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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 737652 times)

Rose

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Re: Stonesense: New official thread.
« Reply #390 on: July 08, 2012, 12:23:48 am »

Although there is a shading difference in place if you squint, usually in gaming this shading difference is more accentuated and in DF it may be even more important cause the game has a tendency to be a mess! Please consider this.

Open stonesense/init.txt, change the fog alpha and color to something more extreme.
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Jiri Petru

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Re: Stonesense: New official thread.
« Reply #391 on: July 08, 2012, 07:24:21 am »

Looking at the screenshots, I think it would be a good idea to disable the detailed grass sprites by default. It makes the screen to busy and confusing, and I believe people would actually prefer simple grass by default. The sprites should of course stay as an optional feature that people can manually turn on.
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Yours,
Markus Cz. Clasplashes

Hugo_The_Dwarf

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Re: Stonesense: New official thread.
« Reply #392 on: July 08, 2012, 11:26:24 am »

Speaking of detailed grass (like the tall wavy stuff, and that jazz.) is there anyway to disable that? and say only allow short grass? leaving the only tallest plant-like sprites being trees,, and shrubs would only be slightly bigger then the short grass?

I can't find a option in the "init.txt" for shorter/plain grass. I'd like to make a nice palace with a inner garden, but the grass in there looks like nobody is cutting it :/

But that's just eyecandy, and it's nice to see for grass outside of fortress (wild)
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Rose

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Re: Stonesense: New official thread.
« Reply #393 on: July 08, 2012, 11:29:31 am »

Grass can be disabled in index.txt, not in init.txt
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Hugo_The_Dwarf

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Re: Stonesense: New official thread.
« Reply #394 on: July 08, 2012, 11:36:44 am »

Ah I see, so just placing a "#" will comment it out?
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Rose

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Re: Stonesense: New official thread.
« Reply #395 on: July 08, 2012, 11:37:34 am »

indeed. All the content folders have an index.txt
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chrisadams3997

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Re: Stonesense: New official thread.
« Reply #396 on: July 15, 2012, 02:30:22 pm »

A quick little update here.  Dervish has been working on redoing the workshops and I've just finished going through and updating all the xml's and doing the post processing on what he's made so far.  Thought it'd be nice to showcase how it's coming along ;)

Spoiler (click to show/hide)

Spoiler (click to show/hide)
« Last Edit: July 21, 2012, 01:20:38 pm by chrisadams3997 »
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Hugo_The_Dwarf

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Re: Stonesense: New official thread.
« Reply #397 on: July 15, 2012, 02:46:28 pm »

 :D

If only threads had Like Buttons
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EmeraldWind

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Re: Stonesense: New official thread.
« Reply #398 on: July 16, 2012, 10:49:02 am »

:D

If only threads had Like Buttons

I agree!
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We do not suffer from insanity. We enjoy every single bit of it.

Dogamus

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Re: Stonesense: New official thread.
« Reply #399 on: July 20, 2012, 06:19:12 pm »

epic.nuf said.
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orius

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Re: Stonesense: New official thread.
« Reply #400 on: July 20, 2012, 09:30:24 pm »

Are there any graphics out there for the minecart tracks?
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Argelle

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Re: Stonesense: New official thread.
« Reply #401 on: July 21, 2012, 04:15:38 am »

Waiting impatiantely a new release:
Quote
Last Updated: Jul 07, 2012, 09:45:21 am
Ready to discover stonesense HD new update when you are, chrisadams :)
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Killing dwarves is so much fun. Heck, even the dwarves agree, else they wouldn't kill themselves so often.

chrisadams3997

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Re: Stonesense: New official thread.
« Reply #402 on: July 21, 2012, 08:43:44 pm »

Ready to discover stonesense HD new update when you are, chrisadams :)

Working on it... occasionally, lol.

Haven't been inspired to do the grunt work of ironing out and finishing up everything lately, but within the week I plan to go in, make sure the xml is updated with everything we've got so far, and make a release.

I also got to playing around with ideas of what metal objects should look like, starting with floors and walls.  I went with a kind of 'hammered' looking pattern (for lack of a better word) on the walls.  I also wanted to add some interest to metal floors, so I added a stamped tile pattern, reminds me of the stamped metal tiles that made up the ceiling in Sbisa dining hall at Texas A&M while I was there (don't recall if they kept them when they renovated it, but I think they're still there).

Spoiler (click to show/hide)

Spoiler (click to show/hide)

Spoiler (click to show/hide)

Hope you all excuse the bloody mess around the trade depot, had some elven traders in there and they were just entirely too ugly to keep in the picture.  So naturally the only thing to do was to have them summarily slaughtered  :P
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therahedwig

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Re: Stonesense: New official thread.
« Reply #403 on: July 22, 2012, 05:50:06 am »

hurr. I guess I'll keep the painted spries for some kind of stonesense grimdark hd...
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Stonesense Grim Dark 0.2 Alternate detailed and darker tiles for stonesense. Now with all ores!

khearn

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Re: Stonesense: New official thread.
« Reply #404 on: July 27, 2012, 06:49:58 pm »

For metal floors, you could always go with diamondplate. It's pretty much the definitive metal floor pattern.
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