Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Poll

How often to you use stonesense?

I consider it an essential part of Dwaf Fortress, and can't play without it.
- 119 (18.4%)
I use it for pretty screenshots, but otherwise don't use it during play.
- 211 (32.7%)
I only try it occasionally.
- 174 (27%)
I have no idea why I'm even in this thread, I don't use it.
- 141 (21.9%)

Total Members Voted: 642


Pages: 1 2 3 [4] 5 6 ... 85

Author Topic: Stonesense: Usage Poll!  (Read 737375 times)

Rose

  • Bay Watcher
  • Resident Elf
    • View Profile
Re: Stonesense: New official thread.
« Reply #45 on: April 11, 2012, 04:23:05 am »

Open stonesense/creatures/index.txt, and change the line that says large_256/index.txt into #large_256/index.txt

that will disable these, and bring back the old ones.
Logged

kaypy

  • Bay Watcher
    • View Profile
Re: Stonesense: New official thread.
« Reply #46 on: April 11, 2012, 06:29:22 am »

the only way I know to fix it involves reading from a different list of items which would be hell slow.
By 'different list of items' are we talking trawling through the all-the-items-anywhere vector again?
Logged

Rose

  • Bay Watcher
  • Resident Elf
    • View Profile
Re: Stonesense: New official thread.
« Reply #47 on: April 11, 2012, 06:31:15 am »

Indeed, yes, unless the items in the map-block lists are actually all there but are being skipped somehow.
Logged

Gizogin

  • Bay Watcher
  • [EVIL][RAWMANCER]
    • View Profile
Re: Stonesense: New official thread.
« Reply #48 on: April 11, 2012, 06:52:14 am »

Just posting to say that I tried Stonesense for the first time yesterday, and I'm really impressed.  Keep up the awesome work!
Logged
Quote from: franti
"Let's expose our military to zombie-dust so they can't feel pain. They don't NEED skin."
Quote from: Ipwnurmom221
One FB post. Many dick jokes. Pokemon. !!VOLCANO!!. Dwarven mood thingee. Derailment itself. Girlinhat's hat. Cuba. Karl Marx. This is why i love Bay12 forums.
The rest of my sig.
Fear the fluffballs

kaypy

  • Bay Watcher
    • View Profile
Re: Stonesense: New official thread.
« Reply #49 on: April 11, 2012, 09:30:53 am »

<peers at source on github>

Wait, you're loading all the items in an area for each tile in the area? I'm surprised that doesn't wind up hell slow even with the subregions- reading every item every frame for each tile would be more like 'stopped' than 'slow'...

I thought DFHack had a direct 'what item is on this tile' lookup these days- wasn't that what we were getting when the API was ripped out from underneath my old items prototype?
Logged

Octopusfluff

  • Bay Watcher
    • View Profile
Re: Stonesense: New official thread.
« Reply #50 on: April 11, 2012, 09:58:07 am »

<peers at source on github>

Wait, you're loading all the items in an area for each tile in the area? I'm surprised that doesn't wind up hell slow even with the subregions-

Subjective: Stonesense in its current form seems to have a much more noticable performance impact on DF's framerates than it did last year on the same computer. I don't know how much has changed in each, but the ultimate effect is definitely substantive.
Logged

Rose

  • Bay Watcher
  • Resident Elf
    • View Profile
Re: Stonesense: New official thread.
« Reply #51 on: April 11, 2012, 11:36:42 am »

<peers at source on github>

Wait, you're loading all the items in an area for each tile in the area? I'm surprised that doesn't wind up hell slow even with the subregions- reading every item every frame for each tile would be more like 'stopped' than 'slow'...

I thought DFHack had a direct 'what item is on this tile' lookup these days- wasn't that what we were getting when the API was ripped out from underneath my old items prototype?

Unfortunately no. We still haven't managed to find an item directly from the coordinates, so this middle ground is the best we have.

