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Topics - Coidzure Dreams

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DF Modding / Prehensile Beards or Beards that can grasp or strike.
« on: July 29, 2014, 11:24:13 am »
As it stands, is this possible in the current version?  If so, how would one go about implementing it?

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DF General Discussion / Anyone know what this means? (.31.04 MAC)
« on: May 19, 2010, 01:48:35 am »
So, I'm currently on a laptop from the last run of PowerPC Macs, so I was unable to just use Wine to run earlier .31 releases.

So, I am receiving a message stating "GPU does not support non-power-of-two textures, using 512x512 catalog," whenever I use terminal to start up dwarf fortress using the sh df command.

I'm guessing this means I need to be careful with something to avoid upsetting it, but I'm not exactly sure what or if I should even take heed of it.

Does this mean I need to deactivate as much as I can of the expanded functionality from the merge with the Open GL stuff?

I tried using the Phoebus graphic set 2.0 that he released the same day/morning after .31.04, and it ended up crashing the game in such a way that simply deleting all references to it in the init didn't work and I had to reinstall.  Basically, it'd start, but it'd crash as soon as I tried to gen a world or start playing on the existing world I had genned before or open up arena.

Without graphics tiles, it worked just fine, aside from crashing for reasons I didn't think to ascertain the first time I genned a world (so I decided to try a smaller region for a shorter period of time the next time and it worked fine), though I had only tested out arena and genned a world before putting in the graphics tileset.

So, anyone with better knowledge of such things able to say whether that message is a red herring or a legitimate thing to be careful when tinkering with DF?  I'm thinking it might be mostly to completely unrelated to the thing actually causing the crashes, as I'm getting it twice every time I fire up DF and it seems to be working fine.

3
DF Suggestions / Dwarf Surgeons Get Strange Moods
« on: April 26, 2010, 08:37:00 pm »
So, I was thinking, after seeing the idea of planters getting strange moods and a discussion of artifact beer made from artifact plants...

"Well, what about surgeons?" I thought, "what would they do if they got a strange mood? Artifact Crutches?  Casts of adamantine, tortoiseshelll, and rabbit leather that can't be removed?"  Then it hit me.  They take the body parts of the deceased, bones, remains, heads.... to really make their artifacts ALIVE!

4
DF Modding / Fun with Syndromes: What can we do?
« on: April 22, 2010, 07:05:32 pm »
Have any fun ideas kicking around about applying what syndromes we do have access to right now?

I thought I wanted to see what people had been doing with them and what people were wanting to do but was as yet unsupported after reading this thread in the suggestions forum.

The idea of the trogbold, a kobold troglodyte hybrid with a penchant for thievery and a gas that causes unconsciousness:
Spoiler (click to show/hide)

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http://www.smbc-comics.com/index.php?db=comics&id=1857



Does Zach Weiner play DF?  Or at least know of it?

Dun,dun, dun, and all that rot, eh?

6
DF Modding / The Plump Helmet Man Question
« on: April 19, 2010, 12:40:41 pm »
So.  We have plump helmet men (PHM, even).  We obviously must exploit them somehow via modding.

One person has already produced a mod to make them secrete noxious fumes to make a stinking, mobile mushboom.


There was also talk of making them into a pacifistic civ with a high splinter and reproductive rate, possibly forcing them to wear nothing but vests and shorts/loincloths to go with their mushroom people look.

Got some of it rolling in dwarf mode discussion,
but figured it should go over here for some proper creative... examination(?).

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