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Author Topic: Stonesense - Old Official thread - Now locked  (Read 1733758 times)

SpuneDagr

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Re: Stonesense - Official thread
« Reply #3825 on: August 20, 2010, 09:20:08 am »

Any chance we could get a "take screenshot of entire map with everything visible to the edges and no fog" button?
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Rose

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Re: Stonesense - Official thread
« Reply #3826 on: August 20, 2010, 09:22:11 am »

you can disable fog in the init.txt, and ctrl+F5 takes an entire map screenshot
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SpuneDagr

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Re: Stonesense - Official thread
« Reply #3827 on: August 20, 2010, 10:30:24 am »

Yay! Thank you.
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Star Guarded

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Re: Stonesense - Official thread
« Reply #3828 on: August 20, 2010, 12:22:08 pm »

Thanks Retro :) Yeah I'm here heh, and I keep in regular (almost daily) contact with Japa, he's the one who's doing the active development these days you know. So I like to think we're on top of this hehe
Been pretty busy though, but seems like some details are emerging: If all goes well I might be moving to California by the end of the year for a new job. Pretty happy about that. We'll see :)

I'll keep lurking
congrats :] hope it works out

looking forward to the new release. and that water looks fantastic, solifuge.
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Nemoder

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Re: Stonesense - Official thread
« Reply #3829 on: August 21, 2010, 06:30:50 pm »

What version of DFHACK does StoneSense build against and where can I find the source for it?  The 1.0 source release on sf.net seems to have a very different API.
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dree12

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Re: Stonesense - Official thread
« Reply #3830 on: August 21, 2010, 06:55:52 pm »

There is no 1.0 DFHack. The latest version is 0.4.0.7b, and it is located in the DFHack thread.
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Nemoder

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Re: Stonesense - Official thread
« Reply #3831 on: August 21, 2010, 08:14:05 pm »

Oops, I meant 0.1.0
I hadn't realized df moved from sf.net to github, thanks!
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CobaltKobold

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Re: Stonesense - Official thread - New Version Out Now!
« Reply #3832 on: August 21, 2010, 09:51:37 pm »

I want to take world map -
What is essential to understand here, is that the world does not yet exist. Only general information about each map 'square' is known. The exact layout of each square is generated on embark. SO if you've only embarked once on a 3x3 grid, your entire world is only 9 squares big.

Toady does this, naturally, because it would be impossible to simulate each and every tile, tree, creek etc in the entire world at once.

I'm wondering if that's what he was asking the first place. Take a world map and render it as a single-layer map in Stonesense with each isometric tile representing a map tile, just to get a better look at a general representation of the world from a distance. So a 50x50 world (38400x38400 game tiles) would show up as a 50x50 map purely based off of the tile types see in the world map (ie. mountains of various types, lakes, grasslands, hills, marshes, etc).
*cough* Like this thing?

It doesn't handle elves properly, as their foresthomes are the ONLY duplicated tile on the worldmap (= Heavy Forest), there should be only one foresthome on this map. I think I skipped adding a ruins-tile as well. No telling if it still works with 0.31, but graphical changes are the only thing that'd break it.
Both of you are equally true.

Also, Thoughts on Sounds/Music in Stonesense. Go!
eh.
? Would a simple ambient sounds of running water while viewing a river, or a hollow dripping echo as you explored caves in adventure mode make you happy? Would endless "YOU HAVE STRUCK MICROCLINE!" fanfares drive you into a fell mood?
Not particularly, and yes.


Is there a reason there seems to be opposition to getting the offsets for the 'legacy' versions?

On ambient sounds: More do-able. But a few questions arise: we can't pick up on events (like baby born, cow slaughtered, axe strikes goblin neck, etc)
Getting at the events log gameside (I hope it has pointers) might be the most important thing for future plans.

...wait, gamelog.txt, is it updated real-time? hmm...
True, I don't know if dwarves even have the mental capacity to feel emarrassment, but I'm not taking any chances on this matter. I may be cruel sometimes, but turning my fortress into a nudist resort for furries, that's crossing the line.
Draw a line and it will be crossed by something.


all tiles use the same system.

you can even use it for creatures if you want.
Wait, did you just* incidentally implement proper waterfall/water cohesion tile capabilities? *reads tag faq* No, you didn't. Would need "iswater" and "ismagma" for the two kinds.

I'm betting this came of generalizing ramp code.



Lies. Stonesense development has been over for years, and Japa's just been posting some delicately crafted Photoshops.
Sorry, I never updated my script to work with fatfloors. ;)

okay, ATI people, your only hope is using Directx, it seems.
Looks like I'd be hosed then- ATI on linux.
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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

Rose

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Re: Stonesense - Official thread - New Version Out Now!
« Reply #3833 on: August 21, 2010, 10:00:13 pm »

all tiles use the same system.

you can even use it for creatures if you want.
Wait, did you just* incidentally implement proper waterfall/water cohesion tile capabilities? *reads tag faq* No, you didn't. Would need "iswater" and "ismagma" for the two kinds.

I'm betting this came of generalizing ramp code.
yeah, I won't be updating the water to use this feature til after this coming release, since it's quite a lot of work.
okay, ATI people, your only hope is using Directx, it seems.
Looks like I'd be hosed then- ATI on linux.
Nah, you'd be fine if you manage to get it to compile. the issue lies with the windows drivers, not the card itself.
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Andir

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Re: Stonesense - Official thread - New Version Out Now!
« Reply #3834 on: August 22, 2010, 12:11:48 am »

okay, ATI people, your only hope is using Directx, it seems.
Looks like I'd be hosed then- ATI on linux.
Nah, you'd be fine if you manage to get it to compile. the issue lies with the windows drivers, not the card itself.
Go Microsoft... /sarcasm
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"Having faith" that the bridge will not fall, implies that the bridge itself isn't that trustworthy. It's not that different from "I pray that the bridge will hold my weight."

KillHour

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Re: Stonesense - Official thread - New Version Out Now!
« Reply #3835 on: August 22, 2010, 02:34:47 am »

okay, ATI people, your only hope is using Directx, it seems.
Looks like I'd be hosed then- ATI on linux.
Nah, you'd be fine if you manage to get it to compile. the issue lies with the windows drivers, not the card itself.
Go Microsoft... /sarcasm
It's not Microsoft's fault.  ATI wrote the drivers.
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Rose

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Re: Stonesense - Official thread
« Reply #3836 on: August 22, 2010, 02:38:23 am »

but microsoft are the ones putting pressure on them to concentrate on Diractx over openGL
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James.Denholm

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Re: Stonesense - Official thread
« Reply #3837 on: August 22, 2010, 03:13:42 am »

Ah, but in turn, ATI are the ones that aren't making themselves martyrs for the cause.
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devek

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Re: Stonesense - Official thread
« Reply #3838 on: August 22, 2010, 03:47:24 am »

It isn't like ATI has the best directx drivers either :P

A Total waste of Income
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Truean

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Re: Stonesense - Official thread
« Reply #3839 on: August 22, 2010, 11:52:52 am »

Stupid noob question; sorry in advance.

Background:

I used stone sense a long time ago in 40d. I now use 2010 (despite bugs). Stonesense used to come in a folder.

Problem:

It now comes in a rar file. I don't have winrar.

Question:

What is the best way for me to open this wonderful software package? Can I get winrar for free from a reliable site not laden with viri?

Thanks for your time and dedication to this project.
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