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Messages - Caldfir

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31
DF General Discussion / Re: Future of the Fortress
« on: January 19, 2014, 02:30:51 am »
Climbing and jumping enemies in fort mode sound amazing... though I am a little concerned my marksdwarves might start climbing over fortifications to slap goblins in stead of going to get more ammunition.

I think having sufficiently tall walls will still deter attackers.  I don't remember if block-walls are more difficult to climb than rough ones, but that would be a start I suppose.  Also digging a trench and smoothing the inside stone would work.  I think in general this is going to remove a large portion of the "silly" defenses.  Getting an active military is going to be a lot more important.  Lots of exciting challenges to look forward to!

32
Utilities and 3rd Party Applications / Re: Stonesense: Usage Poll!
« on: January 19, 2014, 01:57:06 am »
Posting to let people know I'm still alive.  It has been a hectic few months, but it looks like maybe I'll get some time to come back to get some work done for stonesense in the coming weeks. 

33
Hi guys, I have a question. Eltrion is configuring stonesense for a pony mod. It more or less already works, but how do you add clothes to the xml file? Let's assume there are armour and helmet sprites for now. Currently there is a script that generates a 700 kB xml for hundreds of castes. Would adding worn equipment cause a combinatorial explosion of rules? Is there a manual for writing variants? It may be better if you answer in the linked thread.



Hi folks.  I suppose there's a bit of confusion because the MLP mod has a lot of castes.  Internally to DF, castes are treated a lot more like seperate creature types than different expressions of the same creature, and stonesense follows suit, meaning that you need a seperate xml entry for each caste (I'm assuming that's what you've got now causing the large-ish file size).  Worn equipment would need to be applied to each of the sprites individually, yes, but thankfully it doesn't cause a combinatorial explosion (just a multiplicative one, which should be manageable).  There isn't really a guide specifically for adding clothing, but I can point you at this file as the most definitive example of what can be done. 

For example:
Code: [Select]
<subsprite sheetIndex="80" zoom="2" equipment_class="PANTS" equipment_name="ITEM_PANTS" color="equipment"/>
  • equipment_class="PANTS" equipment_name="ITEM_PANTS" says that this subsprite should only be drawn if the creature is wearing PANTS of subtype ITEM_PANTS
  • color="equipment" says that this subsprite's color should be determined by the equipment_name and equipment_class specified

With regards to helmets specifically:
Code: [Select]
equipment_class="HELM" equipment_name="NONE"should be added to all the head-hair to keep it from displaying when there is equipment worn on the head (there are examples of this in the file I linked)

I hope that helps.  If there are specific questions, come by the stonesense thread and ask.  I'll try to help whenever I can. 

34
Utilities and 3rd Party Applications / Re: Stonesense: New release!
« on: October 21, 2013, 12:47:32 am »
Code: [Select]
df::global::selection_rect->start_x
df::global::selection_rect->start_y
df::global::selection_rect->start_z;

Everything between that and the cursor is the selection rectangle. Courtesy Angavrilov.

OK I saw that before but for some reason I thought it wasn't working although clearly it does.  Have a basic display working now (and an idea for a good way to show more clearly). 

I know where the designations are stored, so displaying those are the next thing on the list. 

Still need to figure out room/plot selections and building/construction cursors.  There would still be burrows and a few other loose ends (like displaying text that should be drawn over the screen) but those are the necessities for the game to be playable without constantly having to switch the overlay off to see what the heck you're doing. 

35
Utilities and 3rd Party Applications / Re: Stonesense: New release!
« on: October 13, 2013, 03:15:22 am »
Caldifr - any progress on the overlay, or estimates of when it might be done?  I'm only impatient because it looked so awesome...

Well, the overlay itself is finished (at least the software-mode, which is the first step).  I'm a bit stuck trying to figure out how to display selection areas though.  Without the ability for stonesense to show you what room/plot/designation/burrow you've got selected, the game is unfortunately unplayable (unless you really know what you're doing, in which case it doesn't really fit the plan for this to be a "newbie-style-interface").  I don't actually know how much of that information dfhack already has figured out, so it's hard to give an actual time estimate. 

