Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Qyubey

Pages: [1] 2 3 ... 5
1
DF Suggestions / Re: When boats are added
« on: September 04, 2017, 08:36:28 am »
It could be useful to look at how C:DDA does it. If I remember correctly, their vehicles can turn at angles and it works.

Toady already mentioned C:DDA in this interview: http://www.pcgamer.com/why-the-creator-of-dwarf-fortress-is-really-excited-about-boats/

Quote from: Toady
For us, the problems are just technical at first. How do you do the directions the boats are going in ASCII? You have a few choices. I know Cataclysm: Dark Days Ahead, this zombie roguelike, they have these cars and stuff you can make and drive around, and they take the rectangle and shear it, so that it looks kind of weird, but the seats are still connected. For me, there's too many mechanics going on to kill the geometry that way. If two people were wrestling diagonally across those two car seats, when it turned they'd no longer be adjacent.

Honestly, it sounds like Toady is just going to implement the 4 cardinal direction orientations, and just make you 'slide' diagonally. Thats probably the least taxing way to handle it, assuming you can deal with the sudden shift once you hit a heading of 46°.

That or every vehicle must be a perfect square.

2
DF pistons also displace water, in a sense, though the result is bit different than expected.

Anyway, come to think of it, if the fluid model has to check every tile above it, wouldn't it end up doing more calculations than tile-based DF currently uses for single-z lakes?

Yeah, it would, but that's the cost of maintaining pressure and depth. At least my cheap way of doing it; actual pressure and inertia can get pretty complex pretty quickly.

It also depends how many directions you want to manage. Going only for face directions (no diagonals) decreases the amount of checks a fair bit. SS13 uses a curious handling method that, if every space around it is open, it can do diagonals, but only in that instance. Not quite sure how it works.

3
Are there any good existing prototypes for 3D fluid systems?

I know Minecraft has two mods, Finite Liquids and Fysiks Fun. The former does limited updates per second to deal with its slowness. The later seems similar to the proposed idea, but it was really buggy the last time I tried it.

Finite Liquids is buggy as shit from the short time I experimented with it. Never tried Fysiks before.

Build & Defend has a model very similar to Dwarf Fortress, but that manages to completely equalise water level. I'm not entirely sure how it does it, but I think it's just a broader version of Toady's teleporting water pressure - no inertia. However, it does do something that no other game seems to do; physical displacement. Pistons actually displace water instead of deleting it: http://buildanddefend.com/readnews_news_44

As for existing models, if you want to dive into the world of Cellular Automation in a professional sense, there's a lot of mathematical models out there that seem to exist. Might be a bit complex for our purposes though - especially since we're trying to simulate certain forces like pressure and inertia which those studies aren't worried about.

4
PTW
And... do you need some calculation system for test all these staff you made? I can write simple app on C++ to help ou with it if I will have some time(I strongly wish I will).

Regarding what? If the simulation would work? By all accounts it should, I ran enough excel 'simulations' during my time with this. However, by all means proceed if you wish to. Toady has ultimate say in what goes in his game, but the easier we make it for him to understand and implement, the better.


ALSO- Regarding the hideous monster that is MIXING FLUIDS. I looked again at the SS13 code and saw a curiosity. They have multiple gases that remain conserved, each representing their own units... because it averages each type of gas individually.

Spoiler (click to show/hide)

Each gas has an ID and their moles are recorded individually within a tile. Pressure is the combined total of all gases. For each ID within a tile, where air_gases is the total of all gases within the tile, it averages the moles. Each type of gas is averaged individually. I'd actually torn on just how much more computationally expensive this concept is though, and my gut is saying not all that much. Since it only averages for the IDs which exist, on average it only does 3 averaging for common gases (O2,N2,CO2), and an additional averaging for temperature. Adding more gases adds another layer of checks, but only on the tiles which contain them. This isn't a bad idea for a system at all. Bit expensive, maybe, but it handles mixtures exceptionally well.

As for its use in 3 dimensional space, it already only works in 4 cardinal directions, so its a matter of adding 2 more directions up and down. there's a bit of handling involved for when air flows out into space (gets deleted), so something like that could work for open sky in DF.

EDIT: Upon subsequent testing I can absolutely confirm that - while triggering gas flow definitely causes everything in a tile to perform averaging calculations - specific moles of gas remain untarnished when mixed. I mixed O2 and Freon, and found that after filling a vacuum to roughly 100% of O2 with an average of 108 moles per tile, then releasing freon into the chamber, the moles of O2 remained roughly at 108. Definitely shows this system is the case; it averages each individually.

