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Author Topic: World Viewer - Supports Mods + Graphical Map! (8/12)  (Read 53886 times)

Knight Otu

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Re: World Viewer
« Reply #30 on: July 08, 2010, 01:41:18 pm »


http://www.senduit.com/

zip up some worldsites/world history files from some mods and post the link, I'll work on it.

http://senduit.com/ebe6b7 (3 days)

The _DF files belong together (from my Direforged mod), as do the _Z files (another mod I'm creating). Hope they help.
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Mason11987

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Re: World Viewer
« Reply #31 on: July 08, 2010, 08:18:28 pm »


http://www.senduit.com/

zip up some worldsites/world history files from some mods and post the link, I'll work on it.

http://senduit.com/ebe6b7 (3 days)

The _DF files belong together (from my Direforged mod), as do the _Z files (another mod I'm creating). Hope they help.

Ran _df set, it didn't work, as expected. 
I made some improvements until it parsed correctly. 
I loaded my default set, it failed, I fixed the problems until it parsed correctly
Then I loaded your _z set for the first time, and it appeared to parse correctly on the first try!  Success!

Version 1.5 is up, and it SEEMS like it supports worldhistory/worldsite files from modded DF versions.

Knight Otu

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Re: World Viewer - Now supports mods!
« Reply #32 on: July 09, 2010, 02:15:42 pm »

Thanks, seems to work great! :)
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cephalo

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Re: World Viewer - Now supports mods!
« Reply #33 on: July 10, 2010, 09:42:46 pm »

As I was going to say in another thread, I would sooo be willing to wait on a 400mb XML dump for a graphical world viewer. It would be awsome to be able to look stuff up while playing fort mode without having to abandon and back up saves.
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PerfectWorldDF World creator utility for Dwarf Fortress.

My latest forts:
Praisegems - Snarlingtool - Walledwar

Mason11987

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Re: World Viewer - Now supports mods!
« Reply #34 on: July 10, 2010, 10:35:12 pm »

As I was going to say in another thread, I would sooo be willing to wait on a 400mb XML dump for a graphical world viewer. It would be awsome to be able to look stuff up while playing fort mode without having to abandon and back up saves.

I'll give it a shot, see what's possible for me to do.  Maybe sometime next week I'll give it a shot.

cephalo

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Re: World Viewer - Now supports mods!
« Reply #35 on: July 10, 2010, 10:49:46 pm »

As I was going to say in another thread, I would sooo be willing to wait on a 400mb XML dump for a graphical world viewer. It would be awsome to be able to look stuff up while playing fort mode without having to abandon and back up saves.

I'll give it a shot, see what's possible for me to do.  Maybe sometime next week I'll give it a shot.

Since DF also exports the world bitmap, all you really have to do graphics wise is set up a scrollable picture box and stick it in there. Then just calculate the coordinates vs. mouse location. Then on mouse clicks maybe open some child windows with the available info.
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PerfectWorldDF World creator utility for Dwarf Fortress.

My latest forts:
Praisegems - Snarlingtool - Walledwar

pickupsticks

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Re: World Viewer - Now supports mods!
« Reply #36 on: July 11, 2010, 10:23:42 am »

This looks awesome, well done and thank you.  :)
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Knight Otu

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Re: World Viewer - Now supports mods!
« Reply #37 on: July 11, 2010, 03:32:37 pm »

One problem - it seems that the program always assumes that the world is in the year 1050. Maybe there should be a way to input the actual year somewhere?
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Mason11987

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Re: World Viewer - Now supports mods!
« Reply #38 on: July 11, 2010, 04:03:04 pm »

One problem - it seems that the program always assumes that the world is in the year 1050. Maybe there should be a way to input the actual year somewhere?

Ha, I need to keep track of all the temporary fixes I put into the program so I can make sure I fix them later.

I'll release a fix that lets you input the date a little later today, later it'll find the date and pull it out itself (if possible).

Thanks for catching this.

Edit: I also discovered the program doesn't handle a few other situations:
  • Two Kobold civs in a row in the world history
  • Kobold's being renamed in a mod
  • Another Kobold-like civ (one that doesn't have leaders/worship anything) being added by a mod

Yeah, so that's a good deal of real problems, time to fix!
« Last Edit: July 11, 2010, 04:20:47 pm by Mason11987 »
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Mason11987

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Re: World Viewer - Now supports mods!
« Reply #39 on: July 11, 2010, 05:22:56 pm »

One problem - it seems that the program always assumes that the world is in the year 1050. Maybe there should be a way to input the actual year somewhere?

