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Messages - falcn

Pages: [1] 2 3 ... 12
1
DF General Discussion / Re: Forgotten beasts can be kited by doors now
« on: December 24, 2022, 12:51:11 pm »
I thought all FBs are building destroyers?

2
DF Dwarf Mode Discussion / Re: [Steam] Is burial completely broken?
« on: December 23, 2022, 07:28:39 am »
I think for the time being it's better to use slabs, while atom smashing the remains.
Slabs don't require enclosed room, and they provide some context on the deceased dwarf and circumstances of his death, which coffin does not.
Since there is no other way to get information about the dead dwarf whatsoever in the Steam version, slabs seem like a better option.

https://imgur.com/a/YEAhPth

3
Can someone please recompile multiscroll for 0.47.05?

4
DF General Discussion / Re: Lazy Mac Pack (v0.44.05)
« on: February 06, 2019, 07:01:40 am »
What is the best way to keep it updated without making everyone re-download 500Mb every time tileset or utility gets a minor update?
Github? Dropbox? I'm not very familiar with this.

5
I was thinking of putting it in so I could compare it in my two current forts, as opposed to starting a new one. That is why I was asking about dumping the tileset into LNP.  So is the prefered method to get your launcher and import my save folders to that?
Changing tileset for existing save is a bit more complex than just copying the save folder. I see files belonging to a tileset inside my save.
Looks like wiki doesn't cover that topic.
http://dwarffortresswiki.org/DF2014:Tilesets#Installation

6
I swapped the default color scheme (which is active if season-palette is disabled) with a brighter one.
Thank you.
Many players prefer less readable but more aesthetically pleasing graphic fonts, I was wandering if for them seasonal changes to the UI is a feature and not a bug, since it helps to set the mood and makes entire screen styled uniformly.
In theory, it should be possible to autoswitch to a default color palette when viewport goes underground, but it will require support in twbt, because recoloring persistent UI on a z-level switch is bad. twbt renders text and graphics separately, it could use default palette for text, but it probably not worth the effort.

Quote
The brooks don't have a flow direction, TWBT only has one override for them: BROOK_TOP.
Current animation for rivers is perfect. in my game it animates flow from east -> west in the east-west part of the river, then animation switches to south->north just in the right place, where river turns north. It flows in the correct direction in both parts, which is very impressive.

7
Oh wow, that's a dark screenshot. Grass should be like on the picture above.


Above is the difference between season-palette (autumn) and no season palette.
I agree, that's way too dark.
The problem I have with season palette is that it changes everything, including things that should not be affected by season in any way, like deep underground parts of your fort, caverns, magma sea. But that is not so bad. What really made me turn it off is that it changes colors for main menus and all UI. You can see it on the text in the picture above.
You depend on certain colors in UI to mean specific things, but that changes 4 times per year, which, depending on the season, might be mildly infuriating. It' still legible, but...weird.
Anyone else feels this way?

But yeah, the two designs are very different. The newer one is friendlier and has waves, while the older one has more information: The depth and the flow direction.
River animation is direction-aware?

8
That looks much nicer than the current river water.
If you have water level turned on (Ctrl-w), original shows very nice flow animation (quality lost due to compression)

10
DF General Discussion / Re: Lazy Mac Pack (v0.44.05)
« on: January 13, 2019, 03:55:04 pm »
Sorry for the slight delay. No launcher yet.

MacPack 0.44.12-p1 Download link
Updated to Meph tileset v4.5, full changlelog below

While jecowa is out, I made this.

It's not a replacement for Lazy Mac Pack, it doesn't have a launcher, it doesn't have options, and it comes preconfigured.
Let's call it MacPack.

What's inside?

Dwarf Fortress 0.44.12 (latest)
dfhack 0.44.12-r2 (latest) + twbt + multiscroll
☼Meph Tileset☼ V4.5 (32x32) (latest, full version)
Dwarf Therapist v41.0.2 (latest)
SoundSense r2016-1 (latest, updated for 44.12)
AnnouncementWindow1.1c (latest, updated for 44.12)
DF Log v0.0.4 (latest)
Legends Browser 1.17.1 (latest)

Everything comes preconfigured to work together and ready to play.
It should look like this.
Save file is included so you can check out how the game looks right away.



IMPORTANT:
If you have a Retina display, open df_osx/data/init/init.txt and adjust it to match resolution of your screen.
It's 4k by default.
[GRAPHICS_FULLSCREENX:3840]
[GRAPHICS_FULLSCREENY:2160]
Press Alt-Enter in game to enter fullscreen mode and play in full resolution. Text will be huge at first, but don't panic.
 - press Esc or enter any other text screen to adjust text size by scrolling
 - use two fingers to pan around or drag with the right mouse button if you prefer mouse
 - hold CMD to adjust map zoom level with scroll. You can also do it by "Ctrl +" / "Ctrl -". F10 returns to default zoom level (I'll change it to Ctrl+0 in the next release )
 Sometimes (rarely) multiscroll stops working (long standing bug). Press Ctrl-Alt-Z, Ctrl+Z to reload it.

You cannot Cmd-Tab out of fullscreen DF, so you have to Alt-Enter again first. If you have more than one screen, you can use another full screen app alongside with fullscreen DF.

Alternatively, you can use included RDM.app to set your whole screen to real (not HiDPI) resolution and play full res DF in a window.


