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Author Topic: Stonesense - Old Official thread - Now locked  (Read 1733294 times)

jonask84

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Re: Stonesense - Official thread -
« Reply #2310 on: January 14, 2010, 03:42:28 am »

This thread has really died down...

how's it going jonas?

Yeah it's been calm since new years, but that suits me right now because I've been moving, and I don't have any internet in my apt. Combine this with the fact that I just got a new machine and I don't have any of my dev tools available.
Which means I can't really contribute much till I get things up and running again. Hopefully it will be soon. I'm going a bit stir-crazy.

Other than that I think an important step right now is to empower the artists and modders who want to contribute and/or make alternative graphics. I was thinking setting up a separate thread for graphics pack development, see if we can get people exchanging ideas and having fun with it :)

Then there is also the looming next version release, which will mean a lot of work for us devs, so I guess a little down time is well deserved :)
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alphawolf29

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Re: Stonesense - Official thread -
« Reply #2311 on: January 15, 2010, 03:50:45 am »

+1 for zoom out function
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Crossroads Inc.

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Re: Stonesense - Official thread -
« Reply #2312 on: January 16, 2010, 10:54:25 am »

SO I just DL'ed Stonesense on my PC, loaded up DF and Loaded a Map, turned on SS, annnnd... It says "No map loaded"
What am I doing wrong>?
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Sean Mirrsen

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Re: Stonesense - Official thread -
« Reply #2313 on: January 16, 2010, 10:57:56 am »

Wrong DF version? It seems to be among the first causes of that error around here.
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Crossroads Inc.

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Re: Stonesense - Official thread -
« Reply #2314 on: January 16, 2010, 11:01:17 am »

im using mikemaydays tileset and mod, would that make it not work? How do I get the "right" version?
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Deon

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Re: Stonesense - Official thread -
« Reply #2315 on: January 16, 2010, 11:25:18 am »

Which version of Dwarf Fortress do you use? Not the mod, the game.
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Khalan

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Re: Stonesense - Official thread -
« Reply #2316 on: January 16, 2010, 02:00:03 pm »

The Mayday set includes a preconfigured version of DF (40d16).  I'm using it myself and having no problems.

Have you tried running both programs as administrator?
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nenjin

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Re: Stonesense - Official thread -
« Reply #2317 on: January 16, 2010, 02:07:43 pm »

Hey all. Just stopped in to say first, you guys are gods for making this. It's a visual treat, and takes me back to my 16-bit days.

Secondly, SS is displaying the non-custom names I gave my Dwarves. Is there any way I can mess with that, or change where it looks for the names to display?
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kaypy

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Re: Stonesense - Official thread -
« Reply #2318 on: January 16, 2010, 05:07:52 pm »

Hey all. Just stopped in to say first, you guys are gods for making this. It's a visual treat, and takes me back to my 16-bit days.
8-)
Quote
Secondly, SS is displaying the non-custom names I gave my Dwarves. Is there any way I can mess with that, or change where it looks for the names to display?
Well, if you are compiling your own, then it would be as simple as uncommenting a block in the Creatures.cpp file. As near as I can tell, its commented out because the nicknames on my particular fortress dont work out well. 8-) (At the time, the names were more for debugging purposes than an actual feature)

edit: Or you could grab the latest trunk version...

On the other hand...
Also an option to display dwarf names only / creature names only etc would be handy.
Is it possible to change it so that it displays nicknames rather than first names?
I'm getting the feeling I really ought to overhaul the whole names thing. Add a few options, and maybe get some capitalization happening...
« Last Edit: January 16, 2010, 05:27:04 pm by kaypy »
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nagual678

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Re: Stonesense - Official thread -
« Reply #2319 on: January 16, 2010, 06:49:53 pm »

Maybe you could hide all names by default and have the user have to mouseover the dwarf he wants to know the name of? Also, name tag transparency. Say 50% by default and 100% on the dwarf you mouseover. This way you should be able to recognise dwarves relatively readily but still have a way to read their names clearly just in case.

But yeah you are indeed gods for making this. I was wondering, what happens when the presentation arc or whatever comes around. I think Toady won't implement anything that can't be used with the currently available tilesets.

Those were my two cents.
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Innominate

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Re: Stonesense - Official thread -
« Reply #2320 on: January 17, 2010, 04:15:09 am »

Could I request a feature? The ability to "query" a tile; that is, report what the floor or wall is (material and constructed vs. natural), what buildings are on it (and if they're impassable), what items are on it (as of the last item update for that tile), level and type of liquid, creature occupancy, etc. This would ideally be activated by hovering the mouse over the desired square and pressing the "query" button. Since this information would already be stored by Stonesense it would just be a matter of retrieving and displaying it. This means that it should play nicely with the upcoming version - no work should be required to change the functionality beyond what would be done for Stonesense anyway.

I could potentially provide some pseudocode for the mouse position to tile function if you need it. It should be doable for you guys though, given the magic you've already wrought. The function might need to be used for the name display/mouse interaction anyway. A point to consider: should the function just return the first (highest z-level) non-empty tile underneath the cursor, or should it do a "raytrace" so you could choose a tile that is behind another tile with a ramp/creature in it? For example, if there is a bat in one tile and a dwarf in the tile isometrically below it, would we return the bat's tile all the time or would we return the dwarf's tile if the cursor wasn't pointed at the bat directly?
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Mike Mayday

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Re: Stonesense - Official thread -
« Reply #2321 on: January 17, 2010, 05:12:46 am »

It is already in. It's called "debug mode".
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kaypy

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Re: Stonesense - Official thread -
« Reply #2322 on: January 17, 2010, 06:36:18 am »

It is already in. It's called "debug mode".
We really need to get around to separating out the debug stuff from the general just-a-useful-cursor stuff at some stage though, so it can be brought out and shown to users rather than being kept chained in the config sub-basement...
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KaelGotDwarves

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Re: Stonesense - Official thread -
« Reply #2323 on: January 17, 2010, 02:47:46 pm »

I found it funny when I first got stonesense and made the video, the most useful (to me) feature, automatic updating, was under the dev "not very useful" section of the init.
 ::)

jonask84

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Re: Stonesense - Official thread -
« Reply #2324 on: January 17, 2010, 03:13:33 pm »

Heh yeah, when I'm wrong I'm wrong  ;)

And thanks to you and that little video you we, and DF itself, got a lot of positive press!

Just look what a friend of mine found in this month's PC Gamer UK:
Spoiler (click to show/hide)
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