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Messages - Sallen

Pages: [1] 2 3 ... 13
1
DF Dwarf Mode Discussion / Re: Chinese mode of DF(0.43.02)V0.4
« on: May 21, 2016, 01:59:09 pm »
I'm sorry I didn't have the local authority.
But I still try to successful localized.
In today's version has been released to V0.4
Press F12 to switch Chinese.
Mouse wheel to switch size.
BUG1:Part of a value greater than 999 changes back to English .
BUG2:DFhack conflict.(Because F12 occupied,You can set the default display to solve it .
BUG3:Character output exceeds the window changes back to English .Please try to full screen or large resolution.
Thanks for the support.
Download:DIEMOE


I don't think there's much demand on these forums for what you did, but holy shit it's impressive!

2
Other Games / Rogue System, a DCS-like in space
« on: June 14, 2015, 04:49:10 am »


Hello, dwellers of the "Other Games" subforum. I'm here to spread the word of a certain very hardcore space flight sim. Think of it as Orbiter turned into a proper game, or DCS in space. Superb sound design, great ambiance and realism. Done by just one guy at the time of this post. Oh, and I'm not affiliated to the project in any way, but I am publicizing it to you because I think you should throw all your money in its general direction.

Mandatory Scott Manley video:
https://www.youtube.com/watch?v=vziIgAtD66s

Here are some tutorials showing how meaty it is:
https://www.youtube.com/watch?v=TGFlrRfVeNA&list=PLLY_KGBSBGjUj43qYF1wMQiHsPEZbaaJn

And the site for the game itself:
http://imagespaceinc.com/rogsys/

Here's an hour long livestream with an impromptu developer interview:
https://www.youtube.com/watch?v=ebHu8FbkvuY

3
Mod Releases / Re: The Samurai Mod 0.2 (4 Jan 2014)
« on: April 10, 2015, 03:43:11 pm »
In the error log, I saw a few issues with language. I'm open to helping you fix that stuff. (Google Translate, don't fail me now.)

I put it on Github both to keep it organized and in case someone who's into that sort of stuff wants to contribute: https://github.com/tjohnman/DF-the-samurai-mod.

5
DF General Discussion / Re: Classics of Knowledge
« on: April 08, 2015, 06:37:25 pm »
The fact that the titles are suggestive AND ambiguous make them much more interesting.

6
((Let me try this))

From the studio...
What? There is not a studio? How is this possible?
Two guys? TWO PEOPLE made this game?
I call bullshit!

Comes a game that is better than any other game you will ever play.
Except for graphics, interface and accessibility.
You can't have everything, I guess...

Prepare for a game that will require you at least four hours of research and youtube videos, before you can understand anything that is happening; and add at least two more hours if you don't download a texture pack and 3 external programs.
But don't worry; even experienced players can't understand what's happening half of the time.

Meet the dwarves: a group of randomly generated sadistic alcoholist freaks.
Their goal: build a majestic settlement somewhere in the randomly generated world;
Their enemies: EVERYTHING.

Cower in fear, or laugh maniacally, as you watch them:
-get killed by badgers
-throw themselves off a cliff to avoid a rabbit
-run outside during a battle to pick up socks
-walk on fire, then in the alcohol room, causing massive explosions
-and be generally bad at everything.
But damn, they are badass.
Some of them.

Experience the most complex health system that has ever existed, with a program that simulates every single part of any creature's body:
including: bones, tissues, one hit random crippling blows, and the strangest wrestling simulation ever.
Come on, he is grabbing his head and his feet with the SAME ARM?! How is that possible?!

But you are not alone:
join a community of smart, friendly players, that will help you with anything you need,
while they plan more ways to kill cats, flood the world with lava, and create spectacular projects based on the violent murder of marine creatures only to gather precious bones.
Nobody will judge you, don't worry. That is just a normal day in this community.

So if you don't know what to do for the next 10 years of your life,
experience the most complex game that ever existed,
despite the fact that this isn't even half done yet.
And it's totally free.
Once again, I call bullshit! Nothing can be that awesome!

STARRING:
-Dwarves (Alcoholists)
-Goblins (Green assholes)
-Elves (Tree-hugging hippies)
-And,
The most dangerous. Carps. EVER.
"What the fuck?! A fucking carp? How the fuck is that possible?!"

DWARF FORTRESS.

What? That's not the right name? What's the name, then?

(Screenshot with the name)

Fuck it, let's just call it DF. Everyone does anyway.



((If I made mistakes or if you want to add anything, feel free to make corrections or add new parts))

In my head that was narrated by the honest trailers deep voice guy. Couldn't stop laughing.

