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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 737932 times)

Justiceface

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Re: Stonesense: New official thread.
« Reply #465 on: October 26, 2012, 10:46:51 am »

Having trouble getting Stonesense to work on an Ubuntu 12.04 live USB (DF 34.07).

stderr.log reads:

Spoiler (click to show/hide)

The DFHack terminal tells me:
Spoiler (click to show/hide)

Any ideas?
FYI: I do have the libjpeg8 package installed.

Edit: i installed another package on a whim, and noticed some progress.
DFHack terminal now says:

Spoiler (click to show/hide)
when I try to run stonesense from the DFHack terminal.  Stonesense launches, but shows only a white screen.

Edit 2: Turns out the white screen was due to the fact I had the game centered on an open field.  This is what it looks like if used near the actual fortress:


I have the same trouble.  My stderr.log looks similar to yours, and my screen looks just the same.  I'm also getting the game_subtype missing errors, on Shop and Blueprint.xml.
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No, really.

Granite

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Re: Stonesense: New official thread.
« Reply #466 on: October 26, 2012, 09:53:56 pm »

So someone told me that now that DFHack works in OSX, we can use Stonesense as well... I tried just doing 'stonesense' in DFHack, but nothing happened... any help? Is it just not working yet?
You may have to build allegro 5 so that stonesense works.
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valakas46

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Re: Stonesense: New official thread.
« Reply #467 on: November 02, 2012, 01:23:24 pm »

Ok I having an issues using stonesense.

I'm running linux mint 10, 34.11.

I've done a bunch of testing to try and find the issue but I can not.

I started using the phoebus preinstalled df for linux.
I dropped dfhack on top of this, made a world,played etc then tried stonesense, crashes with back trace errors.

I then tried a new world, same issues.

So I tried a base df install and dropped dfhack on it, made a world, stonesense works fine.
Tried installing phoebus, updated save and over wrote init files.
Now stonesense won't work crashes, same backtrace errors.

Any help would be great thanks.
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Rose

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Re: Stonesense: New official thread.
« Reply #468 on: November 02, 2012, 01:27:09 pm »

Install phoebus, but do not over-write any of the DF binaries. It's likely that the pack may have been made for an older version.
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valakas46

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Re: Stonesense: New official thread.
« Reply #469 on: November 02, 2012, 02:08:16 pm »

When I installed phoebus manually I used just the graphics pack which I believe does not have DF binaries in it (is this correct).
But I tried installing it more carefully folder by folder to make sure there was no binaries I was unaware of tucked away in a sub-folder.

Now I am getting a seg fault when I try and run stonesense, this crashes DF also.
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jams

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Re: Stonesense: New official thread.
« Reply #470 on: November 12, 2012, 10:12:08 am »

Woot, I finally got it working on OS X (10.8.2).

1) The Allegro library symbolic links from the dfhack archive were broken and needed to be relinked.  I did build new Allegro libs, but at the end just relinked the original dylibs from the archive.  This is for the Dwarf Builder distribution, with manually installed dfhack, so adjust your paths accordingly.
Code: [Select]
cd /Applications/DwarfBuilder.03411v14/DwarfFortress.app/Contents/Resources/stonesense/deplibs
ln -sf liballegro.5.0.7.dylib liballegro.5.0.dylib
ln -sf liballegro_acodec.5.0.7.dylib liballegro_acodec.5.0.dylib
ln -sf liballegro_audio.5.0.7.dylib liballegro_audio.5.0.dylib
ln -sf liballegro_color.5.0.7.dylib liballegro_color.5.0.dylib
ln -sf liballegro_dialog.5.0.7.dylib liballegro_dialog.5.0.dylib
ln -sf liballegro_font.5.0.7.dylib liballegro_font.5.0.dylib
ln -sf liballegro_image.5.0.7.dylib liballegro_image.5.0.7.dylib
ln -sf liballegro_main.5.0.7.dylib liballegro_main.5.0.dylib
ln -sf liballegro_memfile.5.0.7.dylib liballegro_memfile.5.0.dylib
ln -sf liballegro_physfs.5.0.7.dylib liballegro_physfs.5.0.dylib
ln -sf liballegro_primitives.5.0.7.dylib liballegro_primitives.5.0.dylib
ln -sf liballegro_ttf.5.0.7.dylib liballegro_ttf.5.0.dylib
ln -sf libfreetype.6.dylib libfreetype.dylib
ln -sf liballegro_image.5.0.7.dylib liballegro_image.5.0.dylib

2) It is very likely some other libs will not be i386 compatible, so you will need to upgrade those to universal.  Start dfhack, if it reports it cannot start stonesense plugin, check the stderr.log, search for "stone".  You will see the library that didn't get loaded (with the full path).  You will need to update this lib using MacPorts (follow this guide here to install MacPorts and upgrade libs http://wiki.allegro.cc/index.php?title=Install_Allegro5_From_SVN/OSX).

