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Topics - Thief^

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DF Suggestions / Less specific requests from liason
« on: January 26, 2016, 06:23:16 am »
I would love to just be able to request "meat" from the dwarven liason rather than having to select a lot of specific animal meats...

2
I have an 8 MHz 8086-CPU PC (Amstrad 5086), with original keyboard, but not original monitor or mouse unfortunately (though thankfully (and surprisingly) it is compatible with modern VGA monitors and PS2 mice). It has 640kB ram and 256kB VGA, 20MB (I think) hdd, and Windows 3.0 (it can't support 3.1). I have a working serial link to my laptop which I have successfully transferred files over, and an ethernet card on order (10-base-t transceiver has already arrived, and I already have the packet driver software and TCP/IP stack needed. I also have an 8087 floating-point coprocessor on order. The cpu is not socketed IIRC, so an upgrade to the much more powerful NEC v30 is not possible, at least without soldering (which I'm not willing to do, although I do have one).

I have found a working C/C++ compiler for it (OpenWatcom v2).

What should I make it do? Keep in mind it can manage an absolute maximum of 0.66 MIPS according to online data, so anything computationally expensive is out of the question. The TCP stack tops out at 150 kB/sec according to benchmarks online, and I'm not willing to run it 24/7, so it won't be being a webserver, sorry.

What games from the era should I try on it? Most of the classics are out, as they tend to need at least a 286 or 386 cpu. For example, Doom, Command and Conquer, Warcraft... all far too new.

Here's a complete list of games it should be able to run: Mobygames 8086 games list

It will have a telnet client, so maybe it can remotely play Dwarf Fortress :)

3
Other Games / D&D Next
« on: May 24, 2012, 01:27:45 pm »
I'll be honest, I don't know if this section is for non-video games. But whatever, I'm sure I'll get corrected!

Anyone here in the playtest for "D&D next"?
What do you think?

4
Creative Projects / Ludum Dare #23 - 48-hour game making competition
« on: April 20, 2012, 04:15:11 am »
Ludum Dare #23 is this weekend, anyone else entering?

I've seen a lot of game dev threads in this forum, so come on!

5
Creative Projects / Ludum Dare 22
« on: December 07, 2011, 12:25:41 pm »
http://www.ludumdare.com/compo/

Ludum Dare is a competition that challenges entrants to create a game solo and from scratch in 48-hours.
Ludum Dare #22 starts on the 16th/17th December (timezone depending).

Anyone in?

6
Creative Projects / Silversmithing
« on: June 17, 2011, 03:02:39 am »


This is a -silver ring-. It is encrusted with a blue topaz.


I've been doing a silversmithing course for the past 6 weeks or so, and am quite proud of this. What do you lot think?

7
DF Community Games & Stories / Missmatch - New Community fort
« on: April 08, 2011, 07:11:23 am »
I'm creating a community fort, where each starting dwarf's skills and the equipment they bring is decided entirely by a forumite. armour/weapons/etc will be given to specific dwarves, everything else is pooled in usual DF fashion. All embark points will be split between the dwarves, so don't forget food!
You'll each get 182 embark points (1274 / 7) to spend.
Quick reminder of costs (according to wiki):
Skills cost 5 points for novice, 6 extra (11 total) for adequate, 7 extra (18 total) for competent, 8 extra (26 total) for skilled and 9 extra (35 total) for proficient. 10 total levels max.
Copper pick: 44
Copper axe: 68
Copper mail: 40, breastplate: 30, leggings: 46, gauntlets: 22, boots: 24, helm: 24, cap: 10, buckler: 28
Iron anvil: 100
Urist of alcohol: 2
Seed: 1
Cheap meat/fish/eggs: 2
Plump helmet: 4
Rabbit/guinea pig: 2
Hen/turkey/goose/duck: 6
Dog: 16
Cat: 11

You'll also each get a vote on each aspect of the starting location.
Evilness
Savagery
Metals
Flux
Water
Trees
Aquifier
Temperature
and any others you want.


Anyone up for it?
That's a yes :P

I could also do it as a succession game if people prefer.