5
Regarding gas systems, although this could apply to fluids as well: I've recently discovered that my proposal of an idea for how to manage gas and pressure is EXACTLY (well, more or less) how it works in certain versions of Space Station 13. Specifically those with the FEA or LINDA system; simple averaging of each tile. Of course, there they actually record the moles of air, and derive pressure from a subsequent calculation of temperature, pressure, the ideal gas constant, and volume of the container/tile. Feeling quite proud that I stumbled upon the same system~

Adapting it to DF would be tricky however, as it uses a lot of strange measuring systems for temperature and volume. You'd need to overhaul a lot of how it works to get that working, so you'd need to pick and choose which effect you want to have. If you want them all, a total rewrite. Just the movement of pressure or temperature? Averaging them is sufficient.

6
DF Suggestions / Re: Improved Farming, Rebooted: Agricultural Revolution
« on: September 18, 2016, 05:07:09 pm »
Had some adventures in coding of my own. Do coroutines exist for C? (What I assume DF is coded in). If so, you could manage that 'scheduler' idea really easily.

Absolutely. The problem isn't "do threads exist?" but rather "can I use threads here and not horribly mangle the data?"
Multithreading isn't something you can just bolt on when you need it, because every bit of memory it interacts with is now also multithreaded.  And once that happens, your entire program is multithreaded and large portions aren't set up for it.

I... wasn't talking about multithreading persay - more than you could schedule the game to only update certain things less often than a tick. Nevermind though; talked to a programmer friend and he said you can achieve the same with updating functions anyway.

7
DF Suggestions / Re: Improved Farming, Rebooted: Agricultural Revolution
« on: September 18, 2016, 05:34:27 am »
Had some adventures in coding of my own. Do coroutines exist for C? (What I assume DF is coded in). If so, you could manage that 'scheduler' idea really easily.

8
DF Suggestions / Re: Ageing
« on: September 17, 2016, 08:41:24 pm »
I have a habit of trying to shoot down ideas, only to suggest legitimate ways they would work.

Spoiler (click to show/hide)

9
DF Suggestions / Re: Ageing
« on: September 17, 2016, 01:10:10 am »
Hence why I say mental skills should just be the last to start degrading. It wouldn't require the introduction of an arbitrary 'Wisdom' stat, just use the ones we already have. Right now, all but one attribute does something, and most skills have at least some application.

Right now, the Attributes are:
Spoiler (click to show/hide)

'Wisdom' as a concept is already covered by several existing stats like Analytical Ability, Intuition, Patience, and Memory - which affect tangible Fortress professions.


Regarding phobias and memories, that's a tricky concept because you need to build some kind of function that can take control of AI behaviour at virtually any time, so long as the pre-requisite conditions are met. Afraid of Creature, Fond of Building, Enraged by Item Type, etc.

What you're describing is an entirely new, overwriting behavioral system that would need creation and testing. Now, I'm not saying its a bad idea; learning your target is Afraid of Bees could be a vital method in helping your fight - similar to studying Uruk Captains in Shadow of Mordor. It'd give you a reason to talk to people and train social skills so you can learn the various traits of people you're interested in, giving more value to the conversation system. Traits kind of work like that now, but all they pretty much do is modify thoughts and certain skills when they are used - no assuming control of AI behaviour. Potentially Toady could re-use some of the code involving when dangerous creatures cause AI to interrupt tasks though, but relate it to Phobias/Fetishes.

My problem with that system is that, during Adventure Mode, the more of these memories you have, the less control you'd be given. If you accrued enough memories of common creatures, you could potentially get thrown into a loop of the memories taking control and running out their behaviour over and over. Would make characters useless after a certain period of time. And before you say "Oh, they wouldn't all be that severe" -what exactly would govern severity of a memory? Health loss? Time spent interacting or fighting? These would need defining.

Right now, I can see is "If [OtherCreature] reduces [MainCreature] to [<10% Life] or [Removes a Body Part], randomly decide if it gets trauma relating to it" working. The trigger would elicit fear around that thing in the future, and maybe trauma could fade over time or with some kind of relaxing/counselling - turning it into a regular memory that gives bad thoughts. I suppose a memory system could be useful in the opposite sense: encountering a new creature might make you fearful and sloppy in your combat checks, but if you knew about it beforehand or were told about it you'd be fine (unless you then get trauma from fighting it). Perhaps even the Memory Attribute could govern how many experiences you can recall in total? A double-edged sword.