7
Mod Releases / Re: The Samurai Mod 0.2 (4 Jan 2014)
« on: April 08, 2015, 06:22:13 pm »
I will slowly develop it, but I'm totally open to colaboration.

8
In your major hallwys, put a ditch with 3/7 water in it. The dwarves will path through it just fine, and they will get cleaned as they do it.

If possible, have it so it can be drained.
Even better, have a typically retracted bridge over it - when it's time to purge, make the bridge appear again, purge with magma, then refill with water, then retract again.
Typically, I let dwarves stay dirty. Helps with intimidating traders, migrants, and invaders.


Last time I tried to make a drainable bath I lost half of the babies in the fort through the grates...

9
Mod Releases / Re: Reichgrad v0.2 - An East Front Inspired Mod (40.03)
« on: November 22, 2014, 07:57:56 pm »
PTW

I was looking for this exact mod and despite I didn't know it existed I clicked my way through here without hesitation. DESTINY.

10
Mod Releases / Re: The Samurai Mod 0.2 (4 Jan 2014)
« on: September 05, 2014, 04:41:27 pm »
Alright, new question. Has the manager been renamed? I've been trying to appoint one, but I didn't see it.


They have been replaced by the daimyo's representative.
The new positions, from the raws themselves (cropped here of course):
Code: [Select]

[POSITION:MONARCH]
[NAME_MALE:shogun:shoguns]
[NAME_FEMALE:shogun:shoguns]
[SPOUSE_MALE:shogun consort:shoguns consort]
[SPOUSE_FEMALE:shogun consort:shoguns consort]
[POSITION:GENERAL]
[NAME:daimyo:daimyo]
[POSITION:MILITIA_COMMANDER]
[NAME:samurai:samurai]
[POSITION:EXPEDITION_LEADER]
[NAME:daimyo:daimyo]
[SQUAD:7:daimyo's samurai:daimyo's samurai]
[POSITION:MANAGER]
[NAME:daimyo delegate:daimyo delegates]
[POSITION:CHIEF_MEDICAL_DWARF]
[NAME:court doctor:court doctors]
[POSITION:BROKER]
[NAME:broker:brokers]
[POSITION:BOOKKEEPER]
[NAME:scribe:scribes]
[POSITION:TRADE_REPRESENTATIVE]
[NAME:trade representative:trade representatives]

11
Utilities and 3rd Party Applications / Re: DwarfFamily
« on: July 19, 2014, 02:10:19 pm »
Is it possible to make an in-program menu showing the family tree? Or do you export then do it?

The program currently lets you navigate the family tree in a non-visual way by clicking hyperlinked names of children and spouses. I'm working on a visual mode that draws the actual tree of a selected dwarf and lets you pan around looking at their relatives. It's not available in the last version yet though.

Currently the only way to look at family visually is to use the experimental GEDCOM export function.

12
Utilities and 3rd Party Applications / Re: DwarfFamily
« on: July 17, 2014, 09:11:41 am »
I'll see if I can rewrite some (most?) code this weekend before moving forward from a cleaner state.

13
Utilities and 3rd Party Applications / Re: DwarfFamily
« on: July 16, 2014, 12:11:08 pm »
I've done some stuff, but I feel the drawing of the tree is going to take a lot of work. I got the dwarves' names being drawn, but before I continue I think I'm going to refactor the code a bit (read: start over). That way I hope I'll get to wrap my head around the evil logic of recursive tree building.

I've had way to much tea already and need a shower...
If anyone reads this that is interested in helping out with this, by all means PM me or come see me: http://github.com/tjohnman/DwarfFamily. Warning: if you're an accomplished Java programmer this code will probably make you cry.

14
This story is made of pure win. It menaces with spikes of awesome.

Perhaps in this newly found land you can finally have some above-ground peace and quiet? Build some kind of airlock at the border of the map and have a "safe zone" aboveground.
Or perhaps mine under the plateau something a bit more architecturally orderly fitting of the designation of "mountainhome".

EDIT: You can build an airlock for the caravans, and have a forward guard posted outside that, while relatively safe, can die protecting the fortress without really endangering (this new zone can be cleansed by fire anytime shit hits the fan).

15
Utilities and 3rd Party Applications / Re: DwarfFamily
« on: July 15, 2014, 11:26:13 am »
Crap, I forgot to stage the file for the filter, and that's why it wouldn't find it. It's not there! :D
GED export is untouched. But the details window should close and reopen automatically when selecting a new race. Mmmh. I only tested on OSX. I'll debug now that I'm at my Windows box.

EDIT: I see what you mean. Will try to fix.

EDIT 2: Done. Pull request issued. Sorry for pushing out crappy code.

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