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Author Topic: World Viewer - Supports Mods + Graphical Map! (8/12)  (Read 68832 times)

Shadowfury333

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Re: World Viewer - Supports Mods + Graphical Map!
« Reply #75 on: July 13, 2010, 07:41:21 pm »

Argh, I'm still getting runtime error '5'. I put in the latest date, and the files are all in place from my world.

The files for debugging.

The default files work fine, by the way.
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Currently Building: Purplesaber (pit mine/anthill/80 z-level wound in the earth)

Former Projects: Roughnesschants(multi-level aboveground city)

Best summary of Dwarf Fortress:
I'm fairly certain every path in the game leads to some sort of massive execution.

Mason11987

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Re: World Viewer - Supports Mods + Graphical Map!
« Reply #76 on: July 13, 2010, 08:10:27 pm »

This is cool. I don't have a world I'm particularly interested in at the moment though.
It could maybe use a better/sleeker explanation on how to get world information and use it.

Thanks! I'm going to work on more usability soon.

Hm, you could mod a race to become adult in 6 months and die after 4-7 years and see if that helps you test things with less data? :)

I have a huge world I test things on, I just don't want to upload a 400MB file to dffd when people can experience what the program does with a smaller xml, that's what it's for.

But that is a cool idea, I've never really modded anything though.

Argh, I'm still getting runtime error '5'. I put in the latest date, and the files are all in place from my world.

The files for debugging.

The default files work fine, by the way.

V 1.9.3

Somehow you genned a world that a had a site without any population?  In all of my huge gens I never saw that so I didn't think it was possible.  It was the last one though, so maybe a bug?  I don't know.  It should now work.

See!
Spoiler (click to show/hide)
« Last Edit: July 13, 2010, 08:12:30 pm by Mason11987 »
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Shadowfury333

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Re: World Viewer - Supports Mods + Graphical Map!
« Reply #77 on: July 13, 2010, 08:11:51 pm »

I think the site in question is my current fort (Roughnesschants) and my previous fort, which was a brief embark that may have gotten one wave of immigration and nothing else before it was abandoned without drama. The file doesn't seem to recognize the actual population, just the fact that it is dwarven.

Spoiler (click to show/hide)

Thanks for the update.
« Last Edit: July 13, 2010, 08:13:42 pm by Shadowfury333 »
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Currently Building: Purplesaber (pit mine/anthill/80 z-level wound in the earth)

Former Projects: Roughnesschants(multi-level aboveground city)

Best summary of Dwarf Fortress:
I'm fairly certain every path in the game leads to some sort of massive execution.

Mason11987

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Re: World Viewer - Supports Mods + Graphical Map!
« Reply #78 on: July 13, 2010, 08:19:12 pm »

I think the site in question is my current fort (Roughnesschants) and my previous fort, which was a brief embark that may have gotten one wave of immigration and nothing else before it was abandoned without drama. The file doesn't seem to recognize the actual population, just the fact that it is dwarven.

Spoiler (click to show/hide)

Thanks for the update.

That is exactly it.  I genned a lot of worlds for this, but never genned, started a fort, abandoned it, then exported the legends.  Since that is a lot of what people will use this for I have to make sure I do that more often.

I bet it doesn't have any population because you had to abandon the fort (everyone leaves) in order to get to legends.

All great info.

Edit - was Koganzedot yours too?

clc02

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Re: World Viewer - Supports Mods + Graphical Map!
« Reply #79 on: July 13, 2010, 08:25:49 pm »

Not sure if this has been mention before but your 'overlay civs' option assumes that every tile set is your size, if you exported a map with a different sized tileset the positions are off.

Try curses_square 16x16 and see where they put the red squares.  Perhaps have a option to ask for the tileset size if you can't figure it out somehow through the image.
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Only in dwarven culture is alcohol poisoning a death worthed investigating, while being impaled through several toes, a eye, and a thumb from a spiraling water[3] is not.  Because everyone knows, the only way a dwarf could get alcohol poisoning is if someone put poison into the alcohol.

Mason11987

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Re: World Viewer - Supports Mods + Graphical Map!
« Reply #80 on: July 13, 2010, 08:36:10 pm »

Not sure if this has been mention before but your 'overlay civs' option assumes that every tile set is your size, if you exported a map with a different sized tileset the positions are off.

