack_2012-12-26/plugins/stonesense/Tile.cpp:419:129: warning: comparison between signed and unsigned integer expressions
/home/arclance/0_Build/dfhack/Peterix/dfhack_2012-12-26/plugins/stonesense/Tile.cpp:464:157: warning: comparison between signed and unsigned integer expressions
/home/arclance/0_Build/dfhack/Peterix/dfhack_2012-12-26/plugins/stonesense/Tile.cpp:466:156: warning: comparison between signed and unsigned integer expressions
make[2]: *** [plugins/stonesense/CMakeFiles/stonesense.dir/Tile.cpp.o] Error 1
make[1]: *** [plugins/stonesense/CMakeFiles/stonesense.dir/all] Error 2
make: *** [all] Error 2
Yeah, I've been fiddling with it, and it wasn't working when I posted that.I will try again but I think it was a little less than two hours ago.
If you pulled more than... about two hours ago, try again. And you may want to discard all the stuff you have locally, just in case.
It's likely that you still have the commits that I got rid of.I did a
browse to the stonesense folder with the git shell, and do "git reset --hard origin/master" to get rid of them. It /should/ work.
git reset --hard origin/master
HEAD is now at ca8c930 Merge branch 'master' of https://github.com/Caldfir/stonesense
and a fresh pull of the dfhack and your stonesense repo and the build failed in the same place both times.[ 85%] Building CXX object plugins/stonesense/CMakeFiles/stonesense.dir/Tile.cpp.o
In file included from /home/arclance/0_Build/dfhack/Peterix/dfhack_2012-12-26_2/plugins/stonesense/Tile.cpp:1:0:
/home/arclance/0_Build/dfhack/Peterix/dfhack_2012-12-26_2/plugins/stonesense/common.h:2:0: warning: ignoring #pragma warning
/home/arclance/0_Build/dfhack/Peterix/dfhack_2012-12-26_2/plugins/stonesense/common.h:3:0: warning: ignoring #pragma warning
/home/arclance/0_Build/dfhack/Peterix/dfhack_2012-12-26_2/plugins/stonesense/common.h:4:0: warning: ignoring #pragma warning
In file included from /home/arclance/0_Build/dfhack/Peterix/dfhack_2012-12-26_2/plugins/stonesense/common.h:39:0,
from /home/arclance/0_Build/dfhack/Peterix/dfhack_2012-12-26_2/plugins/stonesense/Tile.cpp:1:
/home/arclance/0_Build/dfhack/Peterix/dfhack_2012-12-26_2/plugins/stonesense/Tile.h: In function ‘bool IDhasOpaqueFloor(int)’:
/home/arclance/0_Build/dfhack/Peterix/dfhack_2012-12-26_2/plugins/stonesense/Tile.h:202:55: error: ‘FlowPassableDown’ was not declared in this scope
/home/arclance/0_Build/dfhack/Peterix/dfhack_2012-12-26_2/plugins/stonesense/Tile.cpp: In member function ‘void Tile::AssembleTile()’:
/home/arclance/0_Build/dfhack/Peterix/dfhack_2012-12-26_2/plugins/stonesense/Tile.cpp:307:139: warning: comparison between signed and unsigned integer expressions
/home/arclance/0_Build/dfhack/Peterix/dfhack_2012-12-26_2/plugins/stonesense/Tile.cpp:345:90: warning: comparison between signed and unsigned integer expressions
/home/arclance/0_Build/dfhack/Peterix/dfhack_2012-12-26_2/plugins/stonesense/Tile.cpp:419:129: warning: comparison between signed and unsigned integer expressions
/home/arclance/0_Build/dfhack/Peterix/dfhack_2012-12-26_2/plugins/stonesense/Tile.cpp:464:157: warning: comparison between signed and unsigned integer expressions
/home/arclance/0_Build/dfhack/Peterix/dfhack_2012-12-26_2/plugins/stonesense/Tile.cpp:466:156: warning: comparison between signed and unsigned integer expressions
make[2]: *** [plugins/stonesense/CMakeFiles/stonesense.dir/Tile.cpp.o] Error 1
make[1]: *** [plugins/stonesense/CMakeFiles/stonesense.dir/all] Error 2
make: *** [all] Error 2
wait, didn't look at the error correctly.I pulled it from the stable peterix branch.
Where did you pull DFhack from?
Stonesense needs the latest Dfhack and Df-structures from Angavrilov's branch.
[submodule "library/xml"]
path = library/xml
url = git://github.com/peterix/df-structures.git
[ 88%] Building CXX object plugins/stonesense/CMakeFiles/stonesense.dir/Creatures.cpp.o
In file included from /home/arclance/0_Build/dfhack/angavrilov/dfhack_2012-12-26/plugins/stonesense/Creatures.cpp:1:0:
/home/arclance/0_Build/dfhack/angavrilov/dfhack_2012-12-26/plugins/stonesense/common.h:2:0: warning: ignoring #pragma warning
/home/arclance/0_Build/dfhack/angavrilov/dfhack_2012-12-26/plugins/stonesense/common.h:3:0: warning: ignoring #pragma warning
/home/arclance/0_Build/dfhack/angavrilov/dfhack_2012-12-26/plugins/stonesense/common.h:4:0: warning: ignoring #pragma warning
/home/arclance/0_Build/dfhack/angavrilov/dfhack_2012-12-26/plugins/stonesense/Creatures.cpp: In function ‘void AssembleCreatureText(int, int, DFHack::Units::t_unit*, WorldSegment*)’:
/home/arclance/0_Build/dfhack/angavrilov/dfhack_2012-12-26/plugins/stonesense/Creatures.cpp:243:103: error: narrowing conversion of ‘drawx’ from ‘int’ to ‘float’ inside { }
/home/arclance/0_Build/dfhack/angavrilov/dfhack_2012-12-26/plugins/stonesense/Creatures.cpp:243:103: error: narrowing conversion of ‘drawy’ from ‘int’ to ‘float’ inside { }
/home/arclance/0_Build/dfhack/angavrilov/dfhack_2012-12-26/plugins/stonesense/Creatures.cpp: In function ‘void DrawCreatureText(int, int, DFHack::Units::t_unit*)’:
/home/arclance/0_Build/dfhack/angavrilov/dfhack_2012-12-26/plugins/stonesense/Creatures.cpp:370:45: warning: comparison between signed and unsigned integer expressions
/home/arclance/0_Build/dfhack/angavrilov/dfhack_2012-12-26/plugins/stonesense/Creatures.cpp: In function ‘bool hasLegendarySkill(df::unit*)’:
/home/arclance/0_Build/dfhack/angavrilov/dfhack_2012-12-26/plugins/stonesense/Creatures.cpp:412:38: warning: comparison between signed and unsigned integer expressions
/home/arclance/0_Build/dfhack/angavrilov/dfhack_2012-12-26/plugins/stonesense/Creatures.cpp: In function ‘void ReadCreaturesToSegment(DFHack::Core&, WorldSegment*)’:
/home/arclance/0_Build/dfhack/angavrilov/dfhack_2012-12-26/plugins/stonesense/Creatures.cpp:583:82: warning: comparison between signed and unsigned integer expressions
/home/arclance/0_Build/dfhack/angavrilov/dfhack_2012-12-26/plugins/stonesense/Creatures.cpp:607:62: warning: comparison between signed and unsigned integer expressions
make[2]: *** [plugins/stonesense/CMakeFiles/stonesense.dir/Creatures.cpp.o] Error 1
make[1]: *** [plugins/stonesense/CMakeFiles/stonesense.dir/all] Error 2
make: *** [all] Error 2
[code]
df-structures is the core that DF is based on, it's what says which parts of Df are what. it's needed.I changed it to angavrilov's the same way I changed stonesense to yours since you mentioned angavrilov's df_structures was needed.
Stonesense needs the latest Dfhack and Df-structures from Angavrilov's branch.I just wondered why he was not using his branch of df_structures in his branch of dfhack.
It's supposed to be using his branch.It is not using his branch, the .gitmodules file is 10 months old (https://github.com/angavrilov/dfhack/blob/master/.gitmodules) and from a peterix commit.
As for the other error, if that's the only one, then congrats, we're down to platform inconsistencies.
./dfhack -g
GNU gdb (Ubuntu/Linaro 7.3-0ubuntu2) 7.3-2011.08
Copyright (C) 2011 Free Software Foundation, Inc.
License GPLv3+: GNU GPL version 3 or later <http://gnu.org/licenses/gpl.html>
This is free software: you are free to change and redistribute it.
There is NO WARRANTY, to the extent permitted by law. Type "show copying"
and "show warranty" for details.
This GDB was configured as "i686-linux-gnu".
For bug reporting instructions, please see:
<http://bugs.launchpad.net/gdb-linaro/>...
Reading symbols from /home/arclance/0_Build/dfhack/angavrilov/dfhack_2012-12-26/build/0_Output/df_linux/libs/Dwarf_Fortress...(no debugging symbols found)...done.
(gdb) run
Starting program: /home/arclance/0_Build/dfhack/angavrilov/dfhack_2012-12-26/build/0_Output/df_linux/libs/Dwarf_Fortress
[Thread debugging using libthread_db enabled]
[New Thread 0xb5e2cb70 (LWP 1938)]
[New Thread 0xb562bb70 (LWP 1939)]
Loading bindings from data/init/interface.txt
New window size: 640x300
Font size: 8x12
Resizing grid to 80x25
Resizing font to 8x12
Resetting textures
[New Thread 0xb4937b70 (LWP 1940)]
[New Thread 0xb2ccab70 (LWP 1941)]
[New Thread 0xb24c9b70 (LWP 1942)]
[New Thread 0xb1cc8b70 (LWP 1943)]
DFHack is ready. Have a nice day!
Type in '?' or 'help' for general help, 'ls' to see all commands.
[DFHack]# stonesense
[New Thread 0x95affb70 (LWP 1948)]
[New Thread 0x952feb70 (LWP 1949)]
Stonesense launched
Using allegro version 5.0.8 r1
[DFHack]# [New Thread 0xb1470b70 (LWP 1951)]
[Thread 0xb1470b70 (LWP 1951) exited]
[New Thread 0x9427db70 (LWP 1952)]
New image: stonesense/objects.png
New image: stonesense/creatures.png
New image: stonesense/ramps.png
New image: stonesense/SSStatusIcons.png
New image: stonesense/SSProfIcons.png
New image: stonesense/gibs.png
New image: stonesense/engravings_floor.png
New image: stonesense/engravings_left.png
New image: stonesense/engravings_right.png
New image: stonesense/Sir_Henry's_32x32.png
[DFHack]# [New Thread 0x8d15fb70 (LWP 1953)]
flushing images...
New image: stonesense/objects.png
New image: stonesense/creatures.png
New image: stonesense/ramps.png
New image: stonesense/SSStatusIcons.png
New image: stonesense/SSProfIcons.png
New image: stonesense/gibs.png
New image: stonesense/engravings_floor.png
New image: stonesense/engravings_left.png
New image: stonesense/engravings_right.png
New image: stonesense/Sir_Henry's_32x32.png
Reading index at stonesense/index.txt...
Reading index stonesense/grasses/index.txt...
Reading index at stonesense/grasses/index.txt...
Reading xml stonesense/grasses/grasses.xml...
New image: stonesense/grasses/grasses.png
New image: stonesense/grasses/grasses_gray.png
Reading index stonesense/terrain/index.txt...
Reading index at stonesense/terrain/index.txt...
Reading xml stonesense/terrain/NuGlass.xml...
New image: stonesense/terrain/Nuglass.png
Reading xml stonesense/terrain/NuGlass_Walls.xml...
New image: stonesense/terrain/Nuglass_walls.png
Reading xml stonesense/terrain/block_walls.xml...
New image: stonesense/terrain/block_walls.png
New image: stonesense/terrain/block_floors.png
Reading xml stonesense/terrain/grass.xml...
New image: stonesense/terrain/grass.png
Reading xml stonesense/terrain/MaterialFloors.xml...
New image: stonesense/terrain/floors.png
Reading xml stonesense/terrain/MaterialWalls.xml...
New image: stonesense/terrain/blocks.png
New image: stonesense/terrain/ramps.png
Reading xml stonesense/terrain/Walls.xml...
Reading xml stonesense/terrain/Floors.xml...
Reading xml stonesense/terrain/DefaultWalls.xml...
Reading xml stonesense/terrain/DefaultFloors.xml...
Reading index stonesense/creatures/index.txt...
Reading index at stonesense/creatures/index.txt...
Reading index stonesense/creatures/large_128/index.txt...
Reading index at stonesense/creatures/large_128/index.txt...
Reading xml stonesense/creatures/large_128/jabber.xml...
New image: stonesense/creatures/large_128/jabber.png
Reading xml stonesense/creatures/large_128/crundle.xml...
New image: stonesense/creatures/large_128/crundle.png
Reading xml stonesense/creatures/large_128/wild.xml...
New image: stonesense/creatures/large_128/wild.png
Reading xml stonesense/creatures/large_128/domestic.xml...
New image: stonesense/creatures/large_128/domestic.png
Reading xml stonesense/creatures/large_128/dwarf.xml...
New image: stonesense/creatures/large_128/dwarfm.png
New image: stonesense/creatures/large_128/dwarff.png
Reading xml stonesense/creatures/caravan_animals.xml...
New image: stonesense/creatures/caravan_animals.png
Reading xml stonesense/creatures/beefmo_large_ocean.xml...
New image: stonesense/creatures/beefmo_large_ocean.png
Reading xml stonesense/creatures/beefmo_subterranean.xml...
New image: stonesense/creatures/beefmo_subterranean.png
Reading xml stonesense/creatures/humans.xml...
New image: stonesense/creatures/humans.png
Reading xml stonesense/creatures/elfs.xml...
New image: stonesense/creatures/elfs.png
New image: stonesense/creatures/elves.png
New image: stonesense/creatures/elves_hair.png
New image: stonesense/creatures/elves_skin.png
Reading xml stonesense/creatures/wild_animals.xml...
New image: stonesense/creatures/wild_animals.png
Reading xml stonesense/creatures/gobbos.xml...
New image: stonesense/creatures/gobbos.png
Reading xml stonesense/creatures/beefmo_domestics.xml...
New image: stonesense/creatures/beefmo_dog.png
New image: stonesense/creatures/beefmo_cat.png
New image: stonesense/creatures/beefmo_domestics.png
Reading xml stonesense/creatures/Wildlife.xml...
Reading xml stonesense/creatures/color_Dwarves.xml...
New image: stonesense/creatures/color_dwarves.png
Reading index stonesense/buildings/index.txt...
Reading index at stonesense/buildings/index.txt...
Reading xml stonesense/buildings/Press.xml...
New image: stonesense/buildings/workshop.png
Reading xml stonesense/buildings/caravan_1.xml...
New image: stonesense/buildings/caravan_1.png
Reading xml stonesense/buildings/Soapmakers.xml...
New image: stonesense/buildings/include/../workshop.png
Reading xml stonesense/buildings/Road.xml...
New image: stonesense/buildings/bgibs.png
Reading xml stonesense/buildings/Restraint.xml...
Reading xml stonesense/buildings/Statue.xml...
Reading xml stonesense/buildings/Table.xml...
Reading xml stonesense/buildings/Cabinet.xml...
Reading xml stonesense/buildings/Chair.xml...
Reading xml stonesense/buildings/Chest.xml...
Reading xml stonesense/buildings/Bed.xml...
Reading xml stonesense/buildings/WeaponRack.xml...
Reading xml stonesense/buildings/ArmorStand.xml...
Reading xml stonesense/buildings/Quern.xml...
Reading xml stonesense/buildings/Millstone.xml...
Reading xml stonesense/buildings/Cage.xml...
Reading xml stonesense/buildings/Coffin.xml...
Reading xml stonesense/buildings/Hatch.xml...
New image: stonesense/buildings/DoorsAndFloodgates.png
Reading xml stonesense/buildings/Target.xml...
Reading xml stonesense/buildings/Wagon.xml...
Reading xml stonesense/buildings/FloorGrate.xml...
Reading xml stonesense/buildings/FloorBars.xml...
Reading xml stonesense/buildings/Well.xml...
Reading xml stonesense/buildings/Stockpile.xml...
Reading xml stonesense/buildings/Zone.xml...
Reading xml stonesense/buildings/AnimalTrap.xml...
Reading xml stonesense/buildings/WeaponTrap.xml...
Reading xml stonesense/buildings/StonefallTrap.xml...
Reading xml stonesense/buildings/CageTrap.xml...
Reading xml stonesense/buildings/PressurePlate.xml...
Reading xml stonesense/buildings/Spikes.xml...
Reading xml stonesense/buildings/Door.xml...
Reading xml stonesense/buildings/VerticalBars.xml...
New image: stonesense/buildings/VerticalBars.png
Reading xml stonesense/buildings/WallGrate.xml...
Reading xml stonesense/buildings/Floodgate.xml...
Reading xml stonesense/buildings/WindowGlass.xml...
New image: stonesense/buildings/Windows.png
Reading xml stonesense/buildings/WindowGem.xml...
Reading xml stonesense/buildings/Kitchen.xml...
Reading xml stonesense/buildings/Carpenter.xml...
Reading xml stonesense/buildings/Smelter.xml...
Reading xml stonesense/buildings/MagmaSmelter.xml...
Reading xml stonesense/buildings/WoodFurnace.xml...
Reading xml stonesense/buildings/Forge.xml...
Reading xml stonesense/buildings/MagmaForge.xml...
Reading xml stonesense/buildings/Masons.xml...
Reading xml stonesense/buildings/Craftsdwarfs.xml...
Reading xml stonesense/buildings/Mechanics.xml...
Reading xml stonesense/buildings/Butchers.xml...
Reading xml stonesense/buildings/Loom.xml...
Reading xml stonesense/buildings/Clothiers.xml...
Reading xml stonesense/buildings/Tannery.xml...
Reading xml stonesense/buildings/Still.xml...
Reading xml stonesense/buildings/Leatherworks.xml...
Reading xml stonesense/buildings/MagmaGlassFurnace.xml...
Reading xml stonesense/buildings/GlassFurnace.xml...
Reading xml stonesense/buildings/Kiln.xml...
Reading xml stonesense/buildings/MagmaKiln.xml...
Reading xml stonesense/buildings/Ashery.xml...
Reading xml stonesense/buildings/FarmersWorkshop.xml...
Reading xml stonesense/buildings/Jewelers.xml...
Reading xml stonesense/buildings/Fishery.xml...
Reading xml stonesense/buildings/Bowyers.xml...
Reading xml stonesense/buildings/Dyers.xml...
Reading xml stonesense/buildings/TradeDepot.xml...
Reading xml stonesense/buildings/SiegeWorkshop.xml...
Reading xml stonesense/buildings/Kennels.xml...
Reading xml stonesense/buildings/Shop.xml...
stonesense/buildings/Shop.xml: <building> Is generic - game_subtype missing.: building (Line 5)
Reading xml stonesense/buildings/Pump.xml...
New image: stonesense/buildings/mechanics.png
Reading xml stonesense/buildings/Support.xml...
Reading xml stonesense/buildings/Blueprint.xml...
stonesense/buildings/Blueprint.xml: <building> Is generic - game_subtype missing.: building (Line 5)
Reading xml stonesense/buildings/Lever.xml...
Reading xml stonesense/buildings/Farm.xml...
Reading xml stonesense/buildings/HorizontalAxle.xml...
Reading xml stonesense/buildings/Gear.xml...
Reading xml stonesense/buildings/VerticalAxle.xml...
Reading xml stonesense/buildings/Waterwheel.xml...
Reading xml stonesense/buildings/Windmill.xml...
Reading xml stonesense/buildings/Bridge.xml...
Reading index stonesense/vegetation/index.txt...
Reading index at stonesense/vegetation/index.txt...
Reading xml stonesense/vegetation/DT_trees/dt_trees.xml...
New image: stonesense/vegetation/DT_trees/trees.png
Reading xml stonesense/vegetation/shrubs.xml...
New image: stonesense/vegetation/shrubs.png
Reading index stonesense/colors/index.txt...
Reading index at stonesense/colors/index.txt...
Reading xml stonesense/colors/Colors_Wood.xml...
Reading xml stonesense/colors/Colors_Grass.xml...
Reading xml stonesense/colors/Colors_Stone_Layer.xml...
Reading xml stonesense/colors/Colors_Stone_Mineral.xml...
Reading xml stonesense/colors/Colors_Stone_Gem.xml...
Reading xml stonesense/colors/Colors_Metal.xml...
Reading xml stonesense/colors/Colors_Stone_Soil.xml...
Reading xml stonesense/Colors.xml...
Reading index stonesense/Fluids/index.txt...
Reading index at stonesense/Fluids/index.txt...
Reading xml stonesense/Fluids/Fluids.xml...
Reading index stonesense/items/index.txt...
Reading index at stonesense/items/index.txt...
Reading xml stonesense/items/greiger items/Grei_items.xml...
New image: stonesense/items/greiger items/Grei_items.png
Reading xml stonesense/items/items.xml...
New image: stonesense/items/items.png
[DFHack]# [New Thread 0x8c95eb70 (LWP 1954)]
Program received signal SIGSEGV, Segmentation fault.
[Switching to Thread 0x8c95eb70 (LWP 1954)]
__GI___libc_free (mem=0xd2d2d2d2) at malloc.c:3709
3709 malloc.c: No such file or directory.
in malloc.c
(gdb) bt full
#0 __GI___libc_free (mem=0xd2d2d2d2) at malloc.c:3709
ar_ptr = <optimized out>
p = <optimized out>
hook = 0
#1 0xb73ce061 in operator delete (ptr=0xd2d2d2d2)
at ../../../../gcc-4.5.1/libstdc++-v3/libsupc++/del_op.cc:44
No locals.
#2 0xb2fedd21 in __gnu_cxx::new_allocator<c_sprite>::deallocate (this=0x8c065b60,
__p=0xd2d2d2d2) at /usr/include/c++/4.5/ext/new_allocator.h:95
No locals.
#3 0xb2fedb41 in std::_Vector_base<c_sprite, std::allocator<c_sprite> >::_M_deallocate (
this=0x8c065b60, __p=0xd2d2d2d2, __n=0) at /usr/include/c++/4.5/bits/stl_vector.h:146
No locals.
#4 0xb2ff47ea in std::vector<c_sprite, std::allocator<c_sprite> >::_M_insert_aux<c_sprite const&>(__gnu_cxx::__normal_iterator<c_sprite*, std::vector<c_sprite, std::allocator<c_sprite> > >, c_sprite const&&&) (this=0x8c065b60, __position=..., __args#0=...)
at /usr/include/c++/4.5/bits/vector.tcc:361
__len = 1
__elems_before = 0
__new_start = 0xc9ea4a0
__new_finish = 0xc9ea5bc
#5 0xb2ff3c90 in std::vector<c_sprite, std::allocator<c_sprite> >::push_back (
this=0x8c065b60, __x=...) at /usr/include/c++/4.5/bits/stl_vector.h:749
No locals.
#6 0xb2ff0e6c in insert_sprite (w=0xb3e0fd58, x=71, y=13, z=87, parent=0x8bf6d9b0, sprite=...)
at /home/arclance/0_Build/dfhack/angavrilov/dfhack_2012-12-26/plugins/stonesense/TileTree.cpp:23
b_orig = 0x8c065ab0
#7 0xb2ff0fa3 in c_tile_tree_twig::insert_sprites (this=0xc9d2ef0, w=0xb3e0fd58, x=71, y=13,
z=87, parent=0x8bf6d9b0)
at /home/arclance/0_Build/dfhack/angavrilov/dfhack_2012-12-26/plugins/stonesense/TileTree.cpp:36
No locals.
#8 0xb2ff203b in c_tile_tree_branch::insert_sprites (this=0xc9d2ef0, w=0xb3e0fd58, x=71,
---Type <return> to continue, or q <return> to quit---
y=13, z=87, parent=0x8bf6d9b0)
at /home/arclance/0_Build/dfhack/angavrilov/dfhack_2012-12-26/plugins/stonesense/TileTree.cpp:164
No locals.
#9 0xb2ff2b80 in c_tile_tree::insert_sprites (this=0xc9cfba8, w=0xb3e0fd58, x=71, y=13, z=86,
parent=0x8bf6d9b0)
at /home/arclance/0_Build/dfhack/angavrilov/dfhack_2012-12-26/plugins/stonesense/TileTree.cpp:277
b = 0x8c065ab0
i = 0
#10 0xb3038ea9 in addSegmentExtras (segment=0xb3e0fd58)
at /home/arclance/0_Build/dfhack/angavrilov/dfhack_2012-12-26/plugins/stonesense/SegmentProcessing.cpp:639
Tree = 0xc9cfba8
b = 0x8bf6d9b0
i = 10378
numtiles = 20736
#11 0xb303911c in beautifySegment (segment=0xb3e0fd58)
at /home/arclance/0_Build/dfhack/angavrilov/dfhack_2012-12-26/plugins/stonesense/SegmentProcessing.cpp:724
starttime = 20670000
#12 0xb3034257 in read_segment (arg=0x0)
at /home/arclance/0_Build/dfhack/angavrilov/dfhack_2012-12-26/plugins/stonesense/MapLoading.cpp:704
firstLoad = false
segment = 0xb3e0fd58
#13 0xb30342f8 in threadedSegment (read_thread=0xc9d8ad8, arg=0x0)
at /home/arclance/0_Build/dfhack/angavrilov/dfhack_2012-12-26/plugins/stonesense/MapLoading.cpp:722
No locals.
