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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


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Author Topic: Stonesense: Usage Poll!  (Read 737556 times)

Rose

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Re: Stonesense: New official thread.
« Reply #495 on: December 14, 2012, 02:02:14 am »

in your DF directory.
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Caldfir

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Re: Stonesense: New official thread.
« Reply #496 on: December 14, 2012, 03:19:15 pm »

Alright, took a bit of rewiring, but I got non-square-region large screenshots working properly.  Before they were displaying on the screen very wide and clipping on the edges and all kinds of bad stuff. 

not anymore though
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where is up?

Greiger

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Re: Stonesense: New official thread.
« Reply #497 on: December 14, 2012, 03:23:53 pm »

I think I just saw catdog in that screenshot.   I also might be playing too much Guild Wars 2 because I also think I saw a Dolyak.

And very nice, stonesense behaving strangely for non square embarks was my entire reason for always being a square.
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Disclaimer: Not responsible for dwarven deaths from the use or misuse of this post.
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Chezzo

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Re: Stonesense: New official thread.
« Reply #498 on: December 14, 2012, 11:27:05 pm »

I think Stonesense is really great! I want to contribute. I saw a long time ago, you said Stonesense couldn't distinguish between items, like a wood is a stone is a gem. Is that still the case? I could do us up some goods.

Can you distinguish between buildings? I could do some of them too.
« Last Edit: December 14, 2012, 11:29:40 pm by Chezzo »
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Rose

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Re: Stonesense: New official thread.
« Reply #499 on: December 15, 2012, 12:00:15 am »

That's old news. We can distinguish between any item right now, but just not between the same item of different materials, like bags and chests are the same item, just different materials. The main thing missing right now is creature sprites. there are so many creatures, we don't have sprites for half of them.

My best advice is just play with it, and use it, and when you see something you don't like or that's missing, then you fix it.
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WillowLuman

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Re: Stonesense: New official thread.
« Reply #500 on: December 15, 2012, 02:45:55 am »

Just got back from seeing  the Hobbit, must make megaproject now. Freaking Erebor...
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Chezzo

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Re: Stonesense: New official thread.
« Reply #501 on: December 15, 2012, 07:46:16 am »

Hey great! Every item I have is a little bar. Every workshop is a yellow square. Is that not what you guys have? Am I missing someone's tiles somewhere?

Here's the first draft of what I came up with when I thought every workshop had to be the same.

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Rose

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Re: Stonesense: New official thread.
« Reply #502 on: December 15, 2012, 07:57:00 am »

Which version of stonesense do you have? And is it installed right?

Because this is what it's meant to look like:

Spoiler (click to show/hide)
Shown here are lots of dorfs, items in stockpiles, and workshops.
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Chezzo

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Re: Stonesense: New official thread.
« Reply #503 on: December 15, 2012, 10:20:06 am »

Hey, awesome! I reinstalled and see everything now. I'm'nna go make some creatures then. I'll have to play a lot more to find some that aren't tiled yet!
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Rose

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Re: Stonesense: New official thread.
« Reply #504 on: December 15, 2012, 10:23:27 am »

Or you can just go into arena mode and try different ones.

Keep in mind that creatures can be colored according to what they're colored by in DF, and that they can have more detailed tiles that you see when you zoom in.

Spoiler: Example of both. (click to show/hide)
« Last Edit: December 15, 2012, 10:36:38 am by Japa »
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Chezzo

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Re: Stonesense: New official thread.
« Reply #505 on: December 15, 2012, 11:04:52 am »

Oh wow, cool! Is there any way to set icons for 32x32, 64x64, and 128x128? Or does Stonesense do it automatically from one tile? Those are incredible, and I will absolutely do at least 64x64, but looking at the dwarves at 32x32, they could use some more contrast.

But hey, I see a lot of stuff on there that isn't zoomed in! I've got my work cut out for me.
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Rose

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Re: Stonesense: New official thread.
« Reply #506 on: December 15, 2012, 11:08:41 am »

Yeah, the way it works is you just make the tiles in whatever size, and tell stonesense that they're resized, then stonesense just scales them down or up.
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EmeraldWind

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Re: Stonesense: New official thread.
« Reply #507 on: December 16, 2012, 04:20:03 am »

 :-\
When choosing a color for custom Stonesense sprites how does Stonesense handle descriptor patterns?

The Readme doesn't say anything about it and I can't tell if it is simply using the professional color as a default in that case of if it is picking weird colors.

Though that said will Stonesense ever work with descriptor patterns? It would be cool if I could not only could color some subsprites using the colors in the descriptor pattern, but also if I could change the sprite if it was a different pattern.

IE: I have a creature that is either red with blue spots or green with red stripes. The first color could be the same sprite for both and get colored accordingly, but the second sprite is determined by the pattern (STRIPES gives you one sprite and SPOTS gives you the other) which is then colored by the second listed color in the descriptor pattern.

But I guess this would require some additions to the xml... like pattern as an attribute for checking to see if it draws or not (which would work like all the other subsprite checks I guess  ???). But choosing which color to use would be tougher as the raws don't label them in any unique way. 
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Rose

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Re: Stonesense: New official thread.
« Reply #508 on: December 16, 2012, 05:23:59 am »

Right now, DFhack cannot read patterns, and thus stonesense as well. Until DFhack gets that ability, stonesense won't be able to read patterns at all.
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urmane

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Re: Stonesense: New official thread.
« Reply #509 on: December 16, 2012, 10:15:50 am »

Got stonesense working on my Gentoo linux box.  Wasn't allegro libs at all - there's a "Cannot load libjpeg.so.62" error in the gamelog.  I saved my game, quit out, and from the DF base directory did

Code: [Select]
cd stonesense/deplibs
ln -s /usr/lib/libjpeg.so.8.0.2 libjpeg.so.62

That's my latest jpeg library ("ls -l /usr/lib/libjpeg*").
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