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Messages - darkhog

Pages: 1 [2] 3 4 ... 17
16
Life Advice / Re: Design software?
« on: December 16, 2023, 02:42:22 pm »
Stay away from LibreCAD - it's 2d only and from the job description (designing furniture) you need 3D. For 3D either FreeCAD or SolveSpace are good open source options. Both seem to have AutoCAD import/export although I don't know how good they are. Currently learning FreeCAD to hopefully do 3d printing designs in it in the future, but both FreeCAD and SolveSpace have great tutorials available online.

17
Other Games / Re: What are you currently playing?
« on: December 16, 2023, 02:04:19 pm »
Aside of DF, Super Dungeon Maker. It's basically Zelda Maker, but legally distinct so that Nintendo won't send ninjas after the devs.

18
DF Suggestions / Carving wood statues?
« on: December 16, 2023, 12:17:15 pm »
So I've checked the Wiki and statues can be made out of stone, metal, glass, or clay, but not from the wood? Wooden statues are a thing and should also be a thing in the world of DF. Preferably crafted either at Carpenter's workshop or at Craftsdwarf one.
//edit: Placing a wooden statue anywhere an Elf can see it would generate an unhappy thought for that Elf.

19
DF General Discussion / Re: Future of the Fortress
« on: December 16, 2023, 12:03:53 pm »
Looks like the graphics raws define which image file and where in the image the sprite is located, as well as which creatures have multi-tile graphics. Shipping those raws means the image files have to be named and arranged in the exact way as Premium, which isn't particularly desirable when those files don't exist in Classic. (That probably causes errors for any improperly-sized or missing files, doesn't it? And if you provide images with blank tiles, you get invisible creatures rather than some kind of warning or placeholder.)

The tileset maker should instead define their own graphics raws based on the images they're providing. That will overwrite the default whether it's Classic (undefined) or Premium, correct?

I'm fine with naming images the same as Premium (in fact I prefer it so it then works both on Classic and Premium), and having empty images wouldn't be a problem since Classic defaults to using the ASCII renderer anyways, so the invisible graphics won't be rendered anyway, the ASCII stuff will.

20
DF Suggestions / Re: Some QOL changes I'd like to see
« on: December 15, 2023, 06:03:08 pm »
Another thing I've thought about - Save and quit the game option on the ESC menu. More often than not when I'm saving and quitting, I'm done with the game in general and don't want to load up another fort, why should I waste a click to quit the game after returning to the title screen?

21
DF Suggestions / Re: Dwarven Mail
« on: December 15, 2023, 06:00:35 pm »
I had the thought that if all letters were persistent that they would become crazy clutter, so I think that they should be consumed upon use.

I don't think so. At least, not all letters should. Some people collect letters from the loved ones, why dwarves should be any different? Of course, there could be types of letters that are consumable, like e.g. letters that update world info or ask for backup at certain place, but not all letters should be consumable. Should be part of certain dwarf's personal possession though and maybe the letters should be thrown away (destroyed) when the dwarf in question dies and there is no next of kin to take care of them.

22
DF General Discussion / Re: Future of the Fortress
« on: December 14, 2023, 11:52:26 am »
Yes, it is, however these graphics raws aren't shipped in Classic, in classic instead of directories full of raws, you get an almost empty folder with an info.txt file that says something to the effect of "for save compatibility".


I'm not asking him to distribute the art, because that's against his contract, but at least have graphics RAWs in there so making a compatible graphic pack is as simple as making proper graphics.


//edit: This is what I mean on the example of "data\vanilla\vanilla_creatures_graphics\graphics" folder which in premium is: https://i.imgur.com/WDn0s6z.png\
And in the classic (winrar screenshot because I can't be bothered to unpack classic): https://i.imgur.com/k4HiEfR.png

Well - there's not even a "graphics" subfolder in vanilla_creatures_graphics which would contain the raw. And the info.txt is: https://i.imgur.com/torgNgL.png
I understand why "images" folder would be either missing, empty, or contained empty images, but the raws should be there so custom tilesets that work both in Classic and Premium could be developed.

23
DF Suggestions / Re: Dwarven Mail
« on: December 13, 2023, 04:15:58 pm »
[delete, brain fart]

24
DF General Discussion / Re: Future of the Fortress
« on: December 13, 2023, 04:12:47 pm »
Will you add graphics raws to the Classic version so implementing custom graphics packs that are compatible both with premium and Classic will be easier? I'm talking about the TXT files in vanilla*_graphics that are present in premium but not in classic, not the art itself.

25
DF Modding / Re: How do I access the new renderer in DF Classic?
« on: December 13, 2023, 01:57:10 pm »
I want to livestream the process, that's one thing, and I don't really have time for that until April anyway as I have Dwarfcember going on right now on my channel and then working on a video that hopefully will bring me much more subscribers, couple of thousands maybe. Plus, I have a couple of pixelart tricks up my sleeve that allow me to work very fast and it's not like DF graphics are 4K HD.

26
DF Suggestions / GPT-powered conversations in Adventure mode
« on: December 13, 2023, 01:52:40 pm »
So DF is largely CPU-bound game that hardly uses GPU. And most AI generative algorithms run on GPU. Putting those two thing together, I think it would be nice if DF could use some sort of a GPT-based algorithm to generate conversations instead of the preset one we all know too much. It wouldn't even have to be the newest billion bajillion parameters GPT, I think even something like GPT-2 would provide decent enough results. Of course older conversation system would remain as a fallback for computers which can't support even GPT-2 and maybe for quest-givers, but ability to chat naturally with NPCs would be really cool.

27
Still, if there's a hard limit on the number of creatures on the map at once, there's a less of a possibility that any of those things happen. It would be reasonably high to not affect the gameplay too much, but also low enough to improve the things.

Also another thing would be to limit how often creatures could repath, the lower FPS (as percentage of max FPS), the tighter the limit. IMO having a creature, including a megabeastm stuck is preferable to unplayable FPS.

28
DF Suggestions / Re: Books that improve skills after being read
« on: December 12, 2023, 10:31:18 am »
Perhaps it could be like a strange mood (though less fatal, if no book writing material is available) in the way that a single dwarf can write only one skill book over his/her lifetime and can't make new ones over and over. It would be randomized then on which level (competent or better) he'd then write one.

29
DF Modding / Re: How do I access the new renderer in DF Classic?
« on: December 12, 2023, 10:28:02 am »
Not sure about soundsense being cc-by - got dinged by ContentID in the past for it.

Anyway, I would probably be doing it after the adventure mode gets released, since I'd need to update it to have AM graphics anyway.

30
DF Suggestions / Re: Beast Mode - be a forgotten beast!
« on: December 11, 2023, 03:48:55 pm »
IMO it should be like adventure mode, but with megabeasts, so that you could then travel to another sites and destroy/subdue them. You can already make some very OP adventurers, but it pales in comparison with what megabeasts can do.

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