Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Biopass

Pages: [1] 2 3 ... 10
1
DF General Discussion / Re: Toady in Iceland
« on: May 09, 2013, 11:47:03 am »
imagine how shocked I was watching fanfest to suddenly see Toady there!

Also, the dig about civ 5 being terrible was dead on.  I didn't know Tarn played Eve?  and chess?  pretty awesome.  Also, Zach and Tarn come off as a lot more normal and well adjusted than certain published articles about them tend to imply (I knew this already though).
Yeah, I was a bit surprised to hear that he plays Dark Souls, though I guess it makes sense, being a more old-school-style game. As far as well-adjusted, you have to remember, this IS Eve Fanfest.

2
Other Games / Re: Corneroids
« on: January 15, 2013, 11:37:26 pm »
Sorry for the double post, but here's an updated version of my modpack with texture fixes, tweaks, and a window block with a crosshair so you can aim stationary spinal-type weapons.

http://www.mediafire.com/?9a03q6bd8d5w263

Also, there's an unofficial update out from Mikko, if you guys didn't know. The version number hasn't changed for some reason, but if you download the 1.2.0 version he has up right now, it's a lot more stable.

He's also working on rewriting part of the engine so that he can remove the speed limit and have planet-sized entities.

3
Other Games / Re: Corneroids
« on: January 11, 2013, 02:08:42 pm »
THe player limit can certainly be changed, ther have been people in /vg/ with 8 people +host.
It gets ridiculously unstable though. As soon as someone starts shooting guns and there's even a small amount of dakka, the server goes down. 4 people seems to do much better stability-wise.

Mod update: Absolutely nothing has gotten done. I may officially suspend progress until I get back to college, since I'll be running a server with my friends and I can test things regularly.

4
Other Games / Re: Corneroids
« on: January 07, 2013, 11:15:15 am »
-snip-
Just a question, did you leave out player armour on purpose?
Yes, but only temporarily. It's mostly because I'm a lazy bastard and couldn't be arsed to do sprites for the armor yet. It'll be coming probably about the same time as the economy rebalance.

5
Other Games / Re: Corneroids
« on: January 07, 2013, 03:23:41 am »
Radar mod? This makes me moist. How does it work with multiplayer? I assume it just runs outside corneroids and renders over (or inside) based on what it reads from RAM that Corneroids uses?

Also, I did push out an updated version of my mod (Travellerbro Modpack). I'm hoping to get another one out tomorrow or even tonight with a few extra requested features.

Link: http://www.mediafire.com/?w1xv9v699mgl7dd
Just downloaded and checked that out since the first version. Cloaking armor is in? Sweet. I made my own little cloaking blocks to test what you could do with them awhile back. What I found is that the best use is not external cloaking, but internal cloaking so you can have a camera behind infinity layers of armor and still see out of your ship like it isn't even there. You can even have a bridge with no real windows. Between the two uses, external and internal cloaking, if it remains very cheap as it is now (very low power draw) then no camera will ever be exposed again, and you can even forgo them with an internally cloaked bridge which kind of removes the need for cameras. However, if it is sufficiently expensive to manufacture and power, then it may only be reserved for critical cameras and the most intensive use would be invisible bridges. I think the latter is better, such that the cloaking generator (black projectile cannon) is the go-to for external cloaking and "real" cloaking remains considerably more limited and reserved for cameras and viewports.

I really didn't think the black projectile cloaking generator was a good idea at first in that it's obvious from the lack of stars where the ship is, however, then you have no idea what specifically you are aiming at, so it makes for a good smokescreen combined with evasive maneuvers.

so tl;dr make cloaking blocks ultra expensive so the cloak generator are actually used and we get mutli-tiers and multi-function cloaking.

Edit: Specifically <300 power draw for a 3x3x3 invisible bridge is way too cheap. Should take at least 500 or something, powerful nuclear reactor, or at least just short of the top tier generators anyway. I just realized how cool it will be when the holodeck bridge blanks out when the power is cut. Should design with backup cameras.

I like the idea of using cloaking armor to protect cameras, I'm going to have to mess around with that.

The problem with invisible blocks is that it's really no good at all for hulls (especially with large ships), as power requirements increase exponentially. Testing on a multiplayer server showed that the cloak was extremely effective at any range greater than half a kilometer - if you're not specifically looking for something and paying careful attention to distances, it's very easy to not see a cloaked ship. As a result, I'm probably going to leave stealth where it is now. Next time I know of a server that's hosting my pack, I'm going to mess around with the stealth armor for a while.


Ship damage is really cool in this game. It's very much like dwarf fortress in that it's not really about hitpoints and more about specific ship / body part damage. For example, just shooting out one engine could really ruin the ships' turning if it was designed poorly / cheaply.

