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Author Topic: Fortress Overseer 0.70.1 - !Open Source! 3D Visualizer - 31.25-34.11 Support  (Read 373489 times)

Dr. Hieronymous Alloy

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Re: Fortress Overseer v0.16 Visualizer/Exporter - now with textures and trees!
« Reply #90 on: September 11, 2010, 09:14:26 pm »

For some reason these visualizers always seem to crash out for me. Not sure why. This one gets to "Drawing z-level 108" then the window closes. Windows 7, 4 gig memory. Video card is kinda old, radeon x1900, maybe that's it.

Same video card, XP, same crash.  Disabling vegetation didn't help.  Any thoughts?

Yeah, I tried disabling skyboxes and vegetation but it didn't help either. It must be our video card, but I don't know how to solve the problem. I've got a neat little mountain fort I'd really like to see, too =(
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Tommy

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Re: Fortress Overseer v0.16 Visualizer/Exporter - now with textures and trees!
« Reply #91 on: September 11, 2010, 09:18:30 pm »

I ran it fine on my other box, which is almost identical in setup, except for an nVidia card instead of an ATi one.  Take note: something about it doesn't like the x1900 cards.
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HAHAHA YES MY EXPIDITION LEADER IS PARTYING WITH GHOSTS THIS IS THE BEST UPDATE EVER
Dwarf Fortress in a nutshell. It includes dead things, parties, and getting really excited over updates.

thewonderidiot

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Re: Fortress Overseer v0.16 Visualizer/Exporter - now with textures and trees!
« Reply #92 on: September 12, 2010, 05:50:31 pm »

Well, since the error is happening once it's done drawing everything, and veggies and skyboxes aren't the issue, that means that you're crashing as soon as it starts trying to do something. And as much as I hate to say it, that's totally out of my control. OSG must be using some GL extensions that aren't supported by that card. They don't exactly have a good track record with old hardware support (insisting that you use code that would only work on geforce 8 series or later) and this seems to be an issue somewhere down inside OSG itself. Still, X1900 really isn't that old. I'll look into it a bit more, but since I'm not doing anything intensive with drawing (make a face, assign a UV texture), it seems like it's going to be more of a core issue that won't be solved without tinkering with OSG itself.

Edit - You are using the ATI Radeon HD3200 card of the Radeon X1900 card, which support only Basic mode. Not related to OSG in any way but seems like other apps have problems with x1900's as well.

Edit again - I've been looking into it further and all I really have to say is that it's pretty freakin weird. It's hard for me to do diagnose without physical access to an x1900 -- since the crash occurs deep within the OSG library and OSG provides no logging/trace system that I can see, there's not much I can do until I find what extensions the x1900 might not support or find a similar issue. I'll keep delving, but until then, sorry guys  :-\ If either of you know anything about debugging (the binaries you have should be build with debug info) and want to provide me with a more exact description of what's going on, that would be fantastic. Not much else I can do until I find something though.
« Last Edit: September 13, 2010, 11:48:22 pm by thewonderidiot »
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thewonderidiot

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Re: Fortress Overseer v0.16 Visualizer/Exporter - now with textures and trees!
« Reply #93 on: September 14, 2010, 07:45:35 pm »

Overseer 0.25 is out! :D


Changes v0.25
---------------------
-Dropped OIS in favor of a better, less obtuse OSG input system. This removes the dependence on the somewhat finicky OIS and allows for some new things!
-Mouse can now be released by right-clicking and regrabbed by left-clicking on the Overseer window. No input is accepted unless the mouse is grabbed.
-Shaders have been implemented. Every texture (minus the defaults) included is now bumpmapped using the shaders in /materials/shaders and the proper normal map in /materials/normals. The shaders are editable by anybody and shaders for specific materials can be made by simply naming the new shaders /materials/shaders/material_name.frag and .vert.
-Lighting is now much better than it was before. Two modes are supported -- the old headlight mode (faces are brighter when you look directly at them) and the new global lighting system. The diffuse, ambient, and specular components of the light can be set in the .ini file.
-Texture scaling has been implemented. If your system can't handle the high-res textures sexymustard has included, then you can set imageSize in the .ini file to a smaller value. This drastically increases performance. imageSize must be a power of two.
-Added in fortifications (complete, I think) and preliminary support for stairs. There will still be holes in the terrain for unhandled downstairs and up-down stairs are the same as up-stairs, so there's no physical path up-down stairs yet.  The direction the stairs face is also not determined yet.
-A better-performance but dorkier looking tree system. It only displays above-ground trees on constant-image billboards for now. Eventually on proximity these will turn into actual 3d models on proximity and the texture won't look so out of place.
-Default textures (rough.png and constructed.png) for surfaces colored using the xml files rather than the textures. They act as decals over the colored blocks to give them more character. They also work to tone down the bright colors of stonesense.
-General bug fixes. The world is no longer mirrored and the camera no longer spawns below the surface except in very rare (and unintended by Today) circumstances.
-Lots more textures by SexyMustard. We're now up to 41 and include all types of soil and a decent chunk of layer stone types, plus a few random odds and ends.






