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Messages - numerobis

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256
The WINE discussion is already occurring over here: http://www.bay12games.com/forum/index.php?topic=52042.0

257
DF General Discussion / Re: The Angry Mac Owner Thread
« on: April 02, 2010, 06:59:32 pm »
I suspect we'll all be better off playing wesnoth (which also just released a new version) for a couple weeks and la la la ignoring the forums.  Then, we can hit up the app store and downloaded it to our iPads.

258
DF General Discussion / Re: He did it!!!!
« on: April 02, 2010, 01:49:27 am »
C++?  I thought it was dwarf computers all the way down.  I'm shattered.

New underground features look very fun.  I'm trying not to read any wikis lest I get less surprised.  Now let's hope Toady doesn't get too depressed dealing with mountains of bug reports and can keep his eye on the prize.  Whatever the prize ends up being.

259
Negative distances show up when the connected components get messed up: normally the game keeps track of connected components so that it can quickly tell if a path exists (then it spends lots of time finding the path), but in increasingly rare cases the components aren't update correctly.  Save/reload will recompute the components: you can't repro off a save.  So to be maximally helpful, you need to give a save *just before* the bug occurs, and instructions on how to make it happen.

260
DF Bug Reports / Re: Windows Don't Collapse
« on: February 05, 2010, 12:39:57 am »
I've never seen any building collapse.

261
DF General Discussion / Re: Carp invasion!
« on: January 25, 2010, 07:40:29 pm »
Search is your friend; we've known for a while.
They hadn't been spotted in the lake yet (and technically still haven't), just the Des Plaines river until the late fall when they got seen in the Chicago river.  I moved down the St.Lawrence, so I should be safe a few more years.  And when I visited this past weekend, my friends had enough booze on hand to keep me from heading to the shore.

262
There's a mechanism for cancelling jobs when interrupted, so that should work out.

263
The dev_now makes me wonder: what is the blocker on having adventure-mode dwarves be able to do everything a fortress-mode dwarf can do?  Is it just a matter of adding some UI for it (i.e. a matter of time), or some deeper question?

264
DF General Discussion / Carp invasion!
« on: January 20, 2010, 08:35:30 pm »
Carp in Lake Michigan.  I moved from Chicago just in time -- it would be terrible to be just minding my own business walking along the lake, and suddenly get dragged in.  At least they have ladders all over the waterfront.

265
DF General Discussion / Re: Anouncing The PathFinder Project
« on: January 14, 2010, 10:43:02 pm »
I'm not so sure the concept of having an overlay has been discarded.  That's kind of the entire point here.  It's not clear that quadtrees are the way to go for the hierarchical structure: a twisty windy path with only one entrance and exit would be a lot of nodes in a quadtree, but might conceivably be contracted to a single node using some other partitioning of space.

Parallelism has indeed been discarded twenty times over, because it's unlikely to be helpful compared to just working hard on the sequential code.

266
DF General Discussion / Re: DF Performance on new AMD processors
« on: January 13, 2010, 11:23:24 pm »
I've got a 965 at 3.4 ghz on a pretty good motherboard.
Hey, someone with actual information, awesome!  Perhaps you two should trade forts and see if it's a configuration problem or a fortress problem.  The particular conditions of a fortress can significantly affect framerate; I frequently see factor of two changes in performance between equally-large forts.

267
Brain damage is generally a lot more subtle than Phineas Gage.  After a major concussion, it's not nearly as unusual as would be nice for people to lose their sense of smell, have trouble with balance, begin to suffer migraines, or undergo changes of affect.  These days they might put you in the hospital for observation after a big blow to the head, but for those who aren't suffering an acute problem, there's as little treatment as there was a million years ago.

268
DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: January 10, 2010, 03:42:05 pm »
(1) I had my legendary miner dig channel the plug to the magma source, to fill up my obsidian maker.  That generated a perfect little sphere of obsidian.  Miner ran down to pick it up and deliver it to the stockpile.  Then he interrupted his task: Too injured.  Someone took him to the barracks to rest.  By sheer luck, he was deposited in the bed (which soon became a !!bed!!) that was isolated from the rest, or else it would have been EOF.

(2) In the same place, I had my best fisherdwarf pump some water into the lava.  I'd made sure ahead of time that there were ramps up from the sea to the shore.  Apparently I missed which direction the ramps went; fisherdwarf fell in and drowned at depth 2.

269
DF General Discussion / Re: FotF: Dwarf Fortress 40d16
« on: January 10, 2010, 01:42:14 pm »
Why do you want it that large?
To zoom in enough to see the splatter of vomit on the right third finger?  But really this would be better handled by SVG tilesets.

270
They were set to pursue, and when their pathology eventually got fixed by some fluke, they pursued with a vengeance (*that* is when one of the soldiers got pincushioned).  One thing I didn't make clear is that my soldiers hadn't reached their station, and were hiding well behind it, whereas the goblins were beyond of the station.

The concept of losing sight of the enemy makes sense for the marksdwarf; I like the theory.  It doesn't work for the melee soldiers shirking from their station though.

In any case, I have a better bug to be bothered with now -- all the military issues will change in the next release (assuming the swine hasn't felled the toad).

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