Ha, I need to keep track of all the temporary fixes I put into the program so I can make sure I fix them later.

I'll release a fix that lets you input the date a little later today, later it'll find the date and pull it out itself (if possible).

Thanks for catching this.

Edit: I also discovered the program doesn't handle a few other situations:
  • Two Kobold civs in a row in the world history
  • Kobold's being renamed in a mod
  • Another Kobold-like civ (one that doesn't have leaders/worship anything) being added by a mod

Yeah, so that's a good deal of real problems, time to fix!

V 1.6
Added a popup that asks for the year (simple temporary measure), also fixed all of the above problems.  I need more people with different mods to give this a shot and make sure it's robust enough.

V 1.7
There is now a map/site viewer!  Check it out!
Spoiler (click to show/hide)
« Last Edit: July 11, 2010, 09:02:03 pm by Mason11987 »
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cephalo

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Re: World Viewer - Supports Mods + Graphical Map!
« Reply #40 on: July 12, 2010, 08:38:38 am »

Wow, when you said "next week" you meant 'Monday'. I'm going to gen a new huge world and put this through the paces.
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PerfectWorldDF World creator utility for Dwarf Fortress.

My latest forts:
Praisegems - Snarlingtool - Walledwar

Mason11987

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Re: World Viewer - Supports Mods + Graphical Map!
« Reply #41 on: July 12, 2010, 09:13:55 am »

Wow, when you said "next week" you meant 'Monday'. I'm going to gen a new huge world and put this through the paces.

Actually, it was up Sunday around 5p :).

The code itself doesn't have any (obvious) limitations on how big the xml should be, and the map is set up to allow scrolling if it's a huge map so that will work, I haven't yet tested it with a huge XML file, but it SHOULD work.  Something I didn't anticipate is two sites being located on the same coordinates of the map.  I don't know if that can happen, but if it can, it won't work here.

Let me know if you break it.

cephalo

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Re: World Viewer - Supports Mods + Graphical Map!
« Reply #42 on: July 12, 2010, 10:26:03 am »

Ok, when I try to import with map+XML I get 'Run-Time Error '5': Invalid Procedure Call or Argument.'

The error pops up immediately, not as if it's choking on a huge file.

EDIT: Ok nevermind the above ^^^ that was my fault for improperly renaming my files.

However I did get this when I corrected it.

'Run-Time Error '14': Out of string space.'

That sounds more like it's choking on file sizes. My xml file is 827 MB!

EDIT2: Ok, poking around with the standard functionality, I get an error when I'm looking at sites and I click on 'Remove NonDwarf Sites'. Run-Time Error '13': Type Mismatch.
« Last Edit: July 12, 2010, 10:41:28 am by cephalo »
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PerfectWorldDF World creator utility for Dwarf Fortress.

My latest forts:
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Mason11987

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Re: World Viewer - Supports Mods + Graphical Map!
« Reply #43 on: July 12, 2010, 10:56:56 am »

Ok, when I try to import with map+XML I get 'Run-Time Error '5': Invalid Procedure Call or Argument.'

The error pops up immediately, not as if it's choking on a huge file.

EDIT: Ok nevermind the above ^^^ that was my fault for improperly renaming my files.

However I did get this when I corrected it.

'Run-Time Error '14': Out of string space.'

That sounds more like it's choking on file sizes. My xml file is 827 MB!

EDIT2: Ok, poking around with the standard functionality, I get an error when I'm looking at sites and I click on 'Remove NonDwarf Sites'. Run-Time Error '13': Type Mismatch.

Oh man, that's what I was worried about, interesting.  I'll have to get my own xml and see if I can reproduce it.

Edit - Fixed your "Edit2" problem.  That was from before I made the game figure out race names (before I made it work for mods), and I hadn't clicked it in a while.  It'll work next release.
« Last Edit: July 12, 2010, 11:26:41 am by Mason11987 »
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Knight Otu

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Re: World Viewer - Supports Mods + Graphical Map!
« Reply #44 on: July 12, 2010, 12:43:05 pm »

It seems that when you parse a new world when you previously parsed a world, some of the old data remains intact (for example, if you re-parse the old world, some content is doubled). This appears to be on the people and the races tabs only, though.
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