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Author Topic: Rendermax Fortress, WIP  (Read 4548 times)

ThaMuzz

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Rendermax Fortress, WIP
« on: December 10, 2013, 05:36:04 pm »

I've decided to record the evolution of my fortress as I complete it.
'Cause dang it, Rendermax makes screenies awesome.
Can't wait until I get the artificial lake dug and the lavastacks ready.

Spoiler: "Forgeworks" (click to show/hide)
Spoiler: "Libraries" (click to show/hide)
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oldark

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Re: Rendermax Fortress, WIP
« Reply #1 on: December 10, 2013, 05:59:19 pm »

PTW.   How badly is it affecting your fps? I love the idea behind rendermax but I've always been afraid to try activating it. Also does the lighting do anything for your dwarves at all or is it purely cosmetic?
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Meph

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Re: Rendermax Fortress, WIP
« Reply #2 on: December 10, 2013, 06:02:17 pm »

Only cosmetic and shouldnt affect fps much, but is unstable when you zoom/window the game.
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
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ThaMuzz

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Re: Rendermax Fortress, WIP
« Reply #3 on: December 10, 2013, 06:05:18 pm »

Only cosmetic and shouldnt affect fps much, but is unstable when you zoom/window the game.

This. 
I usually play with Rendermax off, then switch it on for screenshots.  This is mainly because I you have to play it with standard Print Mode instead of 2d, so you can't use truetype fonts.
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ThaMuzz

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Re: Rendermax Fortress, WIP
« Reply #4 on: December 12, 2013, 06:57:51 am »

So, I decided to create some comparison images:

Here is my hospital and entrance to the cavern layers:
Spoiler: "Vanilla" (click to show/hide)
Spoiler: "Incomplete" (click to show/hide)

This is the bottom of the Fortresses main shaft.  The central shaft is normally illuminated by natural light, but I took the image during the night.
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ThaMuzz

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Re: Rendermax Fortress, WIP
« Reply #5 on: December 15, 2013, 03:36:13 pm »

A few more comparisons:  Completed bedroom annex vs incomplete bedroom annex

Spoiler: "West, Complete" (click to show/hide)
Spoiler: "North, Incomplete" (click to show/hide)
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Urist McTeellox

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Re: Rendermax Fortress, WIP
« Reply #6 on: December 15, 2013, 08:56:59 pm »

That is fractal-tastic!

How big is your fort's population?

~ T
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ThaMuzz

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Re: Rendermax Fortress, WIP
« Reply #7 on: December 15, 2013, 11:37:40 pm »

That is fractal-tastic!

How big is your fort's population?

~ T

295, 35 children.
~70 of those were summoned with town portal, and 11 are slaves.
There are two more living spaces on that floor, but all they have are a bed and a fireplace.
Layout is based on Hactar1_3 from the magmawiki.  In previous iterations, I've used Raynard1 as inspiration.  However, I wanted a cleaner line of sight down the central shaft so that natural light could come down through the clear glass paved soil layers of the fortress.
http://dwarffortresswiki.org/index.php/DF2012:Bedroom_design
« Last Edit: December 15, 2013, 11:40:13 pm by ThaMuzz »
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ThaMuzz

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Re: Rendermax Fortress, WIP
« Reply #8 on: December 15, 2013, 11:58:39 pm »

So, transporting coal and ores from higher z levels down to the forgeworks takes time. To reduce this I've sunk 4 shafts.  Ore is dumped down the shaft using minecarts and trackstops.

Also, the lava channels that power my forgeworks
Spoiler: "Magma Channels" (click to show/hide)
« Last Edit: December 16, 2013, 12:02:15 am by ThaMuzz »
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Repseki

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Re: Rendermax Fortress, WIP
« Reply #9 on: December 16, 2013, 05:07:36 am »

Pretty cool fort. I almost used that same housing layout in my current fort, but my population is a bit smaller so I went with something different.

Rendermax definitely changes the mood a little, seems pretty cool.
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Meph

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Re: Rendermax Fortress, WIP
« Reply #10 on: December 16, 2013, 05:52:57 am »

How are your FPS if you enable/disable it? This is by far the biggest fort that I have seen that uses it, with countless lightsources everywhere. Does it affect FPS much?
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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 :::

ThaMuzz

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Re: Rendermax Fortress, WIP
« Reply #11 on: December 16, 2013, 12:33:38 pm »

There is a hit.  Will get solid numbers later.  There are significant differences depending on how many light sources are on screen.

Few other things:
1) So far, I've found candle/torch production to be the biggest bottleneck, thus my preference for braziers and fireplaces.
2) Water and lightsources have an interesting relationship.  Underwater trees still produce light, but drowning a brazier removed the light.  Have not yet tested with gems.
2a) Underwater trees look really cool.  I'm hoping that future versions of rendermax will allow lightsources to illuminate a multi-z-level sphere.  Would make the underwater seas look awesome.
« Last Edit: December 16, 2013, 12:40:33 pm by ThaMuzz »
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ThaMuzz

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Re: Rendermax Fortress, WIP
« Reply #12 on: December 16, 2013, 08:00:56 pm »

With Rendermax: 4 fps
Without: 6 fps
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Meph

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Re: Rendermax Fortress, WIP
« Reply #13 on: December 16, 2013, 08:02:09 pm »

...
...
 :o

You play with single digit FPS?
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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 :::

ThaMuzz

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Re: Rendermax Fortress, WIP
« Reply #14 on: December 16, 2013, 08:33:46 pm »

Play in background.  Now, when you are talking about decimal fps, things get irritating.
That only really happens when I start up the magma pumps.  I think that I will use magmalings and waterlings to fill the moat this time.  Lots of magmalings and waterlings.
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