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Messages - Lamphare

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1
DF Suggestions / Re: 【PROVIDE CHINESE】Thoughts about Localization
« on: December 11, 2022, 07:53:00 pm »
Bump

Yeah I agree that we need some way to output strings including in their concacnated forms.

A few years back a Korean player actually came up with a way to export combined strings as they appear in game, and output an incomplete dictionary. Basically, these string arrays can be mapped to translations that then injected as a separate layer using native SDL funcitonality, which also relies on truetype fonts and unicode support.

If there is native support for this kind of data structures and truetype fonts (which I belive will be here very soon for the Steam version). Then not only it will help displaying the localized texts, it will make translation much easier and the product much much more sensible like RJCV mentioned.

2
this tool made me happily to upgrade my RAM to 24GB

watching the threads weaving into 4k years of history.
in the end, everything is worth it.

3
There gonna be only two queens in europe soon.

kinda brings a sentimentalism of trend of history....

4
DF Dwarf Mode Discussion / Re: Time for an upgrade?
« on: November 05, 2012, 01:13:32 pm »
I was very disappointed with the path Notch has chosen for Minecraft. I don't want the same thing to happen with DF. So, no.

Selling a million copies isn't really a bad thing though.
Except for playing multiplayer mods aren't possible in anytime soon, Minecraft seems to be on a good track.

5
DF Dwarf Mode Discussion / Re: Time for an upgrade?
« on: November 05, 2012, 01:09:31 pm »
I enjoy the little niche here, with DF as it is, and probably what it will be.
Going big implies all sorts of things. Other than Toady's(and Threetoe's) "Life's work" as mentioned above. Going big and commercial means accelerating the production, and bringing the certain low tide of players' and/or investors' attention to come sooner, which is harder to get through, than what it is now: updating moderately slowly but steadily. Just as you are tired of playing the current version, the hope of upcoming major updates arises.
And for a great game DF is, commercialising is almost sure to bring prominent sum of new(er) players to it, whose passion for a game would dull over time, as we always do =)
That with the forthcoming emergence of future games in the same category, as what has been seen late days, e.g. Gnomoria, A Game of Dwarves and possibly Castle Story, The Dig-build-drink-fight-n'-lose-for-fun type of games. That means at certain point, a vaccum of new player would come for DF, and as most commercial game would come to a silent death, I suspect that would be true to DF if it commercialise, and such death might very well come much earlier than what would be a 1.0 finale down the current course.
And speaking of the crowdfunding thing, the projects' failing rate is simply too high. As much as a half on Kickstarter.

All in all, I wish Toady good health and don't change mind. So DF would be a game to play for my lifetime.

6
DF Dwarf Mode Discussion / Re: Minecarts are for what? No, really.
« on: June 27, 2012, 02:05:28 am »
My fortresses have tracks laid off across the whole structure, interior and exterior, but rarely I use minecart for mineral hauling.
Instead I do exploratory mining prior to mass extraction, thus giving me and my dorfs time to carve out tracks on multiple levels, only for concentrated transportation.
Any ore mined out would be hauled to stockpile next to the track waiting to be ported to the main keep sometimes like 30 levels up, 200 tiles away. Greatly reduces dwarven labour while preclude such akward situation mentioned on the OP.

Minecarts are awesome for internal hauling. They Do!
The fact they travel on a different route as the dwarf haulers makes the high traffic area less full of dwarf, especially when my fortresses gets to have a king.

7
DF Dwarf Mode Discussion / Re: Put a goblin in a minecart
« on: June 27, 2012, 01:46:13 am »
Okay this definitely reminds me of Minecraft !FUN!

8

@lamphare: not possible in the tooltip, but what do you mean with OS settings ? Using a bigger font type I guess ? I know that ON OFF is cut of, if the text is too long, but here in Standart-Windows everything is shown. Which one are too long/dont show in your version ?

havent been playing DF and back...
well meddling with the latest version, i think the problem still persist.
basically 19 characters is the threshold for whether it is possible for full text to show, including spaces. not sure if case would matter.
say on materials tab, more food types: NO would show, but when it is YES, the YES part is cut off.

9
a quick suggestion:
in the settings.exe, could you make the tooltip show the state of an option?
sometimes with different OS setting, part of the script of some buttons just doesn't show, especially the ON/OFF part. It has been very frustrating.

or simply make the button wider please.

10
I find the tileset of 25k2 very hard to comprehend, comparing to the previous versions'
especially for the low-grade gemstones and metal ores.
Hematite looks like blood-traced marble(facepalm

11
Utilities and 3rd Party Applications / Re: DFHack 0.31.25 r8 (current)
« on: December 19, 2011, 04:41:57 pm »
I let the command line window print all  plug commands
and then I typed in "prospector", with returning message saying it's not a recognised command
It got me thinking, and suddenly I realised it was said in the top post as example, I should be using "prospect" instead of "prospector".

What a big confusion.

12
DF Dwarf Mode Discussion / Artifact weapon from attachment
« on: August 30, 2011, 09:56:49 am »
So when a dwarf grows attach to a masterfully made weapon, would the quality(and weapon to-hit modifier) turn into artifact instead of masterful?

13
I'm learning mandarin and a bit of basic chinese. I don't really read or speak it well yet but I'm working on it with a bit of QQ help. I might be able to help you all though. If you want to, could you link the community? :p
Yes, indeed! Since you use QQ, you must know QQ群, go and search 165624149(not user ID) and I'll fill you in.


Is there a file I an edit which gives embark locations more iron..? This mod seemed to make Any form of iron, or any basic "Warfare metals" nonexistant, and It's really difficult as a somewhat new player to go about making a military when I can't even make the most basic metal equipment...
You may try and change mineral scarcity in advance world generation parameter to a lower number though.
Or you can go to raw\inorganic_stone_genesis and change the [ENVIRONMENT:] token of iron ores, to make them either appear in current environment more often, or in additional environment.
Better do both if you feel it is really a serious problem for you.
For the sake of FUN, I also suggest to harvest goblinite and its counterparts for a long term healthy metal production.

14
Alright, I guess I should ask permission here.
I'm maintaining a small Chinese community of DF players, meanwhile few fellows and I are localising/writing tutorials for new Chinese players.
And it kinda reaches the stage when many people feel vanilla DF is less hard to play, thus start to seek more challenge, somehow.
I played genesis mod extensively so I reckon I'd introduce it to my community.

So I want to ask permission from you, Deon, and TomiTapio, to repackage your mod/submod with(and only with) my hand-made Chinese manual for the mod and to distribute.
Is it okay?

15
DF Dwarf Mode Discussion / Re: Non-walking hatch covers
« on: July 23, 2011, 11:40:12 am »
you can link a hatch cover to a lever and shut it as long as you like.
and what do you mean by "walked through" on the same level or different?

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