I keep getting this error and I have no idea why:
04:03:29: Parsing scripts for resource group SkyX
04:03:29: Parsing script SkyX.material
04:03:29: Compiler error: invalid parameters in SkyX.material(109): param_named and param_indexed properties requires at least 3 arguments
04:03:31: Finished parsing scripts for resource group SkyX
It crashes right after that point, every time.
Any idea why, or am I just missing something blatantly obvious?
Can't say for sure, other than the SkyX material issues aren't causing the crash -- that error is always there as far as I know. Make sure your video card drivers and DirectX are both completely up to date, and if that doesn't work, tell me what your video card is.
I've been doing some experimenting recently and I think I have a voxel solution that will work, at least in terms of geometry. Haven't handled the texturing yet, and tonight (if all goes well) will be my first attempt at using the voxel engine with real DF data instead of test cases that I come up with.
Connecting to Dwarf Fortress, at least for now, is not the way things will work anymore. As a lot of you know, DFHack has undergone substantial changes and now lives inside of DF. Peterix is working on an external API for it, but for now I'm going to have to write a simple map export plugin for DFHack that is run from the DFHack console, which will produce a map file that can then be loaded into Overseer. Eventually the connection aspect will be back, and less prone to crash DF, but for now it's just an extra step in the visualizing process.
Anyways, at this point, this is a race against the Toad. I really want to see the new towns and catacombs in 3D as soon as DFHack is updated to work with the next version, so I'm spending most of my free time hacking together something that might be ready by then.
Just a heads up, there's a chance the next release might be a few steps backwards in some ways from the current release. Textures are going to be a bit more iffy now that we're allowing wider smoothing via marching cubes to happen. Water, in particular, probably isn't going to look as pretty. The reflection and refraction maps required planar water surfaces, and in a lot of cases that just didn't look good at all. Plus, due to my lack of frustum and occlusion culling, maps for all water surfaces were generated each frame, causing massive lag. I want to do things right this time around, so our first glimpse of water is probably just going to be possibly transparent (can't guarantee the transparency yet, but definitely NOT reflective/reflactive) blue rendered in increments of sevenths of a tile as they are in DF (but smoothed with marching cubes like the rest of the terrain).
The good news is that this will make inclusion of magma very easy and a definite feature.
Additionally, treating each voxel as an eighth of a vertical tile (floor + 7 levels of liquid) will allow me to (optionally) introduce some noise to the landscape so it's more naturally rolly instead of planar.
Our visual style is probably going to change a lot, possibly for the worse until we get things worked out, but bear with us, because we think in the end it's gonna be awesome.