#14 0xb2f19b3d in thread_func_trampoline (inner=0xc9d8ad8, _outer=0xc9d8ad8)
at /home/arclance/0_Build/allegro/allegro-5.0.8/src/threads.c:80
outer = 0xc9d8ad8
system = 0xbeadb88
---Type <return> to continue, or q <return> to quit---
#15 0xb2f50a36 in thread_proc_trampoline (data=0xc9d8ad8)
at /home/arclance/0_Build/allegro/allegro-5.0.8/src/unix/uxthread.c:36
thread = 0xc9d8ad8
#16 0xb714bd31 in start_thread (arg=0x8c95eb70) at pthread_create.c:304
__res = <optimized out>
pd = 0x8c95eb70
now = <optimized out>
unwind_buf = {cancel_jmp_buf = {{jmp_buf = {-1223307276, 0, 4001536, -1936334088,
2024438782, 2048153993}, mask_was_saved = 0}}, priv = {pad = {0x0, 0x0, 0x0,
0x0}, data = {prev = 0x0, cleanup = 0x0, canceltype = 0}}}
not_first_call = <optimized out>
robust = <optimized out>
pagesize_m1 = <optimized out>
sp = <optimized out>
freesize = <optimized out>
__PRETTY_FUNCTION__ = "start_thread"
#17 0xb723787e in clone () at ../sysdeps/unix/sysv/linux/i386/clone.S:130
The stonesense window is never attached to the main window. it's totally separate.That is not what I mean, it is not attached to its window decorations, normally it is even when it crashes.
Do any other Dfhack things work?
prospect
Base materials:
SOIL : 2516
FROZEN_LIQUID : 2963
CONSTRUCTION : 709
Liquids:
WATER : 9 Z: 115
MAGMA : 0 Z:-30000
Layer materials:
PEAT : 2390 Z: 118..119
SILT_LOAM : 74 Z: 117..118
FIRE_CLAY : 36 Z: 116
SILT : 16 Z: 115
>>> TOTAL = 2516
Ores:
>>> TOTAL = 0
Gems:
>>> TOTAL = 0
Other vein stone:
>>> TOTAL = 0
Shrubs:
BERRIES_PRICKLE : 1379 Z: 119..120
BERRIES_STRAW_WILD : 712 Z: 118..120
GRASS_LONGLAND : 691 Z: 119..120
ROOT_HIDE : 684 Z: 119..120
WEED_BLADE : 336 Z: 119..120
WEED_RAT : 219 Z: 119
BERRIES_FISHER : 134 Z: 119
REED_ROPE : 117 Z: 119
>>> TOTAL = 4272
Wood in trees:
CEDAR : 1002 Z: 119..120
PINE : 995 Z: 119..120
LARCH : 984 Z: 119..120
WILLOW : 317 Z: 119
>>> TOTAL = 3298
Has aquifer : 16 Z: 115
There are a lot of them though, any specific one you would like me to test?
[DFHack]# ssense
Stonesense launched
Using allegro version 5.0.5 r1
Okay, so we know it's not a DFhack problem.I get this about half the time when I run it on my 64bit machine, the other half I get the same crash as on my 32bit VM.
Other than that, I have no idea, really.
./dfhack -gGNU gdb (GDB) 7.4.1-debian
Copyright (C) 2012 Free Software Foundation, Inc.
License GPLv3+: GNU GPL version 3 or later <http://gnu.org/licenses/gpl.html>
This is free software: you are free to change and redistribute it.
There is NO WARRANTY, to the extent permitted by law. Type "show copying"
and "show warranty" for details.
This GDB was configured as "x86_64-linux-gnu".
For bug reporting instructions, please see:
<http://www.gnu.org/software/gdb/bugs/>...
Reading symbols from /media/Linux_Data/Dwarf_Fortress/Utilities/dfhack/0_build/0_VM_Builds/df_linux_34_11_angavrilov_japa_debug_2012-12-26/libs/Dwarf_Fortress...(no debugging symbols found)...done.
(gdb) run
Starting program: /media/Linux_Data/Dwarf_Fortress/Utilities/dfhack/0_build/0_VM_Builds/df_linux_34_11_angavrilov_japa_debug_2012-12-26/libs/Dwarf_Fortress
[Thread debugging using libthread_db enabled]
Using host libthread_db library "/lib/x86_64-linux-gnu/libthread_db.so.1".
[New Thread 0xf6083b70 (LWP 792)]
[New Thread 0xf5883b70 (LWP 793)]
Loading bindings from data/init/interface.txt
New window size: 640x300
Font size: 8x12
Resizing grid to 80x25
Resizing font to 8x12
Resetting textures
[New Thread 0xf4477b70 (LWP 844)]
[New Thread 0xf3a01b70 (LWP 862)]
[New Thread 0xf3201b70 (LWP 863)]
DFHack is ready. Have a nice day!
Type in '?' or 'help' for general help, 'ls' to see all commands.
[New Thread 0xf2a01b70 (LWP 864)]
[DFHack]#
[DFHack]# stonesense
[New Thread 0xd50ffb70 (LWP 1154)]
[New Thread 0xd48ffb70 (LWP 1155)]
Stonesense launched
Using allegro version 5.0.8 r1
New image: stonesense/objects.png
New image: stonesense/creatures.png
New image: stonesense/ramps.png
New image: stonesense/SSStatusIcons.png
New image: stonesense/SSProfIcons.png
New image: stonesense/gibs.png
New image: stonesense/engravings_floor.png
New image: stonesense/engravings_left.png
New image: stonesense/engravings_right.png
New image: stonesense/Sir_Henry's_32x32.png
[DFHack]# [New Thread 0xd40ffb70 (LWP 1172)]
flushing images...
New image: stonesense/objects.png
New image: stonesense/creatures.png
New image: stonesense/ramps.png
New image: stonesense/SSStatusIcons.png
New image: stonesense/SSProfIcons.png
New image: stonesense/gibs.png
New image: stonesense/engravings_floor.png
New image: stonesense/engravings_left.png
New image: stonesense/engravings_right.png
New image: stonesense/Sir_Henry's_32x32.png
Reading index at stonesense/index.txt...
Reading index stonesense/grasses/index.txt...
Reading index at stonesense/grasses/index.txt...
Reading xml stonesense/grasses/grasses.xml...
New image: stonesense/grasses/grasses.png
New image: stonesense/grasses/grasses_gray.png
Reading index stonesense/terrain/index.txt...
Reading index at stonesense/terrain/index.txt...
Reading xml stonesense/terrain/NuGlass.xml...
New image: stonesense/terrain/Nuglass.png
Reading xml stonesense/terrain/NuGlass_Walls.xml...
New image: stonesense/terrain/Nuglass_walls.png
Reading xml stonesense/terrain/block_walls.xml...
New image: stonesense/terrain/block_walls.png
New image: stonesense/terrain/block_floors.png
Reading xml stonesense/terrain/grass.xml...
New image: stonesense/terrain/grass.png
Reading xml stonesense/terrain/MaterialFloors.xml...
New image: stonesense/terrain/floors.png
Reading xml stonesense/terrain/MaterialWalls.xml...
New image: stonesense/terrain/blocks.png
New image: stonesense/terrain/ramps.png
Reading xml stonesense/terrain/Walls.xml...
Reading xml stonesense/terrain/Floors.xml...
Reading xml stonesense/terrain/DefaultWalls.xml...
Reading xml stonesense/terrain/DefaultFloors.xml...
Reading index stonesense/creatures/index.txt...
Reading index at stonesense/creatures/index.txt...
Reading index stonesense/creatures/large_128/index.txt...
Reading index at stonesense/creatures/large_128/index.txt...
Reading xml stonesense/creatures/large_128/jabber.xml...
New image: stonesense/creatures/large_128/jabber.png
Reading xml stonesense/creatures/large_128/crundle.xml...
New image: stonesense/creatures/large_128/crundle.png
Reading xml stonesense/creatures/large_128/wild.xml...
New image: stonesense/creatures/large_128/wild.png
Reading xml stonesense/creatures/large_128/domestic.xml...
New image: stonesense/creatures/large_128/domestic.png
Reading xml stonesense/creatures/large_128/dwarf.xml...
New image: stonesense/creatures/large_128/dwarfm.png
New image: stonesense/creatures/large_128/dwarff.png
Reading xml stonesense/creatures/caravan_animals.xml...
New image: stonesense/creatures/caravan_animals.png
Reading xml stonesense/creatures/beefmo_large_ocean.xml...
New image: stonesense/creatures/beefmo_large_ocean.png
Reading xml stonesense/creatures/beefmo_subterranean.xml...
New image: stonesense/creatures/beefmo_subterranean.png
Reading xml stonesense/creatures/humans.xml...
New image: stonesense/creatures/humans.png
Reading xml stonesense/creatures/elfs.xml...
New image: stonesense/creatures/elfs.png
New image: stonesense/creatures/elves.png
New image: stonesense/creatures/elves_hair.png
New image: stonesense/creatures/elves_skin.png
Reading xml stonesense/creatures/wild_animals.xml...
New image: stonesense/creatures/wild_animals.png
Reading xml stonesense/creatures/gobbos.xml...
New image: stonesense/creatures/gobbos.png
Reading xml stonesense/creatures/beefmo_domestics.xml...
New image: stonesense/creatures/beefmo_dog.png
New image: stonesense/creatures/beefmo_cat.png
New image: stonesense/creatures/beefmo_domestics.png
Reading xml stonesense/creatures/Wildlife.xml...
Reading xml stonesense/creatures/color_Dwarves.xml...
New image: stonesense/creatures/color_dwarves.png
Reading index stonesense/buildings/index.txt...
Reading index at stonesense/buildings/index.txt...
Reading xml stonesense/buildings/Press.xml...
New image: stonesense/buildings/workshop.png
Reading xml stonesense/buildings/caravan_1.xml...
New image: stonesense/buildings/caravan_1.png
Reading xml stonesense/buildings/Soapmakers.xml...
New image: stonesense/buildings/include/../workshop.png
Reading xml stonesense/buildings/Road.xml...
New image: stonesense/buildings/bgibs.png
Reading xml stonesense/buildings/Restraint.xml...
Reading xml stonesense/buildings/Statue.xml...
Reading xml stonesense/buildings/Table.xml...
Reading xml stonesense/buildings/Cabinet.xml...
Reading xml stonesense/buildings/Chair.xml...
Reading xml stonesense/buildings/Chest.xml...
Reading xml stonesense/buildings/Bed.xml...
Reading xml stonesense/buildings/WeaponRack.xml...
Reading xml stonesense/buildings/ArmorStand.xml...
Reading xml stonesense/buildings/Quern.xml...
Reading xml stonesense/buildings/Millstone.xml...
Reading xml stonesense/buildings/Cage.xml...
Reading xml stonesense/buildings/Coffin.xml...
Reading xml stonesense/buildings/Hatch.xml...
New image: stonesense/buildings/DoorsAndFloodgates.png
Reading xml stonesense/buildings/Target.xml...
Reading xml stonesense/buildings/Wagon.xml...
Reading xml stonesense/buildings/FloorGrate.xml...
Reading xml stonesense/buildings/FloorBars.xml...
Reading xml stonesense/buildings/Well.xml...
Reading xml stonesense/buildings/Stockpile.xml...
Reading xml stonesense/buildings/Zone.xml...
Reading xml stonesense/buildings/AnimalTrap.xml...
Reading xml stonesense/buildings/WeaponTrap.xml...
Reading xml stonesense/buildings/StonefallTrap.xml...
Reading xml stonesense/buildings/CageTrap.xml...
Reading xml stonesense/buildings/PressurePlate.xml...
Reading xml stonesense/buildings/Spikes.xml...
Reading xml stonesense/buildings/Door.xml...
Reading xml stonesense/buildings/VerticalBars.xml...
New image: stonesense/buildings/VerticalBars.png
Reading xml stonesense/buildings/WallGrate.xml...
Reading xml stonesense/buildings/Floodgate.xml...
Reading xml stonesense/buildings/WindowGlass.xml...
New image: stonesense/buildings/Windows.png
Reading xml stonesense/buildings/WindowGem.xml...
Reading xml stonesense/buildings/Kitchen.xml...
Reading xml stonesense/buildings/Carpenter.xml...
Reading xml stonesense/buildings/Smelter.xml...
Reading xml stonesense/buildings/MagmaSmelter.xml...
Reading xml stonesense/buildings/WoodFurnace.xml...
Reading xml stonesense/buildings/Forge.xml...
Reading xml stonesense/buildings/MagmaForge.xml...
Reading xml stonesense/buildings/Masons.xml...
Reading xml stonesense/buildings/Craftsdwarfs.xml...
Reading xml stonesense/buildings/Mechanics.xml...
Reading xml stonesense/buildings/Butchers.xml...
Reading xml stonesense/buildings/Loom.xml...
Reading xml stonesense/buildings/Clothiers.xml...
Reading xml stonesense/buildings/Tannery.xml...
Reading xml stonesense/buildings/Still.xml...
Reading xml stonesense/buildings/Leatherworks.xml...
Reading xml stonesense/buildings/MagmaGlassFurnace.xml...
Reading xml stonesense/buildings/GlassFurnace.xml...
Reading xml stonesense/buildings/Kiln.xml...
Reading xml stonesense/buildings/MagmaKiln.xml...
Reading xml stonesense/buildings/Ashery.xml...
Reading xml stonesense/buildings/FarmersWorkshop.xml...
Reading xml stonesense/buildings/Jewelers.xml...
Reading xml stonesense/buildings/Fishery.xml...
Reading xml stonesense/buildings/Bowyers.xml...
Reading xml stonesense/buildings/Dyers.xml...
Reading xml stonesense/buildings/TradeDepot.xml...
Reading xml stonesense/buildings/SiegeWorkshop.xml...
Reading xml stonesense/buildings/Kennels.xml...
Reading xml stonesense/buildings/Shop.xml...
stonesense/buildings/Shop.xml: <building> Is generic - game_subtype missing.: building (Line 5)
Reading xml stonesense/buildings/Pump.xml...
New image: stonesense/buildings/mechanics.png
Reading xml stonesense/buildings/Support.xml...
Reading xml stonesense/buildings/Blueprint.xml...
stonesense/buildings/Blueprint.xml: <building> Is generic - game_subtype missing.: building (Line 5)
Reading xml stonesense/buildings/Lever.xml...
Reading xml stonesense/buildings/Farm.xml...
Reading xml stonesense/buildings/HorizontalAxle.xml...
Reading xml stonesense/buildings/Gear.xml...
Reading xml stonesense/buildings/VerticalAxle.xml...
Reading xml stonesense/buildings/Waterwheel.xml...
Reading xml stonesense/buildings/Windmill.xml...
Reading xml stonesense/buildings/Bridge.xml...
Reading index stonesense/vegetation/index.txt...
Reading index at stonesense/vegetation/index.txt...
Reading xml stonesense/vegetation/DT_trees/dt_trees.xml...
New image: stonesense/vegetation/DT_trees/trees.png
Reading xml stonesense/vegetation/shrubs.xml...
New image: stonesense/vegetation/shrubs.png
Reading index stonesense/colors/index.txt...
Reading index at stonesense/colors/index.txt...
Reading xml stonesense/colors/Colors_Wood.xml...
Reading xml stonesense/colors/Colors_Grass.xml...
Reading xml stonesense/colors/Colors_Stone_Layer.xml...
Reading xml stonesense/colors/Colors_Stone_Mineral.xml...
Reading xml stonesense/colors/Colors_Stone_Gem.xml...
Reading xml stonesense/colors/Colors_Metal.xml...
Reading xml stonesense/colors/Colors_Stone_Soil.xml...
Reading xml stonesense/Colors.xml...
Reading index stonesense/Fluids/index.txt...
Reading index at stonesense/Fluids/index.txt...
Reading xml stonesense/Fluids/Fluids.xml...
Reading index stonesense/items/index.txt...
Reading index at stonesense/items/index.txt...
Reading xml stonesense/items/greiger items/Grei_items.xml...
New image: stonesense/items/greiger items/Grei_items.png
Reading xml stonesense/items/items.xml...
New image: stonesense/items/items.png
[DFHack]# [New Thread 0xd38ffb70 (LWP 1194)]
*** glibc detected *** /media/Linux_Data/Dwarf_Fortress/Utilities/dfhack/0_build/0_VM_Builds/df_linux_34_11_angavrilov_japa_debug_2012-12-26/libs/Dwarf_Fortress: free(): invalid pointer: 0xd2d2d2d2 ***
======= Backtrace: =========
/lib/i386-linux-gnu/libc.so.6(+0x70a8a)[0xf71daa8a]
/lib/i386-linux-gnu/libc.so.6(+0x722e8)[0xf71dc2e8]
/lib/i386-linux-gnu/libc.so.6(cfree+0x6d)[0xf71df3ed]
/media/Linux_Data/Dwarf_Fortress/Utilities/dfhack/0_build/0_VM_Builds/df_linux_34_11_angavrilov_japa_debug_2012-12-26/libs/libstdc++.so.6(_ZdlPv+0x21)[0xf73a0061]
/media/Linux_Data/Dwarf_Fortress/Utilities/dfhack/0_build/0_VM_Builds/df_linux_34_11_angavrilov_japa_debug_2012-12-26/hack/plugins/stonesense.plug.so(_ZN9__gnu_cxx13new_allocatorI8c_spriteE10deallocateEPS1_j+0x1d)[0xf48d4d21]
/media/Linux_Data/Dwarf_Fortress/Utilities/dfhack/0_build/0_VM_Builds/df_linux_34_11_angavrilov_japa_debug_2012-12-26/hack/plugins/stonesense.plug.so(_ZNSt12_Vector_baseI8c_spriteSaIS0_EE13_M_deallocateEPS0_j+0x31)[0xf48d4b41]
/media/Linux_Data/Dwarf_Fortress/Utilities/dfhack/0_build/0_VM_Builds/df_linux_34_11_angavrilov_japa_debug_2012-12-26/hack/plugins/stonesense.plug.so(_ZNSt6vectorI8c_spriteSaIS0_EE13_M_insert_auxIIRKS0_EEEvN9__gnu_cxx17__normal_iteratorIPS0_S2_EEDpOT_+0x2fa)[0xf48db7ea]
/media/Linux_Data/Dwarf_Fortress/Utilities/dfhack/0_build/0_VM_Builds/df_linux_34_11_angavrilov_japa_debug_2012-12-26/hack/plugins/stonesense.plug.so(_ZNSt6vectorI8c_spriteSaIS0_EE9push_backERKS0_+0x80)[0xf48dac90]
/media/Linux_Data/Dwarf_Fortress/Utilities/dfhack/0_build/0_VM_Builds/df_linux_34_11_angavrilov_japa_debug_2012-12-26/hack/plugins/stonesense.plug.so(+0x64e6c)[0xf48d7e6c]
/media/Linux_Data/Dwarf_Fortress/Utilities/dfhack/0_build/0_VM_Builds/df_linux_34_11_angavrilov_japa_debug_2012-12-26/hack/plugins/stonesense.plug.so(+0x64fa3)[0xf48d7fa3]
/media/Linux_Data/Dwarf_Fortress/Utilities/dfhack/0_build/0_VM_Builds/df_linux_34_11_angavrilov_japa_debug_2012-12-26/hack/plugins/stonesense.plug.so(+0x6603b)[0xf48d903b]
/media/Linux_Data/Dwarf_Fortress/Utilities/dfhack/0_build/0_VM_Builds/df_linux_34_11_angavrilov_japa_debug_2012-12-26/hack/plugins/stonesense.plug.so(+0x66b80)[0xf48d9b80]
/media/Linux_Data/Dwarf_Fortress/Utilities/dfhack/0_build/0_VM_Builds/df_linux_34_11_angavrilov_japa_debug_2012-12-26/hack/plugins/stonesense.plug.so(+0xacea9)[0xf491fea9]
/media/Linux_Data/Dwarf_Fortress/Utilities/dfhack/0_build/0_VM_Builds/df_linux_34_11_angavrilov_japa_debug_2012-12-26/hack/plugins/stonesense.plug.so(+0xad11c)[0xf492011c]
/media/Linux_Data/Dwarf_Fortress/Utilities/dfhack/0_build/0_VM_Builds/df_linux_34_11_angavrilov_japa_debug_2012-12-26/hack/plugins/stonesense.plug.so(+0xa8257)[0xf491b257]
/media/Linux_Data/Dwarf_Fortress/Utilities/dfhack/0_build/0_VM_Builds/df_linux_34_11_angavrilov_japa_debug_2012-12-26/hack/plugins/stonesense.plug.so(+0xa82f8)[0xf491b2f8]
./stonesense/deplibs/liballegro.so.5.0(+0x54b3d)[0xf4800b3d]
./stonesense/deplibs/liballegro.so.5.0(+0x8ba36)[0xf4837a36]
/lib/i386-linux-gnu/libpthread.so.0(+0x5954)[0xf7156954]
/lib/i386-linux-gnu/libc.so.6(clone+0x5e)[0xf723e95e]
======= Memory map: ========
Program received signal SIGABRT, Aborted.
[Switching to Thread 0xd38ffb70 (LWP 1194)]
0xf7194667 in *__GI_raise (sig=6) at ../nptl/sysdeps/unix/sysv/linux/raise.c:64
64 ../nptl/sysdeps/unix/sysv/linux/raise.c: No such file or directory.
(gdb) bt full
#0 0xf7194667 in *__GI_raise (sig=6)
at ../nptl/sysdeps/unix/sysv/linux/raise.c:64
resultvar = <optimized out>
pid = -148160524
selftid = 1194
#1 0xf7197a52 in *__GI_abort () at abort.c:92
act = {__sigaction_handler = {
sa_handler = 0xf7ffd4e4 <_rtld_global+1220>,
sa_sigaction = 0xf7ffd4e4 <_rtld_global+1220>}, sa_mask = {
__val = {786432, 4145985712, 4145508416, 3549420836, 23283,
3549420804, 4145470976, 4145457608, 0, 54, 3549420648,
4146294542, 9, 3549420732, 4146806772, 20, 3549422192,
3549420852, 4146412788, 21, 3549420732, 9, 0, 3549420828,
3549420840, 7, 4146674961, 4146674957, 4146670436, 4146670501,
94, 3549420732}}, sa_flags = -745546492,
sa_restorer = 0xf729512d}
sigs = {__val = {32, 0 <repeats 31 times>}}
#2 0xf71d098d in __libc_message (do_abort=2,
fmt=0xf7297330 "*** glibc detected *** %s: %s: 0x%s ***\n")
at ../sysdeps/unix/sysv/linux/libc_fatal.c:189
ap = <optimized out>
fd = -745546132
on_2 = <optimized out>
list = <optimized out>
nlist = <optimized out>
---Type <return> to continue, or q <return> to quit---
cp = <optimized out>
written = false
#3 0xf71daa8a in malloc_printerr (action=<optimized out>,
str=0x6 <Address 0x6 out of bounds>, ptr=0xd2d2d2d2) at malloc.c:6283
buf = "d2d2d2d2"
cp = <optimized out>
#4 0xf71dc2e8 in _int_free (av=<optimized out>, p=<optimized out>)
at malloc.c:4795
size = 0
nextchunk = 0x4aa
nextsize = 0
prevsize = <optimized out>
bck = <optimized out>
fwd = <optimized out>
errstr = 0x6 <Address 0x6 out of bounds>
__func__ = "_int_free"
#5 0xf71df3ed in *__GI___libc_free (mem=0xd2d2d2d2) at malloc.c:3738
ar_ptr = 0xf72b53a0
p = 0x6
#6 0xf73a0061 in operator delete (ptr=0xd2d2d2d2)
at ../../../../gcc-4.5.1/libstdc++-v3/libsupc++/del_op.cc:44
No locals.
#7 0xf48d4d21 in __gnu_cxx::new_allocator<c_sprite>::deallocate (
this=0xd3011cec, __p=0xd2d2d2d2)
at /usr/include/c++/4.5/ext/new_allocator.h:95
---Type <return> to continue, or q <return> to quit---
No locals.
#8 0xf48d4b41 in std::_Vector_base<c_sprite, std::allocator<c_sprite> >::_M_deallocate (this=0xd3011cec, __p=0xd2d2d2d2, __n=0)
at /usr/include/c++/4.5/bits/stl_vector.h:146
No locals.
