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Messages - voliol

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451
DF General Discussion / Re: Future of the Fortress
« on: September 02, 2022, 08:04:40 am »
In regards to the new mod loading system, how will total conversions be handled?

According to Tarn in a devlog last December, by simply not loading the vanilla raws.
Quote from: DF devlog, 2021-12-24
[...]
When you create a world, you can set a load order from among the mods that are installed on your computer, including the vanilla objects. The default is just to load the vanilla objects in order, and you don't even see this if you haven't put mods on your system. On the other hand, vanilla objects don't need to be loaded at all, though obviously in that case you'll generally want something to replace them. Hopefully this will allow total object conversions and other large changes without needing to leave the in-game interface.
[...]
I'd imagine not much has changed since then; it's the latest mention of mod structure I could find in the devlogs.

452
General Discussion / Re: Things that made you go "WTF?" today o_O
« on: September 01, 2022, 02:26:00 pm »
What even is this thread activity? Is the forum having a storke for everyone, or is it just (for) me?

453
DF General Discussion / Re: Future of the Fortress
« on: September 01, 2022, 02:33:08 am »
Are Kobolds supposed to be able to come up with and build their own Musical Instruments? Because I just raided and razed a Kobold cave and got two separate kinds- the Tukududolgis and the Jadasraynkus. Definitely look like Kobold names, and they came from one of their caves...

They do have GENERATE_PERCUSSION_INSTRUMENTS in their entity raws so yeah. It's cool though, so thanks for pointing it out! :)

454
DF General Discussion / Re: Future of the Fortress
« on: August 31, 2022, 04:54:14 pm »
The new tracks are lovely! When are we going to be hearing this music? I had been under the assumption that Dabu's four tracks were one for each season, but then where do the rest fit in? Is it like in Simcity where the music advances as your fortress/city grows? "Strike the earth" could be a first-year track, going by it's name, but the others don't give me this vibe.

455
General Discussion / Re: What is consciousness?
« on: August 31, 2022, 07:05:01 am »
Iirc, we do actually not know whether people are conscious or not when they are "unconscious". Because the same effect could be caused by being unresponsive for that time, and whatever you were conscious of not being stored in memory for you to remember after.
Compare with dreaming, when you are more or less unresponsive but conscious about and can remember whatever is in your dream, or the state you can get from a concussion (or alcohol ingestion) where you are responsive but your brain doesn't store memories for you, causing memory gaps.

456
DF General Discussion / Re: Future of the Fortress
« on: August 30, 2022, 09:25:54 am »
If not, hey, 8 years of backwards compatibility is a fantastic run, and at least we won't have to explain to people that DF:2014 IS the current version of the wiki anymore!!

I don't remember who it was (I wanna say voliol?), but there was a good case made on the forum somewhere that the premium release really should bring a wiki namespace update, even if it doesn't break save compatibility.

Yup, here is the thread. It speaks for itself, both the original case and the case against in some of the replies. Though I'd like to add that it was written in 2020, when the Premium updates seemed as likely to be "graphics+mouse support+more consistent key-bindings" as "a totally reworked GUI". The endgame changes that clinodev mention, and the old type of rooms being gone compound onto that, so yeah, I really hope the wiki mods/devs are on board. :)

(that is the tricky aspect, that ultimately advocating for a new namespace is advocating for more work on someone else's part :/)

457
DF General Discussion / Re: Future of the Fortress
« on: August 28, 2022, 04:59:56 am »
I imagine graphics sets on Steam Workshop (the proprietary hosting by Steam) only will either need to be there as they are variants on the official Premium graphics set, which legally shouldn't be spread outside of Premium, or have a creator who's not on the forum/DFFD. In the latter case it should be possible to ask for permission to mirror it here. I imagine some creators will not give that permission, because people are people, but I can't come up with any strong argument why so they should be a small minority.

Also afaik itch.io purchases will come with a Steam key. The reason then to buy it directly from Steam will be... that Steam counts early purchases somhow differently depending on whether they came from a key or not? Something like that.

