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Messages - Warmist

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151
Ok, found the code in gm-editor.lua / function GmEditorUi:pushTarget

Thanks for the hints on what to look for.
Oh wow... I'll give you kudos for that. That file is unreadable :|

Heh, trial and errror  .... every now and then a "blind animal finds ...."

I know a tiny bit of Lua, the rest I "google".

While using gm-editor works for producing text output, I still have to interactively "pick" / edit an entry for it to be "dumped" to the console.

There should be a way to just iterate over all the notes in a script and dump them out.  Well that IS, sorta what the interactive editor is doing (one at a time).

It looks like the
Code: [Select]
df.global.ui.waypoints.points "thing" (native C++ structure) needs to be transformed into a lua table, for the data to be extracted ?

I've copied the
Code: [Select]
pushTarget function to a new file, and I'm trying to get it work "non-interactively", but I'm still "groping in the dark"

Although the thing is a native c++ structure, the lua bindings are so flexible that usually you don't care. Depends on what you want to print, but it can be as simple as:
Code: [Select]
for i,point in ipairs(df.global.ui.waypoints.points) do
    print(point.id,point.name,point.comment)
end

152
Ok, found the code in gm-editor.lua / function GmEditorUi:pushTarget

Thanks for the hints on what to look for.
Oh wow... I'll give you kudos for that. That file is unreadable :|

153
Utilities and 3rd Party Applications / Re: DFHack 0.43.05-r2
« on: November 22, 2017, 01:47:58 am »
IIRC, addReactionToShop either didn't work at all, or worked very poorly last time I tried to use it.

Some completely useless info on it not working here. Damn, I wish I could remember how and why it didn't work.

Edit: it may have been fixed at some point though, so if it works let me know. Can't have outdated info clogging the mind...
I think addReactionToShop has some limit on shops...
It's only for workshop and furnace. Workshop here is most workshops (?). Easiest way to see is probably add event on onPostSidebar to print a message and just see.

P.S.: looking over the code there is a way to change add other type jobs. Did not try though, because it's setting the default df button to add different job type. Lua Code here

154
Utilities and 3rd Party Applications / Re: DFHack tree of the df global
« on: November 05, 2017, 10:57:13 am »
  • df.global is root of it all
  • df.sth is usually a type (e.g. df.unit or df.item)
  • df.global.world is where most of the stuff lives
  • types sometimes have ".find" method and other useful stuff

155
I'm very confused.... If I understood correctly that locator thing is for finding historical figure by it's id? Then you can just do 'df.historical_figure.find(id)' or if you need a (loaded) unit's historical figure, you just need to look up it's hf_id (or histfig_id or sth like that). Also many df lists (well std::vector things) are actually sorted, so you can binary-search them, that is why 'utils' file has functions for that and each type has ".find" function to make it easy.

156
Masterwork DF / Re: i Reported Meph's Patreon.
« on: November 03, 2017, 02:44:31 am »
I don't understand this guilt. I mean there is a contract between you and your patrons. What are the terms you decide. E.g. if i would a make a patreon account it would say that i'm not going to do this full time. Unless you reach some crazy goal, which is impossible.

Do you feel guilt when working at a job? That you did not put in 100% of your time into it? I don't. Humans are not machines. Thus this patreon business is strange to me: it looks like someone is hurt but he is not one of the patreons. It looks like jealousy: oh no he gets money and does not dance to our fiddle! If his patreons think that he is not doing his part of contract - they will cancel on him. There is no need to "ban him". Maybe people (e.g. i would if i was his patron) that giving him a dollar just so one day he would come back to MDF is worth it. Or maybe (e.g. me on some projects in patreon) that person did so much good that i think i'll be his 3$ patreon EVEN if he does nothing just because he already did a lot.

TL;DR: patrons should decide themselves.

157
Masterwork DF / Re: i Reported Meph's Patreon.
« on: November 02, 2017, 06:19:14 am »
But if his Patreon goes down... I wouldn't be surprised if he returns soon after.
tbh I think that if meph came back he would probably be crucified by the community, or at least the most hatted modder on the forums.
He already is considered that amongst the modding community, I'll say as much.

haha what the fuck i'm pretty sure i'm historically the most public masterwork hater and i still think that's a ridiculous statement to make
:O never knew this side of df forums existed.
My patreon account on the other hand would have: PAY ME MONEY AND I "MIGHT" DO SOMETHING FOR YOU UNGRATEFUL ZOMBIES. Just so there is no miscommunication :)

158
Not only that, but there's the question of where the souther section gets the light when it is disconnected?

As far as the first set of images go, the 2 bounce view feels bit too...naturalized? Sharp? Anyway, feels off to have the colour of soil ramp right next to magma so similar to the colour for the "," in ~ centre of three SE bloodthorn saplings. Comparison next to each other:

1 bounce feels better on that front.

