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Messages - UncleSporky

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1
DF General Discussion / Re: Dwarf Fortress AI Art
« on: December 02, 2022, 09:07:57 am »
One of the most common methods for generating AI art online now seems to be a program called Stable Diffusion, which was either released or leaked in some capacity for individuals to be able to generate their own, locally at home for free.  I have never used it and can't give support for it or anything, but Googling for Stable Diffusion will result in subreddits to help get started with it and various guides.  There are also different datasets that it's been trained on, so for example you could download a set that's more adept at Disney/Dreamworks animated movie style.  From what I understand, it also requires a pretty hefty modern video card to do it well and in a reasonable timeframe.  The most recent Nvidia 3000 series cards are the standard minimum spec.

Maybe this is wishful thinking, but I daydream about a mod that will easily or automatically export artifact/statue/engraving descriptions and send them to a feed that automatically generates AI art based on the description.  Even better if it could automatically post to social media for upvotes or downvotes that could help guide the AI in knowing if it did a good or bad job on the image.

What's kind of nice is that dwarven creations are already formatted properly for AI art, since earlier statements in the block of text are weighted more heavily for what the base image looks like ("a granite earring," "a green glass floodgate").

Craiyon is not as good as Midjourney or Stable Diffusion, but an example of the kind of output we could see, I grabbed the artifact description from a Reddit post:

Quote
A granite earring. It is decorated with alpaca wool and encircled with bands of birch. This object menaces with with spikes of emu leather. On the item is an image of Olin Yellrazor the dwarf the dwarf in granite. Olin Yellrazor is cringing. The artwork relates to the crushing of the merchant Olin Yellrazor under a drawbridge in Mirrorwatched in the late autumn of 131.



Two more, from old bay12 posts:

Quote
This is a raw adamantine bracelet. It is encrusted with ruby and star ruby. On the item is an image of Stukos Woundlashed the dwarf and a palm bed in raw adamantine. Stukos Woundlashed is raising the palm bed. The artwork relates to the masterful palm bed created by the dwarf Stukos Woundlashed for The Purple Mirror at Truthceilings in the early winter of 403. On the item is an image of a forgotten beast in ruby.



Quote
A horse leather shield. It is decorated with horse leather and encircled with bands of malachite. It menaces with spikes of fungiwood. On the item is an image of Nish Roadchannels the dwarf and dwarves in iron. The dorfs are refusing Nish, who is making a plaintive gesture. It relates to the removal of Nish Roadchannels from the position of outpost liaison of the dipped arrow in the early winter of 7.



If some sort of feed were developed, I'd think you'd want just one image to be generated, like definitively saying "this is what it looks like" for easy judging of how good a job the AI did.

2
This is incredibly interesting Putnam, thanks for this.

I understand that profiling is still in progress and it sounds like you've given your findings so far, and more is dependent on discovering other heavily-trafficked areas of code etc.

Have you found anything regarding number of items lying around?  This is the next thing I've heard from a lot of people recently, that if pathfinding killing FPS is a myth then it must be overproduction.  Having 10,000 roasts in storage when 500 would suffice.

I suppose FPS issues in this vein could be related to literally just having a lot of objects; or the work constantly being performed to produce these objects (i.e. socializing is a low FPS operation by comparison); or the jobs generated by all these objects ("put me in a stockpile!").

So far it sounds like FPS is strongly related to actors and not inert objects.  There's also long been evidence that flow, pumps, mist, smoke etc. are high FPS operations.

3
Has anyone preserved the story of Roomcarnage in a medium other than imgur posts?

I've noticed that some of the animations have red lava, and some have brown lava; a compression artifact.  This is because those particular gifs for whatever reason were chosen to be converted to mp4 by imgur's automated processes.

It is possible to grab the URL of the image and replace the mp4 with gif, and the old red lava gif still exists, but I wonder if someday it will no longer be there.

Random example from chapter 12: https://i.imgur.com/D3eLoR9.mp4 vs. https://i.imgur.com/D3eLoR9.gif

I'm worried that someday this awesome story will simply be lost to time.

4
I learned so much while reading this thread...and in fact it's now making me lose a lot of motivation to keep playing my current fortress, if this is what I have to look forward to.  :(

I play the game in rare spurts and I think stress wasn't fully implemented last time I played.  Because I like to use the Lazy Newb Pack and also like playing on the most stable releases of things, I'm playing on the 2018 version, without any tweaks that may have happened to stress in Villains.  I realize that's less helpful for feedback but I felt compelled to post my thoughts anyway.

