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Author Topic: Stonesense - Old Official thread - Now locked  (Read 1733941 times)

peterix

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Re: Stonesense - Official thread
« Reply #3945 on: September 03, 2010, 12:50:52 pm »

Or capitalize on how rarely tiles are changed and just have two threads.

Each tile is just a pointer to a structure.

The processing thread reads and looks for changed tiles. Rather than updating the structure for that tile, it makes a new one and updates the reference pointing to it. Don't free the old structure right away, store it in a list to free later.

The drawing thread can just draw away. The data it is reading may be out of date (the old reference), but it won't be changed while using it.

But honestly, it seems kind of silly. Why have multiple threads using almost no cpu instead of one? It isn't like you're doing nuclear simulations.
One word: latency.

Beeskee

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Re: Stonesense - Official thread
« Reply #3946 on: September 03, 2010, 01:15:03 pm »

Obsidian is going to be purple now?  Are all my buildings going to look fabulous? ;)

A lot of my major buildings are obsidian, I can take some before and after screenshots. :D
« Last Edit: September 03, 2010, 01:22:33 pm by Beeskee »
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Dark_Tundra

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Re: Stonesense - Official thread
« Reply #3947 on: September 03, 2010, 01:56:36 pm »

Still working on my own set of tiles, there are a lot to cover...
I still have soils, ramps, stairs, and fortifications to go.(And probably a bucket of other bits and pieces I forgot.)
Spoiler: goblinTower (click to show/hide)
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dennislp3

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Re: Stonesense - Official thread
« Reply #3948 on: September 03, 2010, 04:26:42 pm »

Still working on my own set of tiles, there are a lot to cover...
I still have soils, ramps, stairs, and fortifications to go.(And probably a bucket of other bits and pieces I forgot.)
Spoiler: goblinTower (click to show/hide)

That looks really good imho
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smd

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Re: Stonesense - Official thread
« Reply #3949 on: September 03, 2010, 04:57:18 pm »

Does not work with 31.12 with any of the memory.xml files I found links for. :(

I'm stuck with the flashing connecting to DF... screen.
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Star Guarded

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Re: Stonesense - Official thread
« Reply #3950 on: September 03, 2010, 07:46:44 pm »

Does not work with 31.12 with any of the memory.xml files I found links for. :(

I'm stuck with the flashing connecting to DF... screen.
According to the devs the new release is in "a day or two" so you won't have to wait long for something that will hopefully work :]
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harborpirate

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Re: Stonesense - Official thread
« Reply #3951 on: September 03, 2010, 08:46:00 pm »

This one should work until the next version is released: http://github.com/peterix/dfhack/raw/master/data/Memory.xml

Sadly, that didn't work either. Here was the pertinent log info using that copy:
Stonesense launched
Using allegro version 4.9.20 r0
4096 works.
No Dwarf Fortress executable found
DFhack exeption: underspecified MemInfo entry, each entry needs to set both the name attribute and have a value. parent: meta-2010
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Dark_Tundra

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Re: Stonesense - Official thread
« Reply #3952 on: September 04, 2010, 07:11:53 am »

How might I go about pointing at constructed ice walls?
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Rose

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Re: Stonesense - Official thread
« Reply #3953 on: September 04, 2010, 07:23:34 am »

use the debug mode and see what it say when you hover the cursor over the walls.

also, make sure you use the needopen, etc tags for conditional walls, and not the terrain values, as the terrain values don't stay when you rotate the view.
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Dark_Tundra

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Re: Stonesense - Official thread
« Reply #3954 on: September 04, 2010, 07:45:42 am »

boulder wall:505 Material:Ice (6,-1)
Layer Material:Inorganic/CLAY_LOAM
Spoiler: I also tried (click to show/hide)
... the terrain values don't stay when you rotate the view.
Thanks for pointing that out, I now have 3.2k lines of messy xml to re-jigger.
« Last Edit: September 04, 2010, 07:53:11 am by Dark_Tundra »
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Rose

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Re: Stonesense - Official thread
« Reply #3955 on: September 04, 2010, 07:58:31 am »

this is what the existing walls use:

Spoiler (click to show/hide)
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Dark_Tundra

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Re: Stonesense - Official thread
« Reply #3956 on: September 04, 2010, 09:27:08 am »

Brilliant, solved, Thanks.
(I was typing the wrong number...)
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rmunn

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Re: Stonesense - Official thread
« Reply #3957 on: September 04, 2010, 10:17:46 am »

FYI: the next version of Ubuntu Linux, due to be released in October 2010, turns OFF (by default, you can change this) the ability of programs to access each others' memory. You can turn it back on; see this thread for details. This won't be a huge problem yet, as only beta-testers and other brave souls will be running Ubuntu 10.10 ("Maverick Meerkat") just now... but once the end of October rolls around and the Ubuntu users start upgrading, you're going to see a lot of "How come DFHack/Dwarf Therapist/Stonesense/etc aren't working?" posts. At that time, it might be worth updating the OP to point to the "Fixing problems with Maverick" thread.
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Dark_Tundra

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Re: Stonesense - Official thread
« Reply #3958 on: September 04, 2010, 01:27:02 pm »

This doesn't seem to change my clay-loam floors.
Spoiler (click to show/hide)
Any idea why that might be?

Also only some of my grass seems to change... most of it is default and my grass appears on each of the 4 grass tiles, just not all of them in the area.
« Last Edit: September 04, 2010, 01:34:36 pm by Dark_Tundra »
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Granite

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Re: Stonesense - Official thread
« Reply #3959 on: September 04, 2010, 03:43:13 pm »

Does not work with 31.12 with any of the memory.xml files I found links for. :(

I'm stuck with the flashing connecting to DF... screen.
According to the devs the new release is in "a day or two" so you won't have to wait long for something that will hopefully work :]

Oh really?! That's great news! Is this confirmed? BTW, is "a day or two" a hyperbole?
Also, are you devs planning a linux release along with this new one?
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