Bay 12 Games Forum

Dwarf Fortress => DF Modding => Utilities and 3rd Party Applications => Topic started by: Rose on April 04, 2012, 08:28:52 am

Title: Stonesense: Usage Poll!
Post by: Rose on April 04, 2012, 08:28:52 am
Since Jonask no longer has the time to maintain the thread, I have made a new one. The old thread can be found here (http://www.bay12forums.com/smf/index.php?topic=43260)

Stonesense is a third party visualizer that lets you view your Dwarf Fortress world in a classic isometric perspective.

This is the official thread for feedback, questions, requests or bug reports.


We are always looking for help on Stonesense, and we are in particular looking for isometric sprite artists.
So if you want to join us in creating the Official Stonesense tileset, let us know by posting in this thread!
Please note however, we must reserve the right to screen contributions.
We do this to preserve a consistent look for the official tileset, hope you understand:)

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)


Spoiler: Legacy versions (click to show/hide)

The Stonesense Content Repository
The Stonesense Content Repository (http://df.magmawiki.com/index.php/Utility:Stonesense/Content_repository) is where you will find user made
extension packs to improve and customize your Stonesense installation.
And if you're a modder or artist, this is the place to show people your work!

If stuff's not working
Spoiler (click to show/hide)

changelog:
Spoiler (click to show/hide)

Known issues:
Spoiler (click to show/hide)

Screenshots:
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler: Frozenhalls (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)

Videos:
 Intro by KaelGotDwarves  (http://www.youtube.com/watch?v=QxUYIZsu664&fmt=22)

Press:
PC Gamer UK (http://i.imgur.com/eEuqM.jpg)
 Destructoid  (http://www.destructoid.com/new-stonesense-visualizer-makes-dwarf-fortress-playable-154149.phtml)
 TIGSource  (http://tigsource.com/articles/2009/11/03/stonesense-dwarf-fortress-visualizer)
 Game Set Watch  (http://www.gamesetwatch.com/2009/11/stonesense_isometric_dwarf_for.php)

Project homepage:
https://github.com/peterix/stonesense (https://github.com/peterix/stonesense) (Current)
http://code.google.com/p/stonesense/ (http://code.google.com/p/stonesense/) (legacy)

On DFWiki:
http://df.magmawiki.com/index.php/Utility:Stonesense (http://df.magmawiki.com/index.php/Utility:Stonesense)

Currently Stonesense is being developed by Japa, Caldfir, and Peterix.
Retired developers are Jonask, Solifuge and Kaypy.
Title: Re: Stonesense: New official thread.
Post by: Rose on April 04, 2012, 08:29:23 am
reserved
Title: Re: Stonesense: New official thread.
Post by: vorpal+5 on April 04, 2012, 08:33:24 am
deleted, must read more carefully what you say, sorry.
Title: Re: Stonesense: New official thread.
Post by: Rose on April 04, 2012, 08:34:26 am
Read the sentence right under the words latest version
Title: Re: Stonesense: New official thread.
Post by: Jiri Petru on April 04, 2012, 08:44:07 am
Thanks for the new thread, this'll be handy.

Continuing from the old one: there is this problem when Stonesense crashes on load  because of dwarves_256.png (or whatnot). If I delete the line, it works, but it also (obviously) turns off the new dwarf graphics with clothes etc. Is there any way to make the new dwarves work? Or does it simply crash because my computer can't handle it?

In any case, keep up the good work and thanks.
Title: Re: Stonesense: New official thread.
Post by: Rose on April 04, 2012, 08:50:03 am
The problem is that those clothed dwarves are ungodly huge, and are using up all your video memory.

The next version will have two different selections, but for now, you can manually scale it down.

in the large_256 directory, there are a bunch of pngs, and a bunch of xml files.

half the size of the pngs one or more times, and in the xml files, do a search/replace for zoom="3", and reduce the 3 by how ever many times you halved the images.

For example, if you half the images once, replace all of zoom="3" with zoom = "2". If you halve them twice, replace it with zoom="1"

You won't get the same amount of zoom, but you will still be able to see the different clothing on them.
Title: Re: Stonesense: New official thread.
Post by: Andir on April 04, 2012, 09:15:16 am
I like new threads.  Much cleaner.
Title: Re: Stonesense: New official thread.
Post by: Rushmik on April 04, 2012, 09:38:12 am
I am SO posting to follow.
Title: Re: Stonesense: New official thread.
Post by: EmeraldWind on April 04, 2012, 10:26:22 am
You might want to make the info on the latest versions of Stonesense being in DF Hack a bit more noticeable in the OP, like increase size, bold it, and make it glow with Armok's fury. Right now, someone new skimming the post might miss that part.

Also you could probably add some more recent screenshots as well. I mean we need to share all of modern Stonesense's sexy new features.
Title: Re: Stonesense: New official thread.
Post by: Kaos on April 04, 2012, 10:28:31 am
Stonesense Slate 2.3:
This is the most recent stand-alone release. It is only compatible with Dwarf Fortress versions 0.31.0 to 0.31.21
up to 31.21?? I remeber using the standalone with 31.25...
Title: Re: Stonesense: New official thread.
Post by: Rose on April 04, 2012, 10:35:08 am
That was never acually an official release.
Title: Re: Stonesense: New official thread.
Post by: Intrinsic on April 04, 2012, 11:23:50 am
PTW
Title: Re: Stonesense: New official thread.
Post by: Siquo on April 04, 2012, 11:39:09 am
Woot woot.  ;)
Title: Re: Stonesense: New official thread.
Post by: Caldfir on April 04, 2012, 11:53:33 am
Hey, I whipped this up as a quick fix for people having issues loading the large sprites: http://dffd.wimbli.com/file.php?id=6096

Let me know if that fixes things.  It just rescales all the sprites down to 64x64.  You lose some detail, bit it is still enough to see the clothing I hope. 
Title: Re: Stonesense: New official thread.
Post by: Greiger on April 04, 2012, 01:13:33 pm
Sad to see the old thread go, happy to see a new one though, might be easier to put common question answers in the op.

In short, I'm posting to watch the new thread.  :P
Title: Re: Stonesense: New official thread.
Post by: Solifuge on April 04, 2012, 02:23:08 pm
Sheesh, did Jonas and I really start that old thing back in 2009? Has it been 3 years? I'm getting old! D:

Anyway, mad props to you Japa for all your hard work and continuing dedication, and I'm glad to see the new thread take off! First post updates are going to be several kinds of awesome!
Title: Re: Stonesense: New official thread.
Post by: Rose on April 04, 2012, 02:25:38 pm
Yeah, I'll try to keep it running, even if I'm not nearly as organized as Jonask is.

Also you're always welcome to give new sprites.
Title: Re: Stonesense: New official thread.
Post by: Solifuge on April 04, 2012, 02:40:31 pm
I'm a terribly fickle person when it comes to how I spend my free time. I have been practicing higher-res digital art recently... and though I'm not nearly as good as many people out there, 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.

We shall see... (http://i.imgur.com/BcSY9.jpg)
Title: Re: Stonesense: New official thread.
Post by: Truean on April 04, 2012, 04:56:02 pm
Post to watch. Also This has been one of the best parts of DF.

[Slow clap]
Title: Re: Stonesense: New official thread.
Post by: Mike Mayday on April 04, 2012, 06:44:20 pm
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 beautiful 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.
Title: Re: Stonesense: New official thread.
Post by: WillowLuman on April 04, 2012, 06:45:12 pm
How does one make it read 64x64 spritesheets?
Title: Re: Stonesense: New official thread.
Post by: Rose on April 04, 2012, 06:53:56 pm
each sprite that is 64x64 needs to have zoom="1" in the sprite definition.
Title: Re: Stonesense: New official thread.
Post by: WillowLuman on April 04, 2012, 06:56:55 pm
thank you!
Title: Re: Stonesense: New official thread.
Post by: quinnr on April 04, 2012, 07:02:18 pm
You know, Stonesense is one of my favorite things to use with Dwarf Fortress, I haven't played in a while, but seeing this thread makes me want to download Stonesense again and fire up the 'ol fortress!
Title: Re: Stonesense: New official thread.
Post by: Graebeard on April 04, 2012, 09:36:06 pm
Was conflicted about posting now that the old thread is closed.  Decided this was just too great a project to not stay current on.
Title: Re: Stonesense: New official thread.
Post by: MaximumZero on April 04, 2012, 11:46:34 pm
Japa, you're doing amazing work. Looking forward to seeing more amazing screenshots in the future.
Title: Re: Stonesense: New official thread.
Post by: zwei on April 05, 2012, 01:28:29 am
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.

Okay, I am offcially motivated to make isometric game.
Title: Re: Stonesense: New official thread.
Post by: Maklak on April 05, 2012, 02:07:31 pm
I'm just posting to watch, but Mayday's pictures are beautiful.
Title: Re: Stonesense: New official thread.
Post by: buckets on April 05, 2012, 07:58:24 pm
ptw
Title: Re: Stonesense: New official thread.
Post by: Caldfir on April 05, 2012, 09:36:50 pm
Ladydwarf progress:
Spoiler (click to show/hide)

Pieces still need shading on both male and female sets, I need to make aggressive-stance female dwarves, then its on to shields and weapons!
Title: Re: Stonesense: New official thread.
Post by: Nunzillor on April 06, 2012, 10:53:33 pm
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:

Spoiler (click to show/hide)
when I try to run stonesense from the DFHack terminal.  Stonesense launches, but shows only a white screen.

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)

Title: Re: Stonesense: New official thread.
Post by: SalmonGod on April 06, 2012, 11:18:28 pm
The ladydwarfs look great!
Title: Re: Stonesense: New official thread.
Post by: Robotic on April 07, 2012, 12:14:57 am
Thanks for this, first time I've been able to run stonesense, makes me wish I'd kept my old saves.  Looks really great!
Title: Re: Stonesense: New official thread.
Post by: kaypy on April 07, 2012, 10:23:38 pm
OK, so in the near future we will need:

Engraved tracks, wooden tracks, metal tracks
All of the above on ramps (probably also including those annoying ramp top bits)
'Stopping points'
'Rollers'[1]
Bridge tracks?[2]
Wood and metal minecarts

We may want to see how some of it pans out in game first, but we can probably have the basics sprited in advance. Hopefully this may inspire someone to have better sprites than this ready for when they are needed...

Spoiler (click to show/hide)

[1] may be subject to reinterpretation?
[2] Toady said "bridges now also act as tracks"- this might mean *all* bridges...
Title: Re: Stonesense: New official thread.
Post by: Rose on April 08, 2012, 12:11:54 am
Oh hello. look wo suddenly showed up.


Will I need to take you off the retired list?
Title: Re: Stonesense: New official thread.
Post by: kaypy on April 08, 2012, 04:30:53 am
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...

Leave it as retired unless/until sufficient evidence to the contrary is found 8-)
Title: Re: Stonesense: New official thread.
Post by: Caldfir on April 10, 2012, 10:14:05 am
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:

Spoiler (click to show/hide)
when I try to run stonesense from the DFHack terminal.  Stonesense launches, but shows only a white screen.

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)

That log message is the correct one as far as I'm aware (indicates SS is running properly) but there's clearly something very wrong with the texture loading. 

If you press F10 what do you get?  You could also try setting [RENDERER:ANY] to [RENDERER:SOFTWARE] in init.txt, and see if that makes a difference. 

edit: unrelated: behold!
Spoiler (click to show/hide)
If anyone's keen, they can grab the dwarf images and sprites early from here (https://github.com/Caldfir/stonesense/tree/master/resources/creatures/large_256).
Title: Re: Stonesense: New official thread.
Post by: Octopusfluff on April 10, 2012, 02:36:20 pm
So, after a bit of hiatus from Dwarf Fortress, I came back and looked through the old stonesense thread, and saw that support for various clutter had been added. This enthused me enough to get the game going again using 34.07.

Strangely, only a very small subset of the objects that I embarked with show up in stonesense; mostly just wood (not wooden objects, but wooden logs) and cave spider silk items.

I enabled debug mode to see if maybe it just didn't have sprites for the rest of the items, but the debug cursor doesn't seem to believe there are any other objects aside from the ones it shows.

Is this a stonesense issue, or a dfhack issue, or ...?
Title: Re: Stonesense: New official thread.
Post by: bukitodinos on April 10, 2012, 02:39:47 pm


:)
Title: Re: Stonesense: New official thread.
Post by: Octopusfluff on April 10, 2012, 02:53:31 pm
Update.

After playing a bit, some things that WERE showing up in my stockpiles have since vanished, including the debug cursor in stonesense indicating there are no items in that square.

The items in question that used to show up haven't moved.
Title: Re: Stonesense: New official thread.
Post by: Rose on April 10, 2012, 07:37:08 pm
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.
Title: Re: Stonesense: New official thread.
Post by: Octopusfluff on April 10, 2012, 07:47:09 pm
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.

So I'm at least not the first person to experience this?

Anything we could do to try to troubleshoot this? I'm willing to help, if I can be of assistance.
Title: Re: Stonesense: New official thread.
Post by: Rose on April 10, 2012, 07:49:19 pm
I experience it quite a lot, and I don't really know what's up.
Title: Re: Stonesense: New official thread.
Post by: Weaselcake on April 11, 2012, 01:03:58 am
What happened to my old fat pudgy stonesense dwarves?

I don't like these featureless flat pale dark-looking ones. :(
Title: Re: Stonesense: New official thread.
Post by: Octopusfluff on April 11, 2012, 04:21:00 am
I don't like these featureless flat pale dark-looking ones. :(
So... which is it? Pale or dark? :)

They are a little dark-skinned compared to the old dwarves, but I don't really see how the old ones were 'pudgy' (or how this would be a desirable trait); the new ones seem pretty stout to me. Ah, subjectivity.

Title: Re: Stonesense: New official thread.
Post by: Rose on April 11, 2012, 04:23:05 am
Open stonesense/creatures/index.txt, and change the line that says large_256/index.txt into #large_256/index.txt

that will disable these, and bring back the old ones.
Title: Re: Stonesense: New official thread.
Post by: kaypy on April 11, 2012, 06:29:22 am
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?
Title: Re: Stonesense: New official thread.
Post by: Rose on April 11, 2012, 06:31:15 am
Indeed, yes, unless the items in the map-block lists are actually all there but are being skipped somehow.
Title: Re: Stonesense: New official thread.
Post by: Gizogin on April 11, 2012, 06:52:14 am
Just posting to say that I tried Stonesense for the first time yesterday, and I'm really impressed.  Keep up the awesome work!
Title: Re: Stonesense: New official thread.
Post by: kaypy on April 11, 2012, 09:30:53 am
<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?
Title: Re: Stonesense: New official thread.
Post by: Octopusfluff on April 11, 2012, 09:58:07 am
<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-

Subjective: Stonesense in its current form seems to have a much more noticable performance impact on DF's framerates than it did last year on the same computer. I don't know how much has changed in each, but the ultimate effect is definitely substantive.
Title: Re: Stonesense: New official thread.
Post by: Rose on April 11, 2012, 11:36:42 am
<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?

Unfortunately no. We still haven't managed to find an item directly from the coordinates, so this middle ground is the best we have.

There are plenty of things that could benefit from not being read each frame, not just items.
Title: Re: Stonesense: New official thread.
Post by: Solifuge on April 12, 2012, 12:50:48 pm
So what's the skinny on resolution and zooming these days? Can we antialias zoomed out tiles, or is it handled by switching sprite dimensions? What's the maximum resolution for map tiles, and are there hard limits on the number of random tile textures? Also, what's the highest resolution those new Dwarf Sprites come at?

I find myself inexplicably curious.
Title: Re: Stonesense: New official thread.
Post by: Rose on April 12, 2012, 01:00:56 pm
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
Title: Re: Stonesense: New official thread.
Post by: orius on April 13, 2012, 12:53:52 am
Posting to watch.  The new high-res dorfs aren't working for me, so I'll try the fix at some point.  I like the art for it, but I don't really feel a need to zoom in so close that I have super sharp dwarves in completely pixilated scenery.
Title: Re: Stonesense: New official thread.
Post by: Caldfir on April 13, 2012, 01:37:27 am
Well, weapons are in progress:
Spoiler (click to show/hide)

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. 
Title: Re: Stonesense: New official thread.
Post by: WillowLuman on April 13, 2012, 01:39:00 am
Umm, do all dwarves in this sprite sheet have hoods?
Title: Re: Stonesense: New official thread.
Post by: Caldfir on April 13, 2012, 01:41:31 am
No, dwarves just love hoods.
Title: Re: Stonesense: New official thread.
Post by: Rose on April 13, 2012, 01:44:44 am
Umm, do all dwarves in this sprite sheet have hoods?

Only the ones with hoods ingame.

if they annoy you, you can either disable them in the sprite, or dump all hoods ingame.
Title: Re: Stonesense: New official thread.
Post by: Rushmik on April 13, 2012, 01:47:00 am
Umm, do all dwarves in this sprite sheet have hoods?

Hoods are only drawn on dwarfs wearing hoods, so this is Dwarf Fortress' fault and not Stonesense's.
Title: Re: Stonesense: New official thread.
Post by: Kire93 on April 13, 2012, 01:58:32 am
Sorry if this is already in the old thread, but are you guys going to work on hi res terrain as well??  :)
Title: Re: Stonesense: New official thread.
Post by: Rose on April 13, 2012, 02:00:49 am
Maybe, maybe not.

I'm considering trying out 3d rendered terrain.
Title: Re: Stonesense: New official thread.
Post by: Kire93 on April 13, 2012, 02:05:17 am
That sounds awesome, what would that entail?
Title: Re: Stonesense: New official thread.
Post by: Solifuge on April 13, 2012, 08:11:59 am
That sounds awesome, what would that entail? (http://i.imgur.com/57Oml.jpg)

I've been playing a bit of FFT lately, and I rather love how they represented the battlefields. It'd be pretty great if we could manage a free-floating camera to view textured 3D terrain, hybridized with 2D sprites... especially so if we could manage displaying directional sprites (you'd only need 2 sprites since you can mirror them: 1 front and 1 back, both turned at a 45 degree angle to the viewer), though I suppose with enough ambition a side-profile, and straight front and back perspectives would round things out.
Title: Re: Stonesense: New official thread.
Post by: Rose on April 13, 2012, 08:28:54 am
I was more talking about just rendering the 2d tiles.
Title: Re: Stonesense: New official thread.
Post by: Ironhand on April 13, 2012, 09:38:05 am
Those dwarves are looking brilliant!
Can't wait to see some detailed terrains.
Title: Re: Stonesense: New official thread.
Post by: Solifuge on April 13, 2012, 09:47:59 am
I was more talking about just rendering the 2d tiles.

My imagination tends to take off at the least provocation. Pardon my dust.

Title: Re: Stonesense: New official thread.
Post by: Rose on April 13, 2012, 09:53:28 am
Pffffff.

Like I said, 256 is the upper limit. doesn't mean it's practical.
Title: Re: Stonesense: New official thread.
Post by: Kaos on April 13, 2012, 03:19:54 pm
Well, weapons are in progress:
*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.
looking good... by the way, what's with the brown dwarves?
Title: Re: Stonesense: New official thread.
Post by: Rose on April 13, 2012, 03:21:38 pm
That's their skin color.
Title: Re: Stonesense: New official thread.
Post by: Solifuge on April 13, 2012, 03:46:21 pm
This didn't turn out anything like I'd intended, and I'm not sure if I'll end up using this, but I'll share it anyway:
Spoiler (click to show/hide)

Thoughts: 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.

Needs more experimentation.
Title: Re: Stonesense: New official thread.
Post by: Kaos on April 13, 2012, 03:46:43 pm
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?
Title: Re: Stonesense: New official thread.
Post by: Rose on April 13, 2012, 04:15:49 pm
You should read some of the dwarf descriptions.

Solifuge: Honestly, I don't really see anybody using higher than 64x64 for any length of time. It's a bit more detail than 32, but you can still see enough on screen to use it.
Title: Re: Stonesense: New official thread.
Post by: Ironhand on April 13, 2012, 04:47:50 pm
(http://tnypic.net/ca464.png)

EDIT: updated image
Title: Re: Stonesense: New official thread.
Post by: Octopusfluff on April 13, 2012, 05:42:58 pm
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.

I would assert there is some value to having cleaner lines for things that don't become jagged on close-up.
Title: Re: Stonesense: New official thread.
Post by: Caldfir on April 13, 2012, 05:46:51 pm
On the subject of sprites that look good at a variety of scales, the key is using structure on a range of scales.  You'll notice that the large dwarves have black outlines of a variety of thicknesses.  That's to deal with the fact that the thinner lines disappear at low resolutions, but the thick ones don't, and if you game this correctly you can get the sprites to show up nicely at different scales. 

There's some neat stuff out of MIT (http://cvcl.mit.edu/hybrid_gallery/gallery.html) to look at dealing with the same issue (though in a more sophisticated way).  Basically if you have large regions of light and dark, with finer detail as well, then you'll get two sets of visible structures. 

I'm excited to see high-res terrain being made :D
Title: Re: Stonesense: New official thread.
Post by: Caldfir on April 14, 2012, 08:04:36 pm
There are a lot of weapons in this game.  Still have a few left to go before I start working on making the metal stuff look... metallic.
Spoiler: gigantic screenshots (click to show/hide)
It feels pretty good to be able to see stuff on the ground, walk over, pick it up and see my character hold it.  Honestly I've wanted this since the first time I saw stonesense and it feels good to be a part of making it happen :)

Ew... I just noticed socks with sandals...
Title: Re: Stonesense: New official thread.
Post by: bukitodinos on April 14, 2012, 08:13:41 pm
how do i run dfhack to work this
Title: Re: Stonesense: New official thread.
Post by: WillowLuman on April 14, 2012, 08:14:11 pm
Those screenshots... so epic
Title: Re: Stonesense: New official thread.
Post by: Solifuge on April 14, 2012, 09:22:58 pm
Relevant to those fantastic new sprites, I've never been terribly happy with how SS recolors sprites and tiles. I don't know enough about the graphics libraries Stonesense uses to say how/if this could be achieved, but I've always hoped we could swap between different indexed color palettes when recoloring tiles, instead of recoloring grayscale sprites. With the current method, recolored sprites end up with a flattened and muted appearance, and the shadows don't pop as much.

I might not be explaining this well (long day), so here are pictures that illustrate what I'm trying to say:

(http://i.imgur.com/TItB7.png)

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

Basically, instead of just picking an RGB color value to colorize the sprites, sprites would be done using 8-16 indexed color values. When we wanted to change the color of the sprite, we would change some or all of the indexed color values. The advantage of this would be allowing more complex and natural colors and shading, as well as allowing multiple colors per sprite/tile (see the barrel above, which uses silver for the band, brown for the wood planks, and a dark blue-green for the shading).

If all else fails, I'd at least like to tweak the RGB values Stonesense recolors sprites with. It's a bit flat and saturation-tastic right now.
Title: Re: Stonesense: New official thread.
Post by: cousac on April 14, 2012, 10:47:37 pm
I believe this could be achieved with clever utilization of sub-sprites... 
Title: Re: Stonesense: New official thread.
Post by: Caldfir on April 15, 2012, 01:14:51 am
I did a little bit of research and what little I found seems to indicate that Allegro 5 (the graphics library stonesense uses) doesn't support individual-bitmap palette swaps (though it does seem to be able to do some global palette things? I'm not 100% on this).  If that's true then palette swapping essentially comes down to writing a shader for each color definition, which would be sort of a headache.  There are some nice effects you can get with palette swapping, but it ties you down to using specific file formatting types.  If it turns out I'm wrong and it is easy to do then that's cool, but it doesn't seem like it. 

I would agree that the dyed clothes tend to be a bit on the bright side, though.  I poked around a bit and managed to get some dye blending happening:
Spoiler (click to show/hide)
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. 

edit:
how do i run dfhack to work this
head over to the dfhack thread, follow the instructions to install, then run DF like normal, type "stonesense" into the command window that will appear
if you just mean these sprites in particular, they are still in progress, so stay tuned, and they will by available soon :)
Title: Re: Stonesense: New official thread.
Post by: Rose on April 15, 2012, 03:49:51 am
Title: Re: Stonesense: New official thread.
Post by: Black_Legion on April 15, 2012, 04:35:50 am
HNNNNNNNNNG!
I now need a change of pants. Shame on you. It looks amazing.
Title: Re: Stonesense: New official thread.
Post by: Ironhand on April 15, 2012, 09:31:03 am
Lol.

SWEET.
Title: Re: Stonesense: New official thread.
Post by: Kire93 on April 15, 2012, 11:35:13 am
wow that looks epic
Title: Re: Stonesense: New official thread.
Post by: Octopusfluff on April 15, 2012, 11:56:51 am

I approve. A lot.

A quick check of zooming out making use of ctrl+mousewheel in my browser suggests those tiles respond well to it. Is this the case in actual stonesense?
Title: Re: Stonesense: New official thread.
Post by: NW_Kohaku on April 15, 2012, 01:24:32 pm
Hey guys, I just finally got back around to doing these icons.  I got stalled trying to figure out ways to express some of the farmer things, and got sidetracked an awful lot.

Spoiler (click to show/hide)

I'm leaving a blank background thing because I think we can try making a "plain" sheet background for regular jobs, and then have a special sheet for legendaries, like making the background token look like the masterwork ☼ symbol.

I'll add in the military stuff in a bit.
Title: Re: Stonesense: New official thread.
Post by: Nunzillor on April 15, 2012, 02:08:53 pm
FYI: I reinstalled Ubuntu on the USB drive.  I installed drivers directly from my graphic card manufacturer's website (not from synaptic).  I then tried three methods:

1) downloading DFHack pre-compiled
2) compiling DFHack (and stonesense)
3) compiling DFHack and replacing stonesense with a pre-compiled version from the DFHack download

Method three is working for me, with only a few error messages in the console that don't seem to be affecting anything.  Something to keep in mind for those of you (if any) having the same problem.
 
Title: Re: Stonesense: New official thread.
Post by: NW_Kohaku on April 15, 2012, 04:19:34 pm
With military stuff
Spoiler (click to show/hide)

There's also tokens for war creatures and thieves and children, you want me to do those, too?

Title: Re: Stonesense: New official thread.
Post by: Dragula on April 15, 2012, 06:26:12 pm
Spoiler (click to show/hide)

Why does it give me holes in the ground?
Title: Re: Stonesense: New official thread.
Post by: Rose on April 15, 2012, 06:34:25 pm
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.
Title: Re: Stonesense: New official thread.
Post by: NW_Kohaku on April 15, 2012, 09:41:14 pm
I was bored, and started thinking about the other tokens, so I went and made some.

Spoiler (click to show/hide)

Those diamonds are the hunting and war animals.  No real idea what to put in them or what colors to use.  The !! are thieves. 

If there's something you guys want me to work on, tell me. 

There's a list of current labors underneath that stuff from github.  You want me to make tokens for those, too?
Title: Re: Stonesense: New official thread.
Post by: Andir on April 15, 2012, 10:35:59 pm
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.
I've had this happen after cave-ins (dig out under a tree) if it helps any.
Title: Re: Stonesense: New official thread.
Post by: EmeraldWind on April 16, 2012, 02:45:43 am
Spoiler (click to show/hide)
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. 
Nice looking. The dwarves are gingers!

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.

Also, Japa those ground and walls look great.
Title: Re: Stonesense: New official thread.
Post by: Deon on April 16, 2012, 03:19:50 am
Huh, I didn't pay attention to similar beard/skin colors, I should check it :D.
Title: Re: Stonesense: New official thread.
Post by: orius on April 16, 2012, 04:46:16 am
@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.
Title: Re: Stonesense: New official thread.
Post by: NW_Kohaku on April 16, 2012, 10:57:24 am
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.
Title: Re: Stonesense: New official thread.
Post by: Andir on April 16, 2012, 11:15:18 am
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.
Title: Re: Stonesense: New official thread.
Post by: Flobulon on April 16, 2012, 11:36:07 am
That's the occlusion algorithm messing up.

Just press 'o' to turn it off and make things slower.
I've had this happen after cave-ins (dig out under a tree) if it helps any.
I get the same after a fire, so I think it would be reasonable to assume it's caused by smoke and dust.

Thanks again to everyone who has had a hand in Stonesense, it really is a fantastic piece of work.
Title: Re: Stonesense: New official thread.
Post by: Kaos on April 16, 2012, 12:04:20 pm
@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.
... 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..  ::)
Title: Re: Stonesense: New official thread.
Post by: Vattic on April 16, 2012, 02:04:00 pm
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?
Title: Re: Stonesense: New official thread.
Post by: Black_Legion on April 16, 2012, 02:10:36 pm
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?

Yes they are, that's why a race always seems to be pretty homogeneous in regards to skin. Hair and eye colors show a pretty good variation as well.
Title: Re: Stonesense: New official thread.
Post by: NW_Kohaku on April 16, 2012, 02:58:44 pm
Unfortunately, genetics is badly/incompletely implemented.

Recessive traits don't die out in real genetics if there is no natural selection against those traits.  Hence, blond hair doesn't die out just because brown hair is dominant, it just means more people have brown hair in a population with mixed genes.

In DF?  There can be only one.

Every population has exactly one set of colors for the whole population, even if they have different cultures mixing people back and forth - they are now part of the borg, and they have been assimilated.  There are no recessive traits, there is just one absurdly specific hair, skin, and eye color for the entire population.  Nobody even gets more of a tan than another person, they are all exactly the same hue.
Title: Re: Stonesense: New official thread.
Post by: EmeraldWind on April 16, 2012, 03:14:09 pm
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.

Boring, maybe. But it is kind of realistic to have a civ show a lot of similar characteristics. It is possible that later on there will be ways for an injection of biodiversity. IE: Civs of the same species entering into war with each other,  partnerships/alliances between civs, members of a conquered civ escaping to another civ for protection. I image there are a lot of other ways to get biodiversity higher. And if the current gene system doesn't handle multiple alleles and dominate/recessive traits, it is possible to add some diversity by incorporating that as well. (While having dominate/recessive genes would appear to take some diversity away, it actually ensures that the recessive gene are still passed on even if they are not apparent.) Finally, a chance at genetic mutation bringing about a new color (not raw specified) could also add diversity (I read somewhere that this was the case with blue eyes. I also read that people with blue eyes are closer genetically than the normal person-to-person average, implying that everyone with blue eyes has a much more recent common ancestor than anyone else.)

All that aside though, I was referring to seeing the dwarves in StoneSense showing me the similarities as cool.  And I was meaning to praise the new dwarf sprites' ability to show the dwarves to me and relay info I didn't pick up on prior to this.  I meant to say, that it was cool seeing it happen.

Yikes, ninja...

But posting anyway.
Title: Re: Stonesense: New official thread.
Post by: Jeoshua on April 16, 2012, 07:31:33 pm
Quote
either open creatures/init.txt and remove the line containing that folder

I think you mean index.txt there.

Also, I'm getting a lot of red text in the dfhack window when I run stonesense, and a whole lot of black squares in both adventure and arena modes.  Blood appears as a a magic pink diamond instead of actual blood, and often sprites are not loaded.  I am very sure at least some of these problems relate to my using Genesis and not the basic version of the game, but still the blood and the red text worries me.
Title: Re: Stonesense: New official thread.
Post by: Rose on April 16, 2012, 08:48:17 pm
do you resize the stonesense window while it's loading?

if so, don't do that.
Title: Re: Stonesense: New official thread.
Post by: Caldfir on April 16, 2012, 10:08:28 pm
Testing out Kohaku's profession icons:
Spoiler (click to show/hide)
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 :)

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. 
Title: Re: Stonesense: New official thread.
Post by: orius on April 16, 2012, 11:39:05 pm
do you resize the stonesense window while it's loading?

if so, don't do that.

Yeah I've noticed that doing that messes up the walls and they don't display properly.  So I learn to be patient.
Title: Re: Stonesense: New official thread.
Post by: NW_Kohaku on April 16, 2012, 11:48:01 pm
Testing out Kohaku's profession icons:
Spoiler (click to show/hide)
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 :)

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.

If you want, I can make an alternate set of badges to designate legendary status, provided you can actually discern that easily. 

Of course, if you cut the badge size down like that, it would be hard to see some of them like the leatherworker without changing the icon itself. 

I also notice that there are labors listed at github, so if you want, I could edit some of these tokens, and make them available as tokens that could appear as different floating icons, giving players a chance to look at what all their dwarves are actually doing at a glance.

Failing that, if there is some other task you'd want me to spend time on, I could do that.
Title: Re: Stonesense: New official thread.
Post by: Rose on April 17, 2012, 01:51:45 am
current labors would actually be pretty cool.
Title: Re: Stonesense: New official thread.
Post by: Ironhand on April 17, 2012, 09:22:20 am
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.

Maybe that would be silly.
But I'm a fan of using the game for interface and Stonesense for cool-looking screenshots.
Title: Re: Stonesense: New official thread.
Post by: Rose on April 17, 2012, 10:44:34 am
But I'm a fan of using the game for interface and Stonesense for cool-looking screenshots.

As am I, ironhand, as am I
Title: Re: Stonesense: New official thread.
Post by: NW_Kohaku on April 17, 2012, 03:30:59 pm
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.

Maybe having a double-handed carry.  So that they could be carrying a barrel or a bin, or just carrying that mug extra-careful.
Title: Re: Stonesense: New official thread.
Post by: NobodyPro on April 18, 2012, 08:45:06 pm
Or that one, precious, tooth.
Title: Re: Stonesense: New official thread.
Post by: NW_Kohaku on April 19, 2012, 02:36:10 pm
OK, how's this for a labor icon?

(http://i42.tinypic.com/2wmjupt.png)
Job: Haul Stone

I made the pointy ends of the badge face top right and bottom left in opposition to the profession icons.  The "gem" icon on the bottom right can be a general status class, and I plan to reuse most of the icons from the profession icons for the purposes of recognition and laziness. 

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.

Also, I never got a response on those profession icons where I could add a picture for generic type jobs.  That stone there? It was for use as the generic stoneworker icon.


EDIT:
I can also do this without backplates.
(http://i44.tinypic.com/evds48.png)

Might cause problems with some things in the background, however...
Title: Re: Stonesense: New official thread.
Post by: Andir on April 19, 2012, 03:57:49 pm
Yeah, it's hard to tell what it is on the darkling background... both with and without the background.

What's the green dot?  It kind of makes it look like a hammer with a red plus sign.
Title: Re: Stonesense: New official thread.
Post by: NW_Kohaku on April 19, 2012, 04:21:35 pm
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.


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.
Title: Re: Stonesense: New official thread.
Post by: Andir on April 19, 2012, 08:20:27 pm
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.
(http://i.imgur.com/1cw9x.png)

Maybe it's my resolution (1920x1200) or just the Darkling forum theme, but they are hard to make out.  Right now, they are 4mm2 (or 5/16"2) on my screen so adding a bunch of detail is lost.  The rock in the bottom one looks like there's a "handle" where the green dot is with a red plus overlay above it.
Title: Re: Stonesense: New official thread.
Post by: NW_Kohaku on April 19, 2012, 08:37:45 pm
I had no idea "darkling" was the name for this color scheme.  And it's really confusing when you're talking about a background with or without a background.

Anyway, if I'm going to get the arrow to fit into this icon without completely obscuring the rest of the icon, I have 6 pixels to work with.

I can make the backplate a little darker and the arrow a pixel fatter, but that's about it.

(http://i40.tinypic.com/10wpv0h.png)
Title: Re: Stonesense: New official thread.
Post by: NW_Kohaku on April 19, 2012, 08:47:25 pm
Also, there's about 226 different listed jobs in "job-types.xml"...

I'm not sure I'm going to be able to cram information into these icons without resorting to some kind of abstract color-coding system with a key or something.  (Especially if I'm already making my icons too small, apparently.)
Title: Re: Stonesense: New official thread.
Post by: Rose on April 19, 2012, 08:53:18 pm
Well, your limit on size is 16x16, if you want it to fit with the other icons.
Title: Re: Stonesense: New official thread.
Post by: NW_Kohaku on April 19, 2012, 09:29:31 pm
Yes, I know...

There are things like "Install colony in hive" and "collect hive products" both for bees, for example, and then there is a difference between building a workshop for an item and hauling an item, etc. 

If I want to make different icons using that bee image I have already, all I can think of is reversing the arrow and making it some other color so that "install" or "construct" is, say, a yellow arrow, and "collect" is a green arrow or something. 

There's also some things like "construct crutch" which basically means there's one of these for every friggin' workshop job.  Plus things like "construct hatch cover" or "construct grate" are things I'm not even sure deserve significant differentiation.
Title: Re: Stonesense: New official thread.
Post by: Rose on April 19, 2012, 09:30:55 pm
I'd say only keep a general look. If half a dozen jobs are practically the same, then have half a dozen of the same sprite.
Title: Re: Stonesense: New official thread.
Post by: NW_Kohaku on April 19, 2012, 09:36:57 pm
Well, I'm worried about modding, however.

If modded-in reactions are added, and the game is actually assigning new jobs in memory to these reactions, then it can potentially muddle up the attached icons. 

EDIT:
Oh, wait, line 1160
Code: [Select]
        <enum-item name='CustomReaction'>
            <item-attr name='caption' value='Custom Reaction'/>
        </enum-item>

Guess this is part of why Toady doesn't just make everything part of the raws, he doesn't hasn't made the capacity to make this code extensible.
Title: Re: Stonesense: New official thread.
Post by: Rose on April 19, 2012, 09:45:45 pm
I'd say just start with an icon per job class, then worry about extending it, but it's up to you.
Title: Re: Stonesense: New official thread.
Post by: Graebeard on April 20, 2012, 01:43:26 am
I agree with Japa.  There's a point at which information can become so detailed as to become less useful.  I would group jobs by profession, workshop type, or some other unifying characteristic.  There's no way that Stonesense can display all the information tracked by DF anyway (toenails, anyone?).  If people need that kind of detail, they can always access it in text format through DF.
Title: Re: Stonesense: New official thread.
Post by: Deon on April 20, 2012, 03:46:34 am
Agreed, I just want to see profession types as icons, everything else I can check in Therapist :).
Title: Re: Stonesense: New official thread.
Post by: MarcAFK on April 20, 2012, 09:09:46 am
I can't get the massive screenshots working, i remember on older versions the program would print an error at the top of the screen or something telling me at least that it tried to take the screen shot,  has it been disabled again with the current version? Or is there maybe a way of viewing more of the map at a time?
Title: Re: Stonesense: New official thread.
Post by: NW_Kohaku on April 20, 2012, 09:12:07 am
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. 

However, there are some things like "I'm going to participate in a fist fight" or "Causing Trouble" or "Drink Blood drink... um... on break?" (It actually is listed as "Drink Blood" with "on break" as the caption if you are looking.) "Reporting Crime", "Executing Criminal", "Care for Prisoner", "Chain Animal", "Pull The Lever", "Cast Spell"  :o , "Clean Trap", etc. etc. etc.
Title: Re: Stonesense: New official thread.
Post by: khearn on April 20, 2012, 10:30:07 am
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.
Title: Re: Stonesense: New official thread.
Post by: NW_Kohaku on April 20, 2012, 10:48:34 am
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.

Actually, the "constructing a hatch cover" does not mean going to a mason workshop, it means actually installing one.

Anyway, Caldfir posted a screenshot:

Testing out Kohaku's profession icons:
Spoiler (click to show/hide)
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 :)

This is basically why I was originally trying to go for entirely basing this on color blobs, which you'd just have to learn from a key to understand. 

I could still try making an alternate set of nothing but color blob profession markers. 

Anyway, the point is not that you can recognize things, it's that you can distinguish one thing from another.  So long as "red in the top right means hauling" is clear, it shouldn't matter if you can't tell the difference between an arrow and a plus sign. 

That's, again, why I went for status gems in the bottom left.  It's just a square, but as long as the same color of square indicates the same general types of activities, that's all that matters, because I'm obviously not going to satisfy both the desire for a detailed and pretty icon and having a perfectly clear and unambiguous image for every single type of job.
Title: Re: Stonesense: New official thread.
Post by: khearn on April 20, 2012, 01:42:38 pm
Yeah, there are so many things dwarves can do, and so few pixels in a 16x16 sprite, I can't see how you can possibly make clear an obvious task markers for everything. I think you've got the right idea with what you just described: red <something> upper right is hauling, green <something> in lower right means, um, I'm not sure what it means, but if there's a key someplace I can get to easily I can find out. Sounds like a good plan.
Title: Re: Stonesense: New official thread.
Post by: Kaos on April 20, 2012, 03:36:20 pm
Maybe this already got mentioned but...

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.
Title: Re: Stonesense: New official thread.
Post by: Caldfir on April 20, 2012, 04:14:31 pm
Maybe this already got mentioned but...

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.
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. 

It would also be possible to just have floating coloured text in place of an icon, or even several options you can cycle through.  Icons are just the simplest solution I could think of to solve the problem of not being able to see the dwarf's job from their sprite.  There are a host of things that could be done at this point, like having different facial expressions on the dwarves depending on their mood, and hair styles are likely just around the corner, so there's a lot of cool stuff that can be done, it's just a mater of finding the time to do it all  ;D
Title: Re: Stonesense: New official thread.
Post by: Lucelle on April 20, 2012, 04:21:48 pm
Any possibility I could get this to work with Genesis 34.07? Like maybe mess around with init or index files, add .pngs where needed or what? Or is it not a possibility?
Title: Re: Stonesense: New official thread.
Post by: Deon on April 20, 2012, 04:30:20 pm
You will have to define new creatures, soils, minerals and creatures yourself, but otherwise it should work.
Title: Re: Stonesense: New official thread.
Post by: NW_Kohaku on April 20, 2012, 05:43:40 pm
OK, I've done enough to make myself go crosseyed for the next couple hours, so I'll just post these for now, and work on mass copy-pasting icons a little later.

(http://i39.tinypic.com/sxeihs.png)
Carve fortification, Engrave wall/floor (two different jobs, same icon), General digging (dig wall, carve all three stairs, ramps, channels), fell tree, gather plants, and remove construction.

I'm planning on making the following color-coded top-right icons:

Gray pickaxes be general digging/carving/engraving (I put in a chisel icon for comparison, but I can switch that out with another pickaxe for more consolidation).

Red arrows are general hauling type tasks.

Green arrows are resource gathering tasks.

Yellow circle arrows are industrial/craft tasks.

Brown hammers are construction/building.

Magenta houses are administration/nobles tasks



Bottom-right gem icons: 

Green: Working civilian tasks

Yellow: Military Tasks

Gray: On break/sleeping/eating

Red: Violent activities (tantrums, thieves, other bad stuff)

Purple: Mooding

I might change up the backplates for when it's very bad stuff that people should pay attention to, like "this is a goblin sieger trying to kill your peeps".
Title: Re: Stonesense: New official thread.
Post by: Graebeard on April 20, 2012, 08:03:31 pm
I am duly impressed by your mad pixel skillllz.
Title: Re: Stonesense: New official thread.
Post by: GhostRiiide on April 23, 2012, 11:27:39 pm
Hey, I was wondering if you would be willing to release a guide or something for people who want to add more animations to more event triggers. Like for combat and the like.
I want to animate a lot of the combat for a lot of the sprites. Like wrestling animations, and damage to the body. This would be a lot of work, but before I get to that, I was wondering if Stonesense event support conditional changes. Like reading the games data in regards to the status of an animal or to a character. From what I can tell, it does, because humans can have different skin color and faces.

So I was wondering if you had information as to what triggers change what. And how I can tie it into showing the sprites I want to add. As I would (other than creating a whole new isometric viewer myself) like to make combat more visualized.

I'll even so as far as making my own sprites and images myself. Any information regarding this is appreciated. Thank you.
Title: Re: Stonesense: New official thread.
Post by: Rose on April 23, 2012, 11:29:33 pm
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.
Title: Re: Stonesense: New official thread.
Post by: GhostRiiide on April 24, 2012, 12:00:40 am
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.

I was told to get started with C++. Is that what Dwarf Fortress is made using?

So how does Stonesense work exactly, it finds entries in files Dwarf Fortress makes real time and responds by emulating it real time?

Does it read the code entries, or log entries, or is it both?

I'm just trying to figure out how you all went about this is all. Not trying to steal anything. Is there reason there are no combat animations because it's just been proven too complicated?
Title: Re: Stonesense: New official thread.
Post by: Rose on April 24, 2012, 01:01:27 am
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.
Title: Re: Stonesense: New official thread.
Post by: GhostRiiide on April 24, 2012, 01:14:40 am
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.

Okay, I think I will learn C++ then. Thanks for illustrating the mechanics for me.

When you say "too many sprites", do you mean having the hundreds of sprites shown for different combat animations is just not supported at all? As in there is no framework within your program to support such complex animation change? EDIT: and also, volume of animations. Or is it because it would require a lot of work to animate or create them all?
Title: Re: Stonesense: New official thread.
Post by: Rose on April 24, 2012, 01:33:10 am
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
Title: Re: Stonesense: New official thread.
Post by: GhostRiiide on April 24, 2012, 02:24:03 am
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

That's what I was thinking, I was going to have poses for certain events. And I was going to see if it was possible to have certain events overwrite others. Like wrestling would overwrite stabbing poses.

Perhaps I am misleading you when I say animation. I wouldn't create overly complex sprite animations, but simple poses. If I was going to animate all of this, I would hope my number is in the hundreds, not the thousands. My first plan was creating blank templates that outline the shapes for everything, so its easier to color and work with. Then I was going to simply fill in the blanks with any details I'd need based on certain information. So I could have limbless character images, choking pose, general wrestling pose, striking pose, things like that. The amount of work that comes in would be the need to animate every single type of clothing. BUT, I could always create a general animation sheet to be used as placeholders correct?

Is it possible, to have a combat pose set. And then every time combat ends, you reset to a default character image? Within your Stonesense program? And, are all your images for characters pre-rendered? Or does it generate the character image? When the program renders a frame with information it gets from Dwarf Fortress, it just uses whatever images are set for whatever parameters you tell it to use? Because I see when I stealth, my character image vanishes. So you could tell your program to actually use a stealth image too right? Also does Stonesense support animation? I see the grass sways back and forth. I was wandering if I decided to create some kind of walking would it be supported, or is that something you'd need to code in to make Stonesense support?

I'm just wondering about all of this, so if I wanted to show certain details on certain characters, I'd know just how many images to draw.
Title: Re: Stonesense: New official thread.
Post by: Rose on April 24, 2012, 02:27:26 am
This is pretty much what you can do without modifying stonesense. (https://github.com/JapaMala/stonesense/blob/master/resources/Sprite%20Guide.txt)
Title: Re: Stonesense: New official thread.
Post by: GhostRiiide on April 24, 2012, 03:00:04 am
This is pretty much what you can do without modifying stonesense. (https://github.com/JapaMala/stonesense/blob/master/resources/Sprite%20Guide.txt)

Wow, good read! Thanks!

If I read this right, and I'd like to think I have, you can do ALOT with the sprites without trying to add more code or anything. That's pretty sick. And, if I read this right, you could show some cool looking combat poses couldn't you? Is it possible to have overlapping animations, so you could essentially show a creature with a stabbing combat pose overlapping a creature with an attacking, or wounded pose?

I'll keep rereading this until I understand it.
Title: Re: Stonesense: New official thread.
Post by: Beerscholar on April 26, 2012, 02:40:54 am
I'm having a small bit of trouble with Stonesense at the moment, it seems that when I have the auto-update on anything but the lowest setting (There seems to be three separate 0.1s settings, I'm refering to the last before the GUI element disappears), all controls are laggy and camera movement slows to a tile-based crawl. (I originally had to change from the 'Any' setting of the render option to OpenGL otherwise all update options were laggy.)

Not only that, but because I want to conserve CPU and memory resources I don't want it updating at all, so I turn it down to 'don't update' and everything becomes laggy as I said before, I then unpause DF and it keeps auto-updating!

It'd be nice if this was fixed and updating was limited to the refresh button and the other option buttons as it looks in the code.

Anyway, it's my first time using Stonesense and I have to say it looks very promising, keep it up.
Title: Re: Stonesense: New official thread.
Post by: MarcAFK on April 26, 2012, 03:57:56 am
What's the most recent version that allows full map screenshots?
I've been reluctant to continue my DORFTANIC construction since a 6 Embark long construction just doesn't look right with severly limited screenshots.
Title: Re: Stonesense: New official thread.
Post by: David Holmes on April 28, 2012, 03:58:35 pm
What's the most recent version that allows full map screenshots?
I've been reluctant to continue my DORFTANIC construction since a 6 Embark long construction just doesn't look right with severly limited 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.
Title: Re: Stonesense: New official thread.
Post by: DrKillPatient on April 28, 2012, 05:13:19 pm
(not sure if I should post in the DFHack thread or here, but I suppose this is a slightly more relevant place)

I built DFHack with the Stonesense plugin on 64-bit Debian Linux. It seems to build without error (some minor warnings appear, though). However, when I launch Stonesense via DFHack, a window pops up called "Dwarf_Fortress", and sits there blankly for all eternity. There doesn't appear to be a stonesense.log generated anywhere, so I don't know anything about the problem past what I said earlier. Is there any way to get SS to a point where it will at least give me errors?
Title: Re: Stonesense: New official thread.
Post by: Caldfir on April 29, 2012, 12:59:08 am
What's the most recent version that allows full map screenshots?
I've been reluctant to continue my DORFTANIC construction since a 6 Embark long construction just doesn't look right with severly limited 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.
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. 
Title: Re: Stonesense: New official thread.
Post by: MarcAFK on April 29, 2012, 03:20:14 am
I finally found what i needed, changing the init settings allow for a much better view than what was offered as default, i'll just post a few images to show the difference.
Loading stonesense as dafault gave me this: (http://i906.photobucket.com/albums/ac267/Marc_Laird/screenshot3.png)
Changing to match my display settings gave me this: (http://i906.photobucket.com/albums/ac267/Marc_Laird/screenshot6.png)
Changing to a resolution higher than my actual display area gave this:(http://i906.photobucket.com/albums/ac267/Marc_Laird/screenshot5.png)
More than that allows me to actually take a screenshot of the entire square being loaded :(http://i906.photobucket.com/albums/ac267/Marc_Laird/screenshot13.png)
Like i said i'm planning a fairly construction that'll need the full map screenshot to look good, but at least i can get a reasonably decent screenshot now.
Title: Re: Stonesense: New official thread.
Post by: WillowLuman on April 29, 2012, 12:55:04 pm
Suggestion; to be able to add custom sprites for the corpses of different creatures, as right now dead bodies appear only as bloodstains.
Title: Re: Stonesense: New official thread.
Post by: munki on April 30, 2012, 09:44:46 pm
e: Ack, nevermind, I'm a horrible reader. (Full-fort screenshots are disabled, herp derp)
Title: Re: Stonesense: New official thread.
Post by: Caldfir on May 01, 2012, 01:21:58 am
e: 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. 
Title: Re: Stonesense: New official thread.
Post by: Graebeard on May 01, 2012, 02:04:02 am
Ah, my favorite feature has returned.  Thank you so much!
Title: Re: Stonesense: New official thread.
Post by: MarcAFK on May 01, 2012, 06:14:41 am
w00t, now i won't need to glue together 4 screenshots to get the whole construction in.
Unless a 7x7 embark is too much for it :/
Title: Re: Stonesense: New official thread.
Post by: Caldfir on May 01, 2012, 06:47:52 am
w00t, now i won't need to glue together 4 screenshots to get the whole construction in.
Unless a 7x7 embark is too much for it :/
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. 

What might be problematic with an embark of that size is the image itself just being too large for your video card to load.  If that happens, an error message will print, recommending you zoom out (',') before attempting again.  If this ends up being an issue for lots of people (which I suspect it might) then there are alternatives that can be tried.  Zoom out enough though, and I can pretty much guarantee everything will work out. 
Title: Re: Stonesense: New official thread.
Post by: Spray on May 01, 2012, 10:13:22 am
if DF was only full playable in stonesense...
Title: Re: Stonesense: New official thread.
Post by: Rose on May 01, 2012, 11:22:34 am
Title: Re: Stonesense: New official thread.
Post by: Graebeard on May 01, 2012, 01:53:03 pm
Holy largeness, batman.
Title: Re: Stonesense: New official thread.
Post by: munki on May 01, 2012, 06:56:28 pm
e: 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.
Oh! Awesome. And I (as well as others, I'm sure) would gladly accept kinks for mostly-working full-fort screenshots. :D
Title: Re: Stonesense: New official thread.
Post by: Jeoshua on May 01, 2012, 08:23:25 pm
Japa: But you can make it !!FUN!!.

For example, look at how close that above ground like with the sheer cliffs is to the first cavern layer.  If you dig out a cache in the caverns, and down through to that water cavern possibly, as well, you could channel out the bottom of the lake and make yourself a "sunroof"
Title: Re: Stonesense: New official thread.
Post by: Rose on May 01, 2012, 08:28:36 pm
but I went through so much trouble to make this lake, and it's not done yet.
Title: Re: Stonesense: New official thread.
Post by: Jeoshua on May 01, 2012, 11:17:58 pm
Oh, that explains it's unique cliffy shape.  I thought it was generated like that  :-[
Title: Re: Stonesense: New official thread.
Post by: WillowLuman on May 02, 2012, 12:17:24 am
Is there any way for dead bodies to show up, or shall they always be shown as pools of blood?
Title: Re: Stonesense: New official thread.
Post by: Rose on May 02, 2012, 04:49:40 am
Is there any way for dead bodies to show up, or shall they always be shown as pools of blood?

As far as I know, they're items right now. they just need sprites, and for items to be able to get a different sprite per material.
Title: Re: Stonesense: New official thread.
Post by: daveralph1234 on May 02, 2012, 06:32:23 pm
This probably sounds like an odd request, but is it possible to use the graphics from Slate in the current version? I find the new foliage too intrusive (multi-tile trees, very tall grass, etc) and it makes it look messy. Just my opinion, but I would like to know if it's possible.
Title: Re: Stonesense: New official thread.
Post by: Rose on May 02, 2012, 07:48:28 pm
yeah, it's easy.

Open stonesense/plants/index.txt, and change it to:

Code: [Select]
#DT_trees/dt_trees.xml
trees.xml
shrubs.xml

And in stonesense/index.txt, stick a '#' in front of the 'grasses/index.txt' line
Title: Re: Stonesense: New official thread.
Post by: Myrmec on May 08, 2012, 08:21:18 am
Oh awesome, it looks like objects laying around are working!  Great job!

This utility gives me reason to actually build cool looking structures in DF, thank you!
Title: Re: Stonesense: New official thread.
Post by: DrKillPatient on May 12, 2012, 09:54:03 pm
How much will lower OpenGL performance affect Stonesense's FPS? I'm running Debian Sid x64, and I prefer not to use the proprietary Nvidia drivers, instead, I use the free Nouveau drivers, which have somewhat poorer OpenGL support. I note that the map read and beautification times are 20,000ms, but the draw time is about 150,000ms. My renderer is set to OPENGL, as SOFTWARE is much slower and DIRECTX, of course, doesn't work on Linux. (I've also turned on CACHE_IMAGES in init.txt.) Is this just an OpenGL issue or can I get a reasonable framerate with other optimizations?

EDIT: Also, I get these errors when I start Stonesense. I can't see anything particularly out of the ordinary as a result. Are they of any relevance to the lag I'm having?
Code: [Select]
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)
Title: Re: Stonesense: New official thread.
Post by: Rose on May 12, 2012, 10:20:32 pm
Stonesense does rely on OpenGL quite a bit, but 20,000ms read and beautification times are very very bad and I don't think they're related to OpenGL, though it wouldn't surprise me if they were.
Title: Re: Stonesense: New official thread.
Post by: DrKillPatient on May 13, 2012, 12:43:29 am
Oh dear. In that case, what can I do to trace what the problem is with the read/beautification times?
Title: Re: Stonesense: New official thread.
Post by: Caldfir on May 13, 2012, 01:19:46 am
Don't worry about the errors in the dfhack console on stonesense startup - that's totally normal.

Are you certain those read and draw times are accurate?  A 170 second draw cycle would be so slow you would have to wait minutes between each frame.  By chance, do you mean 20.000ms and 150.000ms? (this could be a simple misunderstanding due to local numerical conventions in some countries)

If you are actually able to use stonesense in any way (you aren't waiting several minutes between frame), then what could happen is that the call to the local system time used to determine the draw rates is somehow returning in a different format than stonesense is expecting. 

If, on the other hand, stonesense is taking multiple minutes to load each frame, then something is indeed very seriously wrong, but it I can't see graphics being the issue here, because the map read and beautification don't touch any images (at least as far as I can recall), and 20 seconds is far too long for that to take (unless your computer is 15 years old or something). 
Title: Re: Stonesense: New official thread.
Post by: DrKillPatient on May 13, 2012, 12:12:27 pm
The read times do not have a decimal place (perhaps they should), but you are right that they seem to be overestimations. Viewing the middle of the arena, I get about 2 FPS, with read and beautification times flickering between 0 and 20000 ms, and draw time at a startling 322000 ms. So there's definitely something wrong with their values. My computer's about three years old, but is still quite fast and reliable, so I don't see that being the problem.

As a test, I tried changing the XY segment size from 70 to 25: this increased my FPS to about 15-20. The map read and beautification times stayed mostly at 0 and flickered to 20000ms once in a while, while the draw time stayed at 20000-30000.
Title: Re: Stonesense: New official thread.
Post by: Rose on May 13, 2012, 12:20:22 pm
Yeah, that's a case of bogus numbers then.

