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Author Topic: Stonesense - Old Official thread - Now locked  (Read 1696441 times)

dyze

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Re: Stonesense - The isometric visualizer, official thread
« Reply #1410 on: November 25, 2009, 08:47:49 am »

I will send you a png than. I mean it was png BEFORE I uploaded it.

Here's a frogman+lizardman.



lizard man looks like a good start, imo he needs some scales and maybe some sharp teeth. kinda goofy pose on the frogman, maybe try drawing him straight from the front?
also, digging the new elves!
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Deon

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Re: Stonesense - The isometric visualizer, official thread
« Reply #1411 on: November 25, 2009, 08:56:07 am »

Anyway, if you use that PNG I've uploaded on depositfiles, here's the text which should be added to creatures.xml:

Spoiler (click to show/hide)


Yeah I think that lizardman needs some details, however I am a bit busy with other things now, so a bit later. And the goofy pose is intentional, I just felt like that :).

P.S. I don't know how to assign "zombie"/"skeleton" images. It's not a profession. What should I do?
« Last Edit: November 25, 2009, 08:58:10 am by Deon »
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YojimboUsaka

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Re: Stonesense - The isometric visualizer, official thread
« Reply #1412 on: November 25, 2009, 08:56:38 am »

You sir have the Yojimbo seal of approval on those elves.  Excellent work there. 

To be honest the only distinction between people (little people on my screen) I really pay attention to is military-non military and then ranged military  - melee military.  So these sprites work splendidly for me!!!  If I need any more detail than that I usually just V them anyway.

Yoj
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kaypy

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Re: Stonesense - The isometric visualizer, official thread
« Reply #1413 on: November 25, 2009, 09:45:11 am »

Ok, since we are seeing some problems here, we are looking into a bugfix release. If you have found anything else that needs immediate fixing, nows the time to speak up 8-)
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Deon

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Re: Stonesense - The isometric visualizer, official thread
« Reply #1414 on: November 25, 2009, 09:50:08 am »

We need to know how to set up skeletons :). Also, we need dark gnomes.

P.S. Oh wait here they are (along with a better detailed lizardman and less goofy frogman):
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Neonivek

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Re: Stonesense - The isometric visualizer, official thread
« Reply #1415 on: November 25, 2009, 10:09:34 am »

Uhhh that isn't a gnome

That is a Troll

Specifically a Treasure Troll
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Deon

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Re: Stonesense - The isometric visualizer, official thread
« Reply #1416 on: November 25, 2009, 10:23:48 am »

Orly? :D

Also, + werewolf and minotaur:



The werewolf is eating sausages ::).

P.S. Harpy:


P.P.S. Antman:


P.P.P.S. Demon:
« Last Edit: November 25, 2009, 11:07:19 am by Deon »
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slink

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Re: Stonesense - The isometric visualizer, official thread
« Reply #1417 on: November 25, 2009, 11:20:34 am »

I am getting crashes whenever I try to look at the area where most of my Dwarves are at.  I can look at the fortress with your previous version with no problem.  I have installed the new version in its own directory so there is no interaction with the old version.  After the crash, I have to use Task Manager to get rid of the application because it is still in memory.

I can look at the surrounding terrain complete with wildlife, but every time I creep up on the areas with the Dwarves, I get the crash.  I have tried it with the game paused and with the auto reload time set to 0.

WinXP SP 3
3.8 GHz Pentium 4
2.0 GB RAM
NVIDIA GeForce 9800 GTX+

DF 40d

What other information do you need?

Edit: I can look at the crowded area if I go there with CF and use F to get there in Stonesense.  It seems to be one particular view that is upsetting Stonesense.  Let me try to capture the information for you graphically.


Thanks for posting such detailed info, and the save really helped pinout the weakness. I figured out what was causing it, and it was some insane data coming from DF, seems something has been corrupted in there somehow. I added a check to handle cases like this now, but that check isn't in the a4 release, so I'm afraid there's not much I can do for you right now...

