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Messages - Rust_Knight

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1
Another section was added at the end of the first post explaining the status of the project.
Your praises delight us and humble us in the same time. We are grateful for this.
Thank you for being with us and we hope that in the future we will meet again.


EDIT: Reply for AudiRgr8

Sorry to have greeted you with such news!
Yes, each body part has dozens of variants and our generator just takes those images and mashes them together (well, it can also read textual description of a dwarf and generate a -close as possible with given assets- portrait). No machine learning is involved.
I'd recommend something for you, if you plan to get familiar with C# and wish to do similar generators.
Take a look at this fan-made tool of Crusader Kings 2 generator: https://github.com/rquinio/PortraitBuilder

To be frank, the code architecture is quite advanced, much more modular than my approach for Dwarf Vision and you definitely shouldn't be surprised if you don't understand the overall architecture of the code at start. You need some exposure/bit of experience to understand what is going on.
Learn a bit about event systems / design patterns, come back again at it, scratch your head, learn what you can, repeat and enjoy the journey!








2
Creative Projects / Re: [Music] N.E.S. - Dwarf Fortress
« on: September 23, 2021, 03:05:59 pm »
It's funny that you ask.
I actually came back to this post because I couldn't recall the place where I used to hear these songs. (no link)

Actually... just yesterday I had the tune from Em Nish Tathak playing in my head in the middle of the day.
I wasn't sure at first where I first heard it. Played it very clearly in my head 4-5 times. Gave up as I couldn't remember if it was a game/movie/random youtube song.

Next day when I woke up, I replayed the tune and it instantly came to me that it was your song.
Yes, I would be interested in your music to be honest.

I think I'd enjoy recording it on some tapes and listen them analogue/walkman style while doing a forest walk. What's furthermore interesting is that I like most of the songs. They all have a certain style I like.

3
I've updated the github with the missing dwarfinfo plugin.
https://github.com/RustKnight/Dwarf-Vision/tree/main

For those interested they can now compile it for the latest version of dfhack.


4
Just tested this! Fantastic work.. I LOVE this!

Glad to hear it went well on first try (hopefully!...)
You can leave more feedback either here or on the Discord :)


First off, this is absolutely amazing. Thank you for bringing us this work of art so that we can better enjoy the dwarfiness that we all love.

Besides that, I just have one comment perhaps induced by my unusually early rise this morning. I was looking at the WIP mock-up for the upcoming interface and you see, in the dwarf info area, the little box with the dwarf right above the relations tab? By Armok, that is the perfect spot for where an in-game unit portrait should be. I can't help but imagine a future release of Dwarf Fortress where procedural portraits of Dwarf Vision's caliber - just slightly pixelated - exist within the game and on that spot. Maybe it's something that became possible because the right people talked to the other right people and perhaps a beautiful cooperation then occurred. I don't know how within grasp that might truly be, but I can't help but look at that interface and have some amount of yearning due to the opportunity presented there.

Anyhow, thank you again for this wonderful contribution, Dwarf Vision team! This project is fantastic and I'm grateful for its existence.


Hey Mountain_King,
I'm very happy to read your thoughts on this. Yes, there are a lot of places where one could place portraits.
While I didn't think about this right now, I imagine there will be a Dwarf Vision for the steam version as well.
It would be trivial to shrink and place portraits exactly over that spot. Pixelation of portraits is also achievable, thou that would be something different than making pixel portraits from scratch. We'll see.

What I'm really excited and thankful is that you actually took the time to register and share these thoughts with us!
We thank you for this intervention and made notes of what you recommended.
When steam-DF will come out, we'll give it a go and see how it works  ;D

5
@Rust_Knight
FYI I have played on my big fortress for ca 40 minutes with DV 0.2.2 and PeridexisErrant's Starter Pack 0.47.04-r11 (comes with DFHack 0.47.04-r4-0-geb6957a1) and it worked stable without any crashes/lags :) Good job!
I like to play with Fabulation set to None, would be great if DV would remember that choice upon restart.
p.s. Good that you have added the version to the release archive.


Excellent! Very glad to hear that. Thank you very much for the feedback, Neobit.
Yes, I'll add that on the to do list so that it stays on the last chosen Fabulation setting.
Re-PS: you mean, good thing that I corrected that last update to the current one?  ;D


Wow, this is very impressive. Do you guys plan to make items image generator too?

Thank you Zetathix! We're happy to hear you like it :)
Yes, I was thinking about it. It's on the features list, but for now all focus will go on vanilla civilizations and their gear.

6
How does this interact with custom races, and if it doesn't, how would one add them to this? I have this race called 'dark dwarves' in my game that are basically just like Dark Iron Dwarves from WOW, and I was wondering if I patched that into this if it would work and/or how it would be possible.

Also this is super amazing. Sometimes I draw out my dwarves, but I generally like getting a sense of what my dwarves look like, and this is amazing for that!