This doesn't really apply to the thread topic of 'Aging' though. Old People would probably know more topics, rumours, secrets, and whatnot.

10
I really don't have the insight or technical knowhow to keep up with you on this (or the time for that matter), but having read the thread I feel the need to commend you on the amount of effort you have put into it. Good job.

also, dwarven pressure chambers.
Quote
Maybe give each creature a different pressure tolerance range that can be modified by slowly changing pressu -.
- re with diminishing returns.

Giving the player the ability to manipulate pressure would inevitably lead to dwarven pressure canons. Weaponized systems of explosive decompression... basically all kinds of cool stuff. Today can try to impose an arbitrary tech cut off, but if he builds a good enough simulation there's not much he can do to enforce it.

Neither did I - didn't stop me. The U-Bend problem regarding cellular systems has always struck me as a curiosity so I just wanted to tackle it in a constructive way. There really is no getting around it: solving the problem REQUIRES communication between cells. I tried to do full-on pressure simulations, but they were too abstract and complex to function well. Going for things like Depth and inherited pressure work a lot better. I even considered creating a new topic for using a similar system to show the inherited pressure of rock tiles from things around it, thus creating a real cave-in system - but that idea still needed a lot more work. Specifically- how do caverns not just implode immediately? I didn't find an answer...


I was referring to pressure adaptation there. You can withstand a lot of pressure so long as it changes slowly. Although that does mean that if you pressurize yourself, then walk out onto sea level, open air, you might explode.

I think the ability to manipulate pressure is a powerful creative tool. Any kind of block-item-creature interaction is the heart of player interaction with a sandbox, so having a variable system like pressure is inherently interesting and gives way to a lot of possibilities. Elevators, vacuum transport systems, piping and bursting pressures - it's all good fun that fits right in with the game.

As for the tech level, if Dwarves have screw pumps, they can definitely manipulate air pressure - both positively and negatively. I don't think we'll be getting Dwarven Air Tanks or anything, but creating simple steam boilers and vacuum tubes isn't too difficult. I mean, Geysers are natural steam vents - it's in nature, it's doable.

11
DF Suggestions / Re: Ageing
« on: September 16, 2016, 03:02:56 am »
When an intelligent being gets older it should in some way become wiser so how would we represent that?

Just make mental skills the last to go, unless they develop Alzheimers.
That would work however, I was (almost) thinking that they should be a good teacher (Age would give a bonus to teaching skill) to younger generations especially if they have had children ( teaching children what to do and how to better pass on wisdom to the next generation) Also maybe a new wisdom skill which intelligent beings gain from completing a task (would have to be slowly earned) the skill could be a slight bonus to most skills. (to offset aging and the loss of bodily strength)

You might be over-estimating what effects the wisdom stat has.

12
DF Suggestions / Re: Ageing
« on: September 15, 2016, 07:33:49 pm »
When an intelligent being gets older it should in some way become wiser so how would we represent that?

Just make mental skills the last to go, unless they develop Alzheimers.

13
DF General Discussion / Re: Future of the Fortress
« on: September 15, 2016, 07:30:23 am »
That would more likely show 'do you use dfhack/noob packs' rather than any preference for 32 bit over 64 bit.

I know I use DFhack just because I need mouse support. Having to use the directional arrow to move a cursor every single time is murderously slow and I can't stand it - especially since I like to use 'k' and examine my stuff all the time.

Another question, but more speculative:

Aside Adventurer and Fortress modes, do you envision having any other modes to play the game in? Or would future additions just vary the content of those two? (playing as a monster in adventure, building a town in fortress) Asking very much in the 'what I think now' sense.

Yes, well kinda. It depends how much of a different mode you'd consider it. Technically, you can build a town now in Fort Mode, the systems to recognize it as such are just coming in slowly, but the whole guests and tavern thing is a start.

Beyond that, TodayOne and ThreeToe have talked about, being able to play as any historical figure from World Gen. Even if this is a Ruler, and just rule the country. From what I recall, this was being done in the frame work of adventure mode, but being a Ruler of a country  would imply a lot of different features that currently arent there for players yet. And that conversation didnt exclude historical figures, that happen to be monsters, but it was focus on none monsters.

