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Author Topic: Fortress Overseer 0.70.1 - !Open Source! 3D Visualizer - 31.25-34.11 Support  (Read 373466 times)

They Got Leader

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Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
« Reply #390 on: April 26, 2011, 12:07:34 am »

Christes, I have the same error. Nvidia Geforce GTX 470 as well. Something seems to be not working.
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Quote from: Urist McDwarfFortress
You do not understand the ways of Toady One. He is not a business, he's just a guy trying to make a fun game. He's invited people to come along and experience the journey with him (and help him test it out as he goes along). At the end of the day, I don't think his main goal is to sell Dwarf Fortress, its just to create the best game possible.

thewonderidiot

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Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
« Reply #391 on: April 26, 2011, 02:50:50 pm »

Well, that's very interesting. Just to be sure, have you both installed the latest drivers from nVidia? If you've both got the most recent drivers and DX9, then there might be something up with the GTX 470 and Ogre. If you guys are on the latest drivers, I'll post a note on the Ogre bug tracker.
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They Got Leader

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Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
« Reply #392 on: April 26, 2011, 04:12:05 pm »

Will check update.
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Quote from: Urist McDwarfFortress
You do not understand the ways of Toady One. He is not a business, he's just a guy trying to make a fun game. He's invited people to come along and experience the journey with him (and help him test it out as he goes along). At the end of the day, I don't think his main goal is to sell Dwarf Fortress, its just to create the best game possible.

They Got Leader

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Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
« Reply #393 on: April 26, 2011, 04:30:09 pm »

Alright, so the driver needed serious updating. I updated it and then checked my Direct X version. I am using the latest Nvidia Geforce GTX 470 driver with Direct X 11. I am still receiving the same error.
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Quote from: Urist McDwarfFortress
You do not understand the ways of Toady One. He is not a business, he's just a guy trying to make a fun game. He's invited people to come along and experience the journey with him (and help him test it out as he goes along). At the end of the day, I don't think his main goal is to sell Dwarf Fortress, its just to create the best game possible.

thewonderidiot

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Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
« Reply #394 on: April 26, 2011, 06:02:43 pm »

Right. I'll post this on the bug tracker and let you know if anything comes up. Sorry about the issues.
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andyman564

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Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
« Reply #395 on: April 27, 2011, 12:15:32 am »

awesome visualizer! i'm looking forward to future releases.

EDIT:Bug report i viewed one of my forts that has a natural waterfall and while Ogreseer rendered the water for the upper half of the river perfectly it left the lower half empty.
« Last Edit: May 01, 2011, 09:23:40 pm by andyman564 »
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Yeah.  Thus why I didn't make a trap.  In it's current state the fortress didn't need a trap, the whole damn fortress is a trap.

Coco146

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absolutely awesom
« Last Edit: May 02, 2011, 03:16:09 pm by Coco146 »
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thewonderidiot

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awesome visualizer! i'm looking forward to future releases.

EDIT:Bug report i viewed one of my forts that has a natural waterfall and while Ogreseer rendered the water for the upper half of the river perfectly it left the lower half empty.

Yeah, water around waterfalls is funky. It's probably trying to prevent drawing multiple layers of water for the same body, and getting confused and getting rid of the river instead of the waterfall piece that it's conflicting with. I bet if you unpause DF, pause it again, and rerun Overseer, at least some of the time it'll draw the lower river.

Anyways, that's just speculation. I didn't handle waterfalls and turbulent water very gracefully -- just as a sample/placeholder. I'm looking to replace waterfalls with particle effects to make things look more natural down the road. When that happens, the water issue should disappear. Thanks for the bug report, though, I'll make sure it gets fixed.  ;)
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Halnoth

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3 things

1. I am getting the same bug as They Got Leader and I have geforce as well.
2. Is there anyway to get the old overseer (before you switched to ogre) to work with .25?
3. If somehow I get it to work will it show a large vertical map, as in, 230 z levels up from ground level? Overseer worked long enough to see it stopped at z level 189 or so above ground level.
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One of the dwarfs walked in front of Thor to get a better view of the prye, and Thor kicked him irritably into the middle of the flames, which made Thor feel slightly better and made all the dwarfs feel much worse.

