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Topics - Toxicshadow

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1
I can't run text mode because it gives me a buffer overflow in a certain scenario. I can run DF in 2D if I run it as a regular, non-admin user, however then DF doesn't have permissions to write files. I don't use sudo I just switch to root with su -, but trying to run DF as the root user gives me "Display not found and PRINT_MODE not set to TEXT, aborting." This wouldn't be an issue if I was content playing the game in the terminal but the buffer overflow bug breaks the game. So either how do I give DF the appropriate permissions to write files as a regular user, or how do I un-fuck 2D mode as root?

I seriously searched this time so if the answer is simple I'm sorry :l but I read through a bunch of threads and searched as thoroughly as I could.

2
DF General Discussion / DF on Debian, C++ issue?
« on: February 01, 2021, 05:19:51 pm »
Hey friends, switched operating systems recently and I went to run df and ran into a handful of missing dependencies which I went and got, but now I'm having an issue where something to do with C++ isn't found. The console says:
Code: [Select]
./libs/Dwarf_Fortress: /home/melody/df4705/libs/libstdc++.so.6: version `CXXABI_1.3.8' not found (required by /lib/x86_64-linux-gnu/libGLU.so.1)
./libs/Dwarf_Fortress: /home/melody/df4705/libs/libstdc++.so.6: version `CXXABI_1.3.9' not found (required by /lib/x86_64-linux-gnu/libGLU.so.1)


I'm fairly certain I already downloaded GLU.
Code: [Select]
libglu1-mesa is already the newest version (9.0.0-2.1+b3).

I certainly have libstdc++6
Code: [Select]
libstdc++6 is already the newest version (8.3.0-6).

And I've already ran the dependency install commands on the wiki. At this point I'm not really sure how to get it running. Any input?



I swear to god I searched and searched for what my problem could've been and ONLY AFTER making this thread do I stumble upon http://www.bay12forums.com/smf/index.php?topic=169148.msg7668072#msg7668072
I guess that answers the question. actually it doesn't? I'm confused.



found the answer. I'm an idiot, wish I would've just checked here instead of assuming a search engine would find it.
Code: [Select]
df_linux/libs/Dwarf_Fortress: /home/charlie/df_linux/libs/libstdc++.so.6: version `CXXABI_1.3.9' not found (required by /lib64/libGLU.so.1) 
Anyone know how I fix this? The file's there in the correct folder.

It's kinda funny to see this problem come up right after the previous couple of posts. Anyway, try deleting the libstdc++.so.6 library from df_linux/libs. The fact that it comes with DF is honestly a mistake, and it should never be there.

3
DF Modding / The Neopets Mod! -is on hiatus again. sorry friends
« on: March 23, 2020, 11:29:13 am »
Welcome to the page for the Neopets mod!

We're turning this into something playable! It's been in development for a while now, but post-hiatus has been incredible. I'm aiming for a potential release in March.



2/22: I've made a discussion about wild neopets. I could use some input on what would be best for their behavior.

3/6: Dr sloths minions and faeries are made. Writing wiki pages is taking a lot of time, but I'm almost done with that too. I'm hoping to get a rough draft of all the entities done. Atm creating color variants for neopets (ie desert -species-, or maraquan -x-, etc) aren't my priority, just getting the entities themselves written. I'm going to reuse the Neopian creature for the time being, just so I can get something going. I'd like for color variants to be a thing at some point, but I'm not sure if any will make it into the first release. Tbd. Petpets are another thing that've totally fallen off the radar for now unfortunately. But things are happening! I'm trying to get this thing in a fun, playable condition. If you really want like, technically it's playable now (and has been), but it needs more work in my opinion before an actual release. The state it is in now is still fun nevertheless.

Spoiler (click to show/hide)

4
DF Suggestions / One Way Traffic and Pseudo-Roads
« on: November 22, 2017, 06:29:04 pm »
What if traffic zones could be set to 'one way' (north/south/east/west-bound) so we could create two-tile wide (or more I guess 'roads'? This would definitely help pathing, possibly FPS, and fits into the theme of "BURROWS, TRANSPORTION AND AUTOMATION ARC" found here.

A possible implementation of this could be adding 'points' to the pathing cost (like traffic zones) if they try to path the wrong way, but still allowing pathing through if theres no other option. Similarly points could be deducted for going the right way, so usually they'll go the right way unless it's not possible.
Thoughts?