I needed to upgrade only the following libs (though I did follow the Allegro guide completely before it):
Code: [Select]
sudo port upgrade --enforce-variants physfs +universal
sudo port upgrade --enforce-variants freetype +universal

3) Optional: If you want to build your own Allegro libraries, use the following to build i386 compatible (i.e. 32 bit ones), instead of just "cmake ..". Follow the above guide in all other steps (though you may want to use "make -j4" for faster build, substite 4 for the number of cores you have):
Code: [Select]
cmake .. -DCMAKE_OSX_ARCHITECTURES="i386;x86_64"
This will produce both 32 and 64 bit compatible libs which should work with stonesense.  You'd still need to link or copy them to stonesense/deplibs/.
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Caldfir

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Re: Stonesense: New official thread.
« Reply #471 on: November 21, 2012, 06:29:27 pm »

Hey all.  Been away for a while but lately I've done a bit of work getting brooks to display correctly.  Currently there are a couple problems - you can't see them all in adventure mode and their tiletype wasn't represented in the xml.  Ended up fixing some of my old code on the way and repairing a strange corner-case with loading boulder tiles from the game on the way, but they seem to be displaying nicely now:
(fortress mode brook headwaters)

(partially frozen brook)


I've also been working on getting the new tiletypes associated with tracks represented in the xml (there are around 200 of them), but handling actually getting tracks themselves to display has some issues (most notably that every track direction would need art for every ramp configuration, which is too many). 

edit: Also got the adventure mode fog removed for water you can see from the tile above (the way you can in DF):
« Last Edit: November 22, 2012, 08:21:03 pm by Caldfir »
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WillowLuman

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Re: Stonesense: New official thread.
« Reply #472 on: November 25, 2012, 02:39:44 pm »

Heh, makes me want to play RCT again.

For adv mode, do you think we could have everything tinted blue at night?
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Rose

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Re: Stonesense: New official thread.
« Reply #473 on: November 25, 2012, 08:43:55 pm »

It's certainly possible. I think I had it in at one point,
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Caldfir

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Re: Stonesense: New official thread.
« Reply #474 on: November 27, 2012, 11:11:24 pm »

Alrighty, yeah, found Japa's code and turned it on.  Day/Night cycles work pretty well at the moment:
Spoiler: day/night (click to show/hide)
Gonna try to maybe get some sort of tinting to the fog color based on time of day, because that's looking a bit odd. 
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WillowLuman

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Re: Stonesense: New official thread.
« Reply #475 on: November 28, 2012, 02:08:55 am »

Freaking sweet though, was being a bit weirded out in adventure mode.
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dennislp3

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Re: Stonesense: New official thread.
« Reply #476 on: November 29, 2012, 12:04:49 am »

Alrighty, yeah, found Japa's code and turned it on.  Day/Night cycles work pretty well at the moment:
Spoiler: day/night (click to show/hide)
Gonna try to maybe get some sort of tinting to the fog color based on time of day, because that's looking a bit odd.

So freakin pretty
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Funslayer

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Re: Stonesense: New official thread.
« Reply #477 on: December 01, 2012, 06:59:45 pm »

does stonesense work with adv mode?
EDIT:Also does it work in real time or is it just a screenshot visualizer thing.
« Last Edit: December 01, 2012, 07:01:44 pm by Funslayer »
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Caldfir

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Re: Stonesense: New official thread.
« Reply #478 on: December 01, 2012, 07:29:16 pm »

does stonesense work with adv mode?
EDIT:Also does it work in real time or is it just a screenshot visualizer thing.
Stonesense DOES work in adventure mode, but it can be a little unstable, so save your game first.  The visualiser runs at close-to realtime speed right now (~20 fps for a decent computer and default number of tiles loaded). 

Always working at making things better though.  The current main goal is to get things running faster and more reliably.  I've been working through the map loader and fixing up things for the past little while; its a process. 
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Funslayer

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Re: Stonesense: New official thread.
« Reply #479 on: December 01, 2012, 07:32:38 pm »

so i can move my character and attack and stuff while stonesense is running?
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