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Messages - Warmist

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841
I assume dwarves automatically generate light?
Dwarves generate light, though not very much.
this defines how much light they emit/occlude (i forget if they occlude or they ignore that param)
Code: [Select]
special.CITIZEN=makeMaterialDef(nil,{0.80,0.80,0.90},6)

Plants and workshops seem fine to me. Creatures was just an idea. I assume dwarves automatically generate light? Or do people really have to outfit everything underground with the fitting workshops (1xtile ones for light generation)? I'd rather like that.

I assume that this "{"useMaterial"})" means that the workshop generates light the color of the build-mat? So a marble-candelabra would make white light, but a cinnabar/realgar-candelabra produces red light?

I dont know about items. While it would be fun to make a blessed armor or a sword that glows blue when greenskins are close, I think it would be more of a gimmick then anything else.
The usematerial does use material but not that way. It tries to use material provided (e.g. cinnabar -> blocking light and not emitting light) and if it does not find it then it uses the one defined in lua. This should be used with e.g. modded in glowing crystals or just set to emit light always (like statues and beds currently do).

As for dwarfs glowing it's in and you can tweak that with line i mentioned before, but imho it's more fun when they don't and you need to build glass walls that bring light from surface or magma in the corridor walls so it would have nice red light.

I'll update second post with more info. About configuration file.

842
It works, and even didnt crash on disable

seems like light cycling isnt working, or i dont know how its supposing to work

[edit]: it works after reloading game
You can try "rendermax lights reload" after changing settings.

843
I tried to use it on a save, but either it shows nothing, or it crashes. I use dfhack r3 with the latest MasterworkDF version, Df34.11.

If I use 2D or 2DASYNC mode it says that I need a non-2D mode, and should try STANDARD, once I type "rendermax enable" into dfhack. It complains about missing open GL. So I changed the init to STANDARD, but the game instantly crashes back to desktop when trying to load a world. I get this message:



It probably is a limitation of the netbook, running Win7. Anyone else getting this?

I am also unsure how to link the light generation to a plant, creature or workshop. I assume that part has not been written yet?

EDIT: I could only find this, so it seems a problem with the GPU. Although I have no idea why it can run graphics just fine, but not your rendermax plugin. http://www.bay12forums.com/smf/index.php?topic=41858.0
Unfortunately i can't help you there. This is (currently?) opengl only. Maybe upgrading drivers might work? Btw does it crash with rendermax enabled when loading or just "STANDARD" mode?

As for plants this makes them glow: (although it's not split from plant when it's growing and plant-material when it's used in building)
Code: [Select]
addMaterial("PLANT:TOWER_CAP",nil,{0.65,0.65,0.65},6)
addMaterial("PLANT:MUSHROOM_CUP_DIMPLE",nil,{0.03,0.03,0.5},3)
addMaterial("PLANT:CAVE MOSS",nil,{0.1,0.1,0.4},2)
addMaterial("PLANT:MUSHROOM_HELMET_PLUMP",nil,{0.2,0.1,0.6},2)
Buildings:
Code: [Select]
addBuilding("Statue",{1,1,1},{0.9,0.75,0.3},8)
addBuilding("Bed",{1,1,1},{0.3,0.2,0.0},2)
addBuilding("WindowGlass",nil,nil,0,{"useMaterial"})
addBuilding("WindowGem",nil,nil,0,{"useMaterial"})
addBuilding("Door",nil,nil,0,{"useMaterial"}) -- special case, only closed door obstruct/emit light
addBuilding("Floodgate",nil,nil,0,{"useMaterial"}) -- special case, only closed door obstruct/emit light
Also supports custom workshops: "Workshop:Custom:<your name>" works. Did not do anything fancy with it. Japa suggested setting setting emision and occlusion to each workshop tile if it has more than one tile. This might be what i will do.
And yes creatures are not yet in. And i don't know about items: they might be a big performance drain.

Edit: just checked, 2d modes don't have an easy way to make them truecolored.

844
will it be rendered by CPU or GPU? I mean, will the be any benefit from a good videocard or not?
Cpu. It is theoretically possible to offload it to e.g. shader but currently the light itself (which could be offloaded) is not very computation intensive and general reading (and computing) the map is taking most of the time and it can not be done on gpu (it also requires locking df, so it would not change the map in the middle of computation)

Btw: i added a pre-alpha-preview version of this. Mostly for playing around and mod makers to get the feel for the plugin. In the next versions the lua file will probably move to raws (thus be world dependant) and arena mode does not work (limitation of dfhack r3).