Early on I had most dwarves generally happy, as I usually was able to do in previous versions...though they weren't becoming ecstatic as they usually did.  And I had one particular dwarf, who practically nothing had ever happened to, who was just miserable.  Even as someone who uses the wiki quite a bit, I had no idea what was wrong with this dwarf or how to fix them.  Their thoughts were full of "admired own fine bed," "slept in a palatial bedroom," "were satisfied at work recently."  It really didn't indicate what the problem might be.  And they started tantruming, and continuously "conduct meeting," which I learned was an attempt to scream at the management.  I figured this particular dwarf's traits must've been a perfect storm of badness, so I let them starve in a locked room.  (Old habits die hard...forgot you could exile.)

Except after reading this thread, I've looked through some other dwarves' personalities, and they're all getting on that same road.  Personality changed for the worse after getting caught in the rain once several years ago.

Someone else started dipping down into the yellow, again for essentially no visible reason at all in a fort full of wonders and peace and good food.  This time it was a longstanding skilled dwarf I was kind of attached to and didn't want to lose.  I tried many things to fix their stress but it didn't seem like anything could really reduce it.  I locked them in a room with the expedition leader in an attempt to force them to yell at each other for a while, but they both just stood there with no job.  Didn't know what to do.  I ended up targeting the dwarf and typing remove-stress into DFHack, but even so I regret it.  They immediately shot up into the ecstatic range, and are essentially a drooling lobotomized happy dwarf.  It felt so artificial.

But reading this thread, it sounds like that's the only recourse.  Gotta remove-stress -all, or edit the raws to reduce/remove the effects of stress, or do both.  But I really don't want to have to do that.  I already customize the game in a few ways to my liking, such as limiting to 50 dwarves at the moment, but this just feels so cheaty, and not what's intended, and certainly damaging to the individuality of the dwarves as characters.  But on the other hand, I don't want to have to deal with dwarves losing their mind all the time for no good reason; no good reason from my point of view of course, I personally don't think being caught in the rain once is cause to become a bundle of nerves ready to explode at any moment.  That may be how dwarves are, but if that's going to be the case moving forward, then the game is going somewhere that I can't follow.

5
I'm surprised it's still acting weird like that.  In my case I just downloaded the most recent release of DF straight off the website and put the file in there, so whatever the default config is, I suppose.  All I did was change the file being used in init.

6
Very Retro and interesting, virtually prehistoric. Intriguing ???

Edit - Not sparing any time i immediately loaded this into 47.04 vanilla and uhh... hit a purple screen of blotchyness? Maybe like following the comments the colors are a little off so i might not have loaded. I can definitely see the diamond in the rough though.

Spoiler: "warning, very purple" (click to show/hide)

Could you use a safe or pre-built and tweaked version with a DFFD full upload please? When its all tidied up to the official graphics part of the modding forum would really be the magnum opus to top it off.

Water looks gorgeous though, i would like to see this run with TWBT


That is odd, I downloaded the file and compared it with the curses_800x600 still included in modern DF and it's identical except for the changed tiles.  Checked the color in photoshop and the magenta is 255 red - 0 green - 255 blue on both of them, imgur saved the png losslessly as far as I can tell.  However, the png included with DF is 4 bit, and imgur's is 24 bit.  You can also open it in MSPaint and re-save it as a 24 bit bmp, and use that.

Actually I went ahead and tried the png with vanilla DF (renamed it to curses_800x600 and replaced the existing one in data/art/) and it seems to work fine for me, you can see it in the snow tiles, the log and the stones:



In any case, I didn't intend for anyone to really use it, it's a pretty sophomoric early effort but I thought it was cool.  :)

7
Hello!

I apologize for bumping this 14 year old thread.

I recently started playing Dwarf Fortress yet again and went looking back through old posts for fun, and discovered this one.

As far as I can tell, it is probably the very first attempt at a graphical tileset for Dwarf Fortress, posted a scant 19 days after the first release of the game!

Back then, we didn't have any way to separate graphics from that basic curses font, so it was just a matter of trying to modify the least-used tiles which would hopefully not affect the text...

I just thought this thread was interesting as a Dwarf Fortress historical oddity.  :)

Since Photobucket mangled the OP, I have rehosted those original three images on imgur for now.







I think the bones turned out the best.

8
DF General Discussion / Re: PeridexisErrant's DF Starter Pack
« on: March 02, 2020, 08:52:40 pm »
jecowa actually helped me solve this.

All the files needed are in data/twbt_art/ and data/twbt_init/, and by copying everything in those folders over to data/art/ and data/init/ it simply started working.  I don't know if copying all the files was necessary, it looks like the pngs starting with an underscore and overrides.txt were the primary missing pieces.

