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Messages - Tormy

Pages: [1] 2 3 ... 360
1
Tilesets and Graphics / Re: Ironhand's Graphics Set (now for DF 0.31.16!)
« on: October 11, 2010, 08:10:15 am »
Is it just me, or is the text supposed to be doing this? I looked at the dwarfs in question with Dwarf Therepist, and it seems like it happens on the special characters (ä, í, î, etc.).

Spoiler (click to show/hide)
That's normal; special characters are not correctly integrated. It'll be fixed sooner or later.

Let's hope that Baughn will fix the [most] problematic things for the next update.

2
DF General Discussion / Re: Future of the Fortress: The Development Page
« on: September 17, 2010, 06:18:41 am »
I doubt the current level of sprawl is intentional. Given a bit of tuning of the algorithms, we'll probably be back to something more reasonable.

+1

3
DF Announcements / Re: Dwarf Fortress 0.31.13 Released
« on: September 17, 2010, 06:13:25 am »
The point is to reach a balance that makes sense in whatever world DF is set on.
So, if a 4x4 farm plot can feed 100 dwarves, and each of these farm sprawls have 100x100 farm plots, then each sprawl can feed 6,250 people... so, we're talking what, one to two farm sprawls per city? Sounds about right to me!

[I jest, I jest.]

2-3 / city and 1 / village should be enough.

4
Tilesets and Graphics / Re: Ironhand's Graphics Set (little break)
« on: September 12, 2010, 08:04:17 am »
I see...oh well. :)

5
Tilesets and Graphics / Re: Ironhand's Graphics Set (little break)
« on: September 12, 2010, 06:37:53 am »
Yeeah.. I really don't know how it'd work. Whichever way works best, really, which is why I'm posting this here. It's very much at the request for comments stage.

The basic idea, I guess.. creatures (from the raws) have a tile tag in that hierarchical form, such as "humanoid.elf.carpenter".. tilesets contain tiles, specified somehow, which have fully qualified names such as "humanoid", "humanoid.elf" or "humanoid.elf.carpenter". The exact way tilesets specify this has not been defined yet, but is reasonably trivial; I'll come up with something simple.

Conceptually, when trying to display this carpenter, it'd first look for a "humanoid.elf.carpenter" tile. If that's missing, it'd look for a humanoid.elf tile; if that's missing, humanoid... if that's missing too, I guess displaying a question mark would be better than picking some other humanoid or an entirely unrelated tile.

Naturally, this would be optimized by doing the lookups/mappings at load time, but that's beyond the scope of what affects you.

Any questions? Comments? Please comment.

Baughn - Would it be possible to "link" 1 profession/unit type to multiple tile variants, and randomize the tile which will appear in the game?
Example: humanoid.elf.carpenter.1:1 , humanoid.elf.carpenter.1:2 , humanoid.elf.carpenter.1:3 -> 3 tiles used to display a carpenter, and will be chosen randomly every time a carpenter is "being created".
If this won't be possible [I guess :P], what about "splitting up" male/female units graphically?

6
DF Modding / Re: Climbing creatures?
« on: September 12, 2010, 06:06:58 am »
Well, then you will just have to work a bit more and make magmafalls and a magma moat. It still will burn them all :D.

Actually we gonna have "bridge builders" as well! :P

7
Tilesets and Graphics / Re: Ironhand's Graphics Set (little break)
« on: September 11, 2010, 04:57:25 am »
Integrating graphics-mode well is an issue, but one I think will get handled. Which is to say, it might end up nonexistent. :P

How's "humanoid.dwarf.carpenter" sound for a tile ID? Better than "dwarves:2:5"? You'll have to map the former to the latter in your tileset, though, since it still has a physical location of some sort in a .PNG..

I'd vote for  "humanoid.dwarf.carpenter" :P

8
DF Modding / Re: Climbing creatures?
« on: September 11, 2010, 04:55:00 am »
I was making a Bioshock Mod, and I want to know if I can make creatures able to climb around on stuff. (For Spider Splicers) Is this possible?

Not yet, however Toady will work on enhancing the sieges in fortress mode [check the dev log], and he will add creatures which will be able to dig tunnels or climb walls for example...I just can't wait for these. Sieges will be really challenging after that point. :)

9
Other Games / Re: Elemental - War of Magic
« on: September 10, 2010, 06:35:54 am »
Everyone here who's pissed off can easily just make a fantasy mod for Civ V. It's Lua too!