#9 0xf48db7ea in std::vector<c_sprite, std::allocator<c_sprite> >::_M_insert_aux<c_sprite const&> (this=0xd3011cec, __position=..., __args#0=...)
at /usr/include/c++/4.5/bits/vector.tcc:361
__len = 1
__elems_before = 0
__new_start = 0xf0722cf8
__new_finish = 0xf0722e14
#10 0xf48dac90 in std::vector<c_sprite, std::allocator<c_sprite> >::push_back (
this=0xd3011cec, __x=...) at /usr/include/c++/4.5/bits/stl_vector.h:749
No locals.
#11 0xf48d7e6c in insert_sprite (w=0xf4cd27c0, x=146, y=49, z=87,
parent=0xd2f19b3c, sprite=...)
at /home/arclance/0_Build/dfhack/angavrilov/dfhack_2012-12-26/plugins/stonesense/TileTree.cpp:23
b_orig = 0xd3011c3c
#12 0xf48d7fa3 in c_tile_tree_twig::insert_sprites (this=0xc384750,
w=0xf4cd27c0, x=146, y=49, z=87, parent=0xd2f19b3c)
at /home/arclance/0_Build/dfhack/angavrilov/dfhack_2012-12-26/plugins/stonesense/TileTree.cpp:36
No locals.
---Type <return> to continue, or q <return> to quit---
#13 0xf48d903b in c_tile_tree_branch::insert_sprites (this=0xc384750,
w=0xf4cd27c0, x=146, y=49, z=87, parent=0xd2f19b3c)
at /home/arclance/0_Build/dfhack/angavrilov/dfhack_2012-12-26/plugins/stonesense/TileTree.cpp:164
No locals.
#14 0xf48d9b80 in c_tile_tree::insert_sprites (this=0xc38bc38, w=0xf4cd27c0,
x=146, y=49, z=86, parent=0xd2f19b3c)
at /home/arclance/0_Build/dfhack/angavrilov/dfhack_2012-12-26/plugins/stonesense/TileTree.cpp:277
b = 0xd3011c3c
i = 0
#15 0xf491fea9 in addSegmentExtras (segment=0xf4cd27c0)
at /home/arclance/0_Build/dfhack/angavrilov/dfhack_2012-12-26/plugins/stonesense/SegmentProcessing.cpp:639
Tree = 0xc38bc38
b = 0xd2f19b3c
i = 10589
numtiles = 20736
#16 0xf492011c in beautifySegment (segment=0xf4cd27c0)
at /home/arclance/0_Build/dfhack/angavrilov/dfhack_2012-12-26/plugins/stonesense/SegmentProcessing.cpp:724
starttime = 14360000
#17 0xf491b257 in read_segment (arg=0x0)
at /home/arclance/0_Build/dfhack/angavrilov/dfhack_2012-12-26/plugins/stonesense/MapLoading.cpp:704
---Type <return> to continue, or q <return> to quit---
firstLoad = false
segment = 0xf4cd27c0
#18 0xf491b2f8 in threadedSegment (read_thread=0xc3831a8, arg=0x0)
at /home/arclance/0_Build/dfhack/angavrilov/dfhack_2012-12-26/plugins/stonesense/MapLoading.cpp:722
No locals.
#19 0xf4800b3d in thread_func_trampoline (inner=0xc3831a8, _outer=0xc3831a8)
at /home/arclance/0_Build/allegro/allegro-5.0.8/src/threads.c:80
outer = 0xc3831a8
system = 0xbbd3228
#20 0xf4837a36 in thread_proc_trampoline (data=0xc3831a8)
at /home/arclance/0_Build/allegro/allegro-5.0.8/src/unix/uxthread.c:36
thread = 0xc3831a8
#21 0xf7156954 in start_thread (arg=0xd38ffb70) at pthread_create.c:304
__res = <optimized out>
__ignore1 = <optimized out>
__ignore2 = <optimized out>
pd = 0xd38ffb70
unwind_buf = {cancel_jmp_buf = {{jmp_buf = {-149524492, 0, 4001536,
-745540568, -112688462, -864269573}, mask_was_saved = 0}},
priv = {pad = {0x0, 0x0, 0x0, 0x0}, data = {prev = 0x0,
cleanup = 0x0, canceltype = 0}}}
not_first_call = <optimized out>
freesize = <optimized out>
__PRETTY_FUNCTION__ = "start_thread"
---Type <return> to continue, or q <return> to quit---
#22 0xf723e95e in clone () at ../sysdeps/unix/sysv/linux/i386/clone.S:130
No locals.
I left out the memory map to fit it in a post, I can send that to you if you want to see it.@ icosahedron
That is basically what I see on my 64bit machine with the stable build from the dfhack thread.
@arclance:Okay I will try that in a moment.
You can try commenting out line 724 of SegmentProcessing.cpp (addSegmentExtras(segment);) to see if it runs. From where the crash is coming from though I can only guess that vectors are somehow behaving in some way they shouldn't. The particular vector your crash is coming from gets treated a little strange, and that could cause problems if the implementations don't match is some vague way.
Can you get the stonesense loading screen to display at least? (start up stonesense with no map loaded in DF)It works on my 32bit VM with no map loaded and the logo and text shows up.
It does not crash anymore with that change but it still only gives me a blue window on my 64bit computer.@arclance:Okay I will try that in a moment.
You can try commenting out line 724 of SegmentProcessing.cpp (addSegmentExtras(segment);) to see if it runs. From where the crash is coming from though I can only guess that vectors are somehow behaving in some way they shouldn't. The particular vector your crash is coming from gets treated a little strange, and that could cause problems if the implementations don't match is some vague way.
These binary 32-bit libraries provide optimized hardware acceleration of OpenGL applications via a direct-rendering X Server.
toThis is an empty transitional package to aid switching to multiarch.
.
Run the following commands to install the multiarch library:
* dpkg --add-architecture i386 ; apt-get update
* apt-get install libgl1-nvidia-glx:i386
to You can try commenting out line 724 of SegmentProcessing.cpp (addSegmentExtras(segment);) to see if it runs.though the result is a bit buggy.
@arclanceHopefully someone who works on dfhack will figure it out when they get to testing things for the next release.
I'm out of my depth figuring out linux compilation problems. I've had people testing in linux for me on the DFHack irc and they've indicated that the second-startup crashes are gone for them in the upcoming version, so perhaps the simplest thing to do is wait for the next DFHack release and see if all your problems get fixed for you. Naturally you can keep tinkering with it if you like - it does seem like you've made substantial headway at least.
Program received signal SIGSEGV, Segmentation fault.
[Switching to Thread 0xdf8ffb70 (LWP 17478)]
*__GI___libc_free (mem=0xd2d2d2d2) at malloc.c:3709
3709 malloc.c: No such file or directory.
(gdb) bt full
#0 *__GI___libc_free (mem=0xd2d2d2d2) at malloc.c:3709
ar_ptr = <optimized out>
p = 0xd2d2d2ca
#1 0xf73b0061 in operator delete (ptr=0xd2d2d2d2)
at ../../../../gcc-4.5.1/libstdc++-v3/libsupc++/del_op.cc:44
No locals.
#2 0xf1c87d21 in __gnu_cxx::new_allocator<c_sprite>::deallocate (
this=0xdf009dd4, __p=0xd2d2d2d2)
at /usr/include/c++/4.5/ext/new_allocator.h:95
No locals.
#3 0xf1c87b41 in std::_Vector_base<c_sprite, std::allocator<c_sprite> >::_M_deallocate (this=0xdf009dd4, __p=0xd2d2d2d2, __n=0)
at /usr/include/c++/4.5/bits/stl_vector.h:146
No locals.
#4 0xf1c8e7ea in std::vector<c_sprite, std::allocator<c_sprite> >::_M_insert_aux<c_sprite const&> (this=0xdf009dd4, __position=..., __args#0=...)
at /usr/include/c++/4.5/bits/vector.tcc:361
__len = 1
__elems_before = 0
__new_start = 0xc36d0f0
__new_finish = 0xc36d20c
#5 0xf1c8dc90 in std::vector<c_sprite, std::allocator<c_sprite> >::push_back (
this=0xdf009dd4, __x=...) at /usr/include/c++/4.5/bits/stl_vector.h:749
No locals.
#6 0xf1c8ae6c in insert_sprite (w=0x9dd91c0, x=196, y=45, z=87,
---Type <return> to continue, or q <return> to quit---
parent=0xdef11c24, sprite=...)
at /home/arclance/0_Build/dfhack/angavrilov/dfhack_2012-12-26/plugins/stonesense/TileTree.cpp:23
b_orig = 0xdf009d24
#7 0xf1c8afa3 in c_tile_tree_twig::insert_sprites (this=0xe7f5ba08,
w=0x9dd91c0, x=196, y=45, z=87, parent=0xdef11c24)
at /home/arclance/0_Build/dfhack/angavrilov/dfhack_2012-12-26/plugins/stonesense/TileTree.cpp:36
No locals.
#8 0xf1c8c03b in c_tile_tree_branch::insert_sprites (this=0xe7f5ba08,
w=0x9dd91c0, x=196, y=45, z=87, parent=0xdef11c24)
at /home/arclance/0_Build/dfhack/angavrilov/dfhack_2012-12-26/plugins/stonesense/TileTree.cpp:164
No locals.
#9 0xf1c8cb80 in c_tile_tree::insert_sprites (this=0xe7f6bd70, w=0x9dd91c0,
x=196, y=45, z=86, parent=0xdef11c24)
at /home/arclance/0_Build/dfhack/angavrilov/dfhack_2012-12-26/plugins/stonesense/TileTree.cpp:277
b = 0xdf009d24
i = 0
#10 0xf1cd2ea9 in addSegmentExtras (segment=0x9dd91c0)
at /home/arclance/0_Build/dfhack/angavrilov/dfhack_2012-12-26/plugins/stonesense/SegmentProcessing.cpp:639
Tree = 0xe7f6bd70
b = 0xdef11c24
---Type <return> to continue, or q <return> to quit---
i = 10423
numtiles = 20736
#11 0xf1cd311c in beautifySegment (segment=0x9dd91c0)
at /home/arclance/0_Build/dfhack/angavrilov/dfhack_2012-12-26/plugins/stonesense/SegmentProcessing.cpp:724
starttime = 70920000
#12 0xf1cce257 in read_segment (arg=0x0)
at /home/arclance/0_Build/dfhack/angavrilov/dfhack_2012-12-26/plugins/stonesense/MapLoading.cpp:704
firstLoad = false
segment = 0x9dd91c0
#13 0xf1cce2f8 in threadedSegment (read_thread=0xe7ed9478, arg=0x0)
at /home/arclance/0_Build/dfhack/angavrilov/dfhack_2012-12-26/plugins/stonesense/MapLoading.cpp:722
No locals.
#14 0xf1bb3b3d in thread_func_trampoline (inner=0xe7ed9478, _outer=0xe7ed9478)
at /home/arclance/0_Build/allegro/allegro-5.0.8/src/threads.c:80
outer = 0xe7ed9478
system = 0x9a27160
#15 0xf1beaa36 in thread_proc_trampoline (data=0xe7ed9478)
at /home/arclance/0_Build/allegro/allegro-5.0.8/src/unix/uxthread.c:36
thread = 0xe7ed9478
#16 0xf7166954 in start_thread (arg=0xdf8ffb70) at pthread_create.c:304
__res = <optimized out>
__ignore1 = <optimized out>
---Type <return> to continue, or q <return> to quit---
__ignore2 = <optimized out>
pd = 0xdf8ffb70
unwind_buf = {cancel_jmp_buf = {{jmp_buf = {-149458956, 0, 4001536,
-544214344, 185326465, 943338448}, mask_was_saved = 0}},
priv = {pad = {0x0, 0x0, 0x0, 0x0}, data = {prev = 0x0,
cleanup = 0x0, canceltype = 0}}}
not_first_call = <optimized out>
freesize = <optimized out>
__PRETTY_FUNCTION__ = "start_thread"
#17 0xf724e95e in clone () at ../sysdeps/unix/sysv/linux/i386/clone.S:130
No locals.
You can try commenting out line 724 of SegmentProcessing.cpp (addSegmentExtras(segment);) to see if it runs.This stops that crash but does break the rendering of some of the new features.
@arclanceThat did not fix it just changed the crash a little.
Had an idea about what the problem might be - new version available in my repo might solve it.
./dfhack -g
GNU gdb (GDB) 7.4.1-debian
Copyright (C) 2012 Free Software Foundation, Inc.
License GPLv3+: GNU GPL version 3 or later <http://gnu.org/licenses/gpl.html>
This is free software: you are free to change and redistribute it.
There is NO WARRANTY, to the extent permitted by law. Type "show copying"
and "show warranty" for details.
This GDB was configured as "x86_64-linux-gnu".
For bug reporting instructions, please see:
<http://www.gnu.org/software/gdb/bugs/>...
Reading symbols from /media/Linux_Data/Dwarf_Fortress/Utilities/dfhack/0_build/0_VM_Builds/dfhack_angavrilov_caldfir_debug_2013-01-11/libs/Dwarf_Fortress...(no debugging symbols found)...done.
(gdb) run
Starting program: /media/Linux_Data/Dwarf_Fortress/Utilities/dfhack/0_build/0_VM_Builds/dfhack_angavrilov_caldfir_debug_2013-01-11/libs/Dwarf_Fortress
[Thread debugging using libthread_db enabled]
Using host libthread_db library "/lib/x86_64-linux-gnu/libthread_db.so.1".
[New Thread 0xf397cb70 (LWP 10013)]
[New Thread 0xf317cb70 (LWP 10014)]
Loading bindings from data/init/interface.txt
New window size: 640x300
Font size: 8x12
Resizing grid to 80x25
Resizing font to 8x12
Resetting textures
[New Thread 0xf1f68b70 (LWP 10073)]
[New Thread 0xf14f3b70 (LWP 10092)]
[New Thread 0xf0cf3b70 (LWP 10093)]
DFHack is ready. Have a nice day!
Type in '?' or 'help' for general help, 'ls' to see all commands.
[DFHack]# [New Thread 0xf04f3b70 (LWP 10094)]
[DFHack]# stonesense
[New Thread 0xee4ffb70 (LWP 10929)]
[New Thread 0xedcffb70 (LWP 10930)]
Stonesense launched
Using allegro version 5.0.8 r1
New image: stonesense/objects.png
New image: stonesense/creatures.png
New image: stonesense/ramps.png
New image: stonesense/SSStatusIcons.png
New image: stonesense/SSProfIcons.png
New image: stonesense/gibs.png
New image: stonesense/engravings_floor.png
New image: stonesense/engravings_left.png
New image: stonesense/engravings_right.png
New image: stonesense/Sir_Henry's_32x32.png
[DFHack]# [New Thread 0xec71ab70 (LWP 10931)]
flushing images...
New image: stonesense/objects.png
New image: stonesense/creatures.png
New image: stonesense/ramps.png
New image: stonesense/SSStatusIcons.png
New image: stonesense/SSProfIcons.png
New image: stonesense/gibs.png
New image: stonesense/engravings_floor.png
New image: stonesense/engravings_left.png
New image: stonesense/engravings_right.png
New image: stonesense/Sir_Henry's_32x32.png
Reading index at stonesense/index.txt...
Reading index stonesense/grasses/index.txt...
Reading index at stonesense/grasses/index.txt...
Reading xml stonesense/grasses/grasses.xml...
New image: stonesense/grasses/grasses.png
New image: stonesense/grasses/grasses_gray.png
Reading index stonesense/terrain/index.txt...
Reading index at stonesense/terrain/index.txt...
Reading xml stonesense/terrain/NuGlass.xml...
New image: stonesense/terrain/Nuglass.png
Reading xml stonesense/terrain/NuGlass_Walls.xml...
New image: stonesense/terrain/Nuglass_walls.png
Reading xml stonesense/terrain/block_walls.xml...
New image: stonesense/terrain/block_walls.png
New image: stonesense/terrain/block_floors.png
Reading xml stonesense/terrain/grass.xml...
New image: stonesense/terrain/grass.png
Reading xml stonesense/terrain/MaterialFloors.xml...
New image: stonesense/terrain/floors.png
Reading xml stonesense/terrain/MaterialWalls.xml...
New image: stonesense/terrain/blocks.png
New image: stonesense/terrain/ramps.png
Reading xml stonesense/terrain/Walls.xml...
Reading xml stonesense/terrain/Floors.xml...
Reading xml stonesense/terrain/DefaultWalls.xml...
Reading xml stonesense/terrain/DefaultFloors.xml...
Reading index stonesense/creatures/index.txt...
Reading index at stonesense/creatures/index.txt...
Reading index stonesense/creatures/large_128/index.txt...
Reading index at stonesense/creatures/large_128/index.txt...
Reading xml stonesense/creatures/large_128/jabber.xml...
New image: stonesense/creatures/large_128/jabber.png
Reading xml stonesense/creatures/large_128/crundle.xml...
New image: stonesense/creatures/large_128/crundle.png
Reading xml stonesense/creatures/large_128/wild.xml...
New image: stonesense/creatures/large_128/wild.png
Reading xml stonesense/creatures/large_128/domestic.xml...
New image: stonesense/creatures/large_128/domestic.png
Reading xml stonesense/creatures/large_128/dwarf.xml...
New image: stonesense/creatures/large_128/dwarfm.png
New image: stonesense/creatures/large_128/dwarff.png
Reading xml stonesense/creatures/caravan_animals.xml...
New image: stonesense/creatures/caravan_animals.png
Reading xml stonesense/creatures/beefmo_large_ocean.xml...
New image: stonesense/creatures/beefmo_large_ocean.png
Reading xml stonesense/creatures/beefmo_subterranean.xml...
New image: stonesense/creatures/beefmo_subterranean.png
Reading xml stonesense/creatures/humans.xml...
New image: stonesense/creatures/humans.png
Reading xml stonesense/creatures/elfs.xml...
New image: stonesense/creatures/elfs.png
New image: stonesense/creatures/elves.png
New image: stonesense/creatures/elves_hair.png
New image: stonesense/creatures/elves_skin.png
Reading xml stonesense/creatures/wild_animals.xml...
New image: stonesense/creatures/wild_animals.png
Reading xml stonesense/creatures/gobbos.xml...
New image: stonesense/creatures/gobbos.png
Reading xml stonesense/creatures/beefmo_domestics.xml...
New image: stonesense/creatures/beefmo_dog.png
New image: stonesense/creatures/beefmo_cat.png
New image: stonesense/creatures/beefmo_domestics.png
Reading xml stonesense/creatures/Wildlife.xml...
Reading xml stonesense/creatures/color_Dwarves.xml...
New image: stonesense/creatures/color_dwarves.png
Reading index stonesense/buildings/index.txt...
Reading index at stonesense/buildings/index.txt...
Reading xml stonesense/buildings/Press.xml...
New image: stonesense/buildings/workshop.png
Reading xml stonesense/buildings/caravan_1.xml...
New image: stonesense/buildings/caravan_1.png
Reading xml stonesense/buildings/Soapmakers.xml...
New image: stonesense/buildings/include/../workshop.png
Reading xml stonesense/buildings/Road.xml...
New image: stonesense/buildings/bgibs.png
Reading xml stonesense/buildings/Restraint.xml...
Reading xml stonesense/buildings/Statue.xml...
Reading xml stonesense/buildings/Table.xml...
Reading xml stonesense/buildings/Cabinet.xml...
Reading xml stonesense/buildings/Chair.xml...
Reading xml stonesense/buildings/Chest.xml...
Reading xml stonesense/buildings/Bed.xml...
Reading xml stonesense/buildings/WeaponRack.xml...
Reading xml stonesense/buildings/ArmorStand.xml...
Reading xml stonesense/buildings/Quern.xml...
Reading xml stonesense/buildings/Millstone.xml...
Reading xml stonesense/buildings/Cage.xml...
Reading xml stonesense/buildings/Coffin.xml...
Reading xml stonesense/buildings/Hatch.xml...
New image: stonesense/buildings/DoorsAndFloodgates.png
Reading xml stonesense/buildings/Target.xml...
Reading xml stonesense/buildings/Wagon.xml...
Reading xml stonesense/buildings/FloorGrate.xml...
Reading xml stonesense/buildings/FloorBars.xml...
Reading xml stonesense/buildings/Well.xml...
Reading xml stonesense/buildings/Stockpile.xml...
Reading xml stonesense/buildings/Zone.xml...
Reading xml stonesense/buildings/AnimalTrap.xml...
Reading xml stonesense/buildings/WeaponTrap.xml...
Reading xml stonesense/buildings/StonefallTrap.xml...
Reading xml stonesense/buildings/CageTrap.xml...
Reading xml stonesense/buildings/PressurePlate.xml...
Reading xml stonesense/buildings/Spikes.xml...
Reading xml stonesense/buildings/Door.xml...
Reading xml stonesense/buildings/VerticalBars.xml...
New image: stonesense/buildings/VerticalBars.png
Reading xml stonesense/buildings/WallGrate.xml...
Reading xml stonesense/buildings/Floodgate.xml...
Reading xml stonesense/buildings/WindowGlass.xml...
New image: stonesense/buildings/Windows.png
Reading xml stonesense/buildings/WindowGem.xml...
Reading xml stonesense/buildings/Kitchen.xml...
Reading xml stonesense/buildings/Carpenter.xml...
Reading xml stonesense/buildings/Smelter.xml...
Reading xml stonesense/buildings/MagmaSmelter.xml...
Reading xml stonesense/buildings/WoodFurnace.xml...
Reading xml stonesense/buildings/Forge.xml...
Reading xml stonesense/buildings/MagmaForge.xml...
Reading xml stonesense/buildings/Masons.xml...
Reading xml stonesense/buildings/Craftsdwarfs.xml...
Reading xml stonesense/buildings/Mechanics.xml...
Reading xml stonesense/buildings/Butchers.xml...
Reading xml stonesense/buildings/Loom.xml...
Reading xml stonesense/buildings/Clothiers.xml...
Reading xml stonesense/buildings/Tannery.xml...
Reading xml stonesense/buildings/Still.xml...
Reading xml stonesense/buildings/Leatherworks.xml...
Reading xml stonesense/buildings/MagmaGlassFurnace.xml...
Reading xml stonesense/buildings/GlassFurnace.xml...
Reading xml stonesense/buildings/Kiln.xml...
Reading xml stonesense/buildings/MagmaKiln.xml...
Reading xml stonesense/buildings/Ashery.xml...
Reading xml stonesense/buildings/FarmersWorkshop.xml...
Reading xml stonesense/buildings/Jewelers.xml...
Reading xml stonesense/buildings/Fishery.xml...
Reading xml stonesense/buildings/Bowyers.xml...
Reading xml stonesense/buildings/Dyers.xml...
Reading xml stonesense/buildings/TradeDepot.xml...
Reading xml stonesense/buildings/SiegeWorkshop.xml...
Reading xml stonesense/buildings/Kennels.xml...
Reading xml stonesense/buildings/Shop.xml...
stonesense/buildings/Shop.xml: <building> Is generic - game_subtype missing.: building (Line 5)
Reading xml stonesense/buildings/Pump.xml...
New image: stonesense/buildings/mechanics.png
Reading xml stonesense/buildings/Support.xml...
Reading xml stonesense/buildings/Blueprint.xml...
stonesense/buildings/Blueprint.xml: <building> Is generic - game_subtype missing.: building (Line 5)
Reading xml stonesense/buildings/Lever.xml...
Reading xml stonesense/buildings/Farm.xml...
Reading xml stonesense/buildings/HorizontalAxle.xml...
Reading xml stonesense/buildings/Gear.xml...
Reading xml stonesense/buildings/VerticalAxle.xml...
Reading xml stonesense/buildings/Waterwheel.xml...
Reading xml stonesense/buildings/Windmill.xml...
Reading xml stonesense/buildings/Bridge.xml...
Reading index stonesense/vegetation/index.txt...
Reading index at stonesense/vegetation/index.txt...
Reading xml stonesense/vegetation/DT_trees/dt_trees.xml...
New image: stonesense/vegetation/DT_trees/trees.png
Reading xml stonesense/vegetation/shrubs.xml...
New image: stonesense/vegetation/shrubs.png
Reading index stonesense/colors/index.txt...
Reading index at stonesense/colors/index.txt...
Reading xml stonesense/colors/Colors_Wood.xml...
Reading xml stonesense/colors/Colors_Grass.xml...
Reading xml stonesense/colors/Colors_Stone_Layer.xml...
Reading xml stonesense/colors/Colors_Stone_Mineral.xml...
Reading xml stonesense/colors/Colors_Stone_Gem.xml...
Reading xml stonesense/colors/Colors_Metal.xml...
Reading xml stonesense/colors/Colors_Stone_Soil.xml...