Also, you might get a speed increase if you disable the 256 tiles in stonesense/creatures/index.txt by commenting out the first line and uncommenting the one about color dwarves.
Title: Re: Stonesense: New official thread.
Post by: DrKillPatient on May 13, 2012, 12:34:11 pm
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.
Title: Re: Stonesense: New official thread.
Post by: therahedwig on May 14, 2012, 03:22:51 pm
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.
Title: Re: Stonesense: New official thread.
Post by: Solifuge on May 14, 2012, 04:35:37 pm
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.

Hey, it's good to see you again! I really liked your work with Grimdark, so hearing that you might be interested in tackling HD terrain is great. I've not got much experience in High-Res work myself, but if you'd like to present a basic style that we can start from, I can probably tackle ramps and such. I do have a decent chunk of concept art put together, but it's far from comprehensive yet. 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.

As for the geometry of ramps and tiles, I'd like terrain to use more variable shapes, rather than the flat cubes and angular ramps of yore. The terrain can end up looking really pleasant and natural with some irregularities and curves thrown in, and tiles much less noticeably. Non-cubic tiles also help convey a sense of texture to terrain, and creates some nice effects (blades of grass in front of a wall help give both the wall and grass some depth). Constructed ramps being angular (maybe with a chip or two in their silhouettes, depending on the material) is only sensible. Note, this might require a tweak that allows tiles to be slightly oversized beyond their native resolution (give or take 8 pixels), making the tiles something like  72 pixels each... though the irregularities can still be done in their native resolution by trimming them in a bit, and crafty use of layering.

I'm rather fond of the stylistic elements of Final Fantasy Tactics Advance 2's terrain, and put together a gallery (http://imgur.com/a/To3yx#0) of some of their mapping tiles to reference. I like that they use about 4 individual tiles to represent each terrain type, and randomize between them, so the map looks more natural. The transitional floor tiles (the smooth grass/sand-to-dirt transitions in the gallery) are really classy, but border on lots of work, unless limited to a few common tile types (grass/sand/dirt, for instance). Also, though recoloring monochrome tiles is a nice space-saver, it tends to flatten terrain colors (especially shadows), and doesn't allow for tiles (say, barrels or trees) with 2 or more primary colors. I'd suggest a move toward fully colored terrain sprites, and falling back on recoloring a monochrome sprite only when Stonesense lacks a specific sprite for a given material entry (say, for a modded-in stone type).
Title: Re: Stonesense: New official thread.
Post by: Caldfir on May 15, 2012, 12:08:30 am
ooo - the possibility of some hi-res terrain :D

The FFT-style is nice, but remember there's the added wrinkle of stuff still looking good at a variety of zoom levels.  GrimDark was always an amazing set of tiles - really liked the look.  Ramps are a pain in the ass though.  I can see it being worthwhile to have a different ramp set for each of the classes of stone (ores/metamorphic/igneous/sedimentary), but even that's a lot of work.  Anyway.  Excited.

I'm thinking in the future I might switch to 128x128 tiles, since that seems to be the highest zoom anyone actually uses anyway.  It seems like plenty of people have trouble loading the big texture files as well, so that would be a plus.  If I draw things all pixelated, then you don't really lose information on that first scale down anyway.  I've been a bit slow with drawing of late - got some chickens and ducks on the way.  I'm also restructuring the sprite sheets themselves to be a little smarter on how animals get put together.  The old ones had some redundant subsprites and things that really oughtn't be hanging about. 

Regardless, there's lots to look forward to :)

Title: Re: Stonesense: New official thread.
Post by: orius on May 15, 2012, 02:28:28 am
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.

Oh wow.  I can't wait to see Caldfir's dorfs running around in that terrain.
Title: Re: Stonesense: New official thread.
Post by: therahedwig on May 15, 2012, 06:48:59 am
Crude test in tiled:

Spoiler (click to show/hide)

I create these at 256x256, and scaled them down 50% so the tile is 128x128. This is as to make the end-product a bit smoother. I took half an hour over this.
There's still a lot of work to be done(it tiles badly) but I'm happy with the resizing.
The idea behind this is that it's a visualiser and the tiles should be more icons rather than realistic. This way, if looking at them at low-res, they'll still look good.

So cartoony painted style.

I have much more thoughts in my mind but they're not coming out nicely because I'm hungry :| I'll get back to you.

EDIT:
Spoiler (click to show/hide)

So I dunno what is possible and what isn't, but these are the few little experiments I did.

EDIT2:
(http://tnypic.net/92ab5.png)

Slightly less obnoxious grass.

EDIT3:
FFA2 does have a certain sense of tile-use but I think afterwards the full maps are refined. It's very hard to mimic this quality with stonesense's engine and purpose.

Battleplan:

-default metal
-default soil
-default gem
-default sedimentary
-default igneous intrusive
-default igneous extrusive
-default metamorphic
-default other-stone
-default wall.
-default grass
-default wood

how many each? 2? 4? (for variation of course)

After that probably do full-colour metals first. Metals are important in dwarf fortress.

I'm inclined to go after grasses afterwards, to make them less obnoxious.
Then I'd go for the stones, but I guess the trees need work too :x I dunno yet.
Title: Re: Stonesense: New official thread.
Post by: Graebeard on May 15, 2012, 01:44:47 pm

 :o

This work is really great.  The FFA style is fantastic.  (I recognized the maps before I even read the reference.)  I don't know if it would translate well to Stonesense, but I'd sure love to see it work out.

@ Therahedwig: this looks fantastic.  You may already be planning on addressing this, but the vertical transitions seem a bit too sharp.  The contrast between the shadow on the right-facing walls and the floor tiles beneth them might look more natural if it were scaled back.
Title: Re: Stonesense: New official thread.
Post by: Rose on May 15, 2012, 01:53:42 pm
Okay, what we can do right now:


what can be done:


The tiles look real good so far.

Grass can also get a different tile for different grass amounts.
Title: Re: Stonesense: New official thread.
Post by: therahedwig on May 15, 2012, 02:20:14 pm
Okay, what we can do right now:

  • 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.
Right, but the escher-thing of arbitrary shape required a conditional subsprite layered above the main sprite, isn't that so?
And then the image-offsets...

:|

I think I'll be looking more closely into margin-less tiles, because the xml file to process only one tile-type will be complicate. For each tiletype+material type: bug-prone parsing pain. Not to mention there will be huge swats of sprite-sheet being transparent.

I'll have to check about the blending modes. addition isn't quite what I would like. I'm surprised that screen isn't among them. the blending formula is hardly any more complex then multiply's...

I know about the grass. I did the original grass as well, remember?

@greabeard: Yeah, I was wondering about it, but I figured it was an issue that could be fixed later.
Title: Re: Stonesense: New official thread.
Post by: therahedwig on May 15, 2012, 04:03:50 pm
Yeah, I more or less rescaled the stone back to 32x32, looks just as nice. I guess we can just have gaps in the tiles if we want slightly more iregular tiles.
Spoiler (click to show/hide)
Title: Re: Stonesense: New official thread.
Post by: Solifuge on May 15, 2012, 04:15:40 pm
Therahedwig, that looks great. Ideally, we could end up with 4 tiles per material block, and 2 for each ramp geometry, to minimize noticeable repetition. Also, if you want to focus on churning out tiles, other people (me, or others) can provide borders for anti-eschering the edges. (speaking of which, I'm considering alpha shadow overlays for edges too. More on this later this week.) Also remember that each tile is essentially made up of a cubic wall block (which can be black inside (http://i12.photobucket.com/albums/a226/Figgin/NaturalStoneDisplay.png), for cutaway purposes), and a thin floor block that goes on top.

Anyway, here are some materials to consider. If I missed anything, feel free to add it to the list. I'll do more stone types later.

Tile Materials:
- Grainy Sedimentary (Unprocessed): |Formation 1 (http://upload.wikimedia.org/wikipedia/commons/5/59/GLMsed.jpg)|Formation 2 (http://farm5.static.flickr.com/4133/5071586577_b7d16b6bed.jpg)
- Layered Sedimentary (Unprocessed): |Formation 1 (http://www.visualphotos.com/photo/1x6052065/limestone_and_soft_shale_cliff_face_e415161.jpg)|Formation 2 (http://academic.emporia.edu/aberjame/field/flint/rock02.jpg)
- Sedimentary Wall (Raw): |Mortared Shale (http://www.heritagestonemasons.ie/wp-content/uploads/2010/09/Shale.jpg)|
- Sedimentary Wall (Block): |Dry-Joint Wall (http://www.heritagestonemasons.ie/wp-content/uploads/2010/07/IMG_0505-21-e1279292682105.jpg)|Flagstones (http://morrisbrick.com/wp-content/uploads/2011/12/Limestone-Caps.jpg)|
- Igneous Extrusive (Unprocessed): |Basalt Detail (http://serc.carleton.edu/images/research_education/nativelands/nezperce/basalt.jpg)|Formation 1 (http://upload.wikimedia.org/wikipedia/commons/7/79/ItalyPillowBasalt.jpg)|Formation 2 (http://upload.wikimedia.org/wikipedia/commons/a/a8/Basalt_structures.jpg)|
- Igneous Intrusive (Unprocessed): |Granite Detail (http://treks.org.p6.hostingprod.com/07sq2857boulder.jpg)|Formation 1 (http://upload.wikimedia.org/wikipedia/commons/3/36/Torres1.jpg)|Formation 2 (http://farm4.staticflickr.com/3280/2705616670_6fba8f57eb_b.jpg)
- Native Metal (Unprocessed): |Rocky Type (http://www.kaibabjournal.com/Grand_Canyon_Trips/2007_07_27_sockdolager_cairns/2007_07_27_21_copper_ore.jpg)|Shiny Type (http://lindal-in-furness.co.uk/History/HaematiteLge.jpg)| Colorized metal ore veins.

- Metal Bar (Unprocessed): |Hammered Type (http://i00.i.aliimg.com/photo/241735048/Hand_hammered_copper_range_hood_mantle.jpg)|Plated Type (http://thumbs.dreamstime.com/thumblarge_539/128471549957t93z.jpg)| Metal plating, hollow or over implied backing material.
- Metal Bar (Block/Smoothed/Engraved): |Smooth Polished (http://i3.ebayimg.com/05/i/001/0d/2b/e3fa_12.JPG)|Hammered Pattern (http://www.kathywear.com/sitebuildercontent/sitebuilderpictures/hammered-silver.jpg)| Patterned solid metal blocks.
- Crystal (Unprocessed): |Giant Crystal (http://3.bp.blogspot.com/-gsphDzL5-No/TidDcMv-81I/AAAAAAAANyc/uqcpjNw3tAQ/s1600/1.jpg)|Crystal On Stone (http://nevada-outback-gems.com/copper-ores/copper_chalcopyrite.jpg)| Crystal/Gem deposits.
- Crystal (Block/Smooth/Engraved): |Crystal Composite (http://fineartamerica.com/images-medium/1-crystal-cave-maria-bonnier-perez.jpg)|Smoothed Block (https://media1.riogrande.com/Products/Images/Large/0736406.jpg)| Shaped, cut gemstones crafted into walls.

NAME (): |EX 1 (http://)|EX 2 (http://)|
** This took a while to assemble. More Later.

Also, some common tile types:
Main Terrain Tiles: (All Materials)
 -Block
- Floor
- Ramp
General Construction: (Raw Stone/Wood, Metal Bars, Stone/Wood/Glass/Metal Blocks)
- Stair
- Support/Pillar
- Door
- Table
- Chair/Throne
- Statue
Title: Re: Stonesense: New official thread.
Post by: therahedwig on May 15, 2012, 04:52:21 pm
TBH. I don't think I'll be doing chairs and the like till I find I have nothing better to do.

I'll be focusing on the blocks+floors till then.

Also:
4 x rough
4 x smoothed
4 x bolder wall
4 x block wall
2 x arrow-holes
that makes 18 tiles.
(the width of a spritesheet is 20 cells long)

For grimdark I had
2 x rough
2 x smoothed
2 x block wall
1 x arrow hole.

This is more or less trippling(with HD) the workload. I'm avoiding ramps for now. Aside from me hating to do them, they're not as important for me as a person to do. Sure I'd be ideal in doing them, but in principle someone else could come in and take my work to make ramps out of those. It's much more important we have a consistent stoneset than ramps I think.

(Of course, I'll probably end up making them anyhow if they're too much of an eyesore for me...)
After the defaults, I'm going to be a little selfish and start with whatever tiles I come across first when DF hack updates. It's fun for me to see my fort become prettier with every sprite I add to it, so this'll keep it a bit fun for me to cope with the work-load.

EDIT: Okay, I've looked at the stones list, and have a good idea of how to do this now. :)
Title: Re: Stonesense: New official thread.
Post by: Solifuge on May 15, 2012, 09:36:18 pm
I'm just trying to put together a complete listing in a Google Docs file, so we can catalogue what is done, and what needs doing. Also, I'm planning to emulate your style and take a shot at ramps and such when the time comes too. I ought to have the time, since my workload at the new job is pretty light right now.
Title: Re: Stonesense: New official thread.
Post by: Rose on May 15, 2012, 09:39:30 pm
Oh man, good to have you back on the team.
Title: Re: Stonesense: New official thread.
Post by: Solifuge on May 15, 2012, 09:56:30 pm
I've always been on the team! I've just been avoiding doing anything resembling work on the project, and have instead been spying on the goings-on from within a lurking field.

I take it you missed all the shitty concept art I hid in some of my erstwhile posts? :3
Title: Re: Stonesense: New official thread.
Post by: Rose on May 15, 2012, 09:58:59 pm
Incidentally, SS is already working with the latest version, other than missing track tiles.
Title: Re: Stonesense: New official thread.
Post by: Solifuge on May 16, 2012, 12:36:13 am
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...

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)
Title: Re: Stonesense: New official thread.
Post by: Graebeard on May 16, 2012, 01:23:47 am
I'll throw my lot in with B.

The DF classifications are great from a geology and world-generation standpoint, but in the context of a visualizer it makes sense to me to use a visual classification system.
Title: Re: Stonesense: New official thread.
Post by: therahedwig on May 16, 2012, 04:56:38 am
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...

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 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.

though, it helps that stones within a certain catergory(aside from 'other stone') pretty much resemble eachother anyway due to they way they are created.

I actually kinda did both in grimdark. For example, Platinum IRL resembles silver a lot. However, in grimdark I used the same sprite as gold and made it lightgrey. Same with tetrahedite. This way people would associate it with gold.
Though I think I did the opposite with limonite and malachite. They're both clustering ores and therefore share the same sprite, but one is copper and the other iron. On the other hand, I think even a colour-blind person would be able to tell the difference between the malachite and limonite sprites.

RE: Painting along. What program do you use? I'd recommend using a program which has blender-brush capabilities. so, on the top of my head that be Painttool Sai, Painter, Photoshop, Illuststudio and MyPaint. The Gimp doesn't have it yet because it requires their graphics-handling core to be updated. I dunno of paint.net is sophisticated enough for it.
Thing with a blender brush is that it really reduces the time you spend on mixing the colours together.

Also: http://tnypic.net/b3430.png (http://tnypic.net/b3430.png)
A base for 256x256 files. It's a bit big.

EDIT: Finished loam blocks.
Spoiler (click to show/hide)
Can't really do the floors till dfhack's updated, due to tiled not quite being able to sandwich the floors between walls.
Seamless tiling is a bitch btw.
Title: Re: Stonesense: New official thread.
Post by: Solifuge on May 16, 2012, 04:04:20 pm
I like the loam walls, but they look a bit flat and over-blurred, especially when viewed next to the brown stone. I think either would work on their own, but together they have a bit of a stylistic clash going on. I think the loam could use a bit more contrasting shades, and/or a more grainy, crumbly texture.

An old WIP attempt at HD Clay/Mud:
(http://i.imgur.com/uhliq.png)

Also, my preference is definitely for B as well, with as much game-type data conveyed as possible. It's how I was going for tile categories, but I wanted to get a feel for what people want out of SS for before I went much farther with it. As for arting itself, I use traditional sketches scanned into the computer, then paint over those with Paint Tool Sai, and use Graphics Gale for finishing work: limiting tiles to 16 colors, testing the sprites, making them tile well, fine-tweaking the color and assembling the final spritesheet.

This is my current wall/floor template:
(http://i.imgur.com/JQWq2.png)
(Click to Embiggen)

Still working on the ramp template (http://i.imgur.com/IaMRZ.png), but I'm going to go with a curvy shape for natural ramps, and a more angular one for constructed ramps. Soil ramps might be semi-collapsed piles of dirt, while sedimentary stone ramps might be a crumbled pile of boulders and gravel, depending on how the walls look.
Title: Re: Stonesense: New official thread.
Post by: Finn on May 16, 2012, 06:37:41 pm
Okay, I'm jealous.  Everyone is posting screenshots except for me.  I can't seem to figure it out.  Here's the deal:

Windows 7, 64 bit
DF 34.07
...which came from the LNP for 34.07
Phoebos graphics
...which came from LNP for 34.07
running Ssense from DFHack
...which came with LNP for 34.07
I make ssense my active application, very pretty
It's in windowed mode, sometimes at the default size, sometimes I blow it up.
I press F5
now what? Nothing ends up on my clipboard.  Are these screenshots going to a file somewhere?

I see that fullscreen screenshots not working is listed under current issues.  However, if that's my problem then is there a workaround?  How is everyone else doing it? 

I wanna take screenshots like everyone else!   Waaaaaaaaaaaaaaaaaaaaaaaaaaaaaa!
<sniff>

Sorry, I'm okay now.
Title: Re: Stonesense: New official thread.
Post by: Rose on May 16, 2012, 06:50:03 pm
look at your DF directory.
Title: Re: Stonesense: New official thread.
Post by: Finn on May 16, 2012, 07:05:08 pm
</shame>

Of course, I scoured the LNP and Stonesense directories.

Thank you.
Title: Re: Stonesense: New official thread.
Post by: therahedwig on May 17, 2012, 10:13:12 am
Your near-daily dosage of prettyness. This time made 4 variations on the craggy rock.
Spoiler (click to show/hide)

Regarding the soil tile being a bit undetailed:
You're probably right? I don't know, I want kind of afraid that is would turn into noise when zoomed out if the tile had too much detail. I'll go over them later.
The bloudery-stone itself is also kinda questionable, as there's no such rockformation in real life. I'll be making more geologically pleasing rocky ground later.
Also, right now there's two comepletely different types of tiles(very strong texture vs very subtle texture) next to eachother. Maybe there will be less style clash when ores/wood shows up, if those are inbetween in strength of texture.

Anyway, I'm now going to do something incredibly radical: Play the game.

EDIT: I realise that I'm terrible at expressing myself after I've done lots of art, because I forgot some things.
1. I don't think it's neccesarry to down-grade your artwork to 16 colours. Infact, on a HD type of tiles you might want to avoid that because you might lose anti-aliasing.(Which you would like to keep, for smoothness)
2. I just realised bouldery-rock can be used for walls not made out of blocks. <__>
Title: Re: Stonesense: New official thread.
Post by: Solifuge on May 17, 2012, 05:08:01 pm
Time to satisfy my urge for self-indulgent rockdorkery...
Tile Materials, Volume 1:

Topsoils:
Soil: Loam (http://www.mysciencebox.org/files/images/Soil%20profile%20Talbott.jpg), Silt (http://4.bp.blogspot.com/-W4LVMawvpS8/TbrB2heF1SI/AAAAAAAAAMQ/uFhihErjp3Q/s1600/morainal_yt.jpg)
- For tillable soil mixtures.
Sand: Sand (http://images2.layoutsparks.com/1/116133/yemenite-desert-sand-brown.jpg), Ocean Floor (http://www.mbari.org/pelagic-benthic/images/Seafloor%20Bottom%20at%20Station%20M.jpg)
- For coarse-grained sands and oceanic silt.
Clay: Clay (http://upload.wikimedia.org/wikipedia/commons/2/2c/Clay-ss-2005.jpg), Peat (http://www.barvasandbrue.com/images/peat5.jpg)
- For dense-packed soil and clay.

Stone Materials:
Windcarved Stone: Sandstone (http://beautifulplacestovisit.com/wp-content/uploads/2009/11/Antelope-Canyon-Arizona41.jpg), Claystone (http://upload.wikimedia.org/wikipedia/commons/5/59/GLMsed.jpg)
- For dull, smooth, thin-layered, grainy stones easily eroded by wind.
Layered Stone: Limestone (http://www.casabrazosabiertos.com/assets/images/El-Torcal.jpg), Shale (http://www.discoverlife.org/IM/I_PAO/0009/640/Shale_Formation,I_PAO986.jpg)
- For dull, smooth stone types with pronounced horizontal layering.
Angular Stone: Basalt (http://www.nps.gov/features/yell/slidefile/geology/volcanicsigneous/Images/16068.jpg), Phyllite (http://0.tqn.com/d/geology/1/0/o/L/1/phylliteoutcrop.jpg)
- For dull, flat-faced, rough-textured stones with angular cleavage.
Patterned Stone: Granite (http://www.dgs.udel.edu/sites/dgs.udel.edu/files/imagecache/insidelightbox/geohydro-intextimages/blue%20rocks%20at%20greenway.jpg), Gneiss (http://4.bp.blogspot.com/_ZsFQdVqdfQo/SXqZYgMhcTI/AAAAAAAAA9Q/SPLtr-FkJhs/s1600-h/TiltedGneiss.png)
- For round, sharp-fracturing stones with dark and light patterns.
Grainy Stone: Quartzite (http://media.onsugar.com/files/2011/01/03/2/1331/13311615/6b/pink_quartzite_boulder_20100203_1838141922.jpg), Dolomite (http://geology.com/minerals/photos/dolomite-granular-92.jpg)
- For rough, flat-faced stones with a grainy texture, and milky reflective flakes.
Shiny Stone: Obsidian (http://www.chemistryland.com/ElementarySchool/BuildingBlocks/obsidianBoulder.jpg), Flint (http://lithiccastinglab.com/gallery-pages/roymillerquarrypitlarge.jpg)
- For smooth, shiny stones with sharp, irregular cleavage.

Constructed Materials:
Raw Cobblestone: Example (http://www.edhat.com/img2/beats/3-cobble-wall.jpg)
- For walls made of raw Igneous or Metamorphic stone.
Raw Flaky Stone: Example (http://thumbs.dreamstime.com/thumblarge_494/1270919261iuyb4j.jpg)
- For walls made of raw Sedimentary or Metamorphic stone.
Stone Blocks: Example (http://www.publicdomainpictures.net/pictures/10000/nahled/1081-1270488026QkfG.jpg)
- For walls made of processed stone blocks.
Wood Logs: Example (http://www.logandtimberworks.com/images/vertical-loghomes1-innerfrm.jpg)
- For walls made of raw wood logs.
Wood Planks: Example (http://www.everythingsimple.com/wp-content/uploads/2010/08/wood-plank-floor.jpg)
- For walls made of wood blocks.
Title: Re: Stonesense: New official thread.
Post by: NW_Kohaku on May 17, 2012, 05:32:46 pm
If it helps you guys, I have some old things from when I was helping with a 3d visualizer...

These are all "tileized" from a close-up view of the rock in particular - that is, I used GIMP to make the patterns repeat if you put them together so that they blend in with one another. 

If you rearranged them, and made them smaller, they might work, but they wouldn't look like the cartoony type of stones you guys have been making so far...

Spoiler (click to show/hide)
Title: Re: Stonesense: New official thread.
Post by: therahedwig on May 18, 2012, 11:05:47 am
@solifuge: Awesome, I'll use that as example.

@MX_Kohaku. Thanks, but you're right, it would be too different from the cartoony ones. On top of that, when zoomed out it'll probably lose quality and become very grainy instead :s I tried putting in texture like that before, but people said it looked like my hallways were crawling with ants. Thanks anyway :)

So... I got distracted...

Spoiler (click to show/hide)

EDIT: Also, the original set for stonesense wasn't developed with modularity in mind. when I opened up stonesense it still had the 'happy grass' underneath the sprite-grass, and when I removed the happy grass I first had to go searching in an xml file to find where the other grass tile I wanted to remove was.
I would like to intergrate future things with a bit more modularity in mind.

For grimdark, I basically had a seperate xml file for every stonegroup and the grasses appart, so that these groups could be disabled by only modifying the index file. Now a part of this structure is already used in the workshops and creature files. But the terrain files are a mess. I would like to see a structure where one can basically decide that they don't want special graphics for sand anymore, remove that from the indexfile and then have it work.

Maybe we could have like:
General.xml(gives everything a wall and floor tile, fall-back xml.)
Materials.xml(assigns a general material tile to both floors and walls. Glass/soil/metal/stone/wood/water/ice etc.)
Grasses.xml(EVERYTHING related to grass)

And then we'd get specifics.
Wood.xml(all the wood-types, both floor and walls)
Soil.xml(all soil-types)
Sand.xml(all sand)
clay.xml(all clay)
Etc.

I know it's already sorta there, but I just don't like hunting down that one specific tile that has grass on it, and there's like three xml files it could be in.
Title: Re: Stonesense: New official thread.
Post by: Solifuge on May 18, 2012, 12:30:29 pm
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.

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?
Title: Re: Stonesense: New official thread.
Post by: therahedwig on May 18, 2012, 12:59:14 pm
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.

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?
Uhm. Snow does that, doesn't it? I mean, that's how it is that the grasses pop out of it in the screenshot.

And yes, I'm aware of the weird differences between grasses. There's about 40 grasses in dwarf fortress, and for 39 of them I made sprites(the original pixelates grasssprites I mean)(I couldn't find an interesting way to distiguish needlegrass from dropseed grass.) The temperate grasses, cave grasses, desert grasses, mountain and tropical grasses will largely be no problem. Marsh and wetland grasses however will be. So will dropseed, needlegrass, cotton grass and I think satintail.

Dropseed/needlegrass and reedgras I already made though, but I can adapt them for a 'snow' styled grass. (Will have to update the xml bigtime though :( Messy xml is messy)
Title: Re: Stonesense: New official thread.
Post by: Solifuge on May 18, 2012, 01:09:12 pm
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.

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.
Title: Re: Stonesense: New official thread.
Post by: NW_Kohaku on May 18, 2012, 01:37:51 pm
Actually, just on the topic of rockdorkery, I'd point out that even when you're trying to separate out stones by what they look like, you're still separating stones by what classification they are. 

Igneous stones look different based upon how they cooled.  Magma is like water with a lot of silt or other things that don't dissolve in a mixture - if you freeze it just after you've shaken it up, everything looks uniform, and the fastest cooling stone is obsidian, which looks pure, jet black, and has a smooth appearance.  If you let the whole thing freeze slowly enough that all the grains settle, you get granite, the slowest-cooling felsic intrusive stone, which has those clearly stratified brown and red and black and white flecks and patches in it. 

Intrusive igneous stone is different from extrusive igneous because extrusive stone cools faster, so it has less time to separate. This makes extrusive and intrusive igneous formations look significantly different, as intrusive stones have patterns in them, while extrusive stones at most have little swirls of color.

It's a lesser concern, but mafic magma is magma with a high iron and magnesium content, while felsic magma has let its iron and magnesium separate and solidify while the rest of the magma (with a lower freezing/melting point than those two metals) was still liquid-hot.  This also makes felsic stone lighter-colored, because magnesium makes very dark stones.

Obisidian => Basalt (Mafic Extrusive) => Rhyolite (http://4.bp.blogspot.com/_IzSzCLY5mNU/TJcIZ_7XNFI/AAAAAAAAApg/piYCjVMQHHI/s1600/IMG_3724Robert+Ascnding+Novarupta.JPG) (Felsic Extrusive) => Gabbro (http://geology.wwu.edu/dept/images/frontimages/research/big/Layered%20Gabbro.jpg) (Mafic Intrusive) => Granite (Felsic Intrusive)
Smooth ================> Medium =======> Grainy

I'd try making some of these myself, but I'm not really sure how to go about making the sort of watercolor effects that would make the things I make blend in very well... I'd just try to do my standard pixel art work with shading on a rough splotch of what the stone looks like.

Of course, there's also the fact that I was doing job icons and sort of drifted away from that :P  (I'll get back to it when I'm done writing up some changes in a suggestion thread I've been back-burnering, really!)
Title: Re: Stonesense: New official thread.
Post by: therahedwig on May 18, 2012, 02:46:47 pm
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.

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.
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.
I don't really get what you're on about. Snow, as it works now, first paints a snow-sprite, then paints everything else on that layer, and then it paints another snow-sprite on top, making it seem asif the sprites in between are in the middle of the snow. The grass in that screenshot is only an example of what happens. Grass could work the same way but we'd have to look at jappa, as snow is currently hardcoded it seems.

@NW_Kohaku, yeah that's what I found when I was doing grimdark. Gabbro, Granite and Diorite ended up using the same sprite because I had no clue how to define them proper without getting lost in trivial details. I found the same when I was doing the metamorphics(though those had a bit more variation) and when I was researching for the sedimentary(also more variation, but still a lot of stones resembling eachother). If we make stones similar to how we see them in real-life, we'll probably end up making a sensible icon-set for players anyway.
Title: Re: Stonesense: New official thread.
Post by: Rose on May 18, 2012, 07:19:23 pm
One other thing about snow is that anything can have a snow-covered sprite if somebody draws one. Just nothing uses them yet.

The thing about being partially covered by sprites though is that it's actually two different sprites entirely, and would need an annoying amount of work to set up.

And I've caught the lazy.
Title: Re: Stonesense: New official thread.
Post by: therahedwig on May 19, 2012, 05:43:13 am
Can you be bothered to look into this at the least:

I'm usig dfhack-stonesense for 34.07 to test stuff in.
At start-up: 550 mb of ram being used.
Open Stonesense once: 737 mb
Close stonesense accidentally because I was trying to move the window(I also have the 'stonesense won't properly appear on screen' bug)
Open Stonesense the second time: over a 1000 mb, and everything's slow as molasses..
Close stonesense the second time: 868mb in use.
Open stonesense third time: 1.153 mb, still slow as molasses.
close stonesense third time: 1.009mb in use.

I know from previous tries that the first time everything's as smooth as it should be, but afterwards things slow down incredibly.
I mostly find these things because I'm too lazy to edit the init to set it to debug. >_>

Now a bit more of a general question:
(http://tnypic.net/79c24.png)
Blending modes test.
The lowest row is greyscale pictures.
The middle row is greyscale pictures in multiply blending mode against a red background. This is how stonesense currently recolours stuff.
The third row is greyscale pictures in multiply blending against a red background. And then on top there's another layer of greyscale pictures with a addition blending mode overlaid on the first set.

As you can see, the last row does include highlights, but due to the way blending works it mixed the white and black and red into a greish pink.
there's a third option, but that requires a seperate sprite for all the highlights and all the shadows. It doesn't need blending modes from what I can tell though.
Actually, regarding that last one: Japa, is it possible to set sub-material colours? So that you could say 'material clay has this colour, and this colour of the highlights and this colour of the shadows'?
So: Color="material" and Colour="material_shadow" Colour="material_highlights"?
Because then we shouldn't strictly need to make all stonesets unique due to colour-restrainst.
(http://tnypic.net/b64b9.png)
We could use blending modes to colour the highlight-layer with "material_highlights" and the shadow layer with "material_shadow", then we use them as subsprites on a material colour main sprite.
The spritesheet would look something like this though:
(http://tnypic.net/55573.png)
Title: Re: Stonesense: New official thread.
Post by: Rose on May 19, 2012, 07:34:10 am
right now you can color a base sprite, and then leave a subsprite uncolored, or colored according to something else entirely, but there's no material hi-lite color, per se.

Separate layer hilights is the reccommended method, and is what I use, when I use it.

blood, for example, uses it.
Title: Re: Stonesense: New official thread.
Post by: therahedwig on May 19, 2012, 08:09:31 am
I see.

And about the memory leak? Or is that old hat?

Title: Re: Stonesense: New official thread.
Post by: Jeoshua on May 19, 2012, 11:27:26 am

I think the vertical tiling you have on that looks great.  Also I wouldn't worry about the stone floors looking like gravel, since the biome where they would appear without other ground cover would likely be Rock Desert anyways or tunnel diggings... so it fits.

Title: Re: Stonesense: New official thread.
Post by: Solifuge on May 19, 2012, 11:28:05 am
Snazzy grass! I'm a bit torn on the limestone, though. One of my favorite geological formations is when Limestone forms pronounced horizontal layers (http://www.visualphotos.com/photo/1x6052065/limestone_and_soft_shale_cliff_face_e415161.jpg), and that appearance also does double duty for layered flaky sediment like shale. However, this current configuration evokes stalactites/stalagmites, is closer to what water-eroded limestone deposits in caves (http://www.filterclean.co.uk/images/infospecialistimages/limestone%20caves.jpg) look like, and does double duty for foliate igneous rocks like Basalt. It's a tough call... my personal bias would say that this sprite would make a thematic jagged igneous rock, while something else with flat layering would make a stronger limestone/sediment. Ultimately it depends on what the other rocks look like, though.

That aside, I think the tops could use a bit more texture or contrast... as it sits, it's hard to tell them apart unless walls are visible. From a simulation perspective that's good; a lot of stone looks the same until it's cut into or exposed in an outcropping. Taking a more game-oriented perspective, though, recognizing the different stone types from any side can be important. Also, don't be afraid to make some of the stones have broad flat surfaces, or give one of the random tiles an exaggerated version of its primary feature (a pronounced crack, large outcrop, etc). Making them distinct enough from each other to break up the repetition and is ideal; too much similarity, and they still blur together. Again, it's another stylistic call.

As for the color-related woes, we could probably just hue-shift the materials individually. SAI has a nice simple function for hue shifting, which ought to preserve the warm/cool shift between light and shadows. It's not the most flexible, and might cause artifacts, but I imagine it working well enough.

One thing I'd mention is that floors appear vertically between these tiles, so you might want to take that into account when making them tile. Also, the floors are more often going to be seen on top of walls... wall-tops might as well be black squares for cutaway purposes. There's also the whole filler floor concept (which blends two walls vertically) vs. the regular floor (which appears on the top, and actually contains the topside texture) too.


Excellent. I'd reccomend Dropbox, which I can invite you to. Great for up to several Gigs of public storage.
Title: Re: Stonesense: New official thread.
Post by: therahedwig on May 19, 2012, 12:23:18 pm
Well, the problem is not so much recolouring, as for that matter we could just use gradient mapping.

Rather I was trying to look for a way to make default stone look a little better. also, we have to be careful with the amount of memory our HD content takes up. In that regard, it's better to recolour, as you're reusing the same sprite several times.
On top of that, it would make modding in 'modded' materials a bunch easier to do as well(just select the sprite, make sure you've got material colours set, maybe recolour the highlights... and it fits)

Alright, I'll try and make something more limestoney. Really, what I'm looking for is something that can serve as default rock, and limestone seemed okay.
Title: Re: Stonesense: New official thread.
Post by: Dervish on May 19, 2012, 12:39:28 pm
I like the new grass too Thera, and is that moss there? Very nice. I like the visual depiction of limestone, when I think of limestone, I think of limestone formations, so that works for me. You're damn close to making it vertically tiling, finish it up, even if it's used for something else.

I've been lurking in this thread a while, but I'd like to help out with this project, in any way I can. I can do line art, and tile art, and can follow direction.

Here's a cabinet I put together tonight in 3ds max:
(http://i371.photobucket.com/albums/oo155/AmatureAstronomer/th_dresseroutput.png)

That's just a rough, I haven't post processed the render yet to give it edging, but I can render all angles, change lighting, and use any base texture. I intend to do a wood/metal frame model that's more angled, and a kind of knobby stone model. I'm willing to do that for all furniture models, and I'm willing to do line art or tile art for a lot of the items too. I have no xml skills though, so I'd only be able to supply graphics.
Title: Re: Stonesense: New official thread.
Post by: Caldfir on May 20, 2012, 01:31:00 am
The memory leak is a known thing.  Remnants of the DFHack merger I think, since this sort of thing wouldn't be an issue with a standalone program. 

Have some free time today so I am doing some testing to see if I can narrow down the cause. 

Terrain is looking great.  I think the outlined creature sprites I've drawn will work well alongside it.  A big complaint about the old grass setup was that the creatures got lost in the terrain, but if the terrain is using a smooth art style and the creatures are all outlined in black, I think that will solve the problem (hope so anyway). 

edit:  Alright, well there's probably a few things leaking (putting stonesense inside dfhack inside df seems to have been a traumatic event), but the worst of the recurring issues seems to be related to bitmap loading.  If you switch to OPENGL rendering from ANY in the init file, this should be reduced signficantly.  On windows machines it seems that DirectX is favored, and it is behaving really strangely (seems to be creating a software copy of every single image, and never releasing that copy).  OpenGL is still leaking a bit, and software rendering leaks the least, but you will need to restart your stonesense like 200 times to run into the same problems you get in 3 restarts using DirectX. 
Title: Re: Stonesense: New official thread.
Post by: therahedwig on May 20, 2012, 07:19:22 pm
Your near daily picture of prettyness:
Spoiler (click to show/hide)

Looking at the picture Solifuge posted I'm afraid I sorta misinterpreted the stucture. I guess this could also be used for stonewalls if it doesn't find use as natural rock?
The vertical tiling is pretty good, but that's hardly difficult with a stone that's made up from horizontal layers :|

@Caldfir: Ah, that's great. I do notice that openGL rendering botches up the text display though(making debug mode a bit useless). PM me your e-mail adress, then I'll share the stonesense HD folder with you as well.

@Dervish. That's great. Why don't you take one of the screens posted and place your graphic in it. As a mock-up. That way we can see if there's need for things like outlines or whatever. Experiment a bit :)
Title: Re: Stonesense: New official thread.
Post by: Vherid on May 21, 2012, 03:51:45 am
These more graphical tiles are looking very lovely, I just hope that if they eventually make it into stonesense, that it is optional, as I would certainly prefer the heavily pixelated final fantasy tactics/tactics ogre esque tiles.
Title: Re: Stonesense: New official thread.
Post by: Siquo on May 21, 2012, 04:09:36 am
All tilesets are optional. Just like with DF tiles, you can easily switch in/out entire sets or even mix&match to make your own (although the latter might require extensive xml work).
Title: Re: Stonesense: New official thread.
Post by: therahedwig on May 21, 2012, 06:12:08 am
1) Pixelart version will have to be supported if only because there's people with less capable computers out there.
2) We're aiming to structure the xml files for the HD version as such that not only will they be easy to toggle in their entirety, but tileset groups within it will also be easy to toggle on and off. So if you only wanted HD grass for example, this would only require going into the HD map, open the index.txt and comment out all the non-grass references.

Personally, if we manage to fix up the HD sufficiently, I would like to go back and edit the original terrain similarly, so that it's easy to mod too.

3) I suggest we'd make how to do this a FAQ section, if only to inform people that it's possible.

Right now, the new grass and the new water are both optional, and I don't think people know that.
Title: Re: Stonesense: New official thread.
Post by: Rose on May 21, 2012, 07:28:17 am
actually, I don't think people know that there's new water in the first place.
Title: Re: Stonesense: New official thread.
Post by: therahedwig on May 21, 2012, 09:25:57 am
Uhm, is the 'stonesense doesn't register the proper terrain' bug also known?

Because I've embarked on a Black sand desert with Dolomite, Silty-clay-loam and clay. According to stonesense however I embarked on a Calcareous Ooze desert with Limestone, Siliceous ooze and Pelagic clay...

still using 31.07.

I also noticed something similar with the previous embark map, where all soil was white-sand, even though it was supossed to be silty-loam.
Title: Re: Stonesense: New official thread.
Post by: Rose on May 21, 2012, 09:54:22 am
That never happenned to me. Or maybe it did and I didn't notice.

wait and see if it's still there in the next version.
Title: Re: Stonesense: New official thread.
Post by: therahedwig on May 21, 2012, 04:45:24 pm
Actually, I've checked out the version that's currently residing with the incomplete dfhack that's floating around, and the problem doesn't seem to occur there.
Spoiler (click to show/hide)
I also finished up the rough stone(even if it's not perfect, it's only for default stones anyhow) I probably need to have it a bit less high-contrast, but otherwise it seems okay. I also made smoothed stone. Of the default-stone there's only the constructed stone that needs finishing(and then I'll need to figure out how to get stonesense to read that proper) I updated the dropbox folder.

Because we can now see the tracks, I want to do those next. However, there's a couple of little problems I can't quite wrap my head around:
Tracks are floortiles with a certain terrain value. So a engraved horizontal track in dwarf fortress has value of 528.(Constructed tracks have their own values)

So that be easy right? We just make a tile for each of those tracks! However, if we hit enter to turn the view, the horizontal track will be drawn facing the other way. And as far as I can tell, there's no way to tell stonesense to check if there's a tile of a specific value right next to it so that the track can be drawn the correct way.

Similarly, we would want the minecart to face the correct way on the tracks. the new minecart and the wheelbarrow are both tools, and thus fall under the item-types that have recently gotten recognised. How do we do this?

I'll probably focus on making pixelart for these for now instead of the HD stuff, unless someone else wants to do it instead.

EDIT: seconds after I post this I find out that DFhack has been officially updated, go figure.

EDIT2: Also, I fixed the craftsdwarfs workshop. It seems that Toady had decided that 'craftdwarfs workshop' wasn't the correct spelling. Dunno what's wrong with blueprints.xml and shop.xml. Can't test it either, because shop.xml isn't in the game anymore. Maybe it's best to disable it for now?
Title: Re: Stonesense: New official thread.
Post by: peterix on May 21, 2012, 05:08:45 pm
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 :)
Title: Re: Stonesense: New official thread.
Post by: therahedwig on May 21, 2012, 05:19:44 pm
That's alright. I was more flabergasted because I had been waiting to see my more developed fort in stonesense, so I was happy to use the buggy version, and only mere hours after I manage to get stuff working the official release is released.

Tracks need a little more consideration anyway.
Title: Re: Stonesense: New official thread.
Post by: Jeoshua on May 21, 2012, 05:20:01 pm
Just have to say, these new high res tiles are looking awesome so far.
Title: Re: Stonesense: New official thread.
Post by: Rose on May 21, 2012, 07:37:41 pm
I think for tracks what we need is something that changes the tiletype stored in stonesense depending on the direction of the view.
Title: Re: Stonesense: New official thread.
Post by: EmeraldWind on May 21, 2012, 10:34:07 pm
I think for tracks what we need is something that changes the tiletype stored in stonesense depending on the direction of the view.

It might be stupid, but couldn't you just have Stonesense label its rotation.

The four rotation states could be NORTH, SOUTH, EAST, and WEST (where the direction is the one on the upper-right in each view).

Then label the directional track segments images with the names of the Stonesense directions (UPPER-RIGHT, LOWER-RIGHT, LOWER-LEFT, and UPPER-LEFT).
When drawing the screen, when you run hit a tile with the same direction (N, S, E, W) as the current rotation make it draw the UPPER-RIGHT sprite.

Sort of like how a compass always points North, but here the compass always points to the Upper-Right. You could probably use some fancy enumerations to achieve the effect. And Stonesense probably already uses something to determine its current rotation that can be used for this anyway.

There's probably some reason you can't do this though and I'm probably just grasping at straws, but it is a thought.
Title: Re: Stonesense: New official thread.
Post by: Rose on May 21, 2012, 10:53:40 pm
easier just to change the tiletypes, really.
Title: Re: Stonesense: New official thread.
Post by: Rhenaya on May 22, 2012, 12:51:45 am
just wanted to say the reading of skin and hair color form game is really awesome, i simply copied the elf.xml for my drows and it worked instantly (was expecting pink elves running around in stonesense first ^^)

Spoiler (click to show/hide)
Title: Re: Stonesense: New official thread.
Post by: xordae on May 22, 2012, 01:04:20 am
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)
Title: Re: Stonesense: New official thread.
Post by: WillowLuman on May 22, 2012, 01:14:20 am
You say Drow, I say Dunmer XD
Title: Re: Stonesense: New official thread.
Post by: Rose on May 22, 2012, 01:58:36 am
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)

press O for switching between being fast and seeing everything.
Title: Re: Stonesense: New official thread.
Post by: xordae on May 22, 2012, 02:14:19 am
Ohh, neat. I've been wondering why SS has been so fast with a 80x20 size lately. That makes sense.
Title: Re: Stonesense: New official thread.
Post by: Rhenaya on May 22, 2012, 02:20:41 am
You say Drow, I say Dunmer XD

i say spider loving, black skinned, evil, slaverydriven, matriarchal, pointy eared humanoids... you think of generic dark skinned elves and put it to the first you can think of :p
Title: Re: Stonesense: New official thread.
Post by: NobodyPro on May 22, 2012, 05:10:50 am
You 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
ftfy
Title: Re: Stonesense: New official thread.
Post by: WillowLuman on May 22, 2012, 11:36:10 am
If only there was a way to make actual civs (not just tribes) appear in the caverns...

Anyway, loving the new hi-res everything. Still trying to figure out how to make corpses have sprites, though.
Title: Re: Stonesense: New official thread.
Post by: Rose on May 22, 2012, 12:04:07 pm
That depends, are corpses units or items? if they're items, then they already got something. if they're still units, then stonesense needs to be modified.
Title: Re: Stonesense: New official thread.
Post by: Meph on May 22, 2012, 12:31:39 pm
What would one have to do to create a stonesense tileset for a mod ? Just the 32*32 sprites and a graphics.txt, or in this case I guess it would be a xml ? Is there a tutorial somewhere for custom stonesense tilesets ?
Title: Re: Stonesense: New official thread.
Post by: Rose on May 22, 2012, 12:40:17 pm
https://github.com/peterix/stonesense/blob/master/resources/Sprite%20Guide.txt

This gives you all the options you can do in the xml file. other than that, read existing ones.
Title: Re: Stonesense: New official thread.
Post by: Dervish on May 22, 2012, 01:34:18 pm
Alright, here's a mockup.
(http://i371.photobucket.com/albums/oo155/AmatureAstronomer/furnituremockup1.jpg)

The one dresser is the only one I tested edging on. I'm not sure if it adds to it, or takes away from it. I think it takes away from it.
Also, do furniture align in any way, or am I wasting my time doing multiple orientations?

Here's 256 renders of the furniture done so far.
Spoiler (click to show/hide)
256 might be overkill, but it'll have cleaner edges. I still have to do the item versions of them, pretty much just lay them on their sides, and strip down the bed, but I want to work on the rest of the objects first. Chests tables and chairs are in the works now.
Title: Re: Stonesense: New official thread.
Post by: Rose on May 22, 2012, 01:37:48 pm
All furniture can be aligned in multiple ways, yes. Also they can be colored according to material, so with the beds, you would want to separate the wood.
Title: Re: Stonesense: New official thread.
Post by: Dervish on May 22, 2012, 01:49:59 pm
yup, I saw the mattress separation in the objects file. I should make the wood greyscale as well right?

I'll make sure I do all 4 of the orientations for the furniture that need it. I'm going to need some help when it comes to making the tileset itself. I've got quite a bit of stuff still to make though.

Title: Re: Stonesense: New official thread.
Post by: orius on May 24, 2012, 08:15:04 am
Is there an up to date 64x64 fix for the new dorfs somewhere?  I resized the tilesheets for the 256x256 dwarves down to 25% and changed the zoom down to 1 in the xml files, but the dwarves and stuff are just showing up as white blocks in Stonesense.  The only thing that's displaying properly is the horns on my rams.  There was a fix mentioned up on the front page but that was several weeks ago and only had the male dwarves.
Title: Re: Stonesense: New official thread.
Post by: Caldfir on May 24, 2012, 02:55:33 pm
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. 

Title: Re: Stonesense: New official thread.
Post by: AO on May 24, 2012, 08:34:28 pm
They totally work with 2Gb of RAM. I can barely see the difference in speed from 64px version.

Still trying to figure out how to make corpses have sprites, though.
They already have assigned sprite:
Code: [Select]
26 <item game_type="CORPSE" sheetIndex="35" />Though it's not very... recognizable.
By the way, can be assigned different sprites to subtypes of corpses somehow or they unified at now? I've tried building-like if-else constructions, but they didn't work.

As I can see Stonesense lost ablility to discern traps - they all now count as levers. Though it's sees game_subtype numerical values, they can't be assigned. And there is something related with custom buildings - both soapmakery and press have game_subtype=custom(23).
Title: Re: Stonesense: New official thread.
Post by: Rose on May 24, 2012, 08:58:56 pm
Look closer at the xml files for soapmakers. they also have a custom type.

Right now, there's no way to give different sprites to different types of corpses, or any item type, for that matter. somebody needs to add that ability. >_>
Title: Re: Stonesense: New official thread.
Post by: AO on May 24, 2012, 09:21:37 pm
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:
Code: [Select]
<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.
Title: Re: Stonesense: New official thread.
Post by: Rose on May 24, 2012, 09:25:35 pm
Oh, then that's a bug.

I never actually tested it all that much.
Title: Re: Stonesense: New official thread.
Post by: TerryDactyl on May 24, 2012, 10:02:14 pm
It started, but...

Code: [Select]
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

after installing large_128 graphics fix.
Title: Re: Stonesense: New official thread.
Post by: Rose on May 24, 2012, 10:05:00 pm
those are always there.
Title: Re: Stonesense: New official thread.
Post by: TerryDactyl on May 24, 2012, 10:09:34 pm
......oh.

Never noticed.  :D
Title: Re: Stonesense: New official thread.
Post by: orius on May 25, 2012, 06:07:21 am
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.
Title: Re: Stonesense: New official thread.
Post by: Dervish on May 25, 2012, 07:49:23 am
Here's what I'm up to so far. I scaled down to 128.

Spoiler (click to show/hide)

I need to redo my wood textures to better differentiate them from the metal, and apply my new stone tex to the meshes I've already done, but I think what I have done now looks good.

Those 3 sad looking things by the coffin are the waterskin vial and flask. I thought they would be better smaller, due to the smaller capacity, but you can't even see em. I'll scale em up.

Yeah, and is this how ash and tin glaze should look?

Title: Re: Stonesense: New official thread.
Post by: Dervish on May 25, 2012, 07:56:09 am
Also, what are the color limits per tile? I can do 256 easy, but there's no way I could do 16.
Title: Re: Stonesense: New official thread.
Post by: Solifuge on May 25, 2012, 11:58:12 am
Looking really sharp there! Love the decoration on the benches and chests!

I don't think there are color limitations right yet. Also, remember that strange mood beds and such can be made out of odd materials, like stone beds, bone thrones, etc. Also also, for some extremely common objects or items, it might be neat to have some slight variations; more drawers, slightly irregular shape, etc.

** CODING QUEARY: Can we read the quality of constructed furniture yet? Might be neat to have a Shoddy Tier, Moderate Tier, and Fancy Tier for certain furniture objects too. Shoddy being crude and undecorated, Moderate being of good quality and/or slightly decorated, and Fancy being ornate and solidly made. I think one for every DF quality level is a bit much, but hypothetically that could be nice for the simulationists too.

The round stones look a bit small, and a bit too processed. Quarried stone tends to be large irregular cobblestones or huge carven chunks; a pile of cobbles or solid chunk that looks substantial enough to be able to build an object or wall would be spiffing. I'd even suggest differentiating some of the stone types; some piles of layered chunks of foliate sedimentary rock, irregular chunks of lumpy igneous basaltic stone, and maybe 1 or 2 others, depending on how the terrain tiles themselves end up looking. Also, wooden logs for raw wood, and wood planks for wood blocks, maybe in a few different stack styles, would work as well... basically something to break up the monotony of stockpiles so it looks like an actual storeroom, and that makes the materials look substantial enough to be able to build the things they build.
Title: Re: Stonesense: New official thread.
Post by: Rose on May 25, 2012, 02:24:50 pm
we can read the quality, but it's not used yet.

As for the 3d items there, the color-able ones should be a lighter grey, nearly white, with needed highlights going onto a second layer (there's a way to do this automatically from these, so it's no biggie)

As it is right now, they will be too dark when colored.

Also, you have a bit too much smoothing on there. for manmade things, some sharp corners are okay.
Title: Re: Stonesense: New official thread.
Post by: NW_Kohaku on May 25, 2012, 03:36:59 pm
Dervish: I'd just like to say I preferred the dresser with the outlines, as I think it fits in with the rest of the cartoony/watercolory scenery going on in this thread. 
Title: Re: Stonesense: New official thread.
Post by: therahedwig on May 25, 2012, 03:49:12 pm
Yeah, it could use some less smoothing, and I actually preferred the outlines as well. Also, try to make the items look more like icons. As long as it isn't furniture, it's okay if it's way out of proportion. The pots, barrels and bins for example should be a good deal bigger. Another thing, beehives look different depending on the material it's made of. Look at the pixelart sprites for reference.

About the error messages that stonesense gives in the dfhack terminal:
The craftsdwarf's workshop has this because toady changed the spelling on craftsdwarf. Same thing with shop and blue print. However, because those later two can't be tested(they've been removed from the game for now), can't we just disable the access in the index.txt for now?

(http://tnypic.net/84a2c.png)
I made some basic tracks-stuff. I think we'll need to have tracks for ramps as well as rollers added to it, but I haven't had the time to make those yet. Should I do the rollers seperately, so they can be added on top of the build-track and carved track? Or just make combination tiles for both? Also, I now have two diagonal minecarts, should there be side-view minecarts and front-view minecarts? In that case, should be also have one of each direction for ramps? Or would this be of no use?
Title: Re: Stonesense: New official thread.
Post by: NW_Kohaku on May 25, 2012, 04:46:43 pm
Actually, I just thought of something, as well...

Proportionally, the cabinets probably shouldn't be dominating the whole tile.  A single drawer of those dressers basically takes up the same amount of space as the whole bed mattress.  Cabinets that are a size that allows a dwarf to stand in the same tile with it make more sense for the game, since they will be standing in the same tile as the cabinet.  If they can be off to a side of the tile (and be a little thinner) where they would look like they are sliding up to a wall if there is one, and leave room for those dwarves to stand beside them, it would look more in-place. 
Title: Re: Stonesense: New official thread.
Post by: therahedwig on May 25, 2012, 06:05:42 pm
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?
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.
Title: Re: Stonesense: New official thread.
Post by: orius on May 26, 2012, 12:19:51 pm
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?
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.

I only have 1 gig of ram, so that's probably where the problems are coming from.

Stonesense does take screenshots with the older dwarves just fine.
Title: Re: Stonesense: New official thread.
Post by: therahedwig on May 26, 2012, 02:28:38 pm
Yeah, well, that just meanst that the pixelart should always be the standard version. At the least, for the coming few years.

Speaking of which:
Spoiler (click to show/hide)

Some early tracks in action. Stuff's still messed up a little, but that's what testing's for. Wheelbarrows and minecarts are visible. I also changed around the barrels, pots and bins for larger variations, as I though the original ones were a tad small(espcially considering what you can put in a barrel)
Title: Re: Stonesense: New official thread.
Post by: NW_Kohaku on May 26, 2012, 02:50:14 pm
I think the tracks should be narrower - they look like they're going inside the wall.



Completely unrelated, but it's nice to see people are acutally using those profession icons... are there any critiques on them?  (I know I haven't worked on those job icons in a while... sorry...)
Title: Re: Stonesense: New official thread.
Post by: Dark Messiah on May 27, 2012, 04:36:13 am
Hello. Please tell me how to run stonesense. I run DF, write to the console stonesense, but nothing happens :(  Win7 x64
http://gifok.net/images/geC.png
Title: Re: Stonesense: New official thread.
Post by: Caldfir on May 27, 2012, 04:40:36 am
Stonesense won't show anything unless you have a map loaded.  Start up a fort or go on an adventure and it should work properly :)
Title: Re: Stonesense: New official thread.
Post by: DrKillPatient on May 28, 2012, 10:58:44 am
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.

Hi again. Just an update on this, I ended up switching from the nouveau drivers to the proprietary nvidia drivers for power-saving reasons, and Stonesense is running fine now. It seems that the time-measuring counts were off and the graphics rendering was indeed the issue. (I did need to separately install the OpenGL 32-bit libraries because my machine is 64-bit.)
Title: Re: Stonesense: New official thread.
Post by: guitarxe on June 05, 2012, 07:20:38 pm
Hi, first time user of stonesense. Can someone tell me what these are in the screenshot in the OP?

(http://img.photobucket.com/albums/v376/guitar_xe/Stonesense.jpg)


And also, some of those screenshots in OP are taken like really zoomed out. How do I do that?
Title: Re: Stonesense: New official thread.
Post by: Rose on June 05, 2012, 07:37:15 pm
Those are statues, yes.

Those are steel walls. Or some sort of metal, anyway. that ancient version of SS didn't have material colors yet.

Those are indeed glass windows, an the railings are vertical bars.

You can zoom in and out with the , and . keys, and ctrl+F5 takes a screenshot of the entire fort at the current zoom level.
Title: Re: Stonesense: New official thread.
Post by: guitarxe on June 05, 2012, 07:52:18 pm
Oh! Vertical Bars! Haha, very clever :)
Thanks!
Title: Re: Stonesense: New official thread.
Post by: TerryDactyl on June 05, 2012, 08:39:29 pm
How in the hell did they manage to build the underwater supports for that bridge?!

Short of draining the lake and flooding it after.....
Title: Re: Stonesense: New official thread.
Post by: Greiger on June 05, 2012, 08:41:59 pm
Note the entire fortress under the bridge as well.
Title: Re: Stonesense: New official thread.
Post by: TerryDactyl on June 05, 2012, 08:42:54 pm
Nevermind. We'll just do it the easy way. Flood the world!
Title: Re: Stonesense: New official thread.
Post by: Rose on June 05, 2012, 08:46:46 pm
I have a current fort I'm working on that does exactly that.

