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Messages - PatrikLundell

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76
DF General Discussion / Re: Future of the Fortress
« on: September 12, 2022, 02:13:24 am »
@Immortal-D: Unlikely, as such adjustments aren't critical changes eligible to compete for the ever shrinking remaining development time. Such adjustments would definitely be candidates for contents in regular "current release version" updates once the Big Wait is underway, though (competing with thousands of other such changes).

@BlackAion: That sounds like one "classic" pantheon configuration that should be possible, probably with frequent twists resulting in more or less unusual sphere combinations. Note that there will probably be other possible combinations, though.

A Nature sphere ought to primarily concern the increase of "Nature", which might involve an increase in vegetation, flora and fauna diversity, suppression of unnatural influence (such as civilization), etc. Magic ought only to come into play if the influence (a god in your case) is ALSO a magic one.
Megabeasts sound like part nature, part savagery, and possibly part magic (savagery may well be an influence that gets replaced by new spheres, though).

77
DF General Discussion / Re: Future of the Fortress
« on: September 01, 2022, 02:24:03 am »
@Randomizer:
An embark of size 3*3 or larger is guaranteed to have at least one spire, although a bug can cause some the spires not to show up in practice when using a reduced number of layers (layer accounting is botched, so a spire that should reach a layer that's been removed won't appear at all, rather than reach the layer that replaces the removed one). It's probably less work to fix the bug than it is to add an embark site search criterion that accounts for the bug...

Given that HFS is procedurally generated, the only way to find the variant themes you happen to be looking for would be to make a DFHack script to search for them, as it would be extremely unlikely Toady would produce a HFS variant matcher as part of a potential site finder update.

78
DF General Discussion / Re: Future of the Fortress
« on: August 30, 2022, 03:01:09 am »
There's a significant difference between modifying a save that the game has ported to a newer version and add new things compared to porting an old save to a new format and then add the additional stuff.

It's probably not impossible, once the new format and its relations to the old format components are known, but it would be a fair bit of work, with significant risk of screwing things up (but if done properly, the converted save shouldn't overwrite the original, making it possible to try again with an updated conversion tool).
It's possible a converter would have to do placeholder conversions of some things and leave a report of things people will have to fix up themselves (modified hospitals might be such a thing), because there is no obvious translation from the old format to the new, or there are things that manually have to be added to flesh out the new format.

I agree that Toady's time most likely is better spent on more urgent things than spending a couple of weeks to add save conversion (that would still have the normal backwards compatibility issues of the past, i.e. new stuff not appearing). Obviously the time it would take is a wild guess on my part, but I very much doubts it could be done in hours, and wouldn't be shocked if it was a month or more.

Hm, yes, I have some things in mind that would just take an hour or two to incorporate (including things already implemented in suggestions, so the time would be spent just moving the stuff over), such as a certain arachnid (which isn't on my priority list). I think there's probably a year or more of "just a few hours" things on peoples' wish lists...

79
DF General Discussion / Re: Future of the Fortress
« on: August 28, 2022, 03:31:02 am »
When/if Classic version is released, saves should be freely moved between the Classic and Premium versions, but still be restricted to the same/higher revision, so community forts should still work, regardless of whether the participants use the Classic or Premium version, as long as they're using the same revision (or moving upwards in the revisions for revisions that have backwards compatibility).

One of the changes made for the Premium RELEASE (as opposed to version) is to separate the tile set from the save, so each participant in a community fort could use their own tile set without impacting anyone else, so while a Premium version user could select between the Classic and the Premium tile set, a Classic version user is restricted to the Classic tile set (and both of them would have access to independent tile sets, although I wouldn't be shocked [but still dismayed] to see that some may be available only through a Premium version vendor's site, and thus unavailable to anyone else, including those having purchased the Premium version from another vendor).

80
DF General Discussion / Re: Future of the Fortress
« on: August 26, 2022, 07:23:21 am »
Well, one hurdle has already had to be climbed, by the fact that he's aiming for being able to do new releases of the latest released version while working on the next one. I believe the latest release is, in effect, a test of that.
Obviously it doesn't mean everything has been taken care of, just that he's found a way to handle that part.

