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Author Topic: Stonesense - Old Official thread - Now locked  (Read 1733341 times)

Rose

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Re: Stonesense - Official thread
« Reply #3630 on: July 30, 2010, 09:07:05 pm »

Spoiler (click to show/hide)

right then, I think I got it working.
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Dark_Tundra

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Re: Stonesense - Official thread
« Reply #3631 on: July 30, 2010, 11:19:01 pm »

That is great, thanks for taking the time for this.
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James.Denholm

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Re: Stonesense - Official thread
« Reply #3632 on: July 30, 2010, 11:46:23 pm »

Dwarf Fortress - Now with skirting boards.
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Imagine a combination of power goals 44 and 45: The ruler convenes a council of the nobles to appoint you the high priest of the nearby towns. Instead of waiting for them to finish their drinking session, you walk in and crush a goblet while berating their disgusting behaviour and general incompetence.

Dante

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Re: Stonesense - Official thread
« Reply #3633 on: July 30, 2010, 11:48:55 pm »

This is a masterfully engraved skirting board in limestone. On the skirting board is a demon rat. The demon rat is gnawing.

Dark_Tundra

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Re: Stonesense - Official thread
« Reply #3634 on: July 31, 2010, 04:36:21 am »

Can it also be used to differenciate between floors next to walls, and floors next to open space?
Say, for example, if I wanted non square edges on overhang, but wanted to keep floors next to walls connected?

photoshopped example:


I am hoping this all makes sense...
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Rose

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Re: Stonesense - Official thread
« Reply #3635 on: July 31, 2010, 04:48:45 am »

yes.

the way I have it is that you set 6 sets of borders on the tile.
they are set by giving a list of numbers from 1 to 8, or 0. 1 is the tile directly above the current tile, relatiive to the view, anr they go around clockwise.

the first set is a list of sides that must contain at least one wall. so if the set contains the numbers "123" then the tile will show if there's a wall on the to, top-right, or right of the tile. if there's only one wall, the tile will still show, but if the wall is on the left, it won't.

ditto for floors

ditto for open space.

the next set is a list of squares that must NOT contain a wall. if any of the listed squares contain a wall, the tile won't show.

ditto for floors.

ditto again for open space.

this is the XML file for what I showed:

Code: [Select]
<?xml version="1.0"?>
<floors file="bordertest.png">>
  <!-- construct -->
  <floor sheetIndex="0" color="material">
    <!-- floor -->
    <terrain value="493" />
    <!-- stair -->
    <terrain value="517" />
    <!-- ramp -->
    <terrain value="518" />
    <!-- fort -->
    <terrain value="494" />
    <!-- pillar -->
    <terrain value="495" />
    <!-- wall -->
    <terrain value="496" />
    <terrain value="497" />
    <terrain value="498" />
    <terrain value="499" />
    <terrain value="500" />
    <terrain value="501" />
    <terrain value="502" />
    <terrain value="503" />
    <terrain value="504" />
    <terrain value="505" />
    <terrain value="506" />
    <terrain value="507" />
    <terrain value="508" />
    <terrain value="509" />
    <terrain value="510" />
    <terrain value="511" />
    <terrain value="512" />
    <terrain value="513" />
    <terrain value="514" />
    <subsprite
        sheetIndex="1"
        needopen="1"
        needfloor="0"
        needwall="1"
        neednotopen="0"
        neednotwall="0"
        neednotfloor="82"
        />
    <subsprite
        sheetIndex="2"
        needopen="2"
        needfloor="0"
        needwall="2"
        />
    <subsprite
        sheetIndex="3"
        needopen="3"
        needfloor="0"
        needwall="3"
        neednotopen="0"
        neednotwall="0"
        neednotfloor="24"
        />
    <subsprite
        sheetIndex="4"
        needopen="4"
        needfloor="0"
        needwall="4"
        />
    <subsprite
        sheetIndex="5"
        needopen="5"
        needfloor="0"
        needwall="5"
        neednotopen="0"
        neednotwall="0"
        neednotfloor="46"
        />
    <subsprite
        sheetIndex="6"
        needopen="6"
        needfloor="0"
        needwall="6"
        />
    <subsprite
        sheetIndex="7"
        needopen="7"
        needfloor="0"
        needwall="7"
        neednotopen="0"
        neednotwall="0"
        neednotfloor="68"
        />
    <subsprite
        sheetIndex="8"
        needopen="8"
        needfloor="0"
        needwall="8"
        />
    <subsprite
        sheetIndex="1"
        needopen="1"
        needfloor="82"
        needwall="1"
        neednotopen="82"
        neednotwall="82"
        neednotfloor="1"
        />
    <subsprite
        sheetIndex="3"
        needopen="3"
        needfloor="24"
        needwall="3"
        neednotopen="24"
        neednotwall="24"
        neednotfloor="3"
        />
    <subsprite
        sheetIndex="5"
        needopen="5"
        needfloor="46"
        needwall="5"
        neednotopen="46"
        neednotwall="46"
        neednotfloor="5"
        />
    <subsprite
        sheetIndex="7"
        needopen="7"
        needfloor="68"
        needwall="7"
        neednotopen="68"
        neednotwall="68"
        neednotfloor="7"
        />
    </floor>
</floors>
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Dark_Tundra

