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Author Topic: Dfhack: Rendermax (and it's subplugin light)  (Read 148235 times)

follower of nux

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Re: Dfhack: Rendermax (and it's subplugin light)
« Reply #150 on: January 15, 2014, 12:28:34 pm »

There is no light from the brazier, not just a little.
its 4.g, standard print with phoebus

oh, fireplaces dont work either.
trying to get statue of light from the embark and see if they work
« Last Edit: January 15, 2014, 12:31:20 pm by follower of nux »
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Warmist

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Re: Dfhack: Rendermax (and it's subplugin light)
« Reply #151 on: January 26, 2014, 06:47:43 am »

Improving rendermax lately: fixed that crash bug (probably) and added diffuse light (now it has option to have more rays (more cpu use)) produces nicer shadows:
comparison: here

Question: would it be better if workshop would glow from every tile?

Also tweaked a bit the advmode:
Spoiler (click to show/hide)
Now it respects the visible part of screen. Darkness level is set by levelDim, very low values tend to make the gui unreadable. Unfortunately i have no way to detect what is map what is screen.
« Last Edit: January 26, 2014, 08:05:20 am by Warmist »
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Meph

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Re: Dfhack: Rendermax (and it's subplugin light)
« Reply #152 on: January 26, 2014, 08:42:43 am »

Quote
would it be better if workshop would glow from every tile?
Yes. Otherwise large workshops look odd. Either every tile, every corner tile, or only the worktile, or preset tiles per workshop that can be done by hand. Whatever suits you most. ;)
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

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Re: Dfhack: Rendermax (and it's subplugin light)
« Reply #153 on: February 08, 2014, 12:14:35 am »

Got an update on that bug.
I genned a new world to test rendermax in which it actually worked properly, i think.
Just building a brazier gives off light without having a fire started and the day-night transition was really slow and actually had an orange offset on dawn and dusk.

However, that was just a test world with a test embark so I genned another one anyway in which the console gave off an error and the day-night transition was really fast (every few seconds) and braziers stopped giving light. Errorcode is in attachment

nvm, i cant attach anything here it seems
anyway, the code looks like this:

rendermax.lua:25: Material not found
stack traceback:
            [C]: in function 'error'
            rendermax.lua:25: in function 'addMaterial'
            rendermax.lua:201: in main chunk


hope this helps >.< dont want to play without proper rendermax anymore

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Re: Dfhack: Rendermax (and it's subplugin light)
« Reply #154 on: February 08, 2014, 12:32:43 am »

things are starting to clear up:
rendermax works perfectly off of a clean df install  (do you say it like that?)
i usually delete reactions_orc and reactions_kobold because i dont play those modes but maybe its related
also, the world gen tab in this masterwork settings gui doesnt save settings so i have to put things in manually in the advanced world gen

ill look after the bug again tomorrow
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Putnam

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Re: Dfhack: Rendermax (and it's subplugin light)
« Reply #155 on: February 08, 2014, 12:57:52 am »

That bug isn't a fault of Rendermax; it's Rendermax being given faulty input. Note that the error is "Material not found". This means that that line (25 of rendermax.lua) contains a material which does not exist in your current raws.

Meph

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Re: Dfhack: Rendermax (and it's subplugin light)
« Reply #156 on: February 08, 2014, 03:10:59 am »

Line 25 is actually the line that says "Material not found". Its line 201 you want:

addMaterial("PLANT:CAVE MOSS",nil,{0.1,0.1,0.4},2)

Cave moss is a MDF specific grass, and can be toggled with one of the buttons, "Cavern Flavor", which makes the caverns look differently, by adding new grasses/plants.
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

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Re: Dfhack: Rendermax (and it's subplugin light)
« Reply #157 on: February 08, 2014, 05:43:01 am »

ooh, funny thing tho.
after seeing cavern flavor in one of the screenshots i always disable it tho its given me an error message since a few versions (i think)
the error message from the settings gui:

Failed to save option!

Invalid/missing tokens:
YESSTANDARTCAVERN[

BUT the option remains ticked anyway and everything of rendermax still works after that.

now when i exit the settings gui and start it up again, cavern flavor is then actually disabled and when i try to enable it again it gives me a similar same error message:

Failed to save option!

Invalid/missing tokens:
!NOCAVERNFLAVOR!
YESSTANDARTCAVERN[

clicking it after that without restarting the settings gui then just cycles between those 2 errors. well, hope that helps fixing this other bug

thanks for the help, rendermax is so awsum ^.^

« Last Edit: February 08, 2014, 05:51:07 am by follower of nux »
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Freak2121

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Re: Dfhack: Rendermax (and it's subplugin light)
« Reply #158 on: February 09, 2014, 06:22:58 pm »

Don't mean to sound impatient but any estimates as to when the next update will be? That screenshot of adventure mode is really exciting for me, it breathes some life into it.
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Warmist

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Re: Dfhack: Rendermax (and it's subplugin light)
« Reply #159 on: February 10, 2014, 02:13:12 am »

Don't mean to sound impatient but any estimates as to when the next update will be? That screenshot of adventure mode is really exciting for me, it breathes some life into it.
Well i was thinking of waiting for new dfhack release. Not sure when that will happen. I'll try to compile a version myself (though windows only probably)

Bo-Rufus CMVII

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Re: Dfhack: Rendermax (and it's subplugin light)
« Reply #160 on: February 12, 2014, 12:29:15 am »

Should I assume that the .dll means that this only works on Windows?
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Warmist

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Re: Dfhack: Rendermax (and it's subplugin light)
« Reply #161 on: February 12, 2014, 01:17:37 am »

Should I assume that the .dll means that this only works on Windows?
Not quite, i think there was someone who built it on linux (that was for dfhack r3). I just don't have linux to build on.

Bo-Rufus CMVII

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Re: Dfhack: Rendermax (and it's subplugin light)
« Reply #162 on: February 12, 2014, 01:20:43 am »

Is the source for that in the download?
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Warmist

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Re: Dfhack: Rendermax (and it's subplugin light)
« Reply #163 on: February 12, 2014, 01:59:15 am »

Is the source for that in the download?
No it's in github with dfhack.
source here
and then add a line in cmake: here

Bo-Rufus CMVII

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Re: Dfhack: Rendermax (and it's subplugin light)
« Reply #164 on: February 13, 2014, 10:16:49 pm »

I just gitcloned your whole fork of dfhack to build.  For future reference, would it work to just clone your stuff into the "vanilla dfhack" plugins/ directory and add the rendermax stuff to CMakeLists?
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