Changes:

############## MacPack.0.44.12-p1 (January 13, 2019)
Save compartible, just copy ./df_osx/data/save/region* folder(s) into the new pack

Dwarf Fortress
 - updated to Meph Tileset V4.5 pictures here
    - fixes the black background of furniture
    - animations for ores and gems. Ores glow, gems glitter.
    - 25 new sprites for roads, depending on the material picked
    - fixes a few color overlays for marble, cavern wood furniture etc
dfhack
 - added "mousequery drag right" to .ini for players who use mouse
 - added gui/room-list-plus.lua - 'v'iew a citizen, press Alt-R to go to his room. gui/room-list.lua from dfhack is available on the same hotkey in a 'q'uery mode
 - added list-gods.lua - list deities by follower count, show status of temples http://www.bay12forums.com/smf/index.php?topic=172496.0
 - added list-valuables.lua - show a list of most valuable items in a fortress http://www.bay12forums.com/smf/index.php?topic=172291.0
 - added Ctrl-Alt-L for librarian.lua
 - renamed onLoad.init_example to onLoad.init
AnnouncementWindow
 - updated filters.txt / filters.dat
Dwarf Therapist
 - changed ini file location from "~/.config/Dwarf Therapist/"" to "~/Library/Application Support/Dwarf Therapist/", now all DT files are stored in a single folder
SoundSense
 - added a few missing sparring messages to battle.xml
misc
 - added "Legends Browser HowTo.txt" with instructions on exporting legends data

############## MacPack.0.44.12-p0 (January 6, 2019)

Dwarf Fortress
 - added all 44.12 keybinds to the mac-optimized interface.txt that comes with Lazy Mac Pack. Now interface.txt is sorted in alphabetical order to make future updates (with diff) easier. Script to sort keybinds is in the /init/ folder.

dfhack
 - multiscroll.dylib is binpatched to bypass version check and work with dfhack 44.12-r2
 - added list-gods.lua - lists gods, number of worshipers and temple status in dfhack console http://www.bay12forums.com/smf/index.php?topic=172496.0

Added some of my keybinds to the top of dfhack.init
 - Shift+r opens relevant battle report from anywhere, so if you see a wounded dwarf or a pool of blood, you can Shift+r to investigate
 - Alt-z for stocks in addition to cumbersome default Ctrl-Shift-z
 - Shift+i and Ctrl+Shift+i show extra unit information, useful for pets https://imgur.com/a/2bv5tqb
...and remember to press Alt-F1 on any screen to see all dfhack shortcuts!

SoundSense
 - deleted "default" folder, now combat sounds like it was supposed to sound instead of just annoying beeps
 - updated packs/emotion.xml for many new emotions in 44.12
 - updated packs/battle.xml for new combat messages in 44.12
 - changed sounds for hunters who spent all ammunition ("I must withdraw!"), now they will sound angry/upset rather that scared (unless they are actually scared)
 - silenced sparring by extending on this reddit post https://www.reddit.com/r/dwarffortress/comments/4lobqh/soundsense_sparring_sounds_off/  Ideally someone should make a new unobtrusive collection of sounds for sparring, so it could still be heard but not mistaken for combat.
 - added "missingMessages.sh"
If you press "update pack" button in soundsense, it will revert to the default pack, losing all the changes above

AnnouncementWindow
 - updated filters.txt, they weren't matching a lot of stuff from 44.12.
 - tweaked filters.dat: added new stuff, moved stuff around, and changed colors  to make everything a bit more consistent (moved "X has been missing for a week" to pink "deaths" group instead of green "social" group, removed unnecessary red from completed orders etc etc)
 - tried to fix a bug where menu gets disabled after first usage. I just commented out the code that conditionally disables menu. It still happens but not as often.


Dwarf Therapist:
 - included a shell script that fixes Dwarf Therapist not saving config between runs. (run TherapistSaveConfigFix.command once if you experience this problem)
 - it's recommended to disable "check for updates" in Therapist options. 41.0.3 fixes windows-only bug, this build doesn't exist for Mac OS, but Therapist still detects it, asking for update and re-downloading memory layout on every reconnect.

11
One thing I noticed in the announcements.txt that ships with barebones tileset
Code: [Select]
[BODY_TRANSFORMATION:A_D:D_D]NOSTOPTRANSAre you sure you don't want the game to pause and recenter on were-creature transformation? This can be quite deadly for new players
default is
Code: [Select]
[BODY_TRANSFORMATION:A_D:D_D:BOX:P:R]YESSTOPTRANS pause, recenter, show red box

Also, d_init has
[COFFIN_NO_PETS_DEFAULT:NO]
It is quite annoying to disable pets every time during coffin setup

12
Edit: Smoke/Miasma that shows items test, using picks:
I'll have to make 1-2 sprites of that for each possible item, so... possible, but a lot of work. But at least smoke or mist or miasma wouldnt automatically block all infos.
So this is not a transparency but a separate tile for each item that should be visible through miasma/smoke?

13
I hope we don't overwhelm you with requests for fixes ;)
_Meph_furniture-top.png doesn't have sheets for beds made from cavern wood, which makes them look like this.

Spoiler (click to show/hide)


I've edited my messages above :)

14



It makes ore stand out a bit more.
New gems look fantastic! Their new look makes me want to set up gem industry.

Animated ores look gorgeous. They convey some sort of importance and value, which is good. I'm a little worried that it might be distracting on the big scale, but it's hard to tell for sure until I see them live.

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