Yeah, I didn't read the typos post until after I'd recompiled. I'll fix them next time. I quite like Fackwards though, it should definitely be a word!
Another long one...
One graphical thing I don't like, is that smoothed floors and the like seem to still have the heightmap noise applied, which is great when it's rough-hewn, but not so much after smoothing.
Some materials are showing up the wrong color, as well. Case in point: red sand is showing up black in the visualizer.
- I'll fix this, I meant to do it before and obviously forgot.
- Have you modded the stone raws by any chance? If so try running (from the terminal/cmd) 'MatGlossDump [path to DF directory]'. This should rebuild your matgloss file from the DF raws.
First, some stuff I constructed out of granite is showing up as red in the visualizer. It appears that the area I built it in used to be part of a bauxite cluster, which might be throwing off the utility somehow
Usually this either works or it goes catastrophically wrong
. If you've modded the stone raws see above then try again, if not could I have the map please?
1. The slice sliders didn't do anything when frustum culling was disabled.
2. Input strangeness: pressing the shift key while moving the camera to speed it up stops it from moving entirely. You have to release and then press the movement keys again to get it started moving. Also, the controls aren't smooth, mirroring a problem I've also had writing an OpenGL program using C++ and GLUT. When you hold down a movement key, it appears to be read once, then there's a pause, and then the key is continually read, finally resulting in smooth motion.
3. I got a program crash when trying to move the camera around, after playing with those sliders and buttons and maximizing the window. Sorry for the vague details, I couldn't really reproduce it. When the crash came up, I hit the debug button, but nothing happened.
1- Yeah, I forgot about that. I'll add it to the list
2- Strange. I did have problems like this when I was using a wireless mouse and keyboard (to much input seemed to overwhelm it), but I can't think of anything else at the moment...
3- I think this is the same as the bug described by someone else. Now fixed.
Loaded this up and took a look around my fortress, it looks great but.. man the stairs come out looking unreasonably steep with the default settings
I know. The problem is that things in general look better if each square is taller than it is wide, but this leads to very steep staircases, plus I'm also trying to limit the amount of geometry in each stair. I'll probably improve it at some point.
I tried to navigate around my fortress, and it was very confusing. Stairs that dwarves get down fine in-game lead into solid walls, the ramps faced the wrong direction, and my smoothed basalt walls looked like they were made from clay bricks.
That's not a very useful criticism. If you provide screenshots (DF and VF) or some additional information I might be able to fix it.
Not sure what I can do about it crashing in Wine, I have no way of testing it. Does the log file indicate that it crashed at a particular point during initialisation?
He said there is no log.
Well crap, it could be anything then
. The best thing to do would be to get a Linux version going, and the only real problem there is the memory reading as the rest of the app is more-or-less cross platform already. Ideally I'd like to use Khazad/peterix's DFExtractor instead of mine, his code's really nice and he's definitely better at that side of things than I am, but the inter-relationship between DFExtractor/DFMap makes that difficult.
Re: Real-time - With a quad-core this might just about be possible, though I'm not going to do it myself. The real problem is that since the program is external to DF it has no way of knowing when a block has changed, so has to re-load the whole map all the time. That's why Livevis had a restricted view range.
Re: Snow on trees etc. - This is more difficult than it sounds, mainly because of the dynamic paging/billboarding system. I'm considering using a similar system to shadow mapping (Snow Projection if you will), but it may require too large a depth map to be practical.
Re: FPS - There isn't really an FPS, it only updates when necessary (this means you should be able to have it and DF open at the same time without it eating your CPU). I'll see about measuring the frame time and extrapolating.
And I want to see more pictures please