Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Khalan

Pages: 1 [2] 3
16
DF Modding / Re: Stonesense - Official thread -
« on: December 31, 2009, 03:15:45 am »
Regarding objects in DF itself:

I've only done basic programming and I've got no idea how DF works, so I may be way off, but wouldn't it make more sense for object updating to be tied to actions instead of the object itself?

IE. No object gets checked unless an interaction occurs to change the state or position of that object.

Examples in plain language:
Eg. if carpenter chops tree then update object: remove object.
Eg. if tile falls and object exists on tile then update object position: -x z-levels.
Eg. if dwarf picks up object or if dwarf is carrying object then update object: position = dwarf's position.

Of course the above cases already happen in DF, but there doesn't seem to be a need to check objects continuously unless something happens to it or if DF needs to check for the existence of an object (for stock levels or available building stone etc).

Other objects that change over time need only be updated every so often as Impaler[WrG] suggested, such as grass tiles becoming dirt or trees changing colour with the seasons etc.

Like I said I've only done basic programming (literally DarkBasic Pro), so I'm probably better off leaving thoughts to the pros :)

17
DF Modding / Re: Stonesense - Official thread -
« on: December 30, 2009, 09:04:59 pm »
I read several pages trying to find an answer. . .  but the thread is rather thick. Anyway, i am running windows 7 64 bit.
I run DF and get to the game play screens. Then i run Stonesense. After hitting 'F9', it tells me it cannot find a DF process. . .  any ideas or. . . ?
No problems here running Windows 7 64-bit and Stonesense.
If you have Stonesense or DF installed in C:\Program Files(x86), that may be why it's not working as this area is protected by the OS.  Try installing in a different folder.

DF does loop through the entire item vector at least once every frame, although it clearly does not load the full item information for each item every frame.
Oww. So much for a better way to do it...
If that is the way Stonesense will also need to do it, maybe it would be possible to set the object update to only run every x seconds independent of the auto reload rate to avoid too much performance loss if necessary?

18
DF Modding / Re: Stonesense - Official thread -
« on: December 29, 2009, 09:58:43 am »
Just fort the record, that would be dead simple. Two lines of code. But like forsaken said, it wouldn't give you much...
I'm looking at objects right now. there is a pattern to the chaos, we just have to find it...
If you could detect if there is an object and it is in a stockpile tile, then display a crate - I like displaying the stockpiles, so this would come in useful for showing how full a stockpile is.  As an option of course.

19
DF General Discussion / Re: Visual Fortress: another 3D visualisation app
« on: December 29, 2009, 08:01:57 am »
Looks great!  Using this and Stonesense for a much clearer picture of my map and fortress.

Is there a possibility of Visual Fortress being able to automatically reload the map from DF every x (definable) number of seconds?  Would be great for those with decent computers being able to run it in near real-time.

20
DF Modding / Re: Stonesense - Official thread -
« on: December 29, 2009, 04:42:35 am »
Personally I'd love Stonesense to remain realtime, I run it side by side with DF.  (Now I just need a third monitor to run Visual Fortress on!)

Would it be possible as a start for there to be an optional single default sprite for objects?  That way it only has to check if any object exists at all in that tile, then display the default sprite - something like a small crate or boulder.  Or is that just as hard?

21
DF Modding / Re: Stonesense - Official thread -
« on: December 27, 2009, 08:23:30 am »
Thank you kaypy!

22
DF Modding / Re: Stonesense - Official thread -
« on: December 26, 2009, 05:20:23 pm »
The readme does say to put it at the top of the file...
Ah, thanks.  I went by the instructions on the Content Repository:
Quote
Extract files into Stonesense/terrain and add UpdatedRamps.xml to the /terrain/index.txt

I've edited the wiki entry to add the proper info.

23
DF Modding / Re: Stonesense - Official thread -
« on: December 26, 2009, 02:24:57 pm »
It seems load order is important so that the ramps show up.  It didn't work for me until I placed the line "UpdatedRamps.xml" before "Walls.xml" in Terrain\index.txt.

Code: [Select]
MaterialWalls.xml
MaterialFloors.xml
UpdatedRamps.xml
Walls.xml
Floors.xml
DefaultWalls.xml
DefaultFloors.xml

24
DF Modding / Re: Stonesense - Official thread -
« on: December 26, 2009, 02:04:58 pm »
It's at the bottom of the page, under Terrain.  Maybe try a CTRL-Refresh to force your browser to update the page?
This is the download link:
http://dffd.wimbli.com/file.php?id=1717

26
DF General Discussion / Re: Cool Dwarf Fortress-related Christmas gift
« on: December 23, 2009, 03:33:48 am »
Now that's a gift!

27
DF General Discussion / Re: Will DF work on windows 7 64 bit?
« on: December 22, 2009, 11:18:08 pm »
I have games dating back to the nineties, I haven't had any trouble getting anything to work (other than compatibility settings for some games) on Windows 7 64-bit.

28
DF General Discussion / Re: Graphics : The duel.
« on: December 22, 2009, 08:38:07 am »
IMO Toady should definitely continue as he is on content over graphics, but I love using the user-developed graphics sets.  Mayday on one monitor, Stonesense on the other.
The new Stonesense release now has depth fogging:
Spoiler (click to show/hide)

Edit: I wouldn't really like to use Stonesense as the main game interface, top view is much easier for designating etc.  But it's great using it as a real-time visualizer.

29
DF Modding / Re: Stonesense - Official thread -
« on: December 22, 2009, 08:29:48 am »
Thanks to Beefmo for the awesome sprites and the team for the new update :)

The depth fogging looks great!

This is with my settings at 0/0/0/255 for the fog colour and alpha:
Spoiler (click to show/hide)

Setting it to white (255/255/255/255) also gives a great mist-like effect:
Spoiler (click to show/hide)

30
DF Modding / Re: Stonesense - Official thread -
« on: December 20, 2009, 10:05:53 pm »
Will these be included in RC2?

Pages: 1 [2] 3