I embarked on a bowl, and am slowly filling it.
Title: Re: Stonesense: New official thread.
Post by: Argelle on June 07, 2012, 12:37:10 am
Hello there!
Something I wanted to ask, so that Stonesense displays an area larger that DF (and stays in follow mode):
Quote
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]
I slightly changed the XY parameter, but did not notice a change.
Is this the way to go, or it's only loading, not displaying?
Title: Re: Stonesense: New official thread.
Post by: Rose on June 07, 2012, 12:42:17 am
At the default window size, you won't see much of a difference if it's offscreen, but if you zoom out of make the window bigger, you should see it.
Title: Re: Stonesense: New official thread.
Post by: Argelle on June 08, 2012, 05:10:15 am
Yep, that did the trick by feedling with the zoom and window size :)

Whilst I'm at it, I do not remember seeing "mood" icons on top of my dwarves  :) :( :-[, for me it's like the guitarxe's screnshot above, nor do I found an option in the init file for this. Yet you post some smiley on the DT thread from stonesense and I do remember screenshots somewhere with smileys. Any idea how to display smileys in stonesense?
Title: Re: Stonesense: New official thread.
Post by: Rose on June 08, 2012, 05:57:33 am
Press M to toggle it. J toggles Jobs, I think
Title: Re: Stonesense: New official thread.
Post by: burningpet on June 11, 2012, 04:09:03 pm
My god, you guys have really progressed! loving those Hi-Res graphics!
Title: Re: Stonesense: New official thread.
Post by: Argelle on June 12, 2012, 01:58:15 am
Thanks Japa !
And now, something completely different  8) :
The blue questionmark "?", is for no name ? unloaded textures ? other ?
(exemples are to be seen in guitarxe screenshot on this page)
Title: Re: Stonesense: New official thread.
Post by: Rose on June 12, 2012, 02:33:16 am
Unknown creatures.
Title: Re: Stonesense: New official thread.
Post by: Rose on June 12, 2012, 09:43:42 am
Okay, who the hell is 8Z and why is he being so awesome?
Title: Re: Stonesense: New official thread.
Post by: WillowLuman on June 12, 2012, 12:08:41 pm
You know what I want to do, but have no idea how?

Use RCT sprites for this. That way I could fool people into thinking I was playing that, right up until the blood starts flying.
Title: Re: Stonesense: New official thread.
Post by: Rose on June 12, 2012, 12:13:02 pm
If you can get the sprites from RCT, you can set them to custom buildings, along with other common things you find.
Title: Re: Stonesense: New official thread.
Post by: WillowLuman on June 12, 2012, 12:16:52 pm
Yes, the hard part is ripping them.
Title: Re: Stonesense: New official thread.
Post by: Solifuge on June 12, 2012, 12:23:56 pm
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).
Title: Re: Stonesense: New official thread.
Post by: WillowLuman on June 12, 2012, 12:34:31 pm
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).

What's hard is the guests.
Title: Re: Stonesense: New official thread.
Post by: Argelle on June 13, 2012, 05:30:35 am
Quote from: init file
Sets weather Stonesense should use a day/night effect
[NIGHT:NO]

Is this implemented in DF? 
I read about seasons, yes, by night and day?
:D
Title: Re: Stonesense: New official thread.
Post by: Rose on June 13, 2012, 05:32:32 am
I honestly don't know. I know I implimented it at some point, but I don't know if it's still there. You can try testing it.
Title: Re: Stonesense: New official thread.
Post by: chrisadams3997 on June 13, 2012, 08:45:30 am
I've been playing around with sprite sheets and the xml's lately, making a few things suit my tastes a little better, but I've come across a question I haven't been able to figure out.  On a particular sprite sheet, what tells stone sense the size of the tiles on it (e.i. 32x32, 32x20, 64x64, etc)?
Title: Re: Stonesense: New official thread.
Post by: Rose on June 13, 2012, 08:50:12 am
I'm just gonna link the whole guide here. read through this, then ask questions. (https://github.com/peterix/stonesense/blob/master/resources/Sprite%20Guide.txt)

It will also tell you everything else you can do with sprites in general. Mind you, this doesn't say anything in regards to more specific sprites syntax, like building definitions, which are rather complicated and I don't understand them.
Title: Re: Stonesense: New official thread.
Post by: chrisadams3997 on June 14, 2012, 09:25:50 pm
I'd already read that, but I'd overlooked the 'zoom' tag the first few times :P

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.
Title: Re: Stonesense: New official thread.
Post by: Rose on June 14, 2012, 09:42:38 pm
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. There's also ways to get proper shadows on the sprites that we may want to do, but that requires a little bit more work.
Title: Re: Stonesense: New official thread.
Post by: Hugo_The_Dwarf on June 14, 2012, 09:48:06 pm
I'd already read that, but I'd overlooked the 'zoom' tag the first few times :P

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.
YOU! YES YOU!
Keep up the great work, those are pleasing to the eyes.
Title: Re: Stonesense: New official thread.
Post by: Truean on June 15, 2012, 10:53:54 am
I'd already read that, but I'd overlooked the 'zoom' tag the first few times :P

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.
YOU! YES YOU!
Keep up the great work, those are pleasing to the eyes.

Seconded. My work often features high ceilings and support pillars. Though I am using an older version of both DF and stonesense, I can appreciate this greatly.

That actually got me thinking of looking for ways to visibly designate and distinguish walkways viewable in stonesense. This is especially tricky for me on ramp tiles (distinguishing ramp tiles that do v. do not compose part of a pathway).

Also, I know this was discussed recently, but I can't seem to find it. I would like to take large zoomed out screenshots of a fortress easily. I thought you could do this in stonesense by pressing the< > keys to zoom out. For some reason, this does not appear to be working. The Control + F5 command freezes my computer, which is odd considering I've got 8 GB of ram and a computer that's less than a year old. I am probably doing something wrong, but I do not know what. Any suggestions would be appreciated. Thank you.

P.S. Running Stonesense Felsite(3.1), and DF 31.25 [been working on this fort for a while) have read README file. Still lost :).
Title: Re: Stonesense: New official thread.
Post by: Rose on June 15, 2012, 11:24:04 am
The ctrl+f5 key combo has a bit of history behind it.

Stonesense and Dwarf Fortress are both 32bit programs. what this means is that they have a memory usage limit of 2Gb, no matter what your system has.

Originally, Stonesense ran separately from Dwarf Fortress, in it's own process. This meant that it had that 2GB for itself, and if it crashed, it just crashed itself, and DF was fine. Unfortunately, this uses very slow system calls to read the memory from DF, which meant that things tended to run slow in general.

Then a bunch of things happenned. The first was stonesense becoming multi threaded. This meant that the DF memory could be read at the same time that SS was busy drawing pretty pictures. But this meant that two copies of the viewed area of the fort needed to be loaded at once. This meant double the memory usage, but it also was double the speed, so it was good.

However, enough changed with stonesense that the full screenshot no longer worked. I didn't really feel up to the task of getting it to work again, so I disabled it. the main problem was that the loading was no longer sequential, so it was like deciding that you want to cook for 10 times the number of people, while your minion is already at the store buying groceries.

Then DFhack changed, and stuck itself into Dwarf Fortress directly. This means direct access to DF's memory, which means much faster reads, and SS can now read much more than it was able to before. Things like dwarf inventories and mist all came from this.

Unfortunately, the downside of this was that because they are both the same program, the 2GB memory limit is shared between DF and SS, which means when I finally went and fixed the large screenshot feature to work again, the fort pretty much had to be loaded into memory twice, once for DF itself, and once for stonesense. This means that if your fort takes more than a single GB, which most do, then trying to do a full screenshot will cause a crash as everything runs out of available memory. The solution to this was to disable the screenshot feature again because having a crash button is bad.

Finally Caldfir came along, my hero, and fixed the screenshot feature so that it uses far, far less memory than before, making things not crash, making the only limit the size of the resulting image, because videocards have their own limits, but zooming out fixes that, at the cost of detail. This is what the latest version of stonesense uses, but I don't know at which specific version it was implemented, but I can only assume that the version you are using was before this.
Title: Re: Stonesense: New official thread.
Post by: Truean on June 15, 2012, 11:53:35 am
Spoiler (click to show/hide)

I see, thank you very much for this.

Question: Would the latest version of stonesense run on DF 31.25? If so, then downloading it should be a simple fix? :)
Title: Re: Stonesense: New official thread.
Post by: Rose on June 15, 2012, 12:03:58 pm
Sadly, it won't. Backporting stonesense to an older DF is possible, but may not be necessarily easy.
Title: Re: Stonesense: New official thread.
Post by: Truean on June 15, 2012, 12:14:21 pm
Sadly, it won't. Backporting stonesense to an older DF is possible, but may not be necessarily easy.

Understood and appreciated. I'll have to backdoor in large scale screenshots. Will do :). Should only take a few hours with a large fort.
Title: Re: Stonesense: New official thread.
Post by: Isher on June 15, 2012, 12:37:27 pm
Sorry to sound impatient (I am not, really) what does the timeline look like for .11 release? Waiting on DFHack first? Out in a few days/weeks/months? I saw someone linked to Japa somewhere saying soonish but I can't tell if that comment's been walked back some (and I can't currently find it).
Title: Re: Stonesense: New official thread.
Post by: Rose on June 15, 2012, 12:40:39 pm
waiting on DFhack release.
Title: Re: Stonesense: New official thread.
Post by: guitarxe on June 15, 2012, 03:19:34 pm
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?
Title: Re: Stonesense: New official thread.
Post by: SalmonGod on June 15, 2012, 04:10:57 pm
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)
Title: Re: Stonesense: New official thread.
Post by: chrisadams3997 on June 15, 2012, 07:02:11 pm
Quote
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.

I'm cleaning up my default file right now and can upload it.  I've got the light source (a 'sun' lamp) setup as well as the camera, and I've got a few reference objects sized for walls and floors already in there, and I'm working on the basic geometry for all the different ramp configurations.  Having all that ironed out and standardized would make it easier for others to develop rendered sprites, and keep them halfway compatible, no doubt about.
Title: Re: Stonesense: New official thread.
Post by: Truean on June 15, 2012, 09:30:49 pm
(http://i169.photobucket.com/albums/u233/Truean1/TestFillofwaterworks.jpg)
Here we have four z levels in frame. The topmost level is reserved almost exclusively for utilities, water and power. In the new version, this would be where minecart tracks would be laid. Minecart "stations" would surface over where they would otherwise cross water lines, thereby avoiding infringement.
The bottom three are a "super z level"

What you're looking at is a test fill of the water system at the dual intake from the stream (which for some reason always shows up as ice). Notice the artificial lake/wilderness slowly filling up. The water there is pouring down, from a room with a floor drain, three z levels. Various tunnels connect the otherwise segmented portions of the artificial lake. It is possible I will place dwellings under the bottom of the lake with glass windows or ceiling tiles looking up through the clear water.... Undecided as of yet.

This is just an unsaved test fill of the system, which works perfectly to date and provides water all the way across the entire map, to the bathhouses and hospital.

Question: why does the stream show up like that? Is it something I'm doing or? Not very important and just a "for looks" question, so back burner priority.
Title: Re: Stonesense: New official thread.
Post by: Rose on June 15, 2012, 09:44:50 pm
Regarding the streams, that, right there, is what we in the industry call a bug.
Title: Re: Stonesense: New official thread.
Post by: chrisadams3997 on June 16, 2012, 01:12:53 pm
Alright, soon as I started playing with ramps, I realized quickly that my very simple lighting solution used for the walls (moving a single sun lamp until I got roughly the right affect) wouldn't hold up under different angles:

Spoiler (click to show/hide)

Epic Fail. lol.

But... not being one to give up, I've been playing around with different lighting setups and now have a rather satisfactory one I think.  It uses one main sun/hemi lamp with three others for highlights from specific directions to mimic the lighting traditionally used for blocks and ramps in stonesense:

Spoiler (click to show/hide)

And for comparison, side by side with the traditional pixel art:

(http://img853.imageshack.us/img853/8195/ramptest03.png)

And of course, The Blender File (https://docs.google.com/open?id=0BxO9WVYrE4h8VFNpRVFoSkRqQ1E), anyone feel free to play with it and let me know if you come across any problems with different types of geometry than what it was tested in.  The scene includes all the lights and the camera, is setup for 128x128 renders, but that's easy to change, and two pieces of geometry, one being called "Block" (visible by default), that is the correct size and position to make walls out of, and "Floor"(hidden by default), which happens to equal the difference between the height of the block and the height of a perfect cube (the wall is not a cube, it's shorter), and is positioned above the "Block".  That's to use it easily for boolean operations for things like ramps where you have to separate the top from the bottom (see the sprite sheet for them if you don't know what I'm talking about, it'll make more sense), but it can also be moved down to the xy grid to actually use for modeling a floor out of it.

Once I make all the basic geometries for the different ramps, I'll post them in blender files so they can be appended to the default scene easily.
Title: Re: Stonesense: New official thread.
Post by: MarcAFK on June 17, 2012, 01:13:19 am
... that granite is freaking beautiful, just letting you know.
Title: Re: Stonesense: New official thread.
Post by: Rose on June 17, 2012, 01:14:56 am
Incidentally, I still havent figured out what happenned to the ramp tops.
Title: Re: Stonesense: New official thread.
Post by: chrisadams3997 on June 17, 2012, 07:14:49 am
Incidentally, I still havent figured out what happenned to the ramp tops.

Yeah... I've wondered about that... but I've kind of gotten used to it by this point.

Edit:
Working on these, not ready to show in stonesense yet as I've got to clean up edges in paint shop to make them tile better -- the downside of using complex geometry -- but making some progress:
Spoiler (click to show/hide)
Title: Re: Stonesense: New official thread.
Post by: arclance on June 17, 2012, 02:39:16 pm
It's been awhile since I have run stonesense in dfhack and when I tried today I just get a black window which can only be closed by killing Dwarf Fortress (with die or pkill).

Here is a backtrace of stonesense crashing with dfhack v0.34.10 r1.
Code: [Select]
./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.
Title: Re: Stonesense: New official thread.
Post by: chrisadams3997 on June 17, 2012, 03:25:36 pm
Pretty Picture Time
(http://img217.imageshack.us/img217/7486/screenshot16jd.jpg)

Spoiler: Standard Zoom (click to show/hide)

Spoiler: A Little Closer (click to show/hide)

You might have noticed I've still got one more tiling issue to squash on the N/S diagonals, and I haven't handled the less common ramp configuarations yet, then I'm going to revisit the walls and floors using the same lighting and approach as I used for the ramps and make it all mesh together.
Title: Re: Stonesense: New official thread.
Post by: buckets on June 17, 2012, 05:49:42 pm
Why are all the sprites being remade in blender?
Title: Re: Stonesense: New official thread.
Post by: Lord Inquisitor on June 17, 2012, 06:02:25 pm
approving of blender usage 8)
Title: Re: Stonesense: New official thread.
Post by: Isher on June 17, 2012, 09:38:49 pm
Why are all the sprites being remade in blender?

The price of 3dsmax is mentioned as a factor a page or two back.
Title: Re: Stonesense: New official thread.
Post by: chrisadams3997 on June 17, 2012, 10:21:11 pm
Quote
Why 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.
Title: Re: Stonesense: New official thread.
Post by: Caldfir on June 18, 2012, 01:30:34 am
Regarding the streams, that, right there, is what we in the industry call a bug.

I actually did some poking around a while back and all it is is that dfhack can now read the brook tiles a little more effectively, and stonesense just doesn't have any art for them.  Essentially all that needs to be done is to specify a tile for them to use (blank tile?).  Same thing with all the new river ramps.  It is simple enough to probe in stonesense to find the tiletype codes, but I haven't bothered doing anything about it on account of all the spritework going on of late. 

That and I'm being lazy.

<caldfir beaches himself like a whale on the couch>
Title: Re: Stonesense: New official thread.
Post by: buckets on June 18, 2012, 10:44:28 pm
Quote
Why 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.

Well yeah, I was more worried about what was wrong with the pixel art sprites but if this is just an alternative that's all good.

I've never realy used blender so I can't form an opinion of it. I've even heard of a few studios using it to create the odd movie with though, so that's certainly something.
Title: Re: Stonesense: New official thread.
Post by: chrisadams3997 on June 20, 2012, 03:55:04 pm
Alright, after entirely too much work for just one tile, I've finally finished reworking the rough rock walls to something I like:

(http://img651.imageshack.us/img651/7431/screenshot17yr.jpg)

Besides just getting the shadows and 'texture' of the walls just right and making them tile well, I decided I really wanted to try to capture the essence of the larger rock pattern of the traditional stonesense walls, so -after much trial and error- I built such a texture into the top of the walls.  Next I've got to make the floors match the new walls (which will be much easier).  From further zooms:

Spoiler (click to show/hide)

Spoiler (click to show/hide)
Title: Re: Stonesense: New official thread.
Post by: Solifuge on June 20, 2012, 04:08:31 pm
There's definitely something to be said for symbolic rendering, as opposed to focusing purely on realism.

Bolder lines might keep it readable at low-zoom, but otherwise they look nice!
Title: Re: Stonesense: New official thread.
Post by: Rose on June 20, 2012, 08:06:18 pm
Since we're making rendered items, I feel I should share a little tutorial for making shadowed objects.

The easy and fast way of getting a sprite is just to render something in space and save the render with alpha, resulting in this:
(http://i.imgur.com/yyi6c.png)
I chose a glass mug for this demonstration for hardmode.

This looks fine, but there's no shadows, and quite often, you end up with a black fringe around it, though it's not visible here cus firefox is smarter about that than stonesense is.

To fix this, there's a way of rendering the sprite that takes a little more work, but, provided you aren't using a shitty renderer like I am, gives better results.

First thing we do is slap a floor under our object. bitches love floors. Then, we make three renders, one normal, one with the object having a matte black material applied, and one with the object hidden.
(http://i.imgur.com/7AFhd.png)(http://i.imgur.com/qA0el.png)(http://i.imgur.com/8k7uG.png)
If your object is transparent, you want to make the matte black material to have the same transparency.

Now is the fun part. First, we will get a mask of the object and it's shadow.

Take the black object, and the empty render, put them on two layers, with the empty on top, and set to divide blend mode, if you have it. If you don't, then this tutorial is not for you. You should get a mask, that looks like so.
(http://i.imgur.com/qA0el.png)(http://i.imgur.com/8k7uG.png)
(http://i.imgur.com/3dbpd.png)
Keep this somewhere.

Next, we take the black layer, stick it on top of the normal layer, and set the blending mode to subtract. You should get the object and shadow against a black background.
(http://i.imgur.com/7AFhd.png)(http://i.imgur.com/qA0el.png)
(http://i.imgur.com/G3b5u.png)

Now, we take said image, and put an inverted version of the mask image on top of it, set to divide again. This will result in the following lsd trip.
(http://i.imgur.com/UWNOS.png)(http://i.imgur.com/G3b5u.png)
(http://i.imgur.com/IQeHi.png)

Now it's just a matter of applying the mask onto this image to get the final sprite.
(http://i.imgur.com/IQeHi.png)(http://i.imgur.com/UWNOS.png)
(http://i.imgur.com/dZSpz.png)

Hope this helps.
Title: Re: Stonesense: New official thread.
Post by: chrisadams3997 on June 20, 2012, 08:36:44 pm
Nice tutorial and very cool approach, I'd actually avoid shadows myself however for one primary reason;  many objects don't have enough room on the tile to fit one in there, and it would be very, um, inconvenient, for half the items to have shadows and half not to.
Title: Re: Stonesense: New official thread.
Post by: Rose on June 20, 2012, 08:57:05 pm
Well, all the creatures already have shadows, soo...
Title: Re: Stonesense: New official thread.
Post by: chrisadams3997 on June 20, 2012, 09:26:37 pm
My point was simply that for an object, let's say, a table, that takes up most of the tile, only part of the shadow would fit in the space for the sprite.  Creature shadows don't quite follow the same rules, they aren't part of the sprite and just 'float' underneath it.  Not trying to be argumentative, just pointing out the problem we'd run into.
Title: Re: Stonesense: New official thread.
Post by: Rose on June 20, 2012, 09:33:22 pm
yeah, it would be a bit of work for things like tables... hm..
Title: Re: Stonesense: New official thread.
Post by: guitarxe on June 21, 2012, 03:50:32 pm
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?
Title: Re: Stonesense: New official thread.
Post by: chrisadams3997 on June 21, 2012, 09:04:20 pm
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)
Title: Re: Stonesense: New official thread.
Post by: Rose on June 21, 2012, 09:50:35 pm
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?

The issue is already solved entirely in the latest version.
Title: Re: Stonesense: New official thread.
Post by: EmeraldWind on June 22, 2012, 12:38:20 am
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!
Title: Re: Stonesense: New official thread.
Post by: Flobulon on June 22, 2012, 09:25:01 am
Looks wonderful chrisadams, can't wait to see more. Oh, and cool fort :)
Title: Re: Stonesense: New official thread.
Post by: Crossroads Inc. on June 22, 2012, 10:08:12 am
QUESTION!

For those that have stonesense. Are you able to switch whole grahic mods the same way you can do Mayday graphic sets and such?

The reason I ask is, as things become more and more pretty and more advanced in graphics, I find myself enjoying the "old school" 16bit look.
So was wondering if there was a download of the 16bit versiosn at it's most complete.
Title: Re: Stonesense: New official thread.
Post by: Rose on June 22, 2012, 10:20:59 am
You can indeed, and it's even easier to change them, if they're set up right.

In the stonesense folder, there's subfolders for creatures, terrain, buildings, etc. in each of those is a file called index.txt. From there you can enable and disable sets of sprites by selectively putting hashes in front of lines. (hash makes the line get ignored)
Title: Re: Stonesense: New official thread.
Post by: Crossroads Inc. on June 22, 2012, 12:07:13 pm
Ok, ill have to look...

I would like to put together a "Retro" stonesense look, like something that you would play on a Super Nintendo :D Not just a few things, but everything.
Right now, we have this mix of older 16bit stuff and for more advanced graphics
Title: Re: Stonesense: New official thread.
Post by: Rose on June 22, 2012, 12:12:18 pm
Just as a note, you can make low rez sprites in the same way you can make high rez ones, if you want to save video memory.
Title: Re: Stonesense: New official thread.
Post by: chrisadams3997 on June 22, 2012, 08:53:40 pm
Quote
Wow! This is really looking good!
Quote
Looks wonderful chrisadams, can't wait to see more. Oh, and cool fort :)

Thanks guys  ;D.

Just a quick first shot at water:

Spoiler (click to show/hide)

Spoiler (click to show/hide)

I like it in the smaller stream, but could tile better in larger areas as in the second picture.  Good enough for now though I think, I've got a lot more ground to cover.
Title: Re: Stonesense: New official thread.
Post by: Rose on June 22, 2012, 09:09:36 pm
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.
Title: Re: Stonesense: New official thread.
Post by: chrisadams3997 on June 22, 2012, 09:53:38 pm
Quote
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.

Oh, really... cause they could really use some love.  I've just used the same 8 tile approach (for the different water depths) with a surface and some 'volume' underneath it that the default stonesense water uses, which works fine until you get to, well, waterfalls.  If you give me a rundown of what we can do, I'll see what I can make happen.

Quote
Also, DFHack's just been updated.

Sweet, been waiting on that.  I saw something from one of the folks in the dfhack that was using a compiled version from the dev code that there was some stonesense changes, what's new that I should be aware of?

edit:
One more new sprite for the evening, wood bins:

Spoiler (click to show/hide)
Title: Re: Stonesense: New official thread.
Post by: Rose on June 22, 2012, 10:18:04 pm
Huh, weird. Apparently, I had /planned/ to support it more advanced water stuff, but never actually did. Right now, all that's specially supported is water direction, plus the usual animation stuff.
Title: Re: Stonesense: New official thread.
Post by: chrisadams3997 on June 23, 2012, 05:02:10 pm
That's a real shame, I just got my waterfalls going to.

I took time today to actually play my fortress, so not much new per say, but I did add in some more of Dervishe's furniture I liked.  He did such a great job with the dressers and coffers, I can't imagine why I'd make my own of those.  That said, the edges tended to blend with the surroundings too much because of the fine lines.  I did something I've been doing with my building/item sprites and added a bit of outline to them via paint shop.  Not only does it make them stand out better at all zooms, it helps them stick better to the style of Caldfir's Dwarves and other creatures.   

I also wanted to show how the water looks when not necessarily flat.  It still looks good, I do wish it could be made to play a little nicer with ramps, but I don't know how that could be done since there's no geometry there, just sprites.  Also finished working on the sub-sprites for the stone doors so the handles can be made to face in towards each other on double doors.  So I lied, I did manage to accomplish a few things...

Spoiler (click to show/hide)

Still a ton of work to do though...
Title: Re: Stonesense: New official thread.
Post by: Rose on June 23, 2012, 07:17:36 pm
I think I'll try to get the extra water stuff working today, but no promises.
Title: Re: Stonesense: New official thread.
Post by: buckets on June 23, 2012, 08:11:34 pm
Does Stonesense support tile variation? I was looking at the picture of the bins posted recently and I was thinking that if there were multiple versions of that specific tile, say an off center version or something, Stonesense could pick between them randomly and you'd end up with some more appealing stockpiles.
Title: Re: Stonesense: New official thread.
Post by: Rose on June 23, 2012, 08:28:28 pm
Yes, it does. YOu can have as many variations as you want.
Title: Re: Stonesense: New official thread.
Post by: chrisadams3997 on June 23, 2012, 08:33:18 pm
yep, and I've made variations on a few items already (e.i. 3 for stones, 2 for logs), but for now there are a lot of tiles I need to make, so variations are only being done where it doesn't take too long, or where I feel it's necessary, or appropriate, or where I just feel like it mostly, or when the voices insist on it, or..., or....  yea, yea, sorry, I'm done.  8)
Title: Re: Stonesense: New official thread.
Post by: Rose on June 23, 2012, 08:36:29 pm
chrisadams3997, if you can think up a reasonable ruleset for the water, it would help me be able to support it better.
Title: Re: Stonesense: New official thread.
Post by: Crossroads Inc. on June 23, 2012, 08:54:16 pm
Question to Chrisadams,
Are oyu playing on a huge Marble deposit? Or is all that stone just not colored?
Title: Re: Stonesense: New official thread.
Post by: chrisadams3997 on June 23, 2012, 09:08:19 pm
Question to Chrisadams,
Are oyu playing on a huge Marble deposit? Or is all that stone just not colored?

Yep, 3 layers of marble, the basin the waterfalls are pouring into in the last picture is a diorite layer below it.

Here's a shot with some schist mixed with marble:

Spoiler (click to show/hide)

There are also some gem deposits in the marble.  I'm going to make subsprites for gems and veins similar to those in the DarkTundra tileset that's bundled with stonesense now (not the default set, an alternate one that you can enable), but I haven't touched that yet.

chrisadams3997, if you can think up a reasonable ruleset for the water, it would help me be able to support it better.

I have no idea what you can pull from DF in that regard.  If you can tell it's 'falling', it'd be nice to have something other than just a block of water falling through space.  Though I'm not even sure yet what an alternate sprite for that situation would look like, I'd have to play with it.  But I think it could be feasible.  The other thing that could be greatly improved is where different levels of water meet, but again, I'm not really certain how feasible that is within a sprite system.  Making them 'flow' visually from one level to the other would be a pretty high order to fill I'm thinking.

To be honest I was hoping you already had all that figured out  ;D
Title: Re: Stonesense: New official thread.
Post by: chrisadams3997 on June 23, 2012, 09:45:37 pm
hehe, double post (http://sisoffroad.com/forums/images/smilies/DevilSmiley.gif)

While we are talking code changes, any chance you could take a look at rotation center when zoomed in/out?  Debug Cursor is also weird zoomed in, but that's not as big a deal.
Title: Re: Stonesense: New official thread.
Post by: Rose on June 23, 2012, 09:52:45 pm
I'll see what I can do.
Title: Re: Stonesense: New official thread.
Post by: chrisadams3997 on June 23, 2012, 10:28:28 pm
merci beaucoup
Title: Re: Stonesense: New official thread.
Post by: KillHour on June 23, 2012, 11:52:23 pm
chrisadams3997, if you can think up a reasonable ruleset for the water, it would help me be able to support it better.

As for water playing nice with ramps and objects:

When doing sprites in Blender (or any modeling program), it's trivial (although potentially time consuming) to give each image a "Water mask".  This would say which parts of the image stick out of the water at different depths.  Since water is split into 8 heights (0 being empty and 7 being full), you could subdivide each model into 8 slices on the z-axis and give each one a different opacity (or value, or color, or whatever) and save that as a seperate mask.  Stonesense would then use that mask to determine where to draw water, allowing for things such as proper water levels on ramps, partially submerged objects, and even short objects (such as crates or stockpile items.) being completely underwater in a partially filed tile.
Title: Re: Stonesense: New official thread.
Post by: Rose on June 24, 2012, 12:00:50 am
Or even better, the sprite for the object can have the water itself on it, as part of the sprite, though I'm not sure how we'd deal with two things having water sprites. Perhaps another way would be to split the sprites into underwater and above water sprites, and draw everything twice. Or something.
Title: Re: Stonesense: New official thread.
Post by: KillHour on June 24, 2012, 12:11:18 am
That wouldn't play nice with changing the water texture - unless you wanted to redo every sprite.

Also, if it's a mask, then we've covered water, lava, fog, multiple depths and everything else Toady wants to add in the future.
Title: Re: Stonesense: New official thread.
Post by: Rose on June 24, 2012, 12:14:30 am
mask isn't really that workable with stonesense, or at least, I don't know how to use it without shaders. But two half-sprites, I know how to use, and they wouldn't depend on the water sprite.
Title: Re: Stonesense: New official thread.
Post by: KillHour on June 24, 2012, 12:23:40 am
Ah, so just chop the sprite at whatever z-level and have 1 for the part below water and 1 for the part above?

I guess that works, if you want to do it the 'sane and easy' way. :P
Title: Re: Stonesense: New official thread.
Post by: Argelle on June 24, 2012, 04:05:25 am
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  ;)
Title: Re: Stonesense: New official thread.
Post by: chrisadams3997 on June 24, 2012, 07:00:08 am
Très joli !

chrisadams, any chance to test your adjustements? That looks quite nice.
I'd be giving a dwarf right arm for a link  ;)

uh, yeah, later today I can zip up what I've got and post a link.

edit:
Japa, what can stonesense do right now with items as far as defining different sprites based on materials?  I tried using <if> / <else> tags on deconstructed cabinets like buildings use them which resulted in neither sprite showing up.  This is what I tried:

Code: [Select]
<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>

Right now they of course all use the very simple form:
Code: [Select]
<item game_type="TABLE" sheetIndex="61" zoom="2" color="item" />

I've found items can use subsprites, but I don't have any way to define material.  Placing a <Material value="Wood"> or <MaterialType value="Wood"> doesn't seem to do anything, e.i. the sprite I'm trying to limit to wood cabinets only still show, regardless of material type.

So this:
Code: [Select]
<item game_type="CABINET" sheetIndex="19" zoom="2">
<Material value="Wood" />
<subsprite sheetIndex="63" color="item" zoom="2"/>
</item>

gives me all cabinets in the stockpile using the wood sprite instead of just showing the wooden ones. (19 is an empty sprite, 63 is the wooden cabinet "item" sprite).

Throwing an <if> </if> tag around that results in no sprites displayed for cabinet "items"
Title: Re: Stonesense: New official thread.
Post by: chrisadams3997 on June 25, 2012, 07:02:22 pm
I'm checking with Dervish on whether I can release the current state of this including his sprites I've used.  In the mean time, smooth stone floors and floor grates are done:

Spoiler (click to show/hide)

I'm actually going to eventually revisit the smooth floors to tile them a bit better, but they are quite passable for now.
Title: Re: Stonesense: New official thread.
Post by: Dervish on June 28, 2012, 09:59:36 am
Yeah definitely. I've been preoccupied, but I'll find some time to get more stuff done.
Title: Re: Stonesense: New official thread.
Post by: Isher on June 28, 2012, 10:36:10 pm
Hmm how much time until a new build with the new sprites?
Title: Re: Stonesense: New official thread.
Post by: Baleur on June 29, 2012, 04:16:49 am
Will this work with the new update?
Title: Re: Stonesense: New official thread.
Post by: chrisadams3997 on June 29, 2012, 06:34:43 am
Hmm how much time until a new build with the new sprites?

They can be downloaded from the Dwarf Fortress File Depot (http://dffd.wimbli.com/file.php?id=6576) for now.  To install all you have to do is unzip the file into your stonesense folder.  Just remember it's a work in progress and only part of the sprites are HD, so you will have a mix of HD and the standard sprites, and of course keep your computer specs in mind when deciding to use the larger sprites or not.  If in doubt, backup your stonesense folder and if you have slowdowns, just switch back to the old sprites  ;).
Title: Re: Stonesense: New official thread.
Post by: chrisadams3997 on June 30, 2012, 10:37:37 pm
(http://img528.imageshack.us/img528/853/screenshot41m.jpg)

A little more progress.  For veins and gem clusters I wanted to do something similar to how they are handled in the DarkTundra tile set included with stonesense (you have to uncomment it's line in the Stonesense/terrains index.txt to enable it) where instead of changing the whole tile's color, an overlay the color of the vein/gems is used.  I started working on veins today as you can see above.  A few pics from further out.

Spoiler (click to show/hide)

Spoiler (click to show/hide)

The only potential issue is where the color of the layer stone and the vein are fairly close to each other, but it's still noticeable and clear enough I think.

Besides that I've also refined the outline around the new HD walls so it's not giant and pixelated compared to the walls, and also have started working on the other basic wall types, starting with sand, but haven't gotten something I'm entirely happy with yet.
Title: Re: Stonesense: New official thread.
Post by: Graebeard on June 30, 2012, 11:40:11 pm
D:
Title: Re: Stonesense: New official thread.
Post by: Hugo_The_Dwarf on June 30, 2012, 11:58:42 pm
I can't see lava/magma in Ssense, but other then that using the HD stuff... I am captivated.
Title: Re: Stonesense: New official thread.
Post by: EmeraldWind on July 01, 2012, 01:13:31 am
Man, I really love seeing all the new graphics that have started appearing for this. They are awesome.

To you guys who are rapidly improving this tool, I say THANKS!
Title: Re: Stonesense: New official thread.
Post by: chrisadams3997 on July 01, 2012, 07:03:55 am
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.  ;)
Title: Re: Stonesense: New official thread.
Post by: Rose on July 02, 2012, 09:45:42 am
Spoiler: iStonesense (click to show/hide)
Title: Re: Stonesense: New official thread.
Post by: khearn on July 02, 2012, 11:48:53 am
Those veins look sweet. Makes me want to grab a pick and start digging.
Title: Re: Stonesense: New official thread.
Post by: chrisadams3997 on July 04, 2012, 01:41:38 pm
Been working more on the different soil types, you can see the current state of the 'loam' type soils in one of the pictures below, and I've been making a subsprite for gems.

Spoiler (click to show/hide)

Spoiler (click to show/hide)
Title: Re: Stonesense: New official thread.
Post by: Rose on July 04, 2012, 01:47:59 pm
Looking nice.

Those fish should never change.
Title: Re: Stonesense: New official thread.
Post by: Wellincolin on July 04, 2012, 01:51:36 pm
All of you guys are so going to heaven. Stonesense is divine.

Toady is God himself.
Title: Re: Stonesense: New official thread.
Post by: chrisadams3997 on July 04, 2012, 02:04:46 pm
Quote
Looking nice.

Those fish should never change.

You're safe, creatures aren't my department. :D

Besides, who doesn't love evil, demonic looking carp with glowing red eyes?
Title: Re: Stonesense: New official thread.
Post by: Argelle on July 04, 2012, 02:14:51 pm
Like the textures!  :P
Frenetically clicking on "Stonesense HD Sprites" link.  :)
See "Last Updated: Jun 29, 2012, 04:25:51 am".  :(
O God, WHY?  :'(
Title: Re: Stonesense: New official thread.
Post by: chrisadams3997 on July 04, 2012, 02:26:38 pm
Gotta wait a bit longer, all the new stuff still has stuff to finish up on before releasing.  I'm kinda getting the concepts straightened out on all the terrain stuff I'm making before putting the finishing touches on it all.  Still gotta make floors to match walls and make it all tile well (that's one of the biggest challenges with terrain stuff), same for the vein and gem overlays.  Hell, the gem subsprite still needs a top, and it's being 'hand' drawn, so it takes longer. 

I'd also like to release all three soil types together and I haven't gotten to clay yet at all (sand is mostly finished, still tweaking it).  It'll probably be a couple of weeks.  But it'll be basically all the natural terrain covered except ramps (which I'm planning on working on following that, followed by stone constructed walls, floors, ramps)
Title: Re: Stonesense: New official thread.
Post by: chrisadams3997 on July 04, 2012, 07:19:49 pm
Decided while I was playing with gems on walls and floors that I'd handle the item versions of them at the same time.  I'd really like to be able to make some variations on these, but there's complications with that.

(http://img259.imageshack.us/img259/9103/screenshot50uk.jpg)

To make the 'specular highlights' (e.i. the really reflective shiny spots) I've got to add them as a white colored subsprite over the item colored main sprite.  Without that the shiny spots come out really saturated bright spots instead of shiny.  Take my word for it, it's not pretty :P.  So if I created a few variations of the rough gems for instance, the subsprites would need some way to be correctly linked to the correct base sprite, and we can't do that if I'm not mistaken.  So we'll have to live with one variation. :)

Title: Re: Stonesense: New official thread.
Post by: Rose on July 04, 2012, 07:53:41 pm
Wrong.

As long as each layer has the same number of variations, each layer will pick the same variation in stonesense.
Title: Re: Stonesense: New official thread.
Post by: chrisadams3997 on July 04, 2012, 07:57:29 pm
Nice, I'd assumed it wouldn't do that and you'd end up with them mismatched.  In that case...
Title: Re: Stonesense: New official thread.
Post by: Argelle on July 07, 2012, 09:21:47 am
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.  ;)

After a week I come up today with magma, but it does not show in stonesense:

(http://tof.canardpc.com/preview/94555dce-8aa7-4a8c-abfa-5fd9cbe8c344.jpg) (http://tof.canardpc.com/view/94555dce-8aa7-4a8c-abfa-5fd9cbe8c344.jpg)

I did re-download your package (http://dffd.wimbli.com/file.php?id=6576), restart DF and Stonesense, but no avail. Any hint?
Title: Re: Stonesense: New official thread.
Post by: chrisadams3997 on July 07, 2012, 11:35:08 am
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.
Title: Re: Stonesense: New official thread.
Post by: DrKillPatient on July 07, 2012, 07:40:14 pm
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).
Title: Re: Stonesense: New official thread.
Post by: Hugo_The_Dwarf on July 07, 2012, 08:13:23 pm
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.
Title: Re: Stonesense: New official thread.
Post by: Rose on July 07, 2012, 09:34:36 pm
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).

Right now, Stonesense uses a third party graphics library that handles all the window management, and doesn't actually handle any of that stuff itself.
Title: Re: Stonesense: New official thread.
Post by: Alon on July 07, 2012, 10:22:32 pm
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?


Stonesense seriously looks good though. I have but one issue with the graphics, as can be seen in this image:
(http://i.imgur.com/8bxxz.jpg)
In the first screenshot, note that it's easy to see the tint difference between left and right (white sand VS red sand, I think)  but it's near impossible to see the shading difference between the higher layer and the layer below it, so it wrongly looks like flat land, even though there's a height difference (as can be seen in the second screenshot)
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.
Title: Re: Stonesense: New official thread.
Post by: Alon on July 07, 2012, 10:37:19 pm
Another issue, this time tiny:
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.
Title: Re: Stonesense: New official thread.
Post by: Octopusfluff on July 07, 2012, 11:28:58 pm
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?

Sure, right after Toady establishes an event API for modders to use.

*crickets*
Title: Re: Stonesense: New official thread.
Post by: MaximumZero on July 08, 2012, 12:15:16 am
Another issue, this time tiny:
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.
UP UP DOWN DOWN LEFT RIGHT LEFT RIGHT B A START?
Title: Re: Stonesense: New official thread.
Post by: Rose on July 08, 2012, 12:23:48 am
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.

Open stonesense/init.txt, change the fog alpha and color to something more extreme.
Title: Re: Stonesense: New official thread.
Post by: Jiri Petru on July 08, 2012, 07:24:21 am
Looking at the screenshots, I think it would be a good idea to disable the detailed grass sprites by default. It makes the screen to busy and confusing, and I believe people would actually prefer simple grass by default. The sprites should of course stay as an optional feature that people can manually turn on.
Title: Re: Stonesense: New official thread.
Post by: Hugo_The_Dwarf on July 08, 2012, 11:26:24 am
Speaking of detailed grass (like the tall wavy stuff, and that jazz.) is there anyway to disable that? and say only allow short grass? leaving the only tallest plant-like sprites being trees,, and shrubs would only be slightly bigger then the short grass?

I can't find a option in the "init.txt" for shorter/plain grass. I'd like to make a nice palace with a inner garden, but the grass in there looks like nobody is cutting it :/

But that's just eyecandy, and it's nice to see for grass outside of fortress (wild)
Title: Re: Stonesense: New official thread.
Post by: Rose on July 08, 2012, 11:29:31 am
Grass can be disabled in index.txt, not in init.txt
Title: Re: Stonesense: New official thread.
Post by: Hugo_The_Dwarf on July 08, 2012, 11:36:44 am
Ah I see, so just placing a "#" will comment it out?
Title: Re: Stonesense: New official thread.
Post by: Rose on July 08, 2012, 11:37:34 am
indeed. All the content folders have an index.txt
Title: Re: Stonesense: New official thread.
Post by: chrisadams3997 on July 15, 2012, 02:30:22 pm
A quick little update here.  Dervish has been working on redoing the workshops and I've just finished going through and updating all the xml's and doing the post processing on what he's made so far.  Thought it'd be nice to showcase how it's coming along ;)

Spoiler (click to show/hide)

Spoiler (click to show/hide)
Title: Re: Stonesense: New official thread.
Post by: Hugo_The_Dwarf on July 15, 2012, 02:46:28 pm
 :D

If only threads had Like Buttons
Title: Re: Stonesense: New official thread.
Post by: EmeraldWind on July 16, 2012, 10:49:02 am
:D

If only threads had Like Buttons

I agree!
Title: Re: Stonesense: New official thread.
Post by: Dogamus on July 20, 2012, 06:19:12 pm
epic.nuf said.
Title: Re: Stonesense: New official thread.
Post by: orius on July 20, 2012, 09:30:24 pm
Are there any graphics out there for the minecart tracks?
Title: Re: Stonesense: New official thread.
Post by: Argelle on July 21, 2012, 04:15:38 am
Waiting impatiantely a new release:
Quote
Last Updated: Jul 07, 2012, 09:45:21 am
Ready to discover stonesense HD new update when you are, chrisadams :)
Title: Re: Stonesense: New official thread.
Post by: chrisadams3997 on July 21, 2012, 08:43:44 pm
Ready to discover stonesense HD new update when you are, chrisadams :)

Working on it... occasionally, lol.

Haven't been inspired to do the grunt work of ironing out and finishing up everything lately, but within the week I plan to go in, make sure the xml is updated with everything we've got so far, and make a release.

I also got to playing around with ideas of what metal objects should look like, starting with floors and walls.  I went with a kind of 'hammered' looking pattern (for lack of a better word) on the walls.  I also wanted to add some interest to metal floors, so I added a stamped tile pattern, reminds me of the stamped metal tiles that made up the ceiling in Sbisa dining hall at Texas A&M while I was there (don't recall if they kept them when they renovated it, but I think they're still there).

Spoiler (click to show/hide)

Spoiler (click to show/hide)

Spoiler (click to show/hide)

Hope you all excuse the bloody mess around the trade depot, had some elven traders in there and they were just entirely too ugly to keep in the picture.  So naturally the only thing to do was to have them summarily slaughtered  :P
Title: Re: Stonesense: New official thread.
Post by: therahedwig on July 22, 2012, 05:50:06 am
hurr. I guess I'll keep the painted spries for some kind of stonesense grimdark hd...
Title: Re: Stonesense: New official thread.
Post by: khearn on July 27, 2012, 06:49:58 pm
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.
Title: Re: Stonesense: New official thread.
Post by: Andir on July 30, 2012, 09:05:40 am
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.

I'd rather see a simple grid or just grid plates.
Title: Re: Stonesense: New official thread.
Post by: Vattic on July 30, 2012, 02:08:34 pm
I quite like the stamped tile pattern metal floors in the screenshots.
Title: Re: Stonesense: New official thread.
Post by: chrisadams3997 on July 30, 2012, 05:42:45 pm
yeah, staying away from the diamond pattern on purpose, it's very modern and industrial, doesn't fit at all.  My only problem with what I've got right now is it's more 'flat' looking than I'd like, I'm going to eventually try to add in a similar 'glint' effect as the old metal floors/walls have
Title: Re: Stonesense: New official thread.
Post by: Solifuge on August 01, 2012, 09:08:07 pm
(http://i.imgur.com/JJhl4.png)
Title: Re: Stonesense: New official thread.
Post by: Rose on August 01, 2012, 09:12:56 pm
I'll say.
Title: Re: Stonesense: New official thread.
Post by: Solifuge on August 01, 2012, 11:28:59 pm
The content of the previous post disproves itself.
Title: Re: Stonesense: New official thread.
Post by: Rose on August 01, 2012, 11:35:51 pm
Tease.
Title: Re: Stonesense: New official thread.
Post by: Solifuge on August 03, 2012, 04:30:09 pm
That I am.

Click to embiggenate:
(http://i.imgur.com/vW856.gif)
Title: Re: Stonesense: New official thread.
Post by: Vattic on August 03, 2012, 05:10:37 pm
Loving the colour choice so far Solifuge.
Title: Re: Stonesense: New official thread.
Post by: Rose on August 03, 2012, 08:48:30 pm
Indeed. It looks swell.
Title: Re: Stonesense: New official thread.
Post by: Greendogo on August 04, 2012, 02:33:07 pm
I preferred the first grass with the dots vs. the grass with the straight lines.  But that's just me.
Title: Re: Stonesense: New official thread.
Post by: pokeinstein on August 04, 2012, 06:59:05 pm
hello im new to df and i recently installed dfhack but when i start it up and use the stonesense command a screen pops up with the stonesense logo and does nothing when i go back to the game and open a world i get this error

stonesense\buildings\shop.xml: Is generic - game_subtype missing.: building <line 5>
stonesense\buildings\Blueprint.xml: <building> Is generic - game_subtype missing .:building <line 5>
Cannot load image: stonesense: stonesense\vegetation\DT_trees\trees.png
Failure in reading stonesense: stonesense\vegetation\DT_trees\dt_trees.xml
stonesense shutdown.

i installed it like it said in the instructions and everything else seems to work any assistance would be appreciated
Title: Re: Stonesense: New official thread.
Post by: Hugo_The_Dwarf on August 04, 2012, 07:35:16 pm
Odd I had the first 2 errors, but that was cause of my custom buildings
Title: Re: Stonesense: New official thread.
Post by: Greiger on August 04, 2012, 10:29:28 pm
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.  Hazarding a guess, it has something to do with those last two tree lines.  I've never seen it complain about trees before.  You would probably need a dev to figure out exactly what's wrong though.
Title: Re: Stonesense: New official thread.
Post by: buckets on August 12, 2012, 10:42:24 pm
*snip*
Woah, that looks fantastic dude.
Title: Re: Stonesense: New official thread.
Post by: Rose on August 12, 2012, 11:26:39 pm
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.

Soapmaker is, and always will be, a custom workshop, as in, one that's in the raws, not hardcoded, so stonesense will always read it as custom.
Title: Re: Stonesense: New official thread.
Post by: ashton1993 on August 23, 2012, 06:49:16 pm
Hey, if your using a mod which doesn't support Stonesense graphics is there a way to get rid of those funny purple boxes which appear for screenshot purposes other than finding/drawing new sprites to replace what's missing? Cheers if anyone knows, I've checked the readme and init file but didn't find anything.
Title: Re: Stonesense: New official thread.
Post by: Rose on August 23, 2012, 08:09:16 pm
Not really, no.
Title: Re: Stonesense: New official thread.
Post by: dennislp3 on August 24, 2012, 03:15:39 am
Posting to watch. This has always been my favorite visualizer.
Title: Re: Stonesense: New official thread.
Post by: ashton1993 on August 24, 2012, 04:23:32 am
Not really, no.

Ah, cheers for the reply anyway.
Title: Re: Stonesense: New official thread.
Post by: Rose on August 24, 2012, 04:38:11 am
That said,there is one possibility. I'll report back later.
Title: Re: Stonesense: New official thread.
Post by: Greendogo on August 24, 2012, 08:38:09 am
Does Stonesense support animated sprites?

For instance, if a Miner suddenly started to mine (as opposed to doing nothing) could you switch out the "doing nothing" graphic for an animated graphic of the dwarf mining.
Title: Re: Stonesense: New official thread.
Post by: ashton1993 on August 24, 2012, 08:40:31 am
That said,there is one possibility. I'll report back later.

Great, I eagerly anticipate your response.
Title: Re: Stonesense: New official thread.
Post by: Rose on August 24, 2012, 12:39:19 pm
I didn't fix the purple boxes, but I did fix the purple question marks.

Spoiler (click to show/hide)
Title: Re: Stonesense: New official thread.
Post by: GHudston on September 05, 2012, 07:59:24 pm
Spoiler: iStonesense (click to show/hide)

Did anything more come of this? I'd love to use Stonesense without having to boot into windows whenever I play DF.
Title: Re: Stonesense: New official thread.
Post by: Rose on September 05, 2012, 10:15:05 pm
You'll have to check with the DFhack guys. I don't really have much to do with the DFhack mac port.
Title: Re: Stonesense: New official thread.
Post by: GHudston on September 05, 2012, 10:58:50 pm
Ah, it seems that the DFhack mac port doesn't have Stonesense yet. I guess I'll just have to be patient awhile longer. Thanks for pointing me in the right direction, though!
Title: Re: Stonesense: New official thread.
Post by: atazs on September 15, 2012, 01:54:49 pm
I cant seem to get this to work... I use masterwork mod. I copied all the files into my dwarf fortress folder and when i start df trough masterworks it says unknown DF version and closes. Im using the latest version 34.11. It tells me to check stderr.txt for more details. In that file it says this:
 FirstCall()
Initized HOOKS!
Identifying DF version.
Loading hack\symbols.xml ... OK
Dummy symbol table entry: announcements
Dummy symbol table entry: announcements
Loaded 4 DF symbol tables.

Is there a version that works with masterworks mod and the latest DF version? Because ive downloaded a stonesense without DF hack and when i start that it just crashes.
Title: Re: Stonesense: New official thread.
Post by: Rose on September 15, 2012, 02:18:34 pm
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)

Title: Re: Stonesense: New official thread.
Post by: therahedwig on September 25, 2012, 10:48:34 am
I've been rying my hand at seeing how we'll be able to translate the current ascii trees to Stonesense.

As far as I can see, due to the dynamic trunks, we'll be doing a lot of branche-variations. (From thick to thin, almost). More peculiarly, we'll need to look into how you can go from a multiple-tile spaning trunk, to a single tile trunk. +the pantagonal ramps.
I mean, you can draw transition graphics, but you can't tell Stonesense when to use those transition graphics.(stonesense can draw tiles based on what tiles it's surrounded by on the same layer, but not what tiles are beneath it.

Foliage is probably going to be the easiest bit of all this.
Title: Re: Stonesense: New official thread.
Post by: Rose on September 25, 2012, 10:58:30 am
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.

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.
Title: Re: Stonesense: New official thread.
Post by: faint_riot on September 26, 2012, 04:26:37 pm
Hey people, Lazy Newb here.

(Block o' Text after upcoming block gets to my problem)

I picked up this game after giving it a try a year or two ago. Since finding out about Stonesense/Lazy Newb Pack/Therapist, this game just seems like something I just need to give myself more time on. Because it's, quite simply, fucking awesome.
First time poster here on these forums, obviously because of this problem I keep receiving. I've google searched for stonesense crashes, to no avail. Even searched this topic for 'crash' keyterms. (Didn't search old thread because it being a tad dated, I assumed wouldn't help.) Not an avid forum-goer, so I'm here just fish for a solution then *poof* I'll be gone. Sorry to use and abuse! :)

PROBLEM:   :'(
So, I got the Lazy Newb pack with DFHack, created the beginnings of my fort, then ran dfhack, typing in stonesense to, of course, run the damn thing.
(I've also created a different folder NOT using the Newb Pack. Also, for safety measures, I've redownloaded the 0.34.11 versions of both DF and DFhack.

Here's what it looks like:
Spoiler (click to show/hide)




Title: Re: Stonesense: New official thread.
Post by: Rose on September 26, 2012, 09:20:31 pm
How much ram do you have?
Title: Re: Stonesense: New official thread.
Post by: Greendogo on September 26, 2012, 10:13:03 pm
snip
That's a nice Morrowind shortcut you've got there.
Title: Re: Stonesense: New official thread.
Post by: faint_riot on September 27, 2012, 05:54:20 am
2gb. Should be enough for some isometric graphics?   ???

Edit: If there's no apparent fix for this, it's fine. I can survive off the installed gfx from the Lazy Newb Pack.  ;)
Title: Re: Stonesense: New official thread.
Post by: Rose on September 27, 2012, 10:35:44 am
2gb really should be fine. It's possibly some of the stuff just doesn't work in XP. Peterix thought he fixed it, but it seems not.
Title: Re: Stonesense: New official thread.
Post by: therahedwig on September 28, 2012, 10:20:12 am
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.

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.
Alright
(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.
Title: Re: Stonesense: New official thread.
Post by: Vattic on September 28, 2012, 11:52:12 am
Really liking those trees therahedwig.
Title: Re: Stonesense: New official thread.
Post by: EmeraldWind on September 28, 2012, 12:39:22 pm
 :o
I agree. Very nice indeed.
Title: Re: Stonesense: New official thread.
Post by: Truean on September 28, 2012, 04:57:04 pm
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.

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.
Alright
(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.

That is pretty cool.
Title: Re: Stonesense: New official thread.
Post by: therahedwig on September 29, 2012, 10:01:21 am
(http://tnypic.net/1651c.png)
(http://tnypic.net/60acb.png)

The cartoony foliage is working out. I made a blossom variation and a autumn variation.
Also leaf-ground covering, and two sample fruits as test.

I'm making head-way with the ramps. I only need to do the floor bits, put everything into proper spritesheets and then I'll leave the whole thing alone for a bit.

Speaking of sprites, Japa, was the turning the view, painting a different sprite thing ever implemented in stonesense? Because then I can finish the tracks...
Title: Re: Stonesense: New official thread.
Post by: Rose on September 29, 2012, 01:12:02 pm
The turning the view thing.... Not sure. make the tracks anyway, and if they don't work when the view is turned, I'll fix it.
Title: Re: Stonesense: New official thread.
Post by: Kaos on September 29, 2012, 10:38:08 pm
Guys you're awesome, new trees haven't been released yet and you already got them looking good in stonesense, kudos!  :D
Title: Re: Stonesense: New official thread.
Post by: Citizen844 on October 06, 2012, 02:44:57 pm
Help pleae - I start DF and get a window running the original DF and the command window for DFhack, i type stonesense and a stonesense window opens, but the original DF keeps running and the Stonesense window doesnt do anything. Apologies if this was covered elsewhere, but I'm stuck
Title: Re: Stonesense: New official thread.
Post by: therahedwig on October 06, 2012, 03:06:37 pm
Does it only show the splash screen, or does it not show up at all when you try to click on it?
Also, what operating system are you running?
Title: Re: Stonesense: New official thread.
Post by: Citizen844 on October 06, 2012, 03:12:39 pm
It only shows the splash screen. I'm using Windows 7 Home Premium.
Title: Re: Stonesense: New official thread.
Post by: Rose on October 06, 2012, 03:19:39 pm
Do you have a fort loaded? Stonesense only works when you have a fort loaded.

Also the DF main screen doesn't go away.
Title: Re: Stonesense: New official thread.
Post by: Citizen844 on October 06, 2012, 04:32:53 pm
A fort?

So I should start DF and establish my base with the default graphic, save, exit and then use the stonesense command in DFhack?
Title: Re: Stonesense: New official thread.
Post by: Aidoboy on October 06, 2012, 07:37:52 pm
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?
Title: Re: Stonesense: New official thread.
Post by: Kaos on October 06, 2012, 07:56:25 pm
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.
Title: Re: Stonesense: New official thread.
Post by: Aidoboy on October 06, 2012, 08:00:37 pm
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?
Title: Re: Stonesense: New official thread.
Post by: Rose on October 06, 2012, 09:48:57 pm
A fort?

So I should start DF and establish my base with the default graphic, save, exit and then use the stonesense command in DFhack?
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.

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
Title: Re: Stonesense: New official thread.
Post by: Claytonctc on October 11, 2012, 04:32:52 pm
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.
Title: Re: Stonesense: New official thread.
Post by: FluxX on October 11, 2012, 04:34:50 pm
Does this work in adventure mode? :P
Title: Re: Stonesense: New official thread.
Post by: Rose on October 11, 2012, 08:50:25 pm
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? :P
Yes
Title: Re: Stonesense: New official thread.
Post by: FluxX on October 12, 2012, 06:45:56 am
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? :P
Yes
Oh my, this might be the most awesome thing ever then! :D
Well, if I can get the new version running, never got the old stonesense to work. I might have to figure out how to use DFhack properly.
Title: Re: Stonesense: New official thread.
Post by: Claytonctc on October 12, 2012, 04:25:53 pm
Actually it seems I was up to date and the problem is with my current fortress apparently,I made another world in the same version and it works fine on that one, Maybe it is because I carried over the other fort from a previous version of df? I dunno D: , Gonna test it more.

