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Messages - Krythorne

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DF Dwarf Mode Discussion / Re: BUG: Ammo is broken
« on: December 12, 2022, 06:57:25 pm »
Had the same issue here. But can confirm disbanding the squad and recreating it with a custom ranged uniform worked for me. I'd previously deleted the default uniforms so can also confirm it works even if such has been deleted.

I think it's assigning ammo automatically at squad creation only, not in any subsequent edits/uniform assigning.

I also can't find any way to control what ammo they use, so they're now using all the metal bolts on training.  >:(

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DF Dwarf Mode Discussion / Re: How to kill babbling vampire?
« on: February 22, 2012, 09:14:55 am »
I've had a mood-insane vampire for a couple of years in-game time now. He hasn't harmed anyone. Just sort of lightens the mood in the meeting hall.

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DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: February 20, 2012, 09:36:27 am »
So the head of my military is chosen as Mayor and because of some earlier 'accidents' he's the only decent military dwarf I've got left so I opt to keep him in the military.

Sure enough a few years later he ends up getting several limbs fractured. Only the human diplomat is here so he opts to go conduct a meeting in this state but faints halfway through it and is dragged back to his bed.

The diplomat naturally decides to hang around his bedroom and whilst the doctor's out fetching thread and leaving him all alone in there with the patient it's at this point I realise it's a dwarf instead of a human so out of curiosity I examine them. 'Dwarven Vampire Law Giver'.

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DF Dwarf Mode Discussion / Re: Vampire CSI
« on: February 20, 2012, 07:12:57 am »
I had a vamp 'sneak' in my second wave of 20+ migrants where I'd been a bit lax in sorting through them and checking their histories (He only had a paragraph of so of former places though if I had paid attention there was enough clues).

Only reason I identified him was he had a strange mood shortly afterwards, wanted bones which I failed to acquire (even after killing all the animals and mobilizing a squad to kill a few outside) and went insane. Oh well, I forgot about him, he was as good as dead. Then about 3 fortress years later I notice him running around naked and babbling madly in the dining hall.

So.. Yay. Immortal crazy person. This fort is going really well for such, since I also have a waterfall which the first few waves of merchants insisted on validating (Though only after trading and on their way out so it was never a high priority for me to fix) and left me with three ghosts I can't engrave memorials for.

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DF Dwarf Mode Discussion / Re: Forgotten beasts and me
« on: September 01, 2010, 10:13:09 am »
My first forgotten beast was a giant eyeball/eyebeast (with a deadly sting which never got tested). I mobilized my military worrying similarly how their lack of training and poor equipment would leave them faring but opted to send them in regardless, I charged them down to the depths and .. found it stunned on the floor. Checked the logs, turns out it'd caught up to a worker who had panicked and punched it in the eye.

My second was no better, it was a 'giant blind pheasant' and its warning tag was literally 'beware it's deadly drool'. Not threatening at all, but does sound gross to have creeping up behind you. This one was even less fortunate and ambushed a miner only to be promptly killed by the miner's pick.

In short I thought they were neat, but no match for any dwarf over the age of 4. This is until one tagged along in a goblin siege, a scaled rhino with a 'frost extract' attack. It didn't cause knock back into walls but caused folk to be stunned with breathing problems and covered head to toe with blisters, however this included the goblins too which turned the entire siege into a calamity of dwarves vs goblins falling unconscious on one another in the part of my defences I use to bottleneck attackers for the kill. Since everyone but itself was unconscious it managed to get inside too and caused mayhem in splattering everything before it died to archers.

It was so bad that I still have my dwarves keep discovering pockets of frost goo that wasn't cleared up (mainly along outside where they don't clean) which results in my dwarves getting blistered feet (clothes wore off ages ago) and reporting to hospital which kinda works out for me in terms of keeping my doctors in training in their diagnosis skills. O.o

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DF General Discussion / Re: FotF: Dwarf Fortress 40d18
« on: February 23, 2010, 02:44:27 pm »
Krythorne: I appreciate the thought, but I think people using ATI cards would be better off with standard mode. The older code-paths have less to go wrong, to the point where some ATI users are clamoring for me to reinstate the immediate-mode rendering path.
I have to confess that even on some Nvidia chipsets (My laptops 9500M) I've never been able to get VBO's working better then immediate mode. However on the ATI card I tested the VBO performance was actually a lot better then the immediate mode performance once I got it exactly how the ATI card liked it.
I've still got the test code and that particular ATI card too, if you like I can have a go at making a similar non-interleaved situation of 4 buffers and try it both aligned and non-aligned to 32 bytes to see how much of a difference it makes. Actually I'll probably end up doing it anyway just to learn a little more about performance quirks!

