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Author Topic: Dfhack: Rendermax (and it's subplugin light)  (Read 146270 times)

leastannoyingman

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Re: Dfhack: Rendermax (and it's subplugin light)
« Reply #285 on: December 05, 2022, 06:29:38 am »

we'll have to see what is possible with the new DF renderer. I suspect the answer is yes, though rendermax will not be in the first wave of plugins/scripts that we update for the Steam version. The question will come down to whether we can safely hook the low level renderer functionality.

I see, thanks. When you say "we", do you mean there's a group of people going through all (or many) of the plugins to update them? I'd have assumed each developer would have to do that individually.
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myk

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Re: Dfhack: Rendermax (and it's subplugin light)
« Reply #286 on: December 05, 2022, 08:46:34 pm »

It's wonderful when the original plugin/script authors show up to help, but that is not always feasible for them. The DFHack team is ultimately responsible for the functioning of the tools distributed with DFHack. I've started doing some light triaging for which tools get updated first here: https://github.com/orgs/DFHack/projects/22/views/2
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Warmist

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Re: Dfhack: Rendermax (and it's subplugin light)
« Reply #287 on: December 08, 2022, 01:57:27 am »

I'll probably help.

It's interesting to see how much the renderer has changed and how better/worse this will work and look.
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