Cloth Armor Mod http://www.bay12forums.com/smf/index.php?topic=158967.msg7063531#msg7063531

Halnoth

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Alright, I got it too work. I reinstalled directx 10 and that seemed to fix the issue. As to the vertical map that was a derp moment for me, although DF shows the top of the mountain as 230 z level in reality hell is at z level 50 for some reason so overseer was in fact rendering the entire map.
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One of the dwarfs walked in front of Thor to get a better view of the prye, and Thor kicked him irritably into the middle of the flames, which made Thor feel slightly better and made all the dwarfs feel much worse.

Cloth Armor Mod http://www.bay12forums.com/smf/index.php?topic=158967.msg7063531#msg7063531

Zorromorph

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As an FYI, I'm getting a different error(latest version, 31.25 Memory.xml). 

"OGRE EXCEPTION(2:InvalidParametersException): Named constants have not been initialized, perhaps a compile error, in GpuProgramParameters:: _findNamedConstantDefinition at ..\..\..\..\OgreMain\src\OgreGpuProgramParams.cpp(line 1423)."

Thanks for all your work for the community. 
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nil

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Is there any way to add in textures?  My current fort is a (very) above-ground city of stoneware, but since stoneware constructions show up as untextured white boxes I'm unable to use Overseer to display its true glory.

If this can only be done from your end, a placeholder copying something like marble or claystone would be more than sufficient and greatly appreciated.


edit: Also the memory.xml linked on the first post is got corrupted or vandalized or something, didn't work at all.  I was able to get the right one by copying from DF hack but you may still wanna fix it.
« Last Edit: May 06, 2011, 02:32:24 pm by nil »
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thewonderidiot

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"OGRE EXCEPTION(2:InvalidParametersException): Named constants have not been initialized, perhaps a compile error, in GpuProgramParameters:: _findNamedConstantDefinition at ..\..\..\..\OgreMain\src\OgreGpuProgramParams.cpp(line 1423)."

That would be Ogre failing to compile the Cg shader for your graphics card. Be sure your graphics card drivers are completely up-to-date; that's the most common cause of stuff like this.

Is there any way to add in textures?  My current fort is a (very) above-ground city of stoneware, but since stoneware constructions show up as untextured white boxes I'm unable to use Overseer to display its true glory.

Sure. Check out Ogre.log, somewhere in there you'll find lines of it complaining about materials not being defined. You can then add the missing materials to the various *.material scripts, using the already existing materials as a guideline.

edit: Also the memory.xml linked on the first post is got corrupted or vandalized or something, didn't work at all.  I was able to get the right one by copying from DF hack but you may still wanna fix it.

Shouldn't be -- it looks fine to me. How did you try to download it? If you copied and pasted from something like Firefox, then the formatting is going to be all wrong. You need to either save the page with File->Save/Ctrl+s or copy and paste the page source.
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nil

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[
Is there any way to add in textures?  My current fort is a (very) above-ground city of stoneware, but since stoneware constructions show up as untextured white boxes I'm unable to use Overseer to display its true glory.

Sure. Check out Ogre.log, somewhere in there you'll find lines of it complaining about materials not being defined. You can then add the missing materials to the various *.material scripts, using the already existing materials as a guideline.
Awesome, thanks!  Worked like a charm:
Spoiler (click to show/hide)
edit: Also the memory.xml linked on the first post is got corrupted or vandalized or something, didn't work at all.  I was able to get the right one by copying from DF hack but you may still wanna fix it.

Shouldn't be -- it looks fine to me. How did you try to download it? If you copied and pasted from something like Firefox, then the formatting is going to be all wrong. You need to either save the page with File->Save/Ctrl+s or copy and paste the page source.
Ah, yea, Chrome garbled it all up.  You're right, save-as gave the right version.

Greiger

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Still an awesome program, but in my most recent fort I noticed a glaring flaw.

NO MAGMA!

I mean building a front gate over a volcano isn't nearly as awesome looking if it just looks like building a gate over a really really deep hole with black sides and a white bottom.  Am I just missing a file or is the program unable to read magma at this point?
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