Yeah but unlike DF its as if every ship is made out of vomit and everyone has Masterwork Candy Drills. I know im repeating myself, and other people, but AP cannons need a nerf, all guns but the heavy plasma launcher should do minimum damage to ship hull, etc. But everything else, except the caps on movement and such is fine. Drills should be able to melt hull, because if you get that close... you should be able to get in.
Give my modpack a try. Most of the ones out there right now either never tried to balance armor strengths (DN+) or started to, then got consumed by massive power creep (Chef Anon). My weapons are for the most part sidegrades (beyond categories, i.e. pistols pretty much always suck compared to rifles), and the only handheld weapon capable of punching through hulls (and only weak ones at that) uses 90 energy to fire and only deals 50 damage. I've got a lot of powerful shipboard weapons, but they all have their pros and cons. Plasma lances (a mainstay medium cannon) are accurate and fast-firing and melt through blocks, but require a fairly significant power source. Ion cannons have a range of many kilometers and will annihilate any block in the game, but need a lot of power and have a long reload time. Kinetic guns tend to be fast-firing, lighter, and have less power draw. Torpedo tubes use very little energy and hit very hard, but are slow-moving and as a result will be hard to aim. And there are minelayers and a few kinetic variations as well.

Depending on how painful work is tomorrow, I hope to be able to build some fighters and test some of the ship-mounted weaponry to see what's needed for balancing.

6
Other Games / Re: Corneroids
« on: January 06, 2013, 06:28:17 pm »
Radar mod? This makes me moist. How does it work with multiplayer? I assume it just runs outside corneroids and renders over (or inside) based on what it reads from RAM that Corneroids uses?

Also, I did push out an updated version of my mod (Travellerbro Modpack). I'm hoping to get another one out tomorrow or even tonight with a few extra requested features.

Link: http://www.mediafire.com/?w1xv9v699mgl7dd


7
Other Games / Re: Corneroids
« on: December 25, 2012, 01:22:54 am »
Powered armor isn't possible, sadly. My top-tier armor is called "alloy", and is a generic blueish-grey material.

Quote
transparent when powered
It's possible to do it that way, but it looks like shit, and all non-transparent components are clearly visible through your invisible hull.

Quote
minelayers
Basically, yeah. Square projectiles that deals maximum damage. When you 'fire' the module it places them about 20 blocks away from the end of the module.

Quote
balance
Nearly impossible with player health values, but I think I've got decent values for v3.

I'm also doing a similar thing with linear strength distribution (or rather, throwing it out the window). I'd rather see a focus on mass production (especially when we get mining lasers) and nonlinear trends than on finding the biggest asteroid you can and digging for redium because it's the only material that's relevant at endgame.

8
Other Games / Re: Corneroids
« on: December 24, 2012, 03:46:35 pm »
I sent him an email with feature requests and feedback a while ago, sadly I haven't gotten a reply back.

The stealth module basically works by spawning a projectile (all cannon projectiles and bullets work the same way and have lots of configuration options) that is 20x20x20 blocks and colored pure black. It deals 0 damage, so while you can destroy the 'projectile', it won't damage anything, it simply makes the cloak vanish. It also has 0 movement speed, so it stays stationary.

9
Other Games / Re: Corneroids
« on: December 24, 2012, 02:49:20 pm »
Have some content.

I made this modpack for /vg/. My initial goal was to remake the economy so it wouldn't be terrible, but I got sidetracked when I discovered some very interesting ways to (ab)use the modding potential. Enjoy torpedo launchers, minelayers, handheld weapons from Traveller, ship-mounted weapons from Homeworld, and some other stuff. This version is a beta (and a rough one at that), and a lot of the values are placeholders. It's also a creative version, which means you start with Cheatyface SynthPlastic (tm) and can use it to make more synthplastic or to make any item or block.

Download here: http://www.mediafire.com/?yqb56ffsc8149bm

New version should be coming out sometime today (maybe), whenever I get around to it. It'll have better balance, weapon upgrades, and stealth technology (cloaking fields).

Activated:


Deactivated:


10
Gimli was horribly botched in the movies. He was a very deep character. And I don't know where people are getting a creepy vibe from with him and Legolas... It's like Sam and Frodo. You bond when you've been through horrible things with someone. You love them as a brother. Tolkien knew that quite well, having served in the trenches in WWI. People that haven't been in similar situations with extreme camaraderie tend too often to interpret it as homosexuality, or just plain creepiness.

I'm disappointed that Jackson treated one of Tolkien's most interesting race like cliche, beer-swilling, Scottish-accented DND/Warhammer parodies. Tolkien's dwarves were his most tragic race by far, very serious and solemn. Jackson threw that out the window. Let's hope The Hobbit isn't as bad.

11
Since RAM speed is a more limmiting factor than CPU speed in DF, overclocking the RAM will likely have a greator benefit than overclocking the CPU.
Latency, not frequency, my good sir. Overclocking your RAM won't do anything to your latency. You just have to buy really good RAM.

12
I've seen a lot of people still saying that single-core speed is the most important thing in DF performance. Can we start clearing up some of these old myths? They might have been truer back when we were playing 40d16, but our understanding of how DF works, combined with the advent of much more powerful technology, necessitates a discussion on what is fact and fiction in the world of DF optimization.

