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Author Topic: Dfhack: Rendermax (and it's subplugin light)  (Read 151919 times)

Boltgun

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Re: Dfhack: Rendermax (and it's subplugin light)
« Reply #90 on: September 26, 2013, 02:40:43 am »

I started working on a config that generously light up the fort and use statues as light sources:
https://gist.github.com/Devduweb/6659504

I also added a sunset and twilight in the day cycle.

Anyway I love the plugin this made me design my latest fort with decorations in mind.
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Warmist

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Re: Dfhack: Rendermax (and it's subplugin light)
« Reply #91 on: September 26, 2013, 03:28:36 am »

Btw i have a version that has both item and creature lights: here But it's still untested and not sure how to implement (in a fast way) the item flags. Namely these ones  are all the same:haul,equiped,inBuilding,inContainer. OnGround and useMaterial should work (haven't tested it yet)...

fricy

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Re: Dfhack: Rendermax (and it's subplugin light)
« Reply #92 on: September 26, 2013, 09:16:12 am »

OMG this plugin is amazing!  Dwarf Fortress just took Brogue out for dinner. :P
This link includes a compiled version for Mac using universal so it should run on most systems.
https://anonfiles.com/file/1b25f461a52c99a787ed8e0ea9c52615

It's ALIVE!!! :) Sort of. Performance is not ready for prime time though: my test fort with 120 average FPS went to around 40 on daytime, and 10 at night. Still, it looks awesome.

About Baugh: i think Toady One mentioned that he disappeared somewhere. Theoretically somebody else could implement it just as well. I can even point to the line where it needs to be put.

http://www.bay12forums.com/smf/index.php?topic=94528.0
Theoretically this new renderer should work better than Baugh's version, IF Toady decides to support it... AFAIK OpenGL and TTF is implemented, problem is it's only working on linux at the moment. :(

Meph

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Re: Dfhack: Rendermax (and it's subplugin light)
« Reply #93 on: September 26, 2013, 10:27:15 am »

The Internet-Install-Guy is coming by tomorrow, then I can move away from this netbook and run my real PC again... I'll check IRC and try to find Baughn and see what he can come up with, concerning the OpenGl vs. TTF issue.

Boltgun: Can I merge the first lines from your build into mine, with the different colors for sunrise and sunset?
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Boltgun

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Re: Dfhack: Rendermax (and it's subplugin light)
« Reply #94 on: September 26, 2013, 10:40:02 am »

The Internet-Install-Guy is coming by tomorrow, then I can move away from this netbook and run my real PC again... I'll check IRC and try to find Baughn and see what he can come up with, concerning the OpenGl vs. TTF issue.

Boltgun: Can I merge the first lines from your build into mine, with the different colors for sunrise and sunset?

Sure, use any part you want.
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Meph

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Re: Dfhack: Rendermax (and it's subplugin light)
« Reply #95 on: September 27, 2013, 04:11:14 pm »

Warmist, the game always crashes when you window it... if you cant fix this, why dont you add a hotkey that disables rendermax when people press F11? It would eliminate that problem.
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Warmist

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Re: Dfhack: Rendermax (and it's subplugin light)
« Reply #96 on: September 28, 2013, 01:23:03 am »

Warmist, the game always crashes when you window it... if you cant fix this, why dont you add a hotkey that disables rendermax when people press F11? It would eliminate that problem.
It crashes when you disable it. There is rendermax disable. You can bind it to anything.

Meph

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Re: Dfhack: Rendermax (and it's subplugin light)
« Reply #97 on: September 28, 2013, 04:02:10 am »

wait, it even crashes when I enter "rendermax disable" and the go into window mode and back to fullscreen? I have to test that.
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Clatch

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Re: Dfhack: Rendermax (and it's subplugin light)
« Reply #98 on: September 30, 2013, 02:09:05 am »

http://www.bay12forums.com/smf/index.php?topic=94528.0
Theoretically this new renderer should work better than Baugh's version, IF Toady decides to support it... AFAIK OpenGL and TTF is implemented, problem is it's only working on linux at the moment. :(

Yeah, I was wondering why F12 quit on me.

