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Messages - Lord Dullard

Pages: 1 ... 118 119 [120] 121 122 ... 135
1786
DF Bug Reports / Re: [40a] Export Local Image
« on: August 20, 2008, 10:33:38 pm »
Bump, in the hopes that somebody else has encountered this issue and knows of a solution.

1787
DF Bug Reports / [40a] Export Local Image
« on: August 20, 2008, 05:37:51 pm »
When exporting local images, I get maps that look like this:

http://mkv25.net/dfma/map-3404-reinhammers

At first I thought it was the map compressor, but I took a look at the .bmp files that DF exported directly and discovered the problem was with the DF export, not FDF's conversion.

I'm running a 960x300 tileset with blackspace enabled at 1000 x 500 windowed resolution.

1788
Very imaginative narration but ah, I'm confused as to why your Lyemaker decided to start killing his fellow dwarves after finishing the Kobold.

I haven't seen it happen yet myself, but I'm guessing it's the new 'enraged' state that combatants enter.

1789
DF Dwarf Mode Discussion / Assface.
« on: August 17, 2008, 11:48:56 pm »
No, seriously.

Spoiler (click to show/hide)

1790
General Discussion / Re: Robocop on the beat by 2084?
« on: August 17, 2008, 08:52:41 pm »
Have you ever seen those corny old black and white movies made in the 50's where they 'predicted' that by the year 2000 we'd have household robots doing all our chores, magical gizmos producing pill-food for us, et cetera?

Those are the reason I never take 'predictions' like these seriously. Science is fluid and unpredictable - the types of revelations it provides are not 'linear' by any means. There's no way of telling what kind of new innovations science will have brought us 80 years in the future.

1791
They'll just die of starvation/thirst after a while.

1792
Other Games / Re: Top Games Ever
« on: August 14, 2008, 09:39:59 pm »
Darklands should be on this list.

1793
Creative Projects / Re: Dwarf Fortress MU* Discussion
« on: August 14, 2008, 05:43:38 pm »
UPDATES
==================

I just want to let everyone know about some of the features that have been added so far:

Time/date/weather: This is the newest addition. Type +today in the game to see the current time/date/weather/moon phase. There are +help files available for the time system's use and how to use it while building to create time- and season-flexible room descriptions.

Time currently moves at a 4:1 ratio.

+Help System: As of yet there's not a whole yet here, but keep checking back for more. Eventually this command will contain documentation for all of the major in-game commands available to players.

Global Bulletin Board: The global bulletin board can be viewed with the +bbread command. For further instructions on how to read and post entries, see +help.

Game Appearance: I'm working on adding a lot of pizazz to the visual aspects of the MUX (at least, as far as text-only coding will allow). If you haven't check in for a while things are likely to look radically different.

Short Descriptions: Players can use the command: '&shortdesc me=<text>' to change their short descriptions. Short descriptions are snippets of information about what a player's character is currently doing that can be seen by looking at the room. These are eventually intended to function as a roleplaying aid. Players can also add &shortdescs to objects that will show up in the room.

1794
Calling someone a 'ninny' seems pretty uncalled for.

Quote
hai u guyz

lets complain abut a game that haznt bean relesaed yet, ok lolz?

i mean, nun of us has even plaied a demo yet but we know exactcly what it iz going to be like!

kkthzbai

Wait.. I've got an even BETTER idea. Let's go find a thread that says it's supposed to be about arguing over whether a game that hasn't been released yet is going to be good or not.. and complain about the people posting arguments!

BRILLIANT!  ::)

1795
I'm ambivalent. I have high hopes, but I'm also not going to hold my breath.

As much as I loved Fallout 1 & 2, and Morrowind, I was not particularly fond of Oblivion. Oblivion was a decent game after being modded with Oscuro's and having its difficulty exponentially cranked up, but the simple fact of the matter is - compared to its predecessors, Oblivion was a kiddie sandbox. Everything was too easy, gameplay was horrendously unbalanced, and as beautiful as the scenery was, it just didn't jive with me as well as Morrowind did.

That said, if Bethesda manages to make Fallout 3 enough of a challenge to keep the game interesting, I think it could have an incredible amount of promise. I'm also looking forward to seeing the world of Fallout in 3D.

1796
Creative Projects / Re: Dwarf Fortress MU* Discussion
« on: August 12, 2008, 01:57:25 pm »
If you can all manage to either a.) export a map from DF that fits your specifications using the paint tool or b.) simply give me a detailed description of the area using cardinal directions, I'll do an ASCII map for you that we can put into the MU*.

1797
Creative Projects / Re: Dwarf Fortress MU* Discussion
« on: August 11, 2008, 10:50:39 pm »
Hah, I code. When you get right down to it, RPG's are all equations and lists. Not exactly brain-busting work. Just alot of it, plus deciding how exactly how you want the equations to work, tweaking, updating, etc.

Let me show you the code for my virtual inventory program sometime...

1798
Creative Projects / Re: Dwarf Fortress MU* Discussion
« on: August 11, 2008, 10:32:49 pm »
Thing is, MUDs are relatively easy to code, just a lot of busy work. You have to write room descriptions, command instructions... but usually nothing too impossible to actually code. The problem is that all the flavor has to be written by a few people, or it gets to be to varied in quality and feel.

If I were to make a MUD like this, it'd allow people to build their own forts, but to prevent ridiculous amounts of dug-out land, if no one "Cleans" the area for a couple days, everything in the room is destroyed, and it fills back in. Basically, people that quit playing are buried in the space of a few days.

You have this backwards (or, perhaps, a MUD is radically different from a MUX). Building and thematic compilation is a cakewalk, coding is rigorous, brain-breaking work. Or at least any coder would be able to tell you this.


1799
Creative Projects / Re: Dwarf Fortress MU* Discussion
« on: August 11, 2008, 01:36:12 am »
I'm not! I never use telnet, so maybe I goofed up with that link. Anyhow, I KNOW this will work:

http://simplemu.onlineroleplay.com/

Go there ^, and download the client on the site.

Open it once it's installed, hit the 'File' tab at the top-left, and select 'New Connection Wizard...'.

From there, just enter the information in my original post, and name your new connect info 'DF MUX' or whatever you'd like to call it. You should then be able to connect.

Obligatory Warning: There's nothing there yet, really. Just commands to communicate. Anything else would need to be coded in. Once in-game you can use 'say <blah>' and 'pose <blah>' or just '"<blah>' and ':<blah>' to 'speak' and use actions.


1800
Creative Projects / Re: Dwarf Fortress MU* Discussion
« on: August 11, 2008, 01:02:10 am »
A what? Could you explain this more clearly to me please?

http://en.wikipedia.org/wiki/MU*

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