Try curses_square 16x16 and see where they put the red squares.  Perhaps have a option to ask for the tileset size if you can't figure it out somehow through the image.

Yup, someone brought it up and I can grab it automatically, just haven't done it yet. :)

Thanks though

V 1.10

Finished up most of what I wanted to do for dynasties, with sorting and all that.

Also, the map SHOULD work with different size tiles now (at least there is no longer any hard-coded references to 8 and 12).

I use a few (reasonable) assumptions to figure out the map size, because it's nowhere in any file.  So if you see site markers twice the X or Y, or half the X or Y, let me know and send your xml file.  I don't think this will happen though.  If it does I'll use the table that was very usefully shared earlier.

Stuff I have on my to-do, listed in the order of what I'll handle next probably.  These are some from requests, and some from me spotting my own bugs.

  • Allow the user to select the files that they'd like to load.
  • Give better instructions
  • More Deity sorting options
  • Manage worlds with "cull unimportant figures" off
  • Export info for one or more civs to a text file (all sites, rulers, deities, etc).
  • People listed twice, due to someone taking two important roles in the same civ within their lifetime
  • Deal with sites with wrong race in it
  • Parse other info out of legends (regions, events, era?)
  • Support .png world image


edit -
V 1.10.1

There was a bug in the map tilesize auto-finding.  I fixed it though.  Should work fine now.
« Last Edit: July 14, 2010, 08:42:50 am by Mason11987 »
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cephalo

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Re: World Viewer - Supports Mods + Graphical Map!
« Reply #81 on: July 14, 2010, 11:14:24 am »

I'm still getting 'Run-Time Error '480': Can't create auto-redraw image'. I'd give you my files to test... but it's like a gig of data lol. This map I'm using is a large 'region', with no culling of historical figures. The 'region' vs. 'island' may be very important as a region probably has 4 times the playable surface that an island map has.
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PerfectWorldDF World creator utility for Dwarf Fortress.

My latest forts:
Praisegems - Snarlingtool - Walledwar

Mason11987

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Re: World Viewer - Supports Mods + Graphical Map!
« Reply #82 on: July 14, 2010, 11:18:39 am »

I'm still getting 'Run-Time Error '480': Can't create auto-redraw image'. I'd give you my files to test... but it's like a gig of data lol. This map I'm using is a large 'region', with no culling of historical figures. The 'region' vs. 'island' may be very important as a region probably has 4 times the playable surface that an island map has.

Right, I didn't specifically find + resolve your problem. 

I've used a huge world though, so I'm not sure why it wouldn't work with your huge world...  Could you just send your map?  You can .png it and put it up on imgur, that should be fine.  I can just replace my huge map with yours to see what happens.

cephalo

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Re: World Viewer - Supports Mods + Graphical Map!
« Reply #83 on: July 14, 2010, 11:49:02 am »

I'm still getting 'Run-Time Error '480': Can't create auto-redraw image'. I'd give you my files to test... but it's like a gig of data lol. This map I'm using is a large 'region', with no culling of historical figures. The 'region' vs. 'island' may be very important as a region probably has 4 times the playable surface that an island map has.

Right, I didn't specifically find + resolve your problem. 

I've used a huge world though, so I'm not sure why it wouldn't work with your huge world...  Could you just send your map?  You can .png it and put it up on imgur, that should be fine.  I can just replace my huge map with yours to see what happens.

Here is a link to the png.

http://www.mediafire.com/?ynm2llifyq1tyny

Right now I'm genning another huge 'region' to see if it works.
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PerfectWorldDF World creator utility for Dwarf Fortress.

My latest forts:
Praisegems - Snarlingtool - Walledwar

Ratbert_CP

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Re: World Viewer - Supports Mods + Graphical Map!
« Reply #84 on: July 14, 2010, 11:56:33 am »

I just noticed that while your Civilization mapping calculations (boxes around sites, etc) is now working, the mouse position calculations seem to be off.  You might want to normalize those as well... :)

Great tool!  I love it!
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Mason11987

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Re: World Viewer - Supports Mods + Graphical Map!
« Reply #85 on: July 14, 2010, 12:05:06 pm »

Here is a link to the png.

http://www.mediafire.com/?ynm2llifyq1tyny

Right now I'm genning another huge 'region' to see if it works.