5
DF Dwarf Mode Discussion / Military Rush Discussion
« on: August 25, 2017, 06:14:44 pm »
The more I play forts in less-friendly areas/worlds, the more I'm finding an early military a necessity instead of just something to consider.

My last fort for example was abandoned after a megabeast came to visit. I was more than a year but less than two in. I had a few military units mostly composed of visitors to my tavern who decided to stay. This isn't the first time this has happened. In fact I basically expect an unfriendly visitor between y1-2.

Personally my biggest downfall is I wait too long every single time, I just hate starting with 6 useful dwarves instead of 7.

The point of this thread is to discuss early-game military. Do you find it as necessary to start one as soon as its possible? Any stories to share?
This isn't a "help me" post, but tips are welcome of course!

6
DF Modding / Community-Driven Mod Ideas for a Pokemon Mod Reboot?
« on: April 14, 2016, 04:11:46 pm »
Hey friends  ;)

I've been really thinking about rebooting the old .34 Pokemon mod, but, I feel like it needs some major changes to the mechanics. For example I don't think you should have dwarves running around slashing Mudkips to death. Not really feeling that. So I wanted to ask the community, for some ideas.

What would you guys like to see in a Pokemon mod?

One of the main ideas I wanted to toss around was, how should we handle fortress mode civilizations? On one hand the Pokemon universe is filled with humans who raise Pokemon. But that's not a very DF-Friendly mechanic because even if we removed all the weapons from the game, humans would still run around like savages biting Poke-flesh off the creatures.

On the other hand we could come up with some lore about a new land or something only inhabited by Pokemon, and have some of the more humanoid-like pokemon (Machoke, Lucario, etc...) start forming groups, and 'leading' other Pokemon.

If we really wanted to go ham, we could even make every single species playable, letting players choose how easy/hard the game is. You could just get a whole bunch of Mewtwos and blast the s*** out of everything, or you could start with a little group of Krabbys, and run around pinching your way through the world. This would be really ridiculous though.

Anyways, what do you guys think? For/against any ideas? New ideas? I'd be able to handle the coding, I know my way around raws really well so I'm not worried about that. I just want a more community-driven project because there's so much potential to this but, if it's not done right, it could be a horrible mess.

Other proposed ideas
Spoiler (click to show/hide)

7
DF Gameplay Questions / Locations menu not accessible...?
« on: April 06, 2016, 11:26:21 pm »
Hey fam, been a while.

I just started playing again after a -very- long hiatus. And I noticed the introduction of locations, which sounds like a great feature. However to my frustration I have not been able to access the menu to designate a location. I have had plenty of rooms set as meeting areas, yet I never get the 'l' menu. Is there some secret requirement I'm not aware of...? I just wanna build some taverns and libraries and temples :-X



edit: added image.

8
Currently looking into upgrading to a gaming computer, have everything except a mobo that works with the parts I have. I thought I had compatible parts, but in reality I'm just an idiot.
Here is the mobo I was looking at, and here is my build. I would like to keep it under $700, so no mobos over $110, please.  Also, the note for this build says:
Quote
Intended to be a well off, mid-range gaming computer. Low res screen for better FPS.
Also, the poor disc drive is because I don't really need one. Maybe for a Ubuntu/Windows disc, but that's it. Digital downloads (for games and whatnot) are where it's at.

I'm somewhat content on the specs, maybe an upgrade on the GPU, not sure if it's needed or not though. Anyways, if you have any suggestions for part changes, I'm open to those too.  Any help/advice is appreciated.

10
Life Advice / Need help finding where something is from
« on: June 09, 2013, 12:48:02 am »
A long time ago in a galaxy far far away, there was something. I can't remember what, but it was there. It had this man with this sexy voice, and he said, "Mmmmmagnificent <some sentence I don't remember>"

This has been bothering Hugo_the_Dwarf and I for quite some time now, as we reference it all the time, but we can't find out where it's from. Anyone have any ideas?

11
Mod Releases / Toxicshadow's Mod Emporium (Currently *sortof* baren)
« on: June 03, 2013, 11:35:37 pm »
I have finals the 13th and 14th, but after that Im free.  I proooomise I'll get something nice up by next monday~!

