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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 737407 times)

reexe

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Re: Stonesense: New release!
« Reply #825 on: November 09, 2013, 10:42:16 am »

Caldifr - any progress on the overlay, or estimates of when it might be done?  I'm only impatient because it looked so awesome...

Well, the overlay itself is finished (at least the software-mode, which is the first step).  I'm a bit stuck trying to figure out how to display selection areas though.  Without the ability for stonesense to show you what room/plot/designation/burrow you've got selected, the game is unfortunately unplayable (unless you really know what you're doing, in which case it doesn't really fit the plan for this to be a "newbie-style-interface").  I don't actually know how much of that information dfhack already has figured out, so it's hard to give an actual time estimate. 

I know that's not too satisfying an answer, but I'll try to post updates when I know more :)

How is it going with this? I am rly interested :)
How about uploading an alpha for ppl to try so you can get some feedback?
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Etherdrinker

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Re: Stonesense: New release!
« Reply #826 on: November 09, 2013, 02:58:49 pm »

Sorry for ask this, but the thread is somewhat extensive and maybe someone can response this.

Stonesense is mouse compatible or that feature is development?

Maklak

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Re: Stonesense: New release!
« Reply #827 on: November 09, 2013, 04:30:28 pm »

Hm, the buildings have some ifs and ors in them. This looks useful, but isn't documented in the short sprite guide that comes with stonesense.
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Rose

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Re: Stonesense: New release!
« Reply #828 on: November 09, 2013, 07:26:27 pm »

Hm, the buildings have some ifs and ors in them. This looks useful, but isn't documented in the short sprite guide that comes with stonesense.

Best advice I can give is to just read how they're done in the existing buildings.

I have never used them myself, and they're made by somebody else. The Sprite guide is mainly for common sprite settings that work everywhere, which the if/and/or stuff on buildings isn't.

Sorry for ask this, but the thread is somewhat extensive and maybe someone can response this.

Stonesense is mouse compatible or that feature is development?
You can move the cursor with the mouse, but it's finicky.
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Etherdrinker

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Re: Stonesense: New release!
« Reply #829 on: November 09, 2013, 09:51:34 pm »

Well more specifically, "control" the game in stone :p

Raul

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Re: Stonesense: New release!
« Reply #830 on: November 09, 2013, 10:28:37 pm »

Well more specifically, "control" the game in stone :p
I believe that is being worked on right now, but it's not even in alpha yet.
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Vhorthex

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Re: Stonesense: New release!
« Reply #831 on: November 10, 2013, 07:24:59 pm »

For some reason, all my terrain tiles are pale white. Especially noticeable when viewing the surface. I'm running the game with Masterworks latest version. Is it compatible with Masterworks?
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Rose

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Re: Stonesense: New release!
« Reply #832 on: November 10, 2013, 07:31:56 pm »

Not really. It only has sprite definitions for vanilla. If you want support for masterworks, you need to modify the stonesense sprite definitions to add support for all the masterworks materials, or bug meph to do it.
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Maklak

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Re: Stonesense: New release!
« Reply #833 on: November 10, 2013, 07:43:26 pm »

> For some reason, all my terrain tiles are pale white.
Well, outside tiles are white in winter if there is snow.

Other than that, mods that change a lot of things, fare poorly in stonesense. For example, stonesense needs config files to assign pictures to every creature and plant and stuff, otherwise it doesn't recognize them. For creatures there is a fallback by displaying a coloured letter and I think new plants don't show up at all. I don't know about workshops and I think terrain gets funky if there are new mineral types and Masterwork has some.

I was writing a perl script to compare stonesense xml confing and DF RAWs and print a list of problems, but I got sidetracked. I think I should be able to do creatures, plants and buildings, but I didn't manage to figure out where <terrain value="41"/> comes from. Is it the same as [TILE:133] or what?
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Since you seem to criticize most things harsher than concentrated acid, I'll take that as a compliment.
On mining Organics
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Research: Crossbow with axe and shield.
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paxy97

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Problem :/
« Reply #834 on: November 10, 2013, 10:14:40 pm »

I used stonesense earlier and it worked just fine. Now on another PC with a fresh copy of extended LNP when I execute stonesense from DFHack, I get the following error:
Code: [Select]
[DFHack]# stonesense
Stonesense launched
Using allegro version 5.0.9 r1
[color=red]al_create_display failed[/color]
[DFHack]#

Sorry if this has been asked, but I couldn't find it in the FAQ nor by searching the thread
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Rose

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Re: Stonesense: New release!
« Reply #835 on: November 10, 2013, 10:25:04 pm »

What are the specs of the new comp?
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paxy97

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Re: Stonesense: New release!
« Reply #836 on: November 10, 2013, 10:40:43 pm »

I'm using Windows 8 on both PCs, both have amd radeon hd gpus, intel cpus, and 4bg ram. I just remebered that I havent tested stonesense with extended LNP on the other pc, maybe that's causing the trouble.

Edit: I can say that stonesense is working completely on this PC. I just came Home and copied the installation from the other one (the not working) and it's working.
« Last Edit: November 11, 2013, 03:01:23 pm by paxy97 »
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PeridexisErrant

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Re: Stonesense: New release!
« Reply #837 on: November 11, 2013, 07:43:24 pm »

I made a gif intro to my starting fort with stonesense, and thought people might be interested. 
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Splayn

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Re: Stonesense: New release!
« Reply #838 on: November 11, 2013, 09:21:32 pm »

Hello, I made this account to ask some questions about the new Stonesense. I hope someone can help me out with some problems I just cant get into my head.

I'm trying to make some 128x128 sprite sheets for the vilous mod. So far so good I can get my custom sheets to work but I'm also trying to add subsprites. I used the human png files from the "large_128" folder as a base for all the cloth and body parts. But I noticed some differences from the sheetIndex in the xml files and the actual sheetIndex from the pngs. Those numbers don't seems to match each other. At least not like described in the wiki about adding content (What seems to be for older 32x32 sheets).
My friend first thought that the index in the image file might be octal, but that doesn't seem to be it. Maybe someone can direct me in the right direction about that.

My second question is what the zoom="2" does (It just wouldn't change anything and If I delete this parameter Stonesense refuses to load my xml after changing it to "1")

And my last question is, what exactly does the parameter pattern_index? It seems to have something to do with the colors.

After trying to find any documentation about any of my problems, without finding anything. I'm trying my luck here.

Otherwise, its really nice to see that Stonesense even came this far and is still in development. Keep up the good work.
I'm looking forward for updates and what not :D
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Putnam

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Re: Stonesense: New release!
« Reply #839 on: November 11, 2013, 09:29:16 pm »

The zoom parameter makes the sprite bigger or smaller in the display; without it, a 64x64 sprite would be 4 times the size of a 32x32 sprite.

pattern_index is for things like eyes which have 3 colors in a pattern. If, for example, a creature has striped fur of two different colors, you can sprite the two different colors with pattern_index.

Sprite Guide.txt explains pretty much everything.
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