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Author Topic: Dfhack: Rendermax (and it's subplugin light)  (Read 151574 times)

Mirkrali

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Re: Dfhack: Rendermax (and it's subplugin light)
« Reply #135 on: January 02, 2014, 10:39:47 pm »

I really love the look of this plugin, but I'm having a little trouble with it. I'm running dfhack r3 (which I believe is the latest?) but when I try to run the game dfhack tells me that it could not load this plugin. I have absolutely no idea what I could have done wrong, or whether or not I'm missing something to get things to run. Any ideas?
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Meph

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Re: Dfhack: Rendermax (and it's subplugin light)
« Reply #136 on: January 03, 2014, 12:17:05 am »

Did you set your mode to STANDARD in the init?
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Hommit

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Re: Dfhack: Rendermax (and it's subplugin light)
« Reply #137 on: January 03, 2014, 06:05:37 am »

and the fort itself: Build custom workshops that make light. Thats the point. ^^
Make them, then we build them :)  Not everyone have awesome modding skills like you ;)
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Meph

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Re: Dfhack: Rendermax (and it's subplugin light)
« Reply #138 on: January 03, 2014, 06:37:22 am »

But I already made some and put them into my mod. ^^ I would have released them for vanilla as well, but they dont have the graphics then, and I have no idea what type of ascii tiles I should use.

Here you go:

Code: [Select]
BRAZIER
[BUILDING_FURNACE:BRAZIER]
[NAME:Brazier]
[NAME_COLOR:7:0:1]
[WORK_LOCATION:1:1]
[BUILD_LABOR:ARCHITECT]:MASON]
[BUILD_KEY:CUSTOM_R]
[DIM:1:1]
[WORK_LOCATION:1:1]
[BLOCK:1:0]
[TILE:0:1:245]
[COLOR:0:1:0:0:0]
[TILE:1:1:32]
[COLOR:1:1:0:0:0]
[TILE:2:1:32]
[COLOR:2:1:0:0:0]
[TILE:3:1:245]
[COLOR:3:1:7:0:0]
[BUILD_ITEM:1:BOULDER:NONE:NONE:NONE]

chandelier
[BUILDING_FURNACE:CHANDELIER]
[NAME:Candelabra]
[NAME_COLOR:7:0:1]
[WORK_LOCATION:1:1]
[BUILD_LABOR:ARCHITECT]:MASON]
[BUILD_KEY:CUSTOM_X]
[DIM:1:1]
[WORK_LOCATION:1:1]
[BLOCK:1:0]
[TILE:0:1:145]
[COLOR:0:1:7:0:0]
[TILE:1:1:96]
[COLOR:1:1:7:0:0]
[TILE:2:1:96]
[COLOR:2:1:7:0:0]
[TILE:3:1:145]
[COLOR:3:1:7:7:1]
[BUILD_ITEM:1:BOULDER:NONE:NONE:NONE]


[BUILDING_FURNACE:FIREPLACE]
[NAME:Fireplace]
[NAME_COLOR:7:0:1]
[BUILD_LABOR:ARCHITECT]:MASON]
[BUILD_KEY:CUSTOM_Z]
[DIM:1:1]
[WORK_LOCATION:1:1]
[BLOCK:1:0]
[TILE:0:1:216]
[COLOR:0:1:7:0:0]
[TILE:1:1:249]
[COLOR:1:1:7:0:1]
[TILE:2:1:135]
[COLOR:2:1:7:0:1]
[TILE:3:1:216]
[COLOR:3:1:7:7:1]
[BUILD_ITEM:1:BOULDER:NONE:NONE:NONE]


[BUILDING_FURNACE:TORCHBEARER_STATUE]
[NAME:Torchbearer Statue]
[NAME_COLOR:7:0:1]
[BUILD_LABOR:ARCHITECT]:MASON]
[BUILD_KEY:CUSTOM_NONE]
[DIM:1:1]
[WORK_LOCATION:1:1]
[BLOCK:1:0]
[TILE:0:1:234]
[COLOR:0:1:7:4:1]
[TILE:1:1:234]
[COLOR:1:1:7:4:1]
[TILE:2:1:234]
[COLOR:2:1:7:4:1]
[TILE:3:1:234]
[COLOR:3:1:7:4:1]
[BUILD_ITEM:1:STATUE:NONE:NONE:NONE][CAN_USE_ARTIFACT]

[BUILDING_FURNACE:GLOWING_ORB]
[NAME:Gem of Light]
[NAME_COLOR:7:0:1]
[BUILD_LABOR:ARCHITECT]:MASON]
[BUILD_KEY:CUSTOM_NONE]
[DIM:1:1]
[WORK_LOCATION:1:1]
[BLOCK:1:0]
[TILE:0:1:4]
[COLOR:0:1:5:7:1]
[TILE:1:1:4]
[COLOR:1:1:5:7:1]
[TILE:2:1:4]
[COLOR:2:1:5:7:1]
[TILE:3:1:4]
[COLOR:3:1:5:7:1]
[BUILD_ITEM:1:GEM:NONE:NONE:NONE][CAN_USE_ARTIFACT]

