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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 737864 times)

Rose

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Re: Stonesense: Usage Poll!
« Reply #1170 on: January 29, 2015, 03:40:47 am »

Did you add the xml file to one of the index files?
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Propman

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Re: Stonesense: Usage Poll!
« Reply #1171 on: January 29, 2015, 03:47:25 am »

Yep. And actually, I think I might have figured out the issue; it appears the listing sequence was incorrect, as upon sorting the sprites by the number they appear on the sheet, they seem to work in-game.

Edit: I seem to have figured out the real issue: spaces 16-19 are all non-functional, and cause DFhack to skip reading the file completely if defined. Placing the images in a lower column allows use.
« Last Edit: January 29, 2015, 05:10:23 am by Propman »
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Quote from: from Pathos on April 07, 2010, 08:29:05 pm »
( It was inevitable, really. )

Dirst

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Re: Stonesense: Usage Poll!
« Reply #1172 on: January 29, 2015, 02:40:15 pm »

Also note that you can use caste="MALE" and caste="FEMALE" (or whatever castes you have) instead of sex, which might be more future-proof.

Spaces 16-19 would be undefined if your image wasn't wide enough to have those spaces at your current grid size.  The rows are always numbered in 20s.
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Propman

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Re: Stonesense: Usage Poll!
« Reply #1173 on: March 04, 2015, 12:37:33 am »

That caste information would prove quite useful for the next back of creatures I am currently attempted to format for the stonesense screen...if I could figure out how to work it properly.

Current sprite sheet:
Spoiler (click to show/hide)

Code: [Select]
<creatures>

 <creature gameID="EXILE_F"  file="fairymach2.png" sheetIndex =0>

  <variant special="Normal" caste="PONE_EXILE"  sheetIndex =0 frames = "0"/>
  <variant special="Normal" caste="PONE_EXILE"  sheetIndex =1 frames = "1"/>

  <variant special="Normal" caste="V_30_EXILE"  sheetIndex =30 frames = "0"/>
  <variant special="Normal" caste="V-30_EXILE"  sheetIndex =31 frames = "1"/>
  <variant special="Normal" caste="V_30_EXILE" sheetIndex =32 frames = "2"/>
  <variant special="Normal" caste="V_30_EXILE" sheetIndex =33 frames = "3"/>
  <variant special="Normal" caste="V_30_EXILE" sheetIndex =34 frames = "4"/>


  <variant special="Normal" caste="PU_EXILE" sheetIndex =50 frames = "0"/>
  <variant special="Normal" caste="PU_EXILE" sheetIndex =51 frames = "1"/>

 </creature>
</creatures>

Current issues include "PONE_EXILE"'s sprite flickering, as well as its sprite (which is also the default), displaying for the other two castes for some reason. Is there something I'm missing here?



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Quote from: from Pathos on April 07, 2010, 08:29:05 pm »
( It was inevitable, really. )

Dirst

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Re: Stonesense: Usage Poll!
« Reply #1174 on: March 04, 2015, 11:11:59 am »

That caste information would prove quite useful for the next back of creatures I am currently attempted to format for the stonesense screen...if I could figure out how to work it properly.

Current sprite sheet:
Spoiler (click to show/hide)

Code: [Select]
<creatures>

 <creature gameID="EXILE_F"  file="fairymach2.png" sheetIndex =0>

  <variant special="Normal" caste="PONE_EXILE"  sheetIndex =0 frames = "0"/>
  <variant special="Normal" caste="PONE_EXILE"  sheetIndex =1 frames = "1"/>

  <variant special="Normal" caste="V_30_EXILE"  sheetIndex =30 frames = "0"/>
  <variant special="Normal" caste="V-30_EXILE"  sheetIndex =31 frames = "1"/>
  <variant special="Normal" caste="V_30_EXILE" sheetIndex =32 frames = "2"/>
  <variant special="Normal" caste="V_30_EXILE" sheetIndex =33 frames = "3"/>
  <variant special="Normal" caste="V_30_EXILE" sheetIndex =34 frames = "4"/>


