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Messages - Lord Nightmare

Pages: [1] 2 3 ... 12
1
DF Modding / Re: Stonesense - Official thread
« on: July 09, 2010, 08:56:17 am »
currently, nothing using Cmake builds, the only thing that works is the included MSVC project file

Any chance of looking into this? I can't build stonesense on linux with an msvc project file...

LN

2
DF General Discussion / Re: FotF: Dwarf Fortress 40d19
« on: March 10, 2010, 12:25:32 pm »
Re: 64-bit compilation, near as I can tell compiling it in 64-bit mode would take no more than throwing a switch in the makefile.

The main problem is toady's lack of an installed 64-bit linux system. It should be simple enough to get around, given that his *hardware* is already 64-bit, but that's something to look at later. It'd be no more than a few percent speedup, anyway.

MAME at least gained a pretty respectable 10% or so speedup for some systems when compiling in 64bit. I don't know how applicable that is to the way data is arranged in DF tho.

LN

3
DF Modding / Re: Stonesense - Official thread -
« on: January 30, 2010, 11:01:26 pm »
maybe DFUG for "dwarf fortress: underground"
Sounds almost like the name of an expansion pack...

LN


4
DF Suggestions / Re: Impact craters
« on: January 16, 2010, 11:45:51 pm »
lets see if we can get the thread back on track;
Megabeasts from meteors would be awesome, as well as semimegabeasts, unique creatures, new randomly generated creatures/races/horrors, etc.

LN

5
DF Suggestions / Re: Impact craters
« on: January 12, 2010, 06:01:51 pm »
Didn't want to start a new topic since this one is already here and still relevant.
I was brainstorming a few days ago about possible things for meteor impacts and their effects on legends, etc.
Here's some possibilities:
In 206, "the bright shifts of roads" fell from the sky at "the oracular tower"
In 314, "Melbzul the evil wind" fell from the sky at "the sea of shadows"
(if a meteorite falls into the sea, it should make tsunamis in surrounding areas)
possible results of meteorite impacts: nearby volcanoes erupt; civilizations scorched by heatwave from meterorite; localized weird minerals and crater (and shocked quarts chunks)
new races never before seen show up, like the 3 armed 5 eyed Sqxjvls

LN

6
This adventure is epic. I've watched every episode but the last four (since i need to get some sleep for class tomorrow morning)
I'd love to explore this world myself... is the world seed available?

LN

7
DF Modding / Re: Stonesense - Official thread -
« on: December 30, 2009, 10:52:47 pm »
Quote
Well, that's been known for a while.  But yeah, it's alarming that it's doing that much useless work, and separate lists are a must.

I Don't think its very widely known, I hear much more blame given to Pathfinding probably because people very easily notice Pathing induced 'lag spikes' when Idle dwarves all rush out of the fortress or an army is invading while item induced slowdown increases more gradually and doesn't cause spikes.

This is a bit offtopic, but a dfhack tool to auto-purge useless stone would be awesome for quickly nuking lag... but we can't yet determine stone types from a pile i don't think... Once thats done we could make it insta-nuke all the useless rocks.
Or maybe transmute them into something useful like bauxite...

LN

8
DF Modding / Re: Stonesense - Official thread -
« on: December 21, 2009, 10:53:22 pm »
The tigerman needs a little more shading, but otherwise very good.
Yes, you are being helpful.

LN

9
DF Modding / Re: Stonesense - Official thread -
« on: December 21, 2009, 06:28:27 pm »
That'd be neat... To my knowledge, the mouse doesn't interface with SS yet (though I could certainly just not have noticed, I've never tried).

Yes, mouse does interface with/affect stonesense: it can be used to pan the minimap view around (the thing in the upper right), and, in debug builds, can move around the debug cursor.

LN

10
DF Modding / Re: Stonesense - Official thread -
« on: December 20, 2009, 11:01:48 pm »
I hope so, those sprites are awesome as all heck. WOW.

LN

11
DF Modding / Re: Stonesense - The isometric visualizer, official thread
« on: December 14, 2009, 06:01:56 pm »
Mraedis: Originally I thought yes to this (since trader wagons are creatures and can face four ways; the initial embark wagon is a building and always faces opening-side south) but based on some info someone found in a toady interview, I'm not so sure anymore; i think creatures don't have a set direction unless engaged in battle. I don't know this for sure though; the flags for direction MIGHT be in there somewhere. But if they do exist they might not be used. Only Toady knows.

LN

12
DF Modding / Re: Stonesense - The isometric visualizer, official thread
« on: December 10, 2009, 03:37:33 am »
i thought lavastone was an obsolete stone for obsidian, and featstone had something to do with the cave features in the 2d version and is meaningless now? Toady could shed some more light on it...

LN

13
This thread is WONDERFUL. I LOL'ed hard.
Keep it up :)

LN

14
DF Modding / Re: Stonesense - The isometric visualizer, official thread
« on: December 01, 2009, 11:37:00 pm »
Ok, ok. so Deon will have the first optional add-on pack for stonesense, the busty dwarf pack.
Now, can we stop arguing?

LN

15
DF Modding / Re: Stonesense - The isometric visualizer, official thread
« on: November 30, 2009, 06:32:40 pm »
We'll need an isometric icon of a big brown paper bag with a smiley written on it (in isometric perspective) with a bunch of legs/tentacles/etc coming out from underneath, as a generic icon for the 'horrors' in the next version.

LN

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