In its current state Dwarf Vision can only supply portraits for vanilla Dwarf Fortress.
Making this work with mods isn't hard, but making DV display modded items/races graphically is.
I'll have to make it a bit more accessible to pair vanilla races with modded races, so that at least you can use the regular portraits in modded games.
I am aware that a lot of players use mods, so it's definitely something on the to-do list.

Thank you for the praise! It's something we'll be doing for a lot of time from now.

8
General Discussion / Re: Question about moving topics...
« on: January 13, 2021, 08:16:24 am »
Ah, ok I see how this works now. Thank you!
A bit weird that before moving the topic, it says I should leave the link of the new one, but the new link is only known after completing the topic migration...?

EDIT: There was indeed a "... moved to [LINK]" . Would that [LINK] get replaced with the actual new topic address?

9
Life Advice / MOVED: Question about moving topics...
« on: January 13, 2021, 08:13:45 am »
This topic has been moved to General Discussion.

10
General Discussion / Re: Question about moving topics...
« on: January 13, 2021, 07:20:05 am »
Ok that's reassuring.
Any idea who would I have to write to in order to move the topic?

11
I can't wait to download this, it really does look like an amazing project. It may be my first Patreon, even!

Indeed, I did notice that some of our Patrons subscribed just for our project alone.
It creates a very strong sentiment knowing that Dwarf Vision is wanted and it gives us fresh energy to keep on working!

We thank you!

12
General Discussion / Question about moving topics...
« on: January 12, 2021, 09:11:45 am »
I made a post and I sort of realized it was in the wrong place. It should have been better placed in "Utilities and 3rd Party Applications" rather than "Mod Releases".
The problem is, I made a lot of linking directly to the actual post.

Would moving the post, also change it's address, thus rendering the links useless? Or will it automatically redirect to the new address, when clicking the old links?



PS: I gave a go for the "Life Advice" board, based on its description: Have a question for your friends here? We can help! - I was oscillating between this and General Discussion.

13
IMPORTANT NOTE

When I released the Fabulation update 0.2, it was still pointing to the old (initial launch) version. Download link has now been fixed. Sorry for that!

Meanwhile, 0.2.2 was released which now is compatible with the latest version of Dfhack (0.47.04-r4-Windows-64bit).
ALSO, overwriting symbols.xml is no longer needed, hence it's now been removed from the Dwarf Vision.rar distribution archive.

One of our supporters, Zenith, pointed this out - this goes to show how much we need your feedback. Thank you for your vigilance Zenith  ;)
   

14
Holy smokes. I have another post on the exact problem that I was having with 'seeing' my dwarves and being able to remember who they were. Not sure how long ago I posted it, but this is very welcome. I'm really happy to be able to see my dwarves faces, now. It helps them to become stronger characters in the story. Tremendous appreciation, mate.
This is quite funny - when we embarked on making this project happen, we mostly wanted to have this visualizer for things you have in Dwarf Fortress. It later became aware to me that this is indeed more than just eye-candy, so it's now shifting a bit more to an actual tool.
We're really happy to know you like it! Cheers!  ;)


OMG totally posting to watch and support!
Any help is most welcomed! Delighted to see people hyping  :)



i only play without dfhack  :'(
... just this. i don't like play DF with dfhack. So, for me, no beautiful portraits..  :'(

And this why author must create non-dfhack version.
This can be achieved, but not without a considerable effort - the good part is, the artist doesn't have to stop and wait while the programming side is working on other tasks.
This being said, it would be wise to focus on adding Adventure Mode and porting Dwarf Vision to Mac and Linux (which by the way, I'm wondering how many people are in those boats... :-\ )
before embarking on more daring quests.


It's Therapist, not a rapist, and it works by duplicating all of the work that DFHack already does. The only reason it's doing it that was is because it's actually older than DFHack.
I actually didn't know that - actually wondered why Dwarf Therapist went parallel with the Dfhack technology, instead of using it.
Thanks for clearing out the technicalities, Rose!  :P





In OTHER NEWS:

0.2 update has now been released. Main feature is the Fabulation options and some fixes regarding freezes/crashes.
Do tell if you run into further problems and any other observations and recommendations you might have.

Second post from page 1 will now pertain updates...
http://www.bay12forums.com/smf/index.php?topic=177615.msg8218599#msg8218599








15
Since I saw that neobit said it worked *once* and freezes ever since, I also tried running the world for a bit, quitting, then reloading it, and that did still work. I'll admit I didn't play for long either time though.

I probably would need to try it out on a fresh run as well. There might be a limit in regards of amount of dwarfs for the dfhack to still maintain sending dwarf info over and over.
The save I used has 180 citizen (48 pets and others). That is rather big fortress.

Anyway I have delivered my game with the save to Rust_Knight so there might be some solution to this  (or answers if I did something wrong ;)).


I managed to fix the issue. The save you sent always crashed shortly after looking around.
When deleting the temp folder, it would work fine for a bit, but still freeze again.

Did some changes to dwarfinfo.dll and it seems to be fixed now. More testing will be needed thou.

Fix will be included with next release (should be in a couple of days). PM me if anyone wants a nightly build and doesn't want to wait longer.

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