There are plenty of things that could benefit from not being read each frame, not just items.
Logged

Solifuge

  • Bay Watcher
    • View Profile
Re: Stonesense: New official thread.
« Reply #52 on: April 12, 2012, 12:50:48 pm »

So what's the skinny on resolution and zooming these days? Can we antialias zoomed out tiles, or is it handled by switching sprite dimensions? What's the maximum resolution for map tiles, and are there hard limits on the number of random tile textures? Also, what's the highest resolution those new Dwarf Sprites come at?

I find myself inexplicably curious.
Logged

Rose

  • Bay Watcher
  • Resident Elf
    • View Profile
Re: Stonesense: New official thread.
« Reply #53 on: April 12, 2012, 01:00:56 pm »

So what's the skinny on resolution and zooming these days?
You can zoom in as much as you want, but too much is just silly. Resolutions need to be power of two multiples of the default. (This includes negative powers. So you can have as low as quarter res sprites)
Can we antialias zoomed out tiles,
Zoomed out tiles are anti-aliased automatically.
or is it handled by switching sprite dimensions?
Only one dimension is supported per sprite. they don't switch.
What's the maximum resolution for map tiles,
technically? None. However, once you get more than 256x256, it just gets silly.
and are there hard limits on the number of random tile textures?
Yes, I think the limit is 65535, but don't quote me on that.
Also, what's the highest resolution those new Dwarf Sprites come at?
The new dwarf sprites are being drawn at 256x256.
I find myself inexplicably curious.
Good! >:D
Logged

orius

  • Bay Watcher
    • View Profile
Re: Stonesense: New official thread.
« Reply #54 on: April 13, 2012, 12:53:52 am »

Posting to watch.  The new high-res dorfs aren't working for me, so I'll try the fix at some point.  I like the art for it, but I don't really feel a need to zoom in so close that I have super sharp dwarves in completely pixilated scenery.
Logged
Quote from: ThatAussieGuy
That is an insane and dangerous plan.  I approve wholeheartedly. 


Fortressdeath

Caldfir

  • Bay Watcher
    • View Profile
Re: Stonesense: New official thread.
« Reply #55 on: April 13, 2012, 01:37:27 am »

Well, weapons are in progress:
Spoiler (click to show/hide)

I'm pretty happy with how most of them are shaping up.  The shading is much too dark at the moment but that will be fixed in the final pass once everything is drawn to my satisfaction.  After that, it will be time to go back to make metal armor not look dumb.  For now, I'm going to try to get the rest of the exotic weapons drawn.  There are quite a few of them. 

@orius There's a link I posted somewhere on the first page to a 64x64 version of the clothed dwarves.  Should do the trick. 
Logged
where is up?

WillowLuman

  • Bay Watcher
  • They/Them Life is weird
    • View Profile
Re: Stonesense: New official thread.
« Reply #56 on: April 13, 2012, 01:39:00 am »

Umm, do all dwarves in this sprite sheet have hoods?
Logged
Dwarf Souls: Prepare to Mine
Keep Me Safe - A Girl and Her Computer (Illustrated Game)
Darkest Garden - Illustrated game. - What mysteries lie in the abandoned dark?

Caldfir

  • Bay Watcher
    • View Profile
Re: Stonesense: New official thread.
« Reply #57 on: April 13, 2012, 01:41:31 am »

No, dwarves just love hoods.
Logged
where is up?

Rose

  • Bay Watcher
  • Resident Elf
    • View Profile
Re: Stonesense: New official thread.
« Reply #58 on: April 13, 2012, 01:44:44 am »

Umm, do all dwarves in this sprite sheet have hoods?

Only the ones with hoods ingame.

if they annoy you, you can either disable them in the sprite, or dump all hoods ingame.
Logged

Rushmik

  • Bay Watcher
  • Militia? Oh, you mean *serrated steel discs*
    • View Profile
Re: Stonesense: New official thread.
« Reply #59 on: April 13, 2012, 01:47:00 am »

Umm, do all dwarves in this sprite sheet have hoods?

Hoods are only drawn on dwarfs wearing hoods, so this is Dwarf Fortress' fault and not Stonesense's.
Logged
Pages: 1 2 3 [4] 5 6 ... 85