845
So, screenshot mode then?
That is a whole different idea...
Damn!  I have been lurking on forums since about 2007 but almost never post.  Just wanted to say this looks amazing, and if it works smoothly would add real flavour to DF. So mad props for doing it!  This kind of tuff blows my mind not being a programmer, can this pass back info to df? Could you use this to simulate gas?  Like saturate a tile in green then kill stuff that enters it? 

Between this and digging invaders there are some really interesting new plugins out.  Sadly I tend bottom out at about 20 fps with 80 dwarves pop limit after a while but hopefully lighting wont impact that too much.

Also wanted to say a big thanks to Meph, who I know has been pushing for this.  I have been playing masterwork almost exclusively now for a while and im kinda in awe of how much work it must have taken.  I know it uses alot of different mods as well to thanks to Putnam et al + anyone else who contributes to masterwork and the DF/Hack collection.

It could. But currently it does not (for purity and separability). Also there is an issue that this only calculates everything in viewscreen only, thus anything involving said gases out of screen will not work.

The performance is ongoing battle. It's performance against quality. It would be very nice to have diffuse lights (i.e. it would travel around corners somewhat) and full map lights (maybe with crazy stuff like mirrors that bring sunlight from outside into the fort? or huge crystals that light up ALL the center of huge fort?). Currently it can benefit from rewriting the occlusion and lights stuff into threads (light propagation is already in threads). Occlusion is all the stuff that blocks (colors) light and lights is the step that add light sources (also sunlight is a big performance drain because it checks multiple layers, including constructions and water etc...).

Edit: main thing that it's lacking for me is ability to hack adv-mode so it would not use default vision but instead use this lighting system.

846
Yeah :)

You did it :)

I already have brazier, candelabra and fireplace set up as 1x1 workshops, and plan on glowing fungus for the caverns. It will look great. Did you experience any FPS-affects when running this?

I will gladly wait for dfhack r4 for this.
It's not as slow as you would think, but it is a bit slower. But due to Japa's persistence it's multi threaded now and hopefully will be more efficient as time goes on. Currently it only calculates lighting for visible part of world (so smaller screen, less of performance drop).

As for waiting for dfhack r4, i am hoping (i.e. procrastinating at the moment) to make a back-ported version of this, so it would work with r3 (does not need to mess with dfhack itself actually. Can work as a dll plugin). Although it has a few nasty bugs (like crashing randomly if you resize screen while running, or try to disable it...)

i love the name for your "ultra high settings" variable, btw
Thanks. That was inspired by a better algo pictured here: image that eats your cpu like crazy (something like O(n!) vs our O(n^2) ) but it looks nice.

847
The sole program I'm using is called REXPaint (made by the same guy who made Cogmind and X@Com).

It's basically like Paint, but you draw with ASCII characters.
Speeds up the thing a ton, especially since I can't really draw anything enjoyable using normal techniques (I could use normal pixel-art, but meh).
Cool little program somehow missed it when lurking his dev blog.

848
DarkDXZ: what do you use to draw those ascii pictures. Are there any techniques or tools that speed it up (last time I tried it was a pain in the butt to do anything more complicated)?

849
this looks interesting, cant wait to try it out! It also would be nice if we had some sort of "field of view" or "fog of war", so that we don't know what lies within an unlit area, unless a dwarf approaches it, or a torch or something like that is built in there.

Minecraft style: forgotten beasts spawning in unlit areas  :)
Currently the system works as a layer on top of view (to be precise it just multiplies the color value of each tile) thus does not modify the actual working of the game. That being said it is possible to do some features like that but imho it's enough that it's too dark to see.

As for minecraft style, yeah that would be !!FUN!!, but alas we don't have explosions (terrain destroying) in DF so no creepers :<

Oh WOW!

any torches/lamps/etc planned?

ps: assuming you gave code to Toady, what do you think chances will be that wee see this in main game in current release?
for torches/lamps/etc -> i'll let modders do that (by making custom 1x1 workshops). My work is to create a system. Modders -> create implementations (magical crystals?, glowing fungus trees?, maybe lava only lighting and then megaprojects that all the corridors would have lava?) and users to play :)

and for ps: NONE. First of all Toady has said multiple times that he does not want to collaborate, secondly we from dfhack do it quite differently then Toady does (because he has access to source code) and lastly Toady One has his one ideas which (most probably) are totally different from our implementation.

