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Messages - kaypy

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256
DF Modding / Re: Stonesense - The isometric visualizer, official thread
« on: October 31, 2009, 10:47:30 pm »
Playing with occupancy flags:



(Yes that is two bridges, for about as much practical reason as the wall is 2 tiles thick)

257
DF Modding / Re: Stonesense - The isometric visualizer, official thread
« on: October 31, 2009, 09:22:15 pm »
Nice. We probably need something similar for underground shrubs.

Now I wonder if we are actually able to detect the difference between tree types?

258
DF Modding / Re: Stonesense - The isometric visualizer, official thread
« on: October 31, 2009, 07:29:15 pm »
In v3, stockpiles showed up nicely, but in v3 they're just the basic yellow boxes. Is this just me, or is this something that changed and hasn't been re-implemented yet?
Oops! Looks like they never got their config file.

If you grab a new version of index.txt, Stockpile.xml and Zone.xml from the trunk/buildings directory in
http://code.google.com/p/stonesense/source/browse/
then they should show up again.

259
DF Modding / Re: Stonesense - The isometric visualizer, official thread
« on: October 31, 2009, 07:19:22 pm »
what is that blocky looking greyish-green sprite (7 of them at the bottom left there), is that statues?
imo the quality of that sprite isnt quite up there with the rest of the tileset.
Theres room for improvement in a lot of sprites. Theres also still a whole bunch missing entirely...

260
DF Modding / Re: Stonesense - The isometric visualizer, official thread
« on: October 31, 2009, 12:07:49 pm »
Heh, they're not all used, but I like the concept of lining my fortress entrance with coffins. The Halls of Remembrance!
"Remember: Do your job right or you'll wind up in one of these!"

261
DF Modding / Re: Stonesense - The isometric visualizer, official thread
« on: October 31, 2009, 12:05:16 pm »
A first pass at
http://code.google.com/p/stonesense/wiki/AddingBuildings
is now up. Does it seem straightforward enough?
[edit: Argh! Spelign!]

262
DF Modding / Re: Stonesense - The isometric visualizer, official thread
« on: October 31, 2009, 11:19:06 am »
Ah yes. We changed the draw order last night, and didn't notice these. I'll have to change that to use the z order *first*...

And technically, yeah the bed sticks up too far- largely because it overshoots the edges of its tile a little bit. It gets the legs chopped a little too.

In other news, I am putting together some instructions on how to add custom sprites to Stonesense, so you will be able to see and use your own sprites as you create them:

http://code.google.com/p/stonesense/wiki/AddingBuildings

SirPenguin: Thats a lotta coffins. I'm glad I scrapped my first attempt and got something better looking 8-)

263
DF Modding / Re: Stonesense - The isometric visualizer, official thread
« on: October 31, 2009, 10:26:40 am »
Looking good. One thing I noticed is that you're using an old version of my weapon rack and don't have the gem and crystal windows in.  Just to make sure, here are the latest versions of those.
Yeah I got to my last-chance-uploads and noticed we didn't have the gem windows in a bit too late. I'll look at fixing these in a tick.
Quote
A few bugs I noticed.

Beds are either misalligned or too tall, they poke through the floor.
Ill check it out. If I can find a bed that isnt stuck in a tiny closet and hidden by walls
Quote
I crashed when looking at both my old volcano glacier forts.
Ow. Hmm. I don't think the system will be putting out any useful crash info. Any chance you can put the save somewhere?
Quote
Stonesense doesn't seem to deal well with non square stockpiles.  Or maybe it sees the leftovers I had to cut to make non square stockpiles.
Yeah, theres a bitmap the system uses to work out where the stockpile actually is within the square you define. But we dont have access to that yet (the dfhack folks have that on their wishlist.)
Quote
Feature request

I'd still like the ability to rotate the camera
That would play hell with all the workshops... But I wouldn't necessarily rule it out...
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A "cake slice" button where it only shows the north west quarter.  Good for getting views of single tile tunnels/shafts and crosssections.
Yeah, I'd like some more advanced viewing options, now that we are starting to have most of the actual basic display working.

You're probably going to need building state for seige engine direction too.
Aren't (horizontal) axles also the same building either way?
Yeah, we will.
There's NS vs EW for axles.
Quote
And if you can't read building state, how do you deal with (raised/retracted) bridges?
*sob* we DONT *sob*

Actually, until like, last night at 2AM, we couldnt display anything not resting on solid ground, so bridges had bigger problems

264
DF Modding / Re: Stonesense - The isometric visualizer, official thread
« on: October 31, 2009, 02:13:00 am »
The project is up on code.google.com

This makes it available for SVN download (Anyone who can set up a compiler can build up-to-the-minute versions of the program).

That wont help folks that arent comfortable with SVN or compiling programs, but:

(1) There is a web interface to the repository

Go to http://code.google.com/p/stonesense/source/browse/ and you have a view of what you would get if you did an SVN checkout.

From there, go into the trunk area via the links on the left, and you will get a list of files including the object.png file.

You can also get at the configuration files from the trunk/buildings area.

Note that changes made on developers machines wont show up until we upload them, so, for example, I have set up your cages here, but I havent got them as far as googlecode quite yet (especially this close to release, I need to be careful not to conflict with anything Jonask is doing)

(2) We are making the software configurable, so you wont need to recompile it to add more sprites. With the exception of changes to the configuration format, downloading additional sprite data via the web interface will be enough to get new objects (once we get this release with the configuration stuff done)

265
DF Modding / Re: Stonesense - The isometric visualizer, official thread
« on: October 31, 2009, 01:17:32 am »
These are at least better outlined.
Here's some further revisions. I'm just not sure if the 4 opening ones look too much like windows or not, but other than that they seem pretty good.
Hmm. Yeah the 4 openings seem a little... open...

I'll grab those top two unless/until you come up with another batch 8-)
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My other idea was possibly a hanging cage, but I don't really feel that fits in with the normal use in DF.
Yeah. Having them as hanging in a single tile would be a little challenging, too...

Oh, do you have access to the up-to-date objects.png file? You may want to look at tweaking the glass terrariums, too...
[edit: Although it may be best not to get too carried away on glass stuff until we get transparency]

266
DF Modding / Re: Stonesense - The isometric visualizer, official thread
« on: October 31, 2009, 12:01:45 am »
If someone want some self inflicted anguish a challenge:

catapults and ballistas

In nine separate tiles, thanks 8-)

267
DF Modding / Re: Stonesense - The isometric visualizer, official thread
« on: October 30, 2009, 11:58:00 pm »
An attempt at a cage- I'm not entirely happy with this one. Maybe more of a birdcage shape might work.

Given the rather varied backgrounds, things without distinct borders have a tendency to wind up rather camoflaged.



Keep trying though, the cage I currently have is visible, but rather ugly. There is definitely room for improvement. (Its birdcage style, but comes out at clunky (except the terrariums, which are scaled up versions of your glass box))

I may try playing with your cage and try to see if I can push the dark areas out to become a border- see it that makes it show up better...

We just got the ability to display buildings and creatures in midair, though, so theres some completely undone buildings that could really use de-yellowboxing if I can get em in before this release 8-)

268
DF Modding / Re: Stonesense - The isometric visualizer, official thread
« on: October 30, 2009, 11:31:51 pm »
I think next I will do levers on/off, windmills, waterwheels, millstones, and finally screwpumps.

If you need it for eg windmills, it is possible (with some hackery at this end) to make a building sprite taller than it ought to be. It risks having some things look funny later, but if the alternative is the sprite looking funny all the time, then we can superimpose some image chunks for additional height.

With multitile buildings, each tile needs to be it own separate image. (actually, you can break things down further than that- I do the workshops with one 'bench' image and a bunch of different 'stuff on the bench' images)

Its similar to what you have already done with the axles, so shouldn't be anything new, really...

It should be possible to deduce the orientation from the occupancy flags, right?  Since only one of the pump tiles is passable?  I have no idea what info dfhack provides, so maybe it's more complicated than that.

Hmm. May be possible, but still isnt going to get us the whole way:

Consider screw pumps side by side:
Code: [Select]
<<
>>
vs
Code: [Select]
^v
^v

Hmm. Although currently we look at neighbors by type, I have already got reasons to want an 'is the neighbor part of the same actual building' (Currently I can't tell two bridges side by side from one big bridge)

That plus occupancy flags might start getting interesting.

269
DF Modding / Re: Stonesense - The isometric visualizer, official thread
« on: October 30, 2009, 11:04:11 pm »
Ok updated linkage test.
Any more feedback?
I was about to ask for something on magenta, but you ninja'd me...
[Edit: looks like jonask already added the new ones, too]

Screwpumps are going to be problematic for a while, because we cannot detect directionality yet. We can make some extrapolations from other nearby buildings, but at best we have dont know whether we are painting em back to front.

Stick 2 screw pumps side by side and we have no idea at all

(axles face a similar problem, but at least they dont have 2 identical but opposite configurations- if an axle has more than one tile, then we have a good chance of getting it right)

Also, we cannot detect building state yet (although obviously we prefer *having* both lever states etc before we need em)

270
DF Modding / Re: Stonesense - The isometric visualizer, official thread
« on: October 30, 2009, 04:28:35 am »
With appropriately sized creature sprites, it may be possible to simulate riders just by draw the rider (found from the creature flags)

(a) after other creatures
(b) about 8-16 pixels higher (depends on ridee height- may need a sprite config option)


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