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Messages - Andir

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2866
DF Dwarf Mode Discussion / Re: Castles!
« on: August 03, 2008, 12:57:48 am »
This was my third or fourth attempt at a Dwarf Fortress... Never finished it because the goblins wiped me out using a hole I had made to increase efficiency, clients were updated and I never kept the files to reclaim.

I used a common area size (10x10 areas, 3 wide halls, pillared and stair-cased hallway intersections) and divided each area up into sub rooms depending on the usage.  It was never completed, lay in ruins in a virtual world and will never be revived.  (Mainly because DF lacked a mass build feature.)

http://mkv25.net/dfma/map-2212-oiledsqueezed  (level 15, zoom 2.5 seems to be a good overview...) I wish I had known about 3Dwarf when I started.  I would have loved to see that.

That was eventually put aside for a very elaborate layout (inspired by a Star Wars scene in the Death Star) that suffered a similar fate:  http://img219.imageshack.us/img219/3226/moistpaged18region11055hk5.png

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He's essentially going to be "forced" to do so by his own conscience and desire to please his playerbase, even if he is fully within his rights to ignore them.

I didn't understand his thoughts behind this until I realized it already happened, albeit on a smaller scale. Quite a few people expressed shock that Regional Prospector didn't get updated for the latest DF version, and went back to playing the old one. A very bad thing for a game that runs on donations.

Indeed. And note that he coded in a built-in replacement for Regional Prospector into 39e... even if that wasn't in the planned dev notes. I.e. Toady read the protests on the forums, and took time out from bugfixing to add a new feature... even if he was planning to take time off for his other project(s).



Exactly. Regional Prospector was a fantastic idea cooked up by the community. Toady realized this and made a built in one.

Community comes up with idea. It's popular. Toady sees this, implements it himself. Everyone wins, no one loses control of anything.

3rd parties can only add to a project.
So, how is that any different than third party interfaces...  This is the problem I see here.  What are good third party tools and what are bad third party tools?  Just because Toady doesn't provide an easier way to get to the interface layer?  Making people use memory hacks to create tools doesn't inspire creative thought.  It increases the barrier to entry.

I mean, it's like my fantasy world of cake decorators.  The chef won't tell the cake decorators what shape, size or color the cake is.  They will only receive the box that the cake is in when the cake is shipped to the client.  Okay sure, the decorator could decorate the box, but it's not going to be as cool, or efficient as decorating the cake itself or practicing with a real cake until they get it just right.  When the customer gets the cake, they will see a pretty box and think it's really cool.  Then they open the box to see a cake that has no decoration.  Now, if the chef were to hand out cake shaped molds, the decorators could practice with all kinds of things to make the best looking and functional cake that is also fitting for the occasion.  Unfortunately, the decorators have to guess what the cake looks like, draw fake designs and fabricate something purely on speculation. ;)

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That has been proven with many game communities where the developer frowns on certain modding practices, and the modding practices don't stop they just go on in secret until it's safe to come out.
Sure, but usually these "secret" projects you talk about are not used by a great number of people.  If someone created a hack interface that offers better views, more information and more intuitive control, you better believe that it will get more traction being on a official forum.

I disagree highly. I guess it depends on your definition of "modifying" a game, but NoCD cracks, certain memory editing, etc. have been around forever, and I'd say there are millions of people who have used them. Progress will always push forward, regardless of the wants of the developers. I agree entirely with Davion's statement.
Cracks are quite a bit different than a mod to a game.  Sorry, but that's a poor... poor example.  And I'd argue that the recent crap with developers trying to prevent these kinds of hacks has actually encouraged normal people to seek out the hacks in order to alleviate the headaches caused by the developer's anti-piracy measures (long keys, constantly swapping CDs, self-infecting PCs with rootkits, etc.)

I point to any MMO Emulator project as an example.  They exist.  They allow people to use the interface written for the MMO and yet they don't draw millions of people away from the MMO.  And how prolific do you actually thing WoW Glider is?  I'd argue that it's likely a very select few people that actually run it, but it's influence is greater than most other hacks simply because of it's nature.

2869
That has been proven with many game communities where the developer frowns on certain modding practices, and the modding practices don't stop they just go on in secret until it's safe to come out.
Sure, but usually these "secret" projects you talk about are not used by a great number of people.  If someone created a hack interface that offers better views, more information and more intuitive control, you better believe that it will get more traction being on a official forum.

2870
What draws the line between "good" hacking and "bad" hacking in DF?
In principle this is something that should be discussed at some point, but I think for now it might be sufficient to wait what happens, i.e. what the hackers actually come up with, and how much of that will become obsolete anyway as Toady improves the interface on his own (see the prospector), or whether Toady at some points calls out "that's enough hacking!". So maybe this issue resolves itself and making it an official issue just complicates things.
Actually, right now would be a damn good time to do it as I have the memory location for the cursor location in the map, view port boundaries, and other information that I can use to scrape and display info in an alternative manner.  I can manipulate the cursor to whatever location I want to see on the map at the click of a button, the viewpoint changes instantly.  If I wanted to, I could make a template program to automatically designate constructions or digging locations right now.  I was thinking about taking this one more step.  I would extracting the map data surrounding the cursor using the memory locations from 3Dwarf and using some of that source to provide me a 3D "window" of the current cursor location and surrounding area.  With the data collection going on in the 3Dwarf arena concerning tile data, and all that, the 3Dwarf "hack" is getting closer to what I envision and maybe I just inject some code to their base to do real time updates that I want.