If he was going to aim for significant contributions from external parties, the first task would probably be to set up a configuration control structure capable of handling that (as well as dual "active" versions multiplied by different targets [assuming those will return]), while still not being such a pain in the ass that all joy is sucked out of the work.

Whenever you work on pre existing code you have to largely stick to the conventions used, and adapt to that usage. Sure, it can be tempting to rewrite things in a "better" way, but then you should have a valid reason for why that way is better (and "this is what I and my buddies have always been taught and used, while the current implementation is an eyesore" isn't valid, while reduced maintenance costs without sacrificing legibility (for Toady), and significant performance gains (again, while remaining readable) are valid ones).

81
DF General Discussion / Re: Future of the Fortress
« on: August 26, 2022, 02:17:28 am »
The answer to that question has been no in the past.

There are several reasons for NOT hire on other people:
- Spending ever increasing parts of the time on managing others rather than doing the work that's actually enjoyable. That, in turn, risks killing the interest in the project, and can thus lead to it being abandoned.
- Lack of control and knowledge, i.e. things written by others may not be easily understood. Toady has had bad experiences in the past, with some things written by somebody else not being readily understood (and thus not updated).
- Theft. Again, Toady has had bad experiences in the past when people with access of the code has taken it without permission.

The answer may have changed both as a result of the project going commercial and as a result of experience of having to do management to coordinate and review artist activity.

82
If you zip up the exported Legends files and make them available it might be possible to determine the cause and possibly fix it.

It looks like the exported Legends info has some battle reference that isn't referencing something in a way Legends Viewer doesn't expect.

83
DF General Discussion / Re: Future of the Fortress
« on: August 17, 2022, 02:00:07 am »
Expect a lot of key shortcuts to change. Parts of the task is to make shortcuts make more logical sense (especially to a new audience), and that includes making them consistent, so the same key is used for the same function in all screens (in particular menu traversal). Also, some things have changed, so new shortcuts are needed, and some shortcuts would fit a new element better than what it's currently bound to.

It will be unpleasant to relearn, but it should be possible and probably better in the end (although I'm sure there will be cases of using the "old" key for years to come).

84
Utilities and 3rd Party Applications / Re: DFHack 0.47.05-r6
« on: August 10, 2022, 03:07:16 am »
I'm feeling slightly less lazy today than yesterday, so I spent a few minutes locating an example of the command:
"dfhack.TranslateName (df.global.world.world_data.rivers [current_river].name, true)"
The first parameter is the name field of whatever you want the name of, and the second parameter is whether it should be in the "native" language (basically dwarven, elven, or goblin) or English (in this case it's the name if a river).

While trying to get to grips with gui/gm-editor was probably frustrating, I think it's probably time well spent (doesn't mean resting isn't in order). The "documentation" I was referring to was indeed the API documentation.

85
Utilities and 3rd Party Applications / Re: DFHack 0.47.05-r6
« on: August 09, 2022, 07:09:23 am »
@doublestrafe:

The key to finding info from the DF data structures is to gradually learn how they're structured so you can make educated guesses as which place to look for the info you want. gui/gm-editor is a very good tool for that.

df.global.world.world_data.name is (presumably) a name, and I would expect it to be the name of the world. You'd need the DFHack operation to unpack the name (too long since I did anything with DFHack, so I'd have to locate it in some script or look at the documentation if I was to say what it is).

df.global.world.world_data.active_site is the current fortress in a vector of size 1. The first element of the the structure in that vector is a name, which should be the name of the fortress. Again, you'd need to use the operation to extract a string from it (and a boolean is used to specify if the string should be English or the "native" language).
As an aside, this same entry is also found in the vector containing all sites (because the vector entries are references to the data, not the data itself, so it's not a duplication), so you could find it there by looking for the type being PlayerFortress, but you'd get all of them if you have embarked multiple times in the same world.

Hope that's clear enough for you to find what you need.