Nope, Seems it just hates my current fortress. D:
Title: Re: Stonesense: New official thread.
Post by: Rose on October 12, 2012, 09:58:52 pm
Could you give a copy of the save? That probably means there's something in that fort that breaks things.
Title: Re: Stonesense: New official thread.
Post by: Claytonctc on October 18, 2012, 01:25:47 pm
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
Title: Re: Stonesense: New official thread.
Post by: TheAvish on October 26, 2012, 12:14:07 am
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?
Title: Re: Stonesense: New official thread.
Post by: Justiceface on October 26, 2012, 10:46:51 am
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:

Spoiler (click to show/hide)
when I try to run stonesense from the DFHack terminal.  Stonesense launches, but shows only a white screen.

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)

I have the same trouble.  My stderr.log looks similar to yours, and my screen looks just the same.  I'm also getting the game_subtype missing errors, on Shop and Blueprint.xml.
Title: Re: Stonesense: New official thread.
Post by: Granite on October 26, 2012, 09:53:56 pm
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.
Title: Re: Stonesense: New official thread.
Post by: valakas46 on November 02, 2012, 01:23:24 pm
Ok I having an issues using stonesense.

I'm running linux mint 10, 34.11.

I've done a bunch of testing to try and find the issue but I can not.

I started using the phoebus preinstalled df for linux.
I dropped dfhack on top of this, made a world,played etc then tried stonesense, crashes with back trace errors.

I then tried a new world, same issues.

So I tried a base df install and dropped dfhack on it, made a world, stonesense works fine.
Tried installing phoebus, updated save and over wrote init files.
Now stonesense won't work crashes, same backtrace errors.

Any help would be great thanks.
Title: Re: Stonesense: New official thread.
Post by: Rose on November 02, 2012, 01:27:09 pm
Install phoebus, but do not over-write any of the DF binaries. It's likely that the pack may have been made for an older version.
Title: Re: Stonesense: New official thread.
Post by: valakas46 on November 02, 2012, 02:08:16 pm
When I installed phoebus manually I used just the graphics pack which I believe does not have DF binaries in it (is this correct).
But I tried installing it more carefully folder by folder to make sure there was no binaries I was unaware of tucked away in a sub-folder.

Now I am getting a seg fault when I try and run stonesense, this crashes DF also.
Title: Re: Stonesense: New official thread.
Post by: jams on November 12, 2012, 10:12:08 am
Woot, I finally got it working on OS X (10.8.2).

1) The Allegro library symbolic links from the dfhack archive were broken and needed to be relinked.  I did build new Allegro libs, but at the end just relinked the original dylibs from the archive.  This is for the Dwarf Builder distribution, with manually installed dfhack, so adjust your paths accordingly.
Code: [Select]
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

2) It is very likely some other libs will not be i386 compatible, so you will need to upgrade those to universal.  Start dfhack, if it reports it cannot start stonesense plugin, check the stderr.log, search for "stone".  You will see the library that didn't get loaded (with the full path).  You will need to update this lib using MacPorts (follow this guide here to install MacPorts and upgrade libs http://wiki.allegro.cc/index.php?title=Install_Allegro5_From_SVN/OSX).

I needed to upgrade only the following libs (though I did follow the Allegro guide completely before it):
Code: [Select]
sudo port upgrade --enforce-variants physfs +universal
sudo port upgrade --enforce-variants freetype +universal

3) Optional: If you want to build your own Allegro libraries, use the following to build i386 compatible (i.e. 32 bit ones), instead of just "cmake ..". Follow the above guide in all other steps (though you may want to use "make -j4" for faster build, substite 4 for the number of cores you have):
Code: [Select]
cmake .. -DCMAKE_OSX_ARCHITECTURES="i386;x86_64"
This will produce both 32 and 64 bit compatible libs which should work with stonesense.  You'd still need to link or copy them to stonesense/deplibs/.
Title: Re: Stonesense: New official thread.
Post by: Caldfir on November 21, 2012, 06:29:27 pm
Hey all.  Been away for a while but lately I've done a bit of work getting brooks to display correctly.  Currently there are a couple problems - you can't see them all in adventure mode and their tiletype wasn't represented in the xml.  Ended up fixing some of my old code on the way and repairing a strange corner-case with loading boulder tiles from the game on the way, but they seem to be displaying nicely now:
(fortress mode brook headwaters)
(http://tnypic.net/images/8o7di_thumb.png) (http://tnypic.net/8o7di.png.html)
(partially frozen brook)
(http://tnypic.net/images/dz8js_thumb.png) (http://tnypic.net/dz8js.png.html)

I've also been working on getting the new tiletypes associated with tracks represented in the xml (there are around 200 of them), but handling actually getting tracks themselves to display has some issues (most notably that every track direction would need art for every ramp configuration, which is too many). 

edit: Also got the adventure mode fog removed for water you can see from the tile above (the way you can in DF):
(http://tnypic.net/images/ue7a6_thumb.png) (http://tnypic.net/ue7a6.png.html)
Title: Re: Stonesense: New official thread.
Post by: WillowLuman on November 25, 2012, 02:39:44 pm
Heh, makes me want to play RCT again.

For adv mode, do you think we could have everything tinted blue at night?
Title: Re: Stonesense: New official thread.
Post by: Rose on November 25, 2012, 08:43:55 pm
It's certainly possible. I think I had it in at one point,
Title: Re: Stonesense: New official thread.
Post by: Caldfir on November 27, 2012, 11:11:24 pm
Alrighty, yeah, found Japa's code and turned it on.  Day/Night cycles work pretty well at the moment:
Spoiler: day/night (click to show/hide)
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. 
Title: Re: Stonesense: New official thread.
Post by: WillowLuman on November 28, 2012, 02:08:55 am
Freaking sweet though, was being a bit weirded out in adventure mode.
Title: Re: Stonesense: New official thread.
Post by: dennislp3 on November 29, 2012, 12:04:49 am
Alrighty, yeah, found Japa's code and turned it on.  Day/Night cycles work pretty well at the moment:
Spoiler: day/night (click to show/hide)
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.

So freakin pretty
Title: Re: Stonesense: New official thread.
Post by: Funslayer on December 01, 2012, 06:59:45 pm
does stonesense work with adv mode?
EDIT:Also does it work in real time or is it just a screenshot visualizer thing.
Title: Re: Stonesense: New official thread.
Post by: Caldfir on December 01, 2012, 07:29:16 pm
does stonesense work with adv mode?
EDIT:Also does it work in real time or is it just a screenshot visualizer thing.
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). 

Always working at making things better though.  The current main goal is to get things running faster and more reliably.  I've been working through the map loader and fixing up things for the past little while; its a process. 
Title: Re: Stonesense: New official thread.
Post by: Funslayer on December 01, 2012, 07:32:38 pm
so i can move my character and attack and stuff while stonesense is running?
Title: Re: Stonesense: New official thread.
Post by: Greiger on December 01, 2012, 07:37:39 pm
Yea, but if you are asking if you can control it all from stonesense you can't. 

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.
Title: Re: Stonesense: New official thread.
Post by: Funslayer on December 01, 2012, 07:40:06 pm
Yea, but if you are asking if you can control it all from stonesense you can't. 

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.
OHHH i get it now.
thanks for the help everyone.
Title: Re: Stonesense: New official thread.
Post by: dennislp3 on December 03, 2012, 09:34:47 am
I used to play DF through stonesense...it works out pretty well if you have 2 monitors.
Title: Re: Stonesense: New official thread.
Post by: Caldfir on December 05, 2012, 10:33:49 pm
Alright, well I feel like I should post something, if for no other reason than to let people know that work is getting done. 

Spoiler: take a look (click to show/hide)

As you can see from the debug display in the top-left, draw times are way down due to recent changes.  The bottleneck is now (at least for large map sections) in the map read and beautification steps, and working on getting that lower is ongoing.  Not the most exciting stuff to see put in screenshots, but trust me when I say you'll notice the changes in the next release!
Title: Re: Stonesense: New official thread.
Post by: Caldfir on December 09, 2012, 03:13:44 am
OK, draw times and load times are way down, and things are getting a lot more stable.  I played around 30 minutes of adventure mode with stonesense loaded up, and nothing crashed, so that's good. 

There are a couple of loose ends with some unloaded materials in a few corner-cases showing up as pinktiles, and bridges acting strange, but that's just a bump in the road compared to the overhaul of the map reader I did last week. 

A crash relating to material spatters prompted me to clean up how they work a bit, as well as handle the case of "evil blood snow":

Spoiler: the snow stops (click to show/hide)

So now what it does is choose to draw blood/water/vomit/whatever pools or snow/dust/bloodsnow/whatever piles, depending on which one is more plentiful, and tints the result based on relative abundance.  My first test with this I thought it was broken because nothing changed when the blood started to rain - it was only afterward that I realized it was raining crab-man ichor, which is supposed to be white. 

(It already did all this with the pools of blood, just blood snow was being strange)
Title: Re: Stonesense: New official thread.
Post by: Lac on December 09, 2012, 12:35:47 pm
"[then] I realized it was raining crab-man ichor, which is supposed to be white."; that made me chuckle
Title: Re: Stonesense: New official thread.
Post by: Rose on December 09, 2012, 01:24:47 pm
I need to make a fort in a place that snows troll blood.
Title: Re: Stonesense: New official thread.
Post by: Caldfir on December 10, 2012, 06:11:33 am
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:
Spoiler (click to show/hide)
Hit 'p' to cycle through [no indicators] [icon indicators] [colored name indicators]. 

Also added text-based job displays:
Spoiler (click to show/hide)
Hit 'j' to toggle job display.
Title: Re: Stonesense: New official thread.
Post by: EmeraldWind on December 10, 2012, 04:50:37 pm
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:
Spoiler (click to show/hide)
Hit 'p' to cycle through [no indicators] [icon indicators] [colored name indicators].

Cool! Though I rarely have a problem of naked dwarves claiming to be undead, usually they claim to be mayor... :P
Title: Re: Stonesense: New official thread.
Post by: Raul on December 10, 2012, 05:46:34 pm
Sweet, I really like the text-based job displays!
Title: Re: Stonesense: New official thread.
Post by: Caldfir on December 12, 2012, 03:09:44 am
so these are working again... kinda... tall megashots (http://tnypic.net/rezg3.png) (ctrl+shift+f5)

If the zoom is set too high they tend to crash trying to allocate space for the image or something.  Not a lot I can do about that except complain about allegro or opengl.  Gonna try to play with some options to maybe make them a bit safer to use though (have it guess that what you're trying to do will cause a crash and just abort it) since I don't want people's games being interrupted by crashing screenshots.

update1: Today I got dynamic keybinding for all keyboard actions working.  Just a text file so no GUI or anything, but you can remap stuff to whatever you want now.  Mouse events are probably going to stay hardcoded, since I can't think of any reason to remap any of those,  except maybe the mouse wheel. 

update2: Got an onscreen display of loaded keybindings.  Default key is '/' or '?':
Spoiler (click to show/hide)
Title: Re: Stonesense: New official thread.
Post by: sibelius on December 13, 2012, 08:44:19 pm
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.
Title: Re: Stonesense: New official thread.
Post by: Caldfir on December 14, 2012, 12:22:56 am
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]".
Title: Re: Stonesense: New official thread.
Post by: Rose on December 14, 2012, 12:27:27 am
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.
Title: Re: Stonesense: New official thread.
Post by: sibelius on December 14, 2012, 02:01:34 am
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.


Where are the screenshots located? I can't seem to find them(sorry).
Title: Re: Stonesense: New official thread.
Post by: Rose on December 14, 2012, 02:02:14 am
in your DF directory.
Title: Re: Stonesense: New official thread.
Post by: Caldfir on December 14, 2012, 03:19:15 pm
Alright, took a bit of rewiring, but I got non-square-region large screenshots working properly.  Before they were displaying on the screen very wide and clipping on the edges and all kinds of bad stuff. 

not anymore though (http://tnypic.net/zzt96.png)
Title: Re: Stonesense: New official thread.
Post by: Greiger on December 14, 2012, 03:23:53 pm
I think I just saw catdog in that screenshot.   I also might be playing too much Guild Wars 2 because I also think I saw a Dolyak.

And very nice, stonesense behaving strangely for non square embarks was my entire reason for always being a square.
Title: Re: Stonesense: New official thread.
Post by: Chezzo on December 14, 2012, 11:27:05 pm
I think Stonesense is really great! I want to contribute. I saw a long time ago, you said Stonesense couldn't distinguish between items, like a wood is a stone is a gem. Is that still the case? I could do us up some goods.

Can you distinguish between buildings? I could do some of them too.
Title: Re: Stonesense: New official thread.
Post by: Rose on December 15, 2012, 12:00:15 am
That's old news. We can distinguish between any item right now, but just not between the same item of different materials, like bags and chests are the same item, just different materials. The main thing missing right now is creature sprites. there are so many creatures, we don't have sprites for half of them.

My best advice is just play with it, and use it, and when you see something you don't like or that's missing, then you fix it.
Title: Re: Stonesense: New official thread.
Post by: WillowLuman on December 15, 2012, 02:45:55 am
Just got back from seeing  the Hobbit, must make megaproject now. Freaking Erebor...
Title: Re: Stonesense: New official thread.
Post by: Chezzo on December 15, 2012, 07:46:16 am
Hey great! Every item I have is a little bar. Every workshop is a yellow square. Is that not what you guys have? Am I missing someone's tiles somewhere?

Here's the first draft of what I came up with when I thought every workshop had to be the same.

(http://www.chezzo.com/wp-content/uploads/2012/12/workshop.png)
Title: Re: Stonesense: New official thread.
Post by: Rose on December 15, 2012, 07:57:00 am
Which version of stonesense do you have? And is it installed right?

Because this is what it's meant to look like:

Spoiler (click to show/hide)
Shown here are lots of dorfs, items in stockpiles, and workshops.
Title: Re: Stonesense: New official thread.
Post by: Chezzo on December 15, 2012, 10:20:06 am
Hey, awesome! I reinstalled and see everything now. I'm'nna go make some creatures then. I'll have to play a lot more to find some that aren't tiled yet!
Title: Re: Stonesense: New official thread.
Post by: Rose on December 15, 2012, 10:23:27 am
Or you can just go into arena mode and try different ones.

Keep in mind that creatures can be colored according to what they're colored by in DF, and that they can have more detailed tiles that you see when you zoom in.

Spoiler: Example of both. (click to show/hide)
Title: Re: Stonesense: New official thread.
Post by: Chezzo on December 15, 2012, 11:04:52 am
Oh wow, cool! Is there any way to set icons for 32x32, 64x64, and 128x128? Or does Stonesense do it automatically from one tile? Those are incredible, and I will absolutely do at least 64x64, but looking at the dwarves at 32x32, they could use some more contrast.

But hey, I see a lot of stuff on there that isn't zoomed in! I've got my work cut out for me.
Title: Re: Stonesense: New official thread.
Post by: Rose on December 15, 2012, 11:08:41 am
Yeah, the way it works is you just make the tiles in whatever size, and tell stonesense that they're resized, then stonesense just scales them down or up.
Title: Re: Stonesense: New official thread.
Post by: EmeraldWind on December 16, 2012, 04:20:03 am
 :-\
When choosing a color for custom Stonesense sprites how does Stonesense handle descriptor patterns?

The Readme doesn't say anything about it and I can't tell if it is simply using the professional color as a default in that case of if it is picking weird colors.

Though that said will Stonesense ever work with descriptor patterns? It would be cool if I could not only could color some subsprites using the colors in the descriptor pattern, but also if I could change the sprite if it was a different pattern.

IE: I have a creature that is either red with blue spots or green with red stripes. The first color could be the same sprite for both and get colored accordingly, but the second sprite is determined by the pattern (STRIPES gives you one sprite and SPOTS gives you the other) which is then colored by the second listed color in the descriptor pattern.

But I guess this would require some additions to the xml... like pattern as an attribute for checking to see if it draws or not (which would work like all the other subsprite checks I guess  ???). But choosing which color to use would be tougher as the raws don't label them in any unique way. 
Title: Re: Stonesense: New official thread.
Post by: Rose on December 16, 2012, 05:23:59 am
Right now, DFhack cannot read patterns, and thus stonesense as well. Until DFhack gets that ability, stonesense won't be able to read patterns at all.
Title: Re: Stonesense: New official thread.
Post by: urmane on December 16, 2012, 10:15:50 am
Got stonesense working on my Gentoo linux box.  Wasn't allegro libs at all - there's a "Cannot load libjpeg.so.62" error in the gamelog.  I saved my game, quit out, and from the DF base directory did

Code: [Select]
cd stonesense/deplibs
ln -s /usr/lib/libjpeg.so.8.0.2 libjpeg.so.62

That's my latest jpeg library ("ls -l /usr/lib/libjpeg*").
Title: Re: Stonesense: New official thread.
Post by: Urdothor on December 16, 2012, 11:05:48 pm
Um errors when trying to use stonesense:
 
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: 800, 600
Title: Re: Stonesense: New official thread.
Post by: Rose on December 16, 2012, 11:18:06 pm
First two are just reminders that some buildings need their own sprites.

The last one is not even that, just info.
Title: Re: Stonesense: New official thread.
Post by: Sappho on December 17, 2012, 12:07:18 pm
I want to take a shot of the whole map but I keep getting the error "failed to take large screenshot; try zooming out or using software mode". What's going on?

Also, is there a way to turn off the fog when you have a lot of z-levels showing? I'm trying to take a shot of my tower but you can hardly make anything out below the top few levels.

Thanks!
Title: Re: Stonesense: New official thread.
Post by: Rose on December 17, 2012, 01:03:08 pm
you zoom with the , and . keys, and software mode isn't worth dealing with, it's hell slow.

Also large screenshots automatically don't have fog.
Title: Re: Stonesense: New official thread.
Post by: Sappho on December 17, 2012, 02:15:46 pm
Yes, but why am I getting this error? I can't get the program to do a full screenshot of the map (any "large screenshot" basically). The normal screenshots have fog. Zooming doesn't make any difference, it still won't take the screenshot. I don't even know what software mode is, but I'd try it if it would work - how do I do that?
Title: Re: Stonesense: New official thread.
Post by: Rose on December 17, 2012, 02:23:05 pm
You get the error because the large screenshot is too big for your videocard to handle, plain and simple. there's nothing we can do about it. If you zoom out enough, you will be able to take the screenshot, but it might be, well, zoomed out.

Also, you can open the init.txt in the stonesense folder, and there there's options for fog color and transparency.
Title: Re: Stonesense: New official thread.
Post by: Sappho on December 17, 2012, 02:27:01 pm
Seriously? I've got a pretty high-end video card. That's crazy. The shot I'm trying to take isn't *that* big or detailed...

I guess I'll just turn off the fog and do it that way. Thanks for the info anyway.
Title: Re: Stonesense: New official thread.
Post by: Rose on December 17, 2012, 02:41:04 pm
You can try changing it to software in the same settings file, which will let you do the full shot, but it will be rather slow.
Title: Re: Stonesense: New official thread.
Post by: Urdothor on December 17, 2012, 09:46:12 pm
Well, which shops need their own sprites?

I could draw some up for myself if I knew which ones they were.

But they'd still need the .xml file(I think that's what the extension is) though wouldn't they.
Title: Re: Stonesense: New official thread.
Post by: Rose on December 17, 2012, 09:58:29 pm
only thing I know of right now that doesn't have a sprite is the traction bench.
Title: Re: Stonesense: New official thread.
Post by: Urdothor on December 17, 2012, 10:04:01 pm
Alright... That's not to necessary.
Thanks.
Title: Re: Stonesense: New official thread.
Post by: Chezzo on December 18, 2012, 08:45:53 am
Nevermind! I saw the below message, found Sprite Making.txt, and I can do this way better.
Title: Re: Stonesense: New official thread.
Post by: Rose on December 18, 2012, 09:11:06 am
Actually, the trees stonesense uses right now are multi-tile, so you may want to draw them bigger.

Basically, you divide the tree into cubes, and set up the XML for them, and stonesense puts the tree pieces together as well as it can, with the tree being cut if anything's in the way, this way you we have much better looking forests, and, as a bonus, if you do it right, they will be able to be used in the next DF version that has multi-tile trees from the game itself.
Title: Re: Stonesense: New official thread.
Post by: Greendogo on December 19, 2012, 03:10:29 am
Is there a way to only display the tool-tips above the dwarves when you have your cursor within a certain radius of them?  (if not, that would be really handy!)
Title: Re: Stonesense: New official thread.
Post by: Rose on December 19, 2012, 03:11:49 am
Not currently, but the tooltips can be toggled. That is a good thing to implement, though.
Title: Re: Stonesense: New official thread.
Post by: arclance on December 24, 2012, 12:29:54 pm
Stonesense is crashing on startup for me on Linux.
Here is a bactrace of the crash.
Code: [Select]
[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?
Title: Re: Stonesense: New official thread.
Post by: Caldfir on December 24, 2012, 01:57:28 pm
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). 

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). 

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). 

Also, if you DO figure it out, be sure to post the solution here for future reference :)
Title: Re: Stonesense: New official thread.
Post by: Rose on December 24, 2012, 02:06:11 pm
Also, if you DO figure it out, be sure to post the solution here for future reference :)

Nah, the cool kid thing to do is to edit your post to just say "Nevermind, got it working."
Title: Re: Stonesense: New official thread.
Post by: arclance on December 24, 2012, 02:17:49 pm
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. 
Yes the Linux version includes allegro libraries since many Linux distros don't have a new enough allegro package to install them.
Allegro is definitely there and loaded, the backtrace is saying that allegro was involved in what went wrong in some way.
Before stonesense was moved to dfhack you had to build stonesense yourself on Linux and I had to build allegro for that back then.
This actually looks like it is a bug in allegro or the way allegro is being used since it is crashing when it tries to split of into another thread.
I don't know if changing to a newer version would help but I would have to build a new version of allegro and dfhack myself to do that.
I have a VM setup to build dfhack and stonesense but I am not sure how I would tell it to use a different version of allegro than the one in the stonesense repository.

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.
The only way I knew it had crashed was by running dfhack through gdb to determine if it crashed or failed in some other way.

stderr.log
Code: [Select]
Command: [stonesense]
Adding command to history
Saving history
Running command
Invoking: stonesense

stdout.log
Code: [Select]
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

No stonesense.log was created.

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.
It was my first guess but that was not it.

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). 

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.
Title: Re: Stonesense: New official thread.
Post by: arclance on December 24, 2012, 04:45:48 pm
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.
Building with allegro 5.0.8 works on my 32bit Debian Testing (with allegro from Unstable) VM.
Debian has no gcc-4.5 so I used gcc-4.7 and deleted the conflicting library included in Dwarf Fortress.
It starts on my 64bit Host (mostly Debian Unstable) if I add the deplibs folder manually using the 32bit allegro libs from the build machine but I just get a window filled with a light blue color.
(http://t.imgbox.com/acbzNubd.jpg) (http://imgbox.com/acbzNubd)
With VERBOSE_LOGGING on this is where it stops working.
Code: [Select]
[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.

I get this crash if I start stonesense stop it and start it again in the same dfhack instance using [RENDERER:OPENGL].
Code: [Select]
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.

I can build with gcc-4.5 on a xubuntu 11.10 VM but I would have to build allegro 5.0.8 there since it only has a allegro 4.2 package.
Title: Re: Stonesense: New official thread.
Post by: arclance on December 24, 2012, 10:04:07 pm
I can't run debuggers on it in my 32bit VM though because they fail with this error.
Code: [Select]
setarch: symbol lookup error: ./hack/libdfhack.so: undefined symbol: _ZTV8renderer
This looks like a problem with dfhack though.
Title: Re: Stonesense: New official thread.
Post by: Caldfir on December 25, 2012, 03:13:42 am
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.  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. 

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. 

And if all that fails then... yeesh I dunno, I guess allegro hates your system?  I'll think about this. 
Title: Re: Stonesense: New official thread.
Post by: arclance on December 25, 2012, 09:49:01 am
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.

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.
It also works with [RENDERER:OPENGL] in my 32bit VM but not in my 64bit install.

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. 

And if all that fails then... yeesh I dunno, I guess allegro hates your system?  I'll think about this.
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.
Title: Re: Stonesense: New official thread.
Post by: arclance on December 25, 2012, 10:52:28 pm
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.
I built this branch of stonesense (https://github.com/JapaMala/stonesense) and it still crashes after starting stonesense a second time.
It have seen two different types of crashes so far.
Backtrace 1 (https://dl.dropbox.com/u/69178231/dfhack/bugs/stonesense_runtwice_crash_32bit_allegro_debug_peterix.txt) | Backtrace 2 (https://dl.dropbox.com/u/69178231/dfhack/bugs/stonesense_runtwice_crash_32bit_allegro_debug_peterix_double_free.txt)
The second one can happen any time after you send the second "stonesense" command, the first one sometimes happens instead when interacting with the stonesense window.
I made a debug build of allegro before I got those backtraces so hopefully they should be useful.

There is clearly something wrong on the second run you can see varying degrees of image corruption the second time you launch stonesense.
(https://dl.dropbox.com/u/69178231/dfhack/bugs/stonesense_secondrun_small.png) (https://dl.dropbox.com/u/69178231/dfhack/bugs/stonesense_secondrun.png)
This is the worst I have seen so far.

[RENDERER:OPENGL] still does not work on my 64bit system though.
Title: Re: Stonesense: New official thread.
Post by: Caldfir on December 26, 2012, 10:15:40 am
@arclance

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?

Title: Re: Stonesense: New official thread.
Post by: arclance on December 26, 2012, 10:55:13 am
@arclance

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. 
I 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".
Japa pulled in your branch 8 days ago that was the last thing he did to it.

Backtrace 1 never happened to me with the older "git://github.com/peterix/stonesense.git" just the newer "git://github.com/JapaMala/stonesense.git".

Backtrace 2 sounds like a memory corruption problem but I don't know much more than how to take these backtraces.
It seems to indicate to me that stonesenes is not clearing the memory it used the first time it was closed and is then writing to the same area again which is causing the data to become corrupted.

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.

I just get a black window when running stonesense without a map loaded.
I did get this crash when closing dwarf fortress after doing that though.
Code: [Select]
./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.
Title: Re: Stonesense: New official thread.
Post by: arclance on December 26, 2012, 01:52:46 pm
@arclance

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. 
I 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".
It turns out that is not enough since the default HEAD is not the master branch.
I tried changing the branch but is seemed to merge the old and new code instead of overwriting the old code.
Any idea what the correct way to change the branch is?

Ignore that as well Japas repo got corrupted when he merged your branch into his.
It is full of stuff like this.
Code: [Select]
<<<<<<< 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 did finally find good instructions on working with submodules though. (http://chrisjean.com/2009/04/20/git-submodules-adding-using-removing-and-updating/)
Title: Re: Stonesense: New official thread.
Post by: arclance on December 26, 2012, 03:20:03 pm
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.
Code: [Select]
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.
Title: Re: Stonesense: New official thread.
Post by: Rose on December 26, 2012, 06:16:52 pm
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.
Title: Re: Stonesense: New official thread.
Post by: arclance on December 26, 2012, 08:46:01 pm
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.
Code: [Select]
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
Title: Re: Stonesense: New official thread.
Post by: Rose on December 26, 2012, 08:57:06 pm
Yeah, I've been fiddling with it, and it wasn't working when I posted that.

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.
Title: Re: Stonesense: New official thread.
Post by: arclance on December 26, 2012, 09:01:56 pm
Yeah, I've been fiddling with it, and it wasn't working when I posted that.

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.
I will try again but I think it was a little less than two hours ago.
Title: Re: Stonesense: New official thread.
Post by: Rose on December 26, 2012, 09:13:59 pm
It's likely that you still have the commits that I got rid of.

browse to the stonesense folder with the git shell, and do "git reset --hard origin/master" to get rid of them. It /should/ work.
Title: Re: Stonesense: New official thread.
Post by: arclance on December 26, 2012, 09:38:12 pm
It's likely that you still have the commits that I got rid of.

browse to the stonesense folder with the git shell, and do "git reset --hard origin/master" to get rid of them. It /should/ work.
I did a
Code: [Select]
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.
Code: [Select]
[ 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
Title: Re: Stonesense: New official thread.
Post by: Rose on December 26, 2012, 09:45:56 pm
Did it give any error messages when it pulled?
Title: Re: Stonesense: New official thread.
Post by: arclance on December 26, 2012, 09:47:14 pm
No it did not.
Title: Re: Stonesense: New official thread.
Post by: Rose on December 26, 2012, 09:52:55 pm
wait, didn't look at the error correctly.

Where did you pull DFhack from?

Stonesense needs the latest Dfhack and Df-structures from Angavrilov's branch.
Title: Re: Stonesense: New official thread.
Post by: arclance on December 26, 2012, 09:57:36 pm
wait, didn't look at the error correctly.

Where did you pull DFhack from?

Stonesense needs the latest Dfhack and Df-structures from Angavrilov's branch.
I pulled it from the stable peterix branch.
I have never even heard of Angavrilov's branch.
I will try again using that branch.
Title: Re: Stonesense: New official thread.
Post by: Rose on December 26, 2012, 10:05:01 pm
Yeah, peterix's branch is waaaay out of date.
Title: Re: Stonesense: New official thread.
Post by: arclance on December 26, 2012, 10:13:40 pm
I have not started building yet but I have to wonder why angavrilov's branch pulls in peterix's df_structures?
Code: [Select]
[submodule "library/xml"]
path = library/xml
url = git://github.com/peterix/df-structures.git
Title: Re: Stonesense: New official thread.
Post by: arclance on December 26, 2012, 10:21:05 pm
Okay it makes it farther before it fails with angavrilov's branch of dfhack and df_structures.
Code: [Select]
[ 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]
Title: Re: Stonesense: New official thread.
Post by: Rose on December 26, 2012, 10:21:36 pm
df-structures is the core that DF is based on, it's what says which parts of Df are what. it's needed.
Title: Re: Stonesense: New official thread.
Post by: arclance on December 26, 2012, 10:23:34 pm
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.
Title: Re: Stonesense: New official thread.
Post by: Rose on December 26, 2012, 10:28:16 pm
It's supposed to be using his branch.

As for the other error, if that's the only one, then congrats, we're down to platform inconsistencies.
Title: Re: Stonesense: New official thread.
Post by: arclance on December 26, 2012, 10:35:15 pm
It's supposed to be using his branch.

As for the other error, if that's the only one, then congrats, we're down to platform inconsistencies.
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.
That is the only error unless there are more that show up later in the build.
Title: Re: Stonesense: New official thread.
Post by: Rose on December 26, 2012, 10:52:18 pm
Manually going into library/xml and updating from angavrilov's df-structures branch is usually needed, but you seem fine.

As for the error, it's because you compiler disallows some things that other compilers do.

I pushed a possible fix to it, but I can't test it because my compiler doesn't give the error. try now.
Title: Re: Stonesense: New official thread.
Post by: arclance on December 26, 2012, 11:23:46 pm
It builds now but it crashes just after showing "starting up".
Code: [Select]
./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
Title: Re: Stonesense: New official thread.
Post by: Rose on December 26, 2012, 11:29:08 pm
Now I really don't know what's up.
Title: Re: Stonesense: New official thread.
Post by: arclance on December 26, 2012, 11:41:19 pm
The stonesense window (the part it draws to) is not attached to the rest of the window when this happens if that helps.
It also happens with [RENDERER:SOFTWARE].
Title: Re: Stonesense: New official thread.
Post by: Rose on December 27, 2012, 04:36:35 am
The stonesense window is never attached to the main window. it's totally separate.

Do any other Dfhack things work?
Title: Re: Stonesense: New official thread.
Post by: arclance on December 27, 2012, 08:31:02 am
The stonesense window is never attached to the main window. it's totally separate.

Do any other Dfhack things work?
That is not what I mean, it is not attached to its window decorations, normally it is even when it crashes.

Other dfhack things work at at least the ones I tested.
Code: [Select]
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?
Title: Re: Stonesense: New official thread.
Post by: Rose on December 27, 2012, 09:40:04 am
Okay, so we know it's not a DFhack problem.

Other than that, I have no idea, really.
Title: Re: Stonesense: New official thread.
Post by: icosahedron on December 27, 2012, 08:53:14 pm
When i open stonesense a new window appear and stay blank or with some other elements of screen.

On the terminal i am using archlinux, and latest versions of dfhack and df.

Code: [Select]
[DFHack]# ssense
Stonesense launched
Using allegro version 5.0.5 r1

I tried replacing allegro libs from stonesense with the ones from /usr/lib but still not working.

any ideia?
Title: Re: Stonesense: New official thread.
Post by: arclance on December 29, 2012, 10:05:27 pm
Okay, so we know it's not a DFhack problem.

Other than that, I have no idea, really.
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.
Code: [Select]
./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.

This was not in a VM so maybe it will be more helpful.

@ icosahedron
That is basically what I see on my 64bit machine with the stable build from the dfhack thread.
Title: Re: Stonesense: New official thread.
Post by: icosahedron on December 30, 2012, 05:20:31 am
@ icosahedron
That is basically what I see on my 64bit machine with the stable build from the dfhack thread.

Oh. I am also using 64 bits.

So, stonesense doesnt work on 64bits?
Title: Re: Stonesense: New official thread.
Post by: Rose on December 30, 2012, 05:46:06 am
There's a load of 32bit libs you need to install, and not all of them are available on the latest ubuntu. don't know about other distros
Title: Re: Stonesense: New official thread.
Post by: Caldfir on December 30, 2012, 10:17:26 am
@arclance:

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)
Title: Re: Stonesense: New official thread.
Post by: arclance on December 30, 2012, 03:30:21 pm
@arclance:

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. 
Okay I will try that in a moment.

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 on my 64bit computer but I just get a black window without the logo and text.
Title: Re: Stonesense: New official thread.
Post by: arclance on December 30, 2012, 04:23:30 pm
@arclance:

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. 
Okay I will try that in a moment.
It does not crash anymore with that change but it still only gives me a blue window on my 64bit computer.
It works very slowly on my 32bit VM.
Title: Re: Stonesense: New official thread.
Post by: arclance on December 30, 2012, 05:59:39 pm
I turned on [LOG_IMAGECACHE:YES] and I can see at least part of the reason OPENGL mode is not working on my 64bit computer.
It never adds anything to the texture to send to the GPU, it just makes this.
(http://t.imgbox.com/acq2MT8a.jpg) (http://imgbox.com/acq2MT8a)

Using SOFTWARE mode it does add things to the texture and I get this.
(http://t.imgbox.com/admoEbCI.jpg) (http://imgbox.com/admoEbCI)
The sprites show up in SOFTWARE mode on my 64bit machine but the interface (text and cursor) does not.
Title: Re: Stonesense: New official thread.
Post by: arclance on January 02, 2013, 05:39:02 pm
Okay I figured out why the stable stonesense stopped working on my 64bit computer.
Debian changed the function of the "libgl1-nvidia-glx-ia32" package from
Code: [Select]
These binary 32-bit libraries provide optimized hardware acceleration of OpenGL applications via a direct-rendering X Server.
to
Code: [Select]
This 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 encourage force people to switch to multiarch and I did not notice.
Since the package now does not install anything it broke 32bit opengl on my system when I updated at some point.
I managed to get my system migrated to multiarch without breaking it though it took four hours.
I was able to install "libgl1-nvidia-glx:i386" after that and stonesense started working again.

The reason this was hard to diagnose was because allegro did not throw an error when it tried to use the 64bit opengl on my system but instead just went along without protest.

This does not fix the crash in the new stonesense I get on Linux.
It does show something if I do this
You can try commenting out line 724 of SegmentProcessing.cpp (addSegmentExtras(segment);) to see if it runs.
though the result is a bit buggy.
Mostly just the Dwarf sprites are prone to corruption or go missing for some of the Dwarves but not all of them.
Title: Re: Stonesense: New official thread.
Post by: atat on January 09, 2013, 03:14:22 pm

I'm getting the error (Both files are in proper location)

Cannot load image: stonesense\vegetation\DT_trees\trees.png
Failure in reading stonesense\vegetation\Dt_trees\dt_trees.xml
Stonesense shutdown.

Title: Re: Stonesense: New official thread.
Post by: Caldfir on January 10, 2013, 07:36:37 am
@atat

What OS are you using? Have you modified any of your xml files, or otherwise done anything that isn't identical to the download version?  Have you ever had stonesense running in the past?

First thing to try: go to stonesense/vegetation/index.txt and comment out the line referencing dt_trees.xml and try running stonesense.  If you still get a shutdown, that means the image loading is somehow failing, if you don't get a shutdown, then you have a problem with just that one file.  If you're using linux, everything is case-sensitive so be careful for that stuff.  Other than that, you can try going in to init.txt and switching your renderer to OPENGL or SOFTWARE and see if either of those are working. 

@arclance

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. 
Title: Re: Stonesense: New official thread.
Post by: arclance on January 10, 2013, 04:51:25 pm
@arclance

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.
Hopefully someone who works on dfhack will figure it out when they get to testing things for the next release.
Otherwise it is likely it will just crash for a lot of people on Linux as far as I can tell since this still happens with the new stonesense even after I fixed my opengl.
Code: [Select]
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.
(http://t.imgbox.com/ace15UUc.jpg) (http://imgbox.com/ace15UUc)
Title: Re: Stonesense: New official thread.
Post by: Caldfir on January 11, 2013, 12:41:18 am
@arclance

Had an idea about what the problem might be - new version available in my repo might solve it. 
Title: Re: Stonesense: New official thread.
Post by: arclance on January 11, 2013, 05:54:54 pm
@arclance

Had an idea about what the problem might be - new version available in my repo might solve it.
That did not fix it just changed the crash a little.
It crashes in two ways.
Code: [Select]
./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.
Title: Re: Stonesense: New official thread.
Post by: arclance on January 11, 2013, 05:55:23 pm
Second crash, it was to big for my last post.
Code: [Select]
./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.
Title: Re: Stonesense: New official thread.
Post by: Rose on January 20, 2013, 05:17:02 pm
Adding some new stuff. Next version will have properly working farm plots and wells.

(http://i.imgur.com/OlqNjyP.png)
(http://i.imgur.com/kXQ0Y.png)
Title: Re: Stonesense: New official thread.
Post by: thepodger on January 22, 2013, 06:40:51 pm
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.
Title: Re: Stonesense: New official thread.
Post by: Rose on January 22, 2013, 07:40:21 pm
It's very much a possibility. It just requires somebody that both knows how to do it and wants to do it.
Title: Re: Stonesense: New official thread.
Post by: arclance on January 22, 2013, 08:11:29 pm
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.
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.
The source code for the interface is available for Linux and that was the starting point for the project.
There was a working replacement renderer for v31.25, the plan is to do a whole new interface next.
Title: Re: Stonesense: New official thread.
Post by: falconne on January 22, 2013, 10:41:36 pm
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.

It's a project I want to look at in the near future. It's entirely feasible, but will require a lot of time commitment.
Title: Re: Stonesense: New official thread.
Post by: Shokujin on January 26, 2013, 05:36:07 am
The well is much improved!
I recall have been slow before see the animation of the bucket in game.
Title: Re: Stonesense: New official thread.
Post by: Whiplash on January 28, 2013, 03:11:19 pm
Stonsense/dfhack crash my DF every time I load it up. The error log from dfhack and stone sense just say shit like this:

Cannot load image: stonesense\creatures\beefmo_subterranean.png
Cannot load image: stonesense\creatures\beefmo_subterranean.png
Cannot load image: stonesense\creatures\beefmo_subterranean.png
Cannot load image: stonesense\creatures\beefmo_subterranean.png
Cannot load image: stonesense\buildings\workshop.png
stonesense\buildings\Press.xml: <building> Failed while parsing sprite node: building (Line 2)
Failure in reading stonesense\buildings\Press.xml
Cannot load image: stonesense\buildings\include\..\workshop.png
stonesense\buildings\Soapmakers.xml: <building> Failed while parsing sprite node: building (Line 4)

There's a lot more to it but it's all similar.

No I haven't done anything to any of the files, no there's nothing wrong with libpng, yes I've redownloaded and replaced the files numerous times from the link on the repository. The last thing I did before this started happening was trying to fullscreen stonesense and it going batshit insane when trying to maximize and crashing. Ever since then it does nothing but crash because supposedly it can't load perfectly fine images and xmls. Stonesense doesn't crash when I load it at the main DF screen either, it only crashes when loading a fort (any fort) or already playing a fort.
Title: Re: Stonesense: New official thread.
Post by: Rose on January 28, 2013, 10:42:05 pm
How much video ram do you have? That could be an issue.

If it's a small amount, there's some stuff you can disable.
Title: Re: Stonesense: New official thread.
Post by: Caldfir on January 29, 2013, 05:47:05 am
@Whiplash

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. 
Title: Re: Stonesense: New official thread.
Post by: Caldfir on January 29, 2013, 11:36:27 am
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). 

Spoiler (click to show/hide)

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. 
Title: Re: Stonesense: New official thread.
Post by: WillowLuman on January 29, 2013, 01:21:41 pm
They're all so piratey! What are they wearing on their heads?
Title: Re: Stonesense: New official thread.
Post by: Whiplash on January 29, 2013, 06:35:22 pm
@Whiplash

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.
It 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.
Title: Re: Stonesense: New official thread.
Post by: Kaos on January 29, 2013, 10:18:59 pm
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). 

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.
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.

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!!!
Title: Re: Stonesense: New official thread.
Post by: WillowLuman on January 29, 2013, 10:49:28 pm
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). 

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.
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.

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!!!

I think that 3rd face is just a dwarven adventurer.
Title: Re: Stonesense: New official thread.
Post by: Rose on January 29, 2013, 11:15:39 pm
yeah. due to size restrictions, everybody is the same height
Title: Re: Stonesense: New official thread.
Post by: thepodger on January 30, 2013, 12:08:04 am
Them's some purty humans.
Title: Re: Stonesense: New official thread.
Post by: Whiplash on January 31, 2013, 01:05:01 pm
I'd just like to mention that I found a workaround to get stonesense working again by applying the large address aware tag to the DF executable. So no more crashes and I can use stonesense again which is nice.
Title: Re: Stonesense: New official thread.
Post by: Caldfir on February 01, 2013, 04:51:55 pm
Got some basic hair working, and finished up the missing headwear.  Here's a sample:

Spoiler (click to show/hide)

Next up is armor. 
Title: Re: Stonesense: New official thread.
Post by: Rose on February 01, 2013, 06:04:04 pm
Those mustaches.

Magnificent.

And I see the phantom of the operah there.
Title: Re: Stonesense: New official thread.
Post by: Kaos on February 01, 2013, 08:56:50 pm
Spoiler (click to show/hide)
Is that naked human named Quagmire? gigidy!
Title: Re: Stonesense: New official thread.
Post by: WillowLuman on February 02, 2013, 03:52:41 pm
Spoiler (click to show/hide)
Is that naked human named Quagmire? gigidy!
Wrong hair color and has facial hair. Though, could be disguise. The chin seems about right...
Title: Re: Stonesense: New official thread.
Post by: therahedwig on February 03, 2013, 10:33:11 am
I finally finished these... after two years. The metamorphic ramps.

Spoiler (click to show/hide)

They were the big thing that was holding a Grim Dark 0.3 release back. I'm handig these over to Caldfir, because he was restructuring the xml.

I also set up a tumblr (http://ssgddevelopment.tumblr.com/), where I'll post screens and progress, and there's a taks list there that's hardwired to the tasklist in my thunderbird, so that updates live.
Title: Re: Stonesense: New official thread.
Post by: Solifuge on February 03, 2013, 03:56:05 pm
I was wondering why those just showed up in the Stonesense Dropbox. Those are looking great!

And the same goes for the humans,  of course. Love the Domino Mask.
Title: Re: Stonesense: New official thread.
Post by: therahedwig on February 06, 2013, 05:10:16 am
I was wondering why those just showed up in the Stonesense Dropbox. Those are looking great!

And the same goes for the humans,  of course. Love the Domino Mask.
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 :)

EDIT: Finished the multi-tile tree template as well.
Title: Re: Stonesense: New official thread.
Post by: Rose on February 06, 2013, 08:27:21 am
I've actually got a template setup for doing any stonesense object in 3d, ramps included. I can render out for you some sample ramps in any size if you want to try things out
Title: Re: Stonesense: New official thread.
Post by: therahedwig on February 06, 2013, 09:12:31 am
Yesplz.

The HD tiles are in 128x128 (compared to normal resolution of 32x32) but I work in 256x256.

It was also because solifuge had been making special ramps, but any kind of reference would be nice :3.
Title: Re: Stonesense: New official thread.
Post by: Rose on February 06, 2013, 11:07:09 am
Spoiler (click to show/hide)
Title: Re: Stonesense: New official thread.
Post by: Caldfir on February 07, 2013, 04:16:28 pm
still plugging along - just have chain armors left
Spoiler (click to show/hide)
need to do highlights on the armor as well, but after that we'll be on to weapons and the active pose

also Japa got wearable non-clothing items working (backpacks, rings, crowns, etc.) so there's something else to look forward to :)
Title: Re: Stonesense: New official thread.
Post by: buckets on February 07, 2013, 07:58:25 pm
*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.
Title: Re: Stonesense: New official thread.
Post by: EmeraldWind on February 07, 2013, 09:16:09 pm
Awesome guys! Awesome!

Thanks for all your hard work!
Title: Re: Stonesense: New official thread.
Post by: Rose on February 07, 2013, 09:23:11 pm
*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.
Title: Re: Stonesense: New official thread.
Post by: buckets on February 08, 2013, 01:25:36 am
*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.
Well that's even better.
Title: Re: Stonesense: New official thread.
Post by: Meph on February 08, 2013, 02:33:00 am
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?
Title: Re: Stonesense: New official thread.
Post by: Rose on February 08, 2013, 03:14:11 am
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?

Huh? what do you mean?
Title: Re: Stonesense: New official thread.
Post by: therahedwig on February 08, 2013, 09:58:35 am
I think he's referring to the fact that things like the new water, and the grass used to be off on default in previous releases.

Answer: No clue. It'll depend on what Caldfir will be doing with the XML. The (painted) HD terrain is far from ready for testing, so we won't see that for a while. The multi-tile trees require the next release before work will continue, and will probably be standard.

There's also a chance that the HD tiles will be completely separated from the pixel-tiles, and that the pixel-tiles will be standard(with down-ressed versions of the HD creatures to update the characters).
Title: Re: Stonesense: New official thread.
Post by: Meph on February 09, 2013, 04:13:40 am
I meant that there are quite a few textures in developement, screenshots being posted here, there is the stonesense repository with different downloads, for example beefmos animated cavern creatures, there are different resolutions available for different things...

I just wanted to know if the default download has all this, or if it can be improved, by adding things myself, additions that other people have uploaded for stonesense.
Title: Re: Stonesense: New official thread.
Post by: Rose on February 09, 2013, 04:28:16 am
Well things can always be improved. As for what will come with stonesense by default, well, the high res creatures will be in. Dunno what else.
Title: Re: Stonesense: New official thread.
Post by: Meph on February 09, 2013, 04:47:58 am
Ok. :) Just wanted to make sure that everything in my download package (which includes dfhack and with that stonesense as well) is up to date. Thanks :)
Title: Re: Stonesense: New official thread.
Post by: Itnetlolor on February 12, 2013, 11:07:03 am
Pardon my request, but I might actually take on making another airship in DF eventually (for real, this time); now that I got back into habitually playing DF again, and learned/developed a few new tricks I can use to make a bigger and more badass ship (mostly stuff to ensure I can keep at it, and speed up production, and ease up fortress management; while keeping it secure enough as I produce it).

Would it be too much trouble for anyone to make an alternative windmill and waterwheel graphics set to render them looking like propeller blades? And if possible, also make a backwards-compatible version (unless it uses the same image between versions) for the original Bloodifst. Unfortunately, I lack the pixel-art and isometric talent you guys have, to do it myself. I can wait; I don't need/want it immediately, so time's not a factor.

Everything else is looking great, BTW.
Title: Re: Stonesense: New official thread.
Post by: Rose on February 12, 2013, 11:14:38 am
I can do it, but it'd be 3d rendered, not pixel art.

If you're okay with that, then sure.
Title: Re: Stonesense: New official thread.
Post by: Itnetlolor on February 12, 2013, 11:17:31 am
I can do it, but it'd be 3d rendered, not pixel art.

If you're okay with that, then sure.
That can work too.
Title: Re: Stonesense: New official thread.
Post by: Rose on February 12, 2013, 11:21:15 am
Do you have an idea how you want them to look?
Title: Re: Stonesense: New official thread.
Post by: Itnetlolor on February 12, 2013, 11:40:52 am
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 2-frame limitations in the rendering. It also would look badass watching a dwarf dodge all those blades when doing maintainence.

Plus, with being a 5-point propeller blade, especially for the forward-thrust (waterwheel), I can also get away with making them look like a turbine system when stacking waterwheels horizontally, if I intend to (which can also work for anyone making dams with turbine power systems). If you feel fewer blades (or thicker-looking blades) would look better, then that can work as well.

I think having an easily-hidden endcap (looks normal at the end, or on it's own; but connected when linked) for them can also be something to consider, in case we want to stack the props, make them also look like they are fitted together with how the color blends together (a dull shade could work for pulling off the effect).

Spoiler: Reference pics (click to show/hide)

EDIT:

I hope they help.

EDIT EDIT:
I don't think it would be too hard to edit the sprite sheet to have one and the other (prop waterwheels and regular windmill; or vice-versa), so don't worry about making alternation versions. It should be as easy as a copy-paste edit for those that want one, over the other.
Title: Re: Stonesense: New official thread.
Post by: Rose on February 12, 2013, 11:53:05 am
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)
Title: Re: Stonesense: New official thread.
Post by: Itnetlolor on February 12, 2013, 11:55:47 am
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)
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.

EDIT:
Looking at the image again, it looks more like a windmill for catching wind, rather than a propeller blade that produces thrust. Unless you meant style of blade to render; then it does look less modern, and more to the theme of the times/era DF would be taking place.
Title: Re: Stonesense: New official thread.
Post by: Rose on February 12, 2013, 11:58:26 am
right now stonesense does 6 frames, though the mechanics only use two because it's a lot to draw.

Since I'm doing 3d rendering, number of frames isn't an issue.
Title: Re: Stonesense: New official thread.
Post by: therahedwig on February 12, 2013, 12:27:35 pm
Actually, if it's possible, 8 frames in general would be much more preferable than 6, for the sheer reason that animation tends toward multiples of 2. (2 being the two main states of the animation, the rest functioning as inbetween states. 8 is the avarage amount for a smooth walkcycle for example) only thing to think of is that Beefmo somehow managed to get 6 frame animation working, and I'm not sure we'd want to break compatability with that.
Title: Re: Stonesense: New official thread.
Post by: Rose on February 12, 2013, 01:14:50 pm
If I were to do more animation frames, it wouldn't be a locked number, it'd be variable, but would not be able to re-use frames.

right now, you just specify which frames of a 6 frame cycle a sprite is used for. What I would do is to just specify a number of frames in a row to use, and it'll use that.

Spoiler: Test (click to show/hide)
Title: Re: Stonesense: New official thread.
Post by: Itnetlolor on February 12, 2013, 02:31:34 pm
That actually looks pretty good. I can work with that. Looks like with enough horsepower behind it, it could push something relatively massive. Not to mention, it could still operate as a waterwheel as well, if in a turbine configuration (good for modern-builds of waterwheel powerplants; like something I would have made in the Fallout/Wasteland mod).
Title: Re: Stonesense: New official thread.
Post by: Rose on February 12, 2013, 03:15:17 pm
http://youtu.be/s14bFLgqzUI
Title: Re: Stonesense: New official thread.
Post by: Itnetlolor on February 12, 2013, 03:35:41 pm
http://youtu.be/s14bFLgqzUI (http://youtu.be/s14bFLgqzUI)
I like it. Keep up the good work.
Title: Noob question:
Post by: Timeless Bob on February 16, 2013, 06:27:07 pm
Where can I find the manual that lists all the commands for Stonesense and what they mean?  There are 308 pages in the old thread and (as of today) 42 pages in this new thread.  The DFhack thread refers to a command list that lists Stonesense, then a link right back here.  So where the hell do I find out how to use this excellent utility? It looks really nice - I have it enabled from the Masterwork Mod.

What I'd really like to know is:
A) In Fort mode, how do you get the overhead view of the entire fortress (like is shown in a few of the images)?
B) How do you "spin" the view so that surfaces hidden "behind" the current view can be seen?
C) In Adventure mode, how do you get the view to recenter on the adventurer instead of staying in one view/one level without hand-scrolling?
D) Does anyone know of a program that uses this one to create a map of in-game areas like Human towns?  (It's something I was thinking of doing by hand using Sketchup, but why reinvent the wheel? (Again)

My current OS is Windows 7, if that has any bearing on the commands used.

If there is a manual or something available, I'd suggest sticking it under a spoiler in the introduction post or at least leaving a link to wherever it actually is. 

Thank you in advance for any help you can offer.
Title: Re: Stonesense: New official thread.
Post by: Caldfir on February 16, 2013, 10:08:07 pm
@timeless

The listing of commands should be in the stonesense/readme.txt but I can list specifically what you've asked here:

A) <ctrl+F5> takes a full-fort screenshot, but I'm not 100% certain if that's working in the current release version of dfhack (r2) though I can verify that the upcoming version (r3) it will be working.  It tends to use a lot of video memory so save your fort before you do this (for convenience, dfhack has a "quicksave" feature) because it can cause crashes sometimes (though it tries to detect them).
B) <enter>
C) <f> should put you back on follow mode
D) You can use the <ctrl+F5> command in human towns, and it will load a pretty big section into the screenshot, but it won't be able to load the entire town at once (because DF doesn't).  Once again remember that this can cause instability. 

Also, one of the upcoming features in stonesense is configurable keybinds, so look forward to that in the next dfhack release. 
Title: Re: Stonesense: New official thread.
Post by: Caldfir on February 17, 2013, 08:38:23 pm
Got some directional support for the strange tiletypes that control tracks.  Stonesense should have tracks in the next release :)
Title: Re: Stonesense: New official thread.
Post by: Rose on February 18, 2013, 07:46:39 am
Also works on ramps
Spoiler (click to show/hide)
Title: Re: Stonesense: New official thread.
Post by: therahedwig on February 24, 2013, 08:08:27 am
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.
Title: Re: Stonesense: New official thread.
Post by: Rose on February 24, 2013, 08:17:22 am
I have something to greatly speed up work on ramp tracks, if you are interested.
Title: Re: Stonesense: New official thread.
Post by: therahedwig on February 24, 2013, 08:19:06 am
Always? :D
Title: Re: Stonesense: New official thread.
Post by: Rose on February 24, 2013, 08:35:11 am
It's a 3dsmax file. Give me 16 ramp images that, when rotated and stretched into a floor diamond shape, look like the tracks, and I can make a track ramp sheet instantly with them.
Title: Re: Stonesense: New official thread.
Post by: Itnetlolor on February 24, 2013, 12:56:48 pm
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.
☼_☼

Holy masterwork quality!!! That looks awesome. Loving all these updates going on. And I can bet the minecart track additions will help a bundle, especially where the ramps are concerned, seeing as in-game, they still look like ramps, and loo(k)ing at them is the only other way to tell them apart.
Title: Re: Stonesense: New official thread.
Post by: Batbuttz0r on February 24, 2013, 05:10:13 pm
imagine if someone donated 2 million dollars to this project - instead of that horrid waste of code Wasteland 2 is seeming to become.
Title: Re: Stonesense: New official thread.
Post by: Rose on February 25, 2013, 05:58:24 am
Always? :D

Here's a test
(http://i.imgur.com/lk6f9ai.png)
Title: Re: Stonesense: New official thread.
Post by: therahedwig on February 25, 2013, 06:01:38 am
I think, they'll need a little bit of after-work, to make em look a little more 3d, but I guess I should first make the tiles :)
Title: Re: Stonesense: New official thread.
Post by: Rose on February 25, 2013, 06:13:15 am
I could lovingly craft each one, but that'd take forever.
Title: Re: Stonesense: New official thread.
Post by: therahedwig on February 25, 2013, 06:15:20 am
Yeah, but I'll take care of that :)
Title: Re: Stonesense: New official thread.
Post by: Rose on February 25, 2013, 06:45:06 am
Hm, that might not be necessary. I'm trying something out.
Title: Re: Stonesense: New official thread.
Post by: Rose on February 25, 2013, 07:33:01 am
-Snip-
Title: Re: Stonesense: New official thread.
Post by: Caldfir on February 28, 2013, 03:32:17 am
dwarf sprite updates:
Spoiler (click to show/hide)

I finished the missing foreign items, and added texture to the chain armors. 

The dwarves are wearing all-new armor which I redrew over the past few days, because the original stuff kinda sucked a lot. 

I also finally got multiple items of the same type sorted out, at least partially.  Right now it draws the right and left gloves/shoes as different colors if you're wearing multiples of those items, but it doesn't really understand which is the left and which is the right one, only that there are multiples, but that gets the idea across for the most part.  Humans have left/right equipment sprites as well.

Was quite a lot of work, but things are looking much cleaner now.  I'm ready to move on to backpacks, waterskins, meat cleavers, and jewelery now, and the sprite sheets are set up to handle it. 
Title: Re: Stonesense: New official thread.
Post by: Rose on February 28, 2013, 12:28:00 pm
Spoiler (click to show/hide)
So. Hairstyles.
Title: Re: Stonesense: New official thread.
Post by: therahedwig on March 01, 2013, 09:13:27 am
Poor Caldfir,  he finally had those spritesheets configured, and then Japa  finds even more individual information.