There wouldn't be any key input and it would simply be an alternative view (though stuffing keys is entirely possible)... but it's definitely getting into that gray area everyone seems to be concerned with.  The question I ask myself is whether I should continue my tests or what I should do next.  My method is obviously not the most ideal, but I want to see my surrounding better and this is the only solution I have right now.

This is in no way a threat, (for those of you thinking...) but I tire of the interface and in order to keep playing I'm willing to go through this myself.  Of course, if/when I get done I'm not going to keep it to myself.

Why don't I create my own DF then?  It boils down to world generation.  I can make games, interfaces, and all that.  Where I lack talent is developing and generating content, art and assets.  Maybe I just extract DF worlds and make my own game using the maps.  I'm not sure what course I plan on going right now.  The above interface hack was my first test.

2871
The difference is abstraction...

If Toady created an API/interface to the program then he himself feels he needs to document and maintain that interface.  The op specifically covered that by stating that he could create an interface that was the "basic" interface and open source it allowing it to be the documentation and wherewithal to creating other interfaces.  Those dedicated to Toady's image of the game could stay with his interface and others can go off and use the third party interfaces.  Just like the tile/graphic sets do now, they can wait for the author to update their tiles or use Toady's client.

Alternatively, without a "common" interface/API, if Toady were to change something and it affected a memory location he can plead that he never intended to have tools at all.  In which case, he should obfuscate the memory allocation (and there are several methods for doing this.)  But right now, he can plead ignorance (and no, that wasn't an attack, just an appropriate word) to the fact that he cannot be responsible or aware of any breakage to third party tools.

2872
DF Suggestions / Re: Linux version?
« on: August 01, 2008, 08:12:45 am »
I just got finished messing around with Google Code and I came across a library (as well as some other things) that is for rendering, as they put it, "code page 437" or DOS ASCII graphics. Source is written in C and uses SDL. Oh and it actually makes a reference and gives a link to Dwarf Fortress.

http://code.google.com/p/libfake437/

Here's another program that's actually geared specifically for Dwarf Fortress. Might have missed it, but I haven't seen a link to this on the forums yet. Then again I haven't actually searched for it either.

http://code.google.com/p/dwarvis/
From my understanding, dwarvis is 3Dwarf.

2873
He wouldn't loose control eitherway. People might try to hack in ways to overhaul the UI system, it won't work as well as it will when toady finaly decides to change it, even if people do find a way, there will be all sorts of problem when toady does his update and the gui maker is in all sort of pain hooking everything up again specialy when new stuff get added. Not to talk about speed loss working in a separat window.

Nah that Toady would loose controll of the project due to the fact he won't update the gui... not likely.

Like he said, he will update the gui when he finds a good way and the time to do so.
You could say the same thing about a third party API.  If someone were to create an alternative UI using hacks, and people started using it en masse, then when Toady throws out an update it will break the interface leading to the same problem he described above.  He'd have to wade through pages of complaints that "such and such an interface wasn't working now... how do you fix it?"

The person what created the UI would have to update the memory locations and it would be the same situation as updating a third party client to accommodate the changes in the API.

2874
DF Dwarf Mode Discussion / Re: Labelling Levers
« on: July 31, 2008, 09:08:42 pm »
Before the note feature I color coded my levers. Red (hematite) for the magma dropping goblin incineration machine, yellow (orthoclase) to raise the golden drawbridges, blue (microline) for the waterworks to refill my reservoir, etc. It worked out alright. Plenty of colored stone out there to make different lever colors.
I used to just draw out letters with designate-dig in the rocks nearby to signify what each lever was.  As long as you don't connect the dig designated squares with the rest of the map, they stay there as a temporary note that's quickly identifiable.

2875
with your "How dare you contradict Toady" attitude, you make him sound like a Japanese emperor instead of the friendly and rational guy that he his.
Toady once told me, "If you don't wash my feet, I will kill your family and countless millions by flooding half the world!"
Ever since then, I have never once questioned his motives or stepped up to make suggestions to his holiness.  Why would I want to question such an omnipotent power!

True story... I think.

2876
Quote
Also, if you read the original post, you will have noticed that I am suggesting the open-source model for the interface only. Toady wants to protect his game logic and I understand that. But even a messy open-source model would be perfect for the interface, so that many different ones crop up: who cares if there are 100 different ones, if at least 5 are excellent.
At which point it becomes considerably simpler to build a replacement open-source engine. Whoops, there goes Toady's DF.

