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Author Topic: Stonesense - Old Official thread - Now locked  (Read 1698794 times)

James.Denholm

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Re: Stonesense - Official thread
« Reply #3510 on: July 16, 2010, 06:02:52 pm »

Hey Japa, you mentioned a few pages back you're the only active dev. Why is that? People just busy at the moment?

everybody's busy. me too now


Awww, so this is the end for Stonesence development? Sure is a pity, you guys did awesome though.

Wow, that's a jump.

For most volunteer-based coding project, it's not. If all the devs lose interest, it's usually more common for a project to just cease development, since by the time new people are brought online, the community itself has moved on.

For example, 31.10 is still not supported. The community is moving on.

Jeez, mate, give them some time to catch up. They aren't your personal coding monkeys, you know.

Keep your pants on, allright?
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Star Guarded

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Re: Stonesense - Official thread
« Reply #3511 on: July 17, 2010, 12:38:38 am »

Yeah, seriously. They can take all the time they want to. I appreciate that they use their free time to give us a fantastic application. No one is "moving on" or whatever. I was only asking because it would have sucked if he had meant the other developers had stopped working on it, but that they're just busy is good news.
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MP2E

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Re: Stonesense - Official thread
« Reply #3512 on: July 17, 2010, 12:50:59 am »

So a project is dead instantly because the volunteers are busy for a little bit? Wow. Ridiculous. :| Look at all the time, code, and resources that have been put into this project? I don't see it "dying" any time soon. Even if the developers did quit on it I'm sure a few months later someone new would jump on board and bring it up to date
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Rose

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Re: Stonesense - Official thread
« Reply #3513 on: July 17, 2010, 11:04:10 am »

So a project is dead instantly because the volunteers are busy for a little bit? Wow. Ridiculous. :| Look at all the time, code, and resources that have been put into this project? I don't see it "dying" any time soon. Even if the developers did quit on it I'm sure a few months later someone new would jump on board and bring it up to date

hey, that's what happened in my case.
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shibdib

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Re: Stonesense - Official thread
« Reply #3514 on: July 17, 2010, 03:42:01 pm »

So a project is dead instantly because the volunteers are busy for a little bit? Wow. Ridiculous. :| Look at all the time, code, and resources that have been put into this project? I don't see it "dying" any time soon. Even if the developers did quit on it I'm sure a few months later someone new would jump on board and bring it up to date

Just because something has alot of time in it doesnt mean it cant die.. if obsidian ever gets working this will disappear. Your more likely to see some1 make a completely new project instead of picking up an old one as they get the glory.
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James.Denholm

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Re: Stonesense - Official thread
« Reply #3515 on: July 17, 2010, 04:45:04 pm »

Just because something has alot of time in it doesnt mean it cant die.. if obsidian ever gets working this will disappear. Your more likely to see some1 make a completely new project instead of picking up an old one as they get the glory.

I don't want to take the flamebait here, really, but...

Just... No.
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Greiger

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Re: Stonesense - Official thread
« Reply #3516 on: July 17, 2010, 05:21:11 pm »

if it helps anything the memory.xml for runesmith seems to work just fine in stonesense for version .10.

It's not a real update of course, but it would get it working.
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Symbiode

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Re: Stonesense - Official thread
« Reply #3517 on: July 17, 2010, 08:05:59 pm »

if it helps anything the memory.xml for runesmith seems to work just fine in stonesense for version .10.

It's not a real update of course, but it would get it working.

I tried to replace the Memory.xml with the one from Runesmith, but it still got stuck at 'connecting to df'. Did you modify anything else to get it to work?
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Greiger

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Re: Stonesense - Official thread
« Reply #3518 on: July 17, 2010, 08:53:59 pm »

Well it's the graphics version.  So I don't think it would work with legacy.   And I actually just copied the entries for runesmith's .09 and .10 xml entries (right above the linux penguin) and pasted it into stonesenses' xml.

It should be the exact same thing to just copy the whole file.  But if it's not working maybe I'm wrong.

I took this from the runesmith memory .xml
Spoiler (click to show/hide)

 And it goes right above the linux penguin in stonesense's .xml file right after the last </entry>  in the windows block. 

That should get it working with the graphics version.  Remember I didn't find these values, the guys at Runesmith, Therapist, and DFHack did from what I understand.

P.S. Also note that these values are just a random thing I decided to try that happened to work.  I haven't come across any problems but note that these values have not been fully tested in stonesense.  I'm not on the team and only have dabbling programming skill.  If anyone wants me to take these down, just give me a holler in PM or here.  And I'll remove them as soon as I see the message, and I apologize in advance.

P.S. #2  You may want to back up your old memory.xml.  These values seem to work for some, and not others.
« Last Edit: July 17, 2010, 11:11:23 pm by Greiger »
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Joishi

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Re: Stonesense - Official thread
« Reply #3519 on: July 17, 2010, 09:23:12 pm »

adding that code into the spot you mentioned worked for me!!  (But I started with the .08 memory.xml file from the file depot AND I'm using the SDL version)

Thanks!
« Last Edit: July 17, 2010, 09:27:40 pm by Joishi »
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Ivar360

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Re: Stonesense - Official thread
« Reply #3520 on: July 17, 2010, 09:31:28 pm »

adding that code into the spot you mentioned worked for me!!  (But I started with the .08 memory.xml file from the file depot AND I'm using the SDL version)

Thanks!

After downloading the .08 xml file and copying the code mine works too :D
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Thoth

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Re: Stonesense - Official thread
« Reply #3521 on: July 17, 2010, 09:53:19 pm »

Worked for me :D now to try to get the adamantine spire to output, any suggestions on what settings other than software and 2k odd z segmentsize_z to try to grab the whole 2072z tall spire?
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Re: Stonesense - Official thread
« Reply #3522 on: July 17, 2010, 10:05:09 pm »

For some reason, still isn't working for me. I have SDL .10, Stonesense, and the .08 Memory.xml file. I copy that code into the .xml, using wordpad, right next to the last Windows </Entry>, and the same problem still occurs as before - a black box pops up upon running, sits there for 10-15 seconds, then crashes with no error message. In the report file, all I get is

Stonesense launched
Using allegro version 4.9.20 r0
4096 works.

Once for each time I run it. Any help? I'd like to take a look at my most current fort in Stonesense, haha.
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Trigonous

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Re: Stonesense - Official thread
« Reply #3523 on: July 17, 2010, 10:12:55 pm »

Adding that code also gives me a crash right after I press F9 to connect.  It says "connecting to DF" for a few seconds (no flashing) then crashes.  I'm using Windows 7 64 bit.
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Greiger

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Re: Stonesense - Official thread
« Reply #3524 on: July 17, 2010, 11:08:40 pm »

Hm... unfortunately I can't really help with it crashing.  I only have a general idea on how to read xml, only enough to have figured out where these entries go really, and haven't even seen any of the stonesense code.  I only know a few lines of any real programming languige, (thus dabbling) and probably wouldn't be able to figure it out even if I looked.

All I can think of is maybe the tokens being placed in the wrong spot, though these forums tend to be pretty good at that kind of thing.  Here's more of my own memory.xml (includes the .08 data and linux penguin.) in case there is any misunderstanding with the location instructions.  The .9 and .10 entries are bold It seem to need them both as they appear to use previous versions as a base even though stonesense probably wouldn't work properly on .09 even with these entries judging from the comments.

Spoiler (click to show/hide)

That's really all I can think of. 

And yea, as others said you will need the entries for .08 as well (I had mistakenly assumed they came with the last release).  I don't recall exactly where I got the .08 numbers shown here, but I assume I pulled them from the file on the depot. 
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