If it is anything like Fall From Heaven II I'll pass. Some people say it is the best Civ IV mod. I think they never played Rhyes and Fall of Civilization - it is even better than Civ IV itself.

About elemental, there are bugs all over the place, but in 1.07 I didn't crash all over the place. There are some serious balance issues too. I think the game right now feels a lot like DF 31.01.  :)
You think wrong. I think it's the best FANTASY mod. While Rhye's is just plain awesome and cool, but it's too unstable for multiplayer matches. To each his own :).

There're also other cool mods I helped to develop a bit, like DuneWars, Planetfall and a few others. I enjoy them as well. The romance of Three Kingdoms is very cool too. But there's no such mod with so many lore content behind it and different civilizations' playstiles as FFH2 :).

The problem is that FFH2 was made for a "shitty" game engine, but this is my personal opinion. [Shitty from a tactical perspective at least. No tactical combat, no damage and resistance types, RNG is way too important etc. - Take a look at dominions 3 . That game has the best combat system right now.]
..as for EWoM, it has it's problems now [magic/tact. combat must be polished a lot for example, the AI is bad now etc.], but it will be amongst the top3 fantasy TBS games within 1y...The basics of epicness is there, and that is what matters, because we all know, that the devs will vastly improve all parts of the game. I don't even want to talk about the awesome possibilites of modding. It takes no time to add a new building/tech/spell/creature etc. even now, and it's easy to do. Changing the AI/core mechanics will be possible as well via python coding, but it's not available yet.

10
Yep, it's a temporary solution though, so expect dicks flying all over the place once it's fixed. Oops, I think I've got too far again.

Anyway, I am finishing Orc sprites and I am redrawing trees. As much as I love double-colored trees right now, when they become orange (autumn) or snow-covered they lose the secondary color and thus the trunk which looks weird. I will try to make it beautiful enough still :).

Also I've been watching PlumpHelmetPunk's Let's Play of Genesis and it helped me to fix a few typos.
http://www.youtube.com/view_play_list?p=518EB31003A751E6&playnext=1&v=g1KCUua6QiE

It's an older version, yet it's awesome from him. He starts as a group of adventurers and moves on to a fortress mode.


Holy ****! This guy uploaded like 70 DF[-Genesis] related videos, and as I see, 1 clip is 11-14 minutes long. Insane Impressive!  :o

11
or you could make their nuts made out of steel

balls of steel!

Perhaps Deon should add a new megabeast - Duke Nukem  :D

12
I too noticed that FPS constantly drops, like -20 fps every year (or so) with stable fort, even with inv off

That being said, I doubt its the right place to discuss that kind of stuff

That is mainly because the number of items on the map is growing. You should try to dump all kind of sh*t on the map.

Funny thing is that I noticed this when running a test fort for new df (back then, i think 06 or so). Inv off, low pop cap, pregnancies off etc. I was dumping every single useless stone, not making many crafts and not mining at all.

Weird stuff....if you dump everything, the mem should be cleared, if there are no memory leaks......what happens if you reload your game after you dumped everything? The memory should be "cleared" for sure in that case. Am I wrong?

What i noticed during my play at a glacier area is that when you channel a mountain and clear every stone (not hard with ice if you make it boil), it will still cripple your fps badly. And the only change is changing ground tiles into empty tiles.

Something is very wrong, that is for sure....perhaps I should test this as well....I will do it later on, and if the memory isn't cleared, we should report this.

13
I too noticed that FPS constantly drops, like -20 fps every year (or so) with stable fort, even with inv off

That being said, I doubt its the right place to discuss that kind of stuff

That is mainly because the number of items on the map is growing. You should try to dump all kind of sh*t on the map.

Funny thing is that I noticed this when running a test fort for new df (back then, i think 06 or so). Inv off, low pop cap, pregnancies off etc. I was dumping every single useless stone, not making many crafts and not mining at all.

Weird stuff....if you dump everything, the mem should be cleared, if there are no memory leaks......what happens if you reload your game after you dumped everything? The memory should be "cleared" for sure in that case. Am I wrong?

14
I too noticed that FPS constantly drops, like -20 fps every year (or so) with stable fort, even with inv off

That being said, I doubt its the right place to discuss that kind of stuff

That is mainly because the number of items on the map is growing. You should try to dump all kind of sh*t on the map.

15
This looks very promising!  8)

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