I know that's not too satisfying an answer, but I'll try to post updates when I know more :)

36
DF General Discussion / Re: What is your favourite RAW edit?
« on: September 19, 2013, 10:38:49 pm »
I put all the animal people into a cave-dwelling civ (slightly odd behaviour sometimes, but less odd than naked people scampering about).  I also usually add ice-dragons and give collossi random materials. 

37
Utilities and 3rd Party Applications / Re: DFHack 0.34.11 r3
« on: September 15, 2013, 10:01:55 pm »
Does anybody have some experience with the assortment of "selection areas" that exist in DF?  I'm fairly close to having a workable play-through-stonesense setup, but it really won't be practical to use until you can see yourself designating rooms and placing constructions in stonesense. 


This reminds me of the Khazad incident. Has there been a good discussion recently of how far we should go with DFHack and DF modding in general?

The other sketchy modding that I've seen recently was people editing the text strings in the exe to be different, so that the text in things like the hardcoded menus would be different. To me, at least, this kind of thing is only ethical if you limit yourself to language localization. Not that anyone has done this, but distributing modded exe files where Tarn Adams' name has been removed from the About DF and main menu pages is clearly wrong.

I agree completely that anything trying to remove references to Bay12 or Toady, as well as anything attempting to steal their work and become it's own entity is certainly unethical (in addition to being illegal) and should never be undertaken. 

I would, however, like to make a point here and say that nothing stonesense does, or has any aspirations of doing, could be described in this way.  All I've done is redirected a visualizer's display back to DF using the available SDL code.  If anything, this makes stonesense less like a standalone program, and more like a "complicated graphics pack" than it was before.  I do always try to be polite and curb confrontations I see on the Bay12 forums, but this post is (whether intended or not) an assault on my good name and integrity, and I'm not going to pretend not to be upset about it.  The characterization of what I've put together as "sketchy" is both ignorant and extremely offensive. 

That said, I'd rather not dwell on the matter anymore, and in stead ask again: can anyone give some information about how selection areas work, and what in DFhack would I need to look at to get stonesense able to display them?

38
Utilities and 3rd Party Applications / Re: DFHack 0.34.11 r3
« on: September 14, 2013, 09:12:42 pm »
Does anybody have some experience with the assortment of "selection areas" that exist in DF?  I'm fairly close to having a workable play-through-stonesense setup, but it really won't be practical to use until you can see yourself designating rooms and placing constructions in stonesense. 


39
Utilities and 3rd Party Applications / Re: Stonesense: New release!
« on: September 08, 2013, 01:49:14 pm »
I seem to have gotten mouse support for DF through the stonesense overlay working.  I am honestly shocked it works at all, but it does. 

Also went on a bit of a rampage and tore out some ancient code that was messy, didn't really work, and was slowing down ui responsiveness in general (this needed to be done so that the mouse stuff could work). 

yay!

Now I think I need to tweak some of stonesense cursor behavior a tad and everything should be well on it's way. 

40
Other Games / Re: Eve Online
« on: September 07, 2013, 04:59:17 pm »
After reading a bit in this thread about a month ago, I went and got myself an account and have been enjoying eve so far.  I'd tend to agree that this is the sort of thing the average Bay12'er would be likely to enjoy. 

PTW and all that. 

41
Utilities and 3rd Party Applications / Re: Stonesense: New release!
« on: September 07, 2013, 04:53:58 pm »
As you notice, the grass is white. My guess is that it's because of modded grass not being recognized. How do you experts think I should deal with that?

Go into stonesense/colors/Colors_Grass.xml and add a new entry like the other ones for the modded grass to give it a color. 

Also, one thing that bothers me is: ramps on exteriors corners leaving half their tile flat, which is perfectly fine for grass slopes, but doesn't work well for rooves or pyramids slopes.

Yeah, this is an art choice that works well in some circumstances, but not in others.  I would agree that at least wood constructions should probably have a convex image, since it is pretty common for people to make a wooden roof.  I've got a tile set I've been putting together (from the wonderful artists who have submitted things to stonesense over the years) for quite some time, and I will make a note to change that at the very least there. 

My own buildings tend to avoid having corner-roof-ramps for this very reason:
Spoiler: very old screenshot (click to show/hide)

I would also like to take this opportunity to direct people to the stonesense screenshot thread - I for one would love to see more people's forts rendered :)

42
Utilities and 3rd Party Applications / Re: Stonesense: New release!
« on: September 07, 2013, 09:30:33 am »
Very nice Caldfir!  Is it technically possible to include a toggle between stonesense and standard (probably from the stonesense side rather than the df side I'd imagine)?