Reading xml stonesense/Colors.xml...
Reading index stonesense/Fluids/index.txt...
Reading index at stonesense/Fluids/index.txt...
Reading xml stonesense/Fluids/Fluids.xml...
Reading index stonesense/items/index.txt...
Reading index at stonesense/items/index.txt...
Reading xml stonesense/items/greiger items/Grei_items.xml...
New image: stonesense/items/greiger items/Grei_items.png
Reading xml stonesense/items/items.xml...
New image: stonesense/items/items.png
[DFHack]# [New Thread 0xe79c8b70 (LWP 10951)]
Program received signal SIGSEGV, Segmentation fault.
[Switching to Thread 0xe79c8b70 (LWP 10951)]
*__GI___libc_free (mem=0xd2d2d2d2) at malloc.c:3709
3709 malloc.c: No such file or directory.
(gdb) bt full
#0 *__GI___libc_free (mem=0xd2d2d2d2) at malloc.c:3709
ar_ptr = <optimized out>
p = 0xd2d2d2ca
#1 0xf73b0061 in operator delete (ptr=0xd2d2d2d2)
at ../../../../gcc-4.5.1/libstdc++-v3/libsupc++/del_op.cc:44
No locals.
#2 0xf23d507d in __gnu_cxx::new_allocator<c_sprite>::deallocate (
this=0xe79c7d64, __p=0xd2d2d2d2)
at /usr/include/c++/4.5/ext/new_allocator.h:95
No locals.
#3 0xf23d4e05 in std::_Vector_base<c_sprite, std::allocator<c_sprite> >::_M_deallocate (this=0xe79c7d64, __p=0xd2d2d2d2, __n=0)
at /usr/include/c++/4.5/bits/stl_vector.h:146
No locals.
#4 0xf23d4ad1 in std::_Vector_base<c_sprite, std::allocator<c_sprite> >::~_Vector_base (this=0xe79c7d64, __in_chrg=<optimized out>)
at /usr/include/c++/4.5/bits/stl_vector.h:132
No locals.
#5 0xf23d4886 in std::vector<c_sprite, std::allocator<c_sprite> >::~vector (
this=0xe79c7d64, __in_chrg=<optimized out>)
at /usr/include/c++/4.5/bits/stl_vector.h:314
No locals.
#6 0xf23d0141 in Tile::Reset (this=0xe6dfc008, segment=0x9d63248,
type=df::enums::tiletype::SoilWall)
at /home/arclance/0_Build/dfhack/angavrilov/dfhack_2013-01-11/plugins/stones---Type <return> to continue, or q <return> to quit---
ense/Tile.cpp:83
No locals.
#7 0xf24299b5 in WorldSegment::ResetTile (this=0x9d63248, x=141, y=45, z=84,
type=df::enums::tiletype::SoilWall)
at /home/arclance/0_Build/dfhack/angavrilov/dfhack_2013-01-11/plugins/stonesense/WorldSegment.cpp:32
lx = 0
ly = 0
lz = 0
index = 0
#8 0xf241920e in ReadBlockToSegment (DF=..., segment=..., BlockX=8, BlockY=2,
BlockZ=84, BoundrySX=13, BoundrySY=13, BoundryEX=15, BoundryEY=15,
allLayers=0xe79c8018)
at /home/arclance/0_Build/dfhack/angavrilov/dfhack_2013-01-11/plugins/stonesense/MapLoading.cpp:119
tileBiomeIndex = 0
tileRegionIndex = 108 'l'
gx = 141
b = 0xf7bb0ef2
rockIndex = -136746578
tileGeolayerIndex = 0
soilMat = 231
gy = 45
shouldBeIncluded = true
soilTile = 33
---Type <return> to continue, or q <return> to quit---
idx = 10468
lx = 13
ly = 13
blockDimY = 9
__PRETTY_FUNCTION__ = "void ReadBlockToSegment(DFHack::Core&, WorldSegment&, int, int, int, uint32_t, uint32_t, uint32_t, uint32_t, std::vector<std::vector<short int> >*)"
blockDimZ = 103
local = {type = 4294967295, main_material = -2884,
sub_material = -134354088, discovered = 106, origin = 0xe79c7ea8}
grass = {<std::_Vector_base<df::block_square_event_grassst*, std::allocator<df::block_square_event_grassst*> >> = {
_M_impl = {<std::allocator<df::block_square_event_grassst*>> = {<__gnu_cxx::new_allocator<df::block_square_event_grassst*>> = {<No data fields>}, <No data fields>}, _M_start = 0x0, _M_finish = 0x0,
_M_end_of_storage = 0x0}}, <No data fields>}
worldconstructions = {<std::_Vector_base<df::block_square_event_world_constructionst*, std::allocator<df::block_square_event_world_constructionst*> >> = {
_M_impl = {<std::allocator<df::block_square_event_world_constructionst*>> = {<__gnu_cxx::new_allocator<df::block_square_event_world_constructionst*>> = {<No data fields>}, <No data fields>}, _M_start = 0x0, _M_finish = 0x0,
_M_end_of_storage = 0x0}}, <No data fields>}
blockDimX = 15
trueBlock = 0x1e2a4328
---Type <return> to continue, or q <return> to quit---
global = {type = 4294967295, main_material = 21456,
sub_material = -148094988, discovered = 160, origin = 0x0}
veins = {<std::_Vector_base<df::block_square_event_mineralst*, std::allocator<df::block_square_event_mineralst*> >> = {
_M_impl = {<std::allocator<df::block_square_event_mineralst*>> = {<__gnu_cxx::new_allocator<df::block_square_event_mineralst*>> = {<No data fields>}, <No data fields>}, _M_start = 0x0, _M_finish = 0x0,
_M_end_of_storage = 0x0}}, <No data fields>}
ices = {<std::_Vector_base<df::block_square_event_frozen_liquidst*, std::allocator<df::block_square_event_frozen_liquidst*> >> = {
_M_impl = {<std::allocator<df::block_square_event_frozen_liquidst*>> = {<__gnu_cxx::new_allocator<df::block_square_event_frozen_liquidst*>> = {<No data fields>}, <No data fields>}, _M_start = 0x0, _M_finish = 0x0,
_M_end_of_storage = 0x0}}, <No data fields>}
splatter = {<std::_Vector_base<df::block_square_event_material_spatterst*, std::allocator<df::block_square_event_material_spatterst*> >> = {
_M_impl = {<std::allocator<df::block_square_event_material_spatterst*>> = {<__gnu_cxx::new_allocator<df::block_square_event_material_spatterst*>> = {<No data fields>}, <No data fields>}, _M_start = 0x0, _M_finish = 0x0,
_M_end_of_storage = 0x0}}, <No data fields>}
#9 0xf241aefa in readMapSegment (segment=0x9d63248, x=141, y=45, z=87,
sizex=72, sizey=72, sizez=4)
at /home/arclance/0_Build/dfhack/angavrilov/dfhack_2013-01-11/plugins/stonesense/MapLoading.cpp:565
lz = 84
---Type <return> to continue, or q <return> to quit---
blocky = 2
lastTileInBlockY = 47
lastTileToReadY = 47
blockx = 8
lastTileInBlockX = 143
lastTileToReadX = 143
firstTileToReadY = 45
regionX = 15
regionY = 9
numconstructions = 2086
geoidx = {<std::_Vector_base<df::coord2d, std::allocator<df::coord2d> >> = {
_M_impl = {<std::allocator<df::coord2d>> = {<__gnu_cxx::new_allocator<df::coord2d>> = {<No data fields>}, <No data fields>}, _M_start = 0xc3684a0,
_M_finish = 0xc3684c4,
_M_end_of_storage = 0xc3684c4}}, <No data fields>}
engraved = 0x190
index = 2086
blockDimY = 144
regionZ = 103
allConstructions = {<std::_Vector_base<df::construction, std::allocator<df::construction> >> = {
_M_impl = {<std::allocator<df::construction>> = {<__gnu_cxx::new_allocator<df::construction>> = {<No data fields>}, <No data fields>},
_M_start = 0x28853c50, _M_finish = 0x28856748,
---Type <return> to continue, or q <return> to quit---
_M_end_of_storage = 0x28858c50}}, <No data fields>}
b = 0xe79c80b8
DF = @0xf7fbaae0: {p = 0x9cd8c00, vinfo = 0x9cd8cc0, screen_window =
0xf26650a0, con = {<DFHack::color_ostream> = {
<std::basic_ostream<char, std::char_traits<char> >> = {
<std::basic_ios<char, std::char_traits<char> >> = {<std::ios_base> = {
_vptr.ios_base = 0xf7f81438,
static boolalpha = std::_S_boolalpha,
static dec = std::_S_dec, static fixed = std::_S_fixed,
static hex = std::_S_hex,
static internal = std::_S_internal,
static left = std::_S_left, static oct = std::_S_oct,
static right = std::_S_right,
static scientific = std::_S_scientific,
static showbase = std::_S_showbase,
static showpoint = std::_S_showpoint,
static showpos = std::_S_showpos,
static skipws = std::_S_skipws,
static unitbuf = std::_S_unitbuf,
static uppercase = std::_S_uppercase,
static adjustfield = std::_S_adjustfield,
static basefield = std::_S_basefield,
static floatfield = std::_S_floatfield,
static badbit = std::_S_badbit,
static eofbit = std::_S_eofbit,
---Type <return> to continue, or q <return> to quit---
static failbit = std::_S_failbit,
static goodbit = std::_S_goodbit,
static app = std::_S_app, static ate = std::_S_ate,
static binary = std::_S_bin, static in = std::_S_in,
static out = std::_S_out, static trunc = std::_S_trunc,
static beg = std::_S_beg, static cur = std::_S_cur,
static end = std::_S_end, _M_precision = 6, _M_width = 0,
_M_flags = 4098, _M_exception = std::_S_goodbit,
_M_streambuf_state = std::_S_goodbit, _M_callbacks = 0x0,
_M_word_zero = {_M_pword = 0x0, _M_iword = 0},
_M_local_word = {{_M_pword = 0x0, _M_iword = 0}, {
_M_pword = 0x0, _M_iword = 0}, {_M_pword = 0x0,
_M_iword = 0}, {_M_pword = 0x0, _M_iword = 0}, {
_M_pword = 0x0, _M_iword = 0}, {_M_pword = 0x0,
_M_iword = 0}, {_M_pword = 0x0, _M_iword = 0}, {
_M_pword = 0x0, _M_iword = 0}}, _M_word_size = 8,
_M_word = 0xf7fbab24, _M_ios_locale = {static none = 0,
static ctype = 1, static numeric = 2,
static collate = 4, static time = 8,
static monetary = 16, static messages = 32,
static all = 63, _M_impl = 0xf73e167c,
static _S_classic = 0xf73e167c,
static _S_global = 0xf73e167c, static _S_categories =
0xf73db624, static _S_once = 2}}, _M_tie = 0x0, _M_fill = 0 '\000',
_M_fill_init = false, _M_streambuf = 0x9a90bc0, _M_ctype =
---Type <return> to continue, or q <return> to quit---
0xf73e0960, _M_num_put = 0xf73e0c1c, _M_num_get = 0xf73e0c14},
_vptr.basic_ostream = 0xf7f8140c},
cur_color = DFHack::COLOR_RESET,
static log_errors_to_stderr = true}, d = 0x9c95280,
wlock = 0x9a90bf0, inited = true}, d = 0x9a90ee0,
errorstate = false, vif = 0x9a91278, s_mods = {pMaterials =
0xc5e5e80, pNotes = 0x0, pGraphic = 0x0},
allModules = {<std::_Vector_base<DFHack::Module*, std::allocator<DFHack::Module*> >> = {
_M_impl = {<std::allocator<DFHack::Module*>> = {<__gnu_cxx::new_allocator<DFHack::Module*>> = {<No data fields>}, <No data fields>},
_M_start = 0xbb1b3d8, _M_finish = 0xbb1b3dc,
_M_end_of_storage = 0xbb1b3dc}}, <No data fields>},
plug_mgr = 0x9c9a7e0, key_bindings = {_M_t = {
_M_impl = {<std::allocator<std::_Rb_tree_node<std::pair<int const, std::vector<DFHack::Core::KeyBinding, std::allocator<DFHack::Core::KeyBinding> > > > >> = {<__gnu_cxx::new_allocator<std::_Rb_tree_node<std::pair<int const, std::vector<DFHack::Core::KeyBinding, std::allocator<DFHack::Core::KeyBinding> > > > >> = {<No data fields>}, <No data fields>},
_M_key_compare = {<std::binary_function<int, int, bool>> = {<No data fields>}, <No data fields>}, _M_header = {_M_color = std::_S_red,
_M_parent = 0xf2621440, _M_left = 0xf2621440,
_M_right = 0xf2619ca0}, _M_node_count = 2}}},
hotkey_states = {_M_t = {
_M_impl = {<std::allocator<std::_Rb_tree_node<std::pair<int const,---Type <return> to continue, or q <return> to quit---
bool> > >> = {<__gnu_cxx::new_allocator<std::_Rb_tree_node<std::pair<int const, bool> > >> = {<No data fields>}, <No data fields>},
_M_key_compare = {<std::binary_function<int, int, bool>> = {<No data fields>}, <No data fields>}, _M_header = {_M_color = std::_S_red,
_M_parent = 0xf2664660, _M_left = 0xf2664660,
_M_right = 0xf2623bd8}, _M_node_count = 2}}}, hotkey_cmd = {
static npos = 4294967295,
_M_dataplus = {<std::allocator<char>> = {<__gnu_cxx::new_allocator<char>> = {<No data fields>}, <No data fields>}, _M_p = 0x8eafdbc ""}},
hotkey_set = false, HotkeyMutex = 0x9c83fd8, HotkeyCond = 0x9c815f0,
last_world_data_ptr = 0x209056e8, last_local_map_ptr = 0x1b3ca160,
top_viewscreen = 0x273550f0, last_pause_state = true,
started = true, misc_data_mutex = 0x9c9a7c0, misc_data_map = {
_M_t = {
_M_impl = {<std::allocator<std::_Rb_tree_node<std::pair<std::basic_string<char, std::char_traits<char>, std::allocator<char> > const, void*> > >> = {<__gnu_cxx::new_allocator<std::_Rb_tree_node<std::pair<std::basic_string<char, std::char_traits<char>, std::allocator<char> > const, void*> > >> = {<No data fields>}, <No data fields>},
_M_key_compare = {<std::binary_function<std::basic_string<char, std::char_traits<char>, std::allocator<char> >, std::basic_string<char, std::char_traits<char>, std::allocator<char> >, bool>> = {<No data fields>}, <No data fields>}, _M_header = {_M_color = std::_S_red, _M_parent = 0x0,
_M_left = 0xf7fbac08, _M_right = 0xf7fbac08},
_M_node_count = 0}}}, server = 0xf2665df0}
---Type <return> to continue, or q <return> to quit---
starttime = 22570000
blockDimZ = 103
allBuildings = {<std::_Vector_base<DFHack::Buildings::t_building, std::allocator<DFHack::Buildings::t_building> >> = {
_M_impl = {<std::allocator<DFHack::Buildings::t_building>> = {<__gnu_cxx::new_allocator<DFHack::Buildings::t_building>> = {<No data fields>}, <No data fields>}, _M_start = 0x2884e448, _M_finish = 0x288512b0,
_M_end_of_storage = 0x28853c48}}, <No data fields>}
firstTileToReadX = 141
layers = {<std::_Vector_base<std::vector<short, std::allocator<short> >, std::allocator<std::vector<short, std::allocator<short> > > >> = {
_M_impl = {<std::allocator<std::vector<short, std::allocator<short> > >> = {<__gnu_cxx::new_allocator<std::vector<short, std::allocator<short> > >> = {<No data fields>}, <No data fields>}, _M_start = 0x27590b08,
_M_finish = 0x27590b74,
_M_end_of_storage = 0x27590b74}}, <No data fields>}
blockDimX = 240
numengravings = 4064392180
#10 0xf241b549 in read_segment (arg=0x0)
at /home/arclance/0_Build/dfhack/angavrilov/dfhack_2013-01-11/plugins/stonesense/MapLoading.cpp:699
suspend = {core = 0xf7fbaae0}
firstLoad = false
segment = 0x9d63248
#11 0xf241b613 in threadedSegment (read_thread=0x287501d8, arg=0x0)
---Type <return> to continue, or q <return> to quit---
at /home/arclance/0_Build/dfhack/angavrilov/dfhack_2013-01-11/plugins/stonesense/MapLoading.cpp:722
No locals.
#12 0xf2300b3d in thread_func_trampoline (inner=0x287501d8, _outer=0x287501d8)
at /home/arclance/0_Build/allegro/allegro-5.0.8/src/threads.c:80
outer = 0x287501d8
system = 0x9a2d630
#13 0xf2337a36 in thread_proc_trampoline (data=0x287501d8)
at /home/arclance/0_Build/allegro/allegro-5.0.8/src/unix/uxthread.c:36
thread = 0x287501d8
#14 0xf7166954 in start_thread (arg=0xe79c8b70) at pthread_create.c:304
__res = <optimized out>
__ignore1 = <optimized out>
__ignore2 = <optimized out>
pd = 0xe79c8b70
unwind_buf = {cancel_jmp_buf = {{jmp_buf = {-149458956, 0, 4001536,
-409173320, 1863110049, 2061313408}, mask_was_saved = 0}},
priv = {pad = {0x0, 0x0, 0x0, 0x0}, data = {prev = 0x0,
cleanup = 0x0, canceltype = 0}}}
not_first_call = <optimized out>
freesize = <optimized out>
__PRETTY_FUNCTION__ = "start_thread"
#15 0xf724e95e in clone () at ../sysdeps/unix/sysv/linux/i386/clone.S:130
No locals.
./dfhack -g
GNU gdb (GDB) 7.4.1-debian
Copyright (C) 2012 Free Software Foundation, Inc.
License GPLv3+: GNU GPL version 3 or later <http://gnu.org/licenses/gpl.html>
This is free software: you are free to change and redistribute it.
There is NO WARRANTY, to the extent permitted by law. Type "show copying"
and "show warranty" for details.
This GDB was configured as "x86_64-linux-gnu".
For bug reporting instructions, please see:
<http://www.gnu.org/software/gdb/bugs/>...
Reading symbols from /media/Linux_Data/Dwarf_Fortress/Utilities/dfhack/0_build/0_VM_Builds/dfhack_angavrilov_caldfir_debug_2013-01-11/libs/Dwarf_Fortress...(no debugging symbols found)...done.
(gdb) run
Starting program: /media/Linux_Data/Dwarf_Fortress/Utilities/dfhack/0_build/0_VM_Builds/dfhack_angavrilov_caldfir_debug_2013-01-11/libs/Dwarf_Fortress
[Thread debugging using libthread_db enabled]
Using host libthread_db library "/lib/x86_64-linux-gnu/libthread_db.so.1".
[New Thread 0xf397cb70 (LWP 3383)]
[New Thread 0xf317cb70 (LWP 3384)]
Loading bindings from data/init/interface.txt
New window size: 640x300
Font size: 8x12
Resizing grid to 80x25
Resizing font to 8x12
Resetting textures
New window size: 1920x1080
Font size: 8x12
Resizing grid to 240x90
Resizing font to 8x12
[New Thread 0xf1639b70 (LWP 3467)]
[New Thread 0xf0bc4b70 (LWP 3486)]
[New Thread 0xf03c4b70 (LWP 3487)]
DFHack is ready. Have a nice day!
Type in '?' or 'help' for general help, 'ls' to see all commands.
[DFHack]# [New Thread 0xefbc4b70 (LWP 3488)]
[DFHack]# stonesense
[New Thread 0xd29ffb70 (LWP 4152)]
[New Thread 0xd21ffb70 (LWP 4153)]
Stonesense launched
Using allegro version 5.0.8 r1
New image: stonesense/objects.png
New image: stonesense/creatures.png
New image: stonesense/ramps.png
New image: stonesense/SSStatusIcons.png
New image: stonesense/SSProfIcons.png
New image: stonesense/gibs.png
New image: stonesense/engravings_floor.png
New image: stonesense/engravings_left.png
New image: stonesense/engravings_right.png
New image: stonesense/Sir_Henry's_32x32.png
[DFHack]# [New Thread 0xd051eb70 (LWP 4157)]
flushing images...
New image: stonesense/objects.png
New image: stonesense/creatures.png
New image: stonesense/ramps.png
New image: stonesense/SSStatusIcons.png
New image: stonesense/SSProfIcons.png
New image: stonesense/gibs.png
New image: stonesense/engravings_floor.png
New image: stonesense/engravings_left.png
New image: stonesense/engravings_right.png
New image: stonesense/Sir_Henry's_32x32.png
Reading index at stonesense/index.txt...
Reading index stonesense/grasses/index.txt...
Reading index at stonesense/grasses/index.txt...
Reading xml stonesense/grasses/grasses.xml...
New image: stonesense/grasses/grasses.png
New image: stonesense/grasses/grasses_gray.png
Reading index stonesense/terrain/index.txt...
Reading index at stonesense/terrain/index.txt...
Reading xml stonesense/terrain/NuGlass.xml...
New image: stonesense/terrain/Nuglass.png
Reading xml stonesense/terrain/NuGlass_Walls.xml...
New image: stonesense/terrain/Nuglass_walls.png
Reading xml stonesense/terrain/block_walls.xml...
New image: stonesense/terrain/block_walls.png
New image: stonesense/terrain/block_floors.png
Reading xml stonesense/terrain/grass.xml...
New image: stonesense/terrain/grass.png
Reading xml stonesense/terrain/MaterialFloors.xml...
New image: stonesense/terrain/floors.png
Reading xml stonesense/terrain/MaterialWalls.xml...
New image: stonesense/terrain/blocks.png
New image: stonesense/terrain/ramps.png
Reading xml stonesense/terrain/Walls.xml...
Reading xml stonesense/terrain/Floors.xml...
Reading xml stonesense/terrain/DefaultWalls.xml...
Reading xml stonesense/terrain/DefaultFloors.xml...
Reading index stonesense/creatures/index.txt...
Reading index at stonesense/creatures/index.txt...
Reading index stonesense/creatures/large_128/index.txt...
Reading index at stonesense/creatures/large_128/index.txt...
Reading xml stonesense/creatures/large_128/jabber.xml...
New image: stonesense/creatures/large_128/jabber.png
Reading xml stonesense/creatures/large_128/crundle.xml...
New image: stonesense/creatures/large_128/crundle.png
Reading xml stonesense/creatures/large_128/wild.xml...
New image: stonesense/creatures/large_128/wild.png
Reading xml stonesense/creatures/large_128/domestic.xml...
New image: stonesense/creatures/large_128/domestic.png
Reading xml stonesense/creatures/large_128/dwarf.xml...
New image: stonesense/creatures/large_128/dwarfm.png
New image: stonesense/creatures/large_128/dwarff.png
Reading xml stonesense/creatures/caravan_animals.xml...
New image: stonesense/creatures/caravan_animals.png
Reading xml stonesense/creatures/beefmo_large_ocean.xml...
New image: stonesense/creatures/beefmo_large_ocean.png
Reading xml stonesense/creatures/beefmo_subterranean.xml...
New image: stonesense/creatures/beefmo_subterranean.png
Reading xml stonesense/creatures/humans.xml...
New image: stonesense/creatures/humans.png
Reading xml stonesense/creatures/elfs.xml...
New image: stonesense/creatures/elfs.png
New image: stonesense/creatures/elves.png
New image: stonesense/creatures/elves_hair.png
New image: stonesense/creatures/elves_skin.png
Reading xml stonesense/creatures/wild_animals.xml...
New image: stonesense/creatures/wild_animals.png
Reading xml stonesense/creatures/gobbos.xml...
New image: stonesense/creatures/gobbos.png
Reading xml stonesense/creatures/beefmo_domestics.xml...
New image: stonesense/creatures/beefmo_dog.png
New image: stonesense/creatures/beefmo_cat.png
New image: stonesense/creatures/beefmo_domestics.png
Reading xml stonesense/creatures/Wildlife.xml...
Reading xml stonesense/creatures/color_Dwarves.xml...
New image: stonesense/creatures/color_dwarves.png
Reading index stonesense/buildings/index.txt...
Reading index at stonesense/buildings/index.txt...
Reading xml stonesense/buildings/Press.xml...
New image: stonesense/buildings/workshop.png
Reading xml stonesense/buildings/caravan_1.xml...
New image: stonesense/buildings/caravan_1.png
Reading xml stonesense/buildings/Soapmakers.xml...
New image: stonesense/buildings/include/../workshop.png
Reading xml stonesense/buildings/Road.xml...
New image: stonesense/buildings/bgibs.png
Reading xml stonesense/buildings/Restraint.xml...
Reading xml stonesense/buildings/Statue.xml...
Reading xml stonesense/buildings/Table.xml...
