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Topics - Savok

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1
DF General Discussion / Intellectual Property & stuff
« on: December 19, 2009, 02:38:01 am »
Hi!

Until a few weeks ago (more than a few. But not nearly as many as several.), I had no programming skills. Zip. Naught. Nihil. So, I got a beginner's book and started teaching myself Java (yes, I'm embarrassed about that. The language has disappointed me. Sadly, my hours of searching for one that I, newbie, could switch to have been fruitless). Of course, I've made a few misc trivial programs, but I've only had one - named Code 74 - that I've developed to the stages of "actually using a GUI" and "built in at least kinda an object-oriented style." If anybody wants to see some of the first few versions, I uploaded them here. (aw... lookat past-me; he just learned how to use a KeyListener! so cute.)

I've discovered that I love programming. It's mostly replaced gaming as something to do in free time (though DFvNext will replace it for a while, I'm sure). Clearly, then, I need some goal to design towards. What should it be? Well, there are two reasons I could program. (1) to teach myself and (2) to create something worthwhile. The first just is a bit boring. Soooo... finally, the whole point of this post. Basically, I'm trying to write a clone of DF. In Java. Even though I have absolutely no prior experience programming. Yeah, I don't think I'll actually come anywhere near.

Supposing that I succeed in making something that is really similar (if quite inferior), without actually using any code or raw files from the game, is there any illegality in freely sharing the game, similar to how Bay 12 Games has done with their games? If it was, I would be very sad. Maybe I could design a game with a similar CP437 keyboard-based interface (that interface I happen to love).

Edit: oh! right! that's what I was forgetting! Toady, are you okay with this?
Edit-edit: thank you Toady!

Edit2: Latest version is here. Source files are included inside the jar - open it.

--Savok,
hoping that this sort of thing is okay
glad that this sort of thing is okay and thankful for the programming advice

2
DF General Discussion / Dwarfiest music
« on: March 13, 2009, 05:25:07 pm »

3
DF Bug Reports / [40d to 40d9] Few embark males. Probably not a bug.
« on: February 21, 2009, 01:27:37 am »
For the last several embarks, I have not gotten more than two males in the starting seven. I started noticing this on what I think was my first embark in 40d, and was definitely my first in which I count sex numbers.

According to my calculations, the probability of such an event happening is about ten percent less than 1/30000.

4
DF Bug Reports / [40d9] Minor spelling fix
« on: February 18, 2009, 12:46:25 am »
If you try to trade with the dwarves, having at least one of your items selected but none of theirs, they said "My stones, are you giving me those?" even when you are only offering them one object.

On a mostly unrelated topic, the dwarf who says that in the previous paragraph sounds like a kindly old grandmother.

5
DF General Discussion / major FPS improvement, over 2x!
« on: February 15, 2009, 04:59:09 pm »
Whoa.

I was running an 10x12, 47 z-level fort with magma, chasm (undiscovered), underground river, and HFS (undiscovered). As expected, FPS got down to about 25 or 30 once I had 60 dwarves. It is important to note that I had several 1-wide corridors, one of them going from a corner of the map to the middle and spanning several z-levels.

I had heard somewhere on the forums that designating high traffic zones improved FPS because the numbers used to calculate stuff were smaller. Following this advice, I designated high traffic everywhere.

New FPS: 50-65!

6
DF General Discussion / The (truly) Awesome Dev List
« on: February 03, 2009, 10:52:02 pm »
I just read the first part of the Consolidated Development Page, and... oh my effing god. I see why this is still in alpha.

7
DF General Discussion / Tileset-artist-helper program request
« on: January 31, 2009, 09:55:01 am »
So. In 40d9+, we can have the png alpha channel for use in nice edges. However, I have not found an editor that can do everything that MSpaint does as easily AND work with alpha channels (Paint.NET comes close but not quite). So, if anyone knows of such a program, I'd be delighted. If nobody does, here is the request that somebody create for us:

EDIT3: This is a rather mangled post. Semiscratch EDIT2. And scratch EDIT1. But not so much EDIT0.


EDIT2: Revised my ideas:

A program that sets the new alpha values to the old green (if I have a white-on-magenta image, green is what I want) values and sets the new red, green, and blue values to FF.

Alternatively, a way to do that with any freely available program, like GIMP. That would be wonderful too.

Alternatively, a way to do that with Photoshop CS4.

A program that replaces magenta with alpha. So # WX YZ WX (red green blue) would turn to # YZ YZ YZ WX (red green blue transparent). I personally don't see a need to ever use non-gray colors, so that wouldn't interfere.

Alternatively, a way to do that with any freely available program, like GIMP. That would be wonderful too.

EDIT1: A program that converted grays like # XY XY XY to transparents of # FF FF FF XY would be able to convert most current tilesets and would be as useful for 99% of cases.

8
DF General Discussion / Tilesets, again.
« on: January 31, 2009, 01:01:50 am »
Through a long, convoluted process, I arrived at my 16x16 tileset, which I fancy to have been pretty good DFtileset art for the times in which it was born, being the fourth tileset to have any sort of graphics.