  <variant special="Normal" caste="PU_EXILE" sheetIndex =50 frames = "0"/>
  <variant special="Normal" caste="PU_EXILE" sheetIndex =51 frames = "1"/>

 </creature>
</creatures>

Current issues include "PONE_EXILE"'s sprite flickering, as well as its sprite (which is also the default), displaying for the other two castes for some reason. Is there something I'm missing here?
There are six animation frames 0 thru 5.  Here you are saying that you want an image for 0, an image for 1, and invisible for 2 thru 5.  Try using frames "012" and "345".  Or "024" and "135" depending on the speed you want.
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Propman

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Re: Stonesense: Usage Poll!
« Reply #1175 on: March 04, 2015, 04:29:40 pm »

Thank you. Though, how do I get multiframe animations to work in-sequence using this format? Say, I wanted "V_30_EXILE"'s frames to move as they're listed on the sheet without randomization in the order they're played?
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Quote from: from Pathos on April 07, 2010, 08:29:05 pm »
( It was inevitable, really. )

Dirst

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Re: Stonesense: Usage Poll!
« Reply #1176 on: March 04, 2015, 04:56:53 pm »

Thank you. Though, how do I get multiframe animations to work in-sequence using this format? Say, I wanted "V_30_EXILE"'s frames to move as they're listed on the sheet without randomization in the order they're played?
They should run in sequence as they are ( and be invisible on frame 5).  Double up one of the frames to cover 5 and see what happens.

different creatures of the same species might be out of sync with each other, but they should be running through the frames in order.
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(0.42 & 0.43) Accessibility Utility v1.04 - Console tools to navigate the map

utunnels

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Re: Stonesense: Usage Poll!
« Reply #1177 on: March 09, 2015, 09:58:05 am »

Is it possible to rotate the map so I can see the backside of the fort?
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Rose

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Re: Stonesense: Usage Poll!
« Reply #1178 on: March 09, 2015, 10:00:10 am »

yes, press enter.
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Max™

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Re: Stonesense: Usage Poll!
« Reply #1179 on: March 09, 2015, 08:54:04 pm »

...I never tried that.
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Dirst

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Re: Stonesense: Usage Poll!
« Reply #1180 on: March 09, 2015, 11:47:53 pm »

...I never tried that.
Don't feel bad, I found it by accident.  Problem is that there's no intuitive way to map wrapping/rotating the view when the cursor keys are already taken.

The only alternative I could come up with is to re-map movement to WASD and use Q and E to rotate the view.  Enter works just fine ("next view, please") once you find it.
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(0.42 & 0.43) Appearance Tweaks v1.03 - Tease those hippies about their pointy ears.
(0.42 & 0.43) Accessibility Utility v1.04 - Console tools to navigate the map

PeridexisErrant

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Re: Stonesense: Usage Poll!
« Reply #1181 on: March 10, 2015, 12:06:06 am »

You can also read through "<df>/stonesense/keybinds.txt" to find controls :P
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Max™

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Re: Stonesense: Usage Poll!
« Reply #1182 on: March 10, 2015, 12:25:07 am »

I'll get you for this one day, PeridexisErrant, and your little pack too!
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Scoops Novel

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Re: Stonesense: Usage Poll!
« Reply #1183 on: March 14, 2015, 07:22:04 am »

Hopeful theorising here, but is there any online database of music that can be sifted through according to it's attributes, meter and whatever else toady has included in his song generator? Same goes for poetry.
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utunnels

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Re: Stonesense: Usage Poll!
« Reply #1184 on: April 06, 2015, 08:17:54 pm »




I built a small pyramid yesterday but its four edges didn't look too perfect.

Every level ha a layout like this:

<<<<<<<
<#####<
<#####<
<#####<
<#####<
<#####<
<<<<<<<
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