Reading xml stonesense/buildings/Cabinet.xml...
Reading xml stonesense/buildings/Chair.xml...
Reading xml stonesense/buildings/Chest.xml...
Reading xml stonesense/buildings/Bed.xml...
Reading xml stonesense/buildings/WeaponRack.xml...
Reading xml stonesense/buildings/ArmorStand.xml...
Reading xml stonesense/buildings/Quern.xml...
Reading xml stonesense/buildings/Millstone.xml...
Reading xml stonesense/buildings/Cage.xml...
Reading xml stonesense/buildings/Coffin.xml...
Reading xml stonesense/buildings/Hatch.xml...
New image: stonesense/buildings/DoorsAndFloodgates.png
Reading xml stonesense/buildings/Target.xml...
Reading xml stonesense/buildings/Wagon.xml...
Reading xml stonesense/buildings/FloorGrate.xml...
Reading xml stonesense/buildings/FloorBars.xml...
Reading xml stonesense/buildings/Well.xml...
Reading xml stonesense/buildings/Stockpile.xml...
Reading xml stonesense/buildings/Zone.xml...
Reading xml stonesense/buildings/AnimalTrap.xml...
Reading xml stonesense/buildings/WeaponTrap.xml...
Reading xml stonesense/buildings/StonefallTrap.xml...
Reading xml stonesense/buildings/CageTrap.xml...
Reading xml stonesense/buildings/PressurePlate.xml...
Reading xml stonesense/buildings/Spikes.xml...
Reading xml stonesense/buildings/Door.xml...
Reading xml stonesense/buildings/VerticalBars.xml...
New image: stonesense/buildings/VerticalBars.png
Reading xml stonesense/buildings/WallGrate.xml...
Reading xml stonesense/buildings/Floodgate.xml...
Reading xml stonesense/buildings/WindowGlass.xml...
New image: stonesense/buildings/Windows.png
Reading xml stonesense/buildings/WindowGem.xml...
Reading xml stonesense/buildings/Kitchen.xml...
Reading xml stonesense/buildings/Carpenter.xml...
Reading xml stonesense/buildings/Smelter.xml...
Reading xml stonesense/buildings/MagmaSmelter.xml...
Reading xml stonesense/buildings/WoodFurnace.xml...
Reading xml stonesense/buildings/Forge.xml...
Reading xml stonesense/buildings/MagmaForge.xml...
Reading xml stonesense/buildings/Masons.xml...
Reading xml stonesense/buildings/Craftsdwarfs.xml...
Reading xml stonesense/buildings/Mechanics.xml...
Reading xml stonesense/buildings/Butchers.xml...
Reading xml stonesense/buildings/Loom.xml...
Reading xml stonesense/buildings/Clothiers.xml...
Reading xml stonesense/buildings/Tannery.xml...
Reading xml stonesense/buildings/Still.xml...
Reading xml stonesense/buildings/Leatherworks.xml...
Reading xml stonesense/buildings/MagmaGlassFurnace.xml...
Reading xml stonesense/buildings/GlassFurnace.xml...
Reading xml stonesense/buildings/Kiln.xml...
Reading xml stonesense/buildings/MagmaKiln.xml...
Reading xml stonesense/buildings/Ashery.xml...
Reading xml stonesense/buildings/FarmersWorkshop.xml...
Reading xml stonesense/buildings/Jewelers.xml...
Reading xml stonesense/buildings/Fishery.xml...
Reading xml stonesense/buildings/Bowyers.xml...
Reading xml stonesense/buildings/Dyers.xml...
Reading xml stonesense/buildings/TradeDepot.xml...
Reading xml stonesense/buildings/SiegeWorkshop.xml...
Reading xml stonesense/buildings/Kennels.xml...
Reading xml stonesense/buildings/Shop.xml...
stonesense/buildings/Shop.xml: <building> Is generic - game_subtype missing.: building (Line 5)
Reading xml stonesense/buildings/Pump.xml...
New image: stonesense/buildings/mechanics.png
Reading xml stonesense/buildings/Support.xml...
Reading xml stonesense/buildings/Blueprint.xml...
stonesense/buildings/Blueprint.xml: <building> Is generic - game_subtype missing.: building (Line 5)
Reading xml stonesense/buildings/Lever.xml...
Reading xml stonesense/buildings/Farm.xml...
Reading xml stonesense/buildings/HorizontalAxle.xml...
Reading xml stonesense/buildings/Gear.xml...
Reading xml stonesense/buildings/VerticalAxle.xml...
Reading xml stonesense/buildings/Waterwheel.xml...
Reading xml stonesense/buildings/Windmill.xml...
Reading xml stonesense/buildings/Bridge.xml...
Reading index stonesense/vegetation/index.txt...
Reading index at stonesense/vegetation/index.txt...
Reading xml stonesense/vegetation/DT_trees/dt_trees.xml...
New image: stonesense/vegetation/DT_trees/trees.png
Reading xml stonesense/vegetation/shrubs.xml...
New image: stonesense/vegetation/shrubs.png
Reading index stonesense/colors/index.txt...
Reading index at stonesense/colors/index.txt...
Reading xml stonesense/colors/Colors_Wood.xml...
Reading xml stonesense/colors/Colors_Grass.xml...
Reading xml stonesense/colors/Colors_Stone_Layer.xml...
Reading xml stonesense/colors/Colors_Stone_Mineral.xml...
Reading xml stonesense/colors/Colors_Stone_Gem.xml...
Reading xml stonesense/colors/Colors_Metal.xml...
Reading xml stonesense/colors/Colors_Stone_Soil.xml...
Reading xml stonesense/Colors.xml...
Reading index stonesense/Fluids/index.txt...
Reading index at stonesense/Fluids/index.txt...
Reading xml stonesense/Fluids/Fluids.xml...
Reading index stonesense/items/index.txt...
Reading index at stonesense/items/index.txt...
Reading xml stonesense/items/greiger items/Grei_items.xml...
New image: stonesense/items/greiger items/Grei_items.png
Reading xml stonesense/items/items.xml...
New image: stonesense/items/items.png
[DFHack]# [New Thread 0xcbdf4b70 (LWP 4192)]
*** glibc detected *** /media/Linux_Data/Dwarf_Fortress/Utilities/dfhack/0_build/0_VM_Builds/dfhack_angavrilov_caldfir_debug_2013-01-11/libs/Dwarf_Fortress: free(): invalid pointer: 0xd2d2d2d2 ***
======= Backtrace: =========
/lib/i386-linux-gnu/libc.so.6(+0x70a8a)[0xf71eaa8a]
/lib/i386-linux-gnu/libc.so.6(+0x722e8)[0xf71ec2e8]
/lib/i386-linux-gnu/libc.so.6(cfree+0x6d)[0xf71ef3ed]
/media/Linux_Data/Dwarf_Fortress/Utilities/dfhack/0_build/0_VM_Builds/dfhack_angavrilov_caldfir_debug_2013-01-11/libs/libstdc++.so.6(_ZdlPv+0x21)[0xf73b0061]
/media/Linux_Data/Dwarf_Fortress/Utilities/dfhack/0_build/0_VM_Builds/dfhack_angavrilov_caldfir_debug_2013-01-11/hack/plugins/stonesense.plug.so(_ZN9__gnu_cxx13new_allocatorI8c_spriteE10deallocateEPS1_j+0x1d)[0xf1a8807d]
/media/Linux_Data/Dwarf_Fortress/Utilities/dfhack/0_build/0_VM_Builds/dfhack_angavrilov_caldfir_debug_2013-01-11/hack/plugins/stonesense.plug.so(_ZNSt12_Vector_baseI8c_spriteSaIS0_EE13_M_deallocateEPS0_j+0x31)[0xf1a87e05]
/media/Linux_Data/Dwarf_Fortress/Utilities/dfhack/0_build/0_VM_Builds/dfhack_angavrilov_caldfir_debug_2013-01-11/hack/plugins/stonesense.plug.so(_ZNSt12_Vector_baseI8c_spriteSaIS0_EED2Ev+0x49)[0xf1a87ad1]
/media/Linux_Data/Dwarf_Fortress/Utilities/dfhack/0_build/0_VM_Builds/dfhack_angavrilov_caldfir_debug_2013-01-11/hack/plugins/stonesense.plug.so(_ZNSt6vectorI8c_spriteSaIS0_EED2Ev+0x46)[0xf1a87886]
/media/Linux_Data/Dwarf_Fortress/Utilities/dfhack/0_build/0_VM_Builds/dfhack_angavrilov_caldfir_debug_2013-01-11/hack/plugins/stonesense.plug.so(+0x5d141)[0xf1a83141]
/media/Linux_Data/Dwarf_Fortress/Utilities/dfhack/0_build/0_VM_Builds/dfhack_angavrilov_caldfir_debug_2013-01-11/hack/plugins/stonesense.plug.so(+0xb69b5)[0xf1adc9b5]
/media/Linux_Data/Dwarf_Fortress/Utilities/dfhack/0_build/0_VM_Builds/dfhack_angavrilov_caldfir_debug_2013-01-11/hack/plugins/stonesense.plug.so(+0xa620e)[0xf1acc20e]
/media/Linux_Data/Dwarf_Fortress/Utilities/dfhack/0_build/0_VM_Builds/dfhack_angavrilov_caldfir_debug_2013-01-11/hack/plugins/stonesense.plug.so(+0xa7efa)[0xf1acdefa]
/media/Linux_Data/Dwarf_Fortress/Utilities/dfhack/0_build/0_VM_Builds/dfhack_angavrilov_caldfir_debug_2013-01-11/hack/plugins/stonesense.plug.so(+0xa8549)[0xf1ace549]
/media/Linux_Data/Dwarf_Fortress/Utilities/dfhack/0_build/0_VM_Builds/dfhack_angavrilov_caldfir_debug_2013-01-11/hack/plugins/stonesense.plug.so(+0xa8613)[0xf1ace613]
./stonesense/deplibs/liballegro.so.5.0(+0x54b3d)[0xf19b3b3d]
./stonesense/deplibs/liballegro.so.5.0(+0x8ba36)[0xf19eaa36]
/lib/i386-linux-gnu/libpthread.so.0(+0x5954)[0xf7166954]
/lib/i386-linux-gnu/libc.so.6(clone+0x5e)[0xf724e95e]
======= Memory map: ========
Program received signal SIGABRT, Aborted.
[Switching to Thread 0xcbdf4b70 (LWP 4192)]
0xf71a4667 in *__GI_raise (sig=6) at ../nptl/sysdeps/unix/sysv/linux/raise.c:64
64 ../nptl/sysdeps/unix/sysv/linux/raise.c: No such file or directory.
(gdb) bt full
#0 0xf71a4667 in *__GI_raise (sig=6)
at ../nptl/sysdeps/unix/sysv/linux/raise.c:64
resultvar = <optimized out>
pid = -148094988
selftid = 4192
#1 0xf71a7a52 in *__GI_abort () at abort.c:92
act = {__sigaction_handler = {
sa_handler = 0xf7ffd4e4 <_rtld_global+1220>,
sa_sigaction = 0xf7ffd4e4 <_rtld_global+1220>}, sa_mask = {
__val = {786432, 4146051248, 4145573952, 3420403092, 23283,
3420403060, 4145536512, 4145523144, 0, 54, 3420402904,
4146360078, 9, 3420402988, 4146872308, 18, 3420404448,
3420403108, 4146478324, 28, 3420402988, 9, 0, 3420403084,
3420403096, 7, 4146740497, 4146740493, 4146735972, 4146736037,
94, 3420402988}}, sa_flags = -874564236,
sa_restorer = 0xf72a512d}
sigs = {__val = {32, 0 <repeats 31 times>}}
#2 0xf71e098d in __libc_message (do_abort=2,
fmt=0xf72a7330 "*** glibc detected *** %s: %s: 0x%s ***\n")
at ../sysdeps/unix/sysv/linux/libc_fatal.c:189
ap = <optimized out>
fd = -874563876
on_2 = <optimized out>
list = <optimized out>
nlist = <optimized out>
---Type <return> to continue, or q <return> to quit---
cp = <optimized out>
written = false
#3 0xf71eaa8a in malloc_printerr (action=<optimized out>,
str=0x6 <Address 0x6 out of bounds>, ptr=0xd2d2d2d2) at malloc.c:6283
buf = "d2d2d2d2"
cp = <optimized out>
#4 0xf71ec2e8 in _int_free (av=<optimized out>, p=<optimized out>)
at malloc.c:4795
size = 76611584
nextchunk = 0x1060
nextsize = 1
prevsize = <optimized out>
bck = <optimized out>
fwd = <optimized out>
errstr = 0x6 <Address 0x6 out of bounds>
__func__ = "_int_free"
#5 0xf71ef3ed in *__GI___libc_free (mem=0xd2d2d2d2) at malloc.c:3738
ar_ptr = 0xf72c53a0
p = 0x6
#6 0xf73b0061 in operator delete (ptr=0xd2d2d2d2)
at ../../../../gcc-4.5.1/libstdc++-v3/libsupc++/del_op.cc:44
No locals.
#7 0xf1a8807d in __gnu_cxx::new_allocator<c_sprite>::deallocate (
this=0xcbdf3d64, __p=0xd2d2d2d2)
at /usr/include/c++/4.5/ext/new_allocator.h:95
---Type <return> to continue, or q <return> to quit---
No locals.
#8 0xf1a87e05 in std::_Vector_base<c_sprite, std::allocator<c_sprite> >::_M_deallocate (this=0xcbdf3d64, __p=0xd2d2d2d2, __n=0)
at /usr/include/c++/4.5/bits/stl_vector.h:146
No locals.
#9 0xf1a87ad1 in std::_Vector_base<c_sprite, std::allocator<c_sprite> >::~_Vector_base (this=0xcbdf3d64, __in_chrg=<optimized out>)
at /usr/include/c++/4.5/bits/stl_vector.h:132
No locals.
#10 0xf1a87886 in std::vector<c_sprite, std::allocator<c_sprite> >::~vector (
this=0xcbdf3d64, __in_chrg=<optimized out>)
at /usr/include/c++/4.5/bits/stl_vector.h:314
No locals.
#11 0xf1a83141 in Tile::Reset (this=0xcb228008, segment=0xf1dd2340,
type=df::enums::tiletype::SoilWall)
at /home/arclance/0_Build/dfhack/angavrilov/dfhack_2013-01-11/plugins/stonesense/Tile.cpp:83
No locals.
#12 0xf1adc9b5 in WorldSegment::ResetTile (this=0xf1dd2340, x=141, y=46, z=84,
type=df::enums::tiletype::SoilWall)
at /home/arclance/0_Build/dfhack/angavrilov/dfhack_2013-01-11/plugins/stonesense/WorldSegment.cpp:32
lx = 0
ly = 0
lz = 0
---Type <return> to continue, or q <return> to quit---
index = 0
#13 0xf1acc20e in ReadBlockToSegment (DF=..., segment=..., BlockX=8, BlockY=2,
BlockZ=84, BoundrySX=13, BoundrySY=14, BoundryEX=15, BoundryEY=15,
allLayers=0xcbdf4018)
at /home/arclance/0_Build/dfhack/angavrilov/dfhack_2013-01-11/plugins/stonesense/MapLoading.cpp:119
tileBiomeIndex = 0
tileRegionIndex = 52 '4'
gx = 141
b = 0xf7bb0ef2
rockIndex = -136746578
tileGeolayerIndex = 0
soilMat = 45
gy = 46
shouldBeIncluded = true
soilTile = 217
idx = 492
lx = 13
ly = 14
blockDimY = 9
__PRETTY_FUNCTION__ = "void ReadBlockToSegment(DFHack::Core&, WorldSegment&, int, int, int, uint32_t, uint32_t, uint32_t, uint32_t, std::vector<std::vector<short int> >*)"
blockDimZ = 103
local = {type = 4294967295, main_material = -2884,
---Type <return> to continue, or q <return> to quit---
sub_material = -134354088, discovered = 106, origin = 0xcbdf3ea8}
grass = {<std::_Vector_base<df::block_square_event_grassst*, std::allocator<df::block_square_event_grassst*> >> = {
_M_impl = {<std::allocator<df::block_square_event_grassst*>> = {<__gnu_cxx::new_allocator<df::block_square_event_grassst*>> = {<No data fields>}, <No data fields>}, _M_start = 0x0, _M_finish = 0x0,
_M_end_of_storage = 0x0}}, <No data fields>}
worldconstructions = {<std::_Vector_base<df::block_square_event_world_constructionst*, std::allocator<df::block_square_event_world_constructionst*> >> = {
_M_impl = {<std::allocator<df::block_square_event_world_constructionst*>> = {<__gnu_cxx::new_allocator<df::block_square_event_world_constructionst*>> = {<No data fields>}, <No data fields>}, _M_start = 0x0, _M_finish = 0x0,
_M_end_of_storage = 0x0}}, <No data fields>}
blockDimX = 15
trueBlock = 0xdbedf5e8
global = {type = 4294967295, main_material = 21456,
sub_material = -148094988, discovered = 160, origin = 0x0}
veins = {<std::_Vector_base<df::block_square_event_mineralst*, std::allocator<df::block_square_event_mineralst*> >> = {
_M_impl = {<std::allocator<df::block_square_event_mineralst*>> = {<__gnu_cxx::new_allocator<df::block_square_event_mineralst*>> = {<No data fields>}, <No data fields>}, _M_start = 0x0, _M_finish = 0x0,
_M_end_of_storage = 0x0}}, <No data fields>}
ices = {<std::_Vector_base<df::block_square_event_frozen_liquidst*, std:---Type <return> to continue, or q <return> to quit---
:allocator<df::block_square_event_frozen_liquidst*> >> = {
_M_impl = {<std::allocator<df::block_square_event_frozen_liquidst*>> = {<__gnu_cxx::new_allocator<df::block_square_event_frozen_liquidst*>> = {<No data fields>}, <No data fields>}, _M_start = 0x0, _M_finish = 0x0,
_M_end_of_storage = 0x0}}, <No data fields>}
splatter = {<std::_Vector_base<df::block_square_event_material_spatterst*, std::allocator<df::block_square_event_material_spatterst*> >> = {
_M_impl = {<std::allocator<df::block_square_event_material_spatterst*>> = {<__gnu_cxx::new_allocator<df::block_square_event_material_spatterst*>> = {<No data fields>}, <No data fields>}, _M_start = 0x0, _M_finish = 0x0,
_M_end_of_storage = 0x0}}, <No data fields>}
#14 0xf1acdefa in readMapSegment (segment=0xf1dd2340, x=141, y=46, z=87,
sizex=72, sizey=72, sizez=4)
at /home/arclance/0_Build/dfhack/angavrilov/dfhack_2013-01-11/plugins/stonesense/MapLoading.cpp:565
lz = 84
blocky = 2
lastTileInBlockY = 47
lastTileToReadY = 47
blockx = 8
lastTileInBlockX = 143
lastTileToReadX = 143
firstTileToReadY = 46
regionX = 15
regionY = 9
---Type <return> to continue, or q <return> to quit---
numconstructions = 2086
geoidx = {<std::_Vector_base<df::coord2d, std::allocator<df::coord2d> >> = {
_M_impl = {<std::allocator<df::coord2d>> = {<__gnu_cxx::new_allocator<df::coord2d>> = {<No data fields>}, <No data fields>}, _M_start = 0xd407428,
_M_finish = 0xd40744c,
_M_end_of_storage = 0xd40744c}}, <No data fields>}
engraved = 0x190
index = 2086
blockDimY = 144
regionZ = 103
allConstructions = {<std::_Vector_base<df::construction, std::allocator<df::construction> >> = {
_M_impl = {<std::allocator<df::construction>> = {<__gnu_cxx::new_allocator<df::construction>> = {<No data fields>}, <No data fields>},
_M_start = 0xd4828b0, _M_finish = 0xd4853a8,
_M_end_of_storage = 0xd4878b0}}, <No data fields>}
b = 0xcbdf40b8
DF = @0xf7fbaae0: {p = 0xf1d22730, vinfo = 0xf1e6ceb8, screen_window =
0xf1df0790, con = {<DFHack::color_ostream> = {
<std::basic_ostream<char, std::char_traits<char> >> = {
<std::basic_ios<char, std::char_traits<char> >> = {<std::ios_base> = {
_vptr.ios_base = 0xf7f81438,
static boolalpha = std::_S_boolalpha,
static dec = std::_S_dec, static fixed = std::_S_fixed,
---Type <return> to continue, or q <return> to quit---
static hex = std::_S_hex,
static internal = std::_S_internal,
static left = std::_S_left, static oct = std::_S_oct,
static right = std::_S_right,
static scientific = std::_S_scientific,
static showbase = std::_S_showbase,
static showpoint = std::_S_showpoint,
static showpos = std::_S_showpos,
static skipws = std::_S_skipws,
static unitbuf = std::_S_unitbuf,
static uppercase = std::_S_uppercase,
static adjustfield = std::_S_adjustfield,
static basefield = std::_S_basefield,
static floatfield = std::_S_floatfield,
static badbit = std::_S_badbit,
static eofbit = std::_S_eofbit,
static failbit = std::_S_failbit,
static goodbit = std::_S_goodbit,
static app = std::_S_app, static ate = std::_S_ate,
static binary = std::_S_bin, static in = std::_S_in,
static out = std::_S_out, static trunc = std::_S_trunc,
static beg = std::_S_beg, static cur = std::_S_cur,
static end = std::_S_end, _M_precision = 6, _M_width = 0,
_M_flags = 4098, _M_exception = std::_S_goodbit,
_M_streambuf_state = std::_S_goodbit, _M_callbacks = 0x0,
---Type <return> to continue, or q <return> to quit---
_M_word_zero = {_M_pword = 0x0, _M_iword = 0},
_M_local_word = {{_M_pword = 0x0, _M_iword = 0}, {
_M_pword = 0x0, _M_iword = 0}, {_M_pword = 0x0,
_M_iword = 0}, {_M_pword = 0x0, _M_iword = 0}, {
_M_pword = 0x0, _M_iword = 0}, {_M_pword = 0x0,
_M_iword = 0}, {_M_pword = 0x0, _M_iword = 0}, {
_M_pword = 0x0, _M_iword = 0}}, _M_word_size = 8,
_M_word = 0xf7fbab24, _M_ios_locale = {static none = 0,
static ctype = 1, static numeric = 2,
static collate = 4, static time = 8,
static monetary = 16, static messages = 32,
static all = 63, _M_impl = 0xf73e167c,
static _S_classic = 0xf73e167c,
static _S_global = 0xf73e167c, static _S_categories =
0xf73db624, static _S_once = 2}}, _M_tie = 0x0, _M_fill = 0 '\000',
_M_fill_init = false, _M_streambuf = 0x9a91398, _M_ctype =
0xf73e0960, _M_num_put = 0xf73e0c1c, _M_num_get = 0xf73e0c14},
_vptr.basic_ostream = 0xf7f8140c},
cur_color = DFHack::COLOR_RESET,
static log_errors_to_stderr = true}, d = 0xf1cdeca8,
wlock = 0x9a913c8, inited = true}, d = 0x9a913e8,
errorstate = false
, vif = 0x9a47e00, s_mods = {pMaterials =
0xbd68c68, pNotes = 0x0, pGraphic = 0x0},
allModules = {<std::_Vector_base<DFHack::Module*, std::allocator<DFHack::Module*> >> = {
---Type <return> to continue, or q <return> to quit---
_M_impl = {<std::allocator<DFHack::Module*>> = {<__gnu_cxx::new_allocator<DFHack::Module*>> = {<No data fields>}, <No data fields>},
_M_start = 0xb74bed8, _M_finish = 0xb74bedc,
_M_end_of_storage = 0xb74bedc}}, <No data fields>},
plug_mgr = 0xf1dbb2b0, key_bindings = {_M_t = {
_M_impl = {<std::allocator<std::_Rb_tree_node<std::pair<int const, std::vector<DFHack::Core::KeyBinding, std::allocator<DFHack::Core::KeyBinding> > > > >> = {<__gnu_cxx::new_allocator<std::_Rb_tree_node<std::pair<int const, std::vector<DFHack::Core::KeyBinding, std::allocator<DFHack::Core::KeyBinding> > > > >> = {<No data fields>}, <No data fields>},
_M_key_compare = {<std::binary_function<int, int, bool>> = {<No data fields>}, <No data fields>}, _M_header = {_M_color = std::_S_red,
_M_parent = 0xbbde190, _M_left = 0xbbde190,
_M_right = 0xbbde168}, _M_node_count = 2}}},
hotkey_states = {_M_t = {
_M_impl = {<std::allocator<std::_Rb_tree_node<std::pair<int const, bool> > >> = {<__gnu_cxx::new_allocator<std::_Rb_tree_node<std::pair<int const, bool> > >> = {<No data fields>}, <No data fields>},
_M_key_compare = {<std::binary_function<int, int, bool>> = {<No data fields>}, <No data fields>}, _M_header = {_M_color = std::_S_red,
_M_parent = 0xbbd24b8, _M_left = 0xbbd24b8,
_M_right = 0xbbd5bc8}, _M_node_count = 2}}}, hotkey_cmd = {
static npos = 4294967295,
_M_dataplus = {<std::allocator<char>> = {<__gnu_cxx::new_allocator<char>> = {<No data fields>}, <No data fields>}, _M_p = 0x8eafdbc ""}},
---Type <return> to continue, or q <return> to quit---
hotkey_set = false, HotkeyMutex = 0xf1dbaed8,
HotkeyCond = 0xf1ce8d80, last_world_data_ptr = 0xd9958f10,
last_local_map_ptr = 0xdeff2d78, top_viewscreen = 0xd2afe620,
last_pause_state = true, started = true,
misc_data_mutex = 0xf1dbb290, misc_data_map = {_M_t = {
_M_impl = {<std::allocator<std::_Rb_tree_node<std::pair<std::basic_string<char, std::char_traits<char>, std::allocator<char> > const, void*> > >> = {<__gnu_cxx::new_allocator<std::_Rb_tree_node<std::pair<std::basic_string<char, std::char_traits<char>, std::allocator<char> > const, void*> > >> = {<No data fields>}, <No data fields>},
_M_key_compare = {<std::binary_function<std::basic_string<char, std::char_traits<char>, std::allocator<char> >, std::basic_string<char, std::char_traits<char>, std::allocator<char> >, bool>> = {<No data fields>}, <No data fields>}, _M_header = {_M_color = std::_S_red, _M_parent = 0x0,
_M_left = 0xf7fbac08, _M_right = 0xf7fbac08},
_M_node_count = 0}}}, server = 0xf1cf2f88}
starttime = 16960000
blockDimZ = 103
allBuildings = {<std::_Vector_base<DFHack::Buildings::t_building, std::allocator<DFHack::Buildings::t_building> >> = {
_M_impl = {<std::allocator<DFHack::Buildings::t_building>> = {<__gnu_cxx::new_allocator<DFHack::Buildings::t_building>> = {<No data fields>}, <No data fields>}, _M_start = 0xd47d0a8, _M_finish = 0xd47ff10,
_M_end_of_storage = 0xd4828a8}}, <No data fields>}
firstTileToReadX = 141
---Type <return> to continue, or q <return> to quit---
layers = {<std::_Vector_base<std::vector<short, std::allocator<short> >, std::allocator<std::vector<short, std::allocator<short> > > >> = {
_M_impl = {<std::allocator<std::vector<short, std::allocator<short> > >> = {<__gnu_cxx::new_allocator<std::vector<short, std::allocator<short> > >> = {<No data fields>}, <No data fields>}, _M_start = 0xd3ffc48,
_M_finish = 0xd3ffcb4,
_M_end_of_storage = 0xd3ffcb4}}, <No data fields>}
blockDimX = 240
numengravings = 4054639604
#15 0xf1ace549 in read_segment (arg=0x0)
at /home/arclance/0_Build/dfhack/angavrilov/dfhack_2013-01-11/plugins/stonesense/MapLoading.cpp:699
suspend = {core = 0xf7fbaae0}
firstLoad = false
segment = 0xf1dd2340
#16 0xf1ace613 in threadedSegment (read_thread=0xd401560, arg=0x0)
at /home/arclance/0_Build/dfhack/angavrilov/dfhack_2013-01-11/plugins/stonesense/MapLoading.cpp:722
No locals.
