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What OS do you use Armok Vision on?

Windows 10
- 152 (49.8%)
Windows 7
- 77 (25.2%)
OSX
- 18 (5.9%)
Linux
- 45 (14.8%)
Other
- 13 (4.3%)

Total Members Voted: 305


Pages: 1 ... 62 63 [64] 65 66 ... 110

Author Topic: Armok Vision Project, on Hiatus.  (Read 495829 times)

Rose

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Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.10.0 Release!
« Reply #945 on: August 25, 2016, 09:14:50 pm »

It was a joke, sorry.
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Rose

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Max™

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Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.10.0 Release!
« Reply #947 on: August 26, 2016, 01:34:45 pm »

Well, that's lovely isn't it?

How will we access the fps mode btw, the menu or a hotkey?
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Rose

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Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.10.0 Release!
« Reply #948 on: August 26, 2016, 01:38:00 pm »

Right now, it's accessed just by zooming in all the way.

Which means the old first person flying mode no longer exists.

If that's still wanted, I can make a toggle.
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Max™

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Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.10.0 Release!
« Reply #949 on: August 26, 2016, 01:42:08 pm »

It would be nice if it was a hotkey or something, zooming is a pain for people without a standard mouse, I don't have a scrollwheel at all, so we could still do the flying around version by zooming or the fps for fun.
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Rose

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Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.10.0 Release!
« Reply #950 on: August 26, 2016, 01:43:35 pm »

That sounds reasonable.

I'll do that in the next version.
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jecowa

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Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.10.0 Release!
« Reply #951 on: August 26, 2016, 02:23:11 pm »

It looks like Armok Vision contains both a 32-bit and 64-bit version in a single binary. Is 32-bit support needed for anything? I'm guessing the app would be about 20 MB lighter without 32-bit support. Macs have had full support for 64-bit apps since Mac OS X 10.5 Leopard, which is what Toady compiles on, and I think Armok Vision requires Mac OS X 10.7 Lion or later. So unless it needs 32-bit support to talk to Dwarf Fortress, I don't think there's any need for a 32-bit Mac version.
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Fleeting Frames

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Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.10.0 Release!
« Reply #952 on: August 26, 2016, 02:41:29 pm »

That ladder image especially is striking. Uh, wough. Good job?

Hawen

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Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.10.0 Release!
« Reply #953 on: August 26, 2016, 06:40:01 pm »

-vrmode tag no longer works?

Which means the old first person flying mode no longer exists.

If that's still wanted, I can make a toggle.

Yes, please.

The new FPS mode insn't exactly what I expected, I thought it would have been more simplistic.
when you push left the camera points west,
push right camera turns east,
push < camera turns up,
ect.
at the same time the character would be traveling in that direction while the ~ (dwarf fortress overlay) is on.

Although it may seem strange to continue to press left to travel forward (west), the overlaying DF window helps it to make sense.

The current mode is interesting but doesn't progress the game play.

Found a 3rd party program to overlay the DF window in it's original orthographic state with transparency:

http://www.lukepaynesoftware.com/projects/peek-through/

Did a VR run but I only get DF (original) in one eye.

;)

Thanks for the interesting updates, Japa.
« Last Edit: August 26, 2016, 08:47:53 pm by Hawen »
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jecowa

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Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.10.0 Release!
« Reply #954 on: August 26, 2016, 09:43:31 pm »

I like the walk-around mode. It feels a lot more immersive. Flying is nice too, though, for taking overview screenshots and jumping on top of large structures.
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lethosor

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Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.10.0 Release!
« Reply #955 on: August 26, 2016, 10:03:39 pm »

It looks like Armok Vision contains both a 32-bit and 64-bit version in a single binary. Is 32-bit support needed for anything? I'm guessing the app would be about 20 MB lighter without 32-bit support. Macs have had full support for 64-bit apps since Mac OS X 10.5 Leopard, which is what Toady compiles on, and I think Armok Vision requires Mac OS X 10.7 Lion or later. So unless it needs 32-bit support to talk to Dwarf Fortress, I don't think there's any need for a 32-bit Mac version.
I was about to point out that it's an issue of machines being capable of running 64-bit binaries, not OSes, but that's irrelevant since 10.7 requires a 64-bit CPU. So yes, I fully support a 64-bit-only Mac build.

Armok Vision communicates with DFHack remotely, so the AV and DF architectures don't have to match - you don't even need to be using the same computer (okay, you do, but that's just a DFHack-enforced limitation at the moment). If they did have to match, the x64 Windows build would be pretty useless. :)
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DFHack - Dwarf Manipulator (Lua) - DF Wiki talk

There was a typo in the siegers' campfire code. When the fires went out, so did the game.

jecowa

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Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.10.0 Release!
« Reply #956 on: August 26, 2016, 10:38:45 pm »

I was about to point out that it's an issue of machines being capable of running 64-bit binaries, not OSes, but that's irrelevant since 10.7 requires a 64-bit CPU. So yes, I fully support a 64-bit-only Mac build.

Armok Vision communicates with DFHack remotely, so the AV and DF architectures don't have to match - you don't even need to be using the same computer (okay, you do, but that's just a DFHack-enforced limitation at the moment). If they did have to match, the x64 Windows build would be pretty useless. :)

That's great! I would love smaller downloads.
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jecowa

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Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.10.0 Release!
« Reply #957 on: August 29, 2016, 09:45:40 am »

I've got vanilla DFHack to compile now, but I'm having trouble getting this to work.

First I'm git cloning --recursive vanilla DFHack, and then I'm 'submodule update --init'ing it. And then I'm manually copying over your updated /plugins/remotefortressreader.cpp and /plugins/proto/RemoteFortressReader.proto into it.

Is that the correct way to do this?

It seems to work okay up until part 2 of the compile process:
Spoiler (click to show/hide)
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Rose

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Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.10.0 Release!
« Reply #958 on: August 29, 2016, 09:52:26 am »

I had some structure changes not merged into the main df-structures branch.

I merged them now, so update, and it should work.
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lethosor

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Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.10.0 Release!
« Reply #959 on: August 29, 2016, 10:10:33 am »

You're using "for each", which is not standard and is apparently only supported by MSVC.
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DFHack - Dwarf Manipulator (Lua) - DF Wiki talk

There was a typo in the siegers' campfire code. When the fires went out, so did the game.
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