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Messages - Algorithman

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1
you're welcome

I think the wrong checksum error actually
is wanted by zwei to be able to update the other xml files without changing the main xml.

2
You're welcome.

And yes, the sound entry in LNP should be off. Otherwise DF and soundcense would be playing at the same time.

3
Hi blacksmokedmax,

Is the colored icon in the lower right hand corner of the window red or green? If it's red then soundcense didn't know where to find df. Check the settings tab and turn off the automatic detect option. Then you'll be able to set the path manually.

Pls let me know if you still have problems.

As for the auto detection I'll look into it later tonight. It might be broken.


4
Utilities and 3rd Party Applications / Checklist
« on: July 21, 2017, 12:38:34 am »
My to do list:

Part one: DFHack
  • Getting access to map data in adventure mode (done)
  • Finish the plugin
  • Transfer the data to the client

Part two: The engine modifications
  • Add protobuf support (some ppl did some work on that, but it's from 2014  :-\ )
  • Create a modified RMC (runtime mesh component) for the landscape
  • Create a ISMC (instanced static mesh component) handler for fast vegetation

Part three: The Visual and Aural Presentation
  • Creating/collecting ground textures for the different tiletypes
  • Collecting 3d assets for vegetation
  • optional: Collecting 3d models for creatures/critters
  • Collecting ambient sounds
  • optional: Collecting sounds for creatures/critters


More stuff to come, i'll update this now and then



5
Utilities and 3rd Party Applications / Re: World Explorer
« on: July 16, 2017, 01:40:24 pm »
@Patrick, thx for the script, but i think i'll aim for a dfhack plugin instead. I'm more comfortable with an IDE (thx vassist) which can tell me what i can use. And most functions have meaningful names. Kinda hard to figure that out in a plain text editor :)

And i might as well aim for best speed. Seeing how fast 3dveins works itself through all z-levels, a direct connection to dfhack is quite possible.

6
Utilities and 3rd Party Applications / Re: World Explorer
« on: July 15, 2017, 01:42:58 am »
My bad, i think listening to them intently still makes a difference :)

Btw, found out whats the problem with your dfodysseus fps. The trees have way too much triangles, 58k is a bit much for repeated display. I'll try to find less fps eating ones.

7
Utilities and 3rd Party Applications / Re: World Explorer
« on: July 14, 2017, 01:43:50 pm »
btw simon, i really love your DF soundtrack  :D

You're a great musician!

I just had to say this.

Are the new uploads on youtube new recordings? some seem a bit different from the ones i know. If so we need to add them to the soundpacks again.

8
Utilities and 3rd Party Applications / Re: World Explorer
« on: July 14, 2017, 12:39:33 pm »
 :)

But alas, the assets are too big for github (file size over 100mb is a nono).

9
Utilities and 3rd Party Applications / Re: World Explorer
« on: July 14, 2017, 11:20:59 am »
I made this a while ago with Unreal Engine and burned out hard. It's got the MIT license if you want to pick it apart.

https://bitbucket.org/simonswerwer/dfodysseus/overview

That's very nice of you, Simon. To be honest, I stumbled upon your project quite a while ago and was quite amazed. The assets are free ones?
I hope I can get Github to accept a 1gb project, lol

10
Utilities and 3rd Party Applications / Re: World Explorer
« on: July 13, 2017, 11:30:55 pm »
Thx patrik for the nice list.

some questions/remarks:

Elevation; i concluded 1byte size from the legends export height map, since it's greyscale. seems DF is compressing that already in legends mode
Rainfall, Vegetation, Drainage, Salinity, Savagery, Evilness and Volcanism: I need those in a much lower granularity (if i need them)
Trees: i'll store these in a seperate list, needs to be seperated from the heightmap anyway for efficient display, and probably i wont care about the upper levels of the trees, except maybe the final height of the tree
Tile material: A must, but maybe it can be compressed with a rle compression, need to look at actual data first
Critters, items, smoke and contaminants: as i understand mifki, the whole worldmap is only accessible on embark screen, so i don't know if they are available at that point, will try out when i come home from work

Another thing i need to check is if DF can be read fast enough to get a (somewhat cached/read ahead) 'live' readout while in embark.
I don't aim (yet?) for a ingame mode like armok's vision, a still map is quite enough for me :)

@mifki (if you're reading this): Do you remember how long it took to read the data out of DF for your bigmap?


11
Utilities and 3rd Party Applications / Re: World Explorer
« on: July 13, 2017, 01:00:10 pm »
Actually i'm not scared about 40GB, only how much data i need to load for displaying the part where the spectator is. it needs to be efficiently organized, to have low loading times. (i'm so glad i bought that nice samsung 960 evo m2 ssd, 3.2GB read)

japa, how many bytes per tile do you think are needed? for the heightmap alone i only need one byte, which would represent the center of the tile. the four corner vertices then can be calculated.

12
Utilities and 3rd Party Applications / Re: World Explorer
« on: July 13, 2017, 04:59:12 am »
If i can be accurate, then i want to be accurate.

Starting of course with the pure landscape, and step by step adding the other features. I guess i need to do some reading this evening.

13
Utilities and 3rd Party Applications / Re: World Explorer
« on: July 13, 2017, 01:45:08 am »
As for the data needed for each tile, is there a 'compendium' how tile data is organized in DF?

14
Utilities and 3rd Party Applications / Re: World Explorer
« on: July 13, 2017, 01:36:05 am »
UE4 handles level streaming quite well and there are ways to even do it without (world shifting for example) and it comes with some nice goodies like RuntimeMeshComponent (which supports collision checks out of the box). (here's a nice example what's possible with RMC: https://www.youtube.com/watch?v=G84M1NJiERE)

I worked with unity before (when i first created my dungeon generator) but i switched to ue4 mostly because of the speed improvements on calculations. pure c++ is just faster.

btw, good name :)

15
Utilities and 3rd Party Applications / Re: DFHack 0.43.05-r1
« on: July 13, 2017, 01:16:24 am »
@mifki: that would be great

@japa: We need to think of a name first?

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