I'm not sure if there's some guide or readme somewhere I missed that would've given these instructions, but it's good to know how to fix it.

Is there a reason this isn't default functionality in the Starter Pack?

9
Tilesets and Graphics / Re: [0.40.24v00] Phoebus' Graphic Set
« on: March 02, 2020, 08:45:41 pm »
That fixes it!

The data/twbt_art/ and data/twbt_init/ are already present in the pack.  I just copied and pasted everything in those two folders into data/art/ and data/init/.  Overwriting init.txt meant I had to reset a lot of the settings, but yeah, that fixes the graphics.  I did not play long so I don't know if doing this copy and overwrite breaks anything else in the game or introduces bugs/glitches.  I may only have needed to copy overrides.txt.

It looks like all or nearly all the assets that were missing were from _Items.png.  This is present in the old pack's data but was over in the twbt_art folder in the new one.  Looks like the old pack didn't even have twbt_art, it was all just already installed that way.

Thanks for pointing me in the right direction!

10
Tilesets and Graphics / Re: [0.40.24v00] Phoebus' Graphic Set
« on: March 02, 2020, 07:09:45 pm »
No errors, and TWBT is definitely on and working because one of the main things it does is the awesome multi-layer view, which is working (in both the old 2016 game and the new game):


11
DF General Discussion / Re: PeridexisErrant's DF Starter Pack
« on: March 02, 2020, 05:46:06 pm »
Please help me, starter pack thread!

I play DF really sporadically, returning once every 4-6 years.  The last time I played was in Feb 2016, with the cutting edge starter packs of that time (42_05), which had just introduced advanced features of taverns, temples and libraries, with instruments and bookmaking etc.  I had loaded up the old save to see what I'd been doing and brush up on the game again.

I'm playing now on the last stable release, linked from here, which is 0.44.12-r08.  I believe this game version is from 2018 but the stable kept getting updates into 2019.  I know the new "villains" update is out, but I prefer to play on the most stable release I can, so I'm fine with this.

However, I have noticed that the graphics (which is Phoebus default on both of them) are a little different between the two.  I believe that old cutting edge pack had some TWBT graphic replacement functionality that has possibly been broken since 2016?  It looks better in a lot of cases than the latest stable version.

Old pack:



Latest stable release:



Coffins return to zeroes, floodgates and up/down stairs revert to a simple X, and farm plots look worse.  There are a number of other differences visible too, like you can see the wheelbarrows, bins and workshops are different.

I asked about this in the Phoebus thread but it seems to be something with the starter pack, DFHack, or TWBT.

DFHack output when launching the game:



Every playthrough I do is a more-or-less vanilla starter pack experience, straight out-of-the-box.  I don't install Mayday or turn off TWBT or anything.  I tend to tweak numbers like fortress population cap and that's all.  I like the Phoebus set.

Things I have tried:

- Fresh install of latest stable (0.44.12-r08) with freshly started fortress
- Fresh install of latest stable (0.44.12-r08) with imported fortress from Feb 2016 (42_05)
- Fresh install of latest alpha (0.47.03-r02) with imported fortress from Feb 2016 (42_05)
- Double clicking on Phoebus graphics to reinstall it

Nothing has restored the enhanced graphics of that old Feb 2016 release.

Is it just me?  Can anyone else download and confirm?  And where would we start looking to fix this?  It's sad that a user's out-of-box experience doesn't get those nice forges and stills and up/down stairs etc.

12
Tilesets and Graphics / Re: [0.40.24v00] Phoebus' Graphic Set
« on: March 02, 2020, 05:31:11 pm »
Anyway I don't know where the failing is here primarily...maybe PeridexisErrant, maybe DFHack.  I should probably ask in one of those threads instead, I thought it might be a graphic pack-related thing at first though.  But I just think this would tend to be a pretty visible thing since it's completely default Lazy Newb Pack behavior for anyone who downloads it as of right now.

And I know Phoebus isn't active, that's why I said hey Pheobus peoples.  :P  Hey Phoebus maintainers, I suppose.
Oh sorry, I misread that.

Yeah, no idea. looks like it should work. You mighrated your save right? Maybe you were overwriting a file you shouldn't have or the new version is expecting a different folder/file structure. Try doing a clean install in a new folder without migrating your save. Start a new fort and try building a coffin and some stairs. That should allow you eliminate the save migration as cause.

Initially I did not migrate my save and started fresh with default settings, and noticed the graphical difference.  Then I migrated the old save to be able to demonstrate it side by side with the screenshot.

