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Messages - kaypy

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1
DF General Discussion / Re: Future of the Fortress
« on: July 19, 2012, 08:47:06 am »
Do tents have any differentiating features or are they just something like cloth-block hovels at this stage?

2
Another one of these threads? Someone needs to dig up and sticky that FAQ already...

3
DF Suggestions / Re: A way to reduce job cancellation spam
« on: May 28, 2012, 06:13:28 am »
Actually, we have talented programmers in the community, don't we? I think it would be a stellar idea if someone made a program using the DF Hack library to act as a more sophisticated parser for announcements, similar to soundsense, that you ran in a little window next to DF. Don't look at me, I can't code. But I was just mentioning it, wink wink, nudge nudge.
Does soundsense not do this already? (I haven't used it, but it certainly seems a logical extension of parse-announcements-and-do-whatever)
I have an ancient utility that had display-subset-of-announcements-in-a-window if soundsense doesn't...

4
DF Dwarf Mode Discussion / Re: Holy Crap Minecarts (Devlog Quote)
« on: May 14, 2012, 07:33:47 am »
OK, first thing to note- I had been assuming we would need to make tracks of minimum length 2, but by creatively cancelling jobs, you can make 1 tile tracks (eg for corners) easily enough.

In other news, I haven't got as far as weaponising minecarts yet, but I have pancaked a disposable peasant while testing the possibilities of replacing stonefall traps with the-entire-fortress-stockpile-fall traps.

Next up- how much damage does a falling corpse do?

5
DF General Discussion / Re: Future of the Fortress
« on: May 11, 2012, 06:49:05 am »
As in drop on them and cause damage to an ACME victim?
Can you think of any other reason to drop an anvil on someone?

Other than maybe "Urist!! Stop goofing off and build the %&^#@$# forge already!" although even then causing damage is still at least a welcome addition...

6
DF General Discussion / Re: Future of the Fortress
« on: May 10, 2012, 11:04:16 pm »
If you now have flight physics and collisions for items launched from minecarts, does that apply to other circumstances too? eg will dropping an anvil on someone work now? IIRC you had previously said that aiming difficulties were delaying flight physics for siege engines and projectiles so I'm guessing that much hasn't changed.

Edit: Nevermind, I'll check myself 8-) ...
Quote
The ({iron anvil}) strikes The Miner in the lower left leg, bruising the muscle through the (gray langur leather robe)!

7
DF General Discussion / Re: The worst bug - 34.07 poll
« on: April 12, 2012, 06:59:03 pm »
Shouldn't be hard to check: when 34.08 comes out reverse the order of the list and see how the new vote pans out.

8
DF Dwarf Mode Discussion / Re: Holy Crap Minecarts (Devlog Quote)
« on: April 12, 2012, 09:14:41 am »
Based on a few assumptions/extrapolations from Toady's words on the matter:
Carts will happily drive off a dead end onto further track "if a track deadends into a corner without actually forming a T, it'll allow the cart to pass into the corner without disruption"
Carts will drive onto and off of bridges in the same fashion (assumption)
Carts on bridges will ignore underlying terrain and go straight ahead (assumption)
Tracks must be laid/carved in lengths of at least 2 to give them their direction (guess based on "you have to do them in 1-wide/high rectangular sections to get the connections established between tiles")

I present the pinwheel junction:
Spoiler (click to show/hide)

Carts will (if my assumptions hold) be sent from any incoming track down the paths corresponding to any extended bridges. If multiple bridges are extended, they turn right till they find the first extended bridge.

9
<peers at source on github>

Wait, you're loading all the items in an area for each tile in the area? I'm surprised that doesn't wind up hell slow even with the subregions- reading every item every frame for each tile would be more like 'stopped' than 'slow'...

I thought DFHack had a direct 'what item is on this tile' lookup these days- wasn't that what we were getting when the API was ripped out from underneath my old items prototype?

10
the only way I know to fix it involves reading from a different list of items which would be hell slow.
By 'different list of items' are we talking trawling through the all-the-items-anywhere vector again?

11
DF General Discussion / Re: Future of the Fortress
« on: April 10, 2012, 08:19:32 pm »
They'll probably be ignored, because I doubt there is code in there for causing a collision with just any random object.
That would be the easiest option. Although it would probably also be relatively simple to hook it up to the same flingify routine as bridges use...

What happens if you set a cart to free-roll to its destination but it runs out of momentum? Does a dwarf go collect it (at the players orders or automatically)?

12
DF General Discussion / Re: Future of the Fortress
« on: April 10, 2012, 06:57:36 pm »
Will we be able to have 1-way stops? So could you have a stop that allowed carts coming from 1 direction to shoot through without being stopped or slowed, but carts from another to be stopped and need to be started again? (Potentially in a different direction?)
Assuming that I have the cart logic interpreted right, I think we can rig this up ourselves even if it isnt explicitly coded:
Code: [Select]
<<═══╗═≠≠≠═╗
     ╚═════╚═══>>
Cart from the west takes the south path, missing the stop, then joins back to the rail heading east
Cart from the east takes the north path, stopped at the ≠, sent on as appropriate

If it counts as an engraving, that may well work.  If it counts as a construction, it probably won't.
Seems like it should work:
You can place any building on top of a track (at least any building that would work on a stone/constructed floor).

13
Will I need to take you off the retired list?
Hmm. I'm more in that sort of semi-retired hangs-around-but-doesn't-get-much-done state...

Leave it as retired unless/until sufficient evidence to the contrary is found 8-)

14
DF General Discussion / Re: Artifacts You Really Don't Even Want
« on: April 08, 2012, 04:13:08 am »
The OP's terrarium isn't actually that bad- should have a decent price tag with that emerald. It's a cage, so build it in some room for an instant value boost. I'm pretty sure cages get "has admired <furniture>" happy thoughts, too...

15
OK, so in the near future we will need:

Engraved tracks, wooden tracks, metal tracks
All of the above on ramps (probably also including those annoying ramp top bits)
'Stopping points'
'Rollers'[1]
Bridge tracks?[2]
Wood and metal minecarts

We may want to see how some of it pans out in game first, but we can probably have the basics sprited in advance. Hopefully this may inspire someone to have better sprites than this ready for when they are needed...

Spoiler (click to show/hide)

[1] may be subject to reinterpretation?
[2] Toady said "bridges now also act as tracks"- this might mean *all* bridges...

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