It's possible, but the way I currently have it implemented it's a separate DFHack command.  You type "stonesense" for the standard visualizer, and "stonesense overlay" for the DF-window thing.  The reason for that is there are a bunch of special structures that need to be set up to handle the translation to the DF window that would sort of get in the way of the regular rendering setup.  There is a shortcut way around that though - we'll see if it is practical to implement. 


In other news, I've got a new screen-follow mode working now that follows the DF cursor around if it's present, and the window otherwise.  It somewhat fixes the problem of not being able to scroll to the edges of the screen with the overlay up, but not completely.  The problem is that is you have the DF screen maximized, it is something like 100x100 tiles, and it doesn't let you scroll off the edge, so if the stonesense segment displayed is 60x60, then there's a 20-tile-wide belt around the edge of the map that you can't see, which is a problem.  I'm going to see about tricking the gridsize or something.

Oh, and I figured out why the screen-follow modes were offset from the main view strangely.  They weren't calculating the width of the menu bar.  Old bug fixed, woohoo!

43
Utilities and 3rd Party Applications / Re: Stonesense: New release!
« on: September 02, 2013, 10:06:21 pm »
HOLY-   is it possible for me to test this?  It would be just about the ultimate interface for newbies...  Falconne, I suppose mousequery won't work with this - but buildingplanner etc would?

Posting to watch very closely and with great interest.

At this point, it's just barely working, and actually trying to play like this is what I would call extraordinarily frustrating, so I don't think it's quite ready for testing.  There's some stuff like not properly scrolling to the edge of the map and not following the cursor that need working out, as well as the designation displays that Japa mentioned.  I don't know how much time I'll have this week, but I'll try to get something done next weekend. 

Currently all the mouse-stuff it totally broken, but I'm fairly certain it could be fixed by using the I/O indirection that dfhack already has.  Everything that doesn't actively happen on the fort/adventurer view should be mostly fine. 

Caldfir, are you streaming the visualized info back to Dwarf Fortress itself, or is this some kind of overlay, or an entirely separate program that duplicates DF's interface and passes commands back to the game, or what?

I always thought a slightly more GUI approach could be neat. If getting mouse input on the overlay area itself is possible, it might be nice to include some more GUI elements.

Yeah I think that's the eventual goal of falconne's work making a proper UI for stonesense.  What I've got here is just regular-old stonesense, but with the output redirected into the DF window (so all your DF keybindings, and dfhack stuff should still work).  It's a pretty dirty way to let you play through the visualizer, but it was... ok not simple (Allegro and SDL are not friends) but it was relatively fast to get up and running.  A real UI would be way better, but until that happens, this might do the trick. 

44
Utilities and 3rd Party Applications / Re: Stonesense: New release!
« on: September 02, 2013, 01:24:46 pm »
What's required for that to work is not, in fact, a gui. All we need is for everything that's shown on the main map screen to be visible in Stonesense. Off the top of my head, all that's missing is designations. Anybody feel like taking a stab at drawing them? If I get sprites, I can add them in pretty easily.

I was imagining something very simple, like the current construction-in-progress indicators:



At some point I guess all that stuff is going to need to be switched over to hi-res, or perhaps configurable to match the resolution of whatever tileset is in use. 

45
Utilities and 3rd Party Applications / Re: Stonesense: New release!
« on: September 01, 2013, 05:11:39 pm »
Alright, well I've made a little bit of headway on this since it caught my attention:



The image is upside-down because allegro doesn't bother to reorder the lines when it reads them out of the opengl buffers into memory, and SDL can't understand an upside-down image, so I will need to come up with a workaround there.  Also my calculation for the size of the window is a bit off, and the concurrency controls seem to need a bit of tweaking to avoid blank-spots and flickering, but apart from all that it seems to work.  There is a slight but noticeable lag time between when you press a key, and when the display updates, but I think it's manageable. 

Whole list of minor things that would need to be fixed for this to be a practical way to play the game, but it at least seems like it is possible.

edit:

OK, poked around a bit more and it seems to be working mostly now:



Gonna need to run a battery of tests to get all the little worries worked out, but it's working, and that's the main thing. 

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