You might try double clicking Phoebus 16x while TWBT is enabled to reinstall the TWBT version of the pack. Don't worry if it can't install it into your save folder, we just need it installed into the data folder

I just did this and it didn't make any difference.

Has anyone else tried a fresh new default install of the LNP?  The old stable and the latest alpha are the same way.  But I understand that many people probably customize the game to their liking and don't use the packs.

I will probably ask in the LNP thread, thanks for trying some tech support but this doesn't seem to be the Phoebus pack's fault.

13
Tilesets and Graphics / Re: [0.40.24v00] Phoebus' Graphic Set
« on: March 02, 2020, 03:25:48 pm »
The upper screenshot appears to have TWBT enabled, a dfhack utility that adds a lot of graphical features. If you install the new version via the LNP, it should install it automatically, I think.
Phoebus isn't active anymore, by the way. The tileset is maintained mostly by Jecowa. Releases are here:

https://github.com/DFgraphics/Phoebus

TWBT is enabled by default, in its default mode, on both packs.  Both of them are "out of the box" Lazy Newb Pack/Starter Pack.

DFHack readout when launching the latest stable:



In the TWBT thread people are talking about running version 6.61 so it sounds like that is one of the latest versions.

Both launchers side by side:



Anyway I don't know where the failing is here primarily...maybe PeridexisErrant, maybe DFHack.  I should probably ask in one of those threads instead, I thought it might be a graphic pack-related thing at first though.  But I just think this would tend to be a pretty visible thing since it's completely default Lazy Newb Pack behavior for anyone who downloads it as of right now.

And I know Phoebus isn't active, that's why I said hey Pheobus peoples.  :P  Hey Phoebus maintainers, I suppose.

14
Tilesets and Graphics / Re: [0.40.24v00] Phoebus' Graphic Set
« on: March 02, 2020, 02:24:10 pm »
Hey, Phoebus peoples.  I have a question.

I play DF really sporadically, returning once every 4-6 years...

The last time I played was in Feb 2016, with the cutting edge starter packs of that time, which had just introduced advanced features of taverns, temples and libraries, with instruments and bookmaking etc.  I had loaded up the old save to see what I'd been doing and brush up on the game again.

I'm playing now on the last stable release, linked from here, which is 0.44.12-r08.  I believe this is from 2018.  I know the new "villains" update is out, but I prefer to play on the most stable release I can, so I'm fine with this.

However, I have noticed that the graphics (which is Phoebus default on both of them) are different between the two.  That old cutting edge 2016 pack has better graphics in some ways than the newer one!

Old pack:



Latest stable release:



Coffins return to zeroes, both floodgates and up/down stairs revert to a simple X, and farm plots look worse.  There are a number of other differences visible too, like you can see the wheelbarrows, bins and forges are different.

Does anyone know why this might be?  Like...was there some weird dispute over who owned the art and it got reverted at some point?

I looked through the art file folder and couldn't find those old better graphics anywhere.  I don't know where the game is pulling them from.

Any ideas?

EDIT:  I see someone had a similar issue a few pages back in 2017.  Is this really a bug that has persisted this long...?

15
DF General Discussion / Re: PeridexisErrant's Starter Pack, 40.24-r20
« on: February 13, 2016, 09:38:50 pm »
I'm sorry if this is a common question that gets asked or a known issue or what, I'm just curious...

With the latest version of the cutting edge pack, on Windows 7, decent modern computer, starting a new save on it, I get constant scrolling errors in the DFHack console from dwarfmonitor.

Quote
stack traceback:
        [C]: in function 'require'
        ...Dwarf Fortress 0.42.05\hack\lua\plugins\dwarfmonitor.lua:4: in main c
hunk
        [C]: in ?
...Dwarf Fortress 0.42.05\hack\lua\plugins\dwarfmonitor.lua:4: module 'gui' not
found:
        no field package.preload['gui']
        no file 'C:\Users\SYSTEM~1\GOOGLE~1\DWARFF~3\Dwarf Fortress 0.42.05\hack
\lua\gui.lua'
        no file 'C:\Users\SYSTEM~1\GOOGLE~1\DWARFF~3\Dwarf Fortress 0.42.05\hack
\lua\gui\init.lua'
        no file '.\gui.lua'
        no file 'C:\Users\SYSTEM~1\GOOGLE~1\DWARFF~3\Dwarf Fortress 0.42.05\gui.
dll'
        no file '.\gui.dll'

With dwarfmonitor disabled to keep the DFHack console quiet, I also notice the occasional error from stockflow.  For now I've disabled both of these in dfhack.init.

Is this a known issue, or something expected with the release as is?  If not, I can provide any other info needed to help solve the issue.

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