#17 0xf19b3b3d in thread_func_trampoline (inner=0xd401560, _outer=0xd401560)
at /home/arclance/0_Build/allegro/allegro-5.0.8/src/threads.c:80
outer = 0xd401560
system = 0xbc39c30
#18 0xf19eaa36 in thread_proc_trampoline (data=0xd401560)
at /home/arclance/0_Build/allegro/allegro-5.0.8/src/unix/uxthread.c:36
---Type <return> to continue, or q <return> to quit---
thread = 0xd401560
#19 0xf7166954 in start_thread (arg=0xcbdf4b70) at pthread_create.c:304
__res = <optimized out>
__ignore1 = <optimized out>
__ignore2 = <optimized out>
pd = 0xcbdf4b70
unwind_buf = {cancel_jmp_buf = {{jmp_buf = {-149458956, 0, 4001536,
-874560840, -593574718, 1322200251}, mask_was_saved = 0}},
priv = {pad = {0x0, 0x0, 0x0, 0x0}, data = {prev = 0x0,
cleanup = 0x0, canceltype = 0}}}
not_first_call = <optimized out>
freesize = <optimized out>
__PRETTY_FUNCTION__ = "start_thread"
#20 0xf724e95e in clone () at ../sysdeps/unix/sysv/linux/i386/clone.S:130
No locals.
This may have been discussed in the past, but I've seen nothing on it recently...There is a project (http://www.bay12forums.com/smf/index.php?topic=94528.new#new) to replace the in game interface with a new one by replacing the binary that holds the interface code with a new one.
How feasible would it be to expand the scope of Stonesense to a full fledged front end for DF, one with a real interface and whatnot? The extent of the success of the various memory hacking projects make this seem like less of a pipe dream and more of a possibility.
This may have been discussed in the past, but I've seen nothing on it recently...
How feasible would it be to expand the scope of Stonesense to a full fledged front end for DF, one with a real interface and whatnot? The extent of the success of the various memory hacking projects make this seem like less of a pipe dream and more of a possibility.
@WhiplashIt seems to be a problem with DF memory swelling. With the fort loaded I'm at 1.7 gb memory. I guess I can't use stonesense then, oh well.
Stonesense doesn't save any state information between times you load up DF, so the time you maximized it and it "flipped out" can't be the root cause.
If it was working properly before this, as your post indicates, then something must have changed to make it not work. Try making a clean install of DF and DFHack in another folder, and see if that's working. If the fresh version doesn't work, then you have a problem with your system - possibly an OS update or driver update broke something; try to make sure your operating system and video drivers are all updated.
If the fresh version DOES work, then it is a problem with DF or DFHack or Stonesense. Try generating a new world and viewing a fort there in Stonesense. If the new fort doesn't load, then it is a Stonesense/DFHack problem, and you should probably just try reinstalling DFHack (or at least replacing stonesense/init.txt and deleting all the log files).
If the new fort DOES load, then it is likely that your current fort just got old enough to fill memory to the point where there's nowhere left for Stonesense to live. You can try viewing the memory footprint of DF (on windows that'll be in the task manager under the memory heading), since when DF swells to around 1.6Gb of memory, Stonesense can't load anymore because there's nowhere to put the images in memory. All you can do in this case is try to trim the largest images (probably the large creature sprites) out of your load order, and optionally try running some of the DFHack stuff to clean stuff out of your map (like cleanspatter and autodump-destroy).
If none of that helps then I dunno.
Got baseline humans in. Still don't have weapons or armor, and they don't have any hair yet, but clothes are almost completely done (I think I still have veils to do).My first thought was: "did they get facial features displayed already?" then I realized there were only 2 types of faces, one for men one for women.
Main objective here was to make sure they didn't look like elves, and I think that's a success.
Japa also has patterns working, so I need to see about getting colored eyes working. Couple ideas on that. The human template is also planned to be used by the various animal-persons whenever I get to working on those.
Got baseline humans in. Still don't have weapons or armor, and they don't have any hair yet, but clothes are almost completely done (I think I still have veils to do).My first thought was: "did they get facial features displayed already?" then I realized there were only 2 types of faces, one for men one for women.
Main objective here was to make sure they didn't look like elves, and I think that's a success.
Japa also has patterns working, so I need to see about getting colored eyes working. Couple ideas on that. The human template is also planned to be used by the various animal-persons whenever I get to working on those.
By the way the men face reminded me of popeye... :P
Edit: wait a minute... there's a third type of face... are you guys messing around with displaying facial features?
Edit 2: popeye the sailor man, popeye the sailor man, argh!!!
Wrong hair color and has facial hair. Though, could be disguise. The chin seems about right...Is that naked human named Quagmire? gigidy!Spoiler (click to show/hide)
I was wondering why those just showed up in the Stonesense Dropbox. Those are looking great!That reminds me, you had been working on templates for HD ramps, hadn't you? Could you throw those into the dropbox or something? It doesn't have a lot of priority(still need to finish up those trees and tracks, and HD sediment is still halfway), but I could make use of them :)
And the same goes for the humans, of course. Love the Domino Mask.
*ramps!*Oh man, the floor ramps are something that I've been hoping for. The way the current ones have a step where the floor is drives me nuts lol.
That's actually a bug that is fixed in the next version for all ramps.*ramps!*Oh man, the floor ramps are something that I've been hoping for. The way the current ones have a step where the floor is drives me nuts lol.
Well that's even better.That's actually a bug that is fixed in the next version for all ramps.*ramps!*Oh man, the floor ramps are something that I've been hoping for. The way the current ones have a step where the floor is drives me nuts lol.
Seeing all those new graphic parts pop up here, I do have a question: What would the best setup be atm? Which parts would I have to update myself after downloading to get the best results?
I can do it, but it'd be 3d rendered, not pixel art.That can work too.
If you're okay with that, then sure.
I suppose a 3-point or 5-point propeller that looks something like the V-22 Osprey's would work well. Especially also considering the 6-frame limitations in the rendering.
Didn't realize you could edit the frame amounts, and that it was 6 frames, while at it. Cool. It was hard to tell from looking at the sprite sheet itself.I suppose a 3-point or 5-point propeller that looks something like the V-22 Osprey's would work well. Especially also considering the 6-frame limitations in the rendering.Fixed that for you. Also I might remove that limitation, depending.
As for props, I was originally thinking something like this, but I can do anything.Spoiler (click to show/hide)
http://youtu.be/s14bFLgqzUI (http://youtu.be/s14bFLgqzUI)I like it. Keep up the good work.
Finished up the chalk walls:☼_☼Spoiler (click to show/hide)
Want to fix the xml a little.
I'll probably look at those tracks after that, before continuing on the chalk.
Always? :D
Seeing all those clothes on the ground... couldn't we use the clothes Caldfir drew for his dwarves as separate sprites for items on the ground as well? Perhaps rotate them a bit bot otherwise they should be fine.Yeah that's been on the menu for a while now, but other stuff keeps coming up that seems more important. I am unfortunately glacially slow at drawing this stuff.
That's because you draw it really well.
You cannot hurry art.
Just a heads up, Stonesense now supports all noble positions.I'm glad this finally got in. I've been waiting for this since 2009 (http://dffd.wimbli.com/file.php?id=1839) :P
Just a heads up, Stonesense now supports all noble positions.how so? ???
It loads them, then it uses them.Just a heads up, Stonesense now supports all noble positions.how so? ???
yeah, but how? do you have special coloured clothes for nobles? or are the faces different? do you have an icon on top of them like the work done with other professions?It loads them, then it uses them.Just a heads up, Stonesense now supports all noble positions.how so? ???
[DFHack]# ssense
Stonesense launched
Using allegro version 5.0.10 r0
[DFHack]# /Users/user/Desktop/Dwarf Fortress/dfhack: line 15: 98550 Bus error: 10 ./dwarfort.exe
logout
whoops - meant index.txt
modified my previous post with the correction
(http://i.imgur.com/ulyYJjX.png)
The fuck man, what is wrong with this guy? what the hell? Where's his moustache? Is this some kind of elf?
Looks okay. Are you making that toggleable, or is it just a different tileset?
Hi everyone - I'm new to this game (found out about it through playing Gnomoria go figure) and was at first turned off by the ASCII graphics I have to admit. Then found out about Stonesense and it looks really solid - except that I have no idea how to get it to work.Phoebus and Ironhand aren't ASCII, they are graphical tilesets. Also, you can't play the game through Stonesense (yet), it's just a visualizer.
I downloaded this lazynewb advanced pack 34.11 (because I'm a lazy newb I guess >_<) but in it there's no Stonesense (was supposed to I think...) in the graphics options (download was something like 35 MB). I get two other graphic options, Phoebus 34.11 and Ironhand 0.73 to choose from, but these too are ASCII so uhm, help please ^^. What am I doing wrong?
Hi everyone - I'm new to this game (found out about it through playing Gnomoria go figure) and was at first turned off by the ASCII graphics I have to admit. Then found out about Stonesense and it looks really solid - except that I have no idea how to get it to work.
I downloaded this lazynewb advanced pack 34.11 (because I'm a lazy newb I guess >_<) but in it there's no Stonesense (was supposed to I think...) in the graphics options (download was something like 35 MB). I get two other graphic options, Phoebus 34.11 and Ironhand 0.73 to choose from, but these too are ASCII so uhm, help please ^^. What am I doing wrong?
Allright - but how do I get Stonesense to work then? The other two don't really look at all graphical to me or I'm just doing something wrong. The two mentioned here look a little like the old Ultimas up to VI, that sound about right?It's pretty much the best you can do in terms of in-game graphics, so you'll have to get used to it, I'm afraid. You can visualize the game world using Stonesense, but you can't interact with the game UI (yet).
I'm going to call children 'finished' for now.
Hey guys, i hate to flood the thread with noob questions, but i'm stuck. recently got into dwarf fotress, then found out about stonesence and was happy to find it was already included in the lazy newb pack. Now my problem is i cant get the darn thing to work. When i type stonesence or ssence into the dfhack i get a red line saying "stonesence is not a recognized command" :-[That would be because it is spelled "stonesense" not "stonesence" so the command does not work.
Not really sure what i am doing wrong here. Other commands through the dfhack work, and i can even see the stonesence command when i type ls. Any pointers you could give me would be very appreciated.
Are there any plans for this to ever become a proper frontend for Dwarf Fortress, where you can fully control and play the game using the Stonesense interface?Not right now, IIRC they are missing a programmer that can do (and is willing to do) this kinda stuff.
Mostly the second bit.
If somebody wants to do it, nobody will stop him, but none of us right now who can do it are interested.
Out of curiosity, and on this ui/frontend topic, when opengl writes the graphics for a layer, would a person without access to the source code be able to have opengl write another layer (live), like the layer above or below it, in, say, a separate window, and is this kindof how stonesense works? And if so how easy or extremely complicated would it be to have it write this layer (using the same graphics as vanilla DF or whatever tileset one has installed in game?
Kindof like when you're in adventure mode and you see the little subwindow when you're next to a higher elevation that lets you see what's visible. Can only Toady or someone make it render this?
Sorry for random question of the day.
(http://img.ie/e6yjd.png)It looks like oddly shaped dough
This was the baking thing I was talking about.
The idea would be that if we're gonna need fancy lighting effects, we might be needing normal maps, and it might be an idea to be ahead of that art-evolution, while profiting from it to make renders for the regular blocks.
/will probably set up a git thingy for this because I just saved over one of my difusemaps TT_TT
EDIT: https://github.com/therahedwig/grimdark3d (https://github.com/therahedwig/grimdark3d)
That said, the SDL code for stonesense is openly available (and is in fact how DFHack inhabits the same address space as DF now), so directly going in and wiring it in would be the correct direction to take there.
That said, the SDL code for stonesense is openly available (and is in fact how DFHack inhabits the same address space as DF now), so directly going in and wiring it in would be the correct direction to take there.
Thanks for the clarification, concerning everything! I'm mostly just idly theorizing about viewing DF in multiple windows (to see more than 1 layer at once, normally, without stonesense, in live game time, though only interacting with the main one). I know it would be hard but was wondering if it would be impossible and I figured someone like you would have a few paragraphs of relevant information (and you did, so thank you again).
I'm assuming you still can't see things in stonesense live as the game progresses, otherwise my question was a waste :) Haven't used stonesense in a while but couldn't find anything about whether there was progress making it live or if that passed me by a while back.
Stonesense updates ten times per second, more or less.Aha, that is what I was wanting (I would call that live). I could swear last I checked it could only do like... still renders from saves or something? Or maybe I have been confused about this for years.
Don't know if you call that live or not, but that's what's there.
Also, stonesense doesn't use SDL for the second window, it uses Allegro, as the version of SDL that DF uses does not support multiple windows.
-Snop-
oh WOW!
what about controls/designating/etc in that mode?
(http://img.ie/s7ciy.png)That screenie looks incredibly exciting, it would be amazing if we could play the game like that someday.
What's required for that to work is not, in fact, a gui. All we need is for everything that's shown on the main map screen to be visible in Stonesense. Off the top of my head, all that's missing is designations. Anybody feel like taking a stab at drawing them? If I get sprites, I can add them in pretty easily.
(http://img.ie/s7ciy.png)
Gonna need to run a battery of tests to get all the little worries worked out, but it's working, and that's the main thing.
(http://i12.photobucket.com/albums/a226/Figgin/Dwarf%20Fortress/DFIsometricGUI.png?t=1241235708)
HOLY- is it possible for me to test this? It would be just about the ultimate interface for newbies... Falconne, I suppose mousequery won't work with this - but buildingplanner etc would?
Posting to watch very closely and with great interest.
Caldfir, are you streaming the visualized info back to Dwarf Fortress itself, or is this some kind of overlay, or an entirely separate program that duplicates DF's interface and passes commands back to the game, or what?
I always thought a slightly more GUI approach could be neat. If getting mouse input on the overlay area itself is possible, it might be nice to include some more GUI elements.
At this point, it's just barely working, ... I don't think it's quite ready for testing. I don't know how much time I'll have this week, but I'll try to get something done next weekend.
before the next DF updateThat's probably plenty of time, actually.
Very nice Caldfir! Is it technically possible to include a toggle between stonesense and standard (probably from the stonesense side rather than the df side I'd imagine)?
As you notice, the grass is white. My guess is that it's because of modded grass not being recognized. How do you experts think I should deal with that?
Also, one thing that bothers me is: ramps on exteriors corners leaving half their tile flat, which is perfectly fine for grass slopes, but doesn't work well for rooves or pyramids slopes.
Ok, now that I added [STATE_COLOR:ALL_SOLID:BROWN] to Earthenware and the appropriate one to other ceramics, it works. Thanks.
Here are the results... The building has Earthenware Brick walls and a Wood Logs Roof. Since they are both brown, the contrast is almost non-existant. Those white walls are stoneware.Spoiler (click to show/hide)
Attribute: bodypart
Valid Values: any valid body part
Default Value: none
Description: this will chose which bodypart of the creature to pull the color from. only valid if color="bodyart"
<subsprite sheetIndex="23" color="bodypart" bodypart="eyes" pattern_index="2" zoom="3" />
[lua]# printall(sollei.appearance.colors)
0 = 0
1 = 0
2 = 0
3 = 0
4 = 0
0 = 9
1 = 4
2 = 4
3 = 9
4 = 21
5 = 0
6 = 1
7 = 6
[COLOR_PATTERN:SPOTS_WHITE_GREEN_MW]
[PATTERN:SPOTS] <---This
[CP_COLOR:WHITE]
[CP_COLOR:GREEN]
Pretty sure any limit that was there before is gone now.
Caldifr - any progress on the overlay, or estimates of when it might be done? I'm only impatient because it looked so awesome...
Caldifr - any progress on the overlay, or estimates of when it might be done? I'm only impatient because it looked so awesome...
Well, the overlay itself is finished (at least the software-mode, which is the first step). I'm a bit stuck trying to figure out how to display selection areas though. Without the ability for stonesense to show you what room/plot/designation/burrow you've got selected, the game is unfortunately unplayable (unless you really know what you're doing, in which case it doesn't really fit the plan for this to be a "newbie-style-interface"). I don't actually know how much of that information dfhack already has figured out, so it's hard to give an actual time estimate.
I know that's not too satisfying an answer, but I'll try to post updates when I know more :)
df::global::selection_rect->start_x
df::global::selection_rect->start_y
df::global::selection_rect->start_z;
Code: [Select]df::global::selection_rect->start_x
df::global::selection_rect->start_y
df::global::selection_rect->start_z;
Everything between that and the cursor is the selection rectangle. Courtesy Angavrilov.
Let's say someone wants to adjust stonesense to some mod. Is there a script to detect any potential problems between the RAWs and xmls or is the red text when I start stonesense all there is? If there is a tool that would at least list all the creatures without sprites (without those creatures being present in-game, that would be useful.I'm interested as well. I have never done anything for MDF and Stonesense.
Have a basic display working now (and an idea for a good way to show more clearly). I know where the designations are stored, so displaying those are the next thing on the list.
Still need to figure out room/plot selections and building/construction cursors. There would still be burrows and a few other loose ends (like displaying text that should be drawn over the screen) but those are the necessities for the game to be playable without constantly having to switch the overlay off to see what the heck you're doing.
Hey there, I'm having some trouble with stonesense.Only advice I can give is try again, and most definately don't resize the window at any time during the loading process.
When I use it I have random missing letters:
(http://i.imgur.com/HCzjZuW.png)
Would appreciate any help. Thanks. :)
Hey there, I'm having some trouble with stonesense.Only advice I can give is try again, and most definately don't resize the window at any time during the loading process.
When I use it I have random missing letters:
Would appreciate any help. Thanks. :)
<subsprite sheetIndex="4" zoom="3" color="bodypart" bodypart="hair" hair_min="10" equipment_class="HELM" equipment_name="NONE" hair_type="hair" hair_style="braid"/>
This will give you hair that's shown when a dorf has braids, and is wearing no helmet.
Caldifr - any progress on the overlay, or estimates of when it might be done? I'm only impatient because it looked so awesome...
Well, the overlay itself is finished (at least the software-mode, which is the first step). I'm a bit stuck trying to figure out how to display selection areas though. Without the ability for stonesense to show you what room/plot/designation/burrow you've got selected, the game is unfortunately unplayable (unless you really know what you're doing, in which case it doesn't really fit the plan for this to be a "newbie-style-interface"). I don't actually know how much of that information dfhack already has figured out, so it's hard to give an actual time estimate.
I know that's not too satisfying an answer, but I'll try to post updates when I know more :)
Hm, the buildings have some ifs and ors in them. This looks useful, but isn't documented in the short sprite guide that comes with stonesense.
Sorry for ask this, but the thread is somewhat extensive and maybe someone can response this.You can move the cursor with the mouse, but it's finicky.
Stonesense is mouse compatible or that feature is development?
Well more specifically, "control" the game in stone :pI believe that is being worked on right now, but it's not even in alpha yet.
[DFHack]# stonesense
Stonesense launched
Using allegro version 5.0.9 r1
[color=red]al_create_display failed[/color]
[DFHack]#
I was on vacation for the past week, but I'm on my way back now. If nothing more official pops up (The currently released R4 binary for DFHack isn't actually the official one) I'll compile a version of DFHack with stonesense.
FWIW: I know two other people who play DF, and about thirty who say they would play if you could use Stonesense instead of the tileset.
Get this pack for Mac (http://www.bay12forums.com/smf/index.php?topic=128960), which includes it. In DF terms this is a utility, not a mod - it's a separate program rather than content changes.What i meant to ask was if there was a way to download and use only the stone sense program itself, without any other add ons.
Get this pack for Mac (http://www.bay12forums.com/smf/index.php?topic=128960), which includes it. In DF terms this is a utility, not a mod - it's a separate program rather than content changes.What i meant to ask was if there was a way to download and use only the stone sense program itself, without any other add ons.
Stonesense doesn't work on 10.9.1 for me (haven't tried on 10.9). When I enter 'stonesense' at the dfhack prompt, DF just crashes. Saw the info regarding 10.6.8, but I think it doesn't apply, since dfhack launches fine.
Good news all round! Any chance that this could mean an interface breakthrough? :)
I don't find your current designation images clear. By just looking at stonesense I can't pinpoint exactly the rhomboid where they are in. So I suggest that for any designation you add a perimeter around the rhomboid and have no part of any designation sprite outside that. See how it looks.
Posting to let people know I'm still alive. It has been a hectic few months, but it looks like maybe I'll get some time to come back to get some work done for stonesense in the coming weeks.
I recommend a yellow border around the "floor space" of a dig-designated square.
... some work done for stonesense in the coming weeks.
Wait!In the future, yes. Caldfir is working on it.
Do i misunderstand or would it maybe be possible to play DF in stonesense?? o.O ?
Wait!In the future, yes. Caldfir is working on it.
Do i misunderstand or would it maybe be possible to play DF in stonesense?? o.O ?
At this point it's an open question as to whether Toady or Caldfir will be next to revolutionise the DF experience (again)!I place my bets on Caldfir.
The other day I thought it would be pretty awesome if you could somehow export an embark site into a Minecraft map to visualize it in 3D, but considering how you would need to scale the z-levels in DF to be about 3 or 4 blocks high, there is no way you'd fit the entire Up/Down portion of your embark site into Minecraft.