So with summer break coming up, I intend to do quite a bit of modding; rather than having 6000 threads all running around, I'm going to cram them into one thread. I'll update the beginning of the title with the most current updated mod, so as that you dun have to check every time. I'll also keep a list at the top, right here:

  • PlayableCiv+: 0.05A (No update)
  • Pokefables Revived: I don't remember so let's go with 1.0 (No update)
  • Naruto: Way of the Fortress 0.02A (No update)

Main reason everything came to a halt is because of school; I get out the 14th of this month, so I'll be able to actually do stuff. In terms of my order of operations, I think I want to update Pokefables (I have a lot done already), then continue playing with Naruto. I want to play with PC+ a bit, not sure what I'll do with it though. I think once I get some core Jutsu done with Naruto, it's going to become my DF Hack testing grounds (That's a good thing), Pokefables will be a mod I intend to update atleast partially regularly, and PC+ will just lurk in the background as always.
Anyways, on to the threads for the mods:
Oh and these are currently direct copy/pastes




** Playable Civ+: [0.05A][Unknown Date]

Hello, today I'm releasing an early alpha version of an ambitious mod in progress. This mod (PlayableCiv+) is meant to give you a little bit more of a variety on whom you play as, rather than the same old drunk dwarfs and useless pissy snobs nobles. Rather than making it a total conversion mod where it includes everything in your possible imagination and more, it's going to focus on playable races themselves. I also aim for this to be more of an expansion mod, and limiting file replacing. But of course it will include some custom buildings and weapons and such... for variety in races. They will be full races, with languages and all.

Use Legends mode to find a civilization of a preferable race.

I suppose I should start with the first made playable race:

Elves:
Spoiler (click to show/hide)
Permitted jobs:
Spoiler (click to show/hide)
Permitted Tasks:
Spoiler (click to show/hide)
Nobles
Druid
Spoiler (click to show/hide)
Acolyte
Spoiler (click to show/hide)
Princess
Spoiler (click to show/hide)
Queen
Spoiler (click to show/hide)
Ranger Commander
Spoiler (click to show/hide)
Ranger Captain
Spoiler (click to show/hide)
Expedition Leader
Spoiler (click to show/hide)
Highest Herbalist
Spoiler (click to show/hide)
Courier
Spoiler (click to show/hide)
Example city design and tips
Spoiler (click to show/hide)
Racial Bonuses/Features
Spoiler (click to show/hide)
Next is the first custom race:
Satyrs:
Spoiler (click to show/hide)
Also, to make a military in the start: Go to the Nobles page, appoint a Warparty Leader from there. Then you can go to the Military screen and create a squad under him.
Permitted Jobs:
Spoiler (click to show/hide)
Permitted Tasks:
Spoiler (click to show/hide)
Nobles:
Chief
Spoiler (click to show/hide)
Warlord
Spoiler (click to show/hide)
Chief's Assistant
Spoiler (click to show/hide)
Spirit:
Spoiler (click to show/hide)
Warparty Leader:
Spoiler (click to show/hide)
Trader:
Spoiler (click to show/hide)
Expedition Leader
Spoiler (click to show/hide)
Racial Bonuses/Features:
Spoiler (click to show/hide)

Antmen:
Spoiler (click to show/hide)
Permitted Jobs:
Spoiler (click to show/hide)
Permitted Tasks:
Spoiler (click to show/hide)
Nobles
Ant's favor election.
Queen:
Spoiler (click to show/hide)
General:
Spoiler (click to show/hide)
Medic
Spoiler (click to show/hide)
Trader
Spoiler (click to show/hide)
Captain:
Spoiler (click to show/hide)
Expedition Leader:
Spoiler (click to show/hide)

Credits:
Spoiler (click to show/hide)

Planned:
Spoiler (click to show/hide)
Download:
Spoiler (click to show/hide)
Changelog:
v0.05A
Spoiler (click to show/hide)
V0.04A:
Spoiler (click to show/hide)
V0.03.2A:
Spoiler (click to show/hide)
V0.03.1A:
Spoiler (click to show/hide)
V0.03A(July 4, 2012):
Spoiler (click to show/hide)
V0.01A(July 1, 2012):
Spoiler (click to show/hide)
If you had V0.01A you should have a file called "reactions_civ+.txt" As long as the 's' is at the end of 'reactions' it is safe to delete that file. Don't delete the fixed version called 'reaction_civ+.txt'
Please, if you have ANY suggestions, post them. I really do appreciate comments/suggestions/constructive criticism.
Also if you find any problems post them and I'll get right to fixing them.