It seems to be the walls in this area that are doing it. so maybe it would help taking them down and reconstructing them. Not sure though.

http://imagebin.org/72932

Good luck :)



I have just tested the construction method on another fortress and your program seems to display it okay.  I started deconstructing the roof in this fortress but too many people were being killed so I stopped.

After further experimentation I think this is the result of editing constructions with Dtil.  Stonesense crashes whenever it encounters a location in which I remove a construction by replacing it with Open Space.  It does not crash where one type of natural terrain is replaced with another.  I know that Dtil does not copy constructions correctly, but apparently it also does not correctly overwrite constructions with natural terrain.  I remember now that I had used Dtil to remove some faulty work on that roof area because I was in a hurry to get it rebuilt before the next siege arrived.  It protects the courtyards from archers on the surrounding slopes, and therefore exposed the construction workers to those archers while they were building.

Given that DF happily rebuilt something in a location where Dtil had evidentally not removed everything it was supposed to remove in order to create empty space, and that Stonesense objects violently to the data found there, I suspect destroying the roof and rebuilding it would not help.

The lesson here is not to use Dtil to edit constructions, at least until such time as the programmers of that utility fix their issue.

It would be interesting to know what data Stonesense had to ignore in order to function, because that is the data which Dtil does not correctly handle when editing constructions.
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Deon

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Re: Stonesense - The isometric visualizer, official thread
« Reply #1418 on: November 25, 2009, 11:22:20 am »

Here's an ettin:


P.S. And a based on the same body cyclops (m, f):

« Last Edit: November 25, 2009, 11:33:31 am by Deon »
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qbert911

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Re: Stonesense - The isometric visualizer, official thread
« Reply #1419 on: November 25, 2009, 12:01:10 pm »

That female cyclops is getting me all hot under my chainmail collar  :-[
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Deon

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Re: Stonesense - The isometric visualizer, official thread
« Reply #1420 on: November 25, 2009, 12:36:24 pm »

Hehe, some real-df elf tiles I've made for fun. Based on the elves I've made for Stonesense:



Too bad DF can't draw different graphics for male/female.
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YojimboUsaka

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Re: Stonesense - The isometric visualizer, official thread
« Reply #1421 on: November 25, 2009, 04:55:30 pm »

The new transparent water is awesome!

The new gears and waterwheel make the steel ship Dwarfhammer really come alive.  Ramps and the green line on the steel look a little odd but that is it.

Large image
Spoiler (click to show/hide)

Not so large image
Spoiler (click to show/hide)
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jocan2003

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Re: Stonesense - The isometric visualizer, official thread
« Reply #1422 on: November 25, 2009, 05:35:51 pm »

No fortification image for metal fortification, my fort is made of only iron as a part of my personal mega-const, :( look odd in stonesense.
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gearsolid

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Re: Stonesense - The isometric visualizer, official thread
« Reply #1423 on: November 25, 2009, 05:52:05 pm »

this new version doesn't disable Aero on windows 7, feels good
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jonask84

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Re: Stonesense - The isometric visualizer, official thread
« Reply #1424 on: November 25, 2009, 06:14:27 pm »


After further experimentation I think this is the result of editing constructions with Dtil.  Stonesense crashes whenever it encounters a location in which I remove a construction by replacing it with Open Space.  It does not crash where one type of natural terrain is replaced with another.  I know that Dtil does not copy constructions correctly, but apparently it also does not correctly overwrite constructions with natural terrain.  I remember now that I had used Dtil to remove some faulty work on that roof area because I was in a hurry to get it rebuilt before the next siege arrived.  It protects the courtyards from archers on the surrounding slopes, and therefore exposed the construction workers to those archers while they were building.


That's it then. Debugging has shown me how the issue happens. DF reports blocks/tiles in a separate operation than it reports constructions. The list of constructions will list a series of coordinates and the material of the block on the tile. In this case, there are constructions in that list that do not have counterpart blocks. As this was pretty much assumed to never ever happen (how could it?) there was no sanity check when the block was retrieved. In your case the block returned did not exist, and you get a null-pointer crash. I've added a fix for it now, like I said, but building all those edited tiles over again would almost certainly fix the issue, as far as I can see :) good luck!
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