I like Stonesense, but I'd like something like Overseer, but with more optimized performance and better textures, as well as things to show buildings and stock piles and what have you for that ability to walk around inside your fort as if you were one of your dwarves. As it is, I really only use Stonesense to make sure if a bridge is up or down, because there's no graphical representation of that in the game itself.
https://github.com/DFHack/df2mc (https://github.com/DFHack/df2mc)
Really looking forward to the future of stonesense. I probably won't use it as my primary means of playing any time soon, but just as a toggle-able map feature embedded in the game is enough to make me salivate.
https://github.com/DFHack/df2mc (https://github.com/DFHack/df2mc)This still runs afoul of the issue of "not enough Z levels". If you're burning 3 vertical blocks per Z level, the best vanilla minecraft can permit is about 83 Z levels
If some people are still searching some resources, there is that Japanese guy on Pixiv who share is ISO works. So maybe someone may want to adapt them for Stonesense?
Anyway, here's a preview:
(http://i1.pixiv.net/img27/img/parmichin3/37221140_m.png)
Here's a map:
(http://i1.pixiv.net/img27/img/parmichin3/41338064_m.png)
Link (you need to subscribe to pixiv to be able to see pictures in full view):
http://www.pixiv.net/member_illust.php?id=625753 (http://www.pixiv.net/member_illust.php?id=625753)
Same here.If some people are still searching some resources, there is that Japanese guy on Pixiv who share is ISO works. So maybe someone may want to adapt them for Stonesense?
Anyway, here's a preview:
(http://i1.pixiv.net/img27/img/parmichin3/37221140_m.png)
Here's a map:
(http://i1.pixiv.net/img27/img/parmichin3/41338064_m.png)
Link (you need to subscribe to pixiv to be able to see pictures in full view):
http://www.pixiv.net/member_illust.php?id=625753 (http://www.pixiv.net/member_illust.php?id=625753)
If you intended for there to be images in your post, they do not seem to have happened.
If some people are still searching some resources, there is that Japanese guy on Pixiv who share is ISO works. So maybe someone may want to adapt them for Stonesense?
Anyway, here's a preview:
(http://i.imgur.com/p57LCAi.png)(http://i.imgur.com/isqG6jQ.png)(http://i.imgur.com/CCfodGv.png)
Here's a map:
(http://i.imgur.com/vMPNdfo.png)
Link (you need to subscribe to pixiv to be able to see pictures in full view):
http://www.pixiv.net/member_illust.php?id=625753
Thanks, that sounds good.
I might be displaying terrible google-fu here, but is there a feature planned that will let you cut away stuff in the way? Words are failing me here, but my example is that I have a multilevel royal complex built around a waterfall falling into a deep canyon. I can't angle it right to look at it without the cliff sides getting in the way. If I could set blocks until a certain distance away to be transparent, I think I could get a much better look.
I feel like this is a dumb question and also there is probably a simple word for what I mean but gah
After a couple situations where I did a bunch of work, then realized what I was doing wouldn't cover some of the cases that were needed, I've got a solution to the "how to display designations/constructions" thing that should be effective. I've treated construction and designation as "materials" so all the configurable xml stuff that already exists can be applied easily to them. Designations and constructions will alter the tiletype reported on the tile. The display of constructions/designations is toggleable (default keybinding is 'd' right now). I believe I've got everything including designated tracks working already, so that's the major one finished. It shouldn't be too difficult to get the same handling for constructions.
I still need to sort out how the building/construction/room placement cursor stuff works, but hopefully that won't be too bad.
Wait!In the future, yes. Caldfir is working on it.
Do i misunderstand or would it maybe be possible to play DF in stonesense?? o.O ?
Here's a set of links to the progress updates:
http://www.bay12forums.com/smf/index.php?topic=106497.msg4562067#msg4562067
http://www.bay12forums.com/smf/index.php?topic=106497.msg4586736#msg4586736
http://www.bay12forums.com/smf/index.php?topic=106497.msg4682789#msg4682789
http://www.bay12forums.com/smf/index.php?topic=106497.msg4703847#msg4703847
http://www.bay12forums.com/smf/index.php?topic=106497.msg4932965#msg4932965
http://www.bay12forums.com/smf/index.php?topic=106497.msg5053335#msg5053335
At this point it's an open question as to whether Toady or Caldfir will be next to revolutionise the DF experience (again)!
Has anyone tried to integrate soundsense to stonesense?
Any news on the SSense to DF intergration is going? or is the cursor still being elusive?
I have both a question and a suggestion: Can the code behind Stonesense be used to display Df in a second window, just like stonesense already does, but instead of using fancy isometric graphics, it would use a normal tileset?+1
If yes, then my suggestion would be to call it "Minimap.exe" and use a 1-pixel tileset (this works and is displayed correctly in df, I tried.) Obviously everything is 1 pixel large, but you can see different colors and movement. It would look exactly like any minimap in any modern strategy game. It would be much more precise than the current ingame minimap, which takes up 1/3 of the menu anyway.
If this new minimap can be displayed over the normal Df menu, that would be even better. The lower right area of the build/command menu is empty and has enough space. :)
+1I have both a question and a suggestion: Can the code behind Stonesense be used to display Df in a second window, just like stonesense already does, but instead of using fancy isometric graphics, it would use a normal tileset?+1
If yes, then my suggestion would be to call it "Minimap.exe" and use a 1-pixel tileset (this works and is displayed correctly in df, I tried.) Obviously everything is 1 pixel large, but you can see different colors and movement. It would look exactly like any minimap in any modern strategy game. It would be much more precise than the current ingame minimap, which takes up 1/3 of the menu anyway.
If this new minimap can be displayed over the normal Df menu, that would be even better. The lower right area of the build/command menu is empty and has enough space. :)
Likely none of the text.
I thought about that, but I'm fairly certain that's included in the version of DF I'm using (Peridexis's starter pack, r46). At any rate, it's advertised as included. Is there any way to check?
Edit: The task manager lists DF as using about 1.2 GB of RAM before starting Stonesense, and 2.0 GB (as in 2000 MB, not 2048 MB) after, FWIW.
I thought about that, but I'm fairly certain that's included in the version of DF I'm using (Peridexis's starter pack, r46). At any rate, it's advertised as included. Is there any way to check?
Edit: The task manager lists DF as using about 1.2 GB of RAM before starting Stonesense, and 2.0 GB (as in 2000 MB, not 2048 MB) after, FWIW.
Hmm... It definitely should be, but I now suspect that in the application of all the patches I might have switched out the exe and forgotten to reapply the LAA patch. I'll look into this.
<building name="Soapmakers Worshop" game_type="Workshop" game_subtype="Custom" game_custom="SOAP_MAKER" file="workshop.png">
<
... sprite order
>
<building name="My Worshop 1" game_type="Workshop" game_subtype="Custom" game_custom="MY_WORKSHOP" file="workshop.png">
<
... sprite order
>
<building name="Altar of Storms" game_type="Workshop" game_subtype="Custom" game_custom="ALTAR_STORMS" file="workshop.png">
<
... sprite order
>
I have a question about the controls:
I've been trying to extend the Z level visibility of the game, so I can see multiple levels, etc. Unfortunately, Control-scroll doesn't work. Not much else does, either. 1 and 2 are supposed to extend the visibility, but they don't do anything.
I'm using it with the MacNewbie Pack, so that might be the thing, but does anybody have any answers? Cheers.
also my dwarves look like this, anyone know whats wrong?
(http://puu.sh/7IBee.png)
I've got a slightly unusual problem. Stonesense works fine for me with most forts, but it crashes DF when I try to load the one fort I actually want to load in Stonesense. As far as I can tell, Stonesense isn't giving any error messages. It loads a blue screen with a functioning yellow cube selector (it says "no map loaded" in the upper right corner), but as soon as I unpause DF, the game freezes.
As it happens, the fort I want to load is very old, and the save file is well over 100mb, so I can't upload it to Dffd as is. I do have a version of that save with with the fort abandoned which is under 100mb: http://dffd.wimbli.com/file.php?id=8333 (http://dffd.wimbli.com/file.php?id=8333). If anyone is willing to take a look at it, the fort to reclaim is Zanoravuz.
Edit: Are there any settings I can use to reduce Stonesense's memory use, like low-res textures?
When I try to build things like farm plots that require you to change the size using "umkh" no selection box shows up, so you have no idea what size plot you're building.I can confirm this. A related problem is that zones are not shown until completed - fine for rectangular selection, but flow mode shows nothing. Burrows don't even show the green first-corner cursor in rectangular mode. Annoying problems, but not game-breaking.
Can someone help me with a problem I'm having? Stonesense runs fine, but the text is all messed up, as you can see in this picture (http://i.imgur.com/qiUn9ZB.jpg).Did you resize the window while it was loading? that can cause things like that sometimes. Besides that, try switching between openGL and DirectX.
So, kind of a bump to my question. Stonesense is blurry to the point of being unreadable, been messing with settings but nothing fixes it. I can't really be the only one with this issue?Could you attach a screenshot?
Can someone help me with a problem I'm having? Stonesense runs fine, but the text is all messed up, as you can see in this picture (http://i.imgur.com/qiUn9ZB.jpg).Did you resize the window while it was loading? that can cause things like that sometimes. Besides that, try switching between openGL and DirectX.
I will note the following: I am attempting to run this in a WinXP virtual machine (VMWare Workstation). The host has a GeForce 7600. I've tried to get the VM to use hardware acceleration of the card, but it doesn't seem to recognize it. There's not even much talk of it on the net so it would seem claims that workstation supports hardware accel are a bit exaggerated.
As to 3D accel in VM: I'm running the newest of workstation (have a license for work) and VMWare tools are in fact installed. I found a mention online about needing to set certain values, and I did so, and even confirmed in the VMX that the settings are there (enabling 3D accel and devoting some hardware memory to it). However, still no dice. Within the VM I try to install my GeForce drivers, and it simply aborts the installer, saying no suitable hardware was found. So in truth, it might actually work... IF the device driver installer could find the device. It's driving me a bit nuts.
Oh god, new DF has generated materials now: The stone-sense artist's 'nightmare'.And random items too.
*shivers in terror*Oh god, new DF has generated materials now: The stone-sense artist's 'nightmare'.And random items too.
Well, barley and wheat are quite very different (you won't make a beer out of wheat, and you won't bake a good bread out of barley), but otherwise yeah, some of the nuances seem pointless.You should probably tell Toady that, in this game you can make Durum beer :)
Though visually we sure can have one sprite for all of them.
Well, barley and wheat are quite very different (you won't make a beer out of wheat, and you won't bake a good bread out of barley), but otherwise yeah, some of the nuances seem pointless.
Though visually we sure can have one sprite for all of them.
Sorry; you're right in that I didn't mention the host OS. It is WinXP SP3. I'm guessing from what I've read that that might be the problem. It sounds like people are able to get a WinXP guest to use a GeForce, provided the host is NOT windows. Is that correct?
I'll try to figure out some other 3D app. So far, I've only tried the dxdiag tools.
Well, barley and wheat are quite very different (you won't make a beer out of wheat, and you won't bake a good bread out of barley), but otherwise yeah, some of the nuances seem pointless.
Though visually we sure can have one sprite for all of them.
You take that back, you heathen!
http://www.beeradvocate.com/beer/profile/252/731/
Just a heads up for tileset makers, there's a change in the way stonesense defines materials.Oh my, I usually wait with making xmls till I have access to stonesense to demo as they get copy-pasted a lot.
Materials are now defined with a single token, with wildcards, with the closer match having priority.
Example: to set a sprite for all leaves, you would use PLANT:*:LEAF, and then any plant leaves would get that sprite.
Then, if you set a sprite for PLANT:EGGPLANT:LEAF, then eggplant leaves would get overwritten with that sprite.
Assignments are prioritized according to how many letters are different. A 100% match has 0 priority, which is the highest. The above example would get a priority of 8, because of the 8 letters in eggplant. Using *LEAF would not overwrite PLANT:*:LEAF, but if there's, say, INORGANIC:LEAF somewhere, then that would get set to this.
If you want a more-or-less complete list of possible tokens for vanilla DF 0.40.1, it is here (https://docs.google.com/spreadsheets/d/1nuU0o3hQdzLskJ8wemjW0dAuY28pb6aPIbqfy9wQc_8/edit?usp=sharing)
I'll be doing something similar with other assignments like tiletype, items, etc.
Hopefully this should make it a bit easier to support mods and DF upgrades.
Also bone walls.
is there a tutorial about making your own tileset?No, but given you can draw isometric sprites, it's pretty simple if a bit laborious.
What is this bone walls nonsense? >.>bone blocks?
What is this bone walls nonsense? >.>bone blocks?
And therahedwig,i was thinking about rock and mineral sprites-so that they would actually look like rocks,not like some coloured blocks.
<blocks file="SSGD_igneous_intrusive.png">
<block sheetIndex="50" variations="2">
<!-- stone -->
<terrain value="65" />
<terrain value="219" />
<terrain value= "219" />
<terrain value= "335" />
<terrain value= "440" />
<material value="Stone">
<subtype value="DIORITE"/>
</material>
<subsprite
sheetIndex="40"
variations="2"
/>
<subsprite
sheetIndex="50"
variations="2"
border_dark_OR="12345678" />
</block>
</blocks>
The top-level xml here is a <blocks> tag, this represents a set of walls and has a file attribute pointing to the PNG, then you get every single <block> with sheet-index attribute and variations attribute, the latter taking mutliple sprites for this file and randomly using them.You may want to hold off on that, as stonesense is being moved outside of DF.Did you exhaust the 32bit memory space?
Then you have the terrain-value, this reffers to the terrain-id that DFhack retreives from DF, and is used to align the block with the correct terrain. You use the debug mode to find the correct numbers.
As a matter of fact, yes, the 32bit limit has become a problem with some people.Is anything going to require stonesense to be compiled as a 32bit binary once you separate it?
It is because of this that, as well as the backwards and forwards compatibility that I decided to work on separating things.
It's going to be a long and tough process, but at the end of it, things should go a lot smoother.
file ./DwarfTherapist
./DwarfTherapist: ELF 64-bit LSB executable, x86-64, version 1 (GNU/Linux), dynamically linked (uses shared libs), for GNU/Linux 2.6.26, BuildID[sha1]=ed9d3ef09fc835cff7dbc211f2acb95bede0cf71, not stripped
You may want to hold off on that, as stonesense is being moved outside of DF, and an the way overlay mode works will have to change completely.
If you want to help with that, contact me directly.
As a matter of fact, yes, the 32bit limit has become a problem with some people.
It is because of this that, as well as the backwards and forwards compatibility that I decided to work on separating things.
It's going to be a long and tough process, but at the end of it, things should go a lot smoother.
Example:Then you have the terrain-value, this reffers to the terrain-id that DFhack retreives from DF, and is used to align the block with the correct terrain. You use the debug mode to find the correct numbers.
This shit right here is going down. The latest DF release completely changed all the terrain numbers, making everything in Stonesense show up wrong. So rather than change the numbers, I'm changing how they're assigned entirely, which will mean that the same stonesense version will be able to be used for more than one version of DF. Possibly even the 2d versions, if an appropriate server plugin can be made.
There's two options for the overlay right now.What I personally really want is to be able to play DF switching between TwbT graphics in 2d mode and a stonesense powered isometric view at will with a single keypress. Either approach could support that, since it would be easy to allow for displaying the non-overlayed screen in the second process's window.
A: Send the DF screen to stonesense, and send key commands back.
B: Send the stonesense screen to DF, and overlay it there.
I'm leaning on A, but I haven't decided anything yet.
There's two options for the overlay right now.What I personally really want is to be able to play DF switching between TwbT graphics in 2d mode and a stonesense powered isometric view at will with a single keypress. Either approach could support that, since it would be easy to allow for displaying the non-overlayed screen in the second process's window.
A: Send the DF screen to stonesense, and send key commands back.
B: Send the stonesense screen to DF, and overlay it there.
I'm leaning on A, but I haven't decided anything yet.
I can definitely help if you decide to go with option B, although I also rather like the simplicity of option A.
In any case, this will likely take a while, and your first priority will surely be to get the non-overlay version working out of process, since that is sort of a prerequisite for getting the overlay part working.
I've uploaded test builds of the new tile assignment system, for DF version 0.34.11, and 0.40.01. Trees do not show up at all for some reason in the 0.34 version, and the 0.40 version does not yet have tree materials. There are, however, tree tiletypes, which you can use for testing sprites.Yes indeed, it's very crash prone, though half of that may be me running it on wine under linux :p
0.34.11 (http://dffd.wimbli.com/file.php?id=9032)
0.40.01 (http://dffd.wimbli.com/file.php?id=9033)
Neither of these are intended for regular use.
Those trees are looking great.Re: Building stonesense, probly, but I'll first need to wait till the weather becomes more sensible, no desire to figure out how to build something while swimming in my own sweat.
As for the border stuff, I agree, it was never very good to start with. I think I'll just replace it with something similar to what isoworld uses, which is much easier to use.
As for the wine issues, you may want to just compile your own Linux build of stonesense, if you think that's what's causing trouble.
Also, there's nothing saying that you have to make the leaves floors. You can still give a wall sprite for them. It would, however, interfere with whoever's climbing.
I'm currently deciding if it's worth the trouble to set materials for blossoms, etc, because there isn't an easy way to get them besides searching through all the material raws.Well, I don't mind adding the blossom, fruit and juice-colours to the colours-XML manually. The only issue might be modder's trees, so it really depends on the modders.
oo - happy trees :)
A note on those versions I posted:
They crash if you start stonesense with either of the generated CSV files open.
I have problem. When using pack from PeridexisErrant I load save and then write "stonesense overlay" in console. Sadly it gives no effect beside that I cant control anything on screen. I can see window with stonesense logo but thats all.What happens if you only type stonesense? What does the console say?
Hello, thank you for all your hard work on this. I was curious on how to get this working on the OS X (particularly the Maverick os). Does anyone have any instructions or best advice for this? I would like to try to do it with out any vms but if that is what is needed, any advice would be appreciated.
Thanks
I have problem. When using pack from PeridexisErrant I load save and then write "stonesense overlay" in console. Sadly it gives no effect beside that I cant control anything on screen. I can see window with stonesense logo but thats all.What happens if you only type stonesense? What does the console say?
@EmielRegis: You're using the TWBT plugin, that is causing your problem, they cannot run at the same time. You need to deactivate it: open /data/init/init.txt look for PRINT_MODE and set it to 2D.34_11 r66 actually has a custom build of stonesense that does work with TwbT, which was provided by Kevin Cathcart further up the thread.
@EmielRegis: You're using the TWBT plugin, that is causing your problem, they cannot run at the same time. You need to deactivate it: open /data/init/init.txt look for PRINT_MODE and set it to 2D.
@EmielRegis: You're using the TWBT plugin, that is causing your problem, they cannot run at the same time. You need to deactivate it: open /data/init/init.txt look for PRINT_MODE and set it to 2D.34_11 r66 actually has a custom build of stonesense that does work with TwbT, which was provided by Kevin Cathcart further up the thread.
Oops, most of my brain is in 40.xx mode now. I'll try to push a last legacy update soonish, and until then:Well, actually in my case it isn't.@EmielRegis: You're using the TWBT plugin, that is causing your problem, they cannot run at the same time. You need to deactivate it: open /data/init/init.txt look for PRINT_MODE and set it to 2D.34_11 r66 actually has a custom build of stonesense that does work with TwbT, which was provided by Kevin Cathcart further up the thread.
I'm curious about the overlay and it's interaction with OS X; is anyone working on it? Is there any particular reason it's not working? Is it just a lack of someone compiling the code for OS X, or are there further issues? With it working for Linux it shouldn't be particularly hard to have it working for OS X as well.http://dffd.wimbli.com/file.php?id=8719 works somewhat. The main problem is the lack of Stonesense developers able to test on OS X - there are several DFHack developers able to (including me), but none of us are particularly familiar with Stonesense, so it's unclear which bugs are OS X-specific at this point.
Any info would be superb, as there's not really any central information regarding the stonesense overlay as far as I can tell. If there's anything I could do to help, I'd be more than willing as this is superbly exciting news.
The only bugtracker we use right now is the stonesense issues list on github.
And it's not so much testing we need, as an actual mac dev.
I got shubs back into the game, so those at least are working.
Unfortunately, getting the trees working is a non-trivial affair, so those will take longer.
The only bugtracker we use right now is the stonesense issues list on github.Not quite - Danaris managed to get it compiling (http://dffd.wimbli.com/file.php?id=8719), although it has a number of bugs/crashes - the main problem is that none of us are familiar enough with Stonesense to fix them (or figure out if they're Stonesense- or Allegro-related).
And it's not so much testing we need, as an actual mac dev.
I just wanted to report that I have seen the "'Plugin stonesense has no enabled var'" once as well. It happened when dfhack r4 booted (with the stonesense version for r4 you did send me), and it instantly crashed. It happened right at the main menu. I did not use stonesense, dfhack, or anything, just started DF. It appeared randomly. I started DF hundrets of times before, and several times after with the same configuration, but I only saw it once.
Priority there will be according to the sprite definition. You would probably just want to have fruits on top.Ah! But what if you have two fruits at the same time? :P
I was more wondering what would be expected if we have both a cherry and an apple on the same square. Display both? Display the top one?
Doesn't matter much really.
In the meantime:
(http://img.ie/hlyv1.png)
SAGUARO!
Those are terrifying.
Dawww, they only want a hug!I was more wondering what would be expected if we have both a cherry and an apple on the same square. Display both? Display the top one?
Doesn't matter much really.
In the meantime:
(http://img.ie/hlyv1.png)
SAGUARO!
Those are terrifying.
Dawww, they only want a hug!I was more wondering what would be expected if we have both a cherry and an apple on the same square. Display both? Display the top one?
Doesn't matter much really.
In the meantime:
(http://img.ie/hlyv1.png)
SAGUARO!
Those are terrifying.
In the meantime:Beware their thousand needles.
(http://img.ie/hlyv1.png)
SAGUARO!
Dawww, they only want a hug!I was more wondering what would be expected if we have both a cherry and an apple on the same square. Display both? Display the top one?
Doesn't matter much really.
In the meantime:
(http://img.ie/hlyv1.png)
SAGUARO!
Those are terrifying.
Trust me......never give a cactus a hug. That being said.....I've never seen a saguaro with arms going out horizontally and turning still horizontal.
Dawww, they only want a hug!I was more wondering what would be expected if we have both a cherry and an apple on the same square. Display both? Display the top one?
Doesn't matter much really.
In the meantime:
(http://img.ie/hlyv1.png)
SAGUARO!
Those are terrifying.
Trust me......never give a cactus a hug. That being said.....I've never seen a saguaro with arms going out horizontally and turning still horizontal.
These are drunken saguaro...likely watered with some form of alcoholic water by the local farmer dwarf
I have a little problem. Using DF0.34.11 and Stonesence that comes with DFHack r5.What is "Stonesence"?
Oh, my mistake, it's "Stonesense". :PI have a little problem. Using DF0.34.11 and Stonesence that comes with DFHack r5.What is "Stonesence"?
I have a little problem. Using DF0.34.11 and Stonesense that comes with DFHack r5.
When I make big screenshot (Ctrl+Shift+F5), it for some reason don't render everything past z-level 110 (11z-levels above ground). Here are screenshots, to illustrate the problem.Is there any way to fix it?Spoiler (click to show/hide)
Thanks, unfortunatly I'm having tablet trouble, so I haven't been able to really continue on it. >_>
Progress on the trees is looking good!
<?xml version="1.0" ?>
<creatures file="tesb_awakened_stone.png">
<creature gameID="AWAKENED_STONE" sheetIndex = 0 color="bodypart" bodypart="skin">
<subsprite sheetIndex="1" color="bodypart" bodypart="eyes" pattern_index="2"/>
</creature>
</creatures>
The building raws are, quite frankly, rather obtuse, and I don't fully undersrand them myself fully.Well I do have some guano, eye of newt and quicksilver... so I'm ready for any black magic necessary.
I think the soapmaker's workshop might be the one to copy, since it's also a custom workshop.Thanks, and the other news is gorgeous.
In other news, this:Spoiler (click to show/hide)
Hello! ^^
Well i played Dwarf Fortress for some years now. But i always used lazy newb pack with some of the graphic packs. Recently i saw that stonesense can be used as a real interface. Well...
So here is what i did. I downloaded the version that is compatible with DFhack 0.40.08-r2 . That was DF 0.40.08 SDL version. Then i downloaded the DFHack. I checked the readme, started it, made a new world and used the command "Stonesense overlay". But no matter what i do... it always ends with a Windows Error that Dwarf Fortress.exe had to be closed because of an error. No Bug report is generated. I use a Windows 8 64-Bit system and i would guess thats the closest explanation why that crash occurs. It would be cool if somebody would have a idear what to do. So far i tryed a Win-7 compatibility on dwarf fortress.exe and i tryed to deactivate all plugins from DFhack before launch the stonesense overlay so far without any sucess.