Nah, great job, Japa.

In the meantime... I have hardware woes, but that'll be fixed once I have the time.
Title: Re: Stonesense: New official thread.
Post by: EmeraldWind on March 01, 2013, 11:00:47 am
You guys are awesome.
Title: Re: Stonesense: New official thread.
Post by: Rose on March 01, 2013, 11:20:02 pm
Beards!
(http://i.imgur.com/9YT77b6.png)
Title: Re: Stonesense: New official thread.
Post by: Jiri Petru on March 02, 2013, 03:51:27 am
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.
Title: Re: Stonesense: New official thread.
Post by: Rose on March 02, 2013, 05:33:11 am
Give it time, give it time.

Certainly doable, though.
Title: Re: Stonesense: New official thread.
Post by: Caldfir on March 02, 2013, 04:10:10 pm
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. 
Title: Re: Stonesense: New official thread.
Post by: Rose on March 02, 2013, 10:03:49 pm
That's because you draw it really well.

You cannot hurry art.
Title: Re: Stonesense: New official thread.
Post by: EmeraldWind on March 02, 2013, 11:29:13 pm
That's because you draw it really well.

You cannot hurry art.

Technically, you can but... most people won't like the outcome.

Caldfir, you can take as much time as you want in my book. If it wasn't for you, Stonesense wouldn't have the hi-res stuff right now anyway.
And you're working on non-art stuff too. So... I don't think you have any reason to feel like you're not being completely awesome.
Title: Re: Stonesense: New official thread.
Post by: Rose on March 03, 2013, 10:52:31 am
Title: Re: Stonesense: New official thread.
Post by: WillowLuman on March 03, 2013, 02:39:51 pm
Maybe for engraved ramps
Title: Re: Stonesense: New official thread.
Post by: Rose on March 03, 2013, 02:40:42 pm
Er, did I say ramps? I meant tracks.

Those are tracks.
Title: Re: Stonesense: New official thread.
Post by: WillowLuman on March 03, 2013, 02:49:47 pm
Looks kind of like a floral pattern to me, but I'm assuming it's representing every track tile as an omnidirectional switch station?
Title: Re: Stonesense: New official thread.
Post by: Caldfir on March 03, 2013, 05:05:18 pm
Yeah I think Japa is working on the all-directions tracks first (since those are the most complicated) before moving on to the others. 

They look pretty good I think.  The grooves look a bit wide, but that depends on what the carts look like.  Plus there's the question of making things look visible when zoomed out. 

Overall I prefer the grooves-style because it better matches what the dwarves are supposed to be doing (carving tracks, not laying them), but the metal-style tracks looked neat as well.  The only issue with carved tracks is that they might look strange in some situations where tracks have been constructed out over empty space, but that's a bit of a corner-case. 
Title: Re: Stonesense: New official thread.
Post by: Rose on March 04, 2013, 04:33:14 am
Actually, tracks absolutely cannot be placed in empty space. they are a floor type.
Title: Re: Stonesense: New official thread.
Post by: Rose on March 04, 2013, 08:33:48 am
Spoiler: Here we go. (click to show/hide)
Title: Re: Stonesense: New official thread.
Post by: Caldfir on March 04, 2013, 09:52:38 am
Tracks look good. 

I managed to get rid of a bunch of string lookups that were going on while stonesense was running.  It is good that they are gone.  It is also a change nobody will ever notice.
Title: Re: Stonesense: New official thread.
Post by: Vattic on March 04, 2013, 03:04:22 pm
Liking the tracks so far Japa.
Title: Re: Stonesense: New official thread.
Post by: Rose on March 05, 2013, 02:49:09 pm
Just a heads up, Stonesense now supports all noble positions.
Title: Re: Stonesense: New official thread.
Post by: Caldfir on March 05, 2013, 04:05:36 pm
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
Title: Re: Stonesense: New official thread.
Post by: Kaos on March 05, 2013, 08:02:20 pm
Just a heads up, Stonesense now supports all noble positions.
how so?  ???
Title: Re: Stonesense: New official thread.
Post by: Rose on March 05, 2013, 09:27:28 pm
Just a heads up, Stonesense now supports all noble positions.
how so?  ???
It loads them, then it uses them.
Title: Re: Stonesense: New official thread.
Post by: Kaos on March 05, 2013, 11:05:10 pm
Just a heads up, Stonesense now supports all noble positions.
how so?  ???
It loads them, then it uses them.
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?
Title: Re: Stonesense: New official thread.
Post by: Rose on March 05, 2013, 11:22:33 pm
I said it supports them, not that anybody's made sprites for them.

But if you want to make sprites for nobels, the ability is there.
Title: Re: Stonesense: I want YOU to make new sprites.
Post by: WillowLuman on March 07, 2013, 12:46:24 am
You heard!

(http://cdn.memegenerator.net/instances/400x/35815586.jpg)
Title: Re: Stonesense: I want YOU to make new sprites.
Post by: Cardgar on March 13, 2013, 04:09:36 pm
Hello,

New to the forum but not new to DF or programming.  I have been trying to make the perfect OSX package for myself.  I realize there are already packs out there but I figure it is a good learning exercise.

I started with a v0.34.11 dwarf hack and a v0.34.11 dwarf fortress.  After some annoying allegro i386 vs x86_64 library problems I was able to get DF and stone sense to run together (my goal).  I only then realized that dwarf therapist was only updated to v0.34.10 at the moment and decided to start over.

So I started again with a v0.34.10 dwarf hack and a v0.34.10 dwarf fortress.  I followed the exact same formula as I had before.  DF started up fine and dhack ran but with the error "Could not insert Dwarf Manipulator hooks!".  However after a bit of world creation and preparation I embarked.  I then attempted to turn on stonesense and: 

Code: [Select]
[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

If anyone has any pointers on where to look to get myself out of this hole it would be much appreciated.

Thanks.
Title: Re: Stonesense: I want YOU to make new sprites.
Post by: Rose on March 13, 2013, 04:13:03 pm
DFhack is NOT backwards compatible. A version of DFhack made for 34.11 will not work for 34.10.

Go bug the therapist guys to update.

Or just use the DFhack version of therapist, which, while more limited, is not in a separate window.
Title: Re: Stonesense: I want YOU to make new sprites.
Post by: Cardgar on March 13, 2013, 04:21:15 pm
Thank you!
Title: Re: Stonesense: New release!
Post by: Rose on March 14, 2013, 01:20:45 pm
Just a heads up, there's a new DFhack release, and with it, a new stonesense release!

Most notable changes are finally supporting tracks, and beard styles.
Title: Re: Stonesense: New release!
Post by: sparr on March 15, 2013, 03:27:02 pm
I used stonesense on OSX a few times successfully, but now any time I try to run it (when I press enter after typing "stonesense" at the dfhack prompt, while I have a fortress loaded in my df) my df immediately crashes.

I installed DF and DwarfTherapist from DwarfBuilder, and dfhack from dfhack-0.34.11-r2-Darwin.zip
Title: Re: Stonesense: New release!
Post by: Rose on March 15, 2013, 04:12:54 pm
Look at the r2 in that URL. then look here (http://www.bay12forums.com/smf/index.php?topic=91166.msg4105601#msg4105601)
Title: Re: Stonesense: New release!
Post by: zwei on April 04, 2013, 07:18:20 am
Guess this might not be worst place to ask, slinghtly on topic:

Spoiler (click to show/hide)
Title: Re: Stonesense: New release!
Post by: CapnUrist on April 14, 2013, 01:13:17 am
Not sure where else to go with this:

Have a fort that's about 2 years old, and using dfhack. Every time I try to load up Stonesense through dfHack, I get the following:
Cannot load image: stonesense/terrain/Tracks_Ramps_128.png
six times. I've gone in and looked at the image in question: no problem with it. Looking at a post earlier in the thread, I've cut down on processes running on the computer to clear up memory and no dice. Any way around this? I'd love to see how my dome and tower are looking.
Title: Re: Stonesense: New release!
Post by: therahedwig on April 14, 2013, 09:27:11 am
a two year old fort really shouldn't take up that much ram... How much ram does you df-process take up, just to be sure?

If it were a xml problem, more people should have trouble with it :x
it's strange...

@zwei, I'm sorry, but those are the only ones I know off.
Title: Re: Stonesense: New release!
Post by: CapnUrist on April 14, 2013, 10:15:36 am
About 417k memory. It's rather small, mostly topside, working on a dome megaproject.
Title: Re: Stonesense: New release!
Post by: Caldfir on April 14, 2013, 02:11:23 pm
Try commenting out Track_Ramps.xml from terrain/index.txt (using # or just removing the line) and see if stonesense loads for you. 

What seems likely is that your video card might be a bit old, and can't handle images over 2048x2048 (this is a common cutoff).  If you can live without ramp tracks, just leaving that line commented is probably the best option. 
Title: Re: Stonesense: New release!
Post by: CapnUrist on April 14, 2013, 06:20:03 pm
Didn't see any init.txt within the terrain folder, just index.txt; Tried to edit out "Tracks_Ramps.xml" from that file, and even pulled Tracks_Floors.xml with it, and removed the .xml and two .png files from the folder entirely. No combination of these measures made any difference.

You're not necessarily wrong, Caldfir, as I'm using a relatively dated laptop with a Radeon x1200 video card. But dfHack doesn't seem to take any note of the change in the file.
Title: Re: Stonesense: New release!
Post by: Caldfir on April 15, 2013, 01:45:29 am
whoops - meant index.txt

modified my previous post with the correction
Title: Re: Stonesense: New release!
Post by: therahedwig on April 15, 2013, 02:11:56 am
whoops - meant index.txt

modified my previous post with the correction

I love how you responded to that, but not to how what he describes is impossible: he removes all the misbehaving files, yet stonesense still claims to have a problem with them?!

@capnurist, are you sure you are editing the right files? does it still give the same error message? or does it now refer to a different file?
Title: Re: Stonesense: New release!
Post by: Caldfir on April 15, 2013, 01:43:55 pm
Heh, yeah I don't think I read that very thoroughly. 

You can try replacing the image file with a smaller one and see if that loads (just copy some other image and give it the same name).  You would end up with messed-up graphics for ramps, but at least it would verify that the problem is the size of that image. 

My only guess is that the image in question might be referenced in other files as well.  Try removing xml files from index.txt until it loads (or the error message changes), or alternately try searching the folder for xml files containing the image's name and remove those from the index. 
Title: Re: Stonesense: New release!
Post by: CapnUrist on April 18, 2013, 09:20:45 am
This is goddamn strange.

@therahedwig: Yes, positive. Just to be sure, I've been editing ALL the pertinent files...
@Caldfir: Tried copying Track_Ramps.png and renaming the copy Track_Ramps_128.png, and moving the original.
Tried searching through the files, and removed Track_Ramps.xml from the index.
Tried changing every instance of "Track_Ramps_128.png" in the .xml to just "Track_Ramps.png".
Tried REMOVING every tag that had "Track_Ramps_128.png" from the .xml

Absolutely no change. Apparently this is hard-coded somewhere.
Title: Re: Stonesense: New release!
Post by: therahedwig on April 18, 2013, 09:34:45 am
Which should be near impossible, because Stonesense retreives all it's data from the xml framework. I have a hard time believing Japa or Caldfir would hard-reference the tracks.

One last thing to try: Redownload dfhack.
Occasionally downloads can get corrupted, maybe it did something funny to stonesense?

These situations make me wish Peterix posted the md5checksum of his files.

Other than that, it's up to Japa and Caldfir to search the code.
Title: Re: Stonesense: New release!
Post by: Rose on April 18, 2013, 10:22:23 am
Yeah, I haven't hard-coded anything that I know of.

Whats the result when you turn on verbose logging?
Title: Re: Stonesense: New release!
Post by: CapnUrist on April 18, 2013, 02:52:23 pm
Ack... just realized I haven't been editing the files in the DF folder itself, merely a copy of dfhack's contents sitting on desktop. Brainfart due to exhaustion, most likely (kids make think hard).

After going through the steps again and removing Track_Ramps_128.png, I can get it to create an image, but... Well, see for yourself:
Spoiler (click to show/hide)
Title: Re: Stonesense: New release!
Post by: Rose on April 18, 2013, 02:57:58 pm
That... looks like you have major videocard problems.

About the only thing I can suggest is try changing the drawmode in stonesense/init.txt
Title: Re: Stonesense: New release!
Post by: CapnUrist on April 18, 2013, 03:33:14 pm
It's a 6-year old Dell laptop that I'm using while I build a new desktop; ati x1200 video card. didn't think it was too bad.

Switched to Software and brings up a nice picture. Will upload later when I have time.
Title: Re: Stonesense: New release!
Post by: Rose on April 18, 2013, 03:35:26 pm
I forget what the default is, but if it's opengl, switching to directx, or vice versa, may make it work and still be fast.
Title: Re: Stonesense: New release!
Post by: Caldfir on May 09, 2013, 03:49:06 am
Well, finally had some time to put towards hair styles.  Long-length is pretty much finished.  I want to do a short version of most of the styles as well. 

Spoiler (click to show/hide)
Title: Re: Stonesense: New release!
Post by: Rose on May 09, 2013, 03:53:45 am
(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?
Title: Re: Stonesense: New release!
Post by: EmeraldWind on May 09, 2013, 09:27:33 am
(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?

He's an Amish Dwarf.
Title: Re: Stonesense: New release!
Post by: Greiger on May 09, 2013, 09:56:34 am
The followers of Pippip The Blaze of Bodice see hair above the lip as a unholy beard aberration that must be destroyed.

Those beards look awesome by the way. :D
Title: Re: Stonesense: New release!
Post by: Caldfir on May 09, 2013, 01:14:38 pm
Considering this as another alternative to profession display:

Spoiler (click to show/hide)

thoughts?
Title: Re: Stonesense: New release!
Post by: Rose on May 09, 2013, 02:29:53 pm
Looks okay. Are you making that toggleable, or is it just a different tileset?
Title: Re: Stonesense: New release!
Post by: Caldfir on May 09, 2013, 04:07:39 pm
Looks okay. Are you making that toggleable, or is it just a different tileset?

Trying it out toggleable.  Redirects the equipment coloring to the profession coloring when turned on. 
Title: Re: Stonesense: New release!
Post by: Jiri Petru on May 10, 2013, 04:05:23 am
Can soldiers keep the material colours even if civilians are toggled to professions? I don't see much sense in seeing all soldiers the same colour - and even if they show material colours, they'll still be very distinct from civilian dwarves.
Title: Re: Stonesense: New release!
Post by: Caldfir on May 10, 2013, 01:02:19 pm
Hmm, well that would be pretty straightforward to do for a graphics set, however the toggleable code I have just redirects equipment coloring, so there isn't a straightforward way to select who to apply it to. 

If you want that particular setup, you can go into dwarves.xml, find the male and female civilian entries, and find-replace color="equipment" with color="profession".  It wouldn't be toggleable, but the existing sprite drawing framework has a lot of power to do extremely specific draw operations like that in a straightforward manner. 

hmm... that actually gives me an idea...
Title: Re: Stonesense: New release!
Post by: WillowLuman on May 10, 2013, 06:12:46 pm
I must say, profession colors for soldiers keeps making me thing the spearmen have all copper gear.
Title: Re: Stonesense: New release!
Post by: Caldfir on May 28, 2013, 08:21:09 am
Short hairstyles are done.  I keep generating worlds where nobody styles their hair at all so screenshots aren't too good.  Just about everything has two variants based on length now.  I'm considering a length of 500 200 or less to be "short" since that seems to divide things pretty evenly.  That might change depending on how stuff ends up looking. 

Also I fixed turbans. 

Spoiler: just comb it over (click to show/hide)
Spoiler (click to show/hide)

I think that's going to be the state of dwarves for a while.  Overall they are looking very good.  The different-length hair makes enogh variation that you can start recognizing the male dwarves by their beards. 

Not sure what I want to focus on next.  Leaning towards getting a set of child sprites drawn, since those could be reused easily for pretty much every race, and there don't need to be significant gender differences.  I might in stead work on hair styles for humans.  Another possibility is getting some animal-people sprited up (only need to do heads - they can use the human sprite sheet).  Then again, maybe elves and/or goblins should get attention, or maybe I should just try to get the domestic animals done with large sprites before anything else.  Damn there's a lot to do. 

edit: fixed some problems, now have many stylish dwarves:
Spoiler (click to show/hide)
Title: Re: Stonesense: New release!
Post by: Rose on May 28, 2013, 11:07:35 am
Oh my god those look fantastic.
Title: Re: Stonesense: New release!
Post by: WillowLuman on May 28, 2013, 06:01:25 pm
A thought occurs: the next release will have creatures facing different directions...
Title: Re: Stonesense: New release!
Post by: EmeraldWind on May 28, 2013, 06:20:22 pm
 :o
Wow. This tool is getting unbelievable depth in the graphics department takes to your efforts sir.

It's nice to be able to see all this detail. It really helps you appreciate how much detail is provided by DF internally.
Title: Re: Stonesense: New release!
Post by: Caldfir on June 05, 2013, 12:23:19 am
Alright, circumstances have given me access to a linux machine.  Fought my way through the compile process, and stonesense seems to be working fine here, apart from the allegro timers being... completely insane (looks like they are off by a few orders of magnitude? pretty sure it wasn't taking ~32 years per frame).

In the future perhaps I can me more insightful to people experiencing troubles with stonesense on linux.

 In other news I've taken some small steps toward getting some sprites for human/dwarf children.  I think they're going to be genderless and raceless because... well I don't know how different a human boy and a dwarf girl could possibly look, and it probably isn't worth the effort.  Maybe they will get different hair or something.  There's also no way for children to wield weapons, so I don't have to worry about a secondary pose, and armour probably isn't an issue.  It will take time, but significantly less time than humans or dwarves took. 
Title: Re: Stonesense: New release!
Post by: Harmor on June 17, 2013, 11:01:49 pm
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?
Title: Re: Stonesense: New release!
Post by: Raul on June 17, 2013, 11:51:53 pm
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?
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.
Title: Re: Stonesense: New release!
Post by: Harmor on June 18, 2013, 12:03:36 am
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?
Title: Re: Stonesense: New release!
Post by: Caldfir on June 18, 2013, 12:10:51 am
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?

Stonesense is a visualizer that runs alongside dwarf fortress.  To open it, type 'stonesense' (or 'ssense') into the dfhack console.  You still play the game with a normal flat tileset and view, but you'll have a second window open with the graphics display. 
Title: Re: Stonesense: New release!
Post by: Raul on June 18, 2013, 12:32:21 am
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).
Title: Re: Stonesense: New release!
Post by: Caldfir on June 27, 2013, 04:46:14 am
Nearly done with sprites for children:

Spoiler (click to show/hide)

(eyes and a few other minor things need to be done)

I also went back over and fixed up some color disparity that had crept in to some of the older sprites.  Bunch of damn fiddly work.  Children are hard to test because you can't make them in the arena.  Human and dwarven children use the same sprites.  Children have no armor or weapon sprites, since they can't use them (outside of extraordinary circumstances).  I have decided not to have facial hair sprites for male children, despite beards growing from birth in the game, since that's an unfinished feature (might work for dwarves, but for human children it would be just strange). 

Need to do babies now as well, because currently they show up as big naked adults :P
Title: Re: Stonesense: New release!
Post by: Rose on June 27, 2013, 04:53:16 am
Awesome as usual, Caldfir.
Title: Re: Stonesense: New release!
Post by: Rose on June 29, 2013, 07:53:58 am
Meanwhile I finally got around to getting screwpumps to have the correct materials.
Spoiler (click to show/hide)
Title: Re: Stonesense: New release!
Post by: Caldfir on June 30, 2013, 01:17:01 am
hehe - screw-pumps are going to be one more thing I make sure I use all-the-same-color materials for now!

After a bunch of massaging pixels around so they scale nicely, child eyes are looking OK.  I'm going to call children 'finished' for now. 

(http://img.ie/o5t86.png)

Title: Re: Stonesense: New release!
Post by: cousac on July 01, 2013, 04:13:42 pm
I'm going to call children 'finished' for now. 


As do most parents I'm sure  ;)
Title: Re: Stonesense: New release!
Post by: therahedwig on July 04, 2013, 08:28:06 am
Spoiler (click to show/hide)
Meanwhile I... haven't really been working on GD. Instead I put effort into polishing my 3d skills, and then wondered if I could create the stonesense tiles in 3d. The advantage would be 'being able to bake a normal map and use that to deal with lighting-effects' for if we're ever going to see the lighting arc.

Of course, the first problem I come across is making these things look actually as good as the HD GD tiles, but I think that lies in texturing the thing proper. I still need to figure out a good workflow so that the results may also be used by the bazillion 3d visualizers.

(http://img.ie/4fzvg.png)
Hurr, turns out a decent diffuse map+specular can make a world of difference...
Title: Re: Stonesense: New release!
Post by: WillowLuman on July 04, 2013, 06:46:29 pm
Zbrush?
Title: Re: Stonesense: New release!
Post by: therahedwig on July 04, 2013, 07:00:02 pm
Blender actually. Didn't even involve scultping.
Title: Re: Stonesense: New release!
Post by: therahedwig on July 06, 2013, 02:57:17 pm
(http://img.ie/e6yjd.png)

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)
Title: Re: Stonesense: New release!
Post by: Caldfir on July 21, 2013, 12:00:19 am
(http://img.ie/mj5b5.png)
Title: Re: Stonesense: New release!
Post by: Rose on July 21, 2013, 04:08:02 am
Ossum
Title: Re: Stonesense: New release!
Post by: 2ndHandSanity on July 21, 2013, 01:39:00 pm
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"  :-[
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.
Title: Re: Stonesense: New release!
Post by: arclance on July 21, 2013, 01:59:14 pm
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"  :-[
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.
That would be because it is spelled "stonesense" not "stonesence" so the command does not work.
Title: Re: Stonesense: New release!
Post by: 2ndHandSanity on July 21, 2013, 02:40:07 pm
wow :-[ guess the dumbarse of the day award goes to me then doesn't it. thanks a ton for the quick reply, at least :P
Title: Re: Stonesense: New release!
Post by: Lemunde on July 21, 2013, 09:37:49 pm
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?
Title: Re: Stonesense: New release!
Post by: Rose on July 21, 2013, 09:42:44 pm
No.
Title: Re: Stonesense: New release!
Post by: Raul on July 21, 2013, 09:44:53 pm
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.
Title: Re: Stonesense: New release!
Post by: Rose on July 21, 2013, 09:50:34 pm
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.
Title: Re: Stonesense: New release!
Post by: Caldfir on July 23, 2013, 04:05:20 am
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.

I think it would be more accurate to say everybody wants it done but nobody wants to do it.  It would be good to do, but if you think about all the menus and submenus in DF that you would have to include, or at least abstractly represent before you could play the game wholly through the visualizer, you start to see how much work it would be.  I've had a couple ideas on how to get a very basic setup working, but I think when people want to play through stonesense, they want to never have to go back to the DF window, and have all kinds of context-menus and stuff.  It would all be wonderful, and tons of work. 

As for me, I'm going to stick to (very slow) drawing and bugsquashing.  Better to focus on just a few things than try to do it all I think. 
Title: Re: Stonesense: New release!
Post by: Isher on July 25, 2013, 08:11:31 am
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.
Title: Re: Stonesense: New release!
Post by: Caldfir on July 26, 2013, 09:30:45 am
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.

First off I think I should clarify that opengl is an inherently 3D system, so anything it does is rendered to a 3D scene, and so anything 2D using opengl is just being clever with the chosen projection.  If you want to do native 2D layering, it's going to need to use something else (probably software-based).  Both SDL (what DF uses) and Allegro (what stonesense uses) provide abstracted interfaces to the graphics hardware, as well as software-based 2D.  SDL and Allegro both have a concept of a "layer" (broadly speaking) but getting each one to understand what the other one means would be a bit difficult. 

Along the lines of what I think your intent was, however, Japa I know has been poking around with the DFHack folks, looking at ways to take over some section of the DF window (probably the standard view), and do that you're talking about for a while now.  DFHack already has the capability to swap out tiles rendered to each of the DF areas, but arbitrarily reassigning that area (to, say, a frame of stonesense rendered in another thread) isn't currently possible (I think).  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. 

In the end I'm pretty confident that that's possible, and I know Japa's been interested in that direction in the past, but it is, once more, probably a lot of work to do.  I've recently gotten some experience working with SDL though, so maybe next time I'm poking around with the code I'll try to figure out if there's a shortcut somewhere, since yeah, that would be the most straightforward course of action to take to get stonesense using the DF ui. 
Title: Re: Stonesense: New release!
Post by: CR055H41RZ on August 02, 2013, 02:37:25 pm
(http://img.ie/e6yjd.png)

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)
It looks like oddly shaped dough
What does it look like in game?
Title: Re: Stonesense: New release!
Post by: Isher on August 05, 2013, 09:18:08 am
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.
Title: Re: Stonesense: New release!
Post by: fricy on August 05, 2013, 09:22:29 am
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.

warmist is working on something like that. Here, have this thread: http://www.bay12forums.com/smf/index.php?topic=128487.45
Title: Re: Stonesense: New release!
Post by: Rose on August 05, 2013, 11:55:51 am
Stonesense updates ten times per second, more or less.

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.
Title: Re: Stonesense: New release!
Post by: Isher on August 05, 2013, 02:21:36 pm
Stonesense updates ten times per second, more or less.

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.
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.

I was thinking of having a few layers with transparency stacked on top of the normal window like a pseudo 3d top-down view, with the squares getting bigger or smaller so sortof blasting up at you.

I was actually working on a roguelike like that and then I realized that I'd want to view the sides of the squares, thus cubes, thus etc. etc. oh that's minecraft. Meh. But with DF one wouldn't need sides, just a few topdown layers.

But isometric is less confusing to say the least, and I'm glad it's a live view. You guys rock. Now I need more free time.

EDIT
@fricy - Oh I see you linked to page 4 on purpose, and all that is there and of course has been suggested a kabillion times. Ok. Well I'm off to do something else then. :) Thanks for the post.
Title: Re: Stonesense: New release!
Post by: Caldfir on August 07, 2013, 09:38:29 pm
What I didn't realize until I worked on these sprites is that a very large portion of the work is not drawing, or setting up the xml, but rather just fiddling with pixels.  There's no other way to describe it than that.  On 32x32 sprites it's pretty easy to keep track of stuff, but the large sprites are just, well, fiddly. 

Anyway, testing out elves...

(http://img.ie/hlv73.png)

...yyyyeahhhhh.  Alright, well it looks like the ears are going to need to be separate, and I'm either going to have to mess around with the head placement, offset the headwear, or just draw new hats for elves.  Always more to do.  When I get to doing some animal-people I'll have to remember to check the hats. 

@Japa: I know that Allegro and SDL are seperate entities, but my general idea was that in stead of rendering to the stonesense window, we could get allegro to render to a memory-image (like it does when creating the large screenshots), then use the SDL code to grab that memory-image and put it in the DF window, ideally somewhere between when the DF tiles are supposed to have been drawn and when the options-overlay is drawn (assuming things work in the order I think they work).  The hard parts to that would be finding when that time to draw would be, sizing the image correctly to follow the DF window, and figuring out what image formats correspond to which in the Allegro-SDL translation step (might require some jury-rigging of the relevant object types to wrangle them into the proper shape, but shouldn't be impossible).  The display would inherently lag behind the native implementation by one frame, but throughput would probably be the same as it is now.  The more I think about this the better an idea it seems.  Gotta find time to test it out.
Title: Re: Stonesense: New release!
Post by: Meph on August 20, 2013, 03:41:28 pm
Excuse me, does anyone here have any sprites for Kobolds? I wanted to add stonesense sprites for my playable race of kobolds, would be nice to have a base-creature sprite I can use to make the profession sprites from. :)
Title: Re: Stonesense: New release!
Post by: Apani on August 20, 2013, 05:09:43 pm
If you search for "Kobold" (or even just Kob, really that's enough) in your Stonesense folder, you can find some sprites. Probably they're just sketches, or maybe they work only for vanilla Kobolds.
Title: Re: Stonesense: New release!
Post by: Rose on August 20, 2013, 07:28:43 pm
There is kobolds, certainly, though it's possible that they are just using the phoebus graphics tiles, which are currently the default for all creatures.
Title: Re: Stonesense: New release!
Post by: Rose on August 20, 2013, 07:32:42 pm
-Snop-

Emo elves?
Title: Re: Stonesense: New release!
Post by: Caldfir on September 01, 2013, 05:11:39 pm
Alright, well I've made a little bit of headway on this since it caught my attention:

(http://img.ie/images/fnwzz_thumb.jpg) (http://img.ie/fnwzz.png.html)

The image is upside-down because allegro doesn't bother to reorder the lines when it reads them out of the opengl buffers into memory, and SDL can't understand an upside-down image, so I will need to come up with a workaround there.  Also my calculation for the size of the window is a bit off, and the concurrency controls seem to need a bit of tweaking to avoid blank-spots and flickering, but apart from all that it seems to work.  There is a slight but noticeable lag time between when you press a key, and when the display updates, but I think it's manageable. 

Whole list of minor things that would need to be fixed for this to be a practical way to play the game, but it at least seems like it is possible.

edit:

OK, poked around a bit more and it seems to be working mostly now:

(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. 
Title: Re: Stonesense: New release!
Post by: Hommit on September 02, 2013, 05:18:25 am
oh WOW!

what about controls/designating/etc in that mode?
Title: Re: Stonesense: New release!
Post by: falconne on September 02, 2013, 07:13:06 am
oh WOW!

what about controls/designating/etc in that mode?

I started work on adding an interface using CEGUI a while ago, but had to put it on the backburner for a while to do some other stuff. Still hoping to get back to it in the near future. It will be a massive amount of effort though.
Title: Re: Stonesense: New release!
Post by: Raul on September 02, 2013, 11:10:24 am
(http://img.ie/s7ciy.png)
That screenie looks incredibly exciting, it would be amazing if we could play the game like that someday.
Title: Re: Stonesense: New release!
Post by: Rose on September 02, 2013, 11:58:11 am
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.
Title: Re: Stonesense: New release!
Post by: Caldfir on September 02, 2013, 01:24:46 pm
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.

I was imagining something very simple, like the current construction-in-progress indicators:

(http://img.ie/7sivi.png)

At some point I guess all that stuff is going to need to be switched over to hi-res, or perhaps configurable to match the resolution of whatever tileset is in use. 
Title: Re: Stonesense: New release!
Post by: Rose on September 02, 2013, 02:23:15 pm
Part of the tile loading re-work that I'm planning will include the ability to set a max tile size, and all tiles will get downsized to that res.
Title: Re: Stonesense: New release!
Post by: PeridexisErrant on September 02, 2013, 07:19:16 pm
(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.

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.
Title: Re: Stonesense: New release!
Post by: Solifuge on September 02, 2013, 09:26:30 pm
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.

(http://i12.photobucket.com/albums/a226/Figgin/Dwarf%20Fortress/DFIsometricGUI.png?t=1241235708)
Title: Re: Stonesense: New release!
Post by: Tabris on September 02, 2013, 09:54:06 pm
Just got pointed at the advancements being made here and it's amazing. Both the idea of having stonesense being a "tileset" and the more high quality sprites by Caldfir. Just want to give support to you guys.
Title: Re: Stonesense: New release!
Post by: Caldfir on September 02, 2013, 10:06:21 pm
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.

At this point, it's just barely working, and actually trying to play like this is what I would call extraordinarily frustrating, so I don't think it's quite ready for testing.  There's some stuff like not properly scrolling to the edge of the map and not following the cursor that need working out, as well as the designation displays that Japa mentioned.  I don't know how much time I'll have this week, but I'll try to get something done next weekend. 

Currently all the mouse-stuff it totally broken, but I'm fairly certain it could be fixed by using the I/O indirection that dfhack already has.  Everything that doesn't actively happen on the fort/adventurer view should be mostly fine. 

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.

Yeah I think that's the eventual goal of falconne's work making a proper UI for stonesense.  What I've got here is just regular-old stonesense, but with the output redirected into the DF window (so all your DF keybindings, and dfhack stuff should still work).  It's a pretty dirty way to let you play through the visualizer, but it was... ok not simple (Allegro and SDL are not friends) but it was relatively fast to get up and running.  A real UI would be way better, but until that happens, this might do the trick. 
Title: Re: Stonesense: New release!
Post by: PeridexisErrant on September 03, 2013, 01:08:39 am
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. 

So, it's already past proof-of-concept and into early alpha, with hopes of a version that's not hilariously broken before the next DF update?  Wow, that's actually a lot better than I would have expected.  As long as there's no crashing bugs, difficult to use is no barrier for a DF UI improvement!

Title: Re: Stonesense: New release!
Post by: Raul on September 03, 2013, 11:58:25 am
before the next DF update
That's probably plenty of time, actually.
Title: Re: Stonesense: New release!
Post by: DocDoom on September 03, 2013, 03:25:13 pm
This is beyond Awesome. If you get this right, Players will be eternally grateful. If we could put this into the Lazy Newb Package, there would be even more people plaing it...
Title: Re: Stonesense: New release!
Post by: mirrizin on September 04, 2013, 05:46:16 pm
Relative Newb here. Ran Stonesense for the first time. So gratifying...
Title: Re: Stonesense: New release!
Post by: Lac on September 07, 2013, 08:06:17 am
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)?
Title: Re: Stonesense: New release!
Post by: Caldfir on September 07, 2013, 09:30:33 am
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)?

It's possible, but the way I currently have it implemented it's a separate DFHack command.  You type "stonesense" for the standard visualizer, and "stonesense overlay" for the DF-window thing.  The reason for that is there are a bunch of special structures that need to be set up to handle the translation to the DF window that would sort of get in the way of the regular rendering setup.  There is a shortcut way around that though - we'll see if it is practical to implement. 


In other news, I've got a new screen-follow mode working now that follows the DF cursor around if it's present, and the window otherwise.  It somewhat fixes the problem of not being able to scroll to the edges of the screen with the overlay up, but not completely.  The problem is that is you have the DF screen maximized, it is something like 100x100 tiles, and it doesn't let you scroll off the edge, so if the stonesense segment displayed is 60x60, then there's a 20-tile-wide belt around the edge of the map that you can't see, which is a problem.  I'm going to see about tricking the gridsize or something.

Oh, and I figured out why the screen-follow modes were offset from the main view strangely.  They weren't calculating the width of the menu bar.  Old bug fixed, woohoo!
Title: Re: Stonesense: New release!
Post by: Apani on September 07, 2013, 04:27:51 pm
Building on RoftMK.
Spoiler (click to show/hide)
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.
Example from this very thread, on the building on the left:
Spoiler (click to show/hide)
Title: Re: Stonesense: New release!
Post by: Caldfir on September 07, 2013, 04:53:58 pm
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?

Go into stonesense/colors/Colors_Grass.xml and add a new entry like the other ones for the modded grass to give it a color. 

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.

Yeah, this is an art choice that works well in some circumstances, but not in others.  I would agree that at least wood constructions should probably have a convex image, since it is pretty common for people to make a wooden roof.  I've got a tile set I've been putting together (from the wonderful artists who have submitted things to stonesense over the years) for quite some time, and I will make a note to change that at the very least there. 

My own buildings tend to avoid having corner-roof-ramps for this very reason:
Spoiler: very old screenshot (click to show/hide)

I would also like to take this opportunity to direct people to the stonesense screenshot thread (http://www.bay12forums.com/smf/index.php?topic=48172.0) - I for one would love to see more people's forts rendered :)
Title: Re: Stonesense: New release!
Post by: Apani on September 08, 2013, 04:24:36 am
It also looks like you need rooftop ramps. :) Anyway, brick blocks buildings appear to be grey like stones. Shouldn't earthenware at least be brown?
Title: Re: Stonesense: New release!
Post by: Rose on September 08, 2013, 07:21:22 am
If Stonesense doesn't have predefined color definitions, it will take from the state color in DF. Most likely that is Grey. Change either the color in the Stonesense xmls, or change the state color for bricks in DF.
Title: Re: Stonesense: New release!
Post by: Apani on September 08, 2013, 09:00:57 am
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)
Title: Re: Stonesense: New release!
Post by: Caldfir on September 08, 2013, 01:49:14 pm
I seem to have gotten mouse support for DF through the stonesense overlay working.  I am honestly shocked it works at all, but it does. 

Also went on a bit of a rampage and tore out some ancient code that was messy, didn't really work, and was slowing down ui responsiveness in general (this needed to be done so that the mouse stuff could work). 

yay!

Now I think I need to tweak some of stonesense cursor behavior a tad and everything should be well on it's way. 
Title: Re: Stonesense: New release!
Post by: Snaake on September 08, 2013, 03:42:51 pm
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)

Picture/link not working. Stoneware should probably some kind of lightish grey, but earthenware should be brown/reddish, yea.

Oh, and what is the ridge of the roof made of in Caldfir's screenshots? Fortifications?
Title: Re: Stonesense: New release!
Post by: Apani on September 08, 2013, 03:52:15 pm
Yeah, I've been reorganizing my albums, I've just fixed it.
According to game vanilla files, Earthenware is Brown, Stoneware Light Grey and Porcelain White. I gave [STATE_COLOR:ALL_SOLID:SILVER] to Stoneware (LGRAY didn't work) and that is how Stonesense shows it, so I guess white is even whiter than that. And yes, they're wooden fortifications.
Title: Re: Stonesense: New release!
Post by: Rose on September 08, 2013, 07:52:47 pm
FYI, the full list of available state colors is here:

http://dwarffortresswiki.org/index.php/DF2012:Color#Color_tokens
Title: Re: Stonesense: New release!
Post by: Putnam on September 09, 2013, 01:31:03 am
Quote
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"

Does this not include eyes?
Title: Re: Stonesense: New release!
Post by: Rose on September 09, 2013, 03:55:08 am
Eyes don't work exactly like the other parts because they are patterns, not single colors, so they require an index value as well.

For them to work, you need something like this:
Code: [Select]
<subsprite sheetIndex="23" color="bodypart" bodypart="eyes" pattern_index="2" zoom="3" />
When you press V in fort mode, and have debug mode enabled in stonesense, you get this:
(http://i.imgur.com/KH9eMEO.png)

Notice how there's three color blocks after eyes? Those are pattern_index 0, 1, and 2, respectively.
Title: Re: Stonesense: New release!
Post by: Putnam on September 09, 2013, 11:53:16 am
The eyes I'm using have just one color instead of IRIS_EYE patterns (due to my own laziness and the user never seeing the difference anyway). Still showing up as solid black when I try it.
Title: Re: Stonesense: New release!
Post by: Rose on September 09, 2013, 12:28:17 pm
could you screenshot the debug view?
Title: Re: Stonesense: New release!
Post by: Putnam on September 09, 2013, 01:58:17 pm
Figured it out. It's including the amber coloring that they have before the age of 13-18 as well, so it ends up like this:

hair:(black) eyes:(green) eyes:(amber) horns:(orange) skin:(gray)

The problem is that there are two eye parts, it seems...

EDIT: Fascinating. I replaced "eyes" in all but the amber to "eyes and blood". It now says "His eyes and blood are noble cerulean. His eyes are amber."

The parts I'm trying to color are still solid black instead of the color that the debug window reports, though. The subsprite itself is solid white.

EDIT 2:
Code: [Select]
[lua]# printall(sollei.appearance.colors)
0                        = 0
1                        = 0
2                        = 0
3                        = 0
4                        = 0

I don't think that's right.

EDIT 3: It's showing on every single troll. The only variation is that sometimes index 0 has a value of 1 instead of 0.

For comparison, here's a dog:
Code: [Select]
0                        = 9
1                        = 4
2                        = 4
3                        = 9
4                        = 21
5                        = 0
6                        = 1
7                        = 6

EDIT 4: That's probably not related.

EDIT 5: Maybe a sprite issue? Here's the sprites (all desperation edits that did nothing intact, pants are colored by profession and are colored correctly):

https://dl.dropboxusercontent.com/u/13790475/color_beefmo_trolls.png

EDIT 6:
Made new sprites from scratch. Didn't work.
Title: Re: Stonesense: New release!
Post by: Rose on September 09, 2013, 08:13:20 pm
I'll be frank with you, I'm pretty stumped.
Title: Re: Stonesense: New release!
Post by: Putnam on September 09, 2013, 08:15:17 pm
The worst part is that the debug shows me the color that I'm looking for just fine, but the sprite isn't being colored with it...
Title: Re: Stonesense: New release!
Post by: Rose on September 09, 2013, 08:27:27 pm
If I had to guess, I'd assume that it's the age variation that screws it up, but I'd have to check.
Title: Re: Stonesense: New release!
Post by: Putnam on September 09, 2013, 09:06:15 pm
EDIT: It needed a variant and now it works perfectly.
Title: Re: Stonesense: New release!
Post by: EmeraldWind on September 11, 2013, 10:09:16 pm
Is there anyway to use the pattern part of patterns?

Code: [Select]
[COLOR_PATTERN:SPOTS_WHITE_GREEN_MW]
[PATTERN:SPOTS] <---This
[CP_COLOR:WHITE]
[CP_COLOR:GREEN]

That said is there a list with the available values for the attribute special or a list of the attributes for the variant tag?

I could have sworn there was one, but I can't seem to find it and Sprite Guide.txt seems to be missing some info.
Title: Re: Stonesense: New release!
Post by: Rose on September 12, 2013, 07:57:35 am
I was considering adding support to reading patterns, but it's quite a bit of work, and there is no animal in vanilla DF that has more than one pattern possibility on it, so I just left it as it is now, where you just draw the pattern, and pick which parts are which colors.
Title: Re: Stonesense: New release!
Post by: EmeraldWind on September 12, 2013, 10:12:41 am
Ah I figured that was the case.

Though I would think it could just be similar to the clothes code where it checks to see if the subsprite should be drawn or not based on the value of pattern_type.

But I was just trying to confirm whether or not that was supported. Thanks.
Title: Re: Stonesense: New release!
Post by: Zavvnao on September 12, 2013, 04:21:02 pm
deleted message. sorry.
Title: Re: Stonesense: New release!
Post by: Drakeero on September 29, 2013, 11:38:40 pm
I'm having some problems getting Stonesense to take screenshots.

Whether they're regular screenshots or cntrl-f5 super screen shots they seem to disappear.  The program used to put them in the DF directory but now they just poof into the void.
Title: Re: Stonesense: New release!
Post by: Zavvnao on September 30, 2013, 12:56:21 am
error message again on here, sorry ><
Title: Re: Stonesense: New release!
Post by: Adventurer on October 04, 2013, 08:23:14 pm
any ideas? this happens and results in total df crash

Spoiler (click to show/hide)
Title: Re: Stonesense: New release!
Post by: Rose on October 04, 2013, 08:42:46 pm
What videocard do you have? You're likely running out of memory.
Title: Re: Stonesense: New release!
Post by: Adventurer on October 04, 2013, 08:53:10 pm
Mobile Intel(R) 965 Express Chipset Family, its an older laptop
Title: Re: Stonesense: New release!
Post by: Rose on October 04, 2013, 09:04:12 pm
Open stonesense/terrain/index.txt, and add a hash at the beginning of the lines that say "Track_Floors_128.xml" and "Track_Ramps_128.xml"

Then you will want to open stonesense/creatures/index.txt, and do the same with any lines that say something like "large_###" where ### is some number.
Title: Re: Stonesense: New release!
Post by: Adventurer on October 04, 2013, 09:16:28 pm
alright i went to terrain it did not have specific numbers but it did have this, the red is the hash thingy i added to it

(http://i277.photobucket.com/albums/kk45/KrasnayaArmada/terrainindex.jpg) (http://s277.photobucket.com/user/KrasnayaArmada/media/terrainindex.jpg.html)

and then the creatures txt

(http://i277.photobucket.com/albums/kk45/KrasnayaArmada/creatureindex.jpg) (http://s277.photobucket.com/user/KrasnayaArmada/media/creatureindex.jpg.html)

is this correct?
Title: Re: Stonesense: New release!
Post by: Rose on October 04, 2013, 09:37:31 pm
creatures txt is mostly correct (The beefmo line was fine how it was), but terrain isn't. Could you paste your entire terrain text? And open it with wordpad, not notepad. Notepad can't handle unix line endings.
Title: Re: Stonesense: New release!
Post by: Adventurer on October 06, 2013, 10:05:45 pm
sorry i disappeared, i ran wordpad and did the hash tags, however it still crashes

i think maybe this laptop is not good enough for this, on another laptop i could use it did run without a hitch
Title: Re: Stonesense: New release!
Post by: Rose on October 06, 2013, 10:24:26 pm
Yeah, you're most likely running out of memory. Some of the stonesense sprite sheets are pretty big.

This is another reminder that I really need to overhaul the sprite loading.
Title: Re: Stonesense: New release!
Post by: Adventurer on October 06, 2013, 10:41:31 pm
I cant wait then, this is kind of thing i hate to lose after using. Really great tool.
Title: Re: Stonesense: New release!
Post by: Socharis on October 07, 2013, 09:36:51 pm
I love me some Stonesense, but I'd love to be able to leverage my beefy graphics card to display more than 100 tiles per side on the SEGMENTSIZE_XY setting.  You mentioned in April that the next release might contain an increase of that limit - Has there been any more thought to that?

Thanks for maintaining this!
Title: Re: Stonesense: New release!
Post by: Rose on October 07, 2013, 09:41:08 pm
Pretty sure any limit that was there before is gone now.
Title: Re: Stonesense: New release!
Post by: Socharis on October 07, 2013, 10:22:25 pm
Pretty sure any limit that was there before is gone now.

Hmm.  The latest DFHack version has a binary that was last modified 3/14/2013, and that one doesn't seem to grow any larger than 100 tiles.  Is there a different, more recent one I should be using instead?
Title: Re: Stonesense: New release!
Post by: Socharis on October 07, 2013, 11:01:11 pm
I took a look at the stonesense source code, and it looks like these lines are preventing it from breaching 100 (Config.cpp):

    if( line.find("[SEGMENTSIZE_XY") != -1) {
        int value = parseIntFromLine( "SEGMENTSIZE_XY", line );
        if(value < 1) {
            value = DEFAULT_SEGMENTSIZE;
        }
        if(value > 100) {
            value = 100;
        }
        //plus 2 to allow edge readings
        ssState.SegmentSize.x = value+2;
        ssState.SegmentSize.y = value+2;
    }


I may just try building my own version without this limit, since I assume it was put there for a reason.
Title: Re: Stonesense: New release!
Post by: Rose on October 08, 2013, 07:03:54 am
Oh, that. If there's a reason for that, I don't know what it is. Feel free to remove it, and I'll remove it for the next version, sorry.
Title: Re: Stonesense: New release!
Post by: Socharis on October 08, 2013, 10:58:41 am
No problem!

I was able to get a render of my full embark site after removing it, which was cool.  It started to grind, as you might expect with so many tiles on the screen, but it worked well enough.
Title: Re: Stonesense: New release!
Post by: Rose on October 08, 2013, 11:47:40 am
Full embark is CTRL+F5, actually. and all Z levels is ctrl+shift+F5.
Title: Re: Stonesense: New release!
Post by: Socharis on October 08, 2013, 04:19:31 pm
Ah, excellent!  The screen shots are nice (and that explains how people were able to get full embark shots!), but I also like watching the embark site update in real-ish time with the larger viewport.

Thanks again!
Title: Re: Stonesense: New release!
Post by: PeridexisErrant on October 10, 2013, 05:30:42 am
Caldifr - any progress on the overlay, or estimates of when it might be done?  I'm only impatient because it looked so awesome...
Title: Re: Stonesense: New release!
Post by: Caldfir on October 13, 2013, 03:15:22 am
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 :)
Title: Re: Stonesense: New release!
Post by: PeridexisErrant on October 13, 2013, 05:08:42 am
Is the display issue that there's no art to display, or that the data on where to display it isn't there? (or both?).  Even if it's not newbie-ready yet, I'd imagine that an expert-playable alpha version could seriously encourage people to work on the missing parts through dfhack or whatever else it takes.  If it could be toggled on and off reasonably easily it could also work well just as a less immersion-breaking visualiser (particularly in fullscreen) even for newbies.  I have to admit that I'm coming up with reasons for this to release early - maybe it should have a proof of concept out before DF2013?  Perhaps knowing exactly what capabilities need to be added to dfhack for <next version> would ease development?  Many friends have sworn to start playing if a project like this becomes available, and I want to see the look on their faces...  More seriously, I wouldn't announce this in the LNP yet, but I would love to play with it and give some feedback. 

Do whatever seems best to you; the updates are great (thanks!); and I'll wait however long it is...
Title: Re: Stonesense: New release!
Post by: Rose on October 13, 2013, 05:44:42 am
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 :)

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.
Title: Re: Stonesense: New release!
Post by: Caldfir on October 21, 2013, 12:47:32 am
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.

OK I saw that before but for some reason I thought it wasn't working although clearly it does.  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. 
Title: Re: Stonesense: New release!
Post by: Rose on October 21, 2013, 12:50:30 am
There is a way to tell what building is currently selected, and from there it's a simple matter of displaying the room coverage. There's already something similar in use for stockpiles and farm plots.
Title: Re: Stonesense: New release!
Post by: Adventurer on October 21, 2013, 02:49:53 am
its working now, maybe because i embarked on a flat area
Title: Re: Stonesense: New release!
Post by: Maklak on October 21, 2013, 04:46:41 pm
Hi guys, I have a question. Eltrion is configuring stonesense for a pony mod (http://www.bay12forums.com/smf/index.php?topic=117374.msg4703536#msg4703536). It more or less already works, but how do you add clothes to the xml file? Let's assume there are armour and helmet sprites for now. Currently there is a script that generates a 700 kB xml for hundreds of castes. Would adding worn equipment cause a combinatorial explosion of rules? Is there a manual for writing variants? It may be better if you answer in the linked thread.

(http://i.imgur.com/4IJGVQz.png)
Title: Re: Stonesense: New release!
Post by: Maklak on October 27, 2013, 05:32:04 pm
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.
Title: Re: Stonesense: New release!
Post by: Meph on October 27, 2013, 05:34:44 pm
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.
Title: Re: Stonesense: New release!
Post by: therahedwig on October 28, 2013, 06:06:31 am
if I recall correctly, stonesense is using the raw names for... everything really.
Title: Re: Stonesense: New release!
Post by: Rose on October 28, 2013, 07:14:54 am
Listing all spriteless creatures is doable, yes. I'll work on that after I get back from vacation.

Also get rid of the missing creature spam.
Title: Re: Stonesense: New release!
Post by: Maklak on November 01, 2013, 03:52:05 am
Well, it would certainly help if a modder could run stonesense and get a TODO list of what exactly is missing. I could probably do the creatures with perl; after all it would only need to recurse on one index.txt file, reading all the linked txt and xml files and building a hash of gameID="(.*)", then read the entire RAW directory putting all CREATURE:(.*) tokens in another hash, then compare the two. A more advanced check would also store CASTE:(.*) and TLCM_NOUN:(.*) just to make sure nothing is misspelled in the xmls. But my perl scripts are cumbersome despite my best efforts and I often need to re-learn how to use them, so having this as a part of stonesense or dfhack would be much easier for the modders.

BTW, it appears to me that 64x64 zoom="1" sprites offer a good compromise between clarity and ease of making by resizing images and probably use up a reasonable amount of memory.

While having animated and coloured dogs and cats increases variety, they look kinda funky when their body parts are different colours. A dog with a black head and brown torso looks a bit like a giant ant or something :P

It would help if we could have if-then-else in rules, but even a "not" would help a lot, for example with clothes.
Wearing helmet => display healmet
Not wearing helmet => display hair
Not wearing helmet, wearing bandana => display bandana.
And so on.

Hm, I think the wagons are missing, at least I get a brown W for EQUIPMENT_WAGON in a mod.
Title: Re: Stonesense: New release!
Post by: ful on November 02, 2013, 10:29:11 am
Hey there, I'm having some trouble with stonesense.
When I use it I have random missing letters:

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

Would appreciate any help. Thanks.  :)
Title: Re: Stonesense: New release!
Post by: PeridexisErrant on November 02, 2013, 10:19:45 pm
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.

I read this as "room/plot selections and building/construction cursors" are the only thing left to work out before a release - am I misreading here? 

Any progress update or new screenshots for us to drool over?  An ETA, visualiser release, DF 1.0.0, world peace, etc. would also be lovely but I'm not holding my breath on those...
Title: Re: Stonesense: New release!
Post by: Rose on November 04, 2013, 04:07:29 am
Hey there, I'm having some trouble with stonesense.
When I use it I have random missing letters:

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

Would appreciate any help. Thanks.  :)
Only advice I can give is try again, and most definately don't resize the window at any time during the loading process.
Title: Re: Stonesense: New release!
Post by: Maklak on November 04, 2013, 04:12:19 am
Muskox need a one-pixel fix, because between their front legs there is a pixel that's not quite magnetta. This is for the version of stonesense from dfhack r3.

EDIT: Yeah, some sprites use alpha, some use a background colour. I'm not sure which method is actually better. For sharp sprite borders probably "magical pink". For blending in probably alpha.

(http://www.img.ie/hnp88.png)

If a "not" keyword would be too troublesome to implement, how about equipment_class="HELM" equipment_name="NONE" that would only be true when there are no clothes or armour over the head, so that hair can be drawn?
Title: Re: Stonesense: New release!
Post by: therahedwig on November 04, 2013, 07:14:30 am
ah, you guys do know you can use full alpha channels, don't you? So no monkeying around with ff00ff.

edit: nevermi d, I get what you mean.
Title: Re: Stonesense: New release!
Post by: ful on November 04, 2013, 11:58:05 am
Hey there, I'm having some trouble with stonesense.
When I use it I have random missing letters:

Would appreciate any help. Thanks.  :)
Only advice I can give is try again, and most definately don't resize the window at any time during the loading process.

Thanks, I started messing around with the settings and changing to the directx renderer fixed it for me.
Title: Re: Stonesense: New release!
Post by: Maklak on November 05, 2013, 09:01:50 am
I'd like a confirmation on this: There is currently no way to display hair (when no helmet is worn) or a helmet (when worn), best that can be done is blitting the helmet (if present) over the hair, correct?
Title: Re: Stonesense: New release!
Post by: Rose on November 05, 2013, 12:30:09 pm
Code: [Select]
<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.
Title: Re: Stonesense: New release!
Post by: Maklak on November 05, 2013, 06:00:48 pm
For a moment I thought I was on the right track, but I didn't get it to work.

  <subsprite sheetIndex="45" zoom="1" color="bodypart" bodypart="mane and tail" equipment_class="HELM" equipment_name="NONE" />
  <subsprite sheetIndex="91" zoom="1" equipment_class="HELM" equipment_name="ITEM_HELM_PONY_HELM2" color="equipment"/>

These display a helmet when worn, but don't display hair, even when no headwear is present. On the other hand, replacing it with

<subsprite sheetIndex="45" zoom="1" color="bodypart" bodypart="mane and tail" /> 

displays the hair, but I loose the helmets. I guess this means I can forget about helmets and only display armour and boots, which is enough to identify the soldiers.
Title: Re: Stonesense: New release!
Post by: Rose on November 05, 2013, 07:57:13 pm
You most likely have an older version then.
Title: Re: Stonesense: New release!
Post by: Maklak on November 06, 2013, 02:55:04 am
I have the version of stonesense that comes with dfhack r3.
There is no stonesense in the previev dfhack r4 and the first post in this thread says "download the version that comes with dfhack r3". So the way I see it, I have the newest publicly available version, short of compiling it myself from sources.
Title: Re: Stonesense: New release!
Post by: reexe on November 09, 2013, 10:42:16 am
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 :)

How is it going with this? I am rly interested :)
How about uploading an alpha for ppl to try so you can get some feedback?
Title: Re: Stonesense: New release!
Post by: Etherdrinker on November 09, 2013, 02:58:49 pm
Sorry for ask this, but the thread is somewhat extensive and maybe someone can response this.

Stonesense is mouse compatible or that feature is development?
Title: Re: Stonesense: New release!
Post by: Maklak on November 09, 2013, 04:30:28 pm
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.
Title: Re: Stonesense: New release!
Post by: Rose on November 09, 2013, 07:26:27 pm
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.

Best advice I can give is to just read how they're done in the existing buildings.

I have never used them myself, and they're made by somebody else. The Sprite guide is mainly for common sprite settings that work everywhere, which the if/and/or stuff on buildings isn't.

Sorry for ask this, but the thread is somewhat extensive and maybe someone can response this.

Stonesense is mouse compatible or that feature is development?
You can move the cursor with the mouse, but it's finicky.
Title: Re: Stonesense: New release!
Post by: Etherdrinker on November 09, 2013, 09:51:34 pm
Well more specifically, "control" the game in stone :p
Title: Re: Stonesense: New release!
Post by: Raul on November 09, 2013, 10:28:37 pm
Well more specifically, "control" the game in stone :p
I believe that is being worked on right now, but it's not even in alpha yet.
Title: Re: Stonesense: New release!
Post by: Vhorthex on November 10, 2013, 07:24:59 pm
For some reason, all my terrain tiles are pale white. Especially noticeable when viewing the surface. I'm running the game with Masterworks latest version. Is it compatible with Masterworks?
Title: Re: Stonesense: New release!
Post by: Rose on November 10, 2013, 07:31:56 pm
Not really. It only has sprite definitions for vanilla. If you want support for masterworks, you need to modify the stonesense sprite definitions to add support for all the masterworks materials, or bug meph to do it.
Title: Re: Stonesense: New release!
Post by: Maklak on November 10, 2013, 07:43:26 pm
> For some reason, all my terrain tiles are pale white.
Well, outside tiles are white in winter if there is snow.

