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Messages - jecowa

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1381
Wow, Oxdorf is surprisingly specific. Here is the entry in Webster's Revised Unabridged Dictionary of the English Language 1913:

>1. According to an established norm, rule, or principle; conformed to a type, standard, or regular form; performing the proper functions; not abnormal; regular; natural; analogical.

Very vague in comparison.

1382
That was fast. Thank you!

1383
DF General Discussion / Re: Don't forget about the DF Map Archive!
« on: August 13, 2016, 08:16:21 am »
Looks interesting. I enjoy looking at others' base designs. I wish it had screen shots of them somewhere – maybe in no script tags.

It'd be cool to be able to sort maps by embark size so I don't unknowingly try to open a large 10x10 map or something.

You can receive feedback and praise for your own attempts at awesomeness. You can tell a story of the rise and fall of your favorite embark through points of interest. As the years add up, you can quickly browse to your first few fortresses and laugh at your noobish designs.

Are there many noob bases up there? Do they have their own category? It would be really informative to look at examples of nooby bases with comments explaining their flaws.

So part of this thread is a selfish attempt at seeing what you guys are making, and part of it is trying to grow the number of regular commenters and uploaders, and a third part is to introduce the site to all these new players.

Thanks for sharing it.

1384
Tilesets and Graphics / Rectangular TWBT text fonts
« on: August 13, 2016, 07:32:30 am »
TWBT allows for non-square fonts to be used in conjunction with square tilesets. The biggest advantage of non-square fonts is that they are easier to read. GemSet and DungeonSet both take advantage of this if you want to see an example. I'm working on one for Phoebus, and was planning on making one for Spacefox and Afro next, unless maybe Nopal would rather do it. Just something to consider.

If you want to make one, its tile height needs to be the same as the tile height of your main tilesheet, but the tile width should be more narrow. GemSet, for example, is a 24x24 tileset with a 16x24 font. It would probably look best to draw the text a little bit shorter on the TWBT text tilesheet so that there's a little more vertical space between the lines of text. I didn't do that with first draft for Phoebus, and wasn't happy with the way it looked. (seen in first spoiler below)

1385
I'm not sure how many people it would help, but it looks like ~10% of people are dyslexic, and left-aligned text should be easier for everyone in general to read.

Text in Dwarf Fortress Remote already looks a lot better than it does in Dwarf Fortress. Getting rid of justified might further improve it, though. You might try it and see if you like it at least.

1386
DF General Discussion / Re: MacNewbie Pack v0.10.3 with DF 42.04
« on: August 13, 2016, 03:16:53 am »
I hope fricy's is okay. I thought he would be back like a month ago. And with Toady having added some extra bits to Dwarf Fortress, it seems like that would have revived his interest.

These delays are really unacceptable. After each DF release, there should be an LNP version available within a week or so--even if it's just a stripped-down version containing only the utilities designed for the old DF that aren't too badly broken by the new one. Updated LNPs can then be released once the maintainers of utilities update their code.

I don't know if you've seen this already, but maybe one of these will meet your needs until fricy is able to update again. http://www.bay12forums.com/smf/index.php?topic=158322.0 They don't have very many utilities in them, though.

1387
Is there a way to change the text justification so that it is "aligned-left" instead of "justified"?

Although justified text is more true to how Dwarf Fortress displays text, the large gaps that sometimes appear between words with it can make justified text harder to read, especially for dyslexic users.

If anything can change the text alignment, Dwarf Fortress Remote seems most likely.

1388
DF Modding / Re: Raws Needed For World Generation
« on: August 13, 2016, 12:38:51 am »
I'm able to create a world and embark with these 34 files:
Spoiler (click to show/hide)

1389
DF Modding / Re: Raws Needed For World Generation
« on: August 12, 2016, 07:02:49 pm »
Why do you want to know? Are you thinking about turning vanilla into a mod that can be disabled?

1390
The Mac permissions section of the "Get Info" (properties) window is very basic. It only allows you to control which users can read and write to the file or folder. Apple probably didn't think that end users would need to know what an execution privilege is.

To add execution privileges in Macs:
  • Open the Terminal (/Applications/Utilities/Terminal.app)
  • In the Terminal window, type "chmod +x " (with that final space, but without the quotes)
  • Drag the file that you wish to have execution privileges into the Terminal window.
  • In the Terminal window, hit the "return" key.

1391
I'm not that much of a DT developer, really - I mostly just provide DT memory layouts by running scripts.
I think that seems like a pretty important job. The memory map is a vital component of Dwarf Therapist.

DFHack is coming along well, both with 32-bit and 64-bit 0.43.05 support (except no 64-bit Linux offsets yet). We can definitely have a prerelease out in less than that time, if not a full release. I don't know about DT, though - last I checked, there wasn't any 64-bit support, and I'm not really familiar enough with its memory access to work on it much.
I didn't consider that the DFHack app itself would need to be updated to recognize 64-bit memory address maps or whatever.

Would it actually need to be a 64-bit app, or does it just need to be taught how to read a 64-bit memory map?

1392
Glad it helped! I'll include that launcher script (probably with minor tweaks) in future Rubble versions if you don't mind :) (with credit of course)
Yeah, that's fine.

Do you need to set the actual binary executable? I assume you do, but you never know...
Yes, the "rubble" and "rubble32" binaries need execution permission or else it will say "Permission denied". Sorry, I should have mentioned that before.

I think I may go ahead a write scripts that "install" the Linux and OSX versions by copying the binaries to the correct places and marking the scripts executable, less fuss and bother for everyone then, just change permissions on the "install" script and run.
A lot of Mac users might be uncomfortable using the terminal. Instead of having users run CLI commands, maybe you could apply the permissions to the Mac and Linux installer scripts on your Linux machine and tar just those two install scripts? I'm guessing the installer scripts would rarely need to be updated.

I'll be glad to test the Mac install script.

1393
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: August 12, 2016, 11:08:47 am »
IIRC you're not supposed to re-use [ENTITY:MOUNTAIN]...not sure if thats true though

So "Entity" refers to the civilization, and "Creature" refers to the people of that civilization?

Here's something relevant from the wiki that might explain why a creature that shares an entity might not appear sometimes:

>If multiple creature types are specified [for an entity], each civilization will randomly choose one of the creatures.

1394
Ok. Thanks for the info Jecowa.

I appreciate that the people working on the update probably aren't getting paid for it, but am just wondering if there might be an estimated time frame for when I should be checking back to see if an update has come through. A week/a month/longer?  :)

Can anyone give a rough estimate?

A couple days ago LordBaal guessed 2 months. Then Lethosor (DFHack and Dwarf Therapist developer) said he was hoping to have it finished in less than 2 months. It's really hard to guess this stuff, though. From the conversation it sounds like it's going to be a while and that a 2-month wait isn't out-of-the-question.

1395
Dwarf Therapist has not yet been updated for Dwarf Fortress v0.43.05. Dwarf Therapist currently will work with Dwarf Fortress v0.43.03 assuming you have installed the Dwarf Therapist memory map for v0.43.03.

Every time Dwarf Fortress updates, Dwarf Therapist has to update too. Dwarf Fortress v0.43.05 uses a new compiler, so the memory maps are completely different. The DFHack team is having to redo almost everything, so it's taking longer than normal. Once they've got a development version DFHack working for Dwarf Fortress v0.43.05, then they can create new memory maps for Dwarf Therapist.


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