Boltgun

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Re: Dfhack: Rendermax (and it's subplugin light)
« Reply #99 on: October 02, 2013, 02:34:31 am »

I failed to build the plugin on linux so far. After fetching 32 bit libraries (and busting my video driver and unity for some reason), I got the latest dfhack release to compile but not for the plugin itself.

I will try again with the master branch of dfhack  and see if this improve. If not, I'll post the log.
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Deon

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Re: Dfhack: Rendermax (and it's subplugin light)
« Reply #100 on: October 15, 2013, 08:41:39 am »

This is amazing.

However this:
Code: [Select]
addMaterial("PLANT:bitterroot",nil,{0.4,0.4,0.1},2)
addMaterial("PLANT:cave wheat",nil,{0.3,0.3,0.3},2)
addMaterial("PLANT:dimple cup",nil,{0.1,0.1,0.4},2)
addMaterial("PLANT:fly-agaric",nil,{0.4,0.1,0.1},2)
addMaterial("PLANT:gnome moss",nil,{0.1,0.4,0.1},2)
addMaterial("PLANT:plump helmet",nil,{0.4,0.1,0.4},2)
addMaterial("PLANT:shadowleaf",nil,{0.2,0.2,0.5},2)
addMaterial("PLANT:silkweed",nil,{0.5,0.5,0.5},2)
addMaterial("PLANT:sweet pod",nil,{0.4,0.1,0.1},2)
addMaterial("PLANT:blood boil",nil,{0.4,0.1,0.1},2)
addMaterial("PLANT:glowberry",nil,{0.9,0.9,0.1},4)
addMaterial("PLANT:glowstring",nil,{0.2,0.4,0.4},3)
addMaterial("PLANT:mossberry",nil,{0.1,0.4,0.1},2)
addMaterial("PLANT:purple stalk",nil,{0.4,0.1,0.4},2)
addMaterial("PLANT:crystal cane",nil,{0.1,0.7,0.7},2)
addMaterial("PLANT:quarry bush",nil,{0.3,0.3,0.3},2)
addMaterial("PLANT:rock melon",nil,{0.1,0.3,0.3},2)
addMaterial("PLANT:shard thorn",nil,{0.5,0.5,0.7},2)
addMaterial("PLANT:starapple",nil,{0.4,0.6,0.8},3)
addMaterial("PLANT:stone root",nil,{0.5,0.5,0.7},2)
addMaterial("PLANT:FUNGIWOOD",nil,{0.5,0.5,0.1},5)
does not make plants and fungiwood to glow.



Warmist, the game always crashes when you window it... if you cant fix this, why dont you add a hotkey that disables rendermax when people press F11? It would eliminate that problem.
It crashes when you disable it. There is rendermax disable. You can bind it to anything.
Strange, it does not crash for me when I disable it. However resizing game window makes the game stuck.
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Meph

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Re: Dfhack: Rendermax (and it's subplugin light)
« Reply #101 on: October 15, 2013, 08:47:41 am »

Doesnt crash for me either.

Its because you use "nil". Your plants emit no light, because you tell them to emit no light, but let other light through. Did you copy from glass/gems?

Try: addMaterial("PLANT:bitterroot",{0.4,0.4,0.1},{0.4,0.4,0.1},2)

The 2 is very low btw, for cavern plants I use a lot more.   
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

Deon

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Re: Dfhack: Rendermax (and it's subplugin light)
« Reply #102 on: October 15, 2013, 08:59:43 am »

I see! I did not understand the syntax fully (or rather did not read into it)! Yeah, I thought glass was going to glow for some reason. Now I see that it makes sense that the light just passes through. Thank you!
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cango

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Re: Dfhack: Rendermax (and it's subplugin light)
« Reply #103 on: October 15, 2013, 09:06:28 am »

I am using a not-that-bad laptop but still can't use STANDARD. No OpenGL. Any way to take care of this problem?
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Meph

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Re: Dfhack: Rendermax (and it's subplugin light)
« Reply #104 on: October 15, 2013, 09:10:06 am »

cango: No, it needs opengl.

deon: the first value is the light it emits, the second value is the light it lets through. so in your example it was nothing to emit, and some blueish color that is added to light that passes it. That way you can shine white light at a blue gem-window, and the resulting color behind it will be blue.
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::
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