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Author Topic: Dfhack: Rendermax (and it's subplugin light)  (Read 151883 times)

Meph

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Re: Dfhack: Rendermax (and it's subplugin light)
« Reply #210 on: July 03, 2014, 03:05:34 am »

there is "poweredOnly" flag e.g.:
addBuilding("don't remember what can be powered...",{1,1,1},{1.3,1.3,0.3},4,{"poweredOnly"})
Other could be added (not sure about pressure plates though...)
Awesome :)
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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 :::
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fricy

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Re: Dfhack: Rendermax (and it's subplugin light)
« Reply #211 on: July 03, 2014, 03:53:54 am »

there is "poweredOnly" flag e.g.:
addBuilding("don't remember what can be powered...",{1,1,1},{1.3,1.3,0.3},4,{"poweredOnly"})
Other could be added (not sure about pressure plates though...)
I can't get it to work, switching off power doesn't turn off the light, and the plugin crashes if I have both {"useMaterial"} and {"poweredOnly"} defined separately, is this the correct syntax: {"useMaterial","poweredOnly"} ?
I also tried defining two lines for each machine comp., one with powerOnly tag, the other without, different colors. That doesn't work either, the second entry overwrites the first.

Code: [Select]
addBuilding("Trap:Lever",{0.5,2,0.5},{0.3,1.1,0.3},5,{"useMaterial"})
addBuilding("Trap:TrackStop",{2.5,0.3,0.3},{2.5,0.5,0.5},8)
addBuilding("GearAssembly",{1,1,1},{0.8,0.8,0.8},5,{"poweredOnly"})
addBuilding("Rollers",{1,1,2.5},{1.5,1.5,2.5},4,{"poweredOnly"})
addBuilding("AxleHorizontal",{1,1,1},{0.8,0.8,0.8},5,{"poweredOnly"})
addBuilding("AxleVertical",{1,1,1},{0.8,0.8,0.8},5,{"poweredOnly"})

Warmist

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Re: Dfhack: Rendermax (and it's subplugin light)
« Reply #212 on: July 03, 2014, 04:21:00 am »

Hmm... yes correct syntax is {"useMaterial","poweredOnly"}.
I'll look into it on the weekend. Can't remember what the limitations were.

Also this system is a bit limiting in my opinion. What if you want to e.g. "useMaterial" when powered but emit constant light when unpowered (reverse would be useful for e.g. steam engine). But i have no real answer in how to improve it.

Dwarf_Fever

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Re: Dfhack: Rendermax (and it's subplugin light)
« Reply #213 on: August 09, 2014, 04:03:47 pm »

Huh, this looks like a pretty neat mod.

Oh WOW!

any torches/lamps/etc planned?

I would kinda hope that tables and dressers have candles on them by default, and doors and fortifications would have torches already...
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Devast

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Re: Dfhack: Rendermax (and it's subplugin light)
« Reply #214 on: December 21, 2014, 12:37:41 am »

Does this still work with the latest updates?
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Warmist

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Re: Dfhack: Rendermax (and it's subplugin light)
« Reply #215 on: December 21, 2014, 04:47:22 am »

Does this still work with the latest updates?
If you mean latest update that has dfhack then yes. Latest df version does not have dfhack so does not have this either

Baleur

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Re: Dfhack: Rendermax (and it's subplugin light)
« Reply #216 on: February 01, 2015, 05:59:06 am »

Does this still work with the latest updates?
If you mean latest update that has dfhack then yes. Latest df version does not have dfhack so does not have this either

How about now? :)
Works with latest Dwarf Fortress 40_24 Starter Pack r2 ?
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Meph

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Re: Dfhack: Rendermax (and it's subplugin light)
« Reply #217 on: February 01, 2015, 06:51:46 am »

Should be included. Just type "rendermax light" into the dfhack window, and see for yourself.
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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 :::

Shonai_Dweller

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Re: Dfhack: Rendermax (and it's subplugin light)
« Reply #218 on: February 01, 2015, 07:59:51 pm »

Should be included. Just type "rendermax light" into the dfhack window, and see for yourself.
Any specific hardware requirements for rendermax?
'rendermax light' causes DF to crash. Always has done, still does now, so I always assumed it wasn't 40.x compatible.
« Last Edit: February 01, 2015, 08:01:22 pm by Shonai_Dweller »
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lethosor

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Re: Dfhack: Rendermax (and it's subplugin light)
« Reply #219 on: February 01, 2015, 08:22:53 pm »

You need to be using an OpenGL-enabled print mode (PRINT_MODE:STANDARD probably works best), and not using TwbT.
(Actually, PRINT_MODE:TWBT_LEGACY may work.)
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DFHack - Dwarf Manipulator (Lua) - DF Wiki talk

There was a typo in the siegers' campfire code. When the fires went out, so did the game.

notfood

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Re: Dfhack: Rendermax (and it's subplugin light)
« Reply #220 on: February 01, 2015, 09:03:13 pm »

Seems to freeze under Linux with latest DFHack release (0.40.24-r2) printmode Standard.
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lethosor

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Re: Dfhack: Rendermax (and it's subplugin light)
« Reply #221 on: February 01, 2015, 09:19:45 pm »

It worked for me. What distro are you using? Does "rendermax trippy" work? Anything relevant in stderr.log?
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DFHack - Dwarf Manipulator (Lua) - DF Wiki talk

There was a typo in the siegers' campfire code. When the fires went out, so did the game.

notfood

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Re: Dfhack: Rendermax (and it's subplugin light)
« Reply #222 on: February 02, 2015, 03:36:56 am »

rendermax trippy works.
rendermax light locks the dfhack console, the game keeps running. If I try to exit DwarfFortress, it just locks. It eats 100% CPU as well.

stderr.log shows:
Code: [Select]
Invoking: rendermax light
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Shonai_Dweller

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Re: Dfhack: Rendermax (and it's subplugin light)
« Reply #223 on: February 02, 2015, 04:51:16 am »

Ah, so it's Rendermax or TWBT then?
That's tricky...pretty lights or sexy font? Hmmm. Will experiment later.
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Boltgun

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Re: Dfhack: Rendermax (and it's subplugin light)
« Reply #224 on: February 02, 2015, 05:17:32 am »

Afaik it works with TWBT in lagacy mode, but fps would be bad and in my experience rendermax gets confused as to what z level to render.
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