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Re: Stonesense - Official thread
« Reply #3636 on: July 31, 2010, 05:33:24 am »

Absolutely brilliant.
I was worried I was getting my thoughts out in a jumble again, glad to hear it made enough sense.
This should help with some of the looks I'm trying to get going.
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kokoszken

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Re: Stonesense - Official thread
« Reply #3637 on: July 31, 2010, 08:17:31 am »

hello,

I haven't played DF in a year or so and I see that a lot has changed.

I really want to use Stonesense out of curiousity, but I have some problem with it.

I'm running DF 0.31.12 version, but I've 'upgraded' stonesense so it will work with this one (by downloading "memory" fix someone posted here).

Still, all I got is blank screen after pressing F9 and seeing "Connecting to DF" for a brief moment.

How I can repair it?


Here is a screenshot of my problem
Spoiler (click to show/hide)
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Rose

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Re: Stonesense - Official thread
« Reply #3638 on: July 31, 2010, 08:22:32 am »

try changing the graphics to directx in the init.txt
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Jadael

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Re: Stonesense - Official thread
« Reply #3639 on: July 31, 2010, 10:35:53 am »

At this point a little config utility might not be a bad idea.
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~ T

Dark_Tundra

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Re: Stonesense - Official thread
« Reply #3640 on: August 01, 2010, 05:24:51 am »

What is the difference between terrain value= 79, terrain value= 81, and terrain value= 82?
They are all smoothed pillars, but I'm stuck working out how they are different.

terrain value= 81 appears to be plain layer stone. (as far as I can tell)
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kokoszken

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Re: Stonesense - Official thread
« Reply #3641 on: August 01, 2010, 05:58:54 am »

try changing the graphics to directx in the init.txt

yeah, it helped.

thanks for advice.
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eataTREE

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Re: Stonesense - Official thread
« Reply #3642 on: August 01, 2010, 08:12:13 pm »

I'm having trouble building under linux. Allegro and the other dependencies are satisfied, however it looks like there is a dependency on a unique dfhack library which is only present in 32-bit Windows format. The last step of linking fails for me because there's no libdfhack. When I build vanilla libdfhack and try to link against it, I get linking errors. Any help?

(Edit: This is a fairly normal Ubuntu Lucid 64-bit machine. Do I need to build stonesense as a 32-bit binary?)
« Last Edit: August 01, 2010, 08:27:20 pm by eataTREE »
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Dark_Tundra

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Re: Stonesense - Official thread
« Reply #3643 on: August 01, 2010, 10:54:21 pm »

What is the difference between terrain value= 79, terrain value= 81, and terrain value= 82?
They are all smoothed pillars, but I'm stuck working out how they are different.

terrain value= 81 appears to be plain layer stone. (as far as I can tell)


also how do I differenciate between gems and other features?
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Rose

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Re: Stonesense - Official thread
« Reply #3644 on: August 01, 2010, 11:02:04 pm »


the other way of differentiating gems is to specify the materials.
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