7 Dwarfs: (spare points will go on drink)
Falk (aka Thief^): Adequate Axedwarf/Dodger/Fighter/ Woodcutter, bringing copper axe, copper mail and copper gauntlets, 174 points, 8 spare
Taricus: Adequate Armorsmith/Furnace operator/Metal crafter/Metalsmith/Weaponsmith, bringing iron anvil, 155 points, 27 spare
Haika (preferably male): Adequate Grower, Competent Brewer/Cook, bringing: 1 breeding pair each of hen & rooster, duck & drake, turkey hen & gobbler, peacock & hen, nanny & billy goat, buck & doe rabbit, cavy boar & sow; 3 olivine nest boxes, 21 plump helmet spawn, 206 points, 24 over
Edosurist: Adequate Carpenter, Novice Woodcutter, Novice Axedwarf, bringing dogs (2 female, 1 male), 2 bunnies (male/female), 2 katz (male/female), 2 hens and 1 rooster, and copper axe, 1 plump helmet seed (for luck), 182 exactly
Yogni Slapmountain (male, aka Yoink): Adequate Ambusher, Competent Marksdwarf, Adequate Animal Caretaker, Novice Animal Trainer, Novice Bowyer, Novice Butcher, bringing Dog, 10 x cheap 'n' nasty food, 91 points, 91 spare (covering Haika's 24 over, leaving 67 spare)
TolyK: Proficient Siege Engineer / Siege Operator, 5 sand, 75 points, 107 spare
Mipe (female): Proficient Miner, Proficient Building Designer, bringing copper pick, 20 unidentified alcoholic drink, 28 unidentified alcoholic seeds, 182 exactly

Totals:
2 axes
1 pick
1 anvil
1 chainmail
1 gauntlet
25 animals
10 food
20 drink
50 seeds
5 sand

7 dwarfs:
Miner/designer, woodcutter/axedwarf, carpenter/woodcutter/axedwarf, siege engineer/operator, farmer/cook/brewer, marksdwarf/animal trainer/butcher, metal/armour/weapon -smith

209 spare points, spent on:
20x mountain goat meat
20x hen eggs
20x dwarven wine
20x dwarven ale
20x dwarven rum
5x pig tail seeds
4x sweet pod seeds

8
Creative Projects / World domination
« on: September 23, 2010, 12:42:32 pm »
Just thought I'd share one of my little projects.

At work, I am a terrain rendering programmer for an upcoming console game. Also branched out into terrain deformation, terrain collision, terrain streaming, and terrain pretty much everything else.

Because of this, I recently got shown a university student's paper on procedural terrain generation. It interested me, so naturally I have had a go at implementing it myself in my free time. (To be clear, the following is not for the game I'm writing at work, it's a free time project.)
I chose a technique called midpoint displacement (the wiki article is pretty terrible though). Here are the results:

Selected Eyecandy:


All images:
Test 1 - First test, single terrain cell, colour assigned by height
Test 2 - Same as test 1 but with new random seed
Test 3 - 4x4 terrain cells
Test 4 - 8x8 terrain cells? Maybe 16x16. Algorithm clearly doesn't scale well this way...
Test 5 - Back to 3x3 cells, with wrapping enabled (but glitching on edge)
Test 6 / Shifted - Same as test 5, but wrapping is fixed. Also shifted image manually to center the resulting island to get a better look
Test 7 - Forced low seed points around edge, makes an island in the middle, don't need to shift image now
Test 8 - Up to 4x4 cells, bigger island
Test 9 / Heightmap - Heightmap export

Test 10 - Adapt algorithm to work with triangles instead of squares, output result to a model file which is later rendered in 3d. Back to 1 cell (which is now triangular).
Test 11 - Up subdivision another couple of steps. Result is awesome.

Any guesses as to why I adapted the algorithm to triangles?

9
DF Gameplay Questions / Uniform
« on: April 12, 2010, 09:41:24 am »
The standard uniforms all have generic things like "leather headwear", is there any way to specify the same things for custom uniforms? I can only find caps and helms, not generic "headwear".

10
DF Bug Reports / [40d16] Water not draining through aquifier layer floor
« on: October 16, 2009, 10:31:51 am »
I was digging a shaft of alternating up/down stairs from deep to the surface, and dug a downstairs into the layer below an aquifier, causing a terrible flood. I sealed the area, saving the fort, but left the designation that was digging down from the surface there. After a little while, a dwarf dug an upstairs into the aquifier level itself from above. The upstairs square filled with water, as expected. What I didn't expect is that this carved upstairs is water-tight, as water isn't leaking out of the bottom of it into the square below, like it was before the tile was carved out.

To recap:
Downstairs below an aquifier: huge leak
Upstairs in the aquifier layer: leak stops

Is this expected?

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