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Messages - anallyst

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1
DF Modding / Re: [0.31.21] Mayday's DFG - I am the mayday, it's me
« on: March 30, 2011, 10:37:17 am »
https://github.com/downloads/rofl0r/df-mayday/dfg_31_25.zip
i hope while i posted this, there isn't again a newer version available.

2
DF Modding / Re: [0.31.21] Mayday's DFG - I am the mayday, it's me
« on: March 28, 2011, 06:54:13 am »
as usual, the platform independent one.
https://github.com/downloads/rofl0r/df-mayday/dfg_31_24.zip

3
DF Modding / Re: [0.31.21] Mayday's DFG - I am the mayday, it's me
« on: March 25, 2011, 07:02:38 pm »
and here's the platform independent one without binaries: https://github.com/downloads/rofl0r/df-mayday/dfg_31_22.zip

4
update pack for 31.21 ... for those who can't wait

https://github.com/downloads/rofl0r/df-mayday/dfg_31_21.zip

6
DF General Discussion / Re: SSE instructions?
« on: February 17, 2011, 08:36:26 am »
no, it doesnt use SSE for compatibility reasons, since one binary must fit for all (should even work on a 486 ;))
see this thread here for a discussion about compiling different versions http://www.bay12forums.com/smf/index.php?topic=66432.0

7
DF Modding / Re: [0.31.18] Mayday's DFG - "suck it up and MINE THOSE BATS!"
« on: February 17, 2011, 05:01:21 am »
just wanted to inform you guys that i tested 0.31.19 with https://github.com/rofl0r/df-mayday . it seems to work flawlessly. however there are no new artworks for the newly introduced animals. maybe someone can create a DFG redistributable from it according to the README, to share it with the windows n00.. *ahem* ppl...

8
DF Modding / Re: [0.31.18] Mayday's DFG - "suck it up and MINE THOSE BATS!"
« on: December 17, 2010, 10:23:07 pm »
Is everyone getting the brown highlights with the font?  also anything that use to be black background/ or was just dark is coming off brown now. it's always been like this for every version but it's startin to annoy me; anyway to make to go back to normal? otherwise i'll get a screenshot

you can correct this behaviour by changing the value of DARK_GRAY (or was it LIGHT_GRAY?) in colors.txt to a more darkish RGB value

9
Also, enjoy checking out the source.  If you don't have VB6, you might still be able to get something from it by opening them in notepad.
VB6? nice, oldie but goldie  8)  8)  8)

thanks a lot for sharing, gonna look at the world parser asap

the code looks compact and simple, so porting it to C/C++/perl/python/ruby should now be a minor issue for one of us linux users ...

10
we want source code, sir !

11
DF Modding / Re: [0.31.18] Mayday's DFG - "suck it up and MINE THOSE BATS!"
« on: December 05, 2010, 08:53:04 pm »
I downloaded the 'latest version' of Mayday from the may.green website on 30/11/2010 and had some weird bugs around stockpiles. [...] custom stockpiles just sit there empty
don't forget to put Barrels/Bins setting when over a custom stockpile with 'q'
it's likely related to that

12
What are the glitches? I can't see the gender symbols.
that should only affect the male symbol only, while the female symbol should still be there, this way you can differentiate.
Got the windows version of DF .18, unrar it and took your dfg_18.zip and unzipped it inside. Took my save game from .16 and deleted the raw folder inside the save folder and got the one from the root folder.
And also I had time to see that partial skeleton seems to be replaced with the "lobster" icon. I'm pretty sure it should be easy to fix, can't seems to get it to work though... any pointers would be appreciated :)
strange, it worked all well here (including the lobster). maybe you try the download from mayday's homepage now.
BTW, kudos to you and kaolbrec for keeping alive this graphic pack :)
thanks ;)

13
DF Suggestions / Re: BUG of the week
« on: November 21, 2010, 06:54:08 pm »
We could also install a Mantis plugin that allows users to vote directly.
that would be great. it would be the right place for voting, since the people that use the bugtracker naturally seem to care more about bugs and technical backgrounds.
what is yet to see is if it would have any influance about what bugs are fixed by the game author, though.

i will close this topic now, as further discussion seems unnecessary.

14
DF Suggestions / Re: BUG of the week
« on: November 21, 2010, 11:37:12 am »
Pop   fps before   fps after
51       50             60
80       28             28   (that was the bloodiest fort)
58      73              62
try again with a huge fort (min 300 creatures pets + dwarves)  where fps have dropped below 10 (if you butcher 3 cats or war dogs which "wear" some blood, performance will likely go up 1 FPS. in my experiment it was like washing 2-4 dwarves from blood and cleaning that away with dfcleanmap (run in a loop with "dfcleanmap -q") improved FPS by 1)
or wait inside the fortress for some merchants getting killed outside ( at least 100 dead outside), then send 'em all outside gathering refuse (o-r-o)
you will see a HUGE performance drop (mine went from 25 fps down to 10)
my last fort was on 100 FPS with 28 dwarves, after i equipped 1 (!) hunter with a crossbow, and after he killed around 30 animals which were hauled to the butchery, performance dropped to 60.

15
DF Suggestions / Re: BUG of the week
« on: November 21, 2010, 01:39:09 am »
is it just me or is anallyst a bit of a dick?
he's just a troll among trolls.

so can we now move on-topic ? pls post if you like the idea of a community voted bug of the week or not. thank you.

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