I seriously doubt the lack of a fully-featured 3rd party GUI is holding anyone back from creating a DF replacement engine.   :P
Agreed.  I've thought to myself many.. many times how to do a fortress like game since I really don't care about the history, adventure mode, or some of the other things.

I could have gone on about how I think that the world should be a server, the interfaces should be separated into adventure and build interfaces and all kinds of other fun stuff, but that's neither here nor there.

The idea that somehow the separation of the interface is keeping people from making their own DF clones is ridiculous.

2877
I'm using OpenGL to display the tiles. I'm telling my graphics card to magnify/minify the textures (e.g. due to perspective) by doing a 'nearest neighbour' interpolation--that is, rather than taking a weighted average of two adjacent texels on the texture to produce a gradient effect, it just picks the nearest texel available. That way you get the sharp edges that you can see in the screenshot.

My code's getting towards a releasable state. It now opens .fdf-map files from any of the many DFMA compressors available, and displays them in a semi-usable way. All that remains is to sucker somebody into building it on windows... and to test it out a bit more. One issue I'm having at the moment is working out a good way to remove 'sky' tiles, and the 'dot' tiles you see when looking at a lower level in-game. They're sort of redundant when you're looking at the map in 3D :p
I'm curious because I had an idea to test and see if I could get the central view space coordinate somehow and do a mem swipe of the DF Map data in that area in memory to produce an alternate display with some kind of 3D feel to it.  I'm mainly interested in just being able to see multiple Z-levels in real time without having to wait for 3Dwarf's map_extract and loading.

Edit: took me a second to figure out what you're doing.  You're basically looking at the data from the extracts... though any info you have I think will assist me in my experiment. ;)  Seeing as Toady doesn't have any interest in working with others making any kind of interface adjustments, I figured I'd go about it the "hacker" method.

2878
I updated my little viewer to read maps from the DFMA. This is Charmglen, from Sappho.

Spoiler (click to show/hide)

Still working on the interface to try and make it more intuitive... I'll happily post the code if anyone wants to have a look-see.
Please... I'm curious how you're loading/warping the tiles to make it look like that.  There's a kind of "Mode 7" feel to it.

2879
DF Suggestions / Re: Linux version?
« on: July 30, 2008, 08:16:15 pm »
Somebody's got one mostly done.  I haven't seen the code yet, but it seems like it'll work out, assuming all the virtual VMWare stuff is still working out for me.  I don't have a time table though.
Awesome to hear!

2880
My point was that we have a very balanced system here that WORKS. Toady gets to make his dream game and he enjoys doing it. He can work without someone lording over him and with no deadlines but those he sets for himself. His income relies completely on our player satisfaction. But since our donations are voluntary, he is not shackled in any way to our demands. This is a situation that some game developers would kill for!

I can play this game without feeling that I need to "get my moneys worth" out of my investment. If something bothers me I can learn to work around it while suggesting a fix to Toady with as much detail as I can. Eventually things do get fixed.

So just give it time. Obviously you have a lot of ideas on how to make the interface better, or you wouldn't be wanting to make one of your own. Put them out there and let it stew.
Yes, so... Toady makes the decisions.  He was presented a choice and a way to move forward that he can decide to follow or not.  The OP made a detailed and specific list of the potential they saw in the game, just like all the other requests for mass construction, et. al... and he/she was instantly attacked by the "members" of the community because it didn't match the direction THEY wanted in the game.

The idea was presented to Toady.  Some of us back the idea, offering some tips and guidance to hope that Toady decides to take on some of those ideas when he sits down to work out the logistics of the interface and appearance arc.

The problem arises though, when people suddenly declare that the OP is trying to "steal [the game] from him" and that they think "Toady should [not] worry about this" without providing any constructive feedback on the idea, how it could be better worked out or how they'd prefer Toady proceed.  They start off by classifying the OP as a "two bit programmer" for asking that any part of the client be opened up and outright declare that we should wait for an interface enhancement that even Toady apparently hasn't really decided the direction of yet.  Some people offered actual alternatives to anyone that wished to enhance their experience now, but others continued down the path of classifying anyone that gave half a thought about Open Sourcing anything as a wild animal "froth[ing] at the mouth".  I of course made an improper move by pointing out this thought and am myself attacked because I was spewing "disingenuous rhetorical tricks" and "stereotyping"??  Some even go so far as to say that "[open sourcing] drives your life's work into a path you never intended. You lose control of your own game, and have to search for a job again." and that "[we are]breathing down his neck all the time" by posting a thread on a forum...  :o  Of course, we can't leave sleeping dogs lie, so it continues on for pages and pages on how we should "Wait until he [completes the interface], THEN complain about the result so he can improve it." instead of offering advice up front.

I could go on for another page or so, but nobody is clearly listening.  The naysayers continue to harass those looking to inspire or guide Toady.  Maybe even help him decide what could happen with the interface changes, what it could take to do it and that it's not the end of the world to experiment in different avenues.  To the naysayers, there is only one solution to the problems facing the game.  Ignore the problems and wait while berating anyone that would DARE try to assist, guide, teach, or suggest that Toady listen to them.

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