I'll start off here. Correct me if I'm wrong on anything; this is all coming from my understanding and pooled forum knowledge.

  • Dwarf Fortress does not need multicore support to remain playable. Processor architectures are continually getting better, and while multicore support would lead to a fairly large framerate increase (capped by RAM channels and speed), modern processors can run 5x5 embarks with 200+ dwarves without massive performance decreases.
  • The most important thing about your CPU is your processor architecture and benchmarks, not necessarily your clock speed. Clock speed is virtually useless. The only way to compare modern processors is through benchmarking them on the same standard. The architecture is also vital - a 65nm pentium 4 running at 3.8ghz pales before a 32nm i5 clocked at 2.8ghz.
  • Reserving a single core for DF in a multi-core processor is NOT always a good idea. Even reserving 2 cores, one for DF and one for graphics, is pointless. Modern operating systems are excellent at shifting a process from one core to another; this is why you'll generally never see DF maxing out a single core - it's being continually shifted from core to core with very high efficiency. This also aids in heat distribution, which prolongs the life of your processor.
  • RAM latency is key to playing DF with a high framerate. Dwarf Fortress is unique in this aspect. Memory latency has no effect in most games, but the sheer amount of data processing Dwarf Fortress does means far more RAM operations are made than most games make. Each operation takes more time with slow RAM, and this adds up substantially. As a result, fast ram is vital.

Questions we still have:
  • What is the effect of dual/triple channel RAM in a DF machine? I'd imagine a substantial speed increase would result, but I honestly don't know.
  • How significant is the speed increase that results from overclocking?
  • What sort of cap does ram latency put on DF speed? And when will you start to encounter that cap?
  • What architectures are currently the best for DF? And what's a good CPU benchmark for DF?
  • What are the most cost-efficient DF-oriented computer builds out there?
  • Cats?

13
DF General Discussion / DF needs a booth at PAX
« on: April 09, 2012, 12:42:26 am »
Seriously. I think if we got a booth space, plane tickets for Toady and Tarn, and set something up, it would be great for DF's publicity. It's popular among hardcore and niche gamers, and it's legendary among developers, but I think a booth would do wonders. I know Toady doesn't do the whole commercial bit, but I think having T-shirts would be great. Give out free CDs burned with a DF installer and a guide, maybe? A wiki mirror and some of the better video tutorials? Let people meet Tarn? Have us more rabid fans hanging around the booth to answer questions and talk about the game? Giant poster in the background with epic ASCII depictions of fortresses? Let fan-staff bring in their computers so people can see and play DF? There's a lot we could do, folks, and I'd kill to be able to staff a DF booth as a knowledgeable fan/question answerer/coffee and soda retriever/whatever, even if it meant missing out on other stuff at PAX.

Ideas?

14
DF General Discussion / Re: Is DF more reliant on CPU, RAM, or GPU?
« on: April 09, 2012, 12:32:44 am »
We seem to have had lots of these threads lately. Here's what's what in DF computers.


GPU is irrelevant; it's generally good to have something better than integrated, but you shouldn't worry or care about it.

4gb ram is not necessarily optimal. Use the LAW .exe and go with 6 or 8 gb of ram. Remember, your computer will be doing stuff in the background. Because of the astonishing number of memory operations DF makes, you want the lowest CAS latency possible for the best performance.

You do NOT want to use a dual-core CPU, and you do NOT want to base your buy on how many ghz it has. Base your purchase on benchmarks; clock speed is utterly useless as a measurement. Unless you really want to tell me that my i5 2500k is really just about the same as 4 of my 8-year-old Dell's Pentium 4s put together. In which case I'm going to slap you.

Hyperthreading is irrelevant and useless for DF. The i5 2500k is a staple for modern gaming rigs and is excellent with DF, not to mention only $200. If you don't know a lot about tech, just get the 2500k. Overclock it for max performance if you have the cooling and knowhow. Don't be surprised if you don't see one of your cores maxed out, Windows is amazing with shifting it from one core to the next.

An SSD will probably do beautiful things to the amount of time it takes to save/load games; mine is in the mail right now. Not vital for good DF, but nice to have.



To avoid having tons of threads like this, can we get a sticky with information compiled about building a DF-centric computer, and general info on what you want and what you don't?

15
DF General Discussion / Re: DF callout at XCOM panel at PAX East
« on: April 09, 2012, 12:19:06 am »
it's pretty satisfying that throughout the whole gaming community, toady's magnum opus is recognized for the masterpiece that it is.  It's even better that the guys working on XCOM (a masterpiece in its own right) think highly enough of DF to casually throw references to it.

I'd call the original X-COM a masterpiece, but I'd be hesitant to call the new X-COM one until I have a chance to play it for myself.

Also, wasn't at the panel, but did see someone in a DF T-Shirt, who I naturally greeted.

Pages: [1] 2 3 ... 10