And this goes into the rendermax.lua

Code: [Select]
addBuilding("Furnace:Custom:BRAZIER",{1,1,1},{0.9,0.75,0.3},12)
addBuilding("Furnace:Custom:TORCHBEARER_STATUE",{1,1,1},{0.8,0.1,0.1},20)
addBuilding("Furnace:Custom:CHANDELIER",{1,1,1},{0.9,0.65,0.2},35)
addBuilding("Furnace:Custom:FIREPLACE",{1,1,1},{0.7,0.45,0.3},5)
addBuilding("Furnace:Custom:GLOWING_ORB",{1,1,1},{1,1,1},50)

First three buildings cost only a boulder, because they use custom items in my mod, which dont exist in vanilla DF. I deleted that and replaced it with boulders.

You just need to enable them in the entity with PERMITTED_BUILDIN:building-id-here, and gen a new world.
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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 :::

Mirkrali

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Re: Dfhack: Rendermax (and it's subplugin light)
« Reply #139 on: January 03, 2014, 12:51:39 pm »

Did you set your mode to STANDARD in the init?

Did you mean print mode in the main DF init? I attempted this, but it still did not give me any results.

However, when running dfhack I get an error right before it tells me that it cant load the plugin:
"The procedure entry point ??0VMethodInterposeLinkBase@DFHack@@QAE@PAVvirtual_identity@1@HPAX1HPBD@Z could not be located in the dynamic link library SDL.dll."

I'm using what I think is the latest LNP (PeridexisErrant LNP), and that's it. I honestly have no idea what that error means or how to fix it.
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Meph

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Re: Dfhack: Rendermax (and it's subplugin light)
« Reply #140 on: January 03, 2014, 12:57:19 pm »

I think its because you are using dfhack r3, but downloaded rendermax for dfhack r4. (or the other way around)
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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 :::

Mirkrali

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Re: Dfhack: Rendermax (and it's subplugin light)
« Reply #141 on: January 03, 2014, 12:58:38 pm »

I think its because you are using dfhack r3, but downloaded rendermax for dfhack r4. (or the other way around)

Mmm, that's probably the problem then. I didn't know that dfhack had a version above it. Whoops!
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CaptainArchmage

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Re: Dfhack: Rendermax (and it's subplugin light)
« Reply #142 on: January 07, 2014, 09:17:14 pm »

Does this plugin limit creatures' fields of vision in the dark or not?

Does it work on dfhack for Mac?
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Warmist

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Re: Dfhack: Rendermax (and it's subplugin light)
« Reply #143 on: January 08, 2014, 01:37:42 am »

Does this plugin limit creatures' fields of vision in the dark or not?

Does it work on dfhack for Mac?
1. No, does not limit anything, just a visual thing.
2. It would if somebody would build it for mac.

fricy

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Re: Dfhack: Rendermax (and it's subplugin light)
« Reply #144 on: January 08, 2014, 04:54:39 am »

Does it work on dfhack for Mac?
2. It would if somebody would build it for mac.

Here you go:

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

milo christiansen

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Re: Dfhack: Rendermax (and it's subplugin light)
« Reply #145 on: January 13, 2014, 02:11:54 pm »

Is there a r3 version?

I really don't want to require r4 until an "official" version is out and r4 is "done".
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follower of nux

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Re: Dfhack: Rendermax (and it's subplugin light)
« Reply #146 on: January 14, 2014, 04:00:43 pm »

Hello there!

I have this particular problem in which fireplaces and braziers dont give off light after i light a fire in there although the sun cycles and dwarfs emit light alright.
rendermax, standard and no true type fonts.

Any ideas ?
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Meph

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Re: Dfhack: Rendermax (and it's subplugin light)
« Reply #147 on: January 14, 2014, 04:57:28 pm »

Hello there!

I have this particular problem in which fireplaces and braziers dont give off light after i light a fire in there although the sun cycles and dwarfs emit light alright.
rendermax, standard and no true type fonts.

Any ideas ?
Could you give me more info? It certainly sounds like a MasterworkDF specific question. Which tileset do you use, which OS, which Mod version ? (you can see the version number in the main menu). When you say "light a fire", is that the reaction that actually starts fires that spread?
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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 :::

Moridin920

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Re: Dfhack: Rendermax (and it's subplugin light)
« Reply #148 on: January 15, 2014, 04:56:52 am »

Hey Meph I've got the same issue as the other poster, my dwarves give off light and the day/night cycle happens but when I build a brazier it doesn't give off light. It's got the regular light a fire reaction that starts an actual spreading fire.

I'm on Windows 7, version .4g of Masterwork, on the Spacefox tileset. Standard print mode.
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Meph

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Re: Dfhack: Rendermax (and it's subplugin light)
« Reply #149 on: January 15, 2014, 04:59:04 am »

Do the others work? Because I have this in my files: addBuilding("Furnace:Custom:BRAZIER",{1,1,1},{0.9,0.75,0.3},12) and it should work. Its just not a lot of light from the brazier.
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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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