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Messages - Isher

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1
DF General Discussion / Re: The Villain Arc hype thread!
« on: September 25, 2018, 09:05:40 am »
So... this is a shorter arc, right? With a due date sometime soon, after which there will be a longer arc? Cause if so, I can actually bring myself to play it a while after release. I usually wait until the beginning of a long arc.

2
DF Gameplay Questions / Re: DF2014 Question and Answer Thread
« on: January 26, 2018, 01:43:19 pm »
The wiki states: Keep in mind that your population must be at least 80 to get a king and 100 to obtain the current game features.

Which game features require 100 dwarves? Does this 100 include children and visitor citizens or does it need to be adult dwarves?

I'm tired of having so many dwarves that I don't know who they are, trying to find the best population cap for my next play.

(EDIT) Well I guess that part of the wiki is wrong, it takes 140 to get a metropolis and have a monarch arrive. What does 100 get you or is the above quote from the wiki entirely wrong?

3
DF Gameplay Questions / Re: encouraging scholars to write books
« on: January 26, 2018, 01:33:40 pm »
Ha, yes it was a dwarf from Porlock.

But yeah this does have bugs (though it also requires scrolls/quires) and will be fixed in the next release: http://www.bay12games.com/dwarves/mantisbt/changelog_page.php

Just wanted to mention this since the OP will probably be back wondering why there are still bugs.

4
Do creatures take up the same tiles as walls when climbing over the top, or are they technically above them then (or do they just climb across them in one go?)

5
TWBT has a 44.05 commit by endoftheline/pronvit already, it just needs a release build. I can confirm those values are working on windows.

6
This has them, although you'll still need to edit them into the header and then compile TWBT yourself. I'll create a PR sometime tomorrow.

Thanks! I was trying to see about possibly rendering upper levels with a sort of transparent screen effect (I was able to render upper levels but the rendering effect is beyond me at the moment and I came to the conclusion it would probably look bad regardless) so I happen to have it in a compilable state.

7
Looking forward to next version of TWBT so I don't get stuck with random dudes hanging out at my next fort. I was looking around to try to get the values for patches.hpp myself but I can't find much using Cheat Engine to be able to tell.

8
I hope bleeding/pain are roughly equivalent to the deadlier combat/faster bleeding mod, those are good changes that keep combat from being a torture session. When we make a change will we still need to update save raws manually?

9
Mousequery edge enable works with TWBT's version of mousequery, you just have to make sure it's the correct mousequery plugin installed. Generally if it's the wrong verison of mousequery it'll tell you in the dfhack window.

Unrelated question: Should 44.05 work with this version since it's only like one change or do memory addresses and such get changed for even minor edits?

10
I hate to have to regen a world but on the other hand it's about time anyway. Looking forward to 44.04 now that TWBT is updated.

11
There's build-windows.bat file in which you can just set path to dfhack and its version.

Ah, yep, thanks, got the vcxproj file set up with the paths and everything is good, I should have at least figured that out from the variables in the vxcproj file, sorry to trouble you.

Since you know way more about this than me, do you think it is possible (if I were to somehow gain the knowledge to do this on my own without bothering you) to render levels above you while having clickthrough to the current level?

The more I look at memory patching the more I realize that I have little hope of achieving this without being a huge pain the ass with more questions, but I'm willing to silently slog through it if it's possible.

12
Core.h is part of DFHack. You would have to clone DFHack too and point the solution file to it somehow.

I've moved files around and installed nuget packages and yadda yadda and I think if I can just point to my built DFHack (instead of moving its built files into the TWBT folder like a neanderthal) it'll solve some of this "wrong protobuf" version and all the other crazy hell that is raining down on my ability to build TWBT. I've pointed to dfhack-version.lib and SDL.lib correctly but still with the Core.h file missing and etc. Can anyone steer me in the right direction (pointing the twbt file to DFHack)?

13
When you build the source of DFHack, is that when the header files in  dfhack>library>include>df are created? Or do I get those from somewhere else?

14

Those look like pretty good settings. Do you know what the fogdensity numbers do exactly? I'm guessing the first number is either the fog density on the level below the active level, or it's the max fog density on the bottom layer. Maybe "start" is the fog level on the active level? And step is the number of levels you have to look down to see the maximum fog density?

I think the first is the general density, the second is the fog level that it starts out at (0 for the first layer so no fog) and the last is the strength of intensity added to each step. 0.25 makes the fog denser, but you can lower the last value to have less variation between layers or increase it for more variation. I just wanted it to be more dense so I don't get as confused when trying to traverse layers.

Quote
I'm wondering if it might be easier to distinguish layers above from layers below if the layers above used white for the shadow and fog colors.

I wanted to try to convey that by lightening the layers I was adding but without spending an hour masking the tree layer it made the whole picture lighter so I just put it up as is. But yeah, I'd like to see some sort of clear-translucent vibe going for the layers above you, almost like the wireframe you'd get for some games when looking through a house or whatever. If it's at all possible I'd love to see mifki give it a shot if he's interested. If not, well, I've finally got the dfhack files in the right place still got to build DFHack on Windows so maybe a year from now I might figure something out.

15
I tried using folder diff to put the Vordak dwarves (changes from 1.75 to 1.91) and it didn't work, so I replaced my DF entirely and moved saves over, still see Meph dwarves instead of Vordak dwarves. Does using the new dwarves require a new world gen or am I being a Kobold about this somehow?

You need to replace the graphics folder in your save file (located at /data/save/regionx/raw/graphics/) with the updated /raw/graphics/ folder from the latest Meph.

Thank you, I for some reason thought only raws had to be done that way.

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