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Messages - Savok

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1
Nice guide. You should check out the wiki - it's got guides that have been worked on by many people over periods of years. I think you'd enjoy editing it.

2
DF Adventure Mode Discussion / Re: Where do you sleep?
« on: January 25, 2010, 12:59:09 am »
Error: Post unintentional.

3
DF Suggestions / Re: exploding drinks
« on: January 16, 2010, 03:36:00 pm »
NAAAARGGH

alcohol does not explode

people, please stop posting about it as if it does

4
DF Suggestions / Re: Feces and Urine
« on: January 14, 2010, 04:57:17 pm »
Flushing Toilets are outside of the time frame limitations as they are less then 200 years old.  Everything would be done with Buckets in this era, or a hole dug in the ground.  Indoor 'Cesspools' created by the same fashion as ponds would be filled with the used buckets, eventually some fertilizer gets created their and removed.  I'd imagine it wouldn't actually be that complex to implement or control as the player just orders more buckets to be produced and the Dwarfs use these of their own volition.

Long thread - didn't read.

But! Wikipedia:

"1st to 5th centuries AD: Flush toilets were used throughout the Roman Empire. Some examples include those at Vindolanda on Hadrian's Wall in Britain. With the fall of the Roman Empire, the technology was lost in the West."

And even:

"circa 26th century BC: Flush toilets were first used in the Indus Valley Civilisation. The cities of Harappa and Mohenjo-daro had a flush toilet in almost every house, attached to a sophisticated sewage system."

Sounds old enough to me...

5
DF General Discussion / Re: DF Performance on new AMD processors
« on: January 13, 2010, 09:16:25 pm »
Dwarf fortress is single threaded I believe.
That doesn't matter. At all.

In layman's terms, the main boost to speed that one gets with a newer processor these days comes from the much greater efficiency with which the processor is designed.

6
90% of the menus in dwarf fortress need to be replaced with mouse interfaces. Remembering every last key is literally impossible. Not joking, it's actually impossible. Maybe not for like two people. I'm talking overwhelming majority. Not that they will save a majority of newbies any struggling time.

They should still list the hotkey, after the name of course.

We also need a point and click (and click again) method of designating a length of wall too.
I must be one of those keyboard savants mentioned by eerr. I've yet to find a time when I needed to check the DF window to find a hotkey, but all too often I stare at my keyboard for 10+ minutes thinking "where the f- did my key go?". I need to get better at this whole knowing my keyboard nonsense.

At last, I've found my pair - the only other user of Dwarf Fortress who uses the keyboard all the time with ease!
Well, to be fair, I do look at the hotkey list for obscure buildings that I rarely build. But that's it.

More seriously, there actually are a lot of us. Back in the elden days, when the world was flat and flooded in fire, and it was a sport to slay boats in cold blood, we arcane masters of the "KeyBoard" roamed the fora and did dominate. Then, the world changed and was made anew, and mortals flooded the lands, sometimes learning from the masters and becoming like us, but more often begging for their god to give aid and support to Mus Computorus, a crutch that aided those who would or could not learn the ways of the ancients.

7
DF General Discussion / Re: Blood god is REAL?!?!
« on: January 11, 2010, 05:22:00 pm »
The logs are actually saved in /gamelog.txt, I think - and that can be faked, with a little difficulty.

I don't suppose you have an earlier save, Meanmelter?

8
DF General Discussion / Re: Blood god is REAL?!?!
« on: January 11, 2010, 03:18:32 pm »
Pics can be faked. Savegame or it didn't happen.

9
I'm almost with the OP. The interface could use a little reorganizing, so that the letter names were more consistent... but it's quite fast as it is, and mouse support wouldn't really help most people. Once you've played for a while, the keyboard is *really* fast.

10
DF Gameplay Questions / Re: Resolution ruined?
« on: December 30, 2009, 07:01:49 pm »
The menu being 'pushed up to the top' IS NOT an issue.  It is caused by the fact that the startup screen is on a fixed grid, so when going from the default tiles (which are taller than they are wide) the text gets 'squished up' to the top.  Again this is not an issue and once you are in the actual game (DF mode or adventurer) the game takes up the full screen.  This is something that applies to all 16x16 tilesets, and is nothing specific to maydays pack at all.
What? I've never ever personally experienced OP's problem, and I usually use 16x16 tilesets.

If I get what you're saying, that's not OP's problem - he actually did have an issue. To quote, "the menu is ... some letters cut off."

11
DF General Discussion / Re: Intellectual Property & stuff
« on: December 24, 2009, 12:07:10 am »
ooookay. I think I'll just stop trying to do this. I had an unknown number of arbitrarily named *.map files, and I wanted to automatically discover all of their names so said names could be presented to the user. Since I'm going to totally redo this system, and since it currently works as long as I don't put everything in a jar, it's probably best not to spend too much time on it.

This is my only remaining question: "I tried to do some javadoc comments, but when I run it from the command line it doesn't like that my .java files are sometimes encoded in UTF-8 w/o BOM - the only Unicode format I've gotten javac to accept."

Again, thanks for the help!

