Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 2 3 [4]

Author Topic: Khazad development snapshots - 288  (Read 14740 times)

peterix

  • Bay Watcher
    • View Profile
    • Dethware
Re: Khazad development snapshots - 250
« Reply #45 on: October 08, 2009, 04:14:45 pm »

Vince, BloodBeard:
I found some errors roughly around the place where it starts extracting the map. I won't post this snapshot in the first post, because it's very broken in different ways, but I fixed the errors I could (those detectable from Linux - there's no decent memory tracing app on Windows that's not bloody expensive or doesn't crash instantly on 7).

A little too broken  :D . I get a diagnostic error when trying to extract it, saying "The archive is either in unknown format or damaged".

That's just weird. It worked for Vince. Maybe try to download it again or use a different program to open it.

dragon0421

  • Bay Watcher
    • View Profile
Re: Khazad development snapshots - 250
« Reply #46 on: October 08, 2009, 05:33:51 pm »

So umm...how does this thing work?

I couldn't find a readme and the OP seems to be lacking in explanation. I downloaded and ran it and I get a black screen with "Khazad" in the middle, and some buttons that open another set of buttons that seem to do nothing...
Logged

BloodBeard

  • Bay Watcher
    • View Profile
Re: Khazad development snapshots - 250
« Reply #47 on: October 08, 2009, 05:42:05 pm »

I wouldn't trouble yourself trying to get something working on this computer. The only DF tool i've gotten to work on it is dwarf companion, everything else hates it. It's old as hell and probably should have been taken out back and put out of its misery ages ago.

Chubacca

  • Bay Watcher
  • Ukraine
    • View Profile
Re: Khazad development snapshots - 250
« Reply #48 on: October 08, 2009, 05:46:26 pm »

Logged

Impaler[WrG]

  • Bay Watcher
  • Khazad Project Leader
    • View Profile
Re: Khazad development snapshots - 250
« Reply #49 on: October 08, 2009, 06:19:22 pm »

Thanks Chewy, that should be very helpful
Logged
Khazad the Isometric Fortress Engine
Extract forts from DF, load and save them to file and view them in full 3D

Khazad Home Thread
Khazad v0.0.5 Download

peterix

  • Bay Watcher
    • View Profile
    • Dethware
Re: Khazad development snapshots - 250
« Reply #50 on: October 08, 2009, 06:21:51 pm »


You have to have DF running first. Then click the dump memory button.

When the map loads:
Left mouse button - select tile, if it's on an already selected tile, center camera on it.
Middle mouse button + drag - move the map around
Right mouse button + drag - rotate the map
scroll wheel - zoom
The slider on the right is used to slice away z-levels. Just experiment with it :)

Randominality

  • Bay Watcher
  • [ETHIC:EAT]
    • View Profile
Re: Khazad development snapshots - 250
« Reply #51 on: October 08, 2009, 07:41:52 pm »

The view your used too is ware all of those things get rendered and you can tell the rock type of the wall by its top and sides but they can block the interior.  This will remain as one of the options but their will be an option to just show the floor and sides of the tunnel, the floor and the ONLY the back wall of the tunnel, or just the floors.

that sounds really cool. but would it be possible to have a mode where the walls in the foreground are, say, 1/4 or 1/2 height instead of just gone?
Logged
Oh Gordon Freeman, what medical procedure can't you educate alien war machines about?

Impaler[WrG]

  • Bay Watcher
  • Khazad Project Leader
    • View Profile
Re: Khazad development snapshots - 250
« Reply #52 on: October 08, 2009, 08:22:49 pm »

That's a bit trickier because it would be distorting the geometry, also keep in mind you you'll easily be able to see that foreground wall by rotating the map at which point its now the back ground wall and it will display and the other wall will not (I realize this sounds a bit weird to visualize).
Logged
Khazad the Isometric Fortress Engine
Extract forts from DF, load and save them to file and view them in full 3D

Khazad Home Thread
Khazad v0.0.5 Download

Grax

  • Bay Watcher
  • The Only.
    • View Profile
Re: Khazad development snapshots - 288
« Reply #53 on: October 16, 2009, 02:14:32 pm »

Please, alter your saguaro tile to that original genuine earth saguaro:



 ;D
Logged
Finis sanctificat media.

Crossroads Inc.

  • Bay Watcher
  • Joined in the great Migration of 2009
    • View Profile
Re: Khazad development snapshots - 199
« Reply #54 on: October 16, 2009, 03:38:06 pm »

Update:
I've been working on converting the renderer to use Vertex Buffer Objects instead of Display lists. Next on the list are shaders, models, some texture generator rework and lights. It will take longer to optimize things again, but I think this is a good improvement overall.
Currently it's kinda rough with all the slopes and transparencies missing. I won't be bringing the ugly rectangle buildings and trees back tho. Soon, there will be real ones :D

Click for development image log
Spoiler (click to show/hide)

I[/b] KNow that map! THATS the Dwarf Heaven Map!!! Whats that your building in it?
Logged
Ask not what the Dwarfs can do for you...
But ask.... why are they drunk all the time?
Pages: 1 2 3 [4]