** Pokefables Revived: [1.0?][Unknown Date]

a mod by Monk12 and Old Greg - necro'd/continued by Toxicshadow, with permission from Monk12 and Old Greg

***Adventure Mode Download***
For DF v0.34.11(Current)

Daddy, daddy, tell us a story!
Alright, which one would you like to hear?
I want to hear Growlithe and the Necromancer's Tower!
That one's stupid! I want to hear the Voyages of Lapras!
But we wanted to hear about how Pikachu came to be Sheriff of Gemweavers!
Settle down, we have time for all those stories! Now, our story begins a long time ago, when the world was young, the gods were many and the lands were plagued by terrible creatures of the night...



What is Pokemon Fables?

The conceit is simple- what if Beowulf or Lord of the Rings were written in the world of Pokemon? Quite simply, you'd have Grendel being slain by a Pikachu with his Sword of Flames, or Squirtle, Charmander, and Bulbasaur joining forces to break the siege of Minas Tirith. The goal of this mod is simply to make such a world possible through the addition of new items, civs, interactions, and of course, Pokemon.

Now, Monk12 and Old Greg have spent a lot of time and tremendous amounts of effort in this mod, too much to let die. I've come to revive and continue this mod in the glory it became and is to be. I won't be half-assing it, nor will I try and cut corners, I'd like to keep this mod alive and well, and thorough. I plan on adding the rest of the first Gen pokemon, then second gen, then some 3rd gen. I, most likely, won't be getting into diamond(4th gen) and up.

Yeah, but what exactly have you actually done?




Fort Mode Features -I'll begin updating this when/if I get permission from Old Greg, if anyone would like to help me with Fort Mode, just post.

That's cool and all, but it doesn't seem like much.

It isn't- right now, we have merely a fraction of our final features implemented. This mod will be actively developed to include evolutions, items, crafting, enchantments, and of course loads and loads of new Pokemon to bring on your adventures.

Current Adventure Mode Development- the evolutions of the Kanto starters as well as the ability to evolve in-game.

Well, adventure mode is cool and all, but I'm really more of a Fortress Mode person. Just wait a little while...

There are obvious discrepancies between how things work in Adventure Mode, and how they work in Fortress Mode, in some cases irreconcilably so. To that end, this mod features two different downloads you can choose from- one optimized for Fortress Mode, and one for Adventure Mode. Fortress Mode RAWS will focus on dwarves building a society and capturing wild Pokemon to help them survive, while Adventure Mode RAWS will focus on adventuring as a Civilized Pokemon in a world of Night Creatures, hostile civs, and brutish, barbarian Wild Pokemon.

That's really interesting! I've got some ideas too...

We are more than happy to hear requests for specific items, functionality, and of course favorite Pokemon to be included.

I'm sold! How do I get started?

Download the Latest Adventure Mode Version, or Fortress Mode if you'd rather wait on the fortress mode, just wait, and you're ready to go! The following is a list of Pokemon and Techniques currently in the game, with detailed information and strategies to help you on your journey. Note that the starters are rather small by human standards, which makes them noticeably weaker in melee combat- Pokemon are adventurous spirits, however, and it shouldn't be too hard to get a party of companions with useful skills to help you even the odds!

Spoiler: Pokedex (click to show/hide)
Spoiler: Techniques (click to show/hide)


Now go! Your very own Pokemon Legend is about to unfold! A world of dreams and adventures with Pokemon awaits! Onward to glory!
However don't expect an update for a little while because due to the, in my opinion, messyness of both fortmode and adv. mode files, I have to clean them up and merge them. They're messy to me just because the files were mean't for 2 people, 1 knows most of 1 thing, and the other knows most of the other thing. I don't know most of either, but I can assume/figure out what does what. And it's messy. lol



Next post!

12
DF Modding / Naruto: Way of the Fortress [0.02A]
« on: May 14, 2013, 01:12:44 am »
Naruto: Way of the Fortress
Current Version: 0.02A, Believe it!

Should be self-explanatory based on the name, however I may need to reiterate, this is a mod that intends to incorporate various aspects from the anime, Naruto. To be a bit more specific, I intend on working with things debuted in the first season (Not Shippuden), however due to the mass of... things in Shippuden, I can't avoid all of it, and eventually I might implement a portion of it.

Note: This is an Alpha build, it's heavily lacking in features. Not a single Ninjutsu has been created, heavily lacking in equipment, etc... I'm releasing this now, however, so I can get feedback as to what should get worked on sooner rather than later.