As a sitenote, if i only activate stonesense without the overlay command, it works. But i would prefer it with overlay :/
Oh well! My bad, there is a log that was created at crash. But it shows me no information that i could use to fix my issue.
Okay, but why is it included in DFHack 40.08-r2 ? From what i saw so far it seems to work at least for some persons, i tryed some searches before. Not completly stable, but it seems to be in common use for the DFHack 40.08-r2 in conjunction with the Dwarf Fortress 40.08 SDL version.
The overlay is still an experimental feature (you can't really play DF with just the overlay yet), ...
Is there a place which describes in detail how the overlay works, and what it does and does not do? By that I mean in one place, not spread out over a hundred page thread. If not, could you maybe summarize it here in a few sentences? I heard recently that people were able to hook Stonesense into the game so that it works like a true graphical interface, but it's been impossible for me to track down detailed info on that, as most stuff here seems to exist over many pages in various threads.
I think the soapmaker's workshop might be the one to copy, since it's also a custom workshop.
In other news, this:Spoiler (click to show/hide)
I think the soapmaker's workshop might be the one to copy, since it's also a custom workshop.
In other news, this:Spoiler (click to show/hide)
<variant caste="BASALT" sheetIndex="0" color="bodypart" bodypart="basalt surface" zoom="2">
<subsprite sheetIndex="1" color="bodypart" bodypart="eyes" zoom="2" /> <!-- The missing pattern_index is not an error, their eyes are a solid color. -->
</variant>
I found a little wonkiness with Stonesense's creature sprites, ...
I found a little wonkiness with Stonesense's creature sprites, ...
Ah, yeah if it can't find the top-level sprite, stonesense doesn't read the rest of that xml block because it assumes you've made a mistake and prints an error message, however it can still draw the initial sprite if there's enough information there to point it at an image file (this is why when people mess up their xml, they usually get naked dwarf spites).
I think technically you still want to use the term "skin" when referring to the creature's body in the stonesense xml. Stonesense looks up the bodypart by the bodypart name, not the TLCM_NOUN. It should still get the correct color, since it does a case-wise lookup to figure out which color to use, since it is still actually called "skin" in the raws (TLCM just changes how it shows up in text boxes and descriptions I think). If that doesn't work, open up the stonesense init and turn on debug mode, then use "v" to look at the creature in DF and place the DF/Stonesense cursor on the creature and you should get a detailed description of the known bodyparts and colors - so use whatever words it uses there in your xml.
Also, I think the "fail-over" behavior you're describing is just stonesense failing to find a bodypart, so if just defaults the value to the first bodypart, which just frequently happens to be skin. Looking at it, I think it really should fail-out in that case rather than try to guess, since it confuses people more than anything.
Let me know if that works - and if it doesn't please post the error message you got, since that can be helpful.
Yeah, that would, indeed, be the forward floors being drawn on top of the sprites. It's not easy to get around that, because it would mean changing the entire draw operation, and probably wouldn't work anyway.
As for the pink, yeah, the default sprites mostly use pink, with some of them being transparent. And some use a combination for handy guides, like pink text explaining stuff, and sprite outlines, to keep creatures inside the tile.
I found a little wonkiness with Stonesense's creature sprites, ...
Ah, yeah if it can't find the top-level sprite, stonesense doesn't read the rest of that xml block because it assumes you've made a mistake and prints an error message, however it can still draw the initial sprite if there's enough information there to point it at an image file (this is why when people mess up their xml, they usually get naked dwarf spites).
I think technically you still want to use the term "skin" when referring to the creature's body in the stonesense xml. Stonesense looks up the bodypart by the bodypart name, not the TLCM_NOUN. It should still get the correct color, since it does a case-wise lookup to figure out which color to use, since it is still actually called "skin" in the raws (TLCM just changes how it shows up in text boxes and descriptions I think). If that doesn't work, open up the stonesense init and turn on debug mode, then use "v" to look at the creature in DF and place the DF/Stonesense cursor on the creature and you should get a detailed description of the known bodyparts and colors - so use whatever words it uses there in your xml.
Also, I think the "fail-over" behavior you're describing is just stonesense failing to find a bodypart, so if just defaults the value to the first bodypart, which just frequently happens to be skin. Looking at it, I think it really should fail-out in that case rather than try to guess, since it confuses people more than anything.
Let me know if that works - and if it doesn't please post the error message you got, since that can be helpful.
<variant caste="SANDSTONE" sheetIndex="0" color="bodypart" zoom="2">
<subsprite sheetIndex="1" color="bodypart" bodypart="eyes" zoom="2" />
</variant>
<creature gameID="AWAKENED_STONE" sheetIndex="0" color="bodypart" zoom="2">
<subsprite sheetIndex="1" color="bodypart" bodypart="eyes" zoom="2" />
</creature>
<?xml version="1.0" ?>
<creatures file="tesb_awakened_stone.png">
<creature gameID="AWAKENED_STONE">
<variant sheetIndex="0" color="bodypart" zoom="2">
<subsprite sheetIndex="1" color="bodypart" bodypart="eyes" zoom="2" />
</variant>
</creature>
</creatures>
Simple solution for black is to change what DF defines as black.
I've tried to add my custom building graphics and found that Stonesense totaly ignores "game_custom" parameter.
For example I have:Code: [Select]<building name="Soapmakers Worshop" game_type="Workshop" game_subtype="Custom" game_custom="SOAP_MAKER" file="workshop.png">
<
... sprite order
>
<building name="My Worshop 1" game_type="Workshop" game_subtype="Custom" game_custom="MY_WORKSHOP" file="workshop.png">
<
... sprite order
>
<building name="Altar of Storms" game_type="Workshop" game_subtype="Custom" game_custom="ALTAR_STORMS" file="workshop.png">
<
... sprite order
>
They are all in different files and added to index file properly. And works nice if used one in time.
But not with all files together to be load.
Stonesense sees the same game_type="Workshop" and game_subtype="Custom" parameters, and makes no difference between those buildings and draws them using the last loaded rule of the third building.
So now you can have only one custom building and it's Soapmakers workshop already.
Bad thing is I found this problem after a lot of time spent making sprites for all of this stuff.
Is there a way to fix it?
Okay, I found the problem, and it's been fixed for the next version.Much appreciated. You have saved us from the hell of living amongst a multitude of Soapmaker's Workshops!
Out of curiosity, why is stonesense done in the graphics engine that it has?
Out of curiosity, why is stonesense done in the graphics engine that it has?
As opposed to...?
Out of curiosity, why is stonesense done in the graphics engine that it has?
As opposed to...?
Something shinier? Especially with the old versions.
Humor me, but, especially considering that the old versions weren't real time, what stopped this from being rendered in say cryengine?Cryengine sucks waay too much power for stonesense's purposes.
Humor me, but, especially considering that the old versions weren't real time, what stopped this from being rendered in say cryengine?
I ask because long term, I'd quite like to have scenes rendered in 3d -say, combat- and I'm trying to understand the technical limitations. I'm not asking to change anything about how the game plays, just how it's displayed to the player (my thread on the topic: http://www.bay12forums.com/smf/index.php?topic=139971.0 (http://www.bay12forums.com/smf/index.php?topic=139971.0)). We have 20 years til 1.0, it's not impossible. Cry-engine was simply a random example. Not worth crucifying the noob octopus, though i don't mean that harshly.
Thanks. Apparently there doing 3d printing in the overseer thread, here's hoping it resurrects. Does animation depend on information toady is unprepared to release then?Animation depends on having a "rigged" or "articulated" MOB (basically a virtual skeleton within the 3D figure) and a set of scripts to animate and pose that skeleton. The rendering engine will handle details like "forming a fist" working regardless of arm position, or merging two animations together (such as walking and turning the head to the left).
Stonesense launched
Using allegro version 5.0.9 r1
Loading script at PyLNP_dfhack_onLoad.init
Error loading script
nil
Why doesn't anybody tell me when the release doesn't have any leaves in the trees?I wanted to, but I'm lazy. :P
Okay, I found the problem, and it's been fixed for the next version.Thanks again for fixing that. When does the "next version" get bundled into DFHack, or where can I find the updated plugin? I'm running DFHack 40.13r1 and it has Felsite 3.1 which has the "all custom buildings are custom-made to look like each other" issue. Felsite 3.1 works for development (just keep changing the last custom building to see things), but I'd prefer the fixed one. I also need to know if the failover behavior changed for creatures because I was kinda abusing it.
I had to post this, the waterfalls made me do it...
http://i.imgur.com/mhOCgFI.png (http://i.imgur.com/mhOCgFI.png)
I couldn't imagine that just scaling them up would work that good. Sadly it has old trees.
Try changing [PRINT_MODE:...] to [PRINT_MODE:2D] in <DF>/data/init/init.txt.
Also, which pack and platform are you using?
I was asking which "newb lazy pack" you're using - since you're on Windows, I'm guessing you're using PeridexisErrant's. I've seen problems similar to yours when using PRINT_MODE:STANDARD, which I think are due to Stonesense and DF using OpenGL at the same time (the latter can be disabled by switching to PRINT_MODE:2D).FYI, the game interprets any nonstandard printmode value as if it was STANDARD. So when using the player specifies TWBT mode, the game is operating in STANDARD mode (with a good chunk of the rendering intercepted by the TWBT plugin).
As far as I know, this is the official Stonesense thread.
<?xml version="1.0" ?>
<creatures file="fae.png">
<creature gameID="FAIRY_SUNFLOWER" sheetIndex = 0 >
<variant prof="TRADER" sex="M" sheetIndex = 2/>
<variant prof="MERCHANT" sex="M" sheetIndex = 2/ >
<variant prof="BROKER" sex="M" sheetIndex = 2/ >
<variant prof="HERBALIST" sex="M" sheetIndex = 4/ >
<variant prof="COOK" sex="M" sheetIndex = 4/ >
<variant prof="FARMER" sex="M" sheetIndex = 4/ >
<variant prof="THRESHER" sex="M" sheetIndex = 4/ >
<variant prof="BREWER" sex="M" sheetIndex = 4/ >
<variant prof="MILLER" sex="M" sheetIndex = 4/ >
<variant prof="CHEESE_MAKER" sex="M" sheetIndex = 4/ >
<variant prof="DIPLOMAT" sex="M" sheetIndex = 4/ >
<variant prof="CLOTHIER" sex="M" sheetIndex = 6/ >
<variant prof="LEATHERWORKER" sex="M" sheetIndex = 6/ >
<variant prof="WEAVER" sex="M" sheetIndex = 6/ >
<variant prof="JEWELER" sex="M" sheetIndex = 8/ >
<variant prof="GEM_CUTTER" sex="M" sheetIndex = 8/ >
<variant prof="GEM_SETTER" sex="M" sheetIndex = 8/ >
<variant prof="WOODWORKER" sex="M" sheetIndex = 10/ >
<variant prof="WOODCRAFTER" sex="M" sheetIndex = 10/ >
<variant prof="BOWYER" sex="M" sheetIndex = 10/ >
<variant prof="AXEMAN" sex="M" sheetIndex = 10/ >
<variant prof="MASTER_AXEMAN" sex="M" sheetIndex = 10/ >
<variant prof="ANIMAL_CARETAKER" sex="M" sheetIndex = 13/ >
<variant prof="RANGER" sex="M" sheetIndex = 34/ >
<variant prof="TRAPPER" sex="M" sheetIndex = 34/ >
<variant prof="HUNTER" sex="M" sheetIndex = 34/ >
<variant prof="CHILD" sex="M" sheetIndex = 12/ >
<variant prof="MILKER" sex="M" sheetIndex = 29/ >
<variant prof="MANAGER" sex="M" sheetIndex = 29/ >
<variant prof="BOOKKEEPER" sex="M" sheetIndex = 29/ >
<variant prof="CLERK" sex="M" sheetIndex = 29/ >
<variant prof="ADMINISTRATOR" sex="M" sheetIndex = 29/ >
<variant prof="DOCTOR" sex="M" sheetIndex = 13/ >
<variant prof="DIAGNOSER" sex="M" sheetIndex = 13/ >
<variant prof="BONE_SETTER" sex="M" sheetIndex = 13/ >
<variant prof="SUTURER" sex="M" sheetIndex = 13/ >
<variant prof="SURGEON" sex="M" sheetIndex = 13/ >
<variant prof="CHIEF_MEDICAL_FAIRY" sex="M" sheetIndex = 13/ >
<variant prof="MAYOR" sex="M" sheetIndex = 18/ >
<variant prof="LEADER" sex="M" sheetIndex = 16/ >
<variant prof="WRESTLER" sex="M" sheetIndex = 20/ >
<variant prof="BOWMAN" sex="M" sheetIndex = 32/ >
<variant prof="CROSSBOWMAN" sex="M" sheetIndex = 34/ >
<variant prof="SPEARMAN" sex="M" sheetIndex = 24/ >
<variant prof="PIKEMAN" sex="M" sheetIndex = 24/ >
<variant prof="SWORDSMAN" sex="M" sheetIndex = 23/ >
<variant prof="BLOWGUNMAN" sex="M" sheetIndex = 36/ >
<variant prof="MASTER_WRESTLER" sex="M" sheetIndex = 20/ >
<variant prof="MASTER_BOWMAN" sex="M" sheetIndex = 32/ >
<variant prof="MASTER_CROSSBOWMAN" sex="M" sheetIndex = 34/ >
<variant prof="MASTER_SPEARMAN" sex="M" sheetIndex = 26/ >
<variant prof="MASTER_PIKEMAN" sex="M" sheetIndex = 26/ >
<variant prof="MASTER_SWORDSMAN" sex="M" sheetIndex = 28/ >
<variant prof="MILITIA_COMMANDER" sex="M" sheetIndex = 36/ >
<variant prof="TRADER" sex="F" sheetIndex = 3/ >
<variant prof="MERCHANT" sex="F" sheetIndex = 3/ >
<variant prof="BROKER" sex="F" sheetIndex = 3/ >
<variant prof="HERBALIST" sex="F" sheetIndex = 5/ >
<variant prof="COOK" sex="F" sheetIndex = 5/ >
<variant prof="FARMER" sex="F" sheetIndex = 5/ >
<variant prof="THRESHER" sex="F" sheetIndex = 5/ >
<variant prof="BREWER" sex="F" sheetIndex = 5/ >
<variant prof="MILLER" sex="F" sheetIndex = 5/ >
<variant prof="CHEESE_MAKER" sex="F" sheetIndex = 5/ >
<variant prof="DIPLOMAT" sex="F" sheetIndex = 5/ >
<variant prof="CLOTHIER" sex="F" sheetIndex = 7/ >
<variant prof="LEATHERWORKER" sex="F" sheetIndex = 7/ >
<variant prof="WEAVER" sex="F" sheetIndex = 7/ >
<variant prof="JEWELER" sex="F" sheetIndex = 9/ >
<variant prof="GEM_CUTTER" sex="F" sheetIndex = 9/ >
<variant prof="GEM_SETTER" sex="F" sheetIndex = 9/ >
<variant prof="WOODWORKER" sex="F" sheetIndex = 11/ >
<variant prof="WOODCRAFTER" sex="F" sheetIndex = 11/ >
<variant prof="BOWYER" sex="F" sheetIndex = 11/ >
<variant prof="AXEMAN" sex="F" sheetIndex = 11/ >
<variant prof="MASTER_AXEMAN" sex="F" sheetIndex = 11/ >
<variant prof="ANIMAL_CARETAKER" sex="F" sheetIndex = 14/ >
<variant prof="RANGER" sex="F" sheetIndex = 35/ >
<variant prof="TRAPPER" sex="F" sheetIndex = 35/ >
<variant prof="HUNTER" sex="F" sheetIndex = 35/ >
<variant prof="CHILD" sex="F" sheetIndex = 13/ >
<variant prof="MILKER" sex="F" sheetIndex = 30/ >
<variant prof="MANAGER" sex="F" sheetIndex = 30/ >
<variant prof="BOOKKEEPER" sex="F" sheetIndex = 30/ >
<variant prof="CLERK" sex="F" sheetIndex = 30/ >
<variant prof="ADMINISTRATOR" sex="F" sheetIndex = 30/ >
<variant prof="DOCTOR" sex="F" sheetIndex = 14/ >
<variant prof="DIAGNOSER" sex="F" sheetIndex = 14/ >
<variant prof="BONE_SETTER" sex="F" sheetIndex = 14/ >
<variant prof="SUTURER" sex="F" sheetIndex = 14/ >
<variant prof="SURGEON" sex="F" sheetIndex = 14/ >
<variant prof="CHIEF_MEDICAL_FAIRY" sex="F" sheetIndex = 14/ >
<variant prof="MAYOR" sex="F" sheetIndex = 17 >
<variant prof="LEADER" sex="F" sheetIndex = 15/ >
<variant prof="WRESTLER" sex="F" sheetIndex = 21/ >
<variant prof="BOWMAN" sex="F" sheetIndex = 33/ >
<variant prof="CROSSBOWMAN" sex="F" sheetIndex = 35/ >
<variant prof="SPEARMAN" sex="F" sheetIndex = 25/ >
<variant prof="PIKEMAN" sex="F" sheetIndex = 25/ >
<variant prof="SWORDSMAN" sex="F" sheetIndex = 23/ >
<variant prof="BLOWGUNMAN" sex="F" sheetIndex = 37/ >
<variant prof="MASTER_WRESTLER" sex="F" sheetIndex = 21/ >
<variant prof="MASTER_BOWMAN" sex="F" sheetIndex = 33/ >
<variant prof="MASTER_CROSSBOWMAN" sex="F" sheetIndex = 35/ >
<variant prof="MASTER_SPEARMAN" sex="F" sheetIndex = 27/ >
<variant prof="MASTER_PIKEMAN" sex="F" sheetIndex = 27/ >
<variant prof="MASTER_SWORDSMAN" sex="F" sheetIndex = 29/ >
<variant prof="MILITIA_COMMANDER" sex="F" sheetIndex = 37/ >
<variant sex="F" sheetIndex = 1/ >
</creature>
</creatures>
<creatures>
<creature gameID="EXILE_F" file="fairymach2.png" sheetIndex =0>
<variant special="Normal" caste="PONE_EXILE" sheetIndex =0 frames = "0"/>
<variant special="Normal" caste="PONE_EXILE" sheetIndex =1 frames = "1"/>
<variant special="Normal" caste="V_30_EXILE" sheetIndex =30 frames = "0"/>
<variant special="Normal" caste="V-30_EXILE" sheetIndex =31 frames = "1"/>
<variant special="Normal" caste="V_30_EXILE" sheetIndex =32 frames = "2"/>
<variant special="Normal" caste="V_30_EXILE" sheetIndex =33 frames = "3"/>
<variant special="Normal" caste="V_30_EXILE" sheetIndex =34 frames = "4"/>
<variant special="Normal" caste="PU_EXILE" sheetIndex =50 frames = "0"/>
<variant special="Normal" caste="PU_EXILE" sheetIndex =51 frames = "1"/>
</creature>
</creatures>
That caste information would prove quite useful for the next back of creatures I am currently attempted to format for the stonesense screen...if I could figure out how to work it properly.There are six animation frames 0 thru 5. Here you are saying that you want an image for 0, an image for 1, and invisible for 2 thru 5. Try using frames "012" and "345". Or "024" and "135" depending on the speed you want.
Current sprite sheet:Spoiler (click to show/hide)Code: [Select]<creatures>
<creature gameID="EXILE_F" file="fairymach2.png" sheetIndex =0>
<variant special="Normal" caste="PONE_EXILE" sheetIndex =0 frames = "0"/>
<variant special="Normal" caste="PONE_EXILE" sheetIndex =1 frames = "1"/>
<variant special="Normal" caste="V_30_EXILE" sheetIndex =30 frames = "0"/>
<variant special="Normal" caste="V-30_EXILE" sheetIndex =31 frames = "1"/>
<variant special="Normal" caste="V_30_EXILE" sheetIndex =32 frames = "2"/>
<variant special="Normal" caste="V_30_EXILE" sheetIndex =33 frames = "3"/>
<variant special="Normal" caste="V_30_EXILE" sheetIndex =34 frames = "4"/>
<variant special="Normal" caste="PU_EXILE" sheetIndex =50 frames = "0"/>
<variant special="Normal" caste="PU_EXILE" sheetIndex =51 frames = "1"/>
</creature>
</creatures>
Current issues include "PONE_EXILE"'s sprite flickering, as well as its sprite (which is also the default), displaying for the other two castes for some reason. Is there something I'm missing here?
Thank you. Though, how do I get multiframe animations to work in-sequence using this format? Say, I wanted "V_30_EXILE"'s frames to move as they're listed on the sheet without randomization in the order they're played?They should run in sequence as they are ( and be invisible on frame 5). Double up one of the frames to cover 5 and see what happens.
...I never tried that.Don't feel bad, I found it by accident. Problem is that there's no intuitive way to map wrapping/rotating the view when the cursor keys are already taken.
Is there a static version or something I can run? I just want to take screenshots.
Ah, that's a shame. I've actually spent the day wrestling with the 8-bit palette, and it's disheartening this wouldn't actually improve anything.
(http://orig07.deviantart.net/cb7b/f/2015/102/2/2/stonesense_mockup_by_dragondeplatino-d8pj03k.png)
Thing is, there's no real reason to have a different stonesense config per save. If a save doesn't have something, it just won't show up.Yeah, I don't really foresee a player having radically different graphics in different saves, so it's kinda overkill as a feature. This is entirely to make the mod-manager folks comfortable with handling visualizer data. They're fine with arbitrarily complicated file structures within raw/, but anything outside of that folder risks them becoming responsible to maintain N different custom merge logics, and I understand their hesitation there.
Of somebody mods in pet dragons with custom scale shearing workshops, and makes stonesense graphics for them, they just have to be added to the same stonesense config as everything else, and they'll be use for any scale shearing workshops it finds.
the only thing you would have to do to merge a separate pack with the rest would be to add a folder to the central index. Doesn't need to have the same folder structure of stock stuff.
switch (main_type) {
case building_type::Furnace: {
if(!strGameSub) {
contentWarning("<building> Is generic - game_subtype missing.",elemRoot);
break;
}
FOR_ENUM_ITEMS(furnace_type,i) {
if (sub == ENUM_KEY_STR(furnace_type,i)) {
subtype = i;
break;
}
}
#include "df/siegeengine_type.h"
#include "df/workshop_type.h"
#include "df/trap_type.h"
#include "df/shop_type.h"
#include "df/construction_type.h"
#include "df/furnace_type.h"
So, not sure what kind of interest this will pull in, seems a little slow around here... but, here I go anyways.FWIW, I'm *far* more interested in isometric representations of DF than the true 3D of Armok Vision, so I'm greatly interested in your work!
Ok, is there an existing initiative to add Masterwork sprites to Stonesense?
And is that the sorta thing I should help someone or something do?
Hello. Just question about DF version on steam and stonesense. Would it work :D ?Eventually, but DFHack has to be updated first, and that's in progress.
Steam DF + Stonesense would be amazing. I also would love if Stonesense can be made into a service exe, so it always gets run in the background.Not quite sure what you mean by "service exe" or what it would bring. Stonesense requires DFHack, which starts alongside DF (always, on Windows) if you have it installed. You can also configure Stonesense to start when DFHack starts. Is there something else you're looking for?
Not quite sure what you mean by "service exe" or what it would bring.
Doesn't stonesense already do that? I'm pretty sure it updates live if you unpause the game.
I haven’t used Stonesense in years. The last time I tried it (a year ago on a prebuilt build), it just exited with an error message. Years before that, when I first tried compiling DFHack, it wouldn’t compile because it couldn’t find agui. Eventually, I found some instructions (from Japa, I think) showing how to get agui compiled on the system so that you could then compile Stonesense. Unfortunately, at some point in time, those instructions stopped working and I could no longer compile Stonesense. Now, I’m on a system that won’t run pre-SDL2 software, so I’m waiting for the Linux port of DF to be released (and for DFHack and DT to be updated for it…).
There's a DLL you might need to download to get it to work though, msvcp140_atomic_wait. Just throw that dll into your main directory and you're airborne.This alone typically isn't enough on Wine 8, and for Wine 7 it typically isn't necessary. For Wine 8, these instructions might work, but I haven't tested them out yet.
I'm using wine 8.11.
It's pretty straightforward for Wine directly. You get a copy of msvcp140_atomic_wait.dll (from various places on the internet). You put it in the Dwarf fortress folder. Then you run winecfg. Go to the "libraries" tab. In the "New override for library" drop down you select msvcp140_atomic_wait.dll and then hit the "Add" button. Finally "Apply" or "OK". After that wine DF will work with wine.
For doing it with Proton, it's a bit more complex because you have to run winecfg specifying the the directory that Proton is installed in. Also, the default prefix seems to have problems for me, so you have to find the DF prefix (which is in the Steam folder somewhere) and update that. After that, it's the exact same procedure as per normal wine.