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Author Topic: World Explorer  (Read 3027 times)

Poonyen

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Re: World Explorer
« Reply #15 on: July 14, 2017, 08:59:19 am »

I made this a while ago with Unreal Engine and burned out hard. It's got the MIT license if you want to pick it apart.

https://bitbucket.org/simonswerwer/dfodysseus/overview
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I like to make music especially for Dwarf Fortress and Soundsense in my spare time (https://www.youtube.com/simonswerwer, http://soundcloud.com/simonswerwer). Also check out Toadese Language Utility to read and write DF dwarven texts (http://www.bay12forums.com/smf/index.php?topic=136098). Bang the tankards!

PatrikLundell

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Re: World Explorer
« Reply #16 on: July 14, 2017, 09:07:56 am »

You can achieve ragundo's first alternative using the following code snippet as a base:
Code: [Select]
function y ()
  local map_width = df.global.world.world_data.world_width
  local map_height = df.global.world.world_data.world_height
  local screen = df.global.gview.view.child
 
  for index = 0, math.max (map_width - 1, map_height - 1) do
    screen:feed_key (df.interface_key.CURSOR_UPLEFT)
  end

  for i = 0, map_width - 1 do
    screen:feed_key (df.interface_key.CURSOR_RIGHT)

for k = 0, map_height - 1 do
  screen:feed_key (df.interface_key.CURSOR_UP)  
end

    for k = 0, map_height - 1 do
  screen:feed_key (df.interface_key.CURSOR_DOWN)
  dfhack.println (i, k, df.global.world.world_data.region_details [0].pos.x, df.global.world.world_data.region_details [0].pos.y)
end
  end
end

Obviously, the println should be replaced by your code for exporting the data, and you probably want the script to verify that you're actually on the embark screen, but the printout was made to verify that DF actually moved the cursor and generated the data.
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Rose

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Re: World Explorer
« Reply #17 on: July 14, 2017, 09:10:24 am »

Problem with that is town structures are missing there.

A function that can move around the adventurer on the world map might work better
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Algorithman

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Re: World Explorer
« Reply #18 on: July 14, 2017, 11:20:59 am »

I made this a while ago with Unreal Engine and burned out hard. It's got the MIT license if you want to pick it apart.

https://bitbucket.org/simonswerwer/dfodysseus/overview

That's very nice of you, Simon. To be honest, I stumbled upon your project quite a while ago and was quite amazed. The assets are free ones?
I hope I can get Github to accept a 1gb project, lol
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Poonyen

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Re: World Explorer
« Reply #19 on: July 14, 2017, 12:19:18 pm »

I made this a while ago with Unreal Engine and burned out hard. It's got the MIT license if you want to pick it apart.

https://bitbucket.org/simonswerwer/dfodysseus/overview

That's very nice of you, Simon. To be honest, I stumbled upon your project quite a while ago and was quite amazed. The assets are free ones?
I hope I can get Github to accept a 1gb project, lol

Yes, the assets are either free or made by me (so, free). The latter shows. You've been warned, mortal.
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I like to make music especially for Dwarf Fortress and Soundsense in my spare time (https://www.youtube.com/simonswerwer, http://soundcloud.com/simonswerwer). Also check out Toadese Language Utility to read and write DF dwarven texts (http://www.bay12forums.com/smf/index.php?topic=136098). Bang the tankards!

Algorithman

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Re: World Explorer
« Reply #20 on: July 14, 2017, 12:39:33 pm »

 :)

But alas, the assets are too big for github (file size over 100mb is a nono).
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Algorithman

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Re: World Explorer
« Reply #21 on: July 14, 2017, 01:43:50 pm »

btw simon, i really love your DF soundtrack  :D

You're a great musician!

I just had to say this.

Are the new uploads on youtube new recordings? some seem a bit different from the ones i know. If so we need to add them to the soundpacks again.
« Last Edit: July 14, 2017, 01:52:15 pm by Algorithman »
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Poonyen

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Re: World Explorer
« Reply #22 on: July 15, 2017, 12:23:56 am »

btw simon, i really love your DF soundtrack  :D

You're a great musician!

I just had to say this.

Are the new uploads on youtube new recordings? some seem a bit different from the ones i know. If so we need to add them to the soundpacks again.

Thank you very much! As far as I know, they are already on SoundSense because the tracks are actually from 2012.
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I like to make music especially for Dwarf Fortress and Soundsense in my spare time (https://www.youtube.com/simonswerwer, http://soundcloud.com/simonswerwer). Also check out Toadese Language Utility to read and write DF dwarven texts (http://www.bay12forums.com/smf/index.php?topic=136098). Bang the tankards!

Algorithman

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Re: World Explorer
« Reply #23 on: July 15, 2017, 01:42:58 am »

My bad, i think listening to them intently still makes a difference :)

Btw, found out whats the problem with your dfodysseus fps. The trees have way too much triangles, 58k is a bit much for repeated display. I'll try to find less fps eating ones.
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Poonyen

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Re: World Explorer
« Reply #24 on: July 15, 2017, 04:14:02 am »

Btw, found out whats the problem with your dfodysseus fps. The trees have way too much triangles, 58k is a bit much for repeated display. I'll try to find less fps eating ones.

 :o Of course!
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I like to make music especially for Dwarf Fortress and Soundsense in my spare time (https://www.youtube.com/simonswerwer, http://soundcloud.com/simonswerwer). Also check out Toadese Language Utility to read and write DF dwarven texts (http://www.bay12forums.com/smf/index.php?topic=136098). Bang the tankards!

expwnent

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Re: World Explorer
« Reply #25 on: July 16, 2017, 04:33:41 am »

Posting to watch.
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Algorithman

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Re: World Explorer
« Reply #26 on: July 16, 2017, 01:40:24 pm »

@Patrick, thx for the script, but i think i'll aim for a dfhack plugin instead. I'm more comfortable with an IDE (thx vassist) which can tell me what i can use. And most functions have meaningful names. Kinda hard to figure that out in a plain text editor :)

And i might as well aim for best speed. Seeing how fast 3dveins works itself through all z-levels, a direct connection to dfhack is quite possible.
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Algorithman

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Checklist
« Reply #27 on: July 21, 2017, 12:38:34 am »

My to do list:

Part one: DFHack
  • Getting access to map data in adventure mode (done)
  • Finish the plugin
  • Transfer the data to the client

Part two: The engine modifications
  • Add protobuf support (some ppl did some work on that, but it's from 2014  :-\ )
  • Create a modified RMC (runtime mesh component) for the landscape
  • Create a ISMC (instanced static mesh component) handler for fast vegetation

Part three: The Visual and Aural Presentation
  • Creating/collecting ground textures for the different tiletypes
  • Collecting 3d assets for vegetation
  • optional: Collecting 3d models for creatures/critters
  • Collecting ambient sounds
  • optional: Collecting sounds for creatures/critters


More stuff to come, i'll update this now and then


« Last Edit: July 21, 2017, 02:05:19 am by Algorithman »
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