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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 737382 times)

Meph

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Re: Stonesense: New release!
« Reply #810 on: October 27, 2013, 05:34:44 pm »

Let's say someone wants to adjust stonesense to some mod. Is there a script to detect any potential problems between the RAWs and xmls or is the red text when I start stonesense all there is? If there is a tool that would at least list all the creatures without sprites (without those creatures being present in-game, that would be useful.
I'm interested as well. I have never done anything for MDF and Stonesense.
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therahedwig

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Re: Stonesense: New release!
« Reply #811 on: October 28, 2013, 06:06:31 am »

if I recall correctly, stonesense is using the raw names for... everything really.
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Stonesense Grim Dark 0.2 Alternate detailed and darker tiles for stonesense. Now with all ores!

Rose

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Re: Stonesense: New release!
« Reply #812 on: October 28, 2013, 07:14:54 am »

Listing all spriteless creatures is doable, yes. I'll work on that after I get back from vacation.

Also get rid of the missing creature spam.
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Maklak

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Re: Stonesense: New release!
« Reply #813 on: November 01, 2013, 03:52:05 am »

Well, it would certainly help if a modder could run stonesense and get a TODO list of what exactly is missing. I could probably do the creatures with perl; after all it would only need to recurse on one index.txt file, reading all the linked txt and xml files and building a hash of gameID="(.*)", then read the entire RAW directory putting all CREATURE:(.*) tokens in another hash, then compare the two. A more advanced check would also store CASTE:(.*) and TLCM_NOUN:(.*) just to make sure nothing is misspelled in the xmls. But my perl scripts are cumbersome despite my best efforts and I often need to re-learn how to use them, so having this as a part of stonesense or dfhack would be much easier for the modders.

BTW, it appears to me that 64x64 zoom="1" sprites offer a good compromise between clarity and ease of making by resizing images and probably use up a reasonable amount of memory.

While having animated and coloured dogs and cats increases variety, they look kinda funky when their body parts are different colours. A dog with a black head and brown torso looks a bit like a giant ant or something :P

It would help if we could have if-then-else in rules, but even a "not" would help a lot, for example with clothes.
Wearing helmet => display healmet
Not wearing helmet => display hair
Not wearing helmet, wearing bandana => display bandana.
And so on.

Hm, I think the wagons are missing, at least I get a brown W for EQUIPMENT_WAGON in a mod.
« Last Edit: November 01, 2013, 01:42:54 pm by Maklak »
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ful

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Re: Stonesense: New release!
« Reply #814 on: November 02, 2013, 10:29:11 am »

Hey there, I'm having some trouble with stonesense.
When I use it I have random missing letters:



Would appreciate any help. Thanks.  :)
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PeridexisErrant

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Re: Stonesense: New release!
« Reply #815 on: November 02, 2013, 10:19:45 pm »

Have a basic display working now (and an idea for a good way to show more clearly).  I know where the designations are stored, so displaying those are the next thing on the list. 

Still need to figure out room/plot selections and building/construction cursors.  There would still be burrows and a few other loose ends (like displaying text that should be drawn over the screen) but those are the necessities for the game to be playable without constantly having to switch the overlay off to see what the heck you're doing.

I read this as "room/plot selections and building/construction cursors" are the only thing left to work out before a release - am I misreading here? 

Any progress update or new screenshots for us to drool over?  An ETA, visualiser release, DF 1.0.0, world peace, etc. would also be lovely but I'm not holding my breath on those...
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Rose

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Re: Stonesense: New release!
« Reply #816 on: November 04, 2013, 04:07:29 am »

Hey there, I'm having some trouble with stonesense.
When I use it I have random missing letters:



Would appreciate any help. Thanks.  :)
Only advice I can give is try again, and most definately don't resize the window at any time during the loading process.
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Maklak

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Re: Stonesense: New release!
« Reply #817 on: November 04, 2013, 04:12:19 am »

Muskox need a one-pixel fix, because between their front legs there is a pixel that's not quite magnetta. This is for the version of stonesense from dfhack r3.

