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Messages - Ironlion

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1
Still seems to work fine with the current version

Yes, I even used worldgen files created by this utility for the last pre-steam verson on the steam version without issue. 

2
That might be what is happening.  I have previously rarely had them larger than a couple gigs; with the newest version of DF I think I'm seeing a size significantly larger in the legends now.   

3
Is anyone else seeing crazy long load times?  Or possibly freezes.  It doesn't seem to get past "Event Collections".   This is with an exportlegends export, and the legends.xml is around 5 gigs.  Which is insane, but I am under the impression that Legends Viewer can handle this. 

4
I'm unable to run `exportlegends` on this version of DF. It freezes on the step `Exporting:  Extra legends_plus xml` every time. Does anyone know if that's a current DF-Hack / script error or if it's something to do with the additions in this pack?

That's a dfhack problem.  I'm sure they'll get around to ironing it and issues like it out. 

5
Yeah, it was the TWBT interfering.  I Just not using it is also a viable workaround.   

I also could have settled on simply changing the palette as well. 

6
This is a great tileset!  Beautiful (though I'd prefer world maps were a bit greener). 

Because of this preference, I sought to load a different tileset to export the map from legends, one with a bit more of an ascii feel because i'm more experienced reading those.   

I ran into an error when switching though; missing a coal bonfire or something to that effect.  So do the extra features included in this set make it incompatible with older sets that don't have those features? 

Is there any way that I could "fix" the save to make it work with other tilesets?

Great work on this btw; I love the graphics here.  I compared this to older sets and it just pops.   I also am liking the upgraded tile size, 32 pixels is so much more aesthetically pleasing. 

7
I love a lot of the new features here, however...the performance is incredibly poor with large histories when compared to the last version by the first author.   The performance issues are *severe*, and it uses something on the order of 250% of the memory compared to previous versions.   This is a lot;   It won't really be useable until this can be pared down some.  Perhaps some indexing? 

8
DF General Discussion / Re: Dwarf Fortress 40_24 Starter Pack r6
« on: March 01, 2015, 01:47:36 pm »
Can you, or anyone else having this problem, try to reproduce running source with this version?  I think that should fix it...

This is why I hate windows 8.  After Replicating the bug running from source, I checked the log output and figured it out.  Apparently it does not like having the "Windows explorer" open to that directory, and will prevent programs from accessing it completely...though windows had no trouble letting the program create the directory in /temp, and delete /raw, it wouldn't let it copy the files; running from source I got an "access denied" error.  For some insane reason it could delete the whole directory, but not copy any files to it.   Microsoft D:< .     

Since this hadn't been a problem with previous versions of the LNP (having the explorer window open to that directory), I really didn't think it would be a problem this time, so I didn't even think about it. 

FYI though, the previous version (R5), is still broken; so looks like there was a bug there, and you did fix that problem.   

9
DF General Discussion / Re: Dwarf Fortress 40_24 Starter Pack r6
« on: March 01, 2015, 12:31:54 am »
The correct set of graphics raws should be present in LNP/Baselines/temp/raw/ - can you check that they've been built correctly?  If so, it's just an issue with copying them over after the previous lot is removed.  It's literally a one-line command, and I've checked all the arguments... if you can run from source, we might be able to do more.

Yeah, there is a set of raws; in baselines/temp/raw, there looks to be the graphical pack I tried to install to DF.

Strangely, the script did just fine copying them to my saves, but not the /Dwarf Fortress 0.40.24/raw/ folder.   

Since the right set is in the /temp directory, I can live with manually copying the raws; Not sure why it would work for the saves but not for the main raws.   

Is there supposed to be a set in baseline for each graphical pack?   

10
DF General Discussion / Re: Dwarf Fortress 40_24 Starter Pack r6
« on: February 28, 2015, 06:31:28 pm »
- improved handling of mods, especially with graphics or dfhack scripts
 - fixed graphics switching on modded saves unsing PyLNP



Modded saves are fixed, however installing a new graphics pack still deletes the raws folder. 

11
DF General Discussion / Re: Dwarf Fortress 40_24 Starter Pack r5
« on: February 26, 2015, 12:48:55 am »
I'm seeing a problem here, where attempting to install graphics will instead delete the raws folder. 

12
Well, There is a certain charm in living in a world with some "history" to it.  More of an immersive atmosphere.  Sometimes in Vanilla I'd just generate a world, play it out to a thousand years or more, and then read up on the history in Legends Viewer.   That is a whole game by itself, in a way. 


13
It sometimes even happens after just a couple centuries.  I think It's especially likely when the "Age of Legends" comes to a close. 

Then again, once I lucked out and made it to 900 years before it crashed.  Seems strange that it's so unstable here though; I don't really have any upward limit with vanilla DF. 

14
Hey it looks cool, but I can't seem to go through world gen without getting a crash.  Is this normal? 

15
DF Suggestions / Suggestion: Sand Functions as Flux
« on: December 23, 2013, 09:32:52 am »
The rarity of flux stone greatly limits the optimism choices for a Dwarven fortress. While marble is nice for making it possible to make steel in mountain homes, it is still a bit off. 

My investigations into ancient steel making suggests that ancient steel was made using sand as the flux!  It was sealed into airtight crucibles and then placed into a furnace that was specially built, sealed at the top and bellowed from the bottom.  Within the arranged container, everything became molten, including the sand, which chemically bonded with the slag and settled it out of the Molten steel.

This was the only way good steel was made before the industrial revolution in Europe.  It was exceedingly rare as well. 

However, sand was the first flux, and perhaps that would be a good reason to incorporate that into the game mechanics?

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