Other than that, mods that change a lot of things, fare poorly in stonesense. For example, stonesense needs config files to assign pictures to every creature and plant and stuff, otherwise it doesn't recognize them. For creatures there is a fallback by displaying a coloured letter and I think new plants don't show up at all. I don't know about workshops and I think terrain gets funky if there are new mineral types and Masterwork has some.

I was writing a perl script to compare stonesense xml confing and DF RAWs and print a list of problems, but I got sidetracked. I think I should be able to do creatures, plants and buildings, but I didn't manage to figure out where <terrain value="41"/> comes from. Is it the same as [TILE:133] or what?
Title: Problem :/
Post by: paxy97 on November 10, 2013, 10:14:40 pm
I used stonesense earlier and it worked just fine. Now on another PC with a fresh copy of extended LNP when I execute stonesense from DFHack, I get the following error:
Code: [Select]
[DFHack]# stonesense
Stonesense launched
Using allegro version 5.0.9 r1
[color=red]al_create_display failed[/color]
[DFHack]#

Sorry if this has been asked, but I couldn't find it in the FAQ nor by searching the thread
Title: Re: Stonesense: New release!
Post by: Rose on November 10, 2013, 10:25:04 pm
What are the specs of the new comp?
Title: Re: Stonesense: New release!
Post by: paxy97 on November 10, 2013, 10:40:43 pm
I'm using Windows 8 on both PCs, both have amd radeon hd gpus, intel cpus, and 4bg ram. I just remebered that I havent tested stonesense with extended LNP on the other pc, maybe that's causing the trouble.

Edit: I can say that stonesense is working completely on this PC. I just came Home and copied the installation from the other one (the not working) and it's working.
Title: Re: Stonesense: New release!
Post by: PeridexisErrant on November 11, 2013, 07:43:24 pm
I made a gif intro to my starting fort with stonesense (http://imgur.com/ZE4NZEF), and thought people might be interested. 
Title: Re: Stonesense: New release!
Post by: Splayn on November 11, 2013, 09:21:32 pm
Hello, I made this account to ask some questions about the new Stonesense. I hope someone can help me out with some problems I just cant get into my head.

I'm trying to make some 128x128 sprite sheets for the vilous mod. So far so good I can get my custom sheets to work but I'm also trying to add subsprites. I used the human png files from the "large_128" folder as a base for all the cloth and body parts. But I noticed some differences from the sheetIndex in the xml files and the actual sheetIndex from the pngs. Those numbers don't seems to match each other. At least not like described in the wiki about adding content (What seems to be for older 32x32 sheets).
My friend first thought that the index in the image file might be octal, but that doesn't seem to be it. Maybe someone can direct me in the right direction about that.

My second question is what the zoom="2" does (It just wouldn't change anything and If I delete this parameter Stonesense refuses to load my xml after changing it to "1")

And my last question is, what exactly does the parameter pattern_index? It seems to have something to do with the colors.

After trying to find any documentation about any of my problems, without finding anything. I'm trying my luck here.

Otherwise, its really nice to see that Stonesense even came this far and is still in development. Keep up the good work.
I'm looking forward for updates and what not :D
Title: Re: Stonesense: New release!
Post by: Putnam on November 11, 2013, 09:29:16 pm
The zoom parameter makes the sprite bigger or smaller in the display; without it, a 64x64 sprite would be 4 times the size of a 32x32 sprite.

pattern_index is for things like eyes which have 3 colors in a pattern. If, for example, a creature has striped fur of two different colors, you can sprite the two different colors with pattern_index.

Sprite Guide.txt explains pretty much everything.
Title: Re: Stonesense: New release!
Post by: Rose on November 12, 2013, 01:45:21 am
Also sheet index is in decimal, but it assumes 20 sprites per line, so the sprite at 0,0 would be index 0, and the sprite at 0,1 would be 20.
Title: Re: Stonesense: New release!
Post by: Maklak on November 12, 2013, 03:20:44 am
> Sprite Guide.txt explains pretty much everything.
I have to disagree with this. It explains spritesheets and most of the more common options, but has nothing on pattern_index, hair_type, hair_style, <if>, <or>, <else>, <terrain value="176" />, <!--comments--> and probably a lot of other obscure options that stonesense has. I'm a hypocrite saying this (because I the manuals for my own scripts are pretty bad), but you should write a better manual for the next release if you want stonesense to be more easily converted to things other than vanilla.
Title: Re: Stonesense: New release!
Post by: Rose on November 12, 2013, 03:38:07 am
Yeah, that is, unfortunately, true. I seriously need to expand that, but I really haven't had the time.
Title: Re: Stonesense: New release!
Post by: Splayn on November 12, 2013, 11:21:42 am
Thanks everybody, that helped me.
I thought, the wiki is more up to date.. oh well.

And about the sheetIndex "problem", that I had: The 128x128 human files had a tile width of 15 (starting with 0), so I assumed that the next line below would start with 16.. Everything was confusing.
I had no idea, that stonesense still has that hardcoded 19 tiles width, even if you cut some tiles from the image.
Well, the more you know..
Title: Re: Stonesense: New release!
Post by: Maklak on November 12, 2013, 05:16:20 pm
I somehow managed to overlook that the png files don't need padding sprites to make 20 per line and just 3 sprites are perfectly acceptable.

As for my script, I'm about 1/3 done and can recurse on index.dat and read the xml files. I'm not testing it on a clean copy of vanilla, but even so I've run into some problems.

There are some farm / domestic / wild animal definitions in stonsesense/creatures/large_128 that are later redefined in various files in stonsesense/creatures. There are about 20 of those, for example: 
WARNING: Redefinition of creature BIRD_CHICKEN in xml file "stonesense/creatures/caravan_animals.xml" line 3 Previously defined in file "stonesense/creatures/large_128/domestic.xml" line 85
If I understand correctly, this is nothing serious and the first definition is used, which is good for overriding just a subset of some xml file by simply putting another xml file above it in index.txt

Another problem I see is that the stuff in buildings has lines like these <include file="sBlueprint.xml" /> Those files exist in an include subdirectory. Is this how this is supposed to work? If so, I can fix my script to look for "^include", add it to path and recurse on any xml files.

EDIT: OK, I've taken including files into account, cleaned up some code, deleted some code, changed debug levels of some prints and added a function to normalise directories (that is, turn "aaa/bbb/../sprite.png" into "aaa/sprite.png"). The xml part is pretty much done, except for the terrain. Now I need to do RAW reading and comparisons as well as command line options and help.
EDIT: I did most of the work. I still need to test the RAW reading and write the sub to compare RAWs and xml, but it shouldn't be too hard.
Title: Re: Stonesense: New release!
Post by: Rose on November 13, 2013, 10:11:32 pm
The include stuff, much like the rest of the building definition stuff, is dark mayjyks that I really dont understand very well. Best advice I can give is to just take a look at what's there already and make some educated guesses.
Title: Re: Stonesense: New release!
Post by: Urist McTeellox on November 17, 2013, 09:21:24 pm
Hey fabulous stonesensers!

I'm in the process of integrating DFHack r4 into Masterwork (mod) (http://www.bay12forums.com/smf/index.php?topic=133174.0), but the new DFHack r4 release (http://dffd.wimbli.com/file.php?id=8068) doesn't seem to include stonesense.

I know that in theory I can compile my own, but in practice that means finding a Windows build environment (I play DF under Linux + wine), so I'd really just love to be able to download a binary. I've looked through both the DFHack thread and the stonesense thread, but can't seem to find a simple binary drop-in. Does anyone know if one exists?

Many thanks!

~ T
Title: Re: Stonesense: New release!
Post by: Rose on November 18, 2013, 05:13:59 pm
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.
Title: Re: Stonesense: New release!
Post by: Urist McTeellox on November 18, 2013, 07:23:11 pm
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.

You rock. Thank you! :)
Title: Re: Stonesense: Usage Poll!
Post by: Rose on November 19, 2013, 11:26:58 am
Hey guys, I added a poll to the thread, just so I can get an idea of how many people use this, since I recently realized I really don't know.

So if you use stonesense, feel free to vote, thanks.
Title: Re: Stonesense: Usage Poll!
Post by: Rose on November 19, 2013, 01:30:01 pm
Sorry for double-post, but after doing some checking, it seems I need to change a few things for proper compatibility with DFHack R4. this will mean an extra day or so to the release.
Title: Re: Stonesense: Usage Poll!
Post by: Raul on November 19, 2013, 04:30:38 pm
About the poll: I chose the 3rd option, but once the usable interface update becomes available, definitely would change my vote to the 1st option.
Title: Re: Stonesense: Usage Poll!
Post by: PeridexisErrant on November 19, 2013, 06:33:06 pm
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. 

As-is, I mostly use it for getting a better sense of the 3D layout of a fort - and pretty pictures just because visualisers are awesome. 
Title: Re: Stonesense: Usage Poll!
Post by: Maklak on November 20, 2013, 10:29:14 am
That script I was making for pointing out the differenced between the RAWs and stonsesne is coming along. It should help modders. It isn't quite dome yet, but here is some preliminary result. The idea is to run this the script and see what's missing in stonsesne so that modders have an  easier time making their mods look good under stonsesense. It checks plants and creatures. I have no idea how to check buildings and terrain. I compared the stonsesne from dfhack r3 to vanilla 34.11 RAWs. Any comments?

WARNING: Redefinition of creature BIRD_CHICKEN in "stonesense/creatures/caravan_animals.xml" line 3. Previously defined in "stonesense/creatures/large_128/domestic.xml" line 85
WARNING: Redefinition of creature BIRD_DUCK in "stonesense/creatures/caravan_animals.xml" line 54. Previously defined in "stonesense/creatures/large_128/domestic.xml" line 102
WARNING: Redefinition of creature SHEEP in "stonesense/creatures/caravan_animals.xml" line 103. Previously defined in "stonesense/creatures/large_128/domestic.xml" line 43
WARNING: Redefinition of creature HUMAN in "stonesense/creatures/humans.xml" line 5. Previously defined in "stonesense/creatures/large_128/human.xml" line 3
WARNING: Redefinition of creature GOAT_MOUNTAIN in "stonesense/creatures/wild_animals.xml" line 54. Previously defined in "stonesense/creatures/large_128/wild.xml" line 4
WARNING: Redefinition of creature CAT in "stonesense/creatures/Wildlife.xml" line 4. Previously defined in "stonesense/creatures/beefmo_domestics.xml" line 206
WARNING: Redefinition of creature DOG in "stonesense/creatures/Wildlife.xml" line 8. Previously defined in "stonesense/creatures/beefmo_domestics.xml" line 5
WARNING: Redefinition of creature CAMEL_1_HUMP in "stonesense/creatures/Wildlife.xml" line 13. Previously defined in "stonesense/creatures/beefmo_domestics.xml" line 393
WARNING: Redefinition of creature CAMEL_2_HUMP in "stonesense/creatures/Wildlife.xml" line 14. Previously defined in "stonesense/creatures/beefmo_domestics.xml" line 412
WARNING: Redefinition of creature COW in "stonesense/creatures/Wildlife.xml" line 15. Previously defined in "stonesense/creatures/beefmo_domestics.xml" line 367
WARNING: Redefinition of creature MULE in "stonesense/creatures/Wildlife.xml" line 29. Previously defined in "stonesense/creatures/beefmo_domestics.xml" line 334
WARNING: Redefinition of creature DONKEY in "stonesense/creatures/Wildlife.xml" line 30. Previously defined in "stonesense/creatures/beefmo_domestics.xml" line 315
WARNING: Redefinition of creature MUSKOX in "stonesense/creatures/Wildlife.xml" line 31. Previously defined in "stonesense/creatures/beefmo_domestics.xml" line 347
WARNING: Redefinition of creature HORSE in "stonesense/creatures/Wildlife.xml" line 32. Previously defined in "stonesense/creatures/beefmo_domestics.xml" line 296
WARNING: Redefinition of creature OLM_GIANT in "stonesense/creatures/Wildlife.xml" line 35. Previously defined in "stonesense/creatures/beefmo_subterranean.xml" line 170
WARNING: Redefinition of creature GOBLIN in "stonesense/creatures/Wildlife.xml" line 38. Previously defined in "stonesense/creatures/gobbos.xml" line 3
WARNING: Redefinition of creature SPIDER_CAVE_GIANT in "stonesense/creatures/Wildlife.xml" line 40. Previously defined in "stonesense/creatures/beefmo_subterranean.xml" line 300
WARNING: Redefinition of creature IMP_FIRE in "stonesense/creatures/Wildlife.xml" line 42. Previously defined in "stonesense/creatures/large_128/crundle.xml" line 15
WARNING: Redefinition of creature DWARF in "stonesense/creatures/color_Dwarves.xml" line 3. Previously defined in "stonesense/creatures/large_128/dwarf.xml" line 3
WARNING: Redefinition of creature GRAY_LANGUR in "stonesense/phoebus/graphics_doren_crittermen.xml" line 723. Previously defined in "stonesense/creatures/large_128/wild.xml" line 13
WARNING: Redefinition of creature CRUNDLE in "stonesense/phoebus/graphics_magnut_next_underground.xml" line 26. Previously defined in "stonesense/creatures/large_128/crundle.xml" line 3
WARNING: Redefinition of creature JABBERER in "stonesense/phoebus/graphics_magnut_next_underground.xml" line 76. Previously defined in "stonesense/creatures/large_128/jabber.xml" line 3
WARNING: Redefinition of creature CROW_MAN in "stonesense/phoebus/graphics_nwkohaku_birds.xml" line 156. Previously defined in "stonesense/phoebus/graphics_kafine_animals.xml" line 55
WARNING: Redefinition of creature CAT in "stonesense/phoebus/graphics_phoebus_animals.xml" line 3. Previously defined in "stonesense/creatures/beefmo_domestics.xml" line 206
WARNING: Redefinition of creature DOG in "stonesense/phoebus/graphics_phoebus_animals.xml" line 7. Previously defined in "stonesense/creatures/beefmo_domestics.xml" line 5
WARNING: Redefinition of creature COW in "stonesense/phoebus/graphics_phoebus_animals.xml" line 13. Previously defined in "stonesense/creatures/beefmo_domestics.xml" line 367
WARNING: Redefinition of creature CAMEL_1_HUMP in "stonesense/phoebus/graphics_phoebus_animals.xml" line 17. Previously defined in "stonesense/creatures/beefmo_domestics.xml" line 393
WARNING: Redefinition of creature CAMEL_2_HUMP in "stonesense/phoebus/graphics_phoebus_animals.xml" line 21. Previously defined in "stonesense/creatures/beefmo_domestics.xml" line 412
WARNING: Redefinition of creature MUSKOX in "stonesense/phoebus/graphics_phoebus_animals.xml" line 25. Previously defined in "stonesense/creatures/beefmo_domestics.xml" line 347
WARNING: Redefinition of creature WATER_BUFFALO in "stonesense/phoebus/graphics_phoebus_animals.xml" line 29. Previously defined in "stonesense/creatures/large_128/domestic.xml" line 4
WARNING: Redefinition of creature YAK in "stonesense/phoebus/graphics_phoebus_animals.xml" line 33. Previously defined in "stonesense/creatures/caravan_animals.xml" line 94
WARNING: Redefinition of creature HORSE in "stonesense/phoebus/graphics_phoebus_animals.xml" line 37. Previously defined in "stonesense/creatures/beefmo_domestics.xml" line 296
WARNING: Redefinition of creature DONKEY in "stonesense/phoebus/graphics_phoebus_animals.xml" line 41. Previously defined in "stonesense/creatures/beefmo_domestics.xml" line 315
WARNING: Redefinition of creature MULE in "stonesense/phoebus/graphics_phoebus_animals.xml" line 45. Previously defined in "stonesense/creatures/beefmo_domestics.xml" line 334
WARNING: Redefinition of creature LLAMA in "stonesense/phoebus/graphics_phoebus_animals.xml" line 49. Previously defined in "stonesense/creatures/caravan_animals.xml" line 84
WARNING: Redefinition of creature ALPACA in "stonesense/phoebus/graphics_phoebus_animals.xml" line 53. Previously defined in "stonesense/creatures/caravan_animals.xml" line 74
WARNING: Redefinition of creature WOLF in "stonesense/phoebus/graphics_phoebus_animals.xml" line 61. Previously defined in "stonesense/creatures/wild_animals.xml" line 48
WARNING: Redefinition of creature WOLF_ICE in "stonesense/phoebus/graphics_phoebus_animals.xml" line 65. Previously defined in "stonesense/creatures/wild_animals.xml" line 50
WARNING: Redefinition of creature FOX in "stonesense/phoebus/graphics_phoebus_animals.xml" line 69. Previously defined in "stonesense/creatures/Wildlife.xml" line 48
WARNING: Redefinition of creature BEAR_GRIZZLY in "stonesense/phoebus/graphics_phoebus_animals.xml" line 73. Previously defined in "stonesense/creatures/wild_animals.xml" line 44
WARNING: Redefinition of creature BEAR_BLACK in "stonesense/phoebus/graphics_phoebus_animals.xml" line 77. Previously defined in "stonesense/creatures/wild_animals.xml" line 46
WARNING: Redefinition of creature BEAR_POLAR in "stonesense/phoebus/graphics_phoebus_animals.xml" line 81. Previously defined in "stonesense/creatures/wild_animals.xml" line 42
WARNING: Redefinition of creature RACCOON in "stonesense/phoebus/graphics_phoebus_animals.xml" line 93. Previously defined in "stonesense/creatures/wild_animals.xml" line 58
WARNING: Redefinition of creature MARMOT_HOARY in "stonesense/phoebus/graphics_phoebus_animals.xml" line 97. Previously defined in "stonesense/creatures/wild_animals.xml" line 52
WARNING: Redefinition of creature GROUNDHOG in "stonesense/phoebus/graphics_phoebus_animals.xml" line 101. Previously defined in "stonesense/creatures/Wildlife.xml" line 17
WARNING: Redefinition of creature ELK in "stonesense/phoebus/graphics_phoebus_animals.xml" line 105. Previously defined in "stonesense/creatures/wild_animals.xml" line 33
WARNING: Redefinition of creature REINDEER in "stonesense/phoebus/graphics_phoebus_animals.xml" line 109. Previously defined in "stonesense/creatures/large_128/domestic.xml" line 63
WARNING: Redefinition of creature DEER in "stonesense/phoebus/graphics_phoebus_animals.xml" line 121. Previously defined in "stonesense/creatures/wild_animals.xml" line 36
WARNING: Redefinition of creature GAZELLE in "stonesense/phoebus/graphics_phoebus_animals.xml" line 125. Previously defined in "stonesense/creatures/wild_animals.xml" line 39
WARNING: Redefinition of creature GOAT_MOUNTAIN in "stonesense/phoebus/graphics_phoebus_animals.xml" line 129. Previously defined in "stonesense/creatures/large_128/wild.xml" line 4
WARNING: Redefinition of creature GOAT in "stonesense/phoebus/graphics_phoebus_animals.xml" line 133. Previously defined in "stonesense/creatures/large_128/domestic.xml" line 24
WARNING: Redefinition of creature SHEEP in "stonesense/phoebus/graphics_phoebus_animals.xml" line 137. Previously defined in "stonesense/creatures/large_128/domestic.xml" line 43
WARNING: Redefinition of creature RABBIT in "stonesense/phoebus/graphics_phoebus_animals.xml" line 141. Previously defined in "stonesense/creatures/caravan_animals.xml" line 115
WARNING: Redefinition of creature WARTHOG in "stonesense/phoebus/graphics_phoebus_animals.xml" line 145. Previously defined in "stonesense/creatures/wild_animals.xml" line 56
WARNING: Redefinition of creature PIG in "stonesense/phoebus/graphics_phoebus_animals.xml" line 149. Previously defined in "stonesense/creatures/large_128/domestic.xml" line 76
WARNING: Redefinition of creature MACAQUE_RHESUS in "stonesense/phoebus/graphics_phoebus_animals.xml" line 190. Previously defined in "stonesense/creatures/Wildlife.xml" line 12
WARNING: Redefinition of creature BIRD_CHICKEN in "stonesense/phoebus/graphics_phoebus_animals.xml" line 234. Previously defined in "stonesense/creatures/large_128/domestic.xml" line 85
WARNING: Redefinition of creature BIRD_DUCK in "stonesense/phoebus/graphics_phoebus_animals.xml" line 238. Previously defined in "stonesense/creatures/large_128/domestic.xml" line 102
WARNING: Redefinition of creature BIRD_GOOSE in "stonesense/phoebus/graphics_phoebus_animals.xml" line 242. Previously defined in "stonesense/creatures/caravan_animals.xml" line 64
WARNING: Redefinition of creature BIRD_PEAFOWL_BLUE in "stonesense/phoebus/graphics_phoebus_animals.xml" line 250. Previously defined in "stonesense/creatures/caravan_animals.xml" line 48
WARNING: Redefinition of creature BIRD_TURKEY in "stonesense/phoebus/graphics_phoebus_animals.xml" line 254. Previously defined in "stonesense/creatures/caravan_animals.xml" line 36
WARNING: Redefinition of creature BIRD_SWALLOW_CAVE_GIANT in "stonesense/phoebus/graphics_phoebus_animals.xml" line 290. Previously defined in "stonesense/creatures/beefmo_subterranean.xml" line 341
WARNING: Redefinition of creature BAT_GIANT in "stonesense/phoebus/graphics_phoebus_animals.xml" line 294. Previously defined in "stonesense/creatures/beefmo_subterranean.xml" line 129
WARNING: Redefinition of creature LION in "stonesense/phoebus/graphics_phoebus_animals.xml" line 298. Previously defined in "stonesense/creatures/wild_animals.xml" line 5
WARNING: Redefinition of creature LION_GIANT in "stonesense/phoebus/graphics_phoebus_animals.xml" line 302. Previously defined in "stonesense/creatures/wild_animals.xml" line 16
WARNING: Redefinition of creature TIGER in "stonesense/phoebus/graphics_phoebus_animals.xml" line 306. Previously defined in "stonesense/creatures/wild_animals.xml" line 8
WARNING: Redefinition of creature TIGER_GIANT in "stonesense/phoebus/graphics_phoebus_animals.xml" line 310. Previously defined in "stonesense/creatures/wild_animals.xml" line 19
WARNING: Redefinition of creature CHEETAH in "stonesense/phoebus/graphics_phoebus_animals.xml" line 314. Previously defined in "stonesense/creatures/wild_animals.xml" line 14
WARNING: Redefinition of creature CHEETAH_GIANT in "stonesense/phoebus/graphics_phoebus_animals.xml" line 318. Previously defined in "stonesense/creatures/wild_animals.xml" line 25
WARNING: Redefinition of creature LEOPARD in "stonesense/phoebus/graphics_phoebus_animals.xml" line 322. Previously defined in "stonesense/creatures/wild_animals.xml" line 12
WARNING: Redefinition of creature LEOPARD_GIANT in "stonesense/phoebus/graphics_phoebus_animals.xml" line 326. Previously defined in "stonesense/creatures/wild_animals.xml" line 23
WARNING: Redefinition of creature JAGUAR in "stonesense/phoebus/graphics_phoebus_animals.xml" line 330. Previously defined in "stonesense/creatures/wild_animals.xml" line 10
WARNING: Redefinition of creature JAGUAR_GIANT in "stonesense/phoebus/graphics_phoebus_animals.xml" line 334. Previously defined in "stonesense/creatures/wild_animals.xml" line 21
WARNING: Redefinition of creature COUGAR in "stonesense/phoebus/graphics_phoebus_animals.xml" line 338. Previously defined in "stonesense/creatures/wild_animals.xml" line 27
WARNING: Redefinition of creature HIPPO in "stonesense/phoebus/graphics_phoebus_animals.xml" line 346. Previously defined in "stonesense/creatures/Wildlife.xml" line 16
WARNING: Redefinition of creature ELEPHANT in "stonesense/phoebus/graphics_phoebus_animals.xml" line 350. Previously defined in "stonesense/creatures/wild_animals.xml" line 3
WARNING: Redefinition of creature WALRUS in "stonesense/phoebus/graphics_phoebus_animals.xml" line 354. Previously defined in "stonesense/creatures/beefmo_large_ocean.xml" line 5
WARNING: Redefinition of creature MOLE_DOG_NAKED in "stonesense/phoebus/graphics_phoebus_animals.xml" line 358. Previously defined in "stonesense/creatures/beefmo_subterranean.xml" line 88
WARNING: Redefinition of creature RAT_GIANT in "stonesense/phoebus/graphics_phoebus_animals.xml" line 362. Previously defined in "stonesense/creatures/beefmo_subterranean.xml" line 211
WARNING: Redefinition of creature RAT_LARGE in "stonesense/phoebus/graphics_phoebus_animals.xml" line 366. Previously defined in "stonesense/creatures/beefmo_subterranean.xml" line 423
WARNING: Redefinition of creature MOLE_GIANT in "stonesense/phoebus/graphics_phoebus_animals.xml" line 370. Previously defined in "stonesense/creatures/beefmo_subterranean.xml" line 382
WARNING: Redefinition of creature BEAK_DOG in "stonesense/phoebus/graphics_phoebus_animals.xml" line 374. Previously defined in "stonesense/creatures/Wildlife.xml" line 36
WARNING: Redefinition of creature ALLIGATOR in "stonesense/phoebus/graphics_phoebus_animals.xml" line 386. Previously defined in "stonesense/creatures/Wildlife.xml" line 39
WARNING: Redefinition of creature CROCODILE_CAVE in "stonesense/phoebus/graphics_phoebus_animals.xml" line 390. Previously defined in "stonesense/creatures/beefmo_subterranean.xml" line 5
WARNING: Redefinition of creature OLM_GIANT in "stonesense/phoebus/graphics_phoebus_animals.xml" line 398. Previously defined in "stonesense/creatures/beefmo_subterranean.xml" line 170
WARNING: Redefinition of creature TOAD_GIANT in "stonesense/phoebus/graphics_phoebus_animals.xml" line 405. Previously defined in "stonesense/creatures/beefmo_subterranean.xml" line 47
WARNING: Redefinition of creature SPIDER_CAVE_GIANT in "stonesense/phoebus/graphics_phoebus_animals.xml" line 409. Previously defined in "stonesense/creatures/beefmo_subterranean.xml" line 300
WARNING: Redefinition of creature FISH_CARP in "stonesense/phoebus/graphics_phoebus_animals.xml" line 423. Previously defined in "stonesense/creatures/Wildlife.xml" line 33
WARNING: Redefinition of creature WHALE in "stonesense/phoebus/graphics_phoebus_animals.xml" line 443. Previously defined in "stonesense/creatures/beefmo_large_ocean.xml" line 44
WARNING: Redefinition of creature SHARK_GREAT_WHITE in "stonesense/phoebus/graphics_phoebus_animals.xml" line 449. Previously defined in "stonesense/creatures/beefmo_large_ocean.xml" line 83
WARNING: Redefinition of creature SHARK_SPINY_DOGFISH in "stonesense/phoebus/graphics_phoebus_animals.xml" line 455. Previously defined in "stonesense/creatures/beefmo_large_ocean.xml" line 122
WARNING: Redefinition of creature SHARK_WOBBEGONG_SPOTTED in "stonesense/phoebus/graphics_phoebus_animals.xml" line 458. Previously defined in "stonesense/creatures/beefmo_large_ocean.xml" line 161
WARNING: Redefinition of creature SHARK_WHALE in "stonesense/phoebus/graphics_phoebus_animals.xml" line 461. Previously defined in "stonesense/creatures/beefmo_large_ocean.xml" line 200
WARNING: Redefinition of creature SHARK_BASKING in "stonesense/phoebus/graphics_phoebus_animals.xml" line 464. Previously defined in "stonesense/creatures/beefmo_large_ocean.xml" line 239
WARNING: Redefinition of creature SHARK_NURSE in "stonesense/phoebus/graphics_phoebus_animals.xml" line 467. Previously defined in "stonesense/creatures/beefmo_large_ocean.xml" line 278
WARNING: Redefinition of creature SHARK_MAKO_SHORTFIN in "stonesense/phoebus/graphics_phoebus_animals.xml" line 470. Previously defined in "stonesense/creatures/beefmo_large_ocean.xml" line 317
WARNING: Redefinition of creature SHARK_MAKO_LONGFIN in "stonesense/phoebus/graphics_phoebus_animals.xml" line 473. Previously defined in "stonesense/creatures/beefmo_large_ocean.xml" line 356
WARNING: Redefinition of creature SHARK_TIGER in "stonesense/phoebus/graphics_phoebus_animals.xml" line 476. Previously defined in "stonesense/creatures/beefmo_large_ocean.xml" line 395
WARNING: Redefinition of creature SHARK_BULL in "stonesense/phoebus/graphics_phoebus_animals.xml" line 479. Previously defined in "stonesense/creatures/beefmo_large_ocean.xml" line 434
WARNING: Redefinition of creature SHARK_REEF_BLACKTIP in "stonesense/phoebus/graphics_phoebus_animals.xml" line 482. Previously defined in "stonesense/creatures/beefmo_large_ocean.xml" line 473
WARNING: Redefinition of creature SHARK_REEF_WHITETIP in "stonesense/phoebus/graphics_phoebus_animals.xml" line 485. Previously defined in "stonesense/creatures/beefmo_large_ocean.xml" line 512
WARNING: Redefinition of creature SHARK_BLUE in "stonesense/phoebus/graphics_phoebus_animals.xml" line 488. Previously defined in "stonesense/creatures/beefmo_large_ocean.xml" line 551
WARNING: Redefinition of creature SHARK_HAMMERHEAD in "stonesense/phoebus/graphics_phoebus_animals.xml" line 491. Previously defined in "stonesense/creatures/beefmo_large_ocean.xml" line 590
WARNING: Redefinition of creature DWARF in "stonesense/phoebus/graphics_phoebus_dwarves.xml" line 3. Previously defined in "stonesense/creatures/large_128/dwarf.xml" line 3
WARNING: Redefinition of creature GOBLIN in "stonesense/phoebus/graphics_phoebus_goblins.xml" line 3. Previously defined in "stonesense/creatures/gobbos.xml" line 3
WARNING: Redefinition of creature AMPHIBIAN_MAN in "stonesense/phoebus/graphics_phoebus_humanoids.xml" line 3. Previously defined in "stonesense/creatures/Wildlife.xml" line 45
WARNING: Redefinition of creature RODENT MAN in "stonesense/phoebus/graphics_phoebus_humanoids.xml" line 42. Previously defined in "stonesense/creatures/Wildlife.xml" line 44
WARNING: Redefinition of creature REPTILE_MAN in "stonesense/phoebus/graphics_phoebus_humanoids.xml" line 45. Previously defined in "stonesense/creatures/Wildlife.xml" line 46
WARNING: Redefinition of creature TIGERMAN in "stonesense/phoebus/graphics_phoebus_humanoids.xml" line 57. Previously defined in "stonesense/creatures/wild_animals.xml" line 29
WARNING: Redefinition of creature TROGLODYTE in "stonesense/phoebus/graphics_phoebus_humanoids.xml" line 65. Previously defined in "stonesense/creatures/Wildlife.xml" line 49
WARNING: Redefinition of creature IMP_FIRE in "stonesense/phoebus/graphics_phoebus_humanoids.xml" line 69. Previously defined in "stonesense/creatures/large_128/crundle.xml" line 15
WARNING: Redefinition of creature ELEMENTMAN_FIRE in "stonesense/phoebus/graphics_phoebus_humanoids.xml" line 72. Previously defined in "stonesense/creatures/beefmo_subterranean.xml" line 289
WARNING: Redefinition of creature ELEMENTMAN_MAGMA in "stonesense/phoebus/graphics_phoebus_humanoids.xml" line 75. Previously defined in "stonesense/creatures/beefmo_subterranean.xml" line 277
WARNING: Redefinition of creature ELEMENTMAN_IRON in "stonesense/phoebus/graphics_phoebus_humanoids.xml" line 78. Previously defined in "stonesense/creatures/beefmo_subterranean.xml" line 265
WARNING: Redefinition of creature ELEMENTMAN_MUD in "stonesense/phoebus/graphics_phoebus_humanoids.xml" line 81. Previously defined in "stonesense/creatures/beefmo_subterranean.xml" line 252
WARNING: Redefinition of creature HUMAN in "stonesense/phoebus/graphics_phoebus_humans.xml" line 3. Previously defined in "stonesense/creatures/large_128/human.xml" line 3
WARNING: Redefinition of creature KOBOLD in "stonesense/phoebus/graphics_sphr_kobolds.xml" line 3. Previously defined in "stonesense/creatures/Wildlife.xml" line 37
WARNING: Redefinition of creature TROLL in "stonesense/phoebus/graphics_sphr_monsters.xml" line 11. Previously defined in "stonesense/creatures/Wildlife.xml" line 24
WARNING: Redefinition of creature OGRE in "stonesense/phoebus/graphics_sphr_monsters.xml" line 15. Previously defined in "stonesense/creatures/Wildlife.xml" line 27
WARNING: Redefinition of creature DRAGON in "stonesense/phoebus/graphics_sphr_monsters.xml" line 23. Previously defined in "stonesense/creatures/Wildlife.xml" line 51
WARNING: Redefinition of creature SPIRIT_OF_FIRE in "stonesense/phoebus/graphics_sphr_monsters.xml" line 39. Previously defined in "stonesense/creatures/Wildlife.xml" line 41
WARNING: Redefinition of creature GIANT in "stonesense/phoebus/graphics_sphr_monsters.xml" line 59. Previously defined in "stonesense/creatures/Wildlife.xml" line 22
WARNING: Redefinition of creature CYCLOPS in "stonesense/phoebus/graphics_sphr_monsters.xml" line 63. Previously defined in "stonesense/creatures/Wildlife.xml" line 20
WARNING: Redefinition of creature ETTIN in "stonesense/phoebus/graphics_sphr_monsters.xml" line 67. Previously defined in "stonesense/creatures/Wildlife.xml" line 21
WARNING: Redefinition of creature MINOTAUR in "stonesense/phoebus/graphics_sphr_monsters.xml" line 71. Previously defined in "stonesense/creatures/Wildlife.xml" line 23
WARNING: Redefinition of creature NIGHTWING in "stonesense/phoebus/graphics_sphr_monsters.xml" line 99. Previously defined in "stonesense/creatures/Wildlife.xml" line 25
WARNING: Redefinition of creature HARPY in "stonesense/phoebus/graphics_sphr_monsters.xml" line 103. Previously defined in "stonesense/creatures/Wildlife.xml" line 19
WARNING: Redefinition of creature FISH_CONGER_EEL in "stonesense/phoebus/graphics_sphr_monsters.xml" line 123. Previously defined in "stonesense/creatures/Wildlife.xml" line 26

Bushes in RAWs, missing in xml: BERRIES_FISHER BERRIES_PRICKLE BERRIES_STRAW_WILD BERRY_SUN BULB_KOBOLD BUSH_QUARRY GRASS_LONGLAND GRASS_TAIL_PIG GRASS_WHEAT_CAVE HERB_VALLEY MUSHROOM_CUP_DIMPLE MUSHROOM_HELMET_PLUMP POD_SWEET REED_ROPE ROOT_HIDE ROOT_MUCK SLIVER_BARB TUBER_BLOATED VINE_WHIP WEED_BLADE WEED_RAT

Checking creatures in xml for errors...
These creatures are defined in xml, but not in the RAWs. It should be safe to remove them from stonesense: "BIRD_EAGLE_GIANT", "CAVE_LOBSTER", "DEMON", "FORGOTTEN_BEAST", "FROG_DEMON", "KIWI_MAN", "LEECHMAN", "SLUGMAN", "SNAILMAN", "SPIRIT_OF_FIRE", "TENTACLE_DEMON", "TITAN", "TREANT", "WEREWOLF", "WHALE", "WIZARD"
Done checking creatures in xml.

Creatures in RAWs, missing in xml (important) Skipped varieties: Vermin Giants Men : "CHIMERA", "EQUIPMENT_WAGON", "GRIFFON"
Title: Re: Stonesense: Usage Poll!
Post by: Maklak on November 25, 2013, 05:41:02 pm
I finished my script for comparing RAWs and stonesense config. You can find it here: http://www.bay12forums.com/smf/index.php?topic=133640.msg4789713#msg4789713 You need perl to run it. It works for plants (sorted by type) and creatures (including body parts, castes and equipment), but not workshops or terrain. It may become (partly?) obsolete once stonesense gets better diagnostics and manuals.
Title: Re: Stonesense: Usage Poll!
Post by: NorthSouthWest on November 27, 2013, 04:33:49 am
Is there any way i can integrate this mod with my vanilla DF if I'm on a Mac?
Title: Re: Stonesense: Usage Poll!
Post by: PeridexisErrant on November 27, 2013, 04:49:14 am
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. 
Title: Re: Stonesense: Usage Poll!
Post by: Octopusfluff on November 29, 2013, 04:48:15 am
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. 

I have to echo this: I know a lot of people who would play if this works out the way we hope.

For myself, I used to spend a lot of time playing DF with stonesense, but it hit a point where the cognitive load of dealing with the native DF interface was too much. I'm pretty much waiting on that before I can get back into it.
Title: Re: Stonesense: Usage Poll!
Post by: NorthSouthWest on December 01, 2013, 04:57:51 am
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.
Title: Re: Stonesense: Usage Poll!
Post by: fricy on December 01, 2013, 05:44:41 am
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 needs DFhack to read the data from the game. You can get the original DFhack pack from it's thread if you really want that, but it will be mostly the same as the MacNewbie pack, only without finetuning, updates and the external utilities.
Title: Re: Stonesense: Usage Poll!
Post by: milo christiansen on December 12, 2013, 12:19:22 pm
I guess I feel the need to clarify my vote. I would use stonesense but every time I use it DF crashes at some time later. Generally it works fine for a while then suddenly CTDs, even if stonesense is no longer running...

And so my vote goes to "Hardly Ever"
Title: Re: Stonesense: Usage Poll!
Post by: fricy on December 29, 2013, 02:58:34 pm
Just dropping this here: Stonesense on macs crashes on 10.9 too.
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.


If anyone has any idea what to change, just shoot. :)
Title: Re: Stonesense: Usage Poll!
Post by: zlurker on December 31, 2013, 05:24:54 pm
When I try to start up the new version DFHack keeps erroring with the words 'Plugin stonesense has no enabled var'. What does this mean? I have little idea how either one works.
Title: Re: Stonesense: Usage Poll!
Post by: Rose on December 31, 2013, 08:14:48 pm
You should be safely able to ignore that.
Title: Re: Stonesense: Usage Poll!
Post by: zlurker on January 01, 2014, 02:02:52 am
Yeah but it errors and causes DFHack to shut down which then makes DF itself close.
Title: Re: Stonesense: Usage Poll!
Post by: Rose on January 01, 2014, 05:54:59 am
It really shouldn't. Either way, once I have time, I need to fix that, but I don't think that's what's casing your crashing.
Title: Re: Stonesense: Usage Poll!
Post by: Meph on January 05, 2014, 11:01:03 am
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.
Title: Re: Stonesense: Usage Poll!
Post by: Caldfir on January 19, 2014, 01:57:06 am
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. 
Title: Re: Stonesense: Usage Poll!
Post by: Rose on January 19, 2014, 02:01:09 am
Wohoo!
Title: Re: Stonesense: Usage Poll!
Post by: PeridexisErrant on January 19, 2014, 02:15:01 am
Good news all round! Any chance that this could mean an interface breakthrough? :)
Title: Re: Stonesense: Usage Poll!
Post by: Caldfir on January 19, 2014, 08:56:32 pm
Good news all round! Any chance that this could mean an interface breakthrough? :)

Well, I think the main "breakthrough" was made months ago when I worked out how to hijack the image buffer of the DF window.  From here on out making it actually useable in that form is just a lot of little stuff.  For example I started on designations today:
Spoiler: placeholder graphics (click to show/hide)

So far I have smoothing, engraving, digging/trees/plants and all the stairs/ramps sorted out, but track engraving designations are different.  Also need to test if fortification carving is in the same place as the other engraving/smoothing stuff.  Then we need to come up with a good way to display the information (the image above is the simplest placeholder to do, but is ugly). 

Anyway, it's a process. 
Title: Re: Stonesense: Usage Poll!
Post by: PeridexisErrant on January 19, 2014, 09:30:29 pm
So excited. This is going to open DF up for so many new players!
Title: Re: Stonesense: Usage Poll!
Post by: Maklak on January 19, 2014, 11:04:34 pm
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.
Title: Re: Stonesense: Usage Poll!
Post by: EmeraldWind on January 21, 2014, 10:43:03 pm
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.

Placeholder means something to hold a place until better stuff can be made. The stuff you see is placeholders, most likely thrown in to test whether or not the code was working.
Title: Re: Stonesense: Usage Poll!
Post by: alphawolf29 on January 26, 2014, 05:41:31 am
How do I increase the amount of viewable tiles in stonesense? I want to be able to see my entire fortress. I can zoom out, but the tiles that reach the side just get cut off.
Title: Re: Stonesense: Usage Poll!
Post by: Rose on January 26, 2014, 06:07:28 am
There's a stonesense init.txt file, though by now I've forgotten where it is.
Title: Re: Stonesense: Usage Poll!
Post by: PeridexisErrant on February 06, 2014, 07:24:39 am
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.

Excited bump / progress query: how's it going? Anything that we could help with (eg designation sprites)?
Title: Re: Stonesense: Usage Poll!
Post by: WillowLuman on February 06, 2014, 05:35:37 pm
I recommend a yellow border around the "floor space" of a dig-designated square.
Title: Re: Stonesense: Usage Poll!
Post by: PeridexisErrant on February 06, 2014, 07:35:32 pm
I recommend a yellow border around the "floor space" of a dig-designated square.

I was thinking more around a yellowish/brownish (and semitransparent?) version of whatever you were designating, much like the way designations in DF itself look similar to the final result.  You could also superimpose a small version of the relevant tool (pick or axe) over the tiles the designation applies to, which would make it extra-clear.  Traffic designations could be a colour overlay.  For items, something similar could work for dump/forbid/reclaim (garbage can/small red X/nothing ?). 

Eventually it's probably doing a test release for feedback... (blatant hinting)
Title: Re: Stonesense: Usage Poll!
Post by: PeridexisErrant on February 14, 2014, 11:32:15 pm
... some work done for stonesense in the coming weeks.

*bump*  Any news on the interface, or am I just way too excited? It would be really nice to get a working version out before DF updates... so no particular hurry  :-*
Title: Re: Stonesense: Usage Poll!
Post by: mobucks on February 15, 2014, 04:28:13 am
What are these fences made out of I'm seeing in the OP screenshots?

Theres a fence around a pasture and some really sexy looking railings along the sides of a bridge. Are they floodgates?
Title: Re: Stonesense: Usage Poll!
Post by: Rose on February 15, 2014, 10:05:43 am
Likely vertical grates.
Title: Re: Stonesense: Usage Poll!
Post by: Adventurer on February 21, 2014, 03:12:19 pm
Finally on a computer that can use stonesense again

Just wanted to post i love this program thanks for making it. During downtime i just like to watch a busy area in my fort with this its great.
Title: Re: Stonesense: Usage Poll!
Post by: Imofexios on February 27, 2014, 06:28:10 pm
Wait!
Do i misunderstand or would it maybe be possible to play DF in stonesense?? o.O ?
Title: Re: Stonesense: Usage Poll!
Post by: Raul on February 27, 2014, 06:44:01 pm
Wait!
Do i misunderstand or would it maybe be possible to play DF in stonesense?? o.O ?
In the future, yes. Caldfir is working on it.
Title: Re: Stonesense: Usage Poll!
Post by: PeridexisErrant on February 27, 2014, 08:26:35 pm
Wait!
Do i misunderstand or would it maybe be possible to play DF in stonesense?? o.O ?
In the future, yes. Caldfir is working on it.

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
http://www.bay12forums.com/smf/index.php?topic=106497.msg5102929#msg5102929
http://www.bay12forums.com/smf/index.php?topic=106497.msg5102929#msg5102929

At this point it's an open question as to whether Toady or Caldfir will be next to revolutionise the DF experience (again)!
Title: Re: Stonesense: Usage Poll!
Post by: Raul on February 28, 2014, 07:13:46 am
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.
Title: Re: Stonesense: Usage Poll!
Post by: Gideon on March 01, 2014, 12:29:21 am
I just lurk around here, but I wanted to voice my strong support and encouragement for this project.

This is a major advancement for Dwarf Fortress. It has the potential to open this up for a MASSIVELY larger community, which will likely get Bay 12 more money for development.

For DF to grow as a project it needs more investors, and this has the huge potential to gather them.

You're doing the Dark Lord's work. All hail Armok!
Title: Re: Stonesense: Usage Poll!
Post by: TheCoolSideofthePIllow on March 01, 2014, 12:29:34 am
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.
Title: Re: Stonesense: Usage Poll!
Post by: Putnam on March 01, 2014, 01:05:43 am
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
Title: Re: Stonesense: Usage Poll!
Post by: Octopusfluff on March 01, 2014, 04:29:05 pm
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 (256 Y levels in minecraft, ~6 of which are consumed by non-even bedrock, resulting in 250/3 for Z levels), which is easily insufficient for many embark sites + constructions even if you're not concerned with the HFS depths.

Title: Re: Stonesense: Usage Poll!
Post by: easykiln on March 01, 2014, 07:05:30 pm
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.
Title: Re: Stonesense: Usage Poll!
Post by: PeridexisErrant on March 01, 2014, 07:15:48 pm
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.

Actually... Caldfir, having a command "stonesense overlay toggle" would be great - a keybindable way to flick it on and off.  Great for checking how something looks in whichever view mode you're not using!

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

Well, it's a lot better than when df2mc worked on both ends - MC was only 128 tall!  The issue now, IIRC, is just that no-one's updated the minecraft end to work again.  Getting DF map data is pretty easy, dfhack even has a standard format I think. 
Title: Re: Stonesense: Usage Poll!
Post by: Caldfir on March 02, 2014, 09:19:38 pm
@ easykiln, PeridexisErrant
Yeah, the intention is to have it be toggleable.  All the framework for doing that is present, since the overlay needs to switch off when you enter a menu screen already - I'll hook in a keybinding for toggling the overlay at some point.

In other news, 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. 
Title: Re: Stonesense: Usage Poll!
Post by: Chaos17 on March 03, 2014, 05:33:26 am
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
Title: Re: Stonesense: Usage Poll!
Post by: Octopusfluff on March 03, 2014, 07:35:52 am
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.
Title: Re: Stonesense: Usage Poll!
Post by: Raul on March 03, 2014, 11:27:42 am
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.
Same here.
Title: Re: Stonesense: Usage Poll!
Post by: Rose on March 03, 2014, 12:13:02 pm
They're only visible after having visited the pixiv account.
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

There, I fixed it.
Title: Re: Stonesense: Usage Poll!
Post by: easykiln on March 05, 2014, 10:13:08 pm
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
Title: Re: Stonesense: Usage Poll!
Post by: Rose on March 05, 2014, 11:09:05 pm
The issue these is how in the world do you decide what to hide? Right now there's a hotkey to chop the top layer in half, but that's about it.
Title: Re: Stonesense: Usage Poll!
Post by: Caldfir on March 07, 2014, 02:23:34 am
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

I'm still trying to work out how to identify the weird loopy "ceiling tiles" that sometimes show up.  I spent a weekend trying to work it out a while ago but everything I did either made the problem worse or ended up hiding things you wouldn't want hidden.  There is some potential to maybe jury-rig the tile occlusion code to make sure you don't draw any walls in front of floors, but I'm not 100% certain how well that would work out. 

I believe, however, that the next version (or is it already in? I can never keep track) should have a workaround for this particular situation.  You should be able to increase/decrease the x/y/z size of the loaded segment with ctrl+arrows/mousewheel which would let you specify a long-thin-tall area to display (which would be good for showing a narrow canyon).  Getting the x/y size of the segment away from always-square was quite tricky, but being able to do stuff like this is nice. 
Title: Re: Stonesense: Usage Poll!
Post by: Vattic on March 07, 2014, 08:38:15 am
Makes me wonder if there are other ways the display could be sliced. I'm finding it hard to put into words so here's a picture.

(http://i.imgur.com/mtNg7zY.png)

Basically you'd be able to move the red line towards and away from the leading corner and anything between it and the camera would not be drawn.
Title: Re: Stonesense: Usage Poll!
Post by: Rose on March 07, 2014, 11:13:45 pm
That's actually pretty doable, I think.

I'll try it out when I have the time.
Title: Re: Stonesense: Usage Poll!
Post by: PeridexisErrant on March 13, 2014, 01:11:49 am
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.

Has it been bad?  Please say no and announce it's about to be released.
Title: Re: Stonesense: Usage Poll!
Post by: Dark_Tundra on March 14, 2014, 02:06:13 am
I've been away for a while, and I don't remember if I've asked this before, but is there a way to have doors count as walls for border_wall_OR or border_wall_NOR?

EDIT:
I should probably share this too, as it's related.
http://dffd.wimbli.com/file.php?id=8473
Title: Re: Stonesense: Usage Poll!
Post by: thvaz on March 14, 2014, 03:33:25 am
Wait!
Do i misunderstand or would it maybe be possible to play DF in stonesense?? o.O ?
In the future, yes. Caldfir is working on it.

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)!

This would destroy Gnomoria.

I think it is fair, as Gnomoria copied both DF and Stonesense.
Title: Re: Stonesense: Usage Poll!
Post by: Caldfir on March 18, 2014, 11:08:02 pm
@Dark_Tundra
I think that would be possible.  I haven't rummaged around too deeply in the sprite-directionality code, but as I recall it happens after buildings are loaded.  Bars and windows and the like would also probably make sense in the same context.  I'll take a look next time I'm down in those parts to see how much sense it makes.


Regarding the status of overlay-related things, progress is being made, though the time I have to put towards it is limited.  I have constructions now using a similar system to the one for designations.  Constructed tracks are handled by DF in a super strange way, but I'm pretty sure I got it all converted (reeeeeeeally long switch statement).  What that means is that all constructions and designations will be handled in the same way as regular tiles, so if somebody wants to draw different sprites for them or make them a different color or whatever they can (the main motivation for doing this was to not have to duplicate the track-drawing code). 

Next up is room-display (so you can see what's going on when you designate your dining hall or whatever), and then I need to figure out how multi-tile cursor stuff (like when you are plopping down constructions or buildings) happens.  I'm a little concerned about the cursor because I honestly have no idea how it is being handled, but hopefully it isn't buried too too deep.  There's more that needs doing after that, but those are the big show-stoppers that make the overlay unplayable in it's current state. 

Keeping at it.  Slowly.
Title: Re: Stonesense: Usage Poll!
Post by: MoonSheep on March 24, 2014, 01:08:24 am
if this becomes a thing i will never play 2d df again

edit: also my dwarves look like this, anyone know whats wrong?

(http://puu.sh/7IBee.png)
Title: Re: Stonesense: Usage Poll!
Post by: Rose on March 25, 2014, 09:18:39 pm
Press whatever key it is to view a creature's stats (I think it's V or C, not sure) and move the stonesense cursor onto one of your dwarves. It should give some useful debug output, hopefully.
Title: Re: Stonesense: Usage Poll!
Post by: MoonSheep on March 26, 2014, 09:56:24 pm
I just got it working, I had to fiddle with the index.txt in the creatures folder
Title: Re: Stonesense: Usage Poll!
Post by: Johuotar on April 03, 2014, 06:24:00 am
PTW, amazing work!
Title: Re: Stonesense: Usage Poll!
Post by: Hugo_The_Dwarf on April 08, 2014, 04:53:24 pm
Any news on the SSense to DF intergration is going? or is the cursor still being elusive?
Title: Re: Stonesense: Usage Poll!
Post by: magmaholic on April 10, 2014, 10:32:08 am

cursor being elusive?
dude,all you have to do is detect what menu is open,and through that trigger the corresponding key by clicking a button or something.
it seriously needs a GUI,so that you could play straight through stonesense.


well,shit,i didnt read the thread.
GO TEAM CALDFIR OMGHUEHUE
Has anyone tried to integrate soundsense to stonesense?
Title: Re: Stonesense: Usage Poll!
Post by: Putnam on April 11, 2014, 01:06:02 am
Has anyone tried to integrate soundsense to stonesense?

...has anyone tried to integrate scratch-n'-sniff and youtube?

I'm not sure what you mean by this.
Title: Re: Stonesense: Usage Poll!
Post by: PeridexisErrant on April 11, 2014, 02:01:45 am
Any news on the SSense to DF intergration is going? or is the cursor still being elusive?

I would also love to know how room-display and the multi-tile cursor constructions are going!


And for anyone else who has no idea what this is about, here's the story so far: 
Title: Re: Stonesense: Usage Poll!
Post by: UncleBob on April 11, 2014, 12:48:25 pm
Hello and thanks for the hard work on this.

Suppose I checked out the latest version and built it, would it be possible to run adventure mode with it, or would I not get any of the text?
Title: Re: Stonesense: Usage Poll!
Post by: Rose on April 11, 2014, 08:47:17 pm
Likely none of the text.
Title: Re: Stonesense: Usage Poll!
Post by: Meph on April 12, 2014, 04:37:10 pm
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?

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. :)
Title: Re: Stonesense: Usage Poll!
Post by: magmaholic on April 12, 2014, 04:47:12 pm
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?

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. :)
+1
Title: Re: Stonesense: Usage Poll!
Post by: Raul on April 12, 2014, 04:49:10 pm
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?

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. :)
+1
+1
Title: Re: Stonesense: Usage Poll!
Post by: Rose on April 12, 2014, 04:58:44 pm
It can me used, but it'd be easier and more fruitful to write it from scratch and just copy a few things from Stonesense, because otherwise it would end up bloated with a lot of stuff you don't need.
Title: Re: Stonesense: Usage Poll!
Post by: Meph on April 12, 2014, 05:14:46 pm
Thank you. I am no coder, I do not know how much or how little work it would be to write. But it works like a heavily simplified stonesense, so I thought I ask here. Maybe it warrants its own thread? Japa, do you know anyone with the knowledge and possible interest for such a project?
Title: Re: Stonesense: Usage Poll!
Post by: Rose on April 12, 2014, 05:19:46 pm
No idea, but I will say this.
Becoming a coder  is incredibly easy.
Here's what I did.
1: read through a free online c++ book, and get bored halfway tthrough when it starts talking about complicated stuff.
2: read tthrough the stonesense code to get a feel for how it more or less seems to work.
3: start making small modifications, and progressively make bigger ones.
4: you are now a coder.
Title: Re: Stonesense: Usage Poll!
Post by: Meph on April 12, 2014, 05:22:37 pm
I am quite simply bound by time. I am afraid that if I learn to use dfhack properly, as in write plugins/scripts for it, that I will spend way too much of my time doing insanely large projects. I put enough time into DF as is, modding will have to be enough from my side.
Title: Re: Stonesense: Usage Poll!
Post by: UncleBob on April 14, 2014, 02:32:17 am
Likely none of the text.

Bummer. Suppose I wanted to write the text interface, would I have to mess only with Stonesense itself or will it need new intercepts in DF-hack? Doing a text overlay I could probably do, since all the components for text display are already in stonesense, but disassembling dwarf fortress would be quite a few worlds away from my expierience.
Title: Re: Stonesense: Usage Poll!
Post by: Rose on April 14, 2014, 04:28:07 am
I know that dfhack already reads the announcements, which make up a large part of the text in adventure mode, but not all of it. The rest... You'd have to ask somebody like quietust.
Title: Re: Stonesense: Usage Poll!
Post by: itg on April 20, 2014, 02:32:20 am
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.
Title: Re: Stonesense: Usage Poll!
Post by: Rose on April 20, 2014, 03:31:39 am
It's likely that you're running out of memory.
DF is a 32bit program, and larger forts can use up most of the available memory while not leaving any for Stonesense.
Try using a large address aware patch on it, it could help.
Title: Re: Stonesense: Usage Poll!
Post by: itg on April 20, 2014, 05:13:04 am
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.
Title: Re: Stonesense: Usage Poll!
Post by: mathzip on April 20, 2014, 06:49:32 am
could you make inversed ramps so it would be possible to round corners under an arc or a dome and not only the top of it ?
Things would look more natural
Title: Re: Stonesense: Usage Poll!
Post by: PeridexisErrant on April 20, 2014, 08:04:30 am
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.
Title: Re: Stonesense: Usage Poll!
Post by: fricy on April 20, 2014, 10:20:34 am
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.

Seems like the LAA patch is missing, though it doesn't help, at least not on my side.
I tested with PE r48: with unpatched .exe stonesense couldn't load the map as itg described, after patching and trying to load the map in stonesense the game went unresponsive. After that I reboot to OSX and tried my luck there with the same results, stonesense won't load the map, and the game freezes.

BTW: Holy shit itg, I can understand why you'd want screenshots of that fort. Impressive. :)
Title: Re: Stonesense: Usage Poll!
Post by: itg on April 20, 2014, 07:19:07 pm
Thanks! Is Stonesense itself large address aware?
Title: Re: Stonesense: Usage Poll!
Post by: Rose on April 20, 2014, 07:32:06 pm
It's a part of DF, and shares the memory. And the large address awareness.
Title: Re: Stonesense: Usage Poll!
Post by: Dustman on April 24, 2014, 07:42:40 am
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?
Title: Re: Stonesense: Usage Poll!
Post by: Rose on April 24, 2014, 11:21:26 am
That's a new bug, that I didn't know about. If you could send me a copy of your sprites, sprite sheet, and your mod, then I can take a look at things.