I have since become quite frustrated at how it does not represent Toady's ASCII art properly. Attempts to remedy such a fault have all pointed to "scratch that and start over."

Thus, that is my plan. I intend to redesign nearly every tile (I count 13 that might need no alteration) with the default tileset as a model. Accented characters and those with no known use in DF will be used for creatures/objects/stones/etc with modable tiles.

The current image contains a bunch of temporary stuff.

Suggestions? Comments? Questions? Advice?



EDIT: Tileset updated

9
DF Gameplay Questions / Help on genning world: Underwater city
« on: January 28, 2009, 09:39:38 pm »
So, I want to build this megaproject in a giant lake covering most of an ~80 local tiles (could be more) map. The lake will have to be artificial, since the underwater city will be mostly made of half-spheres on the lake floor. I'll need at least 4 z-levels of rock underneath the city and two z-levels of water above the highest point (in the city) for atmospheric purposes, so on a normal map with 15 z-levels of underground, that leaves me with a 16-diameter area inside my largest dome. This is unacceptable.

I have done much searching for a map with (at the very least) 30 z-levels of mostly rock. I know that I can't find 30 of solid rock, but I can put artificial dams covering small areas. Does anyone have suggestions on finding an area with?:
  • At least 30 z-levels of mostly-rock. This is critical, although 28 would be okay too.
  • A water input device near the edge of the map, like a brook. This is critical.
  • Some form of magma for glass. A magma pool would be nice, but a volcano is okay too. This is critical.
  • Sand. This is critical.
  • Version 40d9. This is critical.
  • Access to civs. War with humans or goblins is very important.
  • Ideally a bottomless pit, but a chasm's okay. This is nice, but completely unnecessary.
  • A roughly square local area not exceeding 12 in either dimension. This is quite nice.
I make some minor mods, like removing aquifers and increasing dwarf lifespans, so, if you do have a world to give to me, please give the seed.

The levels of rock combined with a river has been my greatest problem. I could probably solve all the others given that.

10
DF Gameplay Questions / Running DF on Ubuntu Linux
« on: January 01, 2009, 09:48:06 pm »
So... I've installed Ubuntu (with Wubi) and downloaded 40d6 for linux since someone suggested, "try linux. It might work there!", and I am unable to run DF. Could someone just tell me what to click on how?

11
DF Bug Reports / [40d to 40d5] FPS-ruining jerkiness
« on: December 29, 2008, 10:36:34 pm »
After about an in-game month of playing the last few games I've played, all in 40d, everything frequently pauses for a moment, reducing effective fps from 125 to 25.

After I think about it, this might've occured after I updated my drivers for my Nvidia GeForce FX 5200. It also appears to affect worlds genned in 40d exclusively.

Windows XP.

EDIT: This is also happening really bad in 40d5 with a world genned in 40d.

EDIT2: According to another guy, setting fps at 10x monitor refresh rate and gfps at 2x monitor refresh rate helps some.

EDIT2: Also, according to Baughn, this is fixed in 40d6. Which isn't out at the time of writing this.

12
DF Suggestions / Embark regions, low FPS, and a solution
« on: December 27, 2008, 12:18:41 pm »
So, there appears to be a pretty large problem: Make your embark region too large, and your FPS plummets, whether or not you interact at all with large parts of it. Also, you're limited by a pretty strict ceiling, floor, and walls.

So, solution: You always start in a single square. A 1x1 embark region, with only a few z-levels of sky and of undergroundness. Being close enough to various things, like an open chasm, a cave, or a goblin fortress, that could interact with you could cause them to either be revealed or added to the map but kept hidden. Of course, you would be capable of exploring on your own, which could lead to weird and irregular map shapes. If you wanted, you could abandon a still, unmoving, and unconnected area, removing it from your map. Of course, it would still have buildings and roads and items and workshops and giant 3D statues of badgers and such.

This would also allow you to build towers as high as your comp will allow (which might actually force you to explore immense surrounding area) and dig deep. But beware of delving too deep, for there lieth a leviathan cavern five miles under the surface inhabited by all manner of demonic and deadly beasts. In the center of it be a lake continents in size, with an icy chill to silence even a Balrog.

13
DF Dwarf Mode Discussion / What kills most of your dwarves?
« on: September 15, 2007, 12:11:00 am »
What kills most of your dwarves, aside from deliberate killing?

I find that failed fey moods kill a lot.


14
DF Dwarf Mode Discussion / Well, that's interesting
« on: September 02, 2007, 05:32:00 pm »
A ratman corpse appeared on my bridge over the cave river. I have no military. No dwarf was interrupted from any task.

I know monsters can leap from ambush while unconscious, but dead?


15
DF Gameplay Questions / FPS and tilesets
« on: March 28, 2008, 02:09:00 pm »
If I use a tileset with grey pixels or one larger than about 100 pixels per tile, I get a massive penalty to FPS. Anyone have any idea why? It used to not do that for me.

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