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Messages - Andy Korth

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1
DF Gameplay Questions / Re: Skeletons
« on: April 16, 2010, 02:24:23 pm »
I also noticed that there wasn't a stockpile entry for bones and skulls. I thought it was under refuse in the old version. Anyone have any ideas?

2
DF General Discussion / Re: DF 40d## macros, new utility - php macroizer
« on: September 08, 2009, 10:48:53 pm »
would you mind changing it from a PHP to something that people who don't have web servers can run(perl/java/something-not-PHP)

Php comes preinstalled on Macs, I assume it's similar for other operating systems. Instead of typing "perl scriptname" or "java classfile", just type "php script" and it'll run.

3
DF General Discussion / Re: FotF: Dwarf Fortress 40d14
« on: August 24, 2009, 08:35:01 pm »
Thanks both of you; your suggested fix does work, Pearnamer.

Hehe, I didn't know you played DF, Pearnamer. Good to see you around here.

4
DF General Discussion / Re: FotF: Dwarf Fortress 40d14
« on: August 24, 2009, 03:58:58 pm »
I'm finding what appears to be a yet-unreported input issue on 40d14, running on Mac OS X 10.5 with the standard us keyboard.

On the embark screen, when you are choosing items, I push N to add a new item and begin typing to narrow down the list. Unfortunately, the delete key does not delete the typed characters. Everything else seems to work there. Sorry if it was mentioned and I missed it.

5
DF General Discussion / Re: Happy Birthday, dear Toady!
« on: April 06, 2009, 09:17:05 am »
Happy Birthday Toady- and thanks for all that you've given us!

Edit: Woo! And there's a birthday donation!  ;D

6
I'm testing 40d10 on my 4 core Mac Pro running OS X 10.5.6.

I'm running with the following settings:

[WINDOWED:YES]
[GRID:130:40]
[PARTIAL_PRINT:YES:2]
[WINDOWEDX: 1300]
[WINDOWEDY: 960]
[FONT:curses_800x600.png]
[FPS_CAP:100000]
[G_FPS_CAP:30]
[VSYNC:ON]

Menu framerate is about 3100. In game, when paused my framerate is about 3100. In game in an area I just embarked to, I get about 900 fps. One of my forts with heavy magma flow is sitting at about 22 fps.

There are no problems with the graphics, everything looks fine.

I am experiencing some of those double keystroke issues. I'm on a standard US qwerty keyboard. This problem is most notable when I build a door- hitting return to place the door immediately forwards me through the material selection portion- so I never get to choose which door to place. This occurs no matter how fast I try to tap return. The effect is same with only the key down- but it then goes ahead to place an armor stand too. (So I can't quite say if it's a key repeat issue)

EDIT:

I can confirm that the double keystroke issue is fixed in 40d11! Awesome work, thanks!  ;D

7
I've also noticed modifier key issues on the Mac version of the latest build. You have to hold the shift key for a brief amount of time before pressing the arrow key, for example. Otherwise it just doesn't register it immediately. I vaguely recall that being a problem with SDL in some of our projects.

8
I started a post about underwater forts as well.
http://www.bay12games.com/forum/index.php?topic=30687

Someone on that thread pointed out this map of an underwater fort:
http://mkv25.net/dfma/map-3664-blockaderhyming

It was not created by filling in a hole though- it was made in the ocean via a magma filling method.

9
DF Dwarf Mode Discussion / Re: Dwarf Scripting
« on: February 09, 2009, 05:35:57 pm »
Even in 40d, I need to put a short delay between keystrokes:

Doh! I never put delays in my script! That would have done it. I just glossed over that part when I was reading other people's script.

10
DF Dwarf Mode Discussion / Re: Dwarf Scripting
« on: February 09, 2009, 02:50:49 pm »
This works fine for me:
...   keystroke ">" ...

Hmm. I wonder- are you using the experimental SDL version (40d9)? Maybe some there have been some changes that would affect key input.  I noticed that works great in the older version- just tried it.

11
DF Dwarf Mode Discussion / Re: Dwarf Scripting
« on: February 09, 2009, 11:25:06 am »
Has anyone figured out how to move up and down a level in DF using applescript? I've done a bit of scripting before for large buildings, but I never figured that one out.

Things I tried:

Code: [Select]
keystroke ">"
key code 14 using shift down

12
Now that i think of it, there's a series of maps on the DFMA where someone has done this (collapsing sheets of obsidian in at a time, i think). i'll try dig it up.

Edit: here it is
http://mkv25.net/dfma/map-3664-blockaderhyming

That is fantastic! Thank you so much for finding this! Yeah, I can see he's got a pretty huge construction there for the sheet method, but it seems to be working pretty well. He's also alternating water and lava to speed things up, so that's cool.

I was very excited to see this:
http://mkv25.net/dfma/poi-7988-zerowaterpressureintheocean

It's the same thing that I had observed, where the ocean seems to have no pressure.

13
DF Dwarf Mode Discussion / Re: Mac Dwarfers: Automatic Circle Applescript
« on: February 07, 2009, 02:45:16 am »
Thanks for the script, it works great!

I've done my applescripts on the dev builds, just change this line:

Code: [Select]
tell application "Dwarf Fortress"
to

Code: [Select]
tell application "dwarfort.exe"
Or whatever the application shows up in the dock as.

14
I actually didn't have much problems finding a location. I just ran around all the coastlines and found this map on the first one I looked at.

Here's the location:
http://kortham.net/temp/locationOfLavaAndDeepOcean.png

And the info and seed:
Spoiler (click to show/hide)

I kinda like the sheet idea, but boy.. it'd be a lot of work to set up the architecture for that. Even more so for making obsidian above the ocean and collapsing it. Other constructions would deconstruct themselves, correct?

15
Hi all.

I was attempting to build an underwater fortress. But rather than the drain the ocean method, I decided to pump vast volumes of lava into the ocean, in the hope of carving out a large obsidian tower to the ocean floor.

I tried dropping the lava from the level immediately above the water and also two levels above the ocean. The result was the same:

A single tall spire of obsidian was created, and from there, the obsidian pancaked out into a circle, rarely extending beyond that one z-level. This meant I wouldn't be able to reach the ocean floor easily, this way.

Well, I took the next step of digging down into the disk I had created. I went down into that level, and channeled down, expecting the water pressure of the ocean all around me to swell up from the hole at my feet. Strangely, it did not. Well, from here, you could channel out the entire bottom of the construction, fill it with lava again, and repeat, all the way to the ocean floor. This would kind of suck, because you'd have to wait around for lava to dry up, or mix in more water, or something.. but I wanted to try it.

Well, this is where it gets weird. I accidentally channeled out the obsidian spire holding the whole thing up (I got to it via a bridge). Without the support, the whole thing fell down about 4 z levels and landed intact on the ocean floor:

http://kortham.net/temp/ISankThis4OceanLevels.png

This makes me wonder if I could somehow sink intact structures onto the ocean floor and make some good use out of them. One caveat is that the obsidian disk was not constructed- I understand constructions would have been destroyed.

For the interested, here was an earlier attempt- a bigger circle that connected with the land:

http://kortham.net/temp/oceanObsidian.png
http://kortham.net/temp/oneLevelLower.png

As you can see, there isn't much underneath that disk. It poured in just to the right of the three tile wide set of water tiles. That's where I feed the magma in.

Does anyone have more information about pouring magma into water in a multilevel situation?

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