Just to reiterate, because I can't stress this enough, reducing imageSize in the ini file GREATLY improves performance if Overseer runs slowly for you.

Anyways, anybody that's been following the topic knows that trees and I don't get along, and I'm not at all happy with how they look right now (you can just disable them if you agree with me). I know how I'm going to approach them but it's going to be slightly complicated so I figured I had better throw out a release before I get working on it. This release is overdue anyways. After the trees (or during depending on my frustration) I'll be working on fluids. Sexymustard, while not working on textures, is going to start pumping out some models for common game objects.
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ventuz

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Re: Fortress Overseer v0.25 Visualizer/Exporter - now bumpmapped and shaded!
« Reply #94 on: September 14, 2010, 09:07:49 pm »

any way that you can make it that tile texture "blend" over to other tile?
« Last Edit: September 14, 2010, 09:09:45 pm by ventuz »
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thewonderidiot

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Re: Fortress Overseer v0.25 Visualizer/Exporter - now bumpmapped and shaded!
« Reply #95 on: September 14, 2010, 09:14:25 pm »

any way that you can make it that tile texture "blend" over to other tile?
Yes, as I've said, that's one of the future goals that we're going to work on once the basic functionality is all hammered out.
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nbonaparte

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Re: Fortress Overseer v0.25 Visualizer/Exporter - now bumpmapped and shaded!
« Reply #96 on: September 15, 2010, 10:57:45 am »

any way that you can make it that tile texture "blend" over to other tile?
Yes, as I've said, that's one of the future goals that we're going to work on once the basic functionality is all hammered out.
If you're going to wait that long, you may as well do the more complex version I suggested.
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Dracoid

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Re: Fortress Overseer v0.25 Visualizer/Exporter - now bumpmapped and shaded!
« Reply #97 on: September 15, 2010, 06:10:02 pm »

My computer doesn't want to know at all. I'm using integrated laptop graphics - is that it?

It seems to load fine, but then all I get is a black screen, with a few grey tiles on it every now and then, and I can't navigate around.
« Last Edit: September 15, 2010, 07:06:33 pm by Dracoid »
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jfsh

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Re: Fortress Overseer v0.25 Visualizer/Exporter - now bumpmapped and shaded!
« Reply #98 on: September 15, 2010, 07:34:03 pm »

It looks great, thanks so much.  I actually like the semi-cartoony look of the new trees; at least they look sharp.  I did drop imageSize to 128 for better navigation.

Here's a couple of screenshots:

Overhead (the black blotches are constructed obsidian, grey is regular):


Entrance to the fort:


Side view, showing all the caves:


Two nits to pick:
1)  It captures mouse input even when the program doesn't have focus, which means it was constantly screwing around in the background while I was making screenshots.
2)  Is there a way to make the program pop open in the middle of the desktop, rather than aligned to the top left edge?  Those of us who keep our taskbars on top will be happy!

Again, great work.  Any idea when you'll get to liquids?  My moats are feeling awfully dry. ;)

thewonderidiot

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Re: Fortress Overseer v0.25 Visualizer/Exporter - now bumpmapped and shaded!
« Reply #99 on: September 15, 2010, 09:42:02 pm »

Two nits to pick:
1)  It captures mouse input even when the program doesn't have focus, which means it was constantly screwing around in the background while I was making screenshots.
2)  Is there a way to make the program pop open in the middle of the desktop, rather than aligned to the top left edge?  Those of us who keep our taskbars on top will be happy!

