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Messages - Khalan

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31
DF Modding / Re: Stonesense - Official thread -
« on: December 19, 2009, 07:38:15 am »
Works great, thanks for that.

Also changing the sprite index to 166 works nicely for me; this uses the full tile shadow to represent the stockpile which matches better to Mayday's graphics set.  Personal choice though.

Edit:  Actually, 365 works even better:

32
DF Modding / Re: Stonesense - Official thread -
« on: December 19, 2009, 05:17:32 am »
Not sure if it's a known issue or not, but if I remove an area of stockpile, the corresponding stockpile display in Stonesense does not disappear (this is with an outdoor refuse pile).

33
DF Modding / Re: Stonesense - NEW VERSION OUT RIGHT NOW: Stonesense Granite
« on: December 18, 2009, 09:47:01 am »
is there a way to set the follow mode offset outside of the program?
Adjusting the LIFTSEGMENT entry in the init.txt file works nicely for this purpose, so all's good.

And dephelis, I believe this will fix your issue as well.  Try experimenting with the value.



Edit: Also, there is an error in creatures\Wildlife.xml.  The following two entries should read:
Quote
<creature gameID="FOX"     sheetIndex = 50 />
<creature gameID="TROGLODYTE"     sheetIndex = 52 />

instead of:
Quote
<creature gameID="FOX"     sheetIndex = 70 />
<creature gameID="TROGLODYTE"     sheetIndex = 72 />

34
DF Modding / Re: Stonesense - NEW VERSION OUT RIGHT NOW: Stonesense Granite
« on: December 16, 2009, 01:50:02 pm »
Looks great!  I like the new init.txt options; is there a way to set the follow mode offset outside of the program?  Also an 'always show stockpiles and zones' option would be handy.

Only thing I can see so far is that you forgot to add the 1.0 info to the changelog.txt file.

Should be interesting seeing the content packs as they're released.

35
DF Modding / Re: Stonesense - The isometric visualizer, official thread
« on: December 16, 2009, 09:30:36 am »
Sounds like some nice new features in the changelog (many more sprites, drop shadows, sprite pack support etc), looking forward to it :)
Thanks to the programmers and all the artists for all the hard work.

36
DF Modding / Re: Stonesense - The isometric visualizer, official thread
« on: December 15, 2009, 10:38:24 am »
  • Yes. Kaypy and I've been talking all day, and it looks like we're gonna launch a release candidate of Stonesense 1.0 (codenamed Granite) tonight. There will only be a few new on-the-surface features, since the BIG improvement here has been easier Custom Content management.
Brilliant!
  • I agree, objects are the one last remaining thing. Right now it's something on our wish list, and it's something to work towards in a 2.0 release... The main problem is the share number of objects of course (Please, guys, don't flooded the thread with theoretical discussions of how it could be done unless you seriously know what you're talking about ;) )
Sounds good.   I imagine it would need to be similar to how DF does it, ie. alternating the visibility of different items on one tile.
  • Animations is a thing I personally am a bit on the fence about... Subtle animations, sure. They work.
    Having things bounce and skate about, try to hack in improvised movement... Not so much. See what I'm getting at here?
Totally understand, I like the windmill animation etc, and I'm happy with the movement being the same as DF, ie. jumping from tile to tile.

I appreciate the replies, thanks very much.



Some pixel art I've done for one of my older projects, some feedback from people would be great so I can decide whether to try contributing or not.  Obviously not all of this is 32x32.  The trees are pretty flat now I look at them, there are definitely things to improve on.

I'm used to doing 3D artwork, such as this (an item I made for Mount&Blade):
Spoiler (click to show/hide)
...so tips and constructive criticism on the pixel art would be good.
PS. the tiles were purposely made to display the grid lines.

37
DF Modding / Re: Stonesense - The isometric visualizer, official thread
« on: December 15, 2009, 08:52:59 am »
Stopped lurking to say thanks very much for this tool, it's made DF much more enjoyable, especially having dual widescreen monitors.  This combined with Mike Mayday's DFG or RantingRodent's Graphics set have really lowered the barrier to entry.  Love the pixel art style, the SpriteAttack dream is coming true!

This has come a long way very quickly, up to release 4.1 already in only 3 months!

I actually read through all 134 pages of this thread, it's quite interesting watching the pixel art and engine progress.  So I'm sorry for asking questions that have been asked before, but it's hard to remember all the answers :)

As the program has moved so quickly, can we expect another release before the new year? (Not rushing you, just hopeful)
And will objects be supported in the future?  I honestly can't think of any other feature that Stonesense needs to be complete, for me at least (other than the few missing sprites).  Animations would be nice, but at the moment the movement style fits nicely with DF itself.

I decided to make a gravity defying leap from the original ASCII graphics to this... But after i hit F9 (on Stonesense) i get a the message "could not find DF process". Im running the latest version of DF, on windows 7. Just to clarify: 'Dwarf Fortress is running when i run stonesense'.
I would love to get this working
Just guessing here, but if you have either Stonesense or DF installed in the Program Files directory, it's possible they may be running as a protected process, and therefore possibly inaccessable.  You could try installing in a different directory if you haven't already.

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