12
DF General Discussion / Re: Intellectual Property & stuff
« on: December 23, 2009, 11:30:24 pm »
Ah, looking at the code a bit more, I see the issue. He is not using dynamic class loading. but loading a resource file that is inside the jar.

These links should provide an answer to your problem.
http://stackoverflow.com/questions/574809/java-load-a-resource-contained-in-a-jar
http://forums.sun.com/thread.jspa?threadID=278932
http://www.javaworld.com/javaworld/javatips/jw-javatip49.html

Dynamic class loading is a really sweet (though advanced, don't worry about it right now) feature. Its a really easy way to implement a quick and easy plugin system without linking and compile issues. Did you know that the first generation of First Person Shooters to allow mods needed to recompile themselves each time a mod was added or removed?
Apologies for my fail use of the word "dynamic"... I don't know much of the jargon yet.

Er... thanks for the help, but I already know how to do that. My code does that quite similarly (exactly the same? not sure.) to the solution on stackoverflow. What I'm trying to do is get a list of the... things (files, I think) inside a jar without beforehand knowledge of them.

13
DF General Discussion / Re: Intellectual Property & stuff
« on: December 22, 2009, 08:10:04 pm »
Savok, you don't think the code is great ? Well maybe not looking at it from years of experience or anything, but it takes most people alot more then a few weeks to learn to code somewhat effectively on their own.

Threading, Using Polling, Integration between UI and game-logic. The fact that you care about that's great and its a good thing to think about, But remember its your first small project. Don't be to hard on yourself.

And its great to see a good attitude on the project with regards to it as a learning one. You might need to learn a bit about algorithms before fully attempting it though.
I just took the opportunity to check out your code Savok. Definitely ahead of the curve for someone with your experience. If you keep writing java (and you should, even if you pick another language to learn and use as well), you should get used to adding javadoc comments to every class and method. This has two advantages, it can help you keep your own code strait for yourself, and it can be used to automatically generate a javadoc website explaining your interface when you get to the point where you are going to want to work with others on a large project.
:D *encouraged*

I tried to do some javadoc comments, but when I run it from the command line it doesn't like that my .java files are sometimes encoded in UTF-8 w/o BOM. (since I'm working with CP437, I have to use a bunch of unicode characters, which are then translated to CP437 for output. This would actually be pretty easy to expand to all of Unicode if I had a tileset.)
I've gotten my most recent work to a point where it's not too embarrassing to show to people; if anybody actually wants to see it (and by the download counter on the last one, it seems they do), they can find it here (source files are inside the jar - open it). I've edited the OP to reflect this.

If you don't mind, I have a short java question whose answer I couldn't find from hours of searching: If you've compiled the program to a .jar, how do you get a list of the files in the .jar? Since the program doesn't know what files are in there and it wants to dynamically load them, this is troublesome.

14
DF General Discussion / Re: Intellectual Property & stuff
« on: December 21, 2009, 11:45:27 pm »
Quote from: Savok
Would this be impossible or cause a significant speed penalty if I used Java?
You'll probably want to read up on the Java Native Interface.
Thanks, but I've done that already. I guess a better way to ask that would be "would using a c++ library via the JNI cause a significant speed penalty?"

15
DF General Discussion / Re: Intellectual Property & stuff
« on: December 21, 2009, 12:56:41 pm »
Quote from: Toady
As long as it doesn't use the name, it's fine with me, legally speaking.  Overall, I think if you're going to put this much effort forth, it's important to strive to do your own thing, but I imagine that'll happen during the course of a long project in any case.
Thanks. I hope you don't mind me quoting your PM here.

Quote
I also think that deciding to program a DF-like for your first big programming project is like deciding to climb Mt. Everest after you've learned a bit of mountain climbing, but you're the only one who knows what you can pull off!

Yes I did read the OP, and I am saying that you have only a few weeks of experience, I looked at your code and its quite good for someone of your experience. But at the same time, DF has taken years of development. Even imitating something like it would be a difficult task, and probably not need the speed advantage of C. What do you plan to do, Pathfinding is a given, but what else, are you going into water-simulation, How advanced would the AI be. All I'm saying is that imitating DF would be an extremely complex project.

SECONDEDIT: Sorry if the post sounds like its criticising your skills too much but I tend to get pessimistic of new programmers trying to recreate something that has taken people with alot more experience years to do

That code looks good to you? Thanks, I guess. ...I thought it was embarrassingly inept. I mean, srsly, I'm getting input solely through polling! No use of threads! I have terrible design-with-an-eye-towards-the-future in most of the files; I'm just getting back to the game logic code after revamping the interface, and it's so bad I'll just have to totally rewrite it!

If I try to climb Mt. Everest and fail a tenth of the way up, instead of hiking all over, say, Appalachia, then... well, the metaphor breaks down here, but I'll have something much greater. And - I think that, if Toady, self-taught programmer, can do it, I can too (however blasphemous that statement sounds); it's a question of how much time I have to and want to spend.

REPLY TO SECONDEDIT AS LABELED WITH THE CAPSLOCK KEY ON: It's okay. I'll probably fail.

Also:
Quote
If I get as far as pathfinding and The Pathfinder Project bears fruit, I'd love to be able to use it. Would this be impossible or cause a significant speed penalty if I used Java?
Still interested in the answer.

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