Again, great work.  Any idea when you'll get to liquids?  My moats are feeling awfully dry. ;)

1) Mouse-capturing should be impossible if you released the mouse properly -- don't alt-tab, right click.

2) Yeah, definitely, I'll see if I can make it detect a better opening position for next release.

Liquids will be coming after or during better trees, depending on how well they go. Next release is going to be tree + liquid support ;D

Also, your castle and sphere thing are seriously impressive. Nice work.
« Last Edit: September 15, 2010, 10:17:23 pm by thewonderidiot »
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puke

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Re: Fortress Overseer v0.25 Visualizer/Exporter - now bumpmapped and shaded!
« Reply #100 on: September 21, 2010, 11:14:35 am »

small texture gripe:  the constructed blocks look like brick and mortar, not like stone blocks stacked on stone blocks.  Mortar was used by cultures who became to lazy (or efficient, i guess) in their building processes to bother cutting stones that fit tightly together.  I dont think it feels very dwarfy.

some examples of mortarless stone block construction:

http://creekmoreworld.com/wp-content/uploads/2009/07/Middle-East-North-Africa-7081.jpg

http://images.travelpod.com/users/itsbob21/south_america.1207413360.large-inca-masonry-work.jpg

http://www.cartage.org.lb/en/themes/arts/architec/ancientarchitectural/greekarchitecture/greektemplearchitecture/maidens.jpg

Now I grant you that those irregularly cut jigsaw like inca stone blocks would not be the easiest thing to make into a tileing and corner wraping texture.  but the egyptian and greek examples are basically just square cornered blocks of masonry.  I guess what I am suggesting is: make the blocks larger and have tight joins instead of the white line of mortar.
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Sexy Mustard

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Re: Fortress Overseer v0.25 Visualizer/Exporter - now bumpmapped and shaded!
« Reply #101 on: September 21, 2010, 11:53:59 pm »

small texture gripe:  the constructed blocks look like brick and mortar, not like stone blocks stacked on stone blocks.  Mortar was used by cultures who became to lazy (or efficient, i guess) in their building processes to bother cutting stones that fit tightly together.  I dont think it feels very dwarfy.

The Current Constructed Block texture is really just a placeholder, the next goal is to have different textures for constructed stone vs constructed metal and eventually to have unique textures for each material in their constructed, rough, smoothed, and (possibly engraved but that will be another matter entirely) but i will certainly look into making the next one look more dwarfy although i fear that the end result might be that without mortar metal and stone constructed surfaces might look a bit too similar.
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thewonderidiot

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Re: Fortress Overseer v0.25 Visualizer/Exporter - now bumpmapped and shaded!
« Reply #102 on: September 22, 2010, 01:14:36 pm »

Overseer 0.26 is up!

Changes v0.26
--------------------------
-Added 31.13 support

31.13 support needed a recompile to work, so here it is. If anything isn't working yet, tell me.

So, progress update. I've been rather busy with homework and stuff, and I've been working on new functionality for DFHack recently. Now, I've got a job offer that I need to make something 'cool' for in order to get hired, so most of my free time for the next week or so is going to be dumped into getting something up and running for that  :-\

Overseer isn't dead though. As soon as this other project reaches the point where hopefully it'll get me the job, I'll be back full force to Overseer. I'll probably work on it in little bits in the meantime too. But full development won't resume until a week or so from now.

If anybody is extremely upset about that, the code is still here... I'm still in the process of chopping up DwarfGeometry.cpp since it's so large right now, so stuff is mostly split up but not moved to its own files yet.

Also, I'll still be around if anybody needs any help with anything. If anybody posts anything here, Sexymustard or I should see it and get back to you within the same day. ;D
Speaking of Sexymustard, he's still going to be cranking out textures and models while I'm doing this other project, so even though the code side may not go anywhere for a bit, the graphics will continue to get better  :D
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Psithief

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Re: Fortress Overseer v0.26 Visualizer/Exporter - with 31.13 support
« Reply #103 on: September 23, 2010, 09:18:51 pm »

Already doesn't work with .14
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MaximumZero

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Re: Fortress Overseer v0.26 Visualizer/Exporter - with 31.13 support
« Reply #104 on: September 24, 2010, 01:05:55 pm »

Watching this project. I approve!
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