86
DF General Discussion / Re: Future of the Fortress
« on: August 06, 2022, 08:15:52 am »
Temperature changes should easily fit into the sphere system, as that's currently one of the most important parameters determining the biome.
I doubt erosion and "natural" sea level change would come into play, as that's generally happening on larger time scales than that of the game (and tectonic activities are much slower still), so unless the world's rules are different from our world I don't think there would be a point to add them. You could, of course, have some kind of rather chaotic world where things happen randomly or much faster than in the real world, in which case it would make sense to add such changes (but they'd come with a CPU cost, of course).

87
DF General Discussion / Re: Future of the Fortress
« on: August 06, 2022, 01:41:36 am »
If you want Toady to answer your questions you should use the convention of coloring them lime green. That allows him to find them when writing up the answers.

3. Biome changes already exist, although only to a very small extent (savage biomes are tamed over time in world generation due to influence from civilization, and evil can now spread from nodes (necro towers and new demon led goblin civs)). The map rewrite will make it possible to change terrain as well, both gradually as a result of sphere influence changes, and abruptly as the result of a spell. or a divine or natural cataclysmic event. Thus, it has been considered, but it remains to see when and how abrupt changes make their appearance (spheres battling it out is more or less a given, and although the number of sphere influence changing factors will probably be limited initially, the "battle" mechanics will probably have to be in there from the start).

88
DF General Discussion / Re: Future of the Fortress
« on: August 05, 2022, 01:51:27 am »
I was curious:

1: Once a creature is parsed from the raws, How do you represent it in memory(I'm ok with technical details)?
2: On the dev page, Automatons were mentioned as a possible feature. When could we expect their first appearance(After or before Myth/Magic)?

Thanks for the answers in advance!
1. The DF structures of DFHack maps most or all of the creature info, so you can find the info there (and you won't have to wait to the end of the month).
2. Like Mr. Crabman, I see Myth & Magic as a prerequisite for automata. They'd most likely require magic, and I doubt Toady would introduce more things that would have to be reworked by Myth & Magic without a very strong reason (and I fail to see that automata would be essential for anything that absolutely has to be introduced before that arc).

89
DF General Discussion / Re: Future of the Fortress
« on: August 02, 2022, 02:14:34 pm »
As far as I understand, the underground used to have seasons, with flooding and whatnot. The surface agriculture was added later, I think after underground seasons had been removed, and I think that was done in a bit of a rushed spurt, intended to be returned to later for adjustment. Later now seems to be intended to happen when agricultural yield becomes dependent on a lot of factors, something that's not scheduled for any arcs that have some kind of intended time scale (and it seems the bugs that causes a lot of surface plants to not work because they don't produce any seeds you can get will remain until then as well).
Something that might, potentially, change things is the Myth & Magic introduction of more playable races, where humans are required for completely mundane worlds, but even that would be a tangential stretch.

90
DF General Discussion / Re: Future of the Fortress
« on: July 22, 2022, 03:01:17 am »
Firstly, I thought the fact that DFHack is built on DF as a community project out to mean that anything in there would be not only permitted to be included into DF itself, but rather encouraged. In my view, there's no higher praise than to get your ideas incorporated into the project itself.

When it comes to the Embark Assistant, its design is based on DF's find function that's then expanded upon based on what various people may want to search for. The ideal state of affairs would be that it was made redundant as DF provided all the functionality in its finder. Thus, I'd be delighted to see all or some of the functionality incorporated in the game.

When on the train of trying to push utilities into the game, tweak_map.lua is a script that acts as an alternative to the built in (and hopelessly useless mouse only driven) World Painter. The key difference is that apart from allowing the user to set PSV values, it also allows the player to specify the biome, at which point it adjusts the affected PSV values to about the middle of the range. In addition to allowing players to select biomes (among the legal ones for the latitude), it also displays the current biome (using letter coding, but tiles would allow that to be done using biome tiles). If there's any logic in the script or ideas in it that would be useful in a brand new World Painter, feel free to use it. Scrapping a utility because it's no longer needed is good indeed.

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