You can mail it to me at japa.mala.illo, gmail.
Title: Re: Stonesense: Usage Poll!
Post by: Dustman on April 25, 2014, 02:48:10 am
Thanks! Check your mail.
Title: Re: Stonesense: Usage Poll!
Post by: WordsandChaos on April 25, 2014, 10:34:00 am
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.
Title: Re: Stonesense: Usage Poll!
Post by: EmeraldWind on May 06, 2014, 09:50:42 pm
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.

Make sure your using the 1 and 2 on the upper left side of your keyboard. The numpad seems to disagree with Stonesense.
Title: Re: Stonesense: Usage Poll!
Post by: Haputanlas on May 20, 2014, 11:26:11 pm
The suspense is killing me  :D
Title: Re: Stonesense: Usage Poll!
Post by: PeridexisErrant on May 21, 2014, 01:14:02 am
It's like a crazy race between Caldfir's overlay and DF2014 to see which will come out first. 
                  --Also near death from suspense

An update on the overlay would at least help a bit...
Title: Re: Stonesense: Usage Poll!
Post by: Rose on May 21, 2014, 01:28:34 am
Caldfir hasn't made any commits to the repository since the ides of march.
Title: Re: Stonesense: Usage Poll!
Post by: PeridexisErrant on June 04, 2014, 09:57:33 am
I just found a test build. It works. It's awesome.

http://dffd.wimbli.com/file.php?id=8611
Title: Re: Stonesense: Usage Poll!
Post by: Haputanlas on June 08, 2014, 10:58:37 am
Nice! Giving it a shot right now.
Title: Re: Stonesense: Usage Poll!
Post by: Haputanlas on June 08, 2014, 11:38:43 am
Looks like it's coming along really well! There are few things that make it difficult to navigate, but hopefully that will be resolved soon. Some feedback:

1. The arrow keys move the screen around in the opposite direction than you're used to in the normal UI (Very confusing and frustrating). Almost as if it were designed to be used with a touch interface.
2. The toggle button 'o' doesn't appear to be working for me. I was not able to switch back to the normal ASCII interface.
3. As mentioned in the notes, many of the key bindings aren't yet put into place, but that will likely be fixed in the future.
4. Being able to use the mouse to designate the mining and other commands would be HUGE. That's the one missing feature that would make this killer.

Overall, I'm impressed where this is headed and still very excited.
Title: Re: Stonesense: Usage Poll!
Post by: Haputanlas on June 08, 2014, 12:03:25 pm
By the way, Adventure mode seems to work fairly well.

However, there are two gripes I have that make the experience less than desirable
1. Arrow keys are reversed (up=down, left=right, etc)
2. Open spaces don't seem to be open (Opaque)

Are the key bindings editable?
Title: Re: Stonesense: Usage Poll!
Post by: Haputanlas on June 08, 2014, 01:55:36 pm
Quick update. I was doing a few things wrong.
1. The keybind 'o' for toggling worked fine. However, you have to have the stonesense window active when pushing this key (It was hidden behind the actual overlay window)
2. Also, I rotated the view 180 and the keybindings for the arrows works as expected. This is a bug that will hopefully be resolved some time soon.


Title: Re: Stonesense: Usage Poll!
Post by: sal880612m on June 11, 2014, 03:13:45 pm
So I generally only use stonesense for screens or just to take a look at how my fort looks but I don't like all the variation in the grasses. I find it makes things look cluttered and messy and that really isn't what I want to see. I tried turning the grasses .xml off in the index.text but it created a situation where much of the landscape had no grass whatsoever.

What is the simplest way to get it so that the only variation in the grass is in the color?
Title: Re: Stonesense: Usage Poll!
Post by: Rose on June 11, 2014, 11:38:47 pm
Quickest way would probably be to make your own tileset.

Or I could throw one together. I'm a work right now, but i can do it once I get home.
Title: Re: Stonesense: Usage Poll!
Post by: sal880612m on June 11, 2014, 11:46:56 pm
I can probably frankenstein one together from the textures available myself. I was kind of hoping to avoid that because I am not great at getting transparencies to work but I will figure it out.

Thanks though.
Title: Overlay!
Post by: funkydwarf on June 18, 2014, 02:47:04 pm
I am fooling with the stonesense overlay "alpha".  As noted, adventure mode seems to be very good, except for one thing.

It may be a simple thing I can toggle off, as I am not familiar with stonesense.

Its like reverse fog of war. There is yellow opaque blocks everywhere I should be able to see.

Its like stonesense shows highlighted areas with solid yellow blocks.  Is this the case? If so can I turn off the highlighting or hack the sprite/source file for the highlite block to be all transparent?

This made me realize I can use two monitors to play on the df window monitor while looking at the 2nd stonesense monitor, seems like there should be a simpler way though.


Thanks for any info!

Title: Re: Stonesense: Usage Poll!
Post by: Rose on June 18, 2014, 11:20:43 pm
The yellow solid blocks are likely a bug. They're definately not meant to be there.
Title: Re: Stonesense: Usage Poll!
Post by: Warmist on June 19, 2014, 05:52:34 am
In adventure mode df uses same designations in different meaning. Maybe that could be it?
Title: Re: Stonesense: Usage Poll!
Post by: funkydwarf on June 20, 2014, 01:06:40 am
I think it is.  . Maybe if you could turn off the visibility effect in adventure mode it would work.

Regular stonesense doesn't show these blocks in adventure but they do look like the designation blocks in fort mode. I have looked through the modded stonesense folder in hopes of figuring out a way to hack it away, with no luck. I was hopeing to find the source png for that yellow block and try something.

Its just not quite ready and we gotta be patient I suppose!!! Theres a reason he didn't post the link!!

Its very awesome though!
Title: Re: Stonesense: Usage Poll!
Post by: Vherid on June 20, 2014, 05:06:02 am
also my dwarves look like this, anyone know whats wrong?

(http://puu.sh/7IBee.png)

TBH I actually like that mannequin look,
Title: Re: Stonesense: Usage Poll!
Post by: Meph on June 20, 2014, 05:27:28 am
Just wanted to ask if a dfhack r5 (http://www.bay12forums.com/smf/index.php?topic=139553.0) update for Stonesense is planned, or if any timeframe for it is known.
Title: Re: Stonesense: Usage Poll!
Post by: indyofcomo on June 20, 2014, 02:27:05 pm
Oh, I completely misunderstood the purpose of Stonesense!  I thought it revealed the stone layers. Heck, earlier I would have been a "why am I here?" vote but now, now I gotta get this and try it out!
Title: Re: Stonesense: Usage Poll!
Post by: Rose on June 21, 2014, 09:02:18 am
(http://i.imgur.com/DWlOwae.png)
I've fixed various adventure mode issues, but there's still some there that prevent it from being used exclusively, namely that things like maps, announcements, and the compass are covered up by the overlay.
Title: Re: Stonesense: Usage Poll!
Post by: Rose on June 21, 2014, 10:40:25 pm
expwnent released an updated version of stonesense, available in the DFHack thread.
Title: Re: Stonesense: Usage Poll!
Post by: itg on June 22, 2014, 03:23:06 am
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.

Just reporting that the bug which causes this save not to load still exists in the newest release.
Title: Re: Stonesense: Usage Poll!
Post by: Rose on June 22, 2014, 03:42:09 am
It's not a bug, it's a lack of resources.

DF and stonesense both take quite a bit of memory, and since DF is a 32bit program, it's limited to a total of 2gb combined, regardless of your computer setup.

There is a way to patch it so that it can use more ram, but it can potentially break things and I take no responsibility if your computer catches fire, even though I've used it and nothing bad happened to me. See here (http://www.techpowerup.com/forums/threads/large-address-aware.112556/).
Title: Re: Stonesense: Usage Poll!
Post by: itg on June 22, 2014, 12:32:17 pm
I'm using the lastest DF Starter Pack, which I thought had already patched DF to be large address aware? (and believe it or not, I actually tried using that exact program to patch my copy of DF about a month ago, with no effect). Is there any other file which needs to be patched?

Edit: Are there any settings I can use to reduce Stonesense's memory use, like low-res textures?
Title: Re: Stonesense: Usage Poll!
Post by: Gnomeknows on June 22, 2014, 12:45:07 pm
Using the overlay, but its soooo blurry you can't see anything but blobs, any idea whats wrong? 
Title: Re: Stonesense: Usage Poll!
Post by: Rose on June 22, 2014, 10:05:07 pm
Edit: Are there any settings I can use to reduce Stonesense's memory use, like low-res textures?

Actually, there are.

Open stonesense/creatures/index.txt, and put a hash before any of the large_* lines.
Title: Re: Stonesense: Usage Poll!
Post by: itg on June 22, 2014, 11:28:52 pm
The good news is that with the large_* line commented out, DF only uses 1.5gb, according to the task manager. The bad news is, it's still crashing when I load the save.

The fort in that save file does have some unusual features. Off the top of my head, I've got some furniture built on top of up/down stairs, for example, some walls made of "rough hewn iron," and some stairs made of "rock" (all the result of various science experiments). The version I'm playing with has some engraved sand, too, but that may not be in the save file in the link. I don't have any reason to think any of these things would cause problems for Stonesense, but I figured I'd mention it just in case.
Title: Re: Stonesense: Usage Poll!
Post by: Rose on June 22, 2014, 11:31:07 pm
'rock' might be causing issues, but none of the others would.

I'll take a look at it.
Title: Re: Stonesense: Usage Poll!
Post by: itg on June 23, 2014, 12:13:37 am
Thanks! However, I tried editing out those materials with tiletypes, and it's still crashing, so whether or not "rock" is causing problems, there's something else going on here, too.
Title: Re: Stonesense: Usage Poll!
Post by: Freak2121 on June 23, 2014, 12:14:47 am
I have an issue with how it displays. If I have stonesense set to half my display width, it works perfectly both in Dwarf and Adventure mode. But if it is any higher than that, in Adventure mode it is offset by quite a bit and in Dwarf mode I can't scroll to the edge of the map at all.
Title: Re: Stonesense: Usage Poll!
Post by: PeridexisErrant on June 23, 2014, 01:57:11 am
Bug report:  I seem to have an issue where setting [SEGMENTSIZE_Z:1] just blanks the screen, 2 shows a single level (floor+walls), 3 shows that and the level below, four shows three levels.  It looks like SEGMENTSIZE_Z is just subtracting one. 
Title: Re: Stonesense: Usage Poll!
Post by: Rose on June 23, 2014, 02:34:08 am
Yeah, that's pretty much how it works.

Since it's confusing, I'll change it.
Title: Re: Stonesense: Usage Poll!
Post by: amz181 on June 23, 2014, 01:16:15 pm
I think I've got a bug with the overlay:

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.

Apologies in advance if this has been reported before, or if I am somehow overlooking something.
Title: Re: Stonesense: Usage Poll!
Post by: PeridexisErrant on June 24, 2014, 12:07:35 am
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.



An unrelated problem is getting a decent look at the edges of the map with the overlay.  There's a direct contrast between getting the overlay to fill most of the display area, and seeing edges - decreasing the XY size helps one and and hurts the other.  Given the effects of different screen resolutions, I'm pretty sure that the issue is down to the centers of the view matching up.  Since the 2D tiles are smaller than the stonesense tiles, this leads to a cutoff unless the rendered segment is significantly smaller than it could be. 

If it was possible to scroll DF to have the corner tile of the embark in the centre of the screen, this problem would be entirely fixed.  There would thus be no practical limit to the XY size you could render, avoiding the necessity to cut off the non-edge part of the display.  I don't know how difficult it might be or how this might be done (I suspect doing it in Stonesense rather than DF will be easier), but it's one of the few remaining things to make stonesense a complete interface replacement. 
Title: Re: Stonesense: Usage Poll!
Post by: Rose on June 24, 2014, 12:17:29 am
There actually is a setting for that. There's three modes that Stonesense has for choosing the center of the screen, that you can set in the config files.

One just simply locks both centers together, one tries to scale things to that edges match up, and one centers on the cursor when it's there. I could add another one that adjusts things so that the center of the stonesense view is on the edge when you're on the edge of the DF view.

Also something useful would be to chop the view in half, in either direction.

Also, there's a bug list here:

https://github.com/DFHack/stonesense/issues?state=open

That we can use to keep a list of issues, that way I don't need to keep searching through the thread.
Title: Re: Stonesense: Usage Poll!
Post by: PeridexisErrant on June 24, 2014, 01:14:15 am
Ah, [TRACK_MODE:WINDOW] seems to work nicely.  Thanks.  I'll use the github page for anything else I think of. 
Title: Re: Stonesense: Usage Poll!
Post by: Gnomeknows on June 24, 2014, 08:29:52 pm
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?
Title: Re: Stonesense: Usage Poll!
Post by: Vox Imperatoris on July 01, 2014, 06:39:48 pm
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).
Title: Re: Stonesense: Usage Poll!
Post by: Rose on July 01, 2014, 11:14:14 pm
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?
Title: Re: Stonesense: Usage Poll!
Post by: Vox Imperatoris on July 02, 2014, 12:30:03 am
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.

No, I did not resize the window. As for switching between openGL and DirectX, I'm not sure what you mean / how to do that.
Title: Re: Stonesense: Usage Poll!
Post by: Rose on July 02, 2014, 01:05:45 am
read through the stonesense init.txt under DF/Stonesense
Title: Re: Stonesense: Usage Poll!
Post by: Vox Imperatoris on July 02, 2014, 09:34:29 am
That worked!

Thanks.
Title: Re: Stonesense: Usage Poll!
Post by: Xnidus on July 05, 2014, 04:07:24 am
Hi guys!

I don't play DF for a year ago... But recently I start with both vanilla "PeridexisErrant's Dwarf Fortress Starter Pack r64"  and the last Masterwork update. And... it is totally imposible for me see anything with Stonesense. Additionally, a lot of errors appears in the dfhack windows...  :'(

For example:

Spoiler (click to show/hide)

It's very bad, doctor? And thanks!
Title: Re: Stonesense: Usage Poll!
Post by: therahedwig on July 08, 2014, 05:53:58 pm
Oh god, new DF has generated materials now: The stone-sense artist's 'nightmare'.
Title: Re: Stonesense: Usage Poll!
Post by: dorf_the_dorf on July 10, 2014, 02:48:14 pm
Hi, and sorry in advance for the newb question.  I've googled for a while and found no definitive solutions.

The problem:  I'm having no luck at running stonesense yet.  I'm using the DF starter pack, stonesense enabled, for DF version 0.34.11.

When I start it up, I get a few errors that I've seen mentioned and dismissed here (it wants java installed, and there's an error about dfterm3).  From what I've read, they're not the problem.

Then, I try to start up stonesense from the DF Hack console.  I tried the suggestion above regarding the init.ini, and while it does change the behavior slightly, none of the selections work.  In OPENGL, I get a window outline that draws for just the blink of an eye before disappearing and giving the log,

Stonesense launched
Using allegro version 5.0.9 r1
al_create_display failed

If I try the other settings (DIRECTX, ANY, SOFTWARE), they have a similar result, but the window outline lasts for a second or so, flickering quickly, before it vanishes.

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.

So the first question is:  Does stonesense even require hardware acceleration?  My guess is no, because it has a SOFTWARE option in init.ini.  But if yes, then we've found the problem; GOTO END.

Which brings up the second question:  if SOFTWARE mode is supported for compatibility, then why doesn't even that start up, any guesses?  Could I need SP3?  (The VM is SP2).  Does it need Java or JDK installed?  .NET?  Anything else?  Could the resolution (currently set to 1152 x 864) be a problem (though I also tried 1280 x 800)?  Is it just not possible in a VM for some unknown reason?

Might it be a memory problem?  With DF running, I still have approx 500mb memory available.  I could increase it, if it would make a difference, but I'm doubting it after all the things I've tried.

Edit:  Oh!  And for the record I'm not using TwbT (I've read that it causes problems for Stonesense).

I'm running out of ideas and I'm hoping someone can shed some light on this.  Stonesense looks really fantastic and I want to give it a go myself.

END: Thanks for reading!

Title: Re: Stonesense: Usage Poll!
Post by: therahedwig on July 10, 2014, 05:07:10 pm
Well, I'm no expert, but DF is a 32bit program, so at maximum it can use around 3. something gig of ram.

Stonesense, well, some parts of it, can be very ram-eating, and with the dfhack plugin it shares the ram of df. Caldfir posted very early in the thread some memory cheaper alternatives for some of the creature graphics, you could try those.

Other than that, no clue.
Title: Re: Stonesense: Usage Poll!
Post by: Octopusfluff on July 10, 2014, 06:19:15 pm
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.

The availability of this depends on the host OS and version of VMWare Workstation, and you do have to go through some particular steps to make it possible if it's a supported combination. (VMWare Tools, it was called last time I worked with it)
Title: Re: Stonesense: Usage Poll!
Post by: dorf_the_dorf on July 10, 2014, 07:59:44 pm
Thanks for the replies. 

I will try maxxing out the RAM available to the VM.

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.

I can confirm that at least the DirectX diagnostic tools seem to work fine.  Which makes me wonder why I can't get Stonesense to work (even with DIRECTX (or any other) setting in the ini).


Edit:  Unfortunately, maxxing out the memory available (2G to the VM) didn't help.
Title: Re: Stonesense: Usage Poll!
Post by: Octopusfluff on July 10, 2014, 09:51:36 pm
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.

You do NOT want to install geforce drivers within the VM; the vmware tools package provides the appropriate things to get the guest to make use of the host's hardware.

In general, outside of specific things like USB devices which have been mapped directly to the guest (and thus aren't "connected" to the host), you do not want to install drivers matching the host hardware. The whole point behind virtualization is that everything it thinks it sees is provided by the virtualization framework, rather than actually seeing the real hardware. And a lot of the time, the easiest way to do that is to present a generic set of 'devices' which don't necessarily match to any real-world hardware at all, nevermind matching the hardware sitting on your desk.

I want to mention again the degree to which 3d acceleration can work is mostly related to the _HOST_ OS. You haven't said if you're running windows, linux, mac, solaris ( ;) ), you've only mentioned you're running XP in the guest. Is the host Windows? If so, XP, Vista, 7, 8, etc? Or is it something else?


As an aside on a previous user's comments, any 32-bit windows process which isn't Large Address Aware is limited to ~ 2 gigs, due to how win32 maps the address space. By default, DF isn't one of these, and as mentioned elsewhere, DF and dfhack are running in the same process space, so they have to share that 2 gigs.


Have you tried running some other lightweight 3d-rendering app, just to get another point of reference?
Title: Re: Stonesense: Usage Poll!
Post by: dorf_the_dorf on July 11, 2014, 08:59:13 am
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.
Title: Re: Stonesense: Usage Poll!
Post by: palu on July 11, 2014, 11:49:12 am
Oh god, new DF has generated materials now: The stone-sense artist's 'nightmare'.
And random items too.
Title: Re: Stonesense: Usage Poll!
Post by: Rose on July 11, 2014, 11:55:07 am
It gets worse.

There's a ton of changes that will make a stonesense release quite late, and likely will involve me re-writing a large portion of how it works.
Title: Re: Stonesense: Usage Poll!
Post by: therahedwig on July 11, 2014, 12:20:54 pm
Oh god, new DF has generated materials now: The stone-sense artist's 'nightmare'.
And random items too.
*shivers in terror*

Ah well, I guess I'll be busy for a small infinity with the 100+ new crops anyway.

That said, check this out(spoilered for big images):

Toady made a difference between...
*Single grain wheat(einkorn wheat)
*double grain wheat(emmer wheat)
*soft wheat
*heard wheat(durum)
*barley

Now they probably do have difference in taste and customs and chemistry, but visually...
Spoiler (click to show/hide)
And I haven't even touched on spelt...

I think I'll first be handling the more common crops(oats, alfalfa, rye, etc) before I ever tackle these, and at the very least the five types of amaranth is going to be fun.
Most likely though I'll just be colourcoding the similar crops.

@Japa: Well, at the least I have my work cut out for me in the meantime :P
Good luck!
Title: Re: Stonesense: Usage Poll!
Post by: Jiri Petru on July 11, 2014, 03:10:18 pm
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.
Title: Re: Stonesense: Usage Poll!
Post by: therahedwig on July 11, 2014, 04:06:07 pm
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 should probably tell Toady that, in this game you can make Durum beer :)

Well, I still want to sorta try to make it so the player can differentiate somewhat, but we'll get there when we'll get there. There's plenty of other plants that need attention.

speaking of differentiating. I came across the same problem as others:

Spoiler (click to show/hide)

You can get the link of this less-contrasty and more abstractable grass here: https://www.dropbox.com/s/pkcmryqv8nsutrh/grasses_plain.png (https://www.dropbox.com/s/pkcmryqv8nsutrh/grasses_plain.png)
Do note the flower are currently missing in that image, because I put them in a seperate file for this release.
Title: Re: Stonesense: Usage Poll!
Post by: KillHour on July 11, 2014, 05:13:22 pm
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/
Title: Re: Stonesense: Usage Poll!
Post by: Octopusfluff on July 11, 2014, 05:16:26 pm
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.

In theory, a winxp sp3 host should be able to do it, but it may well depend on driver versions. I'm afraid we're running out of my ability to help you troubleshoot here, since I and other technicians/programmers I know have abandoned windows XP as a primary platform. For the time being, I can only suggest you verify if 3d acceleration works with another app, as mentioned.

Is there a particular reason you need an XP guest on an XP host?
Title: Re: Stonesense: Usage Poll!
Post by: Streeter on July 11, 2014, 08:50:55 pm
I just want to give some words of encouragement to the devs of this tool. I know it relies on DFHack, so to all of you, we love your work!


Hell, if there's any kind of donate link, I'm sure many of us would love to help support the cause*. :3






*Long live the cause
Title: Re: Stonesense: Usage Poll!
Post by: Jiri Petru on July 12, 2014, 01:27:49 am
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/

Yes, I'm horribly sorry, I don't know what I was thinking - I even love wheat beer!  ???

(Blame the language barrier, it didn't immediately connect in my mind)

Nevermind me and carry on.
Title: Re: Stonesense: Usage Poll!
Post by: Rose on July 12, 2014, 10:51:14 am
Just a heads up for tileset makers, there's a change in the way stonesense defines materials.

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.
Title: Re: Stonesense: Usage Poll!
Post by: therahedwig on July 12, 2014, 11:57:02 am
Just a heads up for tileset makers, there's a change in the way stonesense defines materials.

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.
Oh my, I usually wait with making xmls till I have access to stonesense to demo as they get copy-pasted a lot.

So instead of
<material value="Metal">
      <subtype value="GOLD" />
 </material>

It's now
<material value="INORGANIC:GOLD" />?
Quote
Also bone walls.
Spoiler: Aye aye Captain (click to show/hide)
Title: Re: Stonesense: Usage Poll!
Post by: magmaholic on July 12, 2014, 12:15:19 pm
is there a tutorial about making your own tileset?
Title: Re: Stonesense: Usage Poll!
Post by: therahedwig on July 12, 2014, 01:07:37 pm
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.

Basically, stonesense uses XML files to determine what sprite goes where.
You have to specify the type of sprite(plant, wall, floor, creature, item, etc), the tile ids(stonesense debug gives you those), the specific material(which has changed a little, as Japa mentioned), the sprite-sheet, the location of the spritesheet and possible subsprites.

Stonesense tiles are default 32x32 for creatures, plants, items, coverings and walls, and 32x20 for floors. There can be 20 sprites next to eachother on a spritesheet, and the numbering starts with 0.

If you could give an example of what kind of sprites you'd like to make, I could give you an example?
Title: Re: Stonesense: Usage Poll!
Post by: dennislp3 on July 12, 2014, 02:41:00 pm
What is this bone walls nonsense? >.>
Title: Re: Stonesense: Usage Poll!
Post by: magmaholic on July 12, 2014, 03:03:29 pm
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.
Title: Re: Stonesense: Usage Poll!
Post by: dennislp3 on July 12, 2014, 03:22:24 pm
Bone block would be awesome...is that a new thing in this version? If so I would legitimately make a Lets Play: Bone Fortress...building a fortress from the bones of invaders only!
Title: Re: Stonesense: Usage Poll!
Post by: therahedwig on July 12, 2014, 03:29:31 pm
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.

Start with drawing Isometric sprites then :)

You might want to check Caldfir's pack here:
http://dffd.wimbli.com/file.php?id=4729 (http://dffd.wimbli.com/file.php?id=4729)
It contains most of the Stonesense Grim Dark terrain sprites, which were my attempt at doing the same(still working on that, slowly :p), you might want to avoid doing work that has already been done :)

But, taking an example from that pack...

Code: [Select]
<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.
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.
Then you have the material, this has changed in the last version, and I suspect it's now supossed to be <material value="INORGANIC:DIORITE" /> on it's own, but Japa still has to confirm that.

Finally, you have subsprites, which also reffer to a sprite-sheet-index and have possible conditions. In this case the latter only draws when it's surrounded by 'dark' tiles, making the inside your fortress graphics slightly darker.

... But do check out Calfdfir's pack, it may be that the majority of your needs have been covered already.(And come and help me draw sprites for the new crops :D EDIT: OR expand on the existing sprites. You should be able to use the conditional attribute to make more customised graphics for specific situations)

(I am surprised though, I thought caldfir's pack had become standardish, hence me never updating the grim dark pack, because the new metamorphics are already in caldfir's pack... Huh.)
Title: Re: Stonesense: Usage Poll!
Post by: KevinCathcart on July 12, 2014, 07:46:24 pm
I've updated Stonesense's overlay mode to support running in OpenGL rendering modes. It is compatible with the multilevel version of the Text Will Be Text plugin, at least on Windows. (I'm not current set-up to test the changes on other OSes, but I'm not expecting any problems on them).

The changes have been submitted for incorporation into the official stonesene sources as  dfhack/stonesense#21 (https://github.com/DFHack/stonesense/pull/21).
Title: Re: Stonesense: Usage Poll!
Post by: Rose on July 12, 2014, 08:52:29 pm
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.
Title: Re: Stonesense: Usage Poll!
Post by: arclance on July 12, 2014, 08:56:51 pm
You may want to hold off on that, as stonesense is being moved outside of DF.
Did you exhaust the 32bit memory space?
If you did I am not surprised at all.
I was worried that would be a problem when DFHack grafted itself on to the Dwarf Fortress process.
Title: Re: Stonesense: Usage Poll!
Post by: Rose on July 12, 2014, 09:15:02 pm
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.
Title: Re: Stonesense: Usage Poll!
Post by: arclance on July 12, 2014, 09:28:53 pm
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.
Is anything going to require stonesense to be compiled as a 32bit binary once you separate it?
I know if you build a 64bit Dwarf Therapist on Linux it works just fine with Dwarf Fortress.
Code: [Select]
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
Title: Re: Stonesense: Usage Poll!
Post by: Rose on July 12, 2014, 09:38:42 pm
No, once it's separated, the only thing keeping it 32bit is convenience in compiling.

Since right now I'm still using the DFHack build system for convenience.
Title: Re: Stonesense: Usage Poll!
Post by: KevinCathcart on July 13, 2014, 12:43:51 am
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.

How are you planning on handling the overlay? If you still plan on having an in-process peice to handle that part with the rendered images being transferred via some form of IPC, then the code I've written could be adapted to handle that.

Most of the OpenGl support changes were concerned with taking a bitmap from some source, and drawing it on top of what DF core drew. I'm pretty sure that will still be needed in the new system, no?
Title: Re: Stonesense: Usage Poll!
Post by: Rose on July 13, 2014, 12:58:25 am
There's two options for the overlay right now.

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.
Title: Re: Stonesense: Usage Poll!
Post by: therahedwig on July 13, 2014, 01:04:44 am
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.

Oof, I can imagine you don't wanna click through all the files and fix em, no.
So stonesense is going to have many version specific 'configs' then?

I'm happy about the seperation either way. I do wush I was a better coder now though.
Title: Re: Stonesense: Usage Poll!
Post by: Rose on July 13, 2014, 01:13:41 am
The idea is not to need version-specific configs. One config should work for all versions, the only thing that would change would be the DFHack server plugin.

Anyway, this (https://docs.google.com/spreadsheets/d/1WNz3XSllz4MdFcrr-a-BA_w4FBLjNursKNJ-KLgLL8Q/edit?usp=sharing) is the tiletype list as of right now. The first column is the numbers we've been using till now. The new system will let you either specify an exact tile using the key (column 1) or by a fuzzy selection using the remaining columns.
Title: Re: Stonesense: Usage Poll!
Post by: KevinCathcart on July 13, 2014, 02:33:12 am
There's two options for the overlay right now.

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.
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.

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.
Title: Re: Stonesense: Usage Poll!
Post by: PeridexisErrant on July 13, 2014, 03:05:03 am
I favor A, on the basis that it looks like it would be relatively easy to keep extending it into a full front-end replacement and give DF a decent interface. Obviously far future, but it sounds elegant and flexible enough to justify the extra time now.
Title: Re: Stonesense: Usage Poll!
Post by: Rose on July 13, 2014, 06:46:05 am
There's two options for the overlay right now.

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.
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.

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.

You can help with either option, actually, since I currently know nothing about reading from the DF screen or writing to it. It's mostly black magic to me.
Title: Re: Stonesense: Usage Poll!
Post by: Rose on July 14, 2014, 12:46:50 am
So I realized that I was going about the conversion to an external app in entirely the wrong way, and the way I'll be doing it now means that it can still work in the meantime.
Title: Re: Stonesense: Usage Poll!
Post by: Jiri Petru on July 15, 2014, 06:34:37 am
There already is a tool that can replace the game's UI for the most part and send keypresses back to the game - Mouse Fortress. It hasn't yet been developed into a proper overlay with menus and buttons etc., but that shouldn't be much of a problem should it? See my thoughts on the topic (http://www.bay12forums.com/smf/index.php?topic=140604.0). I don't really understand how this ties back to Stonesense and the work you've guys done with your overlay, but it would be a shame if the same work were unnecessarily done twice by different people.
Title: Re: Stonesense: Usage Poll!
Post by: Rose on July 15, 2014, 01:34:20 pm
Guys, question:

if I set:
sprite A to ConstructedFloor, and any "PLANT*WOOD", and
sprite B to any FLOOR, and "PLANT:TOWER_CAP:WOOD".

then, if I have a tile that's ConstructedFloor made of PLANT:TOWER_CAP:WOOD, should it get sprite A or sprite B?
Title: Re: Stonesense: Usage Poll!
Post by: therahedwig on July 15, 2014, 02:06:54 pm
A

You'd want to look at it by texture importance: For the player it's more important to know that a floor is constructed than that it is made out of towercap, therefore, the texture that indicates construction should precede material.
Title: Re: Stonesense: Usage Poll!
Post by: Rose on July 15, 2014, 09:32:22 pm
Use of the value tag for defining terrain is now depreciated:

Spoiler (click to show/hide)

It will still work, but won't  necessarily be compatible.
Title: Re: Stonesense: Usage Poll!
Post by: therahedwig on July 16, 2014, 06:12:21 am
Great! Except I'm pretty sure it's deprecated, not depreciated.

(is dyslexic esl so would totally make the same mistake :p )
Title: Re: Stonesense: Usage Poll!
Post by: Rose on July 17, 2014, 10:19:02 am
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.

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.

When you run stonesense, it will create two CSV files in the DF root directory, TiletypeList.csv, and MatList.csv. They can be used for finding what tokens are used for what.
There are no changes to material assignment yet, but tiletypes are now assigned as follows:
      <terrain value="*" token="*" shape="*" special="*" variant="*" material="*"/>
If value is used, Stonesense will use that, ignoring the rest, and will give a warning.
If token is used, Stonesense will likewise ignore the rest. Valid token names are found in TiletypeList.csv, along with their corresponding numerical value. This is the preferred way to assign a tile to a single specific tiletype.
The rest are used to assign the sprite to all matching tile types. shape=FLOOR will assign the tile to all floor tiles, and adding material=FROZEN_LIQUID to that will make it apply to ice floors only.
Tag priorities are as follows:
Direct assignment: 16
shape: 8
special: 4
variant: 2
material: 1
Priorities of all used tags are added together, and the assignment with the higher priority is used. If an assignment has the same priority as annother, the behavior is the same as before, the one defined first is used.

There is currently no change to how materials are assigned, but there will be in the future.
Title: Re: Stonesense: Usage Poll!
Post by: therahedwig on July 17, 2014, 01:28:15 pm
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.

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.
Yes indeed, it's very crash prone, though half of that may be me running it on wine under linux :p

Anyhow:
(http://img.ie/nw2g9.png)

I turned off the terrain because it was generating a lot of spam.
I also cheated a little with the foiliage: I just resizes the foliage I already had, because foliage is apparantly a floor-type.

Needless to say, there's TONS of work to be done. I think I'll first draw some proper-foliage, and am then going to worry about making the tiles flow together better.

Anyhow, you can get this first attempt here: https://www.dropbox.com/s/9jr4tcsydukz27l/DF_2014_Trees.zip (https://www.dropbox.com/s/9jr4tcsydukz27l/DF_2014_Trees.zip)
Title: Re: Stonesense: Usage Poll!
Post by: therahedwig on July 17, 2014, 05:40:28 pm
(http://img.ie/kyhrj.png)

Okay, so anyone fancy some Mario trees?

I tried seperating twigs and branches, but that started looking noisy. I want to investigate further into it.

Also, after 4 years border_open_OR and tileborder are still broken, I suggest we deprecate those too, or at the least remove them from the Sprite guide.
I was also experimenting with drawing shadows under the foliage, but neither offsety nor Y="-1" seemed to work, so I've given up on that for now.

Anyhow, I think this is the first visualiser screenshot that really shows how BIG these trees are compared to the dwarves now.
Title: Re: Stonesense: Usage Poll!
Post by: Rose on July 17, 2014, 09:19:27 pm
Those trees are looking great.
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.
Title: Re: Stonesense: Usage Poll!
Post by: therahedwig on July 18, 2014, 06:02:14 am
Those trees are looking great.
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.
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.

Re: borders: Maybe. I would miss being able to combine random variations with borders though :p

(re: foliage)No I don't, and frankly it's not necessary either.

What WOULD really help if there's a way to determine what is underneath or above a given sprite.
This way I could:
*Make better sloping trunks
*Have a different trunk for coming up from the ground.
*Have sprites drawn underneath the foliage: This would be great for a weeping willow, to have little catkins spilling down at the edges.

To not leave without any goodies:
(http://img.ie/m875s.png)
I adjusted DarkTundra's water to be less extremely blue.

The reason we don't appreciate that value as humans is because water reflects the sky above. As all stonesense graphics have been made for a Bright Sunny Day With No Cloud In The Sky(tm), it's weird to see that kind of bright blue. It's a pity to not use them though, because those are some awesome animations, so I recoloured them.

If you're considering to have the weather/time of day affect how things are coloured, give me a call, because if we have the Sky-colour (and/or the Light-colour) as XML colours, we can use these to do pretty things. We'd only need multiply-blending mode as well :p.

(http://img.ie/5s345.png)
Title: Re: Stonesense: Usage Poll!
Post by: therahedwig on July 18, 2014, 02:55:11 pm
(http://img.ie/n35f0.png)

Alright, I now use a slightly more holey-sprite for the twig folliage. This can't be walked on in game, and that should now be a little more obvious in stonesense.
I also added the large branches and am using the variationtype="sixteen", for both the large branches and the trunk. However, variationtype="sixteen" is meant for paths and the like, and it becomes obvious that it doesn't quite work here... Still fighting with the ramps, and that DF trees are just weird.

Current trees-xmls:
https://www.dropbox.com/s/9jr4tcsydukz27l/DF_2014_Trees.zip (https://www.dropbox.com/s/9jr4tcsydukz27l/DF_2014_Trees.zip)

With this version you can:


In this version you can't:

Edit: Also, Palm trees don't have foliage of any kind in dwarf fortress... Just so you know.
Title: Re: Stonesense: Usage Poll!
Post by: therahedwig on July 19, 2014, 07:29:25 am
Spoiler: Blossom (click to show/hide)

There's only a generic fruit left, and perhaps snow, and then I've done all I can for 'generic-aboveground-tree', and will focus on the shrooms underground instead.
Title: Re: Stonesense: Usage Poll!
Post by: Rose on July 19, 2014, 07:37:27 am
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.
Title: Re: Stonesense: Usage Poll!
Post by: therahedwig on July 19, 2014, 07:51:04 am
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.

What I am also worried about is Autumn colouration. The raws only seem to define a display colour for the leaves in autumn...
Title: Re: Stonesense: Usage Poll!
Post by: Caldfir on July 19, 2014, 12:06:40 pm
oo - pretty trees :)
Title: Re: Stonesense: Usage Poll!
Post by: EmeraldWind on July 19, 2014, 12:16:09 pm
oo - happy trees :)

FTFY
Title: Re: Stonesense: Usage Poll!
Post by: Rose on July 19, 2014, 12:44:58 pm
A note on those versions I posted:
They crash if you start stonesense with either of the generated CSV files open.
Title: Re: Stonesense: Usage Poll!
Post by: therahedwig on July 20, 2014, 12:01:14 pm
A note on those versions I posted:
They crash if you start stonesense with either of the generated CSV files open.

Ahahaha, that may explain a few things...

(http://img.ie/u0p1s.png)

Okay, so today's update is Roots, fruit and snow.
There's also a new tile for smoothed branches, but that won't show up here because that's only for elven trees.
I'm thinking of doing some stuff to the fruit so it won't clip as much.
I'm also a bit conflicted with the snow. In the end it was too bright so I halved the opacity so it won't stand out so much...
After this there's still the dead-branches and twigs to configure. As well as sprites for the burning branches(!) but the above ground generic tree is mostly done now.

https://www.dropbox.com/s/9jr4tcsydukz27l/DF_2014_Trees.zip (https://www.dropbox.com/s/9jr4tcsydukz27l/DF_2014_Trees.zip)
(The above version is currently stuck in winter-time, but it's here to make sure that it won't get lost in serious cases.)

Next up is the shrooms.

Also, a call for help:
Right now Dwarf Fortress has around 60 trees that can bear fruit!
That's a damn lot of fruit!

So, I want to ask everyone to try and draw a fruit that shows up on their current embark(r whatever they fancy), following the following guidelines:
*The fruit should in the end fit on a 32x20 tile in the end.
*I drew the apples at 8x8~ but just use your instinct to determine the correct size.
*Try draw several of them, this way we can group them or vary them.
*Try to keep it pixel-art, this way several different fruits won't interfere due to aesthetical difference.

I think that if everyone chips in on this, we'll be much further than me just doing it alone!
Title: Re: Stonesense: Usage Poll!
Post by: therahedwig on July 21, 2014, 09:17:49 am
(http://img.ie/ynkaq.png)

Okay, you can go look at shrooms now+trees-foliage now has shadow. I'm doing something very hacky to achieve this(namely draw the shadow 4 times with different y-offsets before the actual canopy), but I think it helps putting in definition. Unfortunatly, I can't put it properly underneath hanging tree-trunk without issues.
I seperated the bark from the wood for the mushrooms, this allows me to have a different colour for the bark and thus more prettiness(also, this'll make doing brich a little easier when I did the same thing with regular wood)
I am also using the variationtype="four" to clean up the xmls further.

Caldfir, if you could be so kind, could you update the SpriteGuide.txt with how variationtype works? I had to go into the code, and do some trial and error to figure out how to use it...

https://www.dropbox.com/s/9jr4tcsydukz27l/DF_2014_Trees.zip (https://www.dropbox.com/s/9jr4tcsydukz27l/DF_2014_Trees.zip)
Title: Re: Stonesense: Usage Poll!
Post by: Rose on July 21, 2014, 09:52:40 am
Okay, so here's what I know about leaves, fruits, etc so far:

There's no way to tell if a particular tree part has them.

The only way to tell is to read the raws, and from there figure out where they're applied and when.

Problem is, each tree has different IDs for different growths, and not every tree has the same growths, so we'll need to figure out how to do generic stuff.

We're getting there, though.
Title: Re: Stonesense: Usage Poll!
Post by: EmielRegis on July 21, 2014, 04:11:44 pm
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. 
Title: Re: Stonesense: Usage Poll!
Post by: therahedwig on July 21, 2014, 04:23:38 pm
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?
Title: Re: Stonesense: Usage Poll!
Post by: Raziel_Blaze on July 21, 2014, 11:54:45 pm
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
Title: Re: Stonesense: Usage Poll!
Post by: fricy on July 22, 2014, 01:00:05 am
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

1. Download Macnewbie Pack 2012 (http://dffd.wimbli.com/file.php?id=8835)
2. Optional: Copy your save to "Macnewbie/User Generated.../Link to Save..."
3. Start the launcher and apply any graphics pack that doesn't have TWBT in it's name
4. Launch the game and enter "stonesense" into the dfhack terminal

Overlay mode does not work on osx, and you have to wait for a dfhack update if you want to try it with 40.0x.
Title: Re: Stonesense: Usage Poll!
Post by: EmielRegis on July 22, 2014, 01:20:46 am
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?


Ok, so normal stonesense working as it should.
http://www.mediafire.com/view/nr777lld5q6ntpt/1.png
Here you have screen what happens when i trying overlay version( main 2d screen is frozen btw ).
http://www.mediafire.com/view/ag2lc8etayhcc0o/2.png
Maybe this line is important?( it shows on beggining of console every time I launch game)
http://www.mediafire.com/view/hwaudrutvtx7hy2/3.png
Title: Re: Stonesense: Usage Poll!
Post by: fricy on July 22, 2014, 01:31:25 am
@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.
Title: Re: Stonesense: Usage Poll!
Post by: PeridexisErrant on July 22, 2014, 01:38:06 am
@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. 
Title: Re: Stonesense: Usage Poll!
Post by: Rose on July 22, 2014, 01:40:16 am
Somebody made a fix for that, actually, but I'm kinda in the middle of things with regards to stonesense, so it hasn't made an official release.
Title: Re: Stonesense: Usage Poll!
Post by: Raziel_Blaze on July 22, 2014, 01:55:16 am
Awesome, thanks for the feedback. Looking forward to the overlay for mac. Its been a while sense I played the game and just random ally decided to catch up on the latest forums and heard about this overlay mode. I was so blown away and excited. Thank you all for your hard work. We all appreciate it.
Title: Re: Stonesense: Usage Poll!
Post by: EmielRegis on July 22, 2014, 02:00:08 am
@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.

Thanks, now its working!



@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. 

Well, actually in my case it isn't.
Title: Re: Stonesense: Usage Poll!
Post by: PeridexisErrant on July 22, 2014, 02:32:46 am
@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. 
Well, actually in my case it isn't.
Oops, most of my brain is in 40.xx mode now.  I'll try to push a last legacy update soonish, and until then: 
https://github.com/KevinCathcart/stonesense/releases/tag/OpenGL
Title: Re: Stonesense: Usage Poll!
Post by: rathlord on July 24, 2014, 02:16:02 pm
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.

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.
Title: Re: Stonesense: Usage Poll!
Post by: therahedwig on July 24, 2014, 03:43:14 pm
Okay, considering that it's gonna take a while till a version where I can seperate out the trees per tree, I decided to continue working on Dwarvest Moon, or in other words, the crops.


They have a bit of a style-mistmatch because I was constantly switching the style I used. I will go back later to make them more sensible and connected with the existing sprites, when my style has settled more properly.

In the meantime, there's no growth-print for a change in colour for the grass-grains, even though they do become golden in summer/autumn in real life.
My question: What do you guys prefer: Golden grains to wax about? Or green grains?
Title: Re: Stonesense: Usage Poll!
Post by: lethosor on July 24, 2014, 07:15:28 pm
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.

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.
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.
Title: Re: Stonesense: Usage Poll!
Post by: rathlord on July 26, 2014, 10:54:17 pm
Thanks for the info! There really shouldn't be much extra working taking the older version up to version 40 should there (changing RAWs mostly?)?

If testing help is what's needed, I've got several Macs and I'd be more than willing to help test. Problem is I work two full time jobs and can't always remember to drop by for this kind of stuff. Do any of the Stonesense devs that would need help testing use Skype regularly? I have to be on most hours of the day for one of my jobs anyways, so it's really easy to reach me there if testing is needed. I do tech support, so I'm familiar with SVN and bugtrackers like Mantis or Jira if I can be of any assistance.
Title: Re: Stonesense: Usage Poll!
Post by: Rose on July 26, 2014, 11:05:29 pm
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.
Title: Re: Stonesense: Usage Poll!
Post by: therahedwig on July 27, 2014, 12:11:02 pm
Spoiler (click to show/hide)

Finished all of the sprites for the plants in crops.txt.

While I can't get them to draw for shrubs, because shrub recognition is still broken in that version of stonesense, I did manage to get the to work on the farm-plot. I'll post the zip for it in a few hours.

They are not perfect, but I'm going to let this sink for a bit, and return to the trees.
Title: Re: Stonesense: Usage Poll!
Post by: Rose on July 27, 2014, 11:29:25 pm
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.
Title: Re: Stonesense: Usage Poll!
Post by: Raziel_Blaze on July 28, 2014, 01:20:37 am
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 am not extremely familiar with CMake, therefor if you guys can give a description on what to do to compile this code with it, I will attempt to check it out.
Title: Re: Stonesense: Usage Poll!
Post by: Rose on July 28, 2014, 02:03:47 am
It's compiled as a part of DFHack, the compile instructions of which are here:

https://github.com/DFHack/dfhack/blob/master/Compile.rst
Title: Re: Stonesense: Usage Poll!
Post by: therahedwig on July 28, 2014, 02:09:28 am
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.

No problem, like I said before I have plenty to do still, and parsing the raws sounds like an absolute pain.

Btw, were you going to use new material values for next release? So I know how to adjust the xmls for that...
Title: Re: Stonesense: Usage Poll!
Post by: Rose on July 28, 2014, 02:21:28 am
Yeah, I'm planning on using those. Just have to get that done.

I think I'll take a break from trying to finagle the trees and get the materials thing done
Title: Re: Stonesense: Usage Poll!
Post by: Marble_Nuts on July 28, 2014, 07:19:51 pm
For anybody trying to make stonesence available with OS X or maybe the Macnewbie application, you are doing gods work and my cat Boris love all of you.
Title: Re: Stonesense: Usage Poll!
Post by: lethosor on July 28, 2014, 07:42:21 pm
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.
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).
Title: Re: Stonesense: Usage Poll!
Post by: Umbra on July 31, 2014, 03:10:41 am
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.

Crashing every time for me. Here is a screen:

http://i.imgur.com/iX2EbYc.png
Title: Re: Stonesense: Usage Poll!
Post by: Jiri Petru on July 31, 2014, 03:50:40 am
I would like to suggest that Stonesense turns the grass sprites off by default, and switches back to the old-style grass which was only a flat green colored texture. No offense meant to the creator (therahedwig?) but with all the other things, plants, trees and other stuff on screen, the grass makes it too busy and very difficult to read. In other words, you can't see important things because of the busy grass.

I know I can turn this off by myself (I do) but many users don't tweak the options and use whatever is default - which in this case is the worse option, I believe. So I'm merely suggesting improving the default experience.
Title: Re: Stonesense: Usage Poll!
Post by: therahedwig on July 31, 2014, 04:10:49 am
I thought the default was having detailed grass off...?

Either way, the grasses need to be configured more properly anyway. Right now it's half-defined in terrain and grasses both, and it should just be defined in grasses alone, so you can easily switch between 'super simple grass', 'animated grass' & 'detailed grass' (Anyone want the dark grass I made at one point in there as well?)(I could also make a variation where per biome one short grass picked and replaces all others within the biome, so per biome things will look more coherent. EDIT: Example (http://img.ie/tlshz.png). I already evened out the brightness in detailed grass tile in newer versions, and that helps a little as well)

This way, it should be easily configurable for a launcher or lazy newbie pack.

Furthermore, I learned a thing or two with the trees, and will probably add borders to the detailed grass at some point. (So at the least elevations will be more visible).

EDIT: BTW, it'll become more messier: With the new trees, a single tiles can have grass, leaves, blossom and fruit at the same time. If you only have the leaves visible, then you won't see the (useful) fruit...(and perhaps blossoms), so what will have priority here?
Title: Re: Stonesense: Usage Poll!
Post by: Rose on July 31, 2014, 05:37:07 am
Priority there will be according to the sprite definition. You would probably just want to have fruits on top.
Title: Re: Stonesense: Usage Poll!
Post by: therahedwig on July 31, 2014, 05:59:55 am
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

In the meantime, I seperated the bark from the base-wood and am making bark for birches and later saguaros.
I'm going to treat Highwood as sequoias, everyone cool with that?
Title: Re: Stonesense: Usage Poll!
Post by: Rose on July 31, 2014, 06:49:09 am
Each growth has a different ID.

Kumquat, for example, has:

LEAVES (kumquat leaf)
FLOWERS (kumquat flower)
FRUIT (kumquat)

while pine trees have:

LEAVES (pine needle)
SEED_CONE (pine seed cone)
POLLEN_CONE (pine pollen cone)

sprites would then be defined for each of these.
Title: Re: Stonesense: Usage Poll!
Post by: therahedwig on August 01, 2014, 07:06:09 am
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!
Title: Re: Stonesense: Usage Poll!
Post by: Rose on August 01, 2014, 08:23:37 am
The only way you can have a cherry and an apple on the same square is if we make a cherapple tree, and if you're going to go through that trouble, you may as well also make the stonesense sprites for it.
Title: Re: Stonesense: Usage Poll!
Post by: Rose on August 01, 2014, 08:25:04 am
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.
Title: Re: Stonesense: Usage Poll!
Post by: therahedwig on August 01, 2014, 08:32:31 am

Those are terrifying.

Now you know why you fear the desert.

But yeah, DF saguaro branches don't go upward, only sideways. They do have fruit and flowers, but I'll need to embark on a desert to investigate how they attach to the main branch.

From the natural barks I only need to do palm, and then some palm folliage. And then it's time for feather trees and towercaps.
Title: Re: Stonesense: Usage Poll!
Post by: Rose on August 01, 2014, 08:55:37 am
All growths have specific parts of the tree that they're set to grow from. I think this info can be gained from the raws, but I know how to get it from memory.

FLOWERS:
[lua]# ~df.global.world.raws.plants.all[194].growths[0].locations
<plant_growth.T_locations: 0x07ee675c>
twigs                    = false
light_branches           = false
heavy_branches           = false
trunk                    = true
roots                    = false
cap                      = false
sapling                  = false

FRUIT:
[lua]# ~df.global.world.raws.plants.all[194].growths[0].locations
<plant_growth.T_locations: 0x07ee675c>
twigs                    = false
light_branches           = false
heavy_branches           = false
trunk                    = true
roots                    = false
cap                      = false
sapling                  = false


Title: Re: Stonesense: Usage Poll!
Post by: therahedwig on August 01, 2014, 08:59:53 am
Yeah, it's called 'growth_host_tile'.

I think I'll be able to come up with something.
Title: Re: Stonesense: Usage Poll!
Post by: MarcAFK on August 01, 2014, 10:17:50 am
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!
Title: Re: Stonesense: Usage Poll!
Post by: Rose on August 01, 2014, 11:38:38 pm
Column B is a token that you would set in the XML files.
Column C is what it actually gets matched up with.

This system will be moved over to everything that can change depending on material, though the old ways of assigning sprites will still work, unless something else over-writes them. (meaning a single <material token="INORGANIC*"/> will over-write every single inorganic material that's set the traditional way)
Title: Re: Stonesense: Usage Poll!
Post by: Rose on August 02, 2014, 09:49:53 am
Spoiler: Tree material colors! (click to show/hide)
Title: Re: Stonesense: Usage Poll!
Post by: Rose on August 04, 2014, 06:20:11 am
Spoiler (click to show/hide)
Title: Re: Stonesense: Usage Poll!
Post by: therahedwig on August 04, 2014, 09:44:29 am
Spoiler: PRETTY TREES! (click to show/hide)

There's still a lot to be done of course, both on the sprite and coding side, but we're getting closer and closer!
Title: Re: Stonesense: Usage Poll!
Post by: Urist McShaft on August 04, 2014, 11:15:33 am
EPICness overload.
Title: Re: Stonesense: Usage Poll!
Post by: Iamblichos on August 05, 2014, 07:48:14 am
What's the best-guess ETA for this for 40.X?  I really want to try it out, and never gave it a whirl in .34.11.

Note: Best guess assuming we don't get an update a week for the foreseeable future... Toady is cranking them out like a machine  :D
Title: Re: Stonesense: Usage Poll!
Post by: Rose on August 05, 2014, 10:29:07 am
Honestly, there probably won't be a release till toady stops releasing new DF versions for at least a few days.

Though I predict a week or so till I finish getting the new trees properly supported.
Title: Re: Stonesense: Usage Poll!
Post by: MarcAFK on August 05, 2014, 11:23:43 am
Gorgeous! Stunning!
I'm going to feel bad when I cut them down.
Title: Re: Stonesense: Usage Poll!
Post by: thvaz on August 05, 2014, 11:38:01 am
Amazing!
Title: Re: Stonesense: Usage Poll!
Post by: Thanshin on August 07, 2014, 06:50:37 am
Those trees are amazing.

Title: Re: Stonesense: Usage Poll!
Post by: locustgate on August 08, 2014, 03:45:49 pm
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!

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.
Title: Re: Stonesense: Usage Poll!
Post by: MaximumZero on August 08, 2014, 09:48:01 pm
In the meantime:
(http://img.ie/hlyv1.png)
SAGUARO!
Beware their thousand needles.
Title: Re: Stonesense: Usage Poll!
Post by: dennislp3 on August 09, 2014, 12:10:16 am
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!

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
Title: Re: Stonesense: Usage Poll!
Post by: MarcAFK on August 09, 2014, 12:21:32 am
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!

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
Spoiler (click to show/hide)
Masterfully crafted statue of a cactus, made of sheep wool, green sheeps wool, and stuffed with dwarven hair. Perfect for trade or hugs by dwarven children, no liability is assumed in case of recipient later desiring to hug actual cactus.
Title: Re: Stonesense: Usage Poll!
Post by: Sorg on August 15, 2014, 02:43:02 am
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.
Spoiler (click to show/hide)
Is there any way to fix it?
Title: Re: Stonesense: Usage Poll!
Post by: Quietust on August 15, 2014, 03:09:44 pm
I have a little problem. Using DF0.34.11 and Stonesence that comes with DFHack r5.
What is "Stonesence"?
Title: Re: Stonesense: Usage Poll!
Post by: Sorg on August 15, 2014, 08:09:21 pm
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". :P
Title: Re: Stonesense: Usage Poll!
Post by: Caldfir on August 18, 2014, 01:39:22 am
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.
Spoiler (click to show/hide)
Is there any way to fix it?

Try changing the number of z-levels you're using for normal stonesense rendering (larger is probably better, or maybe try just a single z-level) and take the shot again.  I remember it liked to cut off near the top of the sky sometimes.  (grr full-embark screenshot code always breaking!)

Progress on the trees is looking good!
Title: Re: Stonesense: Usage Poll!
Post by: therahedwig on August 18, 2014, 06:15:57 am
Quote

Progress on the trees is looking good!
Thanks, unfortunatly I'm having tablet trouble, so I haven't been able to really continue on it. >_>
There's plenty for pretty pictures, but half of the fruits are still missing and palm trees and feathertrees look weird :/
Title: Re: Stonesense: Usage Poll!
Post by: Dirst on August 18, 2014, 10:59:52 am
A big thanks to everyone who makes Stonesense a reality.

After banging my head against the raws and DFHack, I now have a small mod functional enough to worry about what it looks like.  I was able to visually differentiate two dozen castes with a ridiculously small amount of XML:

Code: (tesb_awakened_stone.xml) [Select]
<?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>

which just goads me into making some animations and stances that depend on neighboring tiles.

On the other hand, I can't make heads or tails out of the building XML.  Is there a relatively simple readme somewhere about Stonesense buildings?  The workshops are all 3x3 and symmetric, so I wouldn't need any of the fancy rotation logic that seems to be embedded in there.

Edit: This is probably a DFHack issue rather than a Stonesense issue, but polling the "eyes" color isn't working for my creature or the included creatures.  For now I'll just specify each caste's eye color explicitly.  Still stymied on buildings, though.
Title: Re: Stonesense: Usage Poll!
Post by: Rose on August 19, 2014, 01:07:50 am
The building raws are, quite frankly, rather obtuse, and I don't fully undersrand them myself fully.
Title: Re: Stonesense: Usage Poll!
Post by: Dirst on August 19, 2014, 08:58:15 am
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.

Is there an example of an included 3x3 workshop that uses 9 different tiles?  I should be able to clone that at the worst.  The Still has 9 different tiles in the main interface, though that doesn't necessarily translate to the Stonesense equivalent.
Title: Re: Stonesense: Usage Poll!
Post by: Rose on August 19, 2014, 09:05:04 am
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)
Title: Re: Stonesense: Usage Poll!
Post by: Dirst on August 19, 2014, 09:37:14 am
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)
Thanks, and the other news is gorgeous.
Title: Re: Stonesense: Usage Poll!
Post by: MarcAFK on August 19, 2014, 12:00:07 pm
It's amazing, even if it was confused for a bit thinking this was Japa's other thread "Looks odd for minecraft...uh wait. WOW the trees!"
Title: Re: Stonesense: Usage Poll!
Post by: Ferigad on August 23, 2014, 06:08:09 pm
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.

Spoiler (click to show/hide)
Title: Re: Stonesense: Usage Poll!
Post by: PeridexisErrant on August 23, 2014, 07:33:03 pm
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.

AFAIK, there's no official stonesense for 40.xx yet - you can still get the 34.11 Starter Pack with the overlay (http://dffd.wimbli.com/file.php?id=8687) though.
Title: Re: Stonesense: Usage Poll!
Post by: Ferigad on August 23, 2014, 07:46:33 pm
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.
Title: Re: Stonesense: Usage Poll!
Post by: Caldfir on August 24, 2014, 11:25:08 pm
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.

