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.

Topics - darius

Pages: [1] 2
1
DF Modding / DFusion - a lua based plugin system (integrated into DFHack)
« on: November 03, 2010, 10:44:00 am »
This is a hijacked thread to dfusion integrated into DFhack.

A wip wiki: here
Repository: here
Download here: DFhack, built by peterix including stonesense and other neat things


2
DF Community Games & Stories / Short story
« on: May 22, 2010, 05:37:22 am »
I played ~20 forts and only the last one had military who sparred.

This is a story about a dwarf Momuz Tustoslan (Visewound).
It all began many years ago. The growing for of "Likotritas" needed soldiers so Momuz was drafted. For a long time the military just discussed fighting and did nothing. A few years later finally arsenal dwarf came and issued equipment. Oh how joyous the squads were... Until one time squad leader approached Momuz and said:
-We have been training enought. Let's spar!
The -iron battleaxes- sparked against one another and something flew off. Suddenly Momuz realised: my left hand is missing!
Few weeks passed and Momuz was released from hospital. Right back into barracks he went. And again squad leader wanted a spar partner. And again his hand was loped off.
So there he is now. Handless Momuz Visewound still shouting "I CAN FIGHT" although he was removed from squad, he is not issued with any equipment, but his fighting spirit still rages and he passes his days training. Training his kicking that is...

3
Creative Projects / Online Roguelikeish game
« on: May 13, 2010, 04:50:11 pm »
I offer to you my old creation: OWorld (don't remember what 'O' stands for, maybe online or open or other?)
Dug it out, dusted it off, fixed a bit and now showing to you.

Image showing infinite corridor effect
Link

Idea: make a fantasy world simulator
What is: walking talking, space bending, network, box spawning and kicking, magic (only the beginning)
What (probably) is: liquid simulation, items + inventory, temp simulation <- these are probably are in yet older game (similar engine)

Help:
O-> opens keybindings there all is said.
Tab-> changes gui focus.
use mouse+keys for best effect
clicking on name in server kicks that player.

Known bugs:
trying to close client's window crashes the client.

P.S. client is build for local version: connects to 127.0.0.1 (localhost) for easier debug/ more profit  ;D
Done using libTcod
Thoughts, suggestions?

4
DF Modding / "Friendship" enchancer ver 1.4 for 31.13
« on: April 27, 2010, 08:04:58 am »
I made a utility long ago that allowed tame creatures (and intelligent) to work. This is a remake for DF 31.13

Linky:Wimbli

(yes that's elves doing all the dirty work)
Usage:
  • run program with "-f" in command line to update offsets.txt to newest version. Df must be in arena or in normal game (unmoded or at least toad as first creature)(cur for 31.12)
  • (s)lavery -> turn all races in "races.txt" to creatures that are able to work for you.
  • (S)lavery experimental -> same as above, but few more offsets, fixes the hospitals
  • (e)nalbe labours -> enables labour menu for creatures in "races.txt" (quite useless without (s)lavery)
  • e(m)bark -> edits embark party to contents of "embark.txt" Need at least seven (7) creatures in list.
  • (f)ind offsets -> finds offsets for current DF version. Same as commandline option.
  • switch (r)ace-> set your main race (like (s)lavery but more stable and only for one race) also you need to have at least one or your fort will crumble, but migrants will be of this race
  • (q)uit -> ???
  • PROFIT!

stability:
Spoiler (click to show/hide)
PS: after (s) option DfHack (and similar) based tools will not work as checksum will change.
Also if you change the race and wait for migration you will get that race as migrants.
PPS: looks like embark hack needs at least 7 creatures... So no hermits :( Try adding cats instead of dwarves.

Also it's possible to assign all the positions if you use (s) option same time as embark hack (Yes that means gremlin doctors and goblin strike squads)

NOW WITH LESS CRASHES FOR SOME REASON

5
DF Suggestions / Ability to select suture material
« on: April 06, 2010, 02:24:29 pm »
This happened:
CrossPost Link

Although cool in some ways sometimes adamantine is too expensive to waste suturing dwarfs. Some mechanics for doctors to behave intelligently would be nice.

6
DF Modding / NetherCaps n similar (bit spoilerish)
« on: April 06, 2010, 01:07:38 pm »
Nether caps are cold to the touch, that is [MAT_FIXED_TEMP:10000]
I wonder where it could be used? As in noticed

7
DF General Discussion / Doctors at their best
« on: April 06, 2010, 09:48:42 am »
Just had a question, but it kinda answered itself:


Well at least it will hold...

8
DF Dwarf Mode Discussion / Animal caretaker?
« on: April 06, 2010, 06:31:57 am »
How do you use animal caretaker? My health page is filled with diagnose on pets and i don't know how to do that.

9
DF Suggestions / Suggestion on Blood smears
« on: April 04, 2010, 02:07:52 am »
New system is of blood/vomit/mud is very cool. And it would be nice if blood would coagulate and become non transferable coating. Although little tweak but it would add to atmospheric effect. Same could be said about other coatings.

10
DF General Discussion / Cleaning Job
« on: April 03, 2010, 07:15:18 am »
AFAR (as far as i remember) cleaning job enabled dwarves to remove all vomit and blood from floors. In new version they do nothing? Or just clean themselves? Also would be nice to designate "CLEAN THIS PPL(or dwarves)".

Just noticed that sometimes they clean floors. But not outside?

11
General Discussion / MOVED: Parkan
« on: March 16, 2010, 07:19:12 pm »

12
Other Games / Parkan
« on: March 16, 2010, 10:50:17 am »
How many people have played Parkan? I mean not the "Parkan 2" or "Parkan: iron strategy" (very good game), but "Parkan: Imperial chronicles?"

Also if you want to mod it i have some tools...

13
DF Dwarf Mode Discussion / Question about (spoilered)
« on: March 16, 2010, 08:09:09 am »
I have a question about SOF. Has anyone tried if they destroy floor grates if they act as ceiling?
Something like this:
Code: [Select]
|#|<-grate Z+1
|S|<-SOF   Z
|_|        Z-1

14
DF General Discussion / new display mode idea
« on: February 21, 2010, 08:37:04 am »
Well we already are using openGl so why not: This?

Basically it's a opengl shaders that are doing all the work. Of course that means that you need to have newer card but maybe 4 digit fps is (for gui) would be worth the trouble.
Now that i think about it i would rather see pathing implemented on shaders :D

15
DF General Discussion / Hacking pathfinder question
« on: February 05, 2010, 12:23:27 pm »
What i want to do is to remove all water checks idealy making a underwater walking possible. (later combined with underwater race+ underwater buildings= fun... and numerous dwarves drowning :D ). What I don't understand is how pathing works. How does it not check water level but somehow manages to find that it's above 4. And it only does that pre path checking... If you already have path connecting (like through safe path) but it's longer than underwater dwarves go underwater (with my editing) also works for patrol paths, but not for normal moving.

Any 1 have any ideas?

Pages: [1] 2