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Author Topic: Stonesense - Old Official thread - Now locked  (Read 1732859 times)

Rose

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Re: Stonesense - Official thread -
« Reply #2400 on: January 28, 2010, 02:39:38 am »

not at all.

all the 40d versions, including 40d17, are very similar.

the next version will be completely different in every way.
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James.Denholm

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Re: Stonesense - Official thread -
« Reply #2401 on: January 28, 2010, 03:21:08 am »

Oh, okay. I just thought, because it seems (at least to me) that the d# branch is essentially manipulating the entirety of how DF is outputted...

Yeahyougettheidea.
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kaypy

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Re: Stonesense - Official thread -
« Reply #2402 on: January 28, 2010, 03:42:58 am »

Oh, okay. I just thought, because it seems (at least to me) that the d# branch is essentially manipulating the entirety of how DF is outputted...
Yeah, but the net result of that is that the d# internals are all pretty much the same, bar a little bit of shifting around. The next version everything will be drastically changed, so memory research will just about start from scratch.
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kaypy

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Re: Stonesense - Official thread -
« Reply #2403 on: January 28, 2010, 03:48:28 am »

Also, Stonesense doesn't seem to scroll all the way to the edge of my fort's map. For instance, I have my Baron's quarters near the edge of the map, but I can't actually see it in Stonesense. I scroll over as far as possible in DF but Stonesense doesn't go to the edge.
Theres only so much that can be achieved by follow mode... You could try toggling the TRACK_CENTER, but that has its own issues... Eventually you just have to move the stonesense window yourself...
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CobaltKobold

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Re: Stonesense - Official thread -
« Reply #2404 on: January 28, 2010, 09:58:28 am »

So there doesn't seem to be a variable in the init in the new version for the grid size. That means running the game at the same window size as I'm used to makes everything stretched out and weird looking. What do I do? :(
Convert the old 800x600 font since I'm betting that's what you're using. Older versions autostretched it x2 vertically (by virtue of the init options GRID, etc), so Baughn stretched the font vertically by default.

I'm pretty sure I uploaded the 'fixed' version somewhere, but...not for this thread really-oh, here it is
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Jay

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Re: Stonesense - Official thread -
« Reply #2405 on: January 29, 2010, 10:01:05 pm »

Stonesense should work with the new major release?
Not a chance.
Externalizing the OpenGL hooks so that Baughn (not a group, just Baughn) can work on improving the render performance has nothing to do with how the actual map data is stored.
There's way too much change.
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Mishimanriz: Histories of Pegasi and Dictionaries

xoen

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Re: Stonesense - Official thread -
« Reply #2406 on: January 29, 2010, 10:14:40 pm »

Code: [Select]
40d17 in a day or twoWHAT?

upd: uh, it seems like i had mistaken 2010 and d17..
can anyone give me full changelog of d17, please?
« Last Edit: January 29, 2010, 10:19:27 pm by xoen »
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Eagle0600

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Re: Stonesense - Official thread -
« Reply #2407 on: January 29, 2010, 11:04:27 pm »

Graphics render optimisations, afaik.
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Footkerchief

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Re: Stonesense - Official thread -
« Reply #2408 on: January 29, 2010, 11:07:45 pm »

Code: [Select]
40d17 in a day or twoWHAT?

upd: uh, it seems like i had mistaken 2010 and d17..
can anyone give me full changelog of d17, please?

- Rewritten input system that should fix the 40d16 input bugs
- New "2D" graphics mode that should avoid a lot of the driver/OpenGL problems

That's about it.  It's not aiming for new features.
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xoen

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Re: Stonesense - Official thread -
« Reply #2409 on: January 29, 2010, 11:24:43 pm »

Thanks, guys, good to hear(i was afraid that mods compatibility may be broken with d17, or sth).
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Jay

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Re: Stonesense - Official thread -
« Reply #2410 on: January 30, 2010, 01:38:25 am »

2010
I'm really not sure why people are calling it that.
Barring Toady overdoing a release ala this one, there really should be another one this year.

I have absolutely no clue what it should be, by Toady's numbering, but naming it by year is just inherently a bad idea.
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Mishimanriz: Histories of Pegasi and Dictionaries

Eagle0600

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Re: Stonesense - Official thread -
« Reply #2411 on: January 30, 2010, 01:42:19 am »

0.28.181.41? 0.28.182? 0.29? Looking over the release logs, it'll probably jump more than one number somewhere, so I honestly have no idea what it's going to be.
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Deon

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Re: Stonesense - Official thread -
« Reply #2412 on: January 30, 2010, 03:50:06 am »

So there doesn't seem to be a variable in the init in the new version for the grid size. That means running the game at the same window size as I'm used to makes everything stretched out and weird looking. What do I do? :(

Set [GRAPHICS_BLACK_SPACE:YES] and [BLACK_SPACE:YES] and it will fix your problems with filling "additional" space of a window with black space without stretching your tiles. Also you can resize the window with a mouse on the fly if you didn't know it.
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

jonask84

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Re: Stonesense - Official thread -
« Reply #2413 on: January 30, 2010, 04:31:57 am »

Hey guys :)

I just saw some of the new forts that have been uploaded on the screenshot thread, check out this one fort Silverwaters.

It's pretty cool  ;D
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forsaken1111

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Re: Stonesense - Official thread -
« Reply #2414 on: January 30, 2010, 04:44:27 am »

2010
I'm really not sure why people are calling it that.
Barring Toady overdoing a release ala this one, there really should be another one this year.

I have absolutely no clue what it should be, by Toady's numbering, but naming it by year is just inherently a bad idea.

Because DF2010 is catchy, and we've been waiting a long time.
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