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Author Topic: Stonesense - Old Official thread - Now locked  (Read 1732874 times)

Rose

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Re: Stonesense - Official thread -
« Reply #2430 on: January 31, 2010, 05:58:16 am »

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Innominate

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Re: Stonesense - Official thread -
« Reply #2431 on: January 31, 2010, 06:36:44 am »

Is that a fort design utility? Because I must say, I've wanted one of those pretty much ever since I found Stonesense.
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Rose

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Re: Stonesense - Official thread -
« Reply #2432 on: January 31, 2010, 06:45:15 am »

*sighs and points to the titlebar*

*then points to the maximise button*

...

...

*then points to the water*
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Footkerchief

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Re: Stonesense - Official thread -
« Reply #2433 on: January 31, 2010, 06:52:12 am »

Looks very nice.  Are you fogging/darkening the terrain and then blending a single undarkened water tile over it?  It's a big improvement over dithering in any case.
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Rose

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Re: Stonesense - Official thread -
« Reply #2434 on: January 31, 2010, 06:58:43 am »



I'm actually in the process of revamping the entire engine, and upgrading it to allegro4.9, which uses hardware acceleration, thus giving alpha blending basically for free.
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dyze

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Re: Stonesense - Official thread -
« Reply #2435 on: January 31, 2010, 08:19:13 am »

very nice, i bet you can make some nice glass windows with this too?
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Rose

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Re: Stonesense - Official thread -
« Reply #2436 on: January 31, 2010, 08:24:51 am »

yeah, provided I manage to get it working fully.
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CobaltKobold

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Re: Stonesense - Official thread -
« Reply #2437 on: January 31, 2010, 12:26:36 pm »

Is that a fort design utility? Because I must say, I've wanted one of those pretty much ever since I found Stonesense.
DF Designer, Quickfort
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Neither whole, nor broken. Interpreting this post is left as an exercise for the reader.
OCEANCLIFF seeding, high z-var(40d)
Tilesets

Retro

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Re: Stonesense - Official thread -
« Reply #2438 on: February 01, 2010, 06:42:35 am »

Hey, Japa, saw you post this in the Flarechannel thread. Does that mean that different coloured floor tiles have been implemented / are in the process of being implemented? Or did they already get put in, and I just missed them?

Rose

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Re: Stonesense - Official thread -
« Reply #2439 on: February 01, 2010, 06:52:15 am »

the capability has been there for a while now, but what is still needed are the actual sprites, of which there are a lot.

I just threw together some colored tiles pretty much specifically for that image.
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Spectral

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Re: Stonesense - Official thread -
« Reply #2440 on: February 01, 2010, 10:53:27 am »

I'm pretty new to DF and just discovered this. All i can say is WOW!
Awesome job to the dev, your a bloody wizard! :D
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Hiturunk

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Re: Stonesense - Official thread -
« Reply #2441 on: February 01, 2010, 03:57:03 pm »

Um, First post here.
I've got quite a few broken buttons on my keyboard, Namely my F keys, So I can't press F9 to start Stonesense, Is there any way I could..Y'know, Circumvent having to press F9?
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Footkerchief

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Re: Stonesense - Official thread -
« Reply #2442 on: February 01, 2010, 04:03:59 pm »

Um, First post here.
I've got quite a few broken buttons on my keyboard, Namely my F keys, So I can't press F9 to start Stonesense, Is there any way I could..Y'know, Circumvent having to press F9?

Here's a page that explains how to remap your keyboard so that you can make Windows think you're pressing F9.
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Hiturunk

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Re: Stonesense - Official thread -
« Reply #2443 on: February 01, 2010, 04:05:45 pm »

Um, First post here.
I've got quite a few broken buttons on my keyboard, Namely my F keys, So I can't press F9 to start Stonesense, Is there any way I could..Y'know, Circumvent having to press F9?

Here's a page that explains how to remap your keyboard so that you can make Windows think you're pressing F9.

Thanks, I'll give it a try.

Edit: The only real available button I have is Capslock...Which, If I use, Enables capslock on my keyboard, Therefore making all text HUGE, AND SEEMINGLY ANGRY.

Any other ideas out there guys?
« Last Edit: February 02, 2010, 05:07:35 am by Hiturunk »
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CobaltKobold

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Re: Stonesense - Official thread -
« Reply #2444 on: February 01, 2010, 05:23:09 pm »



I'm actually in the process of revamping the entire engine, and upgrading it to allegro4.9, which uses hardware acceleration, thus giving alpha blending basically for free.
I don't suppose this gets us tile colorizing for similarly low cost?
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Neither whole, nor broken. Interpreting this post is left as an exercise for the reader.
OCEANCLIFF seeding, high z-var(40d)
Tilesets
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