And they have also talked about building up towns, starting up towns in Adventure Mode as well, in something discrete. Like you wouldnt jump to Fortress Mode to make your Adventurers town.

That's kind of the root of my question. Either he can keep implementing new features on either of those two modes, or segregate out game types so that each given one focuses on its own thing. I imagine Controls would be a big decider - if you controlled a ruler or ran a semi-autonomous town or tavern you might have a different control scheme than pure adventurer or Fortress.

14
DF Suggestions / Re: 4 Level World Map: Better Caverns.
« on: September 14, 2016, 07:55:53 pm »
...This discussion about environmental magic is really reminding me of something else I used to play a lot; the Thaumcraft mod for Minecraft. Specifically thaumcraft 2, since they basically redid the entire mod for v3 onwards and I didn't really like the changes.

Anyway, Thaumcraft 2 was essentially a mod that added the concept of Environmental Magic to minecraft, and it was pretty interesting. Magic existed in two forms; Vis, which was the magical energy contained within physical objects and beings, and Aura, which was the latent, environmental version of this energy. All of the world had magic, specifically an equal baseline level that would cause supernatural things to occur (or maybe they were drawn by it, who knows). This balance was maintained because any magic that went over a certain threshold would either crystallize into solid reservoirs (Vis crystals), or seep into adjacent areas of a lower Vis.

The player, as a component, could melt down items and crystals to extract literal liquid magic (although it seeped into the environment if you exposed it to the air) or build a condenser machine that converted aura into vis. With Vis you could do all the magical building and research and junk, but the tradeoff was that melting down objects was very inefficient and tended to convert most of it into Taint. That was the 'evil' side of magic that had a habit of exploding containment tanks, seeping into the atmospheric aura, and making the entire biome evil and spawn monsters. The entire system was this interesting ecological and environmental experiment, with a weird analog about pollution. You needed Vis to do magic, but the cleanest ways of producing it were slow, so you went for cheap and fast ways that produced a lot of pollution that would take a lot of effort to purify down the line.

Not saying we should exactly have this system, but having tiles record a value for environmental magic that is absorbed by creatures, and then gets released when they die, is interesting. I suppose I should also rundown Thaumcraft v3+ since it changed up the system (although it kind of lost that pollution analog).

V3+ had the same concept of magic being inside everything, but instead each item had it in the form of certain 'aspects'. So like a tree has 'Arbor' aspects while 'Ignis' is for fire-related things. Magic itself is collectively called the 'aura' and is seen to permeate the entire world, but it can be expressed in two raw forms; Vis and Essentia. Vis is basically just mana for casting, but Essentia is either the liquid or crystalline concentration of a certain aspect. Magic also tends to congregate at certain points in the world as 'nodes' - which you can do a lot with; break them and get a big harvest of magical items, drain them and let them slowly replenish (with more complex aspects taking longer), or contain and relocate them [the environment determines their aspect generation].

The other aspect of the mod is Flux; since magic in the environment is technically in equilibrium (anything that uses it tends to just release it back into the ecosystem to be reabsorbed), taking magic from one place and introducing it into another can disturb the balance. I don't think having low magic produces any effects, but high magic is called Flux. It causes the generation of a lot more magical things, like floating wisps, magical creatures, and crystals - but also tends to push the biome towards being more corrupted.

I think the new system they use is a little too insular for my tastes. I love the concept of Nodes since they're not really physical things, and they can exist potentially anywhere - in midair, under the sea, in lava or pure rock - and generate aspects based on the tiles around them. Finally getting up to the point where you can 'bottle' one is a good achievement. However the removal of keeping a balance between Vis/Taint whenever you convert energy is really sad to me, since it was so interesting.

Anyway, mostly just dumping for idea fuel's sake.

15
DF General Discussion / Re: Future of the Fortress
« on: September 13, 2016, 11:23:43 pm »

I know I use DFhack just because I need mouse support. Having to use the directional arrow to move a cursor every single time is murderously slow and I can't stand it - especially since I like to use 'k' and examine my stuff all the time.

Vanilla DF has mouse support. As long as the cursor's on screen, you can click and the cursor will move there.

In fact, the only reason DFHack has mouse support is because of DF's native mouse support.

It also has full mouse support in the military screen.

Vanilla, the mouse support only works for a few options though.

Pages: [1] 2 3 ... 5