458
DF General Discussion / Re: Future of the Fortress
« on: August 26, 2022, 07:01:54 am »
- 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).

Code of others being difficult to understand also piles onto the issue of managing, because Toady's code must also be understood.

Toady has no professional programming education, afaik. This doesn't mean he can't code - we have all seen Dwarf Fortress, a game that runs smoothly for what it is. Rather it means that he (in all likelihood) lacks knowledge on practices for managing a code base used by multiple people. How to best do documentation, class structure, unit testing, version control, and such. Having programmed as a profession for 15+ years, Toady has no doubt developed ways to manage the code that work for him. But these procedures aren't guaranteed to be up-sizable to a team of 2 or more, and even if they can, these won't be industry standard. This means either reworking the procedures, or training the new programmers to use the unorthodox style of the Toad. Or both.

Doesn't mean it can't be worth it though, just that the initial hurdle is higher.

459
General Discussion / Re: Youtube Video Essays
« on: August 24, 2022, 01:50:03 pm »
If any of you are fans of weird anime, not as weird anime, or Sonic I guess, Hazel's channel is a treasure trove.
Her videos go a bit out there at times, but purely from the nature of the topics at hand, the strange world that we live in and the equally strange media it produces. The videos are varied in length, but even the long-form ones manage to keep high quality thorough, without dragging on thematically. It's great stuff.

460
DF Suggestions / Re: Organize the Pets/Livestock tab by species
« on: August 23, 2022, 01:14:37 pm »
+1 though I don't know how I feel about the last suggestion. If you split up all pets from all general livestock, then you won't have e.g. all goats in one place.

461
DF General Discussion / Re: Future of the Fortress
« on: August 23, 2022, 09:32:22 am »
I think I remember you saying that ncurses mode is going away. Is that true? If so, is it still necessary to support 80x25 screens? What are the new minimum tile dimensions that you are targeting for the UI? In other words, when you design a new menu/screen/dialog, what can you assume about how much screen space you have to work with?

Remember to mark the questions in lime green if they are meant for Toady. I did it for the above in case you don't visit this thread much.

Edit: Will we be able to read the next part of Tales Foretold in the foreseeable future?

462
PTW, and to ask a minor question: why is this in the modding-general board instead of the mod releases sub-board?

463
DF Modding / Re: I really love Masterwork mod...
« on: August 21, 2022, 06:34:33 pm »
It's worth noting Masterwork is a mod-pack with mods by other people as well as the Meph-glue and whatever percentage he has provided himself (I have no idea what this number is, I'm not a Masterworker :/). I'd wager those people wouldn't have anything against a direct continuation of Masterwork, but it complicated licenses and such. Well, so goes the modding sphere.

464
DF General Discussion / Re: Future of the Fortress
« on: August 18, 2022, 10:33:49 am »
Demons are as dangerous as FBs and Titans on an individual level. It's that you have to fight off a hundred of them at once that make them the ultimate challenge of the game. I don't think the DIFFICULTY rating is meant to account for that, since the wiki claims it's for adventure mode and if you encounter them there it wouldn't be in the big wave of Fortress Mode.

Quote from: The DF Wiki
DIFFICULTY | Increases experience gain during adventure mode. Creatures with a difficulty of 11 or higher are not assigned for quests in adventure mode.

465
DF Suggestions / Re: Vampires May Decide to Live Marine Life
« on: August 14, 2022, 05:09:26 am »
I feel that even creatures that don't have the biological needs for it, should have some biome preference. For variations of existing creatures, such as the undead or superpowered animals like the forgotten beasts and titans, this should default to the biome preference of the base creature, with a possibility to change it depending on the variant. This way you could have undead fish prefer water and undead surface-dwellers prefer the dry land, even though both kinds can (and will) scuttle into the other's habitat temporarily if it means biting the toes off your dwarves. And should they be "watery zombies", well then both would prefer to live in a lake.

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