Entity Summery:
Both civilization and adventurer mode have been enabled, however only civilization has been lightly tested.  Both should be playable, however no Ninjutsu have been implemented, so Adv. mode is pretty useless. Currently they copy directly from the Human RAWs, but defined in their own file.  This is so later I can create castes for certain ninja with different Ninjutsu (Ex: One specializes in focusing Chakra in lightning-release, while another one in Explosion-release). They're renamed, 'Ninja,' as well, because of confusion with humans and ninja.

Every ninja now spawns with their *basic* element; these are the 4 basic elements. You can see what element they specialize in by their description, if it starts with 'Looks,' it currently has a basic element; if it starts with 'Appears' it has specialized in a more specific release.


Weapons:
You'll have to excuse the lack of detail and weapons, this is the first release. >.>
Spoiler: Kunai (click to show/hide)

Spoiler: Shuriken (click to show/hide)


Spoiler: Senbon (click to show/hide)

Spoiler: Tanto (click to show/hide)

Spoiler: Cleaver Sword (click to show/hide)



Clothing and Armor:
Again, please excuse the lack of numbers and detail. :c

Spoiler: Flak Jacket (click to show/hide)

Spoiler: Full Body Suit (click to show/hide)

Spoiler: Cloak (click to show/hide)

Spoiler: Headband (click to show/hide)

Spoiler: Straw Hat (click to show/hide)


Ninjutsu:
* These may or may not actually be working at the moment; however the AI does use them :D
Core Jutsu (All Ninja have these):
Spoiler: Body Replacement Jutsu (click to show/hide)


Spoiler: Rope Escape Technique (click to show/hide)


Fire Release (Basic Element):
- None atm; Chakra is created though.


Wind Release (Basic Element):
- None atm; Chakra is created though.


Water Release (Basic Element):
- None atm; Chakra is created though.


Ground Release (Basic Element):
- None atm; Chakra is created though.

Plans:
Next update (0.03A) is going to, hopefully, be the big huge Chakra and Ninjutsu update! I have full intentions of getting a decent system of Ninjutsu up, rather than the, 'demo,' that's in the current version.  So, for now I'm going to start coming up with ideas for various releases, and they'll be listed here:

  • Lightning: Water and Wind.  Ex: Chidori
  • Intensive Heat: Fire.  Will act as a merge of Lava/Scorching/Blaze, etc...
  • More to come

Also adding a few nice things to promote living in actual villages above ground. :P

Changelog:
Spoiler: You Know What It Is (click to show/hide)

Download

Please remember, the entire reason this was posted, is so I could get feedback as to what should be worked on when, and any new ideas.  I'd love feedback, thanks~! :D

13
Other Games / /Released/ First-Person Survival/Sandbox PC Games?
« on: May 03, 2013, 10:48:05 pm »
So, I've been seeing all of these upcoming indie survival/sandbox games that look really cool (been following Starbound since the day Terraria was announced dead, and Starbound was announced), but they're all indev. Sure their tech-demos look nice, but they aren't released yet. So, to kill a full essay and replace it with a sentence, what's your favorite released survival-sandbox game? Aside from Minecrap ofcourse, played way too much of that back in december of like 2011.

Edit: Derp, used Starbound as an example, yet this thread was to be about first person games :/. I'll leave it there because it gets the upcoming games thing across, but yeh, I know it isn't first person lol.

14
DF Modding / DX - Fucked up.
« on: January 31, 2013, 10:17:56 pm »
Nope.

15
Life Advice / I loose interest in everything too fast, and other stuff >u<
« on: December 03, 2012, 11:06:45 pm »
So, I've realized how fast I loose interest in things, and it really bothers me. I'll download a game, play it for 5 mins and then call it shit and loose interest. I dont know why, but it seems that this happens to me every time I get something. For example I recently got Empire Earth 2, and thought it was going to be amazing after going through the tutorial to figure out how to use the new stuff. Nope, hated it. The game turned out to be terrible to me. For some reason I also always feel like every game I play has potential, but when I play them they're shit. I'd love to give things a longer chance but I cant. One does not simply force themselves to play a game they don't enjoy. It makes you kill yourself. Slowly.

I also feel that in games Im way too passive. I'm not expansive in rts games, not competitive in everything else(Though FPS games piss me off) and not very aggressive. PvP is one of the things I dislike most in things. This is a problem because mmos are my preferred genre of games, and those all have special focuses on their shitty pvp.

Could I get some advice on how to break these 2 habits/personality traits/w.e you want to call them? I would love to be able to actually enjoy things, but these traits say no.

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