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Messages - PanTheSatyr

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1
DF Dwarf Mode Discussion / Re: FPS vs Population
« on: March 12, 2014, 07:38:05 am »
I've noticed, at least on my setup, that designing a fort on a single z-level is a LOT better for FPS.

First time i hear that. I'm intrigued since I always wanted to build a somewhat realistic overground village but was afraid of the fps penalty.

Though I can't imagine how this can be more efficient, path-finding across half of a bigger, open map seems to be costlier than pathing a few z-levels down in a dungeon...


2
DF Dwarf Mode Discussion / Re: FPS vs Population
« on: March 11, 2014, 02:11:22 pm »
Quote
Are dwarfs the heaviest FPS burden in the game by a long shot or are my fears overblown?

On my personal experience, Embark Size seems to have a huge impact on FPS. Especially the older your fortress get.

On my laptop, embarking on 2x2 compared to 3x3 equals about 50 additional dwarves I can afford for the same FPS in the longterm. Limiting the access to the caverns can save some FPS too. This way I can play with about 150+ dwarves with between 20 and 40 fps. (FPS drop noticeably on big Sieges though) for many years.

Fortress Design has a big impact as well. More efficient forts have shorter paths and thus path-finding is faster.

destroying unused items (for example low quality furniture) and using some DFhack commands for example to clean blood helps too.

There are also mods that simplify items and rocks to increase performance. They claim to increase the fps by up to 20+ fps. I personally don't really like the changes they do, though. But for 20 additional fps they may be worth a try.

Quote
I've heard of people having 500+ dwarves in their fort (and no, don't ask me about the FPS with those because I have no clue).

Some say that they can run them with stable 50 fps or even more. I guess its possible with the right hardware.

3
Still working on it, its not abandoned!



I created mysql database tables and already filled most them. I want pages like the crop table and armor-stats pages to be generated automatically based on mysql tables. Enhancing or updating them will be way easier this way.

Currently I'm working on a little framework. I want the index and pagination to be automated.

Also, every handbook for a game should be available in multiple languages so I'm working on a simple approach to translate the dwarven compendium. Each page can be translated individually and if no translation is given it will fallback to english.

Usually I would have used gettext which is a standard php module for translation but instead I decided to use html pages for each page that contains separated texts. I hope that it's easier this way that different pages are translated by different people at the same time and that its more intuitive to translate the text. (gettext is usually better suited to translate small parts of text on dynamically generated webpages).

It will look like this:



I will translate the compendium into german myself, so once I'm finished it will be already available in two languages.

Oh, and I decided to "split" the compendium into three books. Or rather add two books.

First, the dwarven compendium dedicated to fortress mode.
Secondly "the dwarven survival guide" for adventure mode.
And lastly "the dwarven bestiary" which will contain information about animals, creatures and civilizations.

Further I want the handbooks to be displayed in different DPI's so I made a little script that automatically recalculates width, height, x and y statements and resizes Images.

I can't say for sure when this will be finished. However, once it is finished enhancing and updating the compendium should be way easier than using photoshop.


4
I'm trying to connect isoworld with dfhack to create higher quality maps, but I can't manage to do so.

To generate higher detailed maps of your adventures, copy the contents of the hack folder into the hack folder of your DFHack R3 installation, then click connect while the game is running.

I have the latest version of LNP. I have only one hack folder which is inside the dwarf fortress folder, this is as far as i know dfhack itself.

I tried copying that folder into the isoworld folder but that seems to be wrong. There is no hack folder in my isoworld folder.

Could someone explain to me in detail which folder i have to copy?

Edit:

Figured it out.

I had to copy dfhack to /isoworld/isoworld/ ...


5
I plan on recreating the dwarven compendium in html + css.

Some people asked me for source files and said that they would like to expand and edit the compendium. All psd (photoshop) files together are currently 8 GB. I can't reasonable upload 8 GB with my upload speed.



Recreating it in html/css should drastically reduce the file speed by using textures that can be cached by your browser. I allready extracted most images and created all textures i would need.... The complete file size is about 50 MB which even includes some psd files and unnecessary huge images. All textures and images are saved as PNG so there is no loss through compression.