EDIT: Yeah, some sprites use alpha, some use a background colour. I'm not sure which method is actually better. For sharp sprite borders probably "magical pink". For blending in probably alpha.



If a "not" keyword would be too troublesome to implement, how about equipment_class="HELM" equipment_name="NONE" that would only be true when there are no clothes or armour over the head, so that hair can be drawn?
« Last Edit: November 04, 2013, 07:56:43 am by Maklak »
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Quote from: Omnicega
Since you seem to criticize most things harsher than concentrated acid, I'll take that as a compliment.
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therahedwig

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Re: Stonesense: New release!
« Reply #818 on: November 04, 2013, 07:14:30 am »

ah, you guys do know you can use full alpha channels, don't you? So no monkeying around with ff00ff.

edit: nevermi d, I get what you mean.
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ful

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Re: Stonesense: New release!
« Reply #819 on: November 04, 2013, 11:58:05 am »

Hey there, I'm having some trouble with stonesense.
When I use it I have random missing letters:

Would appreciate any help. Thanks.  :)
Only advice I can give is try again, and most definately don't resize the window at any time during the loading process.

Thanks, I started messing around with the settings and changing to the directx renderer fixed it for me.
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Maklak

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Re: Stonesense: New release!
« Reply #820 on: November 05, 2013, 09:01:50 am »

I'd like a confirmation on this: There is currently no way to display hair (when no helmet is worn) or a helmet (when worn), best that can be done is blitting the helmet (if present) over the hair, correct?
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Quote from: Omnicega
Since you seem to criticize most things harsher than concentrated acid, I'll take that as a compliment.
On mining Organics
Military guide for FoE mod.
Research: Crossbow with axe and shield.
Dropbox referral

Rose

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Re: Stonesense: New release!
« Reply #821 on: November 05, 2013, 12:30:09 pm »

Code: [Select]
<subsprite sheetIndex="4" zoom="3" color="bodypart" bodypart="hair" hair_min="10" equipment_class="HELM" equipment_name="NONE" hair_type="hair" hair_style="braid"/>This will give you hair that's shown when a dorf has braids, and is wearing no helmet.
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Maklak

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Re: Stonesense: New release!
« Reply #822 on: November 05, 2013, 06:00:48 pm »

For a moment I thought I was on the right track, but I didn't get it to work.

  <subsprite sheetIndex="45" zoom="1" color="bodypart" bodypart="mane and tail" equipment_class="HELM" equipment_name="NONE" />
  <subsprite sheetIndex="91" zoom="1" equipment_class="HELM" equipment_name="ITEM_HELM_PONY_HELM2" color="equipment"/>

These display a helmet when worn, but don't display hair, even when no headwear is present. On the other hand, replacing it with

<subsprite sheetIndex="45" zoom="1" color="bodypart" bodypart="mane and tail" /> 

displays the hair, but I loose the helmets. I guess this means I can forget about helmets and only display armour and boots, which is enough to identify the soldiers.
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Quote from: Omnicega
Since you seem to criticize most things harsher than concentrated acid, I'll take that as a compliment.
On mining Organics
Military guide for FoE mod.
Research: Crossbow with axe and shield.
Dropbox referral

Rose

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Re: Stonesense: New release!
« Reply #823 on: November 05, 2013, 07:57:13 pm »

You most likely have an older version then.
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Maklak

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Re: Stonesense: New release!
« Reply #824 on: November 06, 2013, 02:55:04 am »

I have the version of stonesense that comes with dfhack r3.
There is no stonesense in the previev dfhack r4 and the first post in this thread says "download the version that comes with dfhack r3". So the way I see it, I have the newest publicly available version, short of compiling it myself from sources.
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Quote from: Omnicega
Since you seem to criticize most things harsher than concentrated acid, I'll take that as a compliment.
On mining Organics
Military guide for FoE mod.
Research: Crossbow with axe and shield.
Dropbox referral
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