Hmm, that's an odd error.  It sounds like the DFHack "renderer" class isn't up-to-date with the DF-actual-renderer. 

The overlay is still an experimental feature (you can't really play DF with just the overlay yet), and DFHack is still catching up with DF updates, so this is sort of expected right now.  I'll try to get some bugfixes together when things are more stable. 
Title: Re: Stonesense: Usage Poll!
Post by: mifki on August 25, 2014, 12:21:09 am
Yes, vtable address for renderer class is missing from dfhack for 0.40.xx
Title: Re: Stonesense: Usage Poll!
Post by: ArcaneBoozery on August 25, 2014, 01:58:03 am
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.
Title: Re: Stonesense: Usage Poll!
Post by: Rose on August 25, 2014, 02:47:28 am
Stonesense was able to render directly onto the DF screen, instead of its own window, but that doesn't work for the new version of DF yet.
Title: Re: Stonesense: Usage Poll!
Post by: Octopusfluff on August 25, 2014, 03:29:53 am
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.

That kind of documentation is generally reserved for legitimately complete features, rather than "oh hey, cool hack in progress".
Title: Re: Stonesense: Usage Poll!
Post by: Dirst on August 25, 2014, 06:51:37 am
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)

Thanks again for the pointer to custom workshops.  I put a really simple example of a workshop onto the wiki (http://dwarffortresswiki.org/index.php/Utility:Stonesense/Adding_Content).  There are still a lot of parameters that I don't understand, but the example demonstrates that they aren't strictly necessary to get a basic workshop going.
Title: Re: Stonesense: Usage Poll!
Post by: Xerberus on August 25, 2014, 09:12:43 am
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)

oh my god that just looks gorgeous.....can't wait for the when we can fiddle with stonesense in DF2014.

i hadn't really tried stonesense in the DF2012 version, was it fully functional as an overlay gameplay-wise?
Title: Re: Stonesense: Usage Poll!
Post by: Rose on August 25, 2014, 01:41:07 pm
A note on building sprites :
If a building requires more than one material for its construction, you can pick which item is used for coloring which part of the building. You can check wells and mechanics to see how that works.

This means that, using wells as an example, you can have the well body, rope, and bucket, all being colored right, including showing dye on the rope color.
Title: Re: Stonesense: Usage Poll!
Post by: Dirst on August 30, 2014, 12:48:43 pm
I found a little wonkiness with Stonesense's creature sprites, and it's probably because I have a bizarre creature.  I'll put the work-around here in case anyone is as OCD in their creature raws as I am.

The creature in question has two dozen castes, and due to how descriptions appear in-game there is no way to tell what caste one is when looking at its detailed description.  To insert some differentiation, I changed the TLCM_NOUN for skin to something unique for each caste.  So the Awakened Granite has "granite surface" instead of "skin", the Awakened Slate has "slate surface" and so on.  This also looks nice in combat logs.  Most of the castes have several possible surface colors (for example, marble has [TL_COLOR_MODIFIER:WHITE:10:ASH_GRAY:4:GRAY:2:MOSS_GREEN:2:PALE_PINK:1]).

Stonesense throws errors if I refer to the creature's "skin" bodypart, which it should.  But it doesn't seem to understand

Code: [Select]
<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>

It does color the main sprite properly, but the subsprite isn't drawn.  This happens even if I use a named color for the subsprite.  I figured out this is because Stonesense defaults to the first color-modifier defined for the sprite and breaks out of the entire <variant> structure.

But you can make this work.  Simply omit the bodypart= argument. There are no errors in the console, it defaults to the correct color, and it processes the rest of the <variant>.  The problem is that the custom TLCM_NOUN seems to wreck references to any colors defined later in the creature.  In my case, all creatures of the same caste have the same color eyes, so I could just do it with named colors.

(When I define the eyes first and the faux-skin second, the default color becomes the eye color.  But in that case I can reference the eyes properly, I just have no way to reference the faux-skin's color.)

So if you have some bizarre creature with odd description text, you can take advantage of Stonesense's intelligent fail-over behavior, but then you only get to reference that one color.  I imagine that parsing custom TLCM_NOUN text is really low on the priority list, but it would be an awesome addition when the program is stable.

Spoiler: Entire XML file (click to show/hide)
Title: Re: Stonesense: Usage Poll!
Post by: Caldfir on September 02, 2014, 01:09:48 am
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.
Title: Re: Stonesense: Usage Poll!
Post by: Dirst on September 02, 2014, 10:01:19 am
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.

Thanks for the insight and the pointer to debug mode.  The more I look into Stonesense the more impressive it becomes.  Might be a few days before I can get back to this project (Go away real world!  Get away from me!), but I'll let you know what happens.  I can tell you however that bodypart="skin" threw an error (one for each caste on load) and drew the sprite as it appeared in the sheet which happens to be a light grayscale.

On an unrelated topic, I was working on the actual art for these guys last night to put some subsprite highlights in case the surface is black... Stonesense seems to support full alpha channels, yet the vast majority of the included files (and all of the examples on the wiki) use the magenta trick.  For me GIMP is kinda like threading a needle while wearing boxing gloves, but for others who actually know what they are doing with graphics, knowing that Stonesense supports alpha channels could be really helpful.

Also, I noticed that if the creature's claws are cut off if they intrude a bit into foreground tiles.  Is there a way to turn off that clipping?  If there was a wall in front of the creature, its feet would be occluded anyway.  My GIMP skills aren't quite up to horizontally shrinking five different subsprites and keeping them aligned in their cells.  (Edit: I suppose it might just be the foreground floor tiles being stamped on top of the sprite.  That would mean I have to rebuild my sprite sheet again...)
Title: Re: Stonesense: Usage Poll!
Post by: Rose on September 02, 2014, 10:34:18 am
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.
Title: Re: Stonesense: Usage Poll!
Post by: Dirst on September 02, 2014, 11:09:33 am
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 just wanted to make sure any graphic artists knew that they had the alpha channel available, that's all.

For the clipped claw issue, it could work if all floor tiles were drawn first (from rear to front) then all sprites (from rear to front) in a second pass.  Floor tiles are already handled differently because their sprite sheets have different dimensions, but I'm not sure it'd be worth the effort to split things up into two passes.
Title: Re: Stonesense: Usage Poll!
Post by: Dirst on September 05, 2014, 12:16:54 am
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.

Well I had a chance to play with this.  I'm also working in version 40.10 now rather than 40.08, and the wonkiness is different.

It turns out the TISSUE and the TLCM_NOUN were both set to the same text, but if I changed one then Stonesense is definitely picking up the TLCM_NOUN.

With the debugging info and the 'v' readout, it appears that Stonesense does actually see both bodypart colors.  But when I try to use the second one it comes up with something random.  IVORY looks cyan, AQUAMARINE looks like a slightly pale red, and in this screenshot so does AMBER.


All of those surface colors are valid possibilities for the SANDSTONE caste, but the eyes are all supposed to be AMBER.  You can see that the debug info even sees the AMBER and assigns the correct rgb to it, so I'm not sure what's going on here.  I did try a variant with no spaces in the name; that didn't make a difference.  The subsprite's color is incorrect even if I use a named color in the XML.


Now for the strange part.  If I fail to include the bodypart= attribute or specify an invalid one, it loads the first color and now the eyes work.  If I put in the bodypart="sandstone surface" in there, it renders the subsprite in some consistent-but-incorrect color.  Aha, so I can get this working by having identical code for each caste.

Code: [Select]
<variant caste="SANDSTONE" sheetIndex="0"  color="bodypart" zoom="2">
<subsprite sheetIndex="1" color="bodypart" bodypart="eyes" zoom="2" />
</variant>

and the obvious conclusion is that I can replace all of that with

Code: [Select]
<creature gameID="AWAKENED_STONE" sheetIndex="0"  color="bodypart" zoom="2">
<subsprite sheetIndex="1" color="bodypart" bodypart="eyes" zoom="2" />
</creature>

but that renders the sprite in the correct color and skips the subsprite completely.

Undeterred, I recall seeing something about a none-of-the-above <variant>.  Now this file does what I want it to do:

Code: [Select]
<?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>

Still need to do something about creatures with a BLACK surface, but I have a working version.  Hopefully the steps to get there helps you in figuring out what's not working as designed.
Title: Re: Stonesense: Usage Poll!
Post by: Rose on September 05, 2014, 12:35:11 am
Simple solution for black is to change what DF defines as black.
Title: Re: Stonesense: Usage Poll!
Post by: Dirst on September 05, 2014, 09:37:13 am
So, to summarize what I think is happening:

1. When a <variant> has an "odd" but correct bodypart attribute, it somehow distorts the color of the <subsprite>.  Needs more testing (Does this happen at the <creature> level?  Does it happen for "standard" bodypart's like "skin"?) but it was getting really late.
2. When a <creature> cannot find a bodypart, Stonesense colors the sprite with the first color in the creature and breaks out of the <creature> structure.
3. When a <variant> cannot find a bodypart, Stonesense colors the sprite with the first color in the creature and processes the rest of the <variant> structure.
4. An error is written if a non-existent bodypart is specified, but not if the bodypart is omitted completely.

My completely uninformed guess is that 1 is caused by a slightly off-kilter memory offset somewhere, especially because the behavior is different between 40.08 and 40.10.

2 and 3 and 4 are just differences in error handling.  Personally I prefer how the <variant> works now, but I can see the wisdom of making a failed search fail spectacularly enough to prod people into fixing their XML.
Title: Re: Stonesense: Usage Poll!
Post by: Dirst on September 05, 2014, 09:42:19 am
Simple solution for black is to change what DF defines as black.

I would like my mod to co-exist peacefully with other mods, so I'll probably go the route of coloring the black ones CHARCOAL if I can't get highlighting to do what I want.  All of them also need a black outline to fit in with other Stonesense sprites.
Title: Re: Stonesense: Usage Poll!
Post by: Dirst on September 16, 2014, 10:38:38 am
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?

Was there ever a resolution for this?  Ideally Stonesense would be able to handle multiple custom buildings at some point, but for now would <variant> tags within a single custom workshop do anything?  If that works, it just means replicating the Soapmaker's Workshop and Screw Press at the bottom of the mod's XML.
Title: Re: Stonesense: Usage Poll!
Post by: Rose on September 16, 2014, 11:13:04 am
I's supposed to handle custom buildings, and did at one point. I'll have to see why it doesn't.
Title: Re: Stonesense: Usage Poll!
Post by: Rose on September 17, 2014, 08:37:02 am
Okay, I found the problem, and it's been fixed for the next version.
Title: Re: Stonesense: Usage Poll!
Post by: Dirst on September 17, 2014, 01:13:33 pm
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!
Title: Re: Stonesense: Usage Poll!
Post by: Scoops Novel on September 17, 2014, 04:05:00 pm
Out of curiosity, why is stonesense done in the graphics engine that it has?
Title: Re: Stonesense: Usage Poll!
Post by: Octopusfluff on September 17, 2014, 05:22:34 pm
Out of curiosity, why is stonesense done in the graphics engine that it has?

As opposed to...?
Title: Re: Stonesense: Usage Poll!
Post by: Scoops Novel on September 17, 2014, 06:27:54 pm
Out of curiosity, why is stonesense done in the graphics engine that it has?

As opposed to...?

Something shinier? Especially with the old versions.
Title: Re: Stonesense: Usage Poll!
Post by: Octopusfluff on September 17, 2014, 06:39:46 pm
Out of curiosity, why is stonesense done in the graphics engine that it has?

As opposed to...?

Something shinier? Especially with the old versions.

... like what, a gold foil limited edition?
Title: Re: Stonesense: Usage Poll!
Post by: Scoops Novel on September 18, 2014, 07:53:59 am
Humor me, but, especially considering that the old versions weren't real time, what stopped this from being rendered in say cryengine?
Title: Re: Stonesense: Usage Poll!
Post by: Nopenope on September 18, 2014, 09:32:30 am
Maybe the proprietary license?
Title: Re: Stonesense: Usage Poll!
Post by: Rose on September 18, 2014, 11:44:33 am
Probably because cryengine is 3d and would be pretty useless for stonesense, which is 2d.
Title: Re: Stonesense: Usage Poll!
Post by: therahedwig on September 18, 2014, 12:01:41 pm
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.
While certain graphics calculations can be done better with 3d acceleration, Cryengine's capabilities in the 2d world are actually not much better than the library we're using now. After all, what is amazing about Cryengine, is how it optimizes and simplifies many aspects of 3D graphics(in particular, the ever computation heavy topic of proper lighting).

If you're asking why we're not having 3d models: Too much effort, too high of a barrier for competent artists to contribute to stonesense.
Stonesense's simple graphics and high flexibility (and devoted maintainer) is sorta why it's the longest active visualiser, with the best support for all details that dwarf fortress gives us.
Title: Re: Stonesense: Usage Poll!
Post by: Octopusfluff on September 18, 2014, 08:05:57 pm
Humor me, but, especially considering that the old versions weren't real time, what stopped this from being rendered in say cryengine?

Humor me, but what is it you think cryengine could possibly provide in terms of benefits?

I mean, to partially enumerate (and somewhat expand on therahedwig's notes on) why it's a bad idea:
a) it's kind of a mediocre engine for its category of product
b) even if it were a good example of a 3d engine for an indie project (it isn't. Among MANY other concerns, dwarf fortress and thus stonesense are crossplatform, and that isn't even the biggest issue), it's still a 3d engine, and stonesense was designed to be 2d
c) even if you were designing a 3d visualizer, your biggest obstacle for shininess of a project like this is not the graphics engine itself, but the quality of art assets (Just take a look at any of the extant 3d visualizers, and if you think they are insufficiently shiny, it's almost certainly not a pure software issue)

Title: Re: Stonesense: Usage Poll!
Post by: Scoops Novel on September 19, 2014, 11:58:13 am
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). 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.
Title: Re: Stonesense: Usage Poll!
Post by: Octopusfluff on September 19, 2014, 12:20:19 pm
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.

There's so many misconceptions at work here I think I'd need to be drunk to ask the correct probing questions to narrow things down. Or very high.
Title: Re: Stonesense: Usage Poll!
Post by: Scoops Novel on September 19, 2014, 12:30:42 pm
The questions open.
Title: Re: Stonesense: Usage Poll!
Post by: therahedwig on September 19, 2014, 12:40:14 pm
Novel Scoops, I can understand that you have not much of an oversight of the needs of 3d.

The main argument remains that not many people know how to do 3d models. It's a highly technical art, and even with software like Blender lowering the (money) barrier, it just isn't common enough. There's just far more 2d artists than 3d artists in the world, and thus because stonesense is 2d it has way more contributers than say, overseer.
On top of that, making a proper 3d model costs about ten times longer to make. (I am actually trained in 3d art, so I'm not pulling this out of my ass ;) )

Secondly, dfhack gives us a lot of information, but it doesn't give enough information to determine when a dwarf is performing an action. It can tell that the dwarf is given a job, but it can't determine when the dwarf is actually doing it.
So for example, you will never see your dwarves in the proper pose for slashing that goblin, or even moving smoothly from tile to tile.

Similarly, 3d programming isn't exactly easy either.

There's programs like Overseer you should take a look at, they were abandoned, but attempting to do 3d visualisation.
Title: Re: Stonesense: Usage Poll!
Post by: Scoops Novel on September 19, 2014, 03:02:52 pm
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?
Title: Re: Stonesense: Usage Poll!
Post by: Dirst on September 19, 2014, 03:13:35 pm
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).

Rigging is the easy part, not to imply that it's trivial.  DF would require a huge number of animation scripts, and it would require a very large number of models.  The selection of rigged models available for download (or even for purchase) doesn't come close to covering what would be needed.
Title: Re: Stonesense: Usage Poll!
Post by: Scoops Novel on September 20, 2014, 06:16:34 am
Do games generally create many of their own scripts and models? I presume a degree of simplification could also be used for combat. Long term, do you think this will be a reasonable goal?
Title: Re: Stonesense: Usage Poll!
Post by: Kryxx on September 20, 2014, 08:46:30 am


Depends on the game, and the 'engine'.  is a game designer doesn't want to create their own engine they often buy an Software developers Kit of a main engine and modify it to their own needs.    This has a lot of the basic stuff in it.  However you always customize all of the scripts etc in it.  But generally you create your own art assets because you want to own them.  You 'can' get some generic stuff but you would then need to tweak it.  A good 3d model artist will re-use some things but you need to customize/tweak things as the game adapts.   

Xcom EU/EW - is using the unreal engine.  Which is odd for the style of game but that was a decision they made.  Then they customized all of the things they wanted to make it fit. This saved them probably a 1 or 2 of time in making an engine while coming up with concept art etc.

DF is more complex than many games on the market.  The amount of real time decision's being made on so many levels is HUGE.   Toady choose to focus on that over graphics. The community has stepped up to meet their needs for graphics within the feasibility of what they can.

There are many changes being done and DF is technically still in alpha, as Toady plans to make this his life's work.  With changes being done all of the time, any mods needs to be simple enough to keep up with those changes.

Now go back to what Dirst said about the 'number of models needed'. 

Why do you think games have only a few models for things like cars.  Hey look there is really only 10 car/truck models in like X-Com, they are all re-skinned with 10 different colours.  Because the time to make 100+ car models isn't worth the time/effort in a game in which they are technically 'background' props.  Then they had to add in animations for each of them to 'explode' and get parts destroyed.  Do that with 100?  No way, make another 10+ maps to play on.  Yes, that was a much better decision when they released the DLC. 

I was reading about when they wanted to add in the Mech for melee move in EW and and the Lead App Design person said she wanted a custom animation for killing every alien in the game.   The design team said "you get 3" because they knew they didn't have time.  In the end they came up with 1 super cool move on what happens when you use that effect, (and it varies based on height/terrain and what the alien get's hit into).   This is a AAA company, and they still lacked budget/time for it because what do you focus on?       

DF has amazing world generation with a rich history on top of fun mechanics in which each time it's different way to get dwarves killed.

I'm old school.  I played the first early MUDS on the internet back college (when the html part of the internet was being born)  Immersive gameplay is where it is at.   We had huge fun and we had to read combat logs when fighting as stuff spammed by in real time.   Kids these days are spoiled with fancy graphics with repetitive static gameplay.   

Just having the tilesets make it fine.  Stonesense breaks the "hard to learn" building barrier.

Title: Re: Stonesense: Usage Poll!
Post by: RhoOphuichi on September 21, 2014, 02:28:53 pm
Guys, I'm having a problem with stonesense and I haven't been able to find any solution by searching the boards.

I'm using the PeridexisErrant's StarterPack. When I try to run Stonesense, the DFHack window says:
Code: [Select]
Stonesense launched
Using allegro version 5.0.9 r1
Loading script at PyLNP_dfhack_onLoad.init
Error loading script
nil

The Stonesense window opens, but just shows a light blue screen. The upper right corner says 'No map loaded'. It does this for any fort, even a brand new one in a pocket world.

Any idea what I can do about this?

Edit: Also, when I've tried to start Stonesense, DF works normally - except when I try to exit the program. Then, it freezes indefinitely. I can play with the (nonfunctional) Stonesense window up; I can save the game and return to the menu; but when I exit the game, it freezes.
Title: Re: Stonesense: Usage Poll!
Post by: Kuikka on September 23, 2014, 10:57:31 am
Thanks to this mod, I can add cool pics to my fortress journal :) Rivertrapped, human village (two years old) http://i.imgur.com/GojAntO.jpg
Title: Re: Stonesense: Usage Poll!
Post by: Rose on September 23, 2014, 11:20:13 am
Why doesn't anybody tell me when the release doesn't have any leaves in the trees?
Title: Re: Stonesense: Usage Poll!
Post by: Putnam on September 25, 2014, 04:35:41 pm
EDIT: Wrong topic somehow
Title: Re: Stonesense: Usage Poll!
Post by: Sorg on September 25, 2014, 06:01:13 pm
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

So, why does stonesense show roots (or whatever that is) instead of leaves? :D
Title: Re: Stonesense: Usage Poll!
Post by: Rose on September 25, 2014, 09:34:39 pm
Because the release was pulled from the wrong source.
Title: Re: Stonesense: Usage Poll!
Post by: Dirst on September 28, 2014, 12:58:21 am
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.
Title: Re: Stonesense: Usage Poll!
Post by: Rose on September 28, 2014, 02:57:14 am
I didn't touch creatures.
Title: Re: Stonesense: Usage Poll!
Post by: Harpya on November 10, 2014, 03:08:29 pm
Deleted, posted in the wrong thread, sorry!
Title: Re: Stonesense: Usage Poll!
Post by: Tibo on November 26, 2014, 01:57:29 pm
What is the most straightforward way of using the Stonesense overlay? Is there a guide out there? I think DFhack needs stonesense to be added separately for "technical reasons" in the latest update, how does one go about doing that?
Title: Re: Stonesense: Usage Poll!
Post by: lethosor on November 26, 2014, 02:35:56 pm
The overlay only ever worked in 0.34.11-r5 (and was buggy even then). Stonesense didn't compile with recent versions of DFHack, although that has been fixed, so it should be available in the next release.
Title: Re: Stonesense: Usage Poll!
Post by: Rogue Yun on December 01, 2014, 08:47:58 pm
How stonesense (or anything for that matter) communicate with dwarf fortress? Please be patient with me, I'm just beginning to learn c++. (I have some knowledge in python as well). I'd like to take a stab at utility modding. Or at least become better acquainted with it.
Title: Re: Stonesense: Usage Poll!
Post by: Rose on December 01, 2014, 09:36:06 pm
There's a middleman lib called DFHack that stonesense uses to read the DF memory.
Title: Re: Stonesense: Usage Poll!
Post by: Rogue Yun on December 01, 2014, 09:38:23 pm
I'll try to research this some more. Thank you.
Title: Re: Stonesense: Usage Poll!
Post by: AO on December 04, 2014, 01:15:50 am
I had to post this, the waterfalls made me do it...
(http://i.imgur.com/mhOCgFI.png)
I couldn't imagine that just scaling them up would work that good. Sadly it has old trees.
Title: Re: Stonesense: Usage Poll!
Post by: Rogue Yun on December 06, 2014, 03:16:30 pm
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.

Would you be willing to post this on my !!Feng Dwarfy!! (http://www.bay12forums.com/smf/index.php?topic=146132.0) thread? This looks amazing :D
Title: Re: Stonesense: Usage Poll!
Post by: Tombsice on December 06, 2014, 04:02:18 pm
----Story of how I came to use Stonesense(skip)----
I figure: Why not sense some stone and look at my fortress that way? I install dfhack, easy enough, on windows, overwrite the slld file but I was probably meant to do that, it came with it after all.
I kept an un-dfhacked folder of Dwarf Fortress because what if I want to play un-dfhacked? I delete the dfhacked save folder and try to get both versions to use the same folder which I fail  as I'm unninitated in such dark arts(I would be vaguely intrested in initiation though) and a simple shortcut will not cut it no matter how short it may be.
I restore the save folder and decide to mess in the arena a little bit to get dwarf fortress to recheck for the saves.
----Details of diagnsticing the bug----
I look around the arena with stonesense. I make some aadvarks, have them kill each other and add a necromancer. I unpause, Dwarf Fortress stops working and the computer gives a button to close the program which I click.
I repeat, dead aadvarks, necromancer aadvark, unpausing, Dwarf Fortress has stoped working,..
I repeat yet again but without opening stonesense. The aadark zombies dispatch the aadvark necromancer surely enough. I have dfhack brig up stonesense once more and Dwarf Fortress stops working.
----The Bug----
Issue: Stonesense(and the attached entourage) refuses to work in the presence of aadvark zombies(in arena mode at the least).
Title: Re: Stonesense: Usage Poll!
Post by: mrmistophelees on December 15, 2014, 08:09:34 pm
Hello,

I am kind of a new player to DF, with only a few weeks logged playing time with the newb lazy pack. I've been updating as the pack gets updated, and recently added stonesense to my game with 40.19 r2. However, I've got a problem with stonesense, and I'm not sure how to troubleshoot it yet.

I noticed that whenever I activate stonesense, it's only a matter of (brief) time before my entire computer comes to a grinding halt. And I do mean grinding, with whatever sound is playing suddenly starts dadadadadadadada..... and the computer freezes solid. All I can do is hard reset the puter. Without activating stonesense, I can run DF all day without any problem (and I have! God, this game should be checked by the FDA for illegal addictive substances :\ ). 

I've tried a little searching for this problem, but I haven't come across anything definitive.  So I turn to you, the experienced community. What can I do and try to get stonesense? What information can I give you to help me?

Thank you!

 
Title: Re: Stonesense: Usage Poll!
Post by: lethosor on December 15, 2014, 10:12:43 pm
Try changing [PRINT_MODE:...] to [PRINT_MODE:2D] in <DF>/data/init/init.txt.
Also, which pack and platform are you using?
Title: Re: Stonesense: Usage Poll!
Post by: mrmistophelees on December 15, 2014, 11:39:03 pm
Try changing [PRINT_MODE:...] to [PRINT_MODE:2D] in <DF>/data/init/init.txt.
Also, which pack and platform are you using?

I'm using Phoebus as the tileset on Windows 7 64-bit. But I thought stonesense has it's own graphic pack, unrelated to my DF tileset?
Oh, and I wasn't using the overlay feature, just side-by-side windowed instances of DF and stonesense.

I'll try that print mode change.  Isn't that an option you can choose from the lazy pack launcher? Under the graphics tab, I can choose Print Mode: TWBT, 2D, Standard. Right now, it's set to TWBT.

By the way, is this the right thread to be asking for help with stonesense? The title of the thread doesn't intuitively suggest it, so I'm wondering...   :)
Title: Re: Stonesense: Usage Poll!
Post by: lethosor on December 15, 2014, 11:47:48 pm
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).
As far as I know, this is the official Stonesense thread.
Title: Re: Stonesense: Usage Poll!
Post by: mrmistophelees on December 16, 2014, 07:54:22 am
aha! I see~~  Yes I am using PeridexisErrant's pack. I will try your suggestion and see how it runs. Thank you!
Title: Re: Stonesense: Usage Poll!
Post by: Envite on December 24, 2014, 11:36:12 am
I have an issue (running ssense in a virtual machine, on Linux, accessed via ssh -X ) in that it shows me only a cyan screen. Nothing more. No error messages, nothing.
Title: Re: Stonesense: Usage Poll!
Post by: Rose on December 24, 2014, 12:08:54 pm
Your vm probably doesn't have hardware acceleration.
Title: Re: Stonesense: Usage Poll!
Post by: Dirst on December 24, 2014, 02:44:59 pm
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).
As far as I know, this is the official Stonesense thread.
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).
Title: Re: Stonesense: Usage Poll!
Post by: Kiloku on January 20, 2015, 06:46:55 pm
This might be a silly question, but after reading keybinds.txt and init.txt, I couldn't find the solution:

How do I get stonesense to render all z-levels I should see from the height the "camera" is at?

What I currently have is:
(http://i.imgur.com/CXVvqbK.png)
at a certain z-level, but if I go up just one, I get this:

(http://i.imgur.com/U4zphBI.png)
Title: Re: Stonesense: Usage Poll!
Post by: PeridexisErrant on January 20, 2015, 07:38:45 pm
init.txt; L#18; "[SEGMENTSIZE_Z:4]" -> insert larger number than 4

keybinds.txt; L#58&59:  "[DECR_Z:KEYS_PGDN:KEY_9]\n[INCR_Z:KEYS_PGUP:KEY_0]" -> use to change z-dimension.
Title: Re: Stonesense: Usage Poll!
Post by: Propman on January 29, 2015, 02:43:26 am
Huh. I've been attempting to try my hand in inserting sprites in anticipiation of the mod I've been working on, starting with an uncoloured profession tileset, but have since proved unsuccessful in getting it to load into the viewer. I first used the elf XML as a basis, and then the wild animal sheet when that didn't work.

Code: [Select]
<?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>

Anything major I'm missing out on? I attempted to delete the pointers to noble professions (assuming they're not supported), but that didn't seem to have an effect.
Title: Re: Stonesense: Usage Poll!
Post by: Rose on January 29, 2015, 03:40:47 am
Did you add the xml file to one of the index files?
Title: Re: Stonesense: Usage Poll!
Post by: Propman on January 29, 2015, 03:47:25 am
Yep. And actually, I think I might have figured out the issue; it appears the listing sequence was incorrect, as upon sorting the sprites by the number they appear on the sheet, they seem to work in-game.

Edit: I seem to have figured out the real issue: spaces 16-19 are all non-functional, and cause DFhack to skip reading the file completely if defined. Placing the images in a lower column allows use.
Title: Re: Stonesense: Usage Poll!
Post by: Dirst on January 29, 2015, 02:40:15 pm
Also note that you can use caste="MALE" and caste="FEMALE" (or whatever castes you have) instead of sex, which might be more future-proof.

Spaces 16-19 would be undefined if your image wasn't wide enough to have those spaces at your current grid size.  The rows are always numbered in 20s.
Title: Re: Stonesense: Usage Poll!
Post by: Propman on March 04, 2015, 12:37:33 am
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.

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?



Title: Re: Stonesense: Usage Poll!
Post by: Dirst on March 04, 2015, 11:11:59 am
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.

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?
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.
Title: Re: Stonesense: Usage Poll!
Post by: Propman on March 04, 2015, 04:29:40 pm
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?
Title: Re: Stonesense: Usage Poll!
Post by: Dirst on March 04, 2015, 04:56:53 pm
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.

different creatures of the same species might be out of sync with each other, but they should be running through the frames in order.
Title: Re: Stonesense: Usage Poll!
Post by: utunnels on March 09, 2015, 09:58:05 am
Is it possible to rotate the map so I can see the backside of the fort?
Title: Re: Stonesense: Usage Poll!
Post by: Rose on March 09, 2015, 10:00:10 am
yes, press enter.
Title: Re: Stonesense: Usage Poll!
Post by: Max™ on March 09, 2015, 08:54:04 pm
...I never tried that.
Title: Re: Stonesense: Usage Poll!
Post by: Dirst on March 09, 2015, 11:47:53 pm
...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.

The only alternative I could come up with is to re-map movement to WASD and use Q and E to rotate the view.  Enter works just fine ("next view, please") once you find it.
Title: Re: Stonesense: Usage Poll!
Post by: PeridexisErrant on March 10, 2015, 12:06:06 am
You can also read through "<df>/stonesense/keybinds.txt" to find controls :P
Title: Re: Stonesense: Usage Poll!
Post by: Max™ on March 10, 2015, 12:25:07 am
I'll get you for this one day, PeridexisErrant, and your little pack too!
Title: Re: Stonesense: Usage Poll!
Post by: Scoops Novel on March 14, 2015, 07:22:04 am
Hopeful theorising here, but is there any online database of music that can be sifted through according to it's attributes, meter and whatever else toady has included in his song generator? Same goes for poetry.
Title: Re: Stonesense: Usage Poll!
Post by: utunnels on April 06, 2015, 08:17:54 pm
(http://i.imgur.com/soDhOlu.png)


I built a small pyramid yesterday but its four edges didn't look too perfect.

Every level ha a layout like this:

<<<<<<<
<#####<
<#####<
<#####<
<#####<
<#####<
<<<<<<<
Title: Re: Stonesense: Usage Poll!
Post by: Kishmond on April 07, 2015, 05:38:08 pm
Stonesense is crashing both itself and DF when run. The window comes up showing an initial view, but I guess it's crashing when trying to update it live. Is there a static version or something I can run? I just want to take screenshots.

None of the logs show relevant info, and I definitely have the latest Visual C++ stuff.
Title: Re: Stonesense: Usage Poll!
Post by: PeridexisErrant on April 07, 2015, 07:06:56 pm
Is there a static version or something I can run? I just want to take screenshots.

Armok Vision (http://www.bay12forums.com/smf/index.php?topic=146473) might be good for you.
Title: Re: Stonesense: Usage Poll!
Post by: DragonDePlatino on April 12, 2015, 02:08:20 pm
Hey, I've got a question! If someone created a Stonsense tileset optimized for the 8-bit colorspace (256 colors) and ran Stonesense in 8-bit color mode, would it speed up the program's performance?
Title: Re: Stonesense: Usage Poll!
Post by: therahedwig on April 12, 2015, 02:49:08 pm
I don't actually think so because graphics cards these days are not optimised for 256 colours... But I guess it take less ram...?

Then again, I didn't program this, maybe Japa will prove me wrong :)
Title: Re: Stonesense: Usage Poll!
Post by: Rose on April 12, 2015, 10:56:04 pm
Stonesense hasn't had an 8-bit color mode for years.

the very very old version did, though, and that might have helped, but now everything is done using 3D acceleration, and that would not effect anything.
Title: Re: Stonesense: Usage Poll!
Post by: DragonDePlatino on April 12, 2015, 11:17:12 pm
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)
Title: Re: Stonesense: Usage Poll!
Post by: utunnels on April 12, 2015, 11:22:59 pm
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)

Bit it looks good anyway. So it is not all for nothing.  :P
Title: Re: Stonesense: Usage Poll!
Post by: Rose on April 13, 2015, 02:08:46 am
It might be possible to write a shader that can use 8-bit images to change colors of things, but I wouldn't know how to do that.
Title: Re: Stonesense: Usage Poll!
Post by: Fugsnarf on May 15, 2015, 08:57:31 pm
I've looked around and haven't found an answer to this, so I'll just post it here. I'm really enjoying Stonesense, but the dwarf sprites have been bothering me as they aren't the clean, pixely dwarf sprites I've seen in just about every screenshot. Instead they appear to be taken from this folder labeled large_128 and sized down. I'm not sure what this is, but I just want my dwarf sprites that are in dwarves.png. This is what my game currently looks like: http://puu.sh/hORma/c77cb5e62e.png

The dwarves are not very pretty. Is there a simple solution to this? I've done a good bit of fiddling around and can't figure it out. By editing the index file to block out large_128 and include clothed_Dwarves.xml, color_Dwarves.xml, and Dwarves.xml I came up with this: http://puu.sh/hORO4/5e27e39335.png

The sprites I have that I want are these: http://puu.sh/hORVq/e683b28394.png
Title: Re: Stonesense: Usage Poll!
Post by: Rose on May 16, 2015, 04:08:30 am
Something like those dwarves are still there, but they may have to be added to the index.txt.

I can't tell you what to add till monday.

Also the current dwarves, you can zoom in with . And ,  to see all the details like their clothing.
Title: Re: Stonesense: Usage Poll!
Post by: Dirst on May 19, 2015, 09:23:49 am
As the mod-management functionality of starter packs improve, they are leaving behind the tools like Stonesense that use their own folders for data.  I hope this is a relatively straightforward fix, and re-usable for other projects like Armok Vision, but would it be possible to put save-specific Stonesense data somewhere in the raw folder?  I'm not sure if it should be tucked away inside raw/graphics or off to the side like raw/visualizers, but just a way to have an index and relative file structure of items that supersede the generic stuff in the main stonesense folder.

Basically, replicate what DFHack does with its raw/scripts folder.  That will allow modders to include content for the visualizers that's portable enough for a starter pack to handle intelligently.

The only complication is what to do with the top-level index in the save folder.  It might be easier for the visualizer to scan all .txt files for indexes rather than depend on the starter pack merging the indexes properly.
Title: Re: Stonesense: Usage Poll!
Post by: Rose on May 19, 2015, 10:16:47 am
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.

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.
Title: Re: Stonesense: Usage Poll!
Post by: Dirst on May 19, 2015, 11:37:08 am
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.

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.
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.

The functionality I'm envisioning is a spot inside the raw/ folder that Stonesense scans for indexes without requiring all mods to be in the same index.txt file, and understanding relative paths from (1) that spot and (2) the generic content store.  That lets the mod manager import the content, and it allows two independent mods to co-exist without any complicated text merging.  To comport with player expectations, per-save stuff should have precedence over generic stuff.

I'm not sure who is going to want Awakened Stones (http://www.bay12forums.com/smf/index.php?topic=144831.0) and Daleks (http://www.bay12forums.com/smf/index.php?topic=106091.0) in the same game, but it shouldn't fall to the player to merge indexes by hand.

The most complicated use-case could be putting beards on female dwarves.  That requires taking precedence over the generic DWARF creature, but ideally referencing the assets that already exist in the standard location.

Any per-save awareness wouldn't push out widely until a new version of DFHack is published (probably with the next version of DF itself), so there's every reason to think this through and make sure it's a mechanic that's lightweight for the devs and works well for Armok Vision etc. that will consume similar data.
Title: Re: Stonesense: Usage Poll!
Post by: Bakaridjan on October 16, 2015, 02:56:27 pm
I've finally built a fortress that I would like to look at so I downloaded DFHack with Stonesense for Mac. It's loading fine and I can see a small section of my fort, but none of the keys seem to be working. I can move around with the arrow keys and up and down Z-levels with "<" and ">" but that's it. Without being able to zoom out, I can't really get any of the views I want. I searched but couldn't find much info about Mac and keybindings. Is this a known issue or do I have a unique problem? Or, more likely, am I missing something painfully simple about how to work my keyboard. Thanks for any help with this.
Title: Re: Stonesense: Usage Poll!
Post by: lethosor on October 16, 2015, 03:38:30 pm
It's a known issue. Input has never worked on OS X, and nobody really knows enough about Stonesense and Allegro to fix it. Japa was talking about moving Stonesense to a separate process, probably using remotefortressreader like Armok Vision, which should fix that as well as the frequency/severity of Stonesense crashes (which wouldn't bring down DF).
Title: Re: Stonesense: Usage Poll!
Post by: perkel on April 11, 2016, 05:06:08 pm
hey where are screenshots made with F5 or ctrl f5 ???

Readme doesn't say anything about location i searched in DF folder and my documents and desktop and found nothing.


Any help ?
Title: Re: Stonesense: Usage Poll!
Post by: PeridexisErrant on April 11, 2016, 06:49:31 pm
Screenshots are saved to your DF folder, called "screenshot1.png" (2, 3, 4...).

Make sure you read the feedback in the DFHack prompt, as sometimes you'll need to zoom out and try again.
Title: Re: Stonesense: Usage Poll!
Post by: chrisadams3997 on May 18, 2016, 08:12:35 pm
Does anyone else have the problem of a crash when the caravan wagons enter or come near the stonesense current view?
Title: Re: Stonesense: Usage Poll!
Post by: Bumber on June 08, 2016, 08:34:11 am
Is there any chance of the sounds configuration screen inside the utility getting an overhaul? It's kind of difficult to catch an annoying sound and disable it while playing.

I've noticed the source is distributed with the utility, but has anyone developed their own branch?


Whoops, wrong thread.
Title: Re: Stonesense: Usage Poll!
Post by: chrisadams3997 on June 10, 2016, 09:51:48 pm
So, not sure what kind of interest this will pull in, seems a little slow around here... but, here I go anyways.

Some of you might remember a number of years back I started a project to update much of the stonesense graphics to higher resolution.  Then, well, rl stuff.  But I recently started playing the newer versions of dwarf fortress again, and what can I say, I'm a visual guy.  So the last few weeks, I started by updating what I already had to work with changes in stonesense since then.  That was it's own learning process (still ongoing).  Then I relearned blender basically from scratch (also, still ongoing).  And for the last week I've been spitting out new art assets each afternoon for whatever time I've had to work on it, focusing first on finishing out workshops and filling in all the smaller items and clutter, furniture, and added in stone constructed walls.

But, pictures are better than words, so why am I still talking.  Here goes.

(http://i64.tinypic.com/33kym2r.jpg)

(http://i65.tinypic.com/142swmt.jpg)

(http://i66.tinypic.com/2009pc0.jpg)

Obviously still lots of work to do, but, it's been a nice start.  I'll focus on showing all of the workshops next time as I've only got a few more sprites to make to finish them out.



p.s. please excuse all the vomit.  if you were a dwarf you'd think there was a lot of bloody sunlight out there too. 
Title: Re: Stonesense: Usage Poll!
Post by: Dirst on June 10, 2016, 10:16:44 pm
The new workshops look really nice!  I had to include an updated farm plot with my mod's Stonesense content because my high-res plant was invisible against low-res dirt.  But all of my Stonesense art is quite ugly and in no way intended as a submission for generic assets :)

Spoiler (click to show/hide)

When you do get around to releasing a pack for vanilla assets, I'll remove my override for farms and suggest folks get your pack.  One quick suggestion would be a border for any farm edge that doesn't touch another farm, like the border-stones you showed in your workshops.
Title: Re: Stonesense: Usage Poll!
Post by: chrisadams3997 on June 11, 2016, 07:48:30 pm
Dirst:  I'll be getting there at some point.  General vegetation is the one thing I may not update, but farm plots are definitely in at some point.

So, a little status update, showing some new things from today, and some of the work already done.

(http://i63.tinypic.com/2uxxoqv.jpg)

I probably shouldn't lead with this picture because it's by far not the best I have, but, it's a couple of items that right now have no actual graphics for them and instead show just a pixelated block, so even simple filler sprites are a win.  Also got Japa's tracks fixed to work with my textures, and fixed the xml's so they show up on floors (ramps are still pending).  There is also an issue of differentiating between constructed tracks (which should use their material color) and carved tracks (which should use the stone layer color) due to the way things are presently coded, as well as smooth vs. rough floors w/ tracks.  can't do a thing about either without updating the source code by the looks of it.

(http://i66.tinypic.com/2vuhger.jpg)

Just put together the gem chest and stand for the jeweler's workshop today, while around it you can see some of the small craft items I added during the last week, earrings, bracelets, toys, and such

(http://i66.tinypic.com/30ll4s2.jpg)

Cages.  Lots of cages.  Eventually I'll need to make separate models for wood, metal, glass, etc. with material coloring.  One thing at a time...  Bridges are one of my next action items.
Title: Re: Stonesense: Usage Poll!
Post by: Rose on June 12, 2016, 12:17:37 am
This is all really nice.


Are you Amy good at texturing, by any chance?
Title: Re: Stonesense: Usage Poll!
Post by: chrisadams3997 on June 12, 2016, 06:54:36 am
Depends on what you mean by good, lol.  I've been around 3D graphics work on and off (more off than on) for a long time, but the vast bulk of what I've done is modeling for isometric stuff like this, spent a lot of time just after college doing stuff for sim city 4.  For that kind of work you only need to get as detailed as will actually show up at the zoom level it's being rendered at, details too small just get lost. Then again, I made some pretty crazy procedural dirt maps for roofs back in the day... they were nuts, like five or six layers of ramp maps and alpha transparencies and grime.. sorry, got a little reminiscent there. But, for the most part, I keep it simple
Title: Re: Stonesense: Usage Poll!
Post by: Rose on June 12, 2016, 07:34:03 am
I was just asking because of Armok Vision
Title: Re: Stonesense: Usage Poll!
Post by: chrisadams3997 on June 12, 2016, 01:01:36 pm
Maybe at some point, but this project is big enough for me for right now.  I also happen to be a programmer, and at some point I want to get dfhack compiling on my system (it's not right now) and fix and improve a few things as well (such as that crash bug on caravan wagons).  I wouldn't dream of signing onto another project until I get where I'm going with this one.
Title: Re: Stonesense: Usage Poll!
Post by: chrisadams3997 on June 12, 2016, 05:06:57 pm
On that note, I've been looking through the code, getting a feel for it this afternoon, looking into a few of the issues I've run into.  While trying to make it so that every 'trap' (which includes levers and track stops) doesn't look like a lever, I discovered it isn't reading the sub_type for traps.  I found what should be the culprit.  In a section of code where it is reading building xml's, there is a (sorry, coding jargon ahead) case switch that looks like this:

Code: [Select]
    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;
            }
        }

continuing on for all building types with subtypes except trap_types, even though they load it's subtype enums with all the rest right above it:

Code: [Select]
#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"

Adding a case for trap types will fix that issue.

And speaking of levers...
Spoiler (click to show/hide)

Title: Re: Stonesense: Usage Poll!
Post by: ndkid on June 13, 2016, 11:53:31 am
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!
Title: Re: Stonesense: Usage Poll!
Post by: chrisadams3997 on June 13, 2016, 08:07:32 pm
ndkid: sure appreciate the encouragement!

So, this one has been a doozy, I spent a lot of time setting up lights and specular maps, getting everything lined up for both walls and floors to seamlessly work together, and I REALLY wanted to capture the metallic look of the original metal walls/floors, but without overdoing it.  Here's what I've got now.  I may go back and edit the base texture under that specular (that's the shiny parts) to be more pronounced, but other than that, it came out great I think.

(http://i67.tinypic.com/1e9bt2.jpg)

Needed to do this before I could hit any glass stuff because the same techniques will apply to them as well.

[EDIT]

With the hard part done, I quickly made some clear glass walls and floors as well:

(http://i64.tinypic.com/33m4bag.jpg)
Title: Re: Stonesense: Usage Poll!
Post by: Rose on June 13, 2016, 11:29:08 pm
These are all looking really beautiful. Keep up the good work.
Title: Re: Stonesense: Usage Poll!
Post by: chrisadams3997 on June 14, 2016, 09:11:59 pm
Japa: I plan on it.  I appreciate the support.

Stone Bridges, with a little before and after:

(http://i64.tinypic.com/4g6o80.jpg)
Title: Re: Stonesense: Usage Poll!
Post by: chrisadams3997 on June 16, 2016, 09:42:22 pm
Basic Carved Fortifications are in:

(http://i68.tinypic.com/6p3f9u.jpg)
Title: Re: Stonesense: Usage Poll!
Post by: Dirst on June 16, 2016, 11:46:15 pm
As the base Stonesense assets continue their march toward awesomeness, I have another question about farm stuff.

With the plants in my mod, I can see the little mounds when seeds are planted, and the plant itself if I time things correctly, but the plant growth (tagged as GROWTH_DROPS_OFF_NO_CLOUD) seems to be invisible in the Stonesense window.  Shouldn't it be using the PLANT_GROWTH object from items.xml?

And is there any way to define a specific growth without messing up the default?  The only species-specific examples I see are the fruit/leaves/flowers for multi-tile trees, so I'm not sure if they'd work for simple plants.
Title: Re: Stonesense: Usage Poll!
Post by: chrisadams3997 on June 17, 2016, 04:43:22 pm
Dirst:  I'll look into it when I get to farms.  It may be related to a thing I've seen where bridges partially or fully block items left on them (if you look at the screenshot below, that little blurb of pixels on the bridge is a partially obstructed crutch I believe).  Or it might not be programmed in.  I'll have to find out.

Constructed Stone Fortifications (brought to you by the Dwarven tourist and hospitality board: sure goblins, bring the whole family!):

(http://i65.tinypic.com/10ho852.jpg)
Title: Re: Stonesense: Usage Poll!
Post by: therahedwig on July 07, 2016, 11:29:44 am
I realised I never submitted these: Dwarvest Moon wheat sprites (http://dffd.bay12games.com/file.php?id=12236)

Stupidly enough, I also had some instruments and extra cactus sprites, but they're on my other computer. I couldn't get anywhere with the stonesense hd stuff myself because it was just too much, and I had an absolutely awful year with schoolwork.

(Also, RAMPS!!!)
Title: Re: Stonesense: Usage Poll!
Post by: Solifuge on July 07, 2016, 11:10:34 pm
Those look good, therahedwig! I particularly like the grassy poffs, and the gradation of cool green to yellow-green from base to tip. Makes them blend with the ground but still draw attention.

Props to chrisadams3997 too! I liked the 3D Model style, and a unified set would look hella cool. Also, just a thought, but if you have 3D models maybe Japa'd be able to find a use for them in ArmokVision too, hmm?
Title: Re: Stonesense: Usage Poll!
Post by: Heretic on July 08, 2016, 01:12:57 am
Looking alive. It's not bad. I meant - really cool.
Title: Re: Stonesense: Usage Poll!
Post by: Rose on July 08, 2016, 02:25:07 am
Just out of curiosity, who would be interested in a project to pull stonesense out of DFHack again, into a separate program?
Title: Re: Stonesense: Usage Poll!
Post by: lethosor on July 08, 2016, 06:16:09 am
I would, since it should help with some of the weird input and crashing issues. Are you thinking of using remotefortressreader?
Title: Re: Stonesense: Usage Poll!
Post by: Rose on July 08, 2016, 07:10:49 am
Yes. That's what it was designed for.
Title: Re: Stonesense: Usage Poll!
Post by: PeridexisErrant on July 08, 2016, 08:48:09 am
Sounds great to me.
Title: Re: Stonesense: Usage Poll!
Post by: Cergos on September 27, 2016, 05:05:30 pm
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?
Title: Re: Stonesense: Usage Poll!
Post by: PeridexisErrant on September 27, 2016, 07:32:27 pm
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?

For the first, you should probably ask in the Masterwork thread - I think there used to be one, but it's pretty inactive.

You can certainly get involved though - read http://dwarffortresswiki.org/index.php/Utility:Stonesense/Adding_Content - and talk to Meph, as Masterwork-specific sprites will go in his pack rather than the standard Stonesense version.
Title: Re: Stonesense: Usage Poll!
Post by: hun on October 09, 2016, 07:39:06 am
If I have a narrow fortress (region 1x16), is there a way to make Stonesense show all at once? Setting SEGMENTSIZE_XY to any huge number doesn't help.

Sorry if it have already been discussed somewhere in the thread.
Title: Re: Stonesense: Usage Poll!
Post by: The13thRonin on October 22, 2016, 02:19:53 am
Does this work with 43.05? (x64).
Title: Re: Stonesense: Usage Poll!
Post by: Rose on October 22, 2016, 03:51:18 am
Not at the moment.
Title: Re: Stonesense: Usage Poll!
Post by: lethosor on October 22, 2016, 10:56:33 am
I think the main obstacle there is the lack of 64-bit allegro, but there could also be some compiler errors to sort out.
Title: Re: Stonesense: Usage Poll!
Post by: jecowa on October 22, 2016, 04:29:10 pm
Would a 32-bit StoneSense work fine with 64-bit Dwarf Fortress?
Title: Re: Stonesense: Usage Poll!
Post by: lethosor on October 22, 2016, 05:22:37 pm
No, because it runs in-process.

There was some effort put into getting it to run out-of-process, and it uses RemoteFortressReader for some things, but that's not complete yet.
Title: Re: Stonesense: Usage Poll!
Post by: DragonDePlatino on October 23, 2016, 08:01:45 pm
Have you considered porting Stonesense to another rendering library? From what I understand, Allegro is a very old rendering library that doesn't even support hardware-accelerated graphics...Recently I've been using SFML which is a very powerful and easy-to-use successor to SDL 2.0. Native support for PNGs, vertex arrays and GLSL shaders, too!
Title: Re: Stonesense: Usage Poll!
Post by: lethosor on October 23, 2016, 09:44:04 pm
I believe one reason that Allegro was chosen was because trying to use SDL in two threads at once causes issues (not to mention that SDL 1.2 only supports one window). I wouldn't want to replace it with something else myself, and I'm not sure Stonesense strictly needs the extra performance boost and other features, but I'm not opposed to using something else.

SFML does have some advantages over SDL, but SDL also has its advantages, so I wouldn't say SFML is a successor, really. (There was actually an SDL release 3 days ago - not that that's a good metric, or representative, since the release before that was in January, but SDL is still pretty well-maintained.)
Title: Re: Stonesense: Usage Poll!
Post by: Rose on October 23, 2016, 10:29:42 pm
Your info is out of date.

The version of allegro that stonesense uses does use hardware acceleration, and was bleeding edge new when it was put into stonesense.


Currently, allegro is being maintained more than stonesense is,  which should tell you something.
Title: Re: Stonesense: Usage Poll!
Post by: DragonDePlatino on October 23, 2016, 10:51:34 pm
Ah, yes. I guess that was a misconception on my part. Compared to SDL 2.0, I rarely hear about Allegro being used.

A bit off-topic: Is Allegro a good rendering library compared to its contemporaries? I've heard it has support for indexed palettes and different rgb colorspaces so I've always been curious to try it. The C binding of SFML is a bit awkward to use but I've heard Allegro works well with C. :D
Title: Re: Stonesense: Usage Poll!
Post by: Rose on October 23, 2016, 10:53:33 pm
Sadly, indexed pallette support went out when gpu support came in.

It's decent enough, at any rate. I haven't used SDL, so I can't make a comparison.
Title: Re: Stonesense: Usage Poll!
Post by: Jawa457 on November 25, 2016, 03:50:15 pm
I am getting an error "Stonesense is not a valid command". how can I activate stonesense
Title: Re: Stonesense: Usage Poll!
Post by: lethosor on November 25, 2016, 03:58:34 pm
What version of DFHack? (And what OS and build?)
Title: Re: Stonesense: Usage Poll!
Post by: Jawa457 on November 26, 2016, 06:19:57 pm
 I just pulled the latest windows zip link off of github
Title: Re: Stonesense: Usage Poll!
Post by: lethosor on November 26, 2016, 06:37:50 pm
Okay, but which one?

Edit: If it's 0.43.05-alpha2, it probably doesn't include Stonesense, but it's helpful if you can idenfity which DFHack version you're using (it's part of the filename of the file you downloaded, and it's displayed on the title screen and in the DFHack console on startup). There are also 32-bit and 64-bit Windows versions now, and it's possible that only one of them doesn't have Stonesense, but I think neither of them do.
Title: Re: Stonesense: Usage Poll!
Post by: PeridexisErrant on November 26, 2016, 07:15:22 pm
IIRC commands are case-sensitive - are you typing "Stonesense" or "stonesense"?  There is a difference!
Title: Re: Stonesense: Usage Poll!
Post by: Jawa457 on November 29, 2016, 09:50:21 pm
0.43.05 alpha 1
Title: Re: Stonesense: Usage Poll!
Post by: Jawa457 on November 29, 2016, 10:05:39 pm
Oh, I am stupid. they said in the release notes that stonesense may not work, sorry
Title: Re: Stonesense: Usage Poll!
Post by: Jawa457 on November 29, 2016, 10:17:37 pm
arrg! no matter what I do, it wont fix! I updated from alpha 1 to alpha 2
Title: Re: Stonesense: Usage Poll!
Post by: lethosor on November 29, 2016, 11:51:05 pm
alpha2 doesn't contain Stonesense either, although it wasn't very well-documented (sorry about that).
Title: Re: Stonesense: Usage Poll!
Post by: Jawa457 on November 30, 2016, 10:59:59 am
ok, should I switch back to an old version or wait for a new one?
Title: Re: Stonesense: Usage Poll!
Post by: lethosor on November 30, 2016, 03:14:45 pm
Hopefully the next version will have it, at least on Windows.
Title: Re: Stonesense: Usage Poll!
Post by: Imofexios on December 23, 2022, 07:09:45 am
Hello. Just question about DF version on steam and stonesense. Would it work :D ?
Title: Re: Stonesense: Usage Poll!
Post by: Ziusudra on December 23, 2022, 03:27:11 pm
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.
Title: Re: Stonesense: Usage Poll!
Post by: i on December 23, 2022, 05:14:46 pm
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.
Title: Re: Stonesense: Usage Poll!
Post by: lethosor on December 23, 2022, 07:28:24 pm
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?
Title: Re: Stonesense: Usage Poll!
Post by: UltraTLC on February 26, 2023, 11:20:26 pm
Is this working with the Steam Release as of version 50.07? I just tried to turn it on and it crashed every time I tried to maximize the stonesense window.
Title: Re: Stonesense: Usage Poll!
Post by: Rose on February 27, 2023, 10:59:18 am
Maximizing the window has caused crashes forever and we don't know why.
Title: Re: Stonesense: Usage Poll!
Post by: The Royal Plumber on May 31, 2023, 10:11:51 am
Hey, is Stonesense still actively being developed? Cause I would be interested in joining this project to implement some bug fixes, quality of life improvements and pixel art for any missing objects.
Title: Re: Stonesense: Usage Poll!
Post by: lethosor on May 31, 2023, 08:24:48 pm
There hasn't been much recent activity on it, but contributions are welcome: https://github.com/dfhack/stonesense/

(Maybe post here or on the DFHack discord server with ideas before you start on something big)
Title: Re: Stonesense: Usage Poll!
Post by: i on June 26, 2023, 09:56:33 pm
Not quite sure what you mean by "service exe" or what it would bring.

Sorry for my late reply. I missed the notification!

What I would like is to 3D visualize dwarf fortress LIVE as things are happening... to see dwarves and cats running around and events happening etc.
Title: Re: Stonesense: Usage Poll!
Post by: lethosor on June 26, 2023, 10:21:10 pm
Doesn't stonesense already do that? I'm pretty sure it updates live if you unpause the game.
Title: Re: Stonesense: Usage Poll!
Post by: Clatch on June 30, 2023, 08:16:27 am
Doesn't stonesense already do that? I'm pretty sure it updates live if you unpause the game.

Yeah, I hadn't used stonesense in a few years. It's pretty impressive now.

You'll need dfhack installed. Pull up the script window and just type stonesense. Hit enter. :)
Title: Re: Stonesense: Usage Poll!
Post by: A_Curious_Cat on June 30, 2023, 03:09:10 pm
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…).
Title: Re: Stonesense: Usage Poll!
Post by: Clatch on June 30, 2023, 11:27:10 pm
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…).

Yeah, all I remember is that it didn't work very well on my machine. Now, it's a breeze.

Don't let SDL2 hold you back. If you are okay with Steam, add the game to your library. If you right-click on the game in your library and select the compatibility tab, choose proton 7. It will run just fine on any distro you have. Otherwise, if SDL is an issue, you can always run the free Windows version using Wine. 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.
Title: Re: Stonesense: Usage Poll!
Post by: lethosor on July 01, 2023, 11:31:37 pm
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.