It has many advantages for me, too. If i currently want to change the page numbers of multiple files i have to open them all in photoshop and save them in different formats, which is time consuming if the files are some hundred megabytes big. Also i could, for example, easily change the background color of hotkeys in less then a minute...

I'm also quite common with php so I will use that knowledge for automatic pagination and other nice things.

7
3508x2480 equals 300 dpi which is the standard resolution for print.

When I'm finished with the Compendium it will probably exceed 1 gb. I don't want to upload 1 gb at once. Uploading multiple 10 mb big pngs is way less painful.

I know that i could reduce the filesize by reducing the resolution, but thats not what I want.

8
I implemented most of your suggestions and I'm currently uploading the revised pages.

I just saved all images as png, the total size for the album is 230 mb. It's still over 200 mb as a zip file.

I can't upload it to DFFD as it's over 100 mb (file limit). Also, uploading these files takes already hours for me and I would rather upload the PNG files itself instead of a zip file that i have to completely re-upload after each change. :(

I think I need an alternative to DFFD or even better an alternative to Imgur that doesn't scale huge pngs files down...

9
I just added 9 graphics to the album : ). Armor, Uniforms, Armor layering and charts of all possible armor.

Feedback is welcome!

10
You're right. What i wanted to say was that it is of no use to build a 10z level high archery tower, I will clarify that.

Btw. this is my current progress with the armor / armor layering pages:




11
Don't worry, I will update it for the 2014 version anyway. This is from now on the inofficial dwarf fortress manual (wip) :).

I corrected the typo, added a note and visually equalized the pages.


12
I think shielding might belong in a separate category.

Thanks for the research thread, that will be helpful!

You're right, shields are complex enough to deserve their own page.

Quote
Great work so far. What do you think you target is after armor?

I want to do a version of this flowchart: http://dwarffortresswiki.org/images/e/e6/FlowchartDF.png since the creator offered me to do it and it is a very helpful flowchart for a new fortress.

Illustrating that flowchart will likely take some time, so I may finish some simpler pages first while working on that, like some Aquifer strategies (each possible strategy to breach an Aquifer will get it's own page).

13
Changed it.

I added a new page today: Crossbows and ammunition.

14
Thanks :).

Today i added an introduction and index.

The index alone has become 6 pages long.

It would be nice if someones proof reads the first two pages.

15
Oh, i totally forgot that their is no pick weapon skill! (I thought there were and they would additionally profit by their mining skill)

I will test that again in a moment!

Edit:

Ok, new test:




Every dwarf had a complete steel armor set and shield.
Every dwarf was skilled in fighter, dodger, shield and armor user.

No weapon skills were assigned because there is no weapon skill for picks in the arena.



6 Rows, 28 columns, 168 duels, 336 Dwarves.

The top dwarves in each row were armed with a steel pickaxe.

The bottom dwarves were armed with, row by row,  steel swords, steel battle axes, steel war hammers, steel spears and silver war hammers.

Spoiler (click to show/hide)

I only counted the Survivors.

Note that sometimes both duellists died as the winner bled to death within a few frames afterwards.

Conclusion:

Pickaxes are definitely viable Weapons. They seem to penetrate armor thus being a bit superior to the sword and axe in a fully armored battle, but less so then spears and war hammers.

Edit 2:

Gonna test again without armor.

Ok, results for the same setup without armor and without shields on both sides:

Spoiler (click to show/hide)


Second Conclusion:

The results i expected.

Pickaxes seem to be between Swords/Axes and Spears. Being closer to spears.

They can penetrate Armor and are superior to swords and axes if both duelists wear armor, but nowhere comparable to a war hammer.
They are inferior to Sword and Axe against enemies that do not wear armor. But in that case they still do way better then a hammer or mace and about equal to spears.


Edit 3:

I also made another Arena test, Grand master equipped with Steel shield and Sword against every other skill level equipped with steel amor set and steel sword + shield

Spoiler (click to show/hide)

Being just one skill level better in everything seems to be about about as useful as a complete steel armor set. At least if its the last skill level, i don't know if they work linear or exponential.

Edit 4:

updated weapons page. Divided between blunt and edged weapons and added picks.

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