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DF General Discussion / Re: FotF: Dwarf Fortress 40d18
« on: February 23, 2010, 12:29:53 pm »
I apologize if this if known information (I searched through previous pages but I'm aware it may have been in a previous thread) but ATI is terrible with VBO's unless the information for each vertex is padded/aligned to 32 bytes or 64 bytes.

I'm only bringing it up as reading of people having ATI crashes/poor performance is giving me terrible flashbacks when I found a small demo I did worked great on my main machine with an Nvidia card, had terrible performance on my older machine with an ATI card and wouldn't run at all on a friend's machine with an even older ATI card. It worked fine once I'd padded the data to leave the step between vertices at 32 bytes.

I briefly checked the source code and the steps between vertices are 8 bytes for the two buffers handling drawing and texture coords (vbo_refs[0] and vbo_refs[3]) and 16 bytes for the two buffers handling colour(vbo_refs[1] and vbo_refs[2]). You could try changing them all to be 32 bytes, add the extra padding to each array and add the stride value manually to the pointers to them so they're on the lines of  'glVertexPointer(2, GL_FLOAT, 8*sizeof(GLfloat), 0);'. I know at the moment they're all in their own arrays instead of an interleaved one and it's in the OpenGL spec that having a stride value of '0' for those pointers should be supported but it's my guess ATI ignored that.

The good news is this brought an improvement even on Nvidia cards for me and I've filed it away as just one of those little quirks to remember.

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I like the attention to detail the artificer put on, making sure to put an image of an aluminum axe on the aluminum axe so it was clearly labelled.

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DF Suggestions / Potential Random Event
« on: October 07, 2008, 05:48:44 am »
Whilst writing in another thread I had a thought for something that could happen randomly..
Y'know how, if you have a meeting area, you get that occasional 'Urist McDwarf has thrown a party'? How about something like where, if you have a dining room, an unhappy dwarf might trigger 'Urist McDwarf has started a food fight!' causing nearby dwarfs to come running to join in the mayhem..
Bad thoughts for being hit by food (Or maybe good thoughts for dwarves that have a certain personality type?), wasted food and a lot of mess to clean up..

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DF Bug Reports / Re: Frustrating Melee Weapon bug.
« on: October 07, 2008, 05:32:56 am »
Y'know the knowledge that my new recruits training in wrestling are, infact, prone to stripping each others pants off and whipping each other with them suddenly makes my whole military a lot more .. camp.

Now I can just envision them all running over to the barrack's beds, suddenly having their job statuses changing to 'Pillow fight!' and little apostrophes and quotation marks representing feathers going everywhere when they spar.

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DF Dwarf Mode Discussion / Re: getting rid of all this rock
« on: September 16, 2008, 06:11:44 am »
There's a whole page on the wiki dedicated to this:
http://www.dwarffortresswiki.net/index.php/Stone_management
I tend to go for smashing it with a bridge myself!

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DF General Discussion / Re: Origin tracking of blood? Really?
« on: September 09, 2008, 09:40:41 am »
The day I'm looking forward to is when bathing is implemented and dwarves get negative thoughts from being absolutely coated in blood, vomit and mud. It's going to be hilarious to load up an old save game into that new version and see an entire fortress either A)Pile out of the fortress into the river or B)Go into a berserk rage from all the blood covering them and enact a killing spree that only ensures the entire fortress kills one another, the corridors literally flow with the blood of the fallen and future generations (after a reclaiming) engrave images of the great massacre.
I'm thinking it'll probably be B)..

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DF Bug Reports / Re: [40c]Disappearing Caged Elf
« on: September 03, 2008, 04:35:21 am »
Have you tried checking the cage itself to make sure the elf is still alive? He might have been wounded before becoming trapped and then bled to death.
I had a bunch of 'D' dog cages that behaved the same awhile back and it was only after trying to free the dogs in question I realised they were all dead.

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