Loads fine for me.  You don't happen to have a particularly crappy computer do you? lol

(j/k, I'll add this to my list and will eventually fix it.  Try genning slightly smaller worlds, and see what happens. thanks)

I just noticed that while your Civilization mapping calculations (boxes around sites, etc) is now working, the mouse position calculations seem to be off.  You might want to normalize those as well... :)

Great tool!  I love it!

Thanks!  I think I just fixed it, try again.


The names of the regions are there, and I could most likely pull them out of the XML, the problem is that I don't see any way that I can link locations to the map, to sites, to civs, or to people.  The best I could do is just provide a listing of the region names with no other connection, which isn't that interesting I think.

If someone can fire up their xml viewers and show me the connection I'm missing I would love to add that, but so far I can't find anything.

Thanks for your testing and help everyone.

Correction: I've read through the historical events (in the xml) and I think I understand them now.  I can definitely pull out regions, and link regions to sites, people, and events.  There's a lot we can get out of it which I'm pretty excited about.  What would be awesome is a sort of visual timeline of sites/battels/civs, like what you can see at the end of a Civilization game.  It can be done.
« Last Edit: July 14, 2010, 12:13:19 pm by Mason11987 »
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cephalo

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Re: World Viewer - Supports Mods + Graphical Map!
« Reply #86 on: July 14, 2010, 12:15:51 pm »

Here is a link to the png.

http://www.mediafire.com/?ynm2llifyq1tyny

Right now I'm genning another huge 'region' to see if it works.

Loads fine for me.  You don't happen to have a particularly crappy computer do you? lol

Actually, I do have a kinda crappy computer and this might be the issue. I'll update you on this next world gen.
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PerfectWorldDF World creator utility for Dwarf Fortress.

My latest forts:
Praisegems - Snarlingtool - Walledwar

cephalo

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Re: World Viewer - Supports Mods + Graphical Map!
« Reply #87 on: July 14, 2010, 12:46:32 pm »

Ok, I just generated a large region with an XML file that is 1.4 GB, and it works! I don't know what the problem with the other files was...

I have one more suggestion. It would be great if the map window grew along with the parent window. If I maximize the window, I wanna see more of the map.
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PerfectWorldDF World creator utility for Dwarf Fortress.

My latest forts:
Praisegems - Snarlingtool - Walledwar

Mason11987

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Re: World Viewer - Supports Mods + Graphical Map!
« Reply #88 on: July 14, 2010, 01:51:15 pm »

Ok, I just generated a large region with an XML file that is 1.4 GB, and it works! I don't know what the problem with the other files was...

I have one more suggestion. It would be great if the map window grew along with the parent window. If I maximize the window, I wanna see more of the map.

Good idea.  Done

Only the map tab really does a resize though.
« Last Edit: July 14, 2010, 02:00:17 pm by Mason11987 »
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Shadowfury333

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Re: World Viewer - Supports Mods + Graphical Map!
« Reply #89 on: July 14, 2010, 02:29:55 pm »

I bet it doesn't have any population because you had to abandon the fort (everyone leaves) in order to get to legends.

All great info.

Edit - was Koganzedot yours too?

I haven't abandoned the fort (Dumatonshen "Roughnesschants") yet (check sig), that's the thing. Those files seem to be exported every time I play, but I guess they don't export populations when a fort is active.

Koganzedot was mine as well, and that was the quick embark which I abandoned after a season (I didn't like the embark point for my purposes). I'm surprised it doesn't have population, but I guess since nothing bad happened to it there was no reason to mark it? I don't know, recording of player forts is odd. Hopefully when the changes come down to make retired adventurers more stable similar changes will happen to fortresses so they can be put on hold or even left to work on their own, but not be destroyed by the player leaving.
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Currently Building: Purplesaber (pit mine/anthill/80 z-level wound in the earth)

Former Projects: Roughnesschants(multi-level aboveground city)

Best summary of Dwarf Fortress:
I'm fairly certain every path in the game leads to some sort of massive execution.
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