850
Example settings:
Spoiler (click to show/hide)
Some explantions (also read included rendermax.lua):
Spoiler (click to show/hide)

851
So there were few ideas and suggestions floating around about implementing light in df. This plugin allows that (and more).
eye candy:
Spoiler (click to show/hide)
Current features:
Stuff occluding/emitting light
  • Water/Lava
  • Ambient air -> just ocludes
  • Citizens
  • Sun -> just emits, can change color with time, can change time it takes to cycle, can lock
  • Ice
  • All materials
  • Constructions and veins

Things to-do so i won't forget (in no particular order):
  • twbt compatability- currently it sort-of-works with twbt legacy mode. Make it work with both and make it faster
  • Elle ideas - namely make each tile have 4 corner colors this would allow walls to be lit up by two light sources
  • full map mode - a screenshot (or HUGE machine) mode, that takes into account ALL the lights in the map
  • faster rendering - currently it uses quite stupid way of tracking light. Also move occlusion and sun propogation to threads

In more detail: http://www.bay12forums.com/smf/index.php?topic=128487.msg7409464#msg7409464

852
@Warmist, how is the lighting/shadow script coming? The screenshots looked good :)

Almost done(there might be few perf./quality inprovements, some more features (e.g. creatures interacting with light), some tidy-up stuff). The thing is it's a plugin not a script so unfortunately you'll have to wait for next dfhack release.

Edit: actually i'll start a new thread for that.

853
Other Games / Re: Minecraft - Mods Thread
« on: July 10, 2013, 06:03:15 am »
Alright, so... Very outdated? Hmm... Any particular mods to recommend? I got this back in Alpha and haven't played in a long while, so I need to get back into the swing of things.

Fuck tech mods, play TerraFirmaCraft!
Fuck playing, do cancer research! :D

854
Utilities and 3rd Party Applications / Re: DFHack 0.34.11 r3
« on: July 07, 2013, 12:40:42 am »
Running this code:

Code: [Select]
plug=require"plugins.dfusion.friendship"
plug.Friendship:install{"DWARF","DWARF","HUMAN","ELF","GOBLIN"}

Gets me this error:

Code: [Select]
C:\DFTerm\Hack\hack\lua\plugins\dfusion.lua:146: loadObjectFile: C++ exception:
Error opening file!
stack traceback:
        [C]: in function 'loadObjectFile'
        C:\DFTerm\Hack\hack\lua\plugins\dfusion.lua:146: in function 'load'
        C:\DFTerm\Hack\hack\lua\plugins\dfusion.lua:125: in function 'fun'
        C:\DFTerm\Hack\hack\lua\class.lua:98: in function 'invoke_after_rec'
        C:\DFTerm\Hack\hack\lua\class.lua:94: in function 'invoke_after_rec'
        C:\DFTerm\Hack\hack\lua\class.lua:129: in function 'FriendshipRainbow'
        C:\DFTerm\Hack\hack\lua\plugins\dfusion\friendship.lua:120: in main chun
k
        [C]: in function 'require'
        C:\DFTerm\Hack\hack\scripts/friendship.lua:1: in main chunk
        (...tail calls...)
[/color]
check if there is a file hack\lua\plugins\dfusion\friendship.o

855
Utilities and 3rd Party Applications / Re: DFHack 0.34.11 r3
« on: July 05, 2013, 02:35:42 pm »
Edit: I tried it and it seems more stable but accessing the z > Animals screen crashes it. Also gonna send you some screen shots of issues I found.
updated that fixes animal screen:
https://gist.github.com/warmist/4198190
if you want to fix already existing fort that has this, type this into dfhack console:
Code: [Select]
:lua df.global.ui.main.fortress_entity.training_knowledge={new=true}

ps: about usability: all this is not for general consumption. It hacks df quite bad and is a miracle that it works. That is why it's not included in main dfhack package and i don't encourage using it for general population. Some thing could be improved (everybody is welcome to fork my gist) but I'm not sure about the value of this. Main limitations and problems:
  • viewscreen does not change - and i don't see how to change it without save-load step
  • strange designations - that could be fixed by undesignating all the field (will be slow) happens because adv-mode uses same fields for different stuff
  • site suddenly shrinks (might lose fort if all units are in shrunken chunks) - happens because in adv mode loading sites happens differently then in fort, not sure if there is a way around it

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