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Author Topic: Stonesense - Old Official thread - Now locked  (Read 1733258 times)

Sean Mirrsen

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Re: Stonesense - Official thread -
« Reply #2340 on: January 22, 2010, 01:07:51 pm »

Make a flatpack package with IKEA written across it.

*chokes laughing*
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Deon

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Re: Stonesense - Official thread -
« Reply #2341 on: January 22, 2010, 01:13:27 pm »

OK, a quick search was not good enough, is there anybody describing a setup of SVN (please?) for this? :) I want those furniture and materials for walls to be displayed.
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tobias

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Re: Stonesense - Official thread -
« Reply #2342 on: January 22, 2010, 02:11:26 pm »

you could have them on their side, thus giving the impression that they are not set up.
I like this idea a lot. As a different idea, I don't know if partial transparency is on the list of things to be added or not, but putting them at partial transparency could also be an option.
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crash2455

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Re: Stonesense - Official thread -
« Reply #2343 on: January 22, 2010, 02:17:46 pm »

On the subject of furniture, does anyone have any good ideas for handling furniture-installed-in-a-room vs furniture-lying-around-a-stockpile?

I'm sorta inclined to make the 'object' variant smaller or something. I'm trying in general to keep objects low-key relative to the other stuff on display.

It is sort of puzzling.  The game doesn't even show a distinction between them.  Transparency would be a simple fix, or simply making a smaller sprite of the existing item.

you could have them on their side, thus giving the impression that they are not set up.
I also second this idea.

Make a flatpack package with IKEA written across it.

*chokes laughing*

You sir, have won the internets.
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EugeneL

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Re: Stonesense - Official thread -
« Reply #2344 on: January 22, 2010, 02:23:34 pm »

Hello.
Does anybody know, is this tool is compatible with the Dwarven Fortress v 0_28_181_40d?
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crash2455

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Re: Stonesense - Official thread -
« Reply #2345 on: January 22, 2010, 04:12:31 pm »

It is compatible with all of the 40d versions, up to and including 40d16.

Edit:  I've been working on a spritesheet with more easily distinguishable soldiers, but I've run into a problem:

Spoiler (click to show/hide)
« Last Edit: January 22, 2010, 04:19:24 pm by crash2455 »
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xoen

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Re: Stonesense - Official thread -
« Reply #2346 on: January 22, 2010, 04:23:11 pm »

sry, nvmd. img depth is not solution, interesting.
« Last Edit: January 22, 2010, 04:30:35 pm by xoen »
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JanusTwoface

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Re: Stonesense - Official thread -
« Reply #2347 on: January 22, 2010, 04:42:59 pm »

It is compatible with all of the 40d versions, up to and including 40d16.

Edit:  I've been working on a spritesheet with more easily distinguishable soldiers, but I've run into a problem:

<... snip ...>

What program are you using to save the sprite sheets?  If I remember correctly, some will compress the images in unpleasant ways when you save them.
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Krelos

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Re: Stonesense - Official thread -
« Reply #2348 on: January 22, 2010, 04:47:52 pm »

It is compatible with all of the 40d versions, up to and including 40d16.

Edit:  I've been working on a spritesheet with more easily distinguishable soldiers, but I've run into a problem:

Spoiler (click to show/hide)

I ran into this problem with a tileset in DF itself yesterday, so I have no clue if what I did will work here.. but:

Open both the original working sprite image and your one which isn't working properly in Paint.
Copy/Paste yours onto the old working one and save it.

That's what I did and it worked, I don't really know why.. and like I said, this might not do anything since its in Stonesense and my problem was in DF itself... But hey, worth a shot right?
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Deon

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Re: Stonesense - Official thread -
« Reply #2349 on: January 22, 2010, 05:22:16 pm »

Is it 24-bit bmp? Also, any answers about svn please?
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peterix

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Re: Stonesense - Official thread -
« Reply #2350 on: January 22, 2010, 06:05:30 pm »

If your image has an alpha channel, you might want to remove it. (just a guess here)

Neonivek

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Re: Stonesense - Official thread -
« Reply #2351 on: January 22, 2010, 07:34:22 pm »

Edit Change: Posted in wrong location!

Ignore what was written here
« Last Edit: January 22, 2010, 07:36:30 pm by Neonivek »
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kaypy

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Re: Stonesense - Official thread -
« Reply #2352 on: January 22, 2010, 08:02:57 pm »

OK, a quick search was not good enough, is there anybody describing a setup of SVN (please?) for this? :) I want those furniture and materials for walls to be displayed.

There are compiling notes... er... in the SVN... but you can get to them directly:

http://code.google.com/p/stonesense/source/browse/trunk/ON%20COMPILING.txt

If this isnt enough to get you set up, let me know so I can add more details.

MinGW is what I use, so that's what has the most documentation 8-)

Edit:  I've been working on a spritesheet with more easily distinguishable soldiers, but I've run into a problem:
I've checked the original sheet against mine, and both of them have identical background colors (#ff00ff).  Any idea why this is happening?

If you have an alpha channel, then it will try to use that for transparency. If you can remove that channel- the command is 'flatten image' in the GIMP, may be different in whatever you are using- then it should work.
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A_Fey_Dwarf

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Re: Stonesense - Official thread -
« Reply #2353 on: January 22, 2010, 08:44:20 pm »

Click this link -> http://www.youtube.com/watch?v=cWnmCu3U09w

then this one -> http://pix.sparky-s.ie/09023.png

 ;D

Wow, that is amazing. Now... if someone can export an image of Flarechannel through stonesense. That I would pay to see.


I'm just waiting for  him to upload it.

--->  http://dffd.wimbli.com/file.php?id=1749 The gods require it of you.
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EugeneL

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Re: Stonesense - Official thread -
« Reply #2354 on: January 23, 2010, 01:42:21 am »

Edit:  I've been working on a spritesheet with more easily distinguishable soldiers, but I've run into a problem:

May be, you need to use "transparent background"? (in different editors this option is activated in different way)
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