I take it the colour of the object light bounces from affects the resultant colour?

Is it too expensive to have the magma underneath the trees in the northern part light them up? It's odd that they're mostly in darkness when things on higher z-level get better lightning even dozen+ tiles away.
Heh... You noticed. The southern part lit because of some bug... The "offscreen" for some reason generates light... Probably something todo with the arrays limits or sth...

And yeah current bouncing just takes the light at the location after first pass and move it into light emitter buffer. Which is not correct to say the least. I need to figure out a diffuse/specular distinction and have colored but not transparent object.

This might need some sort of light directionality. Not sure how to do that simply though...

159
So a bit of images first:
Without light adaptation but log light
With light adaptation

So the problem i'm having now is the light adaptation changes the color of light. I'm using an idea i found on one paper that you could just divide by Y component of CIEXYZ color to have semi-working tonemapping. Because as it works now, the light values can (and do) go beyond 1. This makes sense, but we need some way of displaying what that means...

Other problem visible in the second set of images is that bounces are quite stupid. It concentrates the light in middle of cavern.

160
I cast this spell of necromancy!

So i've been working on this again. Mostly rewrote EVERYTHING (well 70%) to allow for other future uses (like you could ask someday for a full fort "render") better thread support and finally: opencl!

So what is opencl. For those who don't know it's toolkit/thing/driver that allows writing very parallel code. In our case each cell in world could calculate it's own light on it's own "thread" (well it's not exactly a thread) but it's on gpu and very very fast. And if we have more resources to run these light calculations then we could either include more of the map, have more correct light calculations (e.g. atmospheric effects?) or have light bounces (then you would have a use for those metal walls!)

Other thing i sort of stumbled upon is that of light adaptation effect. E.g. if you suddenly see an explosion, first the explosion will look too bright, then the rest of the scene will look dark until your eyes readjust. This allows for more real light simulation (e.g. sun is 100000 lux on avg day, while office lights is 320-500 so you can't display both in non-hdr display) and fun effects, like if you scroll to outside while it's day you would see stuff too bright for a moment.

161
Utilities and 3rd Party Applications / Re: Dwarf fortress multiplayer
« on: October 25, 2017, 09:59:01 am »
I don't know if posting here counts as necro-ing a thread but wanted to see if this is still a thing and perhaps how I could set this up and host it for some friends and I to play.

Only Warmist has the code. Fortmode is being developed. Or so I sincerely hope.
https://github.com/warmist/df_multiplay
Just to update people on what is happening: i've accidentally remembered that i've done the rendermax so i've been experimenting with running light calculations on opencl for the last week, but i'm thinking of this too.
Also people that understand some dfhack-ines everything you need (without compilation) on windows is in first post.

162
Utilities and 3rd Party Applications / Re: DFHack 0.43.05-r2
« on: October 24, 2017, 02:15:58 pm »
Has anyone ever toyed with the concept of a offscreen viewport? You know, rendering parts of the map that are offscreen without moving the viewport.
If it requires writing custom rendering, fine by me. I just want a bit of guidance so i know (roughly) where to aim at this whale.
It's DONE!*

* by done i mean it's in pull-req. Basically mifki found "render_map" function that df uses to render the map. You can use it (with before setting viewscreen pos and later restoring) to render any part of map. Look here: my repo. Basically i've been using it for multiplayer thing. This link has code that exposes the function to lua. All it's missing is offsets from mifki repo here

163
Utilities and 3rd Party Applications / Re: DFHack 0.43.05-r2
« on: October 23, 2017, 10:05:27 pm »
Is the vanilla hard coded workshops, their tile data, possible to be edited directly through dfhack?

I had an idea but I really wanted to change a few shop images completely...
and it sounds like its possible.  But I can't find the right direction to get there... I'm not talking TWBT...as TWBT only goes sooo far.  I'm talking actually changing every single location to exactly what I want it to be...

Besides directly editting these through DFHack I've also considered what it would take to copy building menus to new buildings...  like pulling the menu/reactions for the still to a new custom building.  anyways if anyone has an idea of how this could be done.. I'd appreciate it.
First one is possible, but hard-ish. You need to vmethod-interpose a building vmethod (i think it's called "render"). This can only be done by writing a plugin.
Second one could be faked i think. There is eventful plugin that allows displaying any sidebar you want on a building.

164
Utilities and 3rd Party Applications / Re: Dwarf fortress multiplayer
« on: October 18, 2017, 12:12:47 am »
Just to update people on what is happening: i've accidentally remembered that i've done the rendermax so i've been experimenting with running light calculations on opencl for the last week, but i'm thinking of this too.

165
Utilities and 3rd Party Applications / Re: DFHack 0.43.05-r2
« on: October 04, 2017, 07:39:08 am »